Dark Souls 3 Patch: New Arena, New Level Matchmaking, Tons of tweaks!

Dark Souls 3 Patch: New Arena, New Level Matchmaking, Tons of tweaks!

Bandai Namco and FromSoftware have announced Dark Souls 3 Patch App Version 1.13 is coming on April 12th for pc and PS4, and the 14th on XboxOne. You can check this article tomorrow for screenshots and keep up with patch notes on the wiki.

There are some MASSIVE changes to co-op on this that are certain to change the makeup of invasions:

When a white phantom dies during an invasion, the host will now be unable to summon subsequent white phantoms for a certain period of time (this change does not apply to covenant based invasions)

Patch 1.13 Changes:

  • Addition of the arena “Round Plaza” to the Undead Match (yes, finally! The flat arena! Screenshots coming hopefully tomorrow as well)
  • Fixed a bug where players could invade hosts during a boss fight
  • Fixed a bug where disabled items could be used
  • Fixed a bug where “Spear of the Church” would be summoned outside the boss battle area
  • Fixed a bug where red phantoms could be summoned after the appearance of a “Darkmoon Blade” or “Blue Sentinel”
  • Fixed a bug where Resins and Spell Buffs could be applied to unbuffable weapons
  • Up to a total of two “Darkmoon Blades” or “Blue Sentinels” can now be summoned during online multiplayer
  • When a white phantom dies during an invasion, the host will now be unable to summon subsequent white phantoms for a certain period of time (this change does not apply to covenant based invasions)
  • Increased the level range at which “Darkmoon Blades” and “Blue Sentinels” can be matched (details available below)
  • Increased drop rate of “Seed of a Giant Tree”, reduced the number that can be carried and greatly reduced the duration of its effect
  • Fixed an issue where some weapon skill animations could be used with other weapons
  • It is now easier to be interrupted when using most weapon skills
  • Reduced the absorption bonus during the latter half of “Perseverance” weapon skill
  • Increased tracking on attack animations for “Pike” category weapons
  • Increased stamina damage dealt by “Fists” category weapons
  • Added a small window where damage taken is increased after initiating a parry with “Fists” and “Claws” category weapons
  • Reduced damage of “Gargoyle Flame Spear” and “Dragonslayer Spear
  • Increased poise effect with “Lothric Knight Long Spear
  • Added Faith scaling to “Sunlight Straight Sword” and “Yorshka’s Spear”, and reduced Strength and Dexterity scaling accordingly
  • Reduced critical damage of “Crow Quills
  • All attacks from “Rose of Ariandel” can no longer be parried, but two-handed attacks now consume more stamina and no longer apply poise
  • Fixed a bug where the second L1(LB) combo attack when two-handing “Onikiri and Ubadachi” was not dealing thrust damage
  • Fixed a bug where bleed effect for “Pontiff Knight Great Scythe” wasn’t displaying in the menus
  • Fixed a bug where weapon skill “Quake” of “Quakestone Hammer” would deal more damage than intended to “Spear of the Church”
  • Reduced damage of “Dark”, “Fire” and “Raw” infusions for “Lothric Knight Greatsword
  • Reduced damage of “Dark” and “Fire” infusions for “Murky Hand Scythe” and “Dragonslayer’s Axe
  • Increased the charge rate for effects that trigger on continuous attacks (e.g. “Pontiff’s Right Eye”, “Old Wolf Curved Sword”, “Carthus Beacon”)
  • Re-adjusted damage and scaling for “Simple”, “Crystal”, “Fire”, “Chaos”, “Lightning”, “Dark”, “Deep”, “Blessed” weapon infusions that were changed in Regulation Version 1.32
  • Increased stamina consumption of the sorceries “Magic Shield” and “Great Magic Shield
  • Increased FP consumption of the sorcery “Great Magic Shield
  • Increased FP and stamina consumption, and reduced duration of the sorcery “Hidden Body
  • Reduced stamina consuption and increased duration of the miracles “Great Magic Barrier” and “Vow of Silence
  • Reduced FP consumption of the miracle “Great Magic Barrier
  • Fixed a bug where the amount of healing received from the miracle “Lifehunt Scythe” would always be dependant on the Faith value of the weapon equipped in the right hand slot
  • Reduced the effectiveness of “Carthus Bloodring
  • Reduced the absorption penalty when wearing “Prisoner’s Chain
  • Fixed other various issues

So, in a nutshell: bye-bye Force+Throwing Knife glitch! Infusions have been readjusted following the 1.32 mistakes. A nice buff for invaders!

