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- Removed additional damage buff when attacking Bleeding targets.
- Reduced base damage from 41 to 35.
DEV NOTE: We wanted this to feel a bit more assassinish. Give it a try!
- Reduced Base Damage on Wave
- Reduced Critical Chance from 6% to 3%
DEV NOTE: The Impact Scalar was always meant to be –20% (0.8) but it was set at 1.8, which made this already mega-strong weapon, even stronger. It’s now fixed. The rest of the tweaks are to bring it more in line with other options, however, because of how it functions, it will always be a very desirable weapon.
- Removed Double Damage Stacking on Charge Attacks
DEV NOTE: Melee Weapons with special Charge Attacks always deal less damage on the physical part of the Attack – except Stonebreaker. This has been fixed.
- Increased Critical Chance from 5% to 6%
- Increased Impact Scalar from 6% to 7%
- Increased Projectile Width of Neutral Backdash Charge Attacks
DEV NOTE: Just a slight buff all around to make this weapon more appealing.
- Reduced Minimum Stamina Required to Fire Projectile
DEV NOTE: A cool weapon that was charging the players extra Stamina when it was not required. This change should make it more appealing to fans of the original!
- Increased Weakspot Modifier from 100% to 110%
- Reduced Critical Chance from 6% to 5%
DEV NOTE: In a world with Krell Axe, a secondary option is appreciated. We made a few tweaks to give the Huntress Spear a bit more purpose (and feel).
DEV NOTE: A small tweak to give it a bit more burnination!
- Increased Fire Rate from 7.5 to 8.1
DEV NOTE: An excellent sidearm that often fell to the wayside when compared against some of the stronger options. It’s a bit quicker with a bit more sustain.
DEV NOTE: Moar Bulletz.
- Increased Total Ammo from 40 to 48
DEV NOTE: Even though back in the days, some gunslingers often left one chamber clear for safety, we’ve decided to remove all restraints. A little extra kick and a bit more total damage will come in handy. Don’t shoot your eye out!
- Increased Total Ammo from 21 to 24
- Increased Reload Speed
DEV NOTE: A few minor tweaks to bring this weapon up to par. Already decently strong, it packs a bit more punch now.
- Increased Reload Speed
DEV NOTE: Moar Bulletz... and a nice reload buff!
- Increased Reload Speed
DEV NOTE: Small quality of life changes.
- Increased Damage from 32 to 36
- Increased Fire Rate from 5 to 5.8
- Increased Reload Speed
DEV NOTE: A handful of changes to keep the Western Classic competitive. It was already a solid Handgun with excellent burst, now it has a bit more of everything!
- Reduced Fire Rate from 2.3 to 2.25
- Slightly reduced reload speed (~5%)
- Increased Minimum Falloff from 7m to 8m
DEV NOTE: No major tunes outside of just bringing the Double Barrel more in line with its counterparts. Still packs a punch and gains a small range boost to compensate.
- Reduced Fire Rate from 3.1 to 2.75
- Reduced Recoil per shot
- Reduced Spread when not moving
- Increased Spread slightly when moving
- Significantly Increased Reload Speed
DEV NOTE: To make Rupture Cannon stand out in a sea of incredible Handguns, we increased the range and gave it a bonus for standing still. We also boosted the reload speed, recoil, and accuracy (the latter when standing still).
- Increased Projectile Speed from 12000 to 15000
DEV NOTE: The increased projectile speed makes this weapon more viable for longer range shots, and the fire range gives it a little more pep.
- Split Fire & Bolt Action Animations to allow faster Shoot > Move behavior
DEV NOTE: This change allows the player to release ADS and move right after the fire completes. They are no longer locked out while performing the bolt-action.
- Reduced Horizontal Recoil
- Reduced Vertical Recoil
- Increased Recoil Recovery Rate
DEV NOTE: More Reserve Ammo. Better Accuracy. Enjoy.
- Slightly Increased Vertical Recoil
DEV NOTE: The Pulse Rifle was already a solid weapon. The accuracy was increased to help give it more of a unique flavor.
DEV NOTE: One of the main pain points with the Widowmaker was slow reload... so we sped it up a bit. A heavy hitter that may find its way into more builds.
- Increased Weakspot Modifier from 110% to 115%
- Increased Firing Sequence Speed
- Reduced Time to Ready (Fire Slightly Sooner)
- Increased Reload Speed
DEV NOTE: Crossbow has been an underutilized weapon for a while. The overall damage boost and all-around handling increase give it new life.
