Patch Highlights

This is the last patch before pre-order begins for WildStar! For those who wish to continue playing after March 19th, check the website to pre-order WildStar and get access to all the remaining beta weekends before we launch on June 3, 2014!

No new content for this patch, but thousands upon thousands of bug fixes and polish!

Due to the fast-moving nature of beta development, these patch notes are likely missing some changes. If you find anything important we missed, let us know on the forums and we will investigate!

General

Adjusted player collision boxes to reduce clipping into other players.

Players can now dye all armor pieces.

Visual improvements have been made to the skies across Olyssia, Alizar, and housing plots.

Improved lighting in Everstar Grove and Walatiki Temple.

Prestige and Renown are now using more distinct, unique icons.

The beta NDA watermark has been disabled!!

Fixed a bug where a player’s position was not being saved immediately after using a teleportation device.

Bot and pet names are now restricted by the profanity filter.

Fixed a bug which prevented players from changing realms once they were placed in the login queue.

Players should now be able to resuscitate other friendly players in group PvE instances (Adventures, Dungeons, and Raids) once out of combat/encounters.

Fixed an issue where the player could be stuck in a loading screen if they tried to join a dungeon or adventure through the matchmaking tool.

Fixed an issue where players would be stuck at the loading screen when entering a cross realm world.

Fixed a bug where player positions might be reverted to an older location after a server crash.

There is now a half-second cooldown when swapping costume sets to prevent crashing your client.

Inviting a player who has just exited the game, to join a group, will no longer disconnect the player sending the invite.

Fixed a bug where items retrieved from the mail, would be missing the next time the player logged in.

The GM support chat window will no longer steal keyboard focus, thus preventing players from playing normally while a GM is contacting them.

Fixed a bug where the camp timer would incorrectly display when trying to camp in combat.

Pressing “ALT-X” on a loading screen will no longer disconnect players from the world.

Fixed a bug where targets were not deselected if players went beyond the max distance vertically (rather than horizontally).

Reduced damage players would take from the terrain when sprinting or moving fast.

Fixed a bug where the /resetinstances command could result in your group being split up the next time you entered a dungeon, adventure or raid.

Level-up notifications can now be clicked for more info.

Fixed a bug which allowed players to jump up steep slopes.

Improved art representing prestige and renown.

Players now receive more creature kill XP while grouped. This should fix an issue where it was more productive to play ungrouped alongside another player than to group up.

Installation / Launcher

Game Installer now has a dropdown menu that gives the option to either select an existing installation to play, or run an update.

WildStar.exe now brings up the install dialog if it's run from a directory where WildStar is not installed.

Installation type (All Users vs. Current User) is now explicitly set by user during the install.

On the Installers EULA window, the 'Autodetected' language radio button is no longer selected by default.

The Installers red EULA close button now works.

The WildStar Launcher will now attempt to retry to download a file from where it last left off if it encounters a network error, rather than trying the file again from scratch.

The launcher now supports the limiting of simultaneous download threads. Add "-downloads #" to the launcher shortcut if you wish to limit your simultaneous network connections.

Trying to install WildStar to a FAT32 drive now displays an error message with appropriate text.

The WildStar Launcher will now inform players when patching has failed because of an inactive/nonexistent internet connection.

The Installer should now warn you that you do not have permission to install to a directory before reporting back a failure

Guilds

Guild Perk buffs will now properly display their remaining duration.

Guild Ranks can no longer have duplicate names within the same guild.

The Guilds ‘Message of the Day’ will now be sent to the chat log whenever a player logs in, and when it is updated.

Guild bank tab visibility will now be properly determined based on the current rank of the character.

A guild's name can no longer be changed after creating it.

Characters

General

Fixed a bug which caused disconnecting on the character select screen.

Adjusted camera so that players can now zoom in and see their characters from the front better.

Players will be properly disconnected when idling for 10 minutes on the character select screen instead of being put into a state where they can no longer enter the world.

When a character is deleted on the character selection screen, it now displays the correct effect.

Emotes

Added several new Chua animations.

Player characters can no longer unsheathe their weapons while sitting.

Items

Esper and Spellslinger starter shoes no longer have a purple high heel icon.

Gallantry Shoulder Plates now have an updated display with a proper texture.

Merciless Pauldrons now have an updated display with a proper texture.

Mechanist's Coretech Great Helm and Mechanist's Core-Reactor Great Helm have had their appearances updated.

Vitalium Shawl now has an updated display with a proper texture.

Liquid Confidence's icon now displays a ‘mai-tai’ instead of a ‘donut’.

Items with expiration times and/or zone limitations now display the relevant text in their tooltips.

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#2 Winter Beta 4 Patch Notes: Warmaggedon!: post #2 Scooter

Community Lead

Carbine Studios Staff

LocationPlanet Nexus

Posted Yesterday, 06:44 PM

« Previous Developer Post | Next Developer Post »

Creatures

Steamgliders no longer stretch in weird ways when attacking.

Players now take more damage from monsters which are higher level than them.

Wind Elementals will now explode into rocky bits when killed by a critical hit.

Fixed a visual effect scaling issue with Humanoid 2H rifle spell, Arc Thrower.

Fixed lingering telegraph decal for Malverine spell, Primal Claws.

Adjusted visual effects on Malverine spell, Whirlwind Strike.

Adjusted timing of the snare debuff for Malverine spell, Slashing Blizzard.

Fixed missing impact visual effect for Malverine spell, Savage Shred.

Adjusted Malverine spell, Vortex Surge, so that the caster cannot be made vulnerable if stunned immediately after casting.

Tornados created from Malverine spell,Vortex Surge, will now occasionally do critical damage.

Fixed an issue with Malverine Spell, Super Spin Cycle, that prevented the Small Twisters telegraph from critically hitting.

Razortails now pause momentarily after attacking with their Charged Assault’spell.

Rockcall Howl now has a tracking telegraph before dropping the spheres on the ground. Additionally, the creature now only shouts twice during this spell.

Shadow Peep spell, Spike Damage, will now follow up with Event Horizon properly.

Adjusted visual effects for Skeech spell, Insanity.

Adjusted telegraph damages for Orbitog spell, Double Belly Flop.

Pumeras will now stop casting Clowder Clout, and die immediately if they're killed while attempting to cast it.

Pumeras will now stop casting Blood Sport, and die immediately if they're killed while attempting to cast it.

Increased the time between Stunning Swipe and Life Siphon on the Pumera.

Dagun will no longer slide following the dash.

The Dagun will no longer slide following the ability, Gnashing Jaws.

Frenzied Howl now displays the proper tooltip on the caster.

Charged Maul's center area damage effects now sync with damage application.

Girrok will now cast ‘Hurl Shard Boulder’ immediately after casting Boulder Paw.

Energy Leap's damage areas have been better defined. There is now a gap between the two areas, both to signify that there are two areas of damage, as well as allowing for the possibility to avoid damage by maneuvering into the gap.

Adjusted hit animations for Girrok spell, Rumbleclaw.

Adjusted visual effects for 1H Sword Moodie spell, Sweeping Strike.

Fixed the Snoglug’s Drag and Drop, pull and snare now apply correctly.

Hoarding Stemdragon’s Pollen Cloud no longer persists after Zone Boss death.

Moltan’s Lava Mitosis is now able to critically hit.

Humanoid Attack ‘Branching Growth’ will now end prematurely if the caster is "interrupted" after casting the spell.

Fixed an issue with Humanoid 2h Staff spell, Firestorm, where the Visual effects would continue to play if the caster was killed.

Buzzbings will no longer slide along the ground after getting interrupted while casting ‘Stinger Blast’.

Erupting Fissure will now properly apply the Melt Armor debuff to all targets.

Adjusted telegraph decal and spell cast time for Humanoid 2H Staff caster spell Firestorm.

Humanoid 2 Handed Staff Enemy Attack effects for Microburst are better synced with the casters animation.

Fixes to World Boss: Zoetic

The summon swarm spell should now cast more reliably.

Infested Rootbrutes will now die more quickly following a successful cast of Infest.

Renewing Growth should now have a tooltip when applied to Zoetic.

Infested Root - These creatures can no longer be interrupted.

Lightning Strike - Adjustments have been made to make this spell function as intended.

Life Elemental spell Swarm Seed will now correctly follow up with spell Angry Swarm.

The fire field for Humanoid Pistol spell, Napalm Spray, will now persist if the caster is killed.

Humanoid Pistol Life Support kits will now properly cast Plasmatic Inductance Field during normal course of combat.

Adjusted telegraph decals for Humanoid Pistol spell, Plasmatic Inductance Field.

Adjusted damage visual effects and telegraph decals for Humanoid Pistol spell, Tazer Barrage.

Humanoid Pistol NPCs can now be properly interrupted when casting Pistol Whip.

Fixed animation for Oghra Pistols spells.

Fixed Humanoid Pistol NPCs visual effects for Humanoid Pistol spell, Chain Energy Drain.

Fixed an issue with Humanoid Pistol spell, Deploy Buff Bot, where the healing visual effects weren't playing properly.

Humanoid Two Handed Staff NPCs Flash Freeze ice block no longer erroneously spins right before it goes away.

Fixed Humanoid Two Handed Staff NPCs final area of damage for Hurricane. Player now correctly takes damage anywhere inside the final telegraph.

Visuals for Humanoid Two Handed Staff NPCs Hurricane now end correctly if the caster is interrupted.

Razortail Mobs’ Aerial Bombardment has been overhauled. The total time has been lowered from 6s down to 4s, and instead of increasing rings of telegraphs, the creature will pick players at random to hurl missiles to for area damage on impact.

Humanoid Shock Paddle NPCs Scatter Energy has had its damage reduced and the timing before the initial hit increased.

The time between Dawngrazer’s Ram of Fury and Furious Charge has been increased.

There is now more time between Humanoid 2H Staff NPCs Overheat and Erupting Fissure.

Strain Corrupters - During the ‘From the Depths’ spell, the creature will now only burrow once.

Fixed Humanoid 2H Staff spell Slick Footing. It now remains if caster is killed.

The Humanoid 2H Staff spell Slick Footing telegraph appearance has been updated.

When Logic Staff Humanoid casts spell, Logic Bombs, the caster will now turn towards target.

The Humanoid Shock Paddle NPCs spell Leech Power visuals have been fixed.

The Humanoid Shock Paddle NPCs, Capacitor Grenade extra impact effects were removed from end of spell.

The Humanoid Shock Paddle NPCs Warped Energy effects now more reliably play.

The Humanoid Shock Paddle NPCs Buff visuals now scale correctly for Warp Energy.

The Humanoid Shock Paddle NPCs Pure Force now shoves players backward.

The Humanoid Shock Paddle NPCs Impact have had effects changed to be better synced with telegraph timing.

The Humanoid Shock Paddle NPCs Strike Armor now properly stacks.

Adjusted caster animations for Humanoid 2H Staff caster spell, Ever Dark.

The Humanoid 2H Staff Dark Enigma's cast bar no longer resets.

Fixed a typo in the tooltip of Align.

Corrected the tooltip for Align.

The Humanoid 2H Staff Autonomous Support now has a properly timed telegraph wave.

Adjusted impact visual effects for Humanoid 2H Staff spell, Tombstone.

Fixed a caster animation issue for Resonator Humanoid spell, Unstable Charges.

The Humanoid Shock Paddle NPCs Creature now correctly faces the target when casting Unstable Charges.

The Humanoid Shock Paddle NPCs cast bar for Unstable Charges now lasts through the entire cast time.

Killing a unit with a transference spell effect (such as DNA Siphon) will no longer cause the caster to take damage instead of getting healed.

Adjusted telegraph decals for Humanoid Resonator spell, Channeled Capacitor.

The Humanoid Shock Paddle NPCs interrupting Explosive Strike will now also stop the creature's movement.

Fixed caster animations for Humanoid Resonator spell, Controlled Overload.

Fixed an issue that caused Metal Maw Prime to slide after casting Tri-Plasma Beam.

Adjusted telegraph decal and fire visual effects for Metal Maw spell, Plasma Beam.

Defender Drones no longer slide while casting their auto-attack.

Synced damage tags with hit animations for Metal Maw spell, Afterburner.

