Gold + Mobility + Discord Patch

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PatchSeason0Act1Crysta.png
Supervive Symbol White.png
Gold MATTERS + Mobility Adjustments + Discord Social
Season Zero | Arc 1 | 05.02.25


Big strategic changes are coming with this patch, so read up on what’s important!

Okay this is one of the largest patches we’ve shipped, ever. And for good reason - there’s a lot of work to do as we rebuild the entire strategic layer of SUPERVIVE toward a brighter future. Speaking to the why: when we launched SUPERVIVE into open beta, we quickly saw that new players just didn’t know where to go or what to do in our more open-ended game. So we spiked some short-term changes like QuestGiverBubble.pngquests and the day 1 revival rules to try to expose the base game more quickly—which netted out some improvements.

That said, we knew there would be knock-on effects for the entire state of the game, like the revival rules reducing the consequentiality of the early game, and that teams would still struggle to make strategic decisions once their basic QuestGiverBubble.pngquests were done.

Looking forward, we believe that SUPERVIVE needs a lot more strategic structure to work as a deep, competitive game. We think it’s important that players can intuit what to do next in the game to win, as well as feeling there are meaningful choices to make along the way. This all starts with having a strong, knowable game structure to evaluate how you’re doing, which we can then build off of. This is why we’re starting with Gold Icon.pnggold mattering a lot more, as this is one of the cleanest benchmarks of progression that almost all players understand.

P.S. We’re still working on that fireside to talk about the state of the game (and where we’re bringing it), but need some time to bake our thoughts. Thanks!

Also there is just an extreme amount of stuff in this patch you should read up on, including:

  • You upgrade your Attack Damage.pngEquipment via Gold Icon.pnggold at Basecamps, Boat Shop.pngShops, and Wandering Shopkeepers
  • You now drop half of your Gold Icon.pnggold on death
  • Powers below exotic are now soulbound
  • Mobility adjustments across the Hunter roster
  • You can link your DiscordLogo.png Discord to import your friends list, send messages, and invite friends via DiscordLogo.png Discord
  • A new missions hub has been added to the lobby next to the queue button
  • We are experimentally supporting controller gameplay
  • Also:
Dgcrystaportraitdeliver0022.png

Crysta

NOTE: In most regions you can get Crysta for free by participating in the DiscordLogo.png Discord quest! Go check your DiscordLogo.png Discord quests to see if you’re eligible.

A new Hunter: Crysta, the Supercharged Burst Mage

Crysta P.png Reverberation (PASSIVE)

  • Crysta’s abilities mark enemies that her basic attacks and ultimate can detonate.

Crysta lmb 1.pngMaybelle & Boo (LMB)

  • Fire a shot from your drone, dealing TX UI Icon AbilityPower.pngdamage, and detonating Reverberation.

Crysta RMB.png Flux Snare (RMB)

  • Fire an energy snare that does TX UI Icon AbilityPower.pngdamage on the way out, then returns: pulling, dealing TX UI Icon AbilityPower.pngdamage, and grounding targets it hits on the way back.

Crysta Dash.png Double Dash (SHIFT)

  • A short dash with two charges.
  • After every dash, Crysta shoots an TX UI Icon AbilityPower.pngempowered doubled basic attack, which can stagger monsters.

Crysta Q.png Magireactive Burst (Q)

  • Press to fire a TX UI Icon AbilityPower.pngdamage zone to target location.
  • Press again to detonate, dealing TX UI Icon AbilityPower.pngdamage to enemies in the zone.

Crysta R.png Nuclarite Salvo (R)

  • Fire a barrage of 5 energy beams at the target location, alternating over each shoulder, firing two projectiles on the last shot.

