Patch 5.0 Notes


#1

UPDATE: This patch is now live on all platforms


New Hunter: Jack

  • The newest Hunter, Jack (Trapper), joins the team with an all-new set of abilities and weapons.
  • King of the junkyards of Shear, scrounged Shear’s industrial ruins to build his trapper arsenal.

New Arena Mode Map: Murder Pits

Watch Murder Pits reveal video from EvolveGame on Twitch

  • Meat grinders, Tyrant pits, and a menagerie of Shear’s wildlife await players in the brand new Murder Pits.
  • All-new Arena Mode specific map which includes 5 unique, arena areas.

Improved skill based matchmaking based on ranking: Hunt 2.0

  • Separate queues for Monster and Hunter. Choose your side!
  • Skill based matchmaking ensures competitive play among all Divisions.
  • Matchmaking now divides all players into 3 divisions (Bronze, Silver, Gold) each containing 5 subdivisions
  • See how you rate against your peers in the new and improved leaderboards and Hunt overview screen.
  • Hunt 2.0 matches do not begin until all hunter slots have been filled by human participants. Deserters will be penalized in Hunt 2.0

Improved Observer Mode

  • Based on your feedback, we improved Observer mode!
  • Improvements include watching Hunter and Monster perk selections, better overlays for health, and a new minimal mode.

Meteor Goliath

Eagle eyed Hunters may spot a different version of Goliath popping up in solo games starting today. This is what we call an “adaptation” of Goliath: he has the same set of core abilities, but each of these abilities has a new twist! This Goliath adaptation will be free for all players in the near future, but for now you may run into him on occasion while playing solo matches. Let us know if you encounter him!


Patch Notes

All Platforms:

Features

  • New Hunter Jack
  • New Arena Mode Map Murder Pits
  • Improved skill based matchmaking based on ranking
  • New medals and badges
  • Support for simplified Chinese text

Multiplayer

  • General
  • Fixed an issue where a party of four will connect to another player but then quickly get disconnected from that player and enter the hosting state when searching with a party
  • Fix for when a player loses functionality after accepting an invite from the host who is exiting the lobby
  • Fixed an issue where the player fell out of the world when joining a game late
  • Fix for players being stuck in a dead lobby indefinitely if a player hot joins into a party of 4 that is in matchmaking
  • XboxOne
  • Improvements to XBox One matchmaking search times by ensuring that sessions with five players are not including in the matchmaking pool
  • Fixed an issue where the player would be placed in a non functional lobby when attempting to enter Multiplayer after exiting Multiplayer during the “Enabling Multiplayer Parties” event on the main menu.
  • Fixed an issue where one user was pulled from the party and connected to a lone player after the party quit out of a previous game when searching with a party of 4
  • PS4
  • Two players with strict NATs should now be able to matchmake

General

  • Audio/VO
  • Fixed an issue where drop ship conversations would play their lines out of order for some players
  • Fix for an issue where guns in third person would play the distance version of their sound even when at close range
  • Fix for monsters sometimes hearing the hunter’s dropship conversation
  • Crashes
  • Fix for rare crash relating to monster animations
  • PC: Fix for rare crash relating to multithreading on specific hardware set ups
  • Fixed a rare crash when a player cancelled their search
  • Fixed a crash relating to when Sunny bot used her jetpack booster
  • Fixed a rare crash for the client after leaving the match during gameplay and matchmaking back into the same game as Sunny
  • Fix for a rare crash for clients who join and in progress match as Slim
  • Fix for rare crash for when a 6th player attempts to join a lobby after the role for Observer has been selected by another player
  • Fix for players encountering an indefinite black screen or crash after signing out on the custom arena loading screen then attempting to start a solo match
  • Improvements to pre-round asset loading and memory usage, which address several graphic corrupts and rare crashes
  • Fixed a rare crash when exiting multiplayer
  • XBox One: fix for crash when suspending partway through the loading screen after selecting either Hunter or Monster role in Solo modes
  • XBox One: Fix to address memory leaks that caused crashes/kicking the player back to the dashboard (which happened frequently in playing multiple matches, particularly in Broken Hill Foundry)
  • UI
  • Fixed an issue where the perk selection menu and all HUD elements will disappear when the user attempts to evolve to Stage 2 as the Monster if the player first played an Arena mode match and then went into a different mode
  • Solo Mode - fix for Markov’s Arc Mines and Assault Rifle text/graphics are mismatched in the Player Progression screen Post Round.
  • Items in the main menu newsfeed should now appear faster
  • Graphical
  • PC: The game no longer minimizes when alt-tabbing while running in Windowed (Fullscreen) mode
  • Monsters have their glow back on character selection screen
  • Fix for certain in game decals not showing up correctly (like puddles)
  • Improvements to some plants’ LOD
  • Gameplay
  • Disabled hot swapping when round ends
  • Potential fix for bodies falling through the ground and out of the world
  • XBox One: fixed an issue where the game failed to pause when pressing the Xbox Home button
  • Jetpack improvements
  • New code ensures consistent dodge distances and maximum dodge speeds.
  • Jetpacks can now initiate a slow climb when completely out of fuel.
  • Out of fuel slow climbs are more responsive when hitting the side of an obstacle while airborne.
    fixed a bug that was causing the jetpack to turn off after dodging sometimes which allowed the jetpack dodge velocity to carry on long after it should have
  • Mobile Arena
    • Fully deploys in 1 second (was 5)

