• Thu. Nov 28th, 2024

Outriders Update 1.23 Brings Massive List Of Endgame, Quality Of Life Improvements

Byadmin

Jul 29, 2022



People Can Fly has unleashed the full list of Outriders update 1.23 patch notes for you to digest, which is a huge update bringing vast improvements to endgame as well as heaps of bug fixes, character changes, and more.Related Content – Sony PS5 Complete Guide – Everything Explained On PlayStation 5 For New UsersQUALITY OF LIFE CHANGESImplemented Item Locking Functionality.Improved the Quick Mark Functionality to now also include Legendary, Apocalypse Epic and Apocalypse Legendary rarities.Changed the behaviour of the camera when sprinting to make the sprint behaviour between “Toggle” and “Hold to Sprint” consistent. The camera will no longer turn when players are sprinting.ENDGAME CHANGESApocalypse Tier Grind ReducedApocalypse Tier LevelingStarting from Apocalypse Tier 20, the requirement to level up each Apocalypse Tier has been reduced by 10%.Crafting Costs Reduced. Resource Gains Increased.Resources & Anomaly ExtractThe amount of Anomaly Extract gained has generally been improved and the amount of Anomaly Extract gained in Tarya Gratar’s Troves has been increased by 500%.A full run-through of Tarya Gratar (including Troves) should now net out at around double the amount of Anomaly Extract earned per run when compared to before this patch.Boss-rushing the final Arbiter will net slightly more Anomaly Extract than before, but this will not be the most efficient route for Anomaly Extract farming.Crafting and UpgradingStarting at Item Level 50, the Anomaly Extract costs required to upgrade gear has been reduced by 5%.Between the two above changes (Increased Gains and reduced Costs), players should be able to support upgrading two full sets of gear per Apocalypse Tier level. This should enable a greater amount of experimentations and limit the need to hoard resources in order to be able to upgrade the currently equipped set.Apocalypse Gear Drop RatesStarting at Apocalypse Tier 11, the “Increased chance for Apocalypse variant gear” has been increased for each Apocalypse Tier.Expeditions Rewards ImprovedExpeditionsExpedition Rewards have been increased in order to make Expeditions feel more viable alongside Tarya Gratar. The “Loot Gained per X Time Investment” should now feel quite similar between Expeditions and Tarya Gratar.Players should now receive a greater amount of Epic and Legendary Items and comparatively fewer Rare items in Expeditions.Anomaly Extract farming should now also feel much more viable to do in Expeditions.BUG FIXESPROGRESSION RELATED BUGSFixed a bug that allowed players to miss a Pax point if they transitioned out of the Fisherman fight too quickly.Fixed a bug that prevented characters transferring to Worldslayer from obtaining their first Ascension point.Fixed a bug that could prevent co-op players from leveling up even if they had acquired all required experience but the party had been wiped out during combat.Fixed a bug that cause player’s health to be improperly calculated if they levelled up immediately after dying. The correct value would be display if they died again.BUG FIXES SKILLS AND NODESFixed a bug that was causing the “Twisted Rounds”, “Volcanic Rounds” and “Blighted Rounds” skills to be blocked when firing any one-shot weapon.Fixed a bug that prevented the mods “Minefield” and “Legendary Minefield” from triggering more than once per enemy.Devastator:Fixed a bug that prevented the Devastators Pax nodes “Finishing Touch” and “Earthen Shell” from properly working after the player transitioned from a no-weapons-area.Technomancer:Fixed a bug that prevented Technomancers from activating the “Pain Launcher” skill if they were too close to covers or walls.Fixed a bug that prevented Technomancers from cycling between camera sides when using the Tools of Destruction Minigun.Fixed a bug that caused the stats screen of Technomancers to display abnormal results while the Tool of Destruction skill was active.Trickster:Fixed a bug that prevented the Tricksters “Hunt the Prey” skill from triggering if enemies were using cover.Fixed a bug that caused Tricksters to lock up if they used “Hunt the Prey” on an enemy who died at the same time.Fixed a bug that could cause Tricksters to get stuck in geometry on certain levels when using “Hunt the Prey”.Fixed a bug that could cause the Tricksters “Twisted Round” skill to remain active indefinitely if player was staggered during the reload animation.Fixed a bug that was causing the “Venator’s Knife” skill to deal inconsistent damage when used in combination with certain mods.Fixed a bug that was caused the “Time Rift” mod “Weightlessness” to show in incorrect duration of 5 seconds in it’s tooltip. The correct value is 3 seconds, which is now correctly displayed.BUG FIXES GEARFixed a bug that prevented the Technomancer’s Grim Inventor set bonus from