- Reduced Time to Charge Perfect Shot
- Increased Reload Speed
DEV NOTE: To help separate each bow, the Royal Bow has become THE speed shooter option. It’s faster in almost every aspect.
- Slightly reduced Reload Speed
DEV NOTE: Minor tweaks here, as we want to keep the identity and power of Sparkfire, while bringing it more in line with other options.
- MOD: Increased Fire DOT from 100 Damage over 5s to 250 Damage over 10s
DEV NOTE: While we have some additional plans for Hellfire, we first wanted to help separate some of the “Explosive Shot” style Mods. We made the Fire Proc hit harder and increased the total Burning Damage (both Total and DPS).
- Increased Reload Speed
- Reduced Horizontal Recoil
- MOD: Forces Auto Reload on activate if any rounds are available
DEV NOTE: A bit more damage, an accuracy boost, and a QOL buff when activating the MOD. This should make for a more appealing burst option in the Handgun slot, especially when in more of a support role.
- Reduced Horizontal Recoil
- MOD: Forces Auto Reload on activate if any rounds are available
DEV NOTE: Similar buffs to the regular Rune Pistol so it doesn't fall behind.
DEV NOTE: This is not something most people ever ran into. Bug fix.
- Increased Primary Falloff Range from 18m to 19m
- Reduced Horizontal Recoil
DEV NOTE: Simple Quality of Life tweaks to smooth out weapon performance and to make it more viable at slightly farther distances.
- Increased Fire Rate from 2.3 to 2.6
- Reduced Horizontal Recoil
- Slightly Reduced Reload Speed
- MOD: Removed Ranged Scaling from Mod Damage
DEV NOTE: Mostly Quality of Life, but also a fix to address the wild Mod scaling. The speed and accuracy increases will help take down targets are father range.
DEV NOTE: The travel time on Nanobots was often eating up some of its active time so we made sure it could get to its targets sooner.
- MOD: Reduced Mod Requirement from 630 to 420
DEV NOTE: You and your team are definitely gonna die. Good luck.
- Moved the “Callback” trigger earlier in the Manual Reload animation
- No longer triggers “Reload” behaviors when projectiles return to weapon
- MOD: Fixed an issue preventing some player projectiles from penetrating Cube
DEV NOTE: The Cube Gun is quite powerful when you are in a situation that makes it hard to miss rounds (point blank). However, once one or two go flying off into the distance, you are at quite a disadvantage. We made a few adjustments so that when you do lose a round or two, you can get them back faster.
- Reduced Windup Time from 0.5s to 0.35s
- Increased Heat Reduction Rate from 0.45 to 0.50 per second
- Reduced Heat Reduction Decay from 0.1 to 0.05
- Reduced Secondary Falloff Range from 40m to 35m
- Adjusted Projectile Hitbox for more accurate contact
- MOD: Increased Heat Reduction from 15% to 20%
- MOD: Increased Heat Reduction Rate from 50% to 75%
- MOD: Fixed alignment to player instead of world space
DEV NOTE: Look. It’s just better all around. Maybe too good... but it shoots Cubes, and that’s all that really matters.
- Reduce Charge Time to Perfect Shot
- Reduced Ideal Range from 18m to 16m
- MOD: Forces Auto Reload on activate if any rounds are available
- MOD: Increased Mod Requirement from 500 to 915
- MOD: Adjusted low health damage boost curve
- MOD: Added text regarding damage bonus to lower HP enemies
- MOD: Fixed improper scaling of Explosive Damage modifiers
DEV NOTE: Anguish was clearly outperforming most guns in the game and the goal here was to dial it back a bit while making the Charge Shot more rewarding. The Mod retains its Damage Bonus to weaker targets, while the inconsistent Explosive Damage scaling was fixed. Overall, a bit weaker but still incredibly strong.
DEV NOTE: Much more viable for hitting grounded targets. However, you may find it trickier to deal with pesky flying enemies. Primary fire will work!
- Greatly increased Reload Speed
- Increased Speed of Reticle Compression (Activate Bleed Sooner)
- Reduced Bleed Damage from 250 to 200
- MOD: Increased Cost from 315 to 500
DEV NOTE: The Projectile Speed increase makes the gun feel more accurate at longer ranges, and the quicker Reticle Compression Speed allows the Bleed to take hold quite a bit earlier. Reload is a win for anyone that loves this weapon. The MOD, however, was a bit too low-cost for how much damage it was dealing.
