My Warlock is in an abusive relationship with Tommy's Matchbook and yours can be too! With the following build we explore the wonders of new seasonal mods, the charged with light system, self-damage synergy, and masochism.
Hey Guardians!
I’ve been a long-time lurker on here, but I’ve been having so much fun with this build I created that I just couldn’t help but share it. This build uses one of my favorite exotics, Tommy’s Matchbook. I fell in love with this gun the moment it came out and have used it enough for my warlock to be considered a masochist. But as much as I love Tommy even, I must admit the gun has some serious flaws. The most obvious of these being self-damage (duh), and an abysmal reload speed. So, my goal was to solve these flaws while also creating a synergistic build of my favorite class (warlock) that could take on high level content. This is the result. Ok so what will you be able to accomplish with this build? · You and your allies will be able to have a consistent character speed boost · You and allies will have a 100 reload and boosted handling consistently · You will have a consistent 50% damage reduction · You will be able to heal yourself in large chunks on demand · You will have boosted grenade damage and cooldown · Your allies will receive boosted grenade cooldowns · You will be able to stun overload champs · Break barrier champs’ shields · You will have a 30% modifier boost to your super damage (in our case chaos reach) · And you will have the option to add and additional 25% damage modifier added to all your ability damage to frozen or slowed targets (pretty sure this includes your super haven’t tested yet) I know that seems like a lot but if you stick with me, I promise to break this build up into small bites to make this as simple and painless as possible. Still here? Dope let’s get started.
Subclass:
Starting things off with our subclass we are going middle tree Stormcaller. Most warlocks go the bottom tree void walker route and for good reason. Devour synergizes incredibly well with Tommy as it solves the self-damage problem pretty well. But we won’t be going this for a few reasons A. we have other more effective tools to solve the self-damage problem, B. it doesn’t address Tommy’s reload, and C. bungie unfortunately hates Nova Bomb and it simply can’t hang with some of the other super options warlocks have at their disposal with some of these new seasonal mods and exotic support we got. These and the reasons below are why we are going middle tree Stormcaller.
Pulsewave:
This is the big one. In bungie terms Pulsewave does this “being critically wounded triggers an energy wave that boosts yours and allies’ speed”. What that actually means is you and your allies get a plus 100 to your weapons reload stat, a pretty generous boost to weapon handling, and a speed boost that is comparable to killing wind, oh and all of these boosts last ten seconds. All for the low low price of being critically wounded (shields depleted) which we were going to do anyway thanks to Tommy.
Chaos Reach:
While Tommy is an add clearing machine it’s not great at burning through bosses or generating quick bursts of damage. Luckily, we have this monster of a super. One of the best damaging supers we Warlocks have at our disposable, the Kamehameha absolutely shreds bosses and majors. Plus, we got a few fun new tools to make it even better, more on that in the mods section.
Ionic Trace:
This is just gravy at this point. Ability regen on kills, easy, straightforward, always helpful. Not much more to say here, it’s great.
Grenade and Rift:
My recommendation here is the pulse nade, the consistent ticks of damage means overloads stay stunned for longer. However, if you want to just drop a ton of damage storm is also great (just be careful not to kill yourself with them). As for rift you gotta go healing. We take lots of damage with this build so it’s never a bad thing to have another source of healing on demand. Now that we know what abilities we are working with let’s talk exotics and other weapons.
Tommy’s Matchbook:
This is the center piece, a beautiful 720 that when you hold down the trigger for 20 rounds ramps up to 99% more damage, you filthy animal! While ignition trigger is doing its thing, we take burn damage which we can reduce by hip firing. Thanks to the catalyst while we are being burned our health recovers much faster too. Something that Bungie doesn’t tell you is this thing’s in air and hipfire accuracy is nutty, but that’s old news for most of you.
Verity’s Brow:
While we are burning through targets with Tommy we are also charging up this exotic. The exotic perk death throws goes up every time you get an energy weapon kill and stacks up to five times speeding up the recharge rate of your grenade and boosting its damage. This plus ionic trace should keep your grenade topped off very often. Plus, every time you throw a grenade you also get to boost your fireteam members grenade recharge. For those of you keeping score, that’s a max reload buff, grenade recharge rate, and speed boost your giving your teammates. Who says warlocks can only play support with middle tree dawn?
Geomags (Alternative Option):
I feel like I’d have to turn in my warlock card if I didn’t mention this as an alternative to Verity’s. This thing is nutty and with the mods we are going to use to boost chaos reach later on it only gets more powerful. Wouldn’t blame you if you wanted to go this route but I personal prefer the team aspect and utility of Verity’s.
Kinetic and Heavy weapons:
For your Kinetic slot you should be using a sniper, any sniper works but if you want my personal favorite for this build, I would use a Succession with recombination and reconstruction. This acts as a baby Izzy and is great for quickly swapping to and deleting majors and barrier champs. If you aren’t lucky enough to have one of those don’t worry any other kinetic sniper with perks focusing on single shot damage and auto reloading (pulse monitor is really good with this build too) will do just fine. As for your heavy slot this is really a personal preference thing. LMGs synergize with sustained charge, but swords and rockets are also super solid. I am mainly using my heavy as another way to take down big non boss targets, so I personally use my old Falling Guillotine (yes, I know this isn’t season of the arrivals. No, I don’t care).
Mods:
OK this is where things start to get a little complicated, so for simplicity sake I will be doing the mod break down armor piece by armor piece showing affinities and energy consumption and then writing a description for the mods used. This is the point where all the parts really start to come together and turn it from a concept to a full-fledged build. I’m going to go into this assuming you have at least some general knowledge about the charged with light system but if not do yourself a favor and find a guide on the basics. My personal recommendations are Fallout Plays’ and Ehroar’s guides, which you can find on their respective YouTube channels. With that disclaimer out of the way let’s dive in.
Helmet:
Affinity Solar Ashes to Assets 3 cost (2x) “Gain bonus super energy on grenade kills” As we are a grenade-based build having a stack of A2A is super helpful for regening our super. Taking charge 3 cost “Become charged with light by picking up orbs of power” Since Tommy can generate orbs of power off of multi Kills this is one of two ways we will get charged with light. Minor Discipline 1 cost Not necessary but a small boost to discipline can only help.
Arms:
Affinity Solar Anti-Barrier sniper 6 cost “Sniper rifles you are wielding fire shield-piercing rounds and stun barrier champions. Sniper rifles deal bonus damage against barrier champions” Pretty straight forward. A tool to eliminate barrier champs (or that one phalanx that really deserved to get its head taken off) Sustained Charge 4 cost “Become charged with light by rapidly defeating combatants with auto rifles, trace rifles, or machine guns. Additional copies of this mod increase the time allowed between combatants that are defeated.” Multikills, in this case three kills in rapid succession within roughly three seconds of each other, charge us with light. Since we are burning through adds with Tommy this is a reliable way to get charge with light from range. If you aren’t in a position to run in and grab an orb this will allow you to still charge up. You may wonder why run both sustained charge and taking charge? For me it’s more of a consistency thing. With this build you need to be charged with light pretty much the whole time and sustained charge provides a way for you to do that at range whereas taking charge allows you to leave orbs to pick up in a pinch when you can’t get kills or to guarantee that you end every fight charged with light and ready for the next engagement.
Chest:
Affinity Void Stacks on Stacks 4 cost “gain an extra stack of charged with light for every stack you gain. –10 recovery” This is another ease of use and consistency thing, with this you have some room for error with how you go about your engagements and if you play it right you will always be able to use both Heal thyself and protective light which we will talk about soon. Sniper Reserves 3 cost (x2) Don’t think I need to explain why this is helpful. We use a sniper, so we want more ammo. You could also use this for your heavy weapon of choice, it’s up to you.
Legs:
Affinity Solar Recuperation 1 cost (x2) “replenishes health each time you pick up an orb of power” This perk is hella underrated this doesn’t trigger regen which is great because Tommy would stop that almost immediately with its burn. Instead, this provides quick huge burst to your health (don’t have the exact numbers but trust me it substantial) further solidifying the playstyle of leaving orbs around as little healing and charge with light checkpoints. Heal Thyself 4 cost “while you are charged with light, grenade final blows heal you and consume one stack of charged with light” Think of this as you oh shit button. Instant healing for when that orb is too far away, or a rift will take just too long to activate. This can be a crazy helpful tool for staying alive and while it isn’t the main star of the build its great for survivability and synergizes well with what we are trying to do. Note, your oh shit button does deal damage to you and can kill you if it hits you before it kills an enemy. Just to be safe make sure your targets are aren’t all up in your grill when you throw. Recovery 4 cost Needs no explanation, if recovery isn’t your jam pick a different stat, I just like it when all the numbers fit perfectly.
Class:
Affinity Void Volatile Conduction 6 cost “Grants bonus arc damage if cast while critically wounded. Lasts until the end of the super activation” When bungie made this mod they were like Chaos reach is good, but it can be better. 30% better to be exact. While these are normally a pain in the ass to activate and often feel super clunky forcing you to let yourself get hit before activating your super, we have no such limitations as we are in an abusive relationship with our primary. This is some big boy damage especially when stacked with debuffs, geo mags, and Focusing Lens which I will mention at the end. Surge Detonators 2 cost “arc grenades disrupt combatants, stunning them, delaying ability regeneration and lowering combatant damage output” Your oh shit button doesn’t only save your ass but stuns champs for long durations thanks to the continuous ticks of the pulse nade. Better yet this will be damage boosted too. Thanks to death throws often all it takes is one nade to just straight up kill a champ. Excellent utility for any content with the annoying teleporty boys. Protective Light 2 cost "While charged with light, you gain significant damage resistance against combatants when your shields are destroyed. This effect consumes all stacks of charged with light. The more stacks consumed, the longer the damage resistance lasts." If Tommy is the star of this build than protective light is the glue that holds it all together. You gain a 50% damage reduction when in the red which allows us to just chill at low health no problem and gives us the time, we need to activate healing abilities. This last for 5 seconds on one charge and 10 with two but this will almost always be using two charges. This mod does so much for us, it lets us safely maximize the damage of Tommy, consistently apply pulse wave, and lets us be crazy tanky after we heal. You may think protective light clashes with heal thyself but since it can’t consume charges while the perk is up, we will still be able to utilize the nade healing as well as still having a backup five seconds after the fact if we take too long to get charged with light back. Alternatively, you can swap Heal Thyself with sustained charge on your legs and replace sustained charge and your helmets solar affinity for protective light and a void affinity. This leaves room for Focusing Lens on your class item allowing you to sacrifice the ability to stun overloads and heal yourself on grenade kills with a 25% modifier buff to all your abilities on targets effected by stasis freeze or slow. This decision all comes down to team composition and activity. That being said you haven’t lived until you and your homie running stasis absolutely nuke a boss with the most powerful chaos reach super known to man.
Playstyle:
So, what does this build look like in action? Let me paint a picture for you. We lay into some ads with Tommy and get charged with light times two from a multikill, ignition trigger tics us down to the red and we get ten seconds of 50% damage reduction, a speed boost, and max reload. You use your newfound speed and damage reduction to run in and pick up the orb Tommy dropped from that same multikill and get sent back to like 80% health with 5 seconds left on your pulse wave and protective light timers and a fresh stack of charged with light x2 you burn through more adds with the rest of Tommy’s ammo and reload it in like a second. Repeat until you find the boss and nuke him with a chaos reach that is 30% more powerful. This damage increase is a modifier which means it can still stack with other modifiers, one buff, and a debuff for some absolutely crazy numbers.
TLDR:
Put these mods on your armor and use these weapons for a highly synergistic build that focuses on survivability with Tommy’s matchbook and middle tree Stormcaller. Helmet: Affinity Solar Ashes to Assets 3 cost (2x) Taking charge 3 cost charged with light. Minor Discipline 1 cost Arms: Affinity Solar Anti-Barrier sniper 6 cost Sustained Charge 4 cost Chest: Affinity Void Stacks on Stacks 4 cost Sniper Reserves 3 cost (x2) Legs: Affinity Solar Recuperation 1 cost (x2) Heal Thyself 4 cost Recovery 4 cost Class: Affinity Void Volatile Conduction 6 cost Surge Detonators 2 cost Protective Light 2 cost Exotics: Tommy’s Matchbook Verity’s Brow or Geomag
Conclusion:
And there you have it. This was definitely longer than I was expecting but hopefully not too hard to get through. If you made it to the end thanks for bearing with me and hopefully you have fun trying out this build or some variation of it in game. This is my first time ever posting something like this so if you have any suggestions or feedback please feel free to share. Likewise, if you have any other cool synergies and want to talk build crafting hit me up, the charged with light system is one of my favorite additions to this game and I am always trying to brainstorm my next build. Edited to fix information regarding chaos reach dps and fixing my inability to spell.
New Landing Zone added in Eventide Ruins for all players who complete the Beyond Light campaign.
Dreaming City
The Reverie Dawn armor set has been reissued with a new max power cap and the Combat Style mod socket.
The Waking Vigil, Vouchsafe, Retold Tale, and Sleepless weapons have been reissued with a new max power cap and new perk pools.
Dreaming City weapons that have reached their max power caps will no longer drop once you have obtained the item once, allowing collectors to fill out their collections while ensuring that subsequent item drops remain usable in difficult activities.
Fixed an issue where Petra's map icon could blink even when there was no quest to talk to her.
Fixed an issue where one-way connection or temporary connections between areas weren't accounted for by the waypoint system.
Fixed an issue where one of the portals to the Confluence was missing.
Fixed an issue where some Shuro Chi dialog lines could play twice when picking up a patrol beacon.
Fixed an issue where lighting would noticeably pop when moving between Rheasilvia and Harbinger's Seclude.
Malfeasance Quest
Fixed an issue where Taken Acolytes were missing their Void shields during the Malfeasance mission.
Fixed an issue where it was possible to fight the Ogre bosses without triggering the darkness zone.
Dark Monastery
Fixed an issue where some areas that were supposed to be private were, in fact, public, and fireteams could block each other's progress.
Fixed an issue where Toland could be missing from Ascendant Challenges.
Fixed an issue where patrol completions in Dreaming City weren't counting towards the "Wisdom of the Witch" Triumph.
Fixed an issue where Ahamkara Bones were failing to spawn in Agonarch Abyss.
Fixed an issue where Ahamkara Bones were failing to spawn in the Cimmerian Garrison.
Fixed an issue where the Lore of Luna Triumph was not progressing when completing Toland patrols.
Fixed an issue where the Run the Gauntlet Triumph wouldn't progress when completing the time trial in the Cimmerian Garrison Ascendant Challenge.
Cosmodrome
Fixed an issue where some rocks and grass were floating in the air.
Tangled Shore
Fixed an issue where some Fallen Skiffs could fly through the environment during public events.
Fixed an issue where one-way connection or temporary connections between areas weren't accounted for by the waypoint system.
Fixed a lighting issue in Hellrise Canyon where cracks in the environment were highlighted by a bright light emitting from behind a wall.
The Rider
Fixed an issue where the tank summon pad could de-spawn.
