Following the George Floyd tragedy, Sony pushed back its PS5 games showcase event, and even Activision pushed back the start of Season 4 of Call of Duty: Modern Warfare. Rockstar Games, is also joining the initiative, as it’s temporarily shutting down the Red Dead Online and GTA Online servers today.
The Red Dead Online and GTA Online servers will be offline from 2 p.m. to 4 p.m. ET. This was announced by the company today.
Black Lives Matter. To honor the legacy of George Floyd, today, 6/4/20, from 2:00-4:00 p.m. ET, we will be shutting down access to our online games, Grand Theft Auto Online and Red Dead Online.
While this is a nice gesture from Rockstar Games, I’d prefer they release a cosmetic bundle of sorts with the proceeds benefiting the various funds and organizations supporting the cause.
Is this a good move by Rockstar Games or do you think they can do better?
Survivors, a massive new update is out now for Remnant From the Ashes! The Swamps of Corsus DLC is live now on platforms, and console players will see this as the Remnant From the Ashes update 1.14 June 4 patch.
Aside from the new adventure mode content, Survival is also introduced, as well as changes to enemy AI and more. Read on for the full Remnant From the Ashes Update 1.14 June 4 patch notes.
Remnant From the Ashes Update 1.14 June 4 patch notes:
[ NEW FEATURES! ]
Corsus Adventure Mode (DLC)
We’ve created a new Corsus biome unique to Adventure that revamps how you play the Swamps. This new Adventure is built separately from the Campaign Corsus and functions more like the other larger biomes of Earth, Rhom, and Yaesha. There’s lots to explore and plenty of secrets to discover! The size of the Corsus Adventure does not impact the size/length of the Campaign experience.
Corsus Campaign Update
We have also updated the Campaign Corsus by injecting new content (dungeons, enemies, bosses, and rewards) as well as given an old (rather large) friend an update! This keeps Corsus in Campaign the same size but refreshes it with a few new experiences. This is not part of the paid DLC, it’s completely free!
New Game Mode: Survival (DLC)
We’ve added an entirely new way to play Remnant. It’s called Survival Mode!
Players arrive in the Labyrinth surrounded by mysterious Obelisk Vendors and a Corrupted World Stone in the center. You have nothing but a Pistol, a handful of a Scrap, and a will to live. Spend what you can at the Obelisks and then head through the World Stone to a random biome. Explore, Collect Gear to fill out your loadout, collect Survival Trait Tomes for stackable stat increases, and fight your way through each biome until you defeat the boss. Only then you can return to the Labyrinth to spend your hard-earned Scrap on Gear, Dragon Heart Upgrades, and Consumables.
Gear Obelisks (Purple) have a random inventory which refreshes every time you return to the Labyrinth, and the Upgrade (Orange) and Consumable (Green) Obelisks have ramping costs. Chests always guarantee a Purple Gear Item as well as a chance for a Survival Trait, Ammo, and extra Scrap. Elites and Special Enemies have a chance to drop Dragon Heart charges, Survival Traits, and Ammo. Killing Bosses automatically drops their Mods and Boss Weapons, but also cuts a chunk off the clock! Killing at least one boss grants a significant starting Scrap bonus upon returning. Killing multiple bosses in the same run awards a smaller Scrap bonus for each additional kill beyond the first.
There is no crafting in Survival. Players level up through EXP and gain Damage, Health, and Stamina automatically. The world automatically levels up over time so don’t take too long or the difficulty will become extremely oppressive! Time is against you… but don’t worry, the timer pauses in the Labyrinth on Normal and Hard difficulties!
Survival Mode is fully playable solo or in multiplayer, however, multiplayer comes with some special rules. Gear is NOT shared in Survival co-op. Players that pick up an item will be the only one to get that item, and their teammates will get a Scrap value from it instead. You will need to coordinate with your teammates to ensure that the whole team can get outfitted, otherwise, failure is imminent!
Of course, we didn’t forget about rewards! We’ve created 5 unique account-bound rewards for Survival Mode. Unlock them, then enjoy using them on any new character (outside of Survival Mode), including Hardcore! Plus, for every boss you kill, you will earn Glowing Fragments – a new currency for unlocking Armor Skins. The more World Bosses you kill, the larger your Glowing Fragment bonus will be!
Good luck. You’ll need it.
New Difficulty: Apocalypse
Added Apocalypse Difficulty for all modes of play
DEVELOPER COMMENT: Someone on the internet said that Nightmare Difficulty was too easy. Well then… enjoy the Apocalypse. This difficulty can also be selected in Survival Mode.
Campaign /Adventure Difficulty Reward Adjustments
Increased Lumenite rewards for Boss Kills on Hard, Nightmare, and Apocalypse
Increased Scrap bonus for Hard, NM, and Apocalypse
Added small chance for Simulacrum reward for World Bosses on Nightmare and Apocalypse
DEVELOPER COMMENT: Players wanted additional reasons to play on more challenging difficulties, so we also increased the Lumenite rewards for killing bosses. We also adjusted the amount of Scrap you get. However, keep in mind that Survival has its own rules!
Armor Skins (DLC)
Armor Skins added to the game
New NPC “Whispers” added to Ward 13
DEVELOPER COMMENT: A new vendor – Whispers – has arrived in Ward 13. He trades Armor Skins for Glowing Fragments. Glowing Fragments can be obtained in Survival Mode from Boss Kills and sometimes even Elites and Special enemies! They can also be obtained from Boss Kills in Campaign on Hard, Nightmare, and Apocalypse difficulties. The harder the difficulty, the more Glowing Fragments you can earn! Some skins can be purchased without DLC!
Bad Luck Protection
Added Bad Luck Protection to reduce streaks of similar quests/items/tile-sets
DEVELOPER COMMENT: We’ve noticed many players have had runs of “bad luck” when looking for certain quests and items. While we do like some randomness, we feel that it may have been a bit extreme for some players, so we decided to do something about it! Each time a player gains a quest/item/tile-set, the chance they get that quest again is reduced (or conversely, the chance they see something new is increased). This should smooth out adventures across the board!
Auto-Equipping Mods
Added Mod Auto-Equipping when slot is empty
DEVELOPER COMMENT: When players start a fresh character or are in Survival and kill a Boss, many of them forget they’ve attained a new Weapon Mod. If there is slot available, Mods will auto-equip.
[ MISC FIXES ]
Teleporters
Reduced chances of dying when using a teleporter
DEVELOPER COMMENT: Going through a Teleporter sometimes causes instant death. We investigated this and have hopefully reduced the chances of this happening. However, since it is a rare occurrence, we are looking into any other cause that may be generating damage with the goal of preventing this from happening ever again!
Rhom Fire
Allowed Rhom Sun Gate Fire to be rolled off and cured by Revive and World Stone
DEVELOPER COMMENT: Sometimes when exiting certain dungeons in Rhom, players might get the Sun Gate Fire applied to them. We are still looking into the cause of this, but we made sure that players can now “roll” off the Fire Debuff when they are able to roll, and both being Revived or touching World Stone will cure it.
Sweet Menu Updates
New Mode Selection and Difficulty Banners to make things look pretty!
Trait Toast Updates
Fixed an issue where Trait Toasts (+1 TRAIT!) wouldn’t appear for Hosts & Clients
Force Feedback / Controller Vibration
We did a complete Force Feedback Pass for all systems. For consistency and feel! This includes anything that previously had Force Feedback as well as things that did not have proper implementation.
Audio Input
Added option for Audio Input Device Selection for PC
Performance
Continued to better optimize performance on all platforms
General Description Text
Adjusted numerous text entries for clarity (Weapons, Gear Items, Mods, Traits, etc)
[ ENEMIES ]
General Enemy Resistances Update
Reduced most enemy resistances
DEVELOPER COMMENT: Many enemies had significant resistances to their element type which we do like, but we felt the values were too high on some enemies. We’ve reduced it enough so that many more weapons can be used in more places, but you’ll still have a noticeable penalty when using elements against enemies that also use the same type. Certain enemies that were immune to their status type before are still immune.
General Enemy AOE
Adjusted many AOE’s to allow dodging (some were unable to be i-Framed / Dodged)
Fixed an issue causing some AOE falloff damage to be incorrect (both player and enemies)
DEVELOPER COMMENT: Certain AOE’s were unavoidable with i-Frames (Dodge). We did a pass to fix this on as many AOE’s we could find that did not allow proper evasion gameplay! Also fixed an issue that caused certain AOE falloff damage to be reversed for both enemies and players.
General Ranged Characters
Increased initial target acquisition time on all Ranged Soldier enemies
DEVELOPER COMMENT: A lot of ranged enemies could acquire their target and immediately shoot which often led to frustrating “where did that come from?!” moments. We fixed these.
General Enemy Damage Types
Updated all improperly implemented damage types for a variety of enemy attacks
DEVELOPER COMMENT: Some enemy attacks were labeled improperly which prevented defenses from working appropriately. For example: Stormcaller’s lighting bolts were dealing “Melee” and now deal “AOE_Shock”. Wasteland Cyclops was dealing “Ranged” instead of “Ranged Radiation”. We did a full pass to ensure these were updated so that the appropriate defenses were effective.
Root Cultist
Increased Health for certain difficulties
DEVELOPER COMMENT: This guy became a bit of a pushover on harder difficulties. We adjusted the value of his total HP to make him slightly more challenging. Slightly…
Wasteland Skulls
Lowered health bar to be more visible when close to player
DEVELOPER COMMENT: At certain ranges, it became hard to determine how much health was remaining on Skull type enemies. We lowered this to improve it a bit, though at some ranges it will eventually become an issue. BACK UP!
Swamp Zombie
Reduced HP from 150 to 95
DEVELOPER COMMENT: The first part of Corsus is one of the hardest areas in the game. This is partially due to the enemy variety and partially due to the Zombies having a tad too much health. It wouldn’t normally be an issue, but a certain Elite can summon them, and they also come alive after killing the Soldiers. A slight adjustment makes them a little bit more manageable.
Swamp Zombie Crawler
Reduced HP from 100 to 70
DEVELOPER COMMENT: This goes along with Swamp Zombie. A few less HP to lessen the load.
Swamp Relentless
Increased size of head target when downed/regenerating
DEVELOPER COMMENT: Often when you would down a Relentless and try to shoot the head, you’d get the “resist” message We increased the size of the damageable area to clean this up.
Swamp Hound
Reduced Damage of Emerge Attack
DEVELOPER COMMENT: Swamp Hound’s Emerge Attack was doing too much damage. We reduced this to make it feel a bit more fair.
Pan Immolator
Reduced the size of AOE blast from 2.5m to 1.75m to better match the VFX
Prevented AOE from hitting through collision
DEVELOPER COMMENT: The Immolator AOE felt “cheap” when hitting through certain collision as well as connecting outside of the VFX range. Adjusted it so neither happen!
Pan Thundertusk
Enabled Evasion of Self-Detonation
DEVELOPER COMMENT: This fixes an annoying issue that prevented players from i-Framing (Dodging) the Tundertusk’s self-detonation effect.
[ BOSSES ]
Gorefist
Adjusted adds spawn behavior to appear after Gorefist enables his Mantle of Thorns effect
Adjusted total spawn behavior (instead of 2-3, he now spawns 2 initially, then 2 after a delay)
DEVELOPER COMMENT: To reduce the RNG factor of this fight, the Root Spores only appear after Gorefist activates his Mantle of Thorns. We also removed the variance between the 2-3 spawns and forced 2, then a delay, then 2 more.
Scald/Sear
Adjusted Scald’s behavior to prefer to be a bit closer to the player(s)
Fixed an issue that prevented dodging Sear & Scalds AOE blast and avoiding “Burning”
Reduced Scald’s Crossbow Projectile damage by 80%
Adjusted AOE radius from 2.5m to 1.75m to better match the VFX
Prevented Scald’s AOE from hitting through collision
DEVELOPER COMMENT: We fixed quite a few issues that were causing tons of headaches. Some were bugs, some were elements that were a bit over-tuned. This fight should now feel more fair.
Stormcaller
Adjusted add spawning behavior to reduce total amount of unique enemies at any one time
Added AOE damage falloff to Lighting Strikes
DEVELOPER COMMENT: Stormcaller spawned quite a few enemies which frequently resulted in scenarios where the player just got overwhelmed. We adjusted the spawn behavior to address this while maintaining a fair challenge. His bolts were also doing full damage at max range, so we added AOE falloff to lower the damage if you happen to be just inside the damage range.
Canker
Removed Elite spawn that had a random chance to spawn
DEVELOPER COMMENT: Randomly during the fight an Elite enemy had a chance to spawn in place of a regular soldier-type enemy. We removed it so that there wasn’t such a huge difference in difficulty between fights that spawned the Elite and fights that did not.
Raze
Can no longer receive Regenerator
DEVELOPER COMMENT: Regenerating bosses that run away are no fun!
Shade/Shatter
Adjusted the Shield health value to be breakable at all difficulty levels
Added faster Radiation accrual for players standing inside the Shield
Adjusted EXP reward to match other mini-boss rewards
DEVELOPER COMMENT: Shade/Shatter Shield received a huge HP spike on higher difficulties. We made sure this is easier to break. Additionally, we made it riskier to simply stand inside the shield. Other than that, a very minor fix for an issue that was awarding the wrong EXP/Scrap values.
Onslaught
Can no longer receive Regenerator
Decreased the swing time of his post-teleport swipe attack
Reduced the AOE size of his teleport explosion to better match the VFX
Fixed an issue that would sometimes cause him to remain invisible for clients
Changed behavior so that he no longer constantly teleports during add phase
Changed his aggression level and attack pattern when low health
Changed add spawning behavior
Adjusted EXP and Scrap reward to match other mini-boss rewards
DEVELOPER COMMENT: Cleaned up Onslaught’s behavior a bit and removed the chance to spawn with Regenerator. Onslaught should no longer teleport in place over and over, but he may also have a few new tricks up his sleeve.
