Title Update 22 – Public Test Server [PATCH NOTES]

Piattaforma: solo PC (Ubisoft Connect)

Fase 1:

  • Preload: 19 settembre
  • Avvio server Fase 1: 20 settembre ore 13.00
  • Chiusura server : 23 settembre ore 13.00

Dimensione client: ~97GB
Dimensione patch: ~18GB (per chi ha già il client)

COS’È IL PTS E COME FUNZIONA SCRIVI UN FEEDBACK

 

PATCH NOTES [FASE 1]

SEASONS 2.0

Seasonal Journey

The new Seasonal Journey introduces a structured progression system with 7 sequential missions, each containing 8 objectives. It is designed to guide players through the early stages of each new season, offering a mix of challenges and goals that introduce key mechanics. Available from level 1, even new players can jump right into the current season’s content.

The entire Seasonal Journey unlocks at the start of the season. As you complete each mission and objective, you’ll earn various rewards, including XP, Season Pass XP, progression-boosting items, resources, and active modifiers. Completing the entire journey will grant you a unique cosmetic item.

Seasonal Modifiers

The Seasonal Modifiers are central to each season’s unique gameplay, spicing up the usual rules and mechanics of the game. There are four distinct types of modifiers, each playing a crucial role in shaping player experience:

  • Global Modifiers set the overall theme of the season and are active at all times while the system is enabled, affecting the core gameplay loop.
    • In the first season, the theme is “range.” The Global Modifier, “Point Blank,” grants a bonus damage based on distance from enemies.
  • Active Modifiers function like “ultimate” abilities, giving your character a short burst of power.
    • Players can choose from a selection of Active Modifiers, but only one can be equipped at a time. For the first season, they manipulate the range zones set by the Global Modifier.
  • Passive Modifiers work in conjunction with the Global Modifier, adding extra bonuses.
    • Players can equip up to three Passive Modifiers simultaneously. In the first season, these modifiers provide additional benefits based on the range zones from the Global Modifier.
  • Hostile Modifiers: These represent how the enemies adapt to your new abilities.
    • As players progress through the season, enemies will gradually gain new abilities linked to specific enemy types, forcing you to use the Global, Passive, and Active Modifiers strategically to counter them.

The modifier system can be disabled at any time and is mutually exclusive with global events, allowing players to control how they engage with the seasonal challenges.

Priority Objectives

The Priority Objectives system offers a variety of short-term objectives, enhancing the way players can farm for items and resources in the game. The Priority Objectives system becomes available upon reaching level 30.

Players can choose from three objectives, selecting one based on limited information such as duration, reward category, and mission type. Once a selection is made, it is locked in, and the full details of the objective and its rewards will be revealed.

If none of the objectives appeal to the player, the system allows for rerolls. Players can earn reroll points by completing Priority Objectives, with a maximum of three rerolls stored at any time.

There is no limit to the number of Priority Objectives a player can complete, and rewards include XP, Season Pass XP, items, resources, and passive modifier unlocks.

Manhunt Scouts

Manhunt Scouts is a new system that drives the game’s narrative by requiring players to complete weekly activities that reward them with equipment, XP, materials, and, most importantly, new collectibles.

Each week, players can tackle a Scout, which consists of three different activities. These activities will vary, and players must solve a small riddle to complete each one. Activities should be completed in order, and once all three are finished, players will receive the Scout Reward.

Once all activities in a Scout are completed, players will receive a bigger reward, including a unique collectible. However, new Scouts cannot be accessed until the current one is completed.

By the end of the season, completing all Scouts unlocks the Manhunt Climax Mission, and finishing that unlocks the Master Climax Mission, so make sure to stay on track each week.

NEW GEAR

Legatus S.p.A. – Brand Set

  • 1 Piece equipped gives +30% Swap Speed
  • 2 Pieces equipped give +50% Optimal Range
  • 3 Pieces equipped +15% Weapon Damage
  • Named Gear Pieces:
    • Named Backpack “Vigil” – Talent “Perfect Versatile”
      • Amplifies total weapon damage for 10s when swapping between your primary and secondary weapons if they are different.
      • 45% to enemies within 15m for Shotguns and SMG’s
      • For PvP: 35% to enemies within 15m.
      • 45% to enemies further than 25m for Rifles and MMR’s
      • For PvP: 35% to enemies further than 25m.
      • 20% to enemies between 15-25m for LMG’s and AR’s
      • At most once per 5s per weapon type.
    • Named Mask “Visionario” – Perfect Attribute
      • +50% Optimal Range