Discord Social

We believe SUPERVIVE is best played with friends and so we’re partnering with DiscordLogo.png Discord in order to make that easier for everyone. SUPERVIVE accounts can now be linked with DiscordLogo.png Discord!
  • Linking your DiscordLogo.png Discord account will allow you to do the following:
    • See your DiscordLogo.png Discord friends on your SUPERVIVE friends list
    • You can send party invites to your DiscordLogo.png Discord friends, and they can accept them from in-game and/or from DiscordLogo.png Discord itself
    • You can send DiscordLogo.png Discord friend requests to your SUPERVIVE friends who have linked to DiscordLogo.png Discord
    • Message them while in-game and have those messages persist between DiscordLogo.png Discord and SUPERVIVE
      • NOTE: We do not have any access to your entire private DM history - our platform just acts as a data pipeline to DiscordLogo.png Discord, who stores your messages on their platform
    • Display a rich social presence to DiscordLogo.png Discord so friends can know how many minutes you are into your Squads game and when they can jump in.
  • You can unlink in the settings menu

Ranked Party Restrictions

In the Beebo patch we changed matchmaking in Ranked to be based on a combination of both rank and your MMR. This has improved matches and ensured that players are being matched more consistently with people of similar ranks. Historically we’ve let GrandMaster players party with Bronze players, which as you can imagine can make fair matchmaking pretty difficult. You can continue to party with friends in normal games with no restrictions, but when it comes to earning RP, there are now limits to how far apart ranks can be within a party.
  • The following is the full breakdown of allowed ranks (left is highest rank in your party, right is lowest rank allowed):
    • Platinum & lower <> Bronze
    • Diamond <> Gold
    • Master <> Platinum
    • GrandMaster+ <> Diamond

Game Structure

Early Game Structure - Gold Matters

A major theme of feedback we’ve heard from players across all skill bands (especially new ones) is that the early game of SUPERVIVE is really free-flowing, which results in an experience where it’s hard to know: am I doing the right things? Am I playing optimally or not?

The changes we made to the leveling structure (removing daily level caps) was the first step. We’re continuing on that path to both simplify our various ‘progression bars’ in the game, as well as having two key measuring sticks of power: levels and Gold Icon.pnggold earned.
  • You now upgrade your Attack Damage.pngequipment at Shop.pngShops with Gold Icon.pnggold
  • Monsters mostly drop Gold Icon.pnggold (Chargers and Screamers occasionally drop potions)
  • All purple chests now drop guaranteed Gold Icon.pnggold - along with other stuff
  • You can now Shop.pngshop at Base Camps, Boat Shop.pngShops, or wandering Shopkeepers
  • The Anywhere Shop.pngShop has been disabled
  • Cooking is gone
  • You must purchase consumables (Icon ViveBrew.pngVive Brew, etc) at Shop.pngShops or looted from enemy deathboxes
  • ‘Gold Score’ (a combination of ‘held gold’ and ‘spent gold’) has been added to the UI - this is shown in the top right, next to TX UI Icon AbilityPower.pngdamage, and on the *scoreboard next to Held Gold Icon.pngGold. You can use this score to roughly calibrate enemy strength in terms of what they’ve purchased for upgrades or compare farm *rates with the rest of your team.
  • Various parts of the economy have been tuned for this new Gold Icon.pnggold world (including Shop.pngShops costs and how much Gold Icon.pnggold monsters give)
  • All boss monsters except biome bosses (the ones that spawn after you’ve cleared the zone) have had their EXP and Gold Icon.pnggold rewards significantly increased
    • EXP Increased about 2.5x
    • Gold Icon.pngGold reward increased from ~600 Gold Icon.pnggold to always giving 2,000 Gold Icon.pnggold for every nearby ally
  • After the last night of the game, if there aren't any Shopkeepers in the game, one will be spawned at random and dropped onto the map after a short duration
  • Also a reminder that if your team doesn’t own a Base Camp you can still upgrade and buy supplies at Boat Shop.pngshops and wandering Shopkeepers.
  • Deathboxes are now colored to reflect how much Gold Icon.pnggold they have in them

