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PC Patch Notes 1.4

LumosNXALumosNXA
LawBreakers Rep: 2,770
Posts: 124
Member, Administrator, Nexon
edited September 21 in Patch Notes
“What's up LawBreakers,

It's time for Patch 1.4 and we're making some significant changes to how health works in the game. The main goal this patch is to increase average lifespans across the board, as we've found that many of our players are spending significantly more time staring at a respawn screen than we'd like.

Here's what we're doing to address this:
• Health was increased for every role.
• We now have health regen after an out of combat delay for all roles.
• A group spawning system was implemented (you spawn with teammates more often instead of solo)

Here's what we're hoping to achieve with these changes:
  • Extend the combat dance and create more interesting decisions about when commit to a fight or retreat to safety.
  • Reduce the overall amount of insta-gibs.
  • Provide more incentive to use abilities and combos in order to finish a fight.
  • Health regen on all roles is about letting teams without a Battle Medic have a chance, who previously had too much of an impact on the outcome of a match.
    • We were careful here not to adjust regen values too high, we want to preserve the viability of both Battle Medic and Harrier as excellent support roles.
  • Health regen on all roles actually keep players in combat LONGER, which we’ve seen has been a positive change during internal testing. It increases players’ amount of action and fun rather than having them retreat to a health station.

We’re also exploring adding a toggle in Custom Game that players will have access to that will enable the old health values in the future.

In addition to all those changes, we have normal game balance changes. So check out the patch notes to see what else has changed.”

New Additions:
  • New Map - Namsan!
  • New Feature - Daily login rewards!
    • Earn 50 Creds the first time you log on to LawBreakers for the day.
  • New Feature - Team spawning logic in all modes!
  • New Feature - More matchmaking options!
    • Players will now have the following options to queue for:
      • Objectives - Play matches in all of the current objective-based modes.
      • *NEW* Skirmish - Team Deathmatch is now playable as our first limited time mode!
      • Quick Match - Search for matches in both Skirmish and Objective to find the fastest one.
        • NOTE: Quick Match queues you in both Objective and Skirmish Modes to find the fastest match. Once a match is found, you stay in that queue (either Objective or Skirmish) until you leave.

Role Changes:
Base Health (All Roles) –
  • Assassin HP 300 → 400.
  • Battle Medic HP 350 → 475.
  • Enforcer HP 400 → 500.
  • Gunslinger HP 325 → 400.
  • Harrier HP 350 → 450.
  • Juggernaut HP 600 → 700.
  • Titan HP 500 → 600.
  • Vanguard HP 325 → 425.
  • Wraith HP 325 → 425.

Health Regen (All Roles) –
  • Assassin 0 → 20.
  • Battle Medic 10 → 35.
  • Enforcer 0 → 20.
  • Gunslinger 0 → 20.
  • Harrier 0 → 20.
  • Juggernaut 0 → 20.
  • Titan 0 → 20.
  • Vanguard 0 → 20.
  • Wraith 0 → 20.

Assassin –
"We're buffing up the range on the Arc Blades and pulling back the damage on the Romerus charge shot in order to shift Assassin's play style a bit more towards her bread and butter melee."
  • Arc Blade's melee range increased from 400 → 425.
  • Romerus alt-fire projectile damage reduced from 27 → 25.
  • Dash travel speed reduced from 2500 → 2200.

Battle Medic –
"Battle Medic's win rate shows way too much impact on the outcome of games, despite having lackluster damage output. Instead of gutting their healing abilities, we decided instead to buff up the rest of our roles by adding the new out of combat health regen. To help compensate Battle Medic, we've given them some more direct damage on their lobber grenades and did a full tuning pass on their mobility. They no longer suffer from increased gravity and should be more agile when moving around the map. We also want to encourage Medics to get into the fray more with their teammates, so we've pulled in the range on the Support Drone's and given them a bit more health to help survive up close."
  • Removed increased gravity modifier.
  • Support Drone range decreased from 5100 → 4000.
  • Lobber grenade direct hit damage increased from 135 → 145.