The Mad Bomber
Fixed an issue where a Dreg Pike driver would ignore the player.
Moon
The Dreambane armor set has been reissued with a new max power cap and the Combat Style mod socket as well as a dedicated Nightmare mod socket.
All three Altars of Sorrow weapons (Apostate, Blasphemer, Heretic) and the Premonition Pulse Rifle have been reissued with a new max power cap and new perk pools.
A Mysterious Disturbance
Fixed an issue where players could accidentally bypass a trigger volume and end up in a blocked state.
Fixed an issue where the first combatants of this mission had their Power Level scaled too high.
Fixed a bug where some players' weapons could remain up near Eris.
Fixed an issue where environment decorations were floating near the K1 Logistics Lost Sector.
Fixed an issue where players could experience the "Harp" error code when approaching Eris on the Moon.
Fixed an issue where a chest puzzle during Moon free roam would get stuck and not restart.
Fixed an issue where Fallen combatants would spawn from a Hive ship.
In the Deep
Fixed an issue where a Hive Cutter would pop into existence without playing its spawn visual FX.
Symphony of Death
Fixed an issue where the boss could get stuck in an immune state if the fireteam hard-wiped during the boss encounter.
Nessus
Fixed an issue where one-way connection or temporary connections between areas weren't accounted for by the waypoint system.
Fixed a floating patrol beacon.
EDZ
Fixed an issue where ambient squads could fire on the player before they finish loading in one of the Silent Fang missions.
Fixed an issue where one-way connection or temporary connections between areas weren't accounted for by the waypoint system.
Fixed an issue where the combatants from the final encounter could respawn during the end-of-mission countdown timer at the end of one of the Silent Fang missions.
Fixed an issue where some water reflections had graphical errors in cave areas.
Public Events
Ether Resupply
Fixed an issue where Fallen Servitor teleport attack was missing audio.
Fixed an issue where a Fallen Ketch could clip through the environment.
Glimmer Extraction
Fixed an issue where the Glimmer Extractor public event would occur too infrequently in The Gulch on EDZ.
Disrupt Vex Construction
Fixed an issue where Vex combatants wouldn't despawn after this public event ended.
Fixed an issue where the capture plates could remain after it was too late to achieve Heroic, but capturing them would do nothing.
Altar of Sorrows
Fixed an issue where the Altar of Sorrows’ music would play for players in the Sorrow's Harbor area even if they were not engaged with the public event.
Fixed an issue where Knight Swords could spawn too high in the air after killing the Knight that drops them.
Fixed an issue that was preventing the Altar of Sorrows bosses from rotating each day.
Defend the Warsat
Fixed an issue where the public event would not always count towards public event completions for certain bounties and quests.
Fixed an issue where an Ogre boss in the Skywatch area would sometimes teleport around the Warsat.
Cryo-pod Freeze
Fixed an issue where the orbs used to trigger the heroic completion would continuously spawn after one vent was broken.
Stop the Ether Ritual
Fixed an issue where all of the objects and combatants in this public event could suddenly disappear if no players had engaged them.
Taken Blight
Fixed an issue where the rally flag and public events would appear in different spots in the area.
Fixed an issue where the public event might not always happen if players had previously engaged with the rally flag.
Strikes
Warden of Nothing
Fixed an issue where a Minotaur miniboss would teleport to attack the players too early, before the shield that was supposed to block it came down.
Fixed an issue where the lift tube could close after the first member of a fireteam went through, preventing the other fireteam members from proceeding.
Fixed an issue where the strike boss was facing the wrong direction during some animations.
Fixed an issue where some combatants could pop into existence instead of spawning properly with animations.
Fixed an issue where players could progress too far without putting a lever, and then have to backtrack to find it.
The Insight Terminus
Fixed an issue where the fireteam could get stuck behind a locked door after a hard wipe.
Fixed an issue where the boss could fail to teleport away and players couldn't proceed, forcing them to quit the strike.
The Scarlet Keep
Fixed a bug where a line of dialog would sometimes not play.
Lake of Shadows
Fixed some bugs with waypoint locations.
Fixed an issue where it was possible to bypass a trigger volume and break the mission flow, blocking the fireteam from progressing.
The Corrupted
Fixed an issue with waypoint locations.
Fixed an issue where players could encounter missing environment objects if they backtracked to the elevator.
Broodhold
Fixed an issue where some combatants would pop into existence without showing proper spawn visuals.
Fixed an animation issue where a Hive barrier would briefly pop back into existence before despawning.
The Inverted Spire
Fixed an issue where platforms would despawn and players in a fireteam could get stuck in the Cistern area if their fireteam went too far ahead.
Exodus Crash
Fixed an issue where players should have been pulled to the boss room to join their fireteam but were instead seeing a countdown timer and dying.
Crucible
Crucible Tokens and Crucible Token Gifts have been deprecated.
Crucible Valor rank rewards are now visible on Lord Shaxx.
Maps
Bannerfall
Fixed an issue where the Bannerfall Crucible map would sometimes display the incorrect name.
Burnout, Wormhaven, and Midtown
Fixed an issue where map music would play too early, during the load screen.
Radiant Cliffs
Fixed and issue where the map name was missing from some screens.
Fixed out-of-environment issues.
Twilight Gap
Fixed an issue where players could get caught on invisible geo.
Exodus Blue, Javelin-4, Fragment, Midtown, and Deadcliffs
Fixed out-of-environment issues.
Gambit
Gambit Infamy rank rewards are now visible on Drifter.
Raids
Raid reward sources now include Masterwork materials as follows:
Enhancement Cores and Prisms now have a chance to drop from hidden chests in Last Wish, Garden, and Descent Raids.
These are on a weekly lockout, per chest, per raid (cannot be infinitely grinded).
Ascendant Shards are obtainable via a reward from a weekly director challenge connected to the featured raid.
Ascendant Shard Weekly Director challenge requires players to complete all encounters of the featured raid before paying out.
The Last Wish
Encounters and challenges should now award the intended standard XP amounts.
Fixed an issue where players could experience network desyncing.
Fixed an issue where some Knight combatants would spawn inside of wall.
Fixed an issue where too many Taken Captains were spawning during the Riven encounter.
Fixed an issue where Morgeth the Spirekeeper would pop into existence within view of the player.
Fixed an issue that allowed the fireteam to skip some platforming gameplay once the first player in the fireteam got through.
Fixed an issue where players could die after clearing the platforming encounter, and have to redo the platforming gameplay.
Fixed an issue where killing a second Eye of Riven at just the wrong time would break the encounter and force a restart.
Fixed a bug where a Drifter dialog line would play even if you hadn't activated the relevant wish.
Fixed an issue that prevented the Strength of Memory challenge from being completable.
Garden of Salvation
Fixed an issue where the finale music was not always playing at the proper times.
Deep Stone Crypt
Atraks-1's health bar should exhibit less rubber-banding behavior.
Free Roam Scanner augment will now be removed from players when starting the first raid encounter.
Dungeons
Shattered Throne
Shattered Throne chests will no longer drop items that have reached their max power caps.
Reverie Dawn armor that drops in the Shattered Throne dungeon will roll with higher stats, comparable to raid armors.
Dreaming City weapons that drop in the Shattered Throne dungeon can roll with perks that are unavailable from drops from other reward sources.
Fixed an issue where music might not play during the final encounter.
Fixed an issue where a door could get stuck locked and prevent players from progressing.
Pit of Heresy
Pit of Heresy chests will no longer drop items that have reached their max power caps; all Essence quests will still have a chance to drop from Pit of Heresy encounters.
Dreambane armor that drops in the Pit of Heresy dungeon will roll with higher stats, comparable to raid armors.
Weapons that drop in the Pit of Heresy dungeon can roll with perks that are unavailable from drops from other reward sources.
The final chest in Pit of Heresy will no longer drop a fully Masterworked Dreambane armor piece.
Instead, the Dreambane armor piece that drops will have 7 armor energy and is guaranteed to drop with at least a +16 in two different stats and higher stats overall.
Dreambane class items will not drop from this chest.
Fixed an issue where relics could have the incorrect visual effects.
Fixed an issue where audio was missing from some Hive barrier objects.
Prophecy
Fixed an issue where a boss combatant might not disappear properly after completing an encounter.
Fixed an issue where fireteam members who stay behind in the Drifter's ship could be locked out of the dungeon when their team progresses forward.
Fixed some issues where pillars of light could show progress on the wrong objects.
Fixed an issue where light pillar visual effects were offset from certain platforms.
Fixed and issue where the Kell Echo boss's teleport animation and VFX wouldn't sync up with the actual teleport, causing some odd animation.
Fixed an issue where player's Ghosts could appear in an inaccessible location if they died shortly after stepping through a teleporter, forcing them to wait for 45 seconds before respawning.
Fixed an issue where join-in-progress players would spawn way back near the beginning of the dungeon if they joined late.
Fixed a bug where players could pick up motes without receiving credit for it.
Fixed an issue where a Devoured Ogre would sometimes teleport to the players if they moved too far away.
Fixed an issue where two of the mote-gathering rooms would prevent players from respawning within them.
General
Fixed AI behavior bugs across numerous activities, where combatants could be found standing still, teleporting, or moving to the wrong location.
Fixed an issue where some Lost Sector combatants' Power Levels were too low, sometimes lower than the same combatants in the public free roam areas.
Fixed issues where the incorrect name was shown above the health bar for various named combatants in various activities.
UI/UX
General
Collection categories now allow players to mark all new items as seen to clear the new item indicator for that category.
Vault has a button with information about how to access the Destiny Companion App and others built by the Destiny community.
Menu header bars correctly stretch to widescreen monitors.
Logo updated for the BNOC team (formerly known as DOC).
Shout out to the folks who’ve kept our services running for years, and cheers to many more!
Fixed an issue where sometimes the Legacy Triumphs were displayed when first accessing the Triumphs screen.
Subclass toggle icon correctly displays inactive state when equipment is locked.
Updated Stasis Aspect Fragment display to correctly show zero slots.
Eververse/Economy
General
Weapon and armor ornaments will no longer be gated on player entitlement state.
Weapon and armor ornaments tooltips in the store now clearly indicate when a parent item is not owned.
Sandbox
Abilities
Fixed an issue where certain Arc and Solar grenades could apply their "hit" visual FX to animated doors and floors.
Fixed an issue where using Shiver Strike near Stasis crystals could send you into the stratosphere.
Fixed an issue where using certain abilities near Stasis crystals could push you through a closed door.
Fixed an issue where Sunbreakers would trigger Roaring Flames with Solar Sword kills.
Fixed an issue where Sentinel Shield single attacks via Heavy attack input did not consume Super energy.
Fixed an issue where players could be damaged by the shatter of their own Stasis crystals if the opponent had Whisper of Fissure equipped.
Fixed an issue where Wormhusk Crown and Vesper of Radius would trigger their perks upon breaking out of Stasis.
Fixed an issue where Duskfield Grenades can freeze Stasis crystals and barricades.
Improved reliably of Frostpulse Aspect when enemies were on different elevations.
While using Jumper or Cold Shoulders, Glacial Quake Super melee attack is now also mapped to LT/L2 for accessibility.
Decreased the height at which Glacier Grenades will launch the player who threw them.
Duskfield Grenades can now kill to prevent players from using it to continuously trap others in Stasis.
Iceflare Bolts no longer grants grenade energy when shattering a frozen target.
Ensured that Iceflare Bolts correctly tracks the number of seekers created before going on cooldown.
Stasis Freeze Breakout
When playing with a controller, the input for breaking out of Stasis Freeze is now double-press B/Circle for all classes.
The controls for the breakout action can be changed via controller remapping.
Stasis Freeze
Increased the damage frozen players can take before shattering from 100hp to 200hp.
When frozen by Stasis, players now take 50% less damage from Primary-ammo weapons.
When frozen by Stasis, players now take 50% more damage from Special-ammo weapons, Heavy-ammo weapons, and non-Stasis abilities.
Note: We're planning a more in-depth abilities tuning pass, but in the meantime, we've implemented this change to increase players' chances of surviving being frozen.
When frozen by Stasis, AI combatants now take 5% less damage from Primary-ammo weapons.
When frozen by Stasis, AI combatants now take 5% more damage from Special-ammo weapons, Heavy-ammo weapons, and non-Stasis abilities.
Withering Blade
No longer does critical headshot damage.
Increased base damage from 60 to 90.
Melee lunge range reduced by 1m when Withering Blade is charged. Allows players to more reliably use Withering Blade when up close.
Handheld Supernova
Reduced self-damage from 100% to 25%.
Armor
Reduced the cost of Deep Stone Crypt raid mods significantly.
With the Taking Charge mod equipped, you will no longer pick up Orbs of Power if you are already at your maximum Charged with Light stacks.
The Aeon Cult arms Exotic armor pieces for all three classes have been redesigned and now feature selectable, role-based perks oriented toward teamwork.
The Overshield buff timer granted from IceFall Mantle Exotic will no longer be refreshed when a Titan is shot by Allied players in PvE.
Damage from enemy combatants and opposing players in Gambit/Crucible will still refresh the buff's timer.
Fixed an issue where Dreambane armor wouldn't drop above 1050 Power until players complete the Shadowkeep campaign.
Weapons
Catalysts for the following weapons have had their sources and objectives updated to not be associated with Vaulted content:
Bad Juju
Izanagi's Burden
Sleeper Simulant
The Huckleberry
Worldline Zero
Polaris Lance
Telesto
Legend of Acrius
Skyburner's Oath
Fixed an issue with Sturm's Exotic perk.
Sturm will once again reload any equipped Special slot weapon on kill provided the Special weapon's clip isn't full already and there's available reserve ammo.
Bow weapon kills or multi-kills no longer incorrectly progress the Fusion Rifle Calibration bounty from Banshee.
Fixed an issue that was preventing Merciless from increasing its charge rate on non-lethal hits.
This also fixed an issue affecting the Exotic perks of Jade Rabbit, Eriana's Vow, Coldheart's perk not triggering when shot through a Citan's Rampart barrier, and Mulligan activating on hits when used with Anti-Barrier Rounds.
Fixed an issue that caused Line in the Sand to have broken gear and play the wrong reload animation.
Fixed an issue causing Thunderlord and possibly other weapons to not render their scope and/or reticle.
Weapon Archetype Changes
Rocket Launcher
Increased Rocket Launcher damage by ~30% against Miniboss tier enemies and above.
Exotic Rocket Launchers have been adjusted individually and are affected by this change to different degrees.
Fusion Rifle
Increased Fusion Rifle damage falloff start distance, by an increasing amount based on range (6% with 0 range, 16% with 100 range).
Reduced camera movement from firing a Fusion Rifle by 9.5%.
Breech Grenade Launcher
Breech Grenade Launcher projectiles will now detonate on impact with enemies, even if holding the trigger.
Submachine Gun
Reduced camera movement from firing an SMG by 24%.
Pulse Rifle
Reduced camera movement from firing a Pulse Rifle by 7%.
Machine Gun
Reduced camera movement from firing a Machine Gun by 9.5%.
Sniper Rifle
Scaled flinch from damage from other players while aiming a Sniper Rifle by 1.6x.