Singe
Increased penalty of being direct hit by Fireball from 1 to 3 Burning stacks
Fixed an issue that applied Burning even when evading the Fireball attack
DEVELOPER COMMENT: Since Burning has updated, Singe received a slight buff assuming players were hit by his Fireball. However, even though players could dodge the impact, it would still set players on fire which meant it became much more punishing. We fixed that error.
Harrow
Adjusted add spawns for SP and MP
DEVELOPER COMMENT: There was a large variance in adds during this fight in both SP and MP. We adjusted this slightly to make it more consistent across all scenarios.
The Unclean One
Removed Weakspot on head and replaced it with armor
Reduced overall health to compensate for removal of head Weakspot
Added Alternate Kill. GOOD LUCK!
DEVELOPER COMMENT: The Unclean One has learned to protect his face but he has yet to find a way to cover his cheeks. Oh, and he now has his alternate kill… if you can figure it out… and survive it. SLAM!
Ixillis
Wisps will now break on Flicker Cloak instead of waiting until it breaks
DEVELOPER COMMENT: Small bug fix that caused a bit of frustration!
Ravager
Fixed a bug that would grant both kill variant rewards
DEVELOPER COMMENT: This one is straightforward. Depending on how this Boss was killed, sometimes it would reward both rewards.
Dreamer/Nightmare
Reduced width of Dreamer Ranged Slam Attack
Fixed an issue with both Dreamer Spin Attacks that caused it to do inconsistent damage
Nightmare now summons all players in co-op to the Nightmare Realm
Reduced the health buff in co-op per additional player from 0.85 to 0.6
Removed “Resist” text when shooting non-Weakspots while under effects of the Nightmare Buff
Fixed an issue with adds not spawning in Dreamer phase
Fixed an issue with MODS not being usable during the fight
Added Lumenite to quest reward table
DEVELOPER COMMENT: The Dreamer fight has gone through a few updates since we launched. We wanted to ensure that the multiplayer experience was more interactive, so we decided to have Nightmare summon all co-op players into his Nightmare Realm. Since all players can now get the damage buff at the same time (but must earn their own stacks individually) we have adjusted the total amount of damage required to break the Dreamer out of the Nightmare shell. We also fixed a few annoying bugs, including MODS not being usable some of the time and adjusted both Dreamer Spin Attacks so that they deal more consistent damage (instead of double damage sometimes).
[ PLAYER ]
Melee Update
Increased base Melee Damage by 50%
DEVELOPER COMMENT: Due to lots of community feedback and even more internal testing, we decided to increase melee damage across the board. This makes melee much more effective as a “free” sidearm while still requiring risk by being in close. Along with this change, we’ve adjusted many melee items such as damage boosts, activation requirements, effect durations, etc.
Armor, Status Resistance, Damage Resistance Update
Adjusted Armor Values, Status Resistance Values, and Damage Resistances
DEVELOPER COMMENT: With the melee update and the new difficulty, we determined that we were granting far too much total resistance across the board. Since we originally balanced Nightmare difficulty against the players having certain number of specific Traits, the incoming damage spiked. To add to the problem, some armors also granted considerable boosts to Status Resistances and, when combined with Traits like Mother’s Blessing, Guardian’s Blessing, and Keeper’s Blessing, the overall damage discrepancy between the “haves” and “have not” armors became too great.
To address this, we made some changes across the board that should help smooth out the differences between Light, Medium, Heavy, and Ultra Heavy armors. This should allow players much more freedom to use the armors they enjoy as well enable better mix/matching. These changes also come with difficulty tuning balances reduced incoming dmg, etc) to offset the reduction to resistances.
Mod Power Buildup
Mod Damage no longer generates Mod Power
DEVELOPER COMMENT: Since Mod Damage used to generate Mod Power, there were many cases where the player turned into a “magic turret” that constantly spit out Mods over and over due to the constant refill. We removed this functionality but also adjusted (reduced in many cases) the Power Requirement for many mods to compensate
Vaulting
Fixed issue where player could not vault out of roll (would just roll again)
DEVELOPER COMMENT: One of the most frustrating issues with vaulting happened when the player rolled towards a vaultable object but could not cancel into a vault at the end. This resulted in the player rolling over and over. We fixed this. PARKOUR!!!
Dragon Heart
Adjusted Dragon Heart activation time 2f earlier
Fixed a bug preventing Dragon Hearts from being used during recovery frames of Evades
DEVELOPER COMMENT: The frame change was meant to help better sync the actual activation with the animation. Players also couldn’t cast Dragon Hearts during the recovery of Evades unless they canceled into Move or Aim. We fixed this so Dragon Hearts are more responsive post-Evade.
Consumables
Fixed a bug preventing Consumables from being used during recovery frames of Evades
DEVELOPER COMMENT: Like with Dragon Hearts, players could not cast Consumables during the recovery of Evades. We fixed this one too!
Friendly Fire Damage
Increased Friendly Fire Damage on Hard from 25% to 50%
Increased Friendly Fire Damage on Nightmare from 25% to 75%
Set Friendly Fire Damage on Apocalypse to 100%
DEVELOPER COMMENT: To better facilitate cooperation and team awareness on more challenging difficulties, we increased the friendly fire damage. On Hard, accidents and wild sprays are noticeable but very manageable. However, on Nightmare and Apocalypse, you run the risk of downing your own teammate if you are not careful and coordinated. Keep in mind that Friendly Fire Damage is still reduced by armor and damage reduction effects. These changes coincide with the increased reward update.
Advanced Stats: General
Adjusted advanced stats so they can properly show negative effects as well
DEVELOPER COMMENT: Basically, we fixed an issue that prevented the proper updating of stats that were receiving negative effects. They should be a bit more accurate.
Advanced Stats: Mod Power
Added Mod Power to advanced stats
DEVELOPER COMMENT: Since we have more Mod Power Damage bonuses, we figured that players would like to see how much of a bonus they were receiving.
Area of Effect(s)
Fixed an issue causing some AOE falloff damage to be incorrect (both player and enemies)
DEVELOPER COMMENT: The core blast radiuses weren’t functioning as we intended. AOE blasts were intended to have a core blast radius where max damage is dealt and then fall off (ramp down) outside of this range. We adjusted these curves to work as intended.
Damage Types
Properly split damage types among Ranged, Melee, and Mod behind the scenes
DEVELOPER COMMENT: Some gear items were using DamageMod to increase all damage. In order to better accommodate buffs, we split them into 3 separate categories so that these items gave specific buffs (listed in their text) so there would be no confusion. There should be no impact on the user experience, but we listed it here for completeness.
Mod Damage Types
Changed Mods to deal either Mod or Elemental Damage
Removed “Ranged” and “Melee” damage type from certain Mods
DEVELOPER COMMENT: Some damage sources were marked as both ranged damage or melee damage which ended up massively increasing damage when both a ranged + mod damage increase was applied, or melee + mod damage was applied. However, before this patch, there were no cases of this being exploited. In the current patch, because we have more “Increases Mod Damage” options, we noticed the issue and had to fix it before it got out of hand.
Burning / Bleeding Effects
All weapons and mods that add Burning / Bleeding can stack 3x total
Changed visualization of status effects on enemies (colors, stack value, time remaining)
DEVELOPER COMMENT: Our DOT effects weren’t as clear as we wanted it to be considering some weapons could stack them and others could not. We changed it so that now all weapons and mods that apply a specific DOT apply the same effect which can stack 3x. This means that an enemy can have a maximum of 3 stacks from any source. For example: 1 stack with Charge Attack from Smolder, 1 stack from a proc on Hotshot, and 1 stack from exploding a Pod on Earth. We also implemented the visible stack count and a draining timer effect on each status effect!
Ping System
Reduced the co-op indicator duration (next to health bar) from 30s to 10s
Increased the Default Ping Duration from 3s to 7s
DEVELOPER COMMENT: We found that 30s was far too long for the help indicator icon next to the player health bar. Often players would see a ping indicator that was 20 seconds old so it wasn’t as helpful… so we reduced it. We also realized the 3s default was too short, so we increased it!
[ WEAPONS ]
General
Adjusted aim speed scalar and zoom-in time for scoped weapons to ensure similar behavior
Adjusted Aiming Side Switch Delay from 0.2s to 0.1s
DEVELOPER COMMENT: The zoom-in behavior between different scoped weapons was inconsistent so we made a few minor adjustments to get them closer together. We also reduced the side-switch delay after aiming to make it feel more responsive while still limiting accidental switches.
Melee Critical Chance
Adjusted the base critical chance for different weapon types (Sword/Spear 10%, Scythe 15%)
DEVELOPER COMMENT: To give a bit more personality to each weapon type, we adjusted the base critical rate for Swords, Spears, and Scythes. Hammers and Axes remain the same.
Repeater Pistol
Adjusted fire rate from 6.5 to 7.0
DEVELOPER COMMENT: We adjusted the fire rate to make repeated shots feel a more responsive. When fired back to back to back, it is a very slight DPS increase and doesn’t feel like it “hangs”.
Magnum Revolver
Reduced post-fire Spread from 6.0 to 4.0
Increased Recoil Recovery from 0.4s to 0.2s
Increased damage from 63 to 65
Increased reload speed by 25%
Reduced Firing Sound Radius from 50m to 45m
DEVELOPER COMMENT: The Revolver has always been a powerful handgun, but it suffered from being a bit over-tuned with recoil and responsiveness (originally to give it that super punchy KICK). We reduced the post-firing spread and increased the spread recovery so that it’s easier to line up your next target. We also gave it a considerable reload speed increase along with a miniscule damage increase.
Submachine Gun
Added minor amount of Weapon Sway after a 1s delay
DEVELOPER COMMENT: This is just for consistency across all weapons.
Hunting Pistol
Increased Weakspot modifier from +110% to +120%
Reduced Firing Sound Radius from 40m to 35m
DEVELOPER COMMENT: Minor adjustments to the sound profile and the Weakspot Modifier. Nothing to write home about as this is already a fan favorite… we just wanted to polish it up a tiny bit more.
Hunting Rifle
Increased fire rate from 1.8 to 1.9
Increased Weakspot modifier from +105% to +110%
Reduced Firing Sound Radius from 40m to 35m
DEVELOPER COMMENT: The Hunting Rifle has always been our gold standard in regard to balance. The fire rate change is to reduce the lag feeling when firing shots back to back at base fire-rate speed. The Weakspot Modifier was increased slightly, and the sound profile was reduced by a small amount. Overall, it is the same weapon with an extra bit of polish.
Shotgun
Increased reload speed by 10%
Increased fire-rate by 10%
Adjusted female fire animation to no longer distort while aiming up/down
DEVELOPER COMMENT: Slight DPS increase on an already beast of a weapon. The huge range penalty of the Shotgun often got in the way of players using this at higher levels. We kept the penalty but made the weapon a bit more responsive for in-close play.
Coachgun
Reloads both shells in one motion
Decreased reload speed by 5% (overall still faster due to single reload)
Reduced Firing Sound Radius from 40m to 35m
Reload end sound no longer plays twice.
DEVELOPER COMMENT: Since the Coachgun only has 2 shots then must reload, we wanted to smooth out the experience so that it was still desirable at any level of play. The main purpose of this change was to ensure both shells are reloaded when starting the reload and then evading (instead of cutting 1 shell off). This is a quality of life change but also a very slight buff even with the slightly slower reload time.
Assault Rifle
Increased fire rate from 7.0 to 7.3
DEVELOPER COMMENT: This is simply a fine-tuning balance change meant to bring up the overall DPS of the AR about 3-5 total. Otherwise, we feel this weapon is in a great spot.
Chicago Typewriter
Reduced Stationary Initial Spread from 3.4 to 3.2
Reduced Moving Initial Spread from 3.5 to 3.4
Reduced Stationary Min Spread (after firing) from 0.8 to 0.65 (reticle gets tighter at max firing)
Reduced Moving Min Spread (after firing) from 0.85 to 0.8 (reticle gets tighter at max firing)
Reduced fire rate from 9.2 to 8.8
Increased reload speed by 13%
Increased Firing Sound Radius from 35m to 40m
DEVELOPER COMMENT: After our last patch, we made the Typewriter much more useful in close. We found the reload speed was a tad slow while the sustain DPS (all rounds) was slightly too high. We adjusted both which results in slightly lower burst DPS but higher overall DPS due to the faster reload.
Sniper Rifle
Increased Weakspot modifier from +115% to +120%
No-Scope Accuracy is now pin-point accurate
Changed No-Scope reticle to better represent the shot type
Reduced Bullet magnetism in no-scope by 20%
Reduced Scope magnification from 5x to 4x
Decreased the post-firing delay before reloading
Increased Firing Sound from 20m to 45m
Removed an extra reload sound playing on Reload Start
DEVELOPER COMMENT: We felt the Sniper Rifle was a bit unruly to use out of scope mode and also zoomed a tad too far in many other cases. We’ve now made it incredibly useful in both modes but reduced the bullet magnetism (which exists on both PC and Console) when not scoped. We’ve also made it a bit more responsive post-fire but increased the sound profile to avoid the extreme long-range exploiting of enemies.