Enforcer –
"We're shifting some of Enforcer's power out of his Bloodhound Rockets and into the rest of his kit. For a while the "memehounds" have been simply doing way too much damage for how easy they are to use, bordering on being a win-button. We've reduced the number of salvos fired to make them easier to dodge and lowered the damage per salvo to make them less punishing when hit. In exchange we're giving a bunch back to the Aerator and Distortion Field in terms of more accuracy, faster reloads and better mobility.”
  • Aerator minimum spread decreased from 0.35 → 0.
  • Aerator maximum spread decreased from 3.75 → 3.25.
  • Badger ammo per clip increased from 6 → 7.
  • Distortion Field's default active duration increased from 4 → 6 seconds.
  • Distortion Field's buff bonus to reload & weapon swap speeds has been increased from 25% → 35%.
  • Reduced acceleration speed while Distortion Field is active from 5000 → 2500.
  • *NEW* Enforcer can now use double jump even when distortion field is not active.
  • Fuel regeneration time decreased from 10 → 7 seconds.
  • Bloodhound Rocket's ammo has been reduced from 4 → 3 salvos.
  • Bloodhound Rocket's damage per rocket (4 per salvo) has been decreased from 40 → 38

Gunslinger –
"Gunslinger's have been annihilating everything in their path since they were buffed back in patch 1.1. Even though we pulled back on his damage a bit since then, those changes didn't go far enough and so we're doubling back and trimming more damage off of the Omega. We're also fixing a longstanding issue where releasing the Omega charge shot early would cause you to always get the minimum damage."
  • Omega's fully charged max damage decreased from 150 → 130.
  • Omega's base damage with no charge decreased from 85 → 70.
  • *NEW* Omega's damage now properly ramps up based upon charge duration.
  • Omega's base damage with no charge headshot multiplier increased from 1.1 → 1.5.
  • Omega's damage during a Warp combo increased from 45 → 70

Juggernaut –
"We’ve added a Blocker scoring event to reward Juggernaut players for using his Holo-Deflector effectively. We also added a Cross-checked event for getting kills with his specialty charge attack."
  • *NEW* Juggernaut Scoring Events:
    • Blocker - awarded for absorbing 300 enemy damage with the Holo-Deflector.
    • Cross-checked - awarded for getting a kill with the Juggernaut's Charge into Alt-fire melee attack.

Vanguard –
"We want Vanguard's to be able to escape sticky situations using their mobility, but not necessarily have the fastest top speed in the game."
  • Afterburner's top speed reduced from 2500 → 2200.
  • Afterburners acceleration speed increased from 4000 → 5000.

Wraith –
"Wraith's free mobility spam has broken every design rule we have in the game, complete with instant cooldown refreshes and infinite stab dashing. To keep him in check we've had to undertune the rest of his kit, which has left him feeling subar both to play as and to play against. We're pulling the trigger on some mobility restrictions for Wraith that allows us to open up the rest of his kit. First, Wraith will no longer immediately regenerate triple jump charges upon hitting the ground. Second, the lunge associated with the Wasp is now on a 3 second cooldown. You'll still be able to stab while it's on cooldown, but there will be no forward impulse and the damage will be significantly reduced. On the buffs train we're loading up improvements for almost every other aspect of the kit, with more damage on the Spektor, Slide Kick and Stinger, and a longer Key ability duration.”
  • *NEW* Triple jump now generates one charge upon landing, and subsequent charges after a 0.5 second delay.
  • *NEW* 3 second cooldown on the Wasp Stab lunge
  • Spektor's damage per bullet increased from 24 → 25.
  • Spektor's minimum spread decreased from 1.0 → 0.35.
  • Spektor's damage falloff range decreased from 1200 → 600.
  • Spektor's spread amount on bullets after 3 bullets have been shot increased from 2 → 3 per bullet.
  • Spektor's ammo increased from 25 → 30;
  • Stinger's single target damage with a direct hit increased from 150 → 175.
  • Stinger's travel speed increased from 8000 → 9000.
  • Slide Kick damage increased from 25 → 75.
  • Slide Kick travel speed reduced from 1850 → 1700.