Sword
Damage against Miniboss tier enemies and above reduced by ~15%.
Perks
Demolitionist
Added a short cooldown on the reload effect.
Mouse and Keyboard Recoil Scalars
Reduced the recoil scalar on mouse and keyboard (previously mouse and keyboard had ~40% less recoil than controller, this change brings mouse and keyboard closer to controller).
Affects these weapon archetypes:
Auto Rifle
Scout Rifle
Pulse Rifle
Submachine Gun
Hand Cannon
Machine Gun
Exotics
Fixed certain Exotic weapons losing their buff when pulling out a Ghost Shell (they will still lose the buff if you stow them).
Ace of Spades
Tarrabah
Hawkmoon (final round only)
Borealis and Hard Light now have a custom (short) animation for switching damage type.
Duality
Increased damage falloff distance by 1.25m (in both hip fire and aim down sights).
Reduced maximum buff stacks from 7 to 5, each stack now grants more of a damage bonus, extended buff duration slightly.
Power and Progression
Updated Power bands
Power Floor: 1100
Soft Cap: 1250
Powerful Cap: 1300
Pinnacle Cap: 1310
When below the Soft Cap, increased the upper limit of Power upgrades dropped from weekly powerful sources.
Increased XP rewards for the Last Wish raid to match Garden of Salvation and Deep Stone Crypt.
Fixed an issue where the Power preview for some vendor items did not match the Power of the gear received.
Player Identity
Several title Seals now support Gilded Titles. After completing the base Triumphs and claiming the Seal, several gilding Triumphs become available.
Completing all the gilding Triumphs changes the Title to its gilded state, represented by new color and icon in menus and player waypoints.
The Title only remains gilded through the remainder of the Season, as gilding Triumphs will be reset at the end of each Season.
This functionality exists for these Titles:
Gambit - Dredgen
Crucible - Unbroken
Nightfall - Conqueror
Trials - Flawless
New titles were made for Conqueror and Flawless that support gilding. The base Triumphs within these title Seals can be completed in any Season.
Players who have completed Triumphs associated with previous version of the Flawless or Conqueror Titles will have those completions applied to the new versions of the titles' Triumphs where applicable.
Triumphs to complete flawless carries in Trials no longer require the person being carried to never have gone flawless, and now require that they have not gone flawless during the current Season.
Fixed an issue where players could acquire more currency for acquiring fragments than there were fragments in the game.
Bounties and Pursuits
The Exo Stranger has a new Stasis Aspect quest available.
Requires Beyond Light ownership, campaign completion, and acquisition of all prior Stasis Aspects from the Stranger.
Reduced the completion values for many Stasis Fragment pursuit objectives to be less frustrating.
Platforms and Systems
PC
Switching teams during a Private Match has been moved to Shift key.
Remove the notifications and sound options that didn't do anything.
Consoles
Removed voice chat volume slider setting that didn't do anything.
General
Season of the Worthy Eververse items have been added as potential drops in the Bright Engram.
Spider now sells Glacial Starwort and Spinfoil. Spider and the Gunsmith no longer accept Phaseglass Needle, Alkane Dust, Simulation Seed, or Seraphite.
Remaining Phaseglass Needle, Alkane Dust, Simulation Seed, or Seraphite can be turned into Spider for a small quantity of Glimmer.
Starter gear has been removed from Suraya.
Collections version of the Generalist Ghost Shell now has full Ghost mod and Masterwork functionality.
Riskrunner has been removed from Xur's vendor pool as it’s tied to a New Light quest.
Legendary Engrams can no longer be claimed from the Season Pass rewards when inventory and Postmaster are both full.
Wrathborn Hunt trail improved to better support colorblindness.
Fixed an issue where players could sometimes receive no reward from Dreaming City weekly bounties and Shattered Throne encounters.
Fixing this required the removal of very rare fixed-roll drops of the Dreaming City Scout Rifles and Sniper Rifles.
Localization
For Season of the Chosen, some of the localized voice actors were recast permanently or temporary due to ongoing challenges imposed by the pandemic.
Permanent Recast
Spanish Mexican voice actor for Ghost permanently replaced.
Temporary Recast
Polish Zavala voice actor temporary replaced for Season of the Chosen by sound-alike actor.
Russian Ghost voice actor temporary replaced for Season of the Chosen by sound-alike actor.
Brazilian Osiris voice actor temporary replaced for Season of the Chosen by sound-alike actor. We intend to return to the original cast as soon as possible.
Source: https://www.bungie.net/en/News/Article/50040 This week at Bungie, we introduce Seasonal Challenges. Welcome to the second-to-last TWAB of Season of the Hunt. Many of you have been navigating the secrets of the Harbinger mission, uncovering randomly rolled Hawkmoons and earning the Radiant Accipiter Exotic ship. Content-wise, we’re coming to a close for the Season, and we’re incredibly excited for what’s to come in just a few short weeks. We’ve been covering some upcoming quality of life changes to Destiny 2, like the return of Umbral Engrams, but it’s almost time to take a peek at fresh content. Season of the [REDACTED] trailer goes live on February 2, 2021. Before we get there, we have a new feature to cover, Seasonal Challenges, and a round of weapon-focused sandbox changes to walk through. As a warning, this is a pretty large amount of information in a small space. We've joked about "meaty" TWAB's before, but this one may feel a bit overwhelming if you rush through it. Let's take it slow, step by step, and get through it together in one piece.
Introducing: Seasonal Challenges
Over the last year, we’ve been looking at ways in which we can reduce the amount of FOMO (Fear of Missing Out) in Destiny 2. We’ve recently made some changes to Seasons and how Seasonal content is available throughout a given year of Destiny 2. This week, we’re looking to bounties and Bright Dust, introducing a new system not only to remove FOMO, but give fresh ways to earn XP and alternate rewards. To walk us through the ins and outs of Seasonal Challenges, we pass the mic to the Development team.
Dev team: During production of Beyond Light, we started looking at the problems of bounty fatigue and FOMO, as well as Seasonal legibility (i.e., “What is in a Season?” and “How to I engage with it when I log in?”). We created a few goals which we believe will improve the experience:
Provide a guide to new, returning, and veteran players for what to do today/this week.
Guide the player through the Seasonal content, week-over-week.
Encourage players to engage with complexities and nuances of the Seasonal activity and rituals.
Reduce the penalties on XP and Bright Dust for missing a given week.
To solve these goals, we are introducing a new pursuit type for players – Seasonal Challenges. The Seasonal Challenges live on their own page, are accessed through the Quest Log or Season Pass, and are separated by week. Image Linkimgur Here’s a quick breakdown of how this feature works:
Every week, for the first 10 weeks of a Season, between 3 and 10 new Challenges appear automatically for players.
Some of the Challenges deal with the Seasonal content.
Others push players to complete strikes, Gambit, and the Crucible, or to focus on non-activity focused Destiny rituals, like gaining Power, unlocking Seasonal Artifact mods, or improving guns and armor.
These Challenges can only be completed once per account, but once they become available, these Challenges can be completed at any time before the end of the Season, and do not need to be started or picked up from a vendor.
As an example, if a player doesn’t play for weeks 2 through 4, they can return on week 5 and have all of those Challenges waiting for them!
Completing each Challenge awards XP, contributing to your Season Pass ranks.
Other rewards could be Bright Dust, Seasonal currency, or other interesting items!
In moving away from weekly bounties, which were restricted to broad objectives tied to ritual activities, we have taken more leeway with creating some interesting or more difficult Challenges. These may be things you are already doing, or things that test your ability. Some examples include:
Defeating Primeval Envoys in Gambit
Defeating enemies in Nightfall: The Ordeal with Seasonal weapons
Gaining Infamy or Valor ranks
Acquiring the ritual weapon and its cosmetic ornaments
Winning rounds in Trials of Osiris
Completing a Grandmaster Nightfall
Not all the Challenges will require that level of accomplishment, but the harder or longer the Challenge is, the more experience it rewards. Challenges that focus on the Seasonal activity and ritual mostly need the Season Pass to complete, but most of the ritual focused Challenges can be completed without the Season Pass. Overall, roughly 60% of the Seasonal Challenges do not require the Season Pass. With the changes above, we are removing weekly bounties from the three ritual vendors (Zavala, Shaxx, and Drifter), Banshee-44, and the Seasonal vendor. These vendors will still have daily bounties which reward XP, and the three ritual vendors will still have repeatable bounties for those of you who want to pursue additional XP and Bright Dust. Lastly – most of the Challenges disappear after the Season they were introduced, and anything that isn’t claimed will be lost. We don’t add any new Challenges after Week 10 – which should give everyone a few weeks to clean up any Challenges they didn’t finish. Any Challenge that rewards unique or Seasonal items (currencies, lore books, Seasonal weapons, etc.) – can be completed as long as the Seasonal activity is in the game, but XP awarded for completing the challenge will only be available during the season it was introduced. Let’s Talk Bright Dust Back before Beyond Light launched, we discussed some of the goals around the changes to Bright Dust. As a refresher, we wanted to change the way you earn Bright Dust and move more towards account-specific paths to give players with only one character significantly more Bright Dust than they've been earning over the last year. In Season 13, we’ll be continuing to move toward these goals by adding Bright Dust onto Seasonal Challenges. Since you no longer have to purchase weekly ritual bounties, each of the strike, Crucible, and Gambit Seasonal Challenges will award between 75 and 300 Bright Dust. We are also introducing an end-of-Season Bright Dust bonus – if you complete (nearly) all of the Seasonal Challenges, we are awarding a single 4,000 Bright Dust pile. Additionally, each ritual vendor challenge (“Complete 8 bounties”) awards 120 Bright Dust for each character who completes it each week. And because this is prompted by the removal of weekly bounties, the only Seasonal Challenges that will be awarding Bright Dust are the ones that both Season Pass owners and free players can complete. Here’s a quick breakdown of how much Bright Dust you should expect to earn over the course of Season 13.
120 Bright Dust per ritual vendor, per character, per week
14,040 total if completing all required weekly Challenges over the course of Season 13
Additionally, we still plan to offer weekly and repeatable Bright Dust bounties for Seasonal events, giving you a bit more Bright Dust towards desired rewards. As a final note, please be sure to claim all Seasonal Challenges that award Bright Dust prior to the end of a Season. Once a Season ends, associated Challenges and their Bright Dust rewards will expire and can no longer be claimed.
It’s always exciting when we bring a new feature online for Destiny 2. We hope that the changes detailed above make it easier to create goals to complete each week. As always, we’re eager to hear your feedback once you start finishing your first Seasonal Challenges, so please sound off with your thoughts!
Back to the Sandbox
Image Linkimgur Every Season, we have a collection of changes to the Destiny 2 sandbox to spice things up a bit. This Season, we’re making some targeted changes to weapon archetypes that need some love as well as beginning some preparations for crossplay.
Dev team: In preparation for crossplay, coming later this year, we’re making some changes to the Recoil stat. Currently, several weapon archetypes have their Recoil reduced by around 40% (dependent on archetype) when using mouse and keyboard. This results in an issue where players on mouse and keyboard are able to largely ignore the stability weapon stat, creating unintended discrepancies in weapon performance between controllers and mouse and keyboard. The following weapon archetypes will have their mouse and keyboard Recoil adjusted closer to controller (reduced the difference from ~40% to ~20%).
Auto Rifle
Scout Rifle
Pulse Rifle
Submachine Gun
Hand Cannon
Machine Gun
In the case of Pulse Rifle, Submachine Gun, and Machine Gun, we will also be introducing some buffs. In some cases, these weapons will have less Recoil across both Controller and mouse and keyboard input methods compared to what’s in the game today.
Submachine Guns are largely outclassed by Auto Rifles at medium range, and by Sidearms at short range, with player feedback often mentioning how hard they are to control. To address this feedback, we’re introducing the following change:
Reduced camera movement from firing a Submachine Gun by 24%.
Pulse Rifles with the mouse and keyboard changes were kicking a little too much.
Reduced camera movement from firing a Pulse Rifle by 7%.
Machine Guns with the mouse and keyboard changes were kicking a little too much.
Reduced camera movement from firing a Machine Gun by 9.5%.
We will pay close attention to how these changes play out when they go live, and plan to revisit individual archetypes in a future update as needed. Outside of Recoil adjustments, we will also be tuning a few weapon archetypes in Season 13. Looking through backend data and community feedback, we landed on the following: Buffs
Rocket Launchers have fallen behind other Heavy weapons in most measures of effectiveness, we’re pushing them more into a burst damage role.
Increased Rocket Launcher damage by 30%.
Exotic Rocket Launchers have been adjusted individually and are affected by this change to different degrees.
Paired with the buffs to reserves from last Season, we’re hoping you’ll explode many more things in Season 13!
Fusion Rifle usage is very low, and they feel like an unreliable choice in Crucible compared to Shotguns.
Increased Fusion Rifle damage falloff start distance based on Range stat. (6% with 0 Range, 16% with 100 Range)
Reduced camera movement from firing a Fusion Rifle by 9.5%.
Breech Grenade Launcher usage is very low (outside of Mountaintop). We believe part of the reason is that the loop of "hold the trigger to arm, then release to detonate” is challenging to execute, particularly since projectiles can bounce off targets if the trigger is held
Breech Grenade Launcher projectiles will now detonate on impact with a character, even if holding the trigger.
Nerfs
While Sniper Rifle usage has dropped in Crucible, we’ve observed that it’s hard to challenge someone with a Sniper Rifle – even if you get the first shot on an enemy, they can often respond and win the fight.
Increased ADS flinch to Snipers when taking damage from other players
Swords are extremely dominant in PvE. At this time, 65% of players are using Swords for the majority of gameplay encounters in Destiny 2. While we are introducing a buff to Rocket Launchers to make them a bit more enticing, we feel that Swords do too much damage compared to other options.
Reduced Sword damage by 15%.
Exotic Changes and Bug Fixes
Some Exotic weapons lose their buffs when you switch weapons, which is intended. They would also lose their buffs when pulling out your Ghost Shell, which is not intended. Fixed that issue on these weapons:
Ace of Spades
Tarrabah
Hawkmoon
Borealis and Hard Light now have a custom (quite short) animation for switching damage type.
Duality
Increased damage falloff distance by 1.25m (while both firing from the hip and aiming down sights).
Reduced maximum buff stacks from 7 to 5, each stack now grants more of a damage bonus, extended buff duration slightly.
Sturm will once again reload any equipped Special slot weapon on kill provided the Special weapon's clip isn't full already and there's available reserve ammo.
Fixed an issue that was preventing Merciless from increasing its charge rate on non-lethal hits.
Ah, and before we go – we are planning to take a quick tuning pass on Arbalest. This won’t be ready in time for February 9, but we are expecting to have this touched later in Season 13!
Now, we know it can be difficult to understand the scale of buffs and nerfs without having these changes in your hands. Not to mention, there will be some new perks for you to hunt as you start navigating content in Season of the [REDACTED]. As always, we’re excited to see these changes out in the wild on February 9, and will be eager to hear your feedback.
