Rebalance Open Beta (July 4th weekend) - Preliminary Patch Notes

Greetings everyone! These are the patch notes for the weekend of July 4th open beta. Please note that these are preliminary notes and everything here is subject to change.

Disclaimers out of the way, let’s get to the juicy stuff!


Dungeons

  • KNOWN ISSUE: Achievements have not been updated yet.
  • You can now queue up to Elite 17.
  • Queues have been merged into these ranges:
    • Elite 1 - 2
    • Elite 3 - 4
    • Elite 5 - 7
    • Elite 8 - 10
    • Elite 11 - 13
    • Elite 14 - 16
    • Elite 17
  • Loot awarded in dungeons is awarded for the highest Elite in the range (ie an Elite 8 - 10 queue will award 4,000-4,200 XP Distillates).
  • Agent Dossiers drop criteria now requires completing a Dungeon in your highest unlocked range.
  • Third tier (aka “Nightmare”) mechanics now start in the Elite 11 - 13 tier.
  • Rebalanced loot tables.
    • Additional loot drops when completing a dungeon at your highest unlocked range.
  • Keys are no longer required to open Dungeon Loot Boxes.
  • Occluding Lens is now tagged as a Dungeon Reflect Shield.
  • XP awarded for killing enemies scales with the Elite level.
  • Corrected several cases where Debilitated either provided too much or too little benefit. This was an enemy-specific occurrence.
  • Reduced damage of Lifeburn globally.
    • This will no longer 1-shot when it reaches 2 stacks.
    • Damage scales on a non-linear curve - letting it reach 10 stacks is still a death sentence.
  • Polaris
    • Ur-Draug’s Strength from Beyond (blue phase buff)
      • Retaliatory damage now ignores LoS and will retaliate against all non-DoT damage sources.
      • Retaliatory damage has been increased.
      • Damage done scales up over 5 seconds, to make using ground effects like Bombardment and Crystallized Flame less problematic.
      • Now considered a dungeon reflect shield.
    • The Varangian
      • Electrified can now be evaded, and no longer scales with the target’s maximum health.
      • Has a new mechanic on Elite 11+: “Savage”. The boss’s damage is increased whenever its attacks successfully land, and bonus damage is removed when the boss’s attacks glance or are evaded.
    • Haugbui Jarl
      • Received a new attack “Overreaching Strike” at Elite 11+
    • Fixed Race assignment for Volatile Host
  • Darkness War
    • Xibalban Bloodhound
      • Changed damage done by Concuss to Physical, and renamed to “Gaze Into the Void”.
      • Has a new mechanic on Elite 11+: “Savage”. The boss’s damage is increased whenever its attacks successfully land, and bonus damage is removed when the boss’s attacks glance or are evaded.
    • Batab Crusher
      • Received a new attack “Overreaching Strike” at Elite 11+
    • Fixed a case where it was possible for players to become hostile to each other.
    • Fixed a geometry exploit.
  • Hell Raised
    • Machine Tyrant
      • Increased enrage timer to 6 minutes.
      • Anima Vortex proximity damage reduced.
      • Anima Overcharge (the reflect shield) will no longer reflect DoTs.
    • Traumadriver
      • Reduced the damage of Molten Metal to make meleeing on this boss less risky.
      • Received a new attack “Overreaching Strike” at Elite 11+
    • Hardwired Fleshtank
      • Has a new mechanic on Elite 11+: “Savage”. The boss’s damage is increased whenever its attacks successfully land, and bonus damage is removed when the boss’s attacks glance or are evaded.
  • The Ankh
    • Doctor Klein (both encounters)
      • Dreaming Shroud
        • Now does Physical damage so that % reduced damage taken and protection reduce incoming damage.
        • Damage can now be glanced - the stun component cannot be glanced or evaded.
        • Damage has been adjusted so that this still remains a healer check, but it provides a little more room for tanks to assist in mitigating the incoming damage.
    • Doctor Klein (bridge)
      • Has a new mechanic on Elite 11+: “Savage”. The boss’s damage is increased whenever its attacks successfully land, and bonus damage is removed when the boss’s attacks glance or are evaded.
    • Melothat, the Colossus (bridge)
      • Gate HP now scales with Elite level, and the Gates can now be affected by debuffs such as DoTs.
    • Orochi Dead Ops
      • Received a new attack “Overreaching Shot” at Elite 11+
    • Fixed Race assignments for: “The Clossus, Melothat”, The Defiled, Research Assistant, Wretched Receptacle, and Doctor Klein
  • Hell Eternal
    • Archaenean Seismocrat
      • Should no longer randomly drop threat when he pulls the tank.
      • Received a new attack “Overreaching Strike” at Elite 11+
    • Prime Maker
      • Reduction should no longer be immediately recast when successfully interrupted.
    • The Hadean Guard
      • Has a new mechanic on Elite 11+: “Savage”. The boss’s damage is increased whenever its attacks successfully land, and bonus damage is removed when the boss’s attacks glance or are evaded.
    • Fixed being able to access an out of bounds area.
  • The Penthouse
    • The Penthouse minidungeon has returned! A fan favorite back in TSW, it has been updated for SWL: AEGIS has been torn out and mechanics have been updated.
    • This dungeon is accessed via the Group Finder dungeon queues just like the other Dungeons. Due to its higher base difficulty, it has the following parameters:
      • Can only be rolled on Elite 11 or higher
      • Gains “Nightmare” mechanics at Elite 17
    • (Beta-only) You can directly access The Penthouse at Elite 11, 14, or 17 with a premade group via teleleets in Agartha.

