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PC Open Beta Patch Notes & Known Issues

LawBreakers Rep: 3,140
Posts: 92
edited July 26, 2017 in Patch Notes
Looking for what's new and improved for Open beta? Check it out below.



New Sandbox Tutorial Mode!
New Twitch features!
Broadcaster icon when streaming
STEAM ID -> Twitch channel name swap functionality
Features all Character Customization options that will launch with LawBreakers!


Melee ranges in Beta 3 were way overtuned across the board, so we've brought them down to better match the visuals and gameplay intention of needing to get up close. This includes all kicks, as well as melee attacks for Assassin, Wraith, and Juggernaut.
Kick ranges reduced from 600 → 400.



"Assassin is finally in a decent spot now after adding precision damage to her Arc Blades in Beta 3. We think she could benefit a lot from some quality of life improvements, so we fixed an underlying issue that was causing Frenzy's spin attack to miss even at close range, and increased her health restored on hit while Frenzy is active to make her more dangerous during her most powerful moments. We've also shaved off some of her downtime while waiting for charges to generate and put just a bit more punch back into the Romerus."

Gameplay Adjustments:
Romerus ammo increased from 4 to 5 rounds.
Romerus charge fire time decreased from 0.8s → 0.7s.
Frenzy AOE damage range increased from 600 → 650.
Frenzy health restored on hit increased from 35 to 70.
Arc Blades range reduced from 600 → 400.
Dash/Grapple cooldown reduced 4.5s → 4s.


"We've heard a ton of mixed feedback on Enforcer. In general we think that this is because a lot of his power was tied up in perfectly toggling his combat steroid and maximizing EMP usage, which made him too strong at the top levels of play and a bit too weak at the lower ends. We've started by bumping up the ammo size on the Aerator, which should be a decent boost of strength that everyone can utilize. Beyond that, we've nudged down his excess power in a few different areas to make him less overbearing when optimized. He's still got a potent combination of health, damage and utility that should be a force to be reckoned with."

Gameplay Adjustments:

Aerator ammo increased from 30 → 35.
Aerator max damage decreased from 27 → 25.
Aerator damage at max range decreased from 16 → 13.
Fuel gained per damage dealt reduced from 0.5% → 0.25%.
Bonus rate of fire from Distortion Field reduced from 30% → 20%.


"We're bumping up the on hit damage of the TAC Knife to solidify its position as a combat option, and trimming down Warp's cooldown to be more in line with other high mobility classes. We still expect Warp to be stronger in combat than for pure map traversal, but this change should help him feel less sluggish when simply moving around. We're also giving a healthy buff to Equalizer's damage output, as previously we saw this ability sometimes used only for it's Warp cooldown reset. Finally we fixed the damage falloff on Omega that was causing charged versus uncharged shots to do roughly equal damage at certain ranges. "

Gameplay Adjustments:
Increased TAC Knife thrown damage from 100 → 200.
Increased TAC Knife gravity from 0 → 0.75.
Increased TAC Knife melee range from 225 → 300.
Warp cooldown reduced 5s → 4s.
Equalizer time between shots reduced 0.125 → 0.1.
Fixed Omega damage falloff curve.


"Juggernaut was finally viable in Beta 3 - maybe too viable as a result of massive raw damage and tank stats. We're limiting how long he can be fully Armored and reducing his damage so that he doesn't automatically win fights at close range. The health of the Holo-Deflector wall is coming down significantly - a coordinated team should be able to destroy it with concentrated fire."

Gameplay Adjustments:
Armored Protocol fuel cost increased from 10% per second → 15% per second.
Shotgun Damage per pellet reduced 18 → 15.
Impale range reduced 600 → 400.
Holo-Deflector wall health reduced 2000 → 1100.


"Wraith was way too strong in Beta 3 due mostly to free damage on the slide kick and a ridiculous stab range, but beyond that we feel he's simply too mobile to sit at the 350 health tier. Rather than slow him down, we're dropping his health to better reward players who are actually able to shoot him. We've also fixed his ability to fly out of the map by spamming the Wasp stab, and slightly reduced the Spektor's damage at range so that Wraith has to take a few more risks in combat by getting up close and personal."

