The Division: Update 1.4 – The patch notes in English!

The Division: Update 1.4 – The patch notes in English!

In The Division, the final patch notes for update 1.4 are known. They are substantial.

Phew, there’s a lot to read now. On October 25th, update 1.4 goes live, and it comes with a ton of new features and changes. We have already introduced these bit by bit over the past weeks and months, so you can find an overview of the main updates in patch 1.4 here.

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Massive just released the complete patch notes, which are quite overwhelming (They are almost 7000 words). We embed these in German here.

The final patch notes for patch 1.4

New feature: World Ranks

  • As soon as you reach level 30, you can choose a world rank that determines the level of NPCs and the quality of loot they drop.
  • There are a total of 4 world ranks:
    • Rank 1 – Enemy level: 30; Gear score of rewards: 163
    • Rank 2 – Enemy level: 31; Gear score of rewards 182; Unlocks the Challenging difficulty and Incursions
    • Rank 3 – Enemy level: 32; Gear score of rewards: 204
    • Rank 4 – Enemy level: 33; Gear score of rewards: 229
  • The difficulty of an activity at a world rank (normal, hard, challenging) determines the amount of rewards.
  • The heroic difficulty is no longer available.

Improvements to the user interface

  • A user interface for reporting players is now available for PC users.
  • Players can now mark mods as “junk”.
  • Players can now mark weapons and gear as “favorites” and thus lock them in the inventory. Locked items cannot be sold, shared, or dismantled.
  • At the vendor, there is now an option to buy back items. This allows players to regain items they accidentally sold.
  • The vendors and menus now have a quick navigation option, allowing players to quickly display the type of items they want to see.
  • Weapon skins now no longer require inventory space.
  • Equipped items now always appear at the top of the inventory list.
  • Upgraded items now display a symbol next to the upgraded value/talent.
  • Crafting materials can now be processed in stacks at the crafting station.
  • Players can also dismantle items in the stash.
  • Players now have the option to search for a better server if they are currently on one that they do not like. This is possible in the group management menu.
  • Players can no longer open their inventory if they are affected by a status effect.
  • The upgrading station now opens immediately and no longer waits for the animation.

Changes to gameplay

  • The duration to kill an NPC has been shortened.
  • The AI has been improved in many areas.
  • The ammunition capacity has been increased by 50% starting from level 30.
  • When searching for players, the game will now try to fill empty slots automatically, if the group’s privacy settings allow it.
  • Fire and explosive ammunition no longer cause status effects such as staggering and burning.
  • Precision now decreases for a short time after executing a combat roll.
  • A delay has been introduced for leaving a group and re-signing for player search.
  • The magazines of the weapons will now be automatically filled when a supply crate is accessed.
  • Starting at level 30, the crates with crafting materials in the Operations Base contain high-end materials.
  • The value of scrap collecting has been removed from the game. The value of scrap collecting has been removed from all gear items. New gear items can no longer receive the scrap collecting value.
  • The display of rogue players on the map will now grow larger the closer the rogue is to the player.
  • The player’s grenade damage now scales with the current world rank to ensure that efficiency against NPCs exists across all world ranks.
  • NPCs with shotguns: their damage and precision have been slightly reduced. This lowers the range, and shots at long and medium distances should be less deadly.
  • Some improvements to NPC AI.
  • Health now slowly regenerates completely when not in combat.
  • The way NPCs react to the threat from players has been updated, ensuring they now respond in a more predictable way for the player.

Activities, loot, and rewards
General changes

  • All NPCs now have a chance to drop high-end items or gear set items. The chances are better against tougher enemies (Veteran, Elite).
  • The weighting of gear scores has been removed from all activities except for incursions. Each gear set can now drop in any activity.
  • The loot containers for the weekly missions now contain items that scale with the player’s current gear score.
  • Blueprints for mods of level 33 and high-end items with gear score 229 have been integrated.
  • Operational performance: Players can now earn experience beyond level 30 and continue to level up and thus earn loot containers.
  • The inventory of vendors has been updated:
    • The quality of items now better matches the player level when leveling from 1 to 30.
    • Vendors now sell items with gear scores of 163 to 229, as soon as the player reaches level 30.
    • More high-end items have been stocked for all currencies at vendors.
    • The vendors for Phoenix and Dark Zone credits have more gear set items:
      • The vendor for Phoenix credits sells items for each gear set for a random slot.
      • The Dark Zone vendor sells 1 random gear set.
  • Vendors now sell sealed containers for all currencies.
  • The prices for precision rifles, assault rifles, and shotguns have been reduced.
  • Gear set items now cost the same as high-end items and have thus become much cheaper.
  • The item prices in Dark Zone currency have been adjusted. Items with gear score 182 have become slightly more expensive, while items with gear score 204 have become slightly cheaper. These changes have been implemented to ensure a reasonable, fair price increase for items concerning the gear score.
  • When paying with Phoenix credits, items with gear score 182 have become slightly cheaper, while items with gear score 229 have become slightly more expensive. These changes have been implemented to ensure a reasonable price increase for items concerning the gear score.
  • The loot rate of all named NPCs encountered during a mission or incursion has been modified, unless they are the final boss. They no longer guarantee high-end loot. Instead, there is now a guarantee for crafting materials and a chance for a high-end or gear set item.
  • The Phoenix Credit vendor has been removed from the Technical Wing of the Operations Base.
  • The blueprints for high-end and gear set items no longer require Division Tech material.