Manhattan Exclusion Zone

  • The Unutterable Lurker is now of the race “Filth”.
  • Debilitated now reduces the damage done by Whisper of Darkness.
  • Guardian and Titan spawn order now resets between encounter attempts.
  • Elite 10+
    • Moved Rose’s combat point a little closer to the boss so that melee players can reliably reach the boss while standing with her.
    • Fixed the fullscreen FX not properly playing when casting Shadow Out of Time.
    • Filth Waves now spawn further back - standing with Alex is no longer a death wish.
    • Adjusted Titan spawn points.
    • Whisper of Darkness
      • On Elite 10, now deals damage on a 1 second interval.
      • On Elite 17, deals damage on a 1.5 second interval.
  • Elite 17 preview
    • These hints are not exhaustive of the differences between Elite 10 and Elite 17, but they should give you a good idea of what to expect. Click to show the spoilers at your own risk!
    • NOTE: Development is still being done on the Elite 17 raid.
    • Mei Ling, Rose, and Alex only buff up to 3 nearby players

    • While Zuberi is incapacitated for any reason, the buff auras on Mei Ling, Rose, and Alex are deactivated until Zuberi is able to return to his post

    • Fear of the Inevitable is a raid-wide cleansable -70% snare with a 5 second duration cast at… “inopportune” moments

    • Shadow Out of Time causes filth to bubble up from below. Watch out…

    • Mouths of Montauk have finally figured out how to do something more than just sit there and eat your friends. You might want to bring some interrupts

    • Zero-Point Titans have completed their “how 2 mob” community college course and are now CC Immune.

    • Pure Filth is now cast twice in a row, and less frequently. Pure Filth will not target the same player twice in a row


Seek & Preserve Scenarios

  • KNOWN ISSUE: Achievements have not been updated yet.
  • Solo and Duo are now available up to Elite 17.
  • The number of Survivors that need to survive has been increased to 5 for all Elites that previously required 8 or more.
    • To put it another way: You no longer need to keep all survivors alive to succeed.
  • Loot obtained at the end of the scenario now scales based on how many Survivors you kept alive, and the loot table was rebalanced.
    • A rare chest is guaranteed for keeping all survivors alive.
  • Keys are no longer required to open Scenario Loot Boxes.
  • The interact prompt now properly appears when doing the Possession event.

Occult Defence Scenario

  • KNOWN ISSUE: Achievements have not been updated yet.
  • XP awarded for killing enemies now scales with the current wave.
  • Rebalanced loot table.
  • Keys are no longer required to open Scenario Loot Boxes.
  • Powerup: Enthused now provides 10% critical chance, and properly gives that chance.
  • Waves 31 and 33 are now available as start points in the Group Finder
  • Enemy stat templates completely rebalanced.
    • Due to this change, and the changes to many player abilities, we are going to reset the highest wave reached leaderboards when this update is released.

Scaling Missions (Faction, Seasonal, Tank Commander)

  • XP awarded for killing enemies now scales with the Elite level.
  • Rebalanced loot table.

Lairs

  • Lair boss, Regional Lair boss, and Lair Megaboss loot boxes now award standardized distillates. This provides an increase in average Signet XP gained.
  • Rebalanced loot tables.
  • Keys are no longer required to open Lair Loot Boxes.

Monsters

  • Dark Agartha
    • Blood Font is now limited to healing Sava Savanovic once per second
  • Revenant’s Misdirect now has a 2 second cast time, and a 35 second recast
  • All Elite 1+ monsters have had a stat pass to rebalance them in accordance with the rest of the changes made in this update

Crafting & Item XP

  • Raised the individual item cap for distillates from content using standardized distillates (dungeons, scaling missions, scenarios, lairs) from Elite 10 to Elite 20. This means that Distillates larger than 4,000 XP will drop.
  • Added Energized Distillates.
  • Added 3 types of Empowerment Catalyst. These drop from ingame content and can be traded on the marketplace. Bound versions can be purchased with Aurum.
  • Added Distillate Shifters. These can be purchased with Aurum.

