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The Division 2 - Title Update 10 - Patch Notes
Title Update 10 - Patch Notes
*These are preliminary Patch Notes and changes may still happen until the launch of Title Update 10.
New Season – Keener’s Legacy
A new season is almost upon us! Starting on June 23rd, Keener’s Legacy offers 12 weeks of in-game activities and unique rewards. Season 2 brings a new Seasonal Manhunt, new Leagues, a new Global event and new unique rewards, as well as an Apparel Event.
New Manhunt tasking you to take on 5 rogue agents over a 12-week period starting June 23rd. Bring down all five to unlock the new Healing Trap skill variant.
New Global Event Hollywood
New Apparel Event Phoenix Down
New Leagues Termite, Luna, Huntsman and Titan.
2 new Exotics
1 new Gear Set
2 new Named Weapons
2 new Named Gear
1 new Brand Set
Participating in the activities above will earn players Season experience contributing to their Season level.
Playing Conflict will contribute XP by gaining Conflict Levels beyond 30.
Playing in the Dark Zone will contribute XP by gaining DZ Levels beyond 30.
New Raid - Operation Iron Horse
The True Sons have taken over a Foundry to develop new weapons and threaten to destroy everything the Division has worked for.
New bosses, puzzles and rewards!
Level 40 version available on June 30th, followed the next week by the level 30 version.
Discovery mode will become available at a later date.
2 new Exotics
2 new Gear Sets
New cosmetic rewards
Further details will become available closer to the raid’s release in late June.
Balance and Bug Fixes
Title Update 10 is bringing our first large balance pass following the release of Warlords of New York. Beyond the addition of new content, the update focuses on three main aspects mainly game health through bug fixes and balancing, generosity by increasing your chances to receive a high-quality item as loot and increasing overall player power. Scroll down for a full list of bug fixes, balancing changes and gameplay tweaks.
Missing Localized Audio
We wanted to inform you about an issue with localized audio that will be present when we launch Title Update 10 and Season 2. While the team was able to work from home to get this update ready, with your help testing the content on the PTS, we unfortunately were not able to record all localized audio content for TU10. With everything going on in the world, our top priority is the well-being of our teams, including our voice actors. Of course, we will start working on recording the missing audio with our partners when it is safe to do so and, in some cases, we were able to get things started already. Adding the localized files to the game as soon as we can in one of our next updates is an absolute priority for the team. This only affects Seasonal content. Operation Iron Horse audio is fully localized. If you are currently playing with a non-English client, you don’t have to change anything going into Title Update 10. When localized audio is missing you will just hear the English audio instead. Subtitles have been localized and can be activated in the ingame options. As work continues, we will update you on the progress of the integration here on the forums and on State of the Game. Thank you and stay safe!
SRS Sniper Rifle: Mantis
Your scoped view displays additional information about enemies not targeting you
Your scoped view highlights enemy weakpoints
Headshot and weak point damage against enemies not targeting you amplified by 50%
Headshot kills reset the cooldown of the Decoy skill. This bonus will wait until the Decoy goes on cooldown if currently active
Status effects also apply a damage over time debuff for 10s
Total damage dealt is equal to 50% of your concussion grenade damage and increased by your status effect attributes
Double Barrel Rifle: The Ravenous (Operation Iron Horse)
On trigger-pull, fire both barrels at once
When fired from the right shoulder, hits add offensive primers, and defensive primers when fired from the left shoulder
Hits from one shoulder will detonate all of the opposite shoulder's primers when present
When detonated or affected enemy is killed, each offensive primer deals 100% weapon damage, while each defensive primer grants +4% bonus armor and +10% amplified damage to armor plates for 5s
Primer effectiveness is doubled at 10 stacks
Magnum Pistol: Regulus (Operation Iron Horse)
Headshot kills create a 5m explosion, dealing 400% weapon damage and applying bleed to all enemies hit.
High accuracy and base damage
New Gear Sets
Eclipse Protocol (Season 2)
Core: Skill Tier (Yellow)
2: +15% Status Effects
3: +15% Skill Haste and +30% Hazard Protection
4: "Indirect Transmission" Your status effects now spread on kill to all enemies within 15m and refresh 50% of the duration.
Chest talent: "Proliferation" Increases Indirect Transmission range from 15m to 20m and refresh percentage from 50% to 75%
Backpack talent: "Symptom Aggravator" Amplifies all damage you deal to status affected targets by 15%
Foundry Bulwark (Operation Iron Horse)
Core: Armor (Blue)
2: +10% Armor
3: +3% Armor Regeneration
4: "Makeshift Repairs" Whenever you or your shield take damage, 20% of that amount is repaired to both over 15s
Chest talent: "Process Refinery" Increases Makeshift Repairs from 20% to 30% over 15s
Backpack talent: "Improved Materials" Increases Makeshift Repairs speed from 15s to 10s
Future Initiative (Operation Iron Horse)
Core: Skill Tier (Yellow)
2: +30% Repair Skills
3: +30% Skill Duration and +15% Skill Haste
4: "Ground Control" Increases you and your allies' total weapon and skill damage by 15% when at full armor
When you repair an ally, you and all allies within 5m of you are also repaired for 60% of that amount
Chest talent: "Tactical Superiority" Increases Ground Control damage bonus from +15% to +25%
Backpack talent: "Advanced Combat Tactics" Increases Ground Control proximity repair from 60% to 120%
New Gear Brand
Walker, Harris & Co.
Core: Weapon Damage (Red)
1: +5.0% Weapon Damage
2: +5.0% Damage to Armor
3: +5.0% Damage to Health
New Named Weapons
Mechanical Animal (SIG 556) with Future Perfection
Weapon kills grant +1 skill tier for 19s. Stacks up to 3 times.
Weapon kills at skill tier 6 grant overcharge for 15s.
Overcharge Cooldown: 90s
Harmony (Resolute MK47) with Perfectly In Sync
Hitting an enemy grants +20% skill damage for 5s.
Using a skill or damaging an enemy with a skill grants +20% weapon damage for 5s.
Damage increases are doubled while both buffs are active at the same time.
New Named Gear
Matador (Walker, Harris & Co. backpack) with Perfect Adrenaline Rush
When you are within 10m of an enemy, gain 23% bonus armor for 5s. Stacks up to 3 times.
Chainkiller (Walker, Harris & Co. chest) with Perfect Headhunter. After killing an enemy with a headshot, your next weapon hit within 30s deals 150% of that killing blow’s damage in addition to it.
Damage is capped to 800% of your weapon damage. This is raised to 1250% if your headshot damage is greater than 150%.
New Skill Variant
The Repair Trap deploys a line of small devices capable of repairing friendlies in their proximity.
Note: The Repair Trap will not be available in-game until the Seasonal prime target unlocks in August.
Weapon Talent: Future Perfect
Weapon kills grant +1 skill tier for 15s. Stacks up to 3 times.
Weapon kills at skill tier 6 grant overcharge for 15s.
Overcharge Cooldown: 90s
Weapon Talent: In Sync
Hitting an enemy grants +15% skill damage for 5s.
Using a skill or damaging an enemy with a skill grants +15% weapon damage for 5s.
Damage increases are doubled while both buffs are active at the same time.
Backpack Talent: Adrenaline Rush
When you are within 10m of an enemy, gain 20% bonus armor for 5s. Stacks up to 3 times.
Chest Talent: Headhunter
After killing an enemy with a headshot, your next weapon hit within 30s deals 125% of that killing blow’s damage in addition to it.
Damage is capped to 800% of your weapon damage. This is raised to 1250% if your headshot damage is greater than 150%.
Reduced how many elites will spawn in the following mission:
Manning National Zoo
Coney Island Ballpark
Coney Island Amusement Park
Camp White Oak
Space Administration HQ
Federal Emergency Bunker
Added all new season 2 weapons/gear to general loot pools
Updated item power distribution to have a better spread between minimum and maximum for all difficulties
Increased minimum rolled item power for Field Proficiency/DZ caches, Clan caches and Season caches.
Regular loot from loot containers in Missions now scale with mission difficulty
Targeted loot from loot containers in Missions now scales with mission difficulty
Loot containers part of living world activities now scale with global difficulty
Increased targeted loot drop chances for all mission and Control Point difficulties
Added new season 2 brand to targeted loot rotation
Warlords of New York brands can now also show up as targeted loot in DC, including Dark Zones
Increased named item drop chance in regular Dark Zone loot
Increased named item drop chance in targeted loot everywhere
Added Warlords of New York/Season 1 Exotics (excluding The Bighorn) to targeted loot
Added Warlords of New York/Season 1 Exotics (excluding The Bighorn) to general Exotic loot pools (Heroic/Legendary/Raid/Exotic Cache)
Coyote's Mask drop from Coyote no longer has a minimum season level requirement
Removed regular weapon/gear loot containers not scaling with difficulty from Control Points
Increased the amount of scaling loot from the big Control Point reward container
Increased NPC loot drop chance for Veterans and Elites on Legendary difficulty
Crafting will now guarantee a higher minimum item power, resulting in higher overall stat rolls. An increased maximum item power also allows for better crafted items than before. The added weighting between the minimum and maximum power results in a more balanced average outcome for crafted and reconfigured items
Removed final World Tier 5 crafting bench upgrade, as its power increase is now redundant
Added Named Items to both Open World and Dark Zone vendors
Increased prices for Named Items
Increased item power for all vendors
Vendors no longer sell Superior quality items at maximum level
Added Field Proficiency cache to SHD level-up after reaching the maximum season level
Increased crafting material rewards for spending SHD level points in the Scavenging category
Added Season/SHD experience gain on Conflict level-up
Rogue Agent Encounters
Every Rogue Agent killed will now drop loot
Rogue Agent encounters no longer occur during time trials
Control Point Officers
Players revived by a Control Point Officer will now have 80% of their armor restored (Previously 0%)
Reduced the likelihood of Control Point Officers being downed in combat
Bounties acquired by speaking to characters in the open world will always be set to the difficulty at time of acquisition or higher.
This affects the Snitch and civilians rescued during the Public Execution or Rescue Living World Activities.
Scheduled bounties, such as daily and clan bounties, are unaffected.
Developer comment: Bounties acquired in the open world should always provide challenge and loot appropriate to the world they were acquired in. Upping your global difficulty now has the added benefit of improving all bounties you acquire within it.
New Season Pass Holder Project Slot.
Season Pass holders now have access to an exclusive daily mission which provides a large bonus to XP.
Weekly SHD Requisition Project Slot
Endgame players at World Tier 5 and Level 40 now have a weekly supplies donation project which rewards them with an exotic cache. (For World Tier 5 players, this replaces the previous daily SHD Requisition project.)
Legendary Mission Project
After TU10, completing any legendary mission will grant you the Weekly Legendary Mission project slot.
Completing the designated legendary mission will reward you with an exotic cache.
Developer comment: With the addition of "re-rolls" to exotics available through crafting, we created the new Weekly projects to provide a reliable supply of exotic components or exotic items.
Incoming Repairs no longer increases the amount of armor repaired by armor kits, talents or gear set effects.
Developer comment: Incoming Repairs was always meant to be the defensive attribute equivalent to Repair Skills, so that players could further enhance the amount of healing they receive from their skills, or the group's healer. Unfortunately, the underlying code prevented us from differentiating between alternate sources of armor repair, such as those from talents and gear sets like Foundry Bulwark, or Firewall's unique armor kit effect. We wanted to address this during the development of Warlords of New York, but chose to post-pone the fix in order to deal with higher priority issues at the time. We underestimated the extent to which this attribute would affect the new Warlords meta, and failed to predict the severity of degenerate gameplay it would cause when combined with certain talents or gear sets. It's important to stress that this is not a PvP-only issue, or an instance of the PvP environment affecting PvE balance. Incoming Repairs was compromising both aspects of the game, and needed to be addressed, especially considering this update coincides with the release of a new raid. Not addressing the issue would mean forcing ourselves to balance all existing and future gear and talents around the knowledge that players could potentially (read: very likely) double the amount of repairs they receive, which stifles creativity and effectively limits player choice.
