Remnant: From the Ashes fans, rejoice. You’ll have more to do come April 28 with the release of the new Swamps of Corsus DLC.
The update adds a good chunk of content to the game, including a revamped swamp, a new adventure and survival mode, a new difficulty setting, and some free updates for those who won’t get the DLC on the first day.
The Swamps of Corsus is a new adventure taking you into some murky swamps. You can venture into this location outside of the primary campaign, giving you the chance the explore this large area much like the other locations of Earth, Rhom, and Yaesha.
Beyond the revamped area, you can experience a new Survival mode. You start with a pistol, some scrap, and your own willpower to survive the game as you make your way through it going through World Stones to different biomes. You won’t be able to craft in this mode, though. Everything you find along the way is precious, and you can boost the difficulty setting all the up to Apocalypse, which is a new difficulty for those looking for a brand new challenge to your Remnant game.
Even if you don’t get the new DLC, all players will receive an update to their game that adds new dungeons, enemies, bosses, and additional rewards to your experience. All it requires is a quick download for everything to patch.
Swamps of Corsus is available on April 28.
Here are the full patch notes, which release at the same time as the DLC.
[ GENERAL ]
Hello Survivors!
This massive new update is about bringing exciting new content to Remnant as well as an entirely new way to play. There are dozens of new things to see, experience, learn, fight, and of course, wear, but that’s just the tip of the iceberg!
Along with the new additions, we’ve made a host of balance adjustments, bug fixes, and functionality updates to almost every facet of the game. From weapons and gear, enemy/boss behavior, add spawns during boss fights, quality of life additions, and everything in between… hundreds (and hundreds) of changes have been made with the goal of providing an even smoother and more exciting experience for both new and veteran players alike!
We listened to the community and worked hard to not only make new builds possible, but also breathe new life into older weapons, gear, and items. Player creativity always inspires us and drives us to create more tools for you to combine. With more options, more creativity, and more O.P. builds and team combinations, players have a lot to discover and re-discover!
We’ve also done our absolute best to catalog every single change we’ve made over the last number of months for full transparency. While we have made significant buffs to many things, we also have no intention of hiding any adjustments in the opposite direction. We believe that we are up front with the Remnant community with our gameplay goals and overall vision, players are always more understanding of balance adjustments in either direction. If you find a change that is undocumented, let us know and we will make sure it’s known!
As you set foot into the updated Swamps of Corsus, the brand-new Survival Mode, or are just ready to experience the game from beginning to end as a new or returning player, we are incredibly excited to share this labor of love with our community.
See you in the Apocalypse! =)
– GG & PW
[ NEW FEATURES! ]
Corsus Adventure Mode (DLC)
We’ve created a new Corsus biome unique to Adventure that revamps how you play the Swamps. This new Adventure is built separately from the Campaign Corsus and functions more like the other larger biomes of Earth, Rhom, and Yaesha. There’s lots to explore and plenty of secrets to discover! The size of the Corsus Adventure does not impact the size/length of the Campaign experience.
Corsus Campaign Update
We have also updated the Campaign Corsus by injecting new content (dungeons, enemies, bosses, and rewards) as well as given an old (rather large) friend an update! This keeps Corsus in Campaign the same size but refreshes it with a few new experiences. This is not part of the paid DLC, it’s completely free!
New Game Mode: Survival (DLC)
We’ve added an entirely new way to play Remnant. It’s called Survival Mode!
Players arrive in the Labyrinth surrounded by mysterious Obelisk Vendors and a Corrupted World Stone in the center. You have nothing but a Pistol, a handful of a Scrap, and a will to live. Spend what you can at the Obelisks and then head through the World Stone to a random biome. Explore, Collect Gear to fill out your loadout, collect Survival Trait Tomes for stackable stat increases, and fight your way through each biome until you defeat the boss. Only then you can return to the Labyrinth to spend your hard-earned Scrap on Gear, Dragon Heart Upgrades, and Consumables.
Gear Obelisks (Purple) have a random inventory which refreshes every time you return to the Labyrinth, and the Upgrade (Orange) and Consumable (Green) Obelisks have ramping costs. Chests always guarantee a Purple Gear Item as well as a chance for a Survival Trait, Ammo, and extra Scrap. Elites and Special Enemies have a chance to drop Dragon Heart charges, Survival Traits, and Ammo. Killing Bosses automatically drops their Mods and Boss Weapons, but also cuts a chunk off the clock! Killing at least one boss grants a significant starting Scrap bonus upon returning. Killing multiple bosses in the same run awards a smaller Scrap bonus for each additional kill beyond the first.
There is no crafting in Survival. Players level up through EXP and gain Damage, Health, and Stamina automatically. The world automatically levels up over time so don’t take too long or the difficulty will become extremely oppressive! Time is against you… but don’t worry, the timer pauses in the Labyrinth on Normal and Hard difficulties!
Survival Mode is fully playable solo or in multiplayer, however, multiplayer comes with some special rules. Gear is NOT shared in Survival co-op. Players that pick up an item will be the only one to get that item, and their teammates will get a Scrap value from it instead. You will need to coordinate with your teammates to ensure that the whole team can get outfitted, otherwise, failure is imminent!