More Consequence - Gold Drops

A criticism of our day 1 revival rules is that there’s no early game consequence (valid). Trying to address that:
  • When you die, you lose 50% of your Gold Icon.pnggold

EXP Changes

One of the biggest pain points we’ve heard with the leveling changes is that it can take forever to get your ‘kit unlocked.’ Part of what we liked about adding additional levels is more space between the kit unlocked breakpoint and getting your ultimate, so we’re shifting EXP from 1, 2, and 3 to levels 4, 5, and 6 so you can unlock your kit faster but still take the same amount of time to get your ultimate.

Attached to this, we overshot our changelist last patch in swinging the game too hard toward PvE farming, so we’re increasing the rewards of PvP (especially early game PvP) so those skirmishes matter in building a lead.
  • EXP gained from knocking enemies has been increased across the board (when they are higher level, at-level, or below level)
  • PvP knocks will grant a full level no matter what if you’re below level 3TX HUD Level3.png
  • Opening boxes and vaults now give XP, which scales up with the phase of the game
  • Level 1-6 EXP per-level requirements changed from 50/65/80/95/110/300 ➜ 45/55/85/100/115/300

Soulbound Powers (below Exotic)

In our current Gold Icon.pnggold-matters world, we’re seeing powers be deprioritized for the more guaranteed, reliable value of Attack Damage.pngequipment upgrades (which you don’t lose when you die). We want players to be able to learn and appreciate the value of powers, so that starts with them being reliably accessible at least throughout a game session.
  • All powers are soulbound, except exotics (meaning: powers don’t drop on death, only on team wipe)

Monster Staggering

What we mean by monster staggering: when there is a blue circle under the monster, hitting them with an ability will ‘stagger’ the monster, dealing a large % of their TX UI Icon Health.pnghealth as TX UI Icon AbilityPower.pngdamage, and making them take bonus TX UI Icon AbilityPower.pngdamage for a set period of time. With PvE playing a larger role in the game, we’re going to continue refining mechanics so they feel interesting.
  • Monster stagger windows are increased by 1 second
  • Monsters now become staggerable at set TX UI Icon Health.pnghealth thresholds
  • Stagger TX UI Icon AbilityPower.pngdamage has been lowered from 60% total TX UI Icon Health.pnghealth ➜ 25% total TX UI Icon Health.pnghealth (but there are more windows)

Pod Drop Speed Increased, Especially for Solo Pods

In a world where split Gold Icon.pnggold farming is more valuable, we’ve seen the desire for teams to split up even more in the early game. Basically this allows solo pods to break off and move further away from the main ‘team’ pod, faster.
  • Team drop pod speed has been increased by +50%
  • Solo pod drop speed has been increased by +200%.
  • Detach from team pod time reduced from 1 ➜ 0.5 seconds

Hunters

LMB Levels

Adding a little more build texture for where you put your early-to-midgame ability levels.
  • All Hunters can upgrade their primary attack (LMB), which will either grant TX UI Icon AbilityPower.png+10% damage per upgrade or +20% ability power ratio (meaning they scale with your ability power)

Mobility, Balance, and You

We like that our action combat feels visceral and fast, but want to address cases that make you (or your target) feel out of control. These changes are targeted at making combat more predictable, knowable, and reactable by adding windowing—meaning clear windows or moments where you and your opponent can ‘see’ the next step in the combat flow and can micro-adjust, rather than just slamming out abilities.

Also to call out the addition of ‘winddown’ frames on Oath and Brall - we know that having mechanical optimizations for hyper-mobility is cool, but it creates an arms race where we either have to buff up the entire roster to match that level of speed and fluidity (we’re already seeing unreactable engagements) or we have to hold the line with reductions so there’s some form of parity. We choose the latter.

