04/23/24 - The Forgotten Kingdom

From Skillet's Remnant Wiki

The Forgotten Kingdom DLC Launch

The wait is over, The Forgotten Kingdom DLC is available at 12 EST on April 23rd, 2024! Uncover new secrets, traverse new dungeons, acquire powerful gear, meet unexpected allies and face new threats in your quest to return peace to the forgotten kingdom.

Introducing the Invoker Archetype!

Discover this brand-new Archetype and learn to manipulate Skills to your will. The Invoker draws upon the power of Yaesha to benefit their team, debuff enemies, and prove a valuable addition to any Archetype combination.

The Forgotten Kingdom storyline is automatically woven into all new campaigns!

If you wish to experience The Forgotten Kingdom right out of the box, head to “Adventure Mode” from the Ward 13 Worldstone and select “One Shot”. As with the original DLC, this will populate your Adventure with DLC content, allowing you quicker access to the newest quests, NPCs, enemies, and of course, loot!

Overview

Along with The Forgotten Kingdom DLC, this update brings a massive amount of balance adjustments across the board.

Our goal regarding balance has always been to provide more build options and facilitate as much player creativity as we can. We’ve gone through almost every aspect of our gear options to strengthen the foundation that every player build relies upon. We hope the changes inspires you to try crazy new builds combinations and experience all the new content we are proud to share with you.

We look forward to hearing from you on our Official Discord, watching your videos and clips, and of course, reading your posts and comments everywhere and anywhere we can. Player feedback is a big deal to us at both Gunfire Games and Arc Games. We absolutely appreciate the Remnant community and the dedication and love you show to the game, so this mega balance update is for you!

Welcome to the Jungle!

- Gunfire Games & Arc Games

General

Performance

  • Added support for DLSS 3.7 and XeSS 1.3.

DEV NOTE: These options are now available in the settings menu.

Quality of Life

  • Added cross platform friend invites and joining in-game.

UI

  • Fixed an issue where sometimes, certain items could not be equipped or unequipped without closing and reopening the inventory
  • Fixed an issue where Tutorial pop-up about Downgrading was incorrect
  • Fixed an issue where Weapon tooltips would not display RPS information correctly
  • Fixed an issue where the name of a spectator disappeared after a zone change
  • Fixed an issue where UI would display at max size while in downed state.
  • Fixed an issue where Rewards for defeating Annihilation would show up behind the credits screen if players skipped final game cinematic.

DEV NOTE: Items were always being rewarded; however, the UI toasts were hidden.

Player

General

  • Adjusted Melee Window after exiting a ladder (sooner)
  • Increased Buffer Window for Melee after all Forward Evades
  • Increased Buffer Window for Melee after Ultra Heavy Neutral Evade
  • Increased Buffer Window for Melee after Omen Dash
  • Increased Buffer Window for Melee after Mist Step
  • Increased Movement Speed Cap from 150% to 200% (Sprint, Jog, Crouch, ADS)

DEV NOTE: General QOL cleanup. Buffering a Melee Attack out of any Evade should feel much more responsive. Same for exiting a ladder.

Bleed Status Effect

  • VS Player: Properly halves healing when Triage is active
  • VS Enemies: Reduces Empathy and Regenerator Effectiveness by 50%

DEV NOTE: Added counterplay to certain boss affixes that work the same way they do against the player. Play smart!

Slow Status Effect

  • Enabled Interactions with items that require “Negative Status Effects” to trigger
  • Does not count as an “Elemental Status Effect”

DEV NOTE: Added another way to trigger items that are looking for Status Effects by making this one of our “core statuses” (Bleed, Burning, Overloaded, Corroded, Slow).

Exposed Debuff

  • Increases Incoming Damage by 15% from all sources

DEV NOTE: This is now a static value in singleplayer and multiplayer. No longer variable based on number of players in the game. We are considering making Expose a multiplicative debuff, but wanted see how this version performs at scale, first.