Virtuoso – Gear Set

  • 2 Pieces equipped give +15% Weapon Handling, +15% Magazine Size
  • 3 Pieces equipped give 15% Weapon Damage
  • 4 Pieces equipped unlock a new unique Talent:
    • Talent “Symphony”
      • Killing an enemy further than 30m will provide +30% Weapon Damage to Shotguns, SMG’s and Pistols, +15% Weapon Damage to AR’s and LMG’s and 25% Bonus Armor for 10s.
      • Killing an enemy within 30m will provide +30% Weapon Damage to MMR’s and Rifles, +15% Weapon Damage to AR’s and LMG’s and +30% Headshot Damage for 10s.
      • Intermittently killing enemies from both ranges will build up stacks. At 4 stacks, all bonuses are doubled and triggered at the same time for 10s. No stacks are acquired while these bonuses are active.
  • Chest and Backpack Talents:
    • Chest Bonus – Talent “Fortissimo”
      • Double the Weapon Damage bonuses of Symphony.
    • Backpack Bonus – Talent “Accelerando”
      • Decrease the number of stacks needed to proc the Symphony double buffs from 4 to 3.

Centurion’s Scabbard – Exotic Holster

  • Talent “Counter”
    • Swapping weapons will give the following groups of bonuses one by one, in order:
    • 1️⃣ 20% Rate of Fire, +20% Weapon Damage
    • 2️⃣+50% Magazine Size, +50% Reload Speed
    • The bonuses remain active for 8s or until the next weapon swap.
    • Swapping to your sidearm will not trigger the next group of bonuses.

 

NEW WEAPONS & TALENTS

EXOTIC WEAPON

Strega – Exotic FAL

  • Talent “Unnerve”
    • Killing and enemy will apply a mark on every enemy within 20m of it. Multiple marks can be applied on the same enemy.
    • Deal 15% Amplified Damage per mark to marked enemies.
  • Weapon Mods:
    • Magazine: +20 Rounds
    • Muzzle: +5% Critical Hit Damage
    • Optics: +5% Critical Hit Chance
    • Underbarrel: +10% Weapon Handling

NAMED WEAPONS & TALENTS

Precision Strike – Weapon Talent

  • Killing enemies father than 20m builds up stacks. Max stack is 3.
  • Hitting an enemy within 20m will use all stacks to provide +20% Amplified Damage per stack to enemies within 20m for 5s.

Perfect Precision Strike – Weapon Talent

  • Killing enemies father than 20m builds up stacks. Max stack is 2.
  • Hitting an enemy within 20m will use all stacks to provide +35% Amplified Damage per stack to enemies within 20m for 5s.

 

REWORK

Sledgehammer – Weapon Talent

  • Dealing damage with a grenade applies a mark on target. Targets with marks will take 30% more damage to armor from the agent that applied the mark and have a -20% movement speed. Mark disappears after 10 seconds.
  • Previously: Dealing damage with a grenade applies a mark on target. Targets with marks will take 30% more damage to armor and have a -20% movement speed. Mark disappears after 10 seconds.

Mosquito Song – Exotic Pistol

  • Hitting an enemy applies a stack. Stacks are shared between players. At 5 stacks, the enemy will forcefully target the last player to apply a stack for 5s and take 40% more damage to armor. (from all sources). Stacks deplete every 5s. Activating the effect on an enemy will remove all stacks from other enemies.
  • Previously: Hitting an enemy applies a stack. Stacks are shared between players. At 10 stacks, the enemy will forcefully target the last player to apply a stack for 5s.
    Stacks deplete every 5s. Activating the effect on an enemy will remove all stacks from other enemies.

 

 

BALANCING (WEAPONS)

With the introduction of Seasons 2.0, which brings new features like Modifiers, Scouts, Priority Objectives and the Seasonal Journey, we’ve taken a fresh approach to balancing, aiming to give different playstyles more distinct personalities.
This update will address a wide range of elements, including various weapon categories, Exotic weapons and gear, weapon mods, talents, and gear sets.

  • – Buff
  • – Nerf

 

WEAPONS

  • The Core Stats section in the inventory preview of a weapon has been updated to also showcase Headshot Damage and Optimal Range.
  • The Reload Stat in the Weapon Handling section of the inventory preview of a weapon has been updated to showcase two decimals.
  • The 1886 and any weapon based on it no longer deal reduced damage to arms and legs.