Gameplay Adjustments:
Health reduced from 350 to 325.
Slide damage reduced from 85 to 25.
Wasp stab range reduced from 600 → 400.
Consecutive Wasp stabs will result in lunging impulse decrease.
Spektor pistol damage at max range reduced from 13 → 12.


"We're adding an extra rocket into the Hammerhead and speeding up its reload so that Titans can cross the map with blindfire and rocket jumps and still be in a good position to fight."

Gameplay Adjustments:

Hammerhead Rocket Ammo increased from 5 to 6
Hammerhead reload speed increased by 5%
Hammerhead on-screen real estate adjusted during Reload and Blindfire to address covering center of screen issues
Pulverize cooldown reduced from 12 seconds to 8 seconds


"Pulsar is a great tool for in combat mobility and burst damage, but it can be difficult to use when you need that fuel for escapes and traversal. We're bringing it's fuel cost down to encourage more creative use of it's potential."
Gameplay Adjustments:
Pulsar fuel cost reduced from 40% → 30%



The Play Now Open Beta introduces important changes to matchmaking.
CB3 was a good step up from previous betas, with a worldwide average queue time of 49 seconds, and overall better match quality.

(global average is weighted with number of players per regions)

This patch aims to improve two main issues:
- Queue times at low and high tier MMR (matchmaking skill rating) or in certain regions could be too long
- Matches were often unbalanced

* Maximum MMR window in queue is separated per region
Matchmaking tries to match players together based on their MMR. Each player's acceptable MMR range expands over time while in queue to maximize chances to find a match. In this patch the maximum MMR range is set independently per region. This allows matchmaking to be less strict and reduce queue times in regions that have less players.

* Personal performance now affects MMR
Before this patch, players matchmaking skill rating was calculated strictly by looking at their wins and losses, and the skill of the enemy team. While this is great for a competitive mode, it doesn't fully capture the real picture in Quickplay. We found that a number of players are not playing the objective, and yet have very high aiming skill. This causes their MMR to stay average and them to be matched against players of a much lower personal skill. This lead to unbalanced matches. In this patch, Matchmaking will now also take into account players personal performance in matches. That means that the MMR of a player with an extreme kill/death ratio or score will move up faster so that this player will match against equally skilled players. Wins and losses are still at the core of the matchmaking skill rating, but personal performance will impact that rating to be more precise in the context of Quickplay.

* Parties now have a MMR boost in queue to play against better players
Parties have a net advantage in matches due to their communication and coordination. Parties are now getting a MMR boost in queue, based on their size, so that they play on average against better rated players.

* "Vote to stay" button was removed
The "vote to stay" button that used to be displayed between matches has been removed. By default the match will now roll over, unless the skill gap between players in that match became too large or below our ideal range. Up to 3 players can be auto-requeued into a new match when their skill doesn't align with other players after a match. This will increase the number of consecutive matches, avoid frequent re-queue, and allow matchmaking to auto-balance teams more often.


All Maps have received polish passes to fix various bugs.


Various mix changes to Gameplay and Menus.
Minor fixes to music bus assignments and behaviors.