Anyway, going to call out the changes we’ve made explicitly toward our goals of mobility balance, the details of which will then be noted under the Hunter’s total changelist.
  • CloseUpPortrait Joule.pngJoule’s Abilities Joule RMB.png Voltaic Spear (RMB) now spawns a lightning orb after a brief delay, rather than instantly, so she can’t instantly combo the two abilities for a free, unreactable Abilities Joule Shift.png dash reset
  • CloseUpPortrait Joule.pngJoule’s Abilities Joule R.png Thunderstorm (R) has had its cast time increased and has a landing indicator
  • CloseUpPortrait Kingpin.pngKingpin’s level 4TX HUD Level4.png Abilities Kingpin Shift.png dash (SHIFT) is less effective at resetting his Abilities Kingpin LMB.pngshotgun (LMB) attack speed so he can’t instantly mow you down with a combo
  • When CloseUpPortrait Brall.pngBrall and CloseUpPortrait Kingpin.pngKingpin cast their big windup ability (CloseUpPortrait Brall.pngBrall’s Abilities Brall RMB.png RMB or CloseUpPortrait Kingpin.pngKingpin’s Abilities Kingpin Q.png Q) and then immediately dash to negate the cast-time of the ability, they are now restricted in how much they can turn/aim that ability
  • CloseUpPortrait Brall.pngBrall’s Abilities Brall Q.png Tether Strike (Q) impulse force has been decreased, TX UI Icon AbilityHaste.pngcooldown has been increased, and level 4TX HUD Level4.png upgrade now refunds less TX UI Icon AbilityHaste.pngcooldown when an enemy is hit. Additionally, the tether now breaks if CloseUpPortrait Brall.pngBrall is stunned, and cannot be activated if CloseUpPortrait Brall.pngBrall is rooted or grounded
  • CloseUpPortrait Oath.pngOath and CloseUpPortrait Brall.pngBrall now have ‘winddown’ frames on certain movement abilities, where they can’t immediately use their glider to sustain momentum
  • CloseUpPortrait Bishop.pngBishop’s Abilities Bishop R.pngBlast-Off! (R) now has a cast time wind-up and has had its velocity decreased

Killfeed RocketJumper.png
Bishop

We’re hearing feedback that Bishop’s talents don’t have a lot of diversity, so we’re adjusting the other options to be more attractive, and giving her a general buff. Regarding the ultimate change - we like biasing her ult usage more toward offensive engages and less defensive ‘get out of jail’ use.

TX LMB Bishop.pngRocket Launcher (LMB) - Big Rocket

  • Empowered shots now deal TX UI Icon AbilityPower.png+20% more damage and have +10% explosion radius

Abilities Bishop RMB.png Displacement Charge (RMB)

  • Level 4TX HUD Level4.png upgrade now gives: -5 second TX UI Icon AbilityHaste.pngcooldown and radius/impulse have been increased

Abilities Bishop Q.png Haymaker (Q)

  • Level 4TX HUD Level4.png upgrade now gives a shield for hitting multiple targets (up to 2) and reduces the TX UI Icon AbilityHaste.pngcooldown by 1 second for each target hit

Abilities Bishop Q.png Blast-Off! (R)

  • Initial cast time increased from 0.3 ➜ 0.5 seconds
  • Velocity decreased from 2500 ➜ 2250


Killfeed Ronin.png
Brall

Still does a lot of TX UI Icon AbilityPower.pngdamage and is moving all over the place. We talked about the movement changes above, but to especially call out the winddown frames - we understand going from super-mobile Brall to this version might feel more restrictive, but we have to start clamping down on free movement to get to a more balanced world. Context on the RMB change: it’s an experiment where the spell is slower and heavier, but easier to aim—hopefully makes him feel rewarded for landing it, while being clearer to enemies.