Weapon Mods

Magazine

  • Extended .45 ACP Mag
    • +15 Rounds
    • Before: +10 Rounds
  • Precision Feeding .45 ACP Mag
    • +30% Stability
    • Before: +20% Stability
  • Balanced Srping 5.56 Mag
    • +30% Stability
    • Before: +20% Stability
  • Infantry 5.56 Mag
    • +50% Optimal Range
    • Before: +30% Optimal Range
  • Light Extended 5.56 Mag
    • +15 Rounds
    • Before: +10 Rounds
  • Light Extended 7.62 Mag
    • +15 Rounds
    • Before: +10 Rounds
  • Precision 7.62 Mag
    • +10% Headshot Damage
    • Before: +7% Headshot Damage
  • Oversized 9mm Mag
    • +15 Rounds
    • Before: +10 Rounds
  • Calibated Link
    • +30% Stability
    • Before: +15% Stability
  • Overbalanced Integrated Spring
    • +30% Stability
    • Before: +20% Stability
  • Mended Marksman Mag
    • +50% Optimal Range
    • Before: +20% Optimal Range

Muzzle

  • Compensator .45
    • +30% Stability
    • Before: +10% Stability
  • Flash Hider .45
    • +10% Critical Hit Damage
    • Before: +5% Critical Hit Damage
  • Loud Vent Brake .45
    • +50% Optimal Range
    • Before: +10% Optimal Range
  • Muzzle Brake .45
    • +10% Headshot Damage
    • Before: +3% Headshot Damage
  • Small Suppressor .45
    • +30% Accuracy
    • Before: +10% Accuracy
  • Compensator 5.56
    • +30% Stability
    • Before: +10% Stability
  • Flash Hider 5.56
    • +10% Critical Hit Damage
    • Before: +5% Critical Hit Damage
  • Large Suppressor 5.56
    • +30% Accuracy
    • Before: +10% Accuracy
  • Loud Vent Brake 5.56
    • +50% Optimal Range
    • Before: +10% Optimal Range
  • Omega 5.56 Rifle Suppressor
    • +40% Stability; -10% Optimal Range
    • Before: +20% Stability; -10% Optimal Range
  • QDC Sound Suppressor
    • +30% Stability
    • Before: +20% Stability
  • Compensator 7.62
    • +30% Stability
    • Before: +10% Stability
  • Flash Hider 7.62
    • +10% Critical Hit Damage
    • Before: +5% Critical Hit Damage
  • Large Suppressor 7.62
    • +30% Accuracy
    • Before: +10% Accuracy
  • Loud Vent Brake 7.62
    • +50% Optimal Range
    • Before: +10% Optimal Range
  • Omega 7.62 Rifle Suppressor
    • +40% Stability; -10% Optimal Range
    • Before: +20% Stability; -10% Optimal Range
  • Compensator 9mm
    • +30% Stability
    • Before: +10% Stability
  • Flash Hider 9mm
    • +10% Critical Hit Damage
    • Before: +5% Critical Hit Damage
  • Loud Vent Brake 9mm
    • +50% Optimal Range
    • Before: +10% Optimal Range
  • Muzzle Brake 9mm
    • +10% Headshot Damage
    • Before: +3% Headshot Damage
  • Small Suppressor 9mm
    • +30% Accuracy
    • Before: +10% Accuracy

Optics

  • Open Iron Sights
    • +30% Accuracy
    • Before: +10% Accuracy
  • Streamlined Iron Sights
    • +14% Reload Speed
    • Before: +10% Reload Speed
  • Weighted Iron Sights
    • +30% Accuracy
    • Before: +10% Accuracy
  • 552 Holo Sight
    • +30% Accuracy
    • Before: +10% Accuracy
  • Acog Scope (4x)
    • +50% Optimal Range
    • Before: +20% Optimal Range
  • Small RDS Scope
    • +50% Stability; -20% Accuracy
    • Before: +15% Stability; -5% Accuracy
  • EXPS3 Holo Sight
    • +10% Headshot Damage
    • Before: +3% Headshot Damage
  • PRO Red Dot Sight
    • +30% Stability
    • Before: +5% Stability
  • Reflex Sight
    • +12% Weapon Handling
    • Before: +5% Weapon Handling
  • Russian Red Dot Sight
    • +10% Critical Hit Damage
    • Before: +5% Critical Hit Damage
  • T2 Micro Red Dot Sight
    • +30% Accuracy
    • Before: +10% Accuracy
  • Low Reflex Sight
    • +15% Headshot Damage ; -25% Optimal Range
    • Before: +5% Headshot Damage; -20% Optimal Range

Underbarrel

  • Handstop
    • +14% Reload Speed
    • Before: +10% Reload Speed
  • Short Grip
    • +10% Critical Hit Damage
    • Before: +5% Critical Hit Damage
  • Angled Grip
    • +30% Stability
    • Before: +10% Stability
  • Vertical Grip
    • +30% Accuracy
    • Before: +10% Accuracy

TALENTS

Gear Talents

Entrench (Perfect Entrench)

  • If you are below 30% armor, headshots from cover repair 20% (30%) of your armor. Cooldown: 2 (1) seconds
  • Before: If you are below 30% armor, headshots from cover repair 20% (30%) of your armor. Cooldown: 3 (2) seconds.