Open World

  • Groups of NPCs and bosses now roam again in the open world. They will reappear every 4 hours. Unfortunately, this change did not make it to the PTS of week 3. It will be included in update 1.4.

Main Operations

The rewards for all main operations have been updated:

  • Normal Mode
    • Boss loot:
      • 1x Superior or high-end
    • Reward:
      • 1x Superior
  • Hard Mode
    • Boss loot:
      • 1x High-end
    • Reward:
      • 1x High-end
  • Challenging Mode
    • Boss loot:
      • 1x High-end
      • 1x gear set item
      • 1x high-end mod
    • Reward:
      • 2x high-end or gear set item
      • 30 Phoenix credits

Search and Destroy as well as High-Ranked Targets

  • Search and Destroy now rewards the player with 5 reconnaissance data at the mission board for normal Search and Destroy, 10 for critical Search and Destroy (instead of 2 and 4).
  • The vendors for High-Ranked Targets now sell 2 of each mission type instead of just 1.
  • 40 new missions have been added to the selection for High-Ranked Targets.
  • The prices for missions for high-ranked targets have been adjusted and normalized to avoid overlaps. This results in a slightly lower price for most missions.
  • The daily high-ranked targets now scale with the group size.
  • The difficulty of some of the hardest missions for high-ranked targets has been slightly reduced.
  • The enemies for Search and Destroy are now normal or veteran enemies instead of primarily elite.

Updated rewards for high-ranked and high-risk target missions:

  • Daily low-cost high-ranked target
    • Boss loot:
      • 1x high-end or gear set item
    • Reward:
      • 15 Phoenix credits
  • Daily mid-cost high-ranked target
    • Boss loot:
      • 1x high-end or gear set item
    • Reward:
      • 1x high-end
      • 20 Phoenix credits
  • Daily high-cost high-ranked target
    • Boss loot:
      • 1x high-end or gear set item
    • Reward:
      • 1x high-end or gear set item
      • 25 Phoenix credits
  • Weekly low-cost high-ranked target
    • Boss loot:
      • 2x high-end or gear set item
      • 1x high-end mod
    • Reward:
      • 1x high-end
      • 1x gear set item
      • 50 Phoenix credits
  • Weekly high-cost high-ranked target
    • Boss loot:
      • 1x gear set item
      • 1x high-end or gear set item
      • 1x high-end
    • Reward:
      • 2x high-end
      • 1x gear set item
      • 50 Phoenix credits
  • Weekly low-cost high-risk target
    • Boss loot:
      • 2x high-end or gear set item
      • 1x high-end mod
    • Reward
      • 1x gear set item
      • 1x high-end
      • 1x high-end weapon
      • 60 Phoenix credits
  • Weekly high-cost high-risk target
    • Boss loot:
      • 1x gear set item
      • 1x high-end or gear set item
      • 1x high-end mod
    • Reward
      • 2x gear set item
      • 1x high-end
      • 1x high-end weapon
      • 70 Phoenix credits

Underground

  • Players can now also earn experience beyond Underground level 40 and thus earn more Underground containers.

The rewards for all Underground operations have been updated:

  • The directives are now rewarded with Phoenix credits instead of items.
  • Normal Mode (Boss loot)
    • 1x Superior or high-end
    • Chance for a high-end mod
  • Hard Mode (Boss loot)
    • 1x high-end or gear set item
    • 1x gear set item
    • Chance for a high-end mod
  • Challenging Mode (Boss loot)
    • 2x high-end or gear set item
    • 1x gear set item
    • Chance for a high-end mod

Incursions

  • Falcon Lost now has additional checkpoints after each C4 explosion.
  • The cover of the 4 Riders has been changed to prevent players from hiding from the remote-controlled vehicles.
  • The cooldown for skills is now reset when the group dies and is revived at the last checkpoint.
  • The gear weighting of incursions has been changed: Instead of guaranteeing specific gear sets, each incursion now guarantees one item for a slot.
    • Falcon Lost: Gloves and Masks
    • Clear Sky: Body Armor and Holster
    • Dragon’s Nest: Backpack and Knee Pads

The rewards for all incursions have been updated:

