Game Updates

OUTRIDERS: Update 07/28/2022

OUTRIDERS: Update 07/28/2022
OUTRIDERS: Update 07/28/2022

OUTRIDERS: Update 07/28/2022

 

BALANCE CHANGES General balance changes

  • Apocalypse level
    • Starting at Apocalypse level 20, the requirements to level up each Apocalypse level have been reduced by 10%.
  • Resources and Anomaly Extract
    • The amount of Anomaly Extract obtained in general has been improved, and the amount of Anomaly Extract obtained from Tarja Gratar’s Treasures has been increased by 500%.
    • Complete completion of Tarya Gratar (including Troves) should now yield roughly double the amount of Anomaly Extract earned per playthrough compared to before this patch.
    • Boss rushing the last Arbiter will yield slightly more Anomaly Extract than before, but it won’t be the most efficient way to grow Anomaly Extract.
  • Creation and improvement
    • Starting from item level 50, the cost of anomaly extract required to upgrade equipment has been reduced by 5%.
    • Between the above two changes (profit increase and cost reduction), players should be able to maintain two full gear upgrades per Apocalypse level. This should allow for more experimentation and limit the need to accumulate resources to be able to upgrade the current set.
  • Apocalypse gear drop chance
    • Starting at Apocalypse level 11, for each Apocalypse level, the “Increased Chance to Get the Apocalypse Gear Variant” has been increased.
  • Expeditions
    • Expedition rewards have been increased to make expeditions seem more viable alongside Tarja Gratar. “Loot obtained from X time investment” should now be very similar between expeditions and Tarja Gratar.
    • Players should now receive more Epic and Legendary items and comparatively fewer Rare items on Expeditions.
    • Anomaly extract farming should now also seem more viable on expeditions.