Plus, I’ve a got a surprise! New matchmaking rules? Here they are! (Read the Summon Range Calculator page for further details)



TypeUpper LimitLower Limit
Sign summonsSL + 10 + ( SL * 0.1 )SL – 10 – ( SL * 0.1 )
Way of the BlueSL + 15 + ( SL * 0.1 )SL – 15 – ( SL * 0.1 )

SL = Host level



TypeUpper LimitLower Limit
Dark SpiritSL + 20 + ( SL * 0.1 )SL – ( SL * 0.1 )
Mound MakerSL + 20 + ( SL * 0.15 )SL – ( SL * 0.1 )
CovenantSL + ( SL * 0.1 )SL – 20 – ( SL * 0.2 )

SL =Invader’s level for Dark Spirit / Moundmaker and Host’s Level for Covenants.


Maximum Weapon Level


Deploy Schedule

STEAM (Ap. 12)PS4 (Ap. 12)XB1 (Ap. 14)
JST5pm to 7pm10am to 12pm10am to 4pm
CEST10am to 12pm3am to 5am3am to 9am
PDT6pm to 8pm6pm to 8pm6pm to 12am

MMO raider by day and guide writer by night, Fex enjoys multiplatform gaming, good books and animes, and streaming with a cold beer.

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87 comments on “Dark Souls 3 Patch: New Arena, New Level Matchmaking, Tons of tweaks!”

  1. Achtpuntzes says:


    again they fix boss invasions. :(

  2. Avatar Lich180 says:

    If the boss invasions didn’t involve abusing items in a certain way, I could see From leaving them alone.

    The co-op changes are great. My new toon has been invaded a ton, and every invasion I’ve had a blue show up.

    And they fix the infusion bug!

  3. Avatar Fexelea says:

    Matchmaking changes means I have a lot to update!

    But I don’t think I like not being able to summon another white phantom if the one you got dies, or the limit to how many defenders you can have. Feels like the squeaky wheel gets the grease.

  4. Achtpuntzes says:

    change of matchmaking sucks.

    i have my low sl builds tweaked for the area acoording to the sl/weap upgrade matchmaking most guys are in that area. if i turn out just too high for that after the patch all my builds are screwed. :(

    i really dont want to make a shitload of new builds, if thats the case it will be time to leave the game.

  5. Avatar Semel says:

    ♥♥♥♥ you.

    ♥♥♥♥ you.

    Is it lower than what we have now? Then ♥♥♥♥ you.

    **** you.

    Thank you. :D

  6. Avatar Rafahil says:

    There are some good changes in there. I wonder how the pontiff rings are after the patch and how much healing Lifehunt scythe will give us now.

  7. Avatar announakis says:

    Big changes are

    Addition of the arena “Round Plaza” to the Undead Match (yes, finally! The flat arena! Screenshots coming hopefully tomorrow as well)
    at last…just a flat ring to actually duel in good sportsmanship. Better late than never I guess.

    It is now easier to be interrupted when using most weapon skills
    at long fucking last….this is one of the main things that negates any real use of skill in PvP: you push L2 and you end up with some unparryable unstoppable spin of some sort….even with stupidly light weapons which should not have any poise. glad it goes!

    Reduced the absorption bonus during the latter half of “Perseverance” weapon skill

    Added a small window where damage taken is increased after initiating a parry with “Fists” and “Claws” category weapons
    aouch backstabs will be painful lol

    Reduced the effectiveness of “Carthus Bloodring”
    thank god the rolling addicts will now think twice hopefully

    the attempt at making shield buffs less interesting is cute….it should just go altogether….it has been the worst decision since DkS and they kept putting this shit in the game.

