The Outriders Complete Edition includes all released content for the game: Outriders Outriders Worldslayer Expansion Hell's Rangers Content Pack Five exclusive emotes
Patch Notes: Fixed a bug with the Technomancer's Grim Inventor Set that was causing the Set Bonus to stop working consistently. Resolved a number of issues with the Apocalypse Tier System which either prevented players from progressing or led to other players instantly levelling
Patch Notes:
Fixed a bug with the Technomancer's Grim Inventor Set that was causing the Set Bonus to stop working consistently.
Resolved a number of issues with the Apocalypse Tier System which either prevented players from progressing or led to other players instantly levelling up their tiers.
Granted all character that had been missing an Ascension point their missing point.
The bug that caused this issue was fixed in a previous patch, but the work to grant the missing point had to be done separately.
Outriders Worldslayer has been updated! Patch Notes The complete Patch Notes spans two Announcements, as they are too long to be contained in a single one. This announcement covers General Changes and Bug Fixes. You can find all changes regarding the game balance in this announce
Outriders Worldslayer has been updated!
Patch Notes
The complete Patch Notes spans two Announcements, as they are too long to be contained in a single one.
This announcement covers General Changes and Bug Fixes. You can find all changes regarding the game balance in this announcement.
QUALITY OF LIFE CHANGES
Implemented Item Locking Functionality.
Improved the Quick Mark Functionality to now also include Legendary, Apocalypse Epic and Apocalypse Legendary rarities.
Changed the behaviour of the camera when sprinting to make the sprint behaviour between "Toggle" and "Hold to Sprint" consistent. The camera will no longer turn when players are sprinting.
ENDGAME CHANGES
Apocalypse Tier Leveling
Starting from Apocalypse Tier 20, the requirement to level up each Apocalypse Tier has been reduced by 10%.
Resources & Anomaly Extract
The amount of Anomaly Extract gained has generally been improved and the amount of Anomaly Extract gained in Tarya Gratar's Troves has been increased by 500%.
A full run-through of Tarya Gratar (including Troves) should now net out at around double the amount of Anomaly Extract earned per run when compared to before this patch.
Boss-rushing the final Arbiter will net slightly more Anomaly Extract than before, but this will not be the most efficient route for Anomaly Extract farming.
Crafting and Upgrading
Starting at Item Level 50, the Anomaly Extract costs required to upgrade gear has been reduced by 5%.
Between the two above changes (Increased Gains and reduced Costs), players should be able to support upgrading two full sets of gear per Apocalypse Tier level. This should enable a greater amount of experimentations and limit the need to hoard resources in order to be able to upgrade the currently equipped set.
Apocalypse Gear Drop Rates
Starting at Apocalypse Tier 11, the "Increased chance for Apocalypse variant gear" has been increased for each Apocalypse Tier.
Expeditions
Expedition Rewards have been increased in order to make Expeditions feel more viable alongside Tarya Gratar. The "Loot Gained per X Time Investment" should now feel quite similar between Expeditions and Tarya Gratar.
Players should now receive a greater amount of Epic and Legendary Items and comparatively fewer Rare items in Expeditions.
Anomaly Extract farming should now also feel much more viable to do in Expeditions.
BUG FIXES
PROGRESSION RELATED BUGS
Fixed a bug that allowed players to miss a Pax point if they transitioned out of the Fisherman fight too quickly.
Fixed a bug that prevented characters transferring to Worldslayer from obtaining their first Ascension point.
Fixed a bug that could prevent co-op players from leveling up even if they had acquired all required experience but the party had been wiped out during combat.
Fixed a bug that cause player's health to be improperly calculated if they levelled up immediately after dying. The correct value would be display if they died again.
BUG FIXES SKILLS AND NODES
Fixed a bug that was causing the "Twisted Rounds", "Volcanic Rounds" and "Blighted Rounds" skills to be blocked when firing any one-shot weapon.
Fixed a bug that prevented the mods "Minefield" and "Legendary Minefield" from triggering more than once per enemy.
Devastator:
Fixed a bug that prevented the Devastators Pax nodes "Finishing Touch" and "Earthen Shell" from properly working after the player transitioned from a no-weapons-area.
Technomancer:
Fixed a bug that prevented Technomancers from activating the "Pain Launcher" skill if they were too close to covers or walls.
Fixed a bug that prevented Technomancers from cycling between camera sides when using the Tools of Destruction Minigun.
Fixed a bug that caused the stats screen of Technomancers to display abnormal results while the Tool of Destruction skill was active.
Trickster:
Fixed a bug that prevented the Tricksters "Hunt the Prey" skill from triggering if enemies were using cover.
Fixed a bug that caused Tricksters to lock up if they used "Hunt the Prey" on an enemy who died at the same time.
Fixed a bug that could cause Tricksters to get stuck in geometry on certain levels when using "Hunt the Prey".
Fixed a bug that could cause the Tricksters "Twisted Round" skill to remain active indefinitely if player was staggered during the reload animation.
Fixed a bug that was causing the "Venator's Knife" skill to deal inconsistent damage when used in combination with certain mods.
- Fixed a bug that was caused the "Time Rift" mod "Weightlessness" to show in incorrect duration of 5 seconds in it's tooltip. The correct value is 3 seconds, which is now correctly displayed.
BUG FIXES GEAR
Fixed a bug that prevented the Technomancer's Grim Inventor set bonus from triggering consistently in combination with the Pain Launcher skill if there was only one rocket remaining in the RPG.
Fixed a bug that was causing Status Power provided by items to be multiplied instead of decreased as players increased their Apocalypse Tiers. This could unintentionally lead to increases as high as 700% Status power at Apocalypse Tier 40.
Fixed a bug that prevented the Mycologist's Set from behaving properly in the Transmog menus.
Fixed a bug that allowed the game to drop a Headgear item called "Wraith's Mask" for which there is no Transmog design.
BUG FIXES MODS
Fixed a bug that caused the "Shock and Awe" mod to trigger more often than intended.
Fixed a bug that caused the "Relativity Theorem" mod to inconsistently refresh and in some cases even extend cooldowns.
Fixed a bug that caused the "Untamed Power" mod to skip the cooldown for the Trickster's Hunt the Prey skill.
Fixed a bug that prevented the Pyromancer mod "Ember Shield" from triggering more than one stack if the player had the skill node "Master of the Resistance" active.
Fixed a bug that prevented the Trickster's "And Another One" armor mod to not function for killing shots.
Fixed a bug that prevented the Devastator's "Reflect Bullets" mod "Equator" from working in relation to Melee Enemies.
Fixed a bug that prevented the "Concussive Force" mod from increasing the damage dealt by the Devastator's "Chip Off The Old Block" mod effect.
Fixed a bug that caused the "Self-Medication" mod to fully restore players' health every time it triggered.
Implemented changes to the "Death Ray" mod's VFX so that the mod effect is not overly bright in certain areas.
BUG FIXES ENEMIES
Fixed a bug that could cause enemies from being properly affected by or not animating and despawning properly when hit with either the Devastators Impale and Earthquake, Pyromancer's Feed the Flames and Overheat or a Technomancers Cold Snap or Cryo Turret skill while the enemy was affected by the Phoenix Aura effect.
Fixed a bug that caused Skirmisher Warlords to appear on the Trial of Tarya Gratar's score screen multiple times.
Fixed a bug that could cause the Arbiter to be locked in a melee attack loop if the player targeted them with the "Hunt the Prey" skill at a certain moment.
Fixed a bug that allowed players to interrupt Adherent enemy abilities with regular weapon shots.
Fixed a bug that allowed players to enter cover when affected by the Executioner's Chain Lock ability.
Improved the consistency of the Shadowbeast's Melee attack in relation to the claw's VFX.
Fixed a bug that was causing co-op players to be momentarily held back if hit by a Forest Strix projectile.
Fixed a bug that allowed Vanquisher enemies to rotate while executing the "Suppressive Fire" skill.
Fixed a bug that caused Snow Behemoths to become idle if their "Rock Plower" skill was avoided by Devastators using the Gravity Leap skill.
Fixed a bug that could cause enemies to be stuck in an animation loop by players using the "Concentration Blast" mod or Pyromancers using the Overheat skill.
Fixed a bug that prevented the Crawler in the "Cliffside Path" arena from moving away from its spawn location.
Fixed multiple bugs that prevented Melee enemies from reaching players in certain locations.
Multiple Improvements to make the VFX of enemy abilities more consistently timed with their effects.
BUG FIXES GENERAL
Fixed a bug that reset Auto Loot filter settings after returning to gameplay from the lobby.
Fixed a bug that caused Worldslayer and Apocalypse gear to appear in Tiago's rotation for players who had not upgraded to Worldslayer.
Fixed a bug that caused client players to see an incorrect number of retries remaining for the Trial of Tarya Gratar when exiting to lobby and using "Continue".
Fixed a bug that was causing the Armour worn by other players to jitter and jump in Multiplayer.
Resolved Clipping Issues.
Resolved issues related to camera movements during cutscenes.
Implemented multiple improvements and resolutions for issues related to light and shadow.
Improvements to certain areas where FPS drops were observed.
Multiple bug fixes related to audio and SFX not playing or not ending properly.
Multiple improvements to geometry, collision and placement of enemies or items.
Multiple bug fixes related to quest progression blockers.
Various other minor bug fixes.
Crash Fixes
That's it for General Changes and Bug Fixes - Thank you for reading this far! For all Balancing Changes, please visit the other announcement.
Outriders Worldslayer has been updated! Patch Notes The complete Patch Notes spans two Announcements, as they are too long to be contained in a single one. This announcement covers all changes regarding the game balance. General Changes, New Features and Bug Fixes are in this ann
Outriders Worldslayer has been updated!
Patch Notes
The complete Patch Notes spans two Announcements, as they are too long to be contained in a single one.
This announcement covers all changes regarding the game balance. General Changes, New Features and Bug Fixes are in this announcement.
PREAMBLE
All changes made in today's patch have been very carefully considered and many of them are the results of direct feedback and discussions with and within the community.
For additional context around what we chose to address: A few weeks after Worldslayer had launched and we had been able to gather enough data, we drew up a full view of which Pax Nodes were being used by what percentage of the player population.
This task highlighted that a small number of nodes were seeing usages of 40% to 60% or more. On the other hand, some other nodes were seeing 1% or similar usage. The reasons for this are two-fold: Many of the highly used nodes were in a state where to not use them would be to deny oneself a lot of damage output - they were must haves in the eyes of players. These are the kind of nodes that allowed players to kill bosses within seconds, to become immortal or to even entirely ignore cooldown mechanics and in a few cases these unintended performances were the result of bugs within the node mechanics. On the other hand, the lesser picked nodes were not considered valuable enough when compared to the others.
