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New Season Keeners Legacy
A new season is almost upon us! Starting on June 23rd, Keeners Legacy offers 12 weeks of in-game activities and unique rewards. Season 2 brings a new Seasonal Manhunt, new Leagues, a new Global event and new unique rewards, as well as an Apparel Event.
- New Manhunt tasking you to take on 5 rogue agents over a 12-week period starting June 23rd. Bring down all five to unlock the new Healing Trap skill variant.
- New Global Event Hollywood
- New Apparel Event Phoenix Down
- New Leagues Termite, Luna, Huntsman and Titan.
- New Rewards
- 2 new Exotics
- 1 new Gear Set
- 2 new Named Weapons
- 2 new Named Gear
- 1 new Brand Set
- Participating in the activities above will earn players Season experience contributing to their Season level.
- Playing Conflict will contribute XP by gaining Conflict Levels beyond 30.
- Playing in the Dark Zone will contribute XP by gaining DZ Levels beyond 30.
New Raid - Operation Iron Horse
The True Sons have taken over a Foundry to develop new weapons and threaten to destroy everything the Division has worked for.
- New bosses, puzzles and rewards!
- Level 40 version available on June 30th, followed the next week by the level 30 version.
- Discovery mode will become available at a later date.
- Unique Rewards
- 2 new Exotics
- 2 new Gear Sets
- New cosmetic rewards
- Further details will become available closer to the raids release in late June.
Balance and Bug Fixes
Title Update 10 is bringing our first large balance pass following the release of Warlords of New York. Beyond the addition of new content, the update focuses on three main aspects mainly game health through bug fixes and balancing, generosity by increasing your chances to receive a high-quality item as loot and increasing overall player power. Scroll down for a full list of bug fixes, balancing changes and gameplay tweaks.
Missing Localized Audio
We wanted to inform you about an issue with localized audio that will be present when we launch Title Update 10 and Season 2. While the team was able to work from home to get this update ready, with your help testing the content on the PTS, we unfortunately were not able to record all localized audio content for TU10. With everything going on in the world, our top priority is the well-being of our teams, including our voice actors. Of course, we will start working on recording the missing audio with our partners when it is safe to do so and, in some cases, we were able to get things started already. Adding the localized files to the game as soon as we can in one of our next updates is an absolute priority for the team. This only affects Seasonal content. Operation Iron Horse audio is fully localized.
If you are currently playing with a non-English client, you dont have to change anything going into Title Update 10. When localized audio is missing you will just hear the English audio instead. Subtitles have been localized and can be activated in the ingame options.
As work continues, we will update you on the progress of the integration here on the forums and on State of the Game.
Thank you and stay safe!
New Exotics
SRS Sniper Rifle: Mantis
- Your scoped view displays additional information about enemies not targeting you
- Your scoped view highlights enemy weakpoints
- Headshot and weak point damage against enemies not targeting you amplified by 50%
- Headshot kills reset the cooldown of the Decoy skill. This bonus will wait until the Decoy goes on cooldown if currently active
Mask: Vile
- Status effects also apply a damage over time debuff for 10s
- Total damage dealt is equal to 50% of your concussion grenade damage and increased by your status effect attributes
Double Barrel Rifle: The Ravenous (Operation Iron Horse)
- On trigger-pull, fire both barrels at once
- When fired from the right shoulder, hits add offensive primers, and defensive primers when fired from the left shoulder
- Hits from one shoulder will detonate all of the opposite shoulder's primers when present
- When detonated or affected enemy is killed, each offensive primer deals 100% weapon damage, while each defensive primer grants +4% bonus armor and +10% amplified damage to armor plates for 5s
- Primer effectiveness is doubled at 10 stacks
Magnum Pistol: Regulus (Operation Iron Horse)
- Headshot kills create a 5m explosion, dealing 400% weapon damage and applying bleed to all enemies hit.
- High accuracy and base damage
New Gear Sets
Eclipse Protocol (Season 2)
- Core: Skill Tier (Yellow)
- 2: +15% Status Effects
- 3: +15% Skill Haste and +30% Hazard Protection
- 4: "Indirect Transmission" Your status effects now spread on kill to all enemies within 15m and refresh 50% of the duration.
