Dreaming Shroud can no longer be glanced or evaded.
Manhattan Exclusion Zone
Experimental: Changed the way that targeting works with The Unutterable Lurker.
This should make it easier to target adds during phase 3.
(E10/E17) From Beneath You, It Devours now centers its “splash” radius on its victim.
(E17) Optimized FX for Shadow From Below (the Shadow Out of Time filth puddles).
(E17) The Unuttered now move faster.
(E17) Fixed a case where the Secret Worlder allies would not regain their buff circles.
(E17) Shadow Out of Time will now be cast once for each Eldritch Guardian killed.
(E17) Adjusted the health of The Unutterable Lurker, Zero-Point Titan, and the Zombies.
(E17) Added an additional mechanic, “Infecting Thoughts”.
Occult Defence
Now shows wave numbers in the UI up through Wave 60 (if you get up to 61, I would like to have a word with you, please)
Monsters
Dark Agartha, Seek & Preserve, and Occult Defence monster stats updated
Adjusted the monster curve below Elite 10 to be more lenient
Werewolf Alpha
Overrun should no longer turn at the end of the cast
Jinn
Searing Flash should no longer turn at the end of the cast
Seek & Preserve Scenarios
Bosses have increased health
Itemization
(Beta-exclusive) FATE
FATE: Catalysts now sells a Weapon Expertise Boosting Taco. Eat up!
FATE now gives new characters level 50 Weapon Expertise.
Added a number of missing weapons to FATE: Weapons
Sap Vitality
The Damage over Time effect now lasts 20 seconds, up from 10.
1,000,000 Likes
Reworked - Now has a 30% chance to increase your critical damage by 12% for 5 seconds after you or a teammember kills an enemy.
Mark of the Dragon/Illuminati/Templar
Can now be purchased from faction quartermasters in Agartha or Kaidan after reaching faction rank 13.
Marks belonging to another faction cannot be purchased.
These items are stored in the Mission Inventory.
Mark of Chaos/Mark of the Eye/Mark of Blood
Can now be purchased from Doctor Caligari in Agartha after reaching 3000 Achievement Points.
These items are stored in the Mission Inventory.
Orochi Thermal Capacitor
Fixed the name of the weapon skin in the dressing room.
Weapon Affix: Warding
Protection increased 525/1050/1575.
Weapon Affix: Destruction
Damage increased ~235%.
When empowering an item, credit is given for the daily challenges for each non-catalyst item used in the empowerment.
This means that if you put 5 distillates in a single empowerment, you get challenge credit for empowering 5 times.
Abilities
Misc/Shared
Healing Potion
No longer generates threat.
Removed once per encounter restriction.
Cooldown increased to 90 seconds.
Ophanim of the Awakened
The damage over time component can no longer glance.
Assault Rifle
Mechanic: Grenades
Now take 2 seconds to cook.
Once cooked, grenades have a 4 second timer before detonating in the barrel.
Damage of cooked grenades has been slightly adjusted to compensate for the potential for higher frequency grenades.
This change was made to improve the experience of playing Rifle with weapons other than a KSR-43, and to shift the cap at which additional grenades per minute (and thus energy generation) is ineffective to a much higher plateau.
Passive: Auto-Loader
Now has a 40% chance to make the next power ability load a grenade.
Passive: Combat Readiness
Damage bonus increased to 20%.
Elite: Anima Suffusion
Healing increased by 100%.
Now increases effectiveness of Assault Rifle healing abilities by 35% for 4 seconds.
Anima Suffusion was in a problematic place where it healed a single target for less than the other weapon’s elites healed the entire team. This change aims to give it a niche where it will excel - in keeping a single target up.
Passive: Permeate
Redesigned.
After you finish channeling Anima Suffusion, your target receives 30% increased healing for 4 seconds.
Power: Unveil Essence
The leech effect from hitting the target now only applies to your team members.
Blade
Preface:
This patch is making some significant changes to Blade. This is not a DPS or damage dealer balance pass, but a pass to address a potential self healing problem by using Blade as a tanking offhand.
The original design of Blade intended for it to be a viable tanking off-hand, but did not fully accomplish this primarily due to lacking proper threat generation.
The redesign of tanks has pushed them away from self healing, which means that Blade and its numerous healing effects is no longer an appropriate pairing for tanks.
A wide number of changes were made during this pass: some directly addressing the above concerns, some for quality of life, and some because they were quick and easy to get in while making the aforementioned changes.
Mechanic: Spirit Blade
On reaching 5 Chi, Spirit Blade now automatically forges with a duration of 5 attacks. If your Spirit Blade is already forged, 5 attacks are added to it. The diminishing returns are gone.
Chi is no longer lost when the Spirit Blade shatters.
Basic abilities have a reduced chance to generate Chi.
Power, Elite, and Special abilities have an increased chance to generate Chi.
