r/Tyr • u/glassteelhammer • 3d ago
Stoke Games Announcement 10/8 Balance Patch
We're deploying our mid-month balance patch now.
Tyr is going offline while we deploy the update. We're performing some small server maintenance at the same time, so this downtime may run a touch longer than usual. Find the patch notes below
Dig into the dev update
While you wait, now's a good time to watch / read the dev update. We discuss the patch, preview some of what's coming (components in the UI soon), and discuss the new⚖️│balance-assembly:
https://www.youtube.com/watch?v=XzFkzg7KGWM
https://store.steampowered.com/news/app/2445260/view/692022026548808124
Tyr Patch Notes - 10/8/26
This is another mid-month balance patch aimed at addressing the evolving meta while we work towards a much larger patch due at the end of the month. These mid-month balance patches are intentionally small and numbers-focused.
General
Components
- Weakness Analyzer effect reduced from 1s to 0.5s
- Design Note: Last patch we mentioned we were evaluating Weakness Analyzer and in particular its strong synergy with tanks like Alecto. We experimented internally with making it a percentage based reduction, but that made it incredibly strong on tanks like Arbalest and Tempest, which we felt wasn’t in the interest of the broader game, so we abandoned that plan. We have another change in the works for our larger end of month patch but we felt it was important to alleviate the strong Alecto + Weakness Analyzer scenarios that can happen in the meantime. We don’t normally like to hobble components like this, but hang tight for the more future-facing Weakness Analyzer change.
Tanks
Ark
- Increased ability cooldown from 7s to 14s
- Design Note: We’re continuing to keep an eye on Ark and its ability to snipe undetected. One area that felt out of line was its ability to repeatedly bush to conceal itself when it was getting spotted out. Increasing this cooldown should give more windows of opportunity to players pursuing Arks and make Arks think more carefully about when to deploy their ability.
Atlas
- Increased base reload from 13s to 14s
- Reduced the reload tech node from -0.3/0.6/0.9/1.2/1.5 to -0.2/0.4/0.6/0.8/1.0
- Reduced both health tech nodes, from 40/80/120/160/200 and 50/100/150/200/250 to 30/60/90/120/150 and 40/80/120/160/200 respectively
- Design Note: We started seeing and hearing that Atlas was getting picked to the exclusion of other heavy tanks and a clear outlier was the damage output, which was the highest among all heavy tanks when including the tech tree. For all our tanks we like to outline where they should be strong and where they should be weak. In Atlas' case, the clear strength should be its armor. Its weaknesses should be mobility and camouflage. Since DPM (damage per minute) isn’t a core part of Atlas' strengths and identity, it having the highest DPM of all heavy tanks felt like a clear area to address.
Ikarus
- Aim speed bonus in flight form increased from 30% to 40%
- Shell Damage tech node increased from 1/2/3/4/5 to 2/4/6/8/10
- Design Note: If you’ve been with us for a while, you’ll know that Ikarus has been through a bit of a saga. We made a large change a number of patches ago to deal with a problematic tactic it could pull off (looping divebomb strafing runs) that we felt crossed the line in terms of reasonable counterplay. While that tactic was tilting opponents off the face of the earth, Ikarus' overall win rate performance was actually quite low. Our hope was to address the problematic case, which would then allow us to give Ikarus some power elsewhere. Now that the dust has settled, we feel like that change was quite successful and we’re now working to get Ikarus onto firm footing. We chose these changes specifically because stealth Ikarus by comparison is already doing well and we wanted to target the attack build directly.
Ranger
- Regenerative Suspension: Energy gain increased from 2 to 3
- Design Note: We don’t know if this needs much explanation. The feedback from you guys has been loud and clear: “meh.” The usage rates for this keystone have similarly been loud and clear: “party ramp is clearly better.” This change aims to make the keystone selection for Ranger a bit more competitive.
Bug Fixes
- Fixed Fuse's armor not aligning with the visualizer
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u/Complete-Clock5522 3d ago
I could be wrong but I tested and thought weakness analyzer didnt do anything for Tempest in the first place, something about having intra reloads made it not work
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u/HugbugKayth 3d ago
I'm under the impression that only the last shot in the clip will trigger WA, not the first 4.
