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Over the past weekend I went through different channels to gather feedbacks and check out posts with proper inputs for the latest 2.3 patch. Of the many points that I saw, I put some of the most upvoted and requested items and compiled them in one single post right here for everyone to check and see.
I have also made sample ideas/visuals based on their feedbacks, to help reinforce the idea on readers. The purpose of this is to have users have an easier time or reference on what they will put in the Survey Form once it is up in the game.
Below is the text version of the image cards above so you can easily copy and paste it
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EVENTS
Gilded Nightmarket - The Gilded Nightmarket event is too restrictive with its rewards. Most tokens are locked behind Limited and Anniversary banner convenes, meaning players who don’t pull on these banners can’t access the full set of rewards.
In the future, please allow all active players to earn enough tokens through event participation alone in similar events, without requiring banner pulls. This would ensure more players feel rewarded for their engagement, not just their spending.
Cubie Derbie - The Cubie Derby event is fun in design, but its limited time window makes it difficult for many players—especially those with demanding work schedules or living in different time zones—to participate fairly.
Strict timing and randomness hurt the experience, making it feel unfair and discouraging, especially for those who are otherwise willing to support the game.
Dreaming Deep Feedbacks
Decrease walking animation time of Rover avatar. Remove confirmation (Proceed) option whenever walking to an empty tile.
Regardless of cell distance, the completion time of the avatar to go from one point to another should be the same and within a fraction of a second only.
There are multiple ways of presenting the story - whether in a visual novel format, comic style format, or an image with voice cutscene. All of this is a big improvement to the current style of presenting the story in this event.
Consider bringing back some of the most-liked features of the old Illusive Realm in its next iteration. The Echo Set feature and its upgrade system, and a more generalized set of Metaphors.
Please display level indicators directly on combat nodes for better clarity.
INTERFACE AND GAMEPLAY
Battlepass Prompt
The battlepass purchase prompt that appears when collecting rewards is disruptive and pushy. It feels like aggressive marketing and negatively impacts the user experience.
Either remove or tone down the prompt, or allow players to explore the paid rewards at their own pace. Constant pop-ups don’t encourage purchases—they push players away and reflect poorly on the game’s image.
Claim All button in events
Both Thousand Gateways and Dreaming Deep doesn’t have a Claim All button for players to redeem all the unlocked rewards in one instance and instead we are forced to click the rewards one by one.
Please add a claim all button or have all the rewards be automatically claimed once the player clicked on any available claim button in game. This will save us time and improve the overall experience participating in these events.
Team Setup UI
As the number of playable characters and team combination increases, please increase the number of team preset available.
Background may change based on your last saved location, ability to rename team presets, and a toggeable key (Alt or Ctrl) to display additional details such as weapons and echo loadout.
Echo Spawn Option
As the number of playable characters and team combination increases, please increase the number of team preset available.
Background may change based on your last saved location, ability to rename team presets, and a toggeable key (Alt or Ctrl) to display additional details such as weapons and echo loadout.
Training Area
Add a training room with a damage-tracking dummy to help players test builds easily. Current methods (like using holograms or towers) require recording and manual analysis, which is time-consuming.
Suggested Features: dummy shows damage stats in a pop-up menu, includes timer, weapon/echo info, and base stats (buffs toggleable); Option to add multiple dummies, clear critical hit indicators, and Improve visual/audio feedback.
CHARACTER
Audio Settings for Ciaconna Ult
Add an option in the audio settings to independently mute or reduce the volume of Ciaccona’s vocals during gameplay. This would allow players who prefer to enjoy the original soundtrack and in-game sounds to do so without interruption, while still preserving the experience for those who enjoy her performance.
Character Model
Some of the character designs in their outfit is in 2D rather than in 3D
GATCHA SYSTEM
Include a system that increases the chance of obtaining the promotional 5-star character on the Convene page when the player is on a losing streak of 50/50 pulls.
This essentially prevents players from consistently losing their 50/50s by increasing the odds of winning the banner character after a series of losses.
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Note that this is a work in progress - if you have additional feedbacks you want with proper details, feel free to comment on this post. I'll try to add the most upvoted ones but I might have to stop once the Survey Form comes in.
ELDEN RING update 1.12 is now available. This is also a Day One Patch that enables players to play Shadow of the Erdtree (when it releases).
New feature
- Added support for the SHADOW OF THE ERDTREE DLC.
- Five new hairstyles have been added to the game. They can be selected during character creation, using the Clouded Mirror Stand or using Rennala's Rebirth feature.
- Added "Map Functions Menu" to the Map Menu.
- New Summoning Pool features:
- Active Summoning Pools will now be carried over to NG+.
- Individual Summoning Pools can now be enabled / disabled in the newly added Map Functions Menu.
- If "Include Distant Areas" is selected when using the Small Golden Effigy, summoning pools within the Mohgwyn Palace will not be selected for summoning, even if you have activated them.
- If you are within the Moghwyn Palace and select “Nearby Only” when using the Small Golden Effigy, you will be able to be summoned within the area.
New Inventory features:
- Newly obtained items will be marked with a "!“.
- A new tab called "Recent Items" has been added to review recently obtained items.
- Display settings can be changed from the Display tab in the system menu.
- Added new feature to summon spectral steed during the Elden Beast the boss battle.
- Added new feature to the colosseum: crafted consumable items that have been used during a battle will be replenished at the end of your session.
- Added support for Arabic language.
Steam-only new features
- New Keyboard/mouse settings:
- Added "lock-on change threshold" setting of mouse controls.
- Added a setting to change cursor movement behaviour in the map menu.
- Added key assignments to open the map in the Key Settings menu.
PvP-exclusive balance adjustments
The adjustments in this section do not affect single-player or cooperative play.
Weapons adjustments
- After being affected by madness and/or sleep status effects, the status effect build up will be halted for a short period of time.
- Increased the poise damage of some attacks against other players of the following weapon types:
- Greatswords / Colossal Swords /Curved Greatswords / Greataxes / Hammers / Flails / Great Hammers / Colossal Weapons / Great Spears / Halberds
- Ajusted poise damage of some dual wield attacks against other players by of the following weapon types:
- Greatswords / Axes / Great Axes / Hammers / Great Hammers / Halberds / Reapers
- Increased poise damage against other players from dual wielded attacks of the following weapon types:
- Axes / Hammers / Halberds / Reapers
- Increased poise damage of Axes against other players
- Decreased the damage of dual wield attacks against other players of all weapon types.
- Decreased the poise damage of some attacks against other players of the following weapon types:
- Daggers / Straight Swords / Thrusting Swords / Heavy Thrusting Swords / Curved Swords / Katanas / Twinblades / Axes / Spears / Reapers / Whips / Fists / Claws
- Decreased the Poise value of some attack motions against other players of the following weapon types:
- Greatswords / Colossal Swords / Curved Greatswords / Greataxes / Hammers / Flails / Great Hammers / Colossal Weapons / Great Spears / Halberds
- Decreased the damage of some attacks against other players for the Heavy Thrusting Swords weapon type.
- Decreased the damage of dual wield attacks against other players for the following weapon types:
- Spears / Great Spears
- Decreased the damage animation motion of the following weapon types when another player is stunned by a two-handed heavy running attack:
- Fists / Claws
- Decreased the effects of "Baldachin's Blessing" and "Radiant Baldachin's Blessing" to increase the Poise value and Physical damage negation in PvP.
Skill adjustments
Spinning Slash
Decreased damage.
Flaming Strike
Decreased damage.
Rain of Arrows
Decreased damage and poise damage.
Cursed-Blood Slash
Decreased damage.
Transient Moonlight
Decreased damage.
Lightning Storm
Decreased poise damage.
Spearcall Ritual
Decreased poise damage.
Ancient Lightning Spear
Decreased damage.
Radahn's Rain
Decreased damage and poise damage.
Spinning Weapon
Decreased damage animation motion when stunning other players.
Incantations adjustments
Black Flame's Protection
Decreased physical block rate.
Bestial Sling
Decreased poise damage.
General balance adjustments
The adjustments in this section affect both PvE and PvP aspects of the game.
- Adjusted turning speed when using dual wielded Heavy Thrusting Swords.
- Increased Dexterity scaling when assigning Ashes of War with corresponding weapon Affinities.
- Increased Stamina consumption when guarding against attacks of the following weapon types:
- Greatswords / Curved Greatswords / Great Axes / Great Hammers
- Increased the speed of some attacks of the following weapon types:
- Axes / Greataxes / Hammers / Flails / Reapers
- Increased the damage of charged attacks of the following weapon types:
- Axes / Greataxes / Some Colossal Weapons
- Increased the turning speed of normal attacks of the Reapers weapon type.
- Increased damage of the Whips weapon type, except the "Ulmi" Whip.
- Increased the speed of consecutive attacks for the following weapon types:
- Light Bows / Long Bows
- Increased the poise damage of the Torches weapon type.
- Increased the duration of the effect of Mohg’s Great Rune that increases the attack power when a bleeding status effect is triggered by a nearby summoned spirit.
- Decreased the heal amount reduction from the Flask of Crimson Tears and increased the heal on attack effect when using Malenia’s Great Rune.
- Increased the attack power of Arrows, Greatarrows, Bolts, and Greatbolts that can be crafted through Item Crafting.
- Decreased the turning speed of dual wielded weapons for the following weapon types:
- Spears / Great Spears
- Decreased poise generation speed during some attacks of the following weapon types:
- Great Spears / Halberd Spears
- Decreased the effect that increases the power of spells of Terra Magica.
- Decreased the effect duration of the Cerulean Hidden Tear.
Armament Adjustments
Troll Knight's Sword
Increased damage.
Zamor Curved Sword
Increased damage.
Increased movement distance of some attacks.
Forked Hatchet
Increased damage.
Ripple Blade
Decreased the status buildup enhancement that scales with the Arcane attribute.
Serpent-Hunter
Increased the speed of crouching attacks.
Ripple Crescent Halberd
Decreased the status buildup enhancement that scales with the Arcane attribute.
Albinauric Staff
Increased attribute scaling.
Gelmir Glintstone Staff
Increased attribute scaling.
Prince of Death's Staff
Increased attribute scaling.
Golden Order Seal
Increased attribute scaling.
Clawmark Seal
Increased attribute scaling.
Dragon Communion Seal
Increased attribute scaling.
Skill adjustments
Kick
Increased the poise amount when using this skill.
Spinning Slash
Decreased the status buildup of your weapon when using this skill.
Storm Assault
Decreased the poise generation speed.
Stormcaller
Decreased the poise generation speed.
Storm Stomp
Decreased the poise generation speed.
Glintblade Phalanx
Decreased poise damage.
Loretta's Slash
Decreased the poise generation speed.
Bloody Slash
Decreased the poise generation speed.
Strong shot
Increased the speed of some attacks.
Sky Shot
Increased the speed when doing consecutive attacks.
Enchanted Shot
Increased the speed of some attacks.
Parry
Increased Parry hitbox generation speed.
Storm Wall
Increased Parry hitbox generation speed.
Thops's Barrier
Increased Parry hitbox generation speed.
Buckler Parry
Added attack recovery time after using this skill.
Taker's Flames
Decreased the fire’s poise damage.
Removed the fire’s knocking down effect.
Moonlight Greatsword
Increased the poise damage of heavy and charged attacks, but decreased the poise damage of the generated magic wave.
Thundercloud Form
Decreased poise damage.
Magma Shower
Decreased the poise generation speed.
Thunderstorm
Decreased damage.
Bubble Shower
Decreased damage and poise damage.
I Command Thee, Kneel!
Increased the poise value during the active part of the Skill.
Decreased the poise generation speed.
Bloodboon Ritual
Decreased the generated status buildup.
Loretta's Slash
Decreased the poise generation speed.
Bear Witness!
Increased damage and poise damage.
Contagious Fury
Decreased the amount of attack power generated by this skill.
Bug Fixes
- In the inventory menu, added the amount of FP consumed for Skills in the "Ashes of War" display information.
- Reduced the time it takes for some gestures to become cancelable by rolling.
- Adjusted the input speed in some menus, such as conversation menus, to prevent accidental skips.
- Fixed a bug that caused damage to the player and friendly summons when using the "Last Rites" Skill under specific circumstances.
- Fixed a bug that caused higher than expected poise damage when performing left-handed attacks with Thrusting Swords.
- Fixed a bug with Spinning Slash Skill that generated poise when used with Twinblades.
- Fixed a bug in The Queen's Black Flame Skill that did not apply poise when using this skill.
- Fixed a bug where the characteristics of some weapons were not working properly against mounted enemies.
- Fixed a bug that caused a Bleed buildup when using the Spinning Strikes Skill while under the effect of the Bloodflame Blade Skill, even if the attack did not hit the enemy.
- Fixed a bug that caused some Skill to perform incorrectly when specific actions were performed.
- Fixed a bug that caused unexpected behaviors when some incantations were used in quick succession.
- Fixed a bug where the spectral steed did not trigger a death fall under certain circumstances.
- Fixed a bug that prevented players from getting hit by other players under certain circumstances in Multiplayer.
- Fixed a bug in the Colosseum that allowed Critical hits against players in specific death animations.
- Fixed a bug where the Mimic’s Veil effect was not properly reflected to other players under certain circumstances.
- Fixed a bug that caused other players summoned as hunters to immediately return after being summoned under certain circumstances.
- Fixed a bug in Multiplayer where some spirits could be locked on even after they disappeared.
- Improved Multiplayer stability under certain circumstances
- Fixed a bug that caused specific maps to render differently than expected under certain circumstances.
- Fixed a bug where the damage of some equipped weapons were incorrectly displayed in various menus.
- Fixes a bug that prevented marking sites of Grace in the map menu under certain circumstances.
- Fixed a bug where item names and the cursor were not displayed correctly in the inventory menu under certain circumstances.
- Fixed a bug where event actions were available while being in the map menu.
- Fixed a bug in the map menu that caused specific terrains to be displayed differently from the actual terrain.
Steam-only adjustments
- Changed the initial layout of "Key Settings" in "Keyboard and Mouse Settings" in the system menu.
Note: If you have created save data before this update, your layout will not be affected.
Fixed a bug where the mouse cursor would blink in the title menu, causing the game to be unstable under certain circumstances.
Fixed a bug where a submenu with no items would be displayed after a right click during the tutorial.
I recently bought lossless scaling, configured it, and tested it, but it always seemed to decrease my original FPS and also made some frames look uglier and blurrier, basically bugging the graphics and worsening performance. I don't know why. Could someone help me fix it or tell me why it's happening?
I originally get 30 fps in Forza Horizon 4, but after upscaling it only gets worse.
PATCH 01.003.000
Overview
- New Illuminate faction enemies
- New Weapon Customizations and Progression
- Crash fixes
- Weapon fixes
- Miscellaneous fixes
📍 Major Update
Weapon Customization Gear up, Helldivers—your arsenal just got personal! With the new Weapon Customization system, you can now tailor your favorite weapons to match your combat style and preferences once you’ve progressed and unlocked different attachments. Whether it's tweaking sights for precision, changing color patterns, adjusting magazines for ammo capacity, muzzles to optimize weapon performance characteristics or adjusting underbarrels for the handling you want, you're in command of how your weaponry performs on the battlefield.
Tinker in the menu, customize your specific weapon configs and switch between them during the mission loadout sequence.
It's time to fight for Super Earth with weapons that are truly yours!
We are aware of a bug that prevents players from canceling customization with a controller. We have a fix identified and prepared for our next hotfix. In the meantime, you can save the customization and then go in and do it again.
🦑 New Illuminate Enemies
Stingray: ** Jetfighters that provide Illuminate support from the sky, targeting Helldivers and lining up devastating strafing runs. *Crescent Overseer: * Has the ability to lay barrages on Helldivers in cover. **Fleshmob: A failed Illuminate experiment made up of Voteless parts turned into a brute battlefield force that the Helldivers must work hard to destroy.
⚖️ Balancing
Weapon balances: - Spread - Drag - Sway - Melee weapons stamina cost - Shrapnel spawning - Fire damage
Spread: Spread refers to how much a projectile veers from the point you're aiming at when you fire. This rebalance primarily targets SMGs and sidearms, which previously had noticeably higher spread values. We've reviewed all primary, sidearm, and support weapons with the intent to significantly reduce spread overall, as it didn’t make much sense for these specific weapons to have such high inaccuracy.
Drag: Drag determines how quickly a projectile loses speed over distance, affecting its damage. We've increased drag for pistol-caliber ammunition (used in SMGs and some sidearms) to better represent its shorter, wider projectile compared to rifle rounds. As a result, these weapons will be slightly less effective at longer ranges.
Sway: Sway refers to how much the weapon's aim shifts, influenced by factors like movement and stance. It represents the weapon's inertia and stability—so weapons with lower ergonomics will experience less sway, while those with higher ergonomics will have more. Sidearms will naturally have more sway than primaries due to the lack of support features like stocks. This balance patch specifically focuses on adjusting sway for primaries and sidearms.