Evacuation

  • XBox One: Fixed an issue where intro and outro videos fail to play for all but one user when progressing through a Multiplayer Evacuation campaign.

Arena Mode

  • Added a round time limit option in the extras menu for Arena mode
  • Fix an issue where the title would hitch when transitioning to the post round screen of an Arena match where the battle has finished via a draw.

Observer Mode

  • Fixed an issue where players were unable to view idle player’s gamercards when being an observer and opening the Player Options
  • Resized, moved and made the mini-map more transparent to make it less obtrusive
  • Now displays UI for critical gameplay moments such as
  • When the monster is trapped in a mobile arena
  • When the monster escapes a mobile arena
  • Icons next to hunters when they’re pounced or grappled
  • A message indicating when the hunters have spotted the monster for the first time
  • Louder SFX for when the monster’s armor is destroyed
  • Monster abilities and Pre-Round Perks can now be toggled on/off using LT/RT on controller or “A”/“S” keys on keyboard
  • A Minimal HUD UI has been added, can be toggled through the options
  • Improved the Survival Odds algorithm to be more accurate. Also now takes other in game factors into account, such as perks and the health of the relay if in Hunt
  • Fixed issue where the cursor highlighting the different players will only move down the list, even when the left thumbstick is tapped up
  • Fix for the Observer’s camera changing to a different character when the Host hotswaps to another Hunter during gameplay globally
  • Timer for current round time added, displays every 20 seconds where the survival odds are shown

Maps

  • Fixes for exploitable areas that hunters could access and/or drop deployable objects that hunters could not reach.
  • Armory
  • Aviary
  • Broken Hill Foundry
  • Broken Hill Mines
  • Distillery
  • Refueling Tower
  • Weather Control
  • Wraith Trap
  • Adjustments to Distillery to stop the Kraken from becoming stuck in the mountain geo when in combat with the Crowbill Sloth.

Hunters (all)

  • Fixes to prevent hunters cancelling tumbles and knockbacks by jumping
  • Fixes for hunters playing the get up animation twice when being revived through Caira’s healing grenades
  • Bots
  • Improvements to hunters bots in Defend mode.

Markov

  • Lightning Gun
  • Delay before recharge when fully running out of ammo decreased to 1 second (was 3)
  • Beam acquire lock angle increased to 18 degrees (was 15)
  • Beam maintain lock angle increased to 28 degrees (was 25)

Torvald

  • Bots
  • Fixes to Torvald bot not using his mortar cannon without hotswapping first
  • Shrapnel Grenades
  • Weak Spot duration increased to 15 seconds (was 10)
  • Mortar Cannon
  • Increased projectile gravity to 13 (was 10)