Of course, we didn’t forget about rewards! We’ve created 5 unique account-bound rewards for Survival Mode. Unlock them, then enjoy using them on any new character (outside of Survival Mode), including Hardcore! Plus, for every boss you kill, you will earn Glowing Fragments – a new currency for unlocking Armor Skins. The more World Bosses you kill, the larger your Glowing Fragment bonus will be!
Good luck. You’ll need it.
New Difficulty: Apocalypse
Added Apocalypse Difficulty for all modes of play
DEVELOPER COMMENT: Someone on the internet said that Nightmare Difficulty was too easy. Well then… enjoy the Apocalypse. This difficulty can also be selected in Survival Mode.
Campaign /Adventure Difficulty Reward Adjustments
Increased Lumenite rewards for Boss Kills on Hard, Nightmare, and Apocalypse
Increased Scrap bonus for Hard, NM, and Apocalypse
Added small chance for Simulacrum reward for World Bosses on Nightmare and Apocalypse
DEVELOPER COMMENT: Players wanted additional reasons to play on more challenging difficulties, so we also increased the Lumenite rewards for killing bosses. We also adjusted the amount of Scrap you get. However, keep in mind that Survival has its own rules!
Armor Skins (DLC)
Armor Skins added to the game
New NPC “Whispers” added to Ward 13
DEVELOPER COMMENT: A new vendor – Whispers – has arrived in Ward 13. He trades Armor Skins for Glowing Fragments. Glowing Fragments can be obtained in Survival Mode from Boss Kills and sometimes even Elites and Special enemies! They can also be obtained from Boss Kills in Campaign on Hard, Nightmare, and Apocalypse difficulties. The harder the difficulty, the more Glowing Fragments you can earn! Some skins can be purchased without DLC!
Bad Luck Protection
Added Bad Luck Protection to reduce streaks of similar quests/items/tile-sets
DEVELOPER COMMENT: We’ve noticed many players have had runs of “bad luck” when looking for certain quests and items. While we do like some randomness, we feel that it may have been a bit extreme for some players, so we decided to do something about it! Each time a player gains a quest/item/tile-set, the chance they get that quest again is reduced (or conversely, the chance they see something new is increased). This should smooth out adventures across the board!
Auto-Equipping Mods
Added Mod Auto-Equipping when slot is empty
DEVELOPER COMMENT: When players start a fresh character or are in Survival and kill a Boss, many of them forget they’ve attained a new Weapon Mod. If there is slot available, Mods will auto-equip.
[ MISC FIXES ]
Teleporters
Reduced chances of dying when using a teleporter
DEVELOPER COMMENT: Going through a Teleporter sometimes causes instant death. We investigated this and have hopefully reduced the chances of this happening. However, since it is a rare occurrence, we are looking into any other cause that may be generating damage with the goal of preventing this from happening ever again!
Rhom Fire
Allowed Rhom Sun Gate Fire to be rolled off and cured by Revive and World Stone
DEVELOPER COMMENT: Sometimes when exiting certain dungeons in Rhom, players might get the Sun Gate Fire applied to them. We are still looking into the cause of this, but we made sure that players can now “roll” off the Fire Debuff when they are able to roll, and both being Revived or touching World Stone will cure it.
Sweet Menu Updates
New Mode Selection and Difficulty Banners to make things look pretty!
Trait Toast Updates
Fixed an issue where Trait Toasts (+1 TRAIT!) wouldn’t appear for Hosts & Clients
Force Feedback / Controller Vibration
We did a complete Force Feedback Pass for all systems. For consistency and feel! This includes anything that previously had Force Feedback as well as things that did not have proper implementation.
Audio Input
Added option for Audio Input Device Selection for PC
Performance
Continued to better optimize performance on all consoles
General Description Text
Adjusted numerous text entries for clarity (Weapons, Gear Items, Mods, Traits, etc)
[ ENEMIES ]
General Enemy Resistances Update
Reduced most enemy resistances
DEVELOPER COMMENT: Many enemies had significant resistances to their element type which we do like, but we felt the values were too high on some enemies. We’ve reduced it enough so that many more weapons can be used in more places, but you’ll still have a noticeable penalty when using elements against enemies that also use the same type. Certain enemies that were immune to their status type before are still immune.
General Enemy AOE
Adjusted many AOE’s to allow dodging (some were unable to be i-Framed / Dodged)
Fixed an issue causing some AOE falloff damage to be incorrect (both player and enemies)
DEVELOPER COMMENT: Certain AOE’s were unavoidable with i-Frames (Dodge). We did a pass to fix this on as many AOE’s we could find that did not allow proper evasion gameplay! Also fixed an issue that caused certain AOE falloff damage to be reversed for both enemies and players.
General Ranged Characters
Increased initial target acquisition time on all Ranged Soldier enemies
DEVELOPER COMMENT: A lot of ranged enemies could acquire their target and immediately shoot which often led to frustrating “where did that come from?!” moments. We fixed these.
General Enemy Damage Types
Updated all improperly implemented damage types for a variety of enemy attacks
DEVELOPER COMMENT: Some enemy attacks were labeled improperly which prevented defenses from working appropriately. For example: Stormcaller’s lighting bolts were dealing “Melee” and now deal “AOE_Shock”. Wasteland Cyclops was dealing “Ranged” instead of “Ranged Radiation”. We did a full pass to ensure these were updated so that the appropriate defenses were effective.