General

  • CloseUpPortrait Brall.pngBrall’s Abilities Brall Shift.png Flame Step (SHIFT) and Abilities Brall RMB.png Adaptive Strike (RMB) dash now have ‘winddown’ frames where CloseUpPortrait Brall.pngBrall can’t immediately enter a glider state to preserve extreme forward momentum

Abilities Brall Passive.png Blazing Spirit (Passive)

  • Updated Blazing Spirit to be way more noticeable while also framing CloseUpPortrait Brall.pngBrall more clearly

Abilities Brall RMB.png Adaptive Strike (RMB)

  • Cast time increased from 0.35 ➜ 0.55 seconds
  • CloseUpPortrait Brall.pngBrall can now aim Abilities Brall RMB.png RMB freely
  • Now has a warning icon overhead of the CloseUpPortrait Brall.pngBrall when casting
  • Now displays separate cast bars for press and hold vs. tap
  • Execution Slam
    • Execution multiplier decreased from 2x ➜ 1.5x
    • Execution threshold decreased from 45% ➜ 35%

Abilities Brall Shift.png Flame Step (SHIFT)

  • TX UI Icon AbilityHaste.pngCooldown increased from 10/6/6/6 ➜ 11/9/7/6 seconds
  • Casting Abilities Brall RMB.png Adaptive Strike (RMB) and then using Abilities Brall Shift.png Flame Step (SHIFT) now restricts how far you can turn while dashing
    • This means you can flick your RMB a lot less if you try to use Shift to get around RMB’s cast time

Abilities Brall Shift.png Tether Hook (Q)

  • Impulse force decreased from 2150 ➜ 1900
  • TX UI Icon AbilityHaste.pngCooldown increased from 14.5/12.5/10/10 ➜ 18/16/14/12 seconds
  • Level 4TX HUD Level4.png Upgrade now refunds 50% ➜ 33% remaining TX UI Icon AbilityHaste.pngcooldown when an enemy is hit
  • Tether now breaks if Brall is stunned
  • Tether cannot be activated when Brall is Rooted or Grounded


Killfeed Assault.png
Ghost

Abilities Ghost Shift.png Combat Slide (SHIFT)

  • Level 4TX HUD Level4.png Upgrade now grants a 2 second Movement Speed buff on dash end


Killfeed HookGuy.png
Kingpin

We’re keeping an eye on Kingpin, but for now just trying to curb his more extreme combos.

Abilities Kingpin Shift.png Dash (SHIFT)

  • Level 4TX HUD Level4.png upgrade attack speed reset has been reduced from 100% ➜ 50%
  • Casting Abilities Kingpin Q.png Primal Slam (Q) and then using Abilities Kingpin Shift.png Dash (SHIFT) now restricts how far you can turn while dashing
    • This means you can flick your Q a lot less if you try to use Shift to get around Q’s cast time


Killfeed Stalker.png
Jin

We felt like Jin did too much TX UI Icon AbilityPower.pngdamage with his LMBs when sticking on targets and had access to his ultimate too frequently. We still want him to fulfill his role as an assassin so we’ve adjusted his Q to be slightly more consistent.

Abilities Jin LMB.pngAsh’Gara Warblade (LMB)

  • TX UI Icon AbilityPower.pngDamage reduced by 20%

Abilities Jin Q.png Flip Slash / Death Blow (Q)

  • Red decals now display on both spells to better communicate hitboxes
  • Death Blow base TX UI Icon AbilityPower.pngdamage increased from 58/72/90/90 ➜ 81/101/126/126
  • Death Blow AP ratio scaling increased from 29%/36%/45%/45% ➜ 38%/48%/60%/60%
  • Death Blow TX UI Icon AbilityPower.pngexecution damage scaling has been reduced from 100% <> 400% scaling to 100% <> 300% scaling from 0% to 80% missing TX UI Icon Health.pnghealth
    • Death Blow should do more TX UI Icon AbilityPower.pngdamage than before until around the 60% TX UI Icon Health.pnghealth mark
    • Death Blow is slightly nerfed (~5%) to enemies below the 60% TX UI Icon Health.pnghealth mark

Abilities Jin R.png Feylight Clone (R)

  • TX UI Icon AbilityHaste.pngCooldown increased from 40/35/30 ➜ 45/40/35 seconds


Killfeed Storm.png
Joule

Previously, Joule could snapcast her RMB and dash through it immediately knowing that it’d give her a reset. This change means that she’ll have to pause before committing. We know adding more windows to someone as lightning-fast as Joule may feel disruptive, but as we’ve said before, we need to start clamping down on these unreactable, hyper-fast actions to get to a readable, balanceable game state.

