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Helldivers 2 Update 1.000.402 Brings Balance Changes for Stratagems, Enemies and More

After the massive balance patch last week, Arrowhead Game Studios has pushed out another big patch today, that not includes improvements, balance changes to enemies, stratagems and even quality of life features! Check out what’s new in the Helldivers 2 update 1.000.402 patch notes available now for both PC and PS5!

Helldivers 2 Update 1.000.402 Patch Notes for June 18:

Overview

For this patch, some of the major areas of interest are

  • Visible Supply Lines & Attack Origins in the Galactic War.
  • Stratagem, weapon, planet, and enemy balancing updates.
  • Various crash fixes, stability improvements, and other updates.
  • Invite-only lobby creation.
    • The right most option in the Lobby settings. Currently only localized in English. Additional languages coming in the next patch

Balancing

Goal with stratagem balance changes this patch: With these balance changes we wanted to buff up some of the weaker stratagems to make them more viable and add more possibility for variety in the loadouts. We also changed a few to make them more consistent, but the goal was to keep a similar or higher power level. We are looking into the stratagems more to see if there are any other stratagems that might need some buffs or changes to make them more viable. We also want to be better at explaining what our goals are with the changes, please see the linked blog post for more information.

A/MLS-4X Rocket Sentry

  • Decreased spread
  • Prioritize larger targets
  • Increased target distance from 75 to 100m
  • Decreased Rockets per salvo 2 to 1 (to get a better ammo economy)
  • Increased explosion radius from 1m to 4m
  • Decreased explosion armor penetration (Explosion can no longer damage heavy armored enemies. The projectile still has enough AP to damage heavily armored targets.)
  • Increased projectile damage from 200 to 300

A/MG-43 Machine gun sentry

  • Reduced cooldown from 180 sec to 120 sec.

A/MG-43 Machine gun Sentry, A/G-16 Gatling Sentry, A/MLS-4X Rocket Sentry, A/AC-8 Autocannon Sentry, A/M-12 Mortar Sentry, A/M-23 EMS Mortar Sentry:

  • Increased durability* from 0% to 80%

E/MG-101 HMG Emplacement

  • Increased rotation speed by 100%

MD-6 Anti-Personnel Minefield

  • Increased explosion damage from 250 to 350

MD-I4 Incendiary Mines

  • Increased explosion damage from 150 to 210

Orbital Gatling

  • Increased fire rate by 25%
  • Increased rounds per salvo from 30 to 60
  • Increased armor penetration (Can damage heavy armored enemies)
  • Decreased cooldown from 80 sec to 70 sec

Orbital Precision strike

  • Decreased cooldown from 100 sec to 90 sec
  • Decreased Spawn/Call-in time from 4 sec to 2 sec

Orbital Airburst Strike

  • Decreased cooldown from 120 sec to 100 sec

Eagle 110MM Rocket Pods
While these changes may look like a straight up nerf, that is not the intention. Please see the blogpost for more information.

  • Improved targeting
  • Increased projectile armor penetration (now does 100% damage to heavily armored enemies instead of 50%)
  • Decreased projectile damage 600 to 250 (to compensate for the improved targeting and the extra damage from the increased armor penetration.)
  • Decreased explosion armor penetration (explosion can no longer damage heavily armored enemies)

Eagle Strafing Run

  • Increased uses from 3 to 4

Increased armor penetration, can now damage heavily armored enemies.

GL-21 Grenade Launcher

  • Increased explosion damage by from 350 to 400

MG-206 Heavy Machine Gun

  • Increased projectile damage from 100 to 150
  • Increased projectile damage against durable* body parts from 23% to 33%
  • Decreased fire rate from 450/750/900 to 450/600/750
  • Decreased reload time from 7 to 5.5 sec
  • Increased stagger strength

MG-43 Machine Gun

  • Decreased reload time from 4 to 3.5 seconds
  • Increased max amount of Magazines from 3 to 4

MG-43 Machine Gun, A/MG-43 Machine gun Sentry, A/G-16 Gatling Sentry and EXO-45 Patriot Exosuits Gatling

  • Increased projectile damage from 80 to 90
  • Increased projectile damage against durable* body parts from 7.5% to 25%

AR-23 Liberator, M-105 Stalwart and AX/AR-23 “Guard dog”

  • Increased projectile damage against durable* body parts from 10% to 23%

AR-23C Liberator Concussive

  • Increased projectile damage against durable* body parts from 23% to 35%

BR-14 Adjudicator

  • Increased magazine capacity from 25 to 30
  • Increased projectile damage against durable* body parts from 10% to 20%

AR-61 Tenderizer

  • Increased projectile damage from 60 to 95
  • Increased projectile damage against durable* body parts from 10% to 17%
  • Decreased ammo capacity from 35 to 30
  • Decreased number of magazines from 10 to 8
  • Increased stagger strength

PLAS-101 Purifier

  • Increased projectile armor penetration to be the same as the explosion
  • Decreased explosion damage falloff

CB-9 Explosive Crossbow

  • Increased explosion armor penetration to be the same as the projectile
  • Increased demolition strength (Can destroy Bug holes and Bot Fabricator buildings)
  • Added medium penetration tag

R-36 Eruptor

  • Increased total damage from 420 to 570 damage per shot

R-63 Diligence

  • Increased projectile damage against durable* body parts from 10% to 25%
  • Some enemies have durable body parts that receive only a portion of base damage from projectiles

Other

  • Updated Recoil stance modifiers: We made changes to the recoil stance modifiers to make them more consistent and also reward being prone more. Almost all of them will improve the recoil and only a two have been made worse (and only by 10%).

See the blogpost for a more detailed description.

Gameplay

  • Removed operation modifier AA-Defenses: Reducing the stratagem slots by 1
    • We want to look over the operation modifiers in the future. Right now there are too few of them which become repetitive and the ones we have do not create variety or promote different playstyles. For now, we removed this one because it only encourages the players to bring the best stratagems and does not promote variety.
  • Disabled the Retrieve Essential Personnel defend event mission for the time being
    • This is to give the mission the proper attention and care that it deserves as it is now deemed not fun enough or performing as we want it to.
  • Super Samples
    • Super samples now spawn on difficulty 6. The reason for this change is that we feel that their existence only on difficulty 7+ forced some players to play the game on a harder difficulty than they wanted to comfortably play on. We do however still want a gating of them but a less punishing one.
  • The SEAF Artillery stratagem is no longer blocked by stratagem jammers or Ion Storms, and is available after the mission timer ends and the destroyer leaves close orbit.
  • Enemies in melee range of the gates in the Evacuate High-Value Assets mission will now attack it more consistently.
  • Added the ability to chat from in-game menus and mission loading screen.
  • Updated some first person crosshairs to improve readability.

Social

  • Invite-Only lobbies are now supported

Armors

  • New armor passive Peak Physique (+50% melee damage, +30% weapon ergonomics)

Planets & Hazards

  • Spike Plant
    • The spike plant that appears on certain planets has been reworked.
    • No longer causes bleed or stamina drain if hit by the plant explosion or spikes.
    • Now “pops” three times sending spikes everywhere, dealing increased damage.
  • Fire Tornados
    • Fire tornados have had their behavior changed, they should no longer feel like they actively respond to player movement, and should move more randomly.
    • While a fire tornado storm takes place, enemy vision is reduced. Player vision is unaffected.
    • Fire tornados being more random should result in more variance in situations players find themselves in. Tornados are significantly less likely to pile up and overlap on extraction points or objectives, and will generally be a bit easier to deal with.
  • Tremors
    • Tremors have had their spawning tweaked to be slightly more random.
    • Tremors have had their epicenter size and effect range increased.
    • These changes should result in more situations where enemies away from the player get stunned, as well as reducing how consistently the player has a tremor occur next to them.
  • Visibility
    • A lot of planets have had their fog amounts tweaked to be a bit less harsh and dense, to provide less fatigue from constantly fighting on planets with bad visibility. We still intend there to be foggy planets with worse visibility, but the balance was a bit off.
    • Desert planets such as Erata Prime, Chort Bay, Hellmire, and similar.
    • Highlands planets such as Varylia 5, Matar Bay, Oshaune, and similar.
    • Artificial light sources have had their intensity rebalanced and reduced across the board to fix situations of lights completely blinding the player.
  • Unexploded Hellbomb
    • The unexploded malfunctioning hellbombs that can sometimes be found on planets will now explode immediately if hit with strong explosions or heavy weaponry. They will still have the same delay if hit by small arms fire or weaker attacks.
  • Vegetation
    • Vegetation that’s large enough to slow the player now has an extra function. When inside the vegetation helldivers will be harder to detect, reducing their detection range by enemies. This effect stacks with other detection reducing effects such as nighttime, being crouched or prone, or things such as the scout armor passive.
  • Ion Storms
    • Added additional VFX for Ion Storms.

Enemies

  • Acid effect
    • The acid effect applied by hunters, bug mines, etc. now allows you to sprint while under the effect and slows you by 30% instead of 50%. Duration has been increased from 3 to 4 seconds. These changes are intended to make it less punishing for players to be slowed while fighting the Terminids, This allows us to use it in more places without making the experience very punishing, for example the Bile Spewers.
  • Armored enemy balance
    • We have toned down the amount of heavily armored enemies like Bile Titans, Chargers on higher difficulties and instead spawn more hordes of smaller enemies, the difference should be quite noticeable and the amount should be at least 30% less than before during bug breaches. We have also toned down slightly how many Hulks that spawn for the Automatons. Our intent is to ease up on the demand of anti-tank weapons and by having more of the other enemies give a better incentive for the group to bring stratagems and weapons that take care of hordes.
  • Patrols
    • Patrol spawning is now back to how it worked before patch 01.000.300 with some slight tweaks so that the levels are less empty if you are far away from important locations with enemy presence.
  • Stunning
    • Medium and large sized enemies now don’t get stunned as easily. This will not affect the stratagems that stun, and will mostly just affect how easily the Pummeler can stun larger enemies.

Terminids

  • Bile Spewers & Nursing Spewers
    • Spewers will now get slowed if they lose their legs.
    • Spewer puke now applies the acid effect.
    • Spewer puke now can only damage helldivers up to 4 times per second and the helldiver cannot take damage multiple times from the same projectile. This should reduce instances where you are instantly killed by it.
  • Bile Titan
    • The Bile Titan’s head is slightly less durable against weaker anti-tank weapons. It’s not a large change, and will mostly matter for weapons like the railgun.

The Bile Titan’s puke can now only damage the helldiver 4 times per second and the helldiver cannot take damage multiple times from the same projectile. The damage is still very deadly so running through their puke is not recommended. Their puke now also has a bigger spread.

  • Charger Behemoth

The Charger Behemoth is now joining the battle on higher difficulties, it can now also take more damage than before. This enables us to spawn fewer chargers but still retain the difficulty.

  • Chargers
    • Will now only show bleedout effects from the body if the bleedout state has started. It can still show bleedout effects from the mouth without having started the bleedout state.

Automatons

  • Hulk Scorcher
    • The Hulk’s flamethrower now does less damage and cannot damage helldivers more than 4 times per second. In addition, the helldiver cannot be damaged multiple times by the same flame projectile. This should reduce instances where you are instantly killed by it.
  • Automaton Tanks
    • The Tank armor value on the front has been lowered to be the same as the non-vent sections on the rear of the tank. The intent was initially that it was supposed to be more armored in the front, but the visual language did not show that.
    • The vents on the back of the Tanks turret still has the same armor value as before, but will check for explosion directions correctly now.
  • The damage of exploding automaton jump packs has been decreased by 50%, it will still set you on fire though.

Galactic War

Introducing Warp Links (Supply Lines & Origin of Attacks):

Supply lines were previously not shown on the Galactic War map to reduce clutter and improve readability. However based on the feedback from our community we have made an implementation showing them on the map. This solution tries to maintain the general readability while still exposing the system to players in game.

You will now also be able to see which planet an attack is originating from, potentially allowing for the community to stop the attack at its source.

We have also updated visuals in the sector and planet info pop-ups.

