Developer’s Notes: Keys were a little bit too hard to retrieve (or understand what they were about) which resulted in players never finding the Ruins. This was never our intent so we're easing the finding process for that specific key. We'll be monitoring the others as well.
Developer’s Notes: While "cell-recharging" was initially one of the ways to promote forward combat, it was really tough to build a sense of "ability rhythm" as the regeneration rate could sometimes be quite irregular. We think this change won't hurt forward combat, will help create that mental rhythm and will make "long-range" playstyles more viable.
Developer’s Notes: The attribute system was all about maxing out one stat. We expect these changes to make players think about what type of secondary stat they want.
Developer’s Notes: Considering the attribute changes, "Weapon Mastery" became far too powerful (granting one attribute of each) and had to be split down into several smaller bonuses.
Developer’s Notes: Mark had many issues, starting with the fact that it wasn't that much fun to use. Also, it was only enabling "longrange playstyle" if you were playing Recon. Finally, it was not really synergizing with critical hits (it wasn't buffing their damage in the end). We shifted the "longrange playstyle" enabler directly on Scopes, modified Mark debuff so that it can scales with Precision weapons and finally tried to find a funnier implementation of the Recon skill.
Developer’s Notes: In addition to lacking proper feedback, this melee attack was kind of tedious to use because of its charge time. We decided to make it way simpler to use and to counterbalance its power with a built-in cooldown.
Developer’s Notes: Like you, we felt like 5% Movement Speed was too small to notice, but with the previous iteration, buffing the value would also buff Firerate and Reload Speed, which we did not want. Making Swift only buff Movement Speed, makes us able to increase the value without risking to break anything else.
Developer’s Notes: Balancing weapons is a continuous process and we’re carefully following your feedback on that side. And while there were (surprisingly) no clear under or over powered categories, we felt like Precision weapons could feel a bit underwhelming to use at times. With the changes on attributes and cell fade time we expect most precision weapons to already feel better without other changes. Though, scopes still clearly needed some love so we take this opportunity to revisit them a bit.