triggering consistently in combination with the Pain Launcher skill if there was only one rocket remaining in the RPG.Fixed a bug that was causing Status Power provided by items to be multiplied instead of decreased as players increased their Apocalypse Tiers. This could unintentionally lead to increases as high as 700% Status power at Apocalypse Tier 40.Fixed a bug that prevented the Mycologist’s Set from behaving properly in the Transmog menus.Fixed a bug that allowed the game to drop a Headgear item called “Wraith’s Mask” for which there is no Transmog design.BUG FIXES MODSFixed a bug that caused the “Shock and Awe” mod to trigger more often than intended.Fixed a bug that caused the “Relativity Theorem” mod to inconsistently refresh and in some cases even extend cooldowns.Fixed a bug that caused the “Untamed Power” mod to skip the cooldown for the Trickster’s Hunt the Prey skill.Fixed a bug that prevented the Pyromancer mod “Ember Shield” from triggering more than one stack if the player had the skill node “Master of the Resistance” active.Fixed a bug that prevented the Trickster’s “And Another One” armor mod to not function for killing shots.Fixed a bug that prevented the Devastator’s “Reflect Bullets” mod “Equator” from working in relation to Melee Enemies.Fixed a bug that prevented the “Concussive Force” mod from increasing the damage dealt by the Devastator’s “Chip Off The Old Block” mod effect.Fixed a bug that caused the “Self-Medication” mod to fully restore players’ health every time it triggered.Implemented changes to the “Death Ray” mod’s VFX so that the mod effect is not overly bright in certain areas.BUG FIXES ENEMIESFixed a bug that could cause enemies from being properly affected by or not animating and despawning properly when hit with either the Devastators Impale and Earthquake, Pyromancer’s Feed the Flames and Overheat or a Technomancers Cold Snap or Cryo Turret skill while the enemy was affected by the Phoenix Aura effect.Fixed a bug that caused Skirmisher Warlords to appear on the Trial of Tarya Gratar’s score screen multiple times.Fixed a bug that could cause the Arbiter to be locked in a melee attack loop if the player targeted them with the “Hunt the Prey” skill at a certain moment.Fixed a bug that allowed players to interrupt Adherent enemy abilities with regular weapon shots.Fixed a bug that allowed players to enter cover when affected by the Executioner’s Chain Lock ability.Improved the consistency of the Shadowbeast’s Melee attack in relation to the claw’s VFX.Fixed a bug that was causing co-op players to be momentarily held back if hit by a Forest Strix projectile.Fixed a bug that allowed Vanquisher enemies to rotate while executing the “Suppressive Fire” skill.Fixed a bug that caused Snow Behemoths to become idle if their “Rock Plower” skill was avoided by Devastators using the Gravity Leap skill.Fixed a bug that could cause enemies to be stuck in an animation loop by players using the “Concentration Blast” mod or Pyromancers using the Overheat skill.Fixed a bug that prevented the Crawler in the “Cliffside Path” arena from moving away from its spawn location.Fixed multiple bugs that prevented Melee enemies from reaching players in certain locations.Multiple Improvements to make the VFX of enemy abilities more consistently timed with their effects.BUG FIXES GENERALFixed a bug that reset Auto Loot filter settings after returning to gameplay from the lobby.Fixed a bug that caused Worldslayer and Apocalypse gear to appear in Tiago’s rotation for players who had not upgraded to Worldslayer.Fixed a bug that caused client players to see an incorrect number of retries remaining for the Trial of Tarya Gratar when exiting to lobby and using “Continue”.Fixed a bug that was causing the Armour worn by other players to jitter and jump in Multiplayer.Resolved Clipping Issues.Resolved issues related to camera movements during cutscenes.Implemented multiple improvements and resolutions for issues related to light and shadow.Improvements to certain areas where FPS drops were observed.Multiple bug fixes related to audio and SFX not playing or not ending properly.Multiple improvements to geometry, collision and placement of enemies or items.Multiple bug fixes related to quest progression blockers.Various other minor bug fixes.Crash FixesGeneral Balance ChangesApocalypse Tier LevelingStarting from Apocalypse Tier 20, the requirement to level up each Apocalypse Tier has been reduced by 10%.Resources & Anomaly ExtractThe amount of Anomaly Extract gained has generally been improved and the amount of Anomaly Extract gained in Tarya Gratar’s Troves has been increased by 500%.A full run-through of Tarya Gratar (including Troves) should now net out at around double the amount of Anomaly Extract earned per run when compared to before this patch.Boss-rushing the final Arbiter will net slightly more Anomaly Extract than before, but this will