![]() Adjusted the sparks hit VFX coloring and shape adjusted to more closely resemble blood VFX shape.An additional client-predicted small spark VFX now spawns immediately at the game space location of a hit.Server hit VFX confirms will now spawn at the location of the hit on the character and stay attached to that position (previously, it spawned at the game space location and stayed there).Increased firing rate from 9.25 to 9.75.Updated headshot multiplier from 3x to 2x (now the same as Judge and Bucky).First falloff range reduced from 9m to 7m.New tagging: 30 percent slow for 0.5s on a smooth curve going back to normal speed.Hitting an enemy past 10 meters will apply a different tagging value to them instead of the standard tagging.Tagging tuned for targets beyond 10 meters.When getting headshot by a shotgun, the aimpunch will be lower than all the other weapons.Polish work on Sova’s 1P hands to bring them up to the fidelity bar of the rest of our agents.Updated the physics on Sova’s cape so that it should wiggle outside his hitbox less frequently.Concuss now de-scopes players and prevents re-scoping.Detonation delay between blasts decreased from 0.3 to 0.255. ![]() ![]() Reduced windup time from 0.6 seconds to 0.5 seconds.Off-screen flashes now match the behaviour of other flashes in the game and apply a minimum amount of flash more aggressively.The area of Viper’s Pit is now shown on her team’s minimap when deployed.Decay on all smoke abilities no longer affects allies.Toxic Screen now goes up faster along its full length, once it starts to form.Can now be placed during the buy phase of rounds, through spawn barriers.More effectively shoots at an enemy’s last known location.No longer revealed by Sova’s Recon Bolt.Stealth audio range has been slightly increased.Visual effects have been added to make it easier to spot the grenade on the ground.Added a brief windup before damage begins.After a three-second delay, the wall becomes fortified to 800 HP. Fortifying Barrier: Wall forms at 400 HP.Self heal reduced from 100 over five seconds to 60 over 10 seconds.Heal reduced from 100 over five seconds to 60 over five seconds.(Picture: Riot Games)īuffs to Viper include her Toxic Screen's being able to be placed in the buy phase, with the going faster to its full effect.īreach's flashes have been increased from 2 to 3 and the wind-up time has been reduced from 0.6 to 0.5, meaning players can return to their weapons once used quicker.Ĭoncussion from Rolling Thunder will now also de-scope players and prevent re-scoping meaning the Agent, which has been one of the least picked throughout the life of the game, may become the most feasible anti-Operator Agent in the game. Killjoy's Nanoswarms won't quite be the same nuisance they once were. ![]() Killjoy's Nanoswarm is also the subject of nerfs it won't activate as instantaneously and its damage per second has been reduced from 60 HP to 40 HP. It isn't all bad though, for Sage mains, her Barrier Orb has been reduced in cost from 400 to 300, however, the Barrier itself works differently, starting from 400 HP and after 3 seconds going to 800 HP. Her Slow Orbs, already the focus of a previous nerf, have also been made less effective with the frozen area being reduced in size. Sage has long been one of the game's most powerful agents and a must pick for any team and that shows no signs of changing however the healing agent won't be just as powerful now with her healing potential being reduced in v1.07. And those are just the highlights! Read the full patch notes here: /BDTl6uIbe9 Patch 1.07 has arrived with our first Killjoy update, changes to shotguns, a remake option, and those hit reg visual improvements you’ve been asking for.
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