Fixes

  • The FAF-14 Spear targeting has been reworked and should now function much better. However it has lost the ability to target Automaton spawners, this is not intended and will be fixed in the future.
  • Intense Heat and Extreme Cold environmental modifiers will now affect the Quasar Cannon’s reload speed and will show correctly in the HUD.
    • Reload speed on Cold planets -2.5 sec
    • Reload speed on Hot planets +2.5 sec
  • The radar pulse that detects enemies on the mini-map is now visible.
  • Most of Automatons weapons have now gotten tighter limits to how much the projectile they shoot can deviate from its weapons muzzle angle. What this means is that situations where devastators shoot sideways and similar should be fixed.
  • The weapons of the Exosuits are now allowed small adjustments in the angle they fire their projectiles versus their muzzle angle. This should make their weapons more accurate.
  • Ballistic shield now collides with grenades.
  • The unblock button should no longer disappear from the social menu.
  • Blocked players can no longer join the blockers lobby through recent players.
  • Fixed a bug where enemies killed, missions played, and missions completed stats would not be properly displayed in armory.
  • Fixed issue where the player can throw an unlimited amount of grenades by pressing the “Quick grenade” button right after closing the Stratagem menu.
    • Helldiver now also switches to the last active weapon when out of grenades, fixing the issue where they would be holding a stratagem ball without the stratagem menu being open.
  • Fixed some text overlap in various locations.
  • The burning effect applied to the player when a combat walker dies is now a normal burn. The intent is that you should be able to escape it alive. But you will be on fire so hit the ground!
  • The extraction shuttle can no longer take damage preventing extraction. New high grade materials directly from Super Earth R&D have been utilized.
  • On PC you can now navigate the super credits menu with “WASD” keys
  • Fixed an issue where sample count in missions were incorrectly displayed
  • Levels no longer generate with blocked areas preventing player progression.
  • Your Ships bridge is no longer cast in perpetual shadow.
  • Reduced situations where blue stratagems would bounce when placed next to the detector tower.
  • The warbond menu now displays correct emote & victory poses in the thumbnail.
  • War Medals cap is now displayed in the UI.
  • Fixed a bug where the Helldivers armor could appear invisible for other players.
  • Refined player reporting UI.
  • Fixed issue where Helldivers could be launched into the air if close to a Bile Titan or Factory Strider corpse.
  • Fix for Factory Strider sometimes spawned an extra model after being destroyed.
  • Reduced situations where helldivers could spontaneously die while walking into seemingly walkable valleys on some planets.
  • Fixed rare issue on arctic planets where players could spontaneously die close to large bodies of water.
  • Fixed Pelican-1 sometimes leaving immediately after any player gets onboard.
  • Fixed bug where helldiver could get stuck in grenade idle state after throwing grenades
  • Fixed Superior Packing Methodology not working for other peers.
  • Recent Players list will now include hot-joining players.
  • Relaxed disconnection policy for PC users.
  • Fixed an issue where previous sessions’ player names might not be saved correctly when restarting.
  • Defend event attack origin now visualized when hovering the planet with the defend event or the attack origin planet.
  • Implemented outlines for previously poorly readable texts.

Crash Fixes

  • General crash fixes.
  • Fix for a crash that could occur when applying wounds to multiple enemies.
  • PlayStation Only: Fixed an issue that would sometimes cause a crash when switching between Quality and Performance mode.
  • Fix for a crash when a player leaves after all their railguns have exploded.
  • Fix for crash that could occur when rejoining a previous session
  • Fix for crash that occurred when trying to throw a snowball in ADS mode
  • Fix for potential crash when loadout is aborted during hotjoin.
  • Fix for rare crash linked to leaving a session while aiming a weapon.

In other Helldivers 2 news, the community rallied to “save the children” in the game instead of getting a new weapon, and Arrowhead responded by donating money to a children’s charity!

[Source: Helldivers Discord]

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Avatar: Frontiers of Pandora Update 1.009 Out for Title Update 3.4

Ubisoft has released Avatar: Frontiers of Pandora update 1.009 today for all platforms. This is tagged as title update 3.4 and it comes with minor bug fixes. Check out the Avatar: Frontiers of Pandora patch notes for June 18 down below.

Avatar: Frontiers of Pandora Update 1.009 Patch Notes:

Title Update 3.4 has went live on June 17*th** at 8:00 UTC / 10:00 CEST / 1:00 PST.*

In addition to improvements and fixes, this Title Update also marks the release of Avatar: Frontiers of Pandora™ on Steam – going live at 17:00 UTC / 19:00 CEST / 10:00 PST!

The Luna version of the game will receive the latest update within the next few hours.

Read a detailed list of changes & adjustments that are coming with Title Update 3.4 below:

TU3.4 Patch Sizes: 

  • PS5 – 3.02 GB
  • Xbox Series X/S – 3.9 GB
  • PC – 3.41 GB

GLOBAL: 

  • [All Platforms] Fixed various crashes.

TECHNICAL: 

  • [Luna] Settings now remain saved on game reboot.
  • [PS5] Reduced input lag (most noticeable while running the game in Quality mode).

When the next update is released, we will let our readers know.

For those that didn’t know, the Sky Breaker story DLC is also out:

A mysterious shadow looms in the sky, threatening the Na’vi clans below who are celebrating at their great festival of games. Face the RDA and protect the unity of the clans in Avatar: Frontiers of Pandora first Story Pack, available on July 16th.

Source: Ubisoft

Damien Seeto

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Battlefield 1 and Star Wars: Battlefront 2 Servers Pulled Down for Maintenance This June 18

For those playing era shooter Battlefield 1, and those trekking the world of Hoth while shooting stuff in Star Wars: Battlefront 2, you’ll need to take a short breather, as both games’ servers have been taken down this June 18, and this is for maintenance.

Battlefield 1 and Star Wars: Battlefront 2 Servers Schedule for June 18:

According to DICE, both games will have their servers taken down per the schedule below:

June 18 

Start: 9 am UTC/5 am EDT/2 am EDT/5 pm HKT

End: 13:00 UTC/9 am EDT/6 am EDT/9 pm HKT

Don’t expect any new content for both titles since this is your routine server maintenance.

While EA hasn’t officially announced the next Battlefield game, the company has hired ex-military personnel to work on it, which we reported on here. As for the Star Wars franchise, there’s no word on whether we’ll be getting Battlefront 3 (highly unlikely), but Ubisoft is set to deliver a new Star Wars adventure this coming August with Star Wars Outlaws, and so far, it’s looking pretty damn good.

If there are any changes to the maintenance window, we’ll be sure to update the article.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Riders Republic Update 1.24 Out for Season 11 Content for This Summer

Ubisoft has released Riders Republic update 1.24 (PS5 version 1.024) today for Season 11 this Summer. This season brings in new events and some new rewards you can gain too. Check out the full Riders Republic June 18 patch notes down below.

Riders Republic Update 1.24 Patch Notes:

PS5 Update 1.024 Patch Notes

What’s up Riders?

Get ready for the Summer Season coming around the corner on June 19th at 1PM UTC. This season will be full of summerly content such as a permanent shop, new burger boxes and some improvements to the LAB Center. So, let’s break down what’s coming up in the following visual recap.

Celebrate with us the Season with the Free Live Events, the comeback of our competitive Mass Races, and we’re celebrating the summer with the Riders Republic Games! Additionally, we also added some rewards, such as an outfit for the competitive Mass Races or more outfits and gears in the Season Progression.

LAB Update – Event Creator Improvements

You enjoy creating events, but you strive for more, we will bring the ambiance personalization to you, with the option to add the same effects as the ones that you can use in the photo mode. Yes, even the cartoon filter!
Additionally, you can now find events, created by players, while you explore the beautiful areas of the Republic.

A new Shop

We also took the opportunity to give our shop a massive rework to embrace a new cycle. With the start of the new season, we added a permanent collection which you can either find in the “sportswear” or “collection” section. So, there is no need to wait shop rotations anymore, all the outfits from day one are available at all times now!

Newer content will continue being added on a weekly basis towards the beginning of each new season and will never leave. What about discounts and special deals? Always there and following the weekly basis.

New Burger Boxes

With the new season coming, we added new burger boxes which also contains parts of outfits from the store that were originally available for RC. The new boxes will additionally include following new content:

Legendary Bottoms – Containing pants and shoes
Legendary Tops – Containing tops and backpacks
Legendary Headwear – Containing headwear and eyewear
Legendary Gear

You will find the new boxes in the season progression and weekly challenges.

Summer content

Season 11 will also include new progressions up to 20 tiers to unlock, the usual weekly programs, which contain 6 live events, 2 live areas and 8 challenges to play.
There will also be a comeback of the competitive calendar, with new outfits for the fastest and of course the mass race contest.
Those will start on the following weeks:

Week 1: July 3rd to July 10th
Week 2: July 24th to July 31st
Week 3: August 14th to August 21st
Week 4: September 4th to September 11th

Last but not least, our dear Ridge will dress his beautiful summer colors with this new season. And this will wrap up all the content to share. See you in the ridge! ☀️

Patch Notes

[LONGBOARD] Several camera and animation fixes
[MENU] Updated the thumbnail for the “Goose” snow skate
[SEASON PROGRESSION] Fixed a bug that allowed players to open a burger box multiple times.
[LAB EVENTS] Fixed an issue that gave the maximum amount of experience when conditions were not met.

As always, our readers will be notified when the next update is dropped.

Source: Ubisoft

Damien Seeto

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Stellar Blade Update 1.004 Kicks Out This June 18

Shift Up has released Stellar Blade update 1.004 today for PS5 owners that play the game.  Read on for the June 18 patch notes for the game.

Stellar Blade Update 1.004 Patch Notes for June 18:

Patch size: 1.91 GB

Update 2: Finally, Shift Up has released the official patch notes!

  • Two new outfits have been added.
  • Added a hair slot to the menu so you can change your hairstyle at any time ‼️
  • You can toggle ON/OFF the “skip” UI for cutscenes.
  • Improved jump direction when swinging on the rope.
  • Holding the button during the end credits will speed up scrolling.
  • Boss challenges will now keep the costume you changed.
  • Various other bug fixes.

Update: Added new fixes and content via the community.

  • Haircuts have been moved to the menu (via damaen_)
  • New cyber magician variant outfit, new blue and white outfit with jeans in Boss Challenge mode (via TimeSanctuary). You need to beat Raven on hard difficulty to get it.

CDN media

  • New Game+ Wasteland music bug has been fixed (via Sensitive-Cold-1494)
  • Added an option to display the skip cutscenes button when playing a cutscene that can be skipped (via OutlandishnessFew686)

Unfortunately, Shift Up hasn’t posted any patch notes for today’s update just yet, but some users on Reddit have found and listed some known issues and bugs. You can check out a small list of known issues down below.

Beta Trance Exospine doesn’t work?

I have had this equipped for hours and not even once has the trance activated, i tried looking it up and the only thing i could find was someone saying how often it activates, which is not even remotely true this thing might as well not even have a 3rd effect? (From user SweatyCampaign09)

Fishing bug

Have y’all seen the great white shark fishing bug where it won’t give you the catch animation? It happens every single time I catch a great white… 🤔(From user romerthegame)

Music Bug

Did anyone able to find a fix for the music for Wasteland/Great Desert after powering up the solar tower? After fixing it and changed location. the music went back to the old music. (From user

They moved the haircuts directly in the menu!!
But it looks like the menu is now very blurry. Does anyone else noticed it? (From user damaen)

We will be sure to update this post as soon as we can when the official patch notes are revealed by Shift Up very soon.

Damien Seeto

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DNF Duel Update 1.80 Out for New DLC Character Named Nen Master

Arc System Works has released DNF Duel update 1.80 (PS5 version 1.080) today to add a new DLC character named Nne Master. A lot of training mode adjustments have also been made as well as the addition of bug fixes. You can read the June 18 patch notes for DNF Duel posted down below.

DNF Duel Update 1.80 Patch Notes:

PS5 Update Version 1.080

■General

●New DLC character – Nen Master has been added.

■Battle

●Battle balance adjustments have been made. Please refer to the list below for details. (Who’s Next DNF Duel (nexon.com))

■Modes

【Training Mode】

●Frame Data display has been updated.

○Displays Startup and Advantages upon hit/guarded.

