The First Descendant permabans over 1,700 players in first crackdown on “abusive users” Nexon GamesNexon has revealed the results of its first crackdown on cheaters and other “abusive” players in The First Descendant, which resulted in permanent game bans for over 1,700 users. Days after announcing plans to combat “inappropriate behavior” in The First Descendant, the developers said they banned well over a thousand users between Friday, July 12 and Thursday, July 18. In a notice posted on The First Descendant’s website, Nexon said “We’re inspecting abusive gaming behavior to ensure that all Descendants can enjoy the game in a pleasant environment.” They also asked any players who notice “abnormal or abusive behavior” to report it. The post went on to reveal that 1,305 users received permanent bans for “Creation, distribution, or use of unauthorized programs.” An additional 428 were also permabanned for “Exploitation of all processes related to the Open Store,” which Nexon clarified as “unfair gains by exploitation on store payment process.” That brought the total number of players banned in this crackdown to 1,733. The developer also said anyone who believes they have been falsely banned for Open Store violations can appeal by contacting Support or whichever platform they used to make the purchase. There were no mentions of lesser punishments for general toxicity or steps taken to address AFK players. AFKing is an issue the community has been quite vocal about and that Nexon discussed in its Hotfix 1.0.3 patch notes. In those patch notes, Nexon said it will be “keeping a close eye on recent trends regarding AFK” and is “considering ways to resolve the AFK issue” while acknowledging that a “cautious approach” is necessary. The First Descendant is far from the first game to announce a massive permaban wave like this. Once Human took similar action on July 16.
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The First Descendant PC system requirements: Minimum & recommended specs – Dexerto
The First Descendant PC system requirements: Minimum & recommended specs NexonThe First Descendant system requirements have been revealed for PC, so here are the minimum and recommended settings needed to run the game smoothly. The First Descendant is a looter shooter that’s packed with colorful characters, deadly weapons, and beastly bosses. Due to the game’s fast-paced nature, you’ll want to ensure your PC is up to the task. After all, any fps drops during boss fights can lead to a quick death and have you missing out on the best loot. So, before you go racing through the main story quests and unlocking new Descendants, we recommend looking at minimum and recommended system requirements. The First Descendant minimum system requirements The settings below are required to run The First Descendant smoothly at 1080p, achieving a frame rate of 30 fps on low settings. OS: Windows 10 x64 20H2 – Processor: Intel i5-3570 / AMD FX-8350 – Memory: 8 GB RAM – Graphics: GeForce GTX 1050Ti or AMD Radeon RX 570 Video Memory 4GB – DirectