Re: 1.1.1 Patch Notes Discussion - Live 04/16/2019

by asukojo
Reply

Original Post

1.1.1 Patch Notes Discussion - Live 04/16/2019

Community Manager

Before we get to the notes, we know there are some ongoing issues that have been frustrating you folks that didn’t make it into this patch. We are actively working on many improvements and we’re aware of the reports around audio issues, slow mo servers, hit registration, and more. I’ll provide more info when I can but know that we hear you folks and working hard to address this stuff. For 1.1.1 we’re introducing some balance adjustments for Legends and weapons, check out designer notes and info below:

 

Hey All,

 

Leeeeeee-RSPN here with RespawnSean, Jayfresh_Respawn & Scriptacus to give a quick update on live balance for Legends and weapons.

 

LEGEND BALANCING

 

 

At the start of Season 1, we previously talked about how our beloved Thicc Bois (Pathfinder, Gibraltar and Caustic) were getting crushed due to their hitbox size compared to other Legends. We first wanted to try adjusting hitboxes to better fit the model. For Pathfinder, this change worked very well. (Note: separately, we are actively investigating and working on fixing unrelated hit registration issues sometimes affecting all characters). However, after looking at the data and player feedback, Gibraltar and Caustic only improved slightly with the hitbox adjustments.

 

We don’t believe that hit box and character kit tuning is sufficient to bring Gibraltar and Caustic in line with their smaller competitors. Starting with Patch 1.1.1, Gibraltar and Caustic will get a new perk added to their passive - Fortified**, which reduces damage taken by 10%.** Over the week or two following this change, we will be watching how they perform with this additional protection and aggressively tune it if they are still underpowered relative to their size. Our goal is to ensure both Legends are viable picks by the end of this process.

 

Additionally, we’re also making a few quality of life kit adjustments to ensure their marquee abilities are a more impactful part of their individual playstyles.

 

CAUSTIC:

  • Fortified Passive Perk added: reduces damage taken by 10%

  • Gas Damage per tick increased: 1 -> 4

  • Ultimate Throw distance increased: 28 meters -> 33 meters

GIBRALTAR:

  • Fortified Passive Perk added: reduces damage taken by 10%

  • Gun Shield health increased: 50 -> 75

WEAPON BALANCING

 

 

On the weapons side of the equation, we’ve made a number of changes to try to improve the power of long range gameplay. We’re reducing leg shot damage reductions on sniper category weapons, so you’re not punished for landing inaccurate shots at long distances. Given the semi-auto and low damage nature of our current sniper suite, coupled with the general speed and evasiveness of many Legend kits, it already takes several challenging shots to down someone at range. Because of this difficult sniper environment, we’re also reducing general sniper weapon sway and hitting the DMR with a few targeted buffs to make it more viable to engage Legends at range.

 

Separately from the sniper category, we are nerfing the Spitfire a bit, but our goal is to still keep it strong, as it’s a rarer spawning weapon. The Wingman is receiving a few magazine size nerfs, so that it doesn’t dominate the stock gun vs. stock gun battle early on due to its super high damage per bullet. Lastly, the Havoc is getting some general ammo and charge beam buffs to bring it in line as a viable energy ammo AR that competes with the R-301 and Flatine/Hemlok. The end goal is that the Havoc pressures a player’s ability to find Energy ammo, but is less dependent on finding attachments, whereas the R-301 and Flatline/Hemlok have less ammo pressure, but a higher reliance on finding more attachments to achieve power.

 

  • G7 SCOUT / TRIPLE TAKE / LONGBOW DMR

    • Lowered leg shot damage reduction: 25% -> 10%

    • Reduced base weapon sway by about 33%

    • Reduced base sway speed by about 25%

  • LONGBOW DMR

    • Increased fire rate 1.2 -> 1.6

    • Increased magazine size

      • Base mag increased: 5 -> 6 rounds

      • Common mag extender increased: 6 -> 8 rounds

      • Rare mag extender increased: 8 -> 10 rounds

      • Epic mag extender increased: 10 -> 12 rounds

  • HAVOC

    • Increased base magazine size: 25 -> 32 rounds

    • Charge Beam

      • Reduced cost per shot: 5 -> 4

      • Increased close range damage: 55 -> 60

      • Increased damage at range: 45 -> 50

      • Close range damage falloff increased: 35m -> 75m

      • Ranged damage falloff increased: 75m -> 125m

  • WINGMAN

    • Reduced magazine size

      • Base mag reduced: 6 -> 4 rounds

      • Common mag extender reduced: 8 -> 6 rounds

      • Rare mag extender reduced: 9 -> 8 rounds

      • Epic mag extender reduced: 12 -> 10 rounds

  • SPITFIRE

    • Reduced base damage: 20 -> 18

    • Magazine extender attachments reduced

      • Common mag extender reduced: 45 -> 40 rounds

      • Rare mag extender reduced: 55 -> 45 rounds

      • Eprc mag extender reduced: 60 -> 55 rounds

ADJUSTMENTS TO GOLD WEAPON ATTACHMENTS:

  • Gold Havoc

    • Now has Turbocharger

    • Now has 1x-2x variable holo site

  • Gold R301

    • Now has 1x-2x variable holo site

  • Gold Wingman

    • Now has digital threat

 

BATTLE PASS XP BONUS EVENT:

In honor of Thicc-boi buffs, we’re going to be running a bonus Battle Pass XP event. From approximately 10AM PST 4/16 through approximately 10AM PST 4/18, your first Top 5 of the day (your squad places 5th or better in a match) will grant you 1 full bonus Battle Pass Level (29,500 BPP), up to a max of level 110. You can earn this once per day.