OUTRIDERS: Update 07/28/2022

Balance Changes – Ravager

  • earth shell
    • Added 0.5 second cooldown.
      • Note that due to the rounding behavior of the display in the engine, this cooldown will be displayed as 1 second. However, it is actually 0.5 seconds.
    • Significantly increased shield generation values.
    • Explanation:
      • Ground Shell was determined to be too strong, so we are applying a short
        cooldown to shield generation, which was overused due to excessive animation cancellation. This will give some enemies a little more room to deal damage to Ravagers that would otherwise be immortal. We’ve offset the cooldown implementation with increased shield generation per skill used, so Earthen Shell will still have a lot of value without being abused.
  • Multiple hit
    • Saved damage is now capped at 700% anomalous power.
    • Explanation:
      • The indomitable potential of Multistrike has been a topic of discussion since the launch of Worldslayer. In an attempt to not completely eviscerate its quantity, we have imposed a limitation to add a movable (via anomalous force) ceiling to the node.
  • The terms of participation
    • Saved damage is now capped at 700% anomalous power.
    • Explanation:
      • Like Multistrike, there was a bug in the Terms of Participation that allowed players to accumulate an unlimited amount of damage and then use it as a one-hit kill of any enemy in the game, including bosses. Our approach was the same as with Multistrike, whereby we applied a limit to the total amount of damage these nodes could store.
  • finishing touch
    • Increased the weapon ammo damage ratio provided by this node.
    • Explanation:
      • As part of our effort to make Firepower Devastators more viable, we’re increasing the conversion of missing ammo to weapon damage, increasing the value to more than its previous 1:1 ratio.
  • point of impact
    • Increased damage scaling from 30% to 50% of anomalous power.
    • Explanation:
      • This buff is part of the overall power change this patch is introducing for Ravagers. The overall goal is to change the Devastator meta from its current form and instead open up some new viable options to play with.
  • Destruction
    • Base Anomaly Power and Penetration Resistance increased from 6% to 10%.
    • Explanation:
      • Obliterate is being improved to make it more competitive with Impale. This buff is part of the overall power change this patch is introducing for Ravagers. The overall goal is to change the Devastator meta from its current form and instead open up some new viable options to play with.
  • coup
    • Increased percentage of damage saved from 10% to 15%.
    • Fixed a few issues that caused the Ravager’s Flip Pax node to act in unexpected and inconsistent ways, such as acting differently when Piercing was triggered.
    • Explanation:
      • Since we’ve put a multi-hit limit on it, and the bug fix will now cause Upheaval to only save the activating player’s own damage (as was always intended), we’re increasing the amount of damage stored as part of the overall Devastator power change.
  • Elitism
    • Fixed an issue that caused the Devastator Pax “Elite” node to work incorrectly on bosses.
    • Reduced the cooldown of Elitism from 5 seconds to 1 second.
    • Explanation:
      • The bug fix supported the main purpose of the node: providing power when fighting elite enemies and bosses. However, during our analysis of the use and behavior of Elitism, we determined that its previous uptime was around 50% at best. Reducing its cooldown should allow players to almost constantly maintain elitism in Elite and Boss fights.
  • overwhelming force
    • Armor to damage conversion increased from 40% to 60%.
    • Explanation:
      • The Overwhelming Force transformation is being stepped up to encourage more players to try out the playstyles it supports, as well as provide competitive synergy between this Pax node and the changes we’ve made to some of the legendary Devastator sets.
  • Paladin / Champion
    • Removed the requirement for the PROTECTION keyword and changed both nodes to activate any skill.
    • Explanation:
      • After much discussion, we came to the conclusion that in order to truly unlock the Devastator build variety, we needed to remove the ‘Prot’ keyword interfering factor on both of these multiplier nodes. This change is part of an overall power shift to make more Ravager sets and playstyles more viable.
  • Mighty Tank
    • Increased percentage limit from 40% to 50% for both anomalous strength and firepower.
    • Explanation:
      • We’re raising the ceiling for Ravager Guardians so they can benefit more from being fully committed to the armor stack.
  • Despair
    • Reduced the percentage of his anomalous damage multiplier from 100% to 30%.
    • Explanation:
      • Augmented by desperation, Gravity Leap has dominated the Devastator meta as a versatile tool since the launch of Worldslayer. It provides both undeniable survivability and damage mitigation, and is also a powerful gap reduction.
  • bullet acceleration
    • Increased base damage from 33 to 60.
    • Explanation:
      • As Paladin and Champion are freed from the Defend keyword, we are looking to increase the offensive value of Bullet Reflection so that this skill doesn’t get lost and abandoned. This should give players an incentive to keep the skill for the duration of the skill.
  • Strongest First
    • Increased damage to the enemy with the highest HP from 50% to 75%.
    • Explanation:
      • As Paladin and Champion are freed from the Defend keyword, we are looking to increase the offensive value of Bullet Reflection so that this skill doesn’t get lost and abandoned. This should give players an incentive to keep the skill for the duration of the skill.
  • Legendary Bannerlord Pack
    • Additional functionality has been added that provides a 35% bonus to Anomalous Strength.
    • Note. Fundamental changes made to any gear items may not apply to existing items due to how the game creates and stores loot. Any newly dropped gear items must include the stated changes, as long as the existing items remain unchanged.
    • Explanation:
      • The Seismic Commander set has long been Devastator’s dominant choice due to its multipliers, required skill sets, and its effective values ​​regarding cooldown reduction compared to damage multipliers. Giving the Bannerlord set an extra Anomaly power should help make it more competitive with the Seismic Commander set.
  • Marshal’s Legendary Pack
    • Increased percentage of total physical and anomalous damage from 30% to 50%.
    • Explanation:
      • As mentioned in Bannerlord’s explanation, the Seismic Commander set is too powerful all-around, preventing other sets from being considered viable. Our philosophy is that sets that fill a certain niche (like the Marshal set) should thrive in their tailored environment and should markedly outperform jack-of-all-trades sets like Seismic Commander.
  • Legendary Shaker Pack
    • The primary attribute has been switched to bonus firepower.
    • Secondary stats now contain Close Range Damage and Status Power.
    • Note. Fundamental changes made to any gear items may not apply to existing items due to how the game creates and stores loot. Any newly dropped gear items must include the stated changes, as long as the existing items remain unchanged.
    • Explanation:
      • The Concussioner set suffered from a major identity crisis. The set was originally designed as an anomalous force, but the progression layers at certain Pax nodes did not fit the set’s premise. We’ve decided to change the set to support Firepower builds, much like the Deathproof set would. For both of these sets, damage is generated primarily through armor buildup and the set bonus effect. This change to the Concussion set should also unlock better synergy with Pax nodes via the Overwhelming Force path.
  • Statue leg slot
    • The item now grants a bonus to firepower instead of maximum health.
    • Note. Fundamental changes made to any gear items may not apply to existing items due to how the game creates and stores loot. Any newly dropped gear items must include the stated changes, as long as the existing items remain unchanged.
    • Explanation:
      • In Worldslayer, we’ve made changes to the attributes of Legendary Sets to make them more consistent and appealing to players. This change is the “finishing touch” of these efforts.
OUTRIDERS: Update 07/28/2022

