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

 

JOLLY COOPERATION

Type Upper Limit Lower Limit
Sign summons SL + 10 + ( SL * 0.1 ) SL – 10 – ( SL * 0.1 )
Way of the Blue SL + 15 + ( SL * 0.1 ) SL – 15 – ( SL * 0.1 )

SL = Host level

 

INVASIONS

Type Upper Limit Lower Limit
Dark Spirit SL + 20 + ( SL * 0.1 ) SL – ( SL * 0.1 )
Mound Maker SL + 20 + ( SL * 0.15 ) SL – ( SL * 0.1 )
Covenant SL + ( 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

Host Guest
0 1
1 2
2 3
3 4
4 6
5 7
6 8
7 9
8 10
9 10
10 10

Deploy Schedule

STEAM (Ap. 12) PS4 (Ap. 12) XB1 (Ap. 14)
JST 5pm to 7pm 10am to 12pm 10am to 4pm
CEST 10am to 12pm 3am to 5am 3am to 9am
PDT 6pm to 8pm 6pm to 8pm 6pm to 12am

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


  1. >

    True-ish. Seeds are more or less meant to either tactically ruin a retreating reds day or… to spook a camping red out of enemy lines. The latter now barely will function due to the red just being able to dance about a couple seconds before enemies become his bff’s again.

    4 hour definitely was far too long of a duration, I won’t disagree, though I would personally say to change it to at least 2 minutes of time. That way a red will most likely rather dash out of his position as dodging a bunch of mobs for 2 full minutes can be bothersome.

    Part of their purpose is to break a ‘stalemate’, in which both sides just keep staring at each other from a safe distance, turning it into a boring test of patients. A seed forces a red to leave enemy lines, though 45 seconds probably won’t bother a red too much.

    Also, the reduced the amount of seeds one can carry. I’m not sure down to how many, myself. Could somebody please figure that one out?

    >

    True, but to bypass part of that problem they could’ve just increased the intelligence required. I mean, the PvP use mostly was to hide behind corners with the transparent body causing a host and his phantoms to overlook one, or use the Untrue White Ring + Hidden Body trick to look like a Player ghost (a very fun trick, by the way). Now you have to cast the spell so close to a host to be able to still attempt these tricks that he most likely will hear you cast it. They could’ve handled this better to make it less powerful in PvE but still useful in PvP.

  2. >
    the problem is also that this spell sort of defeated the purpose of the obscuring ring imo, on top of making the entire game totally trivial as soon as you had 15 intelligence.

  3. >

    If an invader is cloaked, and they recast HB, can phantoms see and hear the spell anyway?

  4. >

    Considering seeds are easy enough to obtain (even easier in this patch) and it used to be 4 hours it’s perfectly fine.
    Now seeds have to be used tactically at a crucial moment instead of popping it the moment an invader gets in and expectign the world to do the job for you.

  5. Prisoner’s Chain now reduces your resistances by 4%, which makes me think that it now effectively causes you to actually take less damage, at least from Physical and Lightning types of attacks, due to the stats added. Well, depends on how much you got.

    Reducing Seed down to 45 Seconds seems like overkill to me. It’s no problem at all to just dodge around in a group of enemies as a red for that long. Like, 2-5 minutes would’ve been more reasonable in my book.

    Aaaand Hidden Body is now really sucky. I am baffled as of why they nerfed this. Probably due to its usefullness in PvE, but using it cunningly in PvP is now near impossible.

  6. >

    Holy crap, that felt so good, shutting him down like that. I basically ran in, hit him with VoS, took a few swipes, then let the host pound away on him. Never fired a single arrow. Awesome.

  7. Just incase anyone was curious seeds last 45 seconds now.
    i’m so happy. i’m actually crying.
    EDIT: the carthus Iframe ring now has one less Iframe. and you take even more damage when you have it on now.