  8. Avatar Semel says:

    Then they should completely remove damage absorption penalty. Otherwise no one in their right mind would use it …

  9. Avatar announakis says:

    well…you would still totally win the trade because you would not stagger…so…yes, you would still use it but it would actually require to be heavily armored to absorb the trade rather than just tanking things naked as it is now.

  10. Avatar TSMP says:

    This is… a whole lot more than I was expecting from what I thought would be a quick fix patch.

    Oh hey, that’s a nice surprise.

    I still say they should get around to making a boss with this as a mechanic. Darklurker would’ve been far more interesting (on top of already being interesting) if a random could show up and the boss would attack either of you.

    That was a bug? Are they sure about that?

    Could this be the long-awaited gank squad nerf? But at the same time, the way it reads makes it seem like it’d make running a gank squad kind of interesting. Needing to actually manage their resources instead of having, you know, functionally infinite everything.

    First off, the blue spirit limit cap buff is misleading. I’ve had three blues called in at once, both for me and for hosts I’ve invaded. I think what’s actually being said here is the WoB won’t hit cooldown until after the second is pulled in rather than the first, so it’ll pull two blues way faster. This, combined with the white summon cooldown, most likely means gank squads who try to farm invaders will actually have incentive to equip WoB now and give blue spirits a way to actually do their job. Which means blues should be happy with this update, assuming the typical intelligence level of gank hosts doesn’t prevent them from making this connection.

    Technically speaking, even a one second duration reduction from indefinite would count as greatly reduced. I wonder what the new time limit will be? The problem is, I don’t think it’ll really matter, since giant seeds are only a thing until all the enemies are dead.

    They really want quality/Faith to be a thing, don’t they? Even despite the insanity of investing in three different stats instead of two or even one. Oh well, maybe the summon range boost for blue spirits will let SL150s match against SL120s, and then Fromsoft can finally have their dream of just dicking everyone over simultaneously. Well, sort of. The notes here imply that the total AR won’t increase, just the stat investments required to hit that total will. Except that Sunlight Straight Sword is a buffable weapon that applies a body buff with its WA, so it’ll get a whole lot more from that Fth investment. And even then, quality/Fth might still do better with a Refined weapon and just putting a buff on it, like maybe the Dragonslayer’s Axe.

    Me likey.

    This sounds like they just set it back to the old version. Sucks, I was kind of looking forward to a Blessed buff instead of regen builds needing to be Lck for some reason.

    Vow of silence duration buff is nice.

    Huh? That was a thing? Explains a few things…

    And this is how we know it’s an official From Software patch notes. :P

  11. Avatar eremHaNeoN says:

    I don’t think boss invasions or tumble-buffing will be going away, someone’s just going to find another, probably more convoluted means of doing it.

    Why did Hidden Body need so many nerfs? It had no PvP utility that I can think of, all it’s going to do is give anyone who has the spell wanting to run past the bull shit gankbanks/tedious thinning-out of enemies in areas like the Ancient Wyvern path, the path to the Twinkling Dragon Torso Stone, the run up the stairs to Twin Princes and more recently everything to do with the swamp area in The Ringed City more problems. Like, I died a few times after crossing the swamp in the Ringed City and wanted to run back to collect my souls and proceed without trouble (well the judicator giant in particular but other enemies like the turtle clerics and the locusts can be nuisances too) and a couple casts of Hidden Body and run were a great help to getting back, whether it was me dying to Dragonslayer Armor 2: Electric Boogaloo, or any of the Ring Knights guarding the path to the shortcut (mainly was a problem I had with a character I had in NG+++ I ran with). Or is this their idea of a "fix" to the negative reaction they got from the nerfing of Angel damage? Using Hidden Body to bypass them was the only change that I thought was any good. Now I read they are barely a threat, like you can just walk into the open and easily estus your way to your destination with few issues (can’t confirm this myself, can anyone else?)

    I hope when they say "re-adjust" the infusion mistakes of 1.32 they don’t just mean "revert them back to how they were prior to 1.32" but apply the actual buffs they were supposed to receive beforehand.