- MOD: Changed to require 3 WS hits before reloading instead of in a row
- MOD: Fixed an issue causing incorrect interactions with extended Magazine Size
DEV NOTE: A tricky weapon to balance, specifically regarding the MOD. No longer do you need to hit 3 Weakspot Hits in a row, but simply, 3 Weakspots before actually reloading. This means that Extender or Bandit can give you some leeway should you miss, if you still get those 3 total Weakspot hits in. We will keep a close eye on Corrupted Merciless and make additional adjustments where necessary.
- Reduced Damage from 31 to 28
- Increased Fire Rate from 4.35 to 5.25 (Overall DPS Increase)
- Increased Magazine Capacity from 10 to 13
- Increased Total Ammo from 90 to 117
DEV NOTE: While the Base Damage is lower, the Fire Rate is quicker. This is an overall DPS increase and helps make the gun feel more responsive.
DEV NOTE: Simple QOL. Not a game changer... but feels nice.
DEV NOTE: Was dealing too much Total Ammo Damage when considering reserves, bounce, and explosions. Minor change to bring it in line.
- MOD: Increased Damage of Single Thrown Swords from 100 to 125 each
- MOD: Reduced Damage of Charge Thrown Swords from 125 to 50
- MOD: Reduced Proximity Ring Sword Damage from 35 to 25
- MOD: Added clarification text for Charge Melee Fragment debuff
DEV NOTE: While we have some additional plans for Deceit in the future, these changes were made to make the “full loop” playstyle more rewarding and to make Melee Mod Generation and trigger options more viable.
DEV NOTE: Same Melee Damage change as regular Deceit.
DEV NOTE: The King doesn’t really need any more wins...
- Increased Weakspot Modifier from 75% to 80%
- Lowered Reserves by 100 (-1 Magazine)
- Added a slight Heat Decay Delay after firing
DEV NOTE: When comparing all weapons, Plasma Cutter was dealing over 40% more Total Damage due to its ramping nature and total amount of reserves. The change brings it to about about 10% more total damage. The Burst DPS and Sustain DPS have not changed at all. We also adjusted the Heat buildup so wearing Microcompressor will allow a full Magazine to be spent without overheating on the final shot.
- Increased Perfect Charge Modifier from 2.3x (166) to 3.4x (170)
- Increased Overcharge Modifier from 1.85x (133) to 2.65x (133)
- Increased Fire Rate from 1.9 to 2.1
- Increased Reload Speed
- Reduced Reserves by 6 (-1 Magazine)
- MOD: Removed Weakspot / Kill Requirement for Fragments
DEV NOTE: Basic Uncharged (mash) Damage has been reduced but compensated for with the increase to Perfect and Overcharge modifiers. The Total Ammo Damage was too high without investment. Reload Speed and Fire Rate increases as a trade-off for losing some reserves. A highly-rewarding weapon.
- Reduced Total Ammo from 300 to 200
- Increased Base Fire Rate from 3.0 to 3.15
- Reduced Max Fire Rate at Full Mod Power
- Reduced Horizontal Recoil
- Reduced Vertical Recoil
- Increased Reload Speed
- Added New Reticle for Clarity
- MOD: Reduced Mod Cost from 400 to 330 Per Charge
- MOD: Added Activate Animation
- MOD: Increased Fire Speed by 300%
- MOD: Now Reloads 20% Primary Ammo per Charge consumed
- MOD: Added new Reticle for Clarity
DEV NOTES: This bad boy came out of the gates SUPER HOT, heavily overperforming in most categories except MOD. We wanted more back and forth between Primary Fire and the MOD so we made a few adjustments to make casting it more appealing. You can now build up the MOD much quicker, fire it faster, and reload Ammo back into the Primary Magazine based on charges spent. Another weapon we will be keeping a close eye on for future adjustments.
- Significantly increased the Width of Primary Fire Wave
- Increased Vertical Thickness of Wave
- Adjusted VFX to better sync with Hits
- Increased Primary Fire Projectile Speed from 2000 to 3000
- Removed almost all Recoil on Wave
- Removed All Aim Assist on Wave
- MOD: Increased Collision Size on Orb
- MOD: Reduced Recovery on Fire
- MOD: Increased Deactivation Speed (Manual & Post Fire)
- MOD: Increased Projectile Speed from 350 to 850
- MOD: Generates 1 Primary Ammo on Fire
DEV NOTE: This is basically all Quality of Life. We made a handful of changes to really push Aphelion towards its intended purpose. It’s an excellent crowd control weapon and it deals solid damage to single targets as well. Activating the Mod generates 1 Primary Ammo instead of reloading from Reserves. This allows the Supernova to always be destroyed by the Primary Fire.
