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- Force-A-Nature
- + No damage fall-off on targets launched by this weapon
- - Removed damage bonus on targets launched by this weapon
- The extra damage was particularly excessive when you were already capable of following up on your first shot. Instead it was given an upside to more properly aid in fighting launched targets you can't close the gap on.
- Mantreads
- + Press JUMP before falling to perform a DIVE, dropping straight down
- - Fall damage immunity only applies to DIVE
- The fall damage reduction was seen as providing a bit too much free mobility with certain kits. Rather than being universally applied, this attribute now applies only to when performing a new DIVE: a function that must provides you more can use to more quickly go for dives and potentially throw off enemy aim while jumping.
- Thermal Thruster
- - Reduced vertical force of Mini-Boost by -15%
- The boost of was given a bit less power to rein in how convenient it is to use.
- The Homewrecker
- + Increased ranged damage reduction to -30% (was -20%)
- + Decreased holster penalty to 60% slower (was 100% slower)
- The weapon's abilities for gap closing and shrugging off damage was not particularly impactful. It was given a bit more oomph and made lkess clunky to switch to better incentivize useage.
- Loch-n-Load
- + On kill, clip is reloaded instantly
- ~ Fixed reload penalty to properly slower by 35%
- - Removed Mini-Crits vs launched targets
- The mini-crits were rather superfluous for the damage the pipes have, only serving to easily punish some jumping classes. Instead, the reload bonus should better reward using those 2 pills well in closing out kills, allowing you to sustain your fire a little faster.
- Loose Cannon
- + Removed knockback penalty
- - Removed stunlock to enemies hit
- The lowered force of the weapon's knockback was unironically a huge boon in performing double donks. Thusly, it was returned to normal, while instead just making sure enemies aren't restricted in their ability to strafe off this force.
- Scotsman's Skullcutter
- ~ Added visual indicator for when mini-crit swing is active
- - Increased time since last hit window to 6 seconds (was 10)
- - All EDGE lost after time since last hit (was just -1)
- The window for performing your more combo was far too lenient with this weapon, thus was tightened considerably to limit how easy it is to capitalize on a messy melee.
- Enforcer
- - Reduced damage bonus while disguised to +30% (was +40%)
- The damage on disguised hit had become particularly powerful with the increased frequency it can be gained, thus reducing it was felt necessary.
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