Root Cultist
Increased Health for certain difficulties
DEVELOPER COMMENT: This guy became a bit of a pushover on harder difficulties. We adjusted the value of his total HP to make him slightly more challenging. Slightly…
Wasteland Skulls
Lowered health bar to be more visible when close to player
DEVELOPER COMMENT: At certain ranges, it became hard to determine how much health was remaining on Skull type enemies. We lowered this to improve it a bit, though at some ranges it will eventually become an issue. BACK UP!
Swamp Zombie
Reduced HP from 150 to 95
DEVELOPER COMMENT: The first part of Corsus is one of the hardest areas in the game. This is partially due to the enemy variety and partially due to the Zombies having a tad too much health. It wouldn’t normally be an issue, but a certain Elite can summon them, and they also come alive after killing the Soldiers. A slight adjustment makes them a little bit more manageable.
Swamp Zombie Crawler
Reduced HP from 100 to 70
DEVELOPER COMMENT: This goes along with Swamp Zombie. A few less HP to lessen the load.
Swamp Relentless
Increased size of head target when downed/regenerating
DEVELOPER COMMENT: Often when you would down a Relentless and try to shoot the head, you’d get the “resist” message We increased the size of the damageable area to clean this up.
Swamp Hound
Reduced Damage of Emerge Attack
DEVELOPER COMMENT: Swamp Hound’s Emerge Attack was doing too much damage. We reduced this to make it feel a bit more fair.
Pan Immolator
Reduced the size of AOE blast from 2.5m to 1.75m to better match the VFX
Prevented AOE from hitting through collision
DEVELOPER COMMENT: The Immolator AOE felt “cheap” when hitting through certain collision as well as connecting outside of the VFX range. Adjusted it so neither happen!
Pan Thundertusk
Enabled Evasion of Self-Detonation
DEVELOPER COMMENT: This fixes an annoying issue that prevented players from i-Framing (Dodging) the Tundertusk’s self-detonation effect.
[ BOSSES ]
Gorefist
Adjusted adds spawn behavior to appear after Gorefist enables his Mantle of Thorns effect
Adjusted total spawn behavior (instead of 2-3, he now spawns 2 initially, then 2 after a delay)
DEVELOPER COMMENT: To reduce the RNG factor of this fight, the Root Spores only appear after Gorefist activates his Mantle of Thorns. We also removed the variance between the 2-3 spawns and forced 2, then a delay, then 2 more.
Scald/Sear
Adjusted Scald’s behavior to prefer to be a bit closer to the player(s)
Fixed an issue that prevented dodging Sear & Scalds AOE blast and avoiding “Burning”
Reduced Scald’s Crossbow Projectile damage by 80%
Adjusted AOE radius from 2.5m to 1.75m to better match the VFX
Prevented Scald’s AOE from hitting through collision
DEVELOPER COMMENT: We fixed quite a few issues that were causing tons of headaches. Some were bugs, some were elements that were a bit over-tuned. This fight should now feel more fair.
Stormcaller
Adjusted add spawning behavior to reduce total amount of unique enemies at any one time
Added AOE damage falloff to Lighting Strikes
DEVELOPER COMMENT: Stormcaller spawned quite a few enemies which frequently resulted in scenarios where the player just got overwhelmed. We adjusted the spawn behavior to address this while maintaining a fair challenge. His bolts were also doing full damage at max range, so we added AOE falloff to lower the damage if you happen to be just inside the damage range.
Canker
Removed Elite spawn that had a random chance to spawn
DEVELOPER COMMENT: Randomly during the fight an Elite enemy had a chance to spawn in place of a regular soldier-type enemy. We removed it so that there wasn’t such a huge difference in difficulty between fights that spawned the Elite and fights that did not.
Raze
Can no longer receive Regenerator
DEVELOPER COMMENT: Regenerating bosses that run away are no fun!
Shade/Shatter
Adjusted the Shield health value to be breakable at all difficulty levels
Added faster Radiation accrual for players standing inside the Shield
Adjusted EXP reward to match other mini-boss rewards
DEVELOPER COMMENT: Shade/Shatter Shield received a huge HP spike on higher difficulties. We made sure this is easier to break. Additionally, we made it riskier to simply stand inside the shield. Other than that, a very minor fix for an issue that was awarding the wrong EXP/Scrap values.
Onslaught
Can no longer receive Regenerator
Decreased the swing time of his post-teleport swipe attack
Reduced the AOE size of his teleport explosion to better match the VFX
Fixed an issue that would sometimes cause him to remain invisible for clients
Changed behavior so that he no longer constantly teleports during add phase
Changed his aggression level and attack pattern when low health
Changed add spawning behavior
Adjusted EXP and Scrap reward to match other mini-boss rewards
DEVELOPER COMMENT: Cleaned up Onslaught’s behavior a bit and removed the chance to spawn with Regenerator. Onslaught should no longer teleport in place over and over, but he may also have a few new tricks up his sleeve.