Map & Mode Changes:
All Modes –
  • *NEW* Team Spawning:
    • We've added logic that tries to spawn teammates who died shortly after one another into collections. This means you will more frequent have some support when heading into battle.
    • Threshold to spawn is 3 seconds by default.
  • Added text messaging above the reticle to better inform the player of relevant mode information.
    • For instance, this message will now tell the ball carrier "YOU HAVE THE BALL" in Blitzball.

Blitzball Mode –
"Blitzball has been sped up a bit through score limit and overall game time changes. We've also added some defensive centric scoring events to help out player who like to defend and counter attack. This also helps all of you unsung heroes playing Juggernaut and Titan as goalies keep up with the speedy scoring roles a bit better."
  • Game timer reduced to 10 minutes.
  • Score limit reduced to 5 scores to win.
  • Improved the game clock by not counting down while waiting for the Blitzball to reset.
  • *NEW* Blitzball Scoring Events:
    • Goaltender - triggers when you are near the goal and the Blitzball carrier dies.
    • Carrier Denied - triggers when you kill the carrier near the goal.
    • We've also added bonus points for the person that scores the Blitzball.

Bug Fixes:
UI –
  • Fixed an issue where the "Out of Bounds" warning could get stuck on the screen.
  • Fixed numerous issues where achievement icons were missing information.
  • Fixed numerous issues where achievement icons were cut off in announcement windows.
  • Fixed player's health bars sometimes not updating when spectating another player.
  • Fixed the profile icon border sometimes becoming offset during the End of Match screen.
  • Fixed an issue where the game could get stuck when attempting to purchase a Stash Drop while Steam Overlay is disabled.

Custom game –
  • Fixed an issue where the start button would not function for a period of time after completing a match.

Sound / Discord –
  • Fixed an issue where players were forced to disconnect and reconnect to the Discord Client to be heard.
  • Fixed an issue where the game could potentially hang during gameplay due to excessive audio calls.
  • Fixed Blitzball overtime audio announcer message playing when jumping off the map while in overtime.
  • Fixed audio cue issues in Overcharge and Uplink where they may not play properly during your first match.

Gameplay –
  • Battle Medic
    • Fixed an issue with Blindfiring Firefly immediately after reloading would result in 2 energy charges being used instead of 1.
  • Gunslinger
    • Fixed an issue where the TAC Knife's melee attack could headshot certain characters for bonus damage
  • Harrier
    • Fixed an issue where the laser VFX would remain stuck.
  • Vanguard
    • Fixed an issue where Starfall would be interrupted in mid air due to camera collisions.

Settings –
  • Fixed issues with the HUD not scaling properly.

General Additions/Improvements:
  • Sandbox Tutorial has seen several improvements to Tips, Objective Pathing, and Bot performance.
  • *NEW* Gameplay tips now display in game.
  • The "Find Match UI" will now always show during the end of game experience to let players know that they are still searching, or if they have been booted from the game lobby.
  • Leaving a match during warmup or between matches phases do not count against player's consecutive match bonus timer.
  • Outdated versions of the game are no longer able to enter matchmaking
  • *NEW* Combined the end of match personal results and scoreboard screens into a new unified results screen.
  • Improved stability of the client and server.
  • Reduced hitches related to garbage collection.
  • Fixed an issue where the game server would not immediately remove a player after they disconnected.
  • Fixed an issue where multiple players could be awarded MVP.
PandapocalypsecheapojoeDutchGamingDudeVapidlindanator