Itemization

  • Lycanthropic Essence, Mark of the Starspawn now restore %missing health.
  • Pigment from Beyond, Cosmic Pigment, Mark of the Starspawn, and Tachyon Pigment can now trigger when the player is hit 5 times in a row, or evades 2 times in a row.
  • Mnemnoic Doppelganger no longer deals damage to enemies protected by a dungeon reflect shield.
  • Restoration weapon affixes now cap their healing amount at 150/300/450 health.
  • The Osmium Configuration, Compact Catastrophe Shelter, Primeval Jötunn Cranial Fragment, and Mnemonic Guardian - Orochi Buckler Drone now have 50 second cooldowns.
  • Unification Susceptibility Module now has a 40 second cooldown.
  • Purification Drone Model UW-0 will now jump to targets with Lifeburn.
  • Recovering glyphs and signets costs 4,000 MoF for a red item. The price scales down for lower quality items.
    • This change is already Live, but included here for completeness.
  • Signet of Thirst and Signet of Cruel Delight have been rebalanced.
  • Fixed an issue with Krampus Rockets.
5 Likes

Role: Healer (Assault Rifle, Blood Magic, Fist)

  • Rebalanced value of Heal Power.
  • Rebalanced Healing Anima Allocation to better match a Healer’s healing output with a tank’s Health across Elites.
  • Rebalanced coefficients of all heal abilities.
  • Characters who have 51% or higher Healing Anima Allocation have 30 Assault Rifle, Fist, and Blood Max Energy.
    • KNOWN ISSUE: As weapon mechanic info has not yet been updated, this is not stated anywhere ingame. This will be included in the weapon mechanic info pane.
    • Single target Power heal abilities now cost 6 Energy.
    • Group Power heal abilities now cost 10 Energy.
    • This was done to shift healers to a more tactical playstyle and make power abilities and elites feel impactful while achieving the new balance level.
    • As part of this shift, all healer basic abilities now generate a higher contribution to the weapon mechanic (Martyrdom, Grenades, Wrath) to ensure that the mechanics remain relevant for healers.
  • Basic healer abilities will now direct half of their heal to the healer’s defensive target, and the other half will seek out the raid member with the lowest health % (possibly the defensive target).
    • If the defensive target is at full HP, then the full healing amount will be allocated to whoever has the lowest health %.
  • To keep Assault Rifle’s gearing expectations in line with other healers, while at 51% or higher Healing Anima Allocation Assault Rifle’s healing abilities cannot glance and will not trigger dungeon reflect shields.

Role: Tank (Chaos Magic, Hammer, Shotgun)

  • Rebalanced Survivability Anima Allocation: Increased amount of Health gained, reduced amount of Protection gained.
  • Anima Allocation provides increased threat, scaling with Survivability allocation.
  • Removed all bonus hate generation from Abilities, Passives, and Items.
    • This means that Chaos, Hammer, and Shotgun users can now use bottom row Power and Basic abilities when dealing damage.
  • %-based healing effects are now affected by “increased healing received”.
  • Rebalanced and redesigned/replaced many tank-related abilities and passives to give each tank weapon a unique flavor and focus.
  • Tank Special cooldowns (like Pain Suppression) now have a 60 second base cooldown.
  • Tank Elites (like Immutable) now have a 60 second base cooldown.
  • Each tank weapon’s middle row Elite’s passive was redesigned or replaced to convert the middle row Elite (Anomaly, Bombardment, Unstoppable) into a Tank Elite.
  • Each tank weapon has been gotten a new ability type - a “Signature” ability that provides moderate mitigation, area damage, and scales with the caster’s tanking glyphs.
    • These abilities have a base cooldown of 30 seconds. The cooldown timer is reduced by mitigating/avoiding incoming damage and executing the relevant weapon mechanic (reaching 8 Paradoxes, Enraging, or reloading the Shotgun).
    • These abilities share a cooldown - only 1 can be used at a time.
    • While Anima Allocated into Damage, the damage of Signature abilities scales drastically with your tanking stats, and compensates for lacking Critical Chance and Critical Power glyphs in a soloing situation.
  • All tank weapons now have access to +30% maximum health buffs.
    • These do not stack.
  • Capstones now give 30 Max Health per tier, up from 15.