Gunslinger

  • Weapon swapping increases total weapon damage by **23%** for 5s.
    This buff is lost for 5s if you weapon swap while it is active.
  • Before: Weapon swapping increases total weapon damage by 20% for 5s. This buff is lost for 5s if you weapon swap while it is active.

Kinetic Momentum

  • When in combat, each skill generates stacks while active or not on cooldown. Each stack increases your total skill damage by 1.5% and total skill repair by 2%. Up to 15 stacks per skill. Stacks are lost when skills go on cooldown.
  • Before: When in combat, each skill generates stacks while active or not on cooldown. Each stack increases your total skill damage by 1% and total skill repair by 2%. Up to 15 stacks per skill. Stacks are lost when skills go on cooldown.

Obliterate

  • Critical hits increase total weapon damage by 1% for 5s. Stacks up to 17  times.
  • Before: Critical hits increase total weapon damage by 1% for 5s. Stacks up to 25 times.

Overwatch (Perfect Overwatch)

  • After staying in cover for 10s (8s), increase your and all allies’ total weapon and skill damage by 12% (14%)  as long as you remain in cover or in a cover-to-cover move.
  • Before: After staying in cover for 10s (8s), increase your and all allies’ total weapon and skill damage by 12% as long as you remain in cover or in a cover-to-cover move.

Spark (Perfect Spark)

  • Damaging an enemy with a skill increases total weapon damage by 15% (18%) for 15s (20s).
  • Before: Damaging an enemy with a skill increases total weapon damage by 15% for 15s (20s).

Safeguard

  • While at full armor, increases total skill repair by 130%
  • Before: While at full armor, increases total skill repair by 100%.

Gear Attributes

The Hollow Man

  • +14% Health Damage
  • Before: +10% Health Damage

Motherly Love

  • +25% Skill Health
  • Before: +10% Skill Health

Firm Handshake

  • +16% Status Effects
  • Before: +15% Status Effects

Claws Out

  • +500% Melee Damage; +11%  Pistol Damage.
  • Before: +500% Melee Damage; +9% Pistol Damage

Picaro’s Holster

  • +10% Weapon Damage
  • Before: +15% Weapon Damage

Weapon Talents

Perfectly Accurate

  • Increase accuracy by 80%
  • Before: Increase accuracy by 50%.

Perfect Allegro

  • Increase rate of fire by 22%
  • Before: Increase rate of fire by 12%.

Breadbasket

  • Landing body shots adds a stack of bonus +55% (70%) headshot damage to the next headshot for 10s. Max stack is 3 (2).
  • Before: Landing body shots adds a stack of bonus +35% (50%) headshot damage to the next headshot for 10s. Max stack is 3 (2).

Eyeless

  • Amplifies Weapon Damage by 30% (35%)  to blinded enemies. After 4 (3) kills, applies blind to the next enemy you hit.
  • Before: Amplifies Weapon Damage by 20% (25%) to blinded enemies. After 4 (3) kills, applies blind to the next enemy you hit.

Fast Hands

  • Critical hits add a stack of 3% (5%)  reload speed bonus. Max stack is 40.
  • Before: Critical hits add a stack of 4% (8%) reload speed bonus. Max stack is 40.

Killer

  • Killing an enemy with a critical hit grants +70% (90%)  critical hit damage for 10s.
  • Before: Killing an enemy with a critical hit grants +40% (50%) critical hit damage for 10s.

Ignited

  • Amplifies Weapon Damage by 25% (30%)  to burning enemies. After 4 (3) kills, applies burn to the next enemy you hit.
  • Before: Amplifies Weapon Damage by 20% (25%) to burning enemies. After 4 (3) kills, applies burn to the next enemy you hit.

Optimist

  • Weapon damage is increased by +3.5% (4.5%)  for every 10% ammo missing from the magazine.
  • Before: Weapon damage is increased by +3% (4%) for every 10% ammo missing from the magazine.

Perfectly Optimized

  • Increase weapon handling by 40%
  • Before: Increase weapon handling by 30%.

Perpetuation

  • Headshots grant 75%  status effect damage and duration to the next status effect you apply. Cooldown: 20s (16s).
  • Before: Headshots grant +50% status effect damage and duration to the next status effect you apply. Cooldown: 20s (16s).