Doomthorn's hallucinations will no longer occasionally stun players.

The Power Depletion debuff, applied by the Stemdragon's Pollinate attack no longer persists through player death.

The Allergic Reaction debuff, applied by the Stemdragon's Pollen Cloud attack no longer persists through player death.

Adjusted center visual timing on Hoarding Stemdragon’s Net of Thorns.

Stemdragon Zone Boss no longer grants Moment of Opportunity when Pollen Cloud is interrupted.

Stemdragon Zone Boss no longer grants Moment of Opportunity when Spore Pods is interrupted

Clone of Stormtalon will no longer slide after casting Storm Surge.

Added a tracking telegraph decal to Stormtalon spell, Lightning Storm.

Field Generator Deployment can now successfully be interrupted when stunning the creature.

Crystallize Energ’ now has a longer cast time before the damage field appears.

Nerid Shock Paddles spell, Poison Cells buff and debuff now remain when caster dies, and buff effects scaled correctly.

Nerid Shock Paddles spell, Shatter Mass no longer dispels when the creature dies.

Nerid Shock Paddles spell, Bio Burst now has an accurate tooltip.

Nerid Shock Paddles spell, Brain Bash’s effects will no longer scale with the size of the creature.

Fixed critical hit impact visual effects for Buzzbing Zone Boss spell, Mending Swarm.

Removed Moment of Opportunity from Buzzbing spell, Honey Blast.

Removed Moment of Opportunity from Buzzbing spell, Wandering Swarms.

Removed Moment of Opportunity from Buzzbing spell, Stinger Flurry.

Adjusted telegraph decal for King Honeygrave spell, Wandering Swarms.

The Focused Fire telegraph wave should now reach the end of the telegraph.

Pyre Everflame’s telegraphs now more accurately represent the actions of the spell.

Pyre Everflame’s lava pools no longer stop dealing damage when the creature dies.

Fried Circuitry no longer ends prematurely when Pyre Everflame is killed.

Pyre Everflame’s areas of fire no longer disappear when stunning the creature.

Pyre Everflame’s Solar Flare now has a cast bar.

Steamgliders now have new combat spells.

Rat’s Plague spell effect can now critical hit.

Rat’s Plague spell Contagious is no longer dispellable

Rat’s Rabid Frenzy should no longer hit outside the telegraph range.

Shadow Peep’s spell, Feeding Frenzy’s buff will be removed from caster when no longer in the telegraph.

Shadow Peep’s Event Horizon visuals have been updated so the Shadow peep jumps up and transports through the portal.

Shadow Peep’s Evil Eye beam will now appear if the player enters the telegraph after its cast.

Pumera no longer slides after pouncing.

Pumera’s Blood Sport now works correctly for all affected creatures.

Buzzbing’s Stinger Blast no longer loops the explosion effects after the first cast.

Buzzbing’s Honey Bomb will no longer disappear when the caster dies.

Spikehorde’s Repugnant Flow will no longer cancel if you dodge the initial telegraph.

Makeshift Merfee should now more reliably cast Fiery Temper once at each health threshold.

Humanoid Launcher NPCs casting animations now match the spell effects.

Moltar’s Volcanic Ash now displays the cast bar.

Moltar’s Breath of the Core's cast bar is now displayed.

Moltar’s Breath of the Core now has tooltip text.

Moltar’s Volcanic Ash now has a tooltip.

Makeshift Merfee’s Molotov Cocktail now properly applies the Fire Sheen debuff on initial explosion.

Squirg Draken’s Double Kick will no longer immediately remove the debuff from the player.

Fixed Odd Glob creature animations to sync up with the spell.

Yeti’s Jump Shot will no longer cause damage even after dodging the telegraph.

Spikehorde’s Furrow and Fling thrown rock impact effects are no longer delayed

Moodie’s final hit of Organic Assault now hits all targets.

Housing Protostar Hazard Training Course: Expanded the bounds of the central gas telegraph to remove unintended 'safe zones'.

The areas in the raid attunement quest in Kel Voreth now contain 1839% more cauldrons and other spooky props. Percentage may not be accurate.

Humanoid Pistols’ Wide Shot no longer hits friendly creatures.

Humanoid Pistols’ Flak Shot should no longer hit you if you dodge the telegraph.

Stemdragons, Boulderbacks and Gronyx should no longer become invulnerable when they are un-burrowing.

Humanoid Pistols’ Wide Shot is now properly interruptible.

Oghra Pistols’ Anti-Ballistic Sheath was buffing significantly more armor than intended - this has been fixed.

Oghra Pistols’ Anti-Ballistic Sheath will no longer be removed if the caster dies.

Oghra Pistols’ Kinetic Ammo will no longer be removed if the caster is killed.

Humanoid Pistol spell, Quick Taze will now follow up correctly with the spell Wild Barrage.

Humanoid Claws’ Slice and Dice claw visuals now properly stop when the spell is interrupted

Humanoid Claws’ Furious Strikes cast bar now lasts the full duration of the spell

Strain Corruptors Persistent Power will no longer disappear if the caster dies.

Strain Agents Annihilate Essence no longer disappears if the caster dies.

Fixed Snoglug’s telegraph wave for VTOL.

Snoglug’s Odd Glob now has a tracking telegraph to show how long it lasts.

Fixed Razortail’s spell so that Players who successfully dodge this spell should no longer be hit by it.

Fixed visuals and timings of telegraphs for Mammodin spell, Stomp, Smash, Slam.

Adjusted Razortail spell and telegraph timing on Static Barrage.

Fixed Moodie’s telegraph timing of Totem Weapon.

Garr’s Bilge Bile will no longer disappear if the caster dies.

Garr’s Bilge Bile will now properly display visual effects.

Adjusted telegraph decals for Orbitog spell, Hunter-Seeker Plasmoids.

Fraz - Fixed telegraph timing of Ethereal Emission.

Boulderback - Fixed telegraph timing of Violent Roar.

Boulderback - Fixed timing of telegraphs for Quake Drop.

Fixed telegraph decals for Girrok spell, Rumbleclaw.

Adjusted impact animations for Eldan Augmentor spell, Saw Punch.

The Eldan Augmentor spell Shield Beacon will now scale with creature size correctly.

Adjusted the reflect damage hit visual effect (on player) for Malverine spell, Shock Hide.

Adjusted Malverine spell Slashing Blizzard so that the damages are in sync with the telegraph decal and visual effects.

Adjusted the telegraph timing and the amount of telegraphs in Seismic Trample.

Phage Lord - Adjusted the telegraph for Sunder Earth to keep it in sync with the spell's damage application.

Hammer Vortex - fixed center telegraph wave timings and added visual effect for final center hit

Strain Mauler - Fixed timing of Blind Rampage telegraph.

Strain Corruptor - Fixed the wave on Circumvention.

The telegraphs for the spell Cold Snap should now more accurately represent the nature of the spell.

Baneful Jab's telegraph should no longer start halfway through the spell.

Napalm Spray's telegraph should no longer fill from the outside in.

Earth Shaker's telegraph should now start with the casting of the spell, and fill more evenly.

Adjusted telegraph timing of Leaping Swipe to better coincide with damage output.

Slicing Winds now has a telegraph wave.

Adjusted telegraph decals in Life Elemental spell, Grasping Vines.

Adjusted telegraph decal for Buzzbing spell, Stinger Blast.

Adjusted telegraph decal for Humanoid Pistol spell, Deploy Buff Bot.

Adjusted telegraph decals for Orbitog spell, Tectonic Trample.

Fixed the animation for The Eldan Protector spell, Energy Storm. It should no longer hitch.

Gronyx - Better synced damage with when the rocks jut up from the ground.

Life's Siphon's tooltip text no longer contains invalid string syntax.

Scorching Laser - Updated Spell effects and added a tracking telegraph

Adjusted impact visual effects for Malverine spell, Double Leap Shift.

Fixed an issue where the telegraph for the Squirg ability, Baneful Jab (among others) wasn't displaying correctly.

Fixed an issue where the telegraph for the creature ability, Napalm Spray (among others) wasn't displaying correctly.

Classes

This patch comes with numerous updates to Ability Mechanics for the Engineer, Medic, and Stalker. Those class changes can be seen in their individual patch notes. Additionally, we have performed a major pass on the AMP System that includes a reduction to the total number of AMPs by “trimming the fat” and removing AMPs that were deemed lackluster or redundant. AMP Trees and Branches now have a consistent layout to assist both in balance and in user flow. These updated layouts should have more logical sense in terms of what sort of AMPs are placed where. Additionally, these updates required the introduction of some new AMPs for places where none of the previous AMPs fit properly.

Moving forward, the Class Team is going to be focused on bug fixing and balance. That focus goes beyond just the classes, and will include Items, Gadgets, and Food balance.

General

Limited Action Sets can now be switched while mounted.

Tank stances have had their threat bonus raised from 150% to 200%.

Healing has had its threat reduced considerably.

Reduced health regeneration rates on levels 10+ (Starting at +5s from empty to full at level 10 and ending at +10s to full at level 50).

Classes now unlock tanking stances at level 10.

Stalker now unlocks Agile Stance at level 15.

Classes now unlock their second action set at level 15 (down from 20).

Fixed an issue causing shield visuals to not display in Beta.

String updates for PvP Offense and Defense.

The Elder Game AMP Unlock item now properly says you can only earn up to 55 AMP Power.

Fixed an issue that was causing some stacking buffs and debuffs to suffer unintentional diminishing returns.

Dash tooltip now properly tells you it takes you 8 meters instead of 10.

AMPs should now show up on the commodities market.

Resolved a number of issues related to Ability Points not updating correctly.

Fixed a bug that was causing Deflect Critical to counter Critical heals.

Ability Tooltips will now list the first decimal place of ranges.

Fixed issues with some telegraphs not showing their timing properly.

Fixed an issue that would cause Stun breakout gameplay to not occur when suffering multiple. Crowd Control Abilities.

Casting the same spell a 2nd time should no longer interrupt itself. It will be queued instead using the ability queuing rules (ignored if queuing is turned off).

Amps - the points spent on a tier in a hybrid category cannot be used to unlock a lower tier of a base category. The UI will no longer tell you that the base tier is unlocked when it isn't.

Changing action sets will now despawn any pets, as well as, kill any player-initiated spells that were active.

The change to perform a Critical Heal on a target is no longer reduced by the target's Deflect Critical stat.

Players no longer regenerate sprint energy while jumping.

Fixed some issues with pets not properly attacking the player's target when set to Assist.

Clicking the "Clear All" button in the Abilities Builder now clears the ability in the path slot.

AMPs that were previously available via the Adventure Reputation vendors are now available at the relevant Zone Reputation vendor.

AMPs

More Consistent AMP Tree Layouts

All classes now have 15 AMP Series in Rank 1.

All AMP Series now start in Rank 1.

All classes now have 39 total Inlaid AMPs

All Inlaid AMPs are found in Rank 2 and Rank 3.

Inlaid AMP Power Cost has been increased.

All Rank 2 Inlaid AMPs now require 4 Power.

All Rank 3 Inlaid AMPs now require 6 Power.

Primary Branches now have 3 AMP Series, 7 Inlaid AMPs, and 1 Ability Unlock.

Hybrid Branches now have 2 AMP Series and 6 Inlaid AMPs.

Clearer AMP Tree Progression

Unlocking AMPs in one branch no longer contributes to unlocking adjacent branches.

Hybrid branches now have Rank 1 AMPs and no longer require points to be spent in adjacent branches.

Rank 2 of all branches now requires 3 Power to unlock.

Rank 3 of all branches now requires 11 Power to unlock.

Individual AMP Adjustments

A significant number of AMP Series and Series Caps have been removed.

These were AMPs that we deemed lackluster or redundant.

A number of Inlaid AMPs have been replaced (or redesigned entirely) by other existing AMPs that were not previously Inlaid AMPs.

Again, these were AMPs that we deemed lackluster or redundant.

AMP placement has been adjusted to make more sense logically.

For example, most AMPs that required you to be low health were moved to the Hybrid/PvP Trees.