1% Weapon Handling now gives 1% Weapon Accuracy, Stability, Reload Speed, and Swap Speed, up from 0.25%.
Reduced the maximum amount of Weapon Handling rolled on gear by 6%, to a maximum of 8% at level 40.
Developer comment: In the current meta, Weapon Handling on gear is considered a dead stat with no significant benefit. In TU10, equipping a piece of gear with +8% Weapon Handling will now give you:
+8% Swap Speed
+8% Reload Speed
This should hopefully make Weapon Handling a strong complimentary attribute for players looking to increase their overall accuracy/stability (bloom + recoil) and/or reload/swap speed. Making the % amount of Weapon Accuracy/Stability/Swap Speed/Reload Speed gained from Weapon Handling 1:1 will also remove another element of arcane knowledge from the game and reduce the need for additional mental math when determining whether the bonus is an upgrade or not.
Leadership: Bonus Armor increased to 15% from 12%
Spike: Skill Damage Duration increased to 15s from 8s
Reformation: Skill Repair Duration increased to 15s from 8s
Creeping Death: No Longer goes on cooldown if there are no valid nearby enemies to apply a status effect to. Status effects applied now properly copy the source status effect’s damage and duration.
Global Damage Modifiers
Reduced all PvP weapon damage by -20%
Additional Damage Modifiers
Increased MMR PvP weapon damage by 12.5%
Reduced Assault Rifle PvP weapon damage by -15%
Reduced Shotgun PvP damage by -12.5%
Reduced SMG PvP damage by -10%
Reduced Pistol PvP damage by -10%
Reduced Rifle PvP damage by -5%
_Developer comment: With TU10, there have been significant buffs made to the base damage of assault rifles, SMGs, and shotguns in particular. In order to prevent those weapons from becoming overly powerful in PvP, we’ve had to lower their PvP damage modifiers to compensate. Note: Assault rifles are still tuned to be 10% stronger than normal in PvP in order to compensate for their innate Damage to Health bonus being less useful against other players when compared to other weapon archetypes._
Specific Damage Modifiers
Increased Double Barrel Shotgun PvP damage by 16.6%
Reduced Pestilence PvP damage by -10%
Reduced Classic M1A damage by -5%
Merciless/Ruthless: “Binary Trigger” amplified weapon damage and explosion damage reduced by -50% in PvP
Dodge City Gunslinger’s Holster: “Quick Draw” damage bonus gained per stack in PvP lowered from +2% to +1%
Stacks gained per second in PvP now match the PvE value (0.5s to 0.3s)
No longer automatically applies burn status effect to the nearest enemy in range.
Now requires maintaining range and LOS (line-of-sight) for 3 seconds between the holster bearer and nearest enemy before applying the burn status effect.
Added visual UI feedback to reveal the radius of effect in PvP and an indicator for LOS between the holster bearer and nearest enemy.
Developer comment: This should help address the lack of contextual feedback in PvP, and add a much needed window of opportunity for counterplay, or potential to avoid the incoming effect entirely.
* Pestilence * Plague of the Outcast damage-over-time effect no longer triggers True Patriot’s white debuff armor repair effect. (PvP and PvE)
Developer comment: While we like to embrace emergent or unintended mechanics when the end result is unique and fun gameplay, True Patriot’s white debuff explicitly states it requires shooting the debuffed target in order to receive the armor repair effect. Pestilence’s DoT managed to bypass this restriction, making it and True Patriot (especially when combined with Incoming Repairs) scale to disproportionate levels of power when used together.
Gear Set Modifiers
Reduced the range at which marked targets can damage each other when critically hit to 15m (PvP only).
Added visual UI feedback when in range of another marked target.
Efficient: Reduced specialization armor kit bonus from 100% to 50%
Versatile: Reduced the amplified weapon damage bonus for SMGs and shotguns from 35% to 25%
Vanguard: Reduced the duration of shield invulnerability from 5s to 2s
Note: UI will still show the old duration, but will be fixed in a later update.
Specialization Modifiers * Firewall * Extracellular Matrix Mesh armor kit regen strength reduced by -50%, from 200% to 150%
Pulse now correctly reveals and highlights all players in the DZ, not just hostiles/rogues
Increased Striker Drone damage by 30%
Increased Assault Turret damage by 55%
Reduced Firestarter Chem Launcher PvP damage by -20%
Reduced Bleed damage from Stinger Hive, Mortar Turret and Explosive Seeker Mine by 75%
Increased Stinger Hive damage by 20%, scaling up to 55% at skill tier 6
Developer commentary: We want dedicated skill builds to have multiple, powerful defensive tools for area denial/control. However, the strength of bleed effects meant being hit by just 1 stinger drone, mortar, or seeker mine was nearly a death sentence for most builds. The stinger hive should now better punish players who remain within its area of effect, rather than needing to rely entirely on the excessive damage of a single bleed DoT, while allowing the hive’s drone damage to scale higher for dedicated skill builds.
AK-M – 15.8% damage increase
F2000 – 14.3% damage increase
Military AK-M – 13.2% damage increase
Black Market AK-M – 13.2% damage increase
FAL – 12.0% damage increase
FAL SA-58 – 12.0% damage increase
FAL SA-58 Para – 12.0% damage increase
SOCOM Mk 16 – 11.4% damage increase
Tactical Mk 16 – 11.4% damage increase
Mk 16 – 11.4% damage increase
AUG A3-CQC – 11.2% damage increase
Honey Badger – 10.9% damage increase
FAMAS 2010 – 10.6% damage increase
ACR – 9.7% damage increase
ACR-E – 9.7% damage increase
Military G36 – 9.5% damage increase
G36 C – 9.5% damage increase
G36 Enhanced – 9.5% damage increase
Carbine 7 – 8.7 % damage increase
Military P416 – 7.4% damage increase
Custom P416 G3 - 7.4% damage increase
Police M4 – 6.8% damage increase
CTAR 21 – 8.6% damage increase
Classic M60 – 12.5% damage increase
Classic RPK-74 – 12.4% damage increase
Military RPK-74 M – 12.4% damage increase
Black Market RPK-74 E – 12.4% damage increase
Military M60 E4 – 9.2% damage increase
Black Market M60 E6 – 9.2% damage increase
Military L86 LSW – 8.5% damage increase
Custom L86 A2 – 8.5% damage increase
IWI NEGEV – 2.6% damage increase
Stoner LMG – 2.0% damage increase
M249 B – No changes
Tactical M249 Para – No changes
Military MK46 – No changes
MG5 – No changes
Infantry MG5 – 3.2% damage decrease
Model 700 – 14.9% damage increase
Hunting M44 – 13.5% damage increase
Classic M44 Carbine – 12.5% damage increase
G28 – 11.4% damage increase
SOCOM Mk20 SSR – 9.3% damage increase
SR-1 - 8.6% damage increase
Custom M44 – 8.1% damage increase
M700 Tactical – 8.1% damage increase
M700 Carbon – 8.1% damage increase
Covert SRS – 6.0% damage increase
SRS A1 – 6.0% damage increase
Surplus SVD – 2.9% damage decrease
Paratrooper SVD – 2.9% damage decrease
UIC15 MOD – 21.6% damage increase
1886 – 21.3% damage increase
LVOA-C – 12.1% damage increase
M1A CQB – 10.7% damage increase
Lightweight M4 – 10.5% damage increase
G 716 CQB – 8.7% damage increase
SIG 716 – 6.7% damage increase
ACR SS – 3.7% damage increase
SOCOM M1A – No changes
M16A2 – No changes
USC .45 ACP - 2.8% damage decrease
Urban MDR – 5.5% damage decrease
Military Mk17 – 11.8% damage decrease
Police Mk17 - 11.8% damage decrease
Classic M1A - 12.6% damage decrease
Tommy Gun – 38.8% damage increase
PP-19 – 29.6% damage increase
Enhanced PP-19 – 29.6% damage increase
MP7 – 27.5% damage increase
MPX – 17.7% damage increase
M1928 – 20.0% damage increase
P90 – 15.6% damage increase
Converted SMG-9 – 15.8% damage increase
Black Market T821 – 15.4% damage increase
Police T821 – 15.4% damage increase
Vector SBR .45 ACP – 14.7% damage increase
CMMG Banshee – 12.5% damage increase
Police UMP-45 – 12.0% damage increase
Tactical UMP-45 – 12.0% damage increase
AUG A3 Para XS – 11.8% damage increase
Enhanced AUG A3P – 11.8 % damage increase
Tactical AUG A3P – 11.8% damage increase
Converted SMG-9 A2 – 11.6% damage increase
MP5A2 – 10.0% damage increase
MP5-N – 10.0% damage increase
MP5 ST – 10.0% damage increase
Tactical Vector SBR 9mm – 5.9% damage increase
M870 Express – 23.3% damage increase
Military M870 – 23.3% damage increase
Custom M870 MCS – 23.3% damage increase
Super 90 – 23.2% damage increase
Marine Super 90 – 23.2% damage increase
Tactical Super 90 SBS – 23.2% damage increase
SASG-12 – 21.3% damage increase
Tactical SASG-12 K – 21.3% damage increase
Black Market SASG-12 S – 21.3% damage increase
SPAS-12 – 18.6% damage increase
KSG Shotgun – 9.0% damage increase
Double Barrel Sawed Off Shotgun – Optimal Range reduced to 8m from 11m
586 Magnum – 68.8% damage increase
Police 686 Magnum – 68.8% damage increase
Maxim 9 - 23.5% damage increase
D50 – 17.5% damage increase
First Wave PF45 – 13.5% damage increase
Custom PF45 – 9.7% damage increase
Military M9 – 8.7% damage increase
93R - 7.7% damage increase
Snubnosed Diceros – 6.5% damage increase
Officer's M9 A1 – 6.3% damage increase
Diceros – 5.9% damage increase
M45A1 – 9.5% damage decrease
Tactical M1911 – 9.5% damage decrease
M1911 – 7.3% damage decrease
Developer comment: Along with the buffs to weapon damage, TU10's significant buff to weapon handling meant some exotic weapon mods no longer made sense or resulted in over tuned performance that no longer fit with the original design. We also took this opportunity to make improvements to underperforming exotic
Damage increased by +11.2%
Increased optimal range from 27m to 40m
Optics mod bonus increased from +0% to +30% Headshot Damage
Magazine mod bonus changed from +7% Headshot Damage to +10% Reload Speed
Added functionality that provides additional headshot damage, full talent is now:
When scoped, switches to semi-automatic fire mode, dealing 450% weapon damage with each shot.
(New) Headshots grant +2% headshot damage. Stacks up to 50 times. Resets to 0 at full stacks.
Damage increased by +7.8%
Underbarrel mod bonus changed from +10% Stability to +10% Weapon Handling
Damage increased by +32.8%
Optics mod bonus changed from +15% Accuracy to +15% Critical Hit Chance
Muzzle mod bonus changed from +5% Critical Hit Chance to +20% Accuracy
Underbarrel mod bonus changed from +10% Critical Hit Chance to +10% Stability
Optimal range increased by 33.3%, from 15m to 20m
Long range effectiveness increased by 19%, from 42m to 50m
Added functionality that retains your current buffs to the next combat encounter when combat ends, full talent is now:
Hitting 30 headshots grant +20% critical hit chance and +50% critical hit damage for 45s.
Hitting 75 body-shots grant +90% weapon damage for 45s.
Hitting 30 leg-shots grant +150% reload speed for 45s.
(New) Buffs refresh when out of combat.
Damage increased by +2.6%
Damage increased by +11.1%
Optics mod bonus increased from +35% to +45% Headshot Damage
Underbarrel mod bonus reduced from +15% to +5% Weapon Handling
Optics mod bonus changed from +5% Critical Hit Chance to +5% Headshot Damage
Muzzle mod bonus changed from +15% Stability to +5% Critical Hit Chance
Magazine mod bonus changed from +15% Reload Speed to +15% Weapon Handling
Added functionality to provide extra damage if you're trying to keep stacks, full talent is now:
(New) Hits grant +2% weapon damage. Stacks up to 30.
Headshots consume all stacks, repairing your shield for 3% per stack.