not be the most efficient route for Anomaly Extract farming.Crafting and UpgradingStarting at Item Level 50, the Anomaly Extract costs required to upgrade gear has been reduced by 5%.Between the two above changes (Increased Gains and reduced Costs), players should be able to support upgrading two full sets of gear per Apocalypse Tier level. This should enable a greater amount of experimentations and limit the need to hoard resources in order to be able to upgrade the currently equipped set.Apocalypse Gear Drop RatesStarting at Apocalypse Tier 11, the “Increased chance for Apocalypse variant gear” has been increased for each Apocalypse Tier.ExpeditionsExpedition Rewards have been increased in order to make Expeditions feel more viable alongside Tarya Gratar. The “Loot Gained per X Time Investment” should now feel quite similar between Expeditions and Tarya Gratar.Players should now receive a greater amount of Epic and Legendary Items and comparatively fewer Rare items in Expeditions.Anomaly Extract farming should now also feel much more viable to do in Expeditions.Balance Changes – DevastatorEarthen ShellAdded a 0.5 second cooldown.Note that due to a display rounding quirk in the engine, this cooldown will be displayed as being 1 second. It is, however, 0.5 seconds in actuality.Greatly increased shield generation values.Explanation:Earthen Shell has been identified as being slightly too strong, so we’re applying a briefcooldown to the shield generation that was being abused through excessive animation cancelling. This will give some enemies a little more opportunity to be able to damage Devastators, who were otherwise immortal. We have compensated the implementation of the cooldown with an increased Shield generation per skill used so that Earthen Shell will still provide great value but without the potential for abuse.MultistrikeStored damage is now capped at 700% of Anomaly Power.Explanation:Multistrike’s untamed potency has been a topic of discussion since the launch of Worldslayer. In an attempt to not completely gut its numbers, we have applied a cap to add a movable (through Anomaly Power) ceiling to the node.Terms of EngagementStored damage is now capped at 700% of Anomaly Power.Explanation:Much like Multistrike, Terms of Engagement suffered from a bug that allowed players to store up an unlimited amount of damage and then release it as a one-hit kill against any enemy in the game, including bosses. Our approach has been the same as with Multistrike, whereby we have applied a cap to the total amount of damage these nodes can store.Finishing TouchIncreased the Ammo-to-Weapon Damage coefficient provided by this node.Explanation:As part of our drive to make Firepower Devastators more viable, we are increasing the conversion of missing ammo to Weapon Damage by upping the value to more than it’s previous 1:1 relation.Impact PointIncreased damage scaling from 30% to 50% of Anomaly Power.Explanation:This buff forms part of the overall power shift this patch is introducing for Devastators. The overall aim is to move the Devastator meta way from it’s current form and instead open up multiple new viable options for play.ObliterationIncreased base Anomaly Power and Resistance Piercing from 6% to 10%.Explanation:Obliteration is being buffed to make it a more competitive choice when considered against Puncture. This buff forms part of the overall power shift this patch is introducing for Devastators. The overall aim is to move the Devastator meta way from it’s current form and instead open up multiple new viable options for play.UpheavalIncreased the percentage of stored damage from 10% to 15%.Fixed a couple of bugs that caused the Devastator’s “Upheaval” Pax node to act in unexpected and inconsistent ways, such as acting differently when triggered by the Impale skill.Explanation:As we have applied a cap to Multistrike and a bug fix will now make Upheaval only store the activating player’s own damage (as was always intended), we are increasing the amount of stored damage as part of the overall Devastator power shift.ElitismFixed a bug that prevented the Devastator Pax node “Elitism” from correctly working on Bosses.Reduced the cooldown on Elitism from 5 seconds to 1 second.Explanation:The bug fix supported the node’s core purpose: providing power when fighting Elite and Boss enemies. However, during our analysis of Elitism’s usage and behaviour, we identified that its previous uptime was clocked at around 50% at best. Reducing it’s cooldown should allow players to maintain Elitism almost perpetually when fighting elites and bosses.Overwhelming ForceIncreased Armor-to-Damage conversion from 40% to 60%.Explanation:Overwhelming Force’s conversion is being buffed in order to incite more players into trying playstyles it supports while also providing a competitive synergy between this Pax node and changes we have made to some Devastator Legendary