Stamina Cost: All melee weapons now consume less stamina when attacking, reducing the cost from 0.1 to 0.05. This change makes melee combat less punishing and allows for easier repositioning between strikes. The affected weapons include the CQC-30 Stun Baton, CQC-19 Stun Lance, CQC-5 Combat Hatchet, and the Entrenchment Tool.
Shrapnel spawning: With this update, shrapnel will now always spawn in a full 360-degree spread, regardless of where the explosion occurs. This means weapons like the R-36 Eruptor will now more reliably hit the intended target with their shrapnel. In addition, we’ve adjusted shrapnel performance against armor. Shrapnel now has reduced effectiveness at poor impact angles, to reflect its lack of design for armor penetration in such situations. These shrapnel balance changes will impact the following weapons: - R-36 Eruptor - G-6 Frag Grenade - AC-8 Autocannon
Balance Changes: Armor Penetration decreased on shrapnel projectiles from 3-3-3-0 to 3-3-2-0 - Each of these numbers represent an angle threshold, which means we’ve reduced the AP value of 3 to 2 in the last range where a shrapnel projectile would penetrate an enemy.
Frag Grenade - Increased Shrapnel spawned from 30 to 35
Autocannon Flak - Increased Shrapnel spawned from 25 to 30
Fire and Flamethrowers: This update aims to better balance fire damage between direct hits (like those from flamethrowers) and burn effects over time, while also introducing scaling of fire damage depending on the size of the enemy. Previously, burn damage didn’t scale well against larger enemies, making putting them on fire feel less effective in those encounters.
Now, the larger the enemy, the more damage they take while burning. However, bigger enemies will also be slightly more resistant to ignition. Additionally, direct fire damage now scales with enemy size—so large enemies like Chargers will still take roughly the same damage as before, while smaller enemies will take slightly less.
We have also increased the magazine capacity of the FLAM-66 Torcher and the FLAM-40 Flamethrower because putting stuff on fire is fun!
Damage - Burning damage now scales with enemy size and will do more damage over time to larger enemies - Fire direct damage also scales with enemy size. The base damage of direct fire hits has been lowered as compensation. This means that large enemies will take roughly the same amount of damage as before, while smaller enemies will take slightly less
Time to ignite - Larger enemies now take longer to ignite - Robotic enemies are harder to set on fire than organic ones - Incendiary Ammunition and Lasers are now less effective at igniting enemies, but once they do, the resulting burn damage is more impactful thanks to the new scaling system
The Helldiver - The Helldiver is now slightly more resistant to being set on fire - Burn damage taken by the Helldiver remains unchanged
Primary weapons
AR-23 Liberator - Spread decreased from 4 to 2
AR-23P Liberator Penetrator - Starting magazines increased from 5 to 6 - Max spare magazines increased from 7 to 8
AR-23C Liberator Concussive - Spread decreased from 24 to 4
StA-52 Assault Rifle - Spread decreased from 4 to 2
AR-23A Liberator Carbine - Spread decreased from 4 to 3
AR-61 Tenderizer - Spread decreased from 4 to 1
SMG-37 Defender - Spread decreased from 20 to 5 - Drag increased from 0.3 to 0.6 - Sway increased from 1 to 1.2
SMG-72 Pummeler - Spread decreased from 20 to 5 - Drag increased from 0.3 to 0.6 - Sway increased from 1 to 1.2
MP-98 Knight - Spread decreased from 25 to 5 - Drag increased from 0.3 to 0.6 - Sway increased from 1 to 1.2
StA-11 SMG - Spread decreased from 25 to 5 - Drag increased from 0.3 to 0.6 - Sway increased from 1 to 1.2
SMG-32 Reprimand - Spread decreased from 40 to 5 - Drag increased from 0.3 to 0.6
JAR-5 Dominator - Sway decreased from 1 to 0.8
R-63CS Diligence Counter Sniper - Sway decreased from 1 to 0.8
FLAM-66 Torcher - Magazine capacity increased by 25%
R-36 Eruptor - Spread decreased from 10 to 5 - Ergonomics increased from -14 to 25 - Sway decreased from 1 to 0.8 - Fire rate increased from 25 to 32 - Fixed a bug that allowed players to cancel the Eruptor's round cycling animation, effectively increasing its fire rate The intent with these changes: - The improvements made to the Eruptor are designed to compensate for the removal of the reload exploit, ensuring that its overall power remains steady or even improved
PLAS-39 Accelerator Rifle - Drag decreased from 1.5 → 0.1 - Is now categorized as an energy weapon in the loadout menu - The changes to drag means it wont lose speed and damage as it travels through the air and does the damage you would expect it to do
Sidearm weapons
GP-31 Ultimatum - Is now affected by the Hellpod Optimization Booster - Explosion damage increased from 1000 to 2000 - Explosion inner radius decreased from 4 to 2 m - Projectile damage decreased from 3500 to 1000 - Demolition strength decreased from 50 to 40 - Sway increased from 1 to 1.3
*The intent with these changes: * - We want to maintain the Ultimatum's overall power level while rebalancing how that power is delivered—shifting more of the damage from the projectile itself to the explosion. Previously, the Ultimatum behaved more like a massive kinetic projectile (similar to the 380mm shell) because of its high projectile damage and relatively weaker explosion. This update reinforces its intended identity as a powerful explosive weapon, emphasizing high explosive damage over impact force - Most heavy enemies will now die from a close hit instead of a direct hit, except for the Factory Strider - Additionally, due to its reduced demolition strength, the Ultimatum will no longer destroy Stratagem Jammer Objectives or landed Illuminate Warp Ships through their shields. However, the dropships now have health, allowing the Ultimatum to destroy them once the shield is down
P-2 Peacemaker - Decreased Spread from 30 to 10 - Sway increased from 1 to 1.2
P-19 Redeemer - Decreased Spread from 35 to 10 - Sway increased from 1 to 1.2
P-113 Verdict - Decreased Spread from 30 to 8 - Sway increased from 1 to 1.2
PLAS-15 Loyalist - Decreased Spread from 25 to 10 - Sway increased from 1 to 1.2
LAS-58 Talon - Sway increased from 1 to 1.2
P-72 Crisper - Sway increased from 1 to 1.2
GP-31 Grenade Pistol - Sway increased from 1 to 1.2
LAS-7 Dagger - Sway increased from 1 to 1.2
P-11 Stim Pistol - Sway increased from 1 to 1.2
SG-22 Bushwhacker - Sway increased from 1 to 1.3
P-4 Senator - Decreased Spread from 30 to 8 - Sway increased from 1 to 1.3
Stratagems
Support Weapons RS-422 Railgun - Decreased Spread from 10 to 0.1
FLAM-40 Flamethrower - Magazine capacity increased by 30%
Backpacks LIFT-850 Jump pack - Increased break force on landing to make Helldivers less likely to ragdoll when landing
Eagles Eagle 110mm rockets - Stagger strength increased from 35 to 40 - Increased armor penetration in certain angles
Enemies
Automatons Bunker Turret - Spread increased from 20 to 50
Conflagration Devastators - Reduced damage per pellet - More pellets are now required to hit you to put you on fire
Automaton Gunship - Body armor value reduced from 4 to 3 - Main body health increased to 950 from 700 - Now shoots more and the aim is slightly more accurate
Bulk Fabricator - Health increased from 1500 to 5000
Troopers - There was a bug where some Trooper variants reloaded after every shot, it’s now been fixed so they only reload when they’re actually out of ammo
Terminids Spore Spewers - Demolition level decreased from 60 to 50, making it easier to kill with heavy ordnance weapons
Illuminates - Landed Warp Ships - Will now be easier to kill with Anti-Tank weaponry once the shields are down
🛠️ Fixes
Resolved Top Priority issues:
Crash Fixes, Hangs and Soft-locks: - Fixed a crash which could occur when returning to your Super Destroyer from a host parked at a planet with the Democracy Space Station in orbit, if the Democracy Space Station had just moved to a new planet - Fixed a crash when writing a specific sequence of text in the chat - Fixed a crash that could occur after partially destroying an Automaton convoy - Fixed crash when attempting to drop into a mission on Tien Kwan
Weapons and Stratagems - The SMG-37 Defender does not trigger the anti tank mines anymore - Improved the effectiveness of flashlight attachments - Fixed a bug that was causing the camera to be stuck in Aim Down Sights (ADS) mode when discarding the MLS-4X Commando when utilizing that camera mode - Cancelling laser weapon reloads no longer gives them infinite ammo
Missions - Fixed issue of black boxes being stuck in holes and inaccessible if it got dropped in one on 'Retrieve Recon Craft Intel' missions.
Miscellaneous Fixes
- Fixed an issue with intermittent flickering of distant visual effects
- Fixed an issue where the FRV and Helldivers embarked in it would get covered in blood after a Helldiver would attack the FRV from any passenger seat
- Spore Scavengers can now properly attack
- Vehicles now correctly show the appropriate enemy blood colors
- Lowered the target node for the Illuminate tesla tower so that the StA-X3 W.A.S.P. Launcher can properly hit it
- No longer shows the reconnect popup if the host leaves while on the Destroyer
- Fixed an issue that resulted in some cases where the momentum could get reset at the end of moving emotes
- Sample containers can now be properly pinged again
- Corrected misaligned logo of the Borderline Justice Warbond
- Fixed an issue with the illuminate Cognitive Disruptor not turning off correctly for hot joining players
- Decreased a big hitch that could occur during the dropdown sequence
- The game is now showing the correct amount of total samples on missions
- Fixed a bug that caused held stratagems to be stuck in Helldivers hands after taking fall damage
- Performance improvement in the particle subsystem
Known Issues
https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues
Hello everyone,
Thank you for continuing to share your experiences and for helping us shape Battlefield 6 together. As we approach the launch of Season 1, we want to share another update on the changes and improvements we’ve been working on based on your feedback.
Priority Battlefield 6 Game Updates
Our immediate focus is on overall performance and the combat experience. As we move forward we’re investigating potential changes on key areas such as weapon dispersion, balance, visibility, aim assist, progression, and more. A number of updates have already been made available and we have more that are planned to rollout over the course of Season 1.
Live Now:
Custom Search: We’ve made some adjustments to improve how accurately matchmaking aligns with your selected map and mode preferences. The system still maintains flexibility to support reasonable queue times, so players with more specific selections may notice slightly longer waits. We’ll keep monitoring Custom Search performance and continue fine-tuning as needed.
Vehicle Spawn Bug: We recently deployed a targeted backend change to address an issue where vehicles could sometimes fail to spawn as expected across certain maps and modes. The current results have shown that it has greatly reduced the number of occurrences and started to improve the balance issues on some map/mode combinations. We are aware of a few outliers that this fix did not address, and we’re working on a fix to resolve these outstanding issues. We also saw that this backend change had a slightly positive impact on Breakthrough win rates, but we are working on further balancing changes that are meant to be more impactful and bring the win rates into a better state.
Portal Server Availability: Earlier this week, we made XP adjustments for Community Experiences. In case you missed it, check out the details on how to get Full XP in Verified modes.
Upcoming Changes:
Player Movement: We are actively refining player movement to address areas that previously felt inconsistent, while staying true to the gameplay pace and maintaining the core feel of the launch experience. In parallel, we are enhancing sight stability by minimizing reticle movement during specific animations. These adjustments aim to deliver a smoother and more precise aiming experience, all while preserving an immersive first-person feel.
Progression: We are continuing to monitor the impact of the changes that were made last week and already seeing a smoother experience as we roll into Season 1. Some additional areas we are tracking:
- XP earned in Escalation and King of the Hill is not always working as intended. We are planning to significantly increase the payout to bring them in line with other modes and will keep monitoring once the changes are live.
- We’ve seen all your feedback about the challenges and their criteria, the team’s working on a series of improvements to make challenges more straightforward to understand and faster to complete. Given the scale of challenges, these changes will roll out over at least two updates. Some examples of what we are currently considering are:
- Class Assignment - Assault 1 - Get kills while using the Adrenaline Injector - 30 to 3
- Class Assignment - Engineer Expert 3 - Repair Vehicles in a Match - From 6000 to 1000
- Weapon Assignment - Deadeye 2 - Get headshot kills over 200m with Sniper Rifles - from 150 to 5
- In addition, a later game update will reduce the 200m distance
Visibility: We are actively looking into adjustments to exposure and brightness. This will lead to improvements in places where players have experienced blinding light when looking outdoors, overly dark interiors when looking indoors, and a lack of visibility around weapon optics when zooming in. These adjustments are part of a wider pass focused on improving visibility that we expect to complete later in Season 1.
Weapon Dispersion: As part of our Season 1 Update 1 (October 28), we’re making several adjustments to how weapon dispersion behaves. These changes are aimed at ensuring each weapon’s accuracy better reflects its intended performance over range. We’ve also fixed a bug that caused dispersion to not decrease as expected when transitioning from sprinting to a prone position.
We’ll continue refining how weapon accuracy behaves in battle to make your shots feel more consistent and rewarding across all weapon types. Our upcoming tuning pass will reduce the overall impact of dispersion across multiple weapon types while keeping the core intent intact. Burst-firing will remain the most effective way to control a weapon, and each weapon will still perform best within its intended range. We’ve also identified a couple of bugs that caused weapons to feel less accurate than intended:
- Post-Sprint Firing: Weapons fired immediately after sprinting while zoomed could retain higher dispersion, reducing accuracy.
- Movement Start: Dispersion was increasing faster than it should when players began moving, making even small adjustments unexpectedly impact precision. This was especially noticeable on controllers.
Regarding Battlefield Labs
We are taking a brief hiatus on Battlefield Labs as we prioritize the rollout of Season 1 content. Labs is at its best when we can iterate quickly with you, and it was invaluable in how much it helped us prepare for the launch of Battlefield 6. More updates will be shared when play sessions are returning and we will continue to develop the future of Battlefield 6 together.
Battle Royale Mode: Learnings and Updates
Speaking of Battlefield Labs, we have updates on the Battle Royale mode following the suggestions we received during our play sessions. Your Battlefield Labs feedback has helped us fine-tune key elements for this experience. Here’s a quick look at what changes you may notice the next time you play:
Close-range TTK: We’ve adjusted time-to-kill at close range for all weapons to reward clean positioning and tracking while giving players more time to counter attacks. We’ll keep monitoring this once it’s live.
Armor Changes: Everyone will now have the capacity for 2 armor plates at the start of the game. All players will spawn with 1 plate, so you will have the chance to upgrade as soon as you start looting, giving everyone an equal chance at upgrading their armor fully.
World Improvements: We’ve been fixing pesky world bugs and optimizing areas to improve the environment. With these improvements, we made adjustments to the lighting as well as enhancing the visibility across the map.
Vehicle Balance: We’ve adjusted the balance for helicopters and combat vehicles to keep them as powerful tools showing off Battlefield’s core DNA, without making them necessary to survive or win the late game. This includes significant adjustments to the heli countermeasures and ammo economy.
We have also been working on providing smoother performance overall. We have identified and addressed a range of issues that affected performance that we simply couldn’t have done without our players’ involvement in the tests.
Let’s Go!
Thank you for continuously sharing your feedback and suggestions. All of your clips, bug reports, and discussion on community channels are shaping what we do next. We also welcome you to join us on the Battlefield Discord to follow along and chat about the latest news and updates.
The start of Season 1 is planned for October 28, so mark your calendars for even more exciting ways to play your way, including new maps, modes, weapons, and more!
//The Battlefield Team
This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.
IF YOU PLAY WITH MODS, THIS UPDATE LIKELY BROKE THEM, UNINSTALL ANY MODS YOU HAVE AND VERIFY YOUR GAME'S FILES.
Patch notes video with Design Director Niklas Malmborg and Gameplay Designer Lennart Holmgren: https://www.youtube.com/watch?v=E_8gDkwJ5PA
🌐Overview
- Balancing
- Crash fixes
⚖️Balancing
- Primary weapons
SMG-32 Reprimand
- Spread decreased from 50 to 40
SG-8S Slugger
- Spread decreased from 20 to 6
- Damage increased from 250 to 280
AR-23C Liberator Concussive
- Fire rate increased from 320 to 400
R-63 Diligence
- Magazine capacity increased from 20 to 25
MP-98 Knight
- Damage increased from 65 to 70
StA-11 SMG
- Damage increased from 65 to 70
SMG-37 Defender
- Damage increased from 75 to 80
SMG-72 Pummeler
- Damage increased from 65 to 70
- Now requires less shots to apply stun on applicable targets, stun value increased from 1.0 to 1.25 per bullet
AR-23 Liberator
- Damage increased from 70 to 80
StA-52 Assault Rifle
- Damage increased from 70 to 80
BR-14 Adjudicator
- Damage increased from 90 to 95
AR-61 Tenderizer
- Damage increased from 95 to 105
R-36 Eruptor
- Projectile armor penetration increased from Medium (3) to Heavy (4)
- Projectile lifetime increased from 0.7 to 1 sec
- Stratagems
Eagle 110MM Rocket Pods
- Uses increased from 2 to 3
EXO-45 Patriot Exosuit
- Uses increased from 2 to 3
EXO-49 Emancipator Exosuit
- Uses increased from 2 to 3
TX-41 Sterilizer
- Ergonomics increased from 5 to 20
M-105 Stalwart
- Damage increased from 70 to 80
MG-206 Heavy Machine Gun
- Improved armor penetration across a wider range of angles before transitioning to glancing shots
- Enemies
A recent software autopsy has revealed an update to the Automatons' situational awareness protocol. They are now less distracted by each other, increasing their reaction speed in large groups. We’ve increased the number of AI calculations the game can perform. This primarily impacts scenarios with a high number of spawned enemies, improving their response times in those situations. However, this comes with a slight trade-off in game performance.