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#3 Winter Beta 4 Patch Notes: Warmaggedon!: post #3 Scooter

Community Lead

Carbine Studios Staff

LocationPlanet Nexus

Posted Yesterday, 06:48 PM

« Previous Developer Post | Next Developer Post »

Engineer

The Engineer received a number of updates to AMPs, Bots, their Innate, and their ability usage. Bots now have better damage output, increased usability of special abilities, and improved survivability. ExoSuits have received a pass to increase the Engineer’s mobility, rather than the opposite, and they now have shorter cooldown to increase their frequency of use. Finally, we have made many adjustments to how abilities work both through, updates to base spells, and Major Tiers.

General

Fixed an issue that prevented Engineer Bots from being summoned in some PvP instances.

Tooltips added for the pet command buttons.

Fixed an issue where Engineer Pets wouldn’t respond immediately when issued a command.

Abilities

Eradication ExoSuit

Cooldown 60s , down from 120s.

Duration 10s, down from 20s.

Removed Movement speed decrease while in the mech suit.

While in the ExoSuit, cast time ability movement penalty is removed.

Eradication ExoSuit - Proc

10.65 damage per level, down from 11.85.

33.65% Assault Power, down from 37.42%

Provocation ExoSuit

Cooldown 60s, down from 120s.

Duration 10s, down from 20s.

Removed Movement speed decrease while in the mech suit.

Removed Endurance Drain while in the mech suit.

Removed Dash Token removal in Mech Suit.

While in the ExoSuit, cast time ability movement penalty is removed.

Damage reduction increased to 55%.

Artillery Bot

Rocket - Base

4.77 damage per level, up from 1.83.

15.09% Assault Power, up from 5.81%.

Rocket – Minor Tier Bonus

3.86% Assault Power per tier, up from 1.52%.

Barrage – Base

15 second cooldown, down from 30s.

5.04 damage per level, down from 6.

15.89% Assault Power, down from 18.95%.

Tier 4 Bonus

6.5% Critical Hit Chance, replaces 25% Critical Hit Chance Rating buff.

Bruiser Bot

Crush - Base

2.7 damage per level, up from 1.01.

8.51% Assault Power, down from 3.18%.

Crush – Minor Tier Bonus

0.85% Assault Power per tier, down from 2.4%.

Blitz – Base

15s cooldown, down from 30s .

3.61 damage per level, up from 3.26.

11.41% Assault Power, up from 10.33%.

Blitz – Minor Tier Bonus

13.61% Assault Power per tier, down from 18.4%.

Tier 4 Bonus

3.5% Deflect Chance, replaces 20% Deflect Chance Rating buff.

Diminisher Bot

Strobe: Place the Bot at a targeted location before it casts.

Beam - Base

4.63 damage per level, up from 1.93.

7.32% Assault Power, up from 3.05%.

7.32% Support Power, up from 3.05%.

Beam – Minor Tier Bonus

1.60% Assault Power per tier, up from 0.75%.

1.60% Support Power per tier, up from 0.75%.

Strobe – Base

Cooldown 25s, down from 30s.

3.46 damage per level, down from 4.57.

5.45% Assault Power, down from 7.22%.

5.45% Support Power, down from 7.22%.

Repair Bot

Activating Shield Boost will now summon your pet to you if within 50 meters and then it will start healing shields.

Javelin - Base

5.52 damage per level, 2.77.

8.71% Assault Power, up from 4.38%.

8.71% Support Power, up from 4.38%.

6.78 Shields per level.

10.01% Assault Power (Shield Heal).

10.01% Support Power (Shield Heal).

Javelin – Minor Tier Bonus

2.26% Assault Power per tier, up from 1.31%.

2.26% Support Power per tier, up from 1.31%.

2.6% Assault Power per tier (Shield Heal).

2.6% Support Power per tier (Shield Heal).

Shield Boost – Base

Cooldown 25s, down from 30s.

8.21 shield per level.

12.95% Assault Power, down from 26.8%.

12.95% Support Power, down from 26.8%.

Shield Boost – Minor Tier Bonus

1.74% Assault Power per tier, up from 1.6%.

1.74% Support Power per tier, up from 1.6%.

Shield Boost – Tier 8 Bonus

Grants 17% Technology and Magic Resistance, up from 15%.

Bio Shell

Telegraph Timing should now display properly.

Base

20.18 damage per level, down from 34.23.

63.76% Assault Power, down from 108.06%.

2s cast time, down from 3s.

Minor Tier Bonus

8.35% Support Power per tier, down from 13.4% per tier.

Tier 4 Bonus

Removed previous Tier 4 Bonus.

Grants 100% chance to make Bio Shell instant cast while between 30 and 70 Volatility.

Bolt Caster

Base

No longer charge and release.

Consumes 25 Volatility on use.

Instant cast.

4.92 damage per level.

15.51% Assault Power.

Minor Tier Bonus

1.26% Assault Power per tier.

Tier 4 Bonus

Removed old bonus of decreasing Charge time.

Each Shell that hits a foe will now reduce the cooldown time on Bio Shell by 0.5s.

Disruptive Module

Base

5.01 damage per level, up from 3.6.

15.85% Support Power, up from 11.34%.

5.01 health per level, up from 1.38 (Healed over Time).

15.85% Support Power, up from 4.36% (Healed over Time).

Minor Tier Bonus

1.61% Support Power per tier, up from 1.06%.

1.61% Support Power per tier, up from 0.4% (Healed over Time).

Tier 4 Bonus

No longer reduces cooldown.

Increases your Shield Mitigation to 75% for 6s.

Electrocute

Tier 4 Bonus

No longer reduces cost.

Now grants a Technology damage buff each tick for 5% for 5s. Stacks up to 6 times.

Tier 8 Bonus

Deals 54.47% Assault Power damage per tick, up from 20.18%.

Energy Auger

Tier 4 Bonus

No longer increases duration of the field.

Now places a damage over time spell that deals 6.7% Assault Power damage every 1s for 3s to anyone in the field.

Tier 8 Bonus

Snare duration 3s, up from 0.75s.

Minor Tier Bonus

Fixed the Field damage per tick so it properly scales up by 1% per tier after Tier 4.

Feedback

Tier 4 Bonus

No longer reduces the cooldown.

If between 30 and 70 Volatility, gain 15 Volatility on cast.

Flak Cannon

No longer has a startup cast.

Channel 1.25s, down from 3s.

3 ticks in the channel, down from 7.

Base

3.57 damage per level, down from 4.57.

11.25% Support Power, down from 14.42%.

Builds 5 Volatility per tick, down from 6.

Minor Tier Bonus

1.1% Support Power per tier, down from 1.31% per tier.

Threat Generation 2% per tier, down from 5%.

Tier 4 Bonus

Removed 6.6% strikethrough buff.

Grants an Additional 5 Volatility at cast start, if used between 30 and 70 Volatility.

Tier 8 Bonus

50% Armor Pierce, down from 63.4%.

Hyper Wave

Now can be cast while casting other spells.

Tier 4 Bonus

No longer reduces cooldown.

Generates 17 Volatility on cast.

Mortar Strike

Mortar Strike will now fire a projectile that can detonate on a target from 7m to 17.5m away.

Now available at level 13, previously level 24.

Base

Inner Ring 2.5m, down from 3m.

Outer Ring 6m, down from 9m.

Tier 4 Bonus

Increases inner ring to 3m, down from 4m.

Obstruct Vision

Tier 4 Bonus

Removed Destroying 2 Interrupt Armor to blinded targets.

Grants 1 Interrupt Armor to yourself and 4 allies within 10m for 10s.

Personal Defense Unit

Reduces damage from all damage types now.

While the buff is up; if you take a hit that would normally kill you, you will now survive it for 2 seconds and auto trigger the Absorb.

Removed instant heal after 5s.

Upon Expiration of the damage buff, Grants an Absorb for 5s.

Changed targeting on the ability, now uses Ground Targeting method instead of offset summon.

Base

Absorbs for 5s.

53.24 absorb per level, down from 56.14 health per level.

84.06% Support Power, down from 88.66%.

84.06% Assault Power, down from 88.66%.

Minor Tier Bonus

4.01% Support Power per tier, down from 6.3%.

4.01% Assault Power per tier, down from 6.3%.

Tier 8 Bonus

24.4% Support Power per tier, up from 22.5%.

24.4% Assault Power per tier, up from 22.5%.

Pulse Blast

Base

Builds 15 Volatility, down from 20.

Tier 4 Bonus

No longer always builds extra Volatility.

Grants an Additional 5 Volatility, if used between 30 and 70 Volatility.

Tier 8 Bonus

No longer deals damage over time.

Grants Empower increasing damage output by 9.5% for 6s.

Quick Burst

Can now fire Quick Burst while casting other spells.

Tier 4 Bonus

Armor Pierce 40%, up from 10%.

Recursive Matrix

Tier 4 Bonus

Removed previous Heal Shield effect.

Now if between 30 and 70 Volatility, grants an 87.5% Assault Power and 87.5% Support Power Absorb to yourself and allies within the Recursive Matrix.

Ricochet

Base

18% Endurance Drain, up from 4%.

Minor Tier Bonus

4% Endurance Drain per tier, up from 1% per tier.

Tier 4 Bonus

Removed increased Volatility gain.

While between 30 and 70 Volatility, Ricochet is instant cast.

Shatter Impairment

Base

Removed Critical Chance increase.

Can now use anytime, replaces only use while affected by Crowd Control abilities.

84% Assault Power Absorb, up from 0%.

84% Support Power Absorb, up from 0%.

Minor Tier Bonus

3.5% Assault Power per tier, up from 0%.

3.5% Support Power per tier, up from 0%.

Tier 4 Bonus

No longer adds Critical Severity buff.

Now grants 5% Critical Chance for 10s when used.

Shock Pulse

This is now a Support skill, previously was Assault.

Base

3.52 damage per level, down from 6.04.

11.1% Support Power, down from 19.06% Assault Power.

Snare now stacks at Base, up to 3 times.

Minor Tier Bonus

0.23% Support Power per tier, down from 1.33%.

Snare 1% per tier, down from 2%.

Tier 4 Bonus

Removed Previous 40% chance to reset cooldown.

Upon getting 10 stacks of Shock Pulse token, reset the cooldown.

Mortar Strike grants 5 stacks.

Electrocute and Particle Ejector grant 1 stack.

Tier 8 Bonus

No longer adds stacking.

If you hit the target with all three stacks of snare, you root the target for 1.25s at the end of the snare duration.

Target Acquisition

Fixed an issue that prevented Volatility from generating each tick.

Fixed an issue where players received two chances to deflect the ability. Players can now only defend the application of the marks. Fixed the tooltip to reflect the range of damage that can happen to targets.

Placing Marks no longer place foes into combat.

Thresher

No longer a charge and release skill.

Base

0 cooldown.

Costs 50 Volatility.

18.39 damage per level.

58.04% Assault Power.

Minor Tier Bonus

6.31% Assault Power per tier.

Tier 4 Bonus

Grants a buff that reduces Volatility cost of Thresher by 50%.

Tier 8 Bonus

Pierces 60% Armor on Taunted targets.

Unstable Anomaly

Base

11.68 damage per level, up from 8.51.

36.91% Assault Power, up from 26.88%.

Minor Tier Bonus

2.98% Assault Power per tier, up from 0.5%.

Tier 4 Bonus

Duration 4.5s, up from 1.1s.

Unsteady Miasma

Base

2.24 damage per level, up from 2.03.

7.07% Support Power, up from 6.38%

Duration of field is 6s, down from 8s.

Minor Tier Bonus

0.7% Support Power per tier, up from 0.65%.

Tier 4 Bonus

No longer increases duration and reduces tick time of the field.

Applies a 16% Crowd Control Ability Resilience debuff for 3s.

Tier 8 Bonus

Fixed the tooltip to reflect the proper bonus.

Urgent Withdrawal

Found a bug that allowed this ability to stack. Reduced the value of the snare to something appropriate for a stacking snare.

Base

Added a cooldown of 0.5s, up from 0.

All charges are refilled every 20s, up from 1 charge.

Increased telegraph size to 15m.

Snare 24% base per stack, down from 40%.

Minor Tier Bonus

Snare 1% per tier, down from 2%.