  • Challenging Mode
    • Boss loot:
      • 2x high-end or gear set item
      • 1x high-end weapon
      • 1x high-end mod
      • Chance for a named weapon
      • 100 Phoenix credits
    • Reward:
      • 2x high-end or gear set item
  • Heroic Mode
    • Boss loot:
      • 2x high-end or gear set item
      • 1x high-end weapon
      • 1x gear set item
      • 1x high-end mod
      • Chance for a named weapon
      • 120 Phoenix credits
    • Reward:
      • 2x gear set item
      • 1x high-end weapon
      • 1x high-end or gear set item

Dark Zone

The rewards for boss loot and supply drops in the Dark Zone have been updated:

  • Boss loot:
    • 1x high-end or gear set item
    • 1x high-end gear mod or weapon mod
  • Supply drops
    • 1x high-end or gear set item
    • 1x gear set item
    • 1x high-end mod
    • 15 Phoenix credits

Gear scores

  • The skill bonus has been removed from all items. Instead, the backpack, holster, and knee pads will now have additional slots for performance mods (backpack = 2, holster = 1, knee pads = 1). Note that this change will not be retroactive.
  • Gear items with a gear score of at least 182 now offer fixed base values for all main attributes (in addition to a random status value bonus)
    • 182 = 48 firearms, stamina, and electronics
    • 204 = 101 firearms, stamina, and electronics
    • 229 = 148 firearms, stamina, and electronics
  • The range of additional bonuses such as critical hit chance and headshot damage has been reduced.
  • Newly weighted bonuses will now be granted through performance mods.
  • The overlap of values from different gear scores has been removed (this does not apply to percentage-dependent values).
  • The armor has been reworked:
    • The armor now has adjusted damage mitigation according to the world rank you are in.
    • The damage mitigation is now capped at 70%.
    • To reach the damage mitigation cap, higher armor values are now required, forcing you to invest in this value.
  • Toughness now considers the resistance against all damage types.
  • The bonus for health points upon kill has been reduced by 50%. This change also affects current equipment. The 2-piece bonus of the Path of the Nomad set is not affected.
  • The bonus of skill haste now directly impacts the cooldowns of skills. For example: 10% skill haste now reduces the cooldown of the skill by 10%.
  • The gear talents have been rebalanced:
    • Fulfilled: The rewards for awards are now tripled (no change)
    • Sharpshooter: The first 3 bullets of the magazine have a 5% higher chance to deal a critical hit (instead of 5 to 10%).
    • Clever: After reloading, the next shot of this weapon has a 10% higher critical hit chance (instead of 5 to 10%)
    • Decisive: Headshots with the handgun deal 35% more damage (instead of 10 to 25%).
    • Enduring: If health is in the last segment, it continuously regenerates to fill the segment (no change).
    • Powerful: Increases armor by 15% when the individual skill is active (instead of 5 to 15%).
    • Inventive: Increases skill power by 15% when at full health (instead of 5 to 15%)
    • Nimble: When moving from cover to cover in combat, 2% of the maximum health is healed for every meter traveled (no change).
    • Alert: The bonus for finding gold increases by 15% (instead of 10 to 25%, the amount is not influenced).
    • Promising: Critical headshots grant credits (no change).
    • Hasty: The cooldown for healing skills is reduced by 15% (instead of 5 to 15%).
    • Relentless: Increases damage by 8% and incoming damage by 10% (instead of 5 to 15% outgoing damage).
    • Recovered: Damage while moving from cover to cover is regenerated for 5 seconds when the target is reached (no change).
    • Refreshed: Healing is increased by 30% when the last segment of the health bar is reached (instead of 10 to 30%).
    • Rehabilitated: Heals 2% every second when you are affected by a status effect (no change).
    • Rejuvenated: Using a first aid kit also removes all negative status effects (no change).
    • Unyielding: 5% of damage from skills is returned as healing (instead of 3%).
    • Resourceful: The healing you receive is also applied to your skill items (no change).
    • Robust: Increases armor in cover by 30 (instead of 25 to 30%).
    • Wild: The critical hit chance increases against targets outside their cover by 7% (instead of 5 to 15%).
    • Specialized: Adds 200% firearms and stamina skill power (instead of 15% – note that the drastic increase is due to the new calculation method).
    • Stalwart: Health regeneration occurs twice as fast when in cover (no change).
    • Stable: Increases armor by 15% when cover has not been left for at least 4 seconds (instead of 5 to 15% and 10 seconds).
    • Technical: Increases skill power by 15% when the individual skill is active (instead of 5 to 15%).
    • Tenacious: Increases damage for 10 seconds by 10% when a first aid kit is used (instead of 5 to 15%)
    • Energetic: Allows all healing skills to over heal (no change).

Character Talents

  • Chain Reaction: Damage bonus reduced by 50% from 40% to 20%.

Skills

General Changes

  • Skill power no longer increases linearly, but follows a curve with diminishing returns.
  • The fixed limits have been removed from most skills.
  • The expected skill power is now 3 times higher. The skill power resulting from the electronics value has been multiplied by 3.
  • Skill haste has now been capped at 60% to prevent too short cooldowns.
  • All skills except the individual skills now have at least a 5-second cooldown.