Singe
Increased penalty of being direct hit by Fireball from 1 to 3 Burning stacks
Fixed an issue that applied Burning even when evading the Fireball attack
DEVELOPER COMMENT: Since Burning has updated, Singe received a slight buff assuming players were hit by his Fireball. However, even though players could dodge the impact, it would still set players on fire which meant it became much more punishing. We fixed that error.
Harrow
Adjusted add spawns for SP and MP
DEVELOPER COMMENT: There was a large variance in adds during this fight in both SP and MP. We adjusted this slightly to make it more consistent across all scenarios.
The Unclean One
Removed Weakspot on head and replaced it with armor
Reduced overall health to compensate for removal of head Weakspot
Added Alternate Kill. GOOD LUCK!
DEVELOPER COMMENT: The Unclean One has learned to protect his face but he has yet to find a way to cover his cheeks. Oh, and he now has his alternate kill… if you can figure it out… and survive it. SLAM!
Ixillis
Wisps will now break on Flicker Cloak instead of waiting until it breaks
DEVELOPER COMMENT: Small bug fix that caused a bit of frustration!
Ravager
Fixed a bug that would grant both kill variant rewards
DEVELOPER COMMENT: This one is straightforward. Depending on how this Boss was killed, sometimes it would reward both rewards.
Dreamer/Nightmare
Reduced width of Dreamer Ranged Slam Attack
Fixed an issue with both Dreamer Spin Attacks that caused it to do inconsistent damage
Nightmare now summons all players in co-op to the Nightmare Realm
Reduced the health buff in co-op per additional player from 0.85 to 0.6
Removed “Resist” text when shooting non-Weakspots while under effects of the Nightmare Buff
Fixed an issue with adds not spawning in Dreamer phase
Fixed an issue with MODS not being usable during the fight
Added Lumenite to quest reward table
DEVELOPER COMMENT: The Dreamer fight has gone through a few updates since we launched. We wanted to ensure that the multiplayer experience was more interactive, so we decided to have Nightmare summon all co-op players into his Nightmare Realm. Since all players can now get the damage buff at the same time (but must earn their own stacks individually) we have adjusted the total amount of damage required to break the Dreamer out of the Nightmare shell. We also fixed a few annoying bugs, including MODS not being usable some of the time and adjusted both Dreamer Spin Attacks so that they deal more consistent damage (instead of double damage sometimes).
[ PLAYER ]
Melee Update
Increased base Melee Damage by 50%
DEVELOPER COMMENT: Due to lots of community feedback and even more internal testing, we decided to increase melee damage across the board. This makes melee much more effective as a “free” sidearm while still requiring risk by being in close. Along with this change, we’ve adjusted many melee items such as damage boosts, activation requirements, effect durations, etc.
Armor, Status Resistance, Damage Resistance Update
Adjusted Armor Values, Status Resistance Values, and Damage Resistances
DEVELOPER COMMENT: With the melee update and the new difficulty, we determined that we were granting far too much total resistance across the board. Since we originally balanced Nightmare difficulty against the players having certain number of specific Traits, the incoming damage spiked. To add to the problem, some armors also granted considerable boosts to Status Resistances and, when combined with Traits like Mother’s Blessing, Guardian’s Blessing, and Keeper’s Blessing, the overall damage discrepancy between the “haves” and “have not” armors became too great.
To address this, we made some changes across the board that should help smooth out the differences between Light, Medium, Heavy, and Ultra Heavy armors. This should allow players much more freedom to use the armors they enjoy as well enable better mix/matching. These changes also come with difficulty tuning balances reduced incoming dmg, etc) to offset the reduction to resistances.
Mod Power Buildup
Mod Damage no longer generates Mod Power
DEVELOPER COMMENT: Since Mod Damage used to generate Mod Power, there were many cases where the player turned into a “magic turret” that constantly spit out Mods over and over due to the constant refill. We removed this functionality but also adjusted (reduced in many cases) the Power Requirement for many mods to compensate
Vaulting
Fixed issue where player could not vault out of roll (would just roll again)
DEVELOPER COMMENT: One of the most frustrating issues with vaulting happened when the player rolled towards a vaultable object but could not cancel into a vault at the end. This resulted in the player rolling over and over. We fixed this. PARKOUR!!!
Dragon Heart
Adjusted Dragon Heart activation time 2f earlier
Fixed a bug preventing Dragon Hearts from being used during recovery frames of Evades
DEVELOPER COMMENT: The frame change was meant to help better sync the actual activation with the animation. Players also couldn’t cast Dragon Hearts during the recovery of Evades unless they canceled into Move or Aim. We fixed this so Dragon Hearts are more responsive post-Evade.
Consumables
Fixed a bug preventing Consumables from being used during recovery frames of Evades
DEVELOPER COMMENT: Like with Dragon Hearts, players could not cast Consumables during the recovery of Evades. We fixed this one too!
Friendly Fire Damage
Increased Friendly Fire Damage on Hard from 25% to 50%
Increased Friendly Fire Damage on Nightmare from 25% to 75%
Set Friendly Fire Damage on Apocalypse to 100%
DEVELOPER COMMENT: To better facilitate cooperation and team awareness on more challenging difficulties, we increased the friendly fire damage. On Hard, accidents and wild sprays are noticeable but very manageable. However, on Nightmare and Apocalypse, you run the risk of downing your own teammate if you are not careful and coordinated. Keep in mind that Friendly Fire Damage is still reduced by armor and damage reduction effects. These changes coincide with the increased reward update.