Sets.Paladin / ChampionRemoved the PROTECTION keyword requirement and changed both nodes to activate on any skill.Explanation:After long discussions, we came to the conclusion that in order to truly unlock Devastator build variety, we had to remove the hindering factor of Protection keyword on both of these multiplier nodes. This change is part of our overall power shift to make more Devastator sets and playstyles more viable.Mighty TankIncreased the percentage cap from 40% to 50% for both Anomaly Power and Firepower.Explanation:We are raising the ceiling for Warden Devastators so they can reap more benefits from fully committing to Armor stacking.DespairReduced the percentage of it’s Anomaly Damage multiplier from 100% to 30%.Explanation:Despair-empowered Gravity Leap has dominated the Devastator meta as an omni-tool since Worldslayer launched. It has providing both uncontested survivability and damage debuffs while also being a powerful gap closer.While the survivability is a unique characteristic of Gravity Leap, with Worldslayer we introduced a systemic solution to debuff mods. At the time, we equalized them across the board to 30%, but Despair was the single outlier. This led to the Anomaly Power Devastator meta becoming extremely static, with the most dominant build continuing to be “Leapquake”, as it already was during the base game’s lifecycle. This was the result of being able to access both the old Paladin node and Despair at the same time and acquire effects that other build permutations could not achieve. Today’s change removes the ‘must have’ nature of Gravity Leap, allowing it to be traded with other skills that can provide a comparable debuff. Coupled with Unshackled, Paladin should greatly expand the Devastator build variety.Bullet AccelerationIncreased base damage from 33 to 60.Explanation:With Paladin and Champion unshackled from the Protection keyword, we are keen to add offensive value to Reflect Bullet, so that it is not a lost and abandoned skill. This should give players incentive to keep the skill for its full duration.The Strongest FirstIncreased damage to the enemy with the highest HP from 50% to 75%.Explanation:With Paladin and Champion unshackled from the Protection keyword, we are keen to add offensive value to Reflect Bullet, so that it is not a lost and abandoned skill. This should give players incentive to keep the skill for its full duration.Primal ChainIncreased the damage provided by the Primal Chain mod from 10% to 15%.Explanation:This change will provide an extra nudge for Anomaly Power builds focusing on the Boulderdash skill to make them more viable given the nature of the skill and within the context of Terms of Engagement being capped.Bannerlord Legendary SetAdded extra functionality that provides 35% Anomaly Power bonus.Note: Fundamental changes made to any gear pieces may not apply to existing items, due to the way the game spawns and stores loot. Any newly dropped gear pieces should include the stated changes if the existing items remain unaffected.Explanation:The Seismic Commander set has long been the dominant Devastator pick due to it’s multipliers, required skill sets and its effective values concerning cooldown reduction when compared against damage multipliers. Giving the Bannerlord set extra Anomaly Power should help make it more competitive against the Seismic Commander set.Marshal Legendary SetIncreased both percentages of shared Physical and Anomaly damage from 30% to 50%.Explanation:As mentioned in the Bannerlord explanation, the Seismic Commander set is too much of a powerful all-rounder, which prevents other sets from being considered viable. Our philosophy believes that sets that fill a certain niche (such as the Marshal set) should excel in their tailored environments and should visibly outperform jack of all trades sets such as Seismic Commander.Concussioner Legendary SetPrimary attribute switched to Bonus Firepower.Secondary attributes switched to contain Close Range Damage and Status Power.Note: Fundamental changes made to any gear pieces may not apply to existing items, due to the way the game spawns and stores loot. Any newly dropped gear pieces should include the stated changes if the existing items remain unaffected.Explanation:The Concussioner set suffered from a severe case of identity crisis. The set was initially designed as an Anomaly Power bruiser, but progression layers within certain Pax nodes were not cooperating with the set’s premise. We have decided to shift the set to support Firepower builds in the same way the Deathproof set might. For both of these sets, damage is generated primarily from Armor stacking and the set bonus’ effect. This change for the Concussioner set should also unlock better synergy with the Pax nodes through the Overwhelming Force path.Statue’s Legs SlotItem now provides Bonus Firepower instead of Max Health.Note: Fundamental changes made to