Crossbow
Adjusted post-firing lag before reloading (more responsive)
Increased fire rate slightly
Reduced reload speed by 15% to compensate for reduced post-firing lag and increased fire-rate
Increased Weakspot modifier from +100% to +110%
Reduced Ideal Range from 30m to 18m
Adjusted Primary Falloff Range to from 50 to 42m
Increased Secondary Falloff Range from 60m to 70m
Increased projectile size from 3cm to 4.5cm to make it slightly easier to hit targets
Reduced Firing Sound Radius from 40m to 15m (firing won’t alert unaware enemies > 15m if you miss)
Killing unaware enemies in 1-shot from beyond 15m won’t alert others if they are > 3.5m away
DEVELOPER COMMENT: To better give the Crossbow a more unique theme, we’ve adjusted it so that it can be used in a stealthy matter. It no longer alerts enemies outside of 15m when fired unless you hit an enemy and they do not die. However, if you 1-shot an enemy, it will not alert any friends unless there was one within 3.5m range. With this change, we adjusted the Ideal and Falloff ranges to compensate for the updated functionality (basically to keep it fair).
Ricochet Rifle
Removed projectile lifespan and instead added 4 total bounces (5 possible targets)
After all total bounces have occurred, projectile will immediately despawn
Reduced initial damage from 100 to 80 (but can hit for over 200 total)
Reduced capacity from 28 to 22
Increased Weakspot modifier from +100% to +120%
2nd bounce scales to 50% of base damage.
All remaining bounces scale to 85% of previous damage (i.e. 80, 40, 34, 29, 23 = 206)
After initial bounce (including geometry), will smart-pick another target within 10m
Capped vertical bounce range to 10 degrees when there is no bounce target within 10m
After initial enemy bounce, projectile slows slightly (so you can enjoy the ricochets!)
Reduced base Critical Chance from 20% to 5% to compensate for 4 “guaranteed” bounces
Changed reticle to better represent the shot type
Reduced Firing Sound Radius from 30m to 25m
DEVELOPER COMMENT: The Ricochet Rifle has always been a fun concept but was never fully realized. We changed the behavior to be more interesting and to better represent the original idea. Basically, it ricochets like it should and it smart picks targets within a range, however, players are still incentivized to aim the first shot for the sweet Weakspot Modifier.
Beam Rifle
Increased Weapon Capacity from 30 to 50
Increased Total Capacity from 180 to 200
Increased base damage from 13 to 20
Reduced fire rate from 5 to 4 (to compensate for base damage increase)
Reduced Ramp Up Increment from 0.4 to 0.3
Reduced Ideal Range from 20m to 15m
Adjusted Primary Falloff Range to match original values (40m)
DEVELOPER COMMENT: With a low capacity, the Beam Rifle’s slow reload time ended up being less effective on trash mobs. We wanted to ensure it was still useful against these types of enemies, so we increased the base damage as well as increased the total weapon capacity. This has the effect of killing weaker enemies more quickly and not needing to reload quite as often. The total DPS when sustained also goes up so the Beam Rifle remains effective against bosses.
Spitfire
Increased fire-rate from 8.5 to 9.3
Increased weapon capacity from 24 to 26
Increased total capacity from 144 to 156
Reduced Horizontal and Vertical Recoil
Reduced initial Reticle Size
Reduced spread per shot
Reduced reload speed by 13%
Added minor amount of Weapon Sway after a 1s delay
Flamethrower (MOD)
Reduced power requirement from 30 to 24
Increased total charges from 25 to 50
Reduced Firing Sound Radius from 30m to 10m
DEVELOPER COMMENT: The Spitfire has always been another fan-favorite but usually lost out to the SMG in overall versatility. To combat this, we increased the fire rate, slightly increased the weapon capacity, and increased total capacity. We also made it much more stable when firing (easier to control) and but slightly slower to reload. For the Flamethrower Mod, we reduced the mod power build-up to only require 2 shots instead of 3 and doubled the total amount of charges it can hold. We also made it much less likely to alert other enemies in the area (until they are on fire and screaming for help!).
Sporebloom
Increased reload speed by 15%
Increased impact scalar from 1.0 to 1.1
Reduced impact level against players by 1 (less staggering teammates)
Spore Shot (MOD)
Increased Power Requirement from 450 to 500
Reduced Max Charges from 3 to 2
Reduced projectile damage from 100 to 25
Reduced AOE damage from 50 to 25
Increased DOT from 8 to 12
DOT AOE slows all non-boss and non-worldboss enemies
DEVELOPER COMMENT: One of the hardest hitting weapons in the game, the Sporebloom suffers from having to reload after every shot. While the sustain DPS has always been relatively solid, needing to reload between every shot makes it hard to use effectively outside of certain fights. We adjusted the reload speed and increased the impact scalar to give it a bit more kick more often. We lowered the raw AOE burst of the Spore Shot but boosted the DOT damage. This separates the mod functionality from Explosive Shot. In addition, the Spore Shot mod now slows all non-boss enemies which makes more likely to eat all (or most) of the DOT damage (and plenty of full Sporebloom shots!).
Defiler
Increased ideal range from 12.5m to 13m
Reduced Spread from 1.5 to 1.35
Reduced Firing Sound Radius from 40m to 35m
Radioactive Volley (MOD)
Reduced Power Requirement from 300 to 250
Reduced Charges from 5 to 3
DEVELOPER COMMENT: With 5 shots, Radioactive Volley burst was the highest DPS in the game. We wanted to keep the low power requirement and multiple shot gameplay but reduce just saving up 5 charges to dump into a boss all at once. To achieve this, we reduced the total charge count by 2 but also lowered the power requirement slightly. Overall, it still does incredible damage.
Particle Accelerator
Reduced base damage from 80 to 70
Reduced base reload speed by 15%
Reduced Scope magnification from 4x to 3.5x
Gravity Core (MOD)
Adjusted Gravity Core Explosion to add damage per target beyond 1, then divide total num targets
(Deals 500 base. Adds 300 per additional target. 2 enemies take 400 each, 3 take 367, 4 take 350, etc)
Reduced Firing Sound Radius from 40m to 35m
DEVELOPER COMMENT: From the last major patch, the Particle Accelerator ended up being THE weapon in many cases. This was due to having excellent damage and an extremely powerful mod. We’ve adjusted the base damage a bit while maintaining all other features of the primary fire. The base reload speed was also reduced slightly. For the Gravity Core mod, we’ve adjusted the behavior so that it can still destroy groups of scrub enemies but will be less-likely to 1-shot entire bosses like Riphide.
Ruin
Adjusted reticle scale to 1.0 from 2.0 (bug fix)
Reduced reload speed by 5%
Reduced Firing Sound Radius from 40m to 35m
Undying (MOD)
Added cooldown of 5 minutes upon revive (resets upon true death or touching a World Stone)
Added cooldown icon to show remaining duration until it becomes active again
DEVELOPER COMMENT: With such great DPS going out at higher levels we noticed that it was incredibly easy to constantly recharge it every time you were raised from the dead, resulting in extremely easy no-death scenarios. The cooldown was added to prevent this. We fixed a persistent issue with the double-scale reticle. We also slowed down the reload speed by a tiny amount to slightly adjust the sustain DPS. This results in a very minor sustain DPS reduction (which has zero effect on the burst DPS).
Curse of the Jungle God
Increased fire rate from 3.5 to 4.0
Reduced damage from 28 to 25
Reduced reload speed by 13%
Reduced Firing Sound Radius from 40m to 20m
Increased Tracer Speed from 16000 to 28000 to better match the hitscan
Fixed incorrect scope magnification text from 2x to 2.3x (no functionality change)
Tentacle Shot (MOD)
Increased base damage of Tentacle from 60 to 75
Reduced Firing Sound Radius from 40m to 10m
DEVELOPER COMMENT: We wanted to up the total burst DPS of Curse by a small amount, so we increased the fire rate and slightly lowered the damage per bullet. We also wanted to keep the sustain DPS where it was, so we lowered the reload speed by a small amount. Overall, the weapon does more burst and the same sustain DPS. For the Tentacle Shot mod, we reduced the sound profile so that firing it won’t alert other enemies outside of 10m.
Eye of the Storm
Increased Weakspot modifier from +105% to +110%
Increased Tracer Speed from 12000 to 24000 to better match the hit scan
Reduced Firing Sound Radius from 40m to 30m
Static Field Shot (MOD)
Increased base projectile damage from 40 to 65
Increased explosion damage from 100 to 165
Increased dual explosion damage from 200 to 325
Fixed a bug that prevented proper damage scaling based on Weapon Level
Reduced Firing Sound Radius from 40m to 20m
DEVELOPER COMMENT: A minor buff to the Weakspot modifier on primary fire while also making a couple of quality of life changes. Increased the base damage of Static Field Shot as well. Fixed the damage scaling on Static Field Shot so it gains the proper damage bonus.
Hive Cannon
Added ability to trigger “on kill” proc effects with the AOE (like Jewel of the Black Sun)
Reduced Firing Sound Radius from 40m to 20m
Hive Shot (MOD)
Reduced Power Requirement from 600 to 500
Reduced Base Damage Potential (1 charge) from 356 to 330 (including impact damage)
Reduced the DOT time from 22.5 seconds to 12 seconds (300 over 12s instead of 326 over 22.5s)
Reduced Firing Sound Radius from 40m to 15m
Adjusted the projectile collision to better match the VFX
DEVELOPER COMMENT: Hive Cannon was not triggering “on kill” effects with AOE such as Jewel of the Black Sun so we fixed it! We also wanted to make the DOT a bit more deadly so we sped up the damage dealing capacity while slightly lowering the total amount of damage it can do. We also made it require less buildup so you can fire it more frequently.
Devastator
Reduced Ideal Range from 2500 to 2000
Increased Falloff Range to compensate for Ideal Range adjustment
Reduced Firing Sound Radius from 40m to 17.5m
Skewer (MOD)
Reduced Total Charges from 5 to 2
Increased Power Requirement from 750 to 1000
Instantly applies 3 charges of Bleed (up from 1)
Added Ghost Reticle (red dot) when an obstacle is in the way of projectile path
Reduced Firing Sound Radius from 40m to 25m
Reduced duration before projectile dissolve from 10s to 5s
DEVELOPER COMMENT: With the changes to stacking Bleeds, we wanted the Devastator to excel at applying them. Skewer now applies all 3 stacks at once. We reduced the total charges to 2 since you no longer need to shoot 5 times to get 5 bleeds. Super fun!
Repulsor
Reduced Reticle draw size to better match actual spread value (was previously too large)
Reduced Initial Spread from 6.5 to 6.0
Reduced Firing Spread increment from 0.75 to 0.65
Increased Initial Spread Decay from 1.5 to 2.0 (shrinks faster on initial aim)
Increased Firing Spread Decay from 1.2 to 1.3 (shrinks faster post-fire)
Reduced Firing Sound Radius from 40m to 35m
Banishing Shot (MOD)
Reduced Firing Sound Radius from 40m to 5m
Removed initial damage on Banish projectile (was 10) to allow non-aggro banishes
DEVELOPER COMMENT: For a final boss weapon, the Repulsor had some great benefits but the spread felt a little too large. We noticed a bug with the draw scale (size) of the reticle which was larger than the real spread. This was fixed, and in addition, we adjusted some of the spread and decay values to make the Repulsor a bit more impactful. For Banish, we also removed the initial 10 damage. This is so that players can banish enemies without aggroing them before they become banished. You can now banish unaware enemies and they remain unaware unless they see you once they come out of their Banish.
Guardian Axe
Changed effect to “Generates 2x Mod Power per hit” (was previously 300% pre-melee buff)
DEVELOPER COMMENT: With the melee damage update, the Guardian Axe effect needed to be adjusted accordingly. It now grants double the amount of Mod Power per swing.
Worldbreaker
Fixed an issue that caused basic attacks to proc Force Burst w/ Trait: Catalyst
DEVELOPER COMMENT: While the base proc chance for Worldbreaker was set to 0, having Catalyst would increase this above 0 and cause basic attacks to proc Force Burst. This ended up making the basic strikes very cumbersome as players would often knock their foes away unintentionally.
Lost Harpoon
No longer triggers Power Strike when destroying breakables
DEVELOPER COMMENT: Clearly a bug! FIXED!
Smolder
Reduced base damage slightly (after universal 50% melee increase)
Changed so that each proc applies 1 stack of new updated universal Burning effect (stacks 3x)
DEVELOPER COMMENT: Since we changed how Burning worked, we adjusted the base damage to compensate for the fact that Smolder can now apply up to 3 stacks. It now does much more damage overall when it applies Burning stacks on the enemy.
Riven
Reduced Lifesteal value to balance with game-wide Melee Damage increase
DEVELOPER COMMENT: Since we updated Melee damage, the percent based Lifesteal values had to be reduced across the board. We also reduced them just enough so face-tanking with Juggernaut wasn’t as easy on higher difficulties (but it’s still possible, especially with new builds!). This change was also made to Leech Ember and Twisted Single Perk.
[ MODS ]
Hunter’s Mark
Reduced Power Requirement from 1000 to 500
Reduced duration from 60s to 30s
Changed buff icon
DEVELOPER COMMENT: In order to make Hunter’s Mark a bit more active and a bit more frequent, we halved the Power Requirement and the duration. It still has the same uptime if you manage it, but it’s less of a “set it and forget it” sort of mod. Use it in bursts… use it more frequently!
Hotshot
Reduced Power Requirement from 750 to 500
Reduced damage buff from 20% to 15%
Reduced duration from 30s to 15s
Added buff icon when active
DEVELOPER COMMENT: We wanted Hotshot to be a bit more interactive, so we reduced the Power Requirement used to activate. We also reduced the damage buff by 5% and halved the duration. This makes it more frequent (1000 Power for 30s total instead of 1500) but lowers the damage slightly.