Abilities Joule RMB.png Voltaic Spear (RMB)

  • Lightning orb now spawns instantly ➜ after a 0.5 second delay
    • NOTE: 0.5 seconds is the value we’re starting with. We still want Joule to feel like lightning, but we also want it to feel like there’s a breath for other players to react. This is a lever we’re looking to tune so tell us how you feel.

Abilities Joule Shift.png Surge (Shift)

  • Dash explosion radius reduced from 200 ➜ 160

Abilities Joule R.png Thunderstorm (R)

  • Cast time increased from 0.15 ➜ 0.3 seconds
  • Landing indicator added


Killfeed ShieldBot.png
Oath

We’ll just keep saying this: we know that having cool mechanical optimizations for hyper mobility is fun, but it sets the stage for a mobility arms-race where everyone needs to either be able to react to lightning fast engagements or have ones of their own. Gotta start somewhere.

General

  • Oath’s Abilities Oath Shift.png Spin Dash (SHIFT) and Abilities Oath LMB.pngMagnetic Hammer (LMB) attack now have ‘winddown’ frames where Oath can’t immediately enter a glider state to preserve extreme forward momentum


Killfeed Sniper.png
Shrike

General

  • Bugfix: Fixed an issue where Shrike’s Abilities Shrike Shift.png Disengage (SHIFT) would sometimes get overwritten when trying to bunnyhop

Abilities Shrike LMB.pngTruetalon Rifle (LMB)

  • Reduced TX UI Icon AbilityHaste.pngcooldown from 1.7 ➜ 1.5 seconds per shot (this increases her rate of fire)
  • Proc-ing Abilities Shrike Passive.png Raptor’s Mark (PASSIVE) can now stagger Monster

Abilities Shrike Q.png Scout Hawk (Q)

  • Picking ward up makes you vulnerable and roots you now
  • Doubled the TX UI Icon Health.pnghealth of the ward, and added TX UI Icon Health.pnghealth bar visuals

Abilities Shrike RMB.png Dive-Bomb (RMB)

  • Should feel better to use


Killfeed Void.png
Void

  • Abilities Void LMB.pngGravity Orb (LMB) TX UI Icon AbilityPower.pngdamage no longer scales continuously with time spent not firing. Instead, TX UI Icon AbilityPower.pngdamage is binary (fully charged vs. uncharged)

Items

Consumables

We think the average SUPERVIVER-ian should be able to afford basic household goods, so we’ve asked vendors to lower prices and they listened (also they really upped their stock). One spicy one to note is that MOST WANTED is now available at the Shop - a hero play is just 3000 goldGold Icon.png away.

Base Camp Shop Prices:

  • Icon Hypervive.pngHypervive: 2000 ➜ 1000 goldGold Icon.png
  • Icon Jumppad.pngJump Pad: 2000 ➜ 3000 goldGold Icon.png
  • ComingSoonTM.pngNEW Elixir of Health: 1500 goldGold Icon.png
  • ComingSoonTM.pngNEW Elixir of Mana: 1500 goldGold Icon.png
  • ComingSoonTM.pngNEW Elixir of Speed: 1500 goldGold Icon.png
  • ComingSoonTM.pngNEW Most Wanted: 3000 goldGold Icon.png
  • ComingSoonTM.pngNEW Ultravive: 5000 goldGold Icon.png
  • Icon Basecamp.pngDeployable Base: 5000 goldGold Icon.png
  • ComingSoonTM.pngRespawn Beacon (Unchanged): 8000 goldGold Icon.png