any gear pieces may not apply to existing items, due to the way the game spawns and stores loot. Any newly dropped gear pieces should include the stated changes if the existing items remain unaffected.Explanation:With Worldslayer we rolled out changes to attributes for legendary sets to make them more coherent and appealing to players. This change is the ‘finishing touch’ of those efforts.Balance Changes – TechnomancerLethal DevicesAdded a 0.2 second cooldown to this nodes secondary effect.Explanation:Lethal Device’s secondary effect was fairly overwhelming when used with a few builds that capitalized on an excessive amount of damage events occurring within a second. This change should control the excessive amount of events slightly without killing the node’s damage effect.Twin ReaperIncreased Echo damage from 25% to 35%.Fixed a bug that prevented the Technomancer’s “Twin Reaper” Pax node from functioning properly after loading into a level.Explanation:In order to stimulate the Sniper archetype presence, we are increasing the Echo damage provided by Twin Reaper in order to support the fantasy of precise sniper shots being a deadly threat.Kinetic ConverterReduced cooldown from 5 to 1 second.Explanation:The healing path for Technomancers has long been underrepresented, so we are increasing this Pax node’s frequency to ensure the benefit for Overhealing occurs more often and can more effectively be utilized in combat.Hastened InfluenceIncreased the cooldown reduction from 0.5 to 1 second.Explanation:We feel the node didn’t really hasten a Technomancer’s influence over enemies and are therefore giving it a boost. Winter is coming.Burrowing ChargeReduced cooldown from 5 to 3 seconds.Explanation:Burrowing Charge is performing well in terms of numbers so we’re targeting the occurrence rate to make it more fluent during hectic multi-enemy encounters.BlightfireFixed a bug that caused the Technomancer’s Flame Leper’s Blightfire set bonus to consume and trigger off of Toxic that had been applied by other players, which in turn denied those players their application of Toxic.Fixed a bug that prevented Toxic multiplier mods from correctly working when applied to Blightfire.Explanation:Shit was broken. We fixed it.Downpour Legendary SetIncreased clusters scaling from 100% to 115% of Anomaly Power.Explanation:We are increasing the cluster scaling as compensation for some still visible issues with targeting, travel time and detonation time of Scrapnel.Balance Changes – PyromancerCarbon FootprintIncreased cooldown reduction from 0.5 to 1 secondExplanation:The Immobilize path in the Pax skill tree is underrepresented so we are increasing the cooldown reduction from weaving both Immobilize skills to stimulate builds relying on constant Ash application.CarbonizationIncreased damage multiplier from 20% to 25%.Explanation:The Immobilize path in the Pax skill tree is underrepresented so we are increasing the cooldown reduction from weaving both Immobilize skills to stimulate builds relying on constant Ash application.ConvectionReduced cooldown reduction from 4 to 2 seconds.Explanation:Convection launched in an undesired state with improper values. As a result of this, it has completely overshadowed the Arsonist path due to the positive feedback loop it generates. We are shifting its nature slightly to chip away cooldowns instead of fully resetting them. Low cooldowns and Skills on Tap remain one of Outriders Worldslayer’s key tenets, but launch-day Convection went too far down this path.ArsonistReduced cooldown from 5 to 4 seconds.Explanation:Arsonist has been overshadowed by Convection, which fulfilled the former’s role entirely in the short cooldown environment Worldslayer introduced. In order to make Arsonist a more appealing choice, we are trimming Convection and increasing frequency of Arsonist through reduced cooldowns. Increasing the percentage chance to proc would be counterproductive to the node’s nature and its maximum gain, which is refreshing as many skills as possible.Solar FlareIncreased Critical Damage per stack from 10% to 15%.Explanation:Similarly to the Immobilize paths struggles, the Critical path was overshadowed by Bullet Frenzy. We are increasing the Crit Damage multiplier to make it a more appealing and competitive choice.Critical MassIncreased duration from 2 to 5 secondsExplanation:Critical Mass was designed to be a baked-in Embalmer’s Rage and was meant to offer a competitive choice to Bullet Frenzy, but this was not achieved at launch. We are providing more leeway to this node through it’s increased duration, so that players can enjoy guaranteed Crit Shots for longer periods of time while also offsetting troubles with scoring a Critical Shot on beast enemies or very mobile humanoids.Master ExploderReduced conversion rate from 100% to 50%.Explanation:Master Exploder has been overperforming when combined with the amount of Resistance