○You can switch displays Off/On from 「Info Display Settings」 – 「Frame Data」.

○For consecutive hits/guards, only the information of the first attack hit is displayed.

●White Damage setting is improved.

○You can adjust white damage from 「Gauge Settings」 – 「White Damage Amount」 by increment of 1%.

●Improved Reversal Record Settings.

○You can choose the replay type between Fixed and Randomly Selected from 「Reversal Record Settings」 – 「Replay Type」.

○Removed 「Record Timer」.

●Reversal Record automatically deletes sections without input between the start of recording and the input sequence.

●When played, the recorded actions execute immediately. (Except when delay is set)

●The Record Timer has been removed because it made understanding difficult.

●Added a feature that reverses the starting position when the position is reset.

○You can select Default/Inverted position in 「Quick Character Change」 – 「Play Side」.

【Replay Mode】

●Play speed for replay data can be selected.

○You can adjust the play speed by simply clicking the button.

○Please refer to the control guide displayed during the replay according to your platform.

■Bug Fix

●Fixed the issue where Grappler was unable to resist the opponent’s awakening skill, when canceling the Shoulder Tackle and using the Seismic Crash during Gold Cube awakening.

●Fixed the issue where the opponent’s effect is remaining on the screen when Lost Warrior’s 「Time Stop」 is over.

●(Steam and Epic Games Store) Fixed the issue where the loading times after online matchmaking or entering rooms could become excessively long depending on PC specifications.

With the update, the Steam version and Epic Games Store version will be updated to 1.81, while other platforms will be updated to version 1.80. There are no differences in content.

We will let you know when the next update hits the game soon.

Source: Nexon

Damien Seeto

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Sand Land Update 1.05 Slides Out on Consoles and PC

Bandai Namco has pushed out Sand Land update 1.05 (will appear on PS5 as version 1.005), and is an unannounced title update. It’s a small download that should aim to fix a few bugs affecting the game.

Sand Land Update 1.05 Patch Notes for June 18:

PS5 version 1.005.000

Bandai Namco has not listed any patch notes for this update yet, but several users on Reddit have listed some known bugs that they have noticed. See the list below.

By neocircus

Main quest bugged? Cardano ruins. Can’t go any further after flipping all the switches in the main room.

I got all the switches flipped and the water level raised enough to get to the room with the 3 large murals. But the quest marker is still stuck on the 3rd switch and I get blocked from going down the water slide/tunnel. I just bounce off an invisible wall.
By poliswag94

Army Flask Bug?

I’ve been reading online that the army flask doesn’t populate in game if you took the money from hect in “vow of family”. It’s not showing in my game and it’s literally the only thing keeping me from plat on PS5. Anyone know of a workaround?

We will update this post as soon as we can if Bandai Namco posts the official patch notes. Stay tuned for more news on the game.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Skull and Bones Update 1.000.010 Sails Out for Y1S2.1

Ubisoft has cast at sea Skull and Bones update 1.000.010, and this is for the pirate game’s Y1S2.1 patch for June 18! Expect new content and world events, gameplay updates and more which are all listed in the official patch notes available below.

Skull and Bones Update 1.000.010 Patch Notes for June 18:

NEW CONTENT

EQUIPMENT

  • “Endless Requiem” Torpedo – the blueprint is now obtainable by completing the contract “Melodic Mayhem”.
  • “Stormwoven Symphony” Armour – the blueprint is now obtainable by completing the contract “Curtain Call”.

WORLD EVENTS

  • New Merchant Convoys are now available in the world:
    • Clan of Fara (recommended Ship Rank 4-5)
    • Dominion of Rempah (recommended Ship Rank 6-7)

GAMEPLAY UPDATES & IMPROVEMENTS

MANUFACTORY DEFENSE REBALANCE

  • Reduced penalty timer for a failed Manufactory Defense.
    • Reduced the recovery time for a damaged Manufactory (capped at 4 hours).
Manufactory Level Damage Recovery Time (hr)
1 1
2 1
3 1
4 2
5 2
6 2
7 3
8 3
9 3
10 4

CALL-FOR-HELP

  • Expanded fast travel locations to include events, plunders, and when responding to calls for help.
    • Players can now fast travel to events (e.g. Elite Warship, Bounties) from land or from sea, at a silver cost based on distance if they are not involved in combat, and are not participating in Helm opportunities, or other world activities like Helm Wager, Cutthroat Cargo, etc.
    • Players can fast travel to plunderable POIs when responding to a call-for-help initiated by another player at no silver cost.
    • Calls-for-Help: Players responding to a call-for-help initiated by another player can fast travel to the activity (e.g. World Event…) at no silver cost.

WEAPONS

  • Torpedoes are no longer destroyed when traveling through non-hostile minefields from a Springloader Buoy that is owned by yourself or another friendly (PVP-off) player.

CONTRACTS

  • Added alternative trigger condition for Main Contracts to increase accessibility to the following contracts:
    • “A Smuggler’s Way” – can also be triggered upon reaching Infamy Tier: Rover.
    • “A Covert Initiation” – can also be triggered upon reaching Infamy Tier: Buccaneer.
    • “The Horizon Beckons” – can also be triggered upon reaching Infamy Tier: Brigand.

BOUNTY CONTRACTS

  • Reduce the cooldown period of all Bounty Contracts to 30 minutes.
  • Expanded available locations for obtaining sea monster Bounty contracts.
    • “Anguish from the Abyss” can now be accepted from the Mysterious Rogue in The Oubliette outpost.
    • “Jaws of Retribution” can now be accepted from the Sea People Huntmaster in Lanitra outpost.
    • “Silent Death” can now be accepted from the Sea People Huntmaster in Lanitra outpost.

SHIPS

  • Added a new perk to the Dhow.
    • “Out of Sight” Perk: Reduce detection by ships bigger than the Dhow.
  • Increased manoeuvrability of small ships:
    • Increase speed of all small ships by up to 2 knots when sailing in favourable winds for at least 3 seconds.
    • Increase turn rate of all small ships when at full sail, half sail and when trimming.

SHIP UPGRADES

  • Updated following ship upgrades for small ships:
    • “Bow Upgrade” perk renamed to “Stations Upgrade”.
    • “Stations Upgrade”, “Gunport Upgrade” perks (at upgrade step 1) no longer provide 5% reload time reduction but will instead provide 25% extra damage and healing output bonus on broadsides.
    • “Big Guns”, “Heavy Arsenal” perks (at upgrade step 4) no longer provide 10% reload time reduction but will instead provide 50% extra damage and healing output bonus on broadsides.
      • Dev note: Enhanced small ship perks, making them more viable to offset the lack of gun ports particularly on the broadside.
  • Updated the ship upgrade menu to show the player-set ship name instead of the ship type.
    • Dev note: This makes it easier for players with multiple ships of the same model to locate a specific ship to upgrade.

DAMAGE MITIGATION REDUCTION

  • Damage Mitigation now stacks diminishingly instead of additively. This change reduces the overall damage mitigation, particularly at higher levels of stacking, ensuring a more balanced gameplay experience.
    • For example, by equipping these 2 items, Black Prince armour: 50% mitigation (when ship is at less than 33% health) + Iron Capstan furniture: 15% mitigation (when ship is anchored).
Original calculation New Calculation
50% + 15% = 65%
65% damage mitigated
100% – (100%-50%) x (100%-15%) = 57.5%
57.5% damage mitigated
  • Dev note: We have identified an issue where damage mitigation stacking was excessively high due to its additive formula. This led to scenarios where mitigation reached impractical levels, trivializing content and reducing the intended challenge. We are planning to make several balance changes, but we have decided to accelerate this particular fix due to its significant impact on the game.

LOOT/ REWARDS

  • Players will no longer need to dock at a den to secure their Pieces of Eight obtained from Bronze, Silver and Gold Raider Caches.

WORLD EVENTS TIMER

  • Extended duration of Anguish from the Abyss, The Blighted Bastion, and Chorus of Havoc Elite Warships world events from 18 minutes to 30 minutes.

UI/UX

  • Added a tooltip in the Helm Overview menu to indicate when players own the maximum number of manufactories.
  • Added an Interface setting that controls the “Default Selection” in Journal.
    • Determines which objective is selected by default when opening the Journal.
      • Tracked (default): When opening the Journal, the tracked objective is selected.
      • Top: When opening the Journal, the first objective in the list is selected.
  • Added section in the tooltips to display possible rewards obtainable from a chest (displays up to 5 rewards from the list of potential rewards).
  • Updated Silver currency display in multiple menus to show values beyond 999999+.
  • Added details for when the next set of contracts in the subsequent episode are available.
  • Removed red indicator when viewing other equipment at the Vendors or at the Customization screen.
  • Darkened the sides of the main menu to increase contrast of Menu options and IGN article slots.

AUDIO

  • Added “Chorus of Havoc” background music in the Main Menu.

BUG FIXES

COMBAT

  • Fixed an issue where the “Raised Quarterdeck” did not correctly reduce incoming status effect damage.
  • Fixed an issue where ship rank damage multipliers were not being applied when attacking towers and forts.

HELM UPGRADE

  • Fixed an issue where the “Master Distillers” upgrade does not work when player is offline.

SMUGGLER’S PASS

  • Fixed an issue where the “Freebooter Moustache” piece from the Versailles set was not unlocked even after unlocking the “Bourgeois Bundles” A and B from the Smuggler’s Pass.
  • Fixed an issue where incorrect rewards were provided on Tier 15 of the Gunner Master track.
    • The incorrect items: “Ornate Hakama” and “Yoroi Boots” will be replaced with the intended rewards: “Nightsong Pants” and “High Snap Boots”.
    • For players who have already redeemed their rewards, the replacement will take place in your Vanity inventory.

VANITY

  • Fixed an issue where the “Sealskin Boots” was missing from the Treasure Hunter set.

UI/UX

  • Fixed the Helm Wager destination icon to be consistent with other PVP activities’ icons.
  • Fixed an issue where the penalty for failing a Manufactory Defense was not being displayed on the activity tooltip.
  • Fixed an issue where the “Manufactory Under Siege” tooltip did not disappear after an unsuccessful Manufactory Defense.
  • Fixed an issue where entering the Store from the Item Preview Screen causes an out of currency error message.
  • Fixed inconsistent background that is displayed in the Manufactory Buyout tutorial during gameplay.
  • Previews of cosmetic items that were planned to be released later in the season have been removed, it will be available on display when the vanity item is available at the Rotative Store.
  • Fixed an issue where incorrect descriptions of the “Ebon Pirate Set” and the “Versailles Set” were displayed in the vanity atelier.
  • Fixed an issue where Ship Upgrade requirements were displayed outside of the widget borders after tracking the blueprint.
  • Fixed an issue where the recommended Ship Rank shown in the Journal does not match the contract target ships’ Ship Rank.

JOB BOARD REWARDS

  • Fixed a bug where low difficulty level job board contracts rewarded players with chest.
    • Dev note: The job board chests were intended as a bonus to reward players who took on Jobs of a higher difficulty level.

