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General Difficulty

GeneralBalance · Difficulty · Spawns · System
2 patcheslast touched 90mo ago▲ +1

Power trajectory

Up = buffed, down = nerfed
-30+1Feb 6, 2019Feb 7, 2019Feb 6, 2019 — UPDATE 21: GOING LETHAL +0 / -3 (cum -3)Feb 7, 2019 — UPDATE 21 - HOT FIX 1 + 2 +4 / -0 (cum +1)
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Patch history

    • 📊Numericspawn frequencyLowered

      Reduced the frequency of random enemy waves to prevent overwhelming the players.

      Longer time between random enemy spawns for all difficulties.

    • 📊Numericencounter sizeReduced

      Caves now feature smaller enemy groups, reducing sudden spikes in difficulty.

      Enemy encounters in caves reduced in size.

    • 📊Numericmission intensityLowered

      Salvage and Point Extraction missions are slightly less hectic.

      Less enemy spawning during Salvage and Point Extraction.

    • 📊NumericNitra spawn rateIncreased

      Increased Nitra availability in Egghunt missions to improve reward scaling.

      More Nitra spawning in Egghunt missions.

    • 🔁Reworkspawn logic

      Overhauled spawn logic for more precise wave balancing and introduced themed enemy mixes per mission.

      Rework

    • 📊Numericfirst wave timerFaster s

      The time before the first wave appears now scales with difficulty; higher difficulty means faster arrivals.

      Scaling

    • 📊Numericenemy statsIncreased

      Attack speed, projectile speed, and movement speed of enemies are increased on highest difficulties.

      Scaling

    • 📊Numericenvironmental damageIncreased

      Players take more damage from environmental hazards on higher difficulties.

      Scaling

    • 🐛Bug fixplayer scaling3-player4-player

      Fixed a bug where 4-player games were as easy as 3-player games; difficulty now scales correctly for 4 players.

      Bugfix

General Difficulty balance history — Deep Rock Galactic · PatchDiff