Volatile Injection

Base

Removed Interrupt Armor.

Critical Hit Chance 10%, up from 0%.

Gain 5 Volatility per second, up from 0.

Buff Duration 10s, up from 8s.

Tier 4 Bonus

1 Interrupt Armor, replaces gaining 1 additional interrupt armor.

Esper

The Esper received a major update to AMPs along with ability bug fixes and balance tweaks.

Abilities

Spectral Form

Fixed a bug where Psi Points weren’t being generated if the Absorb Shield was depleted.

Concentrated Blade

Now persists through caster death.

Fade Out

Now available at level 15 down from level 31.

Illusionary Blades

Now available at level 18 up from level 11.

Meditate

Cooldown reduced to 45s from 90s.

Base now refunds 40 Focus and 4 Focus per tick over the duration.

Now heals for 8.25% Assault/Support power and 8.81 Health per level.

Tier 4 now generates 2 Psi Points on end.

Mental Boon

Now available at level 31 up from 24.

Mind Over Body

Cast time reduced to 1.5s down from 2.25s.

Spectral Lantern has been removed from the base.

Spectral lantern is now the Tier 8 bonus that spawns the Lantern at the target's location increasing their incoming Healing Received.

T4 Bonus now heals at 107% Support Power at all levels.

Base Heal reduced 64.71% Support Power and 34.51 Health/level down from 73.63% Support Power and 39.27 Health/level.

Mirage

Fixed a bug on Tier 6 so the cast time was appropriately 2.2s (down from 2.5s).

Base Focus increased to 68 up from 58 at base.

Phantasmal Armor

Base Focus cost increased to 69 up from 30.

Absorb Shield increased to 320% Support Power up from 270% Support Power.

Psychic Frenzy

Now available at level 11 down from 15.

Now has a .75s cast time (down from 1.25). The second two uses fall into and the second two uses now are restricted by GCD and trigger a .5s GCD.

Damage increased to 17.5% Assault Power and 9.35 Damage/level per swing up from 11.8% Assault Power and 6.29 Damage/level.

Pyrokinetic Flame

The amount healed and damaged has been increased to 7.79% Support Power and 4.16/level up from 6.36% Support Power and 3.39/level.

Fixed a bug that was causing Pyrokinetic Flame to heal enemies.

Restraint

Damage increased to 7.17% Assault/Support Power and 7.66 damage/level up from 5.31% Assault/Support Power and 5.67 damage/level.

No longer builds psi points.

Reverie

Reverie Mana Reduced to – 1 PP 6 (11), 2PP 12 (14), 3PP 18 (18), 4PP 21 (24), 5PP 31 (25)

Shockwave

Now available at level 24 up from level 18.

Soothe

Base Focus cost at C1 increased to 8 up from 4.

Base Focus cost at C2 increased to 12 up from 8.

Decreased range to 30m down from 35m.

Spectral Swarm

Reduced damage to 5.3% Assault Power per hit and 4.73 damage per level down from 8.86% Assault Power and 2.83 damage per level.

Fixed a bug with Spectral Swarm casting on zone in and log in when the AMP was activated.

Telekinetic Storm

Increased the T4 Bonus Ignore Armor to 10%/20%/30%/40%/50% up from 5%/10%/15%/20%/25% (1PP/2PP/3PP/4PP/5PP).

Increased damage on all Psi Point to the following:

1PP: 3.58% Assault Power and 1.91 damage/level per tick to 4.89% Assault power and 2.6 damage/level per tick.

2PP – 7.17% Assault Power and 5.21 damage/level per tick to 9.77% Assault power and 3.82 damage/level per tick.

3PP – 10.75% Assault Power and 5.73 damage/level per tick to 14.66% Assault power and 7.81 damage/level per tick.

4PP – 14.34% Assault Power and 7.64 damage/level per tick to 19.54% Assault power and 10.42 damage/level per tick.

5PP – 17.92% Assault Power and 9.55 damage/level per tick to 17.92% Assault power and 13.02 damage/level per tick.

Telekinetic Strike

No longer plays a hit sound unless you hit an enemy.

Warden

Base Focus cost increased to 51 up from 42.

Medic

The Medic has seen a lot of changes this patch including changes to AMPs, ability usage, fields, probes, their Innate, and a substantial visual update to animations and effects.

The ability changes focused on speeding up the Medic’s rotation a bit by increasing the tick rate of basic abilities, and adding potential Actuator generation into other abilities, either on the base level or via tiers. Medic fields have seen a pretty good boost, and now all have faster tick rates for more responsive damage. The Probe mechanics have seen some serious overhaul to make them more impactful at the base level, and adding the detonation mechanic in via tiers.

Lastly we’ve added in a passive Shield Mitigation mechanic into the Medic’s direct shield heals, via their Innate, to add back in the “ward” healer mechanic, while still maintaining the overall balance on shields that we have shifted to.

General

Added several new Medic skill animations.

Annihilation Tier 8 and Flash Tier 4 Bonuses are temporarily disabled and display a cooldown reduction of 0s.

Fixed a bug with ability training costs being higher than intended on Triage, Flash, and Barrier.

Fixed a bug where Nullifier, Field Probes, and Restrictor had one less tick than intended.

PvP Offense and Defense AMPs no longer reference Rating in their tooltips.

Fixed several tooltip errors.

Abilities

Energize

New Passive component. Now grants Buffer to allies for 6s, increasing Shield Mitigation by 25% every time you land a direct shield heal.

Cooldown reduced to 30s, down from 90s.

Offensive Buff

Assault and Support Power buff reduced to 17%, down from 30%.

Defensive Buff

Now restores a large amount of shield.

60.24 shield per level.

69.185% Assault and Support Power shield.

Now increases Shield Mitigation to 100%.

No longer increases overall damage mitigation.

Annihilation

Visual Update

Now ticks every 0.25s, down from 0.5s.

Base

4.6375 damage per level per tick, down from 7.2.

10.6525% Assault Power per tick, down from 16.53%.

Minor Tier Bonus

0.6875% per tick, down from 1.26%.

Tier 4 Bonus

The tier 8 bonus has been swapped to the tier 4 bonus.

Tier 8 Bonus

Now causes each tick of Discharge to reduce the cooldown of Annihilation by 1.25s.

Antidote

Animation update.

Focus costs adjusted (slightly higher base, major tiers do not increase costs significantly).

Now removes 2 debuffs at Base.

Cooldown increased to 8s, up from 5s.

Base

3.39 health per level, down from 12.4

3.88% Assault and Support Power health, down from 14.235.

Tier 4 Bonus

Now refunds the Focus cost of using Antidote, to dispel a debuff.

Tier 8 Bonus

Now removes 2 additional debuffs, up from 1.

Atomize

Visual and Animation update.

Cooldown reduced to 8s, down from 10s.

Increased the window to trigger Atomize to 5s, up from 3s.

Base

26.89 damage per level, down from 31.67.

61.77% Assault Power, down from 72.77%.

Minor Tier Bonus

4.63% Assault Power, down from 4.99%.

Tier 4 Bonus

Armor Pierce increased to 18%, up from 9%.

Barrier

Animation update.

No longer applies the Spell Touched debuff.

Focus costs adjusted (lower base, major tiers do not increase costs significantly).

This ability is now a GTAE that affects 3 targets.

Cooldown reduced to 45s, down from 90s.

Base

39.43 shield per level, down from 56.48.

90.55% Support Power shield, down from 129.77%.

13.4 health per level per tick, down from 19.18.

30.82% Support Power health, down from 44.1%.

Minor Tier Bonus

1% Support Power health per tick, down from 1.12%.

Tier 4 Bonus

Now only grants an additional Interrupt Armor to allies below 70% health.

Tier 8 Bonus

Now always affects the caster in addition to allies in the targeted area.

Calm

Now breaks the Medic free from all Crowd Control Abilities.

Tooltip updated to clarify the effect of Pacify on NPCs.

Increased range to 15 meters, up from 8.

Base now restores shields instantly rather than over time.

22.31 shield per level.

25.64% Assault and Support Power shield per level.

Minor Bonus

2.33% Assault and Support Power shield.

Tier 4 Bonus

Now grants a buff for 5s that restores 24.54% Support Power shield when you take direct damage.

Collider

Animation update.

No longer ignores the GCD and now triggers a 1 second GCD.

Now has 2 ability charges at the base level and both charges recharge every 10s.

Increased range by 2.5 meters.

Bonus damage is no longer applied to enemies above 70% health at the base level.

Now hits twice per cast.

Base

Normal Damage

10.6 damage per level per hit, down from 13.47.

24.34% Assault Power per hit, down from 30.93%.

Bonus Damage

13.99 damage per level per hit, down from 18.47.

32.11% Assault Power per hit, down from 42.41%.

Minor Tier Bonus

2.53% Assault Power normal damage, up from 1.82%.

3.33% Assault Power bonus damage, up from 2.56%.

Tier 4 Bonus

Now applies bonus damage to enemies above 70% Health.

Tier 8 Bonus

The tier 4 has been swapped to Tier 8 and now has a 100% chance to grant an actuator on a low health enemy.

Crisis Wave

Fixed visual issues.

Focus costs adjusted.

Fixed a bug that allowed the Tier 4 and Tier 8 bonus to work with lower tiers.

The buff that grants the Tier 4 and Tier 8 bonus no longer persists out of combat.

Tier 4 Bonus

The instant cast no longer triggers a GCD.

Tier 8 Bonus

Fixed a bug where you could not cast the free Crisis Wave if the medic had no Actuators.

Dematerialize

Increased the telegraph width by 2 meters.

Now removes 2 debuffs at Base.

Cooldown increased to 8s, up from 5s.

Base

2.94 damage per level, down from 10.78.

6.78% Assault Power, down from 24.76.

Tier 4 Bonus

Now grants a 20% chance to build an Actuator if you purge a Buff.

Tier 8 Bonus

Now applies Overload for 8s.

Devastator Probes

Visual and Animation update.

Fixed a bug where Probes were only being applied to 4 foes instead of 5.

Can no longer be detonated at base.

Damage over time duration reduced to 12s, down from 14 seconds.

Base

7.4 damage per level per tick, up from 5.04.

16.96% Assault Power per tick, up from 11.64%.

Minor Tier Bonus

1.64% Assault Power per tick.

Tier 4 Bonus

Probes can now be detonated by landing a hit with Collider and Fissure dealing 50% of the total Damage over Time damage.

Tier 8 Bonus

In addition to the Area Effect detonate, Probes will now auto detonate if the enemy they are attached to dies.

Discharge

Visual and Animation update.

Cast time reduced to 1.25s, down from 1.5s.

Base

4.26 damage per level per tick, down from 5.51.

9.8% Assault Power per tick, down from 12.65%.

Minor Tier Bonus

2.1% Assault Power per tick, down from 2.52%.

Tier 4 Bonus

Now deals 25.25% Assault Power damage instantly if you hit an enemy with all 3 ticks rather than applying a Damage over Time.

Tier 8 Bonus

Increased chance to generate a second stack of Power charge to 100%.

Dual Shock

Visual update.

Focus costs adjusted.

Tooltip updated to clarify that this ability can be used following a Critical Attack or a Critical Heal.

Base

25.52 damage per level, down from 27.531.

58.65% Support Power damage, down from 63.231%.

35.23 health per level, up from 27.531.

80.95% Support Power health, up from 63.231%.

Minor Tier Bonus

3.26% Support Power damage, down from 3.5%.

4.48% Support Power health, up from 3.5%.

Tier 4 Bonus

Now grants a 25% chance to build an Actuator.

Tier 8 Bonus

Lifesteal increased to 25%, up from 16%.

Emission

Cast time reduced to 1.25 seconds, down from 1.5 seconds.

Base

4.41 health per level per tick, down from 5.07.

10.14% Support Power per tick, down from 11.63%.

Minor Tier Bonus

2.18% Support Power per tick, down from 2.32%.

Tier 4 Bonus

Focus cost reduction is now limited to when the Medic is below 250 Focus.

Empowering Probes

Visual and Animation update.

Tier 4 Bonus:

Now increases Critical Hit Chance by 3% and Strikethrough Chance by 3%.

Extricate

Animation update.

