almost 3 years ago - Nimble Neuron - Direct link

Welcome one and all to update 0.35.0. As always, it’s your good friend Aesop here to guide you through this chunky patch note. We’re adjusting a lot of stuff and we’re bringing tons of new stuff your way. New items, a new character, new skins, and more. I expect you to read EVERY SINGLE LETTER of these patch notes for you to fully grasp the changes.

Servers will go down to apply the patch on the 23rd from 7PM until about 11PM (PT).

[Additional Patch Notes]

[Cloak]
You become transparent for 2/3.5 seconds and your movement speed increases by 20/35%, decaying over 2.5/3s.

[Dagger]
Using the skill again on a target will teleport you behind the enemy, dealing critical damage and 8% of the target’s current HP as true damage and slow them by 15/30% for 3 seconds.

[Bug Fix]
Rio – Rio’s normal attack delay applies correctly after the first arrow is fired by using attack move (Shift + MB2).

Patch Notes – Quick Look

New Character – William

Taking to the mound is number 29, William Benson!

William will cost 9,900 A-Coin for 2 weeks and he will be available in ranked matches starting from Sunday, June 27th 11:00 PM (PT).

No Hitter (Passive)

William’s normal attacks bounce a ball off his enemy every 2 seconds and remain on the ground for 2.5 seconds.

His movement speed is increased by 12/16/20% when walking towards the baseball. Picking up a baseball will cause his next normal attack to deal 15/25/35% extra damage.

No Hitters stack for 12 seconds after being picked up and a total 3 stacks can be obtained.

Fastball (Q)

Fastball can only be used when No Hitter is fully stacked.

William’s attack speed is increased by 20/25/30/35/40% and he throws an additional baseball, dealing 15/20/25/30/35% damage for 5 seconds.

Extra damage from No Hitter only applies to the first ball.

  • SP Cost : 50/60/70/80/90

Windup (W)

William pitches in the targeted direction, dealing 50/75/100/125/150(+Attack Power 50%) damage and slowing enemies by 22/24/26/28/30% for 1.5 seconds. The ball returns to William, dealing the same damage and slow effects on its way back and grants him a No Hitter stack. Targets hit by the ball both on the way out and on the way back are stunned for 1 second.

Mound: William creates a mound for {2} seconds, knocking enemies back. While standing on the mound, No Hitter balls will return to William and his attack range is increased by 1m.

  • Range : 8m
  • Cooldown : 20/18/16/14/12s
  • SP Cost : 70

Sliding Catch (E)

Passive: Retrieving a baseball increases William’s defense by 8/12/16/20/24 for 2.5 seconds. (Does not stack)

William slides to the targeted baseball.

  • Range : 4.2m
  • Cooldown : 0s
  • SP Cost : 145/130/115/100/85

Signature Fireball (R)

William leaps into the air and throws his signature fireball to the targeted area, dealing 150/250/350(+Attack Power 45%) damage and slowing enemies by 50% for 2 seconds. Enemies in the center of the impact are slowed by 80% for 2 seconds.

Four balls bounce out from the impact and remain on the ground for 3.5 seconds.

  • Range : 10m
  • Radius : 2.5m
  • Cooldown : 100/90/80s
  • SP Cost : 100/110/120

New Skin & Emotes

Capo Lenox will be available for purchase!

Aya emotes will be available for purchase!

System

Daily Missions Guide

We’re adding missions for new players to help them get up to speed.

Missions will be based on your account level and will have more of a description to help you out.

Replay System Closed Beta Test

We’re getting ready for replays, so we’re running a closed beta test for the replay system.

Multiple players using the replay system at once may put too much stress on our servers. We’re going to grant replay access to a handful of individuals first and monitor how much load it puts on the actual live servers.

If no significant problems arise, the full release should not be far off!

 

Character

Changes for all characters

Regen builds increased early survivability but made the late game slower. They’ve also resulted in a longer Time-To-Kill in the late game.

We’re addressing Regen builds directly (see Armor changes) and adjusting Defense mastery (see Mastery changes). We’re looking to adjust the Time-to-kill to be healthier in both the early & late game.