Lennox

  • Fixed issue where Plasma Lance combo did not reset when taking damage after hotswaping to Lennox
  • Corrected post round performance recap text
  • Fix for the icon shown in the event log for the “Lennox landed 4x combo,” it was previously showing a red circle instead of the plasma lance
  • Fix for Lennox’s autocannon sounding differently between first and third person
  • Fix for reverb effect seeming excessive on Lennox’s cannon when it is fired in an interior location with echo effects
  • Autocannon now displays the correct mastery
  • Bots
  • Fixed an issue where Thunder Strike leap would stop halfway through prematurely hit the ground during smash
  • Thunder Strike
  • Recharge time increased to 18 seconds (was 15)
  • Autocannon
  • Reload time increased to 4 seconds (was 3)

Val

  • Fix for an issue where players would have the gameplay area turn black when searching into a match in progress as Val in the Fusion Plant
  • Medgun
  • Delay before recharge when fully running out of ammo decreased to 1 second (was 3)

Slim

  • Fix for Slim’s heal burst reticle animation staying on screen the player switches while it’s up
  • Fix for Slim’s Spore Cloud Expert mastery being gained for other players who are not using Slim
  • Fix for exploit that caused his heal burst cooldown to be much shorter than intended
  • Bots
  • Updates to how bot hunters revive downed hunters when Slim has his healing drone out. AI hunters now stop pathing to revive an incapped hunter if the incapped has a healing drone. If the AI hunter is already reviving the incapped when the incapped gets a healing drone on them they will continue reviving the incapped because it will get them up sooner than the drone would be able to.
  • Slim bot will no longer send out his healing drone when everyone has full health and the drone isn’t useful
  • Spore Cloud Launcher
  • Spore duration reduced to 5 seconds (was 10)

Griffin

  • Bots
  • Bot Griffin will now use his harpoon gun in Arena mode
  • Harpoon Gun
  • Reload time increased to 3.5 seconds (was 2.75)

Maggie

  • Harpoon Traps
  • Reload time increased to 3.25 seconds (was 2.5)

Crow

  • Bots
  • Improvements to Crow’s stasis gun uses so he will use it in more situations

Hank

  • Bots
  • Hank will no longer use his Orbital Barrage unless he can see his target
  • Shield Projector
  • Delay before recharge when not running fully out of ammo increased to 1.5 seconds (was 1)
  • Delay before recharge when fully running out of ammo decreased to 1.5 seconds (was 2)
  • Damage absorbed per ammo reduced to 7.3 (was 8)

Bucket

  • Guided Missile Launcher
  • Clip size increased to 5 missiles (was 4)
  • Fire rate increased to 80 rounds per minute (was 60)
  • Missile turn speed increased to 8 (was 5)
  • Missile speed increased to 35 meters per second (was 30)
  • Reload duration reduced to 2.8 seconds (was 4.18)
  • Sentry Guns
  • Toss distance increased to 10 meters (was 8)
  • Engage range increased to 25 meters (was 20)
  • Disengage range increased to 30 meters (was 25)
  • Horizontal bullet spread decreased to 15 (was 20)
  • Vertical bullet spread decreased to 16 (was 20)
  • Bullet damage reduced to 18 (was 20)
  • UAV
  • UAV launch time reduced to 1 second (was 1.5)
  • UAV is easier to control

Cabot

  • Damage Amplifier
  • Capacity reduced to amp 700 damage (was 1000)
  • Delay before recharge when not running fully out of ammo increased to 1.5 seconds (was 1)
  • Delay before recharge when fully running out of ammo decreased to 1.5 seconds (was 3)

Sunny

  • Bots
  • Sunny bot will no longer shoot other Hunters with Grenade Launcher after engaging the Wraith’s Decoy in combat
  • Improvements to Sunny bot’s prioritization using her jetpack booster during Arena mode to make it more useful
  • Adjustments to Sunny bot’s use jet back booster so that she will not target invisible hunters
  • Fix for Sunny bot using her jetpack too frequently and rarely attacking the monster
  • Jetpack Booster
  • Range increased to 45 meters (was 40)
  • Shield Drone
  • Range increased to 45 meters (was 40)
  • Capacity reduced to 800 (was 1000)
  • Mininuke Grenade Launcher
  • Projectile speed increased to 80 meters per second (was 40)
  • Removed explosion delay (was 0.1 seconds)
  • Reduced damage to 190 (was 200)
  • Reduced fire offset angle to 1 degree (was 3)

Monsters (all)