- Chest talent: "Proliferation" Increases Indirect Transmission range from 15m to 20m and refresh percentage from 50% to 75%
- Backpack talent: "Symptom Aggravator" Amplifies all damage you deal to status affected targets by 15%
Foundry Bulwark (Operation Iron Horse)
- Core: Armor (Blue)
- 2: +10% Armor
- 3: +3% Armor Regeneration
- 4: "Makeshift Repairs" Whenever you or your shield take damage, 20% of that amount is repaired to both over 15s
- Chest talent: "Process Refinery" Increases Makeshift Repairs from 20% to 30% over 15s
- Backpack talent: "Improved Materials" Increases Makeshift Repairs speed from 15s to 10s
Future Initiative (Operation Iron Horse)
- Core: Skill Tier (Yellow)
- 2: +30% Repair Skills
- 3: +30% Skill Duration and +15% Skill Haste
- 4: "Ground Control" Increases you and your allies' total weapon and skill damage by 15% when at full armor
- When you repair an ally, you and all allies within 5m of you are also repaired for 60% of that amount
- Chest talent: "Tactical Superiority" Increases Ground Control damage bonus from +15% to +25%
- Backpack talent: "Advanced Combat Tactics" Increases Ground Control proximity repair from 60% to 120%
New Gear Brand
Walker, Harris & Co.
- Core: Weapon Damage (Red)
- 1: +5.0% Weapon Damage
- 2: +5.0% Damage to Armor
- 3: +5.0% Damage to Health
New Named Weapons
- Mechanical Animal (SIG 556) with Future Perfection
- Weapon kills grant +1 skill tier for 19s. Stacks up to 3 times.
- Weapon kills at skill tier 6 grant overcharge for 15s.
- Overcharge Cooldown: 90s
- Harmony (Resolute MK47) with Perfectly In Sync
- Hitting an enemy grants +20% skill damage for 5s.
- Using a skill or damaging an enemy with a skill grants +20% weapon damage for 5s.
- Damage increases are doubled while both buffs are active at the same time.
New Named Gear
- Matador (Walker, Harris & Co. backpack) with Perfect Adrenaline Rush
- When you are within 10m of an enemy, gain 23% bonus armor for 5s. Stacks up to 3 times.
- Cooldown: 5s
- Chainkiller (Walker, Harris & Co. chest) with Perfect Headhunter. After killing an enemy with a headshot, your next weapon hit within 30s deals 150% of that killing blows damage in addition to it.
- Damage is capped to 800% of your weapon damage. This is raised to 1250% if your headshot damage is greater than 150%.
New Skill Variant
- Repair Trap
- The Repair Trap deploys a line of small devices capable of repairing friendlies in their proximity.
- Note: The Repair Trap will not be available in-game until the Seasonal prime target unlocks in August.
New Talents
Weapon Talent: Future Perfect
- Weapon kills grant +1 skill tier for 15s. Stacks up to 3 times.
- Weapon kills at skill tier 6 grant overcharge for 15s.
- Overcharge Cooldown: 90s
Weapon Talent: In Sync
- Hitting an enemy grants +15% skill damage for 5s.
- Using a skill or damaging an enemy with a skill grants +15% weapon damage for 5s.
- Damage increases are doubled while both buffs are active at the same time.
Backpack Talent: Adrenaline Rush
- When you are within 10m of an enemy, gain 20% bonus armor for 5s. Stacks up to 3 times.
- Cooldown: 5s
Chest Talent: Headhunter
- After killing an enemy with a headshot, your next weapon hit within 30s deals 125% of that killing blows damage in addition to it.
- Damage is capped to 800% of your weapon damage. This is raised to 1250% if your headshot damage is greater than 150%.
New Directives
Hard to Earn
- (Replaces No Regen)
- Entering the game world or safe areas strips all armor kits. Armor restock crates are empty. Gain armor kits only by triggering spec ammo drops, which then also drop armor kits.
Pistolero
- (Replaces Ammo Hoarders)
- Start with no ammo. Gain only as drops from sidearm kills.
Gameplay Changes
Missions
- Reduced how many elites will spawn in the following mission:
- Manning National Zoo
- Coney Island Ballpark
- Coney Island Amusement Park
- Camp White Oak
- Space Administration HQ
- Federal Emergency Bunker
- Wall Street
- Liberty Island
- Pathway Park
- Stranded Tanker
- The Tombs
Loot
- General
- Added all new season 2 weapons/gear to general loot pools
- Item Power
- Updated item power distribution to have a better spread between minimum and maximum for all difficulties
- Increased minimum rolled item power for Field Proficiency/DZ caches, Clan caches and Season caches.