Advanced Stats: General
Adjusted advanced stats so they can properly show negative effects as well
DEVELOPER COMMENT: Basically, we fixed an issue that prevented the proper updating of stats that were receiving negative effects. They should be a bit more accurate.
Advanced Stats: Mod Power
Added Mod Power to advanced stats
DEVELOPER COMMENT: Since we have more Mod Power Damage bonuses, we figured that players would like to see how much of a bonus they were receiving.
Area of Effect(s)
Fixed an issue causing some AOE falloff damage to be incorrect (both player and enemies)
DEVELOPER COMMENT: The core blast radiuses weren’t functioning as we intended. AOE blasts were intended to have a core blast radius where max damage is dealt and then fall off (ramp down) outside of this range. We adjusted these curves to work as intended.
Damage Types
Properly split damage types among Ranged, Melee, and Mod behind the scenes
DEVELOPER COMMENT: Some gear items were using DamageMod to increase all damage. In order to better accommodate buffs, we split them into 3 separate categories so that these items gave specific buffs (listed in their text) so there would be no confusion. There should be no impact on the user experience, but we listed it here for completeness.
Mod Damage Types
Changed Mods to deal either Mod or Elemental Damage
Removed “Ranged” and “Melee” damage type from certain Mods
DEVELOPER COMMENT: Some damage sources were marked as both ranged damage or melee damage which ended up massively increasing damage when both a ranged + mod damage increase was applied, or melee + mod damage was applied. However, before this patch, there were no cases of this being exploited. In the current patch, because we have more “Increases Mod Damage” options, we noticed the issue and had to fix it before it got out of hand.
Burning / Bleeding Effects
All weapons and mods that add Burning / Bleeding can stack 3x total
Changed visualization of status effects on enemies (colors, stack value, time remaining)
DEVELOPER COMMENT: Our DOT effects weren’t as clear as we wanted it to be considering some weapons could stack them and others could not. We changed it so that now all weapons and mods that apply a specific DOT apply the same effect which can stack 3x. This means that an enemy can have a maximum of 3 stacks from any source. For example: 1 stack with Charge Attack from Smolder, 1 stack from a proc on Hotshot, and 1 stack from exploding a Pod on Earth. We also implemented the visible stack count and a draining timer effect on each status effect!
Ping System
Reduced the co-op indicator duration (next to health bar) from 30s to 10s
Increased the Default Ping Duration from 3s to 7s
DEVELOPER COMMENT: We found that 30s was far too long for the help indicator icon next to the player health bar. Often players would see a ping indicator that was 20 seconds old so it wasn’t as helpful… so we reduced it. We also realized the 3s default was too short, so we increased it!
[ WEAPONS ]
General
Adjusted aim speed scalar and zoom-in time for scoped weapons to ensure similar behavior
Adjusted Aiming Side Switch Delay from 0.2s to 0.1s
DEVELOPER COMMENT: The zoom-in behavior between different scoped weapons was inconsistent so we made a few minor adjustments to get them closer together. We also reduced the side-switch delay after aiming to make it feel more responsive while still limiting accidental switches.
Melee Critical Chance
Adjusted the base critical chance for different weapon types (Sword/Spear 10%, Scythe 15%)
DEVELOPER COMMENT: To give a bit more personality to each weapon type, we adjusted the base critical rate for Swords, Spears, and Scythes. Hammers and Axes remain the same.
Repeater Pistol
Adjusted fire rate from 6.5 to 7.0
DEVELOPER COMMENT: We adjusted the fire rate to make repeated shots feel a more responsive. When fired back to back to back, it is a very slight DPS increase and doesn’t feel like it “hangs”.
Magnum Revolver
Reduced post-fire Spread from 6.0 to 4.0
Increased Recoil Recovery from 0.4s to 0.2s
Increased damage from 63 to 65
Increased reload speed by 25%
Reduced Firing Sound Radius from 50m to 45m
DEVELOPER COMMENT: The Revolver has always been a powerful handgun, but it suffered from being a bit over-tuned with recoil and responsiveness (originally to give it that super punchy KICK). We reduced the post-firing spread and increased the spread recovery so that it’s easier to line up your next target. We also gave it a considerable reload speed increase along with a miniscule damage increase.
Submachine Gun
Added minor amount of Weapon Sway after a 1s delay
DEVELOPER COMMENT: This is just for consistency across all weapons.
Hunting Pistol
Increased Weakspot modifier from +110% to +120%
Reduced Firing Sound Radius from 40m to 35m
DEVELOPER COMMENT: Minor adjustments to the sound profile and the Weakspot Modifier. Nothing to write home about as this is already a fan favorite… we just wanted to polish it up a tiny bit more.
