NEW!

COMBAT

Fixed several tooltip text issues.

Increased the damage dealt by Anima Deviation. The base damage has increased by around 77.7%.

Anima Deviation should no longer be able to trigger multiple times from the same ability.

This damage increase is budgeted to bridge the gap in DPS for elite abilities which have a 25 second cooldown as opposed to the ones which have a 20 second cooldown.

Specific Elite abilities will now provide a debuff which increases damage dealt of a specific type. For example, the Elementalism ability "Overload" will now cause affected enemies to take increased damage from Melee abilities. This new system does not function in PvP areas.

Updated all damage over time and proc effects to have an ability type representative of the weapon it is gained from. The purpose of this change is purely to work with the new Elite Vulnerability system.

Here are the specifics on the new system: Vulnerable to Melee: 25% damage increase for Melee abilities. 15 second duration.



Vulnerable to Magic: 20% damage increase for Magic abilities. 15 second duration.



Vulnerable to Ranged: 20% damage increase for Ranged abilities. 15 second duration.



Weapons can only provide vulnerabilities for other weapon types. For example, Melee weapons will only be able to provide Magic and Ranged vulnerability. This new system pairs with the elite revamp and the reduced cooldowns there to ensure a coordinated group can keep these effects active over the duration of a fight.

In the notes below, you will see changes and updates based on both the cooldowns and damage dealt by elite abilities. For this revamp, we've decided to take a step back and look at all of our elite abilities as a whole. Our focus was to ensure that the elite abilities are something you always want to use and will provide a damage increase when used in a rotation. To that end, we've rebudgeted nearly every elite ability to perform at nearly the same level of DPS over the course of an extended fight. What this results in is a cooldown reduction and damage increase for the majority of elites. However, two elite abilities were negatively affected by this update - Bombardment and Plague. Most of you are probably aware that Bombardment would be adjusted, but in the case of Plague, it turns out that it was very close to where we wanted it already. In fact, if we had left the cooldown at 30 seconds, it would have seen a damage increase. But, since Plague is responsible for one of the new Elite Vulnerabilities, we felt it was necessary to perform the cooldown reduction and damage reduction.



I hope this helps shed light on what our goals and intentions are with this elite ability revamp.

Point Blank: Reduced the cooldown to 25 seconds and increased damage dealt. Reduced the knockback distance to allow better melee follow-up attacks. This ability will now apply Melee Vulnerability.

Invasive Measures: Increased the chance to trigger to 17.5%. This ability will now perform an additional hit if they were triggered while you were already at full resources. The damage dealt is on par with the bonus damage gained from a 1 point resource consumer.

Shield Formation: This passive will now cause you to gain one stack of the Protection effect every two seconds. This has the nice side effect of also giving it to your nearby friends! Form the shield formation!

Buckshot: Increased damage dealt.

Crap Shoot: Increased damage dealt.

Kneecapper: Increased damage dealt.

Shotgun Wedding: Reduced cooldown to 20 seconds and increased damage dealt. Shotgun Wedding will now build a maximum of one stack per channeling interval. Increased the damage bonus per stack to 25%. This ability will now apply Magic Vulnerability.

Bombardment: Reduced damage dealt. We decided that it was better overall for gameplay to reduce the damage of Bombardment instead of applying the area of denial. We've readjusted our balance stance on this ability to assume that the majority of the attacks will hit, which resulted in the damage reduction. We felt that it was better in this case to say that Bombardment will not perform as well against targets who are mobile.

Energise: This ability does not trigger and is not affected by global recharge time.

No Contest: Increased bonus damage to 10%. The effect gained will now last for 8 seconds.

Military Code: Increased resources built to 2.

Accuracy: Increased damage bonus to 7%.

Short Controlled Bursts: Increased critical hit and penenetrating hit chance increase to 4%.

Lethality: Each stack of Lethality will now increase damage by 1.25%

Veteran: Increased healing done and bonus leech effect granted when this passive triggers.

Improved Bursts: Increased damage bonus to 10%.

Slow the Advance: Increased damage dealty.

Red Mist: Reduced cooldown to 20 seconds and increased damage dealt. This ability will now apply Magic Vulnerability.