Wildfire Shot
Increased Power Requirement from 350 to 400
Reduced Impact Damage from 40 to 25
Single Charge instantly applies 3 stacks of Burning
Reduced Charges from 5 to 2 (deals 6 total stacks instead of 5)
DEVELOPER COMMENT: With the update to how Burning works, we wanted Wildfire Shot to excel at applying the Burning effect. A single charge now instantly applies 3 Burning stacks. Casting it again will refresh those stacks but will not exceed the cap of 3. Since 1 charge now equals 3 stacks of Burning, the total damage potential increased (from 1 charge 100 damage, to 1 charge 300 damage). We slightly increased the Power Requirement and reduced the Impact Damage to compensate.
Explosive Shot
Increased AOE damage from 170 to 240
Reduced Impact Damage from 130 to 25
Increased Power Requirement from 400 to 650
Reduced Charges from 5 to 3
Updated the radius text to accurately represent 4m range (was showing 3.5m – bugfix)
DEVELOPER COMMENT: Explosive Shot was a tad too easy to store up all 5 charges then just unleash on a boss and decimate their health. We wanted the Mod to be a bit more interactive, so we reduced the number of charges, increased the total damage per charge, and reduced the penalty for missing a direct hit with actual projectile.
Mantle of Thorns
Increased min/max Melee Damage Reduction from 15/25 to 20/35
DEVELOPER COMMENT: Since Mantle only defends against Melee Damage, we increased the defensive value a bit to help any close-range builds. Keep an eye out for ranged!
Flicker Cloak
Increased Power Requirement from 1250 to 1500
Reduced max shield percentage 150% to 100%
Reduced Duration from 60s to 10s
Ignores basic impacts (but not damage) for 0.35s on startup
DEVELOPER COMMENT: Flicker Cloak ended up being much stronger than we anticipated. The original design was meant to be a reactionary lifeline – ideally, shield up and then escape to heal, or to revive an ally (both while ignoring interruptions). With the massive timer length, it ended up being less interactive and an easy/permanent damage shield that more than doubled the player’s health. We reduced the max value from 150% to 100% (still 2x), increased the power requirement, and reduced the duration. We also made it uninterruptible by basic impacts so if you have health, you can always cast it.
Swarm
Reduced duration from 20s to 15s
Increased Power Requirement from 500 to 750
Ignores basic impacts (but not damage) for 0.35s on startup
Fixed a bug that set the target reacquisition to 15 instead of 20m
Fixed a bug that allowed Swarm to attack (for 0 damage) through boss doors
Fixed a bug that caused mismatched casting speeds between Male and Female animations
DEVELOPER COMMENT: Swarm has always been a beast that defied many of the traditional laws that helped us balance other Mods. It doesn’t require line of sight to retarget and can go through walls. We left this behavior but reduced the duration and increased the power requirement so that it could maintain its identity without stomping almost every other Mod.
Breath of the Desert
Reduced base damage per projectile from 30 to 25
Increased AOE damage from 20 to 25
Reduced Power Requirement from 750 to 550
Ignores basic impacts (but not damage) for 0.35s on startup
Fixed a bug that caused mismatched casting speeds between Male and Female animations
DEVELOPER COMMENT: Breath of the Desert has been a staple Mod in every major high-end build because of how much damage it could put out in a short amount of time. We reduced the total damage per cast but also reduced the Power Requirement so you could use it a bit more frequently. It’s still a strong Mod, but this brings it a bit more in-line with other options.
Blink Token
Made more responsive (starts and recovers much faster)
Ignores basic impacts (but not damage) for 0.35s on startup
Reduced the impact level on allies by 1
DEVELOPER COMMENT: Blink Token was a fun mod but suffered from a bit of lag. We adjusted it so that it starts up and recovers much faster so that players can act sooner after arriving. It also will only flinch allies instead of impacting them to make it more useful in a crowd.
Iron Sentinel
Increased target acquisition time slightly
Will now properly receive the Elder Armor: Believer damage buff
DEVELOPER COMMENT: Originally there was no target acquisition time for Iron Sentinel which made fights with multiple low health adds mostly trivial. With our adjustment to adds across the board, we’ve implemented a slight target acquisition time so the turret cannot instantly pop between two targets. We also fixed a bug that prevented Elder Armor: Believer set bonus from working with the turrets.
Stormcaller
Increased start-up and wind-down speed (starts and ends faster)
Enabled moving momentum on activation and deactivation (no longer roots you on start/end)
Moved up transition windows on ending state (move, aim, dodge, melee much faster)
Increased frequency of ranged lightning bolt strikes from 1 to 1.3 per sec
Increased size of AOE Damage Aura from 250 to 300
Increased frequency of AOE Damage Aura pulses from 3 per sec to 4 per sec
Decreased the stagger damage from the AOE from 4x to 2x due to increased frequency
Enabled manual cancel of Stormcaller by recasting it (consumes all remaining power)
Increased movement speed from 450 to 650
New status effects can no longer be applied to caster while Stormcaller is active
Added text to represent the 50% damage reduction while active
Added a fall damage and instakill damage check so players cannot avoid fall or “fail” death types
Changed buff icons while active
DEVELOPER COMMENT: Stormcaller has always been a power fantasy that we never quite nailed. We made significant changes to really give you the feeling that you are the Stormcaller. Increased movement, increased damage, increased AOE pulse and bolt frequency. We enabled activating it while moving so you no longer rooted yourself in place. Stormcaller can also be cancelled any time you no longer wish to be a god of lighting! Unsure why you would prefer that… but, OK!
Veil of the Black Tear
Increased Blowback (Activation) Damage from 10 to 150
Increased minimum duration from 4s to 5s
DEVELOPER COMMENT: A very small buff to increase the effectiveness of the Mod at lower weapon levels. This doesn’t change the maximum duration.
Beckon
Increased projectile speed from 1500 to 1800
Added target leading so Skulls can hit moving targets
DEVELOPER COMMENT: A small buff to make hitting moving targets easier.
Corrosive Aura
Increased Blowback (Activation) Damage from 10 to 150
Reduced Range from 10m to 4.5m
Adjusted VFX to match range of Aura
Reduced Damage Values from 20/40 to 15/30
DEVELOPER COMMENT: Corrosive Aura was giving such a dramatic damage increase at max weapon level that it outshined almost every other damage increasing Mod except when considering the convenience of the Song of Swords range. We reduced the range to promote being closer to enemies, which is better suited for melee, but ensured it still increased damage more than Song of Swords.
Song of Swords
Buff now applies to Summons
Increased Blowback (Activation) Damage from 10 to 150
Reduced Damage Values from 15/30 to 10/20
Increased range from 20m to 25m
Changed buff icon
DEVELOPER COMMENT: Song of Swords was giving too great a benefit for how long it was lasting so we reduced the damage buff but increased the range. While still powerful, it shouldn’t always be 100% perfect option for any damage scenario… but it fits a lot of them!
Howler’s Immunity
Updated text to reference all allies instead of all heroes (since it applies to Summons)
DEVELOPER COMMENT. Nothing to see here!
Rattleweed/Banish
Updated text to clarify they don’t affect “powerful enemies”
DEVELOPER COMMENT: We wanted to ensure that players understood why the taunting and banish effects don’t apply to “powerful enemies” (bosses).
[ ARMORS ]
General
Updated all damage boosts from armor to be applied as multiplicative
Increased armor values for most armors (lighter armors received a larger increase)
Readjusted resistance values (plus/minus) to not be as extreme up or down
DEVELOPER COMMENT: Some armors were granting their damage boosts as multiplicative and others were granting boosts as additive. Since wearing full sets of armor is the largest commitment, we wanted to ensure that the behavior was consistent among all damage boosting armor sets. We also adjusted the armor values to ensure lighter armors were still viable options on higher difficulties, as well as toning down the extremes of positive and negative resistances.
Adventurer
Added Adventurer Goggles! (4 Armor, 2 Weight)
Increased Chest/Leg total Armor from 20 to 27
Reduced Chest/Leg total Weight from 14 to 12
Treasure Hunter Single Perk: Increased Scrap Boost from 10% to 20%
DEVELOPER COMMENT: We love the Adventurer set and wanted it to be more useful at multiple levels, even if just for the Single Perk.
Bandit
Fixed a bug that allowed multi-proc on certain substances/characters
Increased total Armor from 28 to 35
Increased total Weight from 15 to 17
DEVELOPER COMMENT: Very minor tweaks. Just a tad more armor!
Akari
Opportunist Single Perk: Removed 15% Crit (which required Perfect Dodge)
Opportunity Single Perk: Added Slight Evade Window increase (2f)
Opportunist Set Bonus: Increased 1-PC from 5% to 7.5%
Opportunist Set Bonus: Increased 2-PC from 10% to 15%
Opportunist Set Bonus: Increased 2-PC from 20% to 30%
Opportunist Set Bonus: Increased duration from 7s to 10s
Increased total Armor from 36 to 38
Reduced total Weight from 24 to 20
DEVELOPER COMMENT: Akari started falling behind due to always requiring a perfect dodge, even to get the single perk active. We instead decided on a static buff of iFrames to Evade Window which is more thematically cohesive with the avoidance gameplay Akari excels at. Adding 2 iFrames makes it much easier to perfect dodge and to avoid things in general. All of this coincides with a minor buff to the 1- and 2-Piece Set Bonus and a substantial increase to the 3-piece! We also reduced the Weight by a small amount to make pieces more enticing for mix/matching.
Elder
Believer Single Perk: Removed 50% ally heal on Dragon Hearts (moved to Mender’s Charm)
Believer Single Perk: Added 25% chance to not consume Dragon Heart (from Mender’s Charm)
Believer Set Bonus: Increased buff duration from 10s to 20s
Believer Set Bonus: Increased buff range from 30m to 40m
Believer Set Bonus: Properly applies to Mod: Iron Sentinel
Replaced placeholder icon with the appropriate Believer skill icon
Increased total Armor from 32 to 41
DEVELOPER COMMENT: The Elder Armor often ended up being the “Multiplayer Only” Armor Set. In single player, you needed to play a Summoner to get the maximum benefit out of it, and even then, it didn’t work quite as well as we had hoped. We’ve changed it so the perk can benefit the wearer in more scenarios for both SP and MP. Players can still boost ally damage and now have a chance to not consume their Dragon Heart (Heal OR Revive), which previously required the armor and the Mender’s Charm. Also fixed a bug that prevented Iron Sentinel from receiving the damage boost.
Hunter
Sharpshooter Single Perk: Removed static 15% Weakspot Damage
Sharpshooter Single Perk: Added a flat Ideal Range boost for all weapons (2m)
Sharpshooter Set Bonus: Changed Set Bonus to an always-active Weakspot Damage Boost (up to 50%)
Increased total Armor from 34 to 42
DEVELOPER COMMENT: As another of the starting archetypes, we found that players would often be slightly inside the ideal range for the damage boost and end up not getting much benefit from the armor at all. We’ve changed it so that Hunter Armor gives a slight flat range boost to all weapons (good for hitting longer distances) and moved the Weakspot Damage Boost to the set bonus. This makes the gameplay theme of the Hunter more cohesive.
Ex-Cultist
Increased total Armor from 35 to 43
DEVELOPER COMMENT: Besides the general adjustments to resistances that all armor received, the Ex-Cultist Armor didn’t need many tweaks. It received a slight armor buff.
Drifter
Wanderer Single Perk: Removed 50% Standing Aim Movement Speed
Wanderer Single Perk: Added 15% Stamina Regen Speed
Wanderer Set Bonus: Increased values from 10/20/35% to 15/25/40% stamina cost reduction
Increased total Armor from 47 to 52
Increased total Weight from 31 to 32
DEVELOPER COMMENT: Adjustments to make the Drifter set more thematic around Stamina consumption. Minor changes but they have a big impact, especially when mix/matching.
Slayer
Assassin Set Bonus: Reduced Damage Bonus from 10/15/35% to 7.5/10/30%
Increased total Armor from 48 to 53
Increased total Weight from 32 to 34
DEVELOPER COMMENT: Slayer is one of the two most popular and powerful sets in the game (along with Void). The effect is super fun and provides an excellent damage boost, however, because the damage is so easy to access, we felt the 35% multiplicative boost was just a bit on the high side. We reduced this a small amount to bring it closer to the other armors and made a few other adjustments to Armor, Weight. It also received some small adjustments to resistances like other armors.
Osseous
Bloodlust Set Bonus: Increased 1-PC from 7.5% to 10%
Bloodlust Set Bonus: Increased 2-PC from 15% to 20%
Bloodlust: Fixed bug of increasing all incoming DMG to target (includes all other players)
Increased total Armor from 51 to 56
DEVELOPER COMMENT: We liked where Osseous was at 3-PC bonus, but the lower level values were lacking. There was also a big jump between 2-PC and 3-PC. Since Osseous requires constant damage on the same target to get its bonus, you often don’t do any bonus damage against low level targets. By increasing the 1-PC and 2-PC we ensure that players get a little bit more damage on larger targets (like Specials, Elites, and Bosses).
Scrapper
Challenger Single Perk: Removed 20% Stagger Boost
Challenger Single Perk: Added 15% incoming damage reduction against enemies within 5m
Challenger Set Bonus: Increased 3-piece damage boost from 25% to 35%
Increased total Armor from 52 to 57
DEVELOPER COMMENT: The Scrapper armor is one of the starting archetype options, so we wanted the gameplay focus to be a bit more obvious. We removed the Stagger Boost and replaced with higher defense against close enemies. Since the Scrapper relies on risky gameplay to get the maximum benefit, we increased the 3-piece benefit to make the risk worth it and comparable to other armors.
Twisted
Regrowth Single Perk: Reduced Lifesteal value from 3% to 2.5%
Regrowth Set Bonus: Increased 1-PC from 0.28 to 0.304 HP per sec
Regrowth Set Bonus: Increased 2-PC from 0.333 to 0.375 HP per sec
Regrowth Set Bonus: Increased 3-PC from 0.417 to 0.56 HP per sec
Increased total Armor from 63 to 67
DEVELOPER COMMENT: Like the Riven adjustment, the reduction of Lifesteal coincides with the game-wise Melee buff. This change was also made to Leech Ember and Twisted Single Perk. We also increased the base regen value to give this armor a much-needed kick!