- Reduced Total Ammo from 48 to 40
- Increased Primary Fire Projectile Speed from 2000 to 4500
- Increased Damage from 21 to 33 (63 > 99 Total Damage)
- Reduced Fire Rate from 2.2 to 1.45
- Increased Reload Speed
- Reduced Vertical and Horizontal Recoil
- Increased Vertical Thickness of Wave
- MOD: Reduced Recovery on Fire
- MOD: Increased Deactivation Speed (Manual & Post Fire)
- MOD: Made Orb Spread consistent
- MOD: Increased Base Explosion Damage from 50 to 75
- MOD: Increased Base Explosion Range from 1m to 1.25m
- MOD: Increased Secondary Explosion Damage from 100 to 150
- MOD: Increased Secondary Explosion Range from 2m to 2.75m
- MOD: Reduced Fire Damage from 350 to 200
- MOD: Increase Mod Cost from 850 to 1000
- MOD: Increased Projectile Speed from 350 to 500
- MOD: Generates 1 Primary Ammo on Fire
DEV NOTE: To better separate Corrupted Aphelion from the original, we re-tuned many of the values to give it more of a “laser shotgun” feel. It hits harder and faster. More importantly, the MOD has been overhauled. It’s now much easier to exploit the chain reaction of Micronova and the behavior of the orbs is much more consistent. Activating the Mod also generates 1 Primary Ammo like Regular Aphelion.
- Reduced Base Damage from 15 to 14 (Max 23 to 21)
- Slightly Lowered Fire Rate from 2.0 to 1.87
- Increased Reload Speed
- Greatly Reduced Horizontal Recoil
- Reduced Vertical Recoil
- Fixed an issue causing lower damage when Charge Speed was greatly reduced
- MOD: Increased Projectile Speed from 4000 to 10000
- MOD: Beta Ray detonation is prioritized over Reload
DEV NOTE: Faster Windup makes Alpha / Omega more responsive as soon as you start firing it. To compensate, base damage was slightly lowered, but total damage has been increased due to the Windup and the faster Reload. To make detonation of Beta Ray more fluid, it will always take priority over Reloading if there are any to be detonated. This means that even if Alpha / Omega is missing ammo in the magazine, detonation will always occur first, thus requiring a second button press for reloading. This also means that detonation can be done without forcing a reload when you don’t want it.
- Reduced Vertical Recoil
- Adjusted Reticle to better represent actual accuracy
- Greatly Reduced Spread while Stationary
- Significantly Increased Spread while Moving
- Greatly Reduced Vertical Recoil when Scoped
- MOD: Drastically Increased Fire Speed
- MOD: Reduced Buildup time from 5s to 4s
- MOD: Increased Damage from 250/200 to 375/250
- MOD: Reworked Behavior so it properly affects all non-Boss enemies
- MOD: Forces Auto Reload on activate if any rounds are available
- MOD: Shrunk reticle slightly for clarity
- MOD: Adjusted Explosion VFX for a bit more punch
- MOD: Adjusted Explosion SFX for added cool factor
DEV NOTE: Starkiller (Particle Accelerator in R1) has always been a fan favorite, but it wasn't performing up to par. The changes to the Primary Fire are for quality of life and feel. The changes to the MOD, however, were made with the goal of returning Starkiller to its’ former glory... or at least close (It was pretty crazy, before!).
- MOD: Reduced Mod Power Cost from 500 to 250
- MOD: Disabled Deactivation Animation after firing Mod
- MOD: Lowered Charges from 3 to 1
- MOD: Fixed an issue preventing Mod Charge Bar from displaying properly after use
DEV NOTE: The Reload Speed was the biggest pain point for most players. The MOD
was changed to 1 Charge, but it also builds much faster. The purpose of this change was to let you Banish and return to the action more seamlessly. We also enabled it to skip the MOD Deactivate upon firing Banish for responsiveness.
- Reduced Secondary Falloff from 30m to 25m
- MOD: Removed Explosive Damage
- MOD: Cloud applies HASTE to allies (retains SLOW vs enemies)
- MOD: Cloud DOT no longer deals Friendly Fire Damage
- MOD: Reduces Charges from 2 to 1
DEV QUESTION: Did this thing really need a buff? Who knows, but it feels more responsive, and the MOD is more enticing to use. Let it rock!
- Increased Weakspot Modifier from 150% to 165%
- Reduced Charges from 2 to 1
- Increased Mod Cost from 500 to 750
DEV NOTE: With the increased duration and overall damage increase, we felt that Bore needed a bit more of a cost. The reduced Charge is to allow you to get back to the action without needing to manually deactivate. Give it a try!