General

  • Fixed a bug where monsters could move very quickly after melee combat
  • In combat traversal increased from 60->80m
  • Carrion Birds adjustments
  • The first 2 meals are always free (was 1)
  • After spawning birds, there is a 20 second cooldown before spawn chance starts to increase (was 2)
  • Spawn chance will hit 100% in 7 meals (was 8)
  • Damage pass
  • Damage values have been adjusted across all Abilities. Level 1’s are more powerful and level 3’s have been reduced in power.
  • Variable Armor Pass
  • Armor values now vary per Monster stage.
    • Stage 1 Armor values typically reduced by 1000.
    • Stage 2 Armor values typically remain the same.
    • Stage 3 Armor values typically increased by 1000.
  • Unified Melee Damage Pass
  • All monsters get previous Stage 2 melee damage values for all Stages.
  • Bots
  • Improvements to monster bots behavior in Defend mode.
  • Fix for rare pathing issue where monsters and minions would stand in place

Minions

  • Bots
  • Improvements to minion bots interactions with wildlife

Goliath

  • Fixed issue where Goliath is able to jump farther than normal and will sometimes hang in the air for a long time
  • Fixed an issue where Stage 2 Goliath appeared in the full damage state when undamaged when the Carnivore skin was equipped
  • Fix an issue where Goliath’s leap smash would get stuck in terrain causing it to not deal any damage
  • Traversal Stamina recharge outside of combat takes three seconds longer
  • Traversal Stamina recharge time in combat takes two seconds longer
  • Armor
  • Max Armor at Stage 1 reduced to 4000 (was 5000)
  • Max Armor at Stage 3 was increased to 6000 (was 5000)
  • Melee
  • Stage 1
    • Heavy Attack damage increased to 225 (was 200)
    • Light Attack damage increased to 90 (was 70)
    • Incap Attack damage increased to 112 (was 100)
  • Stage 3
    • Heavy Attack damage decreased to 225 (was 250)
    • Light Attack damage decreased to 90 (was 110)
    • Incap Attack damage decreased to 112 (was 125)
  • Stamina
    • In combat recharge time increased to 14 (was 12)
    • Out of combat recharge time increased to 33 (was 30)
  • Rock Throw
  • Level 1
    • Throw speed decreased to 28 (was 29)
    • Direct damage increased to 332 (was 265)
    • Splash damage increased to 332 (was 265)
  • Level 2
    • Direct damage increased to 342 (was 332)
    • Splash damage increased to 342 (was 332)
  • Level 3
    • Throw speed increased to 36 (was 29)
    • Direct damage decreased to 365 (was 400)
    • Splash damage decreased to 365 (was 400)
  • Fire Breath
  • Level 1
    • Attack Angle decreased to 12 degrees (was 15)
    • Damage per second increased to 190 (was 150)
  • Level 2
    • Damage per second increased to 195 (was 190)
  • Level 3
    • Attack Angle increased to 18 degrees (was 15)
    • Damage per second decreased to 210 (was 225)
      Charge
  • Level 1
    • Duration decreased to 1.4 (was 1.75)
    • Damage increased to 415 (was 332)
  • Level 2
    • Damage increased to 427 (was 415)
  • Level 3
    • Duration increased to 2.1 (was 1.75)
    • Damage decreased to 457 (was 500)
  • Leap Smash
  • Level 1
    • Cooldown time outside of combat increased to 22 seconds (was 20)
    • Cooldown time in combat increased to 9 seconds (was 8)
    • Blast radius reduced to 4.4 meters (was 5.3)
    • Damage increased to 500 (was 400)
  • Level 2
    • Blast radius reduced to 5.5 meters (was 6.6)
    • Damage increased to 515 (was 500)
  • Level 3
    • Cooldown time outside of combat decreased to 18 seconds (was 20)
    • Cooldown time in combat decreased to 7 seconds (was 8)
    • Blast radius reduced to 6.6 meters (was 8)
    • Damage decreased to 550 (was 600)