Radiant
Momentum Set Bonus: Increased buff duration from 2.0s to 2.5s
Increased total Armor from 60 to 69
DEVELOPER COMMENT: This set didn’t need a lot of work. With the updates to all the other armors, Radiant was falling just a tad behind so we increased the buff duration to make it more reliable.
Void
Power Transfer Single Perk: Removed Slight Evade Window
Power Transfer Single Perk: Added 30% Standing Aim Movement Speed
Power Transfer Set Bonus: Increased stacks from 3 to 5
Power Transfer Set Bonus: Reduced from 2.5%, 5.0%, 10.0% (max 30%) to 1.5%, 3%, and 5% (max 25%)
Power Transfer Set Bonus: Changed icons for Damage and Defensive buff to be more clear
Power Transfer Set Bonus: Can no longer be triggered by DOTS
Increased total Armor from 69 to 70 (MASSIVE BUFF!!!)
DEVELOPER COMMENT: Void has quickly become the best-in-slot armor for almost every scenario. With both a 30% damage boost and 30% damage reduction, it just did too much too well. We reduced the values by 5% and increased the stack count to 5 so that the transfer switch takes a bit longer in both directions. When you aren’t taking damage back to back, you stay in damage mode longer (originally at 30%, you’d lose 10%, then 10%, then 10%, and so on – now you start at 25%, lose 5%, then another 5%, etc…). If you take repeated damage too quickly, you now stay in defensive mode a bit longer. We also removed the iFrame buff on Evade and replaced it with a Standing Aim Movement Speed increase. This is more thematically correct as you typically don’t want to dodge with Void (HEAVY!). Additionally, we removed DOTS from activating Power Transfer as players were unable to control the drastic shift in offense to defense when affected with debuffs such as Burning or Bleeding.
Leto
Juggernaut Single Perk: Increased Damage Mod from 5% to 15%
DEVELOPER COMMENT: While Leto had some serious tanking potential, it often suffered from doing any real damage since it was giving so much up for stagger reduction. We increased the damage boost significantly and reduced the elemental and status resistances by a decent amount.
[ ITEM – AMULETS ]
Gunslinger’s Charm
Increased Fire Rate from 10% to 15%
Reduced Reload Speed from 25% to 20%
DEVELOPER COMMENT: Reload speeds were getting a bit out of hand and the Fire Rate buff wasn’t giving comparable damage to other DPS necks so we made a couple of tweaks to fix both issues!
Butcher’s Fetish
Changed activation from Melee Crit to Melee Charge Attack
Added 15% Crit Chance (lasts 10s)
DEVELOPER COMMENT: With the buffing of melee across the board, and the fact that players can now access the Butcher’s Fetish buff anytime with a Melee Charge Attack, we changed the focus of the buff to be Crit Chance. This synergizes with both a Melee or close-range Firearm build.
Rock of Anguish
Reduced speed boost from 20% to 15%
Reduced reload speed boost from 50% to 25%
Increased duration from 5s to 10s
DEVELOPER COMMENT: Taking damage to gain a short-term effect didn’t work out as smoothly as we hoped. We doubled the duration so players can take advantage of the buff for a longer period but reduced the movement speed boost by a small amount, and the reload speed boost by half.
Mender’s Charm
Removed chance to not consume Dragon Heart (now on Elder Armor)
Increased self-healing effectiveness boost from 25% to 50%
DEVELOPER COMMENT: Mender’s Charm has gone through a few interesting changes. We’ve settled on a version that allows players to slot it as “the support” Amulet while still allowing it to benefit self-heals.
Cleansing Jewel
Ensured the effect still works when a Dragon Heart is used by an ally with Elder’s Armor
DEVELOPER COMMENT: Since we adjusted Elder Armor we wanted to ensure that players could still benefit from an ally wearing both Elder and Cleansing Jewel.
Galenic Charm
Removed Mod Power generation when taking damage.
Added 30% Weapon Mod Damage Boost
DEVELOPER COMMENT: We didn’t like the “get hit to get an effect” gameplay of the old charm, so we decided to make it a bit more interesting but keep it in the “mod” realm.
Vengeance Idol
Reduced activation requirement from 25% Health to 50% Health
Reduced damage buff from 50% to 30%
Now includes Summons (boosts Minion Damage)
DEVELOPER COMMENT: Vengeance Idol was a bit “all or nothing” and gave incredible boosts when below 25% but players had to constantly deal with the flashing screen. We wanted to make it a bit more accessible, so we lowered the threshold to activate the buff, reduced the damage bonus, but added Summons to the list. This should give it a bit more versatility.
Twisted Idol
Increased Armor boost from 25% to 30%
DEVELOPER COMMENT: Slight adjustment to make this a bit more appealing!
Pocket Watch
Increased Stamina Cost reduction from 15 to 20
Increased Stamina Regen from 15 to 20
DEVELOPER COMMENT: With so many exciting amulet options, we wanted to ensure the Pocket Watch was great at delivering utility. A small couple of buffs here to make that happen.
Soul Anchor
Increased Duration from 50% to 100%
DEVELOPER COMMENT: Summons are fun. Enjoy them for longer!
[ ITEM – RINGS ]
Jewel of the Black Sun
Increased duration from 10s to 15s
Increased DMG per stack from 5% to 6%
Reduced Stacks from 4 to 3
DEVELOPER COMMENT: While Jewel of the Black Sun had high damage potential, it was very rare to reach and maintain 4 stacks. We made this a bit easier by increasing the duration of each stack by 50% but reduced the total attainable damage by 2%.
Band of Accord
Increased Ammo Boost from 15% to 25%
Changed Ammo Sharing behavior
Fixed an issue where ammo sometimes wasn’t being shared
DEVELOPER COMMENT: Band of Accord now rewards 25% bonus ammo for each player in the game and then divides the total. So, if you pick up 10 ammo in solo, you’ll get 12.5 instead. If there are 2 players, you will pick up 15 ammo and then split it 50/50 (7.5 each). The wearer ends up getting less ammo per pickup, but the team gets a nice boost!
Devouring Loop
Increased proc chance from 5% to 6%
DEVOURING COMMENT: This comment has been DEVOURED!
Sagestone
Reduced from 35% to 30%
DEVELOPER COMMENT: We felt that a tad too much EXP was given out for simply having both Sagestone and Elder Knowledge with no real choice/trade-off so we reduced both a bit. However, we’ve decided to add another EXP item that more than makes up for the adjustment and allows the tradeoff for a huge amount of EXP. See if you can find it!
Hunter’s Halo
Changed range boost from 20% to 4m (flat)
DEVELOPER COMMENT: Most short-ranged weapons didn’t benefit from Hunter’s Halo because 20% of a small number is still a small number. Instead, we changed this to a flat 4m boost so that weapons with short range get considerable benefit while already long-range weapons don’t benefit quite as much. As an example: Shotgun ideal range is 7.5m. With a 20% boost it becomes 9m. With a 4m flat boost, it becomes 11.5m. =)
Hunter’s Band
Increased Weakspot damage bonus from 25% to 30%
DEVELOPER COMMENT: With the range requirement, we felt it fair to up the bonus a small amount.
Band of Strength
Changed activation from Melee Kill to Charge Melee Attack (100% chance)
Increased stack count from 3 to 4
Reduced buff per stack from 10% to 5% (max 20%)
DEVELOPER COMMENT: Another melee build buff. We didn’t like how infrequent melee kills were to proc this effect, so we decided to put it more squarely in the player’s hands. Charge attack, buff melee! Since players have consistent access to the buff now, we reduced the total amount from 30% to 20%.
Razorstone
Changed so that it applies 1 stack of new updated universal Bleed effect (which stacks 3x)
Changed activation from Melee Crit to Charge Melee Attack (100% chance)
DEVELOPER COMMENT: We like the concept of the Razorstone but it received a significant nerf with the previous reduction of 200% damage to 100% damage. The unique Razorstone Bleed effect has been replaced with the universal Bleed (Scar, Skewer, Razorstone, etc) which stacks 3x. We changed the activation from Melee Crit to Melee Charge Attack so players have more control over application.
Ring of Supremacy
Reduced damage buff from 25% to 20%
Buff icon properly displays when active
DEVELOPER COMMENT: Ring of Supremacy is a great ring, but it was granting too great of a bonus for a ring slot. It’s still probably a bit high at 20% but we will continue to monitor it and see if other builds appear or if ROS remains a permanent fixture in almost every scenario.
Empowering Loop
Reduced damage buff from 30% to 25%
Reduced fire rate penalty from 20% to 15%
DEVELOPER COMMENT: Like Ring of Supremacy, the Empowering Loop bonus was a bit too high for single shot weapons with almost no major real effect on automatic weapons. We reduced the top end damage but also reduced the fire rate penalty. Now, Empowering Loop still buffs single shot weapons the most but also helps automatics a bit.
Akari War Band
Reduced the Crit Damage from 30% to 15%
Increased Buff Duration from 7s to 10s
DEVELOPER COMMENT: With our goal of reducing the effect of RNG on success, we reduced the Crit Damage boost and increased the duration to match the Akari Opportunist Set Bonus buff.
Provisioner’s Ring
Doubled the speed of the reload effect
DEVELOPER COMMENT: For a Hardcore ring, the effect felt a little underwhelming. We doubled the speed at which it reloads so players can better juggle weapons.
Storm Amulet
Now only affects Shock Damage
DEVELOPER COMMENT: This is an example of a single item limiting the design space (and build creativity). Since it affected everything that did elemental damage, it ended up increasing things like Beam Rifle (Radiation), Spitfire (Fire), and of course, Hive Cannon (Corrosion) among others. This reduced our ability to buff other elements and/or unique mod types because Storm Amulet affected them all. It comes from Pan (where Shock magic is common), it’s called Storm Amulet, it made the most sense for us to make this adjustment now. We left the damage value as is.
Stone of Balance
Increased Ranged/Melee bonus from 10% to 15%
DEVELOPER COMMENT: This is an increase to bring the Stone closer to other damage options. It has no penalty like some of the other rings but also does not buff Weapon Mod Damage or Summons.
Braided Thorns
Increased Duration from 6s to 10s
DEVELOPER COMMENT: We were a tad conservative on the duration here. Adjusted the duration to be a bit more lenient and more appealing.
Ring of the Admiral
Now includes Summons (boosts Minion Damage)
DEVELOPER COMMENT: We wanted this to boost all damage, so we included Minions. This increases all outgoing damage sources (Ranged, Melee, Mod, and Minions).
Leech Ember
Reduced Lifesteal value to balance with game-wide Melee Damage increase
DEVELOPER COMMENT: Like the Riven and Twisted Single Perk adjustments, the reduction of Lifesteal coincides with the game-wise Melee buff.
Nightmare Spiral
Reduced healing effect from 4.5 to 2.0
DEVELOPER COMMENT: To keep the Lifesteal effect in-line with other similar abilities, we reduced this effect from 4.5% of Ranged Damage to 2%. It is still an incredibly powerful item and gets stronger as you accumulate more Ranged Damage buffs. We will continue to monitor the Nightmare Spiral!
[ RESOURCES ]
Irons
Adjusted reward curve for all Irons
DEVELOPER COMMENT: We received numerous reports that certain Irons became near impossible to get at higher levels. We did a complete pass on all drop rates at all levels to help smooth this out.
Resource Trading
Reduced Ace’s vendor Refresh Timer from 30m to 20m
Added ability to convert Higher Quality Irons to Lower Quality Irons
DEVELOPER COMMENT: You asked for it. You got it. Ace can now convert higher resources into lower resources for a fee. In fact, even the Mad Merchant can as well… but he’s a little harder to find.
Boss Weapon Upgrade Cost
Reduced the total amount of Lumenite required to max a Boss Weapon from 73 to 40
Adjusted the Scrap costs of upgrading Boss Weapons to be less at lower levels, more at higher level
DEVELOPER COMMENT: The goal here was to reduce the initial cost of upgrading Boss Weapons early on so players are more likely to give them a try. The initial cost of entry was a tad too high so we reduced it at the lower levels and increased it for higher level upgrades – when players have more Scrap.
[ CONSUMABLES ]
Frenzy Dust
Fixed a bug that granted 25% Reload Speed & Fire Rate (now gives listed 20%/15%)
DEVELOPER COMMENT: Frenzy Dust was testing way above its intended design, so we did a deep dive only to find out that it was granting much more of a bonus than desired. We fixed it.
[ TRAITS ]
Elder Knowledge
Reduced to 20% MAX (was 40%)
DEVELOPER COMMENT: As mentioned for Sagestone; we adjusted Elder Knowledge (since it becomes an automatic/forever 20% boost) so we can incorporate more of a trade-off for builds (EXP, Utility, DMG, etc). The new item (see if you can find it) can bring the total EXP boost to well above the previous Sagestone/Elder Knowledge combination!
Executioner
Increased Crit Chance from 20% to 25%
DEVELOPER COMMENT: This is a slight buff with the intention of smoothing out the RNG curve a bit by giving more consistent access to crits. This helps for crit-based procs, and along with the Kingslayer adjustment, gives a more consistent experience.
Kingslayer
Reduced Crit Damage Boost from 50% to 25%
DEVELOPER COMMENT: With Crit Damage being so high, many fights often came down to RNG. We wanted to lessen the impact of the Crit Damage Boost determining success as well as the smoothing of the crit RNG curve.