Shooting Range

  • Increased the active “Infinite Ammo/Damage” trigger volume
  • Added Mod Charges and Skill Charges to trigger volume
  • Fixed the DPS Meter from disappearing when certain damage values were reached

DEV NOTE: Casting Mods that push you out of the trigger volume made it hard to get solid DPS numbers. You now have more room behind to move about and get pushed back, but some things (like double Concussive Shot) will still push you out. We left some room so you could easily reset the tracker. Time to test Big Bang DPS! Oh yea, the refresh trigger volume also refills Mod and Skill Charges.

Enemies

Roaming Aberration Spawns

  • Spawn Rate has been increased on lower difficulties.

DEV NOTE: We doubled the spawn rate on Survivor and increased it slightly less on all difficulties other than Apocalypse which is still 50% chance. To clarify, Apocalypse still has the highest chance to spawn Roaming Aberrations.

Fae Knights

  • Fixed an issue causing Fae Knights to teleport to their deaths

DEV NOTE: Dummies.

Traits

General

Some small Trait balancing and reworking here. Dark Pact was swapped to Grey Health Conversion instead of reducing the Grey Regeneration rate. We also restructured Swiftness to contain Wayfarer, and Amplitude to contain Resonance. With these updates, there should be some additional exciting choices to be made.

Dark Pact

  • Changed from Reduced Grey Health Regen to Grey Health Conversion Rate

DEV NOTE: We found the original design of Dark Pact to be too niche. Changing it to Grey Health Conversion Rate gives it more overall interactions, especially with many of the updated and new gear items.

Glutton

  • Increased Max Value from 30% to 35%

Handling

  • Reduced Max Value from 40% to 30%

DEV NOTE: Spread Reduction was still a bit too high across the board, so we made a few adjustments to most related items and perks, Handling included.

Wayfarer

  • Removed Trait
  • Combined Bonus with Swiftness Trait

DEV NOTE: While we will all miss Wayfarer as a standalone Trait, a new Trait can be obtained in its place. Head back to the original reward location and grab it!

Swiftness

  • Added Wayfarer Bonuses

DEV NOTE: The original values of Wayfarer have been fully rolled into Swiftness. This means that +10 Swiftness is now equivalent to +10 Swiftness and +10 Wayfarer.

Resonance

  • Removed Trait
  • Combined Bonus with Amplitude Trait

DEV NOTE: A new Trait is now rewarded in Resonance’s place. Adventure once again to claim the new prize and perhaps it will enhance your next build!

Amplitude

  • Added Resonance Bonus (same original Resonance 50% bonus)

DEV NOTE: Just like Swiftness and Wayfarer combo, you can now get both AOE and AURA bonus from a single trait, Amplitude!

Archetypes

Hunter

  • Prime: Melee Weakspot Hits also extend Skill Duration
  • Skill: Hunter’s Focus: Added 0.75s Grace Period when leaving ADS
  • Skill: Hunter’s Focus: Removed Critical Bonus
  • Mark (General): Reduced Critical Chance Bonus from 15% to 10%

DEV NOTE: Hunter Critical Chance with Mark gives a steady advantage over every other Archetype due to its multiplicative nature. Base amount was reduced, and the bonus during Hunter’s Focus was removed following the new addition of the Grace Period to help maintain uptime. Their total Ranged and Weakspot Modifier keep them ahead of the pack as the go-to precision-based class.

Challenger

  • Skill: Rampage: Reduced initial Rampage Fire Rate from 15% to 10%
  • Skill: Rampage: Adjusted Melee Window after Berserk activation (sooner)
  • Perk: Reduced All Critical Chance from 10% to 5%

DEV NOTE: Critical Chance wasn’t tapering off like the Damage does. After reassessing the strength of 10% All Crit only being on Challenger, we reduced it to 5% but always enabled it for any range (Damage still tapers off). For Rampage, it has been overperforming for quite a while. The Fire Rate reduction should smooth it out while allowing it to remain incredibly strong – capable of monster damage.