Field Probes

Animation update.

Increased the size of the Field by 2 meters.

Tier 4

Now deals 19.47% Assault and Support Power damage to enemies that deal direct damage to allies standing inside Field Probes and to enemies that get healed while standing inside of Field Probes.

Fissure

Visual update

Fixed a bug with the animation.

Base

10.51 damage per level, up from 9.68.

24.17% Assault Power, up from 22.26%.

Minor Tier Bonus

1.21% Assault Power, up from 1.12%.

Tier 4 Bonus

Now causes your next Gamma Rays or Quantum Cascade to refund 1 Actuator if Fissure is used at full Actuators.

Flash

Tier 4 Bonus

Causes each tick of Emission to reduce the cooldown of Flash by 1 second.

Gamma Rays

Visual update.

Cast time reduced to 1.25 seconds.

Range increased by 2.5 meters.

Each beam now has the same width and deals the same amount of damage.

The base level no longer has a chance to build an Actuator if you hit enemies with all 3 beams.

Each beam can now only hit a single target.

Base

Each Beam deals 14.89 damage per level.

Each beam deals 34.21% Assault Power damage.

Minor Tier Bonus

2.11% Assault Power damage for each beam.

Tier 4 Bonus

Now causes every third cast to be instant and have no GCD.

Tier 8

Now grants an 100% chance to grant 1 Actuator if you hit with all 3 Beams.

Magnetic Lockdown

Tier 4 Bonus

If used within 5 seconds of being Critically Hit, Magnetic Lockdown has no cast time and triggers no GCD.

Tier 8 Bonus

Now grants 2 Actuators.

Mending Probes

Animation update.

Focus Costs updated.

Can no longer be detonated at base.

Damage over Time duration reduced to 12 seconds, down from 14 seconds.

Base

7.66 health per level per tick, up from 5.22.

17.56% Support Power health per tick, up from 12.02%.

Minor Tier Bonus

1.7% Support Power, up from 1%.

Tier 4 Bonus

Probes can now be detonated by landing a heal with Flash and Triage, restoring 50% of the total amount healed over time.

Tier 8 Bonus

In addition to the Area Effect detonate, when allies with Probes attached take damage that would kill them instead cause the probes to automatically detonate.

Nullifier

Animation update.

The field can now be cast behind the Medic.

No longer Snares enemies.

Now has 2 charges on Base and both charges recharge every 15 seconds.

Now deals damage every 0.25 seconds, down from 0.5 seconds.

Increased field size by 1 meter.

Base

1.46 damage per level per tick, down from 2.35.

3.35% Assault Power per tick, down from 5.13%.

Minor Tier Bonus

0.29% Assault Power per tick, down from 0.39%.

Tier 4 Bonus

Now grants a bonus causing enemies standing in either of Nullifier Fields to take damage as if they were standing inside both fields as long as both fields are placed.

Tier 8 Bonus

Now deals 78.1% Assault Power damage to 5 enemies in the targeted area when the field is created if the Medic is at full Actuators.

Paralytic Surge

Tier 4 Bonus

Now effects enemies under Devastator Probes.

Protection Probes

Visual and animation update.

Swapped the Tier 4 Bonus to the Tier 8 Bonus.

Cooldown reduced to 20 seconds, down from 30 seconds.

Base

Increases Resistances by 17%, down from 24%.

Tier 4 Bonus

Now increases Dash Regen by 35%.

Tier 8 Bonus

14.11% Assault and Support Power shield per tick, up from 5.454.

Quantum Cascade

Animation update.

Tier 4 Bonus

Fixed a bug where the extra tick would not trigger if the cast of Quantum Cascade started with less than 4 Actuators.

Recharge

Animation update.

Now a regular cast ability.

Can now be cast on the move.

Now increases Assault and Support Power by 15% for 10 seconds at base.

Cooldown reduced to 45 seconds, down from 2 minutes.

Fixed a bug where the Tier 8 bonus could affect NPCs.

Base

30 Focus instantly, down from 80.

6 focus per tick, down from 16.

Rejuvenator

Animation update.

Focus costs adjusted.

Field size increased by 2 meters.

No longer requires allies to be injured to trigger the field.

Now ticks every half second instead of every second.

Base

4.36 health per level per tick, down from 7.86.

10.01% Support Power per tick, down from 18.04%.

Minor Tier Bonus

0.44% Support Power per tick, down from 0.9%.

Tier 4 Bonus

Now grants 1 Interrupt Armor for 8 seconds. Allies can leave the field and still retain the Interrupt Armor.

Tier 8 Bonus

52.2% Support Power, up from 45.45%.

Restrictor

Animation update.

Tier 4 Bonus

Now restores both charges every 18 seconds.

Tier 8 Bonus

The Snare now lasts for 2.5 seconds after enemies leave the field.

Shield Surge

Animation update.

Focus costs adjusted.

Base

33.48 shield per level, up from 29.113.

76.9% Support Power shield, up from 66.864%.

29.11 shield per level, down from 29.113.

66.89% Support Power damage, up from 66.864%.

Minor Tier Bonus

6.09% Support Power shield.

5.3% Support Power damage.

Tier 4 Bonus

Now grants 25% Shield Mitigation for 8 seconds.

Tier 8 Bonus

Now restores 135.84% Support Power bonus healing if you do not hit enemies.

Now deals 118.12% Support Power bonus damage if you do not heal allies.

Triage

Focus costs adjusted.

Cooldown reduced to 8 seconds, down from 10 seconds.

No longer is targeted, instead heals the lowest health ally in a cone in front of the Medic.

Base

13.95 health per level, down from 17.26.

32.03% Support Power health, down from 39.63%.

13.95 shield per level, up from 9.3.

32.03% Support Power shield, up from 21.35%.

Minor Tier Bonus

2.31% Support Power health and shield per level.

Tier 4 Bonus

Now causes every third cast to build 1 Actuator.

Urgency

No longer breaks Crowd Control Abilities at base.

No longer does damage or healing.

No longer blinks to allies or enemies and instead simply blinks the Medic forward 20 meters.

Now increases Movement Speed by 40% for 5 seconds.

Minor Tier Bonus

2.5% Movement Speed .

Tier 4 Bonus

Breaks Roots, Snares, Holds, and Tethers.

Tier 8 Bonus

Now deals 20.625% Assault and Support Power damage and healing to 5 enemies and 5 allies within 8 meters after you blink.

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#4 Winter Beta 4 Patch Notes: Warmaggedon!: post #4 Scooter

Community Lead

Carbine Studios Staff

LocationPlanet Nexus

Posted Yesterday, 06:51 PM

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Spellslinger

The Spellslinger received a major update to AMPs along with ability bug fixes, balance updates, and some ability tweaks. The tweaks include adjustments to some healing ability values, increased mobility at the spell level, and increased Spell Power regeneration out of combat.

General

Known Issue: True Shot T8 does not currently give the extra shot.

Abilities

Spell Power

Will regenerate twice as fast out of combat.

Affinity

Tier 8 Bonus

45.5% Support Power, up from 30%.

45.5% Assault power, up from 30%.

Charged Shot

Tier 4 Bonus

Added can be cast while moving.

Flame Burst

Tier 4 Bonus

Removed increased width.

Moved the Tier 8 bonus to tier 4.

Tier 8 Bonus

Moved Tier 8 bonus to Tier 4.

If target has your Ignite on them, deal an additional 35% Assault Power every 1 second for 2 seconds.

Gather Focus

Base

Cooldown 45s, down from 120s.

Regain 60 Focus, down from 160.

Regain 3 Spell Power every 1 second for 6 seconds.

Minor Tier Bonus

4 Focus, down from 10 Focus.

Healing Torrent

Base

Can be cast while moving.

Surge Base

90.17 health per level, down from 108.2.

157.96% Support Power, down from 202.87%

Tier 4 Bonus

Removed can be cast while moving.

If target is affected by Voidspring or Healing Salve, Healing Torrent will add an additional 41.65% Support Power Absorb.

Ignite

No longer is removed on caster death.

Fixed an issue causing it to not deal burst damage if you were sent running by Crowd Control abilities for further than 35m away.

Now checks for crit on each tick. Previously, it would crit all ticks or not crit all ticks.

Tier 4 Bonus

GCD reduced to .5s as well.

Quick Draw

Base

4.94 damage per level, up from 4.41.

9.26% Assault Power per tick, down from 8.26%

Minor Tier Bonus

1.47% Assault Power per tier, up from 1.46%

Surge Base

13.47 damage per level, up from 12.94.

25.27% Assault Power per tick, up from 24.27%.

Surge Minor Tier Bonus

1.47% Assault Power per tier, up from 1.46%.

Tier 4 Bonus

Chance 100%, up from 10%.

Movement speed 20%, down from 45%.

Runes of Protection

Base

181% Support Power, up from 158%.

Minor Tier Bonus

3.5% Support Power per tier, down from 3.52%.

Surge Base

402% Support Power, up from 350%.

Surge Minor Tier Bonus

3.5% Support Power per tier, down from 3.52%.

Sustain

Base

37.38 health per level, up from 26.34.

70.09% Support Power, up from 49.39%.

Now hits 5 targets, down from 10.

Minor Tier Bonus

8.19% Support Power per tier, up from 8.18%

Tier 8 Bonus

Increases target count to 10 and increases the range.

True Shot

Tier 4 Bonus

Removed increased casting speed.

Moved the Tier 8 bonus of 50% Armor Pierce to Tier 4.

Tier 8 Bonus

Moved Tier 8 bonus to Tier 4

Can now cast True Shot one additional time and it is instant.

Vitality Burst

Base

Can be cast while moving.

Base - Charge 3

53.29 damage per level, down from 57.71.

99.91% Support Power, down from 108.18%.

Base - Charge 2

20.52 damage per level, down from 22.22.

38.47% Support Power, down from 41.16%.

Base - Charge 1

13.32 damage per level, down from 14.43.

24.98% Support Power, down from 27.06%.

Tier 4 Bonus

Removed casting while moving.

Grants Outgoing healing buff for 5s. Charge 1 increases by 2%, Charge 2 increased by 4%, and Charge 3 increases by 6%.

Tier 8 Bonus

45% Support Power per tick, up from 30%.

Wild Barrage

Surge Base

8.69 damage per level, up from 5.

16.28% Assault Power, up from 9.39%.

Stalker

The Stalker received major updates to AMPs and ability mechanics. The adjustments to ability mechanics were done to both base ability and major tiers and are designed to help improve rotations and/or increase build variety.

General

AMPs should no longer break Stealth.

Flagged Hall of the Bloodsworn buffs/retreat to not break stealth.

Cost on Unfair advantage increased to 4 and now reduces suit power cost by 12 up from 8.

Abilities

Stealth

Can now be cast while casting another ability.

There is no longer a cooldown when toggling Stealth on and off out of combat.

Increased resistance on exit stealth for Nano Skin: Evasive to 15% up from 7% and reduced duration to 5s from 6s.

Amplification Spike

Cooldown increased to 18 seconds up from 10 seconds.

Now grants a flat 11% Deflect Critical Hit at Tier 4+.

Analyze weakness

Visual effects now only attach to the target briefly.

Increased the duration to 15 seconds up from 10 seconds.

Bloodthirst

Reduced duration to 8s at all tiers.

Lifesteal is now 50% at base and increases 2.5% per tier.

Tier 4 now increases Assault and Support by 7%.

Cooldown reduced to 30s from 45s.

Tier 8 now deals 50% Assault/Support Power in damage to nearby foes and transfers it as health.

Clone

Fixed a bug that was preventing the Clone from dealing damage every 1.25s.

Cooldown reduced to 30 seconds from 45 seconds.

Reduced duration to 10 seconds down 15 seconds.

Increased damage on Slash to 5.27% Assault Power and 2.3 Damage/level per hit up from 2.3% Assault Power and 1 damage/level per hit.

Increased Damage on Precision Strike to 40% Assault Power and 17.4 Damage/level up from 40% Assault Power and 10 Damage/level.

Fixed a bug where Clone was breaking Stealth.

Collapse

Tier 4 now roots for 1.5 seconds.