  • Base HP +60
  • HP per Level -3
  • Attack Power per Level +0.3
  • Changes for Healing Reduction
    • Healing Reduction effects have been adjusted to give players better tools to fight against Regen builds and healing in general.
    • (Melee) 40% reduction for 3s → 45% reduction for 4s
    • (Ranged) 25% reduction for 3s → 30% reduction for 4s

Nadine

Nadine needed to be tuned down, but the last patch hurt her a bit too much everywhere but higher tiers. We’re going to give back some stacks but reduce Squirrel Trap’s duration so that she doesn’t return to form as a late-game raid boss or cause a full squad to explode before they make it out of the Forest restricted area.

  • Wild(P) 
    • Stacks from Chicken 1/1/2 → 1/2/3
  • Squirrel Trap (W) 
    • Trap Duration 60s → 45s

Lenox

Lenox’s name is engraved into the hotel Tree. Start Avenue → Build Gleipnir → Fight for Hotel Tree. To increase the variety of Lenox, we’re adjusting some stats and recipes for Whips and buffing Lenox’s stats to make up for the changes.

  • Base SP Regen 1.8 → 2
  • Bait and Tackle (P) 
    • Cooldown 20/16/12s → 20/15/10s
  • Blue Viper (R) 
    • Delay between 1st & 2nd hit 0.26s → 0.23s

Leon

Leon is currently strong in every tier, especially with his Frost Petal hand build. We’re slighting toning down his burst play-style while trying to not harm his overall power.

  • Cannonball(W) 
    • Damage 10/20/30/40/50(+ Attack Power 30%) → 10/15/20/25/30(+Attack Power 30%)
  • Duck Dive(E)
    • Damage 60/100/140/180/220(+Attack Power 35%) → 60/90/120/150/180(+Attack Power 35%)
    • When Leon resurfaces in a location with no pool due to using Duck Dive (E) in impassable terrain, Leon creates a pool where he resurfaces.

Rozzi

Rozzi is looking better and better in higher tiers. We’re toning down her chase and firepower to improve matchups that are too dominant in the Enigma’s favor.

  • Movement Speed 3.1 → 3.05
  • Dual Wield(P) 
    • 2nd hit damage Attack Power 60/70/80% → Attack Power 60/65/70%

Rio

We took a long look at Rio following her release and concluded that her actual game play could use some adjusting. We’re trying to avoid the ‘nuke’ and focus on her sustained damage for longer fights.

  • A-Coin Cost reduced
    • (9900 → 8020)
  • Base Attack Power 25 → 21
  • Base Defense 24 → 27
  • HP per Level 57 → 62
  • Hankyu normal attack frame 0.23s → 0.13s
  • Kyudo Instinct (Q) Hankyu 
    • Damage (+Attack Power 40/43/46/49/52%)(+Attack Power 40/43/46/49/52%) → (+Attack Power 38/41/44/47/50%)(+Attack Power 42/45/48/51/54%)
  • Kyudo Instinct (Q) Daikyu
    • Attack Speed Reduction -0.3 → -0.25
    • Damage (+Attack Power 110/114/118/122/126%)→ (+Attack Power 104/108/112/116/120%)
  • Soar(E) 
    • Cooldown on hit 5/4.5/4/3.5/3s → 6/5.5/5/4.5/4s
  • Fleeting Soul/Spirit Arrow (R) 
    • Hit Range 1.2m → 1.5m

Magnus

We’re changing some items, so Maggie needs a bit of a change too.

  • 17 vs 1(W)
    • Damage 10/20/20/30/30(+Attack Power 40%)(+Defense 20%) → 10/20/20/30/30(+Attack Power 30%)(+Defense 20%)

Barbara

Free-Electron Laser does a lot of damage and is hard to play around at times. We’re making it a bit easier for people who get up close and personal with Barb.

  • Free-Electron Laser (W)
    • Damage when hitting with both parts of laser 130% → 120%

Sua

We have nerfed Bookworm so that Sua can’t pump out excessive damage when she misses her skills.

  • Bookworm (P)
    • Damage 30/75/120(+Attack Power 60%)(+Defense 60%) → 30/75/120(+Attack Power 45%)(+Defense 60%)

Sissela

Sissela often uses Free at Last (R) to disrupt players based on luck and coincidence instead of being used for planned plays. We’re removing the global damage effect for Free at Last(R) and giving back weapon mastery gain for compensation.