We primarily saw this behaviour on the Devastator, Pyromancer and Technomancer trees. The Trickster Pax Tree was seen to be very balanced overall, with most nodes seeing an average 25% pick rate, which indicates that players are much more able to play according to their style, without being forced into "must have" nodes.
As has ever been our goal, we want players to have as much choice and as many viable build options as possible. When new players join Outriders, we do not want there to be a single answer to questions regarding "what build should I play?"
While today's balancing contains a very large number of changes that will make many things more powerful and viable, none of those changes would matter if we left the over-performers entirely unchecked. However, please bear in mind that even if a handful of nodes and mods have seen their power curtailed, we have generally tried to compensate for that power loss in other areas of the game.
We hope you will enjoy the new balancing in Outriders Worldslayer - see you on Enoch!
BALANCE CHANGES
General Balance Changes
Apocalypse Tier Leveling
Starting from Apocalypse Tier 20, the requirement to level up each Apocalypse Tier has been reduced by 10%.
Resources & Anomaly Extract
The amount of Anomaly Extract gained has generally been improved and the amount of Anomaly Extract gained in Tarya Gratar's Troves has been increased by 500%.
A full run-through of Tarya Gratar (including Troves) should now net out at around double the amount of Anomaly Extract earned per run when compared to before this patch.
Boss-rushing the final Arbiter will net slightly more Anomaly Extract than before, but this will not be the most efficient route for Anomaly Extract farming.
Crafting and Upgrading
Starting at Item Level 50, the Anomaly Extract costs required to upgrade gear has been reduced by 5%.
Between the two above changes (Increased Gains and reduced Costs), players should be able to support upgrading two full sets of gear per Apocalypse Tier level. This should enable a greater amount of experimentations and limit the need to hoard resources in order to be able to upgrade the currently equipped set.
Apocalypse Gear Drop Rates
Starting at Apocalypse Tier 11, the "Increased chance for Apocalypse variant gear" has been increased for each Apocalypse Tier.
Expeditions
Expedition Rewards have been increased in order to make Expeditions feel more viable alongside Tarya Gratar. The "Loot Gained per X Time Investment" should now feel quite similar between Expeditions and Tarya Gratar.
Players should now receive a greater amount of Epic and Legendary Items and comparatively fewer Rare items in Expeditions.
Anomaly Extract farming should now also feel much more viable to do in Expeditions.
Balance Changes - Devastator
Earthen Shell
Added a 0.5 second cooldown.
Note that due to a display rounding quirk in the engine, this cooldown will be displayed as being 1 second. It is, however, 0.5 seconds in actuality.
Greatly increased shield generation values.
Explanation:
Earthen Shell has been identified as being slightly too strong, so we’re applying a brief
cooldown to the shield generation that was being abused through excessive animation cancelling. This will give some enemies a little more opportunity to be able to damage Devastators, who were otherwise immortal. We have compensated the implementation of the cooldown with an increased Shield generation per skill used so that Earthen Shell will still provide great value but without the potential for abuse.
Multistrike
Stored damage is now capped at 700% of Anomaly Power.
Explanation:
Multistrike’s untamed potency has been a topic of discussion since the launch of Worldslayer. In an attempt to not completely gut its numbers, we have applied a cap to add a movable (through Anomaly Power) ceiling to the node.
Terms of Engagement
Stored damage is now capped at 700% of Anomaly Power.
Explanation:
Much like Multistrike, Terms of Engagement suffered from a bug that allowed players to store up an unlimited amount of damage and then release it as a one-hit kill against any enemy in the game, including bosses. Our approach has been the same as with Multistrike, whereby we have applied a cap to the total amount of damage these nodes can store.
Finishing Touch
Increased the Ammo-to-Weapon Damage coefficient provided by this node.
Explanation:
As part of our drive to make Firepower Devastators more viable, we are increasing the conversion of missing ammo to Weapon Damage by upping the value to more than it's previous 1:1 relation.
Impact Point
Increased damage scaling from 30% to 50% of Anomaly Power.
Explanation:
This buff forms part of the overall power shift this patch is introducing for Devastators. The overall aim is to move the Devastator meta way from it's current form and instead open up multiple new viable options for play.
Obliteration
Increased base Anomaly Power and Resistance Piercing from 6% to 10%.
Explanation:
Obliteration is being buffed to make it a more competitive choice when considered against Puncture. This buff forms part of the overall power shift this patch is introducing for Devastators. The overall aim is to move the Devastator meta way from it's current form and instead open up multiple new viable options for play.
Upheaval
Increased the percentage of stored damage from 10% to 15%.
Fixed a couple of bugs that caused the Devastator's "Upheaval" Pax node to act in unexpected and inconsistent ways, such as acting differently when triggered by the Impale skill.
Explanation:
As we have applied a cap to Multistrike and a bug fix will now make Upheaval only store the activating player’s own damage (as was always intended), we are increasing the amount of stored damage as part of the overall Devastator power shift.
Elitism
Fixed a bug that prevented the Devastator Pax node "Elitism" from correctly working on Bosses.
Reduced the cooldown on Elitism from 5 seconds to 1 second.
Explanation:
The bug fix supported the node's core purpose: providing power when fighting Elite and Boss enemies. However, during our analysis of Elitism's usage and behaviour, we identified that its previous uptime was clocked at around 50% at best. Reducing it's cooldown should allow players to maintain Elitism almost perpetually when fighting elites and bosses.
Overwhelming Force
Increased Armor-to-Damage conversion from 40% to 60%.
Explanation:
Overwhelming Force's conversion is being buffed in order to incite more players into trying playstyles it supports while also providing a competitive synergy between this Pax node and changes we have made to some Devastator Legendary Sets.
Paladin / Champion
Removed the PROTECTION keyword requirement and changed both nodes to activate on any skill.
Explanation:
After long discussions, we came to the conclusion that in order to truly unlock Devastator build variety, we had to remove the hindering factor of Protection keyword on both of these multiplier nodes. This change is part of our overall power shift to make more Devastator sets and playstyles more viable.
Mighty Tank
Increased the percentage cap from 40% to 50% for both Anomaly Power and Firepower.
Explanation:
We are raising the ceiling for Warden Devastators so they can reap more benefits from fully committing to Armor stacking.
Despair
Reduced the percentage of it's Anomaly Damage multiplier from 100% to 30%.
Explanation:
Despair-empowered Gravity Leap has dominated the Devastator meta as an omni-tool since Worldslayer launched. It has providing both uncontested survivability and damage debuffs while also being a powerful gap closer.
While the survivability is a unique characteristic of Gravity Leap, with Worldslayer we introduced a systemic solution to debuff mods. At the time, we equalized them across the board to 30%, but Despair was the single outlier. This led to the Anomaly Power Devastator meta becoming extremely static, with the most dominant build continuing to be "Leapquake", as it already was during the base game's lifecycle. This was the result of being able to access both the old Paladin node and Despair at the same time and acquire effects that other build permutations could not achieve. Today's change removes the ‘must have’ nature of Gravity Leap, allowing it to be traded with other skills that can provide a comparable debuff. Coupled with Unshackled, Paladin should greatly expand the Devastator build variety.
Bullet Acceleration
Increased base damage from 33 to 60.
Explanation:
With Paladin and Champion unshackled from the Protection keyword, we are keen to add offensive value to Reflect Bullet, so that it is not a lost and abandoned skill. This should give players incentive to keep the skill for its full duration.
The Strongest First
Increased damage to the enemy with the highest HP from 50% to 75%.
Explanation:
With Paladin and Champion unshackled from the Protection keyword, we are keen to add offensive value to Reflect Bullet, so that it is not a lost and abandoned skill. This should give players incentive to keep the skill for its full duration.
Bannerlord Legendary Set
Added extra functionality that provides 35% Anomaly Power bonus.
Note: Fundamental changes made to any gear pieces may not apply to existing items, due to the way the game spawns and stores loot. Any newly dropped gear pieces should include the stated changes if the existing items remain unaffected.
Explanation:
The Seismic Commander set has long been the dominant Devastator pick due to it's multipliers, required skill sets and its effective values concerning cooldown reduction when compared against damage multipliers. Giving the Bannerlord set extra Anomaly Power should help make it more competitive against the Seismic Commander set.
Marshal Legendary Set
Increased both percentages of shared Physical and Anomaly damage from 30% to 50%.
Explanation:
As mentioned in the Bannerlord explanation, the Seismic Commander set is too much of a powerful all-rounder, which prevents other sets from being considered viable. Our philosophy believes that sets that fill a certain niche (such as the Marshal set) should excel in their tailored environments and should visibly outperform jack of all trades sets such as Seismic Commander.
Concussioner Legendary Set
Primary attribute switched to Bonus Firepower.
Secondary attributes switched to contain Close Range Damage and Status Power.
Note: Fundamental changes made to any gear pieces may not apply to existing items, due to the way the game spawns and stores loot. Any newly dropped gear pieces should include the stated changes if the existing items remain unaffected.
Explanation:
The Concussioner set suffered from a severe case of identity crisis. The set was initially designed as an Anomaly Power bruiser, but progression layers within certain Pax nodes were not cooperating with the set’s premise. We have decided to shift the set to support Firepower builds in the same way the Deathproof set might. For both of these sets, damage is generated primarily from Armor stacking and the set bonus’ effect. This change for the concussioner set should also unlock better synergy with the Pax nodes through the Overwhelming Force path.
Statue’s Legs Slot
Item now provides Bonus Firepower instead of Max Health.
Note: Fundamental changes made to any gear pieces may not apply to existing items, due to the way the game spawns and stores loot. Any newly dropped gear pieces should include the stated changes if the existing items remain unaffected.
Explanation:
With Worldslayer we rolled out changes to attributes for legendary sets to make them more coherent and appealing to players. This change is the ‘finishing touch’ of those efforts.
Balance Changes - Technomancer
Lethal Devices
Added a 0.2 second cooldown to this nodes secondary effect.
Explanation:
Lethal Device's secondary effect was fairly overwhelming when used with a few builds that capitalized on an excessive amount of damage events occurring within a second. This change should control the excessive amount of events slightly without killing the node’s damage effect.
Twin Reaper
Increased Echo damage from 25% to 35%.
Fixed a bug that prevented the Technomancer's "Twin Reaper" Pax node from functioning properly after loading into a level.
Explanation:
In order to stimulate the Sniper archetype presence, we are increasing the Echo damage provided by Twin Reaper in order to support the fantasy of precise sniper shots being a deadly threat.
Kinetic Converter
Reduced cooldown from 5 to 1 second.
