Update log
Full No More Room in Hell 2 update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello Responders!
Extracted changes
- Balance
- Gameplay
- Performance
- Workshop
Genesis has been out for two weeks now, and we’ve gotten plenty of useful feedback that we wanted to act upon. As we discussed in our Melee Combat Developer Blog, this hotfix will be delivering a substantial balance update addressing the response to the initial melee combat rework. We also have several bugs we tackled alongside them to overall improve the Genesis experience!
Responder Perk Preview
A small quality-of-life update, players can now see the default perk a Responder comes with when selecting a new one!
Balance Changes
Difficulty
Melee damage dealt to zombies no longer changes between difficulties.
Casual & Classic outgoing damage reduced from 1.25x ➡️ 1x.
Hard & Nightmare outgoing damage increased from .75x ➡️ 1x.
This change is to allow players to build muscle memory and streamline the process of learning how each melee weapon feels and performs without running into too much variability as you ascend the difficulty levels. While many of the below balance changes involve some damage reductions, this is in conjunction with the functional 25% increase in Hard & Nightmare damage. Casual and Classic’s combat has been a bit too forgiving, making it more difficult for players slowly gaining experience to transition to those higher difficulties. Now, it should be a steady progression upward in challenge!
Melee Weapons
Damage values shown as X/Y/Z are Quick, Strong, and Charged attacks respectively. When looking at these changes, keep in mind that normal Zombies have 100 health, while Shamblers have 70 & Primes have 130. In general, these adjustments make weapons more responsive & emphasize their tiers of strength (i.e. Tier 1 are weaker than prior, Tier 2 roughly the same, and Tier 3 stronger) while also achieving our goals from the Melee Combat Dev Blog for Slashing & Blunt weapons.
One-Handed Blunt
Tier 1
Pipe (Small)
Increased quick melee swing speed by 10%
Reduced base damage from 18/20/30 ➡️ 10/10/15
Reduced headshot damage from 30/40/60 ➡️ 20/25/30
Adjusted stability damage from 20/40/60 ➡️ 25/50/50
Wrench (Small)
Increased quick melee swing speed by 20%
Increase charged swing speed by 25%
Reduced range from 170 ➡️ 160
Reduced base damage from 18/20/35 ➡️ 10/10/15
Reduced headshot damage from 30/40/60 ➡️ 20/25/30
Adjusted stability damage from 20/40/60 ➡️ 25/45/45
Tier 2
Tire Iron
Increased quick & charged melee swing speed by 10%
Reduced range from 180 ➡️ 175
Reduced base damage from 18/20/35 ➡️ 13/15/20
Reduced headshot damage from 30/40/60 ➡️ 25/30/35
Adjusted stability damage from 20/40/60 ➡️ 25/45/45
Mallet
Increased quick melee swing speed by 10%
Increased quick melee swing speed by 20%
Reduced range from 170 ➡️ 160
Reduced base damage from 18/20/35 ➡️ 13/15/20
Reduced headshot damage from 30/40/60 ➡️ 25/30/35
Adjusted stability damage from 20/40/60 ➡️ 25/50/50
Tier 3
Claw Hammer
Increased quick & charged melee swing speed by 20%
Reduced base damage from 20/25/40 ➡️ 15/20/25
Reduced headshot damage from 40/50/80 ➡️ 30/35/45
Increased stability damage from 20/40/60 ➡️ 40/55/60
Crowbar
Increased quick melee swing speed by 10%
Reduced range from 190 ➡️ 185
Reduced base damage from 20/25/40 ➡️ 15/20/25
Reduced headshot damage from 40/50/80 ➡️ 30/35/45
Increased stability damage from 20/40/60 ➡️ 40/60/60
Two-Handed Blunt
Tier 1
Rebar
Increased quick melee swing speed by 5%
Increased charged melee swing speed by 15%.
Reduced range from 220 ➡️ 210
Reduced base damage from 20/25/35 ➡️ 20/20/30
Reduced headshot damage from 30/40/60 ➡️ 30/30/40
Adjusted stability damage from 20/60/100 ➡️ 35/45/55
Pipe (Large)
Increased range from 220 ➡️ 225
Reduced base damage from 30/45/50 ➡️ 20/20/30
Source