(Values only for comparison for a level 1 character)

First Aid

  • General Changes
    • All cooldowns have been set to 60 seconds.
    • Reduced scaling of the cooldown with skill power from 100% to 70%.
  • Base Skill
    • Healing limit increased by 300% to 300,000.
    • Self-healing increased by 81% from 500 to 1,000.
    • Ally healing increased by 81% from 500 to 1,000.
  • Defibrillator
    • Self-healing increased by 36% from 550 to 750.
    • Ally healing increased by 172% from 550 to 1,500.
  • Overdose
    • Self-healing increased by 100% from 750 to 1,500.
    • Ally healing remains unchanged at 750.
  • Doping Injection
    • Self-healing increased by 105% from 440 to 900.
    • Ally healing increased by 50% from 600 to 900.

Impulse Generator

  • General Changes
    • Reduced scaling of critical hit chance through skill power from 100% to 50%.
    • Reduced scaling of critical hit damage through skill power from 100% to 50%.
    • Reduced scaling of cooldown through skill power from 100% to 80%.
    • Base skill and all mods: Critical hit chance has been set to 6%.
  • Base Skill
    • Critical hit damage has been reduced by 70% from 20% to 6%.
  • Impulse Amplifier
    • Critical hit damage has been reduced by 70% from 20% to 6%.
  • Scrambler
    • Critical hit damage has been reduced by 70% from 20% to 6%.
    • If the impulse is used with this mod, threat decreases.
  • Tactical Scanner
    • Critical hit damage has been reduced by 68% from 25% to 8%.
    • Cooldown has been reduced by 15% from 70 to 60 seconds.

Turret

  • General Changes
    • Reduced scaling of cooldown through skill power from 100% to 80%.
    • Health of base skill and all mods (except Taser) has been increased by 50% from 1,000 to 1,500.
    • Duration of base skill and all mods (except Taser) has been increased by 50% from 30 seconds to 45 seconds.
    • Scaling of health with skill power has been set to 200%.
  • Base Skill
    • Range has been increased by 17% from 30 to 35 meters.
  • Active Sensor
    • Range has been increased by 17% from 30 to 35 meters.
    • Damage has been increased by 22% from 18 to 22.
  • Flamethrower
    • Damage has been increased by 20% from 30 to 36.
  • Taser
    • Range has been decreased by 20% from 20 to 16 meters.
    • Health has been decreased by 50% from 1,000 to 500.
    • Damage has been decreased by 80% from 10 to 2.

Support Station

  • General Changes
    • If the player is incapacitated while using the support station in solo mode, they can respawn here.
    • Health rate of base skill and all mods (except Lifesaver) has been increased by 67% from 30 to 50.
    • Duration of base skill and all mods (except Immunizer) has been decreased by 50% from 30 to 20 seconds.
    • Health of base skill and all mods has been increased by 100% from 500 to 1,000.
    • Base skill and all mods now have no healing rate limit.
    • Base skill and all mods now have no duration limit.
    • Base skill and all mods: 44% reduced base value for cooldown from 90 to 50 seconds.
    • Scaling of cooldown with skill power has been set to 80%.
  • Lifesaver
    • Revival duration has been decreased by 40% from 5 to 3 seconds.
    • Range has been increased by 33% from 6 to 8 meters.
    • Healing rate has been increased by 100% from 30 to 60.
  • Ammo Cache
    • Healing rate has been raised to the same level as the other mods from 24 to 30 (increase of 25%).
    • Skill haste bonus has been reduced by 70% from 50% to 15%.
  • Immunizer
    • Duration has been decreased by 33% from 24 to 16 seconds.

Sticky Grenade

  • General Changes
    • Base skill and all mods now have no damage limit.
    • Scaling of damage with skill power has been set to 125%.
    • Scaling of cooldown with skill power has been set to 80%.
    • Base skill and all mods: The PvP modifier has been reduced by 51% from 90% to 44%.
  • Base skill
    • Cooldown has been increased by 80% from 50 to 90 seconds.
  • Proximity Trigger
    • Cooldown has been increased by 80% from 50 to 90 seconds.
  • Blind Grenade
    • Explosion radius has been reduced by 25% from 8 to 6 meters.
  • Monster Grenade
    • Cooldown has been increased by 80% from 70 to 125 seconds.

Mobile Cover

  • General Changes
    • Base skill and all mods now have no health limit.
    • Base skill and all mods now have no cooldown limit.
  • Blast Shield
    • Minimum and maximum damage now scale with skill power.
    • Minimum and maximum damage is now displayed in the tooltip.
    • Resistance has been increased by 180% from 12.5% to 35%.
  • Countermeasures
    • Health has been increased by 33% from 6,000 to 8,000.
    • Using this cover will apply a threat reduction.
  • Expansion
    • Using this cover will apply a threat increase.