- Difficulty Scaling
- Regular loot from loot containers in Missions now scale with mission difficulty
- Targeted loot from loot containers in Missions now scales with mission difficulty
- Loot containers part of living world activities now scale with global difficulty
- Targeted loot
- Increased targeted loot drop chances for all mission and Control Point difficulties
- Added new season 2 brand to targeted loot rotation
- Warlords of New York brands can now also show up as targeted loot in DC, including Dark Zones
- Named Items
- Increased named item drop chance in regular Dark Zone loot
- Increased named item drop chance in targeted loot everywhere
- Exotics
- Added Warlords of New York/Season 1 Exotics (excluding The Bighorn) to targeted loot
- Added Warlords of New York/Season 1 Exotics (excluding The Bighorn) to general Exotic loot pools (Heroic/Legendary/Raid/Exotic Cache)
- Coyote's Mask drop from Coyote no longer has a minimum season level requirement
- Control Points
- Removed regular weapon/gear loot containers not scaling with difficulty from Control Points
- Increased the amount of scaling loot from the big Control Point reward container
- Legendary
- Increased NPC loot drop chance for Veterans and Elites on Legendary difficulty
Crafting
- Crafting will now guarantee a higher minimum item power, resulting in higher overall stat rolls. An increased maximum item power also allows for better crafted items than before. The added weighting between the minimum and maximum power results in a more balanced average outcome for crafted and reconfigured items
- Removed final World Tier 5 crafting bench upgrade, as its power increase is now redundant
Vendors
- Added Named Items to both Open World and Dark Zone vendors
- Increased prices for Named Items
- Increased item power for all vendors
- Vendors no longer sell Superior quality items at maximum level
SHD Levels
- Added Field Proficiency cache to SHD level-up after reaching the maximum season level
- Increased crafting material rewards for spending SHD level points in the Scavenging category
Conflict
- Added Season/SHD experience gain on Conflict level-up
Rogue Agent Encounters
- Every Rogue Agent killed will now drop loot
- Rogue Agent encounters no longer occur during time trials
Control Point Officers
- Players revived by a Control Point Officer will now have 80% of their armor restored (Previously 0%)
- Reduced the likelihood of Control Point Officers being downed in combat
Bounties
- Bounties acquired by speaking to characters in the open world will always be set to the difficulty at time of acquisition or higher.
- This affects the Snitch and civilians rescued during the Public Execution or Rescue Living World Activities.
- Scheduled bounties, such as daily and clan bounties, are unaffected.
Developer comment: Bounties acquired in the open world should always provide challenge and loot appropriate to the world they were acquired in. Upping your global difficulty now has the added benefit of improving all bounties you acquire within it.
Projects
- New Season Pass Holder Project Slot.
- Season Pass holders now have access to an exclusive daily mission which provides a large bonus to XP.
- Weekly SHD Requisition Project Slot
- Endgame players at World Tier 5 and Level 40 now have a weekly supplies donation project which rewards them with an exotic cache.
(For World Tier 5 players, this replaces the previous daily SHD Requisition project.)
- Endgame players at World Tier 5 and Level 40 now have a weekly supplies donation project which rewards them with an exotic cache.
- Legendary Mission Project
- After TU10, completing any legendary mission will grant you the Weekly Legendary Mission project slot.
- Completing the designated legendary mission will reward you with an exotic cache.
Developer comment: With the addition of "re-rolls" to exotics available through crafting, we created the new Weekly projects to provide a reliable supply of exotic components or exotic items.
RPG Balance
Incoming Repairs
- Incoming Repairs no longer increases the amount of armor repaired by armor kits, talents or gear set effects.
Developer comment: Incoming Repairs was always meant to be the defensive attribute equivalent to Repair Skills, so that players could further enhance the amount of healing they receive from their skills, or the group's healer. Unfortunately, the underlying code prevented us from differentiating between alternate sources of armor repair, such as those from talents and gear sets like Foundry Bulwark, or Firewall's unique armor kit effect. We wanted to address this during the development of Warlords of New York, but chose to post-pone the fix in order to deal with higher priority issues at the time. We underestimated the extent to which this attribute would affect the new Warlords meta, and failed to predict the severity of degenerate gameplay it would cause when combined with certain talents or gear sets. It's important to stress that this is not a PvP-only issue, or an instance of the PvP environment affecting PvE balance. Incoming Repairs was compromising both aspects of the game, and needed to be addressed, especially considering this update coincides with the release of a new raid. Not addressing the issue would mean forcing ourselves to balance all existing and future gear and talents around the knowledge that players could potentially (read: very likely) double the amount of repairs they receive, which stifles creativity and effectively limits player choice.
Weapon Handling
- 1% Weapon Handling now gives 1% Weapon Accuracy, Stability, Reload Speed, and Swap Speed, up from 0.25%.
- Reduced the maximum amount of Weapon Handling rolled on gear by 6%, to a maximum of 8% at level 40.
Developer comment: In the current meta, Weapon Handling on gear is considered a dead stat with no significant benefit. In TU10, equipping a piece of gear with +8% Weapon Handling will now give you:
- +8% Accuracy
- +8% Stability
- +8% Swap Speed
- +8% Reload Speed
This should hopefully make Weapon Handling a strong complimentary attribute for players looking to increase their overall accuracy/stability (bloom + recoil) and/or reload/swap speed. Making the % amount of Weapon Accuracy/Stability/Swap Speed/Reload Speed gained from Weapon Handling 1:1 will also remove another element of arcane knowledge from the game and reduce the need for additional mental math when determining whether the bonus is an upgrade or not.