Crimson Days
Each year, we look to February as a time to celebrate bonds of friendship throughout the community. Guardians have come to know this celebration as Crimson Days. It was one of our first “Seasonal” events in Destiny 1, a tradition that we carried to Destiny 2. While there was great enjoyment of Crimson Days, we feel that it’s been missing the mark in terms of quality over the last few years. As such, we have made the decision to discontinue Crimson Days moving forward. While we’ll miss the event, this move will allow us to maintain focus for alternate Seasonal offerings, ranging from quests to activities and more. We have quite a bit planned for Season of the [REDACTED] and our hope is that we’ve maintained, or even improved, the quality you’ve come to expect from this upcoming release. Some of you may be asking about the fate of Crimson Doubles, our once-a-year Crimson Days playlist. This mode is currently being shifted to the Destiny Content Vault but may return in the future. Many thanks to every Guardian who has joined us over the years for this event. Crimson decorations may not be hung in the Tower, but we have no doubts that you’ll continue to form Crimson Bonds over the years to come.
BugTrax
Image Linkimgur For those who may be new to the TWAB, welcome to the Player Support Report. This section is dedicated to known issues, active investigations, and pending updates for Destiny 2. Our Player Support team navigates the Help forum daily, collecting info on new issues and dishing out help articles. This is their report on the most frequently reported issues of the last week.
CRUCIBLE TOKENS AND FRAGMENT QUESTS Due to the updates to the vendor progression system, Crucible Tokens and Crucible Token Gifts are no longer needed and will be deprecated into Junk that will delete as a full stack starting in Season 13. Additionally, current Stasis Fragment Quests will be deprecated at the end of Season of the Hunt. Players are advised to turn in all Crucible Tokens and Crucible Token Gifts and finish all available Stasis Fragment Quests before Season 13 starts. KNOWN ISSUES While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help forum:
Stasis abilities can be difficult to distinguish between enemy and friendly for colorblind players.
The Double Trouble Triumph is unobtainable.
In the Deep Stone Crypt raid, the augment lockout timer occasionally resets during the final encounter against Taniks.
During the final fight against the Sanctified Mind in the Garden of Salvation raid, sometimes a shielded tether box can become tethered instead of the correct glowing tether box.
Hunter legs clip through the Ten-Grasp Sword Sparrow.
In the Last Wish raid, the Shuro Chi puzzle room plates don't work if a Titan bubble or Warlock well are placed on them.
The Titan Phenotype Plasticity Helm eye clusters no longer glow red.
Weekly and daily elemental kill bounties have stopped rotating off of Void.
When overcharging grenades while using the Voidwalker top tree subclass as a Warlock, Super energy stops charging.
For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum.
[Bird Noises Intensify]
Image Linkimgur It’s been fun watching Hawkmoon clips and montages throughout the Season. With recently introduced random rolls, players have been pushing the limits of this Exotic, taking on 1v1 encounters in the Crucible that they may have otherwise avoided. This week, our top pick not only got a sweet roll on perks, but a killer roll on audio, too! Movie of the Week: Ting Ting Ting Ting Video Link Movie of the Week: Deep Stone Lullaby Violin/Piano Cover Video Link Movie of the Week: …That’s a lot of Hawkmoon Video Link As always, if you'd like to submit your creation to be featured in a future TWAB, make sure to create a post on the Community Creations portal of Bungie.net.
Credit Where It’s Due
Image Linkimgur Every day, we take a moment to scroll through various social media apps to take a look at community artwork. We’re always awestruck by the talents that many of you possess, and eager to share your works with a wider audience. Here’s a quick roundup of some sweet art, and direct links to their authors. Give them a follow if you want to see more of their stuff! Art of the Week: Art Sharing
Cheers, and make sure to tag your content with some form of #Destiny2Art so we can find you easily! That’s it for this week, folks. Season of the [REDACTED] is almost here. We’ll have some patch previews to cover in the TWAB next week, so stop by if you’re interested!
If this gets 7 likes we'll add a new LZ on Europa next Season. — Destiny 2 (@DestinyTheGame) January 27, 2021
We’ll see you again next week, bright and early on Tuesday morning. Cheers, dmg04
Call of Duty: Mobile - February 12th Community Update
https://preview.redd.it/2vfos4e705h61.png?width=800&format=png&auto=webp&s=3f7a51e7db844f8fbe9a94f4b2fde4f46877db73 Greetings Call of Duty: Mobile Community! We are back today with news about how the public test build has been going, new modes launching this week, a variety of Holiday themed events and content drops, and your usual flurry of feedback and bug reports. For you folks that love Hardcore, you have some brand-new modes to try today! https://preview.redd.it/0bsxp7wa05h61.jpg?width=1920&format=pjpg&auto=webp&s=ff91a60e79de02d54d1e5e9f36252689349936cd First things first! Today, we’d like to give a moment of a silence to mourn for the players who picked Cordis Die faction in Fight For Humanity. You may be losing the fight, but hopefully you are grabbing a variety of rewards along the way! Keep up the fight and show those on Atlas that there is still time to even up the score. There are seven more days to go in this event and today’s task involves the newest modes, Hardcore Hardpoint and Headquarters. The Hardcore variants of these well-known and well-liked modes make it so that precision is more important than ever, thanks to a serious increase in damage to all weapons. Just a few well-placed shots is all you need. Try the Hardcore Hold Playlist and see if you are up for the challenge of Hardcore. We know many of you have had questions or inquiries about this over the last week, so we’ll start this community post with some updates about the public test build. Let’s jump into the usual event calendar first though! https://preview.redd.it/xcp7pbxc05h61.png?width=800&format=png&auto=webp&s=29ffe93a25fa1a889ffb3b260cd2fa3aa9350207 Here is a quick look at all of the new events starting today and others launch soon:
02/05 – 02/19 ~ Fight For Humanity event
02/08 – 02/14 ~ Grind Baby, Grind! (MP)
02/10 ~ Two New Seasonal Challenges
02/10 – 02/16 ~ Russian Nuketown 24/7 (MP)
02/11 – 02/18 ~ Year of the Ox Event
02/12 – 02/18 ~ BR Warfare
02/12 – 02/18 ~ Hardcore Hold (MP)
02/12 – 02/25 ~ Valentine Redux Draw
02/15 – 02/21 ~ Gun Game Moshpit (MP)
*All Dates UTC Just your weekly reminder that we have different Battle Royale modes dropping throughout many weeks of this season and this week we have Battle Royale Warfare coming up! That chaotic and action-packed mode has just launched, and the newest mode - BR Blitz will be back next week. https://preview.redd.it/tbzyy0rg15h61.jpg?width=1920&format=pjpg&auto=webp&s=ce78a832137d4a1d09251cfc0f1d3d0358572da0 February Public Test Build #1 Thank you all of the passionate interest in this first public test build of February! Yes, we said first 😉. There may be more later in the month after this one ends, but we still do not have a specific end date on this first version and whether or not we launch a second one depends on how this first one goes. As of yesterday the public test build is officially full! You have filled up all 40,000 registration slots on both platforms and at the moment we do not plan to open up more for this first test. There have also been a variety of questions and concerns about this build so far, which we will answer below, but just a general reminder that everything in the public test build is subject to change. This content, whether it is something significant like a map or something less obvious like text on an item, may end up releasing in any future update. We are looking at you, Overkill Perk (hopefully this still releases someday). As it is a test, it may also be buggy, have half finished features, or placeholders. Some of this may be intentional, but first let’s speak about what is not intentional – movement changes. The following changes are bugs that will be addressed, and are not intentional changes:
Sliding being interrupted while aiming and the speed of sliding reduced while aiming
Sliding aim animation bug
Speed is reduced once ADS instead of being reduced after ADS completes
However, for intentional changes we are testing some changes related to the ability to drop shot. That’s the ability to immediately go prone and fire at an enemy. If you aren’t familiar, this a long-standing tactic in many FPS titles that allows players to quickly change their hitbox by dropping to the ground and giving them the advantage on an approaching enemy. Lastly, not everything in this test was available right at the start and more pieces of content will be rolling throughout the testing period. You may see more modes, items, perks, or general pieces of content drop in later. Keep an eye out and please report issues in-game there or through the survey. Gunzo – Clown Coded We’d just like to say thank you for all of the positive feedback around Gunzo – Clown Coded and the ICR-1 – Forced Laughter. Both of these designs were unique, not only because they were perfectly creepy, but also because they were full of intricate and delightful details. Details like the unnerving way the hair on ICR-1 variant moves or the way Gunzo’s voice actor, Jason Spisak, perfectly captured this newest version of the insane clown. We’ve seen the comments and the love, and we appreciate that you all enjoy these little details. The love for Gunzo has led us to make a video just to highlight him a bit more. Unfortunately, the draw he was featured in, the Social Disruptor Draw, is no longer active on the store, but we are sure he’ll be back sometime in the future and we’d like to share all the same. https://reddit.com/link/lip2k3/video/cyxpsowl15h61/player Seasonal Challenges One more week, one more community update, and one more release of two new seasonal challenges! This time around we have one challenge for MP and one for BP, and with them comes your chance to grab the epic blueprint the GKS – Kistune. Also, for everyone asking about the SKS that is still coming and will be releasing next week on 2.19 (UTC) in the BR Buff event. Run & Gun This six-part seasonal challenge is all about using different SMGs in Battle Royale and Multiplayer. Some require just a basic use of a specific setup in a match, while others may require you to get kills or win matches with certain perks equipped. It is all focused on fast and quick setups, and if you manage it you’ll be able to snag the following rewards:
(Uncommon) Medic – Warp
(Uncommon) .50 GS– Warp
(Uncommon) KN-44 - Warp
(Rare) Backpack – Cosmic Wave
(Epic) GKS – Kitsune
https://preview.redd.it/jrx06cdq15h61.png?width=1920&format=png&auto=webp&s=7c51133f8a3e88b3ac4ca4f34f90f56121973dd2 Master Operator This four-part seasonal challenge is relatively simple with one clear goal - use Operator Skills and specific ones. This is the easiest to tackle challenge of the two new ones this week and while it doesn’t have an epic weapon blueprint to give out, it does reward you with plenty of Battle Pass XP (17K in total) and the following items:
(Rare) Spray - Ouroborous
(Rare) Avatar – Robot Buddy
(Rare) M16 – Trance
Valentine’s Day This year for Valentine’s Day we’ve decided to celebrate this joyful and generosity-focused holiday by releasing two new content drops while also using it an excuse to give out gifts to our community. One the content side, we have the Sweet Valentine Crate and the Valentine Redux Draw. With the Sweet Valentine Crate we’ve decided that anime is perfectly appropriate for the holiday and for Battle Royale. You can now roll into BR in style with a bright pink tank that will make your enemies stare in awe as you load a shell, aim your sights, and send them crawling back to the lobby screen! This same style is available for a variety of other BR vehicles. Check it out in-game now. https://reddit.com/link/lip2k3/video/gotd1dal25h61/player Next up, we have the Valentine Redux Draw! If you were around last year, like many of you dedicated folks in the community, you’ll recognize the two main items in this one: the legendary S36 – Phobos and Battery – Valentine. This draw comes with a variety of other items as well, most of which are based around the Valentine series of camos, and it will be available until February 25th (UTC). Find it in-game now through the store or lucky draw icon on the top left of the lobby. https://reddit.com/link/lip2k3/video/mt2yjz7m25h61/player Lastly, for those of you looking for something free dropping this holiday you’ll have to head to our global social media channels or participating content creators. On the day after Valentine’s Day, February 15th, we’ll be starting this event and offering gifts from the previous two content drops to whoever wins! Check back then and best of luck to everyone who participates. Lunar New Year Just like Valentine’s Day, this is the second time we’ve tackled this holiday for COD: Mobile and this time around we have both a content drop & a featured event available. The content drop, the Lunar New Year crate, primarily offers the epic blueprint AK47 - Year of Ox. There are a variety of other items, like the Quartz series of camos available in this crate, and it is all live now in the store. From the event side, we have the Year Of The Ox event. This event tasks you with getting kills through MP matches and in particular by playing Hardpoint, TDM, Frontline, Domination, and S&D. It has plenty of variety for tasks and the only rewards you can earn on this one are those Lunar New Year Crates. This event is only available for six more days, so make sure to grab those crates now. Carnival Last but not least, we have a small celebratory bundle available for Brazil’s Carnival. This vivacious and exciting festival runs from February 12th to February 17th in Brazil, and while we know it may be hard to celebrate in person this year, you can get in the mood with Outrider, the ASM10, Avatar – Masquerade, and Calling Card – Samba School. Check out that bundle in-game now! https://preview.redd.it/cxeuxp7p25h61.jpg?width=1920&format=pjpg&auto=webp&s=464372c0d839c24f8d9b3c3bf316a6f2a366c686 We also have a special treat for our players in Brazil for Carnival, a unique Call of Duty: Mobile music video with none other than the fantastic singer and songwriter Jojo Maronttinni! Take a look at the Que Tiro Foi Esse Remix and happy Carnival: https://youtu.be/QLOTgeO_EHY Feedback Thanks to the over 800 comments last week in the community update and the large number of feedback & bug reports posted there. We’ll have some direct responses to those today. Just a reminder, but please check previous community updates for other frequency asked questions because they often come up right after we address them in an update (like when is Ghost’s voice is coming to CODM). However, there are still a few topics we’d like to discuss this week!
Do Not Disturb or Hidden Feature – One low-key but commonly requested feature is something that will allow players to either be displayed as hidden or block invites for a certain amount of time. We have conveyed this request to the team before and unfortunately it isn’t something that is currently slated for the next update, but it is still being considered and will hopefully be something we can add relatively soon. Thanks for all of the concise requests for this one.
China Version Content – As many of you have seen, some content that is currently released in the China version is being tested in the public test build for our Global and Garena versions. We can’t often directly comment on when X feature from that build is coming (or even if it is coming) since that is all up to our dev teams to discuss, test, and decide first. There may be content in Global or in the China version that is essentially being tested to see if it performs well there first, like all new features or pieces of content, and then if it does perform well it may be considered for release in other versions.
Cheater Reports – Last week, we talked a bit about how cheater reports tend to increase around season releases and then usually die off again a week or two into the season. However, our CODM Security & Enforcement team has shared that they’ve also been battling new cheats and ways people are trying to exploit the game. As a result, they’ve been updating our anti-cheat tools more than normal recently and we are monitoring to make sure there are no misfires here. All that means on your end though, is please keep reporting players and sharing information about cheats & exploits that you see others abusing. It is always appreciated!
Prestige or Additional Levels – We’ve seen this request popping up more often now that many players have hit that lvl 150 cap. Our teams are considering various options for adding additional progression to the game, in the past we considered Gunsmith’s addition as a way to add progression even though it wasn’t tied to the main profile level system, but we don’t have any information on additional systems or options being added in the near future. We’ll be sure to bring that up as soon as there is news.
Next Ranked Series – Lastly, a simple one! The next ranked series will be releasing alongside Season 2 in March. More on that later as we get closer to the release.