Search Mine

  • General Changes
    • Base skill and all mods now have no health limit.
    • Base skill and all mods now have no cooldown limit.
    • Health of base skill and all mods (except Multi-Mine) has been increased by 100% from 150 to 300.
    • Cooldown of base skill and all mods (except Gas Charge) has been reduced by 29% from 70 to 50 seconds.
    • Scaling of cooldown with skill power has been set to 80%.
  • Base skill
    • Damage has been increased by 100% from 1,000 to 2,000.
  • Air Detonation
    • Damage has been increased by 100% from 300 to 600.
    • Radius has been increased by 25% from 4 to 5 meters.
  • Multi-Mine
    • The multi-mine additionally gains the bleeding wound effect along with the damage.
    • Health has been increased by 100% from 50 to 100.
    • Damage has been increased by 100% from 300 to 600.
  • Gas Charge
    • Cooldown has been reduced by 17% from 60 to 50 seconds.

Ballistic Shield

  • General Changes
    • Base skill and all mods now have no damage limit.
    • Base skill and all mods now have no defensive buff limit.
    • Base skill and all mods now have no health limit.
    • Base skill and all mods now have no cooldown limit.
    • Cooldown of base skill and all mods has been reduced by 11% from 45 to 40 seconds.
    • Scaling of cooldown with skill power has been set to 80%.
    • Scaling of health with skill power has been set to 200%.
    • Base skill and all mods take 50% less damage from enemy NPCs.
    • Base skill and all mods: When the shield is equipped, a threat increase is applied.
    • Base skill and all mods: When the shield is equipped, a threat increase is applied when shooting.
  • Base skill
    • Base health has been increased by 25% from 3,000 to 3,750.
  • Kinetic Shield
    • Base health has been increased by 25% from 3,000 to 3,750.
  • Reactive Seeking
    • Base health has been increased by 25% from 4,500 to 5,625.
  • Assault Shield
    • Health has been increased by 25% from 2,250 to 2,812.

Attachment

  • General Changes
    • The cooldown of the attachment now begins only after the attachment has been destroyed.
    • The damage resistance of the base skill and all mods has been reduced by 65% from 20% to 7%.
    • The damage bonus of the base skill and all mods will now be replaced with these two bonuses:
      • Weapon stability +7%
      • Weapon precision +7%
    • The cooldown of the base skill and all mods is set to 60 seconds.
    • Scaling of the defensive bonus with skill power is set to 150%.
    • Scaling of the weapon stability bonus with skill power is set to 150%.
    • Scaling of the weapon precision bonus with skill power is set to 150%.
    • Base skill and all mods now have no range limit.
  • Trapper
    • Now applies a stability and precision debuff to enemies in cover:
      • Weapon stability -5%
      • Weapon precision -5%
    • Damage bonus to enemies in cover is set to 5%.
    • Damage resistance is reduced by 75% from 20% to 5%.
    • The damage bonus is now replaced by these two bonuses:
      • Weapon stability 5%
      • Weapon precision 5%
  • Charging
    • The bonus from skill haste has been reduced by 25% from 20% to 15%.
    • Stealth
      • Using this cover will apply a threat reduction.

Individual Skills

  • A shared cooldown mechanic has been implemented: Players in a group who receive a buff from an individual skill are immune to that individual skill for 30 seconds after the first runs out.

Individual Skill Recovery Link

  • The Recovery Link now also revives downed teammates and automatically revives the player in single-player mode.
  • Range has been increased by 25% from 40 to 50 meters.
  • Instant healing now heals 50% of the target’s total health.
  • The duration of the sustained healing has been increased by 140% from 5 to 12 seconds.
  • The sustained healing now heals 100% of the target’s total health for 10 seconds.

Individual Skill Tactical Link

  • The critical hit chance bonus has been removed.
  • The damage bonus has been reduced by 40% from 50% to 30%.
  • Three new bonuses have been added:
    • +50% Skill Power
    • +50% Reload Speed
    • +30% Weapon Stability
  • Range has been increased by 20% from 25 to 30 meters.

Individual Skill Survival Link

  • The damage resistance has been reduced by 38% from 80% to 50%.
  • The duration has been reduced by 20% from 15 to 12 seconds.
  • The range has been increased by 20% from 25 to 30 meters.

