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