No longer highlights enemy weakpoints when aiming.
Damage increased by +12.5%
Muzzle mod bonus reduced from +20% to +10% Stability
Underbarrel mod bonus reduced from +20% to +10% Weapon Handling
Magazine mod bonus reduced from +15% to +10% Reload Speed
Added functionality to provide extra non-explosive damage as well, full talent is now:
This weapon fires on trigger pull and release.
If both bullets hit the same enemy, gain a stack.
(New) At 7 stacks, shooting an enemy deals 500% amplified damage and creates a 7m explosion dealing 500% weapon damage, consuming the stacks.
Developer Comment: Merciless was previously balanced for its very unwieldy handling and compensated with very high burst damage. With access to much higher accuracy and stability, Binary Trigger’s explosion strength has been toned down.
Damage increased by +7.7%
Text updated to clarify a new target isn’t marked until after the 5s buff.
Damage increased by +11.0%
Damage increased by +18.9%
Optics mod bonus increased from +5% to +10% Critical Hit Chance
Muzzle mod bonus changed from +5% Critical Hit Chance to +5% Critical Hit Damage
Underbarrel mod changed from +5% Critical Hit Damage to +500% Melee Damage
Breathe Free: Lowered the amount of maximum stacks from 40 to 32, and increased the damage amplification per stack from 60% to 75%
Damage increased by +16.7%
Optics mod bonus increased from +5% to +15% Critical Hit Chance
Muzzle mod bonus changed from +10% Critical Hit Chance to +5% Critical Hit Damage
Underbarrel mod bonus reduced from +15% to +10% Weapon Handling
Magazine mod bonus changed from +10% Reload Speed to +10 Rounds
Magazine base capacity reduced from 60 to 50
Muzzle mod bonus changed from +10% Stability to +10% Accuracy
Underbarrel mod bonus changed from +10% Weapon Handling to +10% Stability
NinjaBike Messenger Kneepads
Added functionality to add bonus armor, full talent is now:
(New) Performing a cover to cover or vaulting reloads your drawn weapon and grants +25% bonus armor for 5s.
Dodge City Gunslinger Holster
Added functionality that makes your hit do headshot damage, full talent is now:
While your pistol is holstered, gain a stacking buff every 0.3s, up to 100. When you swap to it, your first shot consumes the buff and deals +10% damage per stack.
(New) This deals headshot damage to anywhere you hit.
Changed functionality to no longer grant group/raid-wide overcharge unless you are skill tier 6
Added functionality to provide hive skill haste, full talent is now:
(New) Grants +15% Hive skill haste per skill tier.
(Changed) Detonating a hive refreshes your skill cooldowns and grants overcharge for 15s.If at Skill Tier 6, this effect also applies to all allies.
Allies receiving this effect are unable to benefit from it again for 120s.
Added functionality to continue to provide damage bonus move for a short duration, full talent is now:
Cannot be staggered by explosions.
Increases total weapon damage by 3% each second you are not moving. Stacks up to 10 until you start moving.
(New) All stacks lost 10s after moving.
Gear Set Changes
Feedback Loop no longer fully refreshes the cooldown of a skill, but instead reduces it by up to 30s
Hollow-Point Ammo is no longer dropped on kill, and instead automatically added to your active weapon when killing status afflicted enemies
Backpack Talent (New)
Increases the duration of your bleed status effects by 50% and all bleed damage done by 100%
Increased 3-piece Reload Speed bonus from +20% to +30%
Tip of the Spear
Main Talent (PVE)
Aggressive Recon's weapon damage buff is now gained when dealing specialization weapon damage, instead of on specialization weapon kill
Main Talent (PVP)
Aggressive Recon's weapon damage buff is now gained when dealing grenade damage, instead of on grenade kill
Backpack Talent (New)
Increases specialization weapon damage by 20%, and doubles the amount of specialization ammo generated by Aggressive Recon
Aces and Eights
"Poker Face" backpack talent is now a baseline effect:
Flip an additional card on headshots
Backpack Talent (New)
“Ace in the Sleeve”
Amplifies 1 extra shot when revealing your hand
3-piece Headshot Damage bonus is now additive, rather than multiplicative
Increased 3-piece Headshot Damage bonus from +20% to +30%
Now repairs 20% of your armor in addition to granting 50% bonus armor
Increases total weapon damage by 1% per 5% bonus armor gained, up to 20%
Reduced the number of stacks lost on missed shots from 3 to 2
No longer reduces number of stacks lost on missed shots
(New) Increases total weapon damage gained per stack of Striker's Gamble from 0.5% to 0.65%.
Damage transfers on the initial bullet that marks a new target
Increased 3-piece Repair Skills bonus from +15% to +30%
Brand Set ChangesAlps Summit Armament
Increased 1-piece Repair Skills bonus from +15% to +20%
Increased 2-piece Repair Skills bonus from +15% to +20%
Richter & Kaiser
Increased 3-piece Repair Skills bonus from +15% to +20%
Incoming Repairs brand set bonus increased from +15% to +20%
Increased 1-piece Headshot Damage bonus from +10% to +15%
Increased 2-piece Headshot Damage bonus from +10% to +15%
Grupo Sombra S.A
Increased 3-piece Headshot Damage bonus from +10% to +15%
Increased 2-piece Accuracy bonus from +10% to +20%
Douglas & Harding
Increased 2-piece Stability bonus from +10% to +20%
Increased 3-piece Accuracy bonus from +10% to +20%
Fenris Group AB
Increased 2-piece Reload Speed bonus from +10% to +20%
Increased 3-piece Stability bonus from +10% to +20%
Gunner specialization's Emplacement talent Weapon Handling bonus reduced from +15% to +10%
Note: The UI will incorrectly say it still adds +15% Weapon Handling. This will be fixed in a future update.
Stinger Hive, Mortar Turret, and Explosive Seeker Mine now display its Bleed Damage and Duration
Cluster Seeker Mine targeting accuracy improved
Developer comment: The Cluster Seeker Mine is not intended to be as accurate as the Explosive variant. Once it is a certain distance from its target it locks the location it is aiming for and continues towards that regardless of where its original target agent has since moved to. This "bullcharge" behavior reflects the mini-mines' less advanced technology and balances the skill mod's effectiveness. This said, we have noticed that the Cluster Seeker's accuracy has been a source of frustration so we've shortened the distance until it activates its "bullcharge" and adjusted when it decides to explode. These adjustments should make the Cluster Seeker feel more accurate, but these are measured steps as we do not want the skill to return to its OP TU7-state.
Stinger Hive base damage reduced -20%
Stinger Hive damage bonus per skill tier increased from +10% to +20%
Developer comment: In order to make investing in skill tiers have a greater impact on the Stinger Hive's damage, we slightly reduced base drone damage, while doubling the amount of damage gained with each skill tier. These changes will result in a net buff for dedicated skill builds, with a 10% increase in Stinger Hive drone damage at skill tier 6.
Restorer hive gains +5% drone flight speed per skill tier
Developer comment: Increases to the Restorer Hive's radius had the unfortunate effect of increasing the time it took for repair drones to reach their target the further they were from the hive. Increasing drone flight speed with each skill tier should help offset that somewhat counter-intuitive behavior when taking advantage of the increased area of effect, and make the Restorer Hive a more reliable tool for healers.
Riot Foam Chem Launcher ensnare duration bonus per skill tier reduced from +20% to +10%
Reinforcer Chem Launcher: UI has been updated to clarify that the initial heal only affects allies and not the Skill user. The functionality has not changed.
Blinder Firefly blind duration bonus per skill tier reduced from +20% to +10%
Blinder Firefly base blind duration reduced from 6s to 5s
Banshee Pulse cooldown increased from 20s to 30s
Banshee Pulse base confuse duration reduced from 5s to 4s
Jammer Pulse base disrupt duration reduced from 4s to 3s
Shock Trap base shock duration reduced from 5s to 3s (PvP duration remains unchanged)
Shock Trap base radius increased from 2m to 2.5m
When the active duration ends, its cooldown is refunded an equal number of seconds that it was active.
Not a question, this is a write-up for any trans girls living in Auckland, New Zealand since when I was looking online last year I couldn't find any info
(EDIT: I AM STILL ACTIVE & ABLE TO ANSWER QUESTIONS. I know a shit-ton more than I did 5 months ago and if I don't know something I can ask on the Gender Bridge or Trans and Intersex NZ FB groups for you. idk if this post is archived but you can DM me and I'll respond & then add it to this post) (Update 25 July 2020: Lena's HRT got through customs - only two people incl. me have ordered so far and both got through today - took 2 months. Payment is via sendmoney24.com) (Update 26 July 2020: I got progesterone, scroll down for details) so this is my experience, with as many details I can remember. i am a binary(ish?) trans woman, so obviously my experience will be different but they're apparently really good with gender diverse & non-binary folks too. I was also over 18 when I realised I was trans so if you're younger it's probably going to be very different.
I told my GP mid-April that I was trans and wanted to start HRT, she asked me for my preferred name (but actually updating my name in their system seems to be a different process that might be harder, I will ask her about it next time), and then sent in a referral to Auckland Sexual Health Services. if you're at uni, GP appointments there cost something like $20-25. something I didn't do at this point was reach out to local LGBT orgs & add myself to FB groups in retrospect I should have done this because throughout the whole process I felt really alone. either that or finding a therapist / counsellor to confide in. also ask your GP for a blood test form for your hormone levels so you have a baseline (ASHS will test them later on but you can't see it)
getting an appointment with ASHS took about 3-4 months. they will send a text to your phone 1-2 months and give you a list of possible appointment dates, then a confirmation text 1 month before the appointment asking whether you still want the appointment. spaces are really, really limited.
my appointment was in Greenlane, & with Dr Jeanie Oliphant. if you can't get a lift there look up multiple bus routes in advance, I very nearly fucked this up & missed my first appo.
in the first appointment - which like everything else is free - they will probably 1. give you a blood test form 2. ask if you want to freeze sperm 3. ask you some general questions about your sexual history, mental health background, how you experience being trans, etc., 4. discuss some possible hrt options 5. give you some forms to complete relating to fertility preservation
then they will schedule an appointment with a counsellor,. mine was in mangere which was a significantly long drive. they will make you do two appointments with the counsellor, the first 1 month after the 1st appo, and then the second a month after that. if your appointment is in the morning they might open 15-20 mins late, but maybe that was just the one time.
honestly i kind of did the 'cis baby talk' thing where i described my experience as a trans woman in the most unambiguous & stereotypical way possible to maximise the chance i'd get hrt, but in retrospect that was probably unnecessary. they're working on an informed consent model so don't worry about it i guess
you shouldn't be worried about how the counselling session will go, the office is kind of cramped & weird but it was very non-judgemental & the guy made it clear to me that the point of the sessions was evaluating mental health & managing expectations around hrt - not "decide whether or not she can have hrt". just be prepared to talk about yourself
the actual date I got the prescription for HRT was late December, so if you haven't processed your thoughts about your gender yet & you can't afford to go private then get a referral from your GP ASAP, do the processing in the meantime, & if you decide against it you can always cancel the appointment. this wait-time is shorter than other countries but it felt like a stupidly long time, especially because I hadn't found an antidepressant regimen that worked for me yet.