Comments

  • PandapocalypsePandapocalypse
    LawBreakers Rep: 300
    Posts: 5
    Member
    Great, can't wait to play it. I like how you guys had ideas that I didn't expect or read in any of the forums, very creative. Good work.
  • cheapojoecheapojoe
    LawBreakers Rep: 720
    Posts: 11
    Member
    Wow, that's a ton of changes happening to the game. I see the theme here was, "Make the game more accessible", which I hope these changes do just that. I agree, games are more fun when you are playing them, not waiting to respawn. I really like the idea of having the checkbox for Original Health. I really enjoy the game as is, but I'm curious if we might be able to have a "hardcore" mode for those looking for a challenge (old school, arena shooter players with no health regen) and a standard mode for general play (those coming from aim assist/ability games). Maybe that's what the Boss Leagues will be like?

    Keep up the good work. Really looking forward to seeing this game succeed. My one request is to keep it skill based. The primary reason I stopped playing every other multiplayer shooter is that this one didn't hold your hand and baby you. I love the idea of any character going 1v1 and being able to beat each other through skill. No instant win buttons! I'm glad you toned down the Enforcer's Bloodhound rockets to make sure they aren't instant, but I think the Assassin's Frenzy is more of an instant win button than any other ability.
  • GoidGoid
    LawBreakers Rep: 1,125
    Posts: 54
    Member
    Please give us the ability to use chat during the end game "Defeat" or "Victory" screens. also it bothers me that every time someone types in chat, if you are scrolled up farther in chat it will reset you down to the bottom to show the new message, Please fix this!
    Other than that, Great Patch!
  • atavaxatavax
    LawBreakers Rep: 1,880
    Posts: 232
    Member
    Happy about the longer ttk. Also happy to see them trying to make Battle Medic less necessary and also making the battle Medic more competent at combat. I also like seeing the wraith's movement getting more limited and the enforcer becoming less reliant on bloodhound. Happy to see the lowering of the blitzball score and time limits as well. Also happy to see the additional "scoring events" althrough i'm surprised you the ball carrier didn't already get additional points for a score. I hate the addition of health regen, and would much prefer simply more health pickups being placed on the maps instead.
  • OverbeckkOverbeckk
    LawBreakers Rep: 560
    Posts: 21
    Member
    So the game has both health regen and health stations/packs. This is not what was intended when the game was designed for sure. This update makes any health pickup/station useless. You just made whole parts of your maps totally useless.
  • MDzeroMDzero
    LawBreakers Rep: 325
    Posts: 3
    Member
    edited September 20
    Overbeckk wrote: »
    So the game has both health regen and health stations/packs. This is not what was intended when the game was designed for sure. This update makes any health pickup/station useless. You just made whole parts of your maps totally useless.

    10-20 hp/second out of combat isn't going to make health pickups and health stations useless, especially with everyone having 400+ HP.
  • OverbeckkOverbeckk
    LawBreakers Rep: 560
    Posts: 21
    Member
    MDzero wrote: »
    10-20 hp/second out of combat isn't going to make health pickups and health stations useless, especially with everyone having 400+ HP.

    It is. BM didn't get any buff to redo more HP per second on drone regen, nor was the shield touched.

    Also, the HP values from one "vial" are ignored now, because you can just go back to another part of the map (not towards a healing station/health packs) and idle for 5 seconds (100hp) while waiting for your team to respawn. And 100 hp means 25% of gunslinger/assassin HP, and with their huge mobility options they can always take 5 away from a fight.

    Those vials do not matter at all as they might be already taken by someone else, not worth the risk to go to a "predictable" area of the map. You knew that if you hurt an enemy he'd go for the health station or health pods, now they can just run off to a "quiet area" and idle. This just removes "skill" out of the equation, as skill also means map knowledge and control.

    People will just redo HP out of combat in their base, no need to risk anything.

    Lets say you successfully reject a push from the enemy team during an Uplink game and it usually takes them 10+ seconds to return (respawn timer + time traveling across the map), an idle do nothing assassin gets 50% hp back.

    The number that we need is the "out of combat delay".

