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 |

87 responses to “Dark Souls 3 Patch: New Arena, New Level Matchmaking, Tons of tweaks!”
there is a new monster in town.
if u have a faith guy with 12str&dex, try a Sunlight Straight Sword, do the weapon art, and buff it with lightning weapon spell (they stack). then look at the AR and you only can say:’WOW’.
Dragonslayer spear running attacks are so weak now wow…
Took a quick glance after 1.13 installed.
Looks like Prisoners Chain 3-4 points less of a decrease in defense. Pretty sure I had 40 before, and now 44.
My heavy infusions also look to be back where they were, and a couple seem to be improved.
Can’t say that my lightning infusions on a 45 fth +8 upgrade look any better than they were before From jacked everything up. 415 on my Falchion and 409 on my Lothric SS, pretty sure that’s how they were…
IDK, I wait for the experts to tell me what’s what
Article updated with deploy schedule. Sorry XB1
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lol, this post makes my day.
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Hahahaha the Van Legend would totally go ham on his ear if he heard this unSOULSman like conduct. This anonymous “caracter” needs to get an account so we can discuss how to deal with invaders and have fun. speaks the truth. But I’ll direct Anonymous’ rant towards an annoyance of mine. Slimy duelers that throw up denial right off the bat in a 1v1 honor duel, that is SO bush league!
Seriously tho, you know who are… 
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Can’t say I agree with you. The multiplayer of this series is a heavily advertised part of it for the last seven years now, the dynamic between host, summons, and invaders is a core part of the gameplay that the devs structured even the level design around, and you bought the game knowing full well what it entailed.
I’m done with Dark souls, I’m fed up with players that buff their caracter just to invade and kill other players who just want to have fun with a friend.
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Apologies in my end. Today had been rather stressful on my mental state. I think that is a valid concern.
Though to be honest As long as blues are easy to be summoned by the host I don’t think the invaders will ever have the true advantage over hosts at least as far as dark souls 3 goes.
I don’t mind being at a disadvantage as an invader. I just feel it’s too lopsided to the host. Even if seeds only lasted 5 minutes and the cooldown on summoning was 5 minutes it’s still going to be hard on the invader.
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if they are not completely retarded (there are serious doubts considering how long it took to adjust all those broken parameters but hey…) they will apply it to spin to win weapon arts that get way too much slack and that on top of being unparryable get hyper armor for to reason.
that said, I would not mind if a running R2 of an gigantic ultra weapon did interrupt a unfaltering prayer….I mean come on…UP allos to tank through anything…
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I’d love to have that as an arena just for the hilarity of six-person fights squeezed onto that platform. And where most deaths will be the result of falling/being knocked off the edge.
I think the arenas definitely need more, uh, “structural diversity.” Some tiny areas, some much more vertical areas, areas with hazards besides fall damage for non-Cat-Ring-wearing-or-Spook-casting users/plunge attack traps (as much as I hate Smouldering Lake, the Demon Ruins portion mainly, it would be a great inspiration for an arena – everyone fighting around and taking cover behind trees while avoiding ballista fire, only nobody can turn the ballista off this time).
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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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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.
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.
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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.
Really just interested in what infusions are going to be like now. That alone might give me motivation to play Dsk3 again.
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.
Considering the whole approach they have withh invasions on Dark Souls 3, i doubt that invasion timer will make a difference at all.
Considering the whole approach they have withh invasions on Dark Souls 3, i doubt that invasion timer will make a difference at all.
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.
I just realized that this patch lands on DS3’s first birthday.
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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”
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Sweet, good to know.
kimmundi confirmed the adjusted values for infusions will be the buffs they expected to put in the last patch.
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