Assault Rifle

  • Mechanic: Grenades
    • Loading Grenades now uses a Procs-Per-Minute system that scales with the amount of Assault Rifle Energy spent casting Power abilities. To put it another way: Spending more Energy on Grenade-generating Power abilities will generate more Grenades.
    • The number of Grenades generated per minute on average with base energy generation is 6.
  • Basic Ability: Leeching Ray
    • Now uses a scaling heal amount instead of a % leech.
    • When the casting player is 51+% Healing AA:
      • Can also load grenades.
      • Cannot glance.
      • Will not deal damage to targets affected by dungeon reflect shields. This was necessary to allow rifle healers to continue to heal during downtimes, such as while the Machine Tyrant has his shield active.
  • Power Ability: Vital Shot
    • When the casting player is 51+% Healing AA:
      • Cannot glance.
      • Will not deal damage to targets affected by dungeon reflect shields.
    • Healing increased by 300% when used to heal the caster
  • Power Ability: Unveil Essence
    • Healing now comes from the player that cast Unveil Essence. The healing amount still scales with the damage done.
    • When the casting player is 51+% Healing AA:
      • Cannot glance.
      • Will not deal damage to targets affected by dungeon reflect shields.
  • Special Ability: Anima Canister
    • This ability is no longer a TAoE
    • Now delivers a large heal to your defensive target
    • Delivers a minor heal to your team
  • Passive: Enlarged Canister
    • Replaced by Synergy:
    • For 5 seconds after activating Anima Canister on an ally, whenever anyone healed by Anima Canister is healed, you also heal Anima Canister’s primary target, up to 5 times per second.
  • Passive: Ground Marker Rounds
    • Replaced by Anima Stasis:
      • When a grenade would time out, its explosives are purged and replaced with anima, then it is stored in stasis.
      • When you activate Anima Canister or Essence Grenades while you do not have a cooked grenade ready, but you have a stasis grenade ready, you will instead fire the stasis grenade. Stasis grenades deal 75% less damage and 66% more healing.
      • Anima Canister and Essence Grenades prioritize consuming stasis grenades over uncooked grenades
      • Additionally, when you enter combat, you generate 1 stasis grenade.
      • (Beta) This effect is currently using placeholder FX to indicate the stasis grenade is ready - your character’s hands will be on fire (yes, this is sometimes hard to see, it’s placeholder FX…)
  • Special Ability: Incendiary Grenade
    • No longer ground-targeted - now uses your target. Say goodbye to annoying ground targeting!
    • Now does non-AoE damage to the primary target, and AoE damage to secondary targets.
      • The non-AoE damage does not scale with Signet of Nemain. The AoE damage continues to scale with Signet of Nemain.
      • This change was necessary to fix a scaling problem where the Signet of Nemain granted far more single-target DPS for Rifle than was intended, due to combining multiplicatively with Rifle’s grenade budget.
  • Specal Ability: Essence Grenade
    • Now does non-AOE damage to the primary target, and AoE damage to secondary targets.
  • Weapon: Auxiliary Loader
    • Now increases number of Grenades loaded per minute by 3.
  • Passive: Backup Plan
    • Replaced by Combat Readiness:
      • While you have an Uncooked Grenade loaded, your Assault Rifle basic abilities do 9% more healing and damage. This increase is multiplicative with other effects.
  • Passive: Emergency Loader
    • Renamed to Overclocked Loader
    • Now increases number of Grenades loaded per minute by 1.2, regardless of the user’s health.

Blade

  • Soothing Spring and Clairvoyance cap their healing at 15,000 max HP

Blood Magic

  • Mechanic: Corruption
    • Self damage reduced by 60%.
    • No longer reduces healing received.
    • Damage bonus for being at high Corruption reduced.
    • Damage dealt to the caster when above 90 Corruption increased.
  • Mechanic: Martyrdom
    • Self damage reduced by 60%.
    • No longer reduces healing received.
    • Bonus to healing done rebalanced.
  • Passive: Absolution
    • Redesigned
    • Now heals for 2.5% of maximum health every time your Corruption or Martyrdom attempts to damage you, up to 375.
  • Basic Ability: Mend
    • While 51%+ Healing AA: Generates 1 extra Martyrdom per cast.
    • No longer deals Martyrdom damage when cast within an anima well.
  • Power Ability: Sanctuary
    • Now directly heals.
    • Overhealing is turned into a barrier.
    • Overhealing increases the strength of the target’s active barrier, up to a set limit that scales with the caster’s HealPower, Crit Chance, Crit Power and Martyrdom.
    • Healing increased by 300% when used to heal the caster
  • Passive: Restorative Ward
    • Replaced by Haematopoiesis:
    • When Sanctuary is cast on a target with less than 50% Health, Sanctuary both heals and applies its barrier for the same amount. You can only affect a specific target this way every 15 seconds.
  • Special Ability: Redemption
    • Cooldown reduced to 12 seconds.
    • Now off the GCD.
    • Consumes all Martyrdom to apply additional healing, scaling with how much Martyrdom was consumed.
  • Passive: Mercy
    • Redesigned
    • Increases Redemption’s healing by 47%.
    • After casting Redemption, for 3 seconds your Blood Magic abilities behave as though you have at least 61 Marytrdom for the purpose of calculating healing.
  • Passive: Soothe
    • Increased HP threshold at Convalesce will apply its barrier to 50%, and healing from all sources is now increased by 20%.
  • Special Ability: Rejuvenate
    • Replaced by Expunge Blight:
      • 40 second cooldown, costs 2 Blood Energy, off the GCD.
      • Summons a Flesh Monstrosity from the defensive target. The health of the Flesh Monstrosity scales with the caster’s Healing Power and Martyrdom.
      • The Flesh Monstrosity absorbs 50% of incoming damage against the defensive target, and 20% of incoming damage against the rest of the defensive target’s team.
      • The Flesh Monstrosity will expire after 8 seconds, or whenever it has absorbed enough damage that it dies.
  • Passive: Resurgence
    • Replaced by Antibody:
      • Increases the health of Expunge Blight’s Flesh Monstrosity and increases the amount of damage it absorbs to 65% of incoming damage against the defensive target, and 30% of incoming damage against the rest of the defensive target’s team.
      • As long as the Flesh Monstrosity stays alive, it will cleanse 1 detrimental effect from all team members every 2 seconds.