  8. >

    Good point…I’ll watch for that. Not sure if it’s still this way, but I feel like most of the people who summoned me in the past were melee players. Honestly, I feel like the majority of people who play Souls are carrying big sticks.

  9. >
    Be careful with that, it also turns off allied spellcasting. If you run into a pyromancer, they aren’t going to like you very much.

  10. and these idiots have still not fixed the broken hitbox of the paired noob swords

  11. >

    There’s a few hours of my life I wish I had back. I need to go back to that boss door ASAP and help people in coop by doing this, just for my own sense of satisfaction.

  12. Speaking of breaking fights…I wonder if the Skull Ring is as broken as the Redeye ring was in DS2…

    Can’t believe I haven’t been testing that yet.

  13. >
    Yep. Best part is, he’ll keep trying to cast spells even when he can’t. Basically breaks the fight.

  14. >

    If I remember right, I was thinking it was an effect I gave off while it was active, so I was casting it and running at him in the hopes he would STOP DOING THAT!!! Probably explains my poor results. So the best result comes from running at him when he emerges, casting, and then going in for some free punches?

  15. >
    VoS’s radius is freaking huge, but it’s an on-cast burst instead of a persistent AoE centered on the user. Meaning, if the target is outside its range when you cast VoS, they won’t be affected when you get closer to them. I’m… pretty sure the radius doesn’t cover Aldrich’s entire boss room? It’ll easily clear halfway, though.

    Yes, it’ll stop everything except melee attacks, the lifehunt scythe spin, and the damaging part of his teleportation attack.

  16. >

    Whaaaaaat? I must have be doing it wrong. How close to I have to be? Maybe I got the cast off too late and he already entered the animation. So, if you cast this near him, do all his attacks except melee stop completely? Man, I knew I should have come here and asked more about this before giving up. What a nightmare that was.

  17. Vow of Silence is 15 seconds now. GMB is 70 seconds. I can`t say I ever find situations where I use these miracles. I tried VoS a few times on Aldrich, but when I realized it didn`t stop his arrows, I didn`t bother.

  18. Preacher’s Arm+ crystal weapon bug is still not fixed… It’s kinda strange.. maybe it’s intended? lol

  19. They cut the duration of Hidden Body in half, to 15 seconds. Cost is 25 FP. Lingering ring adds about 5 seconds. That’s quite a cut. Non mages with low FP are definitely not going to be spamming this for any length of time.

  20. >

    The 2 that stand out to me are the Zweihander and Greatsword. I could have things twisted, but pre 1.12 my Zweihander was at 490 (40str +8 Heavy) and the GS was marginally better at 504 but weighed 2x as much, so i never used it. 1.12 came and the Z went to 470 but GS was 528. Now Z is back to 490 and GS is still 528…I could be mixed up by 2h vs 1h AR, its happened before…

    I will definitely see about the Sunlight SS, sounds like it is on the Dragon Slayer Axe program.

  21. >

    I have 18 str, 40 dex, and 60 Faith. I did what you said and the sword shot from 410 to 702 when two handed.

    EDIT: I realized after the fact that my sword was only a plus 4. I made it 5 and did this again. Goes from 471 to 770. That seems like a monster AR for a one handed straight sword.

  22. the weapon art from the claw (onislayer) is now interrupted much more easily than before (at least 2 handed ultra stopped me right there whereas I used to poise through before) if this is limited to ultras and greatswords, I think it is fine, even better like this but if your flimsy straight sword does the same I will crywolf

    edit: 2HR1 pick axe stops it.
    1HR1 CGS breaks it too….

    basically this weapon will become very very hard to use now…

  23. >

    checked the heavy infusions, i think u wrong. for my str guy, all my heavy infused stuff got same ar as yesterday. that is at 60 str +8.

    but i can confirm the buff of the prisoners chain. exactly what u say.

    for lightning infusion, nothing changed with me. my lightning longsword still has 450 ar (60fth +8)

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