After some major tune ups, Behemoth (Bob) is now available for all players in Stage 2.
Quick run down of his changes below:
New Passive: Living Fortress
Behemoth will gain stacks of damage resistance after a certain damage threshold.
Each stack lasts for a short time. The main goal of this is to block burst damage during combat.
As Behemoth gains stacks, his armor will start glowing brighter to inform players he is taking less damage.
+75 Direct Damage to apply a stack.
4% Damage Reduction applied per stack.
Stacks will expire after 4 seconds.
Stacks max out at 10.
Traversal: Rocky Roll
Maneuverability has been increased dramatically to give Bob more control.
No longer blocked by wildlife.
Can quickly change directions while in the roll.
Gravity has also been increased while inside the roll.
No longer grants 50% damage reduction while inside the roll.
The ability has undergone a complete code refactor to assure it will properly work when cast near Hunters.
Slabs will always spawn at the cursor's location when casted.
Minimum cast range was decreased to allow closer casts of the Rockwall.
Improved consistency when cast near cliffs and hills.
Behemoth is now able to aim the ability until it is casted.
(Similar to how Goliath can aim rock throw)
Improved overall consistency with the ability.
Targets within the visual effect will be grabbed unless a major portion of the target is blocked by geometry.
Visual effect will light up when a viable target is inside the effect radius.
Keep in mind Tongue grab has a travel time.
Tutorials are now mandatory again
If you have not played a tutorial, this is now forced before playing a multiplayer match.
Note: If you have not played a Co-op vs AI match there is now a 3,000 Silver Key reward for completing one match in Co-op vs AI.
Store Content (all live today)
Behemoth Blood Rock
All Monsters now gain energy when dealing damage to Hunters
After 3000 damage dealt to Hunters, a Monster will gain 1 bar of Evolve energy.
This only works when dealing damage to Hunters.
Armor is not gained when the energy is gained.
Travel speed increased to 240 from 120
Explosion radius increased to 3 meters from 2.5 meters
Damage reduced to 83 from 90
Slow reduced to 45% from 50%
Radius reduced to 14 meters from 17 meters
Reduced to 13 seconds from 15 seconds
Toss distance increased to 10 meters from 7 meters
Health increased to 150 from 70
Activation radius increased to 1.8 meters from 1.3 meters
Turret toss distance increased to 10 meters from 7 meters
Capacity reduced to 315 energy from 350 energy
Fixed an issue where the wrong loading screen would display for specific characters.
Fixed an inconsistency with Goliath’s Leap Smash indicator not properly displaying the correct size.
Fixed an issue where selecting a preferred role would give the user a random role in Arcade matchmaking.
Fixed an issue where hunters can shoot through Behemoth Rock Wall.
Fixed Random Role Preference not actually being random.
Added Wraith's missing image to the Deploy screen and Versus screen in co-op matches.
Accolades have been re-sorted.
Paladin Parnell's Rocket Launcher now plays an explosion sound in multiplayer.
Fixed the incorrect mode being displayed in lobby when joining on a friend.
Fixed an issue where AI Wraith would not use abilities for long periods of time.
Loading screen will no longer show Goliath while it's loading the selected character's loading screen.
Bucketfall weapon skin preview has been added.
Text fixes and character ability clarification and consistency fixes.
Lightning Strike and Death Spiral had a clarity pass to remove some of the visual clutter they would create during combat.
Accolade tab added to the Profile card
This shows all possible accolades for the selected character on the profile card.
Weekly Store Updates (all are released on patch day now)
Hyde Sword set
Tech Sgt. Hank Predator set
Rogue Val Valkyrie set
Dev Insight: This balance patch had a pretty big focus on Monster perk balance and making sure the perk scaling on perks was not so drastic between the Monster perk upgrades. We also made some adjustments to the solo player matchmaking bonus and took another look at Paladin Parnell after his first week out on Shear.