Chaos Magic

  • Weapon Mechanics:
    • Removed Enigmas
      • The design of Enigmas aimed to accomplish 2 things:
        • Provide some amount of mitigation and survivability for Chaos tanks
        • Provide interesting play with a layer of observing and timing purges
      • Unfortunately, it did not satisfactorily meet either of these goals. The mitigation was too inconsistent, and we saw very few players engage in the purge layer of gameplay - most preferred to slot Resonance Cascade and forget that Enigmas existed.
      • Additionally, players who ignored this mechanic created a penalty for team members (who here has been 1-shot by Reciprocity Enigma in the New York Raid?).
      • This caused Chaos to feel bad when you reached 8 Paradoxes and didn’t see noticeable anything happen 1/3rd of the time. To improve the feel of playing Chaos, and open up an alternate avenue to provide more consistent mitigation to Chaos tanks, it was decided to remove this aspect of the Chaos toolset.
    • Paradoxes
      • When you reach 8 Paradoxes, you now have a 50/50 chance to get Singularities or Doppelgangers
      • Slightly reduced damage of Doppelgangers and Singularities
      • Adjusted the chance to generate Paradoxes:
        • Power, Special, and Elite abilities have an increased chance to generate Paradoxes
        • Basic abilities now have a reduced chance to generate Paradoxes
        • This change allows Chaos damage to scale with increased Energy generation like other weapons do
    • New baseline mechanic: Aegis of Parallelism
      • While having a Chaos Focus equipped, 20% of incoming damage is delayed and instead received over 6 seconds. The total amount of damage taken is unchanged, but the timeframe in which it is taken is spread out.
      • On leaving combat, if the remaining delayed damage from Aegis of Parallelism will not be fatal, it is immediately dealt in a single chunk.
        • This is done to improve soloing - so that Chaos users are not prevented from naturally regenerating health for an extended period of time.
      • Several tanking-oriented passives and abilities have been updated to interact with and improve Aegis of Parallelism
      • This mechanic smooths out the damage spikes that evade tanks so frequently encounter, which gives the healer time to react and keep the tank alive, instead of getting 2-shot or having to retry the encounter an absurd number of times in the hopes of getting lucky.
  • Chaos damage now benefits from agents that increase damage against specific types of targets, and the Cernunnos Antler Fragment
  • Passive: Resonance Cascade
    • No longer affects enigmas. This effect was considered a “freebie” and was not part of this passive’s balancing.
    • Still has an 18.5% chance to generate a Paradox every second while in combat
    • Will no longer randomly continue to generate Paradoxes while out of combat.
  • Passive: Body Double
    • With the changes to Paradoxes, this passive needed to be re-budgeted for the higher frequency of Doppelgangers
    • Increases damage of Doppelgangers by 50%.
    • The damage increase is now applied to base damage
  • Passive: Eye of the Ruinstorm
    • With the changes to Paradoxes, this passive needed to be re-budgeted for the higher frequency of Singularities
    • Damage decreased by approximately 14%
  • Signature: Twist Fate
    • Redesigned
    • Signature Ability - only 1 Signature Ability may be used at a time
    • 3 energy cost, 30 sec cooldown
    • Twist Fate deals PBAoE damage in a 10m radius, and applies a damage over time effect lasting 12 seconds
    • Clears 65% of damage currently delayed by Aegis of Parallelism
    • Evading attacks and reaching 8 Paradoxes reduce the remaining cooldown of Twist Fate
    • Scales with tank allocation and evade rating/defense rating
  • Passive: Backlash
    • Replaced by Out of Phase:
      • Twist Fate applies Debilitated, and for 6 seconds increases your evade chance by 10% and the portion of damage delayed by Aegis of Parallelism by 25%.
  • Special Ability: Rewind
    • Replaced by Invoke Self:
      • Summons 2 Extradimensional Defenders with 30% of your maximum health who intercept 80% of incoming damage. The Defenders last up to 7 seconds.
  • Passive: Flash-Back
    • Replaced by Displacement:
      • “Invoke Self” summons 1 additional Extradimensional Defender and cleanses 3 debuffs. Additionally, all Extradimensional Defenders last 3 seconds longer.
  • Elite: Immutable
    • Redesigned
    • Increases the portion of damage delayed by Aegis of Parallelism by 30% and reduces delayed damage by 80%.
    • To compensate for not dealing any damage, and thus not generating any threat, Immutable provides 20% multiplicative additional threat generation while active.
  • Passive: Incongruity
    • Redesigned
    • When Immutable ends, clear 35% damage currently delayed by Aegis of Parallelism and become immune to damage delayed by Aegis of Parallelism for 2 seconds.
  • Elite: Anomaly
    • Evade chance is now increased by 10% while channeling.
  • Passive: Disorientation
    • Replaced by X Factor:
      • Turns Anomaly into a tank elite (60 sec cooldown).
      • Increases Evade Chance while channeling and for 5 seconds after by 40%.
      • Applies Debilitated and increases damage of Anomaly.
      • When the Evade Chance buff expires, all living enemies damaged by Anomaly miss their next attack made within 5 seconds.
  • Passive: Contradiction
    • Renamed Ripples in Reality
    • “Winds of Change” increases the chance that damaged enemies will have their attacks evaded by 3% for 5 seconds.
  • Passive: Aegis of Parallelism
    • Replaced by Multidimensional Threads:
      • Increases portion of damage delayed by Aegis of Parallelism by 15% and reduces delayed damage by 11%
  • Passive: Long Term Chaos
    • Redesigned
    • Extends the duration that Aegis of Parallelism delays damage by 3 seconds and reduces delayed damage by 6%.
    • Increases health of Extradimensional Defenders by 50%.
  • Passive: Veil of Deformity
    • Redesigned
    • Distortion now increases the caster’s maximum health by 30% for 15 seconds.
  • Passive: Probability Protection
    • Redesigned
    • When you hit with a Chaos ability, if you were hit since the last time you attacked, gain 2.5% Evade Chance, stacking.
    • Stacks persist until you evade an attack or leave combat.
  • Special Ability: Tumultuous Whisper
    • This damage of this ability now has variance, meaning it won’t always hit for the same exact number. It will still always hit for a multiple of 8.
    • Instead of faking crits, Critical Chance and Critical Power now proportionally increase damage done. This ability still cannot critically hit but directly benefits from these stats.
    • Fixed an issue where very high Critical Chance Rating and Critical Power Rating would result in lowered total damage from Tumultuous Whisper.
  • Weapon: Sanity’s Aphelion
    • Redesigned
    • You have a chance to summon 1 Extradimension Defender when damaged. The chance is higher the fewer Paradoxes you have.
  • Weapon: Incalculable Abacus
    • Redesigned
    • Whenever you evade, generate 1 - 2 Paradoxes.
  • Weapon: The Cause’s Effect
    • Now grants 4.5% Evade instead of Protection.
  • Weapon: Focus of the Unwritten Talisman
    • Now reduces damage taken instead of giving Protection.
  • Weapon: Irregularity Architect
    • Updated the chance to get Singularites.
  • Weapon: Enigmatic Apparatus
    • Redesigned.
    • Increase the amount of damage delayed by Aegis of Parallelism by 5%.
    • On reaching 8 Paradoxes, you become immune to delayed damage for 2 seconds. This effect has a 9 second cooldown.
  • Talisman: Tumultuous Sash
    • Now always gives 1 Paradox.