Talent Changes:
- Leadership: Bonus Armor increased to 15% from 12%
- Spike: Skill Damage Duration increased to 15s from 8s
- Reformation: Skill Repair Duration increased to 15s from 8s
- Creeping Death: No Longer goes on cooldown if there are no valid nearby enemies to apply a status effect to. Status effects applied now properly copy the source status effects damage and duration.
PvP
-
Global Damage Modifiers
- Reduced all PvP weapon damage by -20%
-
Additional Damage Modifiers
- Increased MMR PvP weapon damage by 12.5%
- Reduced Assault Rifle PvP weapon damage by -15%
- Reduced Shotgun PvP damage by -12.5%
- Reduced SMG PvP damage by -10%
- Reduced Pistol PvP damage by -10%
- Reduced Rifle PvP damage by -5%
Developer comment: With TU10, there have been significant buffs made to the base damage of assault rifles, SMGs, and shotguns in particular. In order to prevent those weapons from becoming overly powerful in PvP, weve had to lower their PvP damage modifiers to compensate.
Note: Assault rifles are still tuned to be 10% stronger than normal in PvP in order to compensate for their innate Damage to Health bonus being less useful against other players when compared to other weapon archetypes.
-
Specific Damage Modifiers
- Increased Double Barrel Shotgun PvP damage by 16.6%
- Reduced Pestilence PvP damage by -10%
- Reduced Classic M1A damage by -5%
Developer Comment: All named weapons inherit the base values of the gun theyre based off of. As an example, the nerf to the Classic M1A also affects the Baker's Dozen.
-
Exotic Modifiers
- Merciless/Ruthless: Binary Trigger amplified weapon damage and explosion damage reduced by -50% in PvP
- Dodge City Gunslingers Holster: Quick Draw damage bonus gained per stack in PvP lowered from +2% to +1%
- Stacks gained per second in PvP now match the PvE value (0.5s to 0.3s)
- Imperial Dynasty:
- No longer automatically applies burn status effect to the nearest enemy in range.
- Now requires maintaining range and LOS (line-of-sight) for 3 seconds between the holster bearer and nearest enemy before applying the burn status effect.
- Added visual UI feedback to reveal the radius of effect in PvP and an indicator for LOS between the holster bearer and nearest enemy.
Developer comment: This should help address the lack of contextual feedback in PvP, and add a much needed window of opportunity for counterplay, or potential to avoid the incoming effect entirely.
-
- Pestilence
- Plague of the Outcast damage-over-time effect no longer triggers True Patriots white debuff armor repair effect. (PvP and PvE)
- Pestilence
Developer comment: While we like to embrace emergent or unintended mechanics when the end result is unique and fun gameplay, True Patriots white debuff explicitly states it requires shooting the debuffed target in order to receive the armor repair effect. Pestilences DoT managed to bypass this restriction, making it and True Patriot (especially when combined with Incoming Repairs) scale to disproportionate levels of power when used together.
-
Gear Set Modifiers
- Negotiators Dilemma
- Reduced the range at which marked targets can damage each other when critically hit to 15m (PvP only).
- Added visual UI feedback when in range of another marked target.
- Negotiators Dilemma
-
Talent Modifiers
- Efficient: Reduced specialization armor kit bonus from 100% to 50%
- Versatile: Reduced the amplified weapon damage bonus for SMGs and shotguns from 35% to 25%
- Vanguard: Reduced the duration of shield invulnerability from 5s to 2s
- Note: UI will still show the old duration, but will be fixed in a later update.
Specialization Modifiers
- Firewall
- Extracellular Matrix Mesh armor kit regen strength reduced by -50%, from 200% to 150%
-
Skill Modifiers
- Pulse now correctly reveals and highlights all players in the DZ, not just hostiles/rogues
- Increased Striker Drone damage by 30%
- Increased Assault Turret damage by 55%
- Reduced Firestarter Chem Launcher PvP damage by -20%
- Reduced Bleed damage from Stinger Hive, Mortar Turret and Explosive Seeker Mine by 75%
- Increased Stinger Hive damage by 20%, scaling up to 55% at skill tier 6
Developer commentary: We want dedicated skill builds to have multiple, powerful defensive tools for area denial/control. However, the strength of bleed effects meant being hit by just 1 stinger drone, mortar, or seeker mine was nearly a death sentence for most builds. The stinger hive should now better punish players who remain within its area of effect, rather than needing to rely entirely on the excessive damage of a single bleed DoT, while allowing the hives drone damage to scale higher for dedicated skill builds.