Shellshocker: Increased damage dealt. This ability will now provide Melee Vulnerability.

Re-Animator: Reduced cooldown to 20 seconds. Increased healing done. While channeling this effect, your target is immune to death. Upon successfully completing the channel, you will gain a 20% increase to leech effectiveness for 6 seconds.

Experience: Fixed an issue that caused it to not modify leech abilities properly.

Fixed an issue which caused Double Up procs to gain twice as much benefit from mitigation debuff effects.

Seal the Deal: Increased damage bonus to 20%.

Seal the Deal: This ability will now also increase the Penetration Chance of resource consumers by 5%.

Above the Law: Increased the number of resources built.

Advantage Me: The cleanse will now trigger on any critical heal. The internal cooldown has been reduced to 2 seconds.

Vigilante: Will now also increase the damage of Above the Law.

Chain Feed: Increased damage bonus to 10%.

Closer: Increased the damage bonus to 10%.

Dirty Tricks: Increased damage dealt.

Gun Crazy: Reduced cooldown to 20 seconds and increased damage dealt. This ability will now apply Magic Vulnerability. Also, fixed an issue that could cause this ability to not deal damage in some cases.

Bullet Ballet: Increased damage dealt. This ability's damage no longer scales based on resources spent. Instead, this ability will consume pistol resources on all targets at the end of the channel and deal appropriate consumer damage. This ability will now apply Melee Vulnerability.

Pistol Love: Increased damage dealt.

Born Leader: Increased damage dealt and healing power.

Amor Fati: This ability does not trigger and is not affected by global recharge time.

Prodigal: Increased the CC effect duration reduction to 35%.

Fixation: Increased the trigger chance to 50%.

Gnosis: Increased damage dealt.

Paradox: Increased damage dealt.

From the Abyss: Increased damage dealt.

Domino Effect: Reduced cooldown to 25 seconds and increased damage dealt.

Prisoner of Fate: Reduced the cooldown to 20 seconds and increased the damage dealt. Removed the stun effect from the target while channeling. This ability will now apply Melee Vulnerability. The reason for this change is that we wanted Chaos to have access to a pure DPS elite to enable any future Chaos DPS builds.

Eye of Pandemonium: Reduced cooldown to 25 seconds and increased damage dealt. This ability is now affected by Anima Deviation and will now apply Ranged Vulnerability.

Eye of Pandemonium: Fixed an issue which could cause affected targets to end up in a permanent knockdown state.

Gravitational Anomaly: Reduced cooldown to 25 seconds and increased damage dealt.

Fever Pitch: Reduced Major Hit to provide 25% hit chance for 5 seconds. Increased the trigger chance for Fever Pitch to 15%.

Fever Pitch: This ability will now only have a chance to trigger once per second.

Vital Fluids: Increased the chance to trigger to 17.5%. This ability will now perform an additional hit if they were triggered while you were already at full resources. The damage dealt is on par with the bonus damage gained from a 1 point resource consumer.

Third Degree: Increased damage dealt.

Coagulation: Increased the barrier power increase effect to 60%.

Clotting: This ability has been redesigned. It will now cause any Blood barriers you apply to instead heal the target for a percentage of the barrier you are attempting to apply if that target has an existing barrier.

Cardiac Arrest: Reduced cooldown to 25 seconds and increased damage dealt. This ability will now apply Melee Vulnerability.

Plague: Reduced cooldown to 20 seconds and reduced damage dealt. This ability will now apply Ranged Vulnerability.

Expulsion: Reduced cooldown to 20 seconds and improved barrier strength and AoE damage dealt.

My Bloody Valentine: Increased initial barrier, heal over time, AoE damage, and secondary barrier strength.

Torture: Reduced damage dealt.

Gross Anatomy: Reduced damage dealt.

Live Wire: Critically hitting will now grant a buff which causes your next hit to deal an additional damage hit.

Toxic Affinity: This passive will now increase the critical chance of damage over time effects by 20%.

Big Bang: Increased damage dealt.

Molten Earth: Increased damage dealt.

Power Line/Voltaic Detonation: Reduced cooldown to 20 seconds and increased damage dealt. This ability will now apply Ranged Vulnerability.