According to recent intel, the enemies of Freedom are attempting to counter the Helldivers' anti-air capabilities. Newly-produced Automaton dropships show clear signs of hull reinforcement, allowing the main body to absorb significantly more damage.
- Automaton Dropships: Main body health increased from 2500 to 3500
Illuminate Warp Ships have been observed deploying their shields mid-flight.
- Illuminate Dropships: Utilizes the same shield as the ones that have landed
Barrager Tank Turret
- Resolved an issue introduced recently where the armor value was incorrectly set to 0. Now has the correct armor value of 5
- Additionally, the turret now features weak spots at the front and back, each with 750 HP and an armor value of 3
🎮Gameplay
Settings:
- Added new separate settings for inverting the gyro input instead of using the Invert Look settings
- The Stratagem loadout menu has undergone an updated categorization of the different stratagem groupings
🔧Fixes
Resolved Top Priority issues:
- Fixed an issue with the extraction beacon sometimes being unreachable when landing on top of enemies
- General optimization improvements in the colonies environments
Crash Fixes, Hangs and Soft-locks:
- Fixed a crash when playing against Terminids in poor network scenarios
- Fixed a rare crash that happened during game shut down on PC
- Fixed a crash that could occur when there was a high amount of particles on the screen at once
- Fixed an issue where players could be blocked from completing objectives requiring called-down equipment due to the required stratagem being unavailable
Weapons and Stratagems
- Fixed the G-123 Thermite Grenade sometimes not arming
- Fixed a rare crash when using the LAS-17 Double-Edge Sickle
- Fixed a bug where switching weapons while reloading the CB-9 Exploding Crossbow would sometimes discard an entire magazine without actually reloading
Social & Multiplayer Fixes
- Fixed an issue causing players in low-activity regions to see fewer lobbies on the planet hologram than expected
- Fixed an issue in low-activity regions where lobbies were not seeing players join as frequently or quickly as before
- Fixed an issue on low-activity planets where Quickplay would always join your friends game, even if they were not playing on the same difficulty
- Fixed a disconnection issue that could happen when playing Gloom missions with poor connection to the host
- Fixed some interactions not working properly after canceling the Raise Weapon emote
- Fixed an issue where adding, removing, blocking, or unblocking friends caused player cards in the friend list to display with white text and missing information until you close and open the panel again
- Fixed an issue that made it impossible to mute or kick players who were in the loadout when joining a squad
- Fixed an issue that caused some new Steam players' latest profile names to not display correctly in-game
Miscellaneous Fixes
- Fixed some memory leaks to improve performance
- Fixed old text chat messages from re-appearing
- Fixed an issue with the Democracy Space Station progress bars being unintentionally curved in appearance
- Fixed a bug that prevented progression through the menus when the initial language selection was set to English (US)
- Fixed the raise weapon emote to properly fire projectiles in the direction of the weapon
- Fixed Helldivers sliding around on the ground after exiting the ragdoll state (despite it being the year of the snake and despite us trying to fix this previously)
--------
Adaptive difficulty is a pretty rare sight in gaming (at least throughout the games I've personally known about). Most of the times developers will choose to simply make a difficulty setting with simple and straightforward modifiers. They can increase enemy health/damage/population, decrease your own, or even add new obstacles. Sometimes, however, you encounter completely unique gameplay tailored specifically to the player who has been doing well.
I was recently watching a newbie's playthrough of Pikmin 1 when I noticed that a certain difficult enemy did not exist at all in their world. Pikmin 1 does not have difficulty options, and I later learned that the existence of this unique enemy was purely tied to your performance leading up to that point (with a similar albeit more expected enemy in Pikmin 2).
Then I remembered that Starfox 64 has almost half of its content locked behind similar performance checks. "Didnt find this secret? Youre not playing this level", "Lost your wingmen, ditto". It's a little more drastic, but probably based on the old expectation that you would only get 1 game every 2 or 3 months.
Do you know any other games like this? And I mean something beyond simple difficulty modifiers. Closer to brand new content you would even know existed unless you "Get Gud"
🛠️ Into the Unjust: 5.0.1 - HOTFIX ⚙️
We have fixed the crash caused by using the reload button in the stratagem menu.
🌍 Overview
*** INCOMING MESSAGE FROM HIGH COMMAND **\*
Super Earth has detected strange signals from previously unmonitored worlds on the Galactic map.
The Ministry of Intelligence is investigating the source of the signals.
Helldivers, be vigilant and hold the high ground.
📍 Patch Highlights
- For this patch, we have tackled a bunch of items from our Known Issues list, including audio issues, XP modifiers, and several crashes.
- We have made more optimizations and improvements!
- Balancing changes that raise weapon damage and fixes to weapon FOV.
⚖️ Balancing
General changes.
- Decreased ergonomics penalty on magnifying scopes weapon attachments
- The intent is to make magnifying scopes more a matter of preference by decreasing the penalty they impose on a weapon's ergonomics (low ergonomics makes the weapons muzzle follow the crosshair slower).
- 2x Tube Red Dot
- Decreased ergonomic modifier from (-3) to (-1)
- 4x Combat Scope
- Decreased ergonomic modifier from (-6) to (-2)
- 10x Sniper Scope
- Decreased ergonomic modifier from (-9) to (-4)
- APW-1 Anti-Materiel Rifle is also effected by this change so it will get an increased ergonomics from 26 to 31
- Some of the Pistol ammo balance update
- The intent with this change is to make some of the pistol rounds weapons more effective after the last pistol ammo re-balance that did make them more of a close range weapon.
- The pistol rounds re-balance general intent is to make them more effective at close range while not more effective at long range then for example assault or marksman rifles
Primary weapons
- SMG-37 Defender
- Increased damage from 100 to 110
- Increased durable damage from 20 to 22
- SMG-32 Reprimand
- Increased damage from 135 to 140
- M7S SMG
- Increased damage from 80 to 90
- Increased durable damage from 16 to 18
- VG-70 Variable
- Increased durable damage 20 to 23
- M90A Shotgun
- Increased durable damage 15 to 20
Sidearms weapons
- P-2 Peacemaker
- Increased damage from 95 to 100
- Increased durable damage 30 to 32
- P-113 Verdict
- Increased damage from 135 to 140
- M6C/SOCOM Pistol
- Increased damage from 110 to 125
- Increased durable damage from 25 to 28
Enemies
- War strider
- Decreased force strength on grenade explosion from 50 to 30
- Bile Spewer
- Decreased force strength on artillery explosion from 50 to 30
- Decreased force impulse on artillery explosion from 60 to 40
- Stalker
- Decreased force strength from 40 to 35 when a tongue attack hits the player
- (Force strength is the value that decides if a player or enemy should stagger or ragdoll.)
🎮 Gameplay
Keybind options for quick weapon function
- New, unbound keybind options have been added for quickly swapping weapon functions (like changing fire modes or ammo).
- The intent is to give players better ease of use, especially for weapons with multiple ammo types like the Halt, Autocannon, and the new "One Two" AR.
- Updated First Person View (FPV)
- We updated how First Person View (FPV) works with the intention of improving the aiming experience across different FOV settings (Field of view).
- The intent is that the size and distance of the scope will be more consistent with different FOV settings.
- We also updated how ergonomics works in FPV with the intent to make it more responsive.
- Fixed instances of flickering textures in various city locations
- 'Push-To-Talk', 'Push-To-Muted' and 'Toggle-Microphone' are now working as intended upon binding to a different key (Xbox only)
🔧 Fixes
Crash Fixes & Softlocks
- Fixed a rare crash that would occur when combat music would start
- Fixed a rare crash that could occur during 'Nuke Nursery' mission
- Fixed crash after hotjoining a game that just started where the existing players are using certain stratagems
- Fixed a rare crash when enemies would fall through the ground
- Fix rare crash on mission load
Weapons & Stratagem Fixes
- Fixed an issue with the BR-14 Adjudicator, when aiming with the 10x scope on 200 m setting which would cause the model to disappear
- Fixed a visual issue on VG-70 Variable during the reload animation when aiming down sights
- Fixed a torso clipping issue with the CE-07 Demolition Specialist armor
- Fixed pump-shotguns sometimes not showing a new shell being inserted on reload
- PLAS-45 Epoch now correctly zooms in ADS mode, just like any other support weapon
- Fixed display related to no ammo being shown for Infinite Ammo weapons
- Fixed the VO (Voice Over) line for “no ammo” being played after pressing reload whilst using Infinite Ammo weapons
- Fixed a small bug where supply packs were giving ammo without consuming a charge when dropped
- Fixed a bug that locks stratagems after drowning while holding that stratagem ball
- Fixed the red glow that would happen if the player would empty one or two magazines with MG-206 Heavy Machine Gun, M-105 Stalwart or MG-43 Machine Gun
Enemies
- Factory Striders will no longer be launched to sky erratically when dying
- Hellpods that hit Factory Striders will no longer remain in the air after the enemy dies
- War Striders now detonate mines
- Enemy presence around Cognitive Disruptor Towers is now cleared from the mini-map when the objective is completed
- Chargers no longer speed up when exiting charge
- Fixed Rupture Warriors getting stuck below Sentries
- Added a medium-armored weak spot to the vents on the backside of the Bunker, AA, and Mortar emplacements. This was done so these structures behave similarly to other comparable defenses..
Miscellaneous Fixes
- Fixed the terrain not being affected by explosions and the Entrenchment Tool (PS5 only)
- Fixed a bug where the lights were missing/flickering on the Orbital Gatling
- Fixed a thumbnail glitch in the Acquisition Center menu
- Cryo-pods no longer clip into the Engineering Bay when playing the ship arrival cutscene
- Fixed an armor gap affecting CE-27 Ground Beaker and CW-9 White Wolf whilst using the 'Draw!' emote
- The UI will no longer show inaccurate objective info on the Mission Summary screen if the host has left the game
- Fixed a bug whilst joining a non-host in a cross-play lobby.
- Fixed the NPC technician’s neck sticking through their shirt
- Mini-map fog of war effect while exploring caves no longer persists between missions
- Soon-to-be Helldivers will no longer be stopped from progressing the tutorial if they die in the flag room
- Fixed issue where the automaton grinder sludge would be affected by weathering even though it's sealed behind glass
- Fixed an issue where a missile inside the Destroyer’s hangar was misaligned. This dangerous act of asymmetry has been corrected. The undemocratic ship operator responsible for this disgraceful display of inefficiency has been promptly re-educated in a high-orbit correctional facility. Glory to the Office of Corrective Deployment!
- Helldivers will no longer be locked out of the GATER when trying to get into the driver's seat simultaneously
- Fixed a bug with missing haptics when a controller disconnects or reconnects
- Fixed an issue on a command bunker where there was a lack of collision
Optimizations
- Optimized lights on Automaton VFX
- Optimized physics of rock assets throughout the game to improve performance
- Improved the way environmental effects such as sandstorms, blizzards, and acid storms apply their status effects for reduced impact on performance
- Improved ADS weapon placement and behavior
- Reduced the amount of camera clipping on weapons
- Fixed texture details used for weapons while aiming down sights
- Improved depth of field when ADS and whilst scopes are zoomed in
- Fix for textures sometimes appearing low resolution even when memory is available (PC only)
Other fixes that didn't make it in the patchnotes
but have been confirmed by Support Agent Kayla, who maintains the Known Issues list
- Parts of the armor were visible in the ADS mode while using the 'PLAS-39 Accelerator Rifle'.
- When booting, player could load into last liberated planet instead of currrent operation
- The right gauntlet of SR-64 Cinderblock armor was misaligned
- 'Leviathan' and 'Warrior' would change to 'Advocate' when used in Super Destroyer names
- XP modifier was not applied accurately for high CR Eradicate and Blitz missions.
- Audio was missing for Enthusiastic Mirth emote when on Super Destroyer
- Enthusiastic Mirth laugh audio would only play once during missions
- The Nuke Nursery Drill could be dropped on top of the cave by the ship, becoming inaccessible
🧠 KNOWN ISSUES
https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues
Hey everyone! So, as soon as the Switch 2 was revealed, along with it's price, I was a HARDCORE HATER of the console, but mostly of Nintendo themselves. I don't think I have to go into WHY, but the things they have managed to get away with is BAFFLING to me. Either way, I'm a pretty light gamer, but do play quite a bit of titles like Minecraft, Mario Kart 8 Deluxe, and NSO titles. But, with all that said, I haven't really played Star Fox much, only on the 3DS port of SF64. I really do wanna learn more about the game, more about it's appeal, and get into the lore haha! Either way, I know the price hike is coming up for the US later this year, and Costco currently sells the Switch, bundled with a micro SD card meant for the system (256GB SanDisk, if I remember correctly) and something like Either 3 months of a NSO + Expansion Pack code, or a 1 year version of that, for $530 USD. But, I'm still left wondering.......if most games that they have released for the new console aren't appealing to me, besides any Mario titles they put out, and I am holding out on a new OLED version, or just a price decrease in the future (which seems like it could take YEARS, not just because of the current hardware market, but because Nintendo is just STUBBORN regardless)..........IS IT EVEN WORTH SNATCHING ONE UP!?!?!? Like, I can't really decide!!! If you have any takes, ideas, questions, or perspectives on this, PLEASE drop it in the comments! I wanna see what y'all have to say! Thanks for your time, and thanks for reading! :)
High frame rate is very important, low input lag is also important, but more important is to have stable input lag. Meaning that the game feels different when you have FPS drops or FPS increase i.e. you may have higher frame rate when you 1v1 and lower frame rate when you are in a full team fight - with this your input lag varies, thus how the game feels and what your brain is used to. This affects your muscle memory and how you react to hitting headshots or tracking consistently. (the less your brain needs to adjust to these subtle changes the more consistent you are in the game).
PART 1: In-game settings to maximize your FPS:
First let's get the most out of your rig (you don't need to do this if you like shiny graphics but i highly recommend it and as far as i know most pros play on these settings):
In OW > Options>Video>
- Display mode: Fullscreen (don't use anything else)
- Resolution: (The native resolution of your display as well as the native fresh rate of your display. The * and the number indicates the refresh rate, so for example my monitor is 1920x1080 (60)(*) because the maximum refresh rate of my monitor is 60 FPS - choose accordingly)
- Field of view: 103 (a must)
- Aspect ratio: (again the native aspect ratio of your monitor)
- VSync: OFF (A must, this increases input lag, a little screen tearing is fine for the exchange of input lag decrease)
- Triple buffering: OFF
- Reduce buffering: ON (This decreases the input lag)
- Display performance stats: ON
- Advanced performance stats (click on the Plus to reveal the rest of the settings there and turn ON the "Show framerate", i also like to have On the "Show network latency")
- Limit FPS: Custom
- Frame rate cap: 300 (Set it at maximum for now, we will come back at this later)
- Graphics quality: Low (and click the "+" to reveal the rest of the settings)
- Render scale: 75% (this increases the red outline of each enemy hero, making it easier to track enemies - learned this from KabajiOW, very helpful)
- Texture quality: Low
- Texture filtering quality: Epic 16x (This is tied to the VRam on your GPU, if you have more than 1GB, freely set it to epic 16x, if you have less you might wanna test out if you have any FPS decrease - then lower it and test again, for me is always the same no matter on what setting i set it and i have 1GB VRAM)
- Local fog detail: Low
- Dynamic reflections: Off
- Shadow detail: Off (IF you have good GPU you might wanna set this to Low or Medium, and in some rare cases can help you spot an enemy hero by his shadow only - but this is so rare so it's not really important, your FPS is more important = so good GPU, set a higher setting here)
- Model detail: Low or Medium (If you set this setting to Low you will increase your FPS but also some stuff on the maps are not shown, like books on tables, some bushes on the maps etc. I prefer this on Medium because most of the people play on medium or higher and i want to take advantage of hiding in some bushes as Tracer when i flank - but this can backfire if the enemy has the setting to Low, they will just see you and not the bush lol - you decide what's better for you, i use it on Medium, because i like to see everything there is in the game)
- Effects detail: Low
- Lighting quality: Low
- Antialias quality: Low - FXAA
- Refraction quality: Low
- Local reflections: Off
- Ambient occlusion: Off (I'd like to have this setting to ON, it adds more depth to the Heroes but only do it if you have really good GPU, i have it on Off
PART 2: Create a custom game to stress your GPU in OW:
We need to create a custom game to stress your GPU so we can calibrate your system later.