This fixes a scaling issue where at higher Energy generation, Blade’s mechanic did not scale on the same curve as other weapons like Assault Rifle or Blood Magic.
The damage dealt by Spirit Blade has been adjusted to be in line with the change in Chi generation and Spirit Blade attack generation from Chi.
A number of passives that interact with Spirit Blade have had a balance pass to bring them in line with the new Spirit Blade uptime and damage.
Several weapons had their balance updated for the new Spirit Blade uptime and damage.
Special: Spirit Blade
Redesigned as Crushing Tide:
20 second cooldown, 2 Blade Energy cost, off the GCD
Can only be activated when you have at least 2 Spirit Blade attacks remaining
Empower your Spirit Blade with the destructive force of a tsunami making landfall, causing your next Blade attack to shatter the Spirit Blade, dealing 2.6CP damage for each remaining attack.
Passive: Masterpiece
Redesigned as Second Wave:
When “Crushing Tide” shatters your Spirit Blade, its recharge timer is reduced by 1.25 seconds for each remaining Spirit Blade attack.
Power: Swallow Cut
Now benefits from agents that increase Power ability damage.
Passive: Immortal Spirit
Can no longer be purged.
Power: Tsunami
While channeling, your movement speed is increased by 20%.
When Tsunami is interrupted, you are now refunded unused energy. If you get off 3 hits and then are interrupted, you will be refunded 2 energy for the 2 uncompleted hits.
Elite: Dancing Blade
Range increased to 15 meters, up from 10.
Talisman: Master’s Chain
Redesigned.
When you reach 5 Chi, your next Blade attack deals 1.25CP additional damage.
Weapon: Stormbringer
Now generates 2 Chi on entering combat, and 1 Chi every 7 seconds afterwards.
Weapon: Shattered Hellblade
Updated: When your Spirit Blade shatters, deal 4.5 CP damage to nearby enemies.
Weapon: Rhythmic Blade
Redesigned.
While your Spirit Blade is forged, you generate an additional Spirit Blade attack every 4 seconds.
Weapon: Mantric Blade
Redesigned.
Whenever your Spirit Blade shatters, recite a mantra for 3 seconds that increases your chance to generate Chi by 30% for 3 seconds.
Weapon: Soviet Techsword
Redesigned.
Whenever you hit with a Blade ability, you deal 0.25CP extra damage. Whenever you hit with a non-Blade ability, you have an 18% chance to generate 1 Chi.
The Techsword belongs to a set of weapons designed to function as offhands. However, it gained popularity as a mainhand weapon, so its redesigned form aims to fit both roles, although it is most effective as an offhand.
Weapon: Blade of Bloodied Silks
Redesigned.
The cooldown of “Crushing Tide” is reduced by 4 seconds.
Blood Magic
Special: Expunge Blight
Increased cast range by 5m.
Chaos Magic
Mechanic: Aegis of Parallelism
Back-end work was done to optimize this mechanic and fix compatibility issues with positional damage reduction. Functionally it should behave the same. Please let us know if anything seems off.
Fixed an off-by-1 error where the post-combat damage “dump” was incorrectly lacking the final tick.
Special: Invoke Self
Extradimensional Defenders now inherit 20% of the caster’s maximum health, down from 30%.
Passive: Paradoxical Restoration
Can now only occur every 3 seconds.
Elementalism
Preface:
At high energy generation, Elementalism is able to get stuck in a state where it is locked out and its cold abilities are already on cooldown. This is not an intended nor desirable state, and feels rather punishing. To address this heatlock, non-Elite heat reducing abilities are being made more readily available.
Special: Flash Freeze
Cooldown is reset when you overheat.
Special: Flicker
Cooldown is reset when you overheat, but casting Flicker while Overheated prevents you from immediately recasting it.
Special: Crystallised Frost
Cooldown reduced to 12 seconds.
Crystallied Frost is oriented more at keeping heat under control than rapidly burning it off. It was decided that it was better to give it a higher overall uptime than to tie it to overheating so that playstyles that like to hover at high heat but not overheat have a supporting ability.
Fists
Weapon: Fist-in-Chains
This weapon now interacts properly with Serenity.
Reduced the guaranteed amount of Fury generated after leaving Wrath.
Hammer
Special: Enter the Fray
Taunt component now requires the caster to have 51%+ Survivability Anima Allocation.
Passive: Forged in Fire
Now triggers when you generate Rage from attacking while below 75% Health.
Pistols
Weapon: Calamitous Inspiration
Fixed this weapon’s weapon power at Mythic quality - it was previously giving too little.
Shotgun
Special: Cleanup
Now properly interacts with Enrich, giving a potential maximum number of cleanses per target of 10.
Special: Reinforce Shells
Fixed the tooltip
Now has the correct name in the ability window
Buffs from this ability are now visible in the buff tray
Passive: Resupply
Corrected a math error that scaled up the damage of the Dragon’s Breath hit far too much.