Damage reduced to 27.75% Assault/Support Power and 24.17 Damage/level down from 36.56% Assault/Support Power and 31.84 Damage/Level.

Tier 8 now snares Foes Movement Speed by 35% for 4 seconds.

Concussive Kicks

Fixed a bug with Tier 8 not properly reducing Assault cooldowns.

Cooldown increased to 8s from 6s.

Now hits 1 Foe down from 5.

Tier 8 no longer requires an interrupt to reduce ability cooldowns.

Removed interrupt entirely from Concussive Kicks.

Increased damage to 38.43% ap per kick from 37.64 and increased per level to 16.74 up from 16.4.

Tier 8 no longer requires interrupt.

Tier 4 makes Concussive Kicks Suit Power cost free on it first use with no cooldown. The 2nd use triggers the cooldown and Suit Power cost.

Cripple

T8 Snare is not reapplied if the player is rooted by Cripple.

No longer a Multi-Tap ability.

Cripple now has 3 ability charges, all charges are recharged after recharge time is met.

Now has an 8 second Recharge time.

Tier 4 bonus now always applies speed buff.

Tier 4 Bonus now grants speed bonus even if you don’t hit a foe but you must be in combat.

Damage reduced to 43.96% assault power and 22.8 damage/level down from 52.4% Assault Power and 22.8 damage/level.

Decimate

Reduced cooldown to 5 seconds from 10 seconds.

Increased Debuff duration to 10 seconds at all Tiers.

Now only usable after Deflecting.

Removed Suit Power cost.

Debuff now reduces damage dealt instead of an Assault/Support Power debuff.

Damage reduced to 16.82% Support Power and 11.14 Damage/level down from 40% Support Power and 25.62 damage/level.

Amount of foes hit reduced to 5 down from 10.

Tier 4 bonus now generates 10 Suit Power when used.

Tier 8 now grants 25% Support Power.

False Retreat

Cooldown reduced to 25 seconds down from 35 seconds.

The amount of time to leap back was increased by 1 second.

Tier 4 Bonus now sets the Cooldown to 10 seconds if the 2nd press is not activated.

Damage reduced to 9.4% Assault/Support Power and 8.19 damage/level down from 18% Assault/Support Power and 15.18 damage/level.

Frenzy

The Absorb on the Stealth Bonus has been reduced to 46% Support Power down from 48.15% Support Power and 21 Absorb/level.

Impale

Tier bonus now ignores 45% Armor up from 15% but must be used from Stealth or from behind to get the bonus.

Nano Dart

Increased damage to 35.1% Support Power and 15.27 damage/level up from 23.32% Support Power and 10.15 damage/level.

Is now an instant cast.

Now uses 3 ability charge that all refill on recharge.

Now hits 1 target, down from 5.

Cost 10 Suit Power per hit.

Increased Lifesteal to 100%, up from 40%.

Tier 4 bonus threat generation reduced to 20% down from 40%.

Nano Field

No longer displays the incorrect target count.

Now has a 250s pause before the 2nd press can be activated to prevent prematurely activating the collapse.

Now Tier 4 reduces the cost to 0 if used within 2 seconds of the 1st press.

Nano Virus

Suit Power cost reduced to 10 from 25.

Cooldown Reduced to 6 seconds down from 10 seconds.

Debuffs Critical Hit Severity at base and no longer increases deflect chance.

Damage reduced to 55.01% Support Power and 23.94 damage/level down from 83.68% Support Power and 25 damage/level.

Tier 4 now spreads to nearby enemies when used.

Tier8 increases Deflect Critical Hit by 3.5% and stacks twice.

Phlebotomize

Cooldown decreased to 10 seconds down from 15 seconds

Increased Healing Reduction to 60% at all levels up from 35%.

Tier 4 Bonus now overloads shields.

Damage reduced to 29.4% Assault Power and 12.8 Damage/level down from 48.6% Assault Power and 21.15 damage/level.

Tier 8 now adds an ability charge to Phlebotomize.

Pounce

Tier 8 charges now both recharge after the charge time ends.

Removed damage from Pounce.

Now grants the caster Swiftness for 4 seconds. Increases movement speed by 15% at base.

Preparation

Channeled time reduced to 3s from 4s.

Now granted at level 21.

Can be used while Sprinting.

Now increases Critical Hit and Deflect Critical Hit at base (removed Critical Hit Severity).

No longer increases Suit Power per tier.

The buff is no longer removed on hit and lasts for 4 seconds.

Stack cap reduced to 7, down from 10.

Suit Power regen per .5 second tick is now 2, down from 5.

Tier 4 bonus now heals the Stalker for 25% Assault Power and Support Power per tick.

Punish

Now triggers Suit power regenerate when below 35 Suit power instead of 25%.

Regenerates 30 Suit Power, up from 15.

Damage increased to 54.55% Assault Power and 23.74 damage/level, up from 36.03% Assault Power and 15.7 damage/level.

Razor Disk

Armor debuff increased to 10% at base, up from 5%.

Damage reduced to 40.44% Support Power and 17.6 Damage/level, down from 54.2% Support Power and 23.6 damage/level.

Razor Disk Tier 4 now recharges both charges after the recharge time ends.

Razor Storm

Is now in the Support set.

Damage now scales off of Support Power.

Damage at base is now 22.22% Support power from 11.11% Assault and Support Power.

Tier 4 now regenerates 10 Suit Power and reduces the cooldown by 5 seconds.

Reaver

Is now in the Utility set.

Damage is now split between Assault and Support Power.

Damage at base is now 13.61% Assault/Support Power from 27.22% Support Power.

Increased range to 20 meters, up from 15 meters.

Ruin

Now will persist through caster death.

Fixed a number of issues that would prevent it from dealing damage (Line of Sight, Distance, Crowd Control Abilities)

Tier 8 now overloads shields for 6 seconds up from 1.5 seconds, now must be used from stealth.

Base duration increased to 10 seconds from 8 seconds

Tier 4 bonus now generates 2 Suit Power every tick for the duration.

Base damage reduced to 5.43% Assault Power and 2.36 damage/level down from 6.07% Assault Power and 2.65 damage/level to account for the duration increase.

Shred

Fixed a bug where Shred was breaking stealth if the Stalker wasn’t detected.

Tier 4 and above now Ignores 60% armor but must be used from Behind or in Stealth to trigger.

Stagger

Tier 4 now must be used from Behind in order for the cooldown to be reduced to 18 seconds.

Steadfast

Cooldown on Steadfast increased to 10 seconds.

No longer requires the Stalker to Deflect an attack before being usable.

Stim Drone

Now granted at level 31.

Now recharges both charges after the cooldown.

Tier 4 bonus now heals for an additional 25% Assault/Support Power.

Tactical Retreat

Cooldown reduced to 30 seconds down from 45 seconds.

Tier 8 no longer reduces cooldown.

Tactical Retreat now transitions into Stealth after duration of “improved stealth” is over.

Tether Mine

Base Duration reduced to 7.5 seconds.

Recharge time reduced to 30 seconds, down from 45 seconds.

Recharges both charges after the cooldown.

Tier 4 now creates a snare field at its explosion location.

Deploy Range increased to 20m, up from 15m.

Increased the cost to train up to 72s and 87c, from 10s.

Warrior

The Warrior received a major update to AMPs along with ability bug fixes and balance tweaks.

General

Fixed a bug where Polarity Field and Defense Grid had one less tick than intended.

Fixed several tooltip errors.

Abilities

Onslaught

Reduced the Incoming Healing penalty on Overdrive to 10%, down from 40%

Reduce the Damage Taken penalty on Overdrive to 10%, down from 15%

Atomic Surge

Fixed a bug where this was still hitting 10 enemies rather than the intended 5 enemies.

Tier 4 Bonus

Increased damage bonus per tick to 7.35% Support Power, up from 6.135%.

Augmented Blade

Base

16.31 damage per level, up from 8.29.

51.52% Assault Power, up from 26.17.

Minor Tier Bonus

2.95% Assault Power, up from 2.54%.

Tier 8 Bonus

Fixed a bug where many direct heals would not trigger the proc effect.

Bolstering Strike

Tier 4 Bonus

Increased bonus shield healing to 22.77% Support Power, up from 18.9375.

Bum Rush

Fixed a bug where the buff would not refresh if the second charge was used before the initial buff wore off.

This ability still ignores the GCD but both charges can no longer be used in the same GCD.

Emergency Reserves

Tier 4 Bonus

Increased Outgoing Healing buff to 7%, up from 5.4%.

Flash Bang

Fixed a bug where the Blind would not be applied to enemies if you hit them directly with the Telegraph.

Grapple

Fixed a bug where this was doing more damage than intended.

Base

5.8 damage per level, down from 8.79.

9.16% Assault and Support Power, down from 13.865%.

Leap

Removed the Line element from the Telegraph.

Fixed a bug where occasionally the ability would not activate where it was referencing the old tier 4 bonus.

Menacing Strike

Tier 8 Bonus

Increased heal to 87.1% Support Power, up from 84.5%.

Plasma Blast

Tier 4 Bonus

Increased healing to 14.1% Assault and Support Power, up from 12.27%.

Plasma Wall

Fixed a bug where the Tier 4 bonus tooltip was still referencing the old Tier 4 Bonus.

Polarity Field

Fixed a bug where only 1 Warrior could attach a Polarity Field to an enemy.

Fixed a bug where enemies could only take damage from one of the fields created by the Tier 4 Bonus.

Ripsaw

Fixed a bug where Tiers 1-8 would sometimes not hit any enemies.

Fixed a bug where the Damage over Time was being treated as Direct Damage rather than periodic damage.

Savage Strikes

Updated the tooltip on all tiers for clarity.

Sentinel

This ability's usage has been re-designed. Now sentinel targets the lowest health target in-front of them and grants them the Sentinel buff for 18 seconds. This ability is now on a 10 second cooldown.

Fixed a bug where the damage proc was triggering off of periodic damage.

Base

20% Guard Armor, down from 24%.

10% Armor sacrificed, down from 12%.

2.21 damage per level per attack, up from 2.02.

3.505% Assault and Support Power damage per attack, up from 3.205%.

Minor Tier Bonus

1% Guard Armor, down from 1.5%.

1.19% Assault and Support Power damage per attack, up from 0.565%.

Tier 4 Bonus

Now reduces Armor sacrificed to 5%, down from 6%.

Tier 8 Bonus

Clarified the tooltip to indicate the Lifesteal is applied to the entire party.

Tether Bolt

Fixed a bug where enemies outside of the telegraph were being tethered.

Unstoppable Force

Fixed a bug where this ability could be used to break spells intended to hold the player during Cinematics and Adventures.

PvP

General

Fixed an issue that could cause the 'Temple Teamwork', 'Top Killer' and 'Top Damage' PvP achievements to be incorrectly awarded. This fix will not affect achievements that players have already been awarded.

The PVP scoreboards for arenas and battlegrounds now properly show the stats for all members of the team.

Fixed an issue where breakout gameplay would not occur in high-volume Crowd Control situations.

There is now visual and sound effects for the winner of a duel.

Both the winner and loser of a duel will now hear a voiceover when the fight is over.

You will now receive a loot bag upon losing a PvP match. This bag gives less rewards and has a lower chance to reward items.

Fixed an issue preventing crafted schematics from being obtained in Walatiki Temple and Bloodsworn Halls.

Fixed a bug that resulted in too many masks spawning in the Walatiki Temple.

Fixed an issue where upon forfeiting a warplot match Players couldn't do anything until they pressed escape.

Warplot Deployables are now filtered into Turret or Trap categories in the Vendor menu on the Warplot Build Map.

Decreased prestige earnings from all PvP instance sources (objectives, win, and match complete).

The Explorer path ability, Translocate Beacon, can no longer be used in PvP instances.

Mask carriers in the Walatiki Temple can no longer use spatial shift.

There are more objects that block the view in Halls of the Bloodsworn.

Spellslingers will no longer be able to interact with the mask totem in the Walatiki Temple while using Void Slip.

Fixed or improved several art issues in the Walatiki Temple

Match ending Cinematics will no longer play unless the match officially completes.

In a Warplot match, the hazmat suit effect for hazard plugs is no longer dispellable.