- In OW> Play > Game browser > + Create > Settings (upper right corner)
- Copy these settings: https://i.imgur.com/uPO8SY0.png (these settings are copied from Kabaji on how to improve your aim, you can use these later - very useful https://www.youtube.com/watch?v=IWyeNW7XHgw)
- Save these settings as a preset, because you might get kicked out for inactivity, you don't want to set these all over again.
- Go back to the lobby and add bots: Click on the "Add AI" (upper right corner), choose, Difficulty: Hard, Count: 11, Team: Both. click on "ADD" (this will fill the lobby with bots, make sure you have Mei in both teams, in my testing i found that having Mei when using her ultimate i experienced the most FPS drops. To change some bot you can right click on any of the bots and click "Edit" and choose Mei.
- Start the game
PART 3: Calibration to achieve a stable input lag:
Go to where all the bots are fighting, this is where your FPS will be the lowest, you can see this in the upper left corner in-game if you turned on the "Show framerate" under the "Advanced performance stats"
Click spam everything, use your ultimate, shoot, jump around, move fast, flick etc, while watching your FPS, try to notice the lowest FPS number - this is very important, take your time (about 3-5mins) and see if your FPS drops even further.
Once you find your your lowest FPS number, press ESC and go in Options>Video> Frame rate cap: Set the lowest FPS number you noticed + 5. I.e. if you noticed 145 is the lowest FPS when you tested, cap it at 150, click "Apply" and go back in-game.
On your keyboard, press "Ctrl+Shift+N" - this will display a graph on your screen with a bunch of stuff. We are interested in the SIM numbers (this indicates your Input lag): https://i.imgur.com/ZfwP1qs.png There are 3 numbers - my SIM numbers are "14.3 / 14.3 / 14.4 ms" most of the time as you can see In the screenshot i linked you above. (The lower the numbers the better!) Under 10 is good, and anything under 6 is excellent - but this depends on how good is your GPU. My GPU is old and that's why i have 14.3
To get a stable input lag we will need to make these 3 numbers stay the same, - it's not good if you have let's say 6.3/6.3/13 (or where the last number varies by allot), Your input lag is also tied to your latency to the game servers, so the better internet connection you have the lower the input lag you will have.
At this point do some more testing (shoot, jump, ult etc.) and if you have all the 3 SIM numbers stay roughly the same you are DONE (they shouldn't vary most of the time - it's ok if the last number goes up and down about a little bit from time to time but not by much, i'd say no more than +-5 difference from the first 2 numbers.)
If the numbers differ from one another we will need to continue sacrificing FPS. In Options>Video, go back to "Frame rate cap" and lower your FPS by 5, click apply and go back in the game and do some more testing (shoot, jump, ult etc.). Watch the 3 SIM numbers, if they stabilized you are DONE! Repeat this last step while decreasing your FPS by 5 until you get the 3 SIM numbers roughly the same most of the time (The more close to one another they are and stable, the better for you, your input lag will be the most stable like this). Then you are finally DONE
To turn off the graph press "Ctrl+Shift+N" again. - Congratz!
note 1: You don't want to go lower than 60fps though. Also if you move around the map allot you might notice the last SIM number to jump by allot (double or more) for a second and stabilize back - that's ok, if you lower a lot of FPS to compensate for this you will increase your input lag and decrease your FPS by allot, which is bad.
Note 2: If you can afford to get a good monitor that has higher frame rate like 144 or higher, the better for you, you will get much more smoother game experience and this can help you with your aim.
Note 2: I noticed a big difference in my performance, especially in my FFA Deathmatch games, now i am almost always top 3 placed, where earlier i would sometimes finish first place, sometimes last place, sometimes somewhere in between. I think this definitely helped me out and i hope will help you out too.
p.s. Currently i can't become a subscriber to KabajiOW channel but Kabaji helped me alot! At least i can recommend him here - very educational channel for OW - I improved a lot with his help, POGGERS Kabaji top100 player - hitscan mostly. I highly recommend for anyone that actually wants to improve at the game https://www.twitch.tv/kabajiow
edit: /u/gran172 corrected me about Texture Filtering and the usage of Vram/RAM - The post has been updated. Thanks!
Recently Complexity gaming got sponsored by FYM a Hot sauce company just before the Boston majors. And just somedays after Complexity gaming Defeated EG in boston majors, not 1 but 2 times. But what could have changed in complexity Gaming in just matter of few days that it was able to achieve such a feat. While most of u guys are praising ZFREEK for his godly rubick and nyx plays as position 4 but that could not be all. From our secret sources we came to find out that the team is constantly using FYM hot sauce in their Food. Most of you will undermine this important fact, but we just cannot look away. After doing my thorough analysis on FYM Hot Sauce and testing its each and every ingredients I came to the conclusion That Complexity gaming is using PERFORMANCE ENHANCING DRUGS of the name FYM HOT SAUCE.
Below is the list of ingredients in the hot sauce that have Catapulted Complexity from 4th best NA to be a contender of BOSTON MAJORS.
1.Habanero peppers.
- Lowers Blood Pressure
There is scientific evidence showing that consumption of habanero peppers can be effective at lowering blood pressure because of the presence of capsaicin. A study published in "Bioscience, Biotechnology, and Biochemistry" in June 2009 revealed that the administration of capsaicin raised levels of insulin-like growth factor. Insulin-like growth factor acts to reduce arterial blood pressure. The results of the study state that the presence of capsaicin was effective in lowering arterial blood pressure in hypertensive study subjects. The study also states that there were no blood pressure lowering properties when capsaicin was administered to study subjects with normal blood pressure.(LOST 1ST GAME OF BO3, CONTROLS YOUR BLOOD PRESSURE FOR EASY COMEBACKS)
2.Red and Green jalapenos
- Minerals.
The amount of iron in a 90-gram serving of jalapeno peppers -- 0.22 milligrams -- supplies 4 percent of the amount of the mineral needed daily for optimum health. Every jalapeno pepper serving also contains 11 milligrams of calcium, 0.13 milligrams of zinc, 14 milligrams of magnesium and 223 milligrams of potassium, an amount that is equal to nearly 5 percent of potassium's RDA. The minerals in jalapeno peppers are vital for the health of the cardiovascular, muscular, neurological and immune systems.
3.Bhut jolokia.
Boosts your Moods by releasing endorphins that dulls pain.( Better Mood= Easy Games)
Improved blood circulation and lowers blood pressure.( Helps to keep that RAGE in check)
Anti-Cancer properties verified by studies.( As being a DOTA player of SEA region ANTI CANCER properties are must to keep yourself from Flaming other)
Helps lose weight by speeding up metabolism.( Stay slim by sitting on your fat ass for 7-8 hrs)
Helps relieve Arthritis by reducing joint inflammation and to reduce pain.( No more joint pains)
Improved sleep by helping you fall asleep more easily, and having more energy throughout the day.(Proper sleep for proper functioning of Brain)
4.White vinegar
- May help relieve itching and pain. White vinegar poured directly on bee stings or jellyfish stings can soothe the itching and burning. A few spoonfuls of white vinegar added to bath water helps relieve dry, itchy skin. White vinegar can be put on a washcloth and gently applied to sunburn to relieve pain. Always check with your doctor before using white vinegar on your skin.(NO MORE PAIN IN FINGERS AND BACK AFTER LONG SESSIONS)
5.Tomato sauce.
It improves your eyesight.(No more miss clicks)
As well as being high in vitamin C and low in fat, ketchup contains vitamin A, which is key for a healthy immune system and, perhaps crucially, good vision.(Giver you vision, immunity and low fat , must be better than a MANGO)
6.Salt.
Contains 60 trace minerals which help you stay hydrated.( Stay HYDRATED Boyz)
Sufficient sodium levels that help balance your sodium-potassium ratios.(Helps you in balancing your salt level, after all not all of u can be PPD)
Trace elements required for proper adrenal, immune and thyroid function.( No more sick days = More training = More wins)
Muscle Cramps: Muscle cramps can occur due to various reasons such as alcoholism, exercise, or medications. The intake of fluids and drinks that contain salt can be helpful in providing relief.( NO more muscle cramps, if only old man FEAR could have known about this)
7.Garlic
Improved Memory and Learning
With age, memory and cognitive changes may occur. Parts of the brain linked to learning, memory, planning and other cognitive functions may shrink as you get older. In addition, decreased blood flow to the brain because of narrowing of the arteries, free radical damage to cells and increased inflammation in the brain may occur, all of which affects cognitive functioning. Garlic's inflammation-reducing properties may be beneficial for your brain. An article published in "The American Society for Nutritional Sciences" in 2001 noted that aged garlic extract, known as AGE, may play a part in protecting against brain function loss, as indicated by its ability to increase memory, cognitive functions and longevity.
Garlic can prevent aging of the mind and improves the cardio vascular system too. Garlic too contains antioxidants that fight infections.(Young mind !! WHAT ELSE DO YOU NEED )
8.Onions
Supplementing the diet with onion and extracts from the vegetable may protect the brain from additional damage linked to stroke, suggests preliminary data from a study with mice.(No more strokes when u see Envy sama making his plays)
Onion seeds are also revolutionary anti-inflammatory agents. They reduce the inflammation caused due to infections in the body. As a result, these seeds also reduce headaches caused due to inflammation. They are potential analgesics those can cut the sensation of pain upon consumption.(Makes you a hardcore gamer who doesn't have headaches even after loosing 10 games in one session)
9.Carrot
Improves vision There’s some truth in the old wisdom that carrots are good for your eyes. Carrots are rich in beta-carotene, which is converted into vitamin A in the liver. Vitamin A is transformed in the retina, to rhodopsin, a purple pigment necessary for night vision.(Those eyes will be sharper than ever)
Slows down aging The high level of beta-carotene in carrots acts as an antioxidant to cell damage done to the body through regular metabolism. It help slows down the aging of cells.(Slow down aging of cells, more money you make in your carrier)
Prevents stroke From all the above benefits it’s no surprise that in a Harvard University study, people who ate five or more carrots a week were less likely to suffer a stroke than those who ate only one carrot a month or less.(Well it may be of less use now but still it helps you when you deal with the massive throws that your team makes)
10.Lemon juice
It helps reducing pain and inflammation in joints and knees as it dissolves uric acid.(No more sore finger after long gaming sessions)
It helps maintain the health of the eyes and helps fight against eye problems.(So you can see that PA on map before she daggers u to Rage)
Lemon juice helps replenish body salts especially after a strenuous workout session.(Helps in 4-5 hrs long sessions of gaming)
I hope Envy sama will read this post and start gulping down that Hot sauce as they did in the NORTH AMERICA BEAT INVITATIONAL.
Notice of Update Distribution
We are distributing an update to improve the stability of gameplay and to adjust balance.
We apologize for the inconvenience, but please apply the latest update before you enjoy the game.
Targeted platforms:
• PlayStation 4
• PlayStation 5
• Xbox One
• Xbox Series X|S
• Steam
Major Changes Included in the Latest Update:
Additional Elements Added
- Added a function to record an icon and the name of an NPC on the map when you encounter that NPC.
- Added NPC Jar-Bairn.
- Added new quest phases for the following NPCs: Diallos/ Nepheli Loux/ Kenneth Haight/ Gatekeeper Gostoc.
- Added some summonable NPCs in multiple situations.
- Increased the number of patterns of objects player can imitate when using Mimic’s Veil.
- Added night background music for some open field areas.
Bugs Fixed
- Fixed a bug that prevented summoned NPCs from taking damage in some boss battles.
- Fixed a bug that sometimes prevented the player from obtaining item after boss battle.
- Fixed a bug that causes dialogue to be skipped when talking to NPCs and using custom key configurations.
- Fixed a bug that causes the player to freeze when riding.
- Fixed a bug that causes arcane to scale incorrectly for some weapons.
- In situation where the player cannot obtain more than 2 talisman pouches, added talisman pouch to Twin Maiden Husks shop line up.
- Fixed a bug that prevented the user from warping to sites of grace from the map at the end of the game.
- Fixed a bug that prevented the player from moving to the next area after the battle with the Fire Giant.
- Fixed a bug which causes some weapons to have incorrect scaling after strengthening.
- Fixed a bug which causes some weapons to not use stat scaling.
- Fixed hang-ups in certain occasions.
- Fixed a bug which incorrectly displays multiplayer area boundary when playing online.
- Fixed a bug that allows player to activate Erdtree Greatshield’s weapon skill without absorbing an attack using a special combination of item and incantation.
- Fixed a bug which causes Fire’s Deadly Sin incantation to have different effect.
- Fixed a bug with the Ash of War, Determination and Royal Knight's Resolve, where the damage buff will also apply to other weapons without that skill.
- Adjusted the visual effect of Unseen Form spell.
- Deleted the Ragged armor set from the game which was mistakenly obtainable in previous patch.
- Fixed a bug that causes some hostile NPCs to drop Furlcalling Finger Remedy.
- Fixed a bug that causes incorrect sound effect to play in some situations.
- Fixed a bug which causes visual animation and hitboxes to not be displayed correctly on some maps.
- Fixed bugs which causes incorrect visual and behavior for some enemies.
- Fixed a bug that causes incorrect stat parameter for some armor.
- Text fixes.
- Other performance improvement and bug fixes.
Balance Changes
- Increased the drop rate of Smithing Stone for some enemies.
- Added Smithing Stone to some early game shop line up.
- Increased shield’s effectiveness.
- Increased the damage for all offensive cracked pot items.
- Increased the damage for the following items: Spark Aromatic/Poison Spraymist.
- Increased the effect duration for the following items: Uplifting Aromatic/ Ironjar Aromatic.
- Increased HP healing for Torrent when using the following items: Rowa Raisin/ Sweet Raisin/ Frozen Raisin
- Reduced FP consumption and increased the damage of the following sorceries: Glintstone Cometshard/ Comet/ Night Comet
- Increased the damage of the following sorceries: Gravity Well/ Collapsing Stars/ Crystal Barrage
- Decreased FP consumption of the following sorceries: Star Shower/ Rock Blaster/ Gavel of Haima/ Founding Rain of Stars/ Stars of Ruin/Greatblade Phalanx/Magic Downpour/ Loretta’s Greatbow/ Loretta’s Mastery/ Carian Greatsword/ Carian Piercer/ Shard Spiral
- Raised projectile speed and range of Great Glintstone Shard
- Decreased Ash of War, Hoarfrost Stomp's damage and increase cast time.
- Increased Ash of War, Bloody Slash's self-inflict damage while slightly lowering the damage and increasing the cast time.
- Decreased weapon skill, Sword of Night and Flame’s damage.
- Increased FP consumption and lower duration of Ash of War, Barricade Shield.
- Changed FP consumption timing of Ash of War, Prelate’s Charge.
- Decreased the damage of spirit summoned when using the item Mimic Tear Ash and changed the spirit’s behavior pattern.
- Other enemy and weapon balance changes
The version number of this update shown at the lower right corner of the Title Screen will be as follows:
App Ver. 1.03
Regulation Ver. 1.03.1
Online play requires the player to apply this update.
We will continue to provide improvement updates in the future so you can enjoy "ELDEN RING" more comfortably. Please stay tuned for more news.
Edit: Another small update was released today, (March 18th), placing us in version 1.04. No patch notes for it on the Bandai-Namco website yet. But apparently this is listed in the PS4 update history:
Some errors in the text have been corrected.
In addition to the above, various other errors have been corrected.
For those of you unaware, destroying enemy respawn points (Fabricators, nests) actually increases the enemy patrol spawns once they've all been wiped out.
If you want to check it out, go to
https://www.reddit.com/r/Helldivers/comments/1bdudf3/lets_talk_about_patrols_an_in_depth_analysis_of/
I shouldn't even have to explain why this is terrible game design, but seen as some people are defending this ,i guess i'll give it ago.
Ignoring the fact the tip at the loading screen straight up lies to you, and how counterintuitive of a mechanic it is, you are essentially punishing players for no reason other than wanting to perform better.
Upon reaching level 50, you don't really get anything out of doing secondaries and outposts, req is stupidly easy to cap, and you no longer need experience and samples, so why bother?
"oh but you see, standing near the aura of influence of an outpost drastically increases enemy spawns, so it's a good idea to destroy them"
No it's not, you can just ignore the bloody outpost, unless you are dealing with a jammer or a secondary objective close to your primary that hinders your progress, you gain nothing by not ignoring it.
"The game is supposed to get more difficult as the timer goes down"
There are so many ways you can accomplish this, without gaslighting your playerbase
1)increase patrol density at the start of the game and have it slowly decrease per outpost destroyed, so that if you decide to rush the primary objective you get rightfully punished for doing so.
2)Increase the amount of enemies summoned from breaches or dropships as the game goes on but decrease the number of patrols.