  • Free at Last(R)
    • Weapon Mastery Gain 30% → 100%
    • Now only damages enemies in the same area.

Silvia

The reward for completing the Grand Prix was a little lacking, so we’re giving better prizes to Silvia for her podiums.

  • Lumia Grand Prix (P)
    • Skill Amplification & Attack Speed Increase upon completion 5% → 10%

Adriana

c*cktail Party was a little too good of an engagement and disruption tool.

  • Base Defense 27 → 29
  • c*cktail Party(R)
    • Casting Range 14m → 13m

Adela

Similar to the Rio change, we’re focusing on giving Adela sustained damage instead of straight burst.

  • Promotion(Q)
    • Pawn Damage 30/60/90/120/150(+Attack Power 60%) → 30/60/90/120/150(+Attack Power 65%)
  • Knight Fork(W)
    • Damage when hitting other pieces 55% → 50%
  • Castling(E)
    • Damage when hitting other pieces 55% → 50%

Aya

Small adjustment to make Aya a little less oppressive early but helping her stay alive.

  • Base Attack Power 25 → 22
  • Base Defense 20 → 25

Isol

Isol is one of the characters that benefits from a slower meta. Changes to Camouflage(E), Elegance, and some adjustments to trap mastery will bring down Isol’s very noticeable late game strengths.

  • Camouflage(E)
    • Cooldown 22/19/16/13/10s → 22/19.5/17/14.5/12s
    • Roll time 0.46s → 0.4s

Alex

Following the Infiltration adjustments from the last patch, Alex was kinda.. meh. We’re going to try and bring him back up to speed while we prepare some improvements to his weapon swapping focused playstyle.

  • Infiltration (P)
    • Movement Speed Increase 10/15/20% → 10/17/24%
    • Defense increase when Melee 10/15/20 → 10/17/24
  • Incursion (Melee Q)
    • SP Cost 50/55/60/65/70 → 50
  • Gauss Pistol (Ranged Q)
    • SP Cost 50/55/60/65/70 → 50
  • Dead Drop (Melee W)
    • Damage 60/90/120/150/180(+Attack Power 50%) → 70/105/140/175/210(+Attack Power 50%)
  • Recognition Signal (Ranged W)
    • Damage 40/80/120/160/200(+Attack Power 40%) → 50/100/150/200/250(+Attack Power 60%)
  • Double Agent (Melee E)
    • Taunt Duration 1s → 1.2s

Emma

We’re rewarding landing Dove Dealer, but making Emma a bit squishier. Don’t miss!

  • Defense per Level 1.3 → 1.1
  • Dove Dealer (Q)
    • Damage 40/80/120/160/200(+Attack Power 50%) → 40/80/120/160/200(+Attack Power 60%)
    • Movement Speed Reduction when hit by both cards 50% for 1s → 40% for 1.5s

Yuki

Laevateinn & Dáinsleif have been adjusted, so we’re taking away some of Yuki’s burst and focusing more on sustained damage.

  • Base Attack Power 29 → 26
  • Perfect Fit (P)
    • Damage 15/30/45 → 20/35/50
  • From Head to Toe (Q)
    • Damage 20/50/80/110/140 → 20/40/60/80/100

Eleven

Eleven skills are now a bit smoother for better gameplay. She’s getting there, folks.

  • Ground Beef (P)
    • Slider HP Regen 25 for 4s → 35 for 3s
  • Burger Queen (Q)
    • Damage 100/140/180/220/260(+Attack Power 50%) →100/150/200/250/300(+Attack Power 50%)
    • Movement Speed decrease when charging 15% → 10%
    • Enhanced version now has a larger hit radius.
  • Food for Thought (W)
    • Movement Speed decrease when charging 15% → 10%
  • On Air!(E)
    • Eleven’s jump path has been adjusted and she lands a little earlier than before.

Zahir

New Bhargavastra (R) is better – but we still want to encourage putting more skill points into it.

  • Bhargavastra (R)
    • Follow-up Hit Damage 50/75/100(+Attack Power 65%) → 50/85/120(+Attack Power 65%)

Jackie

Looks like the serial killer has got herself a new Chainsaw that has a little less burst but allows her to use it more often.