Climb Speed to 13%| 15% | 18% from 10% | 14% | 18%
Stamina Recharge to 4.5% | 5% | 6% from 3% | 4.5% | 6%
Damage Resistance to 3.5 | 4.5% | 5% from 3%| 4%| 5%
Damage Resistance decreased to 5.5% | 6.5% | 7.5% from 4% | 6% | 8%
Movement Speed to 10% | 11% | 12% from 7.5% | 10% | 12.5%
Armor regen to 25% | 30% | 35% from 15% | 25% | 35%
Damage Resistance 3.5% | 4% | 5% from 3% | 4% | 5%
Climb Speed to 10% | 11% | 12% from 6% | 9% | 12%
Feed Speed increased to 18% | 19% | 20% from 13% | 17% | 20%
Smell Range increased to 18% | 19% | 20% from 13% | 17% | 20%
Sense bonus increased to 18% | 19% | 20% from 13% | 17% | 20%
Feed Speed to 32.5% | 35% | 37% from 27.5% | 32.5% | 37.5%
Movement Speed to 5.5% | 6.5% | 7% from 5%| 6% | 7%
Pounce Damage to 28% | 29% | 30% from 15% | 25% | 30%
Damage over time to 6 | 7.5 | 8 from 5 | 7 | 8
Climb Speed to 40% | 42.5% | 45% from 35% | 40% | 45%
Traversal Speed to 7.5% | 8.5% | 10% from 6% | 8% | 10%
Damage Resistance decreased to 8.5% | 9% | 10% from 8% | 10% | 12%
Feeding Speed decreased to 50% | 65% | 72.5% from 40% | 60% | 80%
Movement Speed decreased to 8.5% | 9.5% |10.5% from 8% | 9.5% | 11%
Movement Speed to 14% | 15% | 17% from 13% | 15% | 17%
Slow Debuff to 25% | 28% | 30% from 20% | 25% | 30%
Climb Speed to 18% | 19% | 20% from 10% | 15% | 20%
Feed Speed to 30% | 35% | 40% from 25% | 32.5% | 40%
Smell Range to 28% | 29% | 30% from 20% | 25% | 30%
Sense bonus to 28% | 29% | 30% from 20% | 25% | 30%
Smell Range to 55% | 60% | 70% from 50% | 60% | 70%
Sense bonus to 55% | 60% | 70% from 50%| 60% | 70%
Pounce 58% | 60% | 65% from 55% | 60% | 65%
Stamina recharge to 15% | 16% | 17% from 13% | 15% | 17%
Damage over time decreased to 14 | 15 | 17 from 13.5 | 15 |19
Damage over time decreased to 7.5 | 8.5 | 9 from 8 | 9 | 10
Cooldown reduction decreased to 12% | 13% | 14% from 10% | 12.5% | 15%
Climb Speed decreased to 17% | 19% | 23% from 15% | 20% | 25%
Damage Resistance to 6% | 7% | 8.5% from 5% | 7% | 9%
Damage Resistance decreased to 12% | 13.5% | 15% from 12% | 14% | 16%
Movement Speed to 19% | 21% | 23% From 17% | 22% | 23%
Armor Regen to 40% | 50%| 60% from 35% | 50% | 60%
Damage resistance decreased to 8% | 9.5% | 11% from 8% | 10% | 12%
Stamina Recharge increased to 18% | 19% | 21% from 16% | 18% | 20%
Damage over time decreased to 24 | 25 | 28 from 23 | 26 | 30
Climb Speed increased to 28% | 29% | 32% from 20% | 25% | 30%
Feed Speed increased to 56% | 58% | 62% from 50% | 55% | 60%
Smell Range increased to 38% | 39% | 42% from 30%| 35% | 40%
Sense Bonus increased to 38% | 39% | 42% from 30% | 35% | 40%
Damage over time decreased to 19 | 20 | 21 from 19 | 21 | 23
Thrust reduction decreased to 12% | 15% | 18% from 10% | 15% | 20%
Slow Debuff to 36% | 38% | 40% from 30% | 35% | 40%
Cooldown Reduction reduced to 16% | 17% | 19% from 16% | 18% | 20%
Reload delay increased to 1.5 seconds from 0.5 seconds
We like how strong the Repulsor feels right now but felt it needed to recharge just a bit slower to give Monsters some wiggle room during those close fights where Jack shines.