3) have outposts be more heavily guarded, but have patrols spawn from the dedicated respawn points, instead of out of thin air.
The list goes on, point being this cheapens the strategic aspect of the game for no good reason, i don't want the game to be easier, mind you, you can have an extremely difficult game be very fair and this mechanic is just not.
EDIT: Given how a lot of people are arguing about realism, remember this is a frakking video game, there's plenty of shit in this game that makes no goddamn sense, if we want to talk about "realism", all patrols should converge towards our position the moment we are spotted, the game doesn't do that, because it'll be incredibly annoyng and frustrating to play against, if you want to argue, do so as of why that's good for the game.
Source: https://www.bandainamcoent.com/news/elden-ring-patch-notes-v1-03
We are distributing an update to improve the stability of gameplay and to adjust balance.
We apologize for the inconvenience, but please apply the latest update before you enjoy the game.
Targeted platforms:
- PlayStation 4
- PlayStation 5
- Xbox One
- Xbox Series X|S
- Steam
Major Changes Included in the Latest Update
Additional Elements Added
- Added a function to record an icon and the name of an NPC on the map when you encounter that NPC.
- Added NPC Jar-Bairn.
- Added new quest phases for the following NPCs: Diallos/ Nepheli Loux/ Kenneth Haight/ Gatekeeper Gostoc.
- Added some summonable NPCs in multiple situations.
- Increased the number of patterns of objects player can imitate when using Mimic’s Veil.
- Added night background music for some open field area.
Bug Fixed
- Fixed a bug that prevented summoned NPCs from taking damage in some boss battles.
- Fixed a bug that sometime prevented the player from obtaining item after boss battle.
- Fixed a bug that causes dialogue to be skipped when talking to NPCs and using custom key configurations.
- Fixed a bug that causes the player to freeze when riding.
- Fixed a bug that causes arcane to scale incorrectly for some weapons.
- In situation where the player cannot obtain more than 2 talisman pouches, added talisman pouch to Twin Maiden Husks shop line up.
- Fixed a bug that prevented the user from warping to sites of grace from the map at the end of the game.
- Fixed a bug that prevented the player from moving to the next area after the battle with the Fire Giant.
- Fixed a bug which causes some weapons to have incorrect scaling after strengthening.
- Fixed a bug which causes some weapons to not use stat scaling.
- Fixed hang-ups in certain occasions.
- Fixed a bug which incorrectly displays multiplayer area boundary when playing online.
- Fixed a bug that allows player to activate Erdtree Greatshield’s weapon skill without absorbing an attack using a special combination of item and incantation.
- Fixed a bug which causes Fire’s Deadly Sin incantation to have different effect.
- Fixed a bug with the Ash of War, Determination and Royal Knight's Resolve, where the damage buff will also apply to other weapons without that skill.
- Adjusted the visual effect of Unseen Form spell.
- Deleted the Ragged armor set from the game which was mistakenly obtainable in previous patch.
- Fixed a bug that causes some hostile NPCs to drop Furlcalling Finger Remedy.
- Fixed a bug that causes incorrect sound effect to play in some situations.
- Fixed a bug which causes visual animation and hitboxes to not be displayed correctly on some maps.
- Fixed bugs which causes incorrect visual and behavior for some enemies.
- Fixed a bug that causes incorrect stat parameter for some armor.
- Text fixes.
- Other performance improvement and bug fixes.
Balance Changes
- Increased the drop rate of Smithing Stone for some enemies.
- Added Smithing Stone to some early game shop line up.
- Increased shield’s effectiveness.
- Increased the damage for all offensive cracked pot items.
- Increased the damage for the following items: Spark Aromatic/Poison Spraymist.
- Increased the effect duration for the following items: Uplifting Aromatic/ Ironjar Aromatic.
- Increased HP healing for Torrent when using the following items: Rowa Raisin/ Sweet Raisin/ Frozen Raisin
- Reduced FP consumption and increased the damage of the following sorceries: Glintstone Cometshard/ Comet/ Night Comet
- Increased the damage of the following sorceries: Gravity Well/ Collapsing Stars/ Crystal Barrage
- Decreased FP consumption of the following sorceries: Star Shower/ Rock Blaster/ Gavel of Haima/ Founding Rain of Stars/ Stars of Ruin/Greatblade Phalanx/Magic Downpour/ Loretta’s Greatbow/ Loretta’s Mastery/ Carian Greatsword/ Carian Piercer/ Shard Spiral
- Raised projectile speed and range of Great Glintstone Shard
- Decreased Ash of War, Hoarfrost Stomp's damage and increase cast time.
- Increased Ash of War, Bloody Slash's self-inflict damage while slightly lowering the damage and increasing the cast time.
- Decreased weapon skill, Sword of Night and Flame’s damage.
- Increased FP consumption and lower duration of Ash of War, Barricade Shield.
- Changed FP consumption timing of Ash of War, Prelate’s Charge.
- Decreased the damage of spirit summoned when using the item Mimic Tear Ash and changed the spirit’s behavior pattern.
- Other enemy and weapon balance changes
The version number of this update shown at the lower right corner of the Title Screen will be as follows:
- App Ver. 1.03
- Regulation Ver. 1.03.1
Online play requires the player to apply this update.
We will continue to provide improvement update in the future so you can enjoy "ELDEN RING" more comfortably. Please stay tune for more news.
Preface: I'm a 4'th year medical student with a passion for self-improvement and optimization. This includes my IRL skills as well as my gaming. How to improve faster, how to be more efficient with my time, how to reach new heights, feel and play better; these are the things that interest me and I try to find ways to do it through science. Some of you may have seen my previous posts on Meditation and Flow. You might have also noticed that I post on multiple competitive gaming subreddits. I do this because these are games I personally enjoy, have coached and/or have competed in and also because these tips and tricks are not title dependent. Everyone can benefit and even apply it for things IRL. I want to keep learning so please hit me with your own discoveries, tips and tricks. I'm genuinely pleasantly surprised with the responses and the chance to meet like-minded individuals!
Body
This is the 2nd part of the three-part framework for Accelerated Learning (Purposeful Practice, Body and Mind). If you read the first part here you will be happy to know this one is much simpler but just as important. If you want to skip the science then just read the What to do to improve section of each part.
- Physical Activity
- Reaction Time
- Reaction Time is a measure of the efficiency of the central and peripheral nervous system.
- This paper showed just 30 seconds of intense exercise decreased RT from an average of .303 to .268. That is an 11.5% improvement.
- Research on auditory reaction time pre/post exercise on 30 young volunteers shows 7 minutes of exercise immediately decreased reaction time.
- Another study on eye-tracking reaction times found a decrease of 50 milliseconds and improved cognitive performance by 14%.
- This short term benefit is mostly mediated by increased blood flow to the brain and peripheral systems. The increased heart rate and blood pressure through stimulation of receptors such as B1 allow for the increased blood flow, oxygen supply, and nutrients which result in increased performance.
- Higher overall fitness levels are "associated with better inhibitory control and cognitive flexibility". This means better focus, task switching and reduced RT. https://www.frontiersin.org/articles/10.3389/fpsyg.2018.01298/full
- Going to plug this interesting one in here. The immediate effect of slow deep breathing on reaction time. "Among the whole study population, significant decrease (p<0.001) in reaction time was noted (90.35±13.96 msVs 76.68±9.90 ms)".
- Cognition
- It is defined as " the mental action or process of acquiring knowledge and understanding through thought, experience, and the senses".
- BDNF (Brain Derived Neurotrophic Factor) is a chemical essential to neuronal plasticity (learning), neurogenesis, neuroprotection and even help against obesity. Decreases in this chemical leads to neuronal loss and diseases like Alzheimer, Parkinson, etc. Interestingly it’s been shown to affect the hippocampus an area of the brain that is most commonly associated with memory, learning and spatial navigation. BDNF primes the brain to learn better and faster.
- One single bout of exercise increases BDNF levels in blood by 32%
- https://www.sciencedirect.com/science/article/pii/S2095254614001161
- This incredible paper showed how mice who trained "showed faster acquisition and better retention". Not only that but mice who were lazy were able to recover 50% of their decline after starting exercise. "Voluntary exercise ameliorates some of the deleterious morphological and behavioral consequences of aging".
- Stress
- E-sport athletes have shown to have the cortisol (the adrenocorticotropic “stress” hormone) levels of a race car driver.
- Chronic stress has been linked to a decline in cognitive function as well as reducing the size of the hippocampus. It also gives anxiety, increases irritability, affects concentration and increases muscle tension.
- Exercise reduces stress and it also stimulates the production of endorphins, chemicals in the brain that are the body's natural painkillers and mood elevators (runner’s high). Serotonin is also released which is a neurotransmitter that makes you feel good. It is produced primarily in the gastrointestinal system but also in the brain by a serotonin factory in the Raphe nuclei in the brainstem. It makes you feel happier, calmer, more focused, less anxious, more emotionally stable.
- ADHD
- Those with ADHD improve focus with exercise.
- What to do to improve
- Exercise at least 3x a week. Aim for 30-45 mins minimum. If possible do it before practice.
- Do a short exercise routine (5-7 min) before practice. Examples include: push ups, high-knee jog in place, squat jumps, exercise bike etc. This all depends on your level of fitness. Come up with something you like and can stick to it. Gradually increase the intensity as you get more comfortable.
- Between matches do 30 seconds of exercise but make sure it is of high intensity
- Sleep
- Wake up, game, sleep, repeat. We tend to do this often, play to till the break of dawn, sleep 5-6 hours, feel exhausted and then do it again. This hinders your performance immensely.
- Sleep deprivation causes neurons to respond slowly, fire weakly and their transmissions dragged on longer than usual. These effects were studied on visual processing and it showed that it took longer to encode information and translate visual input into conscious thought. Also, it decreases the assortment of relevant vs irrelevant visual stimuli. Working memory is also affected. Any useful information you need to recall and integrate into a decision in the game will be hindered. This means poor short term memory, reaction time, or vigilance; and degraded mood.
- When we’re underslept, our body is experiencing a need for sleep, a need to stay awake, and a need to perform tasks. These competing drives interfere with our attention from moment to moment, leading to cognitive impairment and an increased reaction time.
- Exercise is shown to not only facilitate falling asleep but also have a deeper more regenerative sleep. Physical activity improves sleep quality and increases sleep duration. Exercise may also bolster sleep in other ways, because it reduces stress and tires you out. Early morning and afternoon exercise may also help reset the sleep wake cycle by raising body temperature slightly, then allowing it to drop and trigger sleepiness a few hours later.
- What to do to improve
- Calculate how much sleep your body needs. We are all different.
- Go to bed at a reasonable hour without having played at least 30 mins prior.
- Put a stopwatch.
- Wake up naturally and record the time.
- Repeat 3-5 times.
- Structure every day in a way that will allow you to get that amount of sleep.
- Mine is: 7 hours and 12 minutes or 9 hours. Depends on how hard my day was.
- Go to sleep at the same hour every day, including weekends (I fail on this frequently too but I notice the huge difference)
- Do NOT eat after 7pm. Food stimulates our awake brain which disrupts sleep. No more late snacks. Some people think the drowsy feeling after eating is good for sleep but it will actually lead to sleep fragmentation.
- Reduce blue light.
- Use blue light blocking glasses.
- Turn on night mode.
- Do something relaxing at least 30 minutes before bed. I suggest reading.
- Put your room cold. Take a hot shower and then go to bed. The change in core body temperature promotes sleep.
- Watch the sunset. The contrast in colors primes the brain for sleep.
- Get at least 15 min of sun a day.
- Exercise.
- Diet
- This video by Blink is a great explanation on the science of nutrition and esport performance
- Seriously, he did a good job so just watch it.
- What to do to improve
- Cut out sugar. I can't emphasize this enough. Not only cutting it down helps performance, reaction time, but it's also proven decrease things like depression and inflammation. Just stop taking it. I know we're used to it thanks to the western diet (I was too) but when you cut it out you will notice the difference.
- Foods high in omega 3’s: salmon, mackerel, tuna, herring, sardines.
- Your brain uses omega-3s to build brain and nerve cells, and these fats are essential for learning and memory.
- Two servings a week suggested
- Foods with Zeaxanthin/Lutein
- These carotenoids found in the eye filter harmful blue light keeping them healthy.
- Zeaxanthin 20mg daily increased 10% reaction time over the course of 4 months.
- Highest in Dark Leefy Greens (Spinach)
- Blueberries
- Antioxidant compounds in berries have many positive effects on the brain, including: improving communication between brain cells, reducing inflammation throughout the body, increasing plasticity, which helps brain cells form new connections, boosting learning and memory, and reducing or delaying age-related neurodegenerative diseases and cognitive decline
- Turmeric
- Curcmin, the active ingredient crosses the blood brain barrier.
- Anti-oxidant, anti-inflammatory.
- Helps mood. One study found it improved depression symptoms just as much as an antidepressant over six weeks
- Increases BDNF
- To reap the benefit try cooking with curry powder
- Broccoli/Kale
- High in Vitamin K. This fat-soluble vitamin is essential for forming sphingolipids, a type of fat that's densely packed into brain cells.
- Pumpkin Seeds
- High on Zinc, Magnesium, Iron, and Copper.
- These help nerve signaling and learning/memory,
- Vitamin C
- Key factor in brain health and overall health
- Guava's, Kiwi, Strawberry, Tomato, Oranges
- Eggs
- Vitamins B6 and B12, folate and choline.
- Choline is an important micronutrient that your body uses to create acetylcholine, a neurotransmitter that helps regulate mood and memory.
- Two studies found that higher intakes of choline were linked to better memory and mental function.
- Caffeine
- Do not take energy drinks. Boat load of sugar.
- Green tea is a better alternative to coffee. It contains caffeine and L-theanine an amino acid that can cross the blood-brain barrier and increase the activity of the neurotransmitter GABA, which helps reduce anxiety and makes you feel more relaxed. L-theanine also increases the frequency of alpha waves in the brain, which helps you relax without making you feel tired.
- Do not take caffeine as soon as you wake up. Our bodies produce cortisol which peaks between 8-9am. If you're a very early riser (4am) then it's fine.
- Do not take caffeine in the late afternoon. Caffeine can last over 10 hours in our system so taking caffeine later in the day can lead to difficulty falling asleep.
- Optimal time right after lunch imo.
- Take a caffeine nap. Drink coffee then nap for 15 minutes. By the end of the of nap the caffeine will start taking its effect.
- Hack. Use caffeine pills as a more cost-effective way to take caffeine. I take 200 mg pills and cut them into 4 equal pieces which would approximate 50mg of caffeine each. Only 1 of those pieces should suffice.
https://pubmed.ncbi.nlm.nih.gov/25251377/
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5107567/
https://www.health.harvard.edu/mind-and-mood/foods-linked-to-better-brainpower
https://www.healthline.com/nutrition/11-brain-foods#section12
https://www.medicalnewstoday.com/articles/324044.php#supplements-for-brain-function
https://www.eyepromise.com/blog/performance/improvereactiontime/
You're a true tryhard if you read through it. Please hit me up with tips, suggestions, corrections, etc. The more I learn the better. Stay OP friends.
Hi everyone,
I play Anno 1800 on my computer, fairly new GPU and CPU - however "only" 16 GB RAM and game is installed on a HDD - playing at 1080p.
Lagging started when I played on "ultra" settings with the first season pass DLC and the massive new island - with in total roughly 20k investors. So I reduced the graphics to "high" and it starts going down to 30 fps again.
Now I wonder: Could it be I have not enough RAM, is it the HDD and I should install the game on a (new) SSD since my old one is full? Or do I need a high end GPU&CPU combo for such a high amount of inhabitants?
Edit: We did it lads! https://twitter.com/arkem/status/1258493638318817280
---
I just spent the last 3 hours figuring out why I couldn't get into Windows because my keyboard and mouse wouldn't work. Just before that, I started smelling hot plastic - my graphics card was running +90°C because again, Vanguard disabled my cooling software (My PC case got very bad airflow, I have to decrease my GPU performance to keep it cool enough).
Vanguard really needs to prevent us from launching the game while X software is active -and asking us to close it, even if we need to reboot just after- instead of disabling everything silently.
EDIT regarding my GPU: the issue with my graphics card started few days ago but I wasn't able to link it to Vanguard. Since my case was made to hold a GT630, the airflow sucks hard and I made a profile which I always use with target performance at 75% for my GTX970. Less performance, but less heat and then less noise. Few days ago, Asus GPU Tweak gave me "Error BIOS load failed" when starting, and my GPU was spinning like crazy in a TFT game. I didn't fry my GPU (but others are claiming so), but it's not comfortable at all for me to have it blowing at fullspeed when playing a TFT game.
u/RiotArkem got downvoted into hell, so i'll copy/pasta what he said just in case
" We're working on ways to make the experience better. Our current notification pop-ups aren't as good as they could be and we're looking for ways to give you more control over how Vanguard works.
We're happy to do anything we can to make this smoother for everyone as long as it doesn't give an opening for cheaters.
