Patch Cosmic Winter Jubilee pt2

Cosmic Winter Jubilee Pt.2 | Open Beta | 18.12.24
Welcome to PART 2 of the Cosmic Winter Jubilee patch notes. We've been listening to your feedback and share your feelings, so please read these patch notes with the belief that we hear you and are moving fast to improve SUPERVIVE. That is all. Thank you for staying with us, and we hope you enjoy all the new PROGRESSION updates!
[TIME LIMITED] Resurgence Revival Rules & Ascending Armor
This is a change aimed at solo and new players, as automating early-game revival rules will alleviate early death frustrations (also known as “does my teammate know what aResurrection beacon is?”) while ensuring everyone gets more combat reps (a proven delighted).
We also acknowledge this is a bit of a stopgap solution and we’re making tradeoffs for it. It’s why we’re running it as a limited-time experiment rather than just yeeting it in with no brakes. I won’t color your feedback too much, but we’ve already made some pacing changes based on our veteran group playtest to ensure combat clarity stays clean in the mid to late game, and are excited to see how this pans out.
These new revival rules will run as an experiment from December 18th to the 20th - we will communicate via our official Discord and update this patch note page to let you know if the rules are turned off, partially turned off, or kept on due to overwhelmingly positive feedback :)
- For the first Day and Night, you will respawn in the air above a living ally after a delay
- You will respawn over the ally you’re currently spectating
- Respawn timer increases per respawn (increases individually)
- At the end of the first night, any player waiting to respawn will automatically respawn
- Regular
respawn beacons begin ruined when these rules are active, and become regular
beacons again when respawns end
- There’s a timer next to the minimap that indicates automatic respawn time remaining
Ascending Armor
When you introduce early game brawling, you’d better include some incentives!!! While the intrinsic reward of stomping your enemies is good enough for some, we felt we could pair the above change with more chase, so: introducing Ascendingarmor. This is an explicit, always-on reward for those who choose violence.
Dealing damage to enemy hunters will always progress your current armor towards upgrading to the next tier. Actions that improve your
armor include:
- Dealing damage to enemy hunters
- Knocking enemy hunters
- Assisting knocks on enemy hunters
Damage thresholds ramp heavily the higher tier the armor becomes:
- 2000 points to hit Green
- 5000 points to hit Blue
- 15000 points to hit Gold
- 20000 points to hit Red
You do not gain any durability when you level armor up
Ranked Performance Score
We’re pulling up a change we were originally planning for our ranked update in January—both in anticipation of the new revival rules, but also because we want to reduce the ranked inflation that comes from especially bloody games.
- Previously: in addition to earning ranked points (RP) for placement, you also earn ranked points for all kills scored during the game
- Now: in addition to gaining points for placement, you will earn ranked points for “final kills” or “team eliminations”
- Final Kills: If you were the last team to kill a player before their team was eliminated, you will gain +3 RP (squads) or +4 RP (duos)
- Team Elimination: If you kill the last player on a team and knock that team out of the game permanently (thereby eliminating them), you will gain a bonus +2 RP on top of the final kill score
- To earn final kill points, your team has to outlast the other (ie. if your team kills 3 enemies on a team, your team gets eliminated, and then the enemy team is eliminated, you will not get final kill points)
Holiday Progression & Cosmetics
Hunter Mastery Pass
- Running until January 8, 2025, every level of Hunter Mastery you have or earn over this time will contribute that amount of points toward the Hunter Mastery Pass (so if you have Hunter Mastery 1 for
Celeste, you’ll have 1 point—if you progress to Hunter Mastery 2 for
Celeste, you’ll gain 2 points, totalling 3 points)
- Get enough Hunter Mastery levels spread across any number of hunters, and you’ll unlock enough
VIVE Points to unlock any legendary variant (or a bunch of goodies in the shop), as well as an exclusive Santa (?)
wisp and
titles!
Mastery Level 6
- We’ve added another reward to Hunter Mastery level 6, which grants 150
VP - enough to buy a rare
skin! This change is permanent so don’t feel like you gotta hit 6 right now - we’re just letting you know.
Expanded Holiday Store and VIVE Points for Cosmetics
Hunters
The goal here is to bring a few Hunters who were a bit out of the meta, back in. Welcome back, friends.

Void
- Bloom resets faster
- Unempowered shots no longer pierce terrain but now go 35% further (700 ➜ 950)
Cooldown has been reduced from 12/9/9 ➜ 10/7/7 seconds
- Bomb initial damage increased 10%

Ghost
- Unempowered damage increased 20%
- Damage increased 20%
- Beam now deals explosive damage (blast
Oath shields with it!)

Myth
- Green LMB perfect shot damage increased 5%
- All Blue LMB damage reduced 10%

Shiv
Continuing our work to add more excitinglevel 3 options.


Felix & Brall
We’re removing some ‘boops’ on abilities that add a lot of ‘movement corrections’ where - if you have a mid-to-high ping - you’d get hit by the ability and then micro-teleported because your client predicted you’d be in one place while the server knows you’re about 2cm off the mark (and then forcibly ‘corrects’ you to that spot). I won’t go further except to say: the magical spirit of online netcode dislikes fast, tiny movement disagreements between two clients and a server, so we are remediating.
Game Systems
It’s time to start improving the playing-against side of Stealth. While using Stealth can feel deceptive and fun, we’re seeing (and hearing) that Stealth warnings are too subtle. By the time you realize someone’s un-stealthed, it can feel within the range of - “you’re already dead!”
Stealth Nerfs (nerfs to Stealth, not secret nerfs)
- Increased inner and outer ring detection ranges for Stealth
- Volume brought up for Enemy Stealth SFX
- More changes coming in a future patch—this is just the first step
Map Pulses for Audio
Audio scouting is obviously much harder in a top-down game than a full 3D shooter, so we’re trying to make that skill a little more accessible and equitable for all.
- Enemy combat actions and loud sounds now show up as pulses on your minimap and megamap. Footsteps do not
- These pulses get less accurate the further they are from your location
Evil Keys
These have already felt too plentiful, and more PVP will likely drive the count higher. We’re nerfing the drop rate ofEvil Keys so these feel more appropriately special and rare
- Reduced the spawn rate and maximum number of
chests that can spawn each match
Wisps
We like that there's some conversational play when someone is down as aWisp (I like to whisper to my teammates as I wiggle toward them), but we also want to increase urgency and tension for teammates who are considering rescuing you.
Wisp bleedout time reduced from 30 ➜ 15 seconds