Medic

  • Perk: Benevolence: Fixed an issue causing Benevolence from working consistently

DEV NOTE: Still Medic. Still good!!![/h3])

Handler

  • Increased Armor of Very Good Boy (50% DR)
  • Companion Bleed no longer counts as a separate “unique” Bleed
  • Fixed an issue preventing petting Very Good Boy while wearing Atonement Fold

DEV NOTE: V.G.B. got a bit tougher. Also, not being able to pet Very Good Boy is inexcusable, but we will do better in the future!

Gunslinger

  • Prime: Casting a Skill while ammo buff is active will properly refresh its duration
  • Skill: Quickdraw: No longer consumes excess Skill cooldown
  • Skill: Sidewinder: Increased Duration from 12s to 60s
  • Skill: Sidewinder: Reduced Cooldown from 80s to 50s
  • Skill: Sidewinder: Obtaining Ammo reduces Duration by 10s
  • Skill: Sidewinder: Reduced Swap Speed Bonus from 50% to 35%

DEV NOTE: Sidewinder has been the single most powerful skill in the entire game since launch. However, since it required quite a bit of skill and dexterity to play perfectly, it ended up being used by only the top 0.01% of players. Additionally, it was generally only useful with single-shot weapons due to the short duration. With this change, the hardcore players can still enjoy the “swapper” playstyle, and everyone else can utilize the excellent ADS Movement Speed buffs and still have plenty of time to utilize the free reloads. Sidewinder will not subtract duration if a Swap does not grant ammo.

Summoner

  • Prime: Ruthless: Sacrificing Enraged Minions deals more damage based on their HP
  • Changed Flyer Sacrifice Projectiles from Skill to Skill+Explosive
  • Reduced Flyer Sacrifice Projectile Damage to compensate for 2x DMG Types
  • Increased Armor of Minion: Hollow & Minion: Flyer (40% DR)
  • Increased Armor of Minion: Reaver (50% DR)
  • Fixed an issue that sometimes caused Minions to despawn when using yellow doors

DEV NOTE: In the previous build, Sacrifice causes Minion Explosions to deal more damage the lower their Health was. This has been reversed, so you no longer risk losing them to normal damage. All Minions are a bit tougher as well. This is a hidden interaction and not listed on the Tool Tip, but it is intentional.

Alchemist

  • Skill: All Vials: Fixed an issue preventing proper cooldown behavior

DEV NOTE: Occasionally, Vials could get stuck in their Cooled Down State.

Engineer

  • Adjusted All Turrets Base Critical Damage from 110% to 150%
  • Increased Armor of all Turrets (50% DR)
  • Reduced Movement Speed Cap of Heavy Carry Modes from 200% to 150%
  • Metalworker: Reduced Ranged/Skill Critical Chance from 10% to 5%
  • Skill: Vulcan: Increased Turret Mode Damage from 0.4 to 0.5 of Carry Damage
  • Skill: Flamethrower: Increased Burn from 50 over 10s to 150 over 10s
  • Skill: Flamethrower: Increased Ammo Cost of Turret Mode from 10 to 15
  • Trait Loadout: Shifted -1 Expertise to +1 Endurance

DEV NOTE: Fixed the Critical Damage discrepancy of Turret Damage compared to other sources. We are looking into potentially looking at allowing Turrets to take some of the Engineer’s stats. For now, this should give a little more power.