Weapons

General Changes

  • Named weapons are no longer limited to specific gear scores (except Damascus, which is only available for one gear score).
    • The world rank determines the gear score of a weapon when it drops or is purchased.
    • All blueprints for named weapons have been removed. If you already own them, they stay in your possession, but you can only craft them for that gear score.
    • Named weapons can only be acquired through loot or vendors now.
  • The SPS calculation now evaluates headshot damage differently for each weapon type to better guide players when modifying weapons.
  • Weapon improvement: When improving weapons, players can now choose from 6 talents plus the existing one (instead of 3+1). This should somewhat reduce the influence of randomness and increase the chances of getting the talent you want before reaching the cap.
  • The weapon mods have been changed: They now have a large bonus and a few smaller bonuses depending on the quality of the mod.
  • Some values of weapon mods have been merged into one:
    • Horizontal stability and initial stability are now found in stability.
    • Shooting from the hip has now been merged with precision.
  • Damage bonuses are now applied additively instead of multiplicatively.
  • The weapon talents have been rebalanced.
    • Precise: Precision is increased by 25% (instead of 20 to 50%).
    • Proficient: Using a skill increases your critical hit chance by 7.5% for 15 seconds (instead of 3 to 10% for 5 seconds).
    • Balanced: The weapon reaches maximum precision shouldered faster (no change).
    • Brutal: With this weapon, headshot damage increases by 12% (instead of 10 to 25%).
    • Capable: Using a skill improves your weapon handling for 15 seconds (The handling is improved by 25% instead of 20 – 50% for 15 instead of 5 to 15 seconds).
    • Demanding: Each elimination achieved with an active individual skill extends its duration by (5 to 20) % (no change).
    • Competent: Weapon damage is increased by 10% for 15 seconds after using a skill (instead of 5 to 15% for 10 seconds).
    • Cool-headed: A headshot reduces the cooldown of all skills by 5% (instead of 2 to 7.5%).
    • Deadly: The critical hit damage is increased by 15% (instead of 5 to 30%).
    • Destructive: With this weapon, armor penetration is increased by 15% (instead of 3 to 20%).
    • Determined: Eliminating a target reduces the cooldown of skills by 7.5% (instead of 5 to 10%).
    • Dominant: Each kill that occurs while your individual skill is active reduces the cooldown of your other skills by 10% (instead of 3 to 10%).
    • Malicious: Damage against named and elite enemies is increased by 10% (instead of 5 to 15%).
    • Wrathful: With this weapon, the critical hit chance increases by 5% while the health bar has more than two segments (instead of 5 to 15%).
    • Reckless: The last bullet of a magazine deals 60% more damage (instead of 25 to 60%).
    • Restored: This talent has been removed from the game.
    • Talented: Headshot kills with this weapon increase individual skill resources by 5% (instead of 3 to 13%).
    • Stable: Stability is increased by 35% (instead of 20 to 50%).
    • Ready: This talent has been removed from the game.
    • Enduring: Killing a target increases health points by 6% (instead of 1 to 6%).
    • Nimble: Reloads 15% faster (instead of 5 to 15%).
    • Gifted: Eliminating a target with this weapon increases skill power for 20 seconds by 15%. This effect is not cumulative. Eliminating a new target resets the timer. (instead of 3 to 10%, 5 to 15 seconds).
    • Toxic: Headshots with this weapon have a 15% chance to activate the blind status effect (instead of 5 to 15%).
    • Trained: Critical hits increase individual skill resources by 0.1% (no change).
    • Retaliatory: Damage is increased based on missing health: 1 missing segment +10%; 2 missing segments +25% (instead of 5 to 10%, 15 to 25%).
    • Vengeful: The critical hit chance is increased by 10% when the health bar has more than two segments (instead of 5 to 15%).
    • Receptive: At a distance of less than 10 meters to the target, damage is increased by 15% (instead of 5 to 15%).
    • Prepared: Critical hits with this weapon heal the user for 3% of the damage dealt (instead of 0.5 to 3%).

General Weapon Balance Adjustments:

Assault Rifles

  • G36: Base damage has been reduced by 5%.
  • The talents of the Caduceus have been modified to replace the removed talent and fit the new gear score. It now has the following talents:
    • Gifted: Eliminating a target with this weapon increases skill power for 20 seconds by 15%. This effect is not cumulative. Eliminating a new target resets the timer.
    • Competent: Weapon damage is increased by 10% for 15 seconds after using a skill.
    • Determined: Eliminating a target reduces the cooldown of skills by 7.5%.

LMGs

  • The damage bonus of all LMGs against targets outside of cover has been reduced from a maximum of about 28% to a maximum of 19%.
  • L86: The base damage has been reduced by -7.4%.
  • RPK: No change
  • M60: The base damage has been increased by 19.4%.
  • M249: The base damage has been increased by 17.4%.

MPs

  • The critical hit damage bonus has been reduced from a maximum of about 47% to a maximum of 38%.
  • MP7: The base damage has been reduced by 27.6%.
  • MP5: The base damage has been reduced by 11.1%.
  • Vector: The base damage has been reduced by 13.8%.
  • SMG9: The base damage has been reduced by 9.2%.
  • AUG: The base damage has been reduced by 10.3%.
  • MP19: The base damage has been reduced by 13.8%.
  • T821: The base damage has been reduced by 13.3%.

Shotguns

  • The damage of all shotguns with gear score 229 has been reduced by 30%.
  • Showstopper: The base damage has been increased by 20%.

Sniper Rifles

  • M1A: Base damage has been reduced by 35%.
  • SVD: The base damage has been reduced by 3.7%.
  • SCAR: The base damage has been increased by 22.9%.
  • SRS: The base damage has been increased by 20%.
  • M44: The base damage has been increased by 15%.