CONTRACTS

  • Fixed an issue where the contract “Plague and Poison” was not being triggered after completing the contract “Dressed to Kill”.
  • Remove contracts that were unintentionally triggered causing affected players to be stuck at the following contracts: (the contract will become available again at the correct narrative progression)
    • “The Pirate’s Lament”
    • “Dissonant Disappearance”
    • “Rhapsody in Red”
    • “Rhythemic Retrieval”
    • “Ballad of Destruction”
    • “Clashing Cadence”
  • Fixed an issue where the contracts’ reward was not being updated properly after unlocking the Helm upgrades: Helm Contracts I, II and III.
    • Dev note: the fix will be applied to newly generated contracts, and not to ongoing contracts.
  • Fixed an issue where the repeatable contract “The Tow of Empire” was not available after completing Rahma’s main contracts.
  • Fixed an issue where the rewards of Job Board contracts located in the Red Isle were giving Silver chests instead of the Gold chests.
  • Players are now no longer able to abandon the contract “A Shipwrecked Soul”.
  • Fixed an issue where a party member’s contribution to the contract “Destroy DMC Towers” was not reflected in the UI of the contract.
  • Fixed an issue where the contract “East Indies Delicacy” was rewarding less rewards than intended.
  • Fixed an issue where the recommended ship rank of the contract “Symphony of Cannons” was lower than intended.
  • Fixed an issue where the contract location of “Sable Refrain” and “Argent Refrain” was incorrectly displayed in the Journal.
  • Fixed an issue where the Job board contracts “Hunt Merchants”, and “Sink for Drugs” were highlighting an incorrect trade route.
  • Fixed an issue where players receive “Joka Kubwa’s Head” from sinking the first wave of reinforcements in the bounty contract.
  • Fixed an issue where players were unable to discard contract items like “Ornate Special Ammo Crate” and “Escape Letter” after completing the respective contracts.
  • Fixed an issue where the contract objective was not displayed after accepting the repeatable contract “In for Skins”.
  • Fixed an issue where the shared contract “Jaws of Retribution” was being persistently displayed on the group members’ UI when the group leader leaves the group.
  • Fixed an issue where the contract “Loadout: Bombard” does not update after players sink Rogue Warships that were spawned during Rival Hunts using bombards.
  • Fixed an issue where the contract “Loadout: Mortars” does not update after players destroy the DMC towers.
  • Fixed an issue where the recommended ship rank for the contract “Loadout: Mortars” is incorrectly displayed as 7 instead of 6.
  • Fixed an issue where the contract “Steven’s Ruby Tune” was displaying incorrect values on the objective tracker.
  • Fixed an issue where the contract “Smugglers’ Way” was not given on completion of the contract “Shadow of Spoils”.

WORLD EVENTS

  • Lowered the pre-requisite of the “Convoy of High Spirits” world event icon being displayed on the map from Infamy Tier Cutthroat to Infamy Tier Brigand.

MULTIPLAYER

  • Fixed an issue where accepting a group invite could redirect the player to the title screen instead of joining the group’s server.

GRAPHICS

  • Fixed an issue where players could see other players visually sunken into the ground.

AUDIO

  • Fixed an issue where audio feedback was missing for pressing a button when picking up floating loot in the sea.

LOCALIZATION

  • Fixed an issue where the “Clear storage space to fund” message was missing in Polish and Spanish localizations.

ACHIEVEMENTS/CHALLENGES

  • Fixed an issue where Time Limited Challenges were not showing the required quantity for challenges’ objectives.
  • Fixed an issue where achievements were being unlocked during the trial version.

PERFORMANCE AND OPTIMIZATION

  • Improved stability on Xbox platforms.
    • Dev note: We are actively investigating the remaining stability issues on Xbox platforms.
  • Improved stability for Ship Upgrade.
  • General stability improvements.
  • Fixed an issue where a frame rate drop was observed after spamming the Cycle inventory button while previewing ship vanities in the Shipwright.
  • Fixed an issue where significant frame drops could be observed when submitting a contract.
  • Fixed an issue where significant frame drops could be observed when sailing and fighting ships in the Open Seas region.

In case you haven’t logged into the game in a while, you can read up on the big Season 2 additions here.

[Source: Ubisoft]

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > News

Ark Survival Ascended Update 1.047.001 Morphs Out for Power Rangers Content

Studio Wildcard has popped out Ark Survival Ascended update 1.047.001, and this brings the Might Morphin’ Power Rangers mod into the game with the help of CurseForge and Hasbro! Expect players to suit up as a Powe Ranger and even equip their weapons. For those on PC, this will show up as Ark update 47.1 for clients, and 47.2 on the game’s servers.

Check out the trailer and more details about this Ark x Power Rangers collab that kicks off this June 17!

Ark Survival Ascended Update 1.047.001 Patch Notes for June 17:

Ark Update 4.71 on PC

Features:

  • POWER RANGERS— 5 unique skins for the Red Ranger, Blue Ranger, Black Ranger, Pink Ranger, and Yellow Ranger
  • POWER EMOTES— 5 unique emotes for the Red Ranger, Blue Ranger, Black Ranger, Pink Ranger, and Yellow Ranger
  • POWER WEAPONS— 5 unique weapon skins; transform supported weapons into a Power Sword, Power Lance, Power Axe, Power Bow, or Power Daggers
  • DINOZORDS— 5 unique dinosaur emotes; transform supported dinosaurs into the Tyrannosaurus Dinozord, Triceratops Dinozord, Mastodon Dinozord, Pterodactyl Dinozord, or Sabertooth Tiger Dinozord
  • Power Rangers skins in the ARK: Survival Ascended x Power Rangers Cosmetic Pack serve as a “costume” for the player avatar and does not reflect or represent the canon Power Rangers characters seen in Mighty Morphin Power Rangers.

v47.2 (47.1 all Clients) – 06/17/2024 – Major version for servers and clients

  • Gigantoraptor dossier has been added in-game, and is now awarded on tame
  • Toggling Tek Teleporter from Public/Private will now output to the tribe log
  • Fixed an issue that caused the player to rubberband when running across Train cars
  • Fixed some unintended building locations on The Center such as in the boss arena
  • Fixed multiple map holes on The Center, The Island, and Scorched Earth
  • Fixed floating foliage on The Island and Scorched Earth
  • Fixed some missing water volumes on The Center
  • Fixed world border missing sea floor on The Center
  • Fixed being unable to start the boss encounter from transmitter on The Center
  • Fixed the quick ping not working
  • Fixed mounted turrets not firing after being in stasis on a server
  • Fixed Cellar doors not providing the house buff when closed
  • Fixed the loading screen becoming stretched on non 16:9 resolutions
  • Fixed several safe spot locations on The Island’s Megapithecus boss arena
  • Fixed a location where the Overseer’s Tek cave would de-render on the client
  • Fixed “3 items unsupported” message when trying to download an uploaded character on a server that does not allow item downloads
  • Speculative fix for player characters sometimes facing the incorrect direction when mounted on saddles
  • Fixed several client crashes
  • Fixed several server crashes
  • Fixed an exploit/hack that allowed players to launch themselves into the air using a ladder
  • Fixed an exploit/hack that allowed players to move faster than intended when riding a dino
  • Fixed an exploit/hack that allowed players to place c4 on their character

Aside from the Power Rangers collab, Ark players recently got The Center free update which housed new content and features.

[Source: Survive the Ark]

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > News

Diablo IV Update 1.051 for Season 4 Mid-Season Patch Rolled Out

Blizzard Entertainment has pushed out Diablo IV update 1.051 on consoles and PC, and this is the Season 4 mid-season patch that brings in a host of balance changes and more. Read on for the complete list of changes in today’s new update for Diablo IV.

Diablo IV Update 1.051 Season 4 Mid-Season Patch Notes:

GAME UPDATES

Developer’s Note: We greatly appreciate everyone’s excitement since the launch of Season 4 and are very happy with the state of the game. The changes in this patch are aimed at buffing classes and builds that are not performing as well as their counterparts. We are also slightly reducing the difficulty of the Pit to ensure that most builds are able to get to Tier 60 to get their final tier of Masterworking materials.

BALANCE UPDATES

General

Healing Potions

  • Minor Healing Potion
    • Initial healing increased by 50%.
  • Light, and Moderate Healing Potions
    • Initial healing increased by 100%.
  • Strong, Greater, Major, and Superior Healing Potions
    • Initial healing increased by 200%.

Legendary Aspects

  • Aspect of the Protector
    • Barrier Cooldown reduced from 30 to 20 seconds.

Mythic Unique Items

  • Andariel’s Visage
    • Poison nova now spawns on the enemy instead of the player.
    • Poison nova damage increased by 50%.
  • Doombringer
    • Shadow explosion damage increased by 100%.
  • Ring of Starless Skies
    • Maximum stacks of Resource Cost Reduction and bonus Damage increased from 4 to 5.
    • This increases the maximum amount of Resource Cost Reduction and bonus Damage from 40%[x] to 50%[x].
  • Tyrael’s Might
    • Divine barrage damage increased by 100%.

Paragon

  • Stat requirements for non-main stats reduced from 90 to 60 per Paragon Board.

Developer’s Note: A classes main stat is the one that increases the damage of all of their skills. For example, Sorcerers main stat is Intelligence, so this change affects their Rare Paragon Nodes that have threshold bonuses for Dexterity and Willpower. The stat requirements to activate any Rare Node increases for each additional Paragon Board you progress through. Some of these nodes that require non-main stats were harder to activate than intended. This change makes it easier to activate these nodes, especially on later Paragon Boards.

Barbarian

Skills

  • Whirlwind
    • Damage increased by 15%.
  • Violent Whirlwind
    • Damage bonus increased from 30%[x] to 35%[x].
  • Call of the Ancients
    • Korlic’s leap damage increased by 12.5%.
    • Talic’s whirlwind damage increased by 20%.
    • Madawc’s upheaval damage increased by 13%.
    • Prime Call of the Ancients
      • Damage bonus increased from 20%[x] to 25%[x].
  • Frenzy
    • Damage increased by 8%.
  • Flay
    • Bleeding damage over time increased by 8%.
    • Enhanced Flay
      • Vulnerable duration increased from 3 to 5 seconds.
    • Battle Flay
      • Bleed damage bonus increased from 10%[x] to 15%[x].
    • Combat Flay
      • Maximum stack amount increased from 4 to 5.
      • Damage Reduction increased from 3% to 4%.
      • Buff duration increased from 3 to 6 seconds.

Passives

  • Pressure Point
    • Previous – Lucky Hit: Your Core Skills have up to a 10% chance to make enemies Vulnerable for 2 seconds.
    • Now – Lucky Hit: Your Core and Weapon Mastery Skills have up to a 10% chance to make enemies Vulnerable for 2 seconds.
  • Tough as Nails
    • Additional Thorns as Bleeding damage increased from 10% to 15%.

Key Passives

  • Walking Arsenal
    • Damage per unique source of weapon damage increased from 10%[x] to 12%[x].

Legendary Aspects

  • Aspect Of Tempering Blows
    • Weapon swaps to activate the effect are reduced from 6 to 5.
  • Slaking Aspect
    • Previous – Lucky Hit: You have up to a 45-60% chance to gain 20 Fury when Rend deals direct damage to at least one Bleeding enemy.
    • Now – Lucky Hit: You have up to a 45-60% chance to gain 20 Fury when a Core Skill deals direct damage to at least one Bleeding enemy. Your Maximum Fury is increased by 5-20.
  • Dust Devil’s Aspect
    • Whirlwind Dust Devil damage increased by 100%.
  • Aspect of the Relentless Armsmaster
    • Before – Gain 35-65% increased Fury Generation while all bonuses from the Walking Arsenal Key Passive are active.
    • Now – Gain 35-65% increased Fury Generation and 15% reduced Fury cost to your Skills while all bonuses from the Walking Arsenal Key Passive are active.

Unique Items

  • Gohr’s Devestating Grips
    • Whirlwind explosion damage increased from 25-35% of Base damage to 40-50%.
  • Ancients’ Oath
    • Damage increased from 30-50%[x] to 40-60%[x].

Druid

Spirit Boons

  • Gift of the Stag
    • Maximum Spirit Increased from 20 to 40.
  • Prickleskin
    • Thorns amount increased by 100%.
  • Advantageous Beast
    • Previous – Reduce the duration of Control Impairing Effects by 15%.
    • Now – Gain 15%[+] Movement Speed and 15%[+] Impairment Reduction.
  • Scythe Talons
    • Critical Strike Chance increased from 5%[+] to 10%[+].
  • Iron Feather
    • Maximum Life increased from 14%[x] to 20%[x].
  • Swooping Attacks
    • Attack Speed increased from 10%[+] to 15%[+].
  • Energize
    • Spirit restored increased from 20 to 30.
  • Bolster
    • Fortify amount increased from 15% to 25% of your Maximum Life.
  • Obsidian Slam
    • Kills required for guaranteed Overpower reduced from 20 to 10.

Skills

  • Rabies
    • Poisoning damage increased by 25%.
  • Pulverize
    • Damage increased by 76%.
    • Raging Pulverize
      • Previous – Enemies Overpowered by Pulverize are Stunned for 3 seconds.
      • Now – Pulverize deals 30%[x] increased Overpower Damage. Enemies Overpowered by Pulverize are Stunned for 3 seconds.