Archon

  • Prime: Removed Mod Generation Percentage Bonus
  • Prime: Increased the Max Level Base Mod Generation from 3/6 to 15/30
  • Spirit Within: Removed reference to Mod Power Refund over Time
  • Power Leak: Reduced Base Gain from 200 to 100
  • Skill: Reality Rune: Added Automatic Mod Generation while inside Dome
  • Skill: Chaos Gate: Damage Dealt/Taken Debuff Grants Stacks (up to 50x)
  • Skill: Chaos Gate: Reduced Total Damage Buff from 50% to 35%
  • Skill: Chaos Gate: Reduced Bonus Mod Generation from 20% to 5%
  • Skill: Havoc Form: Increased Speed of Entering/Exiting
  • Skill: Havoc Form: Cancelling Havoc Form refunds some Skill Cooldown
  • Skill: Havoc Form: Reduced Cost of Blink
  • Skill: Havoc Form: Reduced Cost of Shield
  • Skill: Havoc Form: Increased Base Movement Speed
  • Skill: Havoc Form: Increased Firing Movement Speed
  • Skill: Havoc Form: Enabled momentum to continue during Havoc End
  • Skill: Havoc Form: Sped up recovery of Havoc End (can move/act faster)

DEV NOTE: Archon has received some significant changes. The original Prime was generating far too much Mod Power compared to every other source while the ticking Mod Generation was falling flat. We’ve made some large changes to how the Archon generates Mod Power now by drastically increasing the Ticking Rate and giving Reality Rune a lot more utility as well. Havoc also received quite a few changes which now allow it to stay active longer, feel more responsive, and get back into the action quicker after cancelling it, due to the Skill CD refund mechanic.

Invader

  • S.H.A.R.K: Stacks are properly removed when unequipping Archetype
  • S.H.A.R.K: Fixed an issue preventing Stacks while sprinting with a Heavy Weapon
  • Skill: Worm Hole: Procs “Perfect Dodge/Evade” Bonuses
  • Skill: Worm Hole: Fixed an issue causing clipping errors when interacting with ladders

DEV NOTE: We have some plans to give Invader some additional love in the future. For now, we fixed a couple bugs and made Worm Hole trigger Perfect Dodge actions. This should open the Skill up for more interesting combinations.

Explorer

  • Starting Melee Weapon changed to Shovel

DEV NOTE: We will keep a close eye on this change. If the Shovel proves to be TOO powerful, we will take appropriate action! It’s a Shovel.

Ritualist

  • Wrath: Fixed an issue preventing Skill / Mod Summons from getting Damage Bonus
  • Wrath: Reduced Critical Chance from 10% to 5%
  • Skill: Eruption: Increased Base Cooldown 30s to 40s
  • Skill: Eruption: Added Interaction with Slow
  • Skill: Eruption: No longer requires Line of Sight to spread Vile
  • Skill: Miasma: Reduced Base Damage from 500 to 300
  • Skill: Deathwish: Increased Damage Bonus from 35% to 50%
  • Skill: Deathwish: Now affected by Skill Duration Bonuses
  • Trait Loadout: Shifted -1 Endurance to +1 Spirit

DEV NOTE: Mostly smoothing out the rough edges here. Eruption gained a new interaction with SLOW and properly spreads Vile. Miasma Damage was reduced to bring it in line with other Skills. Deathwish received a nice damage boost. The goal was to make all 3 Skills appealing choices instead of just one.

Melee Weapons

Assassin’s Dagger

  • Always deals Weakspot damage from behind enemy
  • Removed additional damage buff when attacking Bleeding targets.
  • Reduced base damage from 41 to 35.

DEV NOTE: We wanted this to feel a bit more assassinish. Give it a try!

World’s Edge

  • Reduced Abnormally High Impact/Stagger Scalar
  • Reduced Base Damage on Wave
  • Reduced Critical Chance from 6% to 3%

DEV NOTE: The Impact Scalar was always meant to be –20% (0.8) but it was set at 1.8, which made this already mega-strong weapon, even stronger. It’s now fixed. The rest of the tweaks are to bring it more in line with other options, however, because of how it functions, it will always be a very desirable weapon.

Spectral Blade

  • Fixed an issue that prevented certain attacks from triggering Disengage Mutator

Stonebreaker

  • Reduced Impact Scalar from 10% to 5%
  • Removed Double Damage Stacking on Charge Attacks

DEV NOTE: Melee Weapons with special Charge Attacks always deal less damage on the physical part of the Attack – except Stonebreaker. This has been fixed.