Some achievements may not be able to be completed.
Death cam may interrupt achievement announcements.
Some statistics may not track in player profile.
Gamepad users may experience the following issues -
Players must hold the leave button command when trying to "Cancel Matchmaking".
Players must also hold the leave button command when trying to "Leave Match" in both Quick Match and Custom Game.
LawBreakers does not currently support Steam Big Picture configurations.
Pressing Y on a PC Controller may not activate a character's Key Ability.
Various button mapping issues may be present when trying to map commands.
Shots may fail due to frame rate dependent fire rates or during high latency matches.
When loading into a match the Map/Mode will sometimes not update while on character select.
Issue is resolved once any player spawns.
Rejoining a lobby will display the map and game mode as Unknown/Unknown.
Switching from Borderless to Fullscreen to Windowed - Windowed mode won't fill the game in the size of the window and breaks the window boundaries.
Users are forced to relaunch the game to resolve the issue.
Switching Fullscreen to Windowed mode causes LawBreakers game window to take priority and cannot be overlapped.
Switching to Borderless and then back to Windowed will resolve the issue.
Tutorial - Users may experience UI issues or see Bots with incorrect models.
Discord users may experience the following issues -
After consecutive matches, sometimes users will not be able to hear each other.
Re-matchmaking or creating a new party resolves this issue.
After consecutive matches, sometimes users will not see the discord icon next to users who are using voice chat
Re-matchmaking or creating a new party resolves this issue.
While in a Discord voice channel and in a LawBreakers party, users outside of the LawBreakers party may not be able to hear one another.
Disconnecting and reconnecting back to the Discord client resolves this issue.
The user is not able to bind Mouse buttons for Push to Talk.


If the Host leaves the custom lobby while in a party, host migration will not occur.
If the user is on the role select screen in a custom game and is removed from the game by the host, “You have been removed by the Host” notification does not appear for the user.
If the user is on the role select screen in a custom game and is removed from team by the host, “You have been removed by the Host” notification does not appear for the user.
Warning message can appear after sitting at Custom Game match settings screen for a long period of time.
Users will need to back out and create a new custom game.
"Load Failed" notification occurs when ending a custom game with no stats.
Uplink mode issues -
Reset Timer: Set at 11 seconds by default but is actually 10 seconds in-game.
Full Uplink Timer: Score countdown timer numbers above 20 are not displayed on the UI.
Time In Base: Setting does not function.
Occupy mode issues -
Start Time Until Activation: When set to 30, timer on the HUD changes from 10 to 28 when the game begins instead of starting at 30.


Text chat may overlap with Stash Drop or Role Select menus causing issues.
Rarely, text chat may cause issues where inputting keys takes steam screenshots and hinders game performance.
Restart LawBreakers to resolve this issue.
Various issues if binding chat functions to alpha-numeric keys.
“New” icon appears in customize menu for duplicate portraits a player may have earned.
If invite popups are missed in game, players must go back to Front End in order to accept them.
Hit Esc>Role Select>PopUp will appear on this screen.
If missed on this screen players must die and return to role select screen to accept invite.
Leave with/without party prompt doesn't appear if exiting through in game options menu.
Unable to remove in-game friends if they were added in previous Betas.
Game Mode icons status for multiple modes and icons are incorrect for users who join a game in progress or remain on the front end after the match has started.
Icons will update again for the user after spawning, directly after the status changes.
Profile menu endlessly loads if open before end of match or when accepting a custom game invite.
User will lose menu functionality in game after quickly cycling through different tabs on achievements and profile screens.
Restart LawBreakers to resolve the issue.


Sometimes the match music in Uplink and Overcharge will not trigger at 50% charge.


  • lawbreaker9000lawbreaker9000
    LawBreakers Rep: 1,645
    Posts: 259
    edited July 26, 2017
    I dont like the newest patchnotes at all:

    I know i havent played it with the new adjustments jet but just from the reading im not a fan of those:


    Dash/Grapple cooldown reduced 4.5s → 4s.

    Who cares about 0.5 sec when her Dash/Grapple ability feeds still out of the same cooldown pool.As far as i remember there is no other hero which has 2 abilitys linked to one cooldown pool.Thats just total unnessesary and inhibits useing her abilitys in a fluid way.


    Pulsar fuel cost reduced from 40% → 30%

    Many player have said that she is at the moment just not as good as other heros and all you do is decrease her pulsar cost from 40% to 30%.That does not help her very much. Even after the nerf of enforcers gun she still will get destroyed by enforcers and gunslingers.
    You could see that in almost every stream where someone tried her out for the first time and then swaped to another hero after 2 minutes of playtime with her.