Explanation:
The healing path for Technomancers has long been underrepresented, so we are increasing this Pax node's frequency to ensure the benefit for Overhealing occurs more often and can more effectively be utilized in combat.
Hastened Influence
Increased the cooldown reduction from 0.5 to 1 second.
Explanation:
We feel the node didn't really hasten a Technomancer’s influence over enemies and are therefore giving it a boost. Winter is coming.
Burrowing Charge
Reduced cooldown from 5 to 3 seconds.
Explanation:
Burrowing Charge is performing well in terms of numbers so we’re targeting the occurrence rate to make it more fluent during hectic multi-enemy encounters.
Blightfire
Fixed a bug that caused the Technomancer's Flame Leper's Blightfire set bonus to consume and trigger off of Toxic that had been applied by other players, which in turn denied those players their application of Toxic.
Fixed a bug that prevented Toxic multiplier mods from correctly working when applied to Blightfire.
Explanation:
Shit was broken. We fixed it.
Downpour Legendary Set
Increased clusters scaling from 100% to 115% of Anomaly Power.
Explanation:
We are increasing the cluster scaling as compensation for some still visible issues with targeting, travel time and detonation time of Scrapnel.
Balance Changes - Pyromancer
Carbon Footprint
Increased cooldown reduction from 0.5 to 1 second
Explanation:
The Immobilize path in the Pax skill tree is underrepresented so we are increasing the cooldown reduction from weaving both Immobilize skills to stimulate builds relying on constant Ash application.
Carbonization
Increased damage multiplier from 20% to 25%.
Explanation:
The Immobilize path in the Pax skill tree is underrepresented so we are increasing the cooldown reduction from weaving both Immobilize skills to stimulate builds relying on constant Ash application.
Convection
Reduced cooldown reduction from 4 to 2 seconds.
Explanation:
Convection launched in an undesired state with improper values. As a result of this, it has completely overshadowed the Arsonist path due to the positive feedback loop it generates. We are shifting its nature slightly to chip away cooldowns instead of fully resetting them. Low cooldowns and Skills on Tap remain one of Outriders Worldslayer's key tenets, but launch-day Convection went too far down this path.
Arsonist
Reduced cooldown from 5 to 4 seconds.
Explanation:
Arsonist has been overshadowed by Convection, which fulfilled the former’s role entirely in the short cooldown environment Worldslayer introduced. In order to make Arsonist a more appealing choice, we are trimming Convection and increasing frequency of Arsonist through reduced cooldowns. Increasing the percentage chance to proc would be counterproductive to the node’s nature and its maximum gain, which is refreshing as many skills as possible.
Solar Flare
Increased Critical Damage per stack from 10% to 15%.
Explanation:
Similarly to the Immobilize paths struggles, the Critical path was overshadowed by Bullet Frenzy. We are increasing the Crit Damage multiplier to make it a more appealing and competitive choice.
Critical Mass
Increased duration from 2 to 5 seconds
Explanation:
Critical Mass was designed to be a baked-in Embalmer’s Rage and was meant to offer a competitive choice to Bullet Frenzy, but this was not achieved at launch. We are providing more leeway to this node through it's increased duration, so that players can enjoy guaranteed Crit Shots for longer periods of time while also offsetting troubles with scoring a Critical Shot on beast enemies or very mobile humanoids.
Master Exploder
Reduced conversion rate from 100% to 50%.
Explanation:
Master Exploder has been overperforming when combined with the amount of Resistance Piercing players are gathering from multiple sources. Master Exploder completely outshined Trigger Sequence. We are committing to a power shift inside the branch, relaying power from Master Exploder into Trigger Sequence to make the apex node an appealing choice.
Backdraft
Reduced Anomaly Power ramp per stack from 30% to 25%.
Explanation:
Trigger Sequence has been overshadowed by the value brought by Backdraft. We are trimming a bit of power in Backdraft and compensating Trigger Sequence in order to make it a more desired node.
Trigger Sequence
Increased damage ramp per stack from 25% to 35%.
Explanation:
As stated in the Master Exploder notes, Trigger Sequence has been overshadowed by combination of an interim node and the Coming in Hot node. While we do not want to curtail players’ freedom of selection which Pax nodes they choose, we do still strive to make apex nodes provide the highest benefit so that using them feels worthwhile.
Burnt Offerings
Increased damage ramp per tick from 10% to 20%.
Explanation:
Burnt Offerings is ramping too slowly in the encounter pacing that emerged post launch, so we are expediting it to make the node reach considerable amounts of damage from Burn Offerings faster and more reliably.
Wildfire / Conduction
Fixed a bug that prevented the "Wildfire" and "Conduction" Pyromancer skill tree nodes from being effective if players were pushing the limits of their Cooldown Reduction.
Explanation:
The nodes were not working as intended and was being diminished by the global cooldown reduction cap which is achieved rather easily in Worldslayer.
Mark of the Anomaly
Increased the damage against Marked enemies 10% to 12%.
Explanation:
This is part of an overall change in which we are providing some extra power across all Firepower builds in the base game's Class Trees.
Susceptibility
Reduced Resistance reduction from 40% to 30%
Explanation:
In Worldslayer, we introduced a systemic solution to Resistance reduction mods, but Susceptibility evaded that adjustment. We are amending that in order to even it out with mods such as Asunder.
Reforged Legendary Set
Increased Thermal Bomb damage from 100% to 200%.
Increased Feed the Flames damage from 100% to 200%.
Explanation:
The niche that Reforged was filling was overtaken with the introduction of the Heatseeker set. We are therefore looking to differentiate them by making Reforged play around BIG Thermal Bombs in comparison to the MANY Thermal Bombs that Heatseeker provides. Additionally, this change is another step in making Feed the Flames a competitive choice for Anomaly Power builds who want to play around single target / cleave profile.
Torturer Legendary Set
Increased damage shared from 30% to 50%.
Explanation:
Similarly to the Marshal set, we want to make niche sets excel in their designated environment (for the Torturere set this is the "Cleave" environment), without letting them be outperformed by ‘jack of all trades’ sets.
Balance Changes - Trickster
Quantum Entanglement
Increased shared damage from 20% to 30%.
Explanation:
Quantum Entanglement is currently competing with the Pain Transfer mod and much to our dismay it consistently loses the arms race. We are therefore increasing its value so it can shine as THE cleave node while also alleviating the overwhelming need to play with Time Rift.
Special Tactics
Increased duration from 3 to 5 seconds.
Explanation:
We are adding a bit of breathing room for players running Special Tactics when searching for new Elites on the battlefield so that they can keep stacking the ramp.
Cheap Shot
Increased debuff duration from 5 to 10 seconds.
Increased Armor/Resistance shred from 30% to 40%.
Explanation:
Cheap Shot is greatly underrepresented so we are adding duration and increasing shred capacity to allow players a bigger scope of debuffing enemies across the battlefield while also allowing the debuff to last longer without players having to get up close and personal every few seconds.
Spectral Spike
Cooldown reduced from 1 to 0.5 sec
Explanation:
Similarly to the Pyromancer's Burnt Offerings change, we are shortening the time for the Spectral Spike's ramp to reach its max potency. This should make the buildup more fluent in the emergent Worldslayer combat pacing.
Temporal Blade
Base cooldown reduced from 19.8 to 16.8.
Explanation:
We looked at Anomaly Power builds which run on a singular damage source (Temporal Blade) and this change is a slight push to make its combat loop more fluent through faster access to Temporal Blade.
Wind Slash
Increased base damage from 6.5 to 13.
Explanation:
Cyclone Slice is having a hard time fitting into the Worldslayer environment so we’re giving it a boost to base damage to make it a more viable choice.
Slow Trap
Cooldown reduced from 10 to 8 seconds
Explanation:
This change is another step in making Slow Trap more portable for the dynamic playstyles that the Trickster represents.
Terminal Velocity Legendary Set
Weapon Damage bonus increased from 60% to 80%.
Explanation:
Firepower Tricksters are underperforming slightly in comparison to Anomaly Power Tricksters so we are adding extra power into the set bonus to even it out with the Shieldbeast Set.
Balance Changes - All Classes
Maxwell’s Demon Legendary Set
Fixed an issue with the set bonus only accounting for Bonus Firepower instead of Total Firepower.
Explanation:
The Maxwell's Demon set was drawing from only a part of the player's Firepower which
was not the intended outcome. This fix increases the power of the bonus.
Trigger Twitch Legendary Set
Increased the Firepower coefficient from 40% to 280%.
Fixed a bug that prevented the Trigger Twitch set from prioritizing targets properly.
Explanation:
Trigger Twitch was launched with incorrect values, making the set severely underperform. This is an adjustment to bring it to the intended power level.
Mage’s Rage
Fixed a bug that was causing unforeseen issues with the amount of stacks and the Anomaly Power calculation
Fixed a bug that was preventing stacks from dropping away as intended when player's swapped weapons
Explanation:
Mage’s Rage provided over twice of what it was supposed to give in terms of Anomaly Power. This change sets the mod into the right place power-wise. While this change may feel significant for any players who were exclusively relying on Mage's Rage, our overall balancing has ensured that not all the excess power has been lost. Rather, it has flowed into other mods and combinations in order to provide a greater spread of viable builds.
Self-Medication
Fixed a bug that caused the "Self-Medication" mod to fully restore players' health every time it triggered.
Explanation:
This is a simple bug fix, as the mod was clearly acting different to what it's description said.
No Resistance Against the Fortified
Reduced conversion rate from 100% to 65%.
Explanation:
No Resistance Against The Fortified (NRAF) was launched with unintentionally high value. However, after seeing how dominant it has since become in builds, we are only trimming some of its power instead of fully reverting it. This change should diminish the ease of exceeding 100% Resistance
Piercing, which was the main cause of unintended, unfixable damage increases.
Dark Sacrifice
Reduced Health drain from 50% to 25%.
Increased damage boost from 25% to 35%.
Explanation:
Dark Sacrifice was hit too hard with the launch of Worldslayer so we are restoring some of its power while also reducing the amount of drain.
Killing Spree
Increased damage boost per stack from 10% to 13%.
Increased duration from 8 to 15 seconds.
Explanation:
Similarly to Dark Sacrifice, Killing Spree was hit too hard with the launch of Worldslayer so we are restoring some of the power it lost.
Fortress
Increased damage boost from 20% to 25% at max stacks
Explanation:
We are restoring some of the offensive power it previously lost, so that the mod can keep up with other amplifier mods that are getting buffed with this patch.
First Things First
Reduced Armor Piercing value from 50% to 30%.