T-blockers: they offer you Lucrin injections, Zoladex implants, or cyproterone tablets. I went with the cyproterone (12.5mg a day), but I want to switch to Lucrin since it's apparently the gold standard.
estrogen: they offer you progynova tablets and estradot patches. they will start you on 50ug/day for patches and 2mg/day for tablets. push for higher amounts one month in, prescription guidelines say to start you on the lowest amount. with progynova tablets you can suck the coating off and dissolve it under your tongue which has 6x higher availability, but Dr. Powers' presentation said to start by taking it orally (swallowing it) to mimic the higher estrone (E1) levels (not E2, estradiol which is the pills & the patches) that girls have when they start puberty. I'm trying this
you can see the max amount subsidised here: https://www.pharmac.govt.nz/2020/02/01/Schedule.pdf. for estradot this is 100mcg day, two patches a week. for more of that, all I know is that the Greenlane Hospital pharmacy charges $55.10 for 24 (3 months supply = max they can give you) but other pharmacies charge more or less. You can google "pharmac estradot" for the pharmac cost, all the pharmacies mark up from that. for progynova you can get theoretically as much as you want, but the 2018 Guidelines for trans healthcare only go up to 6mg, but you can argue for 8mg by just saying you want to try it out - if you're young ask about the risks of deep vein thrombosis, that will kind of force your practitioner to do a mental risk/reward calculation that comes out favourably for you.
if they schedule another appointment in 3 months, your prescription probably won't last until then. Dr. Oliphant told me to text Jove the fax details of my local pharmacy or clinic to get a new prescription.
install a pill tracker alarm app to your phone to keep track of when to swap patches/take pills.
a month in ask your GP to give you a blood test. my e levels were super low & I wasn't absorbing anything from my patches (one 50ug/day patch, rotated every 3.5 days) when I placed them on my stomach, so I used micropore surgical tape I'd ordered from Aliexpress to tape down the edges securely (otherwise you get a lining of lint and hair and shit idk) & placed it on my bum instead of my stomach, which lead to less wrinkling. judging by my better mood this seems to have worked but I'm getting another test to see whether this made a difference or whether I'm just a non-responder to transdermal patches (???)
anyway this is where I'm at right now. I'm planning on switching to progynova, taking 4mg divided up through the day to start off with, and switching to a private provider. list here: https://genderminorities.com/database/medical-surgical/transgender-healthcare-providers/ on the off chance someone else living in nz looks up what the process for hrt is like in new zealand i hope this helped & i can answer any other questions edit: 15 june update with info I've collected together Progynova dose: I've been on progynova for like...4 months now. Got my dose increased to 6mg instead of 4 with absolutely no issue, didn't have to pay anything. Since I was also on boron it was more like 9mg? or 10mg? Dr Oliphant wrote a paper on trans healthcare that suggested going above this is unnecessary so I'm imagining I'll get resistance if I try to push the dose higher, but I'm planning on asking since there's no harm. Switching to sublingual: I switched to sublingual 5 days ago (and I should've done it earlier, my boobs were stuck at tanner 3.5 for a while). 1mg at 8am, 12pm, 4pm, 7pm, then oral at 10pm since I cbf. Someone recommended to crush them into powder but I found that unnecessary. Split them in two and it takes five. Pill cutters from Aliexpress are less than $4, they're a life-saver. Once you suck off the coating, they dissolve completely under your tongue in 14 minutes. The first time I did it, I swallowed a lot but it was a learnable skill and the longer you avoid swallowing the easier it becomes, what I do now is: swill water around in my mouth for 30 seconds to stop saliva production, don't put anything in and try to stop swallowing reflexively for 2-3 mins which means you'll get the reflexive swallowing over and done with, and then put the pill in and start doing ocused in-out deep breathing (I'm sure there are more tips, look up "how to stop reflexive swallow"). Since I got diagnosed with ADHD ritalin has made this 100x easier for some reason, could be partly salivation inhibition as a side effect, could be better focus and self-control. Maybe neurotypical people find this whole thing much easier. Overall changes: Okay I'm getting Boron: Obviously this is still experimental blah blah blah etc. etc., I got boron from iHerb like 4 months ago, I compared around 5-6 different sites with different shipping policies and a LOT of different brands and the cheapest per unit was [this](Now Foods, Boron, 3 mg, 250 Capsules) at 7.7c/capsule, realistically 23c a day (9mg was the point at which I got really noticeable breast tenderness w/o changing my e dose at all), currently it's Source Naturals Triple Boron since the other one is out of stock. I considered buying boron from Alibaba (USD$23/kg) which is literally a thousand times cheaper but that requires talking to people and negotiating and shit. Maybe a long-term option. If it goes well I will list the supplier I ordered from. EDIT: so according to this post, boron doesn't do much unless you're taking a lot of e already. check out their chart Progesterone: So I'm on the Genderbridge FB group (really should've joined ages ago) and there are at least two people who have managed to get utrogestan prescriptions from their GPs. A few more with progesterone creams. My GP said go to the specialists and the clinic said no. So I'm going to find someone else and if that's not possible I'll try get progesterone creams since amazon4health says 90% of unauthorised pills get caught. Not sure about vials. UPDATE ON PROGESTERONE: Oneroa Accident and medical ctr gives out progesterone. Make sure to speak to Dr Michael karetai or Dr Isla Karetai or Dr Margaret Karetai. They do phone consultations, $70 if you're not registered and you're over 18, details on their site, much lower if you have a community services card. Further update: Dr Margaret Karetai is the absolute best. If you have done the research, then she will trust you. Be clear about exactly what you want. She is very nice and I got utrogestan 200mg and bicalutamide 50mg!!!!!!!!!! Note: pharmacy costs vary a lot, ask for your utrogestan prescription to be faxed to your nearest Chemist Warehouse (cheapest option) since it's not subsidised. The cost is here: https://www.chemistwarehouse.co.nz/CWH/media/Documents/CWNZPrescriptionPricelistNov2019.pdf right now it's $24.99 for a pack of 30 100mg pills. If you're doing Dr Powers' 200mg regimen this comes out to $600 a year. Kind of steep but this is what I'm doing until I've finished negotiating with Alibaba suppliers and getting the powder tested at a harm reduction place (forgot what it's called.) If I find a good Chinese supplier, I will do a full write-up as another post, with instructions and prices & link it here. DIY options
According to Amazon4Health, 90% of pills don't get through Customs.
You can get estrogen implants now, imported from Adelaide, there's at least one GP who does them. Ask on one of the trans FB groups. Comment for more details.
You can get injections legit if you have a letter from your GP. Comment if you're interested, I can give you the whole procedure.
The two non-prescription EV sources I've interacted with that ship to NZ are Lena and otokonoko. Otokonoko is pricier but their shipping is faster and they do refunds if it doesn't get through customs. However, they seem to only take bitcoin & other crypto at the moment which is tough since NZ's regulations make it difficult to get bitcoin, none of the major markets allow NZ. Might have changed since I last tried 6 months ago, though. DM me your results so I can add them here & expand our pool of collective knowledge
Regarding SRS and other surgeries
Orchiectomy - 100% free, and according to other people the waiting list is around 3-6 months long.
SRS - probably better to get it done privately in Thailand or something, the current 'waiting list' is 15 years long.
Breast augmentation is regarded as "cosmetic"
Regarding electrolysis and laser
If you're nearby I recommend Julie Martin for electrolysis. Electrology is kind of expensive, for her it's $90 for a 1 hour session if you can tolerate up to that much and it doesn't go that much lower. Apparently another option is combined electrolysis+laser, you start with laser, wait 6 wks, go to an electrologist and get whatever's left cleared away. Some laser places are doing a 50% discount right now, and they cheapen it if you pay for all your sessions at the same time upfront. Not sure, this might take longer overall, not sure about permanence.
I'm using a home IPL kit for body hair, brand is Bosidin.
Some collected advice/tips/answered questions from a recent CS alum
I recently decided I was going to switch the account I use to comment on this subreddit. In the process, I've gone and deleted everything I'd written about BU on my old account. But it seemed a shame to have all that stuff -- questions answered, tips given, etc. lost forever. With the semester starting up soon and freshmen descending on campus, I figured it'd be a good time to collect the useful bits (lightly edited) into one mega post here. It's mostly CS major related stuff, but I've tried to separate out the universally applicable parts at the top. It is a lot. I've tried to update minor things in italics if they have since changed. If you have any additional questions I might be able to answer (especially about the CS major), I'm happy to answer in comments or via PM/chat. (For background, I was a CS major at BU, graduating this past May, and I did the BA/MS program.) Universally applicable
How easy is it to find tutors/how helpful is the career office?
It varies a lot per department/major. I was CS, and I was presented with ample opportunities to network and get an internship via career days, professor networks, etc -- and all those resources were through the CS department or clubs. I never once used the official career office. In all likelihood, my experience is unique to the CS major. A business student would likely have a very different set of resources; likewise with COM or CFA, or even different majors in CAS. You shouldn't be afraid to ask specifics about your own major -- people with relevant experience will probably chime in.
How does the meal plan loophole work?
Also referred to as the 330 -> 250 "hack". For newcomers or those out of the loop, here's some info: The 330 and 250 plans both have a fixed number of meals and dining points. Both cost the same, but the 330 has fewer dining points than the 250 (which makes sense, since you have more dining hall swipes). There is an undocumented (but very popular among those who know about it) loophole you can use to effectively "convert" some of the meals on your dining plan into extra dining points. It's perfectly legal -- you aren't "exploiting the system" or anything, at least to my knowledge -- you're just getting your value in a different way (some of your meals are being converted into their dining point-equivalent value). People like this because dining points can be used at more places around campus like the GSU (food court with places like Panda Express), Late Night, and the West Campus market. Here's the way it works (it's pretty simple):
Start the year (in the fall) signed up for the 330 plan, and use it as normal. DO NOT switch plans at any point during the fall semester.
Once the spring semester starts, go on Student Link and switch from the 330 to the 250 plan.
Once done, you'll find that, with no extra charge, you'll end up with an absurd amount of dining points -- usually over 1000 to spend through the spring semester. (For comparison, the largest amount you can get on a standard plan is something like 800, and that's spread out over the whole year.) It's usually enough that you don't ever have to visit the dining halls at all during the spring semester if you don't want to. (Though you will still have 125 swipes for that semester regardless of whether you choose to use them or not.) There are a few things to keep in mind with this:
Any dining points you don't end up using at the end of the semester will be refunded back to you as Convenience Points at 50 cents on the dollar. This means it's in your best interest to use as many of them as possible: if you have 300 points left over, you'll only get 150 back -- a loss of 150 dollars. But, if you only have 50 left over, you'll get 25 back -- a loss of only 25 in comparison.
If you're an incoming freshman, I'm not sure how strongly I'd recommend doing this. Some of my best memories from freshman year were made with friends in the dining halls, and you shouldn't shy away from eating with friends just because you feel like you have to use your dining points. BUT, it's always good to have additional options, and you're still able to use the dining hall anyway. It's just probably a good thing to keep in mind.
If anyone is, for some reason, curious how this works in terms of actual numbers, here's how I understand it: Meals on the 330 and 250 plans are split halfway between semesters. For example, if you're on the 250 plan, you have an allowance of 125 meals for the fall and 125 for the spring. If you're on the 330 plan, you have 165 meals per semester. When you switch from 330 to 250, the per-semester allowance needs to go down from whatever you currently have to 125 (for the 250 plan). That means 40 meals (the difference between 165 and 125), plus whatever meals you didn't use from the last semester's allowance of 165, automatically get converted to dining points at a rate of $10 (possibly more, can't remember exactly) per meal. This means, in addition to the larger amount of dining points you get from switching to 250, you also get at least 400 more dining points on top of it. Usually, this yields at least 1000, though I've seen far higher than that. Computer Science specific
What's the first CS class I should take?
CS111. It's a great introduction to programming in Python (a good beginner language) and computer science overall; it tries to cover the basics of a lot of different sub-topics like low-level programming, logic, and algorithms. It counts for both the major and minor and is usually the first thing people take. If you're considering a major, it's a great jumping off point--highly recommended and a lot of fun. Plus Sullivan is one of the best professors at BU (but you'll hear me say that about a lot of CS professors 🙂)
How hard is CS112 compared to CS111?
(Author's note: This is a significantly older reply -- about 4 years old -- and I'm not sure I agree with myself anymore. CS112 is not unreasonably difficult, but it is a step up from 111. I think that's what I was trying to convey. Additionally -- I took 112 with Wayne Snyder; different people teach it nowadays, and the curriculum will probably be different. Take this with a grain of salt.) 112 is significantly more difficult, especially later in the semester. You'll start out learning the basics of Java and diving deeper into object-oriented programming. (The OOP you learned in 111 is really only scratching the surface; Python wasn't really designed to be object-oriented, and Java is far more robust in that area.) Later you'll get into data structures like linked lists and hash tables; towards the end of the semester, you'll be doing some really cool projects like an article search engine. It's really the first class that's representative of the true difficulty of later CS classes--111 is a joke compared to later stuff in the major. If you manage 112 okay, you'll be fine for the rest of the major. In that sense, you could call it a weed-out class, but it's not really the same as like Chem 101. It's a perfectly fair class that not everybody can manage.