Ranger

  • Amplifies weapon damage by 2% for every 4m (3m)  you are away from your target.
  • Before: Amplifies weapon damage by 2% for every 5m (4m) you are away from your target.

Reformation

  • Headshots grant +60% (80%)  skill repair for 15s.
  • Before: Headshots grant +30% (40%) skill repair for 15s.

Sadist

  • Amplifies Weapon Damage by 30% (35%)  to bleeding enemies. After 4 (3) kills, applies bleed to the next enemy you hit.
  • Before: Amplifies Weapon Damage by 20% (25%) to bleeding enemies. After 4 (3) kills, applies bleed to the next enemy you hit.

Thunder Strike

  • Amplifies Weapon Damage by 30% (35%)  to shocked enemies. After 4 (3) kills, applies shock to the next enemy you hit.
  • Before: Amplifies Weapon Damage by 20% (25%) to shocked enemies. After 4 (3) kills, applies shock to the next enemy you hit.

Vindictive

  • Killing an enemy with a status effect applied grants 16% (21%)  **critical hit chance and 16% (21%) **critical hit damage for to you and all allies within 15m (20m) for 20s.
  • Before: Killing an enemy with a status effect applied grants 15% (18%) critical hit chance and 15% (18%) critical hit damage for to you and all allies within 15m (20m) for 20s.

Measured

  • The top half of the magazine has 25%  **rate of fire and -25% (30%)  weapon damage. The bottom half of the magazine has -18% ****rate of fire** and **+30% (38%) **total weapon damage.
  • Before: The top half of the magazine has 20% rate of fire and -30% (27%) weapon damage. The bottom half of the magazine has -20% rate of fire and +30% (33%) total weapon damage.

On Empty

  • Reloading from empty grants +60% (80%)  weapon handling for 10s.
  • Before: Reloading from empty grants +30% (40%) weapon handling for 10s.

Outsider

  • After killing an enemy, gain 100% (150%)  optimal range and +100% (125%) accuracy for 10s.
  • Before: After killing an enemy, gain 100% (125%) optimal range and +100% (125%) accuracy for 10s.

Behind You

  • Amplifies weapon damage by 20% (25%)  to enemies that are not targeting you.
  • Before: Amplifies weapon damage by 15% (20%) to enemies that are not targeting you.

Brazen

  • Receive +3.5%  Amplified Damage on the next shot with the weapon for each pellet that hits the target, if more than 6 (4) pellets hit.
  • Before: Receive +3% Amplified Damage on the next shot with the weapon for each pellet that hits the target, if more than 6 (4) pellets hit.

Perfect Jazz Hands

  • Increase reload speed by 50%
  • Before: Increase reload speed by 30%.

Pumped Up

  • Reloading grants +1.2% (6%)  weapon damage for 10s. Stacks up to 25 (5) times.
  • Before: Reloading grants +1% (5%) weapon damage for 10s. Stacks up to 25 (5) times.

 

BALANCING (EQUIPMENT)

With the introduction of Seasons 2.0, which brings new features like Modifiers, Scouts, Priority Objectives and the Seasonal Journey, we’ve taken a fresh approach to balancing, aiming to give different playstyles more distinct personalities.

This update will address a wide range of elements, including various weapon categories, Exotic weapons and gear, weapon mods, talents, and gear sets.

  • – Buff
  • – Nerf

 

GEAR SETS

Hard Wired

4 Piece Talent

  • Whenever you use or cancel a skill, your other skill’s cooldown is automatically reduced by 30s while increasing total skill damage and repair by 10% for 20s. Feedback Loop can occur once every 10s
  • Before: Whenever you use or cancel a skill, your other skill’s cooldown is automatically reduced by 30s while increasing total skill damage and repair by 10% for 20s. Feedback Loop can occur once every 20s.

Backpack Talent

  • Decreases Feedback Loop cooldown from 10s to 5s
  • Before: Decreases Feedback Loop cooldown from 20s to 10s.

Note: Changes won’t affect PvP

Aegis

4 Piece Talent

  • Get **+4%** Damage Resistance for every enemy that is targeting you.
    The bonus is multiplied by 1.X, where X is the number of agents in your group.
  • Before: Get +3% Damage Resistance for every enemy that is targeting you. The bonus is multiplied by 1.X, where X is the number of agents in your group.

Backpack Talent

  • Increase Stoic Damage Resistance bonus from 4% to 5%
  • Before: Increase Stoic Damage Resistance bonus from 3% to 4%.