Warrior
Reduced from 25% to 20%
DEVELOPER COMMENT: With such a large change to all melee damage across the board, Warrior needed a reduction to compensate. Of course, overall, melee does way more damage now than it ever did, so you won’t even feel this adjustment!
Cold as Ice
Reduced damage from 15% to 10%
DEVELOPER COMMENT: With all our updates, especially to melee, we found that Cold as Ice was giving too great of a benefit to 2 of 3 players in coop situations. Now the total is 20% for 2 instead of 30%.
Keeper’s Blessing
Reduced from 20% to 10%
DEVELOPER COMMENT: Due to how our Armor, Status, and Damage Reduction stacked together, the values got out of hand quick. Due to this, Nightmare had extremely high incoming damage which resulted in only a few select armors (Void, Radiant, Leto) being able to weather the storm. This is part of the balance pass that addresses the large disparity between all armors.
[Misc]
Wasteland Goodboy
Cured Wasteland Goodboy’s Scrap Sickness
Increased fluffiness of Wasteland Goodboy’s carpet/bedding
Wasteland Goodboy (aka Wasteland Very Goodboy) was under the weather for a few days after eating some excess scrap lying around Wud’s shop. However, after 1 and half servings of Mudtooth’s Stew and a spritz of 2 parts Adrenaline and 1 part Golden Plum, he fully recovered and now goes on spirited jogs around Rhom up to 3 times a day!
DEVELOPER COMMENT: We realized that Wasteland Goodboy needed an upgrade to his sleeping arrangements so we made his carpet a bit fluffier. We are considering buffing Wasteland Very Goodboy to Very Fast Goodboy, however we are unsure if it will go to his head.
As you see, this Remnant From the Ashes Update 1.14 June 4 patch is the biggest update we’ve seen from the game yet. If there’s any changes not included in the notes, let us know down below in the comments.
Heads up, Neverwinter knights! Cryptic Studios has released the Neverwinter update 7.82 June 4 patch for all platforms. Same as before, there are different patch notes for PC and console (PS4, Xbox One), and we’ve listed both below.
Neverwinter Update 7.82 June 4 patch notes:
Consoles:
Highlights
Rage of Bel will be live as of 10 a.m. PDT (17:00 UTC) Thursday! This patch only has fixes to Rage of Bel, so there are no individual change notes.
Known issues:
Some Insurgencies can incorrectly occur without enemies spawning, preventing the Insurgency from being completed.
The Battle Worn Metal Rod, as well as some rings, have a chance to drop only for the player or party who dealt the most damage to a warlord. In the next patch, it should have a chance to drop from all players who damaged them.
The Rage of Bel meter can read 100% even before it’s fully complete, as the interface rounds 99.5%+ up to 100%.
There’s one spot in an Insurgency where a player character can fall through the world.
PC:
Content and Environment
Cloaked Ascendancy
Shard of Night: The respawn locations in this instance have been fixed.
Rage of Bel
Known issue: Some Insurgencies can incorrectly occur without enemies spawning, preventing the Insurgency from being completed.
There’s no longer a place where players can fall through the world during an Insurgency.
Vallenhas
The Devil Siege Heroic Encounter once again properly shows a boss health bar.
Combat and Powers
Classes and Balance
Paladin: Bond of Virtue: This power’s duration is no longer increased by the feat Enduring Spirit.
Paladin: Bond of Virtue: This power no longer triggers the Blood Raven Set Bonus, since it is not an AoE spell.
Item Powers
Blood Crystal Raven Skull: This item’s set bonus no longer stacks when used by multiple players. It now only procs once per cast, on only one character per cast.
Rage of Bel: Ranks 2-7 of the Forger’s Box no longer incorrectly shows multiple instances of Power buffs in the Buffs display.
Items and Economy
Rage of Bel
The Battle Worn Metal Rod and rings now have a chance to drop for all players who damage a warlord.
Vallenhas
The upgrade item, Fallen Paladin’s Holy Symbol, can now properly drop from Heroic Encounters.
Wasteland Lockbox
The tooltip now properly says that it can give out 1 Companion Upgrade Token Mini-Pack, not 2.
User Interface
Guild
Some guild-related error messages now properly have text.
Map
The Rage of Bel meter now always rounds down, so that it doesn’t incorrectly show 100% completion when it’s 99.5% complete.
Character Art
Rage of Bel
Off-hand transmutation items from Rage of Bel now properly display.
Various new items have had minor clipping issues addressed.
As you can see, the PC version has a ton more changes compared to the console versions in this Neverwinter update 7.82 June 4 patch. Once we get more details, we’ll let you know.
In case you didn’t see it, yesterday we ran a post touching on the problems Call of Duty: Modern Warfare and Infinity Ward had when it comes to racism in the game. Thankfully, Infinity Ward has now spoken out on the Modern Warfare racist names and issues the game has, and what the studio is doing.
Over on Twitter, the official studio account tweeted the following:
There is no place for racist content in our game. This is an effort we began with launch and we need to do a better job. We’re issuing thousands of daily bans of racist and hate-oriented names. But we know we have to do more — and we are:
Addiing additional resources to monitor and ID racist content
Adding additional in-game reporting systems to increase the number of bans by hour
Adding filters and greater restrictions on name changes
Evaluating in-game improvements to make it easier to report offenses
Increasing permanent bans to root out repeat offenders
We apologize to our players. This is our commitment to you, our fans, thank you.
While this is a nice message by Infinity Ward, it shouldn’t have taken months for them to send a message. I mean, would the studio even do an announcement like this one if it wasn’t for the protests and rallies going on around the world?
Are you happy with Infinity Ward’s message or does it feel a bit tacked-on? Let us know your thoughts down below.
It’s finally here, Battlefield 5 fans! The last content drop for BF5 is now available, and it’s a big one! DICE has released the BF5 update 1.35 June 4 patch, which is also known as the BF5 7.0 update. This patch includes two new maps, new gadgets, weapons and more!
Simply put: this is the biggest content drop Battlefield 5 has gotten and will get. Check out the roll out time, file sizes and patch notes below.
Roll out time of the BF5 update 1.35 June 4 patch and approximate file size:
Xbox – 8.8GB
Orange heartPC – 9.75 GB
Blue heartPS4 – 9.0GB
BF5 Update 1.35 June 4 patch notes:
Maps & Modes
New Maps:
Al Marj Encampment (Conquest, Breakthrough, TDM, Squad Conquest).
Aerodrome – Removed the MG turret that was placed below the ground at the edge of the map.
Aerodrome – Removed the stationary weapon fortification that was placed into the ground near Sector F.
Al Sundan – This map has temporarily been removed from rotation whilst we address an issue with incorrect VO, following a change to the playable factions on this map. It will be returned to all rotations pending a Hotfix that we’ll be releasing as soon as possible.
Marita – Fixed a hole in the wall by Zervos Farm which could be exploited.
Panzerstorm – All standard modes now feature U.S. vs. Germany (except Grand Operations).
Panzerstorm – German Army is now set as the defending force.
Twisted Steel – All standard modes now feature U.S. vs. Germany (except Grand Operations).
Twisted Steel – Outpost – Fixed the floating barrels and barbed wire near Radio Tower A.
Twisted Steel – Outpost – Players should no longer be able to get stuck between the barrels and the bridge strut near tower D.
Underground – Fixed an exploit that could disable smoke effects.
Combined Arms – Fixed the missing tab on the end of round screen.
Firestorm – Players will no longer enter a bleed out state when playing solo mode.
Practice Range – Added the missing Panzerbüchse 39 & Boys AT Rifle bi-pod when using them on the range.
Weapons & Gadgets
New Weapons:
Sjögren Shotgun (Support)
Chauchat (Support)
M3 Infrared (Recon)
K31/43 (Recon)
Welgun (Medic)
M1941 Johnson (Assault)
PPK/PPK Suppressed (all classes)
M1911 Suppressed (all classes)
Welrod (all classes)
New Gadgets:
Doppel-Schuss (Recon)
RMN 50 Grenade Launcher (Recon)
Pistol Flamethrower (Assault)
Shaped Charge (Support)
Kampfpistole (Support)
New Grenades:
Firecracker Grenade (all classes)
Demolition Grenade (all classes)
Type 99 Mine (all classes)
Additional Changes:
Add-on Grenade Launchers for the Tromboncino and M1 Garand now try to switch to the main ammo type instead of the pistol when the player runs out of ammo. If no primary weapon ammo is available, a switch will be made to the pistol as normal. We think that this will lead to a better combat flow when the player ends up in these scenarios.
The Breda M1935 PG’s fire switching sound can now be heard.
Fixed a bug where smoke grenades would sometimes detonate in different positions for different clients, or not detonate at all.
Unified the impact grenade’s trajectory with the other frag grenades for improved consistency of grenade throws.
Slightly increased the time an impact grenade must travel, the amount it bounces off a surface, and detonation delay after bouncing. This won’t substantially change the gameplay of the grenade, but will improve the pucker factor of having one of these thrown at you.
Fixed a bug with the Lunge Mine which would cause another knockback, when it had been selected again after a previous use.
Improved the transition to ragdoll when players die in a vehicle and made it so the vehicle/wreck is followed for the victim to make it a more interesting experience.
Fixed an issue with the Hachi that was causing it not to steer as well as intended when moving at higher speeds.
Smoke screen weapons on tanks and airplanes now properly block spots, and name tags.
Fixed a bug that would cause the vehicle UI to show an incorrect position of the cannon, if the player had used it, and then switched seats.
AA guns now suppress on the same level as other vehicle MGs.
Planes
500lb bombs now have lowered blast damage, and increased irreparable damage to make it a two-pass kill.
BF-109 G2
Specialization tree changes to compete with P51K.
Start loadout includes spotting flares and 2x50kg bombs.
Engine or gun upgrade at tier 1.
Defensive options or finned barrels at tier 2.
Ground attack options or leading edge for tier 3.
Finally some less critical upgrades for tier 4.
BF-109 G6
Specialization tree changes to compete with P51D.
Start loadout includes nitrous, smoke, and 2x rockets.
Explosion protection or gun upgrade at tier 1.
Defensive options or finned barrels at tier 2.
Ground attack options or leading edge for tier 3.
Nitrous now functions in the same way as the super charger for the Pacific planes.
Finally some less critical upgrades for tier 4.
Soldier
New Soldier Characters:
14 New U.S. Faction Soldiers.
2 New Japan Faction Soldiers.
Additional Changes:
Additional fixes to prevent players from getting stuck in a bleeding out state. If this does not fix the problem, we hope that it will decrease the rarity from uncommon to rare.
Fixed a bug that would in some cases play the wrong voice over when a soldier spots a bomber.
UI & Other
Fixed an issue that would cause spotted enemies to not show on the mini-map if the player walked into their own smoke.
Added the missing descriptions for the Calliope and Hachi in the statistics tab.
While this BF5 update 1.35 June 4 patch is our last content drop for Battlefield 5, DICE will still support the game with bug fixes, in-game events and more — just don’t expect any new content to drop, and you should be good.
Polyphony Digital has not only initiated server maintenance for Gran Turismo Sport today, but the studio has also released Gran Turismo Sport update 1.60! Given we just got a big update a few weeks ago that included a new car, don’t expect new content.
Gran Turismo Sport Update 1.60 patch notes:
Main Features
1. Sport Mode & Lobby
– The level of deflection between cars making contact in a race has been reduced. The deflection amount between cars in Lobby races remains unchanged.
Other Improvements and Adjustments
– We addressed an issue in the Livery Editor with the MAZDA RX-VISION GT3 CONCEPT where the race number on the bonnet appeared distorted.
– We repaired an issue with the MAZDA RX-VISION GT3 CONCEPT where the engine sound changed when applying the car settings or Balance of Performance (BOP) in Regulation Settings on an oval track.
– Various other issues have also been addressed.
And that’s it. As expected, no new content is included. If you spot anything that got changed that’s not included in the Gran Turismo update 1.60 patch notes, let us know down in the comments below, or send as an email.
Do you want to see more Gran Turismo and racing coverage on the site? If so, let us know down in the comments.
While this year’s Call of Duty still hasn’t been announced by Activision, rumor has it that it’s being developed by Treyarch, and it’ll be called “Call of Duty: Cold War.” While we’re waiting for that announcement, it seems some people are already playing it, and someone even uploaded footage of what seems to be our first look at Call of Duty 2020 gameplay!
Just in case there’s any doubt this game isn’t being developed by Treyarch, you can see the Diaysler Robotics and Engineering branding in the stage, which should be familiar for those who played Black Ops 4.
Note that this could be from an early build, and it’s very low-res, so don’t judge the game’s graphics just yet. That said, sliding seems to be back once again, the setting definitely looks nothing futuristic at all.
Of course gameplay leaking out shouldn’t be that surprising given Activision themselves confirmed that the game was already being playtested as early as February of this year.
We’re trying to collect more info about this Call of Duty 2020 gameplay leak, and once we know more, we’ll let our readers know.
I had high praise for Mortal Kombat 11 when it originally released a year ago. Compared to many other fighters, MK11 packed a massive punch with its starstudded roster of fan favorites, and the campaign itself is easily one of the best the series has to offer. It was truly a great game that also followed the traditional post-launch support of other fighting games with DLC characters. So when NetherRealms announced that Aftermath would include not only new characters but also a follow-up to the original campaign, I just had to play it for myself. The super short summary to this Mortal Kombat 11 Aftermath review is: Aftermath doesn’t disappoint.
Reviewer note – We didn’t include the free update that launched the same day in this review, considering that it’s free for everyone who owns a copy of Mortal Kombat 11. This review will solely be focused on the content included in the Aftermath expansion.