Explanation:
We previously increased the value on First Things First but this had led to the overbearing gameplay patterns of players intentionally not shooting guns at all. We tackled this to an extent when reworking Fortress last November. With that in mind, we have reduced the value of First Things First to encourage more active gunplay, as we want players to go into combat thinking about what they're doing rather than relying on stat sticks and skill spam.
Tactical Retreat
Increased base damage from 54 to 62.
Explanation:
We are increasing damage of this mod to make it more competitive with golden standard mods like Thunder’s Legacy. As Tactical Retreat requires additional planning and effort in using the mod effectively, it should feel rewarding to rely on.
Shock and Awe
Increased range from 5 to 10 m.
Fixed a bug that caused the "Shock and Awe" mod to trigger more often than intended.
Explanation:
We are increasing range to make the mod compete better with similar mods from the same category which do not require being struck by enemies.
Anomaly Power class nodes
Increased Anomaly Power value from 10% to 15%.
Explanation:
As part of our compensation for power vacuum created by fixing Mage’s Rage, we are amplifying the class nodes to return part of the power lost.
Weapon Damage class nodes
Increased Weapon Damage value from 8% to 15%.
Explanation:
This change is intended to bring Firepower builds across all classes in line with Anomaly Power builds.
Outriders Worldslayer has been updated! Our teams are continuing to work hard on improving the Outriders Worldsayer experience, and we will share news of future update plans when we are able to. Patch Notes Changes to Tarya Gratar A large number of players have been abusing an ex
Outriders Worldslayer has been updated!
Our teams are continuing to work hard on improving the Outriders Worldsayer experience, and we will share news of future update plans when we are able to.
Patch Notes
Changes to Tarya Gratar
A large number of players have been abusing an exploit which allows them to bypass all other content and infinitely farm the final Arbiter in the Trial of Tarya Gratar.
Rather than punish players and reduce overall farming opportunities, we would like to realign your options to give you more choice, rather than less.
We are adding an extra guaranteed Apocalypse Legendary RNG drop in the following Trove areas:
Cliffside Path
Daughter’s Sanctuary
The Arboretum
This guaranteed drop will correspond to the targeted loot option for the respective trove.
Troves will now also drop their intended targeted loot more often.
We are reducing the final Arbiter’s Apocalypse Legendary drop rate, but the “Choice of Legendary“ reward that appears after defeating the final Arbiter remains unaffected.
We are reducing the Helmet Drop Rate for the Final Arbiter, so that he will now be more likely to drop gear that isn't a helmet than before.
Explanation:
These changes will make the Trove areas of the game more attractive while also helping ensure an overall run-through of the Trial becomes more rewarding than before.
Compared to before, where the amount of Apocalypse Legendaries obtained from a full run through of the Trial was a minimum of 6, in the new system a complete run through all rooms in the Trial will net a player a guaranteed minimum of 9 Apocalypse Legendaries + RNG chances for others. The most efficient way of farming legendaries should therefore shift to something much more fun and variable, rather than players feeling like they need to repeat the same fight ad infinitum if they want to be as efficient as possible.
Notes:
A code-based solution to this exploit would take a very long time to develop, as the only viable way of closing it properly would be to rewrite the entire way save-games are handled while in the Trial of Tarya Gratar. This is not feasible.
The current exploit is only in place because we purposefully designed the Retries system within the Trial to be player friendly. We did not want players who need to take a break from playing or whose internet connection momentarily fails to be punished with lost retries or be sent back to the start of the Trial.
Changes to Gear
Torrential Downpour
Helmet: Skill Life Leech attribute has been changed to Status Power
Upper Armour: Skill Life Leech attribute has been changed to Status Power
Lower Armour: Cooldown Reduction attribute has been changed to Status Power
Grim Inventor
Helmet: Skill Life Leech attribute has been changed to Status Power
Upper Armour: Skill Life Leech attribute has been changed to Status Power
Lower Armour: Cooldown Reduction attribute has been changed to Status Power
Plague Sower
All Pieces: Close Range Damage attribute has been changed to Long Range Damage.
Explanation:
These changes to Technomancer Armour Sets will better allow these sets to synergize with the Pax tree introduced in Outriders Worldslayer. Particularly the "Depleted Core" node in the Technomancer's Pax Tree will benefit greatly from the change towards making these gear pieces better reliant on Status Power.
Notes:
These changes were intended to be part of the Outriders Worldslayer launch build. They are now being implemented as previously intended. They are not a reaction to any of the balance we have observed since launch.
A full balancing pass is intended for a later patch.
Bug Fixes
Fixed a bug that could cause Ereshkigal to stop fighting during her boss battle.
Fixed a couple of bugs that could cause the Arbiter to be instantly killed by their Tribute/Umbral Clone if the player was using certain armour or mods in combination with Venator's Knife and the Shieldbeast Set.
Fixed a bug that could cause the game to crash when exiting.
Outriders Worldslayer is out now! Upgrade to the Outriders Worldslayer version and get access to an all new campaign and features. Take your existing Outriders to new levels of power as you journey deeper into Enoch, or use the character boost to create a new level 30 Outrider ge
Outriders Worldslayer is out now! Upgrade to the Outriders Worldslayer version and get access to an all new campaign and features.
https://store.steampowered.com/app/1785250/OUTRIDERS_WORLDSLAYER_UPGRADE/ Take your existing Outriders to new levels of power as you journey deeper into Enoch, or use the character boost to create a new level 30 Outrider geared up and ready to face off against the powerful Altered - Ereshkigal.
With new horrors to challenge you and new weapons, mods and gear to discover, you’ll be further developing your build through the new PAX class trees, the long-term progression Ascension System and the game changing third mod slots found only on Apocalypse Gear.
Survive the campaign and continue to push through the new Apocalypse difficulty tiers as you face even greater horrors in the Trial of Tarya Gratar, the brand new endgame.
Want to play for free? From June 20th until June 23rd 2022, download and play the complete Outriders game entirely for free on Steam! Don't miss out - Play Outriders now:
Join us on June 10, for the reveal of Outriders Worldslayer's Endgame. This latest Outriders Broadcast will deepdive into the Trial of Tarya Gratar with plenty of gameplay and feature spotlights. Don't miss it.
Join us on June 10, for the reveal of Outriders Worldslayer's Endgame. This latest Outriders Broadcast will deepdive into the Trial of Tarya Gratar with plenty of gameplay and feature spotlights. Don't miss it.
It’s been a short few months since we rolled out our free New Horizon update , which added some new content, implemented a lot of player feedback and generally made Outriders more of the game you asked for. That being said, there are always more things that could be added and imp
It’s been a short few months since we rolled out our free New Horizon update, which added some new content, implemented a lot of player feedback and generally made Outriders more of the game you asked for. That being said, there are always more things that could be added and improved upon, and Outriders Worldslayer is here to do just that.
Outriders Worldslayer is designed to be the supreme version of Outriders and has been developed with both new players and veterans in mind. While Worldslayer content does pick up after the events of Outriders, any player can start with Worldslayer content even before playing the Outriders content. Worldslayer will allow players to carry over their existing characters, or create an entirely new Level 30 character with direct access to Worldslayer content. It’s a great time to bring friends on board who might have missed Outriders the first time around as you will all start Worldslayer on equal footing. And don’t worry - thanks to the timeline, you can go back and play Outriders content even if you start with Worldslayer.
If you’ve watched our Worldslayer reveal Spotlight or perhaps even tuned in for our full reveal Broadcast, you’ll likely already have caught glimpses of some of the new things coming to Worldslayer. As is tradition we of course want to provide a bit more detail on all those things right here in the community - let’s take a look! https://store.steampowered.com/app/1785250/OUTRIDERS_WORLDSLAYER_UPGRADE/
INDEX
New Campaign, New Enemies, New Environments
New Gear
New PAX Class Trees
New Ascension System
Introducing the Apocalypse System + Third Mod Slot
New Endgame
New Campaign, New Enemies, New Environments
Outriders Worldslayer introduces a brand new, standalone story campaign that you can jump into even if you haven’t played the original story.
The new campaign will focus on the Outrider facing up against Ereshkigal (phonetically: “EH-RESH-KE-GAL”), the commander of a new human faction called the Insurgents against the backdrop of Enoch’s climate undergoing cataclysmic changes.
Ereshkigal may well be considered “The First Altered”.
Throughout Worldslayer you will of course also be travelling to new locations. You can see footage from the Glacier’s Edge and Driftwater environments in press coverage this week. Both are environments from relatively early on in the campaign.
Worldslayer will introduce new enemy variants as well as some entirely new adversaries and bosses. You may have spotted some of them in our Spotlight already and we do plan on showcasing more of them in future via our social channels.
New Gear
Outriders Worldslayer will of course introduce a host of new gear, both in terms of weaponry and armour.
Each class will be getting dedicated new 5-piece Legendary Armour Sets.
Worldslayer does also introduce a few new 3-piece Legendary Armour Sets, which will be universally equipable by all classes. These will have their own set bonuses as well.
Note: Some of the previous Legendary Armour Sets and Mods will also be reworked as part of the Worldslayer launch! We’ll talk more about these at or shortly before launch.
Each new Legendary Gear piece introduced in Worldslayer also comes with a new Mod.
We’re planning to show off some of the special Gear you can obtain in Worldslayer on our social channels between now and launch - make sure to follow us there if you’re interested!
New PAX Class Trees
Outriders Worldslayer introduces a new class tree: The PAX tree.
The PAX tree is a separate class tree from the existing three branches you’re familiar with and it requires it’s own PAX points to activate nodes within it.
PAX points are acquired at certain points in Worldslayer that are based on general progress rather than a specific level grind.
The PAX tree itself is comprised of 2 branches for each class, though similar to the main skill tree, these are interlinked.
Each node in the PAX tree is equivalent to the major nodes in the original class trees, so every choice you make in the PAX tree will be impactful to the performance of your Outrider.
Just like the main skill tree, the PAX tree can be freely respec'd.
The idea behind the PAX tree is to allow players to either specialise further into a specific direction or to better enable hybrid builds.
The branches of each PAX tree are called:
Pyromancer
Gunblazer
Pyromaniac
Technomancer
Desolator
Overseer
Devastator
Wrecker
Tectonic Shifter
Trickster
Spectre
Exploiter
The PAX tree will unlock at level 30 after you start playing the Worldslayer campaign.
New Ascension System
Outriders Worldslayer introduces a new longterm progression system called Ascension.
The idea of Ascension is to give your continued play an ongoing “next level” to work towards alongside regular play.
Continued Ascension by itself does not unlock or gate better gear or content. It is purely designed to make you stronger.
The Ascension system is currently balanced so that it would take you hundred+ hours to fully complete it.
Leveling up Ascension is done by collecting exp from killing enemies. It is only available from Character Level 30 onwards and with Worldslayer installed.