Bug Reports In the last week we’ve primarily been going through and reporting up a variety of smaller bugs, which are important but not experienced by the majority of the playerbase. For bigger issues, like Black Screen and BR related bugs, please check the previous community update for our comments on that. We still have plenty coming on both of those fronts in relation to fixes and improvements.
Peacekeeper MK2 - Artifact Death Effect Issue – We have been aware of an issue with the death effect of this mythic weapon causing sound related issues and unfortunately we have not been able to deploy a fix for it yet. This may be a surprisingly complicated issue that cannot be patched through a normal hotfix, but we are still checking on the status of that one to see exactly when it will be fixed.
Cluster Smoke Grenade in BR Intermittently Working – This issue is unfortunately one that has been troublesome to reproduce with it rarely happening during tests. However, we have seen it continually brought up in community channels and are looking through recent posts for new information that may help us identify what is causing this to occasionally malfunction. If you always experience this issue please reach out so we can share that info with our teams.
ADS Issues with certain weapons in BR – We’ve been investigating various weapons experiencing problems when trying to use ADS (Aim Down Sights). Some of these we have replicated and our teams are planning to fix them, but since these seem to only be happening on very specific weapon setups or blueprints we still worry they may be some we have not seen. If you are seeing this one, please also report it up so we can make sure we’ve captured all of these. Thanks to the folks who originally reported this with clear videos and examples.
Eject Bug in BR – This issue has been a long-term one that we’ve been trying to identify and fix for quite some time, but we’ve never been able to reproduce it consistently even after a hundred attempts. Like the previous two bugs addressed here, if you’ve experienced this bug and have any information about how it occurs please reach out to us or our Player Support teams to share that.
Desync – Lastly, we’ve seen some improvements on this front thanks to server optimizations and for some regions entirely new servers. However, this is a long-term battle where we are constantly monitoring servers, ping, and connection to see what regions are lacking, where we can make improvements, and who may be running into this issue the most as a result of server related issues. We’ll keep doing what we can to improve this for all of our players around the world, but please make sure that you are playing on a stable and strong network (not Wifi) to minimize the possibility of this type of issue occurring.
Support Options Lastly, thank you to everyone who have been reporting various issues since Season 1 released and please do keep using our support channels on top of community areas to repot issues. In the off-chance you haven’t seen this information in every single one of our community updates 😉, here are our main support channels:
Final Notes As this week comes to a close our teams look towards the future of Call of Duty: Mobile throughout 2021. As you may know, the ambitious approach of one season nearly every single month has been a monumental challenge and while we may not always hit that goal our teams are still working nearly non-stop to make CODM one of the best FPS games out there! https://preview.redd.it/mdhtet4g45h61.jpg?width=6000&format=pjpg&auto=webp&s=819e948cdff81e58acc62154040ef4859d58f5a3 There is so much on the way and so much to be planned for, whether that is brand-new seasons, exciting new opportunities, competitive gaming and tournaments, region based events, in-game events and so many other different ways we’d like to keep showing the world why this title is still a truly AAA gaming experience on mobile. The future is promising! This game is truly global now as we are available in the majority of the world through various versions, and the commitment to growing & supporting the game is just as strong as it was last year. We aren’t going to let up and we can’t wait to share our plans, new content, and excitement with you all! We leave you on that hopeful note and to all of those celebrating various holidays around the world this week – be safe and enjoy! We’ll see you next time. -The Call of Duty: Mobile Team
I built a decent Gaming PC for $206 using used parts from my local area...
***WOW this post really blew up. I'm really grateful for all the great comments and awards. Thank you everyone. This was my second PC but I have been really getting more into the budget build route and so I'm glad other people are into that! Happy deal hunting :) DISCLAIMER: I sourced these used components over the last few weeks in my local area (SF Bay CA). Where I live, there's a pretty good selection of used PC parts so your mileage will vary depending on where you live. But I just wanted to put it out there that many of you can definitely build a decent gaming PC for $200-400 if you are willing to spend the time to hunt for deals in your local area, especially if you live in/near a metropolitan area. pics Parts List CPU: Intel Xeon e5 2620 v3 6 core/12 thread - $16 eBay Motherboard: Asus Sabertooth X99 - $85 Craigslist CPU Cooler: CoolerMaster Hyper 212 - $20 OfferUp Memory: Corsair Vengeance 16GB DDR4 2400 MHz (CPU reads a max of 1866) - $40 OfferUp Storage: WD 640GB HDD 7200 rpm - $10 Craigslist GPU: EVGA GTX 960 SC 4GB (I actually bought 2 at once for $75 on Facebook Marketplace, sold one on eBay for $100 essentially GIVING me $15 (after eBay/PayPal fees) and a free GPU) Case: Phanteks prebuild case w/ 3 RGB Apevia fans - $30 Craigslist PSU: Corsair CX600 - $20 Facebook Marketplace Total (including the $15 I gained from selling the extra GPU): $206 I can happily play CS:GO, Apex Legends, Fortnite, GTA V and many other games at 1080p at medium settings or better and get 60+ fps. With a better GPU and a little more money, you wouldn't have any issues getting much higher FPS. So let's break down these components a little bit more and talk about which deals will be harder to replicate if you plan on doing something like this. Firstly, the CPU is actually the easiest part to attain on this list. These can regularly be had for $20 off eBay. This particular X99 motherboard is VERY NICE for $85 (I actually got it for $70 but paid $15 for the OEM IO shield off eBay because it didn't come with one). It's a quality mobo with 8 slots for RAM so upgrading RAM on this will be as easy as buying another kit of the same capacity and as time goes by and RAM gets cheaper, you could just keep doing that if you wanted without having to get rid of your previous RAM. But finding this exact motherboard for the price may be difficult. Luckily there are X99 motherboards being made out of China right now using recycled chipsets for about $60-120 depending on the particular models (available from AliExpress). Some of these motherboards are actually pretty good quality, but definitely do your research first. I recommend checking out Miyconst on YouTube. This Xeon/X99 setup is pretty popular in Russia and Brazil because of hardware prices and availability so this is a Russian Ukrainian guy who reviews all of these Chinese motherboards in great detail. The CPU cooler will be easy to find for about that price. Even new, the Hyper 212 is only $35 but if you buy used just make sure you get the LGA2011-3 hardware necessary for securing it to the motherboard. $40 for 16GB of DDR4 is a good deal but I've seen this same deal pop up a few times but more often at $50. Finding used but working 500-1000GB HDD's for $10-20 is quite easy but I recommend only using this as a storage for games and re-downloadable files. I planned on having a m.2 SSD in this rig but accidentally bought a SATA m.2 drive instead of NVMe (SATA m.2 not supported by this motherboard) so I will still need to upgrade that. But any SSD for your OS and important files will do and you can find these for around $30-40 for a 256 GB SSD new, maybe $10-20 more for an NVMe. The GPU of course is where the real bargain hunt will be. In 2021, GPU's are super overpriced but I had seen another 960 4GB for $40 in my area after purchasing 2 of them for $75 total, so getting one around $40-60 is definitely possible. This is where I'd upgrade first (after an SSD). Other higher performing options would be the R9 390 8GB (recently purchased one for $80 and another for $100), the RX 580 8GB (recently purchased one for $125 but seen them locally for $150) or even a 1080 (purchased one for $200 but have seen them go for $260 locally). Really, any decent GPU you can find for around $50-200 would be great with this build. I recommend referring to this Tom's Hardware List to see where GPU's rank overall when you're shopping for a used GPU. This part will be where you'll spend most of your time hunting, but those elusive GPU deals are out there! This case was a good find but I had also received a FREE CoolerMaster ATX case not too long ago, with 3 140mm fans included, in great condition. People often give away or sell their cases for cheap because they take up a lot of space. Look for one with fans included and even better if it comes with screws/standoffs. Finding a 500-700W PSU for $20-40 is not difficult but this is a component that many people would just prefer to buy new and I don't blame them. At least by 80+ Bronze if you go used. But honestly, I think I'd rather buy a used PSU from a reputable brand than a cheap, new PSU from some brand I never heard of. Overall, this was a fun build to make and I love reducing e-waste so buying used is good for me. I highly recommend though that you have all the appropriate screws/hardware when buying used parts so ask about that stuff when you purchase something and if it's not included, buy that replacement hardware online before you start your build because it's frustrating to start putting your PC together and then realize you don't have enough screws, etc. It's a little more of a hassle but you can save a lot of money! Feel free to ask any questions, this is only my second PC build (just started last month but have been diving DEEP into PC building rabbit holes online). But I hate when people on this sub instantly shoot people down asking about $200-400 PC's saying it's not possible. IT IS POSSIBLE, but you have to get creative and it also helps to live in certain areas I won't deny that.
[Video Games] "Too many swordsmen, are there?" The drama over Byleth joining the roster of Super Smash Bros Ultimate
What's Smash?
One of the premier fighting game franchises of all time, Super Smash Bros is a party series published by gaming giant Nintendo which sees characters from their various franchises (alongside several third-party characters) coming together for some family-friendly violence. Beginning with the original title in 1999 for the Nintendo 64, Smash has seen several outings in the years since, such as the iconic Melee for the Gamecube, Brawl for the Wii, the unoriginally named Smash 4 for the WiiU and 3DS, and the most recent title, Ultimate, which released on the Switch in 2018. Ultimate was seen as a huge celebration for the franchise, boasting that EVERYONE IS HERE- all seventy + fighters, ranging from staples of the original game to guest fighters and DLC, were in the launch roster. Helmed by Masahiro Sakurai,Smash is a household name and staple for parties worldwide, with Ultimate being one of the highest-selling fighting games in the world at over 12 million units sold.
What's Fire Emblem?
Fire Emblem is Nintendo's forray into strategy- a turn based fantasy seires that's one of the longer-running staples of the company with its roots in 1990 for the Famicom. Despite a lot of pushing from Nintendo, Fire Emblem failed to take off in the West for many years, with the future of the franchise being uncertain after several successive commercial flops in the 2000s. With the franchise risking cancellation if it failed to find a market, the team made a Hail-Mary pass of epic proportions thanks to Fire Emblem Awakening in 2013- a launch title for the 3DS that finally marked the series getting a foothold in the West. Since then, the series has released three big games: Fates, which wasn't very good due to pulling a Pokemon and cutting the game into three separate releases and having an awful story, Heroes, a free to play mobile game, and Three Houses, which saw the series move to the Nintendo Switch. In Three Houses, you play as Byleth, a mercenary hired to teach one of three classes in a military academy that are all led by House Lords- Edlegard, Dimitri and Claude. Three Houses combined Persona-style time management for social interactions with the tactical gameplay of the series, and was a critical success for the company, selling over 3 million units.
Smash and Fire Emblem's shared history
Fire Emblem and Smash have a tied history, due to Smash being part of the reason the series even began releasing in the West (Fire Emblem had such a small presense before this that a lot of people unironically thought Marth and Ike were original characters made just for the game). Two characters, Roy(Who's also our boi) and Marth, were playable in Melee, with their popularity leading to Nintendo beginning localisation efforts of the other games. Since then, Fire Emblem has gotten consistent additional represetation in each mainline title:
Brawl added Ike, protagonist of Path of Radiance and its sequel, Radiant Dawn. His massive two-handed sword and battle cry of "GREAT AETHER" made him stand out as a fun battler, with high damage potential but a weak mobility selection to balance him.
3DS/WiiU would bring back Marth, Ike and Roy, alongside newcomers Robin and Lucina from Awakening and, post-launch, Corrin from Fates as a DLC fighter. The Mii Fighter would also get an outfit themed on Awakening's co-protagonist Chrom as DLC.
Ultimate would launch with all prior Fire Emblem characters as part of the launch roster with a new addition- Chrom making the transition from Mii Fighter to Echo Fighter (the game's term for characters who are moveset clones, in this case for Roy while Lucina was officially made an Echo Fighter for Marth). Ultimate also saw a large collection of music from the series being available alongside three stages.
Perhaps one of the largest showings of how tied together the two series are, especially regarding FE getting off the ground in the West, can be seen in the announcement trailer for a re-release of Shadow Dragon and the Blade of Light, the first game in the series as part of 30th anniversary celebrations. The trailer shows two young boys playing Melee and wondering where Roy and Marth are from, leading to them discovering Fire Emblem at large. It's at the launch of Ultimate, before the DLC released, that I'd like to dovetail and cover some of the tensions between Smash and Fire Emblem, alongside the post-launch support Ultimate got.
Smash fans vs Fire Emblem Fans: A Short History
Smash fans and Fire Emblem fans don't get along a lot of the time, it must be said (though Smash fans don't get along with anyone very well). Many Smash fans blame FE as the reason for Smash's roster being stereotyped as "Anime swordboys," due to Nintendo almost entirely drawing from the sword-fighting leads of the series instead of an axe or lance fighter. (Hector from Blazing Blade is often called an example of what a more atypical Smash rep would be due to wielding a large axe). While most of the fighters try and do different things mechanically (Robin is almost entirely a spellcaster for instance, while Corrin can turn into a dragon), that Chrom and Lucina were both moveset clones didn't help this perception. Many other Nintendo franchise fans aren't happy additionally at how Fire Emblem gets blatant preferential treatment by Nintendo. While it is justified as them wanting to show off the new FE games in each Smash title, that Fire Emblem is all but guaranteed to get new Smash rep every time a new game releases has embittered fans of older franchises that Nintendo hasn't given as much love lately (especially F-Zero, Metroid, Golden Sun and more). Sakurai being an open Fire Emblem fan hasn't helped the perception of an inherent bias for FE, though this is usually countered by the low representation for the Kirby and Kid Icarus franchises despite Sakurai's own roles in them. By Ultimate, a growing sentiment is that Fire Emblem is getting over-represented, as with the addition of Chrom it was now the third-most represented series in Smash after only Mario and Pokemon. Given FE's niche status in the West for most of this time, fans weren't very happy at this, partly for the aforementioned reason of wanting their own favorite franchises to get a new fighter (Metroid fans at least got a bone when Ridley joined the Ultimate roster and when Dark Samus became an Echo Fighter for Samus).
Ultimate's Fighter Pass 1: HOES MAD
Following Ultimate's launch, Nintendo released a season pass for five characters who would be added post-launch. Smash getting new fighters is notable not just because it means a new fighter and that franchise getting the prestige of saying it got into Smash, but because it means new music that can be used (unless you're Cloud) during matches. For the most part, the DLC fighters got really positive reactions due to the majority being unexpected third-party choices. Case in point, most players never saw it coming when during the Game Awards 2018, the first fighter would be revealed to be Jokerfrom Persona 5. He'd be followed in 2019 by three more reveals: Dragon Quest'sHero, representing the more iconic protagonists in the legendary JRPG franchise, Banjo and Kazooie from the cult Microsoft series, and Terry Bogardfrom the SNK franchise (shout out to Sakurai's history lesson that's pretending to be a showcase for Terry, which also involves Sakurai's story of how they got 50 tracks from the SNK games into Smash) Also Sans from Undertale got in.This unironically led to an increase in Mii Gunner mains. Terry and Hero would generate some salt in the West due to perceived antiquity and lack of pedegree/mainstream appeal (Hero being "another anime sword boy" didn't help), leading to a mocking response of HOES MAD from Hero's fans especially, though Terry's got in on the fun thanks to the pun involving Terry's home series, Fatal Fury. Thanks to the four characters seen thus far, the expectation was that Fighters Pass 1 would be made entirely of third party characters, and as January 2020 rolled around the expectations were high as to who would get in. Sora from Kingdom Hearts was a popular choice, alongside Geno from the Mario RPG series. Some dumbasses even wanted Tracer from Overwatch, partly thanks to Blizzard all but openly begging Nintendo for a Smash invite. The one with the most consistent support was Dante from the Devil May Cry series. And a few accidental coincidences boosted the idea of Dante getting in:
Dante's first three games had been ported to the Switch during Fighter Pass 1, with Devil May Cry 3 releasing in February 2020 soon after the final character was announced.