Kraken

  • Fix for Kraken being able to traverse greater distances by colliding into geometry when attempting to jump while falling
  • Fix for Kraken sometimes using two traversal energy when using a single traversal
  • Reduced the angle at which Kraken could break harpoons in the air from 120 degree to 90 degrees
  • Traversal Stamina recharge time outside of combat now recharges while in the air
  • Traversal Stamina recharge time in combat takes two seconds longer
  • Kraken gravity outside of combat reduced to 2 seconds (was 4)
  • Armor
    • Max Armor at Stage 1 reduced to 3000 (was 4000)
    • Max Armor at Stage 3 was increased to 5000 (was 4000)
  • Melee
  • Stage 1
    • Heavy Attack damage increased to 225 (was 200)
    • Light Attack damage increased to 90 (was 70)
    • Incap Attack damage increased to 112 (was 100)
  • Stage 3
    • Heavy Attack damage decreased to 225 (was 250)
    • Light Attack damage decreased to 90 (was 110)
    • Incap Attack damage decreased to 112 (was 125)
  • Stamina
    • In combat recharge time increased to 17 (was 15)
    • Out of combat recharge time increased to 20 (was 10)
    • Out of combat stamina is now allowed to recharge while Kraken is in the air.
    • Out of combat gravity reduced to 1 (was 2)
  • Aftershock
  • Level 1
    • Cooldown time increased to 12 seconds (was 10)
    • Blast radius increased to 10 meters (was 8.3)
    • Damage increased to 480 (was 370)
  • Level 2
    • Blast radius increased to 12.5 meters (was 10.8)
    • Damage increased to 494 (was 480)
  • Level 3
    • Cooldown time decreased to 8 seconds (was 10)
    • Blast radius increased to 15 meters (was 14)
    • Damage decreased to 528 (was 625)
  • Banshee Mines
  • Level 1
    • Cooldown time increased to 16 seconds (was 14)
    • Damage increased to 345 (was 265)
  • Level 2
    • Damage increased to 355 (was 345)
  • Level 3
    • Cooldown time decreased to 12 seconds (was 14)
    • Damage decreased to 380 (was 450)
    • Lightning Strike
  • Vortex
  • Level 1
    • Speed decreased to 17.6 (was 20)
    • Damage increased to 288 (was 222)
  • Level 2
    • Speed increased to 22 (was 20)
    • Damage increased to 296 (was 288)
  • Level 3
    • Speed increased to 26 (was 20)
    • Damage decreased to 317 (was 375)
  • Lightning Strike
  • Level 1
    • Cooldown time increased to 12 seconds (was 11)
    • Damage increased to 540 (was 415)
  • Level 2
    • Damage increased to 556 (was 540)
  • Level 3
    • Cooldown time decreased to 10 seconds (was 11)
    • Damage decreased to 594 (was 700)

Wraith

  • Fix for abduct dealing two instances of damage at certain angles
  • Fix an issue where Wraith could use a traversal while targeting a hunter and have it double the teleport distance
  • Armor
    • Max Armor at Stage 2 increased to 4000 (was 3000)
    • Max Armor at Stage 3 was increased to 5000 (was 3000)
  • Melee
  • Stage 1
    • Heavy Attack damage increased to 248 (was 200)
    • Light Attack damage increased to 99 (was 70)
    • Incap Attack damage increased to 123 (was 100)
  • Stage 2
    • Heavy Attack damage increased to 248 (was 225)
    • Light Attack damage increased to 99 (was 90)
    • Incap Attack damage increased to 123 (was 110)
  • Stage 3
    • Heavy Attack damage decreased to 248 (was 250)
    • Light Attack damage decreased to 99 (was 110)
    • Incap Attack damage decreased to 123 (was 125)
  • Supernova
  • Level 1
    • Cloud radius increased to 17.3 meters (was 15)
    • Lifetime increased to 5.7 seconds (was 5)
    • Damage increased to 59 (was 45)
  • Level 2
    • Cloud radius increased to 21.6 meters (was 20)
    • Lifetime increased to 7.1 seconds (was 6.5)
    • Damage increased to 61 (was 59)
  • Level 3
    • Damage decreased to 65 (was 77)
  • Decoy
  • Level 1
    • Decoy duration increased to 4.7 seconds (was 4)
    • Decoy damage bonus increased to 50% (was 0)
  • Level 2
    • Cooldown duration reduced to 20 seconds (was 21.2)
    • Decoy duration increased to 5.9 seconds (was 5.2)
    • Decoy damage bonus increased to 51% (was 50)
  • Level 3
    • Cooldown duration reduced to 20 seconds (was 22.8)
    • Decoy duration increased to 7 seconds (was 6.8)
    • Decoy damage bonus decreased to 55% (was 100)
  • Abduction
  • Level 1
    • Cooldown increased to 9 seconds (was 8)
    • Range increased to 64 meters (was 61)
    • Aim Gravity multiplier reduced to 1 (was 2)
    • Damage increased to 380 (was 265)
  • Level 2
    • Aim Gravity multiplier reduced to 1 (was 2)
    • Damage increased to 391 (was 345)
  • Level 3
    • Cooldown decreased to 7 seconds (was 8)
    • Range decreased to 96 meters (was 104)
    • Aim Gravity multiplier reduced to 1 (was 2)
    • Damage decreased to 418 (was 450)
  • Warp Blast
  • Level 1
    • Range decreased to 24 meters (was 30)
    • Damage increased to 470 (was 297)
  • Level 2
    • Blast radius decreased to 7.5 meters (was 7.8)
    • Damage increased to 484 (was 385)
  • Level 3
    • Range increased to 36 meters (was 30)
    • Blast radius reduced to 9 meters (was 10)
    • Damage increased to 517 (was 500)