Who is the best CS professor you've had at BU?
Andrei Lapets -- anything he teaches
Sharon Goldberg -- NetSec
Mayank Varia -- Applied Crypto
Leonid Reyzin -- Intro to Crypto
John Byers -- Algorithms
How much programming will I learn? Will I need to do independent learning to ensure I'm up to speed?
CS111/112/210 are the only CS classes where learning programming is the explicit focus of the class, but that doesn't mean that you don't program in other classes--quite the opposite, in fact. With the exception of the really theory-oriented classes like 131 and 330, you can expect to be programming all the time as part of your work. It's just that you're working in the context of applying some theory or algorithm instead of just programming for the sake of learning how to program. You might build something that applies RSA encryption to a message for CS235, or an M/M/1 queuing simulator for CS350, or a simplified machine language compiler in CS320 (all actual examples from those classes). All of those are very substantive programming projects. You certainly don't need to worry about forgetting how to code, that's for sure. Regarding independent learning: to learn specific platforms like Android or web, you will largely need to take that on yourself. BUCS assumes that you're intelligent enough to figure out "specifics" on your own and instead focuses on teaching you the more abstract theoretical bits that (in my opinion) are much harder to learn outside of an academic environment. Understanding theory allows you to learn things quicker, which is (to me) far, far more valuable than studying some web framework that's going to be irrelevant in six months anyway. With that said, however, we do have a few very practical-skill-oriented classes: CS411 (the software engineering class) is probably the best way to learn web development as part of a class. We have a CS591 that's been going for two semesters now about Android app development. (Author's note: this 591 may have since changed to a permanent numbered class. It's been going on for years at this point.) You should also look into the CS-oriented clubs. Global App Initiative and Open Web are focused on doing things with mobile and web, respectively, and BUILDS/Women in CS/Make BU do workshops for this kind of stuff all the time. BUILDS and Make BU are great environments for working on a personal project -- BUILDS has a makerspace that's open 24/7, and Make BU hosts weekly hack nights. Finally--consider getting involved with the hackathon scene. They're a great way to really get your feet wet with something new, plus you'll have something to show off at the end of it. Make BU organizes trips to the big ones around the Boston area (author's note: at least they did in the past... not sure about now), and there are always at least a few smaller hackathons at BU throughout the year (BUILDS/BostonHacks usually hosts Local Hack Day, for example).
Which programming languages are taught at BU?
We don't end up doing a lot of specific language learning in BUCS; I've heard professors say the goal is to provide you the tools and mindset to be able to pick up a language in a few weeks, max. With that said, the (rough) language breakdown for the CS curriculum at BU is as follows:
CS 111: Python (used to be Java)
210: C and Assembly
131: none (usually--it's the proofs class, so there's basically no programming, although Lapets gave Python assignments when he taught it)
132: varies depending on professor, but Python is most common (since it's great for data analysis and math)
320: since this is a programming languages course, you'll get exposure to a wide array of languages, but it varies depending on professor. Lapets taught in Python and Haskell, while Xi (who will probably be teaching it from here on out) teaches in ATS, the language he defined as part of his work.
330: depends on professor; Byers specified "any high-level language" which I suppose could mean C++ in theory, but I don't know why you'd want to. (And 330 is Algorithms anyway; programming isn't really the main focus, nor should it be.)
That's more or less all the required curriculum classes. The upper-level courses (400+) vary a bit more, especially the 591s as those are project courses.
How easy is it to get recruited or to get an internship?
That's mostly on you and the effort you put into the job hunt. BUCS won't spoonfeed you an internship, but there are ample opportunities to connect with companies through the department (for example, we have our own CS-specific career day), Spark/Hariri Institute, and things like clubs/hackathons. If you take advantage of them, you will find something. In terms of specific companies? I know a number of people that have gone to the Big Four (Facebook, Google/YouTube, Microsoft, Amazon); Facebook and Google have showed up to CS Day two years running, though I'd say actually getting an offer at one of these is no guarantee. You definitely need to be a very good student and interview well. Red Hat has a significant presence on campus (they're collaborating with the Hariri Institute on a number of things, and they have an Engineer in Residence at Spark) and they hire quite a lot of BUCS students. Yelp and Bloomberg do recruiting events with BUILDS every year, and others will usually do similar things (I think MakeBU does stuff with GitHub and Microsoft too, and I think Women in CS does office tours of some Cambridge tech companies like Google) Both of BU's major hackathons (BostonHacks and TechTogether) will have a huge amount of engineers from many different companies on-site -- great opportunity to connect, you should go to BostonHacks for sure and TechTogether if you're female/femme non-binary Otherwise, you'll see a lot of one-offs. LinkedIn, Fidelity, VMware, Wayfair, Twitter, Uber, others I'm forgetting -- people go all over. Some go to startups, some try to start their own startups (sometimes with the help of Spark). It runs the gamut. Though, like I said, it's all on you and what you put into the job hunt. You won't go anywhere without effort on your part.
What is the general vibe in CS?
I think that depends a lot on which "part" you end up getting involved with. The department is enormous now, with somewhere around 800 undergrads -- which means a lot of diversity in terms of attitude, personality, etc. Some people will just show up to class and live the rest of their life outside the department. Others will end up being super involved with the department and extracurriculars -- attending six different CS-related clubs, going to hackathons, TFing a class, etc. A lot end up somewhere in the middle of those two extremes. Either approach can probably be fine, though personally (as someone who was much closer to the latter) I think it'd be a tremendous waste to attend BUCS and not get involved with the extracurriculars. They really are fantastic here, and the people you'll meet will shape your experience for the better. They were very personable, eager to help, supportive, and generally great people. I think that sentiment kind of extends to the CS department as a whole -- professors were kind, and genuinely made you feel like they cared about your individual success. (I really enjoyed my time here.) I've also heard polar opposite experiences from mine -- they hated the professors, didn't like the students, didn't feel their experience was worth it, etc. Somehow, I get the feeling those opinions come from people that just showed up to class and didn't do much else. Most of the people I knew that attended clubs/other things had a great time here.
Regarding the Math/CS joint major:1. Would it be better to major in just one of these subject areas because a joint major might not go as in depth into either field?2. Would I be able to get a job in computer science with this degree or would I need an actual degree in CS? 3. How demanding is this program?
For 2 (and sort of 1): you'll absolutely be qualified for a job on CS; perhaps more so than pure CS majors, depending on the subfield (quantitative finance, for example, loves joint majors). Even then, you shouldn't be getting a lesser education than most CS majors; you should still have some free rein to take the electives you want in the CS major. If I recall correctly, most of the difference with the joint major (from the CS side) comes down to the mid-level math/theoretical background. You'll take those classes with the Math department instead of CS; all other CS courses remain unchanged. (If I'm mistaken, someone please correct me). For 3: can't speak for the rigor of the joint major, but I can say that CS is usually challenging but rewarding. It's certainly no cakewalk, and you'll be busy, but the work tends to be interesting (even fun) and the community/your classmates will make things even better. I would imagine the addition of math would make things a bit more difficult, and I can't say I know the workload of those classes, but if you're up for it, it's certainly a great program. Random stuff that didn't really fit anywhere else, all CS related
Certain CS classes may be taught by different professors between semesters, and usually there is a distinct difference in the quality of the class depending on the professor--you may want to postpone or accelerate your schedule based on that. A good example is CS330: one of the most important classes you're going to take as a CS major (you learn everything companies will ask you in an interview in CS330). If you can, you should take it with Byers; he's by far the best person to learn algorithms from compared to others that teach it. (This isn't to say that others are bad; just that Byers is so much better.)
It's not entirely necessary to take all the Group B math courses; IMO, you should do at least 132 and 237. That said, if you know you're interested in doing crypto or security, it may be worthwhile to do 235. Then again, I took both 235 and 538, and I felt like if I had gone into 538 without doing 235 I could have made it work. Depends on what kind of student you are though. I say make your decision based on who teaches 235.
I consider 558 a must-take class. Sharon Goldberg is awesome.
Try and sign up for the CS591s at some point in your time at BU, and don't be afraid to take them early. They aren't necessarily insanely difficult classes.
And that's all I have. I hope this was helpful to someone!