- No longer scales with Status Duration Increases
- No longer applies Curse
- No longer triggers Melee Mutators
DEV NOTE: Curse was unintentional. Players don’t apply BLIGHTS on enemies.
- Added Melee Damage to Ring Spears, Thrown Spears, and Recalled Spears
- Added Explosive Damage to AOE upon return
- Increased Projectile Speed from 3000 to 5000
- Reduced Return Time from 0.5s to 0.25s
DEV NOTE: Due to the high original cost, Ring of Spears didn’t see much use. We lowered the cost and added a few extra sweeteners to enable more combos.
- Increased Impact Weakspot Modifier from 50% to 125%
- Increased Explosive Damage from 60 to 100
- Reduced Explosive Range from 4m to 1.5m
- Increased Projectile Speed from 5000 to 12500
- Removed Damage Over Time
- Reduced Charges from 3 to 2
DEV NOTE: In our desire to better distinguish “Explosive Shot” style MODS from each other, Rotted Arrow gained more of a focus on precision. It hits much harder against Weakspots and it gets to the target much faster. However, it’s also more focused on a single target as opposed to a wide area of effect.
- Increased Bleed Damage from 220 to 400 over 10s
- Reduced Slow Duration from 5s to 3s
DEV NOTE: This is more about consolidating what the MOD is meant to do. It has a much stronger BLEED and retains the SLOW but for a shorter duration. It’s also part of our desire to help separate SLOW MODS from each other. More to come on that front!
- Increased Reload Speed Bonus from 15% to 20%
- Fixed an issue where Extender remained on/visible on unequip
DEV NOTE: This change was to bring it in line with many of the other Ranged Mutators as it was providing an incredibly powerful damage increase for low investment.
DEV NOTE: “Base Damage Dealt” over “On Kill” is a more player-friendly option in a game where you may not always have a scrub enemy to kill. This helps the Mutator become immediately more viable.
- Reduced Duration from 20s to 15s
- Adjusted text to clarify that net Ammo Gain is what activates the trigger
DEV NOTE: Generated Ammo was not originally designed to trigger Transpose (Band of Accord, Corrupted Cube Room, Aphelion Mod, C. Aphelion Mod, Transference, Refunder, Engineer & Alchemist Perks, etc). However, we thought it was cool, so we adjusted the duration and power and allowed this interaction to exist. It does not work on Ammo shifting from reserves to primary. It must be a net Ammo gain.
- Reworked L10 to apply SLOW on Mod Usage for 5s (10s CD)
- Increased Range of SLOW application from 7.5m to 10m
DEV NOTE: Timewave was providing too much SLOW for very little investment, especially when considering MODS like Prismatic Driver and Stasis having dozens of activations per second. We reworked it so the SLOW application was more balanced, and the Primary Effect was more versatile.
- Reduced L10 bonus from 50% to 25%
DEV NOTE: Basically, a ton more Ammo. While not a highly desirable Mutator due to many other options featuring Damage Bonuses, Mutator can now ensure you very rarely run out of Ammo in most cases.
DEV NOTE: A very minor change here that should see immediate results. However, this is definitely a Mutator we are watching with a close eye.
- Fixed an issue that prevented stack application from calculating properly
- Reduced Healing per Mod Spend from 5% to 2%
- Increased Duration from 5s to 10s
DEV NOTE: Making Spirit Healer more fluid by allowing it to activate more often. The healing amount has been reduced to balance it out, and the duration increased to make it more viable overall.
- Increased Maximum Reload Speed Bonus from 50% to 55%
- Increased the Max Reload Speed Heat Range from >90% to >85%
DEV NOTE: The Heat Reduction was overbudget, so it was reduced while giving some love to the other bonuses.
- Reduced Total Stacks from 20 to 15
DEV NOTE: Sequenced Shot has always been for providing the player with a second Charge-related Mutator in case they want to run two Charge weapons. It was being outshined by Supercharger so we made a few tweaks to give it a bit more power.
- Changed L10 to 1.5% Reload Speed per 10% Magazine Missing (Max 30%)
DEV NOTE: Slight adjustment to the Fire Rate, and a significant Quality-of-Life update to the Reload Speed Bonus.
- Reworked Design
- Reloading increases the damage of the Attached Mod by 25% for 5s
- L10: Casting Attached Mod increases Reload Speed by 25%. Lasts 5s
DEV NOTE: Bottom Feeder turned out to promote a clunky playstyle that was a slog to set up. Once active, it blew most Mutators out of the water for its very specific application. We decided to rework this one completely to give players an additional source of Mod/Reload gameplay.