Behemoth

  • Fix for Lvl1 and Lvl 2 Lava bomb fire pools dealing Lvl 3 damage
  • Fix for Behemoth using Rockwall to push himself out of a Mobile Arena during gameplay
  • Fix for players sometimes influencing the direction of a Rocky Tongue grab with their own velocity
  • Roll adjustments
  • Increased damage caused by the Roll to 190 (was 25, 50, 75)
  • Increased knockdown magnitude to 18 (was 12)
  • Armor
  • Max Armor at Stage 1 decreased to 5000 (was 7000)
  • Max Armor at Stage 2 decreased to 6000 (was 7000)
  • Melee
  • Stage 1
    • Heavy Attack damage increased to 325 (was 300)
    • Light Attack damage increased to 190 (was 170)
    • Incap Attack increased to 325 (was 300)
  • Stage 3
    • Heavy Attack damage decreased to 325 (was 350)
    • Light Attack damage decreased to 190 (was 210)
    • Incap Attack damage decreased to 325 (was 350)
  • Base Movement Speed
    • Increased to 7.5 meters per second (was 7.0)
  • Roll
  • Stage 1
    • Damage increased to 190 (was 25)
  • Stage 2
    • Damage increased to 190 (was 50)
  • Stage 3
    • Damage increased to 190 (was 75)
  • Fissure
  • Level 1
    • Width increased to 7 meters (was 6)
    • Time between eruptions increased to .24 seconds (was .2)
    • Damage increased to 446 (was 352)
  • Level 2
    • Width increased to 7 meters (was 6)
  • Level 3
    • Width increased to 7 meters (was 6)
    • Time between eruptions decreased to .16 seconds (was .2)
    • Damage decreased to 491 (was 600)
  • Lava Bomb
  • Level 1
    • Cooldown time increased to 9 seconds (was 8)
    • Muzzle velocity reduced to 36 meters per second (was 45)
    • Number of bomb droplets increased to 5 (was 4)
    • Launch angle of droplets flatter (land sooner)
    • Direct blast damage increased to 227 (was 222)
    • Effect radius of initial blast increased to 6 meters (was 5.4)
    • Droplet radius increased to 3.4 meters (was 3)
    • Droplet damage per second increased to 100 (was 46)
    • Droplet lifetime increased to 9 seconds (was 7)
  • Level 2
    • Cooldown time increased to 9 seconds (was 8)
    • Number of bomb droplets increased to 5 (was 4)
    • Launch angle of droplets flatter (land sooner)
    • Direct blast damage decreased to 234 (was 288)
    • Effect radius of initial blast increased to 7.5 meters (was 7)
    • Droplet radius increased to 4.2 meters (was 4)
    • Droplet damage per second increased to 125 (was 60)
    • Droplet lifetime increased to 9 seconds (was 7)
  • Level 3
    • Cooldown time increased to 9 seconds (was 8)
    • Muzzle velocity increased to 56 meters per second (was 45)
    • Number of bomb droplets increased to 5 (was 4)
    • Launch angle of droplets flatter (land sooner)
    • Direct blast damage decreased to 250 (was 375)
    • Effect radius of initial blast increased to 7.5 meters (was 7)
    • Droplet radius increased to 4.2 meters (was 4)
    • Droplet damage per second increased to 150 (was 78)
    • Droplet lifetime increased to 9 seconds (was 7)
  • Rock Wall
  • Level 1
    • Wall height decreased 20%
    • Damage increased to 288 (was 222)
  • Level 2
    • Damage increased to 296 (was 288)
  • Level 3
    • Wall height increased 10%
    • Damage decreased to 317 (was 375)
  • Tongue Grab
  • Level 1
    • Lash speed decreased to 40 meters per second (was 50)
    • Range increased to 28.5 meters (was 25)
    • Damage increased to 288 (was 222)
  • Level 2
    • Range increased to 35.7 meters (was 33)
    • Damage increased to 296 (was 288)
  • Level 3
    • Lash speed increased to 60 meters per second (was 50)
    • Damage decreased to 317 (was 375)