Hunting Rifle
Increased fire rate from 1.8 to 1.9
Increased Weakspot modifier from +105% to +110%
Reduced Firing Sound Radius from 40m to 35m
DEVELOPER COMMENT: The Hunting Rifle has always been our gold standard in regard to balance. The fire rate change is to reduce the lag feeling when firing shots back to back at base fire-rate speed. The Weakspot Modifier was increased slightly, and the sound profile was reduced by a small amount. Overall, it is the same weapon with an extra bit of polish.
Shotgun
Increased reload speed by 10%
Increased fire-rate by 10%
Adjusted female fire animation to no longer distort while aiming up/down
DEVELOPER COMMENT: Slight DPS increase on an already beast of a weapon. The huge range penalty of the Shotgun often got in the way of players using this at higher levels. We kept the penalty but made the weapon a bit more responsive for in-close play.
Coachgun
Reloads both shells in one motion
Decreased reload speed by 5% (overall still faster due to single reload)
Reduced Firing Sound Radius from 40m to 35m
Reload end sound no longer plays twice.
DEVELOPER COMMENT: Since the Coachgun only has 2 shots then must reload, we wanted to smooth out the experience so that it was still desirable at any level of play. The main purpose of this change was to ensure both shells are reloaded when starting the reload and then evading (instead of cutting 1 shell off). This is a quality of life change but also a very slight buff even with the slightly slower reload time.
Assault Rifle
Increased fire rate from 7.0 to 7.3
DEVELOPER COMMENT: This is simply a fine-tuning balance change meant to bring up the overall DPS of the AR about 3-5 total. Otherwise, we feel this weapon is in a great spot.
Chicago Typewriter
Reduced Stationary Initial Spread from 3.4 to 3.2
Reduced Moving Initial Spread from 3.5 to 3.4
Reduced Stationary Min Spread (after firing) from 0.8 to 0.65 (reticle gets tighter at max firing)
Reduced Moving Min Spread (after firing) from 0.85 to 0.8 (reticle gets tighter at max firing)
Reduced fire rate from 9.2 to 8.8
Increased reload speed by 13%
Increased Firing Sound Radius from 35m to 40m
DEVELOPER COMMENT: After our last patch, we made the Typewriter much more useful in close. We found the reload speed was a tad slow while the sustain DPS (all rounds) was slightly too high. We adjusted both which results in slightly lower burst DPS but higher overall DPS due to the faster reload.
Sniper Rifle
Increased Weakspot modifier from +115% to +120%
No-Scope Accuracy is now pin-point accurate
Changed No-Scope reticle to better represent the shot type
Reduced Bullet magnetism in no-scope by 20%
Reduced Scope magnification from 5x to 4x
Decreased the post-firing delay before reloading
Increased Firing Sound from 20m to 45m
Removed an extra reload sound playing on Reload Start
DEVELOPER COMMENT: We felt the Sniper Rifle was a bit unruly to use out of scope mode and also zoomed a tad too far in many other cases. We’ve now made it incredibly useful in both modes but reduced the bullet magnetism (which exists on both PC and Console) when not scoped. We’ve also made it a bit more responsive post-fire but increased the sound profile to avoid the extreme long-range exploiting of enemies.
Crossbow
Adjusted post-firing lag before reloading (more responsive)
Increased fire rate slightly
Reduced reload speed by 15% to compensate for reduced post-firing lag and increased fire-rate
Increased Weakspot modifier from +100% to +110%
Reduced Ideal Range from 30m to 18m
Adjusted Primary Falloff Range to from 50 to 42m
Increased Secondary Falloff Range from 60m to 70m
Increased projectile size from 3cm to 4.5cm to make it slightly easier to hit targets
Reduced Firing Sound Radius from 40m to 15m (firing won’t alert unaware enemies > 15m if you miss)
Killing unaware enemies in 1-shot from beyond 15m won’t alert others if they are > 3.5m away
DEVELOPER COMMENT: To better give the Crossbow a more unique theme, we’ve adjusted it so that it can be used in a stealthy matter. It no longer alerts enemies outside of 15m when fired unless you hit an enemy and they do not die. However, if you 1-shot an enemy, it will not alert any friends unless there was one within 3.5m range. With this change, we adjusted the Ideal and Falloff ranges to compensate for the updated functionality (basically to keep it fair).
Ricochet Rifle
Removed projectile lifespan and instead added 4 total bounces (5 possible targets)
After all total bounces have occurred, projectile will immediately despawn
Reduced initial damage from 100 to 80 (but can hit for over 200 total)
Reduced capacity from 28 to 22
Increased Weakspot modifier from +100% to +120%
2nd bounce scales to 50% of base damage.
All remaining bounces scale to 85% of previous damage (i.e. 80, 40, 34, 29, 23 = 206)
After initial bounce (including geometry), will smart-pick another target within 10m
Capped vertical bounce range to 10 degrees when there is no bounce target within 10m
After initial enemy bounce, projectile slows slightly (so you can enjoy the ricochets!)
Reduced base Critical Chance from 20% to 5% to compensate for 4 “guaranteed” bounces
Changed reticle to better represent the shot type
Reduced Firing Sound Radius from 30m to 25m
DEVELOPER COMMENT: The Ricochet Rifle has always been a fun concept but was never fully realized. We changed the behavior to be more interesting and to better represent the original idea. Basically, it ricochets like it should and it smart picks targets within a range, however, players are still incentivized to aim the first shot for the sweet Weakspot Modifier.