XP earned after Level 30 will go towards Ascension Levels which in turn provide you with Ascension Points.
You will be able to invest your Ascension Points into any of the four Ascension categories: Brutality, Endurance, Prowess or Anomaly.
Each of these categories have five options in which to invest.
For example, you could invest your points to reduce your cooldowns, increase your life or resistances or output more damage.
Each option in each category can have up to 10 Ascension Points invested into it.
You can reach level 200 Ascension in Worldslayer, for a total of 200 Ascension Points. At 200 Ascension Points, you will have completely filled out each option in each category.
You can mix and match where you invest your points and you can always freely respec your Ascension Point distribution.
Like the newly introduced PAX Tree, Ascension is intended to allow players to either supercharge a specific build or to better create a hybrid build that works across multiple playstyles.
Introducing the Apocalypse System + Third Mod Slot
As a reminder, the Tiers systems in Outriders allow each player to fine-tune the difficulty of the game to their own needs. Higher Tiers mean higher difficulty but also improved rewards and the ability to equip higher level gear.
Outriders Worldslayer introduces a new Apocalypse system that heavily impacts your Max Gear Equip level, the Difficulty Tiers system and, most importantly, Loot.
Challenge Tiers are being replaced by Apocalypse Tiers.
This change will affect all versions of Outriders, even if you do not have Worldslayer installed.
Apocalypse Tiers will determine not just the difficulty and reward scaling of Expeditions but also of all Worldslayer content (campaign and endgame).
Apocalypse Tiers will go up to level 40 and will act as a natural extension of World Tiers which do still remain in place for the original Outriders campaign. The original Outriders campaign can, however, be played using Apocalypse Tiers instead, should you have Worldslayer installed.
The max Apocalypse Tier you can unlock by completing Expeditions content in the base game (without Worldslayer installed) is 15.
With Worldslayer installed, you can still play Expeditions to continue unlocking higher Apocalypse Tiers above Tier 15.
At Apocalypse Tier 15, your Max Gear Equip Level will still be Level 50, as it currently is.
At Apocalypse Tier 40, your Max Gear Equip Level will be Level 75, which is the new level cap.
When playing above a certain Apocalypse Tier, there will be a chance for Apocalypse Gear to drop.
Apocalypse Gear pieces are special variants of Epic and Legendary Gear pieces in the game.
Apocalypse Gear pieces have three mod slots.
Apocalypse Gear can currently only be obtained through drops, it cannot be crafted.
You can identify Apocalypse Gear by a special icon when hovering over it.
New Endgame
While Apocalypse Tiers do cross over into Expeditions content, Outriders Worldslayer will actually be introducing it’s own, dedicated Endgame. An Endgame that Worldslayer has actually been specifically designed around.
The campaign in Worldslayer will take you to the ancient city of Tarya Gratar (Phonetically: Tar-ya Gra-Ta), the cradle of the PAX civilisation, where the Trial of Tarya Gratar awaits.
Don’t worry though: The Trial of Tarya Gratar does not contain any timed elements.
That’s about all the information we’re ready to share regarding the Endgame at this moment in time. Our next Broadcast will be focusing specifically on the Trial of Tarya Gratar, so you’ll know exactly what to expect.
Join us on April 21, for the reveal of Outriders Worldslayer. This latest Outriders Broadcast will cover and deepdive into the exciting new content and systems that will be introduced in Worldslayer. Don't miss it.
Join us on April 21, for the reveal of Outriders Worldslayer. This latest Outriders Broadcast will cover and deepdive into the exciting new content and systems that will be introduced in Worldslayer. Don't miss it.
Welcome to the New Horizon update! This free update is the culmination of months of hard work spent improving Outriders, addressing feedback, and making it the game you asked for. This post will cover the highlights of the New Horizon Update, but do check out our mega-blog if you
This free update is the culmination of months of hard work spent improving Outriders, addressing feedback, and making it the game you asked for.
This post will cover the highlights of the New Horizon Update, but do check out our mega-blog if you're interested in more specific details of everything or learning more about how much Outriders has changed since launch.
We today also revealed our upcoming expansion: Worldslayer. We’ll share more about Worldslayer in Spring 2022, but today is dedicated to the New Horizon update.
To celebrate the release of this update we have prepared a special New Horizon Celebration Package for all players, including new Demo players! Simply launch or download Outriders and start playing between November 16th, 3pm UTC / 8am PST and November 30th, 3pm UTC / 8am PST. You will then receive a free Legendary Armour item on your most experienced character’s inventory or your stash within 24 to 48 hours.
Thank you for playing the Outriders New Horizon update and we look forward to seeing you on Enoch!
CHANGE NOTES
HEADLINE CHANGES
For more details on each of these changes, please scroll down through the DETAILED CHANGES section. Bug Fixes can be found in the BUG FIXES section at the bottom of this post.
Expedition Timers have been removed
Four New Expeditions Added
Transmog System Added
Tiago’s Store has been Reworked
Certain Legendary Gear Sets have been Reworked
Changes and Buffs to certain Mods
Changes and buffs to certain Class Tree nodes
Changes and buffs to certain Skills
DETAILED CHANGES
GENERAL CHANGES
The video that plays when launching Outriders can now be skipped.
The Eye of the Storm now includes a pick-and-choose Legendary item reward.
Added a Quick Mark functionality to Vendors.
Improved the readability of Mod descriptions, especially when viewed on a large TV or Monitor. This change means that certain information is now viewed on the Details window rather than in the Quick View window.
Reduced the volume of background audio of certain menu and loading screens.
Added a minimum damage limit for the Brood Mother’s “Perforate” ability. This will ensure the ability does not have too large of a disparity in its min/max damage output.
Changed the Heir to the Desert configuration so that it now plays like an Assault Rifle (as intended and described) rather than a Submachine Gun.
EXPEDITION TIMERS HAVE BEEN REMOVED
Expeditions are no longer time restricted and the timer has become optional. In this new system, finishing an expedition, regardless of how long it takes, will earn you the Expedition Reward.
We’ve added four brand new and massive Expeditions, taking you to previously unexplored areas of Enoch. Each Expedition features an exciting mini story, connecting you with characters and events experienced in the main campaign. Even new Expedition players will already have access to the first of the four fresh Expeditions, with the others unlocking at CT4, CT8 and CT12.
Molten Depths will send you back to Eagle Peaks. When a drop pod signal activated, Dunham investigated and found a hidden power station. In order to take it back online, she wants you to clear out the station from any unwanted tenants, no matter the size, shape and form.
The City of Nomads will confront you with a character, who is haunted by the sins of his past. Very aware of his dark history, you decide to help him in protecting the old Pax village Uketu Atarah.
In The Marshal’s Complex, Corrigan, the great grand marshal himself asks you to reclaim a facility near Deadrock Pass, taken by insurgents. It won’t take you long to discover that this facility is anything but just another insurgent camp.
The Wellspring. Tiago told you about the Pax legend of a sacred place called Atuma ih Taru, where pilgrims would take long travels to sacrifice their treasures into deep wells. You and your team are in search of those forgotten riches, if it wasn’t for this tremendous storm that seems to get stronger and stronger.
We’ve added a brand new Transmogrification system to Outriders. This allows you to change the visual aspect of an item to that of another item, while maintaining the mods and stats of the original gear piece. For weapons, this will also include all sounds.
Transmogging is entirely free and can be done practically at any time. No convoluted systems, MTX or ingame resources required.
A new set bonus has been added to the existing bonus.
The existing bonus is:
“Player characters inside Slow Trap cannot die”.
The additional new set bonus is:
“Increase damage by 6% per enemy affected by a Deception skill. Additionally, Players can't die inside Slow Trap.”
Note: Deception Skills are: Slow Trap, Venator’s Knife, Time Rift
TECHNOMANCER Torrential Downpour Set
The extra cluster bombs spawned by the set bonus of the Torrential Downpour Set have had their deployment time reduced.
A bug that was preventing an extra mine’s deployment after a direct hit was also fixed
Grim Inventor’s Set
The set bonus of Grim Inventor set has been changed so that Tools of Destruction can be refilled multiple times during its duration:
The old set bonus was:
While Tool of Destruction is active, a confirmed hit with Pain Launcher refills 20% ammunition for both minigun and the RPG. This only happens once for each Tool of Destruction usage.
The new set bonus is:
While Tool of Destruction is active, a confirmed hit with Pain Launcher refills 20% of the ammunition for both Minigun and the RPG.
PYROMANCER Lava Lich Set
The set bonus of the Lava Lich set has had the cooldown reduction it provides increased to 30% (Previously: 10%)
Reforged Set
Reforged was originally intended to be a Long Range Firepower set. However, players have mostly used it with Anomaly Power builds. We have therefore changed the attributes of this set to better support Anomaly Damage builds. The Long Range attributes on all set pieces have been changed for either a Cooldown Reduction or a Skill Leech attribute.
The Reforged Head Armour set piece, Cowl of the Reforged, has had its attributes swapped:
The Health attribute has been replaced with an Anomaly Power attribute.
The Long Range attribute has been replaced with either a Cooldown Reduction or a Skill Leech attribute
This change makes the helmet more suitable to the sets new functionality of an Anomaly Power oriented build.
The Reforged Chest Armour set piece, Armor of the Reforged, has had its mod swapped:
The “Bullet Absorption” mod has been replaced with the “Ash Grasp” mod, which inflicts Ash on all enemies in Thermal Bombs AOE range prior to its explosion.
This should make Thermal Bomb much easier to use as part of this set.
The Reforged Lower Armour set piece, Waistcloth of the Reforged, has had its mod swapped:
The “Wildfire” mod has been replaced with the “Fire Frenzy” mod, which provides an additional use of Thermal bomb.
The Reforged Feet Armour set piece, Boots of the Reforged, has had its mod swapped:
The “Nova Master” mod has been replaced with the “Anomaly Hunger” mod.
By making this change, we expect the Feed the Flames skill to deal more damage, making it a better tool to detonate Thermal Bombs.
The set bonus of the Reforged set has had its damage bonus increased.
Using Thermal Bomb increases the next damage of Feed The Flames by 75% (Previously: 50%)
Using Feed The Flames increases damage of next Thermal Bomb by 75% (Previously: 50%)
DEVASTATOR Deathproof
A new set bonus has been added to the existing bonus.
The existing bonus is:
“Reduce the Cooldown of Boulderdash by 90%.”
The additional new set bonus is:
“Reduce the Cooldown of Boulderdash by 90% and increase Firepower by 15% of Armor.”
The Deathproof Gloves Armour set piece, Deathproof Gauntlets, has had its mod swapped:
The “King Slayer” mod has been replaced with the “Death’s Door” mod.
