Oh. daesu
agent provocateur
[I'll tidy up the formatting when i get home but fair few changes abd redos]
Last StandMany players mentioned that TTK a player in Downed State was too long and enforced players to engage at short range in order to be able to finish off their opponent in Melee. We want to try a shorter TTK against players in Downed State and see the impact it will have on long-range engagements.
First AidIn order to make sure this skill remains usable for players with low Skill Power, we decided to buff it up a bit. We also looked at the Damage Mitigation bonus of Booster Shot, in a global effort to reduce the impact of Damage Resilience in the game.
[*]All mods: Base cooldown increased by 17%.
Smart coverA clear must-have skill in order to stack Damage Resilience. We do like that it brought players back to the cover based gameplay that we want to see, but the bonus is simply too strong and needs to be reduced in order to bring Damage Resilience in line with the new balancing of the game.
Last StandMany players mentioned that TTK a player in Downed State was too long and enforced players to engage at short range in order to be able to finish off their opponent in Melee. We want to try a shorter TTK against players in Downed State and see the impact it will have on long-range engagements.
- Reduced Downed State health by 50% in Last Stand. This means downed players will be killed twice faster than in PTS 2.
- Players will now always be set to 5 Medkits when respawning after death.
- Skill proxies have their health reduced by 50% in Last Stand only. Affected skills are Support Station, Turret and Seeker Mine.
- Reduced set Armor Damage Mitigation by 50% from 70% to 35%.
- Armor will now respect Talents and Skill buffs.
- Major and Minor bonuses are no longer normalized and apply as in normal gameplay.
- All Weapons stats will now roll at maximum. (such as headshot damage bonus on Marksman Rifles)
- Reduced the amount of score earned from additive kill marks. (Headshot, low health, explosive, etc.)
- Reduced the amount of score earned from Last Stand assist marks. (Being near a friendly as they capture an objective, turn on a fortification, activate a tactical boost)
- Reduced the amount of score earned from healing a teammate by 50%.
- Tuned the mercy rule to begin activating when there are 8 minutes left in a match and there is more than a 7500 points spread. The mercy rule will also now defer triggering if the losing team is currently scoring at a rate equal to or greater than the winning team.
- To help deter the spawn camp strategy we have added additional spawn points and updated spawn logic so that points outside of a player’s designated home spawn area can be used if there is too much enemy threat.
- Reduced PvP damage modifier by 21% from 0.58 to 0.46. This applies to both Dark Zone and Last Stand game mode.
- Medkits cooldown was reduced back to its initial value of 12 seconds, instead of 15 seconds.
- Players will now be able to Reload while Sprinting.
- All Damage Resilience has now been capped at 60%.
- Provident: The last bullet of a magazine deals 10% more damage. (Instead of 60%)
- Implemented a 0.2 seconds cooldown between each Caduceus Heal proc. In other words, healing effects from multiple Caduceus in a group will no longer stack. A player can only be healed by one Caduceus at a time.
- Changed the Unique Talent so that it now heals for 1% of the user’s Skill Power, instead of 1% of the receiver’s health.
- Reduced Stagger from this weapon’s damage.
- Its talent now has a 10 seconds cooldown.
- The explosive damage will now equal 500% of the user’s firearms.
- Set bonus (3): +30% Support Station range. (instead of +50%)
- Skill Power: We further reduced the impact of Skill Power on skill cooldowns. This means that compared to PTS 2, players with lower Skill Power will have slightly shorter cooldowns and player with high skill power will have slightly longer ones. Our goals is to make Skill Haste the go-to stat for cooldown reduction.
- Skill Haste cap has been reduced from 60% to 50%.
- Reduced impact of Skill Power on Critical Hit Chance and Critical Hit Damage.
- Tactical Scanner:
Critical Hit Chance increased by +20%.
- Critical Hit Damage reduced by -11%.
First AidIn order to make sure this skill remains usable for players with low Skill Power, we decided to buff it up a bit. We also looked at the Damage Mitigation bonus of Booster Shot, in a global effort to reduce the impact of Damage Resilience in the game.
- Self and Ally Heal increased by 15% on all mods.
- Reduced impact of Skill Power on Self and Ally Heal by 20% on all mods.
- Booster Shot: Damage Mitigation bonus decreased by 50% from 15% to 7.5%.
- All mods: Base cooldown increased by 33%.
- Cluster:
The stagger effect has been removed.
- Reduced the explosion damage from each mine, however increased the bleed damage instead. The total damage is now lower when each mine hits different target and significantly lower when all mines hit the same target.
[*]All mods: Base cooldown increased by 17%.
Smart coverA clear must-have skill in order to stack Damage Resilience. We do like that it brought players back to the cover based gameplay that we want to see, but the bonus is simply too strong and needs to be reduced in order to bring Damage Resilience in line with the new balancing of the game.
- Damage Resilience decreased by 33%.
- Reduced impact of Skill Power on Damage Resilience.
- All mods: Base cooldown increased by 9%.
- Disruptor: It will now detonate with no delay.
- Range increased by 25% from 6 meters to 7.5 meters.
- Implemented a 1 second cooldown to Support Station heal procs. In other words, stacking several Support Stations on each other will only heal the player once, and not once per Support Station.
- Base skill and Active Sensor: Range decreased from 35 meters to 25 meters.
- All mods except Shock: Base health reduced by 25%.
- All mods: Skill Power impact on health reduced.
- Added one checkpoint to each Legendary Mission. (About halfway through the mission)
- Added more guaranteed consumable drops on specific LMB3 NPCs.
- Added additional veteran flamers and rushers in all contamination event encounters.
- Dropped the contamination drain on player’s health by 2/3.
- Phoenix Credits cap has been increased from 2.000 to 5.000.
- Fixed a bug where the “Action Completed” pop up would trigger with each NPC kill.
- Fixed a bug in Last Stand where gameplay VO was being deferred and playing long after gameplay actions had been completed.
- Fixed a bug in Last Stand where players would sometimes remain invulnerable to damage with their weapons holstered throughout the match.
- Several improvements were made to NPC AI.
- Fixed a bug with Tactician’s Authority where the buff would be consume when another group member uses a skill.