Beam Rifle
Increased Weapon Capacity from 30 to 50
Increased Total Capacity from 180 to 200
Increased base damage from 13 to 20
Reduced fire rate from 5 to 4 (to compensate for base damage increase)
Reduced Ramp Up Increment from 0.4 to 0.3
Reduced Ideal Range from 20m to 15m
Adjusted Primary Falloff Range to match original values (40m)
DEVELOPER COMMENT: With a low capacity, the Beam Rifle’s slow reload time ended up being less effective on trash mobs. We wanted to ensure it was still useful against these types of enemies, so we increased the base damage as well as increased the total weapon capacity. This has the effect of killing weaker enemies more quickly and not needing to reload quite as often. The total DPS when sustained also goes up so the Beam Rifle remains effective against bosses.
Spitfire
Increased fire-rate from 8.5 to 9.3
Increased weapon capacity from 24 to 26
Increased total capacity from 144 to 156
Reduced Horizontal and Vertical Recoil
Reduced initial Reticle Size
Reduced spread per shot
Reduced reload speed by 13%
Added minor amount of Weapon Sway after a 1s delay
Flamethrower (MOD)
Reduced power requirement from 30 to 24
Increased total charges from 25 to 50
Reduced Firing Sound Radius from 30m to 10m
DEVELOPER COMMENT: The Spitfire has always been another fan-favorite but usually lost out to the SMG in overall versatility. To combat this, we increased the fire rate, slightly increased the weapon capacity, and increased total capacity. We also made it much more stable when firing (easier to control) and but slightly slower to reload. For the Flamethrower Mod, we reduced the mod power build-up to only require 2 shots instead of 3 and doubled the total amount of charges it can hold. We also made it much less likely to alert other enemies in the area (until they are on fire and screaming for help!).
Sporebloom
Increased reload speed by 15%
Increased impact scalar from 1.0 to 1.1
Reduced impact level against players by 1 (less staggering teammates)
Spore Shot (MOD)
Increased Power Requirement from 450 to 500
Reduced Max Charges from 3 to 2
Reduced projectile damage from 100 to 25
Reduced AOE damage from 50 to 25
Increased DOT from 8 to 12
DOT AOE slows all non-boss and non-worldboss enemies
DEVELOPER COMMENT: One of the hardest hitting weapons in the game, the Sporebloom suffers from having to reload after every shot. While the sustain DPS has always been relatively solid, needing to reload between every shot makes it hard to use effectively outside of certain fights. We adjusted the reload speed and increased the impact scalar to give it a bit more kick more often. We lowered the raw AOE burst of the Spore Shot but boosted the DOT damage. This separates the mod functionality from Explosive Shot. In addition, the Spore Shot mod now slows all non-boss enemies which makes more likely to eat all (or most) of the DOT damage (and plenty of full Sporebloom shots!).
Defiler
Increased ideal range from 12.5m to 13m
Reduced Spread from 1.5 to 1.35
Reduced Firing Sound Radius from 40m to 35m
Radioactive Volley (MOD)
Reduced Power Requirement from 300 to 250
Reduced Charges from 5 to 3
DEVELOPER COMMENT: With 5 shots, Radioactive Volley burst was the highest DPS in the game. We wanted to keep the low power requirement and multiple shot gameplay but reduce just saving up 5 charges to dump into a boss all at once. To achieve this, we reduced the total charge count by 2 but also lowered the power requirement slightly. Overall, it still does incredible damage.
Particle Accelerator
Reduced base damage from 80 to 70
Reduced base reload speed by 15%
Reduced Scope magnification from 4x to 3.5x
Gravity Core (MOD)
Adjusted Gravity Core Explosion to add damage per target beyond 1, then divide total num targets
(Deals 500 base. Adds 300 per additional target. 2 enemies take 400 each, 3 take 367, 4 take 350, etc)
Reduced Firing Sound Radius from 40m to 35m
DEVELOPER COMMENT: From the last major patch, the Particle Accelerator ended up being THE weapon in many cases. This was due to having excellent damage and an extremely powerful mod. We’ve adjusted the base damage a bit while maintaining all other features of the primary fire. The base reload speed was also reduced slightly. For the Gravity Core mod, we’ve adjusted the behavior so that it can still destroy groups of scrub enemies but will be less-likely to 1-shot entire bosses like Riphide.
Ruin
Adjusted reticle scale to 1.0 from 2.0 (bug fix)
Reduced reload speed by 5%
Reduced Firing Sound Radius from 40m to 35m
Undying (MOD)
Added cooldown of 5 minutes upon revive (resets upon true death or touching a World Stone)
Added cooldown icon to show remaining duration until it becomes active again
DEVELOPER COMMENT: With such great DPS going out at higher levels we noticed that it was incredibly easy to constantly recharge it every time you were raised from the dead, resulting in extremely easy no-death scenarios. The cooldown was added to prevent this. We fixed a persistent issue with the double-scale reticle. We also slowed down the reload speed by a tiny amount to slightly adjust the sustain DPS. This results in a very minor sustain DPS reduction (which has zero effect on the burst DPS).
