General
- The stock of cartridges for a rifle is increased by 50% from 280 to 420
- Gunner specialization weapon handling bonus reduced from + 15% to + 10%
NPC / Difficulty Balance
- Canceled an increase in base resistances of the NPC status effect in heroic and legendary difficulties during the PTS 2 phase.
Exotic
Bighorn
- Big Game Hunter: headshots now gives + 2% headshot damage, up from + 1%
- Optimum range increased from 27 to 40 meters
- Optics trendy bonus increased from + 0% to + 30% headshot damage
- Magazine mod bonus changed from + 7% headshot damage to + 10% reload speed
Mantis
- Optics trendy bonus increased from + 35% to + 40% headshot damage
- Muzzle bonus mod changed from + 7% damage from a shot to the head to + 5% to critical strike probability
- Now highlights weak points when aiming at the sight
Nemesis
- Optics trendy bonus increased from + 35% to + 45% headshot damage
- Bonus from mods under the barrel reduced from + 15% to + 5%
Chameleon
- Adaptive Instincts: increased the number of strokes required to strengthen buffs from 60 to 75, and increased the bonus to weapon damage from + 80% to + 90%.
- Optics fashionable bonus changed from + 15% accuracy to + 15% critical strike probability
- Trendy Face Bonus changed from + 5% critical strike chance to + 10% accuracy
- Bonus to mod under the barrel changed from + 10% to critical strike probability to + 10% to stability
Ruthless
- Binary trigger: reduced damage from enhanced weapons on 7 stacks from 900% to 500%, and damage from an explosion from 1200% to 500%
- Fashionable muzzle bonus reduced from + 20% to + 10% stability
- Underbarrel mods bonus reduced from + 20% to + 10%
- Magazine mod bonus reduced from + 15% to + 10% reload speed
Lady death
- Breathe Free: reduced the number of maximum stacks from 40 to 32 and increased damage per stack increase from 60% to 75%
- Optics fashion bonus increased from + 5% to + 10% to critical strike probability
- Fashionable Face Bonus changed from + 5% to Critical Hit Chance to + 5% to Critical Damage
- Underbarrel mod changed from + 5% critical damage to + 500% melee damage
Pestilence
- Modular bonus changed from + 10% stability to + 10% accuracy
- Bonus mod under the barrel changed from + 10% weapon handling to + 10% stability
Chatterbox
- Optics fashion bonus increased from + 5% to + 15% to critical strike probability
- Trendy Face Bonus changed from + 10% critical strike chance to + 5% critical damage
- Bonus from mods under the barrel reduced from + 15% to + 10% weapon handling
- Magazine mod bonus changed from + 10% reload speed to +10 rounds
- Base store capacity reduced from 60 to 50
Freedom
- Optics fashionable bonus changed from + 5% critical strike chance to + 5% headshot damage
- Fashionable Face Bonus changed from + 15% Resistance to + 5% Critical Hit Chance
- Magazine mod bonus changed from + 15% to reload speed to + 15% to weapon handling
- No longer highlights weaknesses when aiming
Regulus
- Trendy Face Bonus changed from + 5% Critical Damage to + 20% Accuracy
Gear sets
Foundry stronghold
- The recovery effect during a Makeshift repair is restored from 40% damage taken over 10 seconds to 20% over 15 seconds.
- Improved Materials now increases the Cooldown of Cooldown from 20% to 30% for 15 seconds.
- Process Refinery now increases the Makeshift Repairs repair speed from 15 to 10 s
Branded sets
- Incoming Repairs brand bonus increased from + 15% to + 20% at 5.11 Tactical and Richter & Kaiser GmbH
Weapons
Carbine7
- 7.6% -> 8.7% increased damage
CTAR-21
- 6.2% -> 8.6% increased damage
MPX
- 20.8% -> 17.7% damage reduction
Skills and abilities
Mine finder
- Cluster Seeker Mine aiming accuracy improved
Hive
- Stinger Hive damage reduced by 20%
- Stinger Bite damage bonus per skill level increased from + 10% to + 20%
- Restorer hive now gains + 5% drone flight speed per skill level
Chem launcher
- Riot Foam Chem Launcher ensnare skill level bonus duration reduced from + 20% to + 10%
- Blinder Firefly Blinding Duration Bonus per skill level reduced from + 20% to + 10%
- Blinder Firefly base blind duration reduced from 6 to 5 seconds
Pulse
- Base pulse confusion duration reduced from 5 to 4 seconds
- Jammer Pulse base interrupt duration reduced from 4 to 3 s
Shock trap
- Shock Trap base shock duration reduced from 5 to 3 seconds (PvP duration remains unchanged)
- Shock Trap base radius increased from 2 to 2.5 meters
Two things have been clear since the launch of Warlords: NPCs were too powerful, and crowd control (CC) skills were too high. One became a necessary evil to fight with the other, and therefore we did not want to make any changes to the CC skills before tackling the main problem of NPC balance. We believe that setting up NPCs and scaling them to different difficulty levels is much better / healthier compared to TU9.1, and the generous amount of buffs for weapon damage and equipment entering the TU10 will only outweigh the scales in TU9.1. In order to maintain a healthy balance between players and non-player characters at the highest difficulties and to maintain the integrity of our endgame vision, we now need to turn to the power of crowd control skills.