    The only one who likes her as is , is that one streamer on twitch (i wont say any names) who plays her in one out of 6 rounds (mostly on Vertigo) and then tells everyone while playing her that she is the most balanced hero in the game , while he is loseing hard against the enemy while playing with her. And after getting const stomped by gunslingers and enforcers with her he then always says : "Man there are just to many enforcer out there, i have to play another hero" Just to add in the next sentence:"But she is still the most ballanced hero at the moment". I realy wonder why this guy plays her not as his main but rather only 1/6-1/7 of his playtime when she is so totaly "balanced" =?


    Warp cooldown reduced 5s → 4s.

    But the dash feels still like he would dash only 1 meter forward or doesnt it?
    The patchnotes say nothing about them increasing his dash distance.


    Hammerhead Rocket Ammo increased from 5 to 6

    Given that titan uses his/her rocketlauncher as tool to get around the map (rocketjump/firering backwards) one more rocket does not help very much.Why not 7 instead of 6 rockets? Whould that be op, maybe if some rocketlauncher god is playing this class.But one more rocket does not sound as if this hero would get very far with it.

    These changes you apply to the characters are in most cases so minor that many of them will have no effect at all in the actual gameplay.I mean who comes on the idea to reduce a dash cooldowntime for assassin only 10 % or the reloadtime of titan 5 %. Thats just way to minor to cause any effect.The only patch i realy like is bringing down the hp for juggernauts shield to 1100 and the hp and damage/melee range nerf for the wraith.You must have playtested those patch notes. I am really curiouse why you thought those buffs for assassin, titan and vanguard are enough to make them equal strong to gunslinger,wraith or enforcer?
  • ZalamaelZalamael
    LawBreakers Rep: 2,615
    Posts: 289
    Sandbox tutorial mode is a good move, should make it easier for new players to mess around with the roles and maps before they get into a match. It was always possible, using the custom matches, but most people probably didn't realise that. Now they will have a chance to be able to adjust their keybinds and sensitivity, get used to lower gravity and have a play with all of the different roles before they jump into a match. Speaking of which, previously in the custom matches, I couldn't find a way of switching role, so I used to choose maps where I could suicide by falling off the map, allowing me to switch role. Does the sandbox tutorial have the facility to switch roles without needing a map where you can suicide? Something to think about if that isn't the case.

    Balance changes look good, some number tweaking and a few innovative ideas mixed in. I particularly like the Enforcer changes, and the reasoning behind them. Hopefully your balance guy wont get poached by Blizzard, seems they are in need of someone who is capable of balancing a class correctly.

    The changes to MMR look good too. I didn't realise it was based solely on wins/losses, so having a portion be based on personal performance is a good move. Hopefully that will get the skilled players personal MMR higher, it will give the bad players an easier time without them quitting because they get stomped over and over, and should make it more challenging at the other end. Hopefully it will work out nicely.
  • xirbxirb
    LawBreakers Rep: 1,615
    Posts: 69
    The jugg nerf to his shotgun and impale seems a little uncalled for.
  • CommandThrowerCommandThrower
    LawBreakers Rep: 1,460
    Posts: 96
    edited July 27, 2017
    These balance changes are interesting! I think every class/role that got nerfs still sound strong. Juggernaut and Wraith should still be very strong.

    Curiously, I'm surprised that the Titan got buffed even more. 6 rockets and a slightly faster reload?? Well, since I like the Titan the most I won't complain, but I thought he was just fine, so those buffs surprise me.

    The universal melee nerf also sounds...interesting. Personally, I think that some classes should get a better melee range since that would give them a niche in certain situations, but I'll see how it plays out.

    Overall, I'm excited to see these changes in action!
  • ZalamaelZalamael
    LawBreakers Rep: 2,615
    Posts: 289
    Also, the change to the Tac Knifes damage looks a bit extreme. Using it in combat, it wasn't easy to land, so I get that you want to make it more rewarding. However, using it to hit someone in the back who is fleeing with the objective was easier (due to their movement being more predictable), and 200 on a hit is a huge chunk of their health. I would have said 150 is probably a better number. It will still be rewarding in combat, but less powerful when hitting people from behind. And if I remember right, it does headshot damage too, so 200 base damage would probably be an instant kill on most roles (I have no idea what the headshot multiplier is).

