Update:October 2, 2025: Difference between revisionsGive feedback
Updated rake patch note as they updated it on forum |
[ General ] added links to relevant pages |
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* Weapon Investment bonus increased from 7/9/13/20/29/40/58/72/83/93% to 7/9/13/20/29/40/60/75/95/115 (for 0.8/1.6/2.4/3.2/4.8/7.2/9.6/16/22.4/28.8k spent) | * Weapon Investment bonus increased from 7/9/13/20/29/40/58/72/83/93% to 7/9/13/20/29/40/60/75/95/115 (for 0.8/1.6/2.4/3.2/4.8/7.2/9.6/16/22.4/28.8k spent) | ||
* Applying a CC to an enemy is reduced in duration when affected by other CCs in a short interval. Each previously applied CC reduces the duration by 7% up to a max of 21% over the past 7 seconds. CC is defined as the same set of debuffs that affect {{ItemIcon|Reactive Barrier}} (stun, sleep, immobilize, tether, etc). Note that abilities that apply multiple things only count as one CC (aka {{HeroIcon|Abrams}} shoulder charge CC on the grab and the stun, {{HeroIcon|Lash}} ult grab and stun, etc). | * Applying a [[Crowd_Control|CC]] to an enemy is reduced in duration when affected by other CCs in a short interval. Each previously applied CC reduces the duration by 7% up to a max of 21% over the past 7 seconds. CC is defined as the same set of debuffs that affect {{ItemIcon|Reactive Barrier}} (stun, sleep, immobilize, tether, etc). Note that abilities that apply multiple things only count as one CC (aka {{HeroIcon|Abrams}} shoulder charge CC on the grab and the stun, {{HeroIcon|Lash}} ult grab and stun, etc). | ||
* Matchmaking updates to include more considerations for a balanced roster beyond only frontliners | * Matchmaking updates to include more considerations for a balanced roster beyond only frontliners | ||
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* Shooting while jumping now applies a -10% inaccuracy period for 0.15s after jumping | * Shooting while jumping now applies a -10% inaccuracy period for 0.15s after jumping | ||
* Wall Jumps after the first one now cost 0.5 stamina (first wall jump per sequence is free) | * [[Movement#Wall_Jump|Wall Jumps]] after the first one now cost 0.5 stamina (first wall jump per sequence is free) | ||
* Reduced corner boosting velocity by 20% | * Reduced corner boosting velocity by 20% | ||
* Mid Boss base HP increased from 12500 to 13000 | * [[Mid-Boss|Mid Boss]] base HP increased from 12500 to 13000 | ||
* Mid Boss damage resistance per second reduced from 50 + 7/min to 35 + 5/min | * [[Mid-Boss|Mid Boss]] damage resistance per second reduced from 50 + 7/min to 35 + 5/min | ||
* Rejuv bonus HP reduced from 15% to 10% | * [[Rejuvenator|Rejuv]] bonus HP reduced from 15% to 10% | ||
* 2nd Midboss rejuv credits reduced from 4 to 3 | * 2nd Midboss [[Rejuvenator|rejuv]] credits reduced from 4 to 3 | ||
* Dropped Unsecured soul bags now require a Heavy Melee to secure rather than standing ontop of them | * Dropped [[Souls#Unsecured_Souls|Unsecured soul bags]] now require a [[Melee Damage|Heavy Melee]] to secure rather than standing ontop of them | ||
* Soul Urn: Carriers now have +30% bullet and +30% spirit Resist | * [[Soul Urn]]: Carriers now have +30% bullet and +30% spirit Resist | ||
* Soul Urn: Movespeed bonus reduced from +7m to +3.5m | * [[Soul Urn]]: Movespeed bonus reduced from +7m to +3.5m | ||
* Soul Urn: Damage taken when holding too long increased from 1% to 1.5% Max Health per second | * [[Soul Urn]]: Damage taken when holding too long increased from 1% to 1.5% Max Health per second | ||
* Added an extra boon at 12k (nearby boon levels adjusted slightly, 10.2/11.6/13.2k to 10/11/12/13.2k) | * Added an extra [[Boon|boon]] at 12k (nearby boon levels adjusted slightly, 10.2/11.6/13.2k to 10/11/12/13.2k) | ||
* Neutral Shop no longer gets disabled if an enemy is nearby | * Neutral Shop no longer gets disabled if an enemy is nearby | ||
* Distance to attack Walkers reduced from 35m to 34m | * Distance to attack [[Walker|Walkers]] reduced from 35m to 34m | ||
* Fixed ordering issues with various items with Bullet based Procs. Debuffs (ie. negative Bullet Resist) from all procs are now applied before any bonus damage from the procs. Items include {{ItemIcon|Weakening Headshot}}, {{ItemIcon|Crippling Headshot}}, {{ItemIcon|Headshot Booster}}, {{ItemIcon|Headhunter}}, {{ItemIcon|Hollow Point}} and {{ItemIcon|Mystic Shot}}. | * Fixed ordering issues with various items with Bullet based Procs. Debuffs (ie. negative Bullet Resist) from all procs are now applied before any bonus damage from the procs. Items include {{ItemIcon|Weakening Headshot}}, {{ItemIcon|Crippling Headshot}}, {{ItemIcon|Headshot Booster}}, {{ItemIcon|Headhunter}}, {{ItemIcon|Hollow Point}} and {{ItemIcon|Mystic Shot}}. | ||
* Enabled input buffering for shooting, dashing, melee and parry. This allows input to register before the current action is finished | * Enabled input buffering for shooting, dashing, melee and parry. This allows input to register before the current action is finished | ||