Heartbreaker

4 Piece Talent

  • Headshots apply pulse 5s. Weapon hits on pulsed enemies add and refreshes a stack of +1% bonus armor and **+1.3%** damage to pulsed enemies for 5s. Max stack is 50. Two stacks are lost per second.
  • Before: Headshots apply pulse 5s. Weapon hits on pulsed enemies add and refreshes a stack of +1% bonus armor and +1% damage to pulsed enemies for 5s. Max stack is 50. Two stacks are lost per second.

Aces & Eights

4 Piece Talent

  • Flip a card when landing shots with a Rifle or Marksman Rifle . After 5 cards are flipped, the damage of your next shot is amplified by 30%. More shots are enhanced the better the hand revealed. Four of a Kind: 4 shots, Full House: 3 shots, Aces and Eights: 2 shots. Flip an additional card on headshots.
  • Before: Flip a card when landing shots with a Marksman rifle. After 5 cards are flipped, the damage of your next shot is amplified by 30%. More shots are enhanced the better the hand revealed. Four of a Kind: 4 shots, Full House: 3 shots, Aces and Eights: 2 shots, Flip an additional card on headshots.

Breaking Point

Backpack Talent

  • Increases On Point Weapon Damage bonus from 4 to 7.2
  • Before: Increases On Point Weapon Damage bonus from 4 to 6.

Negotiator’s Dilemma

Backpack Talent

  • Increases Crowd Control damage to additional marked enemies from 60% to **112%**
  • Before: Increases Crowd Control damage to additional marked enemies from 60% to 100%.

Ongoing Directive

Chest Talent

  • Increases Hollow-Point Ammo damage amplification from 20% to 50%  Does not affect party ammo.
  • Before: Increases Hollow-Point Ammo damage amplification from 20% to 35%. Does not affect party ammo.

Note: Changes won’t affect PvP

Striker’s Battlegear

Backpack Talent

  • Increases total weapon damage gained per stack of Striker’s Gamble from 0.65% to 0.85%
  • Before: Increases total weapon damage gained per stack of Striker’s Gamble from 0.65% to 1%.

Umbra Initiative

4 Piece Talent

  • While in cover, gain 10 Stacks per second up to 50. Each stack will give 1.2% Critical damage increase and 0.4% RPM Buff does not apply while shooting from cover. While out of cover Agents lose 2 stacks per second at normal speed and 1 stack per second if sprinting. While out of cover and in combat, gain 10 Stacks per second up to 50. Each stack will give 0.8% Armor regen when it is consumed. Stacks consume, 10 stacks per second, only in cover.
  • Before: While in cover, gain 10 Stacks per second up to 50. Each stack will give 1% Critical damage increase and 0.3% RPM. Buff does not apply while shooting from cover. While out of cover Agents lose 2 stacks per second at normal speed and 1 stack per second if sprinting.While out of cover and in combat, gain 10 Stacks per second up to 50. Each stack will give 0.8% Armor regen when it is consumed. Stacks consume, 10 stacks per second, only in cover.

Note: Changes won’t affect PvP

BRAND SETS

EXOTIC WEAPONS

Bighorn

  • Talent:
    • When scoped, switches to semi-automatic mode, dealing 450% weapon damage with each shot. Headshots grant +6% headshot damage. Stacks up to 25 times. Once at full stacks, 10 stacks decay every 4 seconds until all stacks have been removed. Headshots delay decaying of stacks.
    • Before: When scoped, switches to semi-automatic mode, dealing 450% weapon damage with each shot. Headshots grant +4% headshot damage. Stacks up to 25 times. Once at full stacks, 10 stacks decay every 4 seconds until all stacks have been removed. Headshots delay decaying of stacks.
  • Mods:
    • Optics: +40% Headshot Damage; Mag: +20% Reload Speed; Muzzle: +20% Accuracy; Underbarrel: +20% Stability
    • Before: Optics: +30% Headshot Damage; Mag: +10% Reload Speed; Muzzle: +10% Accuracy; Underbarrel: +10% Stability

St. Elmo’s Engine

  • Mods:
    • Optics: +15% Critical Hit Damage; Mag: +30 Rounds; Muzzle: **+15%** Critical Hit Chance; Underbarrel: +10%  Weapon Handling
    • Optics: +20% Critical Hit Damage; Mag: +30 Rounds; Muzzle: +20% Critical Hit Chance; Underbarrel: +20% Weapon Handling
  • Extra:
    • -10 Rounds

Eagle Bearer

  • Mods:
    • Optics: +15% Critical Hit Chance; Mag: +30 Rounds; Muzzle: +20% Critical Hit Damage; Underbarrel: +10% Weapon Handling
    • Before: Optics: +10% Critical Hit Chance; Mag: +30 Rounds; Muzzle: +15%; Critical Hit Damage; Underbarrel: +10% Weapon Handling

Chameleon

  • Talent:
    • Hitting 30 headshots grants 20% critical hit chance and 50% critical hit damage for 45 seconds. Hitting 65 body shots grants 90% weapon damage for 45 seconds. Hitting 20 leg shots grants 150% reload speed for 45 seconds. Exiting combat refreshes timer on all active buffs.
    • Before: Hitting 30 headshots grants 20% critical hit chance and 50% critical hit damage for 45 seconds. Hitting 75 body shots grants 90% weapon damage for 45 seconds. Hitting 30 leg shots grants 150% reload speed for 45 seconds. Exiting combat refreshes timer on all active buffs.