OUTRIDERS: Update 07/28/2022

Balance Changes – Technomancer

  • Deadly Devices
    • Added a 0.2 second cooldown to this node’s secondary effect.
    • Explanation:
      • The secondary effect of Lethal Device was quite overwhelming when used with multiple builds that used an excessive number of damage events occurring per second. This change should control the excessive number of events a bit without killing the node corruption effect.
  • Double Reaper
    • Echo damage increased from 25% to 35%.
    • Fixed an issue that caused the Pax “Twin Reaper” Technomancer node to not work properly after loading into a level.
    • Explanation:
      • To encourage the presence of the Sniper archetype, we’re increasing the Echo damage from the Dual Reaper to support the idea of ​​precision sniping as a deadly threat.
  • Kinetic transducer
    • Cooldown reduced from 5 to 1 second.
    • Explanation:
      • The healing path for technomancers has been underestimated for a long time, so we’re increasing the frequency of this Pax Node so that the overhealing benefit comes more frequently and can be used more effectively in combat.
  • Accelerated Influence
    • Reduced reload time from 0.5 to 1 second.
    • Explanation:
      • We believe that the node did not actually accelerate the technomancer’s influence on enemies, and therefore we are strengthening it. Winter is coming.
  • digging charge
    • Cooldown reduced from 5 to 3 seconds.
    • Explanation:
      • Burrowing Rush performs well in terms of quantity, so we’re targeting spawn rate to make it more fluid during hectic multi-enemy encounters.
  • Blightfire
    • Fixed an issue where the Technomancer’s Flame Leper set bonus would consume and trigger from toxicity applied by other players, which would in turn prevent those players from applying the toxicity.
    • Fixed an issue where Toxicity multiplier modifiers were not working correctly when applied to Blightfire.
    • Explanation:
      • Shit broke. We’ve fixed it.
  • Downpour Legendary Pack
    • Increased cluster scaling from 100% to 115% of anomalous strength.
    • Explanation:
      • We are increasing cluster scaling to compensate for some still visible problems with aiming, travel time, and Scrapnel detonation time.
OUTRIDERS: Update 07/28/2022

OUTRIDERS: Update 07/28/2022

Balance Changes – Pyromancer

  • carbon footprint
    • Increased cooldown reduction from 0.5 to 1 second.
    • Explanation:
      • Pax’s Root Path is underrepresented in the Pax skill tree, so we’re increasing cooldown reduction by combining both Root skills to encourage builds that rely on continuous Ash.
  • Carbonization
    • Increased damage multiplier from 20% to 25%.
    • Explanation:
      • Pax’s Root Path is underrepresented in the Pax skill tree, so we’re increasing cooldown reduction by combining both Root skills to encourage builds that rely on continuous Ash.
  • Convection
    • Reduced reload time from 4 to 2 seconds.
    • Explanation:
      • Convection started in an undesired state with incorrect values. As a result, he completely eclipsed the Pyro’s path due to the positive feedback loop he created. We’re tweaking his character a bit to reduce cooldown rather than completely resetting them. Low cooldowns and Skills On Tap remain one of the key tenets of the Outriders Worldslayer, but Launch Day Convection has gone too far in that direction.
  • Pyro
    • Cooldown reduced from 5 to 4 seconds.
    • Explanation:
      • The Pyro was overshadowed by Convection, which fully served as the first in the short cooldown environment represented by the World Killer. To make Pyro a more attractive choice, we’re cutting down on Convection and increasing Pyro’s frequency at the expense of cooldown reduction. Increasing the percentage chance to proc would be counterproductive to the nature of the node and its max buff that refreshes as many skills as possible.
  • solar flare
    • Increased critical damage per charge from 10% to 15%.
    • Explanation:
      • As with root paths, the critical path has been overshadowed by Bullet Frenzy. We’re increasing the critical damage multiplier to make it more attractive and competitive.
  • Critical mass
    • Duration increased from 2 to 5 seconds.
    • Explanation:
      • Critical Mass was designed to be built into Embalmer’s Fury and was intended to offer a competitive choice for Bullet Frenzy, but this was not achieved at launch. We’re giving this node more leeway with its increased duration so that players can enjoy guaranteed critical hits for longer periods of time, as well as offset issues with crit counting against beast enemies or highly mobile humanoids.
  • master fuse
    • Conversion rate reduced from 100% to 50%.
    • Explanation:
      • The Master Exploder proved to be at its best when combined with the amount of Piercing Resistance players collect from multiple sources. Master Exploder completely overshadowed Trigger Sequence. We intend to change the power within the branch by redirecting the power from the Master Exploder to the Trigger Sequence to make the vertex node an attractive choice.
  • reverse thrust
    • Abnormal strength reduction per charge reduced from 30% to 25%.
    • Explanation:
      • The trigger sequence was overshadowed by the value Backdraft brought. We’re trimming some power from Backdraft and offsetting Trigger Sequence to make it a more desirable node.
  • Start sequence
    • Increased damage per stack from 25% to 35%.
    • Explanation:
      • As stated in the Master Exploder notes, the trigger sequence was marred by the combination of an intermediate node and a Coming in Hot node. While we don’t want to restrict players’ freedom of choice of Pax nodes, we still strive to make vertex nodes as profitable as possible so that their use seems worthwhile.
  • burnt offerings
    • Increased damage per tick increased from 10% to 20%.
    • Explanation:
      • Burnt Offerings ramp up too slowly for the collision rate that occurred after launch, so we’re speeding it up so that the node can deal significant damage from Burned Offerings faster and more reliably.
  • Forest fire / conduction
    • Fixed an issue that caused the “Wildfire” and “Conduction” pyromancer skill tree nodes to not function if players exceeded their cooldown reduction limits.
    • Explanation:
      • Nodes weren’t working properly and were shrinking due to the global cooldown reduction cap, which is pretty easy to achieve in Worldslayer.
  • Anomaly mark
    • Increased damage against marked enemies from 10% to 12%.
    • Explanation:
      • This is part of an overall change in which we are providing additional options for all firepower builds in the base game class trees.
  • Susceptibility
    • Reduced resistance reduction from 40% to 30%.
    • Explanation:
      • In Worldslayer, we introduced a systemic solution for mods that lowered Resistance, but Susceptibility moved away from this adjustment. We are fixing this to align it with mods like Asunder.
  • Reforged Legendary Set
    • Increased thermal bomb damage from 100% to 200%.
    • Feed the Flames damage increased from 100% to 200%.
    • Explanation:
      • The niche that Reforged occupied was filled with the advent of the Heatseeker set. So we aim to make them stand out by having Reforged play with BIG Heat Bombs compared to the MANY Heat Bombs that Heatseeker provides. Additionally, this change is another step towards making Feed the Flames a competitive choice for anomalous strength builds who want to play with the single target/cleave profile.
  • Legendary Torturer Pack
    • Total damage increased from 30% to 50%.
    • Explanation:
      • As with the Marshal set, we want the niche sets to excel in their assigned environment (for the Torturere set, this is the “Cleave” environment) without letting them succumb to the jack-of-all-trades sets.
OUTRIDERS: Update 07/28/2022