Tons of stuff happening this week, so let’s take a look and see what’s fun. Go out and play now before we get hit with 98 degrees and 100% humidity in a few weeks. There’s another list of all the regular stuff that happens every week, so don’t forget to check for all your karaokes, trivias, and so on. There are also links to all of Tally’s theater options, both stage and independent cinema (from fancy to cult). HAPPENING THIS WEEK: LGBTQ+ Pride Week. There are events all week, so just check out the list below and go do the gay stuff. HAPPENING THIS WEEK: 2019 Chain of Parks Art Festival. “Expect to have a first-class, fun-filled outdoor cultural experience at the Chain of Parks Art Festival! View amazing, original and one-of-a-kind works of art in a delightful Southern outdoor setting. Enjoy a wide variety of live entertainment, a host of local food trucks and vendors, and libations served enthusiastically at the W XYZ Bar by Aloft. Saturday Night Concert from 5 PM - 7 PM in the Center Court. Festival runs Saturday and Sunday in the Downtown parks.” HAPPENING THIS WEEK: Tallahassee Jazz and Blues Festival. “Join the Tallahassee Museum for one of the region’s best two-day jazz, swing, and rhythm and blues music festivals! Dance, relax and enjoy the music, or take part in fun activities on the Big Bend Farm. The Tallahassee Museum outdoor stage area is truly the most gorgeous venue in town, and one of the few places fans can bring their families to hear live music. Plenty of tasty treats and frosty beverages will be available at the cafe and cash bar! Guests are welcome to bring camp chairs and blankets.” Check here for the full schedule. Starts at 11am both Saturday and Sunday. TUESDAY, 4/23
St. Stephen Lutheran: Pridefest Interfaith Service: There's a Place in Faith for You! “Join Tallahassee's open and affirming faith-based congregations for an interfaith service leading up to the kickoff of Tallahassee PRIDEFEST's Pride in the Plaza event!” 7pm-8:30pm
Waterworks: Tallahassee’s Lake Elberta Salon. “It’s the fourth best birding location in Leon County and it’s a quarter mile from The Doak on Lake Bradford Rd. Learn how Apalachee Audubon has worked to transform this urban oasis, what they have planned for the future, and how you can take part in this exciting project to make Tallahassee a more hospitable place for people and birds.” 7:35pm
The Bark: The Jerome Stern Distinguished Writers Series Award Readings. “Please join us in celebrating this year's FSU creative writing award winners.” 8pm
Blue Tavern: Choro Party: Celebrate Pix's Birthday! “April 23 is International Day of Choro, and the birthday of one of the primary inventors of Choro, Pixinguinha (pronounced Peesh-in-geen-ya). Come celebrate with Tallahassee's own choro ensemble, As Saudades!” 8pm/$2/all ages
The Wilbury: CDU Presents: Avey Tare w/ Geologist (Animal Collective). 8:30pm/$14 GP/18+
Blue Tavern: Ooops! A Story Slam. “Ooops! You hit on your boss' wife? Spilled coffee on the bride? Went in for that first delicious kiss and...burped? Craft a 5-7 minute spoken word story that relates to the theme in some way, put your name in the hat, and, if you're called...take the stage to wow your friends! Stories can be sad, funny, weird, inspiring, or just plain embarrassing. Ah, but with prizes for the top three winning tellers! And bragging rights for all!” 7pm/free
The Wilbury: CDU Presents: Local Covers at The Wilbury. “Take part in the annual end of the year Club Downunder cover show! Come watch your favorite Tallahassee residents pay homage to great bands of the past and present! Every year Club Downunder hosts this show for local musicians to pay homage to the songs of their favorite artists. Here are the cover bands that will be performing: Bobby D as Bob Dylan. Gemstone Switchblades as Lil Peep. Beza Alford as Frank Ocean. Chixie Dix as Dixie Chicks. Banderson .Paak as Anderson .Paak. Alabama Snakes as Alabama Shakes. Trash Cat as Arctic Monkeys. The Bray as The Fray.” 7:30pm/$5 GP/18+
Globe Auditorium: Wednesday Night Live. “Live from Tallahassee - it's Wednesday night! Free comedy variety show. Live sketches - digital shorts - weekday update - standup – music. Host: Emma Hartsfield (of No Bears Allowed). Musical guest: Emily Gabriel.” 8pm
Blue Tavern: Late Show with David Cobb. 8:30pm/$2
FSU Innovation Hub: VR BASH. “This event is open to everyone - FSU, FAMU, TCC, Tallahassee, Leon County, all ages, all abilities. Hang out with tech enthusiasts from FSU and the Tally community - refreshments provided! Mess around with Rift, Vive, Mixed Reality, Hololens and our NEW Magic Leap headsets! Bring your notebook and geek out with some basic VR development skills! The Innovation Hub is in the Shores Bldg at 142 Collegiate Loop. Nearby parking available! Sponsored by the FSU Innovators! REGISTER @ www.innovation.fsu.edu/vrbash” 5:30pm
Backwoods Bistro: Your Scumbag Neighbors. 7pm
Challenger Learning Center: Project Remote: Where the Road Ends. 7pm
926 Bar & Grill: Tallahassee PRIDEFEST 2019: Women Rock. “Join us for this exciting night of entertainment for and by women in our community!” 7pm/$5
The Wilbury: Okilly Dokilly w/ Bear Ghost, Unico & Feedlot. ”Okilly Dokilly is a metalcore band from Phoenix, Arizona that plays "Nedal" music; a subgenre of metal music themed around the animated character Ned Flanders from the television series The Simpsons.” 8pm/$16
Blue Tavern: Joshua Rivers & JRive Jazz Quartet. 8pm/$2/all ages
The Moon: Celebration of Women & Girls. “The Celebration of Women & Girls is a unique event, a collaboration between PACE Center for Girls, Leon and The Oasis Center for Women & Girls, that showcases female artistic talent of all ages. Dinner and show, silent auction, and cash bar make the party one not to be missed. Proceeds benefit both PACE and Oasis Center programming.” 5pm/$40
Fairgrounds: 5th Annual Tallahassee RODEO. “Get Ready for Family fun RODEO action plus, Food vendors, Merchandise vendors, Beer Tents, calf scramble, and much more.” 5:30pm/$18
Railroad Square: Railroad Square Pride. “The celebration in the square will host four public events: “Bongos and Bubbles”, “Pride Poetry and Prose”, “Karaoke Pride” and ending with a viewing of “The Rocky Horror Picture Show”. There will also be a private event for the Tallahassee Pridefest Sponsors. Guests attending “Railroad Square Pride” will be given a Railroad Square “Passport” requiring four ticket stamps for validation. Stamps can be obtained in any combination of event participation or by visiting galleries or merchants within the park. A completed Passport makes the guest eligible to participate in the Raffle, which will be announced during “Karaoke Pride”. Here is the schedule.” 6pm-Midnight or later
Oyster City Brewing Company in Apalach: 5th Annual Oyster City Downtown Hoedown. “Yeehaw! It’s that time of the year again for the annual Downtown Hoedown street party in front of the brewery! For the last few years this has been a great musical gathering to get everyone hyped up for the 2019 SGI Brewfest 4th Annual on Saturday! This year Kent DuChaine returns to start things off with the blues like no one else can! Then, coastal bluegrass pioneers Dread Clampitt carry us on into the night with what is sure to be a phenomenal do not miss show!” 6pm
Civic Center: Kenny Chesney, Songs For The Saints Tour. 7pm
Ruby Diamond: An Evening with David Sedaris. 7:30pm
The Yard in RR Sq: Revival. 8pm
Blue Tavern: The Adventures of Annabelle Lyn. 8pm
Proof: Taller Trees. 8pm
Junction @ Monroe: 2x Grammy Award Winner Saunders Sermons. 8pm
Black Dog on the Square: Augur Ridge Unplugged. 8:30pm
Bird’s: Thousand Dollar Hen. 8:30pm/$5
The Wilbury: CDU Presents: Of Montreal w/ Yip Deceiver. 8:30pm/$18 GP/18+
The Bark: Cheap City, Soft Clicks, Emily Gabriel. 8:30pm/$5/all ages
Bradfordville Blues Club: Geoff Achison & The Souldiggers. 9pm
The Annex in RR Sq: PRIDE @ RRS, CCVL, & Cheap Thrills Present ROCKY HORROR LIVE. “Join PRIDE AT RAILROAD SQUARE for a nip & nightcap as the phenomenal cast of CHEAP THRILLS presents a full review of THE ROCKY HORROR PICTURE SHOW at THE ANNEX located in Railroad Square in between Gamescape and 621 Gallery! Prop bags available.” 10:30pm/$10
Tallahassee Junior Museum: Pioneer Breakfast. “Enjoy a hearty, outdoor meal at our 58th Annual Pioneer Breakfast on the 1880’s-style farmstead. This "feast"raiser features all-you-can-eat Register’s freshly grilled sausage, scrambled eggs, pancakes and real Bradley’s Country Store grits. The Museum’s Board of Trustees will serve up heaping helpings, along with coffee, juice, and milk.” 7am-11am
Railroad Sq (near the playground): EcoCitizen Day: A City Nature Challenge Event. “Home base is the Market Space, which is adjacent to the FAMU Way playground. Join us for kids activities, entertainment, and PBS KIDS' character Nature Cat. From there, you can head out to one of three locations for a bio-blitz using iNaturalist (https://www.inaturalist.org). The goal is to use iNaturalist to photograph and identify as many plant and animal (and mushroom, moss, lichen...) species as possible. This event is funded by PBS Nature. Their producers are busy getting ready for American Spring LIVE, an ambitious multi-day broadcast set to air on WFSU-TV just after EcoCitizen Day. Tune in to WFSU-TV on April 29, 30, and May 1 at 8 pm ET.” 9am-2pm
Tallahassee Nurseries: Veggie Gardening in Small Spaces. 10am
My Favorite Books: Bookstore Day. “Local children’s author, Bridget Noel Jones, will be in the store at 11am for a storytime with her children's book, The Story of the Infinipede. Through the rhyming text and brilliantly colored illustrations, this story teaches subtle lessons about being open to new things, and being friendly to new people. We hope you’ll join us for storytime, come meet Bridget, and stay for a fun coloring activity! Keep your eye out for giveaways happening all day and make sure to mention Bookstore Day to receive 20% off your cash or credit card purchase! Independent Bookstore Day is a one-day national party that takes place at indie bookstores across the country on the last Saturday in April.” 10am-6pm
Brick House: 26th Annual Downtown Crawfish Festival. “Live Music with Young Bucks formally: The King Band Tony Young and more. Jump House for the kids | Hula Hoop Contest | Corn Hole | Beads.” 11am-10pm/$10
Kleman Plaza: Tallahassee PRIDEFEST 2019: Pride in the Plaza. “This is THE premier event of Tallahassee PRIDEFEST! Come to Kleman Plaza, in the heart of downtown Tallahassee, and join us as we celebrate pride! Entertainment all afternoon on the main stage, food and vendors throughout the park, a Kids Zone, and more! With a family-friendly atmosphere, it’s free and open to everyone!” Noon-5:30pm
Paddy’s Raw Bar in Eastpoint: 2019 SGI Brewfest 4th Annual. “The SGI Brewfest is a one-day beer tasting festival to promote the appreciation of craft beer. All proceeds benefit the Franklin County Humane Society. This year's event features an even broader selection of amazing craft beers, friendly faces and furry friends. This is a very limited engagement and tickets must be purchased in advance. Tickets will not be sold at the door. Beers, beaches, and bettering the lives of animals. What's not to love? All Brewfest attendees must be 21+ including designated drivers. Children and adults under 21 years of age are not permitted at this event. This event will be held rain or shine - No Refunds.” 1pm-4pm/$40 ($15 for DDs)/21+
The Yard @ RR Sq: Slow Low Crow, Sage Monkey, The Lessers. 5pm
Fairgrounds: 5th Annual Tallahassee RODEO. “Get Ready for Family fun RODEO action plus, Food vendors, Merchandise vendors, Beer Tents, calf scramble, and much more.” 5:30pm/$18
The Moon: Purple Craze. “Purple Craze will feature a variety of live music from Southern Satisfaction, one of Tallahassee’s most popular bands. In addition to great music, you’ll taste delicious appetizers from the area’s leading senior resident chefs during the Battle of the Chef's. You’ll also have an opportunity to bid on art, cart racing passes, food, and much more during our silent and live auction. Don’t be surprised to see plenty of crazy outfits in the competition for the Best Purple Costume, and if you like to shake a leg, be sure to sign up for the Dance Competition.” 6pm
Garages on Gaines: PRIDE PROM 2019. “Get excited for Going Places Street Outreach Program's 4th annual Pride Prom! This event is for anyone who identifies as LGBTQ+ and allies. This event aims to be a safe space where everyone can express themselves authentically and celebrate their identities among friends and community. Join us in Candyland! We will be serving food and refreshments. We will have music, a photo booth, and a fierce drag show that you don't want to miss. DJ HeadphonzE will keep you movin and groovin through the night! There is no dress code! Wear whatever makes you feel great and comfortable. Going Places will also have an event the week prior to the prom for folks to come get dresses, suits, makeup, and more for FREE if anyone needs or would like an outfit to wear.” 6pm/free/all ages
The Bark: GEEK DOWN: A Night of Dance & Hip-Hop w/ the Artist & the Doctor. “Trio-Fi Media Presents the GEEK DOWN. A night of dance music and hip-hop, the GEEK DOWN showcases local DJs, beat-makers, and rappers. Delve into the Florida underground of experimental lo-fi, remix, dance and hip-hop music. The first edition of the GEEK DOWN features The Artist and The Doctor, the collaborative project between producer Dr. LaFlow and rapper Artisan P. Setting the mood for the night is DJ Ryze, one of Tallahassee's best DJs; known for his fresh mix of funk, soul, and dance. Rapper Rich, from Broward County will make a special appearance, performing cuts off his latest album titled All Things Considered.” 8pm/$5/all ages
Black Dog on the Square: The Adesh Balraj Quintet. 8pm
American Legion Hall: Red Hills Pagan Council 4th Annual Beltane Ball. Music by Crooked Shooz. “Tarot Readings by Arcane Paths, Family Friendly.” 8pm/$13/under 12 yo free
Blue Tavern: Sam Pacetti. 8pm/$5/all ages
Crum Box Gastgarden: Comedians Against Cards Against Humanity (CACAH). 8pm
The Wilbury: CDU Presents: Wicca Phase Springs Eternal w/ Smrtdeath and Fantasy Camp. 8:30pm/$15 GP/18+
Bradfordville Blues Club: John Nemeth. 9pm
Birds: Soulslaw live at Birds! feat. Neal Goree. 9pm
926 Bar & Grill: Pride After Dark - Pridefest 2019 Afterparty. “Keep the pride going with the official After Party of PRIDEFEST 2019! Join us at 926 Bar & Grill to dance the night away and celebrate another amazing week of Pridefest here in Tallahassee!! DJ Carben will be joined by some special guests to entertain you while the 926 bartenders fix your favorite libations and our amazing 926 chefs work their magic with your favorite 926 food! There will be a special show at 11:30 featuring the newly crowned Miss Tallahassee Pridefest 2019 along with some other amazing Pridefest Queens.” 10pm/$5
Madison Social: 2nd Annual Tallahassee Coffee Festival: Pour Me a Cup of 850. “The Tallahassee Coffee Festival is back and better than ever. We have brought together five of Tallahassee's best coffee shops from around town to provide some amazing coffee experiences. New this year, tickets will include unlimited sampling of different experiences from Lucky Goat Coffee, RedEye Coffee, Brooklyn Water Bagel, and Serenity Coffee and Kava Bar. There will be option to add on a commemorative campfire style mug and/or t-shirt.” 9:30am-Noon