Brian Hanford, who played V in Devil May Cry 5,had a slip of the tongue where he talked about Dante in the context of Smash (“to be part of Marvel Vs Capcom, or Super Smash Bros., would be huge, which is what Dante is gonna be,”), leading many to believe Brian had leaked Dante as the fifth fighter.
Dante was experiencing a large-scale renaissance in popularity thanks to DMC 5 launching in early 2019, leading to him being on everyone's minds when it came to him joining the roster. Adding in his experience in fighting games already thanks to the Marvel vs Capcom games, it seemed set in stone that Dante would join the hallowed halls of Smash.
On the same day as the character reveal, Capcom had planned a DMC announcement (it turned out to be an announcement that the game would have a co-op mode for Dante and Vergil in Bloody Palace).
With expectations set high, everyone tuned in on January 16th 2020 to see the final Season 1 character... and it was Byleth, the player character of Three Houses. Another fucking Fire Emblem rep. The internet took it well,as you'd expect. Dante's fans just resorted to sad memes and jokes about one of Byleth's alt skins being "close enough" to let them pretend Byleth was Dante.
Byleth's announcement generates some of the most negative reactions to a Smash fighter yet seen, boasting the largest like-dislike ratios of Ultimate's DLC, and only matched for disliked announcements across the entire franchise by Corrin. A lot of people weren't happy at Byleth's inclusion, suffice to say, though like Terry and Hero the HOES MAD crowd came back for another go around. It didn't help how utterly predictable it was given it was a historical recreation of Corrin's inclusion in WiiU/3DS. While Byleth had been predicted, many expected the mechanical variance would be that Byleth would function similar to the Pokemon Trainer (who swaps between the Gen 1 Pokemon) in that Byleth would command Claude, Dimitri and Edlegard from the sidelines. Instead, Byleth had four weapons- three representing each of the House Leaders alongside their own custom whip-sword, the Sword of the Creator. That being said, at least Nintendo were somewhat self aware about it this time, given the reveal had supporting character Sothis mock Byleth for losing a fight by going "Too many swordsmen, were there?" as a way to reveal that Byleth's female variant would join the roster. While Byleth did offer some mechanical variety from the other FE reps, some were disappointed that Byleth specifically was representing Three Houses, due to Byleth's personality not being one of their selling points. Perhaps it would have been more preferable to have one of the House Leaders instead represent the game, but given how any one being selected would have been seen as favoritism of the Leaders (and the arguments about said Leaders being quite vicious), Byleth was the safest choice, if perhaps the most predictable. Fans of Xenoblade 2 were also unhappy at clear bias on Sakurai's part, given he'd previously said Rex, the MC, was from too new a game to qualify for a roster slot in Ultimate. In comparrison, Sakurai admitted in his presentation of Byleth that he pestered the developers to get early access copies of Three Houses to get to plan out Byleth's moveset, which only helped the idea of Fire Emblem operating on different rules from other series. Overall, Byleth was seen as a disappointing inclusion to wrap up the Fighters Pass, with the announcement honestly being more notable for the memes about the salt over the character themself. (My favorites were the onesabout Joker adding yet another teacher to his harem) After the shock reveals from relatively niche series such as Persona and SNK, Byleth was generally felt to be an overwhelmingly safe option to close on. While Sakurai did announce Fighters Pass 2 in the same event, promising six more DLC characters for Ultimate, a lot of fans from different franchises were still let down given how unpredictable the first wave had been.
Fighters Pass 2 and the Byleth aftermath
Byleth would launch a few weeks later and the reception was largely "Yeah they're fine," after an initial launch of "Yeah you're fuckin' overtuned and overpowered." They got some people who main them, others swore off them, much like any other DLC character in a fighting game, and the salt gradually diminished. In February of 2020, Sakurai would tacitly admit during a Famitsu article about Byleth's development that he was aware of the criticism about the addition, saying that he doesn't have as much power over roster choices as people like to believe (Byleth apparently snubbed a fighter he was much more enthusiastic about) but that he agreed that there were a few too many sword fighters and Fire Emblem representatives specifically in the game. Given Sakurai has said Smash will never have a roster as large as Ultimate again, it's likely some of Fire Emblem's representation will be cut down in future games as part of this culling.
That being said, I understand. First and foremost: there are too many Fire Emblem characters; and what’s more there are too many sword-users.
So far, three of the six planned characters for Fighter's Pass 2 have been released, with Min-Min from the Arms series coming first, Steve from Minecraft literally breaking Twitter (Steve's addition could be a post of its own with how much salt he generated) and the OG Anime Sword Boy, the One Winged Angel himself in Sephiroth being announced at the Game Awards 2020. We're still waiting for updates on when the fourth fighter will be revealed and who they may be, but regardless of who it is, there will always be a few mad hoes in the background. Also Geno finally got into Smash!... As a Mii skin which led to the character's fanbase collectively reaching for a noose. These hoes weren't even that mad, it was mostly just sad. Still. At least it's better than whatever the Walluigi mains are up to. Thanks for reading.
Lessons I learnt the long/hard way, so you don't have to.
Update Thank you for all the comments below. I've tried to include as many tips and fail safes you have mentioned, in this post. I do recommend people read the comments as I may have missed some. Firstly, thank you to this excellent community my PC is now built and working (pics to come in another post). I thought here are some lessons I learnt in building the PC, researching and other bits I thought would be worth sharing, as a lot of this I never had even heard about. Some will be obvious and others less so. I should note, that I'm not a pro or someone who does this regularly, just someone who spent a while reading around, so feel free to correct/highlight any mistakes, and I'll try to update the post. The descriptions, aren't really meant to be a full lesson about each part and will be lacking a lot of detail, but are more a jumping board for further reading if anyone is interested. For full information on building a PC I highly recommend looking around on YouTube and other sources. If I get anything wrong, please correct me and I'll update. On Monitors:
Freesync vs Gsync. For simplicity, both these technologies aim to match performance on screen with your GPU. Freesync works with Radeon, GSync with NVidia (although some Freesync monitors will be GSync compatible, likewise for the otherway around). It's complicated and due to changes in the standards over the years it can vary from monitor to monitor. Make sure to do research on the specific monitor you're wanting to get/have. If you are buying a new monitor keep this in mind. https://www.viewsonic.com/library/entertainment/g-sync-vs-free-sync-explainedUpdateAccording to comments freesync monitors will almost always work with Nvidia. As always, do read around about it.
Windows by default is set to have a refresh rate of 60Hz, if you have a higher spec monitor you can change this to match your monitor in "Advanced Display settings".
Your motherboard will prefer your dual channel RAM to be in specific slots. I had an issue where I couldn't get the maximum performance of my RAM which I had placed in slots 1 and 3, but the moment I put them in 2 and 4 it worked perfectly. Check your motherboard manual.
Enable XMP in Bios (This might also be called DOCP or A-XMP). This will vary between motherboards, but if you don't your 3200MHz ram is likely running a lot slower. In my build, XMP wouldn't work till I put the RAM in the correct channels, hope this saves someone the hours I spent finding this out ;) Update You can use Task manager to verify you have done this correctly. 3b. Someone pointed this out XMP may void your CPU's processor (https://community.amd.com/t5/processors/xmp-profile-ram-3200-mhz-and-amd-warranty-policy-for-ryzen/td-p/145798) (https://community.intel.com/t5/Processors/XMP-Warranty-void/td-p/1196241). If anyone knows any more, please message me directly so I can add the details. This was mentioned by someone in the comments and I would rather pass the information and ask you to do your own checking as well.
When picking RAM, frequency matters, but so does CAS Latency. You want high frequency but low CAS (CL) latency. I'd recommend doing more reading about it, if you want to know more I'd recommend doing some more reading, but the "true latency" can be calculated as TL = CL * 2000/Freq. E.g. CL 18 3600Mhz Ram has a TL of 10ns. Update Someone who actually knows what they are talking about found point (4) confusing if not perhaps misguided and I recommend you read their post here (https://www.reddit.com/buildapc/comments/kis9r5/lessons_i_learnt_the_longhard_way_so_you_dont/ggtdudd?utm_source=share&utm_medium=web2x&context=3)
Ensure the speed of the RAM is compatible with the board you are looking to purchase (or visa versa).
Motherboards will have Qualified Vendor Lists, listing RAM they have tested and certified to work. This may be worth looking at. Just because your RAM isn't on the list doesn't mean it won't work, or won't overclock, it just means it hasn't been certified to, so do take this into consideration. (I found this in my build, while it was from Crucial and some Crucial RAM was on the QVL, mine wasn't. Thankfully it was fine.)
Motherboards
Newer processors (e.g. at time of writing many AMD motherboards require a bios update for the 5000 series AMD CPU) may require you to install a new BIOS before they can be detected. Not all motherboards can have their bios updated without a CPU installed. When shopping for your motherboard looking to see if it does USB Bios flashback should be considered. This was completely new to me and glad I learnt it in time.*Addition* Newer motherboards don't require bios updates and so won't need this feature, though you will have to check.
Different mother boards are compatible with different CPUs, pick your CPU first
CPU coolers may need different mountings depending on the CPU. When picking your cooler keep this in mind, you may need to ensure there is an adaptor. Additions from the comments
Not all mother boards have connectors for front IO USB-C. If this is important to you and part of your case, it's worth looking into.
Using an M.2 usually disables some of your SATA ports. If you are planning on using all your SATA ports, make sure to check to see if this happens and how it happens on your chosen mother board.
Some motherboards are built with Debug LEDs now that will help you diagnose problems.
Some CPU's have integrated graphics. If you don't want to buy a dedicated graphics card, you need to purchase one of these CPU's. You then plug your monitor into the motherboard.
Make sure all your components are compatible. PC Part Picker (https://pcpartpicker.com/) is generally pretty good at this. If uncertain, this is a wonderful community to ask.
Power supply
PC Part Picker gives you a good idea as to how much power your system will need, if not check the graphics card you intend to buy. Not all machines need a 1000W behemoth. Picking the right one will save you money
Make sure your PSU fits in your case. I bought an ATX PSU, then decided on the 011 Dynamic Mini case, only realise it needed a SFX (smaller) PSU. I ended up going for a different case. Likewise an SFX PSU may not have the cable length you need or fit as snuggly in an ATX case (source: comments section)
Ninite (https://ninite.com/) Is an easy way to download all the basic programs one tends to install onto a fresh Windows install, without having to go to 10-15 websites. E.g. you can select to install Chrome, Zoom, Steam, OpenOffice all from one installer. If you keep the install, it can also be re-run to update all the software in one swoop.
Chocolatey (https://chocolatey.org/) A powerful command line way to install and upgrade software.
Storage
M2 drives can be SATA or NVMe, NVMe is faster. (M2 drives are generally plugged directly into the mother board, for anyone who until recently was using a hard disk drive and considered SSDs "fancy")
If your case has bottom intake or exhaust vents, don't put it directly on carpet, as it can block the air flow. (Yup....I did need to be told this ^_^, my previous computer just didn't have any bottom intake, hell it hardly had any intake).
Make sure your mother board, PSU, GPU and all your components fit in the case. This is particularly worth noting if you are going for a micro ATX or a ITX case. Worth noting is to remember to include fans + GPU length, any additional length caused by radiators (if you water cool), the size of your CPU cooler (if you air cool) Additions from the comments
When considering your case, if you are water cooling, "Room for 2x 140mm fans does not always mean room for a radiator as well". Make sure to double check the clearance. Measure twice buy once.
Advice on building (Notes and horror stories from the comments) 1. Many new coolers come with pre-applied thermal paste. If yours doesn't don't forget to apply it, to the CPU (See videos by people with more experience/knowledge than me on what to do). 2. Remember your mother board I/O shield (advice from the comments about making sure to put it in before you install the motherboard, mine came with it attached). 3. Make sure the CPU is correctly installed before you clasp it down. 4. If your motherboard has two slots to install a GPU. One of them (normally the top) will provide better performance. Make sure to use the correct one. 5. Make sure your CPU cooler doesn't block a RAM slot. In making my PC the AMD wraith has a notch on one side with the AMD logo, thankfully I put the RAM in first, so I swiftly learnt that I had to rotate the cooler 180 degrees to get it to fit. 6. If you can avoid it, do not build your computer on carpet (and do not stand on carpet when building) and be aware of static when building. If this is your first build, do some reading around this. Wear a static bracelet and attach it to something grounded. 7. Remember if you have a dedicated graphics card. Plug your monitor into the graphics card, not the motherboard. 8. If you are installing fans, make sure they are in the correct direction. 9. When playing the radiator of your AIO (if you are using one) make sure part of it is higher than the pump (https://www.youtube.com/watch?v=BbGomv195sk) 10. It's often worth the time to read the motherboard manual. 11. This may sound silly, but cables and the sockets on the PSU are often labelled. Be aware of this, it will help you in the build. More subjective advice
I've been recommend by numerous people to go for Gold+ PSUs, with often being stated that while its more efficient, it will also be better made. Your budget may dictate otherwise. If you look through the comments you will frequently find the advice "don't cheap out on the PSU and go for at least Gold"
For most users if your CPU comes with a stock cooler. It will be good enough. You can always change it later. If your planning to overclock, you likely know more than me, so feel free to ignore. Update According to the comments, AMD stock coolers tend to be considered good enough, Intel, not so much.
A LOT of people below have said "Do not mix cables from different PSU manufacturers." as they are not universal. I don't know anything about this, so do some additional reading if you are considering doing so. Update From further comments this is something to take serious. Update from further comments, the word of advice is "Do your research before using cables not supplied with the PSU you are using."
Further notes from the comments: Below are points I've read in the comments that might be worth drawing to people attention. Please read around the topic if it applies to you. 1. One person has said XMP causes their Oculus Rift to do weird things. Hope this helps some people. Addition I recommend reading the comments, as many people have put in their own tips/horror stories ;) Take care all and Merry Christmas.
[1.1 Update] Complete List of Verified Perks (Working / Not Working / Partially Working) [WIP]
Update: All items and perks testing completed. Still updating based on feedback as it comes in. I'll update the text below soon. Update: Added a tab for bonuses per skill level and attribute level Update: Tested the non functioning (Partially or Not Working) perks/items for the 1.11 hotfix. Several changes noted in the change log. I think I'll reserve testing the whole list for more significant updates, but definitely looking out for people posting/messaging about things they found that are not working/working. Already got 1 perk not working that was before.