Atom Splitter

  • Increased Weakspot Modifier from 90% to 95%
  • Increased Critical Chance from 5% to 6%
  • Increased Impact Scalar from 6% to 7%
  • Increased Projectile Width of Neutral Backdash Charge Attacks

DEV NOTE: Just a slight buff all around to make this weapon more appealing.

Hero’s Sword

  • Reduced Stamina Cost for Charge Swing / Projectile
  • Reduced Minimum Stamina Required to Fire Projectile

DEV NOTE: A cool weapon that was charging the players extra Stamina when it was not required. This change should make it more appealing to fans of the original!

Huntress Spear

  • Adjusted Charge / Release Window to be earlier
  • Increased Weakspot Modifier from 100% to 110%
  • Reduced Critical Chance from 6% to 5%

DEV NOTE: In a world with Krell Axe, a secondary option is appreciated. We made a few tweaks to give the Huntress Spear a bit more purpose (and feel).

Smolder

  • Increased Burning Damage from 150 to 200 over 5s

DEV NOTE: A small tweak to give it a bit more burnination!

Standard Guns

General

While there are some very strong Standard Guns (those with swappable Mods), a few were falling behind regarding burst damage, total damage potential, or even just their overall feel. These changes are to bring them closer together and smooth out any rough edges that a few of them may have had.

Repeater

  • Increased Magazine Size from 15 to 20
  • Increased Fire Rate from 7.5 to 8.1

DEV NOTE: An excellent sidearm that often fell to the wayside when compared against some of the stronger options. It’s a bit quicker with a bit more sustain.

MP60-R

  • Increased Reserves by 42 (+1 Magazine)

DEV NOTE: Moar Bulletz.

Silverback Model 500

  • Increased Cylinder Capacity from 5 to 6
  • Increased Total Ammo from 40 to 48

DEV NOTE: Even though back in the days, some gunslingers often left one chamber clear for safety, we’ve decided to remove all restraints. A little extra kick and a bit more total damage will come in handy. Don’t shoot your eye out!

Sureshot

  • Increased Damage from 105 to 110
  • Increased Total Ammo from 21 to 24
  • Increased Reload Speed

DEV NOTE: A few minor tweaks to bring this weapon up to par. Already decently strong, it packs a bit more punch now.

Tech 22

  • Increased Reserves by 60 (+2 Magazines)
  • Increased Reload Speed

DEV NOTE: Moar Bulletz... and a nice reload buff!

Service Pistol

  • Increased Magazine Size from 9 to 10
  • Increased Reload Speed

DEV NOTE: Small quality of life changes.

Western Classic

  • Increased Reserves by +6
  • Increased Damage from 32 to 36
  • Increased Fire Rate from 5 to 5.8
  • Increased Reload Speed

DEV NOTE: A handful of changes to keep the Western Classic competitive. It was already a solid Handgun with excellent burst, now it has a bit more of everything!

Double Barrel

  • Reduced Damage from 110 to 105
  • Reduced Fire Rate from 2.3 to 2.25
  • Slightly reduced reload speed (~5%)
  • Increased Minimum Falloff from 7m to 8m

DEV NOTE: No major tunes outside of just bringing the Double Barrel more in line with its counterparts. Still packs a punch and gains a small range boost to compensate.

Rupture Cannon

  • Increased Ideal Range from 13m to 14m
  • Reduced Fire Rate from 3.1 to 2.75
  • Reduced Recoil per shot
  • Reduced Spread when not moving
  • Increased Spread slightly when moving
  • Significantly Increased Reload Speed

DEV NOTE: To make Rupture Cannon stand out in a sea of incredible Handguns, we increased the range and gave it a bonus for standing still. We also boosted the reload speed, recoil, and accuracy (the latter when standing still).

