


- They heal for 20 HP each.
- Using a single vial takes 3 seconds.
- Any form of damage, running or trying to shoot will interrupt the action.
- You can find first aid vials in maps or buy them directly for 3 intel each in staff rooms.






- Aim-Punch has been reduced across the board to lower values. The curve for the camera movement has also been smoothed out.
- Frontal damage will cause half as much camera movement as damage from other directions. The intent is that if you see your enemy, you need less camera feedback to understand that you are taking damage. This should reduce a lot of frustrating situations in normal fights.
- A contextual ping that will show a specific icon depending on what you are highlighting (ammo, intel, keycards etc.)
- A radial menu with multiple new ping type options by holding down the ping button.


















- Resistant damage reduction reduced 40% => 25%
- Slow speed reduction 40% => 30%

- Passive charge Time .35s => 1s
- No damage falloff
- Passive charge Time .35s => .45s
- Damage Falloff starts at 20m
- Damage 46 => 45
- Headshot Damage 82 => 80
- Reload time 2.1s => 1.8s
- Passive charge Time .35s =>1.3s
- No damage falloff
- Change to weapon driven charge time for all passives.
- Exposed status duration 20s => 6s
- Slow duration 7s => 3s
- Neutralize duration 12s => 4s
- Fire rate 4.0=> 4.5 shot per second
- Bullets per mag 14 => 12
- Reload Time 1.8s=>1.55s
- Falloff starts at 15m
- Falloff starts at 20m
- Falloff starts at 10m
- Delay before shooting after melee .5s => .7s
- Added a bit more impulse so that Cavalière can travel farther with this skill fully charged.
- Fire rate 1.1 => 1 shot per second
- Headshot damage 51=> 50
- Damage Falloff starts at 20m
- Transformed from a 6 shooter to a 9 shooter for a stronger “fast shooter” identity.
- Reload time 1.15s => 1.5s
- Damage Falloff starts at 15m
- Transformed from a 6 shooter to a 4 shot hand cannon to better enforce the “precision” identity.
- Headshot damage 80 => 60
- Damage Falloff starts at 25m
- Max overheal amount 50 => 25
- Overheal takes longer to start decay but starts at the same time (5 seconds)
- Duration reduced 7s => 5s
- Duration reduced 15s => 7s
- Duration reduced 3.5s => 2.5s
- Damage Falloff for hip fire starts at 10 meters
- Damage Falloff for ADS starts at 25 meters
- Damage Falloff for hip fire starts at 10 meters
- Damage Falloff for ADS starts at 20 meters
- Damage Falloff for hip fire starts at 10 meters
- Damage Falloff for ADS starts at 25 meters
- Damage falloff starts at 15m
- Damage falloff starts at 20m
- Damage falloff starts at 15m (for shots, throw is unaffected)
- Cooldown now starts when the zone finishes instead of during the zone.
- Changed the trail VFX around Larcin’s position to make it more readable to enemies in pursuit.
- Damage falloff starts at 10m
- Damage falloff starts at 20m
- Damage falloff starts at 10m
- Rival players now get a notification when Xiu gets an update on their current position.
- There is now a minimum buffer between two triggers of Mamba’s Hunch to prevent a Xiu player from getting two updates in a very short period of time, allowing very precise pinpointing. This means that the final vault terminal and the vault opening will only give a single ping of all players instead of two within 15 seconds.
- Damage falloff starts at 20m (does not affect intel projectile)
- Damage falloff starts at 10m (does not affect intel projectile)
- Damage Falloff starts at 10m (does not affect intel projectile)
- % chance of getting a intel refund when 10 intel away from max 40% =>25%
- % chance of getting a intel refund when 20 intel away from max 65% =>50%
- Fire rate 5.7 => 6 shots per second
- Damage falloff starts at 10m
- Damage falloff starts at 20m
- Fire rate 1.3 => 1.15 shots per second
- Damage falloff starts at 10m
- Heart spray pattern is back on ADS shots but with a tighter spread than the original iteration.
- Reduced distance from which Red can see rivals with a heat level: 120m => 60m
- Fire rate for a single un-charge kunai has been made 10% faster.
- Added a visual element on the reticle that indicates clearly when the weapon is fully charged.
- Damage 20 => 16
- Fire rate 2.5 => 3.3 shots per second
- Magazine capacity 10 => 12
- Damage falloff starts at 15m
- Damage per bullet 9 => 11 (33 in a burst)
- Delay between bursts reduced .33s => .30s
- Damage falloff starts at 10m
- Damage 25 => 24
- Headshot Damage 44 => 34
- Fire rate 1.9 => 1.8 shots per second
- Damage falloff starts at 25m
- Hitting a rival spy from cover will now also trigger the amped up effect.
- Added Lost and found boxes, First Aid Vials and Vault printers to the list of detected items.
- Added a visual element on the reticle that indicates clearly when the weapon is fully charged.
- Projectiles now stick to npc or players directly hit by the bubble.
- Bubble applies the neutralized status effect instead of slow.
- Bubble stills apply exposed like the base variation, preventing victims from regaining cover for the duration.
- Interact time to pick up a deployed shield has been raised to 2 seconds to prevent quick juggling of picking then dropping the shield during a fight.
- Picking up the shield will now cancel ADS, preventing players from pre-charging shots from picking it up.
- The deployed shield will now break instantly if its owner gets eliminated.
- Deployed shield weak point now has aim-assist for controllers to help shoot it.
- No longer generates heat for the player when shooting at guards.