[b]Balance Changes[/b]
We want to take a moment to acknowledge some of the recent frustrations around the frequency of balance changes. At the end of Season 3, we adjusted our balance cadence from a demanding weekly schedule to a more structured approach, aligning the majority of balance changes with the start and middle of each season. Our goal was to create a more stable experience for players while also giving our dev team the time needed to properly assess and test changes before making adjustments. That said, the current pace feels a bit too slow, and we understand how a lack of iteration has been frustrating. Starting with Season 6, we’re shifting to a [b]roughly 3-week balance update schedule[/b]. This should create a better experience for both players and our dev team, allowing for more consistent refinements. Major balance shifts will still happen at the start of each season, but balance tweaks will now be more frequent throughout. Expect smaller, more frequent updates for the rest of Season 5 as we transition to this new approach. We appreciate your patience and feedback, it helps us continue improving the game for everyone. With that, let’s get a head start with a few small changes in this update: [b]Weapons [/b] Dagger- Decreased the backstab angle on the Dagger’s secondary attack from 180 degrees to 150
- Increased min damage falloff multiplier from 0.6 to 0.7, meaning the weapon now does slightly more damage at long-range
- Decreased bullet dispersion when aiming down sights to increase accuracy in the majority of different stances (such as crouching, running, etc.)