Elementalism

  • Passive: Cauterise
    • Increased healing to 4%, up from 2%
  • Weapon: Voltaic Shunt
    • There is now an FX cue when the effect is active, and increased its duration from 5 seconds to 8 seconds.
  • Weapon: Orochi Thermal Inverter
    • Redesigned and renamed Orochi Thermal Capacitor
      • Your elemental damage is calculated as though you have 100 heat. This effect lasts for 3.5 seconds after dealing elemental damage. After this effect ends, it will automatically return after 25 seconds.
      • There is an FX cue visible on the player during combat while the damage increase is active.
      • This weapon was released without a balance pass. As a result, it over-performed by such a wide margin it was not feasible to leave it in its original unbalanced form. The redesigned form attempts to adhere to the original intent of the weapon and retain its usefulness and utility as an offhand weapon.

Fist Weapons

  • Basic Ability: Nurture
    • The HoT now stacks up to 6 times, and each target healed by Nurture receives 1 stack.
    • If the selected lowest % target is the same as your defensive target, then they receive 2 stacks.
    • Casting Nurture onto a target who has the HoT fully stacked now provides a refresh/compensation heal amount, similar to the way that DoTs work.
    • When multiple casters use Nurture, each caster will now get their own instance of the stacking HoT.
    • If the caster is 51+% Healing AA, Nurture generates an extra 2 Fury.
  • Power Ability: Renewal
    • Healing increased by 300% when used to heal the caster.
  • Passive: Recuperate
    • No longer triggers itself
  • Power Ability: Feral Regrowth
    • Now affects the entire team.
  • Passive: Outgrowth
    • Replaced by Overgrowth:
      • Increase the duration of Feral Regrowth’s HoT by 2 seconds.
  • Special Ability: Invigorating Wrath
    • Revitalise is now a defensive target heal.
    • Invigorate no longer has a cooldown, heals the team, and increases healing received by all team members by 8% for 4 seconds.
  • Elite: Primal Instinct
    • Bonus to Heal over Time effects increased to 250%.
  • Elite: Regeneration
    • When cast with the Natural Remedy passive, this ability now properly obeys variance (meaning the healing it does can be +/-5% of the displayed value).
  • Weapon: Bladed Gauntlets
    • Now generates the intended amount of fury.