    This game was sold and supposed to be "old-school", but its back to "cod-school" since people can't handle playing with 50/350 hp or knowing the map.

    alios
  • iLikeCookiesQiLikeCookiesQ
    LawBreakers Rep: 1,920
    Posts: 199
    Member
    edited September 21
    my 2cents http://forums.lawbreakers.nexon.net/discussion/12745/initial-reaction-to-patch-1-4-pre-release

    Also worth nothing is that with higher TTK across the board, vanguard is indirectly buffed, as she has the highest sustained damage. Having more HP as vanguard means you live longer to take full advantage of your fully ramped up hydra.
  • iLikeCookiesQiLikeCookiesQ
    LawBreakers Rep: 1,920
    Posts: 199
    Member
    edited September 21
    cheapojoe wrote: »
    My one request is to keep it skill based. The primary reason I stopped playing every other multiplayer shooter is that this one didn't hold your hand and baby you. I love the idea of any character going 1v1 and being able to beat each other through skill. No instant win buttons! I'm glad you toned down the Enforcer's Bloodhound rockets to make sure they aren't instant, but I think the Assassin's Frenzy is more of an instant win button than any other ability.

    Higher TTK means the good player will win out over the bad player more often than before. The advantage of seeing someone first is now smaller. You can take away a smaller percentage of their total health in your "surprise attack" time.

    Frenzy can be played around by not facehugging the assassin 70 seconds into the match. I do think it would be nice to have a visual indicator showing that the enemy assassin player has his ultimate available. Maybe shimmering on their blades?
    Overbeckk wrote: »
    So the game has both health regen and health stations/packs. This is not what was intended when the game was designed for sure. This update makes any health pickup/station useless. You just made whole parts of your maps totally useless.

    This is really an exaggeration. The life regen is ONLY 20 hp per second. This means that a titan taken down to 100 health has to wait 50 seconds to regenerate to full. There is still very much purpose to the health station and health pickups. Picking up a pickup means it takes 2.5 seconds of waiting time to regen to full. Usually you pick up 2 or 3 at a time.
  • ErkinErkin
    LawBreakers Rep: 200
    Posts: 8
    Member
    edited September 21
    1) There is a delay to trigger the regen, so more time to wait.
    2) Health pickups will still be the best source of health during a fight.
  • MDzeroMDzero
    LawBreakers Rep: 325
    Posts: 3
    Member
    Overbeckk wrote: »
    MDzero wrote: »
    10-20 hp/second out of combat isn't going to make health pickups and health stations useless, especially with everyone having 400+ HP.

    It is. BM didn't get any buff to redo more HP per second on drone regen, nor was the shield touched.

    Also, the HP values from one "vial" are ignored now, because you can just go back to another part of the map (not towards a healing station/health packs) and idle for 5 seconds (100hp) while waiting for your team to respawn. And 100 hp means 25% of gunslinger/assassin HP, and with their huge mobility options they can always take 5 away from a fight.

    Those vials do not matter at all as they might be already taken by someone else, not worth the risk to go to a "predictable" area of the map. You knew that if you hurt an enemy he'd go for the health station or health pods, now they can just run off to a "quiet area" and idle. This just removes "skill" out of the equation, as skill also means map knowledge and control.

    People will just redo HP out of combat in their base, no need to risk anything.

    Lets say you successfully reject a push from the enemy team during an Uplink game and it usually takes them 10+ seconds to return (respawn timer + time traveling across the map), an idle do nothing assassin gets 50% hp back.

    The number that we need is the "out of combat delay".

    This game was sold and supposed to be "old-school", but its back to "cod-school" since people can't handle playing with 50/350 hp or knowing the map.

    The regen doesn't kick in until you've been out of combat for 3 seconds, after that you'd have to wait another 10 seconds to regen 200HP, picking up 3 small health packs revives about that much HP in a fraction of the time.

    Nobody is going to stand around for 20+ seconds out of combat to regen their HP to full, 20 seconds lasts a lifetime in a game like this, and that's just for the low HP characters, titans and juggs would have to stand there for upwards of a minute. Medic had (minor) regen prior to this patch and it didn't make health pickups obsolete at all.