  • Chainsaw Murderer (R)
    • Attack Speed Increase 20/25/30% → 15/20/25%
    • Skill Damage 150~300/300~450/450~600(+Attack Power 70~100%) → 100~250/225~375/350~500(+Attack Power 70~100%)
    • Cooldown 120/100/80s → 100/85/70s

Cathy

Cathy’s had quite the fall from grace in higher tiers. We’re going to give her a little late game buff to help out.

  • Defense per Level 2 → 2.3

Chiara

We’re adjusting some of Chiara’s skills so that she can focus on using other skills rather than just relying on Mania (E).

  • Base Attack Speed 0.11 → 0.13
  • Hand of Corruption(Q)
    • Damage 60/100/140/180/220(+Attack Power 60%) → 60/100/140/180/220(+Attack Power 75%)
    • SP Cost 50/55/60/65/70 → 50/60/70/80/90
  • Depraved Prayer (W)
    • Cooldown 16/15/14/13/12s → 18/16/14/12/10s
    • Shield Health 90/125/160/195/230(+Attack Power 75%) → 60/100/140/180/220(+Attack Power 85%)
    • Damage 80/120/160/200/240(+Attack Power 60%) → 60/100/140/180/220(+Attack Power 60%)
  • Mania (E)
    • Root Damage 70/110/150/190/230(+Attack Power 70%) → 100/125/150/175/200(+Attack Power 70%)
    • Cooldown 17/15.5/14/12.5/11 → 14/13/12/11/10s
    • Root Duration 1.5s → 1.35s
  • Plague (R)
    • Damage per Second 10/20/30(+Attack Power 20%) → 5/15/25(+Attack Power 20%)

Hyejin

Bow Hyejin is strong in every tier. We’re toning down her power and zone control.

  • Charm of Despair (Q)
    • Slow 50% → 40%
  • Charm of the Nomad (E)
    • Re-activation Damage 50/80/110/140/170(+Attack Power 70%) → 50/75/100/125/150(+Attack Power 70%)

Hart

Evolved Delay(Q) was hurting a little too much – even without charging. We’re adjusting the slow so that it scales off charge time to encourage more thoughtful use.

  • Delay(Q)
    • Movement Speed reduction when evolved 30/50% → Based on charge duration 15~30%/25~50%

Hyunwoo

Hyunwoo has been showing strong, regardless of what weapon he uses. We’re nerfing his movement speed to stop his early griefability and addressing his regen builds through item changes.

  • Base Movement Speed 3.2 → 3.15
  • Bluff (W)
    • Now cancels normal attack delay upon usage (AA cancel)

Weapon

Two new Unique effects have been added. (Smolder, Focused Impact)

More Unique effects will be added in the future, and most Legendary and Epic gear will come to have significant or small unique effects.

We’re trying to keep development fast and smooth, so unique effects will be only available to some weapons at first. We’ll be adding effects in close future updates to more weapons. Our goal is for every weapon to have at least one unique effect within the next two updates

We’re also strengthening unique effects on armor so characters that can’t take advantage of unique weapon effects will still be able to build strong armor with special material.

We’ve also adjusted how the Dagger & Glove weapon skills work.

Glove

  • Uppercut(D) 
    • Uppercut(D) is now a targeted skill.
    • This change is implemented to solve problems caused by multiple ‘on-next-hit’ skills queuing at the same time.
  • Mark of the Phoenix (New) 
    • Rarity : Legendary 
    • Recipe : Leather Gloves + True Samadhi Fire 
    • Stats  
      • Attack Power 48 
      • (Unique Effect) Smolder 
        • Normal attacks apply a debuff that deals true damage every second based on the enemy’s current HP. 
        • Damage per Second: 2% Enemy’s Current HP
        • Duration: 4 seconds 
        • Max Stacks: 4 

Pistol

  • Elegance 
    • Attack Power 90 → 60 
    • (NEW) Attack Power per Level +2 
  • Electron Blaster  
    • Extra Normal Attack Damage 13 → 10 
    • Movement Speed 0.12 → 0.1 

Guitar

  • The Wall  
    • Attack Power 72 → 75 
  • Satisfaction 
    • Attack Speed 30% → 40% 