Curse of the Jungle God
Increased fire rate from 3.5 to 4.0
Reduced damage from 28 to 25
Reduced reload speed by 13%
Reduced Firing Sound Radius from 40m to 20m
Increased Tracer Speed from 16000 to 28000 to better match the hitscan
Fixed incorrect scope magnification text from 2x to 2.3x (no functionality change)
Tentacle Shot (MOD)
Increased base damage of Tentacle from 60 to 75
Reduced Firing Sound Radius from 40m to 10m
DEVELOPER COMMENT: We wanted to up the total burst DPS of Curse by a small amount, so we increased the fire rate and slightly lowered the damage per bullet. We also wanted to keep the sustain DPS where it was, so we lowered the reload speed by a small amount. Overall, the weapon does more burst and the same sustain DPS. For the Tentacle Shot mod, we reduced the sound profile so that firing it won’t alert other enemies outside of 10m.
Eye of the Storm
Increased Weakspot modifier from +105% to +110%
Increased Tracer Speed from 12000 to 24000 to better match the hit scan
Reduced Firing Sound Radius from 40m to 30m
Static Field Shot (MOD)
Increased base projectile damage from 40 to 65
Increased explosion damage from 100 to 165
Increased dual explosion damage from 200 to 325
Fixed a bug that prevented proper damage scaling based on Weapon Level
Reduced Firing Sound Radius from 40m to 20m
DEVELOPER COMMENT: A minor buff to the Weakspot modifier on primary fire while also making a couple of quality of life changes. Increased the base damage of Static Field Shot as well. Fixed the damage scaling on Static Field Shot so it gains the proper damage bonus.
Hive Cannon
Added ability to trigger “on kill” proc effects with the AOE (like Jewel of the Black Sun)
Reduced Firing Sound Radius from 40m to 20m
Hive Shot (MOD)
Reduced Power Requirement from 600 to 500
Reduced Base Damage Potential (1 charge) from 356 to 330 (including impact damage)
Reduced the DOT time from 22.5 seconds to 12 seconds (300 over 12s instead of 326 over 22.5s)
Reduced Firing Sound Radius from 40m to 15m
Adjusted the projectile collision to better match the VFX
DEVELOPER COMMENT: Hive Cannon was not triggering “on kill” effects with AOE such as Jewel of the Black Sun so we fixed it! We also wanted to make the DOT a bit more deadly so we sped up the damage dealing capacity while slightly lowering the total amount of damage it can do. We also made it require less buildup so you can fire it more frequently.
Devastator
Reduced Ideal Range from 2500 to 2000
Increased Falloff Range to compensate for Ideal Range adjustment
Reduced Firing Sound Radius from 40m to 17.5m
Skewer (MOD)
Reduced Total Charges from 5 to 2
Increased Power Requirement from 750 to 1000
Instantly applies 3 charges of Bleed (up from 1)
Added Ghost Reticle (red dot) when an obstacle is in the way of projectile path
Reduced Firing Sound Radius from 40m to 25m
Reduced duration before projectile dissolve from 10s to 5s
DEVELOPER COMMENT: With the changes to stacking Bleeds, we wanted the Devastator to excel at applying them. Skewer now applies all 3 stacks at once. We reduced the total charges to 2 since you no longer need to shoot 5 times to get 5 bleeds. Super fun!
Repulsor
Reduced Reticle draw size to better match actual spread value (was previously too large)
Reduced Initial Spread from 6.5 to 6.0
Reduced Firing Spread increment from 0.75 to 0.65
Increased Initial Spread Decay from 1.5 to 2.0 (shrinks faster on initial aim)
Increased Firing Spread Decay from 1.2 to 1.3 (shrinks faster post-fire)
Reduced Firing Sound Radius from 40m to 35m
Banishing Shot (MOD)
Reduced Firing Sound Radius from 40m to 5m
Removed initial damage on Banish projectile (was 10) to allow non-aggro banishes
DEVELOPER COMMENT: For a final boss weapon, the Repulsor had some great benefits but the spread felt a little too large. We noticed a bug with the draw scale (size) of the reticle which was larger than the real spread. This was fixed, and in addition, we adjusted some of the spread and decay values to make the Repulsor a bit more impactful. For Banish, we also removed the initial 10 damage. This is so that players can banish enemies without aggroing them before they become banished. You can now banish unaware enemies and they remain unaware unless they see you once they come out of their Banish.
Guardian Axe
Changed effect to “Generates 2x Mod Power per hit” (was previously 300% pre-melee buff)
DEVELOPER COMMENT: With the melee damage update, the Guardian Axe effect needed to be adjusted accordingly. It now grants double the amount of Mod Power per swing.
Worldbreaker
Fixed an issue that caused basic attacks to proc Force Burst w/ Trait: Catalyst
DEVELOPER COMMENT: While the base proc chance for Worldbreaker was set to 0, having Catalyst would increase this above 0 and cause basic attacks to proc Force Burst. This ended up making the basic strikes very cumbersome as players would often knock their foes away unintentionally.
Lost Harpoon
No longer triggers Power Strike when destroying breakables
DEVELOPER COMMENT: Clearly a bug! FIXED!
Smo
Published: Apr 27, 2020 02:34 pm