Hammer

  • Signature: Thick Skin
    • Replaced with Blazing Fury
    • Signature Ability - only 1 Signature Ability may be used at a time.
    • 3 energy cost, 30 sec cooldown.
    • Blazing Fury deals PBAoE damage in a 10m radius, and applies a damage over time effect lasting 12 seconds.
    • Increases max health, grants temporary health, and increases healing received for 6 seconds.
    • Taking damage, successfully mitigating damage, and Enraging reduce the remaining cooldown of Blazing Fury.
    • Scales with tank allocation and evade rating/defense rating.
  • Hammer - Passive: Rock Hard
    • Blazing Fury applies Debilitated
    • While Blazing Fury is active, gain 8200 Protection.
  • Special Ability: Pain Suppression
    • Now triggers off glanced hits.
    • This ability now interacts with increased healing received buffs and debuffs at a 35% ratio.
  • Passive Ability: No Pain, No Gain
    • Redesigned
    • When Pain Suppression ends, grants 18800 Protection for 3 - 7 seconds, based on how many attacks were suffered while Pain Suppression was active.
    • Increases healing received by 25% while Pain Suppression or No Pain, No Gain are active.
  • Passive: Juggernaut
    • Redesigned
    • Turns Unstoppable Force into a tank elite (60 sec cooldown).
    • Removes Energy cost from Unstoppable Force and while it is active, you take 50% less damage and receive 25% more healing.
  • Elite: Raging Volcano
    • The forced attack component now behaves like other taunts - giving the tank enough threat that the target should continue to attack the tank after the forced attack debuff ends.
  • Passive: Molten Armor
    • Redesigned
    • Damaging enemies with Raging Volcano or being hit while channeling Raging Volcano generates chunks that harden when you finish casting Raging Volcano.
    • When hardened, the chunks increase your max health by 20% - 50% for 8 seconds, grant an equivalent amount of temporary health, and increase healing received by the same percentage.
  • Power Ability: Pulverise
    • When applying the maximum health buff, the caster’s health percentage now remains unchanged.
      • This means that if you were at 75% HP and got the max HP boost from Pulverise, you will gain enough current HP to stay at 75% HP.
  • Passive: Percussive Maintenance
    • Redesigned
    • When you refresh the duration of Pulverise’s health buff, receive 20% more healing for 5 seconds.
  • Passive: Animosity
    • The buff is now visible and lasts for 10 seconds.
  • Passive: Unbridled Wrath
    • Now increases Pulverise’s maximum health buff to 45%.
  • Passive: Bullheaded
    • In addition to existing functionality, when you receive an attack that deals more than 7% of your maximum health, you gain +10% healing received for 4 seconds.
    • This passive now requires a Hammer.
  • Passive: Bristling Rage
    • In addition to existing functionality, hitting an enemy with a Hammer Power ability who was damaged by Bristling Rage has a 30% chance to give you 2045 Protection for 5 seconds.
    • This passive now requires a Hammer and no longer damages targets that have not already attacked.
  • Passive: Die Hard
    • Effect increased to 30000 Protection and also increases healing received by 60%.
    • Rage cost is now 8 per second, doubling every 2 seconds and it ensures you have at least 25 Rage when it triggers.
    • Die Hard now has a 60 second cooldown and requires a Hammer.
    • Updated the tooltip to indicate that it is removed when the player is healed above 50% health (tooltip only fix).

Pistols

  • Special: Clean Slate
    • Rebudgeted for updated soloing expectations
  • Passive: Rehabilitation
    • Rebudgeted for updated soloing expectations