Passives

  • Nature’s Fury
    • Chance to trigger a free Skill of the opposite category increased from 30% to 35%.
  • Perfect Storm
    • Damage bonus increased from 20%[x] to 30%[x].
  • Nature’s Reach
    • Damage to Distant Enemies increased from 3/6/9%[x] to 5/10/15%[x].
  • Toxic Claws
    • Poisoning amount increased from 8/15/23% to 12/24/36% of the Skill’s Base damage.
  • Quickshift
    • Maximum damage bonus increased from 6/12/18%[x] to 8/16/24%[x].
  • Defensive Posture
    • Previous – Increases the amount of Fortify you gain from all sources by 5/10/15%[+].
    • Now – Increases the amount of Fortify you gain from all sources by 5/10/15%[+] and you gain 3/6/9% Damage Reduction while Fortified.
  • Mending
    • Previous – While in Werebear form, you receive 6/12/18%[+] additional Healing from all sources.
    • Now – While in Werebear form, you receive 6/12/18%[+] additional Healing from all sources and gain 4/8/12%[x] increased Maximum Life.
  • Provocation
    • Time in Werebear form required for Overpower reduced from 24/20/16 to 20/16/12 seconds.

Legendary Aspects

  • Aspect of Trampled Earth
    • Landslide damage increased from 50-80%[x] to 70-100%[x] of normal damage.
  • Subterranean Aspect
    • Damage bonus increased from 10-25%[x] to 15-30%[x].
  • Aspect of the Alpha
    • Werewolf Companion damage increased from 85-115%[x] to 100-130%[x].
  • Unsatiated Aspect
    • Shred damage when cast above 50 Spirit increased from 10-25% to 20-35%.

Paragon

  • Constricting Tendrils Legendary Node
    • Damage increased from 120% to 150%.
  • Dominate Glyph
    • Damage bonus after an Overpower increased from 12%[x] to 15%[x].

Necromancer

Book of the Dead

  • Skirmishers Sacrifice Upgrade
    • Critical Strike Chance bonus increased from 5%[+] to 10%[+].
  • Defenders Sacrifice Upgrade
    • Resistance to All Elements increased from 20%[+] to 25%[+].
  • Reapers Sacrifice Upgrade
    • Shadow Damage increased from 15%[x] to 20%[x].
  • Shadow Mages Sacrifice Upgrade
    • Maximum Essence increased from 15 to 20.
    • Now also increases Essence Generation by 20%.
  • Cold Mages Sacrifice Upgrade
    • Damage to Vulnerable enemies increased from 15%[x] to 20%[x].
  • Bone Mages Sacrifice Upgrade
    • Overpower Damage increased from 25%[x] to 30%[x].
  • Bone Golem Sacrifice Upgrade
    • Attack Speed bonus increased from 10%[+] to 15%[+].
  • Blood Golem Sacrifice Upgrade
    • Maximum Life bonus increased from 10%[x] to 15%[x].
  • Iron Golem Sacrifice Upgrade
    • Critical Strike Damage bonus increased from 30%[x] to 35%[x].

Paragon

  • Blood Begets Blood Legendary Node
    • Maximum damage increased from 15%[x] to 30%[x].
  • Blood-drinker Glyph
    • Fortify bonus increased from 7% to 10% of your Maximum Life.
  • Desecration Glyph
    • Shadow damage bonus increased from 15%[x] to 20%[x].
  • Gravekeeper Glyph
    • Damage bonus increased from 2%[x] to 3%[x], up to a maximum from 12%[x] to 18%[x] for every Close Corpse.

Legendary Aspects

  • Sacrificial Aspect
    • Sacrifice bonus increased from 10-25%[x] to 35-50%[x].
  • Shielding Storm Aspect
    • Previous – Each time that Bone Storm damages an enemy, gain a Barrier equal to 1-6% of your Base Life for 10 seconds.
    • Now – Each time that Bone Storm damages an enemy, gain a Barrier equal to 1-6% of your Maximum Life for 10 seconds.

Rogue

Skills

  • Twisting Blades
    • Initial damage increased by 20%.
    • Return damage increased by 20%.
  • Flurry
    • Damage increased by ~25%.

Passives

  • Exposure
    • Lucky Hit no longer requires direct damage to proc, and will now also work on Damage Over Time effects.
  • Sturdy
    • Damage Reduction increased from 4/8/12% to 6/12/18%.
  • Mending Obscurity
    • Previous – While Stealthed, you Heal for 4/8/12% Maximum Life per second.
    • Now – When entering Sealth and every second while Stealthed, you Heal for 5/10/15% of your Maximum Life.

Paragon

  • Versatility Glyph
    • Non-Basic and Non-Core skill damage increased from 15%[x] to 25%[x].
  • Fluidity Glyph
    • Previous – When you cast an Agility Skill, you gain 9%[x] increased Energy Regeneration for 6 seconds.
    • Now – When you cast an Agility Skill, you deal 10%[x] increased damage and gain 15%[x] increased Energy Regeneration for 6 seconds.
  • Explosive Glyph
    • Damage Reduction increased from 10%[x] to 15%[x].
  • Diminish Glyph
    • Damage Reduction increased from 10% to 15%.

Legendary Aspects

  • Bladedancer’s Aspect
    • Damage increased from 30-60%[x] to 50-80%[x].
  • Aspect of Artful Initiative
    • Energy required to drop Grenades reduced from 100 to 75.
    • Grenade damage increased by 50%.
  • Aspect of Surprise
    • Grenade damage increased by 200%.
    • When using Shadow Step, Grenades now drop at the location the player teleports to instead of where they teleported from.

Developer’s Note: This only changes where the Grenades drop when using Shadow Step, and not Evade.

  • Trickster’s Aspect
    • Grenade damage increased by 50%.
  • Enshrouding Aspect
    • Time required for a Dark Shroud reduced from 3 to 2 seconds.
  • Umbrous Aspect
    • Previous – Lucky Hit: Critical Strikes with Marksman Skills have up to 45-60% chance to grant a free Dark Shroud shadow.
    • Now – Lucky Hit: Critical Strikes have up to 45-60% chance to grant a free Dark Shroud shadow.
  • Aspect of Arrow Storms
    • Arrow Storm damage increased by 30%.
    • Bonus damage dealt by all Arrow Storms increased from 25-35%[x] to 30-40%[x].
  • Vengeful Aspect
    • Arrow Storm damage increased by 30%.

Unique Items

  • Eyes in the Dark
    • Previous – Death Trap deals 50-70%[x] increased damage. Unless it hits a Boss of Player, Death Trap will continue to re-arm itself until it kills an enemy.
    • Now – Death Trap deals 50-90%[x] increased damage and will re-arm itself a second time.
  • Saboteur’s Signet
    • Grenade damage increased by 50%.

Sorcerer

Skills

  • Ice Armor
    • Barrier amount increased from 30% of Base Life to 25% of Maximum Life.
  • Shimmering Teleport
    • Duration increased from 3 to 4 seconds.
  • Incinerate
    • Damage Reduction increased from 15% to 20%.

Passives

  • Potent Warding
    • Maximum Resistance increased from 1/2/3% to 2/4/6%.
    • Adjusted functionality: No longer excludes Basic Skill casts.
  • Glass Cannon
    • Additional damage taken reduced from 3/6/9%[x] to 2/4/6%[x].
  • Align the Elements
    • Persistence duration increased from 2 to 3 seconds.
  • Conduction
    • Movement Speed increased from 3/6/9%[+] to 4/8/12%[+].
    • Duration increased from 3 to 4 seconds.
  • Electrocution
    • Reduced enemy damage dealt increased from 5/10/15%[x] to 6/12/18%[x].
  • Warmth
    • Healing per Nearby Burning enemy increased from .3/.6/.9% to .5/1/1.5%.
    • Healing per Nearby Burning Boss enemy increased from .6/1.2/1.8% to 2/4/6%.
  • Inner Flames
    • Bonus damage while Healthy increased from 3/6/9%[x] to 4/8/12%[x].
  • Overflowing Energy
    • Cooldown Reduction for hitting Elite enemies increased from .25 to .35 seconds.
  • Avalanche
    • Bonus damage increased from 45%[x] to 60%[x].
  • Combustion
    • Bonus damage per unique source of Burning increased from 2%[x] to 4%[x].
  • Esu’s Ferocity
    • Critical Strike Chance increased from 5%[+] to 10%[+].
  • Shatter
    • Bonus damage increased from 25%[x] to 30%[x].
  • Vyr’s Mastery
    • Bonus damage increased from 15%[x] to 20%[x].
    • Bonus damage after a Critical Strike increased from 20%[x] to 25%[x].

Legendary Aspects

  • Aspect of Concentration
    • Damage Reduction increased from 10-20% to 15-25%.
  • Aspect of Unbroken Tether
    • Additional Chain Lightning chains increased from 4 to 5.
  • Aspect of Overwhelming Currents
    • Chance to cast an additional Shock Skill increased from 15-30% to 25%-40%.
  • Mage-Lord’s Aspect
    • Previous – Vyr’s Mastery grants 6-9% Damage Reduction for each Close enemy, up to 18-27%.
    • Now – Vyr’s Mastery grants 6-9% Damage Reduction, tripled while fighting a Close enemy.
  • Aspect of Shattered Stars
    • Meteorites damage increased from 20-35%[x] to 30-45%[x].
  • Aspect of Frozen Memories
    • Additional casts increased from 1 to 2.
  • Battle Caster’s Aspect
    • Maximum stacks increased from 3 to 5.

Unique Items

  • Flamescar
    • Embers damage increased by ~35%.
  • Esadora’s Overflowing Cameo
    • Damage increased for every 100 Intelligence increased from 50%[x] to 60%[x].
  • Staff of Endless Rage
    • Bonus damage increased from 40-60%[x] to 50-70%[x].
  • Gloves of the Illuminator
    • Damage penalty reduced from 35-25%[x] to 30-20%[x].

END-GAME

  • Health and damage levels have been reduced in the Pit. The adjustment is most significant as players approach tier 60, so more players can fully participate in Masterworking.

Developer’s Note: We’re adjusting the pit so more players can enjoy a smoother end game progression experience.

  • All Tormented bosses have had their health reduced by 30%. This includes Blood Boils from Tormented Echo of Lilith.

BUG FIXES

  • Fixed an issue where Holy Bolts Elixir’s damage was scaling unintentionally high when it was triggered from pets such as Necromancer’s Minions.

Developer’s Note: Holy Bolts Elixir now deals a percentage of your weapon damage rather than percentage of the enemy’s health. This change is intended to reduce its effectiveness against the toughest enemies in higher tiers of the Pit, but will still be really valuable for players throughout the whole game. We made this change alongside a reduction to the health of enemies in the Pit so players who are delving deep into the Pit aren’t heavily affected.

  • Fixed an issue where casting Boulders with Dolmen Stone would cause it to not cast at all. Boulders now have a limit of 10 but their damage is increased by 10% for each boulder.
  • Fixed an issue Rapid Fire with Scoundrel’s Kiss equipped couldn’t properly hit close targets and could sometimes fire projectiles behind the player. This also increases the radius of the explosions by 25%.
  • Fixed an issue where Pets were being counted as minions in various cases.

[Source: Blizzard]

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Diablo 4 Update 1.52 for Version 1.4.3 Released, Patch Notes Listed

Diablo 4 update 1.52 has been released by Blizzard Entertainment, and this is for the Season 4 mid-season patch! Called patch version 1.4.3, this brings balance changes to all classes, bug fixes and more. Read on for the complete patch notes for the Diablo 4 new update released this June 17.

Diablo 4 Update 1.52 Patch Notes for June 17:

GAME UPDATES

Developer’s Note: We greatly appreciate everyone’s excitement since the launch of Season 4 and are very happy with the state of the game. The changes in this patch are aimed at buffing classes and builds that are not performing as well as their counterparts. We are also slightly reducing the difficulty of the Pit to ensure that most builds are able to get to Tier 60 to get their final tier of Masterworking materials.