Time ̶C̶o̶p̶ Fighters
The story of Aftermath picks up right where Mortal Kombat 11 ended, with Fire God Liu Kang preparing to restart the present timeline. As he begins the process, he is abruptly interrupted by a sinister foe from his past, Shang Tsung. Shang Tsung, who is also accompanied by Nightwolf and Fujin, warns Liu Kang that if he continues, then he will inadvertently end every realm in existence. Of course, being Shang Tsung, Lui Kang, and the now-mortal Raiden are hesitant to listen, though their allies, Nightwolf and Fujin quickly convince them. With the crown of Kronica being destroyed in the present timeline, Shang Tsung devises a plan where he, Nightwolf, and Fujin are sent back in time to retrieve it so that they may save the future from its inevitable destruction.
All of this is told in the form of some rather lengthy cutscenes, but they’ll well worth the watch as they provide perhaps the series best when it comes to fighting choreography. This, combined with Cary-Hiroyuki Tagawa’s (Mortal Kombat the movie) return as Shang Tsung, makes this a well worthwhile tale, despite only being a few hours long. Severely underdeveloped characters (Shao Kahn, Sheeva) in the original now have a huge spotlight, and others who were introduced as DLC (except guests) have all been brought into the main story of Mortal Kombat 11. All the stops are pulled with this DLC as it expands on the current lore of Mortal Kombat, while also re-writing some of the old stuff for some nice twists. Without spoiling it, let’s just say that for those who were disappointed with how the original concluded, you’ll be glad to know that the story of Aftermath tidies everything up for a more definite ending. It’ll leave things off on a high note that should excite fans for the future of the series.
Dead or Alive, You’re Coming With Me!
Outside of the primary campaign, Aftermath introduces three new fighters. Them being the brother of Raiden, Fujin, Queen of the Shokan, Sheeva, and the ’80s iconic man turned into a machine, RoboCop. Like all past DLC characters, the new ones in Aftermath are all uniquely designed with different fighting styles, move sets, fatalities, and a massive collection of cosmetics. The gameplay of both Sheeva and Fujin strikes with familiarity as many of the moves have been in past iterations. This isn’t to say that in such a negative way as fans will feel right at home with them, all while enjoying the benefits of improved combat that MK11 introduced. Whether or not they become high tier characters is yet to be seen, though from my time with them I’m judging they’ll fit right in the middle somewhere.
As for RoboCop, as much as a shock as it was to see him appear as a guest character, I wasn’t particularly joyful with how clunky he felt. I guess it would be wrong to say he should play differently, since considering in the films he’s in, he is pretty clunky. Still, I did have some fun with RoboCop, and even got to have that dream match of RoboCop vs The Terminator. There’s a pretty good amount of work that went into all three character dialogue, many with callbacks to their past, and RoboCop interactions are just littered with Easter eggs. It also helps that Peter Weller, the original actor that played Robocop, has come back to reprise the role once more. I can’t say I was disappointed in the end with the character choices as they all play well once mastered. As mentioned prior, they are also packed with plenty of new gear and cosmetics, that should keep players quite busy. There are a few surprises in there as well for those who read up on their lore, though I won’t spoil anything there.
I’d Buy That for $40?
So let’s talk about that price tag. Mortal Kombat 11 Aftermath costs $40, it includes three fighters, a new main campaign, and also promises three new skin packs that will release over time with the first at launch. Debatably it doesn’t seem like much, but when you consider that the Kombat Pass costs $60 for six characters/skins, the price does seem to make sense. With it including half the characters and skins packs as a standard Kombat Pass, it would be reasonable to think that alone would be a $30 value, leaving the campaign to be $10, so the pricing matches with what they would have typically charged. Just some information to think about, but honestly, if you’re a big MK fan, the campaign alone isn’t something you want to miss out on, and for the matter, the new fighters included. Whether it’s worth it or not is entirely up to you, but for this reviewer, I was pretty happy with the content I got in the expansion, more so than the Kombat Pass because I enjoy single-player experiences so much.
Aftermath feels like the appropriate kind of DLC that Mortal Kombat should be getting. Not only does this kind of release cater to those wanting new fighters, but it’s an excellent opportunity for the studio to expand on the ever-growing lore of Mortal Kombat. My hope is, that NetherRealm Studios continues with this kind of post-launch DLC release, although an additional fighter pack wouldn’t hurt. I highly recommend Aftermath for anyone looking for more Mortal Kombat, trust me you won’t be disappointed. If the price is an issue, then I suggest you hold off for a sale of course, though I think it’s more than warranted with the content included.
PROS
An expanded story told in beautifully done cinematics
Plenty of content, outside of having to wait for skin packs, everything is available from the get-go
Included fighters are fun to use
CONS
None
A review copy of Mortal Kombat 11: Aftermath was supplied by the publishers for the PlayStation 4. Game played on the PlayStation 4 Pro. You can read MP1st’s review and scoring policy right here.
A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.
In case you didn’t know, Activision has delayed the start of Call of Duty: Modern Warfare Season 4 due to the George Floyd tragedy.While that in itself is a nice gesture, the Call of Duty community has called out Infinity Ward for not acting on the racist player IDs and clan tags that have been present since the game’s launch.
Over on the official Modern Warfare subreddit, multiple threads with thousands of upvotes have surfaced (though have been locked by mods for some odd reason):
And there’s more of that out there. We’ve reached out to the Modern Warfare moderators and asked why these threads are being locked given the mods can just create a megathread to make sure the entire subreddit isn’t littered with the same topic.
We’ve also reached out to Activision for a statement on this and will update the post if we get anything back.
While we’ve never touched on politics here on MP1st (and we never will), racist gamer tags, IDs, and clan tags should never be allowed on any game — ever. Are you surprised that Infinity Ward hasn’t acknowledged this? While certain names are flagged as inappropriate, it’s a bit baffling why these racist terms are not.
Announced a few weeks ago, Sony has officially kicked off the big Days of Play PlayStation Store sale! A ton of quality titles are now available on PSN at discounted prices.
Illfonic has released the Predator Hunting Grounds update 1.09 June 3 patch and it’s now live! This brings a host of gameplay fixes for both the Fireteam and Predator side.
Predator Hunting Grounds Update 1.09 June 3 patch notes:
General
Increased drop rates of Rare, Exotic, and Mythical items
Fixed an issue where the player card would not immediately visually reflect the reward redeemed from challenges
Fixed an issue where the perk description would persist on the loadout menu even after selecting “none”
Fixed an issue where “No Challenges Active” text would display behind redeemed challenges
Fireteam
General
Added more glyph variations to Self Destruct Defusal minigame
Fixed a bug that caused the third gear slot item to be unequipped if you equipped the Field Syrette, Medical Kit, and Ammo Bag all at the same time
Fixed an issue where Dutch’s facial hair would remain after being claimed by the Predator
Fixed an issue that caused the animation to not work as intended when jumping and ADSing at the same time
Fixed an issue where equipping the Ballistic Mask would remove the Fireteam member’s face when restarting the client
Fixed a bug that caused the map to not update while spectating
Predator
General
Fixed a bug that allowed the Predator to perform two leap slams consecutively
Fixed an issue where animation for stealth kills would not work as intended when the target reloads
Fixed a bug that caused the weapon wheel to persist if opened while meleeing
Weapons
Hand Held Plasma Caster
Increased damage
That’s not a bad update, right? If there’s more changes not included in the Predator Hunting Grounds update 1.09 patch notes, we’ll update the post.
In case you didn’t know, DICE is releasing one more content drop for Battlefield 5 before calling it a day and moving on to their next project. Set to be released tomorrow, June 4, the studio has released the Battlefield 5 7.0 update patch notes today — and there’s a ton of content!
There are two new maps, nine (!) new guns, five new gadgets, three new grenades, and six new vehicles! Check out the complete changelog below.
Battlefield 5 7.0 update patch notes:
Maps & Modes
New Maps:
Al Marj Encampment (Conquest, Breakthrough, TDM, Squad Conquest).
Aerodrome – Removed the MG turret that was placed below the ground at the edge of the map.
Aerodrome – Removed the stationary weapon fortification that was placed into the ground near Sector F.
Al Sundan – This map has temporarily been removed from rotation whilst we address an issue with incorrect VO, following a change to the playable factions on this map. It will be returned to all rotations pending a Hotfix that we’ll be releasing as soon as possible.
Marita – Fixed a hole in the wall by Zervos Farm which could be exploited.
Panzerstorm – All standard modes now feature U.S. vs. Germany (except Grand Operations).
Panzerstorm – German Army is now set as the defending force.
Twisted Steel – All standard modes now feature U.S. vs. Germany (except Grand Operations).
Twisted Steel – Outpost – Fixed the floating barrels and barbed wire near Radio Tower A.
Twisted Steel – Outpost – Players should no longer be able to get stuck between the barrels and the bridge strut near tower D.
Underground – Fixed an exploit that could disable smoke effects.
Combined Arms – Fixed the missing tab on the end of round screen.
Firestorm – Players will no longer enter a bleed out state when playing solo mode.
Practice Range – Added the missing Panzerbüchse 39 & Boys AT Rifle bi-pod when using them on the range.
Weapons & Gadgets
New Weapons:
Sjögren Shotgun (Support)
Chauchat (Support)
M3 Infrared (Recon)
K31/43 (Recon)
Welgun (Medic)
M1941 Johnson (Assault)
PPK/PPK Suppressed (all classes)
M1911 Suppressed (all classes)
Welrod (all classes)
New Gadgets:
Doppel-Schuss (Recon)
RMN 50 Grenade Launcher (Recon)
Pistol Flamethrower (Assault)
Shaped Charge (Support)
Kampfpistole (Support)
New Grenades:
Firecracker Grenade (all classes)
Demolition Grenade (all classes)
Type 99 Mine (all classes)
Additional Changes:
Add-on Grenade Launchers for the Tromboncino and M1 Garand now try to switch to the main ammo type instead of the pistol when the player runs out of ammo. If no primary weapon ammo is available, a switch will be made to the pistol as normal. We think that this will lead to a better combat flow when the player ends up in these scenarios.
The Breda M1935 PG’s fire switching sound can now be heard.
Fixed a bug where smoke grenades would sometimes detonate in different positions for different clients, or not detonate at all.
Unified the impact grenade’s trajectory with the other frag grenades for improved consistency of grenade throws.
Slightly increased the time an impact grenade must travel, the amount it bounces off a surface, and detonation delay after bouncing. This won’t substantially change the gameplay of the grenade, but will improve the pucker factor of having one of these thrown at you.
Fixed a bug with the Lunge Mine which would cause another knockback, when it had been selected again after a previous use.
Improved the transition to ragdoll when players die in a vehicle and made it so the vehicle/wreck is followed for the victim to make it a more interesting experience.
Fixed an issue with the Hachi that was causing it not to steer as well as intended when moving at higher speeds.
Smoke screen weapons on tanks and airplanes now properly block spots, and name tags.
Fixed a bug that would cause the vehicle UI to show an incorrect position of the cannon, if the player had used it, and then switched seats.
AA guns now suppress on the same level as other vehicle MGs.
Planes
500lb bombs now have lowered blast damage, and increased irreparable damage to make it a two-pass kill.
BF-109 G2
Specialization tree changes to compete with P51K.
Start loadout includes spotting flares and 2x50kg bombs.
Engine or gun upgrade at tier 1.
Defensive options or finned barrels at tier 2.
Ground attack options or leading edge for tier 3.
Finally some less critical upgrades for tier 4.
BF-109 G6
Specialization tree changes to compete with P51D.
Start loadout includes nitrous, smoke, and 2x rockets.
Explosion protection or gun upgrade at tier 1.
Defensive options or finned barrels at tier 2.
Ground attack options or leading edge for tier 3.
Nitrous now functions in the same way as the super charger for the Pacific planes.
Finally some less critical upgrades for tier 4.
Soldier
New Soldier Characters:
14 New U.S. Faction Soldiers.
2 New Japan Faction Soldiers.
Additional Changes:
Additional fixes to prevent players from getting stuck in a bleeding out state. If this does not fix the problem, we hope that it will decrease the rarity from uncommon to rare.
Fixed a bug that would in some cases play the wrong voice over when a soldier spots a bomber.
UI & Other
Fixed an issue that would cause spotted enemies to not show on the mini-map if the player walked into their own smoke.
Added the missing descriptions for the Calliope and Hachi in the statistics tab.
DICE has also given a dev’s explanation on the new maps, weapons and more.
Today we’re informing you here of what to expect when the Summer Update goes live tomorrow morning.
It’s a content-heavy update that adds two new maps, nine new weapons, six new vehicles, five new gadgets, and three new types of grenades.
The first of the two maps is the all-new Al Marj Encampment. Set in Libya, this is an infantry-only map, where you can expect both close-quarter fights and ranged combat depending on where you are on the battlefield. It’s 64 players on Conquest and Breakthrough, with additional configurations available on Squad Conquest and Team Deathmatch.
The second map is a redesigned and expanded Provence. The play area has been extended to include the farm land, and areas around the outskirts of town, bringing tanks into this battlefield on 64-player Conquest, and Breakthrough.
Both of these maps feature the U.S. and German armies as the two playable factions, with additional changes having also been made to Twisted Steel and Panzerstorm. We’ll be following up with a similar adjustment on Al Sundan later this month; in the interim this map won’t feature in rotations while we make these changes. Twisted Steel and Panzerstorm will otherwise continue to operate as UK and German factions on Grand Operations and won’t be adjusted in this mode.
To further support these faction changes, new vehicles have been added to the U.S. faction, and we’ve increased the number of U.S. soldier characters by 14, with 2 additional soldier characters also being added to Japan.
In the full Update Notes below, I’ve listed out all of the new weapons, gadgets, and grenades being added in this update. Players who download and login to Battlefield V throughout the next few weeks will receive these items as login rewards, which you’ll be able to accept from the Armory, and equip via the Company. Later in June, these items will revert to the Company for purchase with Company Coin, for anyone who wasn’t able to login and claim the items during this time.