    You call it "cod-school" but in cod your TTK is like 0.3 seconds and you regen full HP in 3 seconds, this is not even close to that.
  • SpleTSpleT
    LawBreakers Rep: 660
    Posts: 47
    Member
    heyhey, about the TDM stuff... damn i really like it!!! but i think 50 points is a little low. just when you get rolling its already over! would be better if it was 100 or maybe votable//adjustable//random¿
  • atavaxatavax
    LawBreakers Rep: 1,880
    Posts: 232
    Member
    I forgot about the new mode being TDM... sigh... this game is lacking a good objective based mode and complaints abound about people just TDMing in other modes. And we get more TDM focus in the game.

    As for the argument that the health regen won't be significant. If the health regen was not intended to be significant, they wouldn't of done it. They intend for the health regen to make a difference and that's why they implemented it.
  • GoidGoid
    LawBreakers Rep: 1,125
    Posts: 54
    Member
    Goid wrote: »
    Please give us the ability to use chat during the end game "Defeat" or "Victory" screens. also it bothers me that every time someone types in chat, if you are scrolled up farther in chat it will reset you down to the bottom to show the new message, Please fix this!
    Other than that, Great Patch!

    correction, i played the patch and i noticed you fixed one of the issues with chat! thanks, now i can finally say "G_G"
    atavax
  • DiyaniraDiyanira
    LawBreakers Rep: 315
    Posts: 4
    Member
    Just got finished playing my first handful of games with the new patch, and holy F∩CK is it fun!

    The map used for the TDM mode gives me an Animus/Metal Gear Solid VR mission/Perfect Dark/Warframe Mastery room vibe, very minimalist, easy to ID targets very fast.

    The extended health bars makes for way more dynamic and fun solo and team duels. Even in cluster fights in enclosed spaces it felt like I had some time to react and do something.

    For me, TDM has been great to just master my class without distraction.

    Seoul is STUNNING, it also has a great mix of tight sections and open lanes.
  • FriggaNFriggaN
    LawBreakers Rep: 400
    Posts: 6
    Member
    Yesterday I played a bunch of games to get a feel of the new patch. I must say it's very fun, the new map Namsan feels great to play the health packs are placed in great positions so that you don't have to go away to far from the fight to stay healthy which I like! The health changes feels good and you really have to develope consistant aim to take anyone down which is good for the skill department.

    The health regen , I think that maybe you heal too much to quickly, I like the idea that you should be able of making a team without a healer and still be able to make things happen. Just a personal opinion that maybe you could adjust the amount of healing or the time it takes for the healing to start a tiny bit and it should
    be awesome.

    Keep up the good work Boss KEY!
  • cheapojoecheapojoe
    LawBreakers Rep: 720
    Posts: 11
    Member
    Played about five hours this weekend. My feedback:

    Health Regen
    Pros:
    1. It adds a frantic-ness to kill a player quickly before they can get away and regen
    2. Longer ttk means more play time which equals more fun
    3. It adds a bit more "casual-ness" to the gameplay, giving the player time to think whether they can win an engagement or safely retreat
    4. In TDM, its very much needed.
    5. Battle Medic still has its place and is very useful.
    6. The Health Packs are still really useful.
    7. People tend to Play the Objective more, which is ALWAYS good.

    Cons:
    1. The Runner for blitz ball is much to hard to kill now. Maybe stop health regen for the runner.
    2. Regen stations need to be retooled. Like an insta-heal or something. They are helpful, but now people avoid them. Before you had to use them, now it is actually safer and better to run to spawn or hide somewhere. You are no longer a sitting duck.

