Outriders News Update 9.2.21 | Weapon Buff Mods | Changing META? Changes to Legendary Sets



Today we have the Outriders News Update for 9/2/21. Today we go over the weapon mods that got buffed today, discuss the MOD META and what the devs think about it. Also, underused legendary sets are going to see changes. Additionally, we discuss what is coming in the next Outriders patch. All this and more in today’s News Update!

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News Update Highlights:

Main Patch is not yet ready.

Weapon Mods Buffed
Winter Blast has had its AOE range increased to 5m (Previously: 4m)

Ultimate Anomaly Surge has had its damage increased by 137% (From base 25 to 34.25)

Claymore Torrent has had its explosion damage increased by 210% (From base 30.6 to 64.26)

Ultimate Storm Whip has had its damage increased by 140% (From base 23 to 32.2)

Strings of Gauss has had its damage increased by 262% (From base 24.5 to 64)

Topic for Discussion – The Weapon Mod Meta:
You may notice that a few of the above mods falls within a very particular category of mods:

Most of them are “single-target” or “cleave” mods.

The current mod-meta in Outriders currently centers around 3 “Pillars”.

A) General AOE damage mods

B) Moaning Winds and the Quick-Cycling meta

C) Fortress

Below is an overview of how we see the current situation.

Pillar A: General AOE damage mods
According to our player data and community observations, there is currently an over-reliance on AOE damage mods, which is most likely the result of the way most enemy encounters in Expeditions are structured. Players usually face hordes of enemies against whom such AOE mods are the most efficient method of playing

This means that there is a strong under-reliance on ST Mods, which is further exacerbated by some of these ST mods generally under-performing.

Storm Whip is an excellent example here, as its previous damage potential strongly under-performed, meaning few players chose this mod over other, better alternatives.

Pillar B: Moaning Winds and the Quick-Cycling meta
Moaning Winds is one of the most dominant “active” mods currently in use.

This combo is especially effective in single player, where enemies cluster around a single, rather than two or three players.

Note: The above is over-simplified, but the intent is to mainly explain the concept.

Moaning Winds is therefore vastly out-performing its intended potential, making it one of the best “active damage” mods in the game while also inviting a rather unorthodox playstyle.

Pillar C: Fortress
The third and by far most problematic pillar is C: the Fortress mod.

The way Fortress currently works usually provides a passive and consistent 43% damage increase to damage the player inflicts.

We also continue to be very aware that a timer based Endgame is part of the problem in that it forces a DPS oriented build, rather than a survival or just pure “fun” build.

Note that we are also working on changes to certain under-utilized Legendary Armour Sets. However, as these changes will also required code-work, we’ll talk more about them closer to their release.

Patch News:

Further improved the visibility of the Brood Mothers Surge AOE skill limits.

Fixed a bug that was preventing players from reviving themselves and other players after using the Trickster’s Borrowed Time skill.

Resolved an issue that prevented secondary characters from picking up Journal Entries if they had already been collected on a different character.

Added an AFK status for players on friends lists.

Changed the behaviour of the Devastator’s Impale, so that the game will detect impaled enemies as dead even before they disappear.

The Devastator’s “Reflect Bullets” skill will now protect from Sciathan projectile attacks.

Fixed a bug that could prevent Devastators from being able to consistently dodge if they had the Auto Reflect mod active.

Fixed a bug that could cause client shots to sometimes deal no actual damage to enemies.

Fixed a bug that could cause the Technomancer’s Plague Sower set bonus to not proc consistently.

Fixed a bug that could cause the Plague Sower and the Cannonball Legendary Sets to not retain their set bonus after a transition.

Fixed a bug that could cause certain mods like “Grand Opening” to not proc if the player was on their last magazine.

ORIGINAL NEWS POST LINK:
https://www.reddit.com/r/outriders/comments/pgjmf7/outriders_mod_buffs_latest_news_and_known_issues/

#Outriders #outridersnews #leeroygaming

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16 thoughts on “Outriders News Update 9.2.21 | Weapon Buff Mods | Changing META? Changes to Legendary Sets”

  1. Don't all looters have meta builds? With a PvE game, why does it matter if people choose to use MW & Fortress? I use Fortress, never used MW, but if you give other mods a 43% damage boost then there becomes a power vacuum, which will mean that Fortress gets replaced with something else and then THAT will become the overused "meta". Am I wrong in that line of thinking?

    Reply
  2. Leeroy, your videos have helped me a lot. I was ready to quit playing and the info and techniques you shared turned things around. The game is very challenging but that is what has allowed me to play 1000 hours. Thanks again, how can I buy one of your mugs?

    Reply
  3. Thanks for the video. Truly appreciate it. So so very glad they see issues and are addressing them.

    I really hope they don't nerf anything but are just recognizing why some mods are being over used while others aren't, and it's giving them answers on how to buff other mods for the game.

    I'm especially happy to see that they recognize that the current meta and state of game is due to the single & only experience of end game content… Speed DPS.

    When I 1st realized this about the end game, I was a little disheartened. The end game pushes speed/DPS so strongly for optimal reward, that it limits creative play styles.

    I hope they do come out with challenges for…

    – tank builds or survival expeditions: how long can you survive. This would encourage tanking I think if they buff armor and resistance mods.

    – cover: it's staple function of the game like dodging and aiming, but seems to be very under utilized compared to the other 2. Imagine finally getting to the end game content and never needing to use dodge or aim. Who uses that one mod for being in cover as a boost with endgame content? I can't imagine most or hardly any games that provide the use of cover as a feature but hardly requires you to use it in the end game. The timer for expeditions seem to stress that there is no time to take cover and with some beasts maps having no cover at all and beast projectile attacks that seem to negate cover anyway what's the use of cover 🤦🏾‍♂️ Lol! I like the balance of grenades, destructible cover, and rushdown NPCs that make it so you don't camp or turtle an entire map, but the nature of the end game totally makes the entire mechanic of cover useless. Glad and hope they address it.

    Support builds – ally help: hope they really buff this or add some content and rewards teaming up. Team-up content, Where mods and tree nodes that support your allies are exponentially buffed in certain expeditions. Hopefully it'll promote grouping with people even more to not only complete but to also get good, different, or better rewards than your typical speed expedition.

    Sorry for the long rant. Had to get that off my chest. 🤣 Glad PCF really recognizes these gaps and holes in the end game and thanks again for the video!

    Reply
  4. IF THEY WONT MAKE US A OFFLINE GAME MODE, SO WE CAN PLAY WITHOUT THEM CONTROLLING OUR GAMEPLAY, THEN FORGET IT I WILL NOT COME BACK, AND INFACT I HAVE NOT PLAYED SINCE JUNE AND COUNTING!!!

    Reply
  5. Moaning winds will likely be made to share a cool down or just work on one weapon. Which I think is fine. this is a mod imo that was being abused. preventing people from tightening up their actual builds. I've been expecting this for a long time and only use it on one weapon.

    Reply

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