Icon ScanGrenade.pngScan Grenade

If you’re tired of getting bush cheesed, try one of these out.
  • Can now be picked up off the ground
  • Increased cast TX UI Icon Range.pngrange by 500

Powers

T KaijuEye.pngAbyssal Eye

  • Holder can now see invisible units
  • Only their vision cone can see invisible units

T BlinkDagger.pngBlinkstone

  • TX UI Icon AbilityHaste.pngCooldown increased from 12.5 ➜ 20 seconds

TX Shield 3.pngDelicate Barrier

  • DR linger duration increased from 0.5 ➜ 1 seconds
  • DR amount decreased from 50% ➜ 30%

Map

SupervMapChange.png

Ion Acres + Site 38

  • Has received a Gameplay and Visual Update

New Map Area: Fortress (a sub-area of Chaos Steppes)

  • Gameplay and Visual Update

Client

Practice While in Queue

  • A common request from players has been that once you’re queued you’d like to be able to jump into Practice.
  • We’ve added a new queueing option so you don’t need to re-queue from Practice Mode

Custom Games

  • You now have the ability to disable the Day 1 revival rules in Custom Games as a setting

Tutorial

  • Removed parts that are no longer accurate

Team Communications/Coordination

SupervivePingsNew.jpg
  • "Fight!", "Group Up!", and "Help!" have been added to the ping wheel, now with new art

Ally Camera

We have new Keybinds to have your camera look at your teammates
  • Holding F2, F3, F4 switches the camera to your ally location for P2, P3, and P4
  • Keys are rebindable
  • You still have control over your character while looking at your ally
  • Will try and show ally deathbox if they're dead

Voiceover (VO) Updates

  • Added Announcer VO for 4 and 3 squads remaining
  • Increased Ability VO TX UI Icon AbilityHaste.pngcooldowns across the board (e.g., Ghost players will hear "Firing Downrange!" less often)

Experimental Controller Support

VERY EXPERIMENTAL. TRY AT YOUR OWN DISCRETION BUT MAYBE TRY IN PRACTICE MODE FIRST.
SuperviveControllerSet.png

KNOWN ISSUES:

  • The Controller is known not to work in the following areas:
    • Out of Game
    • Drop Phase (selecting drop location)
    • When interacting with Shop UI / Death boxes
    • Interacting with other HUD elements (when fully eliminated)

Missions Hub

While some players are grinding ranked all day every day, for many other players Hunter’s Journey, Mastery, and the Battle Pass are the core of their progression experience. Daily and Weekly missions are one of the biggest sources of EXP and while we’ve had a missions tab, it was hard to notice and most players never really realized that they were there. We’ve created a new missions hub that highlights new missions available to you and should make it easier for you to identify things to do to level up faster.
  • A new missions hub button has been added to the lobby
  • When you have new missions it will light up with a notification
  • When missions are complete, go back to the hub after your game to claim your rewards

Other QoL/Bugfixes

  • CloseUpPortrait Void.pngVoid has received updated tooltips (thank you OmnipresentOatmeal!)
  • Fixed an issue where Crystals that spawn in the second phase of Biome Soul Bosses would fall over and die on their own
  • RainCloud.pngMana Cloud: Updated activation VFX
  • CloseUpPortrait Hudson.pngHudson: If you hit an enemy with your ultimate, you are no longer yaw locked to face them
  • Interact: Increased the interact buffer time from 0.2 ➜ 0.5 second to make it easier to interact with things like sniper ward
  • The Two-Way Tunnels and CloseUpPortrait Beebo.pngBeebo Hunter missions now progress if you get an assist while fulfilling the mission conditions, not just a knock (thank you for the suggestion Keldric Usugi!)