​V Rising Patch 1.1.13.0     ​

V Rising Patch 1.1.13.0 NotesAfter taking additional feedback, here’s a bit of a repost of the previous patch notes from our previous blog. For the sake of identifying changes between the previous notes and these ones, we’ve bolded the changes. Explanations have been left in for the purpose of context!The patch should be going live at 12 GMT / 2 PM CEST / 8 AM EDT IMPORTANT NOTE: This patch WILL NOT cause saves to break or reset.Bug FixesAn awkward little bug has been around for a while, where the dodge roll on the pistol could still take damage from some effects while mid-roll. This inconsistency was pretty frustrating, so we’re happy to finally crush it.Explosive Shot (Pistol)Fixed a bug where you could take damage during the roll.Snapshot (Crossbow)Fixed a bug where the projectile could go through objects after it splits.Camouflage (Slashers)The range of the attack has been reduced from 4 to 3.3 so that it properly matches the VFX.Fixed a few performance-related bugs server-side.GeneralOne of the common issues referenced has been Corrupted Blood in both PvP and PvE contexts. In PvP, the ghosts spawned can become an advantage and are used to trigger free counters. In PvE, they act as a sometimes frustrating downside to using the blood that can add an overwhelming amount of complexity to a portion of the game that can already start to become a little overwhelming.Our goal with this change to Corrupted Blood is to make it so that they no longer trigger counters. That takes away a significant portion of its PvP advantage, while touching something that is rarely used for such a small amount of value in PvE. Additionally, the dash speed reduction makes them a lot more manageable to dodge in PvE, and that additional touch of making them unable to cause a fatal blow means they’ll never be responsible for an outright death.Corrupted BloodThe hostile ghost spawned by Corrupted Blood has its dash speed reduced and will now pierce enemies. The damage will no longer trigger counters. Damage from ghosts can no longer cause a fatal blow.Balance ChangesSanguine Coil can be a bit oppressive in PvP due to the amount of charges and fast projectile speed. We’re going to slightly reduce the speed, but also buff the healing to give it more of a strong identity in line with its original purpose for those who want to play a more supportive role in both PvP and PvE.Sanguine CoilIncreased Cooldown from 6 to 7 seconds.Reduce default projectile speed by 20%.Increase healing on allies from 14-30% to 20-40% (Jewel Effect).Blood Rite has outshone similar spells, making it often feel like the best option to pick for a counter spell. We’re tuning it down just a bit in hopes it makes other options more appealing.Blood RiteReduce duration and damage on the follow-up attack from 20-40% (5-second duration) to 15-30% (4-second duration) (Jewel Effect)For Wraith Spear, we feel like its mobility is being exploited a bit too much with cancel casts, so we’re making it a

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