The Sorcerer - Patch Notes (257)
Author: IndecisionLabs,
published 3 months ago,
[i]A new enemy type has arrived[/i]
New
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[*] New enemy type: Sorcerer (Elite Ranged Mercenary)
[*] New mission interactable: Category Relay Shop
[*] 3 new Scout Perks
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Updates
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[*] Firearm Lightning Ammo adjustments:
[*] Hipfire: beam width increased to 125 (was 100), max hits reduced to 5 (was 8), damage reduced to 78% (was 95), perk chance increased to 24% (was 18)
[*] New shouldering alt fire mode: narrows the beam, dealing 112% dmg but only hitting 1 target, 100% perk chance
[*] Range reduced to 18% (was 20)
[*] I had too much fun making this gun strong and overdid it, apologies for having to nerf something so badly. I also wanted ADS to actually mean something for the gun, so I gave it an alternate fire mode to help its weakness against single targets. I will be closely monitoring this weapon.
[*] Enemies should less frequently switch targets mid-attack
[*] Special spawn chances between the types has been tweaked back to previous (I messed up the resulting percentages in the last patch with some of the back end changes)
[*] Increased melee base damage ~30%, Heavy Swings now have 25% base armor penetration (was 0)
[*] Melee still feels too weak considering the extra risk you take for being in close range. I want pulling out your sword to be equally viable to ranged in every difficulty, not just be a defensive play at higher difficulties when you are out of ammo. I will be closely monitoring this and tweaking over the next few patches
[*] Shockwave Blade now hits a max 5 targets. Stun amount has been increased to also scale with distance to target from 1 to 3. (was a flat 0.75)
[*] With the new increased melee damage, shockwave is way too good as a primary damage dealer. It is intended to be used as a temporary way to silence ranged enemies, but the infinite hits made it way too easy to use for every situation.
[*] Slicer health reduced ~5%
[*] Fancy Blade Beacon duration increased to 1.5s per stack (was 1)
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Fixes
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[*] Improvements to Assassin’s movement to reduce their seemingly recent newfound love of ignoring the run up and just jumping from the shadows
[*] Fixed boss leap attack’s movement looking super weird on clients
[*] Fixed an instance of boss teleporting far away after killing a player
[*] Fixed some weird vfx related to firing shots into super close targets
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