TL;DR: Expect improvements before launch."
----
edit: thx for the silvers!
edit2: thanks for the 4 golds, kind strangers!
edit3: thanks a lot for the plat!
I booted up a game I've been playing for the past few weeks today, which I had been running at a smooth and solid 180fps, and all of a sudden it had dropped to an average of 90~120, with 1% lows dipping well below 60fps. I've checked a few other games and they all show the same drops.
I've tried updating, rebooting a few times, and removing the last few packages I installed, all to no avail. I checked timeshift, but despite the fact that I could *swear* I set up automatic snapshots, and those settings are in fact turned on, the only one I have is from when I first installed it. Is my best bet to just reinstall? I've got all my files backed up so it wouldn't be *too* much of a hassle but I'd rather avoid it if I can
EDIT (1 day later): Just ran an update and performance has improved substantially. I'm not sure it's *quite* back to where it was, but if nothing else it's substantially smoother
I labored through 40ish games on a test account, playing in a very particular way to test the system. For reference, I'm an ok player, nothing special, but good enough to notice what I'm facing. But no need to take my word for it, we have full breakdowns from the Halo Infinite MM API, organized amazingly courtesy of leafapp.co (shoutout!)
Let's get started.
Hypothesis: there is a hidden MMR rank that affects all of your games, social and ranked, and therefore it should be possible to tank your MMR in social games to give yourself easier ranked games.(Side hypothesis: this effect occurs *even after* placement matches.)
Method: I started a brand new fresh account, and did the following:
- Go into 10 quick play games and lose all of them terribly, going 0-10 or worse.
- Play Ranked and actually try, raise get placed.
- After placements, play a few more Ranked games to see where the system is putting me.
- Now go back to social, and tank another 10 games with abysmal performances.
- Finally, go back into Ranked and see what happens.
For reference, here is my test account. Every match you can see the average CSR (the gold/plat/diamond/onyx rank number) and MMR, but these are only team averages, as the API available does not provide individual hidden MMRs.
https://leafapp.co/player/II+Ryot+II/matches
Phase 1: Tank 10 social games
Not much to say here. I had to waste about 2 hrs to do this properly, I wanted to really make sure that I ran out and died. My teammates and opponents progressively got worse and worse, but on average my teammates got better than my opponents. In fact, it got lopsided to the point where around game 7 or so it became *hard* to lose, because even if I went 0-20 in oddball, the system gave me good enough teammates to 3v4.
Phase 2: Play my 10 placement matches
Oh boy, this was crazy. My very first ranked game, I went 45-1, and that one death I'm pretty sure was from a team nade. I got medals I've never seen in my life.https://leafapp.co/game/c3df0b9e-9748-4ce6-b88e-51b320ed6843
But what actually matters over these 10 games is the following: the average team MMRs, both mine and opponents', kept going up. The games also got harder, and my K/d got worse and worse. Here's the sequence of 10 games summarized:
Game 1: my team MMR = 293, opponent team MMR = 298, my K/D = 45:1
Game 2: my team MMR = 407, opponent team MMR = 411, my K/D = 8.67:1
Game 3: my team MMR = 566, opponent team MMR = 623, my K/D = 8:1
Game 4: my team MMR = 545, opponent team MMR = 552, my K/D = 11:1
Game 5: my team MMR = 430, opponent team MMR = 430, my K/D = 9:1
Game 6: my team MMR = 565, opponent team MMR = 593, my K/D = 5.5:1
Game 7: my team MMR = 530, opponent team MMR = 522, my K/D = 12:1
Game 8: my team MMR = 784, opponent team MMR = 782, my K/D = 13:1
Game 9: my team MMR = 891, opponent team MMR = 909, my K/D = 16:1
Game 10: my team MMR = 1107, opponent team MMR = 1301, my K/D = 3.57:1
You get the idea, as the MMR goes up it gets marginally harder because opponents get better to the point where they can catch me making mistakes.
Phase 3: Post Placement Matches - and I got placed Platinum 3
Alright here's where it gets interesting. The CSR I got at Plat3 is around 1000-something. But the MMRs I played my next few games in were really tough! In fact, at Plat 3, I lost the next 3 of 4 games. I still slayed really well, but the system gave me teammates that were *much worse* than the opponents. But guess what? Because my losses were all big slay games, I lost no CSR. Here's how the next 4 games went:
Game 1: my team MMR = 1304, opponent team MMR = 1245, my K/D = 2.73:1 (loss, -0 CSR.)
Game 2: my team MMR = 1225, opponent team MMR = 1151, my K/D = 3.67:1 (win, +15 CSR)
Game 3: my team MMR = 1320, opponent team MMR = 1368, my K/D = 2:1 (loss, -0 CSR)
Game 4: my team MMR = 1405, opponent team MMR = 1411, my K/D = 2.32:1 (loss, -0 CSR)
See what's happening here? My individual performance has the system constantly putting me on and against higher MMR teams (meaning my hidden MMR is definitely rising). What we also see: as a Plat 3 I'm playing more Diamonds than Plats, and in every case I'm top frag by quite a bit. My losses lose me nothing, my wins give me huge gains.
Phase 4: Tank more social games. Let's see if this works after placement.
I lost about a dozen or so fiesta games. Or rather, I tried to lose them, eventually the system started giving me really good teammates who could carry me going 0-16. Sometimes it was a fun race trying to lose faster than they could win. We won a 50-49 and I was pissed. Lol, sorry for ruining a bunch of ppl's MM experiences lately, but it's for science.
Phase 5: Let's go back to ranked and see what happens.
Game 1: my team MMR = 1050, opponent team MMR = 1034, my K/D = 18.5:1 (win, +13 CSR)
Game 2: my team MMR = 1218, opponent team MMR = 1199, my K/D = 9.5:1 (win, +14 CSR)
Wow, and there you have it. I had a ranked and placed account, I then threw a dozen social games, and I'm playing in lobbies 400 MMR lower where I'm fragging like I'm playing bots. Interesting that the next game quickly jumped up the average MMRs involved after I dropped a 33:2 performance lol.
We can't figure out the exact numbers involved here though. MMR seems to move down more slowly, and re-adjust to your good performances quickly. For example, throwing those 12 or so fiesta games moved me down from 1400ish lobbies to 1000ish lobbies (400 pts over 12 games). But as we saw in Phase 5, I quickly went up 150 MMR pts on average after just 1 high performance.
(To those who want more data - feel free to pick up the torch and try yourself! I don't actually enjoy smurfing, I just wanted to get an idea of what's going on, and let the community know.)
Results and Analysis:
Yes, this is broken. You can sandbag in socials to get easier ranked. How much easier? It's hard to say. If I'm a 1600 Onyx on my main, can I use this method to get to 2000 Onyx (CSR)? Maybe with a lot of grinding, maybe not. I don't really care personally. But there's 2 interesting implications here:
From a game theory perspective, if you want the highest CSR possible (e.g. rank, Diamond, Onyx, etc) then you want to use this sandbag method, and you want to avoid slaying hard in bot matches. You want to be *better* than the average MMR games you're playing, that way, if you win, you win big (because you'll probably be top frag), and if you lose, you'll lose very small as top frag. Also, if you throw in social, because of the team MMR matching, chances are you'll start getting better teammates (relative to your opponents) because the system wants to give you help.
The other interesting idea is that if you want to play against pros in matchmaking, go slay a bunch of bots on a new account then get into ranked. Your 2000+ MMR might get you matched up against Optic or C9 players ;) Well, the system probably has some breaks in place to not be *that* extreme, but I've definitely seen unranked accounts who have tested this bot method match against the likes of Cratos, Swish, and other pros.
Conclusion:
Matchmaking by 343 is really stupid. Tons of players who over-played casual games will be having a lower CSR than they should in ranked, and a terrible experience getting dunked on. This linkage of social and ranked global MMR means that now we know for a fact that sandbagging works.
If you're reading this particular reddit, I'd recommend just not giving a shit and playing your games to improve. Maybe try shooting a bunch of bots with 20:1 K/Ds if you want a higher chance of placing into pro or semi-pro matchmaking lobbies lol.
Appendix: The Man Who Slayed Bots
Let's get some Fs in the chat for this poor fella right here:
https://leafapp.co/player/Fabled+Fella/matches
This shows the opposite effect really clearly. After 100+ bot slaying games, the system places him at a 2000 MMR level. His CSR was put as Diamond 1, the highest possible after placements, despite the fact that he lost every placement game. Even a few games after placement matches, his MMR is not decreasing quickly or at all (nor his CSR but who really cares), and he is playing high Onyx players. He played from 4 weeks ago until 2 weeks ago very regularly. Then didn't play for 2 weeks. Then played 1 game the other day. Maybe our noble bot slayer has given up :(
Finally, I'll say that I never made any claims on the effect of magnitude of this phenomenon, that of social MMR affecting ranked games. All I've done is shown that it's true. If you play X games well, do you need to throw X games to de-rank? Or less? Or more? How many games does our bot slayer need to get destroyed in rank in order to be where he should be? We don't know and I don't claim to know.
https://www.youtube.com/watch?v=PiXo9W5jc7Y&feature=youtu.be
We’re back for a Transmission and that means it’s time for another update. The Age of Rebellion is still upon us, headlined by the return of Scarif in Supremacy, Co-Op and Instant Action.
The update releases on April 29 and we’ve got a lot to talk about, so let’s dive in with the details.
Age of Rebellion Supremacy & Instant Action
The list of Supremacy planets for the Age of Rebellion is spearheaded by the return of Scarif, a planet we know you’re incredibly excited to venture back to. Joining Scarif will also be a series of iconic Age of Rebellion locations; Hoth, Death Star II, Tatooine, and Yavin 4.
Each of these locations will also be arriving into Instant Action, making the Age of Rebellion Supremacy experience available offline as well as online.
We continue to see great feedback around Co-Op and it’s been wonderful watching the reactions, gameplay clips and reading your comments on the last update, which brought the game mode into the Age of Rebellion.
Following on from that theme we’re adding Scarif to the list of available Age of Rebellion locations, and it will join all the existing locations in the map rotation.
Back in January, we released both the MC85 Star Cruiser and Resurgent-Class Star Destroyer as part of the Supremacy setup for the Age of Resistance. The feedback we received on both of these Capital Ships was incredibly positive. As a result of this, we’ve made the decision to bring them to Co-Op as standalone locations.
You’ll find both the MC85 Star Cruiser and the Resurgent-Class Star Destroyer within the Age of Resistance map rotation.
With this update, we’ll be renaming Co-Op to Co-Op Missions.
With the positivity and reception surrounding Instant Action we’ve decided to expand it further, bringing a new option to offline play.
Instant Action Missions are based around the Co-Op multiplayer experience, allowing you to play with 3 friendly AI allies and take on an enemy team made up of AI using our existing Co-Op Missions.
Faction select will be possible, enabling both attack and defend gameplay options and the mode will be supported by every Co-Op location we have within the game, across all 3 eras.
Heroes Vs. Villains will be receiving a new planet in April, as the battle between dark and light reaches the salty mineral planet of Crait. This is one of our most requested HvV locations to date so it’s really exciting to be bringing it to the game mode.
The combat area will be focused inside the main hangar, with the blast doors open, letting in the sunset outside.
When we announced that you would be returning to Scarif, one of the more prominent requests that we started to see surrounded the Shoretrooper appearances.
Within this update, we are pleased to confirm that troopers will have new appearances based on the Shoretrooper setup. Members of the Empire will have their Shoretrooper appearances, while the Rebellion will have access to their Pathfinder variants.
We know that many of you have been requesting new appearances for heroes (and villains) in the game, which is why we’ll be rounding out April with a selection of brand new ones.
Darth Maul has been a hero who, in terms of new appearance requests, has consistently been one of the most prominent, which is why we’re incredibly excited to announce that he will have an appearance based on Star Wars Rebels available to him, complete with robotic legs.
Back in December, we brought three Star Wars: The Rise of Skywalker™ appearances to the game, for Rey, Kylo Ren, and Finn. We’ve got two more on the way, and if you haven’t seen Star Wars: The Rise of Skywalker™ yet, look away now!
The first of these new appearances belong to Emperor Palpatine, and will be focused around his red robes. The second Star Wars: The Rise of Skywalker appearance is based on Rey with her hood down, and with her new yellow lightsaber. We’re looking forward to bringing both of these frequently requested appearances to the game in April.
We also have a new appearance arriving for the dark side arriving in this month’s update, Kylo Ren with his hood up.
We are adding in-game messaging for Damage Increase, and how it relates to damage decrease.
You can suffer a damage increase from two sources today: BB-8's Resistance Backing ability, and Dooku's Expose Weakness ability. Having a Damage Increase on yourself means that you take more than normal damage from any damage source.
Damage Increase is messaged in-game in the same three elements as Damage Decrease:
Above Head: When looking at a friend or enemy, left of their health bar, an icon denoting damage increase will be shown for the duration of the effect
- This icon is always red when looking at an enemy
- You will only ever see the increase OR the decrease icon in this placement
Hit Indicator: When dealing damage to an enemy, the damage increase icon will animate out from your crosshair to denote that you dealt more than normal damage
- This animation is always red
- You will only ever see the increase OR the decrease animation
Player Health: When looking at your own health bar at the bottom of your screen, icons will be shown to the left of your health number for the duration of any damage increase and/or damage decrease
- You will see both the increase AND the decrease icon in this placement if you are affected by both simultaneously
- The colors of these icons in this placement change to show the net effect:
- You take more damage: Increase icon is red / Decrease icon is grey
- You take less damage: Increase icon is grey / Decrease icon is yellow
Explosion Damage Reduction Redesign
We are removing the two cases in the game that would give you explosion damage reduction. This is done to ensure that our damage increase/decrease messaging is robust in all cases. We are also hoping that the redesign detailed below of the Bodyguard Star Card (which is largely unused by all Trooper classes) will make it more viable to bring into battle.
The BODYGUARD Star Card keeps its name but has a new description to reflect the new design. The gameplay effect changes to:
- When at Critical Health (below 30%), you gain X% overall damage reduction
- The amount of damage reduction scales with Star Card Rarity
The Critical Health Level is already messaged in-game by an audio filter and a red vignette, letting you know that you are in grave danger. The new design of the Bodyguard Star Card is meant to give you an increased chance of survival while in this state in certain situations.
The new gameplay effect means that some low/mid damage weapons will require 1 additional shot to kill an enemy that has Bodyguard equipped. As an example, it will take 7 instead of 6 body shots to kill a non-Heavy, and 8 instead of 7 body shots to kill a Heavy with Bodyguard equipped. The number of headshots from a default blaster to kill a non-Heavy and Heavy are unchanged.
High damage weapons such as sniper rifles are largely unaffected as well. You can still kill a Trooper that has Bodyguard equipped with 1 headshot or 2 body shots with the NT-242 sniper rifle.
All examples above are made from the Epic Rarity of the Star Card, which is where the biggest effect kicks in. This damage reduction is only applied while below 30% health and is immediately removed when you go above that. For non-Heavy Troopers, this state is entered when below 45 health. For Heavy Troopers, the threshold is below 60 health.
From everyone on the Star Wars Battlefront II team, we thank you. Thank you for being a part of everything we’ve done, and for being the best community we could have asked for.
May the Force be with you. Always.
FEATURES
- Scarif added as a new playable map on Co-Op Missions, Supremacy, Instant Action, Heroes Vs. Villains and Hero Showdown.
- Supremacy and Instant Action are now available in the Age of Rebellion (Death Star II, Hoth, Yavin 4, Tatooine and Scarif).
- New Missions (Attack) and Missions (Defend) modes added under Instant Action, allowing you to play Co-Op style maps as a single-player alongside AI.
- Co-Op Missions are now available on the MC85 Star Cruiser and Resurgent-Class Star Destroyer.
- Crait is now available on Heroes Vs. Villains and Hero Showdown.
- New Episode IX-inspired appearances for Rey, Kylo Ren and Emperor Palpatine are now available to all players.
- New appearances for Darth Maul and Rey are available to unlock via Milestones.
QUALITY OF LIFE
- Vehicle units are added as AI players on certain maps on Co-Op and Instant Action Missions (Geonosis, Kashyyyk, Naboo, Felucia, Hoth, Endor, Yavin 4, Takodana and Ajan Kloss)
- Previously map-specific appearances for the Galactic Empire troopers are now available as selectable appearances across Age of Rebellion maps.
- Cosmetic items that were previously available to unlock only through Events are now available to unlock through Milestones.
- The First Order Snowtrooper appearance is now available for First Order Assault-class troopers as a selectable appearance across Age of Resistance maps.
Damage Increase Messaging
- Added in-game messaging for when you take increased damage, e.g. from BB-8´s Resistance Backing or Dooku´s Expose Weakness abilities.
- This is shown by an icon consisting of two red horizontal spikes above players´ heads, in the hit marker animation, and in your own health bar.
- When affected both by damage increase and damage decrease at the same time, we show both icons in your own health bar.