Lady Death

  • Mods:
    • Optics: +15% Critical Hit Chance; Mag: +10% Reload Speed; Muzzle: +10% Critical Hit Damage; Underbarrel: +500% Melee Damage
    • Before: Optics: +10% Critical Hit Chance; Mag: +10% Reload Speed; Muzzle: +5% Critical Hit Damage; Underbarrel: +500% Melee Damage

Backfire

  • Talent:
    • Dealing damage to enemies adds a stack of 2% Critical Hit Damage . Stacks last for 10s and are capped to 100. On Reload, applies a 10s bleed to yourself which deals 0.5% armor damage per stack.
    • Before: Dealing damage to enemies adds a stack of 1% Critical Hit Damage. Stacks last for 10s and are capped to 200. On Reload, applies a 10s bleed to yourself which deals 0.5% armor damage per stack.
  • Mods:
    • Optics: **+15%** Critical Hit Chance; Mag: +20 Rounds; Muzzle: **+15%** Critical Hit Damage; Underbarrel: +10% Stability
    • Before: Optics: +5% Critical Hit Chance; Mag: +20 Rounds; Muzzle: +5% Critical Hit Damage; Underbarrel: +10% Stability

Chatterbox

  • Talent:
    • When you reload, rate of fire is increased by **25%** for each enemy within 15 meters for the duration of that magazine. Max stacks: 5. Kills refill 50% of your magazine.
    • Before: When you reload, rate of fire is increased by 20% for each enemy within 15 meters for the duration of that magazine. Max stacks: 5. Kills refill 50% of your magazine.
  • Mods:
    • Optics: +15% Critical Hit Chance; Mag: +10 Rounds; Muzzle: +15% Critical Hit Damage; Underbarrel: +10% Weapon Handling
    • Before: Optics: +15% Critical Hit Chance; Mag: +10 Rounds; Muzzle: +5% Critical Hit Damage; Underbarrel: +10% Weapon Handling
  • Extra:
    • +14% Weapon Damage

Ouroboros

  • Extra:
    • -10.4% ROF
    • -10 Rounds

Iron Lung

  • Mods:
    • Optics: +10% Critical Hit Chance; Mag: +35 Rounds; Underbarrel: +20% Critical Hit Damage
    • Before: Optics: +10% Critical Hit Damage; Mag: +35 Rounds; Underbarrel: +10% Critical Hit Damage
  • Extra:
    • -10% Weapon Damage

Bluescreen

  • Mods:
    • Optics: +20% Reload Speed; Mag: +15% Weapon Handling; Muzzle: +20% Rate of Fire; Underbarrel: +10% Stability
    • Before: Optics: +10% Reload Speed; Mag: +15% Weapon Handling; Muzzle: +10% Rate of Fire; Underbarrel: +10% Stability

Bullet King

  • Mods:
    • Mag: no bonus; Muzzle: +15% Critical Hit Chance; Underbarrel: +20% Stability.
    • Before: Mag: no bonus; Muzzle: +5% Critical Hit Chance; Underbarrel: +10% Stability
  • Extra:
    • +10% Weapon Damage

Ruthless/ Merciless

  • Mods
    • Optics: +15% Accuracy; Mag: +10% Reload Speed; Muzzle: +15% Stability; Underbarrel:\\ +15%**Weapon Handling
    • Before: Optics: +10% Accuracy; Mag: +10% Reload Speed; Muzzle: +10% Stability; Underbarrel: +10% Weapon Handling

Vindicator

  • Talent:
    • While scoped, the weapon will highlight a random body section of each enemy. The weapon amplifies damage by +60% Weapon Damage to highlighted enemies.
    • Before: While scoped, the weapon will highlight a random body section of each enemy. The weapon amplifies damage by +40% Weapon Damage to highlighted enemies.