Dagger

  • Cloak and Dagger(D) 
    • Cloak and Dagger(D) is changed to a targeting skill. 
    • If you target an enemy within the time limit, teleport behind the enemy and attack.  
    • This change is implemented to solve problems caused by multiple ‘on-next-hit’ skills queuing at the same time.
  • Fragarach 
    • Attack Power 95 → 90 
    • Movement Speed 0.22 → 0.2 
    • (Unique Effect) Focused Impact (NEW) 
      • The next Normal Attack deals critical strike damage. 
      • Cooldown 3s 

Rapier

  • Meteor Claymore 
    • Critical Strike Chance 20% (REMOVED) 
    • Critical Strike Damage 10% (REMOVED)
    • (Unique Effect) Focused Impact (NEW) 
      • The next Normal Attack deals critical strike damage. 
      • Cooldown 3s 
  • Joyeuse 
    • Attack Power 73 → 76 
    • Movement Speed 0.15 → 0.1 

Hammer

  • Weight of the World 
    • Critical Strike Chance 10% (REMOVED) 
    • (NEW) (Unique Effect) Focused Impact
      • The next Normal Attack deals critical strike damage. 
      • Cooldown 4s 

Bat

  • Reinforced Club (NEW) 
    • Rarity : Rare 
    • Recipe : Short Rod + Steel 
    • Stats  
      • Attack Power 40 
      • Movement Speed -0.1 
  • (NEW) Vajra 
    • Rarity : Epic 
    • Recipe : Reinforced Club + Glass Panel 
    • Stats  
      • Attack Power 100 
    • (NEW) (Unique Effect) Focused Impact 
      • The next Normal Attack deals critical strike damage. 
      • Cooldown 3s 

Crossbow

  • Skill Amplification per Weapon Mastery Level 1.8% → 2% 
  • Ballista 
    • Attack Speed -10% → -6% 

Shuriken

  • Per Weapon Mastery Level  
    • Normal Attack Amplification 4.3% → 4.0% 
    • Skill Amplification 1.8% → 2% 
  • Death Rune  
    • Charging Time 24s → 20s 
  • Azure Dagger 
    • Attack Power 20 → 22 
  • Petal Torrent 
    • Attack Power 75 → 70 
    • Extra Normal Attack Damage 140 → 135 
    • Critical Strike Damage 30% → 25% 
    • Max Charges 3 → 4 

Two-handed Sword

  • Excalibur 
    • HP Regen 200% → 150% 
  • Dáinsleif 
    • Healing Reduction (Normal Attack) 40% (REMOVED) 
    • (NEW) (Unique Effect) Focused Impact
      • The next Normal Attack deals critical strike damage. 
      • Cooldown 4s 
  • Laevateinn 
    • Attack Power 78 → 68
    • HP Regen 2 (REMOVED) 
    • SP Regen 2 (REMOVED) 
    • Extra Normal Attack Damage 25 (REMOVED) 
    • (NEW) (Unique Effect) Smolder
      • Normal attacks apply a debuff that deals true damage every second based on the enemy’s current HP. 
      • Damage per Second: 2% Enemy’s Current HP
      • Duration: 4 seconds 
      • Max Stacks: 4 

Sniper Rifle

  • NTW-20  
    • Attack Power 92 → 90 

Spear

  • Blazing Lance 
    • Attack Power 115 → 90 
    • HP Regen 2 (REMOVED) 
    • SP Regen 2 (REMOVED) 
    • Extra Normal Attack Damage 33 (REMOVED) 
    • (NEW)(Unique Effect) Smolder
      • Normal attacks apply a debuff that deals true damage every second based on the enemy’s current HP. 
      • Damage per Second: 2% Enemy’s Current HP
      • Duration: 4 seconds 
      • Max Stacks: 4 

Whip

  • Wind Whip 
    • Recipe Change 
      • Rope Cuffs + Fan → Rope Cuffs + Feather 
    • Attack Power 24 → 36 
    • Extra Skill Damage 20 (REMOVED) 
    • (NEW) Movement Speed +0.1
  • Gleipnir 
    • Extra Skill Damage 40 → 30
    • (NEW) Healing Reduction (Skills) 45% for 4s
    • (NEW) Movement Speed 0.1
  • Thunder Whip 
    • Attack Power 50 → 60 
    • Skill Amplification 15% (REMOVED) 
    • Skill Amplification per Level 1% → 2% 
  • Bloody Nine Tails  
    • Recipe Change 
      • Wind Whip + VF Blood Sample → Rope Cuffs + VF Blood Sample 