Bolt Driver

  • Increased Fire Rate from 7.4 to 7.63
  • Increased Projectile Speed from 12000 to 15000

DEV NOTE: The increased projectile speed makes this weapon more viable for longer range shots, and the fire range gives it a little more pep.

Huntmaster

  • Increased Reserves by +7 (1 Magazine)
  • Split Fire & Bolt Action Animations to allow faster Shoot > Move behavior

DEV NOTE: This change allows the player to release ADS and move right after the fire completes. They are no longer locked out while performing the bolt-action.

Wrangler (Lever Action)

  • Increased Reserves by +10
  • Reduced Horizontal Recoil
  • Reduced Vertical Recoil
  • Increased Recoil Recovery Rate

DEV NOTE: More Reserve Ammo. Better Accuracy. Enjoy.

Pulse Rifle

  • Significantly Reduced Horizontal Recoil
  • Slightly Increased Vertical Recoil

DEV NOTE: The Pulse Rifle was already a solid weapon. The accuracy was increased to help give it more of a unique flavor.

Widowmaker

  • Increased Reload Speed

DEV NOTE: One of the main pain points with the Widowmaker was slow reload... so we sped it up a bit. A heavy hitter that may find its way into more builds.

Crossbow

  • Increased Damage from 115 to 120
  • Increased Weakspot Modifier from 110% to 115%
  • Increased Firing Sequence Speed
  • Reduced Time to Ready (Fire Slightly Sooner)
  • Increased Reload Speed

DEV NOTE: Crossbow has been an underutilized weapon for a while. The overall damage boost and all-around handling increase give it new life.

Royal Bow

  • Increased Fire Rate from 4.3 to 5.3
  • Reduced Time to Charge Perfect Shot
  • Increased Reload Speed

DEV NOTE: To help separate each bow, the Royal Bow has become THE speed shooter option. It’s faster in almost every aspect.

Sparkfire

  • Slightly reduced fire rate from 1.4 to 1.3
  • Slightly reduced Reload Speed

DEV NOTE: Minor tweaks here, as we want to keep the identity and power of Sparkfire, while bringing it more in line with other options.

Special Guns

Hellfire

  • MOD: Increased Base Damage from 155 to 175
  • MOD: Increased Fire DOT from 100 Damage over 5s to 250 Damage over 10s

DEV NOTE: While we have some additional plans for Hellfire, we first wanted to help separate some of the “Explosive Shot” style Mods. We made the Fire Proc hit harder and increased the total Burning Damage (both Total and DPS).

Rune Pistol

  • Increased Damage from 15 to 16
  • Increased Reload Speed
  • Reduced Horizontal Recoil
  • MOD: Forces Auto Reload on activate if any rounds are available

DEV NOTE: A bit more damage, an accuracy boost, and a QOL buff when activating the MOD. This should make for a more appealing burst option in the Handgun slot, especially when in more of a support role.

Corrupted Rune Pistol

  • Increased Damage from 16 to 17
  • Reduced Horizontal Recoil
  • MOD: Forces Auto Reload on activate if any rounds are available

DEV NOTE: Similar buffs to the regular Rune Pistol so it doesn't fall behind.

Meridian

  • Fixed an issue preventing Meridian from dealing damage over long distances

DEV NOTE: This is not something most people ever ran into. Bug fix.

Sorrow

  • Increased Projectile Speed from 12000 to 13500
  • Increased Primary Falloff Range from 18m to 19m
  • Reduced Horizontal Recoil

DEV NOTE: Simple Quality of Life tweaks to smooth out weapon performance and to make it more viable at slightly farther distances.

Corrupted Sorrow

  • Increased Projectile Speed from 9500 to 11500
  • Increased Fire Rate from 2.3 to 2.6
  • Reduced Horizontal Recoil
  • Slightly Reduced Reload Speed
  • MOD: Removed Ranged Scaling from Mod Damage

DEV NOTE: Mostly Quality of Life, but also a fix to address the wild Mod scaling. The speed and accuracy increases will help take down targets are father range.