- Added Interaction with Slow
- Increased Proc Durations from 3s/5s to 5s/10s at Max
- Reduced Grey % Requirement from 10% to 5%
- Reduced Damage Bonus from 2%/4% to 1%/2% (Max 20% at 50% Grey)
- Increased Reload Bonus from 15% to 25%
DEV NOTE: Fixing the bug on this one will help, but also making it more granular of a damage increase should make it more noticeable without having the full 10% Grey to proc. The total damage bonus is completely unchanged, but now it works!
DEV NOTE: This was adjusted to give the Mutator a more cohesive feel. The Mod Cost Reduction was basically the same as additional Mod Generation.
- Changed Duration of Base Effect to be Static
- Removed Critical Damage from Base Effect
DEV NOTE: The Critical Damage Bonus pushed this Mutator well out of range of most other options, so we made a few adjustments.
- Adjusted so Stacks now fall off one at a time
- Increased Maximum Damage from 5%-8% to 6%-10%
- Increased L10 Duration from 2s to 3s
DEV NOTE: The pure Damage Reduction bonus was granting too much defense for a single Mutator, especially one which allows all Grey Health conversion while Charging.
- Increased Damage per Stack from 10% to 15%
DEV NOTE: We made Disengage easier to trigger and increased the Damage Bonus to make it a more enticing option.
DEV NOTE: The L10 Bonus was changed to make the Mutator more thematically cohesive. Transference gives you the Ammo, and now you can utilize it quicker.
- Increased Maximum Damage Bonus from 30% to 35%
- Increased Max Total Shield Bonus from 40% to 50%
- Reduced Duration from 10s to 5s
DEV NOTE: An overall buff. You’ll need to keep attacking to maintain the SHIELD for an extended period of time.
- Reduced Strike Bonus Duration from 7s to 5s
- Reduced Strikes Required for L10 Crit from 5 to 3
DEV NOTE: With a reduced cost to trigger the L10 Bonus, Weaponlord will reward those with a more Melee-focused setup.
- Removed L10 cooldown
DEV NOTE: Another case of replacing “On Kill” with “Base Damage Dealt” to make this a more player friendly option.
DEV NOTE: ... sheesh.
- Reduced Duration from 20s to 10s
- Reduced Max Damage Bonus from 10% to 8%
- Adjusted L10 Melee Critical Damage from 2.5% per 10% Grey to 0.5% per 1% Grey
DEV NOTE: This is a bug fix which now makes the Mutator more viable, seeing as it does what it says it does. It was previously locking the Crit to a low value and thus not making any sort of real impact. Now it does!
For all other non-damage trinkets, we looked at increasing benefits and reducing penalties where applicable. We hope this inspires you to try trinkets you may never have built into. Let’s see what you come up with!
DEV NOTE: As one of the very few multiplicative damage bonuses, Whetstone scaled way out of proportion with almost every other trinket. This change brings it more in line and still provides a solid multiplicative bonus which rewards building into it.
DEV NOTE: The Ankh is an excellent well-rounded All Damage Amulet. The slight reduction to the Bonus was to bring it in line with many of our other adjustments.
- Added 10% Bonus to All Damage
DEV NOTE: To keep the power of the item while maintaining more of a Melee focus, the time reduction pushes this out of the pure Ranged camp. It’s an incredible neck for Melee and for weaving, but with the original duration, it was outperforming almost every other trinket in the game. With the recent changes to other trinkets, this adjustment allows Melee enjoyers who weave in Ranged, Mod, and Skill Damage to still greatly benefit from the full strength provided.
- Increased Damage Taken Penalty from 20% to 25%
- Reduced Relic Recharge Delay from 30s to 15s
DEV NOTE: More Damage. More Pain. Halved the Recharge Delay... now you just need to survive to reap the benefits!
- Slightly Increased Movement Speed Buff per Missing Armor Piece
DEV NOTE: The penalty for not wearing armor is already huge. We removed it and rewarded additional Movement Speed to fuel your risky ways!
- Increased Lifesteal from 1.5% to 3%
- Added 10% All Damage Bonus when below 50% HP (25% Max)
DEV NOTE: A Total Damage Increase when below 50% HP.
- Added Interaction with Slow
- Increased Melee Bonus from 4% to 5%
- Reduced Cooldown from 60s to 30s
DEV NOTE: Using an Amulet that has no Damage Bonuses is usually a tough sell, so the Relic Save Chance was increased, and the Cooldown reduced. It could save your life!