The changes described above were made to make the dedicated crowd controller assemblies more consistent with what we expect from their contribution to the fireteam team. SS effects act as powerful force multipliers, multiplying the strength of each individual in a team, completely reducing/preventing incoming damage, and allowing damage dealers to do so with impunity. The current settings for CC effects on the living (TU9.1) lead to the fact that NPCs, even on legendary complexity, were captured/blinded/destroyed/entangled longer than reloading the skill itself, which prevents them from defending themselves or striking back once. the CC effect has disappeared. This inevitably leads to situations where the only group in which there is a dedicated crowd controller will be threatened only when the NPC is immune by reducing the return on the continuous reapplication of CC effects, or the CC effect itself will not be registered or applied upon activation.
A more insidious and less visible consequence of overcoming the effects of crowd control is that it impedes the desire or need for any other form of group composition that is not 1x CC 3x DPS. Why should you consider taking a tank or a healer with you if your crowd control essentially does the work of both? There is no need for a healer if the group never takes damage, and there is no need for a tank if the NPCs are always disabled or rooted in place.
It is important to emphasize that none of these changes were made to prevent the mob from engaging in a shootout. In fact, we are more than confident that the dedicated crowd controller assemblies will remain the backbone of any heroic or legendary group due to how powerful these CC effects are, despite their reduced uptime. We hope that what we really anticipate is a rethinking of what needs to be done for the next shootout and that perhaps the value of the healers/tanks will increase, as the proposal to smooth out irregularities between crowd control capabilities will become something worth to consider.
PvP
Gear sets
- Foundry stronghold
- Makeshift Repairs' cooldown overtime reduced by -50% in PvP
Weapons
- Shotgun damage in PvP reduced by -12.5%
- PvP Pistol Damage Reduced by -10%
- Merciless/merciless: a binary trigger increases weapon damage and explosion damage is reduced by -50% in PvP
Skills and abilities
- Firestarter Chem Launcher PvP damage reduced by -20%
- Stinger Hive damage in PvP increased by 20%, scaled to 65% at skill level 6 (-55% / - 10% of PTS2)
- Attack Damage PvP Drone increased by 30% (increase PTS2 by 20%)
- Assault Tower damage in PvP increased by 55% (increase by 25% from PTS2)
Bug Fixed
- The Pentagon mission progression blocker that occurred after an agent token knocked it was fixed.
- The progression blocker at the District Union Arena is fixed, caused by the killing of the Warhounds without entering the room.
- Fixed permanent directive giving unlimited ammunition for specialized weapons.
- Fixed a bug where Merciless did not cause an explosion after providing 7 stacks.
- Stack mismatches with the Press Advantage talent from the Battlegear striker outfit have been fixed.
- Fixed a bug due to which the optional Season Pass Project slot appeared as limited for Season Pass owners.
- Fixed a bug with the appearance of a delta in the Operation Dark Hours raid.
- Fixed an area in the mission on Liberty Island where NPCs might be stuck.
- Fixed the loss of the functionality of the Mad Bomber talent after a player is revived in a conflict.
- Fixed a bug due to which the mine finder exploded at the location of the NPC when it was deployed.
- Fixed a bug due to which the "Spear Tip" talent did not double branded ammunition for demolition
- Fixed NinjaBike Messenger parkour talent that didn't give bonus armor.
- Fixed a bug due to which shots to Bighorn's head did not give stacks of damage to the head.
- Fixed user interface inconsistencies in the Global Event reward menu.
- Fixed a bug due to which the talent Transfer Fire Batteries of the data head did not give an acceleration skill to the hive.
- Fixed a bug due to which the talent “Future Tactical Superiority” did not correctly increase bonus damage.
- Fixed a bug due to which the Huckstep Protocol talent, which led to system damage, incorrectly applied 20% recovery.
- Fixed incorrect description of BTU Datagloves.
- The incorrect description of the talent “Hostile Negotiation Dilemmas” has been fixed.
- The incorrect description of the talent of the adaptive instincts of the Chameleon has been fixed.
- Blinder Firefly should no longer accidentally self-destruct when throwing due to low cover
- Sticky Bomb Launcher should no longer be stuck and exploded in the face when deployed quickly due to low cover
-
Exotic Chameleon assault rifle no longer receives multiple stacks of body shots for each marked target when wearing a negotiator's Dilemma kit.
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