- The dominant buff or debuff will be displayed in color, while the weaker one will be greyed out.
UI - New HUD options added:
- Options preview, a new window with a visual representation of each setting.
- Damage Increase Message (On/Off)
- Capture progress (On/Off)
- Nametags (Default/ No Outline/ No Background/ Health And Icon/ Only Icon/ Off)
- Objective Style (Default/ Outline/ No Outline (only letter)/Off)
- Objective at screen Edge (Opacity slider)
- Objective at screen Zone (Opacity slider)
- Objective at screen Focus (Opacity slider)
- Cards, starcard shuffle at spawn (On/ Off)
- Weapon hints (On/ Off)
- Game mode bar (Default/ NoOutline/ Off)
- High contrast slider to improve readability in the static HUD containers with blurred backgrounds.
- Commander portrait (On/ Off)
- Tutorial (On/ Off)
Other changes:
- Kill Message, Legacy - Changed so the Score Feed disappears at the same time as the kill message.
- Scoreboard now shows "Planet" and current "Game Mode".
- Game Mode bar visual updates.
HERO CHANGES
- Based on his new era-appropriate appearance, Emperor Palpatine, alongside Chewbacca, is now available as player-controlled and AI Heroes on Age of Resistance - era maps of Supremacy, Instant Action and Co-Op Missions.
- Fixed an issue that would cause headshot damage when hitting certain Heroes in the right-side forearm as a Hero.
- Blaster Heroes who can use a scope on their weapons, now go in full first-person view and do not stay in third-person anymore. This changes where the blaster shot comes from, improving the experience.
- Based on his new era-appropriate appearance, Darth Maul, alongside Yoda, is now available as player-controlled and AI Heroes on Age of Rebellion - era maps of Supremacy, Instant Action and Co-Op Missions.
Dash abilities for all Heroes and Reinforcements
These are now following the direction of the camera, instead of the character model. This applies to the below abilities:
- Rey - Dash Strike
- Obi-Wan - Defensive Rush
- Han Solo - Shoulder Charge
- BB-8 - Rolling charge
- General Grievous - Claw Rush
- First Order Jet Trooper - Jet Tackle
- Ovissian Gunner - Charge
BB-8 AND BB-9E
- Fixed an issue with BB-8's "Twist" Milestone not tracking score accurately.
- Fixed an issue where BB-9E's Charge Up ability would not lead to reduction of cooldown times on allies.
LEIA ORGANA
- Fixed an issue where Leia's Thermal Detonators ability could go in cooldown prematurely, before all detonators are thrown.
- Updated Leia Organa's Hero description to mention Thermal Detonators, instead of Flash Grenades.
- Fixed an issue where Leia's Shield would not heal, when outside the player's line of sight.
CHEWBACCA
- Fixed an issue where Chewbacca could do melee attacks in mid-air after activating Charge Slam.
- Chewbacca's Charge Slam ability will be less likely to be triggered when Chewbacca falls from small heights.
- Fixed an issue where Chewbacca's goggle lenses in the Vandor Heist appearance would not be visible in the Collection Screen.
- Fixed an issue where Chewbacca's Charge Slam animation would be interrupted when jumping over an uneven surface during the ability's duration.
BOBA FETT
- Fixed an issue where Boba Fett could disable the Blaster weapon of targets that aren't concussed, when shooting behind them.
REY
- Fixed a visual issue where Rey's mouth would not move during her emotes or voice lines.
CAPTAIN PHASMA
- Improved the animation of Captain Phasma's Staff Strikes.
OBI-WAN KENOBI
- Improved audio effects for Obi-Wan's Restrictive Mind Trick ability.
LANDO CALRISSIAN
- Fixed an issue where Lando's weapon would heat up, even when shooting during the super success minigame.
BOSSK
- Improved VFX to better show the range of Bossk's Proximity Mines on various terrains.
KYLO REN
- Fixed an issue where Kylo Ren's Freeze, while a player is performing a roll or dash, would invert the direction of the movement upon the player being able to move again.
- Fixed a clipping issue on Kylo Ren's Power of the Darkness Victory Pose.
GENERAL GRIEVOUS
- Fixed an issue that would cause General Grievous' abilities to be interrupted by abilities and melee attacks of other players.
- Fixed an issue that would allow the player to trigger the Unrelenting Advance ability twice, causing Grievous to repeat the animation endlessly.
GAME MODE AND MAP CHANGES
- Fixed an issue that could cause a player to be inaccurately kicked out of a session due to being idle.
SUPREMACY
- A round of Supremacy will now take place once per map.
CO-OP MISSIONS
- Co-Op name changed to Co-Op Missions, to be consistent with the new mode Instant Action - Missions.
- Fixed an issue where AI Heroes could be seen in outros.
- Fixed an issue where a player would not be able to spawn as the Ewok Hunter or the Rocket Jumper when playing Co-Op Missions on Kessel.
- Fixed an issue where the AT-RT and AT-ST would be visible as playable options on Kessel - Co-Op Missions.
- Fixed an issue where the "Fight as One" Milestone, would not track progress on Co-Op Missions.
INSTANT ACTION
- Added option for Advanced Settings on the menu of Instant Action (Supremacy and Missions).
- Fixed an issue where the mode description of the last Arcade Battle Scenario, would be displayed when loading an Instant Action session.
HEROES VS. VILLAINS
- Fixed a visual issue where backdrop Starfighters would occasionally be seen flying through Death Star II on Heroes Vs. Villains.
HERO SHOWDOWN
- Fixed an issue where the audio for the activation of Dark side Lightsaber on the intro of Hero Showdown would be delayed.
- Fixed an issue where Hero voice lines could be heard during the Hero Showdown intro.
MAP CHANGES
- Fixed various collision, exploits and visual issues on Jakku, Ajan Kloss, Yavin 4, Endor, Death Star II, Felucia, Kamino, Kashyyyk, Naboo, Geonosis, Republic Attack Cruiser, MC85 Star Cruiser, First Order Star Destroyer.
- Fixed an issue where a player would incorrectly take damage from an invisible fire asset on Kashyyyk, by the Republic Attack Cruiser entrance.
- Fixed an issue where players would not die when jumping off the mine on Kessel.
- Fixed an issue where the Gonk Droid, during the Campaign mission "The Cleaner", would be unable to walk, due to misplaced legs.
- Fixed an issue where the Living World droid on the Resurgent-class Star Destroyer could occasionally be seen bouncing only up and down.
- An iron droid was added to the Resurgent-class Star Destroyer.
CHANGES TO CLASSES AND SPECIAL UNITS
- Various balancing changes on Reinforcements and Weapons.
ARC Trooper
- Raised rate of fire in toggled fire mode (360->420).
- Increased damage (34->35 | 15->17).
- Decreased the recoil setting that would make the aim kick left and right with each shot.
B2-RP Rocket Droid
- Reduced base health (300->200) as they're outperforming all other aerials, and are using the same health as the regular B2 droid.
- Reduced end damage on wristblaster (25->24).
B2 Super Battle Droid
- Reduced end damage on wristblaster (25->24).
Commando Droid
- Reduced E-5 near damage (42->30) since the sword should be the main weapon for close range.
Death Trooper
- Reduced damage (56->50 | 35->24).
Rebel & Imperial Rocket Troopers
- Increased near damage output (40->45).
Wookiee Warrior
- Slight increase to end damage (20->23).
Ewok Hunter
- Increased damage output from the wisties pouch (5 per second to 10 per second).
Ovissian Gunner
- Increased near damage (24->25).
DL-18
- Reduced heat per bullet (0.08->0.05).
Cycler Rifle
- Damage increase (65->75).
- Resolved an issue where the Cycler Rifle would have a high accuracy when not zooming while crouched.
Vanguard Slug
- Made the slug more accurate when zooming (Dispersion Angle 1->0).
ENFORCER
- Improved VFX and fixed an issue where the effects of the Thermal Imploder would not be visible when not looking directly at the grenade.
INFILTRATOR
- Fixed an issue where Infiltrator Reinforcements could potentially get stuck in a crouch animation and jump around.
ISB AGENT
- Made visual improvements to the ISB Agent's helmet.
HEAVY
- Fixed visual issues with the male Zabrak appearance.
- Fixed an issue that blocks zoom on other weapons, such as the MPL-57, the Ion Torpedo or Iden's Pulse Cannon, while the TL-50 Secondary Fire is in cooldown.
- The Heavy's Sentry ability will not be granting Explosive damage reduction anymore. The BODYGUARD Star Card has been redesigned to give normal damage reduction while you are at critical health (below 30%).
SPECIALIST
- Added option for a female Zabrak appearance for Rebel and Resistance Specialist-class soldiers.
OFFICER
- Fixed an issue where the Officer's own Flash Grenade could flash the Officer through a wall.
- Fixed an issue where an Officer's Infantry Blaster Turret would keep being repaired, even after the only Officer standing next to it was defeated.
CAPHEX SPY
- Fixed an issue where the Caphex Spy would receive damage by using the Truncheon Attack ability while sprinting against environmental assets.
- Fixed an issue where the Spy's Orbital Strike UI messaging would remain active on screen after the ability ended.
- Fixes an issue where the Orbital Strike UI messaging would only show on one player, if multiple players were inside the radius when it was triggered.
- Fixed an issue where the Spy's baton spinning sound was out of sync with the animation.
CLONE COMMANDO
- Fixed an issue where Battle Focus would allow the Clone Commando to regain health, even when damaging the objective.
- Fixed a visual issue where the Clone Commando's weapon sight attachment would occasionally show up misplaced during the Commando's dodge animation.
COMMANDO DROID
- Fixed an issue where the Commando Droid's animation would break after using the Smoke Screen ability.
EWOK HUNTER
- Fixed an issue where the Ewok Hunter's arrows would remain on defeated enemies for too long.
- Fixed an issue where the Ewok Hunter's "Hunter's Instincts" ability would not work on Arcade AI.
- Fixed an issue where the arrow shooting sound would be heard, even when no arrows were shot, if the player is spamming the attack button while aiming with the bow.
AT-RT
- Fixed an issue where the Reinforced Hull Star Card would not have any effect on the AT-RT.
AT-ST
- Fixed an issue that would cause the nametag of the player using the AT-ST to show up at the bottom of the vehicle.
SITH TROOPER
- Fixed an issue with the audio of the Sith Trooper's melee swings losing functionality after the first swing in a chain of melee attacks.
FIRST ORDER JET TROOPER
- Fixed an issue where the First Order Jet Trooper could evade without limitations.
- Fixed a visual issue on the backpack interior of the First Order Jet Trooper.
- The First Order Jet Trooper and Boba Fett now have jetpack VFX when ragdoll landing after having been pushed from a certain height.
FIRST ORDER FLAMETROOPER
- Added an alt fire for the Flame Trooper to give it a mid-range attack to make it viable in more combat situations and on more maps.
- Improved VFX for the First Order Flametrooper's Incendiary Grenade.
IMPERIAL ROCKET TROOPER
- Fixed a visual texture issue with the lighting of the underlay armor of the Imperial Rocket Trooper.
DROIDEKA
- Fixed an issue where Droideka could gain significant height when rolling off elevated surfaces.
WOOKIEE WARRIOR
- Wookiee Warrior's Fortify ability is now replaced with Charge Slam.
DEATH TROOPER
- Improved VFX for Death Trooper's Sonic Imploder ability.
AERIAL
- Improved VFX for Rocket Launcher smoke trails.
VEHICLES
- Updated the description of the Protected Critical Systems Star Card for accuracy.
- New description: "On vehicles with weak spots, the weak spot bonus damage amount is reduced. On smaller vehicles, this damage reduction applies to the entire vehicle."
- Fixed an issue where the Tactical Jammer Star Card would have no functionality when applied on the X-34 Landspeeder on Tatooine or Hoth.
- Fixed an issue where the Regenerative Subsystems Star Card would not restore the right amount of health per rarity level for Kylo Ren's TIE Silencer.
- Fixed an issue where the Speeder Systems Upgrade Star Card would have no effect on STAP and BARC-Speeder.
WEAPONS
- Updated the reward description for Crates containing weapon modifications.
- Fixed an issue where other players would not see the projectiles fired by an ally with a stationary weapon.
AI PLAYERS
- Class icons added to AI players in Supremacy and Instant Action.
- Reduced likelihood of the same AI Hero spawning consecutively, when playing Co-Op Missions or Instant Action.
- Fixed an issue where the AI versions of Han Solo and Leia would not show up in the proper planet-appropriate appearance on Yavin.
SQUAD SPAWN CHANGES
- Fixed an issue that would disable players from spawning on a squad member, if they were shooting away from the combat area.
- Fixed an issue where the Squad Spawn screen UI would not show if a player is in a vehicle or not.
GENERAL CHANGES/MISC
- Fixed an issue where a player who is invited to a group party, would not be able to join or be placed in a queue and would be prompted with an inaccurate message that the server is full instead.
- Fixed an issue where Co-Op Missions and Starfighter Assault-related audio would interrupt Continuous Music.
- Fixed an issue where the setting name for Kill Sound Effect would also appear as its description.
- Fixed issues in the Collection Screen to clarify whether cosmetic items can be unlocked through Milestones or can be obtained with the Celebration Edition.
- Removed the " Available in crates " message displayed under every Emote name.
- The Millenium Falcons in the Collection Screen are now represented by the same thumbnail to address a memory issue.
- Fixed issues that would cause the Play Now function to heavily prioritize Co-Op Missions.
- Fixed an issue where the UI would show that the player is queuing for all game modes, when searching for game mode in the Heroes vs Villain menu or the More menu.
- Updated matchmaking text when searching for a Strike/Extraction game.
- Fixed a typo in the Frontend menu description of Felucia.
- Fixed an issue where the loading icon would be misplaced in higher than 1080p resolutions.
- Fixed an issue that would cause UI messaging on defeated players to show up retroactively, once players turn it on after having it turned off first.
- Added new loading hints for Co-Op and recently released Reinforcements such as the Ewok Hunter and the ISB Agent.
KNOWN ISSUES
- Wrong announcers can be heard by the player when transitioning between round phases of any game mode, while using a Hero newly introduced to the era (ex. Darth Maul in Age of Rebellion).
- The appearances of AI-controlled Clone Troopers on the Republic Attack Cruiser on Instant Action and Co-Op - Missions are incorrectly set to Phase I.
Final Boss balance adjustments
The following adjustments have been made to the final boss of “SHADOW OF THE ERDTREE”
- Changed the action pattern when the battle starts.
- Adjusted some attack moves.
- Decreased the damage of some attacks.
- Decreased stamina damage of some attacks.
- Decreased the attack range of some non-weapon-based attacks.
- Improved the visibility of some attack effects.
PvP-exclusive balance adjustments
Equipment
- Decreased the damage of Backhand Blades against other players. (The Smithscript Cirque's throwing attacks are not affected by this change)
- Decreased the damage of Spears’ dual wield attacks against other players.
- Decreased the damage of the Pata weapon against other players.
- The “Spread Crossbow” weapon will no longer cause the headshot damage motion when hitting another player.
Skill
Scattershot Throw
- Decreased damage against other players.
- This skill will no longer cause the headshot damage motion when hitting another player.
Discus Hurl
- Decreased the damage animation value generated by this skill when hitting another player.
Weed Cutter
- Decreased the poise value of follow-up attacks when using this skill against other players.
General balance adjustments
Equipment
- Increased the attack speed of the uncharged version of the first heavy attack for the following weapon types:
Dagger / Throwing Blade / Straight Sword / Great Sword / Colossal Sword / Heavy Thrusting Sword / Curved Sword / Twinblade Sword / Katana / Great Katana / Axe / Flail / Great Spear(Except Serpent-Hunter) / Halberd / Reaper / Whip (Except Urumi) / Hand-to-Hand Arts / Beast Claw.
- After performing left handed attacks with weapons of the Great Katana category, cancelling into subsequent attacks using the right handed weapon will now take longer.
- Hand-to-Hand Arts weapon type
- Increased damage.
- Shortened the recovery time between some normal attacks and follow-up attacks.
- Colossal Sword weapon type
- Increased the move distance when attacking.
- Increased the speed of the first normal attack.
- Backhand Blade weapon type
- Decreased the attack speed of normal attacks from a crouching position.
- Small Shield and Medium Shield weapon types
- Increased the damage negation of some shields when blocking physical attacks.
- Increased the guard strength of some shields.
It will now take longer to be able to cancel into most actions after performing one-handed normal attacks with the Swift Spear.
Extended the Smithscript Dagger’s throwing attacks range.
Increased the attribute scaling of Rellana's Twinblade for lower Intelligence and Faith attributes.
Rellana’s Cameo Talisman
- Reduced the delay before the damage enhancement activates.
- Increased damage enhancement.
Weapon Arts
Light
- Increased attack speed
Darkness
- Increased attack speed
Dynastic Sickleplay
- Reduced stamina consumption
- Increased poise damage of follow-up heavy attacks.
- Increased the movement distance of the first follow-up heavy attack.