- Fixed Explosion Damage Calculations to be more accurate
- Reduced Status Damage bonus from 25% to 20%
- Enabled Explosion Size to scale with Amplitude
- Reduced Base Explosion Range
DEV NOTE: We found Energized Neck Coil calculations to be way out of line. The calculations are more reliable now. However, the DPS increase is still very respectable.
- Reduced Duration from 7s to 5s
- Adjusted so that Stacks fall off one at a time
DEV NOTE: All Quality-of-Life adjustments to make this trigger more often and remain active for longer.
- Added 5% Movement Speed per Burden Lifted (Max 20%)
DEV NOTE: Gift of the Unbound has been Unbound.
DEV NOTE: Previously, Lanyard had only a small number of specific applications. With an increase to the Ammo Fill Rate, you may find that there are more ways to avoid having to manually reload your Firearm. In most cases, it won’t give you the damage of the heaviest hitting Amulets, but always having bullets available feels great!
DEV NOTE: More competitive for low-capacity magazine weapons that reload often.
- Removed Mod Generation Penalty
DEV NOTE: Another Amulet that had some specific applications but never quite caught on. The penalties have been greatly reduced. It’s time to shine! Try with Invoker!
- Reduced All Damage Bonus from 25% to 20%
- Reduced Duration from 20s to 15s
- Fixed a case where Buff remained on Unequip
DEV NOTE: Changing “Enemy” to “Entity” allows players to trigger the Amulet themselves. Incredibly easy to maintain, especially with Atonement Fold.
- Clarified the initial “Standing Still” Duration Requirement as 0.5s.
DEV NOTE: A strong Amulet that had a strict requirement. It has been loosened up enough to give you more breathing room.
- Reduced Time to Proc from 7s to 5s
DEV NOTE: Git gud. Git rewarded. Consolidating many “don’t get hit” options to 5s.
- Increased Range from 15m to 20m
DEV NOTE: Grudge shined above almost all other Amulets. The Critical Chance reduction allows it to stay strong, but it now has a lot of competition.
- Reduced Threshold Trigger from 150 Base Damage to 100
DEV NOTE: This is one of the only multiplier trinkets in the game. The potential damage is much higher than the original 25% additive bonus.
DEV NOTE: Another Amulet that has a strong effect but is hard to justify when there are so many enticing Damage options. This change allows it to be exceptionally good at what it does. It may stand out in a few more builds.
DEV NOTE: An incredible Amulet that grants both Damage and Defense. The Damage has been reduced but the Defense Bonus remains untouched.
- Reduced Damage per Stack from 5% to 4%
- Added Interaction with Slow
- Reduced Critical Damage Bonus from 15% to 10%
DEV NOTE: Even without the Critical Damage Bonus, Atonement Fold turned out to be one of the most interesting Rings we’ve ever created due to how many things it activated with the auto-Bleed. We reduced the Critical Chance slightly so that the core focus remains self-activation... but overall, it’s still a super-versatile Ring.
DEV NOTE: Teamwork makes the dream work.
DEV NOTE: Part of our drive to make more Grey Health build options available. Many things combo with Grey Health, and even more to come.
DEV NOTE: This is just a Quality-of-Life simplification. Easier to understand, and more versatile to offset the slight Reload Speed reduction.
- Removed “On Kill” behavior
DEV NOTE: Started from the bottom, now we’re here.
- Increased Duration from 7s to 10s
DEV NOTE: In many of the cases where Destroyer was used, the Range Burden didn’t come into play. We increased the Burden to make it a bit more of a... Burden... and are still keeping a close eye on how things unfold.
- Reduced Shared Healing from 50% to 30%
DEV NOTE: The Burden was not a large enough deterrent for the sheer power of the Shared Healing amount. Reduced it to make it a bit more of a commitment.
DEV NOTE: Like Burden of the Divine, the sheer power of the Bonus was dwarfing the Burden aspect. Instead of making the Burden more painful, we dialed in the Mod Gen.
- Increased Mod Generation from 10% to 15% per Skill on Cooldown
- Fixed a bug causing double speed for Relics only
- Reduced Stacks from 15 to 10
- Reduced Duration from 10s to 5s
- Stacks fall off one at a time
DEV NOTE: Buffs all around. Very useful for Crit and Skill builds.
DEV NOTE: Like in the original Remnant, Devoured (Devouring) Loop was providing far too much power with a flip of a coin. We reigned it in.
- Increased Dodge Threshold from +5 to +10
- Added Interaction with Slow
- Reduce Max Stacks from 5 to 2
- Increased Health Regen from 1.5 to 2
- Increased Duration from 3s to 4s
DEV NOTE: Smaller value changes didn’t have much of an effect on Focusing Shard so we went in the other direction. Extreme!