Warplots Defense Cannon abilities now properly show cooldowns.

Fixed or improved several art issues in Warplots.

Players can no longer stand on the cameras in the Arena.

PVP hoverboard customizations now cost 4,000 Prestige tokens.

The Warplot Boss Trogun's area of denial spell will no longer end when he dies.

Kel Voreth and Stormtalon dungeons no longer appear in Group Finder until the Player discovers the dungeon entrances.

Fixed issue in Warplots where Players would be teleported to invalid locations when placing plugs on the Warplot Build Map.

Fixed an issue in Warplots where parts of the Reinforced Furnace plug did not line up properly.

If a player leaves the Housing 'Dueling Pit' public event while the duel is in progress, it will restart and the doors will reopen.

The Rated Arena matches are now set to min/max level 50.

Level 50 battleground brackets are now available for Walatiki Temple and Halls of the Bloodsworn.

Warplot PvP matches are now available in Group Finder for level 50 players.

Sanctuary of the Swordmaiden is now available in Group Finder for level 50 players.

The Veteran modes for Skullcano, Stormtalon's Lair, Ruins of Kel Voreth, and Sanctuary of the Swordmaiden are now available in Group Finder for level 50 players.

The Veteran modes for The Malgrave Trail, Crimelords of Whitevale, The Siege of Tempest Refuge, War of the Wilds, Riot in the Void, and The Hycrest Insurrection are now available in Group Finder for level 50 players.

Items from Warrior weapon lockers can now only be used during a Warplot match

In Warplot matches, the Gas Processing Plant, Furnace, and Nuclear Plant plugs are now longer hazardous if the plug is destroyed.

In Warplot matches, turrets available in the vendor window now have updated hologram art.

Soldier weapons locker items can only be used in a Warplot match.

In Warplot matches, Scientist path hazards now function as follows:

The hazard will be triggered immediately after scanning

The hazard will only effect enemy players

Arenas

Fixed an issue where the player wasn't always being teleported off the platform in arenas.

Walatiki Temple

Walatiki has received a map update!

There are now two exits for each team’s spawn room.

There are now two ways to get into the flag room: either through the front entrance or through a cave entrance. The new caves can be found on opposite sides of the map.

There is no longer a mid-level ring to get into the center area.

The size of the bridge has been increased.

Fixed an issue where the Moodie Masks in the Walatiki Battlegrounds would float up and away into the sky.

Fixed a height issue on the Dominion Gate in Walatiki Temple.

Halls of the Bloodsworn

Added line-of-sight blockers throughout the map.

Resolved an issue where collision was blocking players paths when spawning in on the Halls of the Bloodsworn

Several minor art issues fixed or optimized throughout zone.

Resolved a missing collision issue on a statue in the Halls of the Bloodsworn PvP battlegrounds.

Warplots

Metal Maw - Reckless Bombardment "crash" tracking telegraph no longer has a wave.

Mordechai - Vicious Barrage channeling telegraph waves now properly move inward instead of outward during cast.

Murderbot - Kinetic Slam telegraph wave timing now matches the impact timing.

Defense Cannons: Fixed an issue where Mancannon would occasionally not launch the player after firing.

Defense Cannon abilities now properly show cooldowns

Sonic Cannons now have 100% chance to knockback on hit (up from 50%). Knockback distance reduced from 8m to 5m.

Trogun no longer has a delayed death when killed during Meteor Hammer

Updated the Aggressorbots, balancing them as a melee puller / area denial archetype.

Telegraphs that indicate the maximum range a Deployable plug may be placed are now displayed when the Player is in edit mode.

Characters below level 50 can no longer join a Warparty by invite.

If a player is removed from a warparty they are now removed from the Warplot Edit Map as well.

Fixed a bug that prevented visibility settings from applying to Warparty Bank Tabs.

Warplot deployables (e.g. the Sniper Turret) can no longer be placed in walls or be made to float above the ground.

Fixed a frequent crash that occurred when leaving a warplot match.

Invalid Warplot names are now rejected properly instead of resulting in a LUA error.

Waiting for the end of Warplot match cinematics to complete will no longer prevent the player from interacting with the game.

Players are now prevented from removing a Warplot building before it is fully loaded. Previously, if this occurred, it would prevent any more buildings from being placed in that area.

Players can now teleport to their Warplots from Illium/Thayd

Report

#5 Winter Beta 4 Patch Notes: Warmaggedon!: post #5 Scooter

Community Lead

Carbine Studios Staff

LocationPlanet Nexus

Posted Yesterday, 06:54 PM

« Previous Developer Post | Next Developer Post »

Content

General

Shade creatures now despawn properly when destroyed.

When re-logging after completing a challenge the challenge log will no longer show a negative percentage for progress of a completed tier.

Quests which grant reputation (such as the Wilderrun Quest "Big Game") now tell you which type of reputation you will gain when they list the quest rewards.

The quest progress percentage displayed by the update floater should now always match the percentage displayed in the quest tracker.

Ongoing widespread art optimizations are taking place throughout the world. This will have effects on various prop details, or vista compositions.

Fixed several areas in mountains all over Nexus where Players could get stuck.

Eldan Exo-labs all over Nexus now have some swanky new interior decorations.

Trade skill-related quests will no longer grant experience.

The Chest of Crafting Components and Satchel of Scavenged Supplies no longer reward items based on your character level. They now reward items based on the level and location of the Challenge.

Achievements

PvP Rating Achievements for Arenas, Battlegrounds and Warplots now award titles at 1500 and 2200 rating.

Duplicate unlocks for Warplot Plug destruction have been removed.

The Seven Years Bad Luck kill achievement in Wilderrun now displays an in-progress description.

Algorac Achievement 'Serve and Protect' has been removed from the 'Episode Completion: Defend Tremor Ridge' achievement checklist.

Hedge Defender is now hidden until unlock since some players may not want to place the Hedge Maze in their housing plot.

The reputation achievements for Wilderrun now refer to the zone instead of just Popularity Contest

The Headhunter achievement text has been cleaned up a bit for consistency between the 5 tiers.

The multiple With Influence Comes Power Guild Achievements are now set as Tier 1 and Tier 2

Beta Reward: Flux Hoverboard has been added as an achievement as a Closed Beta reward.

All three tiers of the guild achievement 'Torine Tamers' now use the plural form instead of 'Torine Tamer'.

Tiered achievements now use a uniform notation for displaying the level of each tier.

The guild unlock for Tier 1 of 'Spider Fighters' no longer displays 5,000 as 5,00.

The Bad Medicine achievement in Northern Wilds Adventure now lists the amount of times you need to kill Adora (10) before unlock.

Path Mission achievement descriptions have been updated to use the current style guide format (complete x missions and you completed x missions)

The following tiered achievement target numbers have been updated to better fit the available missions of each type.

Knowledge Cubed

Flagpole Setter

Key to the City

Path Finder

Tier 3 in-progress description for The Steamglider Sacrifice is no longer written as if you already completed the unlock.

Tier 2 'The Girrok Grappler' in-progress text will now display the 250 required for unlock.

Shiphand achievement descriptions have been standardized to use the mission display 'Shiphand: Mission' and no longer contain ending punctuation.

The Cozy and Spacious House achievements no longer have their descriptions reversed for in-progress and completed.

The Home Sweet Home achievement is no longer valid since The Plot Thickens already covers housing plug placements.

Multi-Kill achievements have been updated for both Guild and Player unlocks.

Description numbers above 999 now have commas and some typos were corrected for a few count targets.

The sign post near Kriston’s Command Post has been damaged by war.

PvP Player Kill achievements are now all visible before unlock.

PvP Titles have been added for player kills at 1k, 5k, 10k, 25k, 50k, 100k, and 250k.

FX-241189 the Stormtalon's Lair: Silver Medal (Normal) unlock is no longer incorrectly labeled as (Veteran).

The Firestorm Defeated challenge is now only visible for Exile players.

The 'Woodhaven Water Ride' achievement will now unlock after you ride the Celestial Gondola in Celestion.

Achievement, 'Celestial Hunter' now lists the creature targets in a checklist.

Algoroc

Fixed an issue where Bride Osprea could attack other Falkrin in her area

The text in architect work order quest 'Bramble Basics' has been corrected.

Kraggar's damage effects now more clearly match animations.

Kraggar will no longer stand still for a period of time if Earthquake is interrupted.

World Boss Kraggar’s Rock Toss will now properly target random players.

Rock Toss will no longer prematurely end if Kraggar is killed.

Bot Saboteur’s Bewildering Blow should now deal damage when cast as the follow-up to Stunning Blow.

Players should no longer be able to get stuck between some rocks near Rockridge Hollow.

Fixed an issue where you could get stuck under the foot of the Annihilator bot in Algoroc.

Player should no longer be able to get stuck under a root in Blackheart Village.

Datacubes in Algoroc will now correctly appear as friendly.

Barricade near Gallow will no longer clip underground.

Players working on the Algoroc quest 'Finish Him' will now be able to enter the Skull's Eye with their group.

The Snatching Snoglug Eggs challenge in Coldwater Gulch of Algoroc no longer provides the player with a consumable item. Instead, the challenge items are placed in the player's quest items bag.

While on Algorac quest, Emergency Extraction, players will have a more clear objective arrow pointing at Troka' Ra's general area for the Save Botsmith Redfield objective.

Quest objectives for the quest Rotten Roan in the Gallow Fields of Algoroc now display correctly.

Darkspur Cartel outfits and displays have been updated in Algoroc.

Additional Peacekeepers have been added to guard the rear entrance of the Gallow Chronicle House.

SURVEILLANCE: Demonclaw Pass - Dominion Explorers will no longer receive this mission.

OPERATIONS: Rockridge Hollow -Dominion Explorers will no longer receive this mission.

The quest direction arrow now correctly points to Chronicler Herrick Grenfell in Gallow when the quest Lurking Terror is completed.

Updated map locations for Biology: Soulcore Monstrosities Scientist path mission.

Dominion players can no longer receive the communication call from Deadeye Brightland anymore. It's now set to be allowed only to Exile Players who enter the area.

Fixed Soldier mission, Mastering the Magnetron, where if a player completed a specific quest, the mission was no able to be completed.

The Algoroc Survivalist Expedition turn-in location to Architect Kaspmara now points players to the proper location.

While on quest A Call to Arm in Algoroc, players will now be properly guided through First Strike Mine.

Work order boards and bounty boards are now named consistently.

Crafting townspeople in the Gallow crafting area in Algoroc will no longer annoy anyone with their excessive laughter, nor will they repeatedly talk in a hyperactive manner.

All Settler depots and resources throughout Illium should now be accessible.

While on quest 'DRED Reckoning' in Algoroc, players can now open their maps to see where the opening of DREDplex Skyhammer is.

The drop pods for the 'Stone Compatriots' quest in Algoroc should no longer become permanently busy and not able to be activated.

If players manage to attack and kill Captain Thokov aboard the Skull's Eye ship without entering his chambers, they will still get credit for quest 'Finish Him!' for finding him and killing him.

Explorer Loot Secret Stash loot chests are no longer visible for the opposite realm in zones controlled by one faction.

The asset used for the Experimental Loftite Gun for the quest 'Up, Up, and Away' in Algoroc has been replaced with a functional version.

Auroria

The Dismount ability will now work consistently while riding on Lucy, for the quest 'An Equivar Named Lucy'.

Slanks should no longer be visible through the ground in Hycrest.

Several minor art issues fixed or optimized throughout zone.

A certain pipe in Auroria should now let you exit. If you want to, of course.

Improved visual performance throughout Auroria.

Fixed several Terrain issues throughout zone.

Removed a hole in the Fires of Kel Voreth where players could get stuck.

Fixed an issue where the outside world would flicker into and out of view as the Player left Blackheart Hollow.

The waterfalls in the Vibrant Ascent will try to murder you a lot less than before.

Players should no longer be able to get stuck on a bush in Woodhaven .

Players working on the Auroria quest, 'Not Fit For Consumption' will now be prompted to use the Cloning Controls instead of talking to them.

Accelerated Plague scan spell in Auroria now works.

Fixed Soldier Mission, 'Starving the Flame' issue where players were not getting resources for attacking the embers that spawned flames.