    I hope the Sunlight SS and Yorshka’s Spear get actual, significant faith scaling and not "E scaling for Lothric’s Sword lol" because as they are, the Sunlight SS is alright – the weapon art is great, but as a damage-dealer i.e. weapon, well, I didn’t find myself get many good returns from it (with one character I have at least – the only one that +5’d it – he has more faith investment than strength or dex, the latter two which are moderate at best) and Yorshka’s Spear is at the moment a joke weapon, that thing’s going to need S faith scaling to make it remotely respectable. This all depends on how much they’re going to nerf the str/dex scaling of course in relation to the faith buff they get.

    Being able to get two blue phantom helpers at the same time while the host gets a timeout on their dead white phantom is a nice idea I think, I wish they’d just increase drop rates of Concord Proofs but this change at least may incentivize players to put on that Way of Blue badge more often.

    Not a PvP fan, I’ve probably made that clear several times too many on this board by now, but it’s nice to see the continual addition of more arenas. I don’t know what this arena is supposed to look like but hearing that it’s a flat plane makes me think of that Smash Bros. arena that was literally just a flat circle in outer space (the one where you battle the Master Glove or whatever its name was – in Smash Bros. Melee anyway, I haven’t played any of the SSB games after that one). I’d like to see an arena with edges you can fall to your death from. One badly timed Greatlance charge attack and down a cliff/the clouds/abyss for you!

    Good to see Rose of Ariandel is unparryable now. Now I get to officially declare it my favorite whip in the game (every other whip including Witch’s Locks are terrible, only their weapon arts maybe doing anything, maybe – Rose of Ariandel has more of a club-like moveset i.e. easier to actually hit things with and does bleed damage on top – not an amazing weapon or anything but I think it’s better than how most think of it).

    I actually had no idea the Pontiff Knight Great Scythe did bleed damage. I know the one enemy that wields it can bleed you with it but otherwise… well good to know I suppose.

    Why did the Murky Hand Scythe need its dark infusion nerfed anyway? Is that weapon any good at all even? It’s just the Harpe but… dark. And the dark damage/scaling wasn’t even very good to begin with. Was this necessary? Sometimes I think the decisions they concoct to patch the game up are made via wearing a blindfold and throwing darts at a wall full of post-it notes consisting of scribbled-in changes to make to the game which themselves were concocted by games of Mad Libs. That or the manatee idea balls theory.

    "Fixed other various issues" Will the color of Ornstein’s plume be changed to taupe now?

    Conclusion: I just hope the good changes are significant and the bad changes are negligible at best. We’ve seen our fair share of both and vice versa all this time so ¯\_(ツ)_/¯

  12. Avatar Grehym_Blak says:

    Cant believe Prisoners chain is getting an absorption buff, Kantankerous is about to have 45’s across the board :lift:

    Haha, stupid Bloodring iframe nerf, wonder if absorption penalty is less now too.

    WA losing poise…this could suck for some of the biggins.

    same for the Pontiff Scythe, but how would we have known if it didn’t show up in the menu…

    And speaking of bleed and your thoughts about the Murky Hand Sycthe. Not sure what it will get now after the "re-adjustments" to infusions, but it receives 55 bleed when infused and still maintains a pretty good amount of damage from dark + base physical. Add the quick step WA, and its a pretty nasty bleed option, sure the Bandit Knife is still superior but I could see using both for style. I’ll have to look at it again now…

  13. Avatar BWO_RazrSrorm says:

    kimmundi confirmed the adjusted values for infusions will be the buffs they expected to put in the last patch.

  14. Avatar TSMP says:

    Sweet, good to know.

  15. Avatar BWO_RazrSrorm says:

    im mostly curious about the matchmaking changes. as it looked liked they adjusted both the sl part and weapon part.
    the seed timer was 4 hours. unless they significantly nerf the timer I doubt it will matter.
    honestly think the timer on the white phantom wont be enough. it should just be off during an invasion.

    rest seems decent though. inb4 "buffcasting2017"

  16. Avatar Beatsy_Ray says:

    I just realized that this patch lands on DS3’s first birthday. :)

  17. Avatar Rafahil says:

    So I just quickly tested Lifehunt scythe while wearing a talisman in the right hand twohanded to see the how much healing it should really give without being bugged and yeah the heal is in fact pretty significant compared to how it used to be however I still think it needs a tiny buff.