Scorpio

  • Talent:
    • Shooting a target applies stacks of venom, which last for 10s. Increasing stacks adds more severe debuffs to the target.
      3 – Poison (PVP Bleed) 
      6 – Disorient (PVP Disrupt) 
      9 – Shock (PVP Ensnare) 
      10 – Target takes 20% damage (from all sources) 
      Duration of Status Effects is based on percentage of pellets hit on applying shot.
    • Before: Shooting a target applies stacks of venom, which last for 10s. Increasing stacks adds more severe debuffs to the target.
      1 – Poison (PVP Bleed)
      3 – Disorient (PVP Disrupt)
      6 – Shock (PVP Ensnare)
      7 – Target takes 20% damage (from all sources)
      Duration of Status Effects is based on percentage of pellets hit on applying shot.

EXOTIC GEAR

Catharsis

  • Talent:
    • Taking damage builds stacks to a cap of 30. Each stack grants 1.5% Weapon Damage. Taking damage at max stacks triggers a purge, removing all stacks and Status Effects and then dropping a healing cloud which restores 5% of Max Armor for 10s to all allies in the cloud.
    • Before: Taking damage builds stacks to a cap of 30. Each stack grants 1% Weapon Damage. Taking damage at max stacks triggers a purge, removing all stacks and Status Effects and then dropping a healing cloud which restores 5% of Max Armor for 10s to all allies in the cloud.

 

UPDATED LOOT POOL

Named Weapons

In TU22, a fresh batch of Named Weapons will be added to the loot pool for missions and mission bosses. Here’s what you need to know:

  • The original loot tables will remain unchanged, but will now include additional opportunities to obtain the newly added items.
  • While these items will have a higher drop rate, they are not guaranteed rewards and may still require multiple attempts to acquire.
  • The likelihood of these weapons dropping will increase with the difficulty level of the mission.
  • These new loot drop chances will be exclusively available for characters at level 40 or above.
  • Importantly, these changes will not apply to “invaded” missions and are limited to their regular versions.

Camp White Oak

  • Pyromaniac
  • Mechanical Animal
  • Kingbreaker

The Pentagon

  • New Reliable

DARPA Research Labs

  • Lefty

Roosevelt Island

  • White Death

Manning National Zoo

  • White Death

Coney Island

  • Burn Out
  • Born Great

Tidal Basin

  • Dare
  • Big Show

Coney Island Ballpark

  • Tabula Rasa
  • Carnage

Bank Headquarters

  • Cabaret
  • Grown Great
  • Swap Chain

Capitol Hill

  • Safety Distance
  • Emeline’s Guard
  • Cold Relations

Viewpoint Museum

  • Cuelebre
  • Tsunami

Disctrict Union Arena

  • Baker’s Dozen
  • Stage Left

Space Administration HQ

  • Ekim’s Long Stick
  • Designated Hitter
  • Scalpel

Air & Space Museum

  • Prophet

Jefferson Plaza

  • Invisible Hand
  • Glory Daze
  • Test Subject

Jefferson Trade Center

  • Quiet Roar

Federal Emergency Bunker

  • Boomstick
  • Backup Boomstick
  • The Mop

American History Museum

  • Surge
  • Artist’s Tool

Potomac Event Center

  • Relic
  • Commando

Grand Washington Hotel

  • Lightning Rod

 

KNOWN ISSUES

Enemy Modifiers

  • “Terrify” icon doesn’t appear on enemy NPCs before a fight.
  • Enemy modifier is active on the first wave of NPCs spawned during Legacy Climax Missions.

Player Modifiers

  • Bait & Switch minor modifier keeps on activating when equipped while enemies are within short or medium range.

New TU22 Gear

  • Virtuoso Gear Set
  • Materials are not received when deconstructing the gear.
  • The Gear Set is missing from the targeted loot menu.
  • Weave materials are not received when deconstructing several Virtuoso gear pieces.
  • Legatus S.p.A. Brand Set
  • Materials are missing from the game.

Exotic Item and Weapons

  • Strega – Exotic Assault Rifle
  • A new item will be crafted when using the Reconfigure blueprints.
  • Placeholder images used for the Mods of the “Strega” blueprint.
  • Centurion’s Scabbard – Exotic Holster
  • A new item will be crafted when using the Reconfigure blueprint.

Other

  • Street overlay missing on megamap.
  • Rifles and MMR’s remove 10 stacks of Stellite Coating per bullet.
  • Placeholder images are present in the Seasonal tutorials.
  • The icons for World Tiers 1 through 5 are still present in the character select screen.
  • Loud corrupted sound is heard after a player leaves a group in Dark Zone.
  • Rifle sound does not replicate in a group after the first shots.
  • “Bravura Guard” locators are misplaced, making any equipped backpack’s straps to float.

 

Post Recenti