OUTRIDERS: Update 07/28/2022

Balance Changes – Trickster

  • quantum entanglement
    • Total damage increased from 20% to 30%.
    • Explanation:
      • Quantum Entanglement is currently competing with the Pain Transfer mod and, much to our dismay, is constantly losing in the arms race. Therefore, we increase its value so that it can shine as a split node, and also alleviate the overwhelming need to play with Time Rift.
  • Special tactics
    • Duration increased from 3 to 5 seconds.
    • Explanation:
      • We’re giving Special Tactics players a bit of a breather when looking for new Elites on the battlefield so they can keep accumulating ramp.
  • Cheap Shot
    • Debuff duration increased from 5 to 10 seconds.
    • Increased armor/resist damage from 30% to 40%.
    • Explanation:
      • Sneaky Shot is very underrated, so we’re adding the duration and increasing the kill ability to give players more options to debuff enemies on the battlefield, as well as allowing the debuff to last longer without players having to get up close and personal every few seconds.
  • Spectral Spike
    • Cooldown reduced from 1 to 0.5 seconds.
    • Explanation:
      • Similar to the change to Pyromancer’s Burnt Offering, we are reducing the time it takes for the Spectral Spike to reach its maximum power. This should make the build-up more fluid in the nascent combat pace of the Worldslayer.
  • Time Blade
    • Base cooldown reduced from 19.8 to 16.8.
    • Explanation:
      • We’ve looked at Anomaly Power builds that use a single source of damage (Temporal Blade), and this change is a small push to make his fight cycle smoother with faster access to Temporal Blade.
  • wind blow
    • Increased base damage from 6.5 to 13.
    • Explanation:
      • Cyclone Slice is having a hard time fitting into the Worldslayer environment, so we’re increasing its base damage to make it a more viable choice.
  • slow trap
    • Cooldown reduced from 10 to 8 seconds.
    • Explanation:
      • This change is another step towards making the Slow Trap more suitable for the fast-paced playstyles that the Trickster represents.
  • Ultimate Speed ​​Legendary Pack
    • Weapon damage bonus increased from 60% to 80%.
    • Explanation:
      • Firepower Tricksters are slightly inferior to Anomalous Tricksters, so we’re adding extra power to the set bonus to bring it in line with the Shield Bearer’s set.
OUTRIDERS: Update 07/28/2022