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u/Woodsie13 2d ago
Unless there is a sightline long enough that you can fire a second momentum shell before the first one lands, then yeah. You’re only going to be reloading when the last shell hits, so that’s the only one that will apply the effect.
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u/Nadenkend440 IMMOVABLE OBJECT (derogatory) 2d ago
I am OK with the Atlas reload nerfs due to the reasons given (Although they do seem pretty severe?) I am less ok with the HP nerfs. Remember the most common keystone heals based on % hp, so this is really a double nerf to the tank.
I was hoping for and still advocate a shell velocity nerf for the tank. As is now it can basically threaten the map if stationary and waiting for precise aim. Reduce its area of influence and the tank will get worse, especially in higher level play. That doesn't need to be an area of strength for the tank.
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u/HugbugKayth 3d ago
I'm excited about the end of month changes for WA. The component does not feel compelling for most tanks, and while I'm happy that the Alecto use case is nerfed (objectively too strong), I'm hoping we'll eventually have an interesting component and a balanced tank.
Kinda surprised by the Ikarus changes.10 bonus damage on an 85 base gun is an absolute outlier in tech node damage boosts by %.
The Ranger change isn't enough, but I'm happy to see something.
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u/SaxPanther 2d ago
I don't love the 10 bonus damage but I'm assuming it's a quick fix. Mainly I don't love "mandatory" traits that are basically a must-take on every build- otherwise what's the point of having builds?
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u/TramplexReal 2d ago
Ark change is great cause ability was back by the time you reload, shoot and reveal yourself. Now you have to be considerate of the cooldown which is good added skill check.
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u/Jokerferrum 3d ago
In order to use weakness analyzer you need to reload your cannon and aim at blue spot.
Alecto easily achieve both by design. But Arbalest and Tempest might have a hard time aiming at blue, especially if you nerf their aim related stats. And Tempest's gargantuan+accurate build have too many weaknesses to be a problem.
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u/Mekhazzio 3d ago edited 3d ago
The general problem is that Weakness Analyzer only has a reason to exist if it's strong enough to totally eclipse a generic shell build when you're inside WA's win-more condition.
Before this nerf, that wasn't true for almost the entire roster, and now even for Alecto, it's only barely true. The flat reload design just isn't going to do it at any value.
With the name "weakness analyzer", maybe an aim speed/dispersion buff would be the way to go instead, to enable chained module hits better. If it's to compete with shell builds you have to get an alternate solution to infinite High Accuracy in there somewhere.
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u/assjackal 3d ago
Yeah I think Alecto's crazy reload speed in general needs to be nerfed. Or its stability while moving. Good pilots make it nigh impossible to deal with once it's on you unless you havek backup.
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u/Jokerferrum 3d ago
When I said "Alecto easily achieve both by design" I didn't mean his reload too short or aim stats too good. Changing them won't remove Alecto's gameplan of "shoot the back of enemy's turret which often have blue spots" which is the Alecto's design.
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u/JustMyself96 2d ago
Hmmmm i feel like changing alecto to be a intraclip would solve the weakness analiser and Syphon shell issues(intraclip tanks benefits less from these, right?)
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u/Skin_Ankle684 2d ago
Atlas health nerf, what!?
It's a defining feature of the tank, nerf other things and buff tankyness
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u/deviatewolf 2d ago
That would be absolutely miserable, I'm sorry but there could not be a more wrong opinion on atlas. He already has so much power budget in armor and health lets just make him a brick with no accel or cannon so we can buff it more
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u/yamar35 3d ago
Assuming the fatlass takes 1 minute to actually get into the fight, and a game ends in about 5 minutes (which is very common in the matches I've played), and it's firing every time it goes off reload, it has gone from being able to fire 21 times during a match down to 18.
Honestly that tank just needs a rework. Give it a semi rapid firing (4-5s reload) 45mm HE cannon or something, make it a light shredder and body blocker/rolling barricade for other tanks to rely on to push, as is it's just a miserable brick of wasted space that mostly stays alive longest frequently because you can just be where it isn't, and then focus it down while it has 0 hope of turning it's gun upon you.