Whiteout: Reduced cooldown to 25 seconds and increased damage dealt.

Hard Reset: Reduced cooldown to 35 seconds and increased damage dealt.

Overload: Reduced cooldown to 20 seconds and increased damage dealt. This ability will now apply Melee Vulnerability.

Short Fuse: This ability is now instant.

Elemental Force: This ability will now grant 1 stack of a buff when you finish activating any damaging ability (max 1 per second). At 5 stacks, you lose all stacks and gain a 20% Critical Chance boost for 5 seconds. Buff stacks cannot be gained while this buff is active.

Elemental Force has been a staple for a long time and in the end, we felt we couldn't move forward with improving build diversity without addressing the elephant in the room. Our initial change is to allow it to still provide a good critical increase that will stack with all other critical increases which will allow it to be useful in all types of builds. In addition, we wanted to keep the timed element so a good rotation can take the most advantage of the uptime of the new buff effect.

Twist the Knife: Increased damage bonus to 4% per stack.

Finish the Movement: This ability will now perform an additional hit if it was triggered while you were already at full resources. The damage dealt is on par with the bonus damage gained from a 1 point resource consumer. Finish the Movement will now build an additional resource every second Focus ability.

Flight of Daggers: Increased damage dealt by this passive.

Sixth Sense: Increased damage dealt by this passive.

Seven and a Half Samurai: Increased damage bonus to 10%.

Spiral of Death: This ability should now perform its teleport effect more reliably.

Stunning Swirl: Reduced cooldown to 25 seconds and increased damage dealt. This ability will now apply Ranged Vulnerability.

Four Seasons: Reduced cooldown to 20 seconds and increased damage dealt. This ability will now apply Magic Vulnerability.

Master's House: Increased cooldown to 35 seconds.

Silver Streak: Reduced cooldown to 35 seconds. Increased the healing per hit to 2.5%.

The Art of War: Reduced cooldown to 35 seconds and increased damage dealt.

Fatal Flourish: This ability will now grant 1 stack of a buff whenever you hit a target you afflicted (max 1 per second). At 5 stacks, you lose all stacks and gain a 20% Penetration Chance boost for 5 seconds. Buff stacks cannot be gained while this buff is active.

You're Next: Increased damage bonus to 10%.

Improved Strikes: Increased damage bonus to 10%.

Shockwave: Reduced cooldown to 25 seconds and increased damage dealt. This ability will now apply Magic Vulnerability.

Epicentre: Reduced cooldown to 20 seconds and increased damage dealt. Whenever you expend a stack of Epicentre, you will gain a 5% critical power boost which stacks 4 times.

Eruption: Reduced cooldown to 25 seconds and increased damage dealt. Increased duration of the knockup effect to 4 seconds. This ability will now apply Ranged Vulnerability.

Unstoppable Force: This ability will now provide a 15% damage increase while active.

Raging Volcano: Reduced cooldown to 30 seconds and increased damage. While channeling this ability, you will gain a 30% movement speed increase. Each time one or more targets is hit by a pulse of this AoE damage, you gain 1 stack of a beneficial effect. This effect causes your next non-Raging Volcano attack to deal additional damage. The reasoning for this is that a lot of time is spent channeling this ability and reducing the cooldown too much would cause too much time spent using this ability in a normal rotation. Instead, we decided to keep the increased cooldown and apply the bonus damage for the longer cooldown in a new on-hit damage proc effect.

Forged in Fire: Reduced internal cooldown to 40 seconds.

Killer Instinct: The next attack also cannot glance. Increase to 1.5% damage increase per counter stack.

One-Two: Increased damage dealt by the first hit.

Ferocity: Increased damage bonus to 4% per stack.

Inner Spark: Increased healing done.

Kindle: Increased healing done due to change to Inner Spark.

Bruising Blast: Increased bonus to 10%.

Go for the Throat: Increased damage dealt.

See Red: Reduced cooldown to 25 seconds and increased damage dealt. This ability will now apply Magic Vulnerability. Also, fixed an issue which caused See Red to deal its bonus damage in cases where it should not.

See Red: The root effect is now independent of the channel and lasts 8 seconds. This ability will deal its bonus damage if this root effect ends for any reason before the channeling effect ends.