Cascades Park: PrideFest Week: Tally RootCamp. “RootCamps are affirming spaces for queer, trans, and gender non-conforming, and non-binary people. All ability levels are welcome. Let’s stretch, move our bodies, and build community.” 11am-Noon
Backwoods Bistro: Sway Jah Vu. 11am
Five Point Sheraton: LGBTQ Trailblazers of Color Gala. “Honoring outstanding individuals of color who are advocates in the fight against HIV/AIDS, have pushed the advancement of LGBTQ rights, & have been in influence in our community! Brunch is provided. Please wear your Sunday Best.” Noon-3pm/free
Lafayette Heritage Trail Park: Lake Lafayette Bio-Blitz: A City Nature Challenge Event. “Join the Florida Fish and Wildlife Conservation Commission for an afternoon of exploration on and around Lake Lafayette. We will have naturalists leading a paddling tour (bring your own boat), or you can hike with members of the Florida Trail Association as you make observations using iNaturalist.” 1pm
The Bowery in Apalach: Jimmy Buffett Tribute Island Fun'draiser. “The Friends of St. Vincent will be hosting a Jimmy Buffett Island tribute featuring Sticky Too!. Thanks to our generous sponsors: Bowery Station, OCBC and 13 Mile! There will be a live auction, corn hole tournament AND for all those Parrot Heads out there .... a costume contest! Come enjoy a Wildlife Lager from OCBC, food from 13 Mile Seafood and a good ole laid back time dancing to Jimmy Buffett tunes!” 1pm-6pm
Fire Betty’s: Bar Wars! “We’re having a very special edition of Sunday Funday on April 28th! BAR WARS is a theme competition among different hospitality staffs to see which group is the apex of the service industry in Tallahassee. There’ll be prizes for the best team theme, best team name, most team spirit and a timed team relay along with a few extra surprises;) Special guests with special prizes and swag will be here to help keep things lubricated all night long. You can sign-up as a team of your 4 best 21+ representatives of your local business anytime at Fire Betty’s. The deadline for sign-up is by 6PM on Sunday.” 6pm-2am
Signature Lounge: Night of Bars. “The 9th Installment of the Night of Bars experience created and curated by OHTIS and powered by Dojo Aesthetics and CAP 6. Featuring Young Soul, Napalm, Elijah Kenny, Kleo, Israel Jones, JQ, Shon Eleazor, and, Tareef Knockout. + Special Guests. Sounds by IZZY B.” 8pm/$7 for single tickets, $10 for doubles
Blue Tavern: Ben Banks & The Backups. 8pm
The Yard @ RR Sq: Trivia Night, Hosted by the Women’s Council of Realtors. “Join us at The Yard at Railroad Square for laughs and good times! Our Trivia Contest will be a great way to learn about our strategic partners and our members. Submit your fun questions and answers about women's council past events and history. Chances to win free prizes and tickets to our District Conference will be available!” 4:30pm
Proof: American Spring LIVE Party. “Spring is one of nature’s greatest performances – a time of rebirth, renewed energy and dramatic transformations. For three consecutive nights, Monday, April 29 – Wednesday, May 1 at 8:00 p.m. ET on WFSU-TV and Facebook, American Spring LIVE presents the change from winter to spring in real time from iconic locations across America. Join WFSU team members and our EcoCitizen partners with Florida Fish & Wildlife Conservation Commission and the Coastal Plains Institute for an iNaturalist Tallahassee Leon County City Nature Challenge curation session, followed by a special screening of this program.” 7pm
The Bark: GILT/Hyper Enough/ Dead Enders. Karaoke after the show. 7:30pm/$5/all ages
For those of you unaware or not using Discord, the devs used it today to answer a lot of our questions regarding this patch (and Duelyst in general). I'll try to get most of these here:
So by resetting your collection you lose spirit gained from gauntlet. If you've decrafted monthlies you get them back right?
Yes, you get them back
What prompted you to change the amount of cards you get per turn 1 instead of it being 2? Also what about changing the opening hand to 5 cards instead of 3?
Reducing the draw to 1 per turn accomplishes many big goals, but from a pure gameplay perspective there are two main features: 1) It alleviates pressure to play 2 cards every turn or lose tempo 2) It increases "value" as a strategic element of Duelyst
What prompted this rules change now, this "late" as it were, in beta? What prompted this change only now?
This has been in progress for a while, even if you're all only hearing about it now. Ultimately, we decided to make a change now, rather than have it be "too late" after launch.
We have been working on this patch quite some time, but these things take a lot of testing.
You adressed the RNG in the patch notes. Yet Reaper of the 9 moons was left untouched and we will see more big minions now. Making 9 moons even better. My question is.. didnt 9 moons deserve one of the many changes?
While we agree wild RNG cards aren't really in the style of Duelyst, we feel like when the cards are thematic and interesting, they have a place in the game. Reaper is a fun card loved by a lot of people (Like GrincherZ streaming with it!) and we hope that cards with post choice randomness (such as Reaper of the 9 moons) are enjoyable without being overbearing
could you please elaborate on the Bloodtear Alchemist changes? it's not quite clear, did you just straight up buff it to 1 mana?
Bloodtear now pings off general artifacts, and has a global range (hence the 1 mana cost) but only does 1 damage. Maw "bites" minions who are close to him, hence dealing two damage! We wanted to give some texture and diversity to the basic/common value minions, so they serve difference roles
I'm going to address a number of questions in a batch. First, talking about "value". Duelyst, as we all know, has a great positioning element (the board) and that in and of itself makes tempo (the number of threats you control and the number of spaces you threaten) into a key tactical resource - Drawing 2 cards a turn puts additional pressure on the tempo side of thing. It's so important to threaten the board that late game play gets squeezed out unless it's utterly ridiculous
I was wondering: why such a dramatic change on Time Maelstrom? I understood when Third Wish was meta-warping, but with the lack of Vetruvian on ladder I was a bit confused.
"Take an extra turn" is a pretty powerful effect, and we ultimately decided we weren't comfortable with the kind of impact it was having on the game. Its possible we'll see something like this in the future, but for now, you'll have to just attack twice with Aurora's Tears + Artifacts 😉
so I get the point of drawing only 1 card now, since it puts less pressure on placing multiple small units. but doesn't the increase in beginning hand size kinda counteract that since controlling the board first puts you at a decent advantage? so decks that don't play late game will still flood the board making the opponent's late game deck kinda useless? legit question 'cause i'm no game designer or anywhere near an expert at CCGs and such
Controlling the board early means you played more cards than your opponent. In classic control vs. aggro style, if you commit too much to the board early and take control, you open yourself to the risk of getting "outvalued" by an opponent that can turn the tide with fewer cards of higher quality. Traditionally, with 2 cards per turn, it makes it almost impossible to "gas out" by just loading your deck with small cards and ending your curve (effectively) at 4. Now it is not. Late game cards come with much less intrinsic risk attached, and playing an on-curve card turns 5-9 means you don't give up the extra draw as well as tempo. Essentially, you now have to factor in value as a real thing in Duelyst now. It's not the only thing (tempo and board position matter a ton), but now you have another avenue to outplay your opponent. This also has the wonderful side-effect of flattening the power curve a little bit.
Any more upcoming stuff to address eye strain? It's the biggest reason I don't play as much as I'd like to. Font/Coloring kinda screws with me in a bad way if I play too much.
We're working on eye strain and other visuals as we speak. You'll notice in the patch notes 61 we're already starting to address that. We will continue to address font/coloring in the upcoming patches.
Are you not concerned that the game might be slowing down too much, now that control decks won't be punished for playing big value creatures, and the two faces of this archetype (Lyonar and Magmar) are untouched for the most part and given effective draws?
games don't necessarily slow down as a result of this; since big threats will more often go unanswered, games end sooner as a result. in the case of control mirrors, there is some slowdown, but the 5 card starting hand allows aggressive strategies to punish greedy control .
what happens to the dust you've won in gauntlet? / The dust you get from packs will basically be refunded back into packs though right?
dust from gauntlet, if you choose to reset your collection, becomes dust in the wind / no
The dust you acquired from disenchanting is lost, but you will open a number of cards as if the orbs were fresh - so in the sense you're implying, you do not lose value.
any reason vind wasn't nerfed instead of some of the less problematic mag cards like harvester and metamorph? same deal with the vanar rush spell
Not all changes are strictly balance related, in this case, Vindicator was also looked at but we decided it was the more "exciting" card to play with that made for more dramatic and interesting plays.
Was the world not ready for the Golem meta?
don't joke about the golem meta 😉
will there be a preview on how many orbs we would receive if we soft reset?
nope. you just have to kinda know
Do you feel like spelljammer and mogwai are too redundant? Repetitive draw mechanics on two different creatures (im not sure if this was asked, but I wasn't around)
These cards actually server very different roles now! Spelljammer accelerates the game for both players, whereas Mogwai gives a single card for just you so long as you can keep it alive and keep it moving
but the counterpoint is that in exchange for losing that draw usually, a lot of 6+ cost characters usually have over-curve "finisher" effects as well. Now that the power curve for the lower end of things has been hit by the lack of draw power (and this feeds back into my previous question), doesn't it now by-comparison unbalance the higher end of the spectrum as well? We already had multiple formats where control magmar was dominant, along with some combo songhai, lyonar, vetruvian control and more, and if anything those archetypes got significant buffs not even considering the rule change. How are you going to address that?(edited)
The design space for the top end of the mana curve in Duelyst was really small. Cards over cost 5 had to effectively end games right there or not be worth it at all. We believe you'll find this is much less the case now
One of the most unique aspects to Duelyst, aside from the board state, is the fact that two-card-draw and the Replace mechanic existed. This allowed for a sense of card advantage that was quite absent from other games, wherein you could build a lead in the earlygame if you only played 1 costly card per turn. Did you make this change, and overall reduce some of Duelyst's unique-ness, with the hope that you could generate new unique interactions from the extended array of cards now viable, or did you just feel that two-card-draw limited design space too much?
Duelyst's number one unique feature is the board. We want to highlight it as much as possible. The two card draw was different from some other card games, but not absolutely integral to highlighting the board. We found that it just put too much pressure on playing cards on the low end of the curve, and restricting the late game cards a lot. We think you'll find that the variance in power level between many cards is lower than before, which means you don't HAVE to end the game with a 5 drop or die. This opens up the card pool in profound ways
can you talk about hand size a little bit? how will the hand size of 6 interact with the goal of making card draw more relevant in the game, and also starting with 5 cards?
Giving players a 5 card opening hand means you won't "run out of gas" in the early game. We tested with smaller hand sizes and found that decks without strictly value minions simply could not compete, due to having too few resources (cards) at the start of the game. In terms of having a 6 card hand, we found there wasn't any conflict with having 5 starting cards. Playing cards from your hand tactically is still the right way to play! We also like encouraging players to play out their hands, rather than sitting on them forever
In addition, having 5 cards opening allows you to see a bit farther into the future of each individual game, adding a more strategic element
Sorry re-asking cause of time, I currently have 10 unopened orbs, and I am interested in the soft reset, should I open those 10 orbs now, can I leave it there? What should I do to make sure I get the max vaule with the reset?
you can open them
if you just leave them we don't delete orbs
just to be clear, there will be no dust refunds for changed cards?
no dust refunds
we've seen multiple formats not drastically different than the one we used to have where aggro didn't exist as easily because of the power of certain late game control archetypes. It became an arms race between aggro and control, where it was relatively binary in terms of if you hit a certain mana cost, the game was usually decided for one player vs another.
control decks will less reliably draw answers as well, it's not that cut and dry as to say they will always survive to that turn
only cards which will be back in our collection will be gauntlet cards and achievement cards (random legendary for certain quests)?
any card you earned or got out of spirit orbs comes back. any card you crafted doesn't
not considering some of the draw tools we currently have at the disposal of some of these particular archetypes. Take a look at Lyonar for instance, Aegis Barrier just became a cantrip. Also, some of these decks don't need to dig for once specific high level answer, they can run multiples reliably, also the fact you can open one a lot more reliably in your opening hand allows you to mulligan them away far more easily.
those draw tools cost mana and tempo, and are often conditional or have symmetrical effects
why did you guys nerf tracer? how was it a problem
We want to encourage players to stand and fight eachother within an effective range for interesting strategical play. We found that without drawing two cards per turn, it was nigh impossible to punish players who simply ran away from engagements, rather than fighting it out. By nerfing tracer, this became a much less powerful strategy.