Weapon Balance
Assault Rifles
- AK-M 15.8% damage increase
- F2000 14.3% damage increase
- Military AK-M 13.2% damage increase
- Black Market AK-M 13.2% damage increase
- FAL 12.0% damage increase
- FAL SA-58 12.0% damage increase
- FAL SA-58 Para 12.0% damage increase
- SOCOM Mk 16 11.4% damage increase
- Tactical Mk 16 11.4% damage increase
- Mk 16 11.4% damage increase
- AUG A3-CQC 11.2% damage increase
- Honey Badger 10.9% damage increase
- FAMAS 2010 10.6% damage increase
- ACR 9.7% damage increase
- ACR-E 9.7% damage increase
- Military G36 9.5% damage increase
- G36 C 9.5% damage increase
- G36 Enhanced 9.5% damage increase
- Carbine 7 8.7 % damage increase
- Military P416 7.4% damage increase
- Custom P416 G3 - 7.4% damage increase
- Police M4 6.8% damage increase
- CTAR 21 8.6% damage increase
LMG
- Classic M60 12.5% damage increase
- Classic RPK-74 12.4% damage increase
- Military RPK-74 M 12.4% damage increase
- Black Market RPK-74 E 12.4% damage increase
- Military M60 E4 9.2% damage increase
- Black Market M60 E6 9.2% damage increase
- Military L86 LSW 8.5% damage increase
- Custom L86 A2 8.5% damage increase
- IWI NEGEV 2.6% damage increase
- Stoner LMG 2.0% damage increase
- M249 B No changes
- Tactical M249 Para No changes
- Military MK46 No changes
- MG5 No changes
- Infantry MG5 3.2% damage decrease
MMR
- Model 700 14.9% damage increase
- Hunting M44 13.5% damage increase
- Classic M44 Carbine 12.5% damage increase
- G28 11.4% damage increase
- SOCOM Mk20 SSR 9.3% damage increase
- SR-1 - 8.6% damage increase
- Custom M44 8.1% damage increase
- M700 Tactical 8.1% damage increase
- M700 Carbon 8.1% damage increase
- Covert SRS 6.0% damage increase
- SRS A1 6.0% damage increase
- Surplus SVD 2.9% damage decrease
- Paratrooper SVD 2.9% damage decrease
Rifles
- UIC15 MOD 21.6% damage increase
- 1886 21.3% damage increase
- LVOA-C 12.1% damage increase
- M1A CQB 10.7% damage increase
- Lightweight M4 10.5% damage increase
- G 716 CQB 8.7% damage increase
- SIG 716 6.7% damage increase
- ACR SS 3.7% damage increase
- SOCOM M1A No changes
- M16A2 No changes
- USC .45 ACP - 2.8% damage decrease
- Urban MDR 5.5% damage decrease
- Military Mk17 11.8% damage decrease
- Police Mk17 - 11.8% damage decrease
- Classic M1A - 12.6% damage decrease
SMG
- Tommy Gun 38.8% damage increase
- PP-19 29.6% damage increase
- Enhanced PP-19 29.6% damage increase
- MP7 27.5% damage increase
- MPX 17.7% damage increase
- M1928 20.0% damage increase
- P90 15.6% damage increase
- Converted SMG-9 15.8% damage increase
- Black Market T821 15.4% damage increase
- Police T821 15.4% damage increase
- Vector SBR .45 ACP 14.7% damage increase
- CMMG Banshee 12.5% damage increase
- Police UMP-45 12.0% damage increase
- Tactical UMP-45 12.0% damage increase
- AUG A3 Para XS 11.8% damage increase
- Enhanced AUG A3P 11.8 % damage increase
- Tactical AUG A3P 11.8% damage increase
- Converted SMG-9 A2 11.6% damage increase
- MP5A2 10.0% damage increase
- MP5-N 10.0% damage increase
- MP5 ST 10.0% damage increase
- Tactical Vector SBR 9mm 5.9% damage increase
Shotguns
- M870 Express 23.3% damage increase
- Military M870 23.3% damage increase
- Custom M870 MCS 23.3% damage increase
- Super 90 23.2% damage increase
- Marine Super 90 23.2% damage increase
- Tactical Super 90 SBS 23.2% damage increase
- SASG-12 21.3% damage increase
- Tactical SASG-12 K 21.3% damage increase
- Black Market SASG-12 S 21.3% damage increase
- SPAS-12 18.6% damage increase
- KSG Shotgun 9.0% damage increase
Sidearms
- Double Barrel Sawed Off Shotgun Optimal Range reduced to 8m from 11m
- 586 Magnum 68.8% damage increase
- Police 686 Magnum 68.8% damage increase
- Maxim 9 - 23.5% damage increase
- D50 17.5% damage increase
- First Wave PF45 13.5% damage increase
- Custom PF45 9.7% damage increase
- Military M9 8.7% damage increase
- 93R - 7.7% damage increase
- Snubnosed Diceros 6.5% damage increase
- Officer's M9 A1 6.3% damage increase
- Diceros 5.9% damage increase
- M45A1 9.5% damage decrease
- Tactical M1911 9.5% damage decrease
- M1911 7.3% damage decrease
Exotics Changes
Developer comment: Along with the buffs to weapon damage, TU10's significant buff to weapon handling meant some exotic weapon mods no longer made sense or resulted in over tuned performance that no longer fit with the original design. We also took this opportunity to make improvements to underperforming exotic
The Bighorn
- Damage increased by +11.2%
- Increased optimal range from 27m to 40m
- Optics mod bonus increased from +0% to +30% Headshot Damage
- Magazine mod bonus changed from +7% Headshot Damage to +10% Reload Speed
- Added functionality that provides additional headshot damage, full talent is now:
- When scoped, switches to semi-automatic fire mode, dealing 450% weapon damage with each shot.