Throw

  • Smokescreen(D)  
    • Duration 5s → 4s 
  • Per Weapon Mastery Level 
    • Normal Attack Amplification 4.7% → 4.5% 
    • Skill Amplification 2% → 2.3% 
  • Smoke Bomb  
    • Max Charges 24 → 30 
  • Grenade of Antioch 
    • Rarity Legendary → Epic 
    • Attack Power 85 → 80 
    • Extra Normal Attack Damage 85 → 60 
    • Max Charges 9 → 12 
    • Recharge Time 45s → 30s 
  • (Name change) Signed Ball → Autographed Baseball
  • (NEW) Fireball  
    • Rarity : Epic 
    • Recipe : Autographed Baseball + Fire Trap 
    • Stats
      • Attack Power 18 
      • Extra Skill Damage per Level  3 
      • Max Charges 50 
      • Charging Time 3s
  • (NEW) Dyadic Prism 
    • Rarity : Legendary 
    • Recipe : Ball Lightning + Force Core 
    • Stats 
      • Attack Power 108 
      • Attack Speed 25% 
      • Max Charges 50 
      • Charging Time 3s 

Bow

  • Ancient Bolt 
    • Extra Normal Attack Damage 40 → 36 

Armor

Unique Effects are enhanced, Biotic Infusion skill damage is divided into Ranged/Melee. 

Chest

  • Covert Agent Uniform 
    • HP Regen 2 → 1 
    • Cooldown Reduction 12% → 15% 
  • Suit 
    • Life Steal 5% → 15% 
  • High Priest Robes 
    • Cooldown Reduction 12% → 15% 
  • Blazing Dress  
    • HP Regen 1.5 (REMOVED) 
    • SP Regen 1.5 (REMOVED) 
    • SP Regen 75% → 100% 
    • (NEW) (Unique Effect) Flame Barrier 
      • (Melee) Damage per second 
        • Max HP 2.5% → 3% 
      • (Ranged) Damage per second 
        • Max HP 2% → 2.5% 

Leg

  • Maverick Runner  
    • Tenacity 15% → 20% 
  • Straitjacket Sneakers 
    • Extra Skill Damage 14 → 16 
  • Glacial Shoes 
    • Out of Combat Movement Speed 0.35 → 0.3 
  • Red Shoes 
    • Life Steal 12% → 15% 
  • Boots of Hermes 
    • Tenacity 20% → 25% 

Head

  • Motorcycle Helmet  
    • Max HP 300 → 285 
  • Mohawk Headgear (NEW) 
    • Rarity : Epic 
    • Recipe : Fire Helmet + Spiked Plank 
    • Stats 
      • Max HP +315 
      • Normal Attack Damage Reduction +7 
      • Healing Reduction (Normal Attack): 45%(Melee) 30%(Ranged) for 4s
  • Chinese Opera Mask 
    • Out of Combat Movement Speed 0.1 (REMOVED) 
    • Biotic Infusion  
      • Damage 7.5*Level → 10*Level(Melee) 8.5*Level(Ranged) 
  • Laurel Wreath 
    • (NEW) Attack Power 10
    • HP Regen 2 (REMOVED) 
    • Extra Normal Attack Damage 21 → 17 
  • Elysian Halo 
    • Biotic Infusion
      • Deals damage equivalent to the enemy’s max HP 6% → 8%(Melee) 7%(Ranged) 

Accessory 

  • Hawkeye
    • Vision Range 1.5 → 2
  • True Samadhi Fire 
    • (NEW) Attack Power 10
    • (NEW) Defense 10
    • HP Regen 1.5 (REMOVED) 
    • SP Regen 1.5 (REMOVED) 
  •  

Consumables 

  • Fried Chicken  
    • HP Recovery 650 → 700 

Trap and Other

  • Meteorite
    • Rarity Uncommon → Rare

Mastery 

Level Difference experience bonus

Experience bonuses for Level Difference when you are 3 levels lower than the highest level player

Trap Mastery

Isol was easily gaining Trap mastery too easily by gathering up wild animals and making them step on his MOK Operational Mine(R). 