Corrupted Nebula

  • Increased Wisp Speed from 800 to 1600

DEV NOTE: The travel time on Nanobots was often eating up some of its active time so we made sure it could get to its targets sooner.

Star Shot

  • Increased Reload Speed
  • MOD: Reduced Mod Requirement from 630 to 420

DEV NOTE: You and your team are definitely gonna die. Good luck.

Cube Gun

  • Increased Projectile Speed from 4000 to 6500
  • Moved the “Callback” trigger earlier in the Manual Reload animation
  • No longer triggers “Reload” behaviors when projectiles return to weapon
  • MOD: Fixed an issue preventing some player projectiles from penetrating Cube

DEV NOTE: The Cube Gun is quite powerful when you are in a situation that makes it hard to miss rounds (point blank). However, once one or two go flying off into the distance, you are at quite a disadvantage. We made a few adjustments so that when you do lose a round or two, you can get them back faster.

Corrupted Cube Gun

  • Reduced Heat per Shot from 0.2 to 0.1975
  • Reduced Windup Time from 0.5s to 0.35s
  • Increased Heat Reduction Rate from 0.45 to 0.50 per second
  • Reduced Heat Reduction Decay from 0.1 to 0.05
  • Reduced Secondary Falloff Range from 40m to 35m
  • Adjusted Projectile Hitbox for more accurate contact
  • MOD: Increased Heat Reduction from 15% to 20%
  • MOD: Increased Heat Reduction Rate from 50% to 75%
  • MOD: Fixed alignment to player instead of world space

DEV NOTE: Look. It’s just better all around. Maybe too good... but it shoots Cubes, and that’s all that really matters.

Anguish

  • Reduced Base Damage from 105 to 92
  • Reduce Charge Time to Perfect Shot
  • Reduced Ideal Range from 18m to 16m
  • MOD: Forces Auto Reload on activate if any rounds are available
  • MOD: Increased Mod Requirement from 500 to 915
  • MOD: Adjusted low health damage boost curve
  • MOD: Added text regarding damage bonus to lower HP enemies
  • MOD: Fixed improper scaling of Explosive Damage modifiers

DEV NOTE: Anguish was clearly outperforming most guns in the game and the goal here was to dial it back a bit while making the Charge Shot more rewarding. The Mod retains its Damage Bonus to weaker targets, while the inconsistent Explosive Damage scaling was fixed. Overall, a bit weaker but still incredibly strong.

Sagittarius

  • MOD: Refactored to allow Stars to “pulse” damage in the entire AOE

DEV NOTE: Much more viable for hitting grounded targets. However, you may find it trickier to deal with pesky flying enemies. Primary fire will work!

Merciless

  • Increased Projectile Speed from 5000 to 7500
  • Greatly increased Reload Speed
  • Increased Speed of Reticle Compression (Activate Bleed Sooner)
  • Reduced Bleed Damage from 250 to 200
  • MOD: Increased Cost from 315 to 500

DEV NOTE: The Projectile Speed increase makes the gun feel more accurate at longer ranges, and the quicker Reticle Compression Speed allows the Bleed to take hold quite a bit earlier. Reload is a win for anyone that loves this weapon. The MOD, however, was a bit too low-cost for how much damage it was dealing.

Corrupted Merciless

  • Increased Weakspot Bonus Damage from 100% to 105%
  • MOD: Changed to require 3 WS hits before reloading instead of in a row
  • MOD: Fixed an issue causing incorrect interactions with extended Magazine Size

DEV NOTE: A tricky weapon to balance, specifically regarding the MOD. No longer do you need to hit 3 Weakspot Hits in a row, but simply, 3 Weakspots before actually reloading. This means that Extender or Bandit can give you some leeway should you miss, if you still get those 3 total Weakspot hits in. We will keep a close eye on Corrupted Merciless and make additional adjustments where necessary.