- (New) Headshots grant +2% headshot damage. Stacks up to 50 times. Resets to 0 at full stacks.
Eagle Bearer
- Damage increased by +7.8%
- Underbarrel mod bonus changed from +10% Stability to +10% Weapon Handling
Chameleon
- Damage increased by +32.8%
- Optics mod bonus changed from +15% Accuracy to +15% Critical Hit Chance
- Muzzle mod bonus changed from +5% Critical Hit Chance to +20% Accuracy
- Underbarrel mod bonus changed from +10% Critical Hit Chance to +10% Stability
- Optimal range increased by 33.3%, from 15m to 20m
- Long range effectiveness increased by 19%, from 42m to 50m
- Added functionality that retains your current buffs to the next combat encounter when combat ends, full talent is now:
- Hitting 30 headshots grant +20% critical hit chance and +50% critical hit damage for 45s.
- Hitting 75 body-shots grant +90% weapon damage for 45s.
- Hitting 30 leg-shots grant +150% reload speed for 45s.
- (New) Buffs refresh when out of combat.
Bullet King
- Damage increased by +2.6%
Nemesis
- Damage increased by +11.1%
- Optics mod bonus increased from +35% to +45% Headshot Damage
- Underbarrel mod bonus reduced from +15% to +5% Weapon Handling
Liberty
- Optics mod bonus changed from +5% Critical Hit Chance to +5% Headshot Damage
- Muzzle mod bonus changed from +15% Stability to +5% Critical Hit Chance
- Magazine mod bonus changed from +15% Reload Speed to +15% Weapon Handling
- Added functionality to provide extra damage if you're trying to keep stacks, full talent is now:
- (New) Hits grant +2% weapon damage. Stacks up to 30.
- Headshots consume all stacks, repairing your shield for 3% per stack.
- No longer highlights enemy weakpoints when aiming.
Merciless/Ruthless
- Damage increased by +12.5%
- Muzzle mod bonus reduced from +20% to +10% Stability
- Underbarrel mod bonus reduced from +20% to +10% Weapon Handling
- Magazine mod bonus reduced from +15% to +10% Reload Speed
- Added functionality to provide extra non-explosive damage as well, full talent is now:
- This weapon fires on trigger pull and release.
- If both bullets hit the same enemy, gain a stack.
- (New) At 7 stacks, shooting an enemy deals 500% amplified damage and creates a 7m explosion dealing 500% weapon damage, consuming the stacks.
Developer Comment: Merciless was previously balanced for its very unwieldy handling and compensated with very high burst damage. With access to much higher accuracy and stability, Binary Triggers explosion strength has been toned down.
Diamondback
- Damage increased by +7.7%
- Text updated to clarify a new target isnt marked until after the 5s buff.
Lullaby/Sweet Dreams
- Damage increased by +11.0%
Lady Death
- Damage increased by +18.9%
- Optics mod bonus increased from +5% to +10% Critical Hit Chance
- Muzzle mod bonus changed from +5% Critical Hit Chance to +5% Critical Hit Damage
- Underbarrel mod changed from +5% Critical Hit Damage to +500% Melee Damage
- Breathe Free: Lowered the amount of maximum stacks from 40 to 32, and increased the damage amplification per stack from 60% to 75%
The Chatterbox
- Damage increased by +16.7%
- Optics mod bonus increased from +5% to +15% Critical Hit Chance
- Muzzle mod bonus changed from +10% Critical Hit Chance to +5% Critical Hit Damage
- Underbarrel mod bonus reduced from +15% to +10% Weapon Handling
- Magazine mod bonus changed from +10% Reload Speed to +10 Rounds
- Magazine base capacity reduced from 60 to 50
Pestilence
- Muzzle mod bonus changed from +10% Stability to +10% Accuracy
- Underbarrel mod bonus changed from +10% Weapon Handling to +10% Stability
NinjaBike Messenger Kneepads
- Added functionality to add bonus armor, full talent is now:
- (New) Performing a cover to cover or vaulting reloads your drawn weapon and grants +25% bonus armor for 5s.
Dodge City Gunslinger Holster
- Added functionality that makes your hit do headshot damage, full talent is now:
- While your pistol is holstered, gain a stacking buff every 0.3s, up to 100. When you swap to it, your first shot consumes the buff and deals +10% damage per stack.