Gore: Increased damage dealt. This ability will now apply Ranged Vulnerability.

Gore: Fixed an issue which caused Gore damage to be attributed to other players when they refresh your Gore effect. This ability will now deal damage every half second instead of every second. This should cause it to perform more reliably when being refreshed by channeled abilities.

Fired Up: Reduced cooldown to 20 seconds and increased healing provided.

Salt in the Wound: Reduced damage dealt.

Sleight of Hand: Reduced the cooldown to 25 seconds.

Stoicism: This ability is no longer affected by the global recharge time.

Do or Die: Removed the root effect and reduced the cooldown to 45 seconds. This ability is no longer affected by the global recharge time.

Increased the damage dealt by all auxiliary weapons.

ITEMS

Fixed an issue which caused several of the raid talisman's special effects to stop functioning after death.

Reduced the cooldown of Liberation Contrivances to 3 minutes and 2 minutes for blue and purple rarities.

Reduced the cooldown of Purification Contrivances to 1 minute for blue and 45 seconds for purple rarity.

Reduced the cooldown reduction effect from Time Thief signets to 15%/30%/45% and green/blue/purple rarities.

Time Thief signet will now behave more consistently in regards to the ability which deals the killing blow.

Time Thief signet can now only trigger once every 10 seconds.

Thirst and Equilibrium signets will now trigger properly when using AoE heals.

Fixed an issue where Insurance would not get triggered properly when removed by Hard Reset.

AP Injectors bought in the item shop will now allow you to bypass the AP cap. Note that you will not gain AP again from XP gain until you are under your AP cap.

CLOTHING

Fixed a texture issue with the female Orochi Blacksox - Armored pants, white.

DUNGEONS AND RAIDS

Rose and Mei Ling have had an argument, and Mei Ling is now standing further away from Rose. This will ensure that their auras will no longer overlap.

Adjusted the buff circle effects in NY Raid to 125% for elite and 650% for nightmare.

The buff circles provided by Alex, Mei-Ling, and Rose will now provide a multiplicative damage bonus to all damage types. Each buff circle can now affect a maximum of 4 players at once.

The buff circles were not performing as we intended in regards to damage increases to all of a player's active and passive abilities. This led to cases where players would feel forced to use certain builds. We've moved the challenge here from a build challenge to a raid coordination challenge. The buff circles will now affect all types of damage, but will now only affect a limited number of players, requiring a better allocation of where each player will stand.

MISSIONS

Choose your Own - This mission will now properly count for the challenge "Investigation Mission in Kaidan".

PVP

PvP missions no longer count against the number of side missions that can be active.

Players may have up to 3 PvP missions active at once.

PvP missions will replace side missions in the mission tracker UI when in playfields with PvP missions available.

PvP Uniforms will now provide an innate 33% reduction to the duration of all crowd control effects.

PvP Uniforms will cause you to deal less damage with elite abilities.

Reduced overall damage in PvP by 30%.

Reduced overall healing in PvP by 20%.

The purpose of this change is to compensate for the increased damage dealt by elite abilities in the elite ability revamp. Please note that this adjustment is a starting point and we look forward to your feedback on this change.

GUI

Added a new item category in the auction house for museum items.

The raid frame will no longer attach to the mouse pointer for movement or resize when right clicked.

The raid frame will no longer attach to the mouse pointer for movement when a raid member is directly clicked. This should fix some potential for confusing interactions with mouse over targeting or opening the friendly target menu.

Players can now switch team in raids with no raid leader by right clicking a player on a team with an empty slot and clicking "Join Team." This primarily applies to Fusang Projects, El Dorado, and Shambala.

Players can now request to swap teams with a player in a raid with no raid leader by right clicking the player and clicking "Swap Teams." The player in question will receive a swap request to confirm or deny the swap. Players will only be allowed to do this so many times in a given time frame, so you may wish to discuss swapping with other raid members before attempting to do so.

Removed some notification messages when players change teams in a raid to prevent FIFO spam.

GROUP FINDER

Fixed a case where players using the Group Finder would not wind up in the same dungeon instance as the rest of their group.

ACHIEVEMENTS