    Still though, I'm looking forward to abusing it, hopefully I can improve landing it during a fight.
  • iLikeCookiesQiLikeCookiesQ
    LawBreakers Rep: 1,920
    Posts: 210
    xirb wrote: »
    The jugg nerf to his shotgun and impale seems a little uncalled for.

    You can't be serious right? Jugg needed nerfing the most of any character.

    On to the patch notes:
    The melee range reduction across the board will make the unplayable assassin even less playable. If anything she needed a range increase. (although that might be frustrating to play against.) Not being able to get in range to use melee attacks is assassins biggest problem. You are always out of dashes, so you cant get close.

    Enforcer now generates less than half the energy per hit. Both damage per energy and damage was reduced. Isn't this a bit of a crazy change? Giving him 20% more magazine size in no way ever offsets the massive decrease in energy regen. I do admit that against juggernaut you could overfill your energy meter, but I doubt you will be able to chain shots anymore. The high reward for good aim seems taken away mostly. I do agree that enforcer needed a slight nerf, but this looks a bit harsh. Also, are you considering giving us better controls for enforcer?

    Wraith: 25 less health and slightly less damage at range seem like really good changes. But the slide being nerfed to 25 damage.. The difference between a good and a bad wraith, and wraith vs wraith matchups in general, was that the player who saved their slide for combat damage came out on top. Lets look at beta 2.

    Wraith had 85 damage slide, 150 damage knife, 75 damage kick, and they could all be done in one combo. For a (pretty ridiculous) 310 damage without shooting. Then Beta 3 came, and his knife got reduced to 125, and you couldn't kick anymore after knifing. (there's now an awkward delay that makes it not worth kicking).
    His new combo was slide + knife which is 210. (To compensate in that same patch, wraith got a mobility buff, his knife no longer slows you down while you are moving faster than the knife lunge speed.) And now hes getting a slide nerf, and his combo will be slide + knife = 150.. His combo centric gameplay seems kind of gone at this point. The only point to combat sliding now is to extend the range of your knife, and cause a knockback. These changes might not be bad, they just shift his focus from close range combos to actual shooting. But wraith not being nearly as dangerous up close, is a big power decrease.
    Below is a redesign idea that aims to preserve his identity as a bursty combo class, while making him less EZ mode or oppressive in lower skill tiers.

    Juggernaut: These changes look very good. Especially the damage reduction. He is still super tanky and highly likely still very usable. Hopefully enforcer can now do a better job of countering him, although I'm not so sure about that looking at his energy nerfs.

  • ebbotronebbotron
    LawBreakers Rep: 345
    Posts: 5
    Changes looking good! I agree with just about everything. I'd prefer the Instigator to have lower rof but higher damage as I feel that require more skill and is more rewarding. But I'll take what I get. It's still my favorite class alongside Vanguard.

    Some of the feedback I see from other people is pretty funny though. There sure is a difference in opinion about balance :)
  • xirbxirb
    LawBreakers Rep: 1,615
    Posts: 69
    xirb wrote: »
    The jugg nerf to his shotgun and impale seems a little uncalled for.

    You can't be serious right? Jugg needed nerfing the most of any character.

    I disagree, but hey that's just me. I just think that they either should nerf his tank abilities or damage abilities not both at the same time.

  • MattCVMattCV
    LawBreakers Rep: 1,255
    Posts: 90
    Changes are looking great, good job balance team.

    I think Titan is going to be incredible strong in the hands of the right people.
  • ZalamaelZalamael
    LawBreakers Rep: 2,615
    Posts: 289
    xirb wrote: »
    xirb wrote: »
    The jugg nerf to his shotgun and impale seems a little uncalled for.

    You can't be serious right? Jugg needed nerfing the most of any character.