- (New) This deals headshot damage to anywhere you hit.
BTSU Datagloves
- Changed functionality to no longer grant group/raid-wide overcharge unless you are skill tier 6
- Added functionality to provide hive skill haste, full talent is now:
- (New) Grants +15% Hive skill haste per skill tier.
- (Changed) Detonating a hive refreshes your skill cooldowns and grants overcharge for 15s.If at Skill Tier 6, this effect also applies to all allies.
- Allies receiving this effect are unable to benefit from it again for 120s.
Sawyer's Kneeguards
- Added functionality to continue to provide damage bonus move for a short duration, full talent is now:
- Cannot be staggered by explosions.
- Increases total weapon damage by 3% each second you are not moving. Stacks up to 10 until you start moving.
- (New) All stacks lost 10s after moving.
Gear Set Changes
Hard Wired
- Increased 3-piece Repair Skills bonus from +15% to +30%
- Feedback Loop no longer fully refreshes the cooldown of a skill, but instead reduces it by up to 30s
Ongoing Directive
- Main Talent
- Hollow-Point Ammo is no longer dropped on kill, and instead automatically added to your active weapon when killing status afflicted enemies
- Backpack Talent (New)
- Trauma Specialist
- Increases the duration of your bleed status effects by 50% and all bleed damage done by 100%
- Increased 3-piece Reload Speed bonus from +20% to +30%
Tip of the Spear
- Main Talent (PVE)
- Aggressive Recon's weapon damage buff is now gained when dealing specialization weapon damage, instead of on specialization weapon kill
- Main Talent (PVP)
- Aggressive Recon's weapon damage buff is now gained when dealing grenade damage, instead of on grenade kill
- Backpack Talent (New)
- Signature Moves
- Increases specialization weapon damage by 20%, and doubles the amount of specialization ammo generated by Aggressive Recon
Aces and Eights
- Main Talent
- "Poker Face" backpack talent is now a baseline effect:
- Flip an additional card on headshots
- Backpack Talent (New)
- Ace in the Sleeve
- Amplifies 1 extra shot when revealing your hand
- 3-piece Headshot Damage bonus is now additive, rather than multiplicative
- Increased 3-piece Headshot Damage bonus from +20% to +30%
System Corruption
- Main Talent
- Now repairs 20% of your armor in addition to granting 50% bonus armor
- Increases total weapon damage by 1% per 5% bonus armor gained, up to 20%
Strikers Battlegear
- Main Talent
- Reduced the number of stacks lost on missed shots from 3 to 2
- Backpack Talent
- No longer reduces number of stacks lost on missed shots
- (New) Increases total weapon damage gained per stack of Striker's Gamble from 0.5% to 0.65%.
Negotiators Dilemma
- Damage transfers on the initial bullet that marks a new target
Brand Set Changes
Alps Summit Armament
- Increased 1-piece Repair Skills bonus from +15% to +20%
Murakami Industries
- Increased 2-piece Repair Skills bonus from +15% to +20%
Richter & Kaiser
- Increased 3-piece Repair Skills bonus from +15% to +20%
- Incoming Repairs brand set bonus increased from +15% to +20%
Providence Defense
- Increased 1-piece Headshot Damage bonus from +10% to +15%
Airaldi Holdings
- Increased 2-piece Headshot Damage bonus from +10% to +15%
Grupo Sombra S.A
- Increased 3-piece Headshot Damage bonus from +10% to +15%
Overlord Armaments
- Increased 2-piece Accuracy bonus from +10% to +20%
Douglas & Harding
- Increased 2-piece Stability bonus from +10% to +20%
- Increased 3-piece Accuracy bonus from +10% to +20%
Fenris Group AB
- Increased 2-piece Reload Speed bonus from +10% to +20%
- Increased 3-piece Stability bonus from +10% to +20%
Specialization Changes
- Gunner specialization's Emplacement talent Weapon Handling bonus reduced from +15% to +10%
- Note: The UI will incorrectly say it still adds +15% Weapon Handling. This will be fixed in a future update.
Skill Changes
UI
- Stinger Hive, Mortar Turret, and Explosive Seeker Mine now display its Bleed Damage and Duration
Seeker Mine
- Cluster Seeker Mine targeting accuracy improved
Developer comment: The Cluster Seeker Mine is not intended to be as accurate as the Explosive variant. Once it is a certain distance from its target it locks the location it is aiming for and continues towards that regardless of where its original target agent has since moved to. This "bullcharge" behavior reflects the mini-mines' less advanced technology and balances the skill mod's effectiveness. This said, we have noticed that the Cluster Seeker's accuracy has been a source of frustration so we've shortened the distance until it activates its "bullcharge" and adjusted when it decides to explode. These adjustments should make the Cluster Seeker feel more accurate, but these are measured steps as we do not want the skill to return to its OP TU7-state.