One of the key aspects to Duelyst that was originally heavily promoted was the fact that games were quick, yet heavily strategic and fun. From your internal testing, have you found that by placing a lesser importance on card draw (leading to an increased value in high cost cards) has made games longer? I can imagine that having five cards in your hand initially makes games more interesting right from the get-go, and feeling like the earlygame is less dominated by your opening RNG certainly seems like a good change, but I'd be curious as to whether the change has extended the average game time, in your estimations.
Our internal tests have found game lengths (in terms of pure time) to average around the same as before.
How did you arrive at the new mulligan phase?
Lots and lots of testing and math! Seriously though, we wanted to ensure a combination of players 1) having the resources to play a fair game without getting destroyed because they simply didn't draw the right cards. 2) providing lots of variation in the early game from game to game (long gone are the days of turn 2 jaxi every. single. game.) 3) giving players sufficient options in the mulligan phase as to influence the outcome of the game, while still maintaining points 1 and 2
where is the unraked mode? Any prevision when is coming back? thanks!
We're not happy with our Unranked Mode in a qualitative sense. We'll have it back up later.
they're not really "theories", they're laws of card games in general, as someone who's played...well...too many to count now honestly. But the idea behind my train of thought is this: Will you be prepared to deal with the fallout of something like that, where the meta game falls apart, not just in the particular scenario I proposed, but in any scenario like that?
we're prepared. we've tested this extensively before it went out as well, but we need everyone's help to see if there are more things we didn't catch 😃
Can you give us a little insight into how you imagine the individual factions playing now? It seems like some factions are maintaining their playstyle to a certain extent while others seem to be somewhat losing some of their faction identity, but this is based on a very preliminary view. Or, is this the type of thing you want us to figure out for ourselves?
I believe the factions will be even more iconic than before, since we predict a fair number of their formerly unplayed cards find use in the meta 😃 I don't want to go into specific card examples right now, but there are several cards that seemed like they should have been cool that were getting a lot more play in our internal testing environment
Did you playtest Oserix at all in .61? Is he playable with the slower pace?
we did play with Oserix, I don't want to tell you how you should play (we'd rather all of you figure it out organically and teach us!) but, I think he's pretty sweet.
What are your thoughts on the role of artifacts in the game? I've noticed cards like Artifact Hunter and Rust Crawler had their stats adjusted, yet no artifact cards were changed. What's the design team's stance on the role of artifacts in the game?
Artifacts are powerful value cards, in that they offer up to three "value strikes." Without any tweaking they became better. This is why the adjustments to some of the related cards
In your tests, Hailstone Prison is good as before? Or now is a more situational card? I mean, now is hard to burn a card, right?
Try it out for yourself! I think it still found its way into a few of our vanar decks.
For questions about "is this card better / worse" -- we've tested it thoroughly, and we want to see what you the community find, and you can teach us which cards are better or worse instead
are you looking to buff some vet cards in the near future? feels kinda underwhelming to be the only faction getting a single change. also how do you like my vetruvian verses?
at first glance it seems like vet didn't get any love, but a lot of the core rule changes indirectly affects how each faction plays - you'll find there's a lot more you can do 😃
many cards are indirectly buffed simply by the rules change. We think you'll find that especially true with several faction cards
Can we get an ETA on unranked/Sandbox. Really vital for theorycrafting + testing. Please. Someone answer.
You noted that with more emphasis placed on value and card advantage, artifacts will become more powerful, so what was the reasoning behind giving Rust Crawler vanilla stats? Doesn't this mean there's very little reason not to run it now?
You should definitely try out the new Rust Crawler and see how he plays yourself with the changes 😃
Is there a product roadmap for the near future? I know these are huge changes, but what are the next steps? Will you guys take some time to observe the meta and work on UI features or get more into content creation?
Everything you described is in the works, pretty much at all times. We're working on every aspect of the game in sync and the moment we have something ready for the community, we'll push it out! We've also posted product roadmap on our previous patch notes with some of the upcoming features and expansions
Upcoming card expansion (~60-80 cards), a new play mode (totally unique), more story-related stuff, cutscenes. Plus localization, monthlies, and frequent events with new cards.
If I give Sand Burrower Boundless Courage it will return to my hand? Because I saw there's no more Shield Oracle now, and I believe this interaction is a bit... weird?
no, Sand Burrower's effect only triggers when it takes non lethal damage - in the case of 0 damage it just doesn't take any damage and remains on the board
Has anyone addressed the progress on spectator mode (LIVE GAMES) development at all yet? Just wondering..
We have a new WATCH feature this patch. As for full spectator mode, that's coming in a bit. Let us know if you like the WATCH feature.
will there be new faction cards or is the expansion mostly battle pets?
Upcoming card expansion will definitely have additional faction cards including new spells, artifacts, and faction minions.
are we to expect a Steam release before the upcoming expansion? Wouldn't it feel weird to have an expansion while we're still on beta?
Yes, Steam release has been in the works for awhile. You'll see it coming very soon.
What measures has internal testing taken to prevent exclusively aggro or midrange decks from dominating over other deck types (For example... hybrid and control)? Are these changes (card metrics / rules) aimed at creating an environment where more cards are just "solid" and we can play a more diverse range of cards to create win conditions with? I'm curious about changes to Amplification / Phalanxar. Where these metrics changed in regards to edge cases where these cards were more oppressive in those matchups, or were they aimed at a reductionin OTK-specific instances to make games more tempo-oriented, and less anti-fun?
our batch of card changes was developed iteratively - in some variations we saw a dominance of one archetype over the other, our final result was what you see in this patch
Can you give us a rough estimate of when Denizens will release? Or is that still a secret?
Definitely latter half of THIS year. It's soon.
what do you guys recommend as the criterias for using the soft reset for players that have a decent sized collection (with most meta decks and powerful legendaries, but have spent a good amount of money on the game). Sorry this was asked many times before.
If you're unhappy with your collection after the changes, you can soft reset! If you're still happy with your collection, there's no need to. It's ultimately up to you, it's designed for there to be no truly wrong answer.
given that it'll be the latter half of the year are you still planning on two expansions for 2016 or will it be just the one?
We want to ensure that's enough spacing between expansions, so if we're a bit late on exp1, then exp2 might be early part of 2017. But we don't want to have them too closely together.
Is there no full refund for the cards that were changed?
No individual refund, just the option of a soft collection reset.
How long with the soft reset be available for those who may want to see how the changes are before resetting?
You have around 3 weeks (I can verify later). So you have time to weigh whether you wish to do the inventory soft reset. My suggestion is if you're relatively happy with your current collection not to risk rerolling. But it's your call!
We don't want anyone to feel like they're "trapped" with their current collection with so many changes. This way, if you're happy with your collection you can keep playing, but if you're unhappy you have an option with all of the changes.
I saw a preview of a cutscene on the facebook page, is that a part of the new end-match screen mentioned in the patch notes?
No, these are full cutscenes that are interspersed into our game in key milestone areas. Just like how we're adding story chapter lore, we'll be adding cutscenes as well.
Why wont Grailmaster have Forcefield?
Grailmaster's list of keywords is designed around the card, so new keywords aren't necessarily added. Who knows for the future!
Does forcefield reset on the opponents turn? If I attack the sunsteel defender once, will it regain forcefield for celerity on the opponents turn?
forcefield will refresh itself at the start of each player's turn - one instance of damage cancels forcefield
Dispel grow on power now, do you think it is healthy stay with dispel the way it works, with so less draw? I mean, now buffing a creature is very dangerous of you losing value (cards). In your tests buff is as powerful as before, or now became very situational?
We've tested dispel pretty extensively, and I think you'll find its still perfectly fine to play with. We do encourage you to figure out when/why you'd put dispel effects in your own decks!
Do you think CP will adopt Blizzard's style of development or WotC's. As in planning out sets a couple months in advance or a lot more, respectively
The upcoming Denizens of Shim'zar expansion has a lot f very unique and new minion-specific effects. It also takes positioning into greater account. It's taken us a lot more time to build this upcoming expansion because there's nothing really like it (bc we can leverage the board).
We plan ahead as far as we can. Once a lot of core features that the community wants is complete, most of our time will be focused on expansions. Effectively speaking, you'll never see a gap in releases (regardless of how far out we plan it).
The expansion is only class cards, or there will be neutral cards as well? I mean, you add so much neutral through the year...
Mostly faction-specific cards. But there will definitely be neutrals as well.
So during testing did you guys (the devs) find that 2 drops were much less important with the new mechanics?
We found that 2-drops are still important, but not overwhelmingly. You probably can't ignore them completely, but you don't have to build your entire game around them either.
Any word on adding more utility options for the game (such as scaling the battlefield for larger resolutions, suppressing animations/bloom, sticky battelog, default faction emotes, etc?)
These are in our backlog, but they take a secondary priority to core features in our roadmap. There's only so much time we have in a week to do everything. But those items are all on the list.
will the sisters be in shimzar or another release?
Seven Sisters will be a separate release schedule from Denizens.
What are the thoughts behind divine bond buff?
We made sure every faction has powerful tools it can end the game with, and divine bond stood out as a place where we can give Lyonar some aggressive power.
can you guys talk about the new saberspine tiger? It really negates 6-health low attack minions, like obelysk and portal guardian
So in general in the old version of Duelyst, tempo was really important. Spending a whole turn to just remove a 3 drop is a lot less powerful now, as you are going to want to develop your board so you can play your more powerful mid to late game cards. 5-7 drops are a lot better now in .61!
how do you guys plan to balance out removal options with strong minions now? I know before with 2 cards per turn drawing answers was more common
at first we'll see how the meta shakes out, we did do some testing on this internally and yes there is less of a chance that big threats will be answered. as a result more top-end cards are playable 😃
why doesn't vanar have any full board AOE?
From a vision standpoint: Vanar has tempo, stickiness and crazy vespyr synergy. Avalanche as their partial AOE makes them stand out from other factions, and they have to solve AOE problems in a unique way.
How do you all think Vanar will be after the patch?
We've worked very hard to ensure every faction has tools to compete at all levels of play. Vanar is no exception to that
Why the idea on no vet changes other than time? and why the change on time trying to push artivet?
vet has changed a lot indirectly as a result of the core rule change, you'll find you have a lot more previously unplayable archetypical options in Vet now, and we believe them to be pretty strong
why'd you guys nerf nightsorrow so badly, like I personally felt it was fine, at the very least keep it 3 attack, why nerf it past just the effect?
With a little more emphasis on value in Duelyst, Nightsorrow actually caused a lot of problems in testing, warping deck construction around it. We still wanted night sorrow to be a powerful value minion, but we didn't want it to make it so cards like Pandora are unplayable. We decided to change Blood Siren to give Abyssian some more leverage in that regard, such that pairing them together is very strong. (Also zen'rui synergy!)
For the sake of mental clarity, we wanted the ability of the card to destroy a minion with power equal or less than it. Makes the card easier to understand for newer players
decreased consistency in the game from the drawing less cards
This is a big question, and deserves a big answer. We actually did want to remove a little bit of consistency from Duelyst (only a little bit!). This addresses a major issue we've been having with decks always playing the same way, leading games to feel "samey" (in the words of many from our community. Openings and combos felt a bit too scripted and less exciting. We feel the game is more exciting (and even more tactically rich) when decks are not 100% consistent and require players to adapt from time to time. Don't worry - the game is still much more consistent than others, just not "perfectly so." We believe you'll find it adds a lot to replayability and fun factor in the long run.
I hope this was helpful. That's all for now, at the time of this thread. Thank you for doing this Counterplay!
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