Marshal
The set bonus of the Marshal set has had its shared bonus derived from Anomaly Damage increased to 40% (Previously 10%)
The Marshal Gloves Armour set piece, Marshal’s Gauntlets, has had its mod swapped:
The “Shattered Armour” mod has been replaced with the “Mosh Pit” mod.
The Shattered Armor mod removed Armor from enemies, while the Mosh Pit mod applies the status effect Vulnerability. As the Marshal gear is more of a Anomaly Power set, we decided it was a better fit to increase damage from all sources instead of reducing enemy Armor.
Statue
The Statue set has had its attributes swapped:
The Skill Leech attribute has been replaced with a Close Range Damage attribute.
CHANGES TO MODS
The mechanics of Fortress have been reworked. The new description and effect is now:
Shots increase your current Armor and Resistance by 5%, stacking up to 3 times. At maximum stacks, the buff is doubled and additionally grants 30% damage increase for 10 seconds.
Please note that following community feedback, the amount of stacks (from 5 to 3) and the cooldown between stacks (from 1s to 0.2 seconds) have both been reduced since we previously announced the changes coming to Fortress. These changes mean that players will be able to proc. Fortress faster and that that all weapon types will be able to proc it as well.
The Cooldown Mechanics of all mods are now “universal cooldowns”. Cooldowns for mods are now set to “per character” rather than per “mod instance”.
The main effect of this change is that it is no longer possible to cycle through and trigger the same mod effect within a very short space of time. In order to compensate for potential damage reductions as a result of this change, the below mods have all been buffed.
Moaning Winds has had its damage increased by 60% (From base 120 to 191)
Concentration Blast has had its explosion damage increased by 27% (From base 35 to 48.3)
Concentration Blast has had its max targets reduced to 4 (Previously: 6)
Ultimate Bone Shrapnel has had its damage increased by 14% (From base 63 to 71.82)
Bombs Ahead has had its damage increased by 14% (From base 62 to 71)
Legendary Minefield has had its damage increased by 11% (From base 20 to 22.3)
Kinetic Stomp has had its damage increased by 34% (From base 72 to 96.48)
Weakness Trap has had its damage increased by 237% (From base 18 to 60.6)
Sandstorm has had its damage increased by 42% (From base 7.2 to 10.25)
Wrath of Moloch has had its damage increased by 37% (From base 50 to 68.5)
Scrap Grenade has had its damage increased by 17% (From base 70 to 81.8)
Deadly Disturbance has had its damage increased by 27% (From base 69 to 87.3)
Ravenous Locust has had its damage increased by 50% (From base DOT tick, per second, 4 to 6.66)
Ravenous Locust has had its duration reduced by 4 seconds, down to 6 seconds (Previously 10 seconds)
Radiation Splash has had its damage increased by 208% (From base 38 to 114)
The effect of the “Gunshield” mod has been changed.
It will now provide a 30% increase to Firepower, rather than a flat numerical increase
CHANGES TO CLASS TREES
ALL CLASSES
Class Skill nodes that grant an AP bonus have been increased to granting 10% AP (Previously 6%)
TRICKSTER
Disruption Shield
The Shield provided by using DECEPTION skills has been increased from 20% to 50%.
Profit Squared
The Healing provided by this node has been increase from 5% to 10% per ammo pack picked up.
TECHNOMANCER
Sidearm Adept
The Weapon Damage Bonus provided by this node has been increased from 12% to 20%.
PYROMANCER
Steady Fire
The Weapon Recoil Reduction provided by this node has increased from 30% to 40%.
Sidearm Adept
The Weapon Damage Bonus provided by this node has been increased from 12% to 20%.
DEVASTATOR
Profit Squared
The Healing provided by this node has been increase from 5% to 10% per ammo pack picked up.
Steady Hands
The Weapon Recoil Reduction provided by this node has been increased from 30% to 40%.
CHANGES TO CLASS SKILLS
TRICKSTER
Slow Trap
A new effect for the “Speed Boost” mod has been added to the existing effect.
The existing effect is:
Allies within the sphere receive 0.2% movement speed bonus.
The additional new effect is:
Speed Boost will now reduce the duration of revives within the Slow Trap sphere by 50%.
BUG FIXES
Bug Fixes General:
Fixed a progress blocker in the “Mentor” main quest which would prevent a cutscene from triggering.
Fixed a bug that would cause Alpha Perforo’s to break out of CC (such as the Frozen or Ash status effects) if they were staggered.
Fixed a bug that prevented the “Heart of the Wild” Expedition from progressing if a Venomous Perforo was the last enemy to die during one of the battles.
Fixed a bug in the “Chem Plant” Expedition that could cause the the player’s primary weapon to use the mods of their secondary weapon if they changed weapons while activating the lever.
Fixed a bug that caused the end of Expeditions summary screen to not display true values for the “Damage Blocked” stat.
Fixed a bug that could cause the FOV to reset itself under certain conditions on PC.
Resolved issues related to ingame invites not being received under certain conditions.
Various other bug and crash fixes.
Bug Fixes to Mods:
Fixed a bug that caused the “Moaning Winds” mod to deal different damage between Host and Client. It was previously triggering twice for Client players. The damage on Client will now match the damage on Host.
Fixed a bug that would prevent mods inserted in armor from properly scaling with the armors level if the armor was upgraded through Zahedi. This bug would previously fix itself after an area transition.
Fixed a bug that caused the “Even Odds” mod to stack 5 times, instead of the stated 3 times.
Changed the “Armor Boost” mod so that it now scales to the armor item it is inserted into, rather than scaling with the player level and stopping at level 30.
Fixed a bug that caused the “Emergency Stance” mod to not trigger if the damage instance that proc’d the mod also inflicted “Knockback” on the player.
Fixed a bug that caused the “Anomaly Mutation” mod to not inflict the Burn or Slow status as intended.
Fixed a bug that caused the “Bullet Absorption” mod to replenish 80% instead of it’s intended 40% of ammo.
Fixed an issue that could cause frame (FPS) drops if the “Damage Link” mod was using in combination with the “Pain Transfer” mod.
Bug Fixes to Skills:
The description for "Endless Mass" now also mentions the Slow status effect that it inflicts.
Fixed a bug that would prevent the Technomancer “Cold Snap” skill from freezing enemies if it was triggered while the player rolled off an edge.
Fixed a bug that could cause Technomancer Turrets to fall through the ground if they were thrown too low or too high.
Added the icon for the “Cryo Turret” skill to the Technomancer’s “Engineer” and “Senior Engineer” class nodes. These nodes were already affecting the “Cryo Turret” skill anyway.
Bug Fixes to Class Nodes:
Fixed a bug that resulted in the Pyromancer “Gifted” class node not granting it’s bonuses properly.
Thank you again for playing the New Horizon update. We'll see you on Enoch Outrider!
The #Outriders Broadcast is back! Tune in on Monday ( ) for an update on everything you have been waiting for. And everything you didn’t even know you were waiting for.
Tune in on Monday ( https://www.twitch.tv/squareenix ) for an update on everything you have been waiting for. And everything you didn’t even know you were waiting for.
Patch Notes Fixed an issue that could cause players to stutter when entering the drained lake during the third enemy encounter in the Scorched Lands expedition. Fixed an issue that could cause the game to stutter when engaging Crawlers in battle during Expeditions Fixed an issue
Patch Notes
Fixed an issue that could cause players to stutter when entering the drained lake during the third enemy encounter in the Scorched Lands expedition.
Fixed an issue that could cause the game to stutter when engaging Crawlers in battle during Expeditions
Fixed an issue that would force matchmaking privacy setting to default to "Open". The privacy setting should now remain "Closed" when set. This should help further reduce AFK matchmaking.
Added an AFK status for players on friends lists
Fixed a bug that could cause client shots to sometimes deal no actual damage to enemies.
Further improved the visibility of the Brood Mothers Surge AOE skill limits.
Changed the behaviour of the Devastator's Impale, so that the game will detect impaled enemies as dead even before they disappear.
The Devastator's "Reflect Bullets" skill will now protect from Sciathan projectile attacks.
Fixed a bug that could cause the Pyromancer's Phoenix Nesling passive to restore 100% rather than 50% of Health while in Multiplayer.
Fixed a bug that could cause players to be teleported back into cover if they used Thermal Bomb shortly before exiting cover.
Fixed a bug that was preventing players from reviving themselves and other players after using the Trickster's Borrowed Time skill.
Fixed a bug that could prevent Devastator's from being able to consistently dodge if they had the Auto Reflect mod active.
Fixed a bug that could cause the Plague Sower and the Cannonball Legendary Sets to not retain their set bonus after a transition.
Fixed a bug that could cause the Technomancer's Plague Sower set bonus to not proc consistently.
Fixed a bug that could cause certain mods like "Grand Opening" to not proc if the player was on their last magazine.
Fixed a bug that could cause certain ammo related mods to retain their effects, even after having been replaced. This issue would previously resolve itself when returning to the lobby. Affected mods included Brain Eater, Clip of Amalthea, Perpetuum Mobile, Vampiric Mag, Toxic Lead, Reforging Bullets.
Fixed a bug that allowed the mod "Unstoppable Force" to be stacked with itself.
Fixed a bug that could cause shards invested in sidearms/second primary weapons to cause inconsistent behaviour on the primary weapon.
Resolved an issue that prevented secondary characters from picking up Journal Entries if they had already been collected on a different character.
Index: General News Weapon Mods Buffed Topic for Discussion: The Weapon Mod-Meta Patch News General News: Our upcoming patch is unfortunately not ready for release – however, we have managed to bring forward and release a small number of buffs that were planned to be implemented
Index:
General News
Weapon Mods Buffed
Topic for Discussion: The Weapon Mod-Meta
Patch News
General News:
Our upcoming patch is unfortunately not ready for release – however, we have managed to bring forward and release a small number of buffs that were planned to be implemented later on as part of a wider rebalance. We have been able to make these changes today because they involve on backend balancing, rather than changes to game-code.
The below buffs have been implemented as part of today’s maintenance event. No download is necessary for them to take effect.
Weapon Mods Buffed
Winter Blast has had its AOE range increased to 5m (Previously: 4m)
Ultimate Anomaly Surge has had its damage increased by 37% (From base 25 to 34.25)
Claymore Torrent has had its explosion damage increased by 10% (From base 30.6 to 64.26)
Ultimate Storm Whip has had its damage increased by 40% (From base 23 to 32.2)
Strings of Gauss has had its damage increased by 62% (From base 24.5 to 64)
Topic for Discussion – The Weapon Mod Meta:
You may notice that a few of the above mods falls within a very particular category of mods: Most of them are “single-target” or “cleave” mods, meaning that their damage potential is limited to a single enemy or a small group of linked enemies. For the purposes of this discussion, we’ll refer to these mods as ST Mods. This contrasts with “uncapped AOE” mods (such as Moaning Winds), which deal damage to an unlimited number of enemies in their respective (and usually larger) AOE radius.