Up to date Perks and Items and Skill Levels Testing can be found here: Link to Spreadsheet
Hope you guys find this helpful! Reddit list last updated: 1/26/2021
Body - Athletics
Regeneration: "Health slowly regenerates during combat."
Working
With this perk alone, regen starts only below 60% and heals up to 60%.
Invincible: "Increases max health by 10%."
Working
Only applies to base HP. 10% of base HP at lvl 50 = 43 HP.
Pack Mule: "Increases carrying capacity by 60."
Working
Divided Attention: "Allows you to reload weapons while sprinting, sliding, and vaulting."
Working
Epimorphosis: "Health regenerates up to 70% of max Health outside of combat."
Working
True Grit: "Increases max stamina by 10%."
Working
Only applies to base stamina. 10% of base stamina at lvl 50 = 15 stamina.
Soft on your feet: "Reduces fall damage by 5%."
Working
Gladiator: "Reduces the amount of Stamina consumed when blocking melee attacks by 20%."
Not Working
Steel and Chrome: "Increases melee damage by 10%."
Working
Multitasker: "Allows you to shoot while sprinting, sliding, and vaulting."
Working
Aiming while vaulting doesn't use any sights, but works for firing.
Like a Butterfly: "Dodging does not drain Stamina."
Working
Stronger Together: "Increases damage you deal while carrying a body."
Working
Still requires Trasporter perk to fire shots, and the increase is about 2x
Cardio Cure: "Health regenerates 25% faster as you move."
Overworking
Regeneration bonus active at all times. Also confirmed moving/still is the same
Transporter: "Allows you to shoot with Pistols and Revolvers or sprint while carrying a body."
Working
Human Shield: "Increases armor by 20% when grappling an enemy."
Working
Marathoner: "Sprinting does not drain Stamina."
Working
Dog of War: "Increases Health regen in combat by 15%"
Working
Note: Saving all health regen tests for last. They're the most annoying
Wolverine: "Health regen activates 50% faster during combat."
Working
90% faster activation might not be right, but it's definitely faster. Hard to tell when this counter officially starts when in combat.
Steel Shell: "Increases armor by 10%."
Working
The Rock: "Enemies cannot knock you down."
Working
Tested using cars again. You really have to be just on the edge to avoid death.
Indestructible: "Reduces all damage by 10%."
Working
Hard Motherfucker: "When entering combat, Armor and Resistances increase by 10% for 10 sec. +1% per level."
Not Working
This perk only works the first save instance where you learn it. Reloading the save will disable the perk no matter how many points you put into it.
Body - Annihilation
Speed Demon: "You deal more damage the faster you're moving."
Working
Only applies to Shotguns and LMGs. Walking was around 1.5x, Running 2x, Speed glitches 4x+
Manic: "When entering combat, your movement speed increases by 20% for 10 sec."
Working
Only applies to Shotguns and LMGs.
Burn Baby Burn: "Doubles the duration of Burn"
Working
Works for Quickhacks (Overheat) and burn applied with other weapons than SG/LMG
Mongoose: "Increases Evasion by 25% while reloading."
Not Working
All evasion related stats not working.
Momentum Shift: "Defeating an enemy increases movement speed by 10% for 10 sec."
Working
Can only see difference on SG/LMG kills.
Massacre: "Increases Crit Damage with Shotguns and Light Machine Guns by 15%"
Working
Pump it, Louder!: "Reduces recoil of Shotguns and Light Machine Guns by 10%."
Not Working
Tested only using LMGs and the recoil pattern on fully automatic firing.
Hail of Bullets: "Shotguns and Light Machine Guns deal 3% more damage."
Working
Damage increase doesn't show on weapon, but shows in final damage numbers on enemies
In Your Face: "Reduces reload time of Shotguns and Light Machine Guns by 20%."
Working
Bloodbath: "Dismembering enemies reduces weapon recoil by 50% for 6 sec."
Not Working
May not be tested properly. I can only dismember consistently with a SG, and switched to LMG to see recoil. That could mess with the buff, not sure.
Bulldozer: "Increases Crit Chance with Shotguns and Light Machine Guns by 10%."
Working
Bloodrush: "Increases movement speed in combat by 5% while carrying a Shotgun or Light Machine Gun."
Working
Dead Center: "Increases damage to torsos by 10%."
Working
Only applies to Shotguns and LMGs
Heavy Lead: "Shotguns and Light Machine Guns knock back enemies with more force."
Partially Working
Retested in 1.1.. I'm actually not sure anymore. Hard to eyeball distance so marking as partially
Skeet Shooter: "Deal 15% more damage to moving targets."
Working
Only applies to Shotguns and LMGs
Unstoppable: "Dismembering an enemy increases fire rate by 10% for 8 sec. Stacks up to 3 times."
Working
Only applies to Shotguns and LMGs
Biathlete: "Weapon spread does not increase while moving."
Not Working
Several opinions saying spread does not change, with or without the perk.
Poppin' Off: "Shotguns have 25% higher chance of dismembering enemies."
Not Working
Used a carnage again, but I do have trouble dismembering consistently. The smart shotgun shreds too much to use for comparison, so if anyone has any ideas please message me on reddit with them.
Hit The Deck: "Increases damage to staggered and knocked-down enemies by 10%."
Not Working
Only tested on Knocked Down enemies. Staggering with Carnage barely leaves any time to fire again
Body - Street Brawler
Thrash: "Strong Attacks with Blunt Weapons reduce the target's Armor by 30% for 10 sec."
Working
Enemies don't have armor. What this does very accurately though is increase damage against these enmies by 30%
Frenzy: "Defeating an enemy increases damage with Blunt Weapons by 100% for 10 sec."
Working
Biding Time: "Blocking attacks with a Blunt Weapon restores 5% Health."
Working
Countering does not count as a block in this case.
Human Fortress: "Reduces the Stamina cost of blocking attacks by 50% while using a Blunt Weapon."
Working
Stun duration is short and can be seen with a teal icon above their head and a timer ticking down.
Opportune Strike: "Increases damage with Blunt Weapons against enemies affected by Stun by 50%."
Working
Payback: "Increases damage with Blunt Weapons by 1% for every 1% of missing Health"
Working
Working, but I don't know how low you can take this. It worked while I was around 40-50% HP
Juggernaut: "Increases Armor by 15% while blocking with a Blunt Weapon."
Not Working
Flurry: "Increases damage from combo attacks with Blunt Weapons by 30%."
Working
Crushing Blows: "Increases damage from Strong Attacks with Blunt Weapons by 30%."
Working
Rush: "Successful attacks with Blunt Weapons regenerate 3% Health over 2 Sec."
Working
Dazed: "All attacks with Blunt Weapons have a 15% chance to Stun."
Working
Efficient Blows: "Reduces the Stamina cost of all attacks with Blunt Weapons by 25%."
Working
Guerrilla: "Increases Crit Damage for 10 sec. after entering combat. +2% per level."
Not Working
This perk only works the first save instance where you learn it. Reloading the save will disable the perk no matter how many points you put into it.
Relentless: "Successful attacks with Blunt Weapons against enemies affected by Stun restore 20% Stamina."
Working
Reinvigorate: "Defeating an enemy by performing a Strong Attack with a Blunt Weapon restores 10% Stamina."
Not Working
Breathing Space: "Increases Stamina regen while blocking with Blunt Weapons by 50%"
Working
Unshakeable: "Successful attacks with Blunt Weapons against enemies affected by Stun restore 5% Health and 5% Stamina."
Working
Reflexes - Assault
Bulletjock: "Increases damage with rifles by 3%."
Working
Eagle Eye: "Reduces time to aim down sight with Rifles and Submachine Guns by 10%."
Working
Covering Killshot: "Increases Crit Chance with Rifles by 10% when firing from behind cover."
Working
Note: Behind cover without aiming down sights does not count. I had to aim for the crit chance to work.
Too Close For Comfort: "Quick melee attacks with Rifles deal 50% more damage."
Working
Bullseye: "Increases Rifle and Sumachine Gun damage while aiming by 10%"
Working
Executioner: "Deal 25% more damage with Rifles and Submachine Guns to enemies whose Health is above 50%."
Working
Duck Hunter: "Increases Rifle and Submachine Gun damage to moving enemies by 10%"
Working
Shoot, Reload, Repeat: "Defeating an enemy with a Rifle or Submachine Gun reduces reload time by 20% for 5 seconds."
Working
Nerves of Steel: "Increases headshot damage with Sniper Rifles and Rrecision Rifles by 20%."
Working
Tested again as working. Sniper rifles have high multipliers by default so it's hard to tell. Used the precision rifle and it was more noticeable
Feel the Flow: "Reduces reload time for Assault Rifles and Submachine Guns by 10%."
Working
Trench Warfare: "Increases Rifle and Submachine Gun damage by 5% when firing from behind cover."
Working
Hunter's Hands: "Reduces recoil with Rifles and Submachine Guns by 20% when firing from behind cover."
Partially Working
Tested with Copperhead. Vertical recoil is lower, but not by much... definitely not 40% at level 2
Named Bullets: "Increases Crit Damage with Rifles and Submachine Guns by 35%."
Working
Skull Skipper: "Each headshot reduces recoil with Rifles and Submachine Guns by 5% for 10 sec. Stacks up to 5 times."
Working
Retested and it seems to work.
Bunker: "Increases Armor and Resistances by 15% when shooting with Rifles and Submachine Guns from behind cover."
Not Working
Recoil Wrangler: "Reduces recoil with Rifles and Submachine Guns by 10%."
Not Working
In Perspective: "Bullets fired from Rifles and Submachine Guns ricochet an additional 2 time(s)."
Working
Long Shot: "Rifle and Submachine Gun damage increases the farther you are located from enemies."
Working
23.6 distance for 100% additional weapon damage. Distance can be measured with the Grandstead scope. It's shown on the top right corner of the rectangle in the sight
Savage Stoic: "Increases damage with Rifles and Submachine Guns by 35% when standing still."
Working
Punisher: "After defeating an enemy with a Rifle or Submachine Gun, weapon sway is nullified and weapon spread does not increase for 10 sec. +0.2 sec. per Perk level."
Not Working
Reflexes - Handguns
Gunslinger: "Reduces reload time for Pistols and Revolvers by 10%."
Working
High Noon: "Increases Crit Chance with Pistols and Revolvers by 4%."
Working
Rio Bravo: "Increases headshot damage multiplier with Pistols and Revolvers by 10%."
Working
Desperado: "Increases damage with Pistols and Revolvers by 3%."
Working
On the Fly: "Reduces draw/holster time for Pistols and Revolvers by 25%."
Working
Long Shot Drop Pop: "Increases damage with Pistols and Revolvers to enemies 5+ meters away by 15%."
Working
O.K. Corral: "Deal 50% more damage with Pistols and Revolvers to enemies whose Health is below 25%."
Working
Steady Hand: "Reduces Pistol and Revolver recoil by 30%."
Working
Previously not working. Used a Lexington and the recoil firing the whole clip did look lower.
Vanishing Point: "Evasion increases by 25% for 6 sec. after performing a dodge with a Pistol or Revolver equipped."
Not Working
From Head to Toe: "Increases damage to limbs with Pistols and Revolvers by 7%."
Working
A Fistful of Eurodollars: "Increases Crit Damage with Pistols and Revolvers by 10%."
Working
Acrobat: "You can now perform dodges while aiming a Pistol or Revolver."
Working
Fixed. Note that most people are probably wearing Kerenzikov, which actually enables this anyways
Grand Finale: "The last round in a Pistol or Revolver clip deals double damage."
Working
Attritional Fire: "Firing consecutive shots with a Pistol or Revolver at the same target increases damage by 10%."
Not Working
Previously working, but I can't remember how solid the test in the past was on this one.
Wild West: "Removes the damage penalty from Pistols and Revolvers when shooting from a distance."
Working
Westworld: "Increases Crit Chance for Pistols and Revolvers by 10% if fully modded."
Working
Fully modded means every slot is filled, regardless of rarity or number of slots
Snowball Effect: "After defeating an enemy, fire rate for Pistols and Revolvers increases by 5% for 6 sec. Stacks up to 5 times."
Not Working
Tested again with Lexington, can't see any difference at max stacks
Lead Sponge: "Enables you to shoot with Pistols and Revolvers while dodging."
Working
You can already do this with Kerenzikov
Brainpower: "After a successful headshot with a Pistol or Revolver, Crit Chance increases by 25% for 5 sec."
Working
The Good, The Bad, and The Ugly: "After a successful Crit Hit with a Pistol or Revolver, damage and Armor increase by 30% for 5 seconds. +1% per Perk level."
Not Working
This perk only works the first save instance where you learn it. Reloading the save will disable the perk no matter how many points you put into it.
Reflexes - Blades
Sting Like a Bee: "Increases attack speed with Blades by 10%."
Working
Only works if weapon is not at attack speed cap. See appendix for more info.
Roaring Waters: "Strong Attacks with Blades deal 30% more damage."
Working
Crimson Dance: "Combos with Blades have a 15% chance to apply Bleeding."
Working
Slow and Steady: "Armor is increased by 15% while moving."
Working
Only applies when holding a blade. Also do not have to be moving.
Flight of the Sparrow: "Reduces the Stamina cost of all attack with Blades by 30%"
Working
Offensive Defense: "Defensive Attacks with Blades deal 200% more damage."
Working
Shifting Sands: "Dodging recovers 15% Stamina."
Partially Working
Hidden cooldown applied for stamina recovery. Dodging continuously, 1 in 3 recovered stamina.
Stuck Pig: "Increases Bleeding duration by 3 sec."
Working
Only extends Bleeds applied by Blades
Blessed Blade: "Increases Crit Chance with Blades by 20%."
Working
Unbroken Spirit: "Successful Counterattacks with Blades restore 25% Health and Stamina."
Working
Previously didn't work for me. Retested, working now
Bloodlust: "While wielding a Blade, recovers 7% Health when applying Bleeding to an enemy or hitting an enemy affected by Bleeding."
Partially Working
Only healed on first hit on a bleeding enemy. All other cases did not heal.
Float Like a Butterfly: "Dodging increases damage with Blades by 35% for 5 sec."
Working
Judge, Jury, and Executioner: "Increases damage with Blades by 50% against enemies with max Health."
Working
Fiery Blast: "Increases damage with Blades by 1% for every 1% of Health the enemy is missing."
Working
Not 100% sure, but it felt like there was a cap in bonus damage. My damage went up to double.
Crimson Tide: "Bleeding applied with Blades can stack 3 times."
Working
Stacking = applied at the same time, not extending the time.
Deathbolt: "While wielding a Blade, defeating an enemy restores 20% Health and increases movement speed by 30% for 5 sec."
Working
Dragon Strike: "Increases Crit Damage with Blades by 25%. +1% per Perk level."
Not Working
This perk only works the first save instance where you learn it. Reloading the save will disable the perk no matter how many points you put into it.
