Gunfire Video games has launched the Remnant 2 replace 1.000.030 patch notes to your to digest, which comes packing a spread of modifications for numerous archetypes, gear, and a few stability enhancements.
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–|Efficiency and Crashes|–
– Fastened a difficulty the place Affect Cannon generally triggered efficiency points vs Annihilation.
– Fastened a difficulty the place Upgrading/Downgrading repeatedly might trigger hitching or slowdown.
–|Archetypes|–
|Invoker|
– Engram: Now correctly exhibits Lore and Description when considered in Wallace’s Stock.
– Manner of Kauela: Haste utilized by different sources will not be eliminated when Kauela ends.
– Manner of Kauela: Fastened a difficulty the place Drenched Sound loop would stay after a kill.
– Manner of Kaeula: Fastened a difficulty inflicting Tidal Wave to skip cooldown and a number of occasions.
– Manner of Kauela: Fastened a difficulty that triggered recasts to refresh the Lighting Cooldown.
DEV NOTE: The Lighting Blasts from Manner of Kauela are on a timer, and recasting would trigger this timer to be refreshed. They’re now on an unbiased timer in order that recasting will permit the Lighting to strike when it initially ought to have.
– Manner of Meidra: Drenched not reverts to base injury upon Archeytpe swap.
– Manner of Meidra: Ought to now persistently heal pleasant Companions & Summons.
– Manner of Meidra: Fastened a difficulty permitting Manner of Meidra to heal bosses.
DEV NOTE: Vash Cowaii in shambles.
– Manner of Lydusa: Elevated Essential Bonus Probability from 5% to 10%.
– Manner of Lydusa: Added Elemental Injury sort for AOE Blasts.
– Manner of Lydusa: Now scales with Amplitude.
– Manner of Lydusa: Talent Cooldown bar behaves correctly when utilizing “reactivation” impact.
– Manner of Lydusa: Enabled Sand Devils technology from Talent/Standing Injury.
DEV NOTE: Whereas all injury is at the moment allowed to generate Sand Devils, we’re keeping track of on. It’s because it finally ends up permitting an infinite cycle of Sand Devils > Detonate when Mod or Standing injury continues to use. The unique design was that Brittle was brought on by Ranged and Melee Injury, and Sand Devils would additionally solely be created by these injury sorts as properly. We are going to see how this performs out and should finally restrict it to solely these injury sorts.
|Ritualist|
– Prime: Fastened a bug inflicting Amplitude to have a double stacking impact on Vile.
– Wrath: Elevated Injury Bonus from 20% to 25% at Max Degree.
DEV NOTE: Whereas Ritualist is already fairly robust, we wished to make sure that their energy wasn’t fully Standing Injury in order that they may be used as a Secondary Archetype extra successfully. This can be a slight buff to learn all injury in both state of affairs.
|Gunslinger|
– Sidewinder: Diminished the Reload Time Decrement from 10s to 6s.
DEV NOTE: This alteration permits for a number of extra Swap Reloads with Sidewinder on the base length of 60s. Beforehand, 7 have been doable. With this replace, 11 are doable. In fact, it nonetheless advantages from Length Will increase as properly.
|Archon|
– Energy Creep: Elevated Mod Refund & Mod Technology Bonuses from 5% to 10%
– Chaos Gate: Elevated Mod Technology from 5% to 10%.
– Chaos Gate: – Fastened a difficulty the place VFX have been nonetheless seen to purchasers after deactivation.
– Havoc: Fastened a difficulty inflicting Havoc to be staggered in some conditions.
– Havoc: Fastened a difficulty the place talents would cancel after going by a Labyrinth portal.
– Havoc: Fastened a difficulty inflicting inconsistent Cooldown Refund behaviors.
– Havoc: Fastened a difficulty inflicting Blink to set off AOE Explosion Twice.
– Havoc: Fastened a difficulty that allowed Footwork and Swiftness to multiply Pace Bonus.
DEV NOTE: Havoc Type was incorrectly labeled as at all times in “AIM” mode, which allowed Footwork and Swiftness to stack whereas making use of to Lighting Fingers and Protect. That is not the case, however Motion Pace Bonuses will nonetheless apply to each (simply not AIM Bonuses).
– Havoc: Diminished Lighting Fingers Base Injury from 56 to 48.
– Havoc: Diminished Motion Pace whereas Firing Lighting Fingers.
– Havoc: Barely elevated the price of Lighting Fingers time decrement per pulse.
DEV NOTE: The mix of Motion Stacking Bonuses and Fireplace Fee Stacking – which remains to be enabled – allowed the Archon to simply circle strafe a number of the most difficult content material whereas holding down Lighting Fingers. Repositioning with Blink was virtually by no means required because of the Speeds that may very well be attained. This alteration permits the Archon to retain their most Pace Bonuses throughout regular motion and reduces the evasive effectiveness of merely strafing whereas firing. We additionally boosted the Archon’s total Mod Technology by Energy Creep, and added a bit extra again to Chaos Gate.
|Engineer|
– Vulcan Turret: Fastened a difficulty inflicting Turret to overlook shorter enemies like Hollows or Parasites.
–|Gear / Gadgets|–
|Ranged Weapons|
– Trinity: Elevated Base Injury from 42 to 44 per bolt (126 to 132 per Shot).
– Thorn (Blowback): Added Mod Injury Scaling to Blowback Explosions.
– C.Aphelion: – Fastened a difficulty that triggered the weapon to propel gamers throughout map.