The current mod-meta in Outriders currently centres around 3 “Pillars”.
A) General AOE damage mods
B) Moaning Winds and the Quick-Cycling meta
C) Fortress
Today’s buffs are only our first steps towards addressing those aspects of the above mod-meta which we deem to be unhealthy for the development of fun and varied builds in Outriders. We will be making changes in future that will be aimed at disrupting the meta, but doing so in a way that opens up many more fun options and alternatives for players.
Below is an overview of how we see the current situation.
Pillar A: General AOE damage mods
According to our player data and community observations, there is currently an over-reliance on AOE damage mods, which is most likely the result of the way most enemy encounters in Expeditions are structured. Players usually face hordes of enemies against whom such AOE mods are the most efficient method of playing.
One vs one or smaller mob group encounters are rare enough for the AOE mods to still do enough DPS to overcome these encounters, even though ST Mods would likely be more effective here.
This means that there is a strong under-reliance on ST Mods, which is further exacerbated by some of these ST mods generally under-performing.
Storm Whip is an excellent example here, as its previous damage potential strongly under-performed, meaning few players chose this mod over other, better alternatives.
While originally developing the OG Outriders mod experience, we had envisioned that players would ensure that both of their weapons have fundamentally different mods. These would allow them to deal with and tackle different scenarios and encounters using a variety of weapons and methods.
This brings us to the next two Pillars, B and C. We believe (and think that you’ll agree) that the current meta that involves B and C has fundamentally stifled the need to run anything else. There is little incentive to experiment with other mods when these will always be more powerful.
Pillar B: Moaning Winds and the Quick-Cycling meta
Moaning Winds is one of the most dominant “active” mods currently in use.
For anyone unaware, one of the most potent mod set-ups in the game right now is to stack the Moaning Winds mod on multiple weapons and empty your magazines. Then run into a clump of enemies and cycle through your weapons, triggering this “on-reload” mod and its substantial damage multiple times in a very short space of time. Some players are able to trigger Moaning Winds three times in the space of a 2 second window.
This combo is especially effective in single player, where enemies cluster around a single, rather than two or three players.
Note: The above is over-simplified, but the intent is to mainly explain the concept.
Moaning Winds is therefore vastly out-performing its intended potential, making it one of the best “active damage” mods in the game while also inviting a rather unorthodox playstyle.
A single Moaning Winds mod by itself isn’t necessary a huge problem, it is mainly the double and triple stacking of it that is causing an unnatural shift in expected playstyles.
Overall, Moaning Winds is a big topic and deserves its own discussion thread, which we will open in future, along with historical context about how Moaning Winds came to be.
Pillar C: Fortress
The third and by far most problematic pillar is C: the Fortress mod.
The way Fortress currently works usually provides a passive and consistent 43% damage increase to damage the player inflicts.
In essence, take your normal damage and apply the calculation of x 1.43 to it. That’s it – that’s the mod. No gameplay loop, kill or damage event or special situation required.
In the current DPS oriented endgame, all players will naturally be trying to maximise the damage they are able to output, so the existence of Fortress in its current form essentially blocks a mod-slot.
By not combining Fortress with your chosen primary mod, you may well be sacrificing DPS, which is a philosophical question we’re not comfortable with you needing to face. We want you to have a free choice of multiple different combinations, without feeling that you’re missing out because you didn’t choose Fortress.
We also continue to be very aware that a timer based Endgame is part of the problem in that it forces a DPS oriented build, rather than a survival or just pure “fun” build.
These are the current challenges that we believe the Outriders weapon mod-meta is facing today. Today’s Buffs are only the first steps to remedying the situation and we are starting with a partial look at Pillar A. We will discuss Pillars B and C and the best ways to tackle them in future.
Note that we are also working on changes to certain under-utilized Legendary Armour Sets. However, as these changes will also required code-work, we'll talk more about them closer to their release.
Patch News:
Our latest patch is currently undergoing the usual test-cycle, but we wanted to share some highlights of the upcoming fixes and changes with you already today.
Please do bear in mind that our current testing is still validating the below fixes so some of them may not be 100% guaranteed for this patch. Also note that this is not an exhaustive list and is still subject to change as we pass through the testing phase. The final patch will include more fixes and improvements.
Further improved the visibility of the Brood Mothers Surge AOE skill limits.
Fixed a bug that was preventing players from reviving themselves and other players after using the Trickster's Borrowed Time skill.
Resolved an issue that could cause the game to stutter when engaging Crawlers in battle during Expeditions.
Resolved an issue that could cause players to stutter when entering the drained lake during the third enemy encounter in the Scorched Lands expedition.
Resolved an issue that prevented secondary characters from picking up Journal Entries if they had already been collected on a different character.
Resolved an issue that would force matchmaking privacy setting to default to "Open". The privacy setting should now remain "Closed" when set. This should help further reduce AFK matchmaking.
Added an AFK status for players on friends lists.
Changed the behaviour of the Devastator's Impale, so that the game will detect impaled enemies as dead even before they disappear.
The Devastator's "Reflect Bullets" skill will now protect from Sciathan projectile attacks.
Fixed a bug that could prevent Devastators from being able to consistently dodge if they had the Auto Reflect mod active.
Fixed a bug that could cause client shots to sometimes deal no actual damage to enemies.
Fixed a bug that could cause the Technomancer's Plague Sower set bonus to not proc consistently.
Fixed a bug that could cause the Plague Sower and the Cannonball Legendary Sets to not retain their set bonus after a transition.
Fixed a bug that could cause certain mods like "Grand Opening" to not proc if the player was on their last magazine.
Index: Patch Notes Buffs Patch Notes Crash Fixes Improved multiplayer so that rubberbanding & packet loss should now be reduced for players under 350ms The Anti-duplication system will no longer take your equipped items into account when checking whether to re-roll a dropped
Index:
Patch Notes
Buffs
Patch Notes
Crash Fixes
Improved multiplayer so that rubberbanding & packet loss should now be reduced for players under 350ms
The Anti-duplication system will no longer take your equipped items into account when checking whether to re-roll a dropped duplicate.
Fixed an issue that could cause the Pyromancer's Thermal Bomb to lose all charges and enter full cooldown if a player was interruped while casing the skill
Improved the targeting of the Trickster's Venator's Knife so that it should now more consistently target a player's intended enemy.
Fixed an issue that could cause the Trickster's Hunt the Prey to not turn the player towards an enemy’s back if aiming down sights immediately after activation
Fixed the Technomancer's Borealis Monarch Set so that it will now correctly grant the 90% damage increase to any frozen targets
Note: The set bonus should apply to all frozen targets, no matter how they've been frozen.
Resolved an issue with the Devastator's Statue Set and changed its description to match its behaviour
The New Description is:
While either Tremor or Golem is active, increase Firepower by 100% and Weapon Life Leech by 100% for you and your teammates
The Old Description was:
Using either Tremor or Golem increases Firepower by 100% and Weapon Life Leech by 100% for you and your teammates
The old functionality meant that the Statue set bonus could end after 8 seconds. Reworking this set means that the bonus can now be maintained for longer.
Fixed an issue that could cause low damage threshold mods to trigger immediately after death or after respawning.
Fixed an issue whereby players who are level 50 could appear as level 1 while in a party. Note that this issue may still be visible when in lobby.
Fixed some out of sync subtitles
Buffs
Pyromancer
Feed the Flames
The Ammo replenished by the Bullet Absorption mod has been increased to 40% (Previously: 33%)
Volcanic Rounds
The Resistance debuff provided by the Susceptibility mod has been increased to 50% (Previously: 34%)
The "Reload Boost" and "Lava Shots" Mods have had their perks swapped.
Reload Boost will now increase Anomaly Power (Previously: Firepower)
Lava Shots will now increase Firepower (Previously: Anomaly Power)
Ash Blast
Ash blast has had it's base skill cooldown reduced by 4 seconds, from 27.5 to 23.5 seconds
The buff duration of the Death Sentence mod has been increased by 3 seconds, from 5 to 8 seconds
Trickster
Borrowed Time
Reduced the cooldown of Borrowed Time by 5.5 seconds, from 13.5 seconds to 8 seconds
Slow Trap
The cooldown of Slow Trap has been reduced by 9.7 seconds, from 30.7 seconds to 21 seconds
Time Rift
The cooldown of Time Rift has been reduced by 3.4 seconds, from 15.4 seconds to 12 seconds
Increased the DOT damage of the "A Little Bit of Pain" mod by 71% (from base 0.35 AP to 0.6 AP)
Condensed the DOT duration of the "A Little Bit Of Pain" mod to 6 seconds (Previously: 10)
Increased the Armour and Resistance debuff provided by the "Time Crack" mod to 35% (Previously: 25%)
Increased the Weapon Cleave damage provided by the "Pain Transfer" mod to 20% Weapon Damage (Previously: 10% Weapon Damage)
Technomancer
Pain Launcher
Reduced the base cooldown of Pain Launcher by 10 seconds, from 40 seconds to 30 seconds
Scrapnel
Reduced the base cooldown of Scrapnel by 5 seconds, from 22 seconds to 17 seconds
Increased the base damage of Scrapnel by 19% (from base 0.756 AP to 0.9AP)
Cryo Turret
The Hail Shot mod has had its SPF set to 1.5 (Previously: 1)
SPF controls how much this mod benefits from the Status Power attribute. This change effectively means that the damage increase provided by Hail Shot will increase by 50%, though the effectiveness of this improvement still depends on the character’s Status Power attribute.
Devastator
Boulderdash
Using the Skill will now provide significant (65%) damage reduction during it's animation
Players can now press trigger again to use an AOE attack during the run animation
Endless Mass
Enemies affected by Endless Mass can now be damaged and killed during the animation
Changed the "Wide Horizons" mod so that, on top of the range increase, the mod will allow Endless Mass to ignore the enemy skill "Absorbing Skin" used by Alpha Perforos and Brood Mothers
Reflect Bullets
Ending the Skill early will now refund a part of the cooldown (up to 90%)
Universal Buffs
Armor Mod buffs
Personal Space will have its damage bonus increased from 15% to 25%
Critstack will have it's Anomaly Power boost increased by 21% (from base 5.79 to 7)
Stand Tall will have its base Firepower bonus increased by 20% and its base Anomaly Power by 16%. (From base level 10 Firepower and 15 Anomaly Power to 12 Firepower and 17.5 Anomaly Power)
Perseverance Shield will have it's base shield value increased by 40% (From base 25 to 35)
Note: This patch will also fix a bug whereby Perseverance Shield could trigger and grant shield after death
Blazing Aegis will have the armor increase it grants increased by 21% (from base 46.35 to 56)
Plate Dodger will have its armor value grant increased by 12% (from base 58 to 65) and its duration increased from 5 seconds to 7 seconds.