  18. PureSparta says:

    Considering the whole approach they have withh invasions on Dark Souls 3, i doubt that invasion timer will make a difference at all.

  19. PureSparta says:

    Considering the whole approach they have withh invasions on Dark Souls 3, i doubt that invasion timer will make a difference at all.

  20. Avatar Grehym_Blak says:

    Since the Round Plaza is said to be flat, I assume this means eyes have seen it? What does it look like, from what area does it hail? I hope its Pyromancer Donnel’s room slash Perscilla’s room from AoA.

  21. Avatar thedarkspirit says:

    Really just interested in what infusions are going to be like now. That alone might give me motivation to play Dsk3 again.

  22. Avatar TSMP says:

    To be fair, if the host can be invaded by more invaders after the first two, they should also be allowed to get more summons just so they aren’t eventually overwhelmed regardless of player skill. With the Dried Finger in an active invasion zone, there’s virtually no downtime between invasions, so if the host could only summon if they weren’t being invaded, they either wouldn’t be able to summon at all or would very quickly be overwhelmed and outnumbered. Having a summon cooldown could be the better option in theory, but I’m a bit worried since invaders don’t have a cooldown when dried fingers are on. Still, there’s no argument that as it is now (no summon cooldown) hosts had a ridiculously massive advantage over invaders. I guess we’ll see how it plays out?

    I never knew giant seeds had a timer, I always just thought it was until death. Kind of makes me wonder if they expected hosts to survive long enough for that to be a problem. It did say there was a large reduction, but even if they go down to an hour it’d be plenty of time to wipe out all the enemies on the map. However, if they go down to something like a minute or thirty seconds, it starts competing with Rapport’s utility vs invaders (though to be fair, with the existence of giant seeds in the first place, Rapport is more or less a strictly PvE spell, so that might be a good thing). Need more information for this one.

    I don’t think I’m really worried about anything in these patch notes, with the possible exception of blue summon range boosts. I mean sure, a wider range means blues have more opportunities to be summoned (as does the summon cooldown and double blues), but it also means blues can be an even higher level than now and still get paired up against SL120s without downscaling. That’s a little worrisome.

  23. Avatar Rafahil says:

    Something just struck me. What if the nerf to weapon art poise also affects Unfaltering Prayer on talismans and the Perseverance weapon art? I hope not. I really hope that at the very least we can offset it with some poise stacking.

  24. Avatar BWO_RazrSrorm says:

    I don’t agree. As is right now once you kill an invader (barring area defenders) you shouldn’t be invaded again unless you have a dried finger effect active. The only reason to pop a finger is either a) your asking for invaders or b) you are grabbing an extra friendly phantom.

    If you are in the A category you should have the odds stacked against you. You signed up for it. as for B. well. I think the inclusion of being able to summon a third friendly was a bad idea to begin with. It’s basically not worth it as far as bosses go and it does nothing but help someone gank invaders easier.

    Invaders by default have to chunk more health than a host or friendly phantom. invaders don’t get an advantage against a host since seeds exist. If things were a bit more even i’d understand and maybe agree. But I don’t. FROM basically handed the online to hosts and gave a middle finger to invaders. So you’ll forgive me if I think from needs to do more to make a hosts life less comfortable.

  25. Avatar TSMP says:

    I think maybe I didn’t communicate that right. I don’t disagree with anything you said here, I’m wondering where, specifically, the line for "too far in the other direction" could be, just in case we ever hit it. Yes, gank squads needed a nerf for an actual year now, so my question is how far can they be nerfed without handing the advantage over to invaders instead.

    It’d probably be better to say it as "when one side can respawn instantly but not the other, how many other benefits do you need to pile on to keep things from being unfair?" I’m sure the idea is to keep hosts running around with WoB (which I fully approve of), but what if a host simply doesn’t want to do that? Would they be disadvantaged? Should they be disadvantaged?

    I like fairness all around, personally. Part of why I liked invading as Pilgrims of Dark in DaS2.

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