Jun 28 - 2025
As many weapons have been adjusted this patch, you can view the weapon changelog to see exactly how they have changed here: Weapon changelog
Click here to view the latest weapon data: Detailed weapon data
The attendance reward system has now been implemented similar to the steam version.
Additionally, Supply Crates and Gear Crates have been added that can contain any number of items. These have been added to facilitate random rewards via the attendance system.
Currently the disassembly process gives most/all of your gold back as all items can be purchased in the shop for gold. In the future this will not be the case, and this release includes the first version of the scaled disassembly logic to break items down into Gold, Ore or Crystals depending on grade. This ties in with the new Supply crate rewards, which give timed items that can then be disassembled, adding to their rewards. The total gold income for players will be much higher now that attendance rewards exist, and over time the increased income will offset the reduced disassembly return.
Almost all weapons in the game have been adjusted. In the past, to prevent new players from being disadvantaged, the grey version of most weapons were upgraded to be disproportionately strong. To resolve this issue, this balancing pass covers all weapons, aiming to provide minor changes between weapons to encourage different types of play, without any being better in all regards. Our goal is for weapons to be good at different things and to encourage different types of builds.
To make the game more approachable for new players, the general time-to-kill has been slightly extended, by most weapons receiving a damage reduction of some sort. While it may seem that your favourite weapons have been nerfed, it's likely that they are still competitive as most other weapons have received similar damage reductions.
All blue, gold and purple tier weapons now have stats mirror their green base variant. The grey default weapons are configured to provide a good balance of all stats and are generally the best all-rounder for a build with no Gears, and in some cases may be the best choice for your completed build too. In the future we may add a green variant of the grey weapons, to legitimize their use as genuine build options.
The scale of the tool tip stat bars has been changed, with the damage and fire rate being a universal scale across all weapons. The melee weapon critical chance is now based on a mix of the critical chance and critical multiplier, to give a representation of total critical damage output.
Melee piercing (and ranged piercing to a lesser extent) has been reduced across the board, as it allowed players to bypass more armor than they should (specifically the "Dark Cutlass" and "Saber Blade" series) which resulted in killing the opponent much sooner than the base damage would suggest. It's still possible to execute players and bypass their armor bar, but it will now require Gears and the piercing weapon for each class to achieve.
All characters have had their guns' spread behavior and in some cases reticle behavior modified, to improve consistency and to increase moving inaccuracy. Despite "Gun" being in the name of the game, automatic weapons have been a bit too oppressive and as a result we are experimenting with reducing the moving accuracy to reduce their effectiveness at mid-range and above. SMGs previously had their headshot bonuses removed as they were too powerful, but with this balance update the headshot bonuses have returned.
Most weapons now have a similar or slightly increased weapon swap time, as the previous values were all very short due to matching the top-tier Gold weapon performance. For melee weapons this can be worked-around using a guard-cancel, but for ranged weapons the swap time is longer to help slow the game down slightly to reduce the dramatic gap between veteran and new players.
Due to how oppressive Ivan's sniper was, all snipers have had their body-shot damage significantly reduced. Zoomed headshots still do the same damage as before and will still one-shot-kill most classes depending on the sniper. Scoped and unscoped now do the same damage, but an unscoped headshot will not one-shot kill.
Rena's melee damage varied wildly depending on which moves are used–the melee combo multiplier for her dash attacks was significantly higher than all other classes and to balance it her weapon base damage had to be quite low, leaving her grounded combo underwhelming. Additionally, the multiplier on her three aerial combo attacks was very high, and led to situations where, with only a few crits and the right weapon, she could 100-0 an opponent with minimal options for counterplay. To resolve this, her base melee weapon damage has been increased to boost her ground combo damage, her dash attack damage has been reduced to effectively the same as Ivan, and her aerial combo damage has been reduced, the third and final hit receiving the largest damage reduction. Her crit multiplier has also been reduced to offset her high crit rate when her Z-Max passive is present. Previously her dual pistols were overshadowed by the SMG, which had better DPS, range and accuracy. The SMG is now designed to be only a close range finishing tool, and as a result this has opened up an opportunity for her pistols to shine. The base damage, range, accuracy, and even the aiming reticle accuracy have all been improved to encourage their use as her ranged weapon of choice.
Elena has only received minor changes to balance her weapons amongst each other and provide more options and variety. Elena and Wayne's bullet spread mechanics work slightly differently to other classes, and as a result they've always had almost no moving inaccuracy. This has now been fixed. The reticle of Elena's rifles has been changed too, to better reflect the real bullet spread. Grenade launcher damage has been reduced slightly across the board too, with the different grenade launchers now prioritising different areas such as explosion delay, base damage, fire rate, and swap time.
Max's minigun damage has been increased but with a base accuracy penalty, which shouldn't affect mid-range combat too much. He now has the Requiem as his long-range option, which has a small damage penalty for better accuracy. The reticle scaling has also changed to better reflect the real bullet spread. The flamethrowers have been brought in line to be more consistent, the Inquisitor series has had their damage reduced along with all flamethrowers having their burn DOT duration reduced too. The Apocalypse Fire has been significantly reworked, and now deals more damage if the opponent is only hit with a single tick of damage, as the burn DOT now provides most of the DPS. All shields now grant Max a passive amount of damage reduction (DR), which was previously restricted to the Suppression shield, and the rarer Gold tier shields. The ranged DR is higher than the melee, as his hyper armor already provides support during melee encounters, and his real difficulty is effectively dealing with opponents at range.
Along with rebalancing the whips to be a more even spread of performance, the power of the quickdraw skill has been significantly reduced. Due to how easy it is to land a ranged crit using this skill, the crit multiplier for his revolvers has been significantly reduced to prevent Wayne two-shotting opponents with minimal counterplay, along with its base accuracy. The base revolver damage has been buffed however, and the reticle has been rescaled to better match the real spread, as previously it wasn't even remotely close. Elena and Wayne's bullet spread mechanics work slightly differently to other classes, and as a result they've always had almost no moving inaccuracy. This has now been fixed. The Lever Action Rifle damage, range, and headshot damage has been reduced across the board too, with the Defender 808 now being a more viable option for maximum close-range damage.
The "Tank Killer" has been renamed to the "Tank Buster", and all rocket launchers have received a minor damage reduction. The Mass Breaker is back in a similar state to retail, but with a slower projectile speed and fire rate to compensate. Backdraft no longer randomly critically strikes as it is primarily focussed around the fire rate; random critical strikes have moved onto the TDW-4 and the Bernie launcher. Shotguns have been dramatically nerfed as their base damage was almost double that from retail.