BALANCE UPDATES

General

Healing Potions

  • Minor Healing Potion
    • Initial healing increased by 50%.
  • Light, and Moderate Healing Potions
    • Initial healing increased by 100%.
  • Strong, Greater, Major, and Superior Healing Potions
    • Initial healing increased by 200%.

Legendary Aspects

  • Aspect of the Protector
    • Barrier Cooldown reduced from 30 to 20 seconds.

Mythic Unique Items

  • Andariel’s Visage
    • Poison nova now spawns on the enemy instead of the player.
    • Poison nova damage increased by 50%.
  • Doombringer
    • Shadow explosion damage increased by 100%.
  • Ring of Starless Skies
    • Maximum stacks of Resource Cost Reduction and bonus Damage increased from 4 to 5.
    • This increases the maximum amount of Resource Cost Reduction and bonus Damage from 40%[x] to 50%[x].
  • Tyrael’s Might
    • Divine barrage damage increased by 100%.

Paragon

  • Stat requirements for non-main stats reduced from 90 to 60 per Paragon Board.

Developer’s Note: A classes main stat is the one that increases the damage of all of their skills. For example, Sorcerers main stat is Intelligence, so this change affects their Rare Paragon Nodes that have threshold bonuses for Dexterity and Willpower. The stat requirements to activate any Rare Node increases for each additional Paragon Board you progress through. Some of these nodes that require non-main stats were harder to activate than intended. This change makes it easier to activate these nodes, especially on later Paragon Boards.

Barbarian

Skills

  • Whirlwind
    • Damage increased by 15%.
  • Violent Whirlwind
    • Damage bonus increased from 30%[x] to 35%[x].
  • Call of the Ancients
    • Korlic’s leap damage increased by 12.5%.
    • Talic’s whirlwind damage increased by 20%.
    • Madawc’s upheaval damage increased by 13%.
    • Prime Call of the Ancients
      • Damage bonus increased from 20%[x] to 25%[x].
  • Frenzy
    • Damage increased by 8%.
  • Flay
    • Bleeding damage over time increased by 8%.
    • Enhanced Flay
      • Vulnerable duration increased from 3 to 5 seconds.
    • Battle Flay
      • Bleed damage bonus increased from 10%[x] to 15%[x].
    • Combat Flay
      • Maximum stack amount increased from 4 to 5.
      • Damage Reduction increased from 3% to 4%.
      • Buff duration increased from 3 to 6 seconds.

Passives

  • Pressure Point
    • Previous – Lucky Hit: Your Core Skills have up to a 10% chance to make enemies Vulnerable for 2 seconds.
    • Now – Lucky Hit: Your Core and Weapon Mastery Skills have up to a 10% chance to make enemies Vulnerable for 2 seconds.
  • Tough as Nails
    • Additional Thorns as Bleeding damage increased from 10% to 15%.

Key Passives

  • Walking Arsenal
    • Damage per unique source of weapon damage increased from 10%[x] to 12%[x].

Legendary Aspects

  • Aspect Of Tempering Blows
    • Weapon swaps to activate the effect are reduced from 6 to 5.
  • Slaking Aspect
    • Previous – Lucky Hit: You have up to a 45-60% chance to gain 20 Fury when Rend deals direct damage to at least one Bleeding enemy.
    • Now – Lucky Hit: You have up to a 45-60% chance to gain 20 Fury when a Core Skill deals direct damage to at least one Bleeding enemy. Your Maximum Fury is increased by 5-20.
  • Dust Devil’s Aspect
    • Whirlwind Dust Devil damage increased by 100%.
  • Aspect of the Relentless Armsmaster
    • Before – Gain 35-65% increased Fury Generation while all bonuses from the Walking Arsenal Key Passive are active.
    • Now – Gain 35-65% increased Fury Generation and 15% reduced Fury cost to your Skills while all bonuses from the Walking Arsenal Key Passive are active.

Unique Items

  • Gohr’s Devestating Grips
    • Whirlwind explosion damage increased from 25-35% of Base damage to 40-50%.
  • Ancients’ Oath
    • Damage increased from 30-50%[x] to 40-60%[x].

Druid

Spirit Boons

  • Gift of the Stag
    • Maximum Spirit Increased from 20 to 40.
  • Prickleskin
    • Thorns amount increased by 100%.
  • Advantageous Beast
    • Previous – Reduce the duration of Control Impairing Effects by 15%.
    • Now – Gain 15%[+] Movement Speed and 15%[+] Impairment Reduction.
  • Scythe Talons
    • Critical Strike Chance increased from 5%[+] to 10%[+].
  • Iron Feather
    • Maximum Life increased from 14%[x] to 20%[x].
  • Swooping Attacks
    • Attack Speed increased from 10%[+] to 15%[+].
  • Energize
    • Spirit restored increased from 20 to 30.
  • Bolster
    • Fortify amount increased from 15% to 25% of your Maximum Life.
  • Obsidian Slam
    • Kills required for guaranteed Overpower reduced from 20 to 10.

Skills

  • Rabies
    • Poisoning damage increased by 25%.
  • Pulverize
    • Damage increased by 76%.
    • Raging Pulverize
      • Previous – Enemies Overpowered by Pulverize are Stunned for 3 seconds.
      • Now – Pulverize deals 30%[x] increased Overpower Damage. Enemies Overpowered by Pulverize are Stunned for 3 seconds.

Passives

  • Nature’s Fury
    • Chance to trigger a free Skill of the opposite category increased from 30% to 35%.
  • Perfect Storm
    • Damage bonus increased from 20%[x] to 30%[x].
  • Nature’s Reach
    • Damage to Distant Enemies increased from 3/6/9%[x] to 5/10/15%[x].
  • Toxic Claws
    • Poisoning amount increased from 8/15/23% to 12/24/36% of the Skill’s Base damage.
  • Quickshift
    • Maximum damage bonus increased from 6/12/18%[x] to 8/16/24%[x].
  • Defensive Posture
    • Previous – Increases the amount of Fortify you gain from all sources by 5/10/15%[+].
    • Now – Increases the amount of Fortify you gain from all sources by 5/10/15%[+] and you gain 3/6/9% Damage Reduction while Fortified.
  • Mending
    • Previous – While in Werebear form, you receive 6/12/18%[+] additional Healing from all sources.
    • Now – While in Werebear form, you receive 6/12/18%[+] additional Healing from all sources and gain 4/8/12%[x] increased Maximum Life.
  • Provocation
    • Time in Werebear form required for Overpower reduced from 24/20/16 to 20/16/12 seconds.

Legendary Aspects

  • Aspect of Trampled Earth
    • Landslide damage increased from 50-80%[x] to 70-100%[x] of normal damage.
  • Subterranean Aspect
    • Damage bonus increased from 10-25%[x] to 15-30%[x].
  • Aspect of the Alpha
    • Werewolf Companion damage increased from 85-115%[x] to 100-130%[x].
  • Unsatiated Aspect
    • Shred damage when cast above 50 Spirit increased from 10-25% to 20-35%.

Paragon

  • Constricting Tendrils Legendary Node
    • Damage increased from 120% to 150%.
  • Dominate Glyph
    • Damage bonus after an Overpower increased from 12%[x] to 15%[x].

Necromancer

Book of the Dead

  • Skirmishers Sacrifice Upgrade
    • Critical Strike Chance bonus increased from 5%[+] to 10%[+].
  • Defenders Sacrifice Upgrade
    • Resistance to All Elements increased from 20%[+] to 25%[+].
  • Reapers Sacrifice Upgrade
    • Shadow Damage increased from 15%[x] to 20%[x].
  • Shadow Mages Sacrifice Upgrade
    • Maximum Essence increased from 15 to 20.
    • Now also increases Essence Generation by 20%.
  • Cold Mages Sacrifice Upgrade
    • Damage to Vulnerable enemies increased from 15%[x] to 20%[x].
  • Bone Mages Sacrifice Upgrade
    • Overpower Damage increased from 25%[x] to 30%[x].
  • Bone Golem Sacrifice Upgrade
    • Attack Speed bonus increased from 10%[+] to 15%[+].
  • Blood Golem Sacrifice Upgrade
    • Maximum Life bonus increased from 10%[x] to 15%[x].
  • Iron Golem Sacrifice Upgrade
    • Critical Strike Damage bonus increased from 30%[x] to 35%[x].

Paragon

  • Blood Begets Blood Legendary Node
    • Maximum damage increased from 15%[x] to 30%[x].
  • Blood-drinker Glyph
    • Fortify bonus increased from 7% to 10% of your Maximum Life.
  • Desecration Glyph
    • Shadow damage bonus increased from 15%[x] to 20%[x].
  • Gravekeeper Glyph
    • Damage bonus increased from 2%[x] to 3%[x], up to a maximum from 12%[x] to 18%[x] for every Close Corpse.

Legendary Aspects

  • Sacrificial Aspect
    • Sacrifice bonus increased from 10-25%[x] to 35-50%[x].
  • Shielding Storm Aspect
    • Previous – Each time that Bone Storm damages an enemy, gain a Barrier equal to 1-6% of your Base Life for 10 seconds.
    • Now – Each time that Bone Storm damages an enemy, gain a Barrier equal to 1-6% of your Maximum Life for 10 seconds.

Rogue

Skills

  • Twisting Blades
    • Initial damage increased by 20%.
    • Return damage increased by 20%.
  • Flurry
    • Damage increased by ~25%.

Passives

  • Exposure
    • Lucky Hit no longer requires direct damage to proc, and will now also work on Damage Over Time effects.
  • Sturdy
    • Damage Reduction increased from 4/8/12% to 6/12/18%.
  • Mending Obscurity
    • Previous – While Stealthed, you Heal for 4/8/12% Maximum Life per second.
    • Now – When entering Sealth and every second while Stealthed, you Heal for 5/10/15% of your Maximum Life.

Paragon

  • Versatility Glyph
    • Non-Basic and Non-Core skill damage increased from 15%[x] to 25%[x].
  • Fluidity Glyph
    • Previous – When you cast an Agility Skill, you gain 9%[x] increased Energy Regeneration for 6 seconds.
    • Now – When you cast an Agility Skill, you deal 10%[x] increased damage and gain 15%[x] increased Energy Regeneration for 6 seconds.
  • Explosive Glyph
    • Damage Reduction increased from 10%[x] to 15%[x].
  • Diminish Glyph
    • Damage Reduction increased from 10% to 15%.

Legendary Aspects

  • Bladedancer’s Aspect
    • Damage increased from 30-60%[x] to 50-80%[x].
  • Aspect of Artful Initiative
    • Energy required to drop Grenades reduced from 100 to 75.
    • Grenade damage increased by 50%.
  • Aspect of Surprise
    • Grenade damage increased by 200%.
    • When using Shadow Step, Grenades now drop at the location the player teleports to instead of where they teleported from.

Developer’s Note: This only changes where the Grenades drop when using Shadow Step, and not Evade.

  • Trickster’s Aspect
    • Grenade damage increased by 50%.
  • Enshrouding Aspect
    • Time required for a Dark Shroud reduced from 3 to 2 seconds.
  • Umbrous Aspect
    • Previous – Lucky Hit: Critical Strikes with Marksman Skills have up to 45-60% chance to grant a free Dark Shroud shadow.
    • Now – Lucky Hit: Critical Strikes have up to 45-60% chance to grant a free Dark Shroud shadow.
  • Aspect of Arrow Storms
    • Arrow Storm damage increased by 30%.
    • Bonus damage dealt by all Arrow Storms increased from 25-35%[x] to 30-40%[x].
  • Vengeful Aspect
    • Arrow Storm damage increased by 30%.

Unique Items

  • Eyes in the Dark
    • Previous – Death Trap deals 50-70%[x] increased damage. Unless it hits a Boss of Player, Death Trap will continue to re-arm itself until it kills an enemy.
    • Now – Death Trap deals 50-90%[x] increased damage and will re-arm itself a second time.
  • Saboteur’s Signet
    • Grenade damage increased by 50%.

Sorcerer

Skills

  • Ice Armor
    • Barrier amount increased from 30% of Base Life to 25% of Maximum Life.
  • Shimmering Teleport
    • Duration increased from 3 to 4 seconds.
  • Incinerate
    • Damage Reduction increased from 15% to 20%.