Piercing players are gathering from multiple sources. Master Exploder completely outshined Trigger Sequence. We are committing to a power shift inside the branch, relaying power from Master Exploder into Trigger Sequence to make the apex node an appealing choice.BackdraftReduced Anomaly Power ramp per stack from 30% to 25%.Explanation:Trigger Sequence has been overshadowed by the value brought by Backdraft. We are trimming a bit of power in Backdraft and compensating Trigger Sequence in order to make it a more desired node.Trigger SequenceIncreased damage ramp per stack from 25% to 35%.Explanation:As stated in the Master Exploder notes, Trigger Sequence has been overshadowed by combination of an interim node and the Coming in Hot node. While we do not want to curtail players’ freedom of selection which Pax nodes they choose, we do still strive to make apex nodes provide the highest benefit so that using them feels worthwhile.Burnt OfferingsIncreased damage ramp per tick from 10% to 20%.Explanation:Burnt Offerings is ramping too slowly in the encounter pacing that emerged post launch, so we are expediting it to make the node reach considerable amounts of damage from Burn Offerings faster and more reliably.Wildfire / ConductionFixed a bug that prevented the “Wildfire” and “Conduction” Pyromancer skill tree nodes from being effective if players were pushing the limits of their Cooldown Reduction.Explanation:The nodes were not working as intended and was being diminished by the global cooldown reduction cap which is achieved rather easily in Worldslayer.Mark of the AnomalyIncreased the damage against Marked enemies 10% to 12%.Explanation:This is part of an overall change in which we are providing some extra power across all Firepower builds in the base game’s Class Trees.SusceptibilityReduced Resistance reduction from 40% to 30%Explanation:In Worldslayer, we introduced a systemic solution to Resistance reduction mods, but Susceptibility evaded that adjustment. We are amending that in order to even it out with mods such as Asunder.Reforged Legendary SetIncreased Thermal Bomb damage from 100% to 200%.Increased Feed the Flames damage from 100% to 200%.Explanation:The niche that Reforged was filling was overtaken with the introduction of the Heatseeker set. We are therefore looking to differentiate them by making Reforged play around BIG Thermal Bombs in comparison to the MANY Thermal Bombs that Heatseeker provides. Additionally, this change is another step in making Feed the Flames a competitive choice for Anomaly Power builds who want to play around single target / cleave profile.Torturer Legendary SetIncreased damage shared from 30% to 50%.Explanation:Similarly to the Marshal set, we want to make niche sets excel in their designated environment (for the Torturere set this is the “Cleave” environment), without letting them be outperformed by ‘jack of all trades’ sets.Balance Changes – TricksterQuantum EntanglementIncreased shared damage from 20% to 30%.Explanation:Quantum Entanglement is currently competing with the Pain Transfer mod and much to our dismay it consistently loses the arms race. We are therefore increasing its value so it can shine as THE cleave node while also alleviating the overwhelming need to play with Time Rift.Special TacticsIncreased duration from 3 to 5 seconds.Explanation:We are adding a bit of breathing room for players running Special Tactics when searching for new Elites on the battlefield so that they can keep stacking the ramp.Cheap ShotIncreased debuff duration from 5 to 10 seconds.Increased Armor/Resistance shred from 30% to 40%.Explanation:Cheap Shot is greatly underrepresented so we are adding duration and increasing shred capacity to allow players a bigger scope of debuffing enemies across the battlefield while also allowing the debuff to last longer without players having to get up close and personal every few seconds.Spectral SpikeCooldown reduced from 1 to 0.5 secExplanation:Similarly to the Pyromancer’s Burnt Offerings change, we are shortening the time for the Spectral Spike’s ramp to reach its max potency. This should make the buildup more fluent in the emergent Worldslayer combat pacing.Temporal BladeBase cooldown reduced from 19.8 to 16.8.Explanation:We looked at Anomaly Power builds which run on a singular damage source (Temporal Blade) and this change is a slight push to make its combat loop more fluent through faster access to Temporal Blade.Wind SlashIncreased base damage from 6.5 to 13.Explanation:Cyclone Slice is having a hard time fitting into the Worldslayer environment so we’re giving it a boost to base damage to make it a more viable choice.Slow TrapCooldown reduced from 10 to 8 secondsExplanation:This change is another step in making Slow Trap more portable for the dynamic playstyles that the Trickster represents.Terminal Velocity Legendary SetWeapon Damage bonus increased from 60% to 