Shotgun

  • Mechanic: Shells
    • Shotgun Basic abilities now always offer the option to reload the previously loaded shell type.
    • Anima-Infused Shells now heal 2% of missing health, and increase received healing by 4%
    • Dragon’s Breath Shells’ damage over time effect no longer deal damage to targets protected by a dungeon reflect shield.
    • Abilities that consume all remaining shells now specify in their tooltip that they consume “all” shells, instead of listing “6”.
    • While 51%+ Survivability Anima Allocation, Anima-Infused Shells and Armor-Piercing Shells give a passive threat increase.
      • This compensates for not getting damage from the shells that would normally provide additional threat.
    • Equipping a shotgun while at 51%+ Survivability Anima Allocation now gives Anima-Infused Shells.
  • Special Ability: Glutton for Punishment
    • Replaced with Sonic Blast
    • Signature Ability - only 1 Signature Ability may be used at a time.
    • 3 energy cost, 30 sec cooldown.
    • Does not require or consume shells.
    • Sonic Blast taunts and deals PBAoE damage in a 10m radius, and applies a damage over time effect lasting 12 seconds.
    • Increases caster’s Protection by 8200 for 6 seconds.
    • Glancing attacks and reloading the shotgun reduce the remaining cooldown of Sonic Blast.
    • Scales with tank allocation and evade rating/defense rating.
    • Sonic Blast’s taunt will no longer prevent taunt effects from other players from landing.
  • Passive Ability: Hurt Me More
    • Replaced by All Eyes on Me:
    • Increases your maximum health by 30% for 60 seconds.
    • Being glanced within 6 seconds of casting Sonic Blast grants an additional 9000 Protection for 4 seconds.
  • Special: Reconstituting Shells
    • Replaced by Reinforce Shells:
    • 30 second cooldown, costs 2 energy.
    • Does not require or consume Shells
    • Off the GCD.
    • Cleanses 1 detrimental effect from you.
    • Applies a 6 second duration effect, based on the type of shell you currently have loaded:
      • Anima-Infused Shells: Increase Protection by 15000.
      • Dragon’s Breath Shells: Attacks deal damage to your target and spreads fire to another target within 5m. The second target hit has Dragon’s Breath DoT applied.
      • Depleted Uranium Shell: Deal additional damage on atatck, and you have a 10% chance to knock down your target.
      • Armor-Piercing Shell: 50% chance on attack to deal damage.
  • Passive: Fortifying Shells
    • Replaced by Resupply:
    • For 6 seconds, gives team members a 50% chance on attack to deal damage. This damage scales with the caster’s stats.
    • Empowers the effects provided by Regenerate Shells:
      • Anima-Infused Shells: Increases chance for attacks to glance you by 20%.
      • Dragon’s Breath Shells: Now affects 2 targets, and increases damage done by the spread.
      • Depleted Uranium Shells: Damage increased and chance to knockdown increased to 15%.
      • Armor-Piercing Shell: Increases crit power by 35%.
  • Elite: Bombardment
    • Adjusted the way that Signet of Nemain interacts with Bombardment:
      • No longer increases the number of primary targets, or damage dealt to the primary target
      • Increases the number of secondary targets, and damage dealt to secondary targets
  • Passive: Cluster Bombs
    • Replaced by Supremacy:
    • Turns Bombardment into a tank elite (60 sec cooldown).
    • Removes the shell cost from Bombardment.
    • While you stand in your Bombardment, you gain 40000 Protection and are immune to crowd control effects.
    • While allies stand in your Bombardment, they gain 7100 Protection and are immune to snare and root effects.
    • Damage done by Bombardment is also increased.
  • Special: Cleanup
    • Redesigned
    • Now consumes all Shells, no longer requires 6 Shells.
    • Cleanses 2 detrimental effects + 1 per Shell consumed from each group member over 10 seconds.
    • Cleanup checks for and cleanses detrimental effects every 0.5 second.
    • Cleanup is capable of cleansing multiple detrimental effects each tick.
  • Passive: Cleanup Crew
    • This passive now triggers when cleansing Lifeburn.
  • Passive: Stand Firm
    • Added: When you are glanced while Kneecapper’s glance chance buff is active, you gain 29100 Protection for 5 seconds.
  • Passive: Munitions Expert
    • While 51%+ Survivability allocation, increases the chance to get Anima-Infused Shells and Armor-Piercing Shells, and Armor-Piercing Shells apply Debilitated instead of Exposed
  • Passive: Reinforced Rockets
    • Now increases Glance chance by 1.3% for 10 seconds, stacking up to 3 times
  • Passive: Controlled Blast
    • Duration increased to 10 seconds.
    • Fixed this effect not consistently working on allied players in the area or on other Shotgun players also using Controlled Blast.
  • Passive: Condensed Anima Shells
    • Replaced by Deflecting Anima:
    • When you load Anima-Infused Shells, increase your chance to be glanced by 10% for 8 seconds.
  • Passive: Riot Shield
    • Now provides 1550 Protection for 4 seconds after reloading your Shotgun.
  • Passive: No Time To Bleed
    • Replaced by Anima Coating:
    • After being glanced 13 times, the next time you reload your shells will be coated with anima, healing you for 2% of your missing health per attack, and increasing received healing by 4%.
      • This effect stacks with Anima-Infused Shells, and triggers all effects that would activate off loading Anima-Infused Shells.
      • Reinforce Shells grants the Anima-Infused Shells effect while Anima Coating is active.
  • Passive: White Phosphorous Shells
    • Now increases damage done by Dragon’s Breath Shells by 14%.
    • The damage increase from this passive is now applied to base damage.
  • Weapon: Shotgun of the Howling Dog
    • Now properly reports the chance in the tooltip as 100%, not 75%. This is a tooltip-only fix, it already functioned this way.
  • Weapon: Sov-Tech Demolisher
    • Now also increases the damage done by Depleted Uranium Shells.

Miscellaneous

  • Ultimate - Ophanim of the Awakened
    • The targeting circle can be now be brought up while moving
    • Damage now scales with the player’s overall power, instead of Combat Power
    • Damage increased. A maximally geared player now does about 400,000 damage with the initial blast, and the subsequent damage area hits for around 8,000 per second
    • Can no longer critically hit, be evaded, or glance
  • Misc - Healing Potion
    • Healing amount increased: 50% of maximum health immediately followed by 4% per second for 10 seconds
    • Now limited to one use per encounter
    • No longer increased by +healing received
    • Can no longer crit
  • All solo survival passives now cap healing at 15,000 max HP
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