  • Trap Mastery for trap damage dealt to wild animals: 40 exp per 40 damage → 40 exp per 60 damage.

Defense Mastery

  • Normal Attack Damage Reduction per Mastery Level 1% → 0.8%

Area 

Item Frequency Adjustments 

  • Beach 
    • Hammer 8 → 9 
    • Turtle Shell 6 → 7 
    • Stallion Medal 6 → 7 
    • Carbonated Water 7 → 8 
    • Bike Helmet 7 → 8 
    • Mousetrap 6 → 7 
    • Piano Wire 7 → 8 
    • Steel Chain 7 → 8 
    • Pickaxe 7 → 8 
  • Forest 
    • Pickaxe 8 → 9 
    • Feather 9 → 11 
    • Snare 3 → 4 
    • Tights 7 → 8 
    • Iron Ore 7 → 8 
  • Pond 
    • Hammer 7 → 8 
    • Pickaxe 8 → 9 
    • Short Rod 6 → 7 
    • Ribbon 7 → 8 
    • Flower7 → 8 
    • Mousetrap 5 → 6 
    • Hatchet 4 → 5 
  • Uptown 
    • Surveillance Camera 6 → 4 
    • Lemon 5 → 4 
    • Baseball +3
  • Alley 
    • Garlic 8 → 7 
    • Binoculars 8 → 6 
    • Baseball +3
  • Hotel  
    • Lemon 6 → 5 
    • Needle 5 → 6 

Starting Point Improvements (7th) 

Starting points & box distributions for Beach, Forest, and Pond have been improved. 

Key:

Yellow – Regular Box

Blue – Box Change

Purple – Starting Point

Air Supplies Improvements 

  • Green Air Supplies during early game no longer drop 1 stack of food.
  • Increased the overall value for the Air Supplies during mid-late game. 
  • Air Supplies will drop more ‘situational’ equipment, such as Battle Suit, Lunar Embrace, and Mithril based equipment during the late game. 
  • Legendary Air Supplies will appear slightly more. 

Mode Balancing

Squad combinations using Rio along with additional bow characters were doing a bit too well. We’re adjusting that a touch.

Team Mode Damage Adjustments 

  • Rio (Bow) 
    • Damage dealt in Duo 98% → 93% 
    • Damage dealt in Squad 96% → 89% 
  • William (Throw)
    • Damage dealt in Duo 94%
    • Damage dealt in Squad 91%
  • Adriana (Throw) 
    • Damage dealt in Duo 84% → 87%
  • Hyunwoo
    • Glove
      • Damage dealt in Duo 97% → 95%
      • Damage dealt in Squad 97% → 93%
    • Tonfa
      • Damage dealt in Duo 95% → 93%
      • Damage dealt in Squad 91% → 88%

Features on watch

On Watch

  • Shuriken Hyejin
  • Xiukai – Xiukai has a good win rate but is lower in other indicators, like kill rate. We want to see how the new unique effects and buffs to healing reduction affect him before we make more changes. We also have a planned adjustment for his passive in a future update.

Planned Improvements

  • Weapon Skills
    • Axe, Sniper Rifle, Dual Swords
  • Xiukai
    • Juggernaut Chef(P) rework
  • Alex
    • Boosting rewards for weapon-swapping play-style.
  • Eleven
    • Reducing damage taken while using Food for Thought(W)
  • Duos/Squads revival system improvements
    • The countdown timer is reset when reviving a teammate.

Bug Fixes & Improvements

Main Improvements 

  • Hyperloops can now be canceled by Rooted. 