Perks

  • Increased Capacity adjustments (Hunter)
  • Two Star reduced to 32% (was 35%)
  • Three Star reduced to 40% (was 50%)
  • Stamina Perk (Monster)
  • One star decreased to 10% (was 20)
  • Two star decreased to 20% (was 30)
  • Three star decreased to 30% (was 40)

Buffs

  • Armadon Bull
  • (M&H) Damage Reduction bonus decreased to 15% (was 25)
  • Basking Cephaladon
  • (M) Feed Speed bonus reduced to 80% (was 100)
  • Canyon Strider
  • (M&H) Movement Speed bonus reduced to 30% (was 35)
  • Crowbill Sloth
  • (M&H) Damage Increase bonus reduced to 15% (was 25)
  • Mammoth Bird
  • (M) Cooldown bonus decreased to 30% (was 35)
  • (H) Reload and Equip bonus decreased to 40% (was 50)
  • Marsh Strider
  • (M&H) Movement Speed bonus reduced to 30% (was 35)
  • Megamouth
  • (H) Class Special recharge bonus reduced to 30% (was 35)
  • Nomad
  • (M) Traversal Recharge bonus reduced to 40% (was 50)
  • (H) Jetpack Recharge bonus reduced to 100% (was 150)
  • Obsidian Grub
  • (H) Capacity Increase boost reduced to 60% (was 75)
  • Steamadon
  • (M&H) Slow duration reduced to 3 seconds (was 4)
  • Venomhound
  • (M&H) Poison damage per second reduced to 20 (was 30)

Console Only updates (now matches previous PC hotfix/micropatches):

Hunters (all)

  • Resurrecting a hunter is no longer interrupted by healing (such as Caira’s healing grenades or the health regen perk)

Abe

  • Tracking dart duration is now 38 seconds (was 45)

Parnell

  • Super Soldier - Fixed compounding damage multipliers affecting life loss

Monsters (all)

  • General
  • Monster stage up delay time now 9 seconds (was 11)

Wraith

  • Increased Max Armor to 3000 at stage 1(was 2500)
  • Health Increased
  • Stage 1 Health now 6500 (was 6000)
  • Stage 2 Health now 10,000 (was 9500)
  • Stage 3 Health to 13,500 (was 13,000)
  • Out of combat traversal recharge time now 23 seconds (was 27)

Behemoth

  • Reduced minimum energy to start to 20% (was 30)
  • Reduced harpoon drag power on the roll to 20% (was 25)