We’ll also be finding other moments during the season to add Battle Pass XP bonuses, so stay tuned!

 

 

ADDITIONAL CHANGES

 

 
  • JUMP SHIP SPEED

    • Increased the speed of the ship by about 50%

      • We felt that the ship was moving a bit too slow after watching player behavior so we’re speeding it up so players that like to drop later in the flight path don’t have to wait so long.

  • BUG FIXES

    • Fixed UI bug where the wrong percentage would be displayed for all boost badges.

(Source)

Blueberry.png
Message 1 of 47 (2,365 Views)

Re: 1.1.1 Patch Notes Discussion - Live 04/16/2019

★ Guide
oh nice one :v age of thic bois coming
Message 2 of 47 (2,341 Views)

Re: 1.1.1 Patch Notes Discussion - Live 04/16/2019

[ Edited ]
★★★★ Pro

Although hit reg, audio and slow servers was top of the list for me, I'm happy to see these changes and see how they improve things. All very positive imo. Drop ship speed increase could be a stroke of genius!

 

Thanks for keeping us informed. I for one, appreciate it.

Message 3 of 47 (2,316 Views)

Re: 1.1.1 Patch Notes Discussion - Live 04/16/2019

[ Edited ]
★★★ Apprentice

Wow. I need to admit Respawn may be the best developer ever. They sure know how to carefully balance a game without insane nerf hammers that just shift the meta. Only affecting what needs a buff and not going insane on the nerfs.

 

Please never change, you are the best.

Nailed the balance changes.

Message 4 of 47 (2,275 Views)

Re: 1.1.1 Patch Notes Discussion - Live 04/16/2019

★★ Pro

These are definitely great and welcome changes!! My Spitfire got a little nerf, but that's cool haha. I'm just glad to see the Wingman get nerfed a little too!! >Standard smile 

Message 5 of 47 (2,260 Views)

Re: 1.1.1 Patch Notes Discussion - Live 04/16/2019

★★ Pro
i guess there is no server lag fix (again) then?
Message 6 of 47 (2,223 Views)

Re: 1.1.1 Patch Notes Discussion - Live 04/16/2019

★★★★★ Expert

I like the buff of my bad boy, Caustic and XP bonus on top 5.

 

The grind on the battle pass is dreadful. Play almost every day, only reach 60 Frown

 

My recommendation for XP Bonus in the future:

    - Winner gets 1 level bonus.

    - Kill leader get 15K XP bonus.

 

If you like the idea, give me XP Standard smile

Message 7 of 47 (2,187 Views)

Re: 1.1.1 Patch Notes Discussion - Live 04/16/2019

The 1--->4 damage per tick for Caustic gas is probably going to be a big change! Can't wait to try him out.

Now I think of it, I almost never felt like the gas did enough damage. Slow you down and impair the vision - yes, but taking damage was not really that big of a problem.

 

Maybe he will be more viable now!

 

As for Gibraltar, I am curious to see how the shield buff works out. Sometimes it can really be hard to him anything but the shield, other times the shield felt a bit useless. Though, the shield buff ánd the damage reduction buff might make up for the bigger hitbox.

Gibraltar has such a useful ultimate (can turn the tide in the smaller circles very easily), but winning 1vs1 was very hard.

 

 

Message 8 of 47 (2,154 Views)

Re: 1.1.1 Patch Notes Discussion - Live 04/16/2019

★★ Pro

@DYSPROssium Same! I'm going to try him out tonight! 

Message 9 of 47 (2,096 Views)

Re: 1.1.1 Patch Notes Discussion - Live 04/16/2019

★★★★★ Expert

Gilbratar is too fat and huge, I never play him, because he is so easy to beat in short distance (easily outmaneuvered him) and medium distance combat (simply attack from 2 directions and your big butt got expose).

 

In the room, I can kill him easily with my eyes close, since his body cover the whole door :P 

 

Options:

1. 10% reduction will not do anything, blast him up so fast.

2. The shield will not do any good in close/medium distance combat.

3. Increase health, will not do much good either.

4. Move & Jump faster? Doesn't make sense.

5. Ask him to do some exercise & extreme diet to be slimmer is the best solution! 

    Off course, can't be as slim as Octane/Wraith, but at least slimmer like Caustic would be an improvement.

 

Message 10 of 47 (1,316 Views)