The update goes live tomorrow morning across all platforms starting at 07:00 UTC and I’ll keep you updated via the usual channels on its rollout.
This is no doubt, the biggest content update Battlefield 5 has ever gotten. At the very least, DICE is going out with a bang when it comes to content roll out, no? Don’t forget, the studio won’t stop supporting the game with bug fixes, and other stuff.
Once the patch is out, we’ll be sure to let our readers know.
Originally canceled in 2008, the Free Radical title, Star Wars Battlefront III, has made a rather odd appearance once more suggesting that the title may very well be alive.
Update: Turns out this ended up being fake. Bummer would have been a real nice surprise to see the original BF3 released.
Original:
Discovered first by Twitter user, Thexpaw, the database listing lists the title as “STAR WARS™ Battlefront III (Classic, 2019).” Upon digging further, the user also found a page to the EULA ( End User License Agreement), which gives us a bit of some insight on the title. It is apparently being developed by a studio called “HAZE Studio”, though upon researching we couldn’t come up with anything about the studio.
STAR WARS™ Battlefront III (Classic, 2019) here means Software, image files, all accompanying files, data and materials received with your order of “STAR WARS™ Battlefront III (Classic, 2019)”. If you do not agree to any of the terms of this License, then do not install, distribute or use STAR WARS™ Battlefront III (Classic, 2019). If you have purchased a single copy from HAZE Studios or an authorized distributor, reseller or any retail channel, you may return it unused, within thirty (30) days after purchase, for a refund of your payment less any incidental charges. The 30-day warranty is applicable only to products bought within the United States. Products downloaded to or shipped out of the United States are strictly non-refundable.
Amongst with this, HAZE Studio, along with Disney, Lucasfilm, and even Free Radical are claiming ownership to the copyright of Star Wars Battlefront III.
Haze Studios, Free Radical Design, Lucasfilm, Disney are the owners of the copyright of this STAR WARS™ Battlefront III (Classic, 2019), all of its derivatives, title and accompanying materials are the exclusive property of Haze Studios, Free Radical Design, Lucasfilm, Disney. All rights of any kind, which are not expressly granted in this License, are entirely and exclusively reserved to and by Haze Studios, Free Radical Design, Lucasfilm, Disney.
Looking at the update history, the title has seen a fair share of updates over the last year with the most recent being this month. We aren’t sure what to make of this, but if they (Disney and company) have managed to finish the original Battlefront III, then count me in.
Of course, given EA holds the Star Wars license for games, and Star Wars Battlefront 2 from DICE is fresh on everyone’s minds, we suggest you take this as a rumor and with a grain of salt.
A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.
Hi-Rez Studios has released a new Paladins patch today while the game is undergoing maintenance on all platforms. The Paladins update 2.18 June 3 patch touches on fixes, and shouldn’t include any new content.
Paladins Update 2.18 June 3 patch notes:
NEW CONTENT: FREEGLE DROGOZ & MERICAN MUSTANG MOUNT
“Listen up my flag-waving, freedom-loving friends – the 4th of July is about a lot more than just chili dogs, apple pie, and a breathtaking display of patriotic pyrotechnics. It’s also about…wait, go back – the 4th of July is DEFINITELY about excessive expressions of explosive capability! Which is why you can join me – Freegle Drogoz – and my trusty ‘Merican Mustang Mount this holiday for a true red, white, and blue Paladins experience! Your enemies are definitely going to be seeing the rockets’ red glare when we face them together, and it’s a self-evident truth if there ever was one that the ‘Merican Mustang is the hottest ride since the first American muscle rolled off the assembly lines.” – Freegle Drogoz
This content is available starting on June 24th, 2020. This content will ONLY be available in the World-Wide Chest for 400 Crystals.
BUG FIXES
Champion Specific:
Corvus
Fixed an issue where Corvus would not be able to Mark Players who had disconnected from the match.
Fixed an issue where Corvus would not be able to mark Imani after she used her Ultimate for the first time in a match.
Fixed an issue where using Projection could allow Players to teleport out of the Spawn Room early on certain maps or get into “out-of-bounds” areas of several maps in certain circumstances.
Fixed an issue where Corvus’ Ultimate ability could lose its VFX targeter under certain circumstances.
Fixed an issue where the Advanced description of Projection incorrectly stated the range of the ability was 150 units instead of 120 units.
Fixed an issue where enemy outlines would not change color when Corvus was in effective range for his Weapon.
Fixed an issue where Pyre Lord Magnus’ Arbiter displays “muzzle flash” VFX through terrain for all Players.
Fixed an issue where Pyre Lord Magnus’ Arbiter did not have reload VFX.
Fixed an issue where Corvus’ model would be off-center when displayed on the Main Menu.
Fixed an issue where the name of the “Unexpected Complications” card did not properly fit in the Card frame.
Khan
Fixed an issue where Khan would be improperly rotated on the Speeder mounts.
Koga
Fixed an issue where the Shore Patrol and Beach Bash Splash Blasters would play the weapon tail audio globally.
Raum
Fixed an issue where the Corrosive Gatling and the Pyre-Forged Gatling weapons were missing textures.
Strix
Fixed an issue where the Dragonsbane and Scalebane Strix skins did not play voice lines for “Awesome”, “Woohoo”, “You Rock”, and “I’m the Greatest” VGS commands.
Torvald
Fixed an issue where the Vital Grasp card would not function.
General:
Fixed an issue where players were able to avoid the Deserter Penalty in certain circumstances. (Fixed prior to client patch)
Fixed an issue where emotes were not equipping properly for Players.
Fixed an issue where the REKT Weapon custom sound effects were way too quiet for all REKT weapons.
Updated the following Challenges:
“Kill Viktor 50 times as Strix” has been changed to “Play 50 matches as Support”
“Kill Furia 50 times as Khan” has been changed to “Play 50 matches as Frontline”
Fixed an issue where the Street Pop Music Pack would not trigger at all the proper times in every game mode.
Fixed an issue where attempting to equip skins that had associated sprays would open the Spray Wheel to equip the sprays.
Fixed an issue where the Death Recap screen would not always update consistently or would display incomplete data.
Fixed an issue where the “Created By” text field of the list of Custom Match Lobbies would be blank for all Players.
Fixed several issues where lines of text would be truncated improperly in several locations in the UI in languages other than English.
Fixed an issue where certain Default items in the Accessories tab of the Profile screen improperly displayed with flashing tags and a price point.
In addition to that, the official Trello board has marked a few stuff as “Fixed in Future Release,” which could mean they’re fixed for today, or for another patch. We’ve listed them down here just in case you’re curious:
Tagged by Hi-Rez as “Fixed in Future Release”
General Critical Issues:
Players are able to close the client during a match avoiding the deserter penalty
Emotes not equipping for players
Champion Specific Critical Issues:
Corvus can not mark Players who have disconnected from the match
Corvus can not mark Imani after she has used her Ultimate for the first time in a match
Corvus can use Projection to get out of bounds in certain maps in certain circumstances
Corvus’ Ultimate can lose its VFX targeter in certain circumstances
Don’t forget, not everything there has been confirmed to be included in this Paladins update 2.18 June 3 patch. Once we get the full notes, we’ll update the post.
Update: We’ve update the post to include the official notes straight from Hi-Rez!
Last week, Japanese gaming magazine Famitsu said that they had a “huge scoop” relating to SEGA that will rile up the industry. Well, it seems we now know what that “scoop” is, and it’s the Game Gear Micro!
Announced today, the Game Gear Micro is a handheld game console with color LCD that literally fits in the palm of your hand!
The official website for the product has nothing else to say about it other than it’s “Coming Soon.” Hopefully, the price, games list, battery life, and other details will be shared soon given the June 3 date.
For those unaware, the Game Gear was released back in 1990, and was the company’s answer to the Game Boy. While it offered a color and backlit display compared to its rival, it was also more expensive, and ran through battery really, really fast (remember: there were no power banks back then).
Are you excited with this latest news regarding the Game Gear? Let us know down in the comments.
Those on PC, Bohemia Interactive has released what fans have been waiting for for a long time, and that’s the DayZ experimental update 1.08! Note that this is not on live servers yet, and once it’s there, console players can expect it to be released on their platforms after.
Check out the full DayZ Experimental Update 1.08 notes below.
DayZ Experimental Update 1.08 patch notes:
NOTES
Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
Consider de-fragmenting your HDD after downloading large updates.
Changed: Vehicle camera is now telling to collision solver which entity should be ignored
Changed: Curl core refactored to RestApi due to future compatibility
Changed: Tents can now be re-textured using hidden selections
Changed: JsonApi extended by more types + array + onstack functionality
Changed: ScriptSampleNavmeshPosition can use PathGraph filter now
Tweaked: Lifetime values of the fireplace stone circle and stone oven are now in the fireplacebase class
Tweaked: Sun shaft appearance is now tied to the through parameter in weather config classes
Tweaked: The value of the through parameter for each weather classes in the config (sun shaft effect appearance)
Tweaked: Changed model center and rotation of various food and drink items
Tweaked: GetSteamPosition() moved into MiscGameplayFunctions
Removed: Obsolete LightItemOnFire recipe
Removed: Obsolete ActionIgniteFireplace and CAContinuousTimeIgnite classes
Removed: Obsolete class CAContinuousTimeBuryAshes
Removed: Cleanup of the graphics.pbo from un-used data
Removed: Main menu NewsFeed layouts, textures and image sets
Removed: Obsolete script files / car classes
KNOWN ISSUES
After updating your servers to the new version, it is highly recommend to restart the server once more to verify that changes to the base building system get updated properly
As part of a fix, the stairs on platforms connected to base fences will have switched sides
Existing containers will spawn badly damaged
The Large Tent can currently be destroyed easier than intended
For a more in-depth explanation at some of the new stuff in DayZ Experimental Update 1.08, check out the blog post from Bohemia here.
Blizzard Entertainment has a new Overwatch patch out now on all platforms and there are hero changes included! The Overwatch update 2.89 June 2 patch notes can be seen in full below.
Overwatch Update 2.89 June 2 patch notes:
BUG FIXES
General
[PC-Only] Fixed a stability issue for users with Nvidia SLI or AMD Crossfire configurations
Fixed a Custom Game loading issue for Mei’s Snowball Offensive game mode
Fixed an issue with the Anniversary loot box screen camera focusing on the Anniversary lobby background resulting in loot box content confusion
Heroes
Ashe
Fixed a bug with the Little Red Ashe skin animating incorrectly when canceling out of the Take a Knee emote
Baptiste
Fixed a bug with Baptiste’s Immortality Field disc displaying too large during his highlight intro preview pose
Echo
Fixed a bug where the kill feed could display an Echo clone’s death without it actually being destroyed
Orisa
Fixed a bug where Orisa’s Halt! ability would leave a fire effect on the ground if using the Demon skin
Note that these patch notes represent changes made to the live version of the shooter, and according to Blizzard, the changes listed affects Quick Play, Competitive Play, Arcade, and Custom Games.
If there’s more changes included that’s not present here in the Overwatch update 2.89 June 2 patch notes, let us know down below in the comments.
Who doesn’t want free stuff, right? For PS4 gamers, regardless if you’re a Final Fantasy 7 Remake fan or not, you might want to check out this free Final Fantasy 7 Remake Tifa PS4 theme! Yes, you can download it for free with the links below.
A theme incorporating design elements from FINAL FANTASY VII REMAKE
Customize your PS4™ system with this cool theme. This theme allows you to change up the look of your background and PlayStation® Dynamic Menu. Download today!
To apply the downloaded theme:
1. Select Settings from the function screen.
2. Select the Theme Settings option to display a list of themes.
3. Scroll to the desired theme, and then press the X button once to select and again to apply.
If you haven’t bought the game just yet, you might want to check out our review where we state, “Final Fantasy 7 Remake excels in every expectation that I had, making this one of the best Final Fantasy games to date.”
If you spot any free stuff on XBL or PSN, hit us up via email!
It’s Tuesday, and that means the Destiny 2 weekly reset June 2 post is live on MP1st! Once again, we’re here to bring Guardians the complete list of activities that refreshed for this week, along with the different modifiers and more.
Destiny 2 Weekly Reset – June 2, 2020
In other Destiny 2 news, Bungie has shared a teaser on what’s coming next for the looter shooter! Once we know more about that, we’ll let you know.
While Infinity Ward has done an excellent job so far when it comes to dishing out post-launch content for Call of Duty: Modern Warfare, the same can’t be said when it comes to the Modern Warfare weapon balance meta.
Since launch, the most viable weapon for the game so far has been the M4 assault rifle, and the MP5 submachine gun. This rings true even now, and it seems Call of Duty pros are not happy with Infinity Ward’s lack of updates when it comes to weapon tuning, and so on. Call of Duty Pro players TeePee, Merk, Crowder, and Maven talked about this exact issue (and more) in a video podcast.
In the video, all four are in agreement that Infinity Ward hasn’t done a particuarly good job in shaking up the weapon meta, with Crowder lamenting that Infinity Ward has not made a weapon tuning pass since the “beginning of the game.”
Merk adds, “that spawn update, we haven’t had any…I’m going to say it on broadcast as much as I can…it’s horrible!” referencing the spawn logic (and how bad it is) so far. Maven chimes in that he can’t wait til November,” alluding that he can’t wait to transition to this year’s Call of Duty game.
If you want to listen to the part about them griping about the lack of Modern Warfare weapon balance updates, it’s at the 1:38:00 mark.
Do you agree with the Call of Duty pros on this one or is the Modern Warfare weapon balance just right currently and doesn’t need a change? We want to hear what you have to say, so share ’em in the comments below.