80%.Explanation:Firepower Tricksters are underperforming slightly in comparison to Anomaly Power TrickstersBalance Changes – All ClassesMaxwell’s Demon Legendary SetFixed an issue with the set bonus only accounting for Bonus Firepower instead of Total Firepower.Explanation:The Maxwell’s Demon set was drawing from only a part of the player’s Firepower whichwas not the intended outcome. This fix increases the power of the bonus.Trigger Twitch Legendary SetIncreased the Firepower coefficient from 40% to 280%.Fixed a bug that prevented the Trigger Twitch set from prioritizing targets properly.Explanation:Trigger Twitch was launched with incorrect values, making the set severely underperform. This is an adjustment to bring it to the intended power level.Mage’s RageFixed a bug that was causing unforeseen issues with the amount of stacks and the Anomaly Power calculationFixed a bug that was preventing stacks from dropping away as intended when player’s swapped weaponsExplanation:Mage’s Rage provided over twice of what it was supposed to give in terms of Anomaly Power. This change sets the mod into the right place power-wise. While this change may feel significant for any players who were exclusively relying on Mage’s Rage, our overall balancing has ensured that not all the excess power has been lost. Rather, it has flowed into other mods and combinations in order to provide a greater spread of viable builds.Self-MedicationFixed a bug that caused the “Self-Medication” mod to fully restore players’ health every time it triggered.Increased the Max HP increase provided by Self-Medication from 10% to 20% for every skill on cooldown.Explanation:This is a simple bug fix, as the mod was clearly acting different to what it’s description said. The buff is made to compensate for the output loss as a result of the bug fix.No Resistance Against the FortifiedReduced conversion rate from 100% to 65%.Explanation:No Resistance Against The Fortified (NRAF) was launched with unintentionally high value. However, after seeing how dominant it has since become in builds, we are only trimming some of its power instead of fully reverting it. This change should diminish the ease of exceeding 100% ResistancePiercing, which was the main cause of unintended, unfixable damage increases.Dark SacrificeReduced Health drain from 50% to 25%.Increased damage boost from 25% to 35%.Explanation:Dark Sacrifice was hit too hard with the launch of Worldslayer so we are restoring some of its power while also reducing the amount of drain.Killing SpreeIncreased damage boost per stack from 10% to 13%.Increased duration from 8 to 15 seconds.Explanation:Similarly to Dark Sacrifice, Killing Spree was hit too hard with the launch of Worldslayer so we are restoring some of the power it lost.FortressIncreased damage boost from 20% to 25% at max stacksExplanation:We are restoring some of the offensive power it previously lost, so that the mod can keep up with other amplifier mods that are getting buffed with this patch.First Things FirstReduced Armor Piercing value from 50% to 30%.Explanation:We previously increased the value on First Things First but this had led to the overbearing gameplay patterns of players intentionally not shooting guns at all. We tackled this to an extent when reworking Fortress last November. With that in mind, we have reduced the value of First Things First to encourage more active gunplay, as we want players to go into combat thinking about what they’re doing rather than relying on stat sticks and skill spam.Tactical RetreatIncreased base damage from 54 to 62.Explanation:We are increasing damage of this mod to make it more competitive with golden standard mods like Thunder’s Legacy. As Tactical Retreat requires additional planning and effort in using the mod effectively, it should feel rewarding to rely on.Shock and AweIncreased range from 5 to 10 m.Fixed a bug that caused the “Shock and Awe” mod to trigger more often than intended.Explanation:We are increasing range to make the mod compete better with similar mods from the same category which do not require being struck by enemies.Embalmers RageReverted this mod back to being a Kill Shot mod, rather than a Critical Shot mod.Explanation:At launch of Worldslayer, most Kill Shot mods were converted into Critical Shot mods for a variety of reasons. Following Community feedback and given the nature of Embalmer’s Rage, it makes sense for this to return to being a Kill Shot mod.Anomaly Power class nodesIncreased Anomaly Power value from 10% to 15%.Explanation:As part of our compensation for power vacuum created by fixing Mage’s Rage, we are amplifying the class nodes to return part of the power lost.Weapon Damage class nodesIncreased Weapon Damage value from 8% to 15%.Explanation:This change is intended to bring Firepower builds across all classes in line with Anomaly Power builds.



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