Players will no longer see Toric's response to other players when they turn down the invite to begin the ‘Assault on Kel Voreth’ in Auroria.

Scientists in Greystone Cavern in Auroria will no longer see floating Eldan Fragments.

Protostar Bots in Mozyk Quarry of Auroria no longer clip into terrain.

XT-9 Servitors in Auroria's Windfall Digsite will no longer randomly have empty text boxes and instead have new flavorful text.

Fixed Soldier Mission, 'Blow up the Bugs' issue where the demolition target was not spawning upon relogging.

During the Assault on Kel Voreth Public Event, Toric and his followers will now move at the appropriate speed.

The citizens of Hycrest in Auroria should no longer be talking to thin air, walls, rocks, or other inanimate objects.

Fixed issue with Soldier Mission, ‘Spider Scorcher’ where the telegraph was displaying hostile to the player and other players.

The icy cage around the Voreth Flame no longer has its name visible to players.

The zone boundaries of Fort Glory in Auroria have been pulled back closer to the actual fort in many areas.

Failing the memory interaction on the quest, ‘Loading Zone: No Landing’ has a harsher penalty.

The Bingberry Toss spell used for the quest, ‘Vital Harvest’ in Auroria now uses a non-placeholder icon.

Millenial Sidus is now dressed like other millenials.

After players turn into a Blackheart Detonator for quest ’Detonator Duplicates' in Auroria they will be directed to where they need to go via a blue circle that becomes visible during the detonation step of the quest.

While on quest 'Reporting In' in Auroria, players will observe that the Protostar Molecule Dispatcher is now called the Protostar Hycrest Dispatcher. The quest has additional information about using it to teleport back to Hycrest as well.

After achieving the quest 'Extreme Prejudice' in Auroria, Mondo Zax will call the player using the correct voice.

Quests 'Marvelous Mimicry' and 'A Remarkable Discovery' will no longer break if players enter stealth inside the Sim Core.

Fringe Pack Alphas now count toward BIOLOGY: Scavenger Studies scientist mission.

Area east of Fort Glory and the Forge of Kel Voreth now has ambient critters and creatures of the appropriate level range for this area in Auroria.

Traumatized Survivors in Auroria will no longer grant experience if killed by Exile players.

The Holographic FX over the AI Module Generator in Hycrest is now properly aligned.

Lucy the Equivar can no longer be attacked by the Exile faction specifically.

Depressed Hycrest Citizens in Hycrest now display their nameplates properly.

Players can now click on the Depressed Hycrest Citizens in the Bingberry Orchard.

Players can no longer pass through the Eternal Flame of Warherald's Way on a mount in Auroria.

There should no longer be floating spawns in Blackheart Hollow.

Proper contribution for kills on the quest ‘Carrier Eradication’ has been established.

Map indicators now more accurately depict where scans are located.

While deactivating Power Nodes in Auroria's Windfall Digsite for quest 'Disrupting Power', the cast bar will no longer display incorrect Power Node names.

Dominion escort ship is no longer clipping into the terrain when the player takes the taxi on the quest Flying South for the War.

The Protostar Defense Systems Vendor in Auroria has just gotten a new inventory of shields for all your Protostar defensive needs!

Flavor vignettes have been added in Auroria near the giant green force field.

Placeholder episode summary text for 'Seismic Science' has been updated.

The episode summaries for 'The Black Hoods' episode has been updated.

Players can no longer 'talk to' the tunnel entrances in Auroria. Instead, players can now 'enter' the tunnels.

Cemetery Tunnel Entrance is appearing as 'Enter' correctly now rather than Talk.

The Settler Sanctuary improvement near the Cubig Pens should now disappear when Player enters combat.

Celestion

Grendalus - Several Area of Denial spells can now crit. Stay out of their effect area!

The rowsdowers for the quest 'Rowsdower at Stake' will now respawn properly.

Replaced Aurin mailboxes with generic Exile mailboxes in Woodhaven and Sylvan Glade in Celestion.

Fixed several erratic camera collision issues throughout zone.

Several minor art issues fixed or optimized throughout zone.

Players can no longer fall to the center of the planet through a hole near the Pools of Vitara.

Removed a red datacube from Celestion Shadow Queen's Den

Fixed issues with Soldier Mission: 'Eldan Constructs' where Esper classes were not generating Psi-points off of the burrows.

Mikolai the Malevolent now contributes to scientist mission 'BIOLOGY: Ravenous Ruminations'

The Quest 'Now I am an Architect' will now point players to Contractor Drogor's location.

Players will now correctly see the option to 'talk to' Techsmith Praxa when on one of her quests.

Fixed an issue with Soldier Mission: 'Black Hood Operatives' where the female Mordesh agents had weird visuals, and did not act like their male counterparts

The Reprogramming Interrogation Cinematic in Celestion now transitions properly and no longer gets stuck at a black screen.

The Shiphand quest 'Shiphand: The Steady Traveler' in Celestion now refers to Captain Milo correctly.

Fixed a typo in the spell effect Eyes of the Forest in Celestion.

Denmother Burgaska plays an ambient crying sound instead of a sleeping sound when players are far away from her.

The Celestion quest 'A Heralded Horn' map locations have been updated to cover a larger area of the map.

Players will be pulled to a safe location to avoid becoming stuck in collision when activating Nanite Pylons for 'DEMOLITION: Nanite Pylons'.

The Moodie Clones for quest 'Science Lesson' in Celestion now die correctly.

Added a taxi from Woodhaven to Grimveil Enclave in Celestion.

The Celestion quest 'GOOPed!' can now be completed.

Pulsating Power Crystal now accessible in Celestion.

Fixed typo in communicator messages sent when failing to input the correct code during 'Gather the Crew'.

Fixed a typo in the quest 'Unwinding Webs'.

Removed references to the Blightguard from the crafting quests in Celestion.

The quest directions for 'Crafting Your First Light Armor' in Celestion now point toward the correct NPC

OPERATION: Aurin Shrines - Map locations and directions to the Aurin Shrines have been updated. Explorers will need to pay close attention to the directional clues once outside of the Western Embertree.

Grim Reaper Lukov will no longer stand up to talk when giving the quest’ The Reaper's Harvest’.

The Aurin Storyteller's nameplate will now display properly.

Fixed an issue with the syntax that determines indefinite articles.

Taxis traveling through Thayd should no longer clip through the top of the Thayd Taxi Kiosk.

Fixed an issue that was causing some item names to display incorrectly in quest text.

Elevators in Exo-site N22 have been raised so players can't get stuck inside of them, and removed the knockback spell as it is no longer needed.

Updated text for quest ‘Taking Flight.’

Pulsating Power Crystals are no longer floating.

Players can now access Harehollow.

Players can now complete the quest 'Surf’s Way Up' without a weapon equipped.

The Shroud Gloom Scientist will no longer clip into the machine he is working on in Gloom Shroud Cell.

Repairing beds will no longer capture the player.

Players who die in Celestial River outside of Darkloam Hollow will now resurrect at the nearest known holocrypt (instead of Woodhaven by default).

Updated Map locations for 'Scientist Mission - Draken Implements'.

NPCs have been optimized to increase performance throughout the zone.

The PollenBarry Grove cinematic should now trigger correctly, and also has audio.

The Red Caretaker Cinematic now has full audio support.

Moved a guard in Shroud Gloom Cell so it is no longer standing inside a containment locker.

Mounted players can now use Waterspouts in Celestion.

Crimson Badlands

Players that finish Grimvault's 'With Great Power' quest will now be called by their faction representative to aid in the pushback of the Dreg..

Players will no longer be able to complete quest 'Equipment Under Siege' without properly activating the Exile Cannons.

Dominion Players will now receive the last episode quest called 'Infiltrator's Demise' after finishing 'An Outside Influence.'

Gus Oakby and Captain Karaka will no longer reference Crimson Isle when they are referring to Crimson Badlands.

The Toxic Empress that inhabits should now properly respawn.

While on Supply Drop quest, Players will have auditory feedback upon picking up the supplies and will see a red X appear for one of the holdouts to indicate where the thieves run off to.

Players will now be able to properly restart the holdout objective for quest 'Electrical Disturbance' if they die during a previous attempt.

The quest direction arrow now properly points the player to The Caretaker after completing the quest 'Embrace Your Destiny'.

Level 50 players will receive quest credit for teleporting to Crimson Badlands while on quest from Captain Karaka.

Dominion players will no longer be able to pick up quests at the Exile hub.

The Tactical Uplinks now display the appropriate path symbols when path-specific quests are available.

Crimson Isle

Fixed a floating shrub.

Fixed a spot in Ungula where Players could get trapped under a waterfall.

Players should no longer be able to get trapped in the river near Ungula.

An unintended patch of forbidden zone in Crimson Isle has been cleaned up and removed near Megatech Station.

Fixed floating NPCs in Megatech Station.

Holograms in Information Construct archives now rotate correctly.

Battlebots in Crimson Isle have been repositioned so they are no longer floating.

The quest arrow for the final objective of 'Last Resistance' will now correctly point to the ship controls.

The map for Mondo's Beachhead now displays correctly, instead of reading 'Savage Coast'

Improved collision of Shield Control Panel.

All spiders in Venombite Pass now give credit for the Arachnicide challenge, making it more reasonable to complete.

Improved frame rate in the Exile camp.

Deradune

Chompy should be easier.

The opening of the cage door in Bloodfire Village was widened.

Several minor art issues fixed or optimized throughout zone.

A Bandit Raiding Ship no longer flies through a hillside in The Niwha.

The door on the prisoner cage in Bloodfire Village was removed because it was non-essential to any content and caused problems with players getting stuck in it.

Added a path up a cliff face in Malgrave.

Fixed an issue where a player could get stuck in the open lid of a crate.

Fixed a spot on a bridge near Bloodtalon Perch where Players could get trapped.

Added more wall art to the Falkrin area.

Moved a primal air vortex down a little so it makes contact with the ground on one of the cliffs in Bloodtalon Perch

Players are now directed to see Researcher Zeelo regarding salvaging their item in the quest 'Breaking it Down.'

Fixed the Guards of Bloodfire so they don't attack other Dominion characters.

Players are now correctly directed to Armorer Vospana during the Deradune Mining Expedition.

Adjusted an explorer jump puzzle on Razortail Island.

The quest 'Fights of Passage' has been simplified so that it is easier to understand. Completing the accompanying public event is all that is required to complete it.

Removed a spoken line that was playing in the Bloodtalon Perch that wasn't supposed to play there.

Epitaphs of the Clanlords Journal no longer clips through a rock in the Ancestral Cairns.

Fixed an issue with Soldier Mission: 'Monkeyshines' where the mission was not counting multiple targets being hit.

Addressed an issue when repairing unbuilt furniture would place Chua Players part way through the terrain.

Typos have been corrected in the More Info text in the 'Security Sync' quest.

Adjusted the fires on the crashed ship in Leviathan's rest so they aren't floating or so they don't vanish when you look away.

The Scent Trail for the quest 'Scent of Blood' will now display the proper name when moussed-over on the minimap

The Deradune quest 'Blood for Blood' has been adjusted so the cinematic no longer cuts off poor Huntress Kezzia mid-sentence.

SURVEILLANCE: Camera Conundrum - The three smaller search areas have been merged into one larger search area.

Merchant Vezari now has the correct voice type.

Changed the Kelfa Rug from Sliver to Gold

Dominion Arkship

Players can now use the /pgoto command to go to their party leader while in the Arkships.

Lifted a piece of 'Tales From Beyond the Fringe' that was settled under the glass of a museum display in the Dominion Arkship. Now players can right-click to activate it.

Removed the voiceover for the quest NPC when players hit level 2 so it doesn't play at the same time as the level up voiceover.

Adjusted the citizen prodding spell in Cryo so players now face the unfortunate prodding victim.

Fixed an issue that was allowing players to teleport to the museum before completing the quests in the tram station.

Adjusted the candles in the church so they no longer float above the ground.

Fixed the Exile holographic displays in the Holodeck that were slightly sunk into the ground.

Fixed an issue where some comm calls were incorrectly firing again after players log out and back in.

Added collision to the departures terminals in the Docking B