Passives

  • Potent Warding
    • Maximum Resistance increased from 1/2/3% to 2/4/6%.
    • Adjusted functionality: No longer excludes Basic Skill casts.
  • Glass Cannon
    • Additional damage taken reduced from 3/6/9%[x] to 2/4/6%[x].
  • Align the Elements
    • Persistence duration increased from 2 to 3 seconds.
  • Conduction
    • Movement Speed increased from 3/6/9%[+] to 4/8/12%[+].
    • Duration increased from 3 to 4 seconds.
  • Electrocution
    • Reduced enemy damage dealt increased from 5/10/15%[x] to 6/12/18%[x].
  • Warmth
    • Healing per Nearby Burning enemy increased from .3/.6/.9% to .5/1/1.5%.
    • Healing per Nearby Burning Boss enemy increased from .6/1.2/1.8% to 2/4/6%.
  • Inner Flames
    • Bonus damage while Healthy increased from 3/6/9%[x] to 4/8/12%[x].
  • Overflowing Energy
    • Cooldown Reduction for hitting Elite enemies increased from .25 to .35 seconds.
  • Avalanche
    • Bonus damage increased from 45%[x] to 60%[x].
  • Combustion
    • Bonus damage per unique source of Burning increased from 2%[x] to 4%[x].
  • Esu’s Ferocity
    • Critical Strike Chance increased from 5%[+] to 10%[+].
  • Shatter
    • Bonus damage increased from 25%[x] to 30%[x].
  • Vyr’s Mastery
    • Bonus damage increased from 15%[x] to 20%[x].
    • Bonus damage after a Critical Strike increased from 20%[x] to 25%[x].

Legendary Aspects

  • Aspect of Concentration
    • Damage Reduction increased from 10-20% to 15-25%.
  • Aspect of Unbroken Tether
    • Additional Chain Lightning chains increased from 4 to 5.
  • Aspect of Overwhelming Currents
    • Chance to cast an additional Shock Skill increased from 15-30% to 25%-40%.
  • Mage-Lord’s Aspect
    • Previous – Vyr’s Mastery grants 6-9% Damage Reduction for each Close enemy, up to 18-27%.
    • Now – Vyr’s Mastery grants 6-9% Damage Reduction, tripled while fighting a Close enemy.
  • Aspect of Shattered Stars
    • Meteorites damage increased from 20-35%[x] to 30-45%[x].
  • Aspect of Frozen Memories
    • Additional casts increased from 1 to 2.
  • Battle Caster’s Aspect
    • Maximum stacks increased from 3 to 5.

Unique Items

  • Flamescar
    • Embers damage increased by ~35%.
  • Esadora’s Overflowing Cameo
    • Damage increased for every 100 Intelligence increased from 50%[x] to 60%[x].
  • Staff of Endless Rage
    • Bonus damage increased from 40-60%[x] to 50-70%[x].
  • Gloves of the Illuminator
    • Damage penalty reduced from 35-25%[x] to 30-20%[x].

END-GAME

  • Health and damage levels have been reduced in the Pit. The adjustment is most significant as players approach tier 60, so more players can fully participate in Masterworking.

Developer’s Note: We’re adjusting the pit so more players can enjoy a smoother end game progression experience.

  • All Tormented bosses have had their health reduced by 30%. This includes Blood Boils from Tormented Echo of Lilith.

BUG FIXES

  • Fixed an issue where Holy Bolts Elixir’s damage was scaling unintentionally high when it was triggered from pets such as Necromancer’s Minions.

Developer’s Note: Holy Bolts Elixir now deals a percentage of your weapon damage rather than percentage of the enemy’s health. This change is intended to reduce its effectiveness against the toughest enemies in higher tiers of the Pit, but will still be really valuable for players throughout the whole game. We made this change alongside a reduction to the health of enemies in the Pit so players who are delving deep into the Pit aren’t heavily affected.

  • Fixed an issue where casting Boulders with Dolmen Stone would cause it to not cast at all. Boulders now have a limit of 10 but their damage is increased by 10% for each boulder.
  • Fixed an issue Rapid Fire with Scoundrel’s Kiss equipped couldn’t properly hit close targets and could sometimes fire projectiles behind the player. This also increases the radius of the explosions by 25%.
  • Fixed an issue where Pets were being counted as minions in various cases.

[Source: Blizzard]

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Overwatch 2 Season 11 Launches June 20, New Mythic Skin, Legendary Battle Pass Skins and More Revealed

The latest season of Overwatch 2 starts this week!  The upcoming season is called “Super Mega Ultrawatch” and brings a new Mythic cosmetic type, a new Push map and more! Check out what’s new for Overwatch 2 Season 11 below.

Aside from the new mode, we also have a sneak peek at the OW2 Battle Pass Legendary skins for Season 11 courtesy of Blizzard.

Overwatch 2 Season 11 Info:

  • Runapasi Push Map: Hike your way up to this hidden town in the Peruvian Andes in Overwatch 2’s newest push map. This map features tight streets and nods to the local culture, including the Inti Warrior Historical Museum and Monument. Play it in Quick Play and Competitive when Season 11 launches!
  • Hero Mastery: Sharpen your kunai and master your aim with the brand-new Hero Mastery single-player courses for both Kiriko and Soldier: 76 coming this season. Take part in new challenges in a limited-time event from June 20 to July 9, and earn new rewards and up to 22,500 Battle Pass XP.
  • Pink Mercy for a Cause: Starting June 25 Pink Mercy returns to the Shop, and a new Rose Gold Mercy bundle arrives! 100% of the proceeds from these items will benefit the Breast Cancer Research Foundation.
  • Mythic Weapon Skins: Arriving with the mid-season update, slay in style with Mythic Weapon skins! Similar to Heroic Weapon skins, these come with exclusive sound and visual effects. Redeem Mythic prisms to earn and upgrade Mythic Weapons, starting with the Mythic Bound Demon Reinhardt Weapon Skin, coming July 23.
  • And more than meets the eye, coming soon!

Overwatch 2 Season 11 New Mythic Skin (for Ashe), Battle Pass Legendary Skins:

Expect bug fixes, adjustments and more with the official patch notes which should be available on the day of the data download. Once that’s out, we’ll be sure to let our Overwatch 2 readers know.

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Lords of the Fallen Sequel to Be Published by Epic Games, Release Date Planned for 2026

With CI Games and HexWorks’ Lords of the Fallen reboot a bona fide hit, a sequel is sure to be guaranteed. Well, it seems today, CI Games has confirmed The Lords of the Sequel even without really announcing it due to its new deal with Epic Games.

It seems CI Games and Epic Games have signed a partnership deal where Epic will be the publisher of Lords of the Fallen 2 (codenamed Project 3)! The agreement, which was signed this June 14 mentions that CI Games will retain the rights to publish and distribute the game for PS5 and Xbox Series X|S.

Read on for agreement as translated by Google (via financial Polish site bankier):

(“Epic”) pursuant to which the Company grants Epic the exclusive worldwide distribution rights to the sequel of the game “Lords of the Fallen” (working title: Project 3) (the “Game”) on the PC platform for the entire product life cycle (the “Binding Term Sheet”).

The rights to the Game and the Series, including all intellectual property rights (IP), as well as the rights to publish and distribute the Game worldwide on all other platforms, including the PlayStation 5 and Xbox Series X|S platforms for which the Game is currently in development, will remain with the Company. In other respects, the Binding Term Sheet provides for standard market terms.

The game is scheduled for release in 2026.

As you can see, the sequel is confirmed to be in development for current-gen platforms, and is targeting a 2026 release window.

Earlier this year, we published a report on the supposed sequel allegedly titled “Death of the Fallen” which also had the codename Project 3. It’s said to be in development by HexWorks once again, and run on Unreal Engine 5, and is said to be “built around more ambitious gameplay options for wider audience appeal.”

Since the LOTF sequel will be published by Epic Games, don’t expect it on Steam anytime soon.

We’ve reached out to CI Games about the story and will update the article if we hear anything back.

Lords of the Fallen was released back in October 2023, and has since gotten loads of game updates, new features and more. To date, it’s still getting bug fixes, improvements and even new content, which we’re hoping will be the same with its sequel.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Warhammer: Vermintide 2 Update 1.53 for Console Hotfix 3

FatShark has pushed out Warhammer: Vermintide 2 update 1.53 which is for console hotfix 3! This adds three more loadouts to each career alongside a bunch of fixes. Read on for the complete patch notes for the game’s June 17 title update/

Warhammer: Vermintide 2 Update 1.53 Patch Notes for June 17:

Features & Tweaks

  • Added 3 more loadouts to each career.

Fixes

  • Fixed a crash related to gaining the boon “Ranald’s Mighty Gamble” and swapping from a higher power level weapon to a lower power level weapon.
  • Fixed a crash where if a Bot Necromancer is removed from the game while casting an ability, all joining clients will crash for the rest of the level.
  • Fixed a crash that would occur if you salvaged an item that was equipped on a different loadout
  • Fixed a client join crash due to desync with host’s Bot Loadouts
  • Fixed an issue where you would sometimes select weapons/talents for the wrong loadout using a gamepad
  • (Chaos Wastes) Fixed a misplaced mission marker on Slaughter Bay.
  • Fixed a bug where Outcast Engineer would skip the first two shots when shooting, and tap shooting not working at all.

On the PC side of things, FatShark has also released an update for the Versus Alpha Test which has been extended until today! Check outt the changes for hotfix 5.5.6 below.

Warhammer: Vermintide 2 Versus Alpha Test Update 5.5.6 Patch Notes:

Surprise! We’ve actually decided to extend the Versus Alpha for another week! Today’s hotfix, 5.5.6, includes a few fixes to both Adventure mode and Versus, and has some balance adjustments made to the playable Pactsworn for Versus.

The RAT will now end on June 17th! Starting from yesterday and until the end of the test, the Versus servers will automatically swap between the three active Versus maps: Against the Grain, Righteous Stand and Screaming Bell. You get to play all of them this week and have more fun with our playable Bile Troll!

The next high profile Warhammer game set to be released is Space Marine 2 which fires out this September 9, and it won’t even feature microtransactions.

Stay tuned for more Warhammer news here on MP1st!

[Source: Vermintide, FatShark Forums]

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Alex Co

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Dragon Age: The Veilguard Transmog Confirmed, Side Quests All Handcrafted & Story Focused, Level Cap & More Revealed

With Dragon Age: The Veilguard getting a 20-minute gameplay reveal and is set to be released later this year, it looks like developer BioWare is ready to crack the game wide open in terms of information after being silent for years. Case in point: we now know the player level cap for the game is set at 50, there will be a transmog system, and a ton of info regarding the game’s world, side quests, character customization, the RPG system and more!

Read on for the boatload of info shared by BioWare during a recent Discord Q&A! We’ve separated the info to different categories to make it an easier read.

Dragon Age: The Veilguard World and Story Info:

  • Takes place 10 years after Dragon Age: Inquisition
  • The Inquisitor will definitely be part of the story
  • You can go back to previous locations you visited, do side content, etc.
  • Side quests are all “handcrafted and story focused”
  • Everything is handcrafted, curated, “not fetch quests”
  • There is no progression block in Veilguard (unlike Inquisition, which had the power mechanic)
  • Locations can fundamentally change based on decisions you make
  • Rook’s last name in-game is defined by their lineage and backstory
  • Your origin story will come into play a lot during the course of the game, giving you opportunities to define who your Rook was and is; lots of dialogue options

Character Creator and Customization:

  • “Very, very deep,” heavy focus on hair, skin tones, full body customization, customize horns if you’re Qunari
  • You can improve and customize your gear, though it’s different than Inquisition
  • The team teased a “mysterious entity” that assists players with that (spoilers)
  • Transmog system confirmed

Companions and Party Info:

  • The team felt it made for a “much more intimate experience,” two companions gives them more visibility and focus, more spotlight
  • Gameplay: Timing and positioning matter a lot, felt like the right balance with Rook’s abilities, actively engages your companions more in combat
  • Most banter we’ve ever done”
  • There’s new interruptible and resumable banter so you don’t miss anything
  • Lots of moments where all the companions are interacting with each other
  • You can change companion outfits, “wider range of appearances”
  • The team is very proud of the companions, ‘deepest companion arcs they’ve ever done’, with ‘heavy’ decisions to make throughout the game
  • You can do things that anger your companions to where they could disappear for a time

Combat, Tactics and Abilities:

  • The game is “very tactical, increasingly important on higher difficulties”
  • Cycle between targets both in and out of combat
  • Pause also gives information on enemies (weaknesses, resistances)
  • Helps a lot to build your party to have ‘detonation synergies’, queue up combo detonations
  • Companions can be specc’ed to revive you if you get KO’d
  • Three-face button abilities each for Rook and each companion
  • The team emphasized “there’s so much more,” like an ultimate ability, multiple runes that you acquire that can do things like buffs and other things that act like abilities, etc.