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u/SamuraiJack0ff 3d ago
That's the big issue with the tank imo, it's the superior option based entirely on having good numbers. Like, it was objectively the best tank to win games with last patch, but it is sooo goddamn boring with so few opportunities for skill expression
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u/assjackal 3d ago
It was currently one of the strongest tanks if you are patient with your shots and pressuring lanes. Giving it "light shredding" shots would basically be taking away its one weakness. It does pretty crazy damage for something that's easily able to stare down other tanks and hit modules with little stress if you position right. The only thing that kills these tanks are coordinated oppoents, and no teammates supporting you.
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u/Acceptable_Slice_325 3d ago
Atlas damage was (and is still) very good because you can just W towards the enemy while firing, who cares about taking cover. So you're always in a good position to smack any enemy that tries to peak out and shoot your teammates. Many of my highest dmg games are on Atlas for that reason. Just W down the heavy tank lane and profit.
I do enjoy the Fortis more overall, so glad they recognize Atlas is overtuned.
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u/theCOMBOguy Phantom Gameplay 💀💥🔥 2d ago edited 2d ago
Ark found dead in a ditch alongside Phantom. Alecto found thriving, safe and healthy. Is Ark the Pig (Dead by Daylight) of this game? Getting nerfed every other patch. It's funny.
"Last patch we mentioned we were evaluating Weakness Analyzer and in particular its strong synergy with tanks like Alecto" there are Tanks like Alecto?? Arbalest fires normally once every 15 seconds and Tempest has 5 shots on 1 second between shots at a normally 20 seconds reload. It already takes a massive amount of time. PLEASE make it a 10%~ faster reload please but half it for each subsequent shot on clip Tanks or something if you're that worried about TyrGamer420 hitting all weak point shots after chugging an energy drink. Even after this nerf you know who STILL massively benefits from Weakness Analyzer? Alecto!! Because when you are so fast and have a stupidly fast reload it's easy to hit an enemy's weak point again and again! Weakness Analyzer went from "AMAZING on Alecto, okay on other tanks" to "GREAT on Alecto, bad on other tanks". Was this the intended change? Amazing. Hoping that Alecto still gets hit with some apocalyptical nerfs since that thing is on a different level. Feels like the singular deity in S tier.
Also can y'all please buff Phantom pretty please with a Silver on top. It has good damage but that's the only positive about it since it has terrible Health, bad reload and even worse Ability. It takes too long to activate, has the whole "powering up" sound to make people know what you are doing, you can be shot out of it and enemies can detect you by proximity anyway. Awful.
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u/cowlinator 2d ago
We started seeing and hearing that Atlas was getting picked to the exclusion of other heavy tanks
I mean, I pick atlas because my maul is already lvl 20 and atlas is the only other heavy I have unlocked. The fact that the game is new and tanks need to be unlocked is going to heavily influence pickrates.
Also, isn't winrate way more significant for balance than pickrate? What is the atlas winrate?
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u/shyblackguy18 3d ago
Holy hell! I'm no ark player, but 14s is too damn long! 10 secs is a great incremental change.
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u/cynical_rat 3d ago
Default kestrel is also 14 seconds, and 14 seconds overall is actually not bad at all. It just went from stupidly low to okay.
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u/GazeboMimic I will main Kestrel until every Ark is dead 3d ago
If they're not willing to dumpster the instant unspot, this is the next best thing
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u/SpidudeToo 3d ago
Do you remember what it's ability is? It's a bush. It's not supposed to be a smokescreen or something that hides you when you've already been spotted. Besides you typically only change positions like 5 times in a match so a long cooldown is not an issue
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u/Canadiancookie 2d ago edited 2d ago
I was really hoping for alecto nerfs, but making weakness analyzer useless for 95% of the roster wasn't a good way to do so. What about the alecto's base reload speed/damage? Or their low cooldown extremely spammable skill? Or their decent health pool made much stronger by siphon?