– C.Sorrow: Fastened a difficulty stopping Heals from making use of to Companions & Summons.
– Monolith: Added Elemental Injury Sort to Major Fireplace (Ranged + Elemental)
– Monolith: Fastened a difficulty inflicting Major Fireplace to generally cross by components of enemies.
– Monolith (Sandstorm): Fastened situation stopping Mod Use when no Ammo was current.
– Monolith (Sandstorm): Enabled Length to scale with Mod Length Bonuses.
– Monolith (Sandstorm): Now correctly scales with Mod + Elemental Injury Bonuses.
– Monolith (Sandstorm): Fastened a difficulty stopping correct injury calculation.
– Plasma Cutter: Fastened a difficulty that triggered sure VFX particles to float.
– Polygun: Fastened a difficulty displaying incorrect values when upgrading.
|Melee Weapons|
– Mirage: Fastened a UI situation inflicting stats/description to interrupt the bounds of the Tooltip.
– Mirage (Cyclone): Enabled Correct Injury Sort scaling (Melee + Elemental)
– Crystal Employees: Fastened Incorrect Injury Scaling Values.
– Crystal Employees: Lowered Base Injury to account for correct 3x Injury Scaling (internet Buff)
– Crystal Employees: Fastened a difficulty the place Examine info as displaying incorrectly.
– All Katanas: Elevated Backstep Injury Scalar from 0.9 to 1.45 per hit.
– Metal Katana: Elevated Essential Probability from 11% to 13%
– Fringe of the Forrest: Elevated Essential Probability from 9% to 11%
|Weapon Mods|
– Explosive Shot: Fastened a difficulty stopping correct injury scaling based mostly off Weapon Degree.
– Track of Eafir: Fastened a difficulty permitting injury to register as Weakspot Hits vs some fliers.
– Scrap Shot: Fastened a difficulty stopping injury from updating within the examine info.
– Flying Bomb Entice: Fastened a difficulty that allowed Flying Bomb Entice to wreck allies.
|Weapon Mutators|
– Failsafe: Fastened incorrect refund calculations for Mods that spent A number of Fees directly.
– Ingenuity: Fastened a difficulty inflicting Degree 10 Bonus to interrupt reload on any non-heat weapon.
– Strain Level: Fastened a difficulty the place Degree 10 Bonus triggered twice on Mod Activation.
– Weaponlord: Fastened description of Major Impact.
– Slayer: Elevated Injury Bonus from 20% to 25%.
|Trinkets|
– Mist Step: Fastened a difficulty that triggered sure weapons to vanish.
– Birthright of the Misplaced: Applies EXPOSED to enemies in a 3m AOE on any Excellent Dodge set off.
– Birthright of the Misplaced: EXPOSE not applies to self on self-triggered Excellent Dodge.
– Jester’s Bell: Elevated Length from 15s to 20s.
– Kinetic Protect Exchanger: Elevated Mod Technology from 20% to 30%.
– Stoneshaper’s Chisel: Impact correctly stays after after touring.
– Ahanae Crystal: Elevated Injury Bonus from from 4% to five% per Stack.
– Band of the Fanatic: Elevated Standing Injury Bonus from 25% to 30%.
– Band of the Fanatic: Diminished Length Penalty from -65% to -50%.
– Burden of the Audacious: Fastened interplay with Burden of the Divine.
– Burden of the Follower: Elevated Mod Technology from 25% to 30%.
– Burden of the Mesmer: Diminished Well being Penalty from -25% to -20%.
– Devoured Loop: Fastened a difficulty stopping any Talent Cooldown resets.
– Devoured Loop: Fastened a difficulty stopping Talent Cooldown resets of lively abilities.
– Effluvium Enhancer: Elevated Acid Bonus from 20% to 25%.
– Matriarch’s Ring: Elevated Length from 5s to 7s.
– Ravager’s Discount: Eliminated hidden Talent Injury that was stacking with Base Injury Bonus.
– Shadow of Distress: Elevated Standing Injury Bonus from 15% to twenty%.
– Shock Machine: Elevated Shock Bonus from 20% to 25%.
– Talisman of the Solar: Elevated Fireplace Bonus from 20% to 25%.
|Relics|
– Constrained Coronary heart: Recasting correctly refreshes BULWARK stacks.
– Damaged Coronary heart: Now not causes lengthy black display after dying whereas outfitted.
–|Enemies|–
– Fastened a difficulty the place Cold Inheritor Aberration would give attention to fully on summons.
– Fastened a difficulty the place the Kiln enemy might shoot by some partitions.
– Fastened a difficulty the place Tal Ratha’s Weapon phantom for Roll Assault was incorrect.
– Fastened a difficulty the place some enemies would stay inactive throughout Shrewd battle.
– Fastened a difficulty the place Dran Rifle and Shotgun character hardly ever linked with melee assaults.
– Fastened a difficulty the place the Root Knight might get caught hovering over Root Nexus.
–|Misc Fixes|–
– Fastened a difficulty the place altering a keybinding from LMB to anything would trigger melee throwing weapons to routinely get thrown even when button was not launched.
– Fastened a difficulty the place the tooltip for Sanguine Vapor was incorrect and didn’t match the merchandise description textual content.
– Fastened a collision situation inflicting gamers to generally pop into place whereas driving elevators.
– Fastened a difficulty the place the Trinity wall mural was not at all times displaying appropriately.
– Fastened a difficulty inflicting some cubes to not reappear after dying throughout the Polygun Quest.
[Source – Remnant 2 Update 1.000.030 Patch Notes]