Mages:

  • Healing spells return for mages
  • Mages: “Successors” to Fireball and Cone of Cold attacks are in the game
  • Mage Specializations: Necromancer, elemental, and a combat mage
  • On using blood magic: “This is spoilery, but let me just say Rook has some real good reasons to avoid blood magic”

General Game Info:

  1. Many accessibility features, will share closer to launch
  2. On DLCs: 100% focused on finishing the full game and make it the most ‘complete’ single player game they possibly can
  3. You can pet and hug Assan (the baby griffin)
  4. Tavern songs return. Tavern in Minrathous is called “The Swan”

In case you didn’t know, players will also have a base in the game called “The Lighthouse.” According to BioWare, the base will change and evolve over time, and players will be able to personalize it somewhat.

In addition to the info above, info about the skill trees, RPG systems have surfaced as well.

Skill Tree, RPG Systems:

  • Player cap at Level 50
  • Confirmed: Bellara is a mage
  • “Enormous” skill tree web that is bespoke for each class
  • Skill tree web is a bit similar to FFX’s Sphere Grid, players start in the center of it, and work outwards towards specializations they want
  • Example: Warriors can pump skill points into something more defense oriented, weapons oriented or abilities
  • Warrior Specializations: Reaper (can lifesteal, “freaky” powers), Slayer (“wield the biggest blades”), Champion (tank)
  • The origin you select at the start can net you bonuses like extra dialogue options or stat boosts (ex: Shadow Dragons deal extra damage to Venatori blood cultists)
  • Skills are unique per class, every level nets a skill point + other activities to get points
  • Each companion has 5 core abilities, each with their own skill trees that players can customize (lower cooldowns, add additional effects, etc)
  • Each companion also has unique abilities that are tied specifically to them (Neve has ice powers for example)
  • Elemental mechanics are very important (ice, fire, electricity, etc)
  • Where other RPGs might see players invest all their skill points to reach a specialization, the team wanted players here to reach specializations about mid-game, and “then you can really branch out”

BioWare’s Game Director Corinne Busche even compared The Veilguard to Mass Effect stating they view Mass Effect as an ARPG (action-RPG), big-action, minor RPG, and how The Veilguard is the “total inverse of that.”

In another info blowout, BioWare confirmed that Dragon Age: The Veilguard is a linear experience alongside other combat details, which you can read about here.

It looks like Dragon Age: The Veilguard will be a jam-packed RPG experience, and the wait won’t be that long now, as the game is set to be released this fall o PS5, Xbox Series X|S  and PC.

[Sources: shinobi602 (1, 2), Ghil Dirthalen, RPGSite, RockPaperShotgun]

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Returnal Beginning of a “New Future” at Housemarque, Is the Game That “Allowed” Studio to Join Sony

While Housemarque has been around since 1995, it’s only back in 2021 when Sony acquired the studio to be part of PlayStation’s impressive stable of first-party developers. But did you know it’s because of Returnal why Housemarque was “allowed” to join Sony?

This was something shared by studio Creative Director Gregory Louden in a new video simply titled “Welcome to Housemarque,” where the dev also mentioned  how Returnal was the culmination of the studio’s past games, and marks the beginning of a “new future” at the studio.

I think the future of Housemarque is incredibly exciting.  I view Returnal as the culmination of Housemarque’s previous games, but also the beginning of a new future for Housemarque.

I think in a lot of ways there’s before Returnal and after Returnal, and Returnal is obviously the game that allowed us to join PlayStation Studios. They’ve supported us in every aspect, and also all the other PlayStation Studios have been so collaborative, welcoming, lots of knowledge sharing from both our side and from theirs.

Before Returnal, Housemarque launched Matterfall, Nex Machina, and Super Stardust  Ultra on PlayStation platforms. Returnal was released back in 2021 where it was received fairly well, and was the studio’s first third-person shooter that was as close to a AAA title the studio has produced so far.

While the studio’s “new future” (next game) isn’t known just yet, Sony has categorized it as a “single-player, narrative-driven focus” project. Hopefully, we’ll hear more about it soon.

More PlayStation Reading:

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Slitterhead Game Length to Be Around 15 Hours With Stages at 30 Minutes Each; No Side Missions Confirmed

At Summer Game Fest, Bokeh Studios announced the release date for Slitterhead, the upcoming horror game from Silent Hill co-creator Keiichiro Toyama. For those wondering how long the game is, wonder no more, as the studio revealed the Slitterhead game length and more.

In an interview, Bokeh Studios founder Keiichiro Toyama was asked how long does it take to beat the game on average, and he mentioned, “Stages are about 30 minutes long. It should take players around 15 hours to see the credits roll. After that, you can enjoy the remaining challenges.”

That’s not a bad length for a horror game, right? Now, for those hoping to sort through other content and saving the main story path later, that won’t be an option, as Toyama confirmed that there won’t be any optional content. “With the limited budget we have, we decided to focus on the main experience rather than expanding the experience with optional content,” says the studio boss.

Is 15 hours a good enough length for a linear game nowadays? While I’m OK with it, I can’t say the same for everyone — especially those who are used to open-world games with dozens of side quests available. That said, it doesn’t seem like Slitterhead is designed to be that kind of game, which is something gamers should know before buying.

Slitterhead releases this November 8 for the PS4, PS5, Xbox Series X|S and PC.

[Source: IGN]

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Gears of War: E-Day to Have a “New Feel” and “Feel Fresh, But Will Be a Gears Game; Will Tell of Chainsaw Lancer’s Conception

With five mainline games already under its belt, the Gears of War franchise has a distinct feel and gameplay loop that has ensnared the attention of gamers for close to a decade. Now that a new entry is on the way with Gears of War: E-Day, can gamers expect more of the same or something different?

As it turns out, it’s a little bit of both according to the developers at The Coalition. In an interview, Creative Director Matt Searcy mentioned that E-Day will have a “new feel” though will still fee like a fucking kick ass Gears game.

“Gears of War: E-Day is going to feel like a fucking kick ass Gears game, like the one people have in their head. But it’s going to feel like a new game too. It’s going to have a new feel, it’s going to feel fresh and good at the same time.”

Of course, it can’t be a Gears of War game without the trusty Chainsaw Lancer weapon being wielded by our protagonists to chew through Locusts, and this time around, we’ll even know the backstory to it! This was confirmed by Brand Director Nicole Fawcette in the same interview.

“E-Day is the origin story of many things, including the Chainsaw Lancer. We’ll see the Chainsaw Lancer was actually built after the fact, since there were no weapons that could pierce their super thick hides. We’ll tell the story of how that came to be, and yes, you will get to use it too.”

While The Coalition can’t go into specifics when it comes to gameplay mechanics, it’s comforting to hear that it’ll retain that familiar Gears feel though seeing updates as well.

In other Gears of War: E-Day news, The Coalition confirmed the game will be linear, and will feature 100x more character and environment details compared to Gears 5.

[Source: Windows Central]

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Report: Wonder Woman Game Story Details, Concept Art Surfaces via Survey; Features Predominantly Women Villains

Announced three years ago, Monolith Productions’ (Middle-earth: Shadow of War) Wonder Woman game has seemingly gone dark. Thankfully, it doesn’t seem the superhero game is cancelled, as a new survey for it has made its way to gamers, and naturally, it has made its way online where concept art and even game details have surfaced.

Alongside the images, the first story details regarding the game has surfaced. which seems to be the game synopsis/plot description. It confirms the game will be a single-player affair, will feature an open-world where Wonder Woman can fly around in, and even see the return of Monolith’s Nemesis system that gained popularity in the studio’s Middle-earth games

You are Wonder Woman in this single-player action-adventure game developed by Monolith Productions.

The powerful sorceress Circe has invaded your island homeland of Themyscira, leading an army of cyclopes, gorgons, and other monsters. It is up to you, as Champion of the Amazons, to return home and fight their treachery.

Use your godlike strength to deal shattering blows and tear through enemies in an epic battle to protect your birthplace from the invaders. Engage in fast-paced free-flow combat with devastating combos and wield powerful weapons gifted by the gods, including the iconic Lasso of Truth.

As this original Wonder Woman story unfolds, you must also repair your relationship with your mother, Queen Hippolyta, and your fellow Amazons who feel betrayed by your decision to leave Themyscira many years ago.

Over the course of the game, you will encounter iconic DC characters as well as a unique cast of procedurally generated allies and enemies. Through the power of the Nemesis System, they will remember your choices and actions, and react according to their own beliefs.

Fly across the open world of Themyscira as you explore the home of the Amazons and discover mythical inhabitants from Greek mythology. Fight back against the invaders and complete your quest to stop Circe from destroying your home and acquiring untold power!

Check out the complete survey below along with the concept art:

Regarding the survey, it mentions some of the combat moves Wonder Woman can do in the game. While there’s your standard bracer bullet deflections we’ve seen in movies and other media, the survey also mentions “tiara throws,” “bracer force slams,” “whirlwind twirls” and more.

The survey also mentions that the new Wonder Woman game will feature a predominantly female set of villains like Circe, Medusa and Cheetah, which are to be expected for anyone familiar with the character’s lore.

Note that none of the info has been verified by Monolith or WB, so there is the small chance that this survey and its contents have been fabricated, though we don’t expect it to be.

No release date is set for the Wonder Woman game just yet, but we do know it’s coming to PS5, Xbox Series X|S and PC. Hopefully this survey means more concrete info is on the way.

[Thanks, hrowawayMedicalAcc!]

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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XDefiant Netcode Improvements From Latest Patch Confirmed, Spider-Bot Getting Reworked Due to Bugs

Just a few days ago, XDefiant got a patch that not only added sniper flinch and nerfed bunny hopping, but also added netcode improvements as well. For those that want a better understanding of what these XDefiant netcode improvements are, you’re in luck, as someone from the dev team has done just that.

Over on Twitter, XDefiant Executive Producer Mark Rubin has explained the XDefiant netcode changes made in depth (even if he didn’t really need to), which we have below. For an easier read, we’ve compiled Rubin’s tweet chain into one quote rather than embedding each tweet.

Netcode!

We made some changes in this patch. Very technical detailed changes to help reduce the chance of getting hitreg or netcode issues. And we are seeing in our data decent improvements in the telemetry that we have. Now it doesn’t mean the problem is fixed or that…

…you won’t see this issues ever but it should be reduced. So if you were someone who was having or seeing these issues can you let me know how it feels today going forward. Did it improve. Did it remain the same. Or did it get worse (unlikely).

I also want to define some things. When I talk about hitreg and netcode these are the definitions:

Hitreg: I am shooting at a player and getting hit markers but their health isn’t moving and I’ve definitely hit them enough to kill them.

Netcode: I am dying around corners and I am for sure not dying because of fire damage or wallbanging (i.e. getting shot through a wall that is meant to be penetrable.)

In addition to that, Rubin also confirmed that the Dedsec faction’s Spider-bot skill is getting a rework due to how buggy (get it?) it is right now.

As someone who’s been using the Dedsec faction a lot, this is good news, as the Spider-bot skill not only sometimes attacks players while they seem to be on the floor, but there are instances where it’s confused where to go and just fizzles out when its timer runs out, or it completely bypasses enemies next to it, or just has trouble navigating the map and goes around in circles.

Another XDefiant dev has recently explained the bunny hopping nerfs which you should read about here.

Don’t forget, we have another XDefiant patch incoming this week! Once we know more about that, we’ll be sure to let our readers know.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.