    I disagree, but hey that's just me. I just think that they either should nerf his tank abilities or damage abilities not both at the same time.

    It looks like they did a bit of both. He was too strong at close range given his ability to eat damage, and he got stronger with a BM healing him. Even worse, is that the Harrier support ability offers a heal and a refuel, so I am worried that his armor protocol could be almost gone, and he could run over that support pad to refresh it. I hope that isn't the case, but you never know. Nerfing both seems like a good idea at this point, his damage at close range was brutal, and it took too much work to kill him, especially with a healing drone on him. I still think he will be strong though, and might need more tweaking, but we will have to wait and see.

    I am curious though, why we still don't have the ability to cancel his wall. It isn't intuitive where it will be placed, so you have to learn from experience. A badly placed wall will quickly piss off teammates if you can't remove it just as fast. I like the change to the health though, now we have the option to burn it down or wait it out. In the last beta, waiting it out was the only option.
  • YodalegendYodalegend
    LawBreakers Rep: 640
    Posts: 15
    I am unbelievably happy with these new patch notes, it looks like you finally brought stuff in line with each other, maybe the enforcer class has seen a little too hard a hit, however we will have to see in the actual game. I am also quite glad to see the melee distance has been reduced, as in the 0.3 beta I kept seeing people hit melee attacks without being in range or seeing them even touch the enemy and experienced it myself, which just made melee feel awkward.

    Perhaps different characters should have different melee ranges however if the melee range is changed I believe the animation distance needs to be changed to fit with the range changes to keep it from seeming like bullshit.
  • Dman2231Dman2231
    LawBreakers Rep: 230
    Posts: 7
    Does ALL character options mean we will get a chance to play Harrier during this beta? Also will the stats and items from this beta roll over to release?
  • XenithosXenithos
    LawBreakers Rep: 980
    Posts: 38
    The amount of nerfs to add 5 shots to Enforcer's gun seems excessive, but I guess I'll find out soon.
    You guys really should add a HUD detail for when arc blades will hit precisely... and when you're in range since you nerfed melee range by a third across the board.

    Didn't see mention of kick range being changed either, so it's going to be weird. I honestly think that you guys should add more damage back to his stab but give it a longer time between being able to fire it. That way you don't have to mess with the weird lunge, and it will screw up unskilled uses. Adding this back in with the slide damage nerf ends up balancing out. Anyway, I guess I'll see how he is now.

    Also, for the person upset by Vanguard, I think in high level play she may be weaker, but when you're in low level play (usually where I start) people don't know what hits them. Most people can't aim with her for some weird ghetto reason.
  • ZrtehZrteh
    LawBreakers Rep: 200
    Posts: 2
    I do not like the Patch Notes. It should have been more descriptive on what bugs, exploits, etc... has been fixed.
  • GraciousNutsGraciousNuts
    LawBreakers Rep: 740
    Posts: 43
    Now we have a nerfed Char in the game that is fun but also almost useless. He needs at least is melee speed back (with current Damage), jumps need to be adjusted a bit cuz now its like he hops 1 foot instead of a 4 to 6 foot jump, and his accuracy need to come back (With Current Damage).
  • EklipceEklipce
    LawBreakers Rep: 100
    Posts: 4
    Discord users may experience the following issues -
    After consecutive matches, sometimes users will not be able to hear each other.
    Re-matchmaking or creating a new party resolves this issue.
    After consecutive matches, sometimes users will not see the discord icon next to users who are using voice chat
    Re-matchmaking or creating a new party resolves this issue.
    While in a Discord voice channel and in a LawBreakers party, users outside of the LawBreakers party may not be able to hear one another.
    Disconnecting and reconnecting back to the Discord client resolves this issue.
    The user is not able to bind Mouse buttons for Push to Talk.

    Lol just made a tech support post about this... really should be bolded... so many people probably are wondering what the hell is happening with their discord.
    LawBreakers Rep: 460
    Posts: 24
    After having played present patch on release, these changes are fine :)