Perks

  • Fixed Quick Reload perks to work correctly with Mobile Arena

Jack Discussion - Possible strageties, pairings, etc
Sooo... were buffing the radius on aftershock?
New "Telemetry and Game Balance"
Hunt 2.0 + Balance Changes - General Discussion
[Patch 5.0] Hunter changes discussion
[22 POLLS] Character Balance
Take away BOB HP
Take away BOB HP
Let's talk about Caira
Mobile arena arm time = 1sec........DaFuq?
Mobile arena arm time = 1sec........DaFuq?
Kraken... Buffs?
Jack's release date/time?
Hoping Hunt 2.0 revitalizes Evolve
[Patch 5.1.1] Micropatch Discussion
Impossible to Force Wraith to Fight
[Patch 5.0] Monster changes discussion
[Patch 5.0] Murder Pits (Arena only map) discussion
[Patch 5.0] Hunt 2.0 (Ranked Mode) discussion
[Patch 5.0] The "new meta" discussion
[Patch 5.0] The "new meta" discussion
New Changes Discussion
New Changes Discussion
Bug fix is not bug fix
How much health do hunters have, and how effective are medics at healing? I'm talkin' numbers here, folks
Goliath's Great Struggle: Complexity Creep
For those who remember
Can anybody explain me how does Rock Throw work?
[Poll] More Winged Monsters
Why does Goliath feel so weak now?
Evolve Stats
My one big gripe
Abilities don't increase in damge from levelling them?
Im seeing a lot of buckets
Hunters are OP
Gorgon and Jack are disappointing
New "Telemetry and Game Balance"
Question evolving
Lets keep Evolve's Wikia growing
Lets keep Evolve's Wikia growing
TRS you kinda actually nerfed the Behemoth
The Index, Your Primary Source for the Meta of Evolve
Best Perk for Uncle Hank
[Logged & Tagged] Carrion Birds. Why
Monster Melee talk | How Melee attacks will scale if the 'Stage 3' changes are greenlighted
Hank, the Technical Tank: discussion thread (out now)
This is why Val's tranq needs diminishing returns
This is why Val's tranq needs diminishing returns
Let's Figure Out How to Fix Bucket
Poll : Wraith Supernova Assassin
Patch 9.0 changes discussion thread
This is why Val's tranq needs diminishing returns
Birds in Evolve
Gorgon is Just a little too slow
[Patch 5.1.1] Micropatch Discussion
Bring back old Dome Time
Telemetry and Game Balance 6.1.1
The Ultimate Hot Fixes TRS can consider
Goliath feels most balanced monster after patch
New "Telemetry and Game Balance"
Wraith melee permastun
[22 POLLS] Character Balance
Why Cabot is even a choice?
#2

#4

Could someone explain to me what this means in relation to the gravity of the mortars prior to the original gravity nerf?


#5

It means they will fall faster and probably a bit further…oh wait you said prior, they’ll fall slightly less faster and little less farther don’t know bout height


#6

Awesome was looking forward to these notes.

Finally a Slim nerf. :smile:


#7

Awesome! Been waiting for this!


#8

not by any means an expert but surely increased gravity=falls quicker?


#9

Holy Kraken Balls, great list of changes! Can’t wait to test them all out in-game!


#10

Wow.behemoth just got a biiiiig buff.


#11

my griffin :frowning:


#12

Dem bucket buffs though. Sounds like I got some bucket to play now. :stuck_out_tongue:


#13

I’m referring to the new falling speed they will have whem compared to how fast they fell when Torvald was originally released.


#14

Great changes! A step into the right direction for competitive balance.

I’m looking forward these changes and changes to come. Hopefully we will see some more changes on medics such as Caira.


#15

Does this mean Kraken will fall faster when out of combat and using traversal, or fall slower?

Edit: Also, loving the highlights @DamJess Very much appreciated :smiley: It’s great to know exactly what’s (potentially) coming when we’re told a balance/bug change/fix is inbound :smile: If things change for whatever reason, I’m sure people can deal with it, knowing that it’s at least closeish to being complete.


#16

“Spore Cloud Launcher
Spore duration reduced to 5 seconds (was 10)”

Guess I’ll have to spam some more spore clouds :smiley:
(I think slim will be weaker with this update but we will see, SO EXCITED)


#17

praise the lord


#18

Gotta say, knowing what’s coming, I find playing the current build slightly…empty? I dunno it’s weird. Just so many things that are going to be improved.


#19

@DamJess didn’t behemoth get a movement increase?. I think they said something like half a stride quicker


#20

hmm I don’t think this was needed for Goliath at all but I guess we’ll have to see.


#21

It would be cool to see the exact numbers on these, but maybe will get these when the patch is released