DEV NOTE: Hope you have big pockets.
- Increased Range from 10m to 15m
- Increased Bonus Reload Speed Bonus from 5% to 10%
DEV NOTE: Another change towards our Grey Health initiative. Bulwark and Haste for any Grey Health is not a bad deal.
DEV NOTE: Way. Too. Strong. But seriously... the value of this ring was dominating every other option. It’s fairer now and opens the door to other choices as well.
- Increased Max Regen from 2 to 2.5 (below 50%)
- Added 5% Critical Chance when the wearer has 50% or more Grey Health
DEV NOTE: A nice bump for another Grey Health option. The Damage bonus can go much higher than before, depending on how much Grey Health you can get. The Crit bonus is an extra little something for your effort.
DEV NOTE: We like the concept of “don’t Evade” builds, but the penalty on Ring of the Vain was quite punishing. It still hurts, but it’s not nearly as bad.
- Disabled Effect from working with Cube Gun Automatic Bullet Return
- Increased Bonus from 10% to 12%
DEV NOTE: Previously multiplicative, Singed was changed to Additive to bring it closer to other Damage Ring options.
- Increased Max Damage Bonus from 12% to 15%
- Increased Duration from 5s to 10s
- Increased Damage Bonus from 10% to 15%
- Increased Fall Damage Reduction from 25% to 50%
DEV NOTE: Part of the consolidation of “don’t get hit” durations. A similar change that Necklace of Supremacy received.
- Reduced Bonus per stack from 10% to 5%
- Reduced Duration from 7s to 5s
DEV NOTE: Ek is jammer, Zania!
- Added Innate –2 Health Regen above 50% Health
- Disabled interaction with other Healing Items (i.e. “Broken Heart”)
DEV NOTE: To complete the “Broken” theme, we disabled interaction with Healing Bonuses. We also enabled a constant degeneration so that if you are above 50% health, you will slowly return to 50%. A very interesting Relic that can be used for a quick heal while still working well with 50% Health builds.
- Added 50% Use Speed Bonus
DEV NOTE: Another thematic change. Lifeless Heart no longer grants any innate healing but is much faster. A good choice for Relic Perk and “On Relic Use” builds.
- Grants 10 Stacks of “Paper Heart” for 10s
- Dealing 75 Base Damage of any Damage Type Removes 1 Stack of “Paper Health”
- After 15s, remaining Stacks are converted to Grey Health (10% per Stack)
DEV NOTE: Like anything related to Leywise, Paper Heart is “fake”. To better represent the phony nature of the heart, we cleaned up how the Stacking behavior works. Dealing Base Damage will remove Stacks, and if any of them remain after the timer ends, they are converted into Grey Health... which... may not be a bad thing!
DEV NOTE: Salvaged was doing quite a bit so we reduced the Use Speed Bonus and gave it to Lifeless Heart to spark more variety. Salvaged is still doing a lot.
- Increased Use Speed from 20% to 25%
- Reduced Lifesteal Amount from 25% to 20%
- Properly Scales with Lifesteal & Lifesteal Efficacy Bonuses
DEV NOTE: Mostly fixing weird behavior, but also making sure that Tormented Heart benefits from other Lifesteal Bonuses.
- Increased Grey Health Regeneration from 1 to 2
- Reduced Lifesteal from 3.5% to 2% Base Damage Dealt (all sources)
- Reduced Cost of Injectors from 200 to 150
- Increased Conversion Rate from 1.0 to 6.66 (Spooky!)
- Fixed an issue where Wallace was unable to purchase items from players
- Fixed an issue where players could get stuck inside a Root Nexus
- Fixed an issue where beam weapons would sometimes not play impact sounds
- Fixed an issue where handgun would sometimes look like it’s floating while running
- Fixed an issue where Spectator could become misaligned in Root Madness hallway
- Fixed numerous collision issues in various locations throughout the game
- Fixed an issue where Meridian’s Mortar projectile was using incorrect material
- Fixed an issue where Tormented Heart Visual Effects were not showing up for clients
- Fixed an issue where soft targeting sometimes would not center to player viewpoint
- Fixed an issue where the reviving player would thank the revive
- Fixed an issue where spectating in cinematics or NPC interactions could cause issues
- Fixed an issue where Primogenitor corpses would persist throughout all worlds
- Fixed an issue with “You Shall Pass” Achievement not being awarded to some players
DEV NOTE: Re-Interacting with the Bridge warden while in possession of the Bridge Warden’s Crest should now properly award the Achievement.