Incap healing reduced to 250 from 300
Simply put his incap healing was allowing Slim excel in almost every situation in combat. We wanted to give Monsters a longer chance to punish Slim once they break through his healing.
Paladin Parnell (Parnelladin)
Damage per pellet reduced to 8 from 11
Spread reduced to 3 min 5 max from 5 min 10 max
Cooldown reduced to 15 seconds from 20 seconds
Duration reduced to 13 seconds from 15.5
Removed self damage when activating Righteous Fury
Launcher spread reduced to 1 min 6 max from 0.1 min 10 max
Incap healing reduced to 140 from 190
We wanted to move Paladin Parnell a bit away from the strong team healing and really focus on his strength of being one of the best medics at self sustain. The Mutagen Shotgun also received a damage nerf but we felt it needed to feel much more consistent in order to help Paladin recharge his heal burst cooldown faster.
Reload delay increased to 1.5 seconds from 1.2 seconds
Self shield value reduced to 500 units from 545 units
Team shield value reduced to 450 units from 500 units
Hank has been performing exceptionally well at all levels. Sporting a +60% win rate at high and low level, we felt he needed to be brought back a notch with 2.09. We are focusing mainly on the Shield Burst to bring down his overall power a bit.
Damage over time reduced to 17 from 19
Damage over time reduced to 10 from 11
Nerve Toxin Dart
Damage over time reduced to 28 from 30
Renegade Abe has quite a lot of hidden strength. With all the utility and post-Dome damage he brings we felt he needed one more pass to see where he lands after 2.09.
Duration to 13 seconds from 15 seconds
We like that Parnell is a strong pick right now but felt he was just getting too much value out of the duration of Super Soldier.
Other Support shield increased to 600 from 550
Self Support shield increased to 600 from 500
Kala is an interesting character that we’ve had our eyes on for the last few weeks. We’re starting slow here with some Shield Burst changes to help her survive through Dome fights for longer.
Solo Matchmaking Bonus
Rank 2 Solo Player bonus (2 party / 2 Solo)
Max Health bonus to 12% from 15%
Strafing Speed bonus decreased to 6% from 8%
Movement Speed bonus 6% from 8%
Jetpack Recharge 6% from 8%
Rank 3 Solo Bonus ( All Solo Players)
Health bonus decreased to 20% from 25%
Strafing Speed bonus decreased to 10% from 12%
Movement Speed bonus decreased to 10% from 12%
Jetpack Recharge 10% from 12%
Removed extra subtitles that were not spoken on Deepest Dark.
Fixed an issue where the dropship timer would disappear for the monster after Emet uses his dropship beacon.
The UI will properly update to show available characters and skins after purchase in the character select screen.
Invite button for a fifth player in co-op has been removed.
Fixed an issue where the monster player will be unable to select their abilities after evolving.
Fixed Gorgon Spider Trap fast run speed.
Fixed an issue where the hunters will face the wrong way after being revived.
Fixed non-Deepest Dark reavers having red trials despite running at regular speeds.
Fixed an issue where the deploy screen will not show the correct monster after customizing the slot in solo.
Fixed Wraith's Decoy video in the character select screen showing old functionality.
Fixed an issue where the hunter team can see what the monster player selected when swapping roles in character select.
Fixed an issue where Elder Kraken's Chain Lightning sound is extremely loud.
Fixed an inconsistency with Quantum Caira's tutorial VO and text.
Lennox Plasma Lance multiplier now displays the correct values.
Fixed various text issues across the game.
Fixed stuck bots teleporting.
Fixed a roach spot in Distillery near the orange chemical vat.