    Other Comments:
    • Enforcer is now a BEAST! Put two on one team and the other team dominates. Needs some kind of nerf.
    • Battle medic is fantastic to play as now with the fuel adjustments. Much more mobile.
    • Namsan is a GREAT map. The multiple paths and hallways are so great for hit and runs. Lots of options to flank. I like the escape factor.
    • TDM is fantastic and the map is great as well. Please don't put any out of bounds points for the top either. It's fun the way it is.
    • New Blitzball scoring works. I didn't play enough to see if there would be any comebacks but the scores were closer. The big perk is when a team dominates the game is over quickly. I hate long, drawn out games where the other team is stomping you. Maybe consider this for other modes as well.
    • The Spawning with teammates is great instead of having to wait until all the players stagger in at different time intervals from spawn.
    • Daily credits are fantastic. Was finally able to get the credits I needed to get the skin I wanted. Please expand on this (daily missions).
    • Combined Stats board at the end is welcome. Less time clicking is always good.
    • Really pithy, but the escape key noise when exiting a menu sounds a bit too much like a Windows Error sound. Could it be changed?
    • The sound that plays when you enter the Stash Box store is a bit too loud. It is kinda startling.
    • Could you add all maps to the Sandbox?

    This is my big request that I really hope gets put in future patches. It doesn't need to be soon either. Could you add the feature to go AFK and be replaced by a bot? My life sometimes requires my undivided attention at random times and I hate putting my team at a disadvantage because I have to walk away. Plus, I don't want the force quit or AFK leave on my record if I can avoid it.

    Overall, the game is better than ever. I hope more people join up and play it as a few of the balance issues could probably be solved with a larger player base, but in the meantime, LawBreakers is still fun.
    FriggaN
  • RoOhDiNiRoOhDiNi
    LawBreakers Rep: 650
    Posts: 28
    Member
    As a Vanguard-player I always had a hard time to seal the deal on kills, as I first have to wait for the spin-up, and then have to reload after 60 Bullets. When you use the afterburner you can't strafe thus will lose track of your prey - and will interrupt your spin.
    With the increased health this is likely to get even worse. How am I supposed to kill anybody with one clip? Everytime I have to reload I'll have to retreat and my enemy is going to recover 20hp per second?! This will destroy the game for me.
    The Vanguard needs to deal more damage and get a bigger clip in order to cope with the changes to overall health!
    The Enforcer on the other hand is overpowered with his increased destortion field!
  • ZalamaelZalamael
    LawBreakers Rep: 2,575
    Posts: 288
    Member
    edited September 27
    I have to say, having spent the past couple of evenings testing the latest changes (I was on holiday last week), I am not enjoying this new patch.

    Balance has taken a huge hit as a result of so many changes being implemented in one go, with the Gunslinger now being a bad pick, and the Enforcer being too strong. I wont go into any detail on the other changes, as I am still trying to get my head around them, but on the whole, I think this patch has made the game worse. It is less fun to play than it was previously. In particular, Blitzball feels worse as a result of the longer TTK.

    What worries me, is that this patch suggests a knee jerk reaction to a low player base, in anticipation of the free weekend coming up, as well as the sale on Steam. New players will struggle with the pace of the game, because they will need time to adjust to the pace and movement speed of the various roles. This will more than likely result in them having poor aim and poor movement, and the latest changes will only make that worse with a longer TTK, as experienced players will quickly take them apart with fast moving classes such as the Wraith and Assassin.

    Also, this patch runs the risk of alienating the small core of players that are barely managing to keep a high enough player count for the player base to grow.

    It would have been better I think, to keep the balance as it was, and introduce the new content prior to the free weekend. Either that, or delay the weekend until you could iterate on the latest balance changes. As it stands, you have made sweeping changes to the game, and given yourself no time to make improvements before the game is opened up to new players.
    RoOhDiNiGoidBrickston
  • GoidGoid
    LawBreakers Rep: 1,125
    Posts: 54
    Member
    Health and regeneration improvements were just too large and health stations and pick ups aren't as important to know anymore. 10 passive Heal instead of 20 and minus a specific amount of health for each class depending on how powerful they feel at the moment would be a nice change i think...