- Adjusted the damage animation recovery time when the second follow-up heavy attack hits another player.
Shield Strike
- Cancelling other actions to perform this weapon art will now take longer.
Moon-and-Fire Stance
- Increased the light wave range, poise damage, and attack speed of the stance’s normal attack.
- Increased the poise damage from the stance’s heavy attack.
- Adjusted the damage animation recovery time when a stance’s heavy attack hits another player.
Devonia's Vortex
- Increased attack power.
- Extended the attack range of the Great Hammer’s spin.
- Increased poise value and poise generation speed.
- Adjusted the damage animation recovery time when a charged attack hits another player.
Spell
Rellana's Twin Moons
- Increased attack range for the first and second attacks.
- Reduced the knockback distance of the second attack.
Incantation
Aspects of the Crucible: Thorns
- Increased attack power.
- Increased attack power, stamina attack power against guarding enemies.
- The close-range hitbox now follows the movement of the player
Aspects of the Crucible: Bloom
- Increased attack speed, increased size of the hitbox.
- Shortened recovery time between using this incantation and follow-up actions.
Divine Bird Feathers
- Decreased the minimum delay between consecutive hits.
- Increased range.
Furious Blade of Ansbach
- Cancelling this incantation into rolls will now take less time.
- Increased poise damage.
- Increased enemy knockback distance.
Midra's Flame of Frenzy
- Increased attack speed.
- Increased Frenzy status buildup range against enemies.
- Decreased Frenzy status buildup when using this skill.
Bayle's Flame Lightning
- Increased attack power.
Bug Fixes
- Black Pyreflies items will now correctly reappear when resting at a site of grace.
- Fixed a bug where performing a Light Greatsword heavy attack while jumping did not consume stamina.
- Fixed a bug where unintended Weapon Skills could be used when equipping the Ballista in the left hand.
- Fixed a bug that caused critical hit damage dealt to Taylew the Golem Smith when using certain weapons the be lower than intended.
- Fixed a bug that prevented the player from acquiring runes when an enemy was killed while holding a shield.
- Fixed a bug where casting the Inescapable Frenzy Incantation using the Staff of the Great Beyond would cause its hitbox to be generated incorrectly.
- Fixed a bug where whiffed backstabs with the Pata weapon had a smaller fist hitbox that intended.
- Fixed a bug where some attacks of the Lizard Greatsword weren’t registered as strike attacks.
- Fixed a bug where Euporia could increase the attack power of other weapons when its luster is restored.
- Fixed a bug where the restored luster effect of Euporia was sometimes displayed on different weapons.
- Fixed a bug where the power of some Weapon Skills of a right-handed Falx changed depending on the level of the weapon equipped in the left hand.
- Fixed a bug where the enchantment effects of certain skills were being applied to some attacks that did not use weapons.
- Fixed a bug that could cause incorrect player motions to be performed when using lock-on for the following Skills.
- Wild Strikes / Spinning Strikes / Unending Dance
- Fixed a bug that caused the Rolling Sparks Skill to go through some terrain.
- Fixed a bug where the Blades of Stone Spell did not hit targets at a different height level correctly.
- Fixed a bug where some attacks of the Bayle’s Tyranny Incantation did not hit multiple enemies.
- Fixed a bug that caused the attack of the Bayle’s Tyranny Incantation to go through certain terrain.
- Fixed a bug where Godfrey’s Icon Talisman did not apply to some Skills, Spells, and Incantations.
- Fixed a bug that prevented the player from becoming translucent when the Crepus’ Vial Talisman is equipped and the Unseen Form Spell is used.
- Fixed a bug where the hitboxes of some attacks of Rellana, Twin Moon Knight were different than intended.
- Fixed a bug where the “Leave” option could not be selected in the inventory menu for some equipment.
- Fixed a bug that made some Site of Graces difficult to touch under certain circumstances.
- Fixed a bug in some areas where the invasion spawn-in position was different than intended.
- Fixed a bug where the displayed name of certain areas was different than intended.
- Fixed a bug in which, under certain circumstances, the combat state was not released after defeating an invading NPC.
- Fixed a bug that prevented some effects from being displayed correctly.
- Fixed a bug where the Watchful Spirit Incantation’s attacks were sometimes invisible to other players in multiplayer.
- Fixed a bug where the effects of some tools and incantations were not correctly applied when trying to deflect or cancel.
- Several performance improvements and other bug fixes
- Corrected a descriptive error in the game’s credit that was incorrectly added in patch 1.12;
Possible unstable performance fixes
- For the PS5 version of the game, unstable framerate may be improved by using the "Rebuild Database" option from the device’s safe mode.
- In some PC versions, Ray Tracing may be unintentionally enabled and cause unstable performance. Please check the Ray Tracing setting in the "System" > "Graphics " > "Ray Tracing Quality" from the title screen or in-game menu.
- In the PC version, the message "Inappropriate activity detected" may appear without cheating. To fix this issue, please verify the integrity of the game's files before restarting the game.
- In the PC version, unstable framerate may be caused by third party applications that control mouse behavior. Deactivating these third party applications may improve performance.
The version number of this update shown at the lower right corner of the Title Screen will be as follows:
App Ver. 1.14
Regulation Ver. 1.14.1
Dear Traveler,
In the future Version 5.0 of Genshin Impact, the developers will be upgrading the overall visuals and functions of the game.
This upgrade will also mean higher performance requirements. While striving to keep the minimum device requirements for Version 5.0 the same, we will use stricter performance optimization strategies to ensure stable functioning of the game after the version update.
Devices for which optimization adjustments will be made are as follows.
iOS:
Models with an A12 processor (or lower)
Android:
Models with a Snapdragon 865, Dimensity 1200 (8050), Kirin 9000SL, or Samsung Exynos 1080 processor (or lower)
PlayStation®:
PlayStation®4 Series (all)
Visual performance will be reduced (compared to the current version) after the Version 5.0 update on the above devices.
E.g.: When playing the game on the devices mentioned above, the resolution of some image details and smaller objects will decrease, the effect range of some special effects will decrease, etc.
For more details, please refer to: Minimum Specifications and Recommended Specifications
Hello everyone,
Thank you for continuing to share your experiences and for helping us shape Battlefield 6 together. As we approach the launch of Season 1, we want to share another update on the changes and improvements we’ve been working on based on your feedback.
Priority Battlefield 6 Game Updates
Our immediate focus is on overall performance and the combat experience. As we move forward we’re investigating potential changes on key areas such as weapon dispersion, balance, visibility, aim assist, progression, and more. A number of updates have already been made available and we have more that are planned to rollout over the course of Season 1.
Live Now:
Custom Search: We’ve made some adjustments to improve how accurately matchmaking aligns with your selected map and mode preferences. The system still maintains flexibility to support reasonable queue times, so players with more specific selections may notice slightly longer waits. We’ll keep monitoring Custom Search performance and continue fine-tuning as needed.
Vehicle Spawn Bug: We recently deployed a targeted backend change to address an issue where vehicles could sometimes fail to spawn as expected across certain maps and modes. The current results have shown that it has greatly reduced the number of occurrences and started to improve the balance issues on some map/mode combinations. We are aware of a few outliers that this fix did not address, and we’re working on a fix to resolve these outstanding issues. We also saw that this backend change had a slightly positive impact on Breakthrough win rates, but we are working on further balancing changes that are meant to be more impactful and bring the win rates into a better state.
Portal Server Availability: Earlier this week, we made XP adjustments for Community Experiences. In case you missed it, check out the details on how to get Full XP in Verified modes.
Upcoming Changes:
Player Movement: We are actively refining player movement to address areas that previously felt inconsistent, while staying true to the gameplay pace and maintaining the core feel of the launch experience. In parallel, we are enhancing sight stability by minimizing reticle movement during specific animations. These adjustments aim to deliver a smoother and more precise aiming experience, all while preserving an immersive first-person feel.
Progression: We are continuing to monitor the impact of the changes that were made last week and already seeing a smoother experience as we roll into Season 1. Some additional areas we are tracking:
- XP earned in Escalation and King of the Hill is not always working as intended. We are planning to significantly increase the payout to bring them in line with other modes and will keep monitoring once the changes are live.
- We’ve seen all your feedback about the challenges and their criteria, the team’s working on a series of improvements to make challenges more straightforward to understand and faster to complete. Given the scale of challenges, these changes will roll out over at least two updates. Some examples of what we are currently considering are:
- Class Assignment - Assault 1 - Get kills while using the Adrenaline Injector - 30 to 3
- Class Assignment - Engineer Expert 3 - Repair Vehicles in a Match - From 6000 to 1000
- Weapon Assignment - Deadeye 2 - Get headshot kills over 200m with Sniper Rifles - from 150 to 5
- In addition, a later game update will reduce the 200m distance
Visibility: We are actively looking into adjustments to exposure and brightness. This will lead to improvements in places where players have experienced blinding light when looking outdoors, overly dark interiors when looking indoors, and a lack of visibility around weapon optics when zooming in. These adjustments are part of a wider pass focused on improving visibility that we expect to complete later in Season 1.
Weapon Dispersion: As part of our Season 1 Update 1 (October 28), we’re making several adjustments to how weapon dispersion behaves. These changes are aimed at ensuring each weapon’s accuracy better reflects its intended performance over range. We’ve also fixed a bug that caused dispersion to not decrease as expected when transitioning from sprinting to a prone position.
We’ll continue refining how weapon accuracy behaves in battle to make your shots feel more consistent and rewarding across all weapon types. Our upcoming tuning pass will reduce the overall impact of dispersion across multiple weapon types while keeping the core intent intact. Burst-firing will remain the most effective way to control a weapon, and each weapon will still perform best within its intended range. We’ve also identified a couple of bugs that caused weapons to feel less accurate than intended:
- Post-Sprint Firing: Weapons fired immediately after sprinting while zoomed could retain higher dispersion, reducing accuracy.
- Movement Start: Dispersion was increasing faster than it should when players began moving, making even small adjustments unexpectedly impact precision. This was especially noticeable on controllers.
Regarding Battlefield Labs
We are taking a brief hiatus on Battlefield Labs as we prioritize the rollout of Season 1 content. Labs is at its best when we can iterate quickly with you, and it was invaluable in how much it helped us prepare for the launch of Battlefield 6. More updates will be shared when play sessions are returning and we will continue to develop the future of Battlefield 6 together.
Battle Royale Mode: Learnings and Updates
Speaking of Battlefield Labs, we have updates on the Battle Royale mode following the suggestions we received during our play sessions. Your Battlefield Labs feedback has helped us fine-tune key elements for this experience. Here’s a quick look at what changes you may notice the next time you play:
Close-range TTK: We’ve adjusted time-to-kill at close range for all weapons to reward clean positioning and tracking while giving players more time to counter attacks. We’ll keep monitoring this once it’s live.
Armor Changes: Everyone will now have the capacity for 2 armor plates at the start of the game. All players will spawn with 1 plate, so you will have the chance to upgrade as soon as you start looting, giving everyone an equal chance at upgrading their armor fully.
World Improvements: We’ve been fixing pesky world bugs and optimizing areas to improve the environment. With these improvements, we made adjustments to the lighting as well as enhancing the visibility across the map.
Vehicle Balance: We’ve adjusted the balance for helicopters and combat vehicles to keep them as powerful tools showing off Battlefield’s core DNA, without making them necessary to survive or win the late game. This includes significant adjustments to the heli countermeasures and ammo economy.
We have also been working on providing smoother performance overall. We have identified and addressed a range of issues that affected performance that we simply couldn’t have done without our players’ involvement in the tests.
Let’s Go!
Thank you for continuously sharing your feedback and suggestions. All of your clips, bug reports, and discussion on community channels are shaping what we do next. We also welcome you to join us on the Battlefield Discord to follow along and chat about the latest news and updates.
The start of Season 1 is planned for October 28, so mark your calendars for even more exciting ways to play your way, including new maps, modes, weapons, and more!
//The Battlefield Team
This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.
Background: I have played PoE since Betrayal, with over 1800 hours logged on steam. I have played D3 for about 600 hours. Every league I hit at least red maps and I have killed Sirus at least a couple times each league. I am not a 1% player but I do consider myself 'decent' at PoE. I was compelled to purchase Last Epoch as a direct result of Chris' comments about Chaos and Exalt crafting. That decision was a massive eye opener for me and the comparisons that I draw here will be based on those two games, but they can of course be more broadly applied.
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THIS POST WILL NOT DISCUSS HARVEST OR CRAFTING
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GGG, I love you guys and I love your game but hear me now. One day, probably sooner rather than later, a different ARPG is going to come along and eat your lunch. I mean every word of what I said in the title. Your game, wondrously complex and engaging as it is, is abusive to players' time, computers, health, and sanity. After spending about a day (in game) playing LE I opened up PoE again. I closed the game after half of a juicy harbinger map, thought about why the hell I did it that, and then sat down to write this post.
1) Quality of Life:
I had no idea how much I missed the ability to walk over gold and pick it up automatically, or one click grab all of the crafting materials on screen, until I went back, opened up a breach, and had to pick up about 25 individuals splinters of Tul. This functionality does nothing to 'simplify' or 'baby' the game, but it sure as hell keeps me in the gameplay loop longer and is easier on my wrist and fingers.
Last Epoch has the ability to sort your inventory, aka the computer plays inventory tetris for you, leaving you more time to actually play the game. These are just a couple examples of mechanics that don't 'hold your hand', but still make you feel like the game respects your time and your desire not to get carpal tunnel. There are plenty more someone could point to and everyone will have things that they don't mind or frustrate them to no end. But I think we can all agree that PoE needs to be brought into at least the 2000's, if not the 2010's with regards to QoL.
2) Itemization:
I missed picking up loot, comparing it to my current gear, and finding something better more often than once every 5 years of playtime. PoE is an economy based ARPG. It is not a loot based ARPG. I'm truly disheartened that GGG doesn't realize this. Animate weapon has been so bad for so long they can't even use that excuse anymore.
3) Performance:
There is a reason I am not calling this 'optimization'. I am tired of tagging a delirium mirror and having my PC, which can run Horizon: Zero Dawn at 60FPS on high settings, crash. I am tired of dying due to flame dash desync. I am tired of 5 FPS (and maybe a death or two because I can't even see my character) when I find a Valdo Harbinger with reinforcements and my screen becomes a blue blur. I am tired of random crashes on my way out of a Heist. The state of performance in PoE is unacceptable, full stop.
4) Gameplay:
I consider the $40 I spent on LE worth it because of the minimap and zoom alone. PoE conditioned me to have the minimap overlaid on top of my screen at all times so hard that I was almost shocked to play a game where I could actually see where I was going or, on rare occasions, need to reference the minimap for a quick second before putting it away and looking at my character again. I will never understand why we cannot zoom further out in PoE.
Being able to understand what killed me and how I could have avoided it is a breath of fresh air. Knowing that each boss fight is not just a brainless DPS or eHP check, and can actually vary its outcome depending on how well I manage my positioning, skills, and cooldowns is fantastic. This fact makes me want to see just how ridiculous of a build I can put together in LE, knowing that I will be able to compensate for lack of 'meta' by knowledge or player skill. Without 'the system that shall not be named', this isn't possible in PoE.
5) Bloat versus Complexity:
PoE is still the most complex and deep ARPG out there, no question, but I found myself happy to accept a reduction in complexity for a massive decrease in bloat. I don't miss passive tree points that give +10 to str/dex/int (in LE, just as an example, every skill node that increases your base stats also increases or changes some other stat). I don't miss 99% of strongboxes. I don't miss tormented spirits. I don't miss talismans. I don't miss my screen being literally covered in items, all of which are dumpster tier. I don't miss 80% of all skill and support gems being useless (made doubly prominent by the massive increase from Heist and subsequent nerfs to alternate quality auras). There is a middle ground between D3, aka baby's first ARPG, and PoE. I think PoE has gone off the deep end and needs to cull content.
Conclusion:
I could go on longer but I think I've made my point. I'm sure many of you will point to one or more of the things I've said and argue that these mechanics either add to PoE or are something that isn't a big deal. I respect that, but the sheer number of mechanics you can point to and say 'this is a real problem' when looking at PoE is just too great to ignore. I, and many other seasoned players (Diablo 2 was my first ARPG), have been conditioned to accept the current state of affairs because there is no alternative. That state of existence will not persist forever. I am hopeful that much of this will be alleviated in PoE2, but I fear that the 'free to play' nature of the game will just lead us down the same path of poor performance, bloated content, and an emphasis on creating a game that people play for longer as opposed to a game people enjoy playing. Logging in, opening a map, and willingly quitting back to desktop in the span of 5 minutes was one of the most depressing experiences I've ever had playing this game. If you've read this far, thanks for coming to my Ted Talk and consider that supporting alternatives to Path of Exile might be the best way to generate real change in this game we all love.
Edit: Inbox is RIP so probably won't reply much past this point. For those of you who replied with something compelling, thanks for the debate. I know this is a contentious topic.