OUTRIDERS: Update 07/28/2022

Balance Changes – All Classes

  • Maxwell’s Demon Legendary Pack
    • Fixed an issue where the set bonus only considered bonus firepower and not overall firepower.
    • Explanation:
      • The Maxwell’s Demon set only consumed a fraction of the player’s firepower, which
        was not the expected result. This fix increases the strength of the bonus.
  • Trigger Twitch Legendary Bundle
    • Increased firepower ratio from 40% to 280%.
    • Fixed an issue where the Twitch Trigger Kit was unable to properly prioritize targets.
    • Explanation:
      • The Twitch trigger was fired with the wrong values, causing the set to lag a lot. This is an adjustment to bring it up to its intended power level.
  • Mage’s Fury
    • Fixed an issue that caused unforeseen issues with stack count and anomalous strength calculation.
    • Fixed an issue that caused stacks to not properly disappear when the player changed weapons.
    • Explanation:
      • Mage’s Rage gave twice as much as intended in terms of anomalous power. This change places the mod in the right place in terms of power. While this change may seem important to all players who rely solely on Mage’s Fury, our overall balancing ensured that not all excess power was wasted. Rather, it has spilled over into other mods and combinations to allow viable builds to spread more widely.
  • Self-treatment
    • Fixed an issue that caused the Self Healing Mod to fully restore players’ health each time it went off.
    • Explanation:
      • This is a simple bug fix, as the mod obviously did not work as it was stated in its description.
  • No resistance against fortified
    • Conversion rate reduced from 100% to 65%.
    • Explanation:
      • No Resistance Against The Fortified (NRAF) was launched with an unintentionally high value. However, seeing how dominant it has become in builds since then, we’re only cutting back on its power, not fully bringing it back. This change should reduce the ease of exceeding 100%
        pierce resistance, which was the main cause of the unintended, unrecoverable damage increase.
  • Dark sacrifice
    • Health drain reduced from 50% to 25%.
    • Damage bonus increased from 25% to 35%.
    • Explanation:
      • Dark Sacrifice was hit too hard with the launch of Worldslayer, so we’re restoring some of his power and also reducing the amount of attrition.
  • Murder
    • Increased damage per stack increased from 10% to 13%.
    • Duration increased from 8 to 15 seconds.
    • Explanation:
      • As with Dark Sacrifice, Killing Spree suffered too much damage after the launch of Worldslayer, so we are restoring some of the lost power.
  • Fortress
    • Damage boost increased from 20% to 25% at max stacks.
    • Explanation:
      • We are restoring some of the offensive power it previously lost so the mod can keep up with other booster mods that are improving with this patch.
  • First things first
    • Armor penetration value reduced from 50% to 30%.
    • Explanation:
      • We previously increased the value of First First, but this resulted in players intentionally not firing their weapons at all. We worked on this a bit while reworking Fortress last November. With that in mind, we’ve reduced the value of “First First” to encourage more firefighting, as we want players to enter combat thinking about what they’re doing, rather than relying on stat sticks and skill spam.
  • tactical retreat
    • Increased base damage from 54 to 62.
    • Explanation:
      • We are increasing the damage of this mod to make it more competitive with gold standard mods like Thunder’s Legacy. Since Tactical Retreat requires extra planning and effort to use the mod effectively, it should be a pleasure to rely on it.
  • Shock and Awe
    • Increased range from 5 to 10 m.
    • Fixed an issue that caused the Shock and Awe mod to trigger more often than intended.
    • Explanation:
      • We are increasing the range so that the mod competes better with similar mods in the same category that don’t require hitting enemies.
  • Anomaly Power class nodes
    • Increased anomaly strength from 10% to 15%.
    • Explanation:
      • As part of our compensation for the power vacuum created by the Mage’s Rage fix, we’re buffing class nodes to reclaim some of the power we lost.
  • Weapon Damage Class Nodes
    • Increased weapon damage value from 8% to 15%.
    • Explanation:
      • This change is intended to bring firepower builds for all classes in line with anomalous power builds.
OUTRIDERS: Update 07/28/2022

OUTRIDERS: Update 07/28/2022

 

OUTRIDERS: Update 07/28/2022

 

                                                    Here’s How to Install the Game?

Follow All Steps Given

  1. Click on the “Download Game” button to start Installation.
  2. Download Installer (Note Down: Current Setup Supports Resumable Downloads).
  3. Open the Installer, Click Next and choose the directory where to install.
  4. Let it Download Full Version game in your specified directory and choose the location Where to install game.
  5. Open the Game and Enjoy Playing Full Version Game.

 

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