Pistols

  • X45: Base damage has been reduced by 40%.
  • M9: The base damage has been increased by 10%.
  • Px4: The base damage has been increased by 25%.

Gear Sets

General Changes

  • The gear scores of the sets have been adjusted to the level of high-end items.
    • 191 gear set items now have a gear score of 163.
    • 214 gear set items now have a gear score of 182.
    • 240 gear set items now have a gear score of 204.
    • 268 gear set items now have a gear score of 229.
  • The 5-piece set bonus has been removed from all gear sets.

Striker’s Combat Gear

  • 2 pieces: +20% stability
  • 3 pieces: +10% armor damage
  • 4 pieces: Each consecutive hit deals an additional 1% damage. The cap is 100%. Missed shots reduce the bonus by 2%. The bonus is reduced by 1% every second.

Tactician’s Authority

  • 2 pieces: +4,000 skill power
  • 3 pieces: +20% skill haste
  • 4 pieces: Each bullet from the group that hits an enemy increases your skill power by 0.2% up to a maximum of 30%. The bonus persists for 10 seconds if not refreshed within 10 seconds.

Path of the Nomad

  • 2 pieces: +20% health on kill
  • 3 pieces: Nomad’s Determination – Allows constant healing and enables you to heal over all segments of the health bar.
  • 4 pieces: Path of the Nomad – If you take extreme damage, you will be instantly healed to full health. This effect can trigger once every 4 minutes.

Watchdog’s Call

  • 2 pieces: +30% aiming accuracy
  • 3 pieces: +10% headshot damage
  • 4 pieces: Headshots mark the enemy and increase damage by 5% for 30 seconds. The target can receive up to three marks.

Lone Wolf

  • 2 pieces: +100% ammunition capacity
  • 3 pieces:
    • +8% LMG damage
    • +8% shotgun damage
  • 4 pieces: When the weapon is reholstered, the magazine is refilled.

Hunter’s Faith

  • 2 pieces: +10% reload speed
  • 3 pieces:
    • +8% assault rifle damage
    • +8% SMG damage
  • 4 pieces: Hitting with 10 shots without switching targets causes the target to bleed 50% of the damage these bullets have already dealt.

Final Measure

  • 2 pieces: +25% exotic damage resilience
  • 3 pieces: +15% protection from elite
  • 4 pieces: Enemy grenades in range are defused and added to your inventory. Can only trigger once every 15 seconds.

DeadEYE

  • 2 pieces: +40% initial stability
  • 3 pieces: +20% precision rifle critical hit damage
  • 4 pieces: In zoom, precision rifles lose the headshot bonus but gain a 100% critical hit chance.

B.L.I.N.D. becomes Banshee

  • 2 pieces: +20% earned Dark Zone currency
  • 3 pieces: +10% damage to targets out of cover
  • 4 pieces:
    • As a rogue, ammunition is fully replenished every 30 seconds. Damage from non-rogue players is reduced by 10%.
    • As a non-rogue, you do not lose Dark Zone XP or currency upon death. Damage against rogue agents is increased by 10%.
  • Note: All existing B.L.I.N.D. items will be replaced by corresponding Banshee items.

FireCrest

  • 2 pieces: +3 incendiary round capacity
  • 3 pieces:
    • +30% incendiary damage
    • +50% incendiary range
  • 4 pieces: Damage to targets on fire is increased by 15%.

AlphaBridge

  • 2 pieces: +100% faster health regeneration
  • 3 pieces: +5% weapon damage
  • 4 pieces: When the primary and secondary weapons belong to the same category, both gain all unique active talents.

Retriever

  • 2 pieces: +50% longer duration of consumables
  • 3 pieces: +50% longer duration of the support station
  • 4 pieces: Consumables and special ammunition now affect the entire group and will not be consumed when used. Triggers the cooldown for consumables and cannot trigger consumables that are already in cooldown.

Bug Fixes
Gameplay

  • A bug where turrets from NPCs belonged to the daily and weekly missions for that NPC type has been fixed.
  • A bug where named bosses in the open world could respawn when visiting a safehouse has been fixed.
  • A bug where two outdated blueprints (sights 2 and 3) could be acquired has been fixed.
  • A bug where turrets from NPCs became invisible and indestructible when destroyed while repairing has been fixed.
  • A bug where players sometimes got stuck on ladders after sprinting has been fixed.

Underground

  • A bug where NPCs could shoot players through the door while it was opening has been fixed.
  • A bug where the strength of the directive disease was set after the operation started and could therefore be weakened through gear changes has been fixed. The intensity is now dynamically adjusted based on the player’s current stamina.