Intelligence - Breach Protocol
Big Sleep: "Unlocks the Big Sleep daemon, which disables all cameras in the network for 3 min."
Working
Mass Vulnerability: "Unlocks the Mass Vulnerability daemon, which reduces the Physical Resistance for all enemies in the network by 30% for 3 min."
Working
Retested for 1.1 and it is 100% working. Physical resistance doens't appear to show in the "Weaknesses" section when you scan enemies
Almost In!: "Increases the breach time for Breach Protocol by 20%."
Working
Advanced Datamine: "Upgrades the Datamine daemon, increasing the amount of eurodollars acquired from Access Points by 50%."
Working
Mass Vulnerability: Resistances: "Upgrades the Mass Vulnerability daemon, reducing all Resistances for enemies in the network by 30%."
Working
Note that this Daemon isn't an option without Mass Vulnerability.
Datamine Mastermind: "Upgrades the Datamine daemon, increasing the amount of components acquired from Access Points by 50%."
Working
The amount gained is different. Some more than 100%, and no extra legendary components
Turret Shutdown: "Unlocks the Turret Shutdown daemon, which disables security turrets in the network for 3 min."
Working
Total Recall: "The ICEpick daemon reduces all quickhack costs by an additional 1 RAM unit(s)."
Working
Turret Tamer: "Unlocks the Turret Tamer daemon, which sets the status of every turret in the network to friendly for 3 min."
Working
Datamine Virtuoso: "Upgrades the Datamine daemon, increasing the chance to acquire a quickhack from Access Points by 50%."
Working
Not really easy to test, but over time with this maxed I was almost always getting an upgraded quickhack from access points
Cloud Cache: "Completing a Breach Protocol reduces the RAM cost of your next quickhack by 1 time(s) the number of daemons uploaded."
Working
Efficiency: "Uploading 3 or more daemons in the same Breach Protocol increases cyberdeck RAM recovery rate by 3 unit(s) per 60 sec. Lasts 5 min."
Working
Mass Vulnerability: Quickhacks: "Upgrades the Mass Vulnerability daemon, causing enemies in the network to also take 30% more damage from quickhacks."
Working
Totaler Recall: "The ICEpick daemon reduces all quickhack costs by an additional 1 RAM unit(s)."
Working
Head Start: "Automatically uploads the first daemon in the list at the start of Breach Protocol."
Working
Hackathon: "Uploading 3 or more daemons in the same Breach Protocol shortens quickhack cooldowns by 33% for 5 min."
Working
Buffer Optimization: "Increases the duration of daemon effects by 100%."
Working
Compression: "Reduces the lengths of the sequences required to upload daemons by 1. Cannot be reduced below 2."
Working
Transmigration: "Increases the breach time of Breach Protocol by 50%. +5% per Perk level."
Not working
Intelligence - Quickhacking
Bloodware: "Quickhacks deal 10% more damage."
Working
Damage increase seems lower than described. Suspected lower base damage not visible to players for Quickhacks
Biosynergy: "Allows RAM to recover during combat. Recover 4 RAM unit(s) every 60 sec."
Working
Forget-me-not: "Eliminating a target affected by a quickhack instantly recovers 1 RAM unit(s)."
Working
Hacker's Manual: "Unlocks Crafting Specs for Uncommon quickhacks."
Working
I Spy: "Reveals an enemy netrunner when they're attempting to hack you."
Working
Weak Link: "Reduces the required cyberdeck RAM for quickhacks used on devices by 1 unit(s)."
Working
Can't go below 1 RAM Cost
Daisy Chain: "Eliminating a target affected by a quickhack reduces the existing cooldowns for all other active quickhacks by 10%."
Overworking
Still reduces CD to and not by the described percent
Signal Support: "Increases quickhack duration by 25%."
Working
Don't see a description change of duration on Ultimate quickhacks
Subliminal Message: "Quickhacks deal 50% more damage to unaware targets."
Working
50% and 100% at level 2 are not applied on the final damage number, it's applied on a smaller base damage.
Diffusion: "Quickhack spread distance is increased by 2 times."
Working
Can only confirm the distance is increased, but not that it's actually 2x
Mnemonic: "Reduces the cost of quickhacks used against an enemy already affected by a quickhack by 2 RAM units."
Working
School of Hard Hacks: "Unlocks Crafting Specs for Rare quickhacks."
Working
Plague: "Quickhacks that spread can jump to 1 additional targets."
Working
Hacker Overlord: "Unlocks Crafting Specs for Epic quickhacks."
Working
Critical Error: "Quickhacks can now deal Crit Hits based on your Crit Chance and Crit Damage stats."
Working
Anamnesis: "Available cyberdeck RAM cannot drop below 2 unit(s)."
Partially Working
This works in a very different way than described. The description should read "Resets your RAM to 2/3/4 when you reach 0 RAM and have not initiated ANY recovery of RAM at all." The last part meaning you have to actually 0 out and if any recovery happens along the way, it does not work. Recovery can be stalled with opening your menu or spamming lower level quickhacks with low cost, or doing what I did: Found a perfect combination of quickhack costs to execute on a group of enemies to 0 out immediately.
Bartmoss' Legacy: "Unlocks Crafting Specs for Legendary quickhacks."
Working
Optimization: "Reduces the cost of quickhacks by 1 RAM unit(s)."
Working
Master RAM Liberator: "Increase RAM recovery rate by 50%."
Partially Working
The 50% bonus is actually not working, but the 1% per level is working (I tested with 50 points into the perk which is what made it look like it was working)
Technical Abilities - Crafting
Mechanic: "Gain more components when disassembling."
Working
Scrapper: "Junk items are automatically disassembled."
Working
True Craftsman: "Allows you to craft Rare items."
Working
Workshop: "Disassembling items grants a 5% chance to gain a free component of the same quality as the disassembled item."
Working
Innovation: "Consumables are 25% more effective."
Working
Accurate translation: Consumables that provide timed buffs last 25% longer.
Sapper: "Grenades deal 10% more damage."
Not Working
Not retesting this. I've done this so many times and even if it does work the damage range on grenades is too wide to tell
200% Efficiency: "Crafted clothes gain 2.5% more armor."
Not Working
Still not working. Tested on hats that have consistent armor
Field Technician: "Crafted weapons deals 2.5% more damage."
Partially Working
Still not working on Melee wapons. The increase in damage I saw on Katana was more like 1% at max perk leve
Grease Monkey: "Allows you to craft Epic items."
Working
Efficient Upgrades: "Grants a 10% chance to upgrade an item for free."
Working
Ex Nihilo: "Grants a 20% chance to craft an item for free."
Working
Let there be light!: "Reduces the component cost of upgrading items by 10%"
Working
Cost Optimization: "Reduces the component cost of crafting items by 15%"
Working
Tune-up: "Allows you to upgrade lower quality components into higher quality ones."
Working
Waste not want not: "When disassembling an item, you get attached mods back."
Working
Edgerunner Artisan: "Allows you to craft Legendary items."
Working
Crazy Science: "Increases the sale price of crafted items by 10%. +1% per Perk level."
Partially Working
Only works until you reload your save, in which case it stops working.
Cutting Edge: "Improves damages and all damage-related stats of crafted weapons by 5%."
Partially Working
Still not working on Melee. Keep in mind for Ranged, a 5% increase in all the stats is actually a lot more than 5% increase in overall DPS in the end
Technical Abilities - Engineering
Blast Shielding: "Reduces damage taken from explosions by 10%."
Working
But even with the highest HP value possible, it is still impossible to survive an explosion. Tested with mods.
Mech Looter: "When looting drones, mechs and robots, there is a 25% chance of looting a weapon mod or attachment."
Not Working
Can't touch this: "Grants immunity to all effects from your own grenades."
Partially Working
NOTE: This works for every grenade type EXCEPT Flashbangs. So it's mostly working.
Grenadier: "The explosion radius of grenades is visible."
Working
Shrapnel: "All grenade types deal 20 damage in addition to their normal types."
Not Working
Tested and don't see any difference
Up to 11: "Allows you to charge Tech weapons up to 75% capacity."
Working
Note that Tech weapons do NOT charge to 100% by default. They charge up to 50%, which is relevant to other perks in the tree that mention full charge.
Lock and load: "Increases Smart weapons reload speed by 5%."
Working
Bladerunner: "Increase damage to drones, mech and robots by 20%."
Working
Bigger Booms: "Grenades deal 5% more damage."
Not Working
Can't see a difference. Like I noted above, the damage range is too wide to tell any difference
Lighting Bolt: "Increases Crit Chance with Tech weapons by 3%."
Working
Tesla: "Increase the charge multiplier for Tech weapons by 15%."
Working
Gun Whisperer: "Fully charged Tech weapons do not shoot automatically."
Working
Does not work for the DR12 Quasar and Kenshin Pistols
Ubercharge: "Fully charged Tech weapons deal 50% more damage."
Working
Needs "Up To 11" Perk to work. Tested originally with the Kenshin pistol and it did not work. Quasar worked, so please message me if you see that it doesn't work for certain tech guns.
Insulation: "Grants immunity to shock."
Working
Shock = electric damage. Electricity on ground = electric. Enemy attacks applying shock = electric. Enemy grenades = EMP (so not electric damage), meaning this will not prevent damage from grenades. I don't know what other sources of EMP there are, but this is consistent with the clothing mod as well.
Fuck all walls: "Reduces the charge amount needed for Tech weapons to penetrate walls by 30%."
Working
This is really hard to tell. Never had much issue having tech guns pierce walls, and the charge is pretty fast so I could be wrong.
Play the angles: "Ricochets deal an additional 50% damage."
Not Working
Lickety Split: "Tech weapons charge time is reduced by 10%."
Working
Superconductor: "Tech weapons ignore Armor."
Not Working
Revamp: "Increases damage Tech weapons by 25%, increases charges damage from all chargeable weapons and cyberware by 10%. +1% charge damage per Perk level."
Not Working
Only works after the first time learning the perk. Reloading save disables the perk.
Jackpot: "Enables grenades to deal Crit Hits."
Working
Cool - Stealth
Silent And Deadly: "Increases damage dealt by silenced weapons by 25% while sneaking."
Working
Crouching Tiger: "Increases movement speed while sneaking by 20%."
Working
Hidden Dragon: "Allows you to perform lethal or non-lethal aerial takedowns on unaware targets."
Working
Dagger Dealer: "Allows you to throw knives. Hold L2 to aim and press R2 to throw."
Working
Still doesn't return the knife, but you can definitely throw them lol
Leg Up: "Movement speed after a successful takedown is increased by 30% for 10 sec."
Working
Strike From The Shadows: "Increases your Crit Chance by 15% while sneaking."
Working
Assassin: "Deal 15% more damage to human enemies."
Working
Sniper: "Increases damage from headshots fired from outside combat by 30%."
Working
Cutthroat: "Thrown knives deal 30% more damage."
Working
Aggressive Antitoxins: "Grants immunity to Poison."
Working
Clean Work: "You can pick up an enemy's body immediately after performing a takedown by holding R3."
Working
Stunning Blows: "Quick Melee Attacks with ranged weapons stagger enemies, giving you an opportunity to grapple them."
Working
From The Shadows: "Upon entering combat, Crit Chance increases by 25% for 7 sec."
Working
Ghost: "Detection time is increased by 20%."
Working
Commando: "You cannot be detected under water."
No One Cares
Pretty sure in 1.1 this still holds true
Venomous Fangs: "All knives apply Poison."
Working
Rattlesnake: "Enemies affected by Poison are slowed."
Not Working
In combat they still move the same.
Silent Finisher: "Enemies with less than 15% Health are defeated instantly when attacked with a Knife. Does not work on enemies with a Very High threat level."
Working
Hasty Retreat: "Temporarily boosts movement speed by 50% for 5 sec. when detected by an enemy."
Working
Restorative Shadows: "While in stealth, increases Health regen by 25%."
Working
Neurotoxin: "Damage from Poison is doubled."
Working
Does not work with Contagion, but worked with all other sources of poison
Hasten The Inevitable: "Deal 20% more damage to enemies affected by Poison."
Overworking
Still works on every weapon with or without poison.
Cheat Death: "When your Health drops below 50%, reduce all incoming damage by 50% for 10 sec. Cannot occur more than once per minute."
Working
Ninjutsu: "Crouch Attacks from stealth with melee weapons deal 100% more damage."
Not Working
Only worked specifically with Baseball bats. Nothing else.
Toxicology: "Increases the duration of Poison applied to enemies by 5 seconds. +0.2 sec. per Perk level."
Not Working
This perk doesn't work even before reloading the save.
Cool - Cold Blood
Cold Blood: "After defeating an enemy, gain Cold Blood for 10 sec. and increase movement speed by 2%. Stacks up to 1 time."
Working
Will to Survive: "Increases all Resistances by 2.5% per stack of Cold Blood."
Working
Icy Veins: "Reduces weapon recoil by 2.5% per stack of Cold Blood."
Not Working
Retested using a Copperhead assault rifle. 5 stacks recoil pattern looked the same as no stacks
Frosty Synapses: "Reduces quickhack cooldowns by 3% per stack of Cold Blood."
Working
Previously not working, working now. Tested with Suicide
Critical Condition: "Increases duration of Cold Blood by 5 sec."
Working
Rapid Bloodflow: "Increase Health regen inside and outside combat by 50% per stack of Cold Blood."
Working
Defensive Clotting: "Increases Armor by 10% per stack of Cold Blood."
Working
Coldest Blood: "Increases max stack amount for Cold Blood by 1."
Working
Frozen Precision: "Increases headshot damage by 50%."
Working
Hard to tell even with a low headshot multiplier weapon. Shows on the weapon, with or without cold blood stacks.
Blood Brawl: "While Cold Blood is active, increases damage with melee weapons by 5%."
Working
Easy to mistake as this being a stacking perk. It's only a flat 10% increase with Cold Blood active, regardless of stacks
Predator: "Increases attack speed by 10% per stack of Cold Blood."
Working
Works up to your melee weapon's attack speed cap. See Appendix for details.
Quick Transfer: "Reduces quickhack upload time by 1% per stack of Cold Blood."
Working
Cold and Calculating: "Landing a Crit Hit has 25% chance of applying a stack of Cold Blood."
Working
Bloodswell: "When your Health reaches 45%, a max stack of Cold Blood is automatically activated."
Working
Does apply max stacks, but reminder that without Coolagulant all stacks will remove at once.
Coolagulant: "Stacks of Cold Blood are removed one by one, not all at once."
Working
Unbreakable: "Increases max stack amount for Cold Blood by 1."
Working
Pain Is An Illusion: "While Cold Blood is active, reduces damage taken by 5%."
Working
Immunity: "While Cold Blood is active, you are immune to Bleeding, Poison, Burn and Shock."
Working
NOTE: I don't see this working with Shock. If anyone can confirm please let me know
Merciless: "While Cold Blood is active, increases Crit Chance by 10% and Crit Damage by 25%. +1% Crit Chance and +3% Crit Damage per Perk level."
Not Working
This perk only works the first save instance where you learn it. Reloading the save will disable the perk no matter how many points you put into it.
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