Fortnite: Save the World

Fortnite: Save the World Dev Tracker




22 Dec


21 Dec

Post

UPDATE: Purchases are now completing normally. This issue is now resolved!

We're investigating an issue where players are unable to make purchases. We'll provide an update when we've resolved the issue.

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20 Dec

Comment

Thank you to everyone who has provided constructive feedback since this post went live. We definitely value all of the passion from this community. We're going to continue to monitor what you guys are saying and look into some of the changes that were made in the 11.30 update. We'll make further adjustments as necessary.

Comment

Originally posted by Rhamuk

I am glad we finally got some communication from the devs, i would be happier if we got it when the changes were released, but can't change that now.
I am glad they tuned down the PL scaling a bit, so we can actually kill smashers.
I think propanes are still a problem though, a single propane husk is enough to take down an entire tunnel in one shot if not upgraded, and even if you did, going in a tunnel to repair during a propane wave is impossible because they will just throw it at you and blow the tunnel up even more.
I think propanes should do less damage to structures.
If you neglect maintenance on your tunnels they will eventually fail that way, not like right now where your tunnels are just done for when you get propanes.

Thanks for the write up here, u/Rhamuk. I definitely appreciate the constructive feedback. We're going to keep looking into the changes that were made in the 11.30 update to see if / where further adjustments can be made. The tweaked down Propane damage is a solid suggestion.

Comment

Originally posted by FamiliarPotato

Before we start hating let's appreciate there is atleast some communication and an attempt at explaining thoughts behind these changes.

Things I am missing from this post: 1) Lobbers using bees now (why was this changed?) 2) The buffing of other traps to level them with gas traps and floor launchers 3) Nerfing a mythic weapon (why? The only reason these are worth grinding for is because they so strong, it levels out with the intense use of ammo and crafting costs)

Nerfing a mythic weapon

I definitely understand the frustrations on the nerf. However, firing a single shot with this weapon was dealing an insane amount of damage... like 1 shotting Mythic SK Crystals damage. The Storm's King Wrath is still the strongest Launcher by a sizable margin and it's unique charge shot is still extremely effective. Mythic Weapons should feel Mythic... but shouldn't be at a level where it's rendering all content from very difficult to extremely easy.

Post

Hey everyone, 

We’re here with some further discussions on some of the balance changes that were made in the v11.30 update, along with our thoughts behind them. We’ve been closely monitoring the feedback since the release and we’re happy to inform you that a recent hotfix will address some of your concerns. 

One of our primary goals was to shift the meta so trap tunnels remain important and do the bulk of the work, but require active player participation to keep them intact and functional. Ultimately, we want to make active gameplay more engaging and fulfilling than passive gameplay; which is why we are introducing these early iterations of a meta shift. Ability damage and health/shield buffs are also a step towards that, but we’ve still got some work to do.

Gas Traps and Floor Launchers

We saw Gas Trap use that allowed affliction to stack and reach damage levels far beyond other traps. We changed the Gas Trap to no longer deal guaranteed full valu...

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