Gameplay Improvements 

  • The default key for quick crafting is now “Z”. This is applied only to new players.
  • Targeted items no longer disappear if you haven’t fully completed the required items.
  • CCTV cameras now correctly track characters when activated by multiple teams.
  • Attack move (A) now works correctly when Wild Animals sometimes remain neutral after being attacked. 
  • Some boxes are fixed to be opened properly.
  • Improved optimization for flower effects on the map. 
  • Fixed an issue where the start message overlapped with the ‘5 second preparation’ message.
  • Killing a revived enemy now gives kill credit to the correct killer.
  • Fixed an issue where stepping on enemy traps would give vision of the installer.
  • Boxes, collectible resources, and hyperloops no longer blink.
  • Inventory capacity is shown correctly in all resolutions.
  • Wild animal corpses no longer play their respective sounds.
  • Cooldowns for unique effect items now work correctly when equipping two or more unique effect items.
  • Pinging wild animal corpses no longer displays names for other subjects.
  • Pinging corpses correctly shows the player’s name.
  • The language that is shown to teammates when pinging them is displayed in the proper language setting.
  • Debuff icons from before death no longer remain after revival.
  • Revived players are now accurately reflected in the player count.
  • Stacks from before death are now correctly applied upon revival. (Nadine, Xiukai etc.)
  • Killing an revived enemy that the team that has previously killed will not be added to TK.
  • Inventories for revived players are now shown correctly in spectator mode.
  • Wilson no longer disappears when using ‘Reset Character’ in Practice Mode when playing Sissela.
  • Game Tooltips have been improved overall.

Character/Weapon Improvements 

  • Luke – Yuki’s Dashing Gentlemen(E) can no longer evade Luke’s Clean Sweep(Q) second activation. 
  • Luke – Elbow Grease(W) no longer applies damage to enemies who have are Dodging normal attacks .
  • Rio – Hankyu Hanare(W) damage reduction registers correctly when hit multiple times. 
  • Barbara – Cooldown reduction now applies correctly when sentry created by Short Circuit(RQ) is destroyed before teleporting. 
  • Bernice – Normal attack range is no longer increased after Bernice is revived. 
  • Sissela – When Wilson is thrown far away and is immediately retrieved, Wilson’s vision now accurately disappears from the location. 
  • Silvia – After Shift Gears(R) is used, normal attack buffs will disappear correctly. 
  • Silvia – Engine sounds no longer play from her corpse when killed when on her motorcycle. 
  • Shoichi – Hitting successive Phony Deal(P) daggers at the same time reduces the damage of each dagger by 16.7%.  (This change was applied during the first hotfix after Shoichi’s release to prevent Shoichi from nuking people when using his ultimate in certain tight spaces. The tooltip was just left out from the game.)
  • Shoichi – Bottom Line(W) deals damage correctly when used within 0.15s after resetting. 
  • Auto-Targeting Skills such as Shoichi’s Phony Deal(P), Hart’s Flanger(E), and Barbara’s BT Sentry Gun Mk.II(Q) can now target stealthed targets if they are seen through surveillance cameras. 
  • Adela – Effects for Promotion(Q) and Knight Fork(W) will no longer be visible when out of vision. 
  • Alex – Double Agent’s (Melee E) hologram can no longer be CC’d. 
  • Emma – Hat Trick(W) is correctly shown as translucent when used in bushes. 
  • Yuki – Cufflinks from Perfect Fit no longer deal damage from Blazing Dress. 
  • Eleven – HP Recovery effect no longer repeats itself 8 times when eating a slider from Ground Beef(P). 
  • Eleven –  Using Shoichi‘s Bottom Line(W) on Eleven while she is airborne from using On Air!(E) now works as intended.
  • Eleven – On Air!(E) can now be canceled manually when grounded during channeling. 
  • Eleven – While airborne from using On Air!(E), Eleven’s vision range will be properly displayed.
  • Eleven – Eating a slider or activating Calorie Cycle(R) during the duration of Eleven’s skill enhancement buff will now correctly renew the duration of the enhancement buff. 
  • Eleven’s Hamburger fork is now displayed correctly when she is downed or killed. 
  • Sniper Rifle – Sniper(D) no longer grants vision on bushes in certain areas. 
  • Fixed some issues with the display of CC effects when immune to CC.

Lobby Improvements 

  • Exiting the game now works properly after server disconnection. 
  • Widened the search range when searching for the latest version of Saved Plans. 
  • The latest saved plan will be marked as “NEW”. 
  • You can now download csv files containing Killer and TK information in custom games. 
  • Item skill damage is shown correctly in Post-Game stats

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