Skills

  • A bug where skills fell into an endless cooldown in some situations has been fixed.
  • A bug where first aid was not triggered when the player was in a firefight has been fixed.
  • A bug where the first aid effect did not activate immediately after being triggered has been fixed.
  • A bug where the attachment was destroyed when the combat roll was used has been fixed.
  • A bug where the attachment was instantly destroyed when the player aimed down has been fixed.
  • A bug where the attachment – Trapper also affected non-hostile players has been fixed.
  • A bug where the automatic reloading from the 4-piece bonus of the Lone Wolf set did not benefit from the support station Ammo Cache has been fixed.
  • A bug where the attachment was destroyed by own or enemy explosions has been fixed. The attachment can now only be destroyed by enemy sticky grenades (Blind Grenade) and EMP grenades.
  • A bug where the effect of the attachment was lost when shooting it off the wall has been fixed.
  • A bug where the automatic reloading from the 4-piece bonus of the Lone Wolf set did not benefit from the support station Ammo Cache has been fixed.
  • A bug where the Ammo Cache enhancement was lost when two support stations with this mod overlapped and one of them was destroyed has been fixed.
  • A bug where fire damage was attributed to a player with a ballistic shield instead of the shield has been fixed.
  • A bug where players retained the buff of mobile cover when they left cover has been fixed.
  • A bug where the game could freeze when trying to place a skill while using mobile cover has been fixed.
  • A bug where a skill was triggered during a cover-to-cover movement and then set all skills on cooldown has been fixed.
  • A bug where the first aid Doping Injection did not provide the expected damage bonus has been fixed.
  • A bug where the first aid revived players regardless of the chosen mod has been fixed.
  • A bug where the healing from the Recovery Link was not applied when the player was currently aiming with a skill has been fixed.
  • A bug where the attachment was destroyed by enemy grenades has been fixed. (EMP grenades can still destroy the attachment as intended)
  • A bug where the support station does not revive a player if the user of the support station has also fallen has been fixed.
  • A bug where the Recovery Link does not trigger when the player dies has been fixed.
  • A bug where the mobile cover – Countermeasures did not correctly conceal the player from the agent’s impulse has been fixed.
  • A bug where players could not use the individual skill while aiming with a grenade has been fixed.
  • A bug where skills were permanently stuck in cooldown has been fixed.
  • A bug where the sticky grenade was permanently fired while another skill was running and caused display issues has been fixed.
  • A bug where the instant use of mobile cover while aiming with another skill caused issues with the mobile cover has been fixed.
  • A bug where the support station – Ammo Cache was affected by its own haste bonus has been fixed.
  • A bug where the first aid when aiming at the ground applied the first aid to the ground instead of to the user has been fixed.
  • A bug where players revived with the first aid – Defibrillator did not receive the immunity they would normally receive upon revival has been fixed.

Talents

  • A bug where the Retrieval Specialist returns bullets to the player when killing an enemy with the primary weapon has been fixed.
  • A bug where the damage bonus from the tactical advantage was not calculated correctly has been fixed.
  • A bug where Triage affected the cooldowns of consumables has been fixed.
  • A bug where Specialized did not correctly increase skill power has been fixed.
  • A bug where Resourceful was not applied to the ballistic shield has been fixed.

Controls

  • [PC] A bug where you went into cover and simultaneously pressed the mouse button for automatic fire and thereby interrupted shooting until the mouse button was released and pressed again has been fixed.

Gear Sets

  • A bug where the buff of the 4-piece bonus of Striker’s Combat Gear was lost when switching between primary and secondary weapons has been fixed.
  • A bug where AlphaBridge did not consider a weapon talent when both weapons have the talent, but the condition is only fulfilled on one weapon has been fixed.
  • A bug where the 4-piece bonus of Final Measure did not defuse the MTW mortar grenades in Falcon Lost has been fixed.

BO

  • A bug where the supply helicopter could be heard on the map in a safehouse has been fixed.
  • A bug where opening the mod menu in the inventory always showed for the equipped weapon instead of the selected weapon has been fixed.
  • A bug where the character and background were displayed dark when on the appearance tab of the inventory has been fixed.
  • A bug where audio output on PS4 dropped has been fixed.
  • A bug where grenade range was displayed as shorter than it actually was has been fixed.
  • A bug where bonus first aid kits and ammunition gained with special gear remained after dropping that gear has been fixed.
  • A bug where players reached the maximum capacity for prestige items and could not take in any new has been fixed.
  • A bug where the support station – Ammo Cache could lead to negative magazine filling with the “Save in Time, then You Have in Need” directive has been fixed.
  • Diverse text and spelling mistakes have been fixed.
  • A bug where the third bonus of a high-end weapon mod was not displayed when the mod was attached to a weapon has been fixed.
  • A bug where some settings were reset to default when the game was restarted has been fixed.
  • A bug where the world rank tutorial was always displayed when the player entered the terminal has been fixed.
  • A bug where the blueprint of the Valkyria was not shown by the blueprint vendor has been fixed.

That’s it. Have fun with update 1.4, agents!

Source(s): ubi.com
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