Weapon Mods
Anomaly Enhancement will have its co-efficiency increased from 30% Anomaly Power to 40%.
Bone Shrapnel will have its damage increased by 5% (from base 56.7 to 59.85)
Important Patch Release Info As mentioned this Tuesday, while testing this patch we came across a couple of crashes. Community discussions indicate that these issues appear, for the most part, to already be present in the game. We are therefore releasing this patch in the knowled
Important Patch Release Info
As mentioned this Tuesday, while testing this patch we came across a couple of crashes. Community discussions indicate that these issues appear, for the most part, to already be present in the game. We are therefore releasing this patch in the knowledge that these issues exist and the belief that this patch will not introduce them.
There is a risk, however, that this patch may increase the frequency of one or both of these issues, but this is something we will only be able to determine with data analysis after the patch releases. Please do also be sure to let us know if you experience any increased crashing following this patch.
Fixes for these issues are already being worked on to be implemented at the next available opportunity.
Patch Notes
Improved Matchmaking to reduce the chance of matching with an AFK player
Improved the visibility of Brood Mothers' "Surge" AOE Attack
Fixed a bug whereby dismantling an item might not have displayed the mod preview
Fixed an issue that would cause the "In Sync" accolade to not properly unlock for Client players
Fixed an issue that could cause players to not get the proper reward if they completed an Expedition during the final second of the reward tier.
Fixed a bug that could cause the Trickster's Hunt The Prey to get stuck on activating
Fixed bug whereby Scrap Grenade would stop working after a cinematic or when re-joining a session
Fixed a bug whereby Bleed status from the armor mod 'Bloody Crush' would not be inflicted on enemies hit with the 'Gravity Leap' skill
Fixed a bug whereby the Devastator's "Blood Donation" class node wouldn't work if the player didn’t have other active "skill life leech" nodes or mods.
Resolved an issue with the Technomancers Borealis Set and changed it's description to match it's new behaviour
The New Description is:
Increase damage on Frozen enemies by 90%. Also, Critical Hit Damage is increased by 10% for all party members for 8 seconds after Cold Snap usage.
The Old Description was:
Increase Weapon Damage on Frozen enemies by 90%. Also, Critical Hit Damage is increased by 10% for all party members for 8 seconds after Cold Snap usage.
Changed the Pyromancers Healthy Lifesyle Mod and changed it's description to match it's new behaviour.
This change should improve survivabilty while channeling this skill
The New Description is:
F.A.S.E.R Beam: Boosts your Health Regeneration X for the skill duration.
The Old Description was
F.A.S.E.R Beam:Boosts your Health Regeneration by X for Y seconds after the skill ends.
Clarified the description for the Ravenous Locust Mod
Crash Fixes
Demo Update:
The Outriders Demo has been updated so that its fix list and improvements are now in line with our 22nd of June patch.
Important: The Demo no longer requires Square Enix Membership registration in order to play, so if you know anyone who was holding off the demo due to this reason, please do let them know.
We’re making some changes to the Legendary Drops. Legendary Drop Rates, across the board, have been increased by 100% Legendary Level Brackets have been removed, so that all Legendary items can drop at any level. Previously, some items could only drop from enemies of certain leve
We’re making some changes to the Legendary Drops.
Legendary Drop Rates, across the board, have been increased by 100%
Legendary Level Brackets have been removed, so that all Legendary items can drop at any level.
Previously, some items could only drop from enemies of certain levels or above. For example, the Ugake Cowl could only drop from enemies of level 48 or higher.
Legendary Anti-Duplication System implemented
This system will mean that if a character has an item in their inventory or stash and a duplicate item is rolled, the dropped item will be re-rolled once.
Note that this system does not guarantee that every drop will be unique. Rather, it is designed to provide a second roll at avoiding a duplicate.
Scripted Boss Loot (Chrysaloid, Yagak) are now able to drop all non-class specific Legendary Helmets
This change will improve the variety of items in the Campaign.
Previously, these bosses would only drop a selection of Legendaries (the same pool that was available in the Demo as well as the Cannonball Helmet).
The Luck system has been improved and players should no longer experience very long droughts without a Legendary item dropped during endgame.
The base scaling of Legendaries dropping through higher difficulty levels still applies, so you may will still want to farm as high as possible.
General Patch Notes
Made improvements to multiplayer connectivity
Fixed an issue that was causing old inventory items to be marked as new.
Fixed a bug that prevented players from running if they were stunned while using the Trickster's Cyclone skill.
Earthborn Gear / Hell's Ranger DLC equipment can now be scrapped
[EDIT for clarity] Fixed a bug that allowed a combination of two closely timed attacks to result in visual one-hit kill on players, from Alpha Perforo's and Behemoths / Brood Mothers
Fixed a bug that caused the Scrap Grenade projectile to be blocked by dead enemies.
Fixed a bug that caused Feed the Flames' Ash effect to not trigger properly in multiplayer.
Fixed a bug that caused Weapon mod 'Ravenous Locust' to not deal damage if used together with the 'Weightlessness' mod.
Mitigated an issue whereby players could get stuck in an animation after using Gravity Jump in multiplayer
Community Appreciation Package: The Community Appreciation Package is here and everyone who has played Outriders to-date is eligible! Your most experienced character has been granted: A random god-rolled Legendary weapon which you have not previously obtained (on any character) I
Community Appreciation Package:
The Community Appreciation Package is here and everyone who has played Outriders to-date is eligible! Your most experienced character has been granted:
A random god-rolled Legendary weapon which you have not previously obtained (on any character)
If your inventory if full, please check your stash for the Legendary weapon.
If both your inventory and stash are full, the Legendary weapon will appear when you next free up an inventory space and restart the game.
If you have already previously found all weapons, your character will be granted the rarest weapon for their class.
Extra Titanium based on your character's level.
A new emote, "Frustration" has been unlocked for all your characters.
A game restart may be required for it to appear.
Thank you for all your support and encouragement since Outriders launched. We are always listening to feedback and are still as committed to improving and enhancing your experience as ever.
Which Legendary Weapon did you get as part of this package? Let us know in the replies!
Balancing:
Preamble:
Today’s changes focus primarily on buffing underused skills and improving player survivability via Armour rebalancing. This is only an initial first pass, based on the mass player data that we’re seeing in our analytics. If something has not been mentioned here, do not fret. Work is already underway for upcoming balance passes, which will look at other topics of focus, including legendary drop distribution.
We are also aware that Timed Expeditions remain a point of contention regarding balancing and that they are fundamental problem for many players as their timed nature can drive a too heavily DPS focused meta.
Addressing the root cause of this issue is something that will take a longer time. This is not something we will be able to address as part of the immediately upcoming patches, but we are working on this issue and are continuing to look into what is feasible in the long term.
Balance Notes:
Health on Armor
The Health available on Armor pieces has been increased greatly and rebalanced. It is now possible to effectively double character health by using certain gear pieces.
Previously, investing into improving your health was not providing enough value gain. This change will make it easier to build a greater health pool and survive longer.
Devastator
Reflect Bullets
Reflect Bullets base damage has been increased by 250% (From 0.1 to 0.25 base damage at level 1)
This buff will help players better deal with smaller mobs, but efficiently killing Elites will still require the use of other skills as well.
The base damage dealt by the “Bullet Acceleration” mod has been increased by 330% (From 10 to 33 base damage at level 1)
Impale
The HP Regen granted by the Impale skill has been increased by 50% (From 0.02 to 0.03 base regen at level 1)
The range of the “Vlad’s Grasp” mod has been increased to 100% (Previously: 25%)
Note regarding impale: We are aware that some players would like enemies to be registered as “dead” faster after impalement. Changing this behaviour might have ramifications for the AOE Armour and Health Regen buffs this skill provides, but we’re currently considering what can be done here.
Pyromancer
F.A.S.E.R Beam
F.A.S.E.R Beam base damage has been increased by 100% (From 0.3 to 0.6 base damage at level 1)
F.A.S.E.R Beam’s SPF has been set to 2.1 (Previously: 1.5)
SPF controls how much the F.A.S.E.R Beam skill benefits from Status Power attribute. This change effectively means that the damage from F.A.S.E.R beam may well be doubled (and then some), though the effectiveness of this improvement still depends on the character’s Status Power attribute.
These changes will help this skill kill particularly Riflemen, Berserkers and Shotgunners with ease.
Volcanic Armour mod’s damage reduction has been increased to 65% for both Anomaly and Physical damage. (Previously 50%)
Technomancer
Tool of Destruction
The RPG summoned by Tools of Destruction has had its base damage increased by 66% (From 0.75 to 1.25 base damage at level 1)
The RPG summoned by Tools of Destruction has had its Falloff reduced / Minimum Range increased by 50% (From 200 to 300)
Minimum Range determines to which distance from the epicenter of an explosion/AOE an attack will still deal 100% damage. After reaching the edge of Minimum Range, damage falloff commences.
This change will mean that the RPG now deals 100% of it’s damage over a greater AOE.
The base damage dealt by the “Demolition Man" mod has been increased to 65 (Previously: 35)
These changes will help players one-shot Riflemen, while also putting massive dents into Shotgunners and Berserkers.
Fixing Wave
The healing provided by Fixing Wave has been increased to 65% (Previously: 33%)
Cold Snap
The armour reduction dealt by the “Frostbite” mod has been increased to 100% (Previously 35%)
The base damage dealt by the “Ice Ice Baby” mod has been increased by 300% (From 0.3 to 1.2 base damage at level 1)
These changes will allow players to have an extra “go away mobs” skill and will combine well with the following Freeze Turret change.
Freeze Turret
The duration of Freeze Turret has be increased to 30 units (Previously: 20)
This should increase the Turret’s health by 50% and prolong it’s life.
Trickster
Borrowed Time
The base damage dealt by the “Aggressive Teleportation” mod has been increased by 111% (From 45 to 95 base damage at level 1)
This needed a significant boost to make it more worthy of Legendary status.
Hunt The Prey
The base damage dealt by the “Backstabber” mod has been increased by 100% (From 20 to 40AP base damage at level 1)
Temporal Slice
The base damage dealt by the “Strong Slice” mod has been increased by 71% (From 17.5 to 30 base damage at level 1)