Nightfall

  • Increased Projectile Speed from 10000 to 13500
  • Reduced Damage from 31 to 28
  • Increased Fire Rate from 4.35 to 5.25 (Overall DPS Increase)
  • Increased Magazine Capacity from 10 to 13
  • Increased Total Ammo from 90 to 117

DEV NOTE: While the Base Damage is lower, the Fire Rate is quicker. This is an overall DPS increase and helps make the gun feel more responsive.

Twisted Arbalest

  • Slightly Increased Reload Speed

DEV NOTE: Simple QOL. Not a game changer... but feels nice.

Corrupted Twisted Arbalest

  • Lowered Reserves by 8 (-1 Magazine)

DEV NOTE: Was dealing too much Total Ammo Damage when considering reserves, bounce, and explosions. Minor change to bring it in line.

Deceit

  • MOD: Added Melee Damage to Ring Swords and Thrown Swords
  • MOD: Increased Damage of Single Thrown Swords from 100 to 125 each
  • MOD: Reduced Damage of Charge Thrown Swords from 125 to 50
  • MOD: Reduced Proximity Ring Sword Damage from 35 to 25
  • MOD: Added clarification text for Charge Melee Fragment debuff

DEV NOTE: While we have some additional plans for Deceit in the future, these changes were made to make the “full loop” playstyle more rewarding and to make Melee Mod Generation and trigger options more viable.

Corrupted Deceit

  • MOD: Added Melee Damage to Sawblade

DEV NOTE: Same Melee Damage change as regular Deceit.

Monarch

  • MOD: Properly Scales with Mod Duration Bonuses

DEV NOTE: The King doesn’t really need any more wins...

Plasma Cutter

  • Slightly Reduced Heat Buildup per Pulse/Shot
  • Increased Weakspot Modifier from 75% to 80%
  • Lowered Reserves by 100 (-1 Magazine)
  • Added a slight Heat Decay Delay after firing

DEV NOTE: When comparing all weapons, Plasma Cutter was dealing over 40% more Total Damage due to its ramping nature and total amount of reserves. The change brings it to about about 10% more total damage. The Burst DPS and Sustain DPS have not changed at all. We also adjusted the Heat buildup so wearing Microcompressor will allow a full Magazine to be spent without overheating on the final shot.

Savior

  • Lowered Base Damage from 72 to 50
  • Increased Perfect Charge Modifier from 2.3x (166) to 3.4x (170)
  • Increased Overcharge Modifier from 1.85x (133) to 2.65x (133)
  • Increased Fire Rate from 1.9 to 2.1
  • Increased Reload Speed
  • Reduced Reserves by 6 (-1 Magazine)
  • MOD: Removed Weakspot / Kill Requirement for Fragments

DEV NOTE: Basic Uncharged (mash) Damage has been reduced but compensated for with the increase to Perfect and Overcharge modifiers. The Total Ammo Damage was too high without investment. Reload Speed and Fire Rate increases as a trade-off for losing some reserves. A highly-rewarding weapon.

Corrupted Savior

  • Reduced Magazine Size from 50 to 40
  • Reduced Total Ammo from 300 to 200
  • Increased Base Fire Rate from 3.0 to 3.15
  • Reduced Max Fire Rate at Full Mod Power
  • Reduced Horizontal Recoil
  • Reduced Vertical Recoil
  • Increased Reload Speed
  • Added New Reticle for Clarity
  • MOD: Reduced Mod Cost from 400 to 330 Per Charge
  • MOD: Added Activate Animation
  • MOD: Increased Fire Speed by 300%
  • MOD: Now Reloads 20% Primary Ammo per Charge consumed
  • MOD: Added new Reticle for Clarity

DEV NOTES: This bad boy came out of the gates SUPER HOT, heavily overperforming in most categories except MOD. We wanted more back and forth between Primary Fire and the MOD so we made a few adjustments to make casting it more appealing. You can now build up the MOD much quicker, fire it faster, and reload Ammo back into the Primary Magazine based on charges spent. Another weapon we will be keeping a close eye on for future adjustments.