Hive
- Stinger Hive base damage reduced -20%
- Stinger Hive damage bonus per skill tier increased from +10% to +20%
Developer comment: In order to make investing in skill tiers have a greater impact on the Stinger Hive's damage, we slightly reduced base drone damage, while doubling the amount of damage gained with each skill tier. These changes will result in a net buff for dedicated skill builds, with a 10% increase in Stinger Hive drone damage at skill tier 6.
- Restorer hive gains +5% drone flight speed per skill tier
Developer comment: Increases to the Restorer Hive's radius had the unfortunate effect of increasing the time it took for repair drones to reach their target the further they were from the hive. Increasing drone flight speed with each skill tier should help offset that somewhat counter-intuitive behavior when taking advantage of the increased area of effect, and make the Restorer Hive a more reliable tool for healers.
Chem Launcher
- Riot Foam Chem Launcher ensnare duration bonus per skill tier reduced from +20% to +10%
- Reinforcer Chem Launcher: UI has been updated to clarify that the initial heal only affects allies and not the Skill user. The functionality has not changed.
Firefly
- Blinder Firefly blind duration bonus per skill tier reduced from +20% to +10%
- Blinder Firefly base blind duration reduced from 6s to 5s
Pulse
- Banshee Pulse cooldown increased from 20s to 30s
- Banshee Pulse base confuse duration reduced from 5s to 4s
- Jammer Pulse base disrupt duration reduced from 4s to 3s
Shock Trap
- Shock Trap base shock duration reduced from 5s to 3s (PvP duration remains unchanged)
- Shock Trap base radius increased from 2m to 2.5m
- When the active duration ends, its cooldown is refunded an equal number of seconds that it was active.
Developer comment: One of the core objectives for the design team when working on Warlords of New York was to make the endgame challenging again, and to put a greater emphasis on both personal and group build synergy. When we shipped Warlord's of NY, we reduced the maximum power deltas on gear, which meant players could no longer "over-gear" content like they could previously, which had the desired effect of making difficulty levels matter again. While we consider that a success, it also had the fortunate consequence of bringing to light a lot of degenerate NPC behavior that was always present, but entirely invisible, due to players being 4-5x more powerful than the content they were doing prior to Warlords. This re-tuning of the RPG mechanics has forced us to audit the economics of our NPC encounters in more ways than one, in order to address unfair, overly punishing, or generally overtuned NPC archetypes. We consider all of this a good thing, because it keeps us honest as developers, and the game as fair as possible, without compromising what makes difficult content fun and rewarding in the first place: the challenge.
With all that said, two things were clear from the start of Warlords launch: NPCs were too powerful, and player crowd-control (CC) skills were scaling too high. One became a necessary evil to combat the other, and so we were reluctant to make any changes to CC skills before addressing the core issue of NPC balance. We believe the tuning of NPCs and their scaling across the different tiers of difficulty is in a much better/healthier place as of TU9.1, and the generous amount of buffs to weapon damage and gear coming in TU10 will only further tip the scales in the player's favor. In order to maintain a healthy balance between players and NPCs at the highest difficulties, and to preserve the integrity of our vision for endgame, we now need to address the power of crowd-control skills.
The changes outlined above were done to bring dedicated crowd-controller builds more in-line with what we expect their contribution to a fireteam to be. CC effects act as powerful force-multipliers, multiplying the strength of every individual on a team by both lowering/preventing incoming damage entirely, and enabling the group's damage dealers to do so with impunity. The current tuning of CC effects on live (TU9.1) lead to NPCs on even legendary difficulty being snared/blinded/disrupted/confused for longer than the cooldown of the skill itself, giving them no opportunity to defend themselves, or fight back once the CC effect wore off. This inevitably lead to situations where the only time a group with a dedicated crowd-controller would come under threat was when NPCs reached immunity through diminishing returns from constant re-application of CC effects, or the CC effect itself failed to register or apply on activation (which we will continue to address and fix, now more than ever).
A more insidious, and less visible consequence of having overpowered crowd-control effects, is that it discourages the desire or need for any other form of group composition that isn't 1x CC 3x DPS. Why consider bringing along a tank or healer, when your crowd-controller essentially does the job of both? There is no need for a healer if the group never takes damage, and no need for a tank if the NPCs are always incapacitated or rooted in place.
It's important to stress that none of these changes were made to discourage bringing a crowd-controller to a gunfight. In fact, we're more than confident that dedicated crowd-controller builds will remain the linchpin of any heroic or legendary group, due to just how powerful these CC effects are despite their reduction in uptime. What we do envision happening, hopefully, is a reconsideration of what to bring to your next gunfight, and that maybe the value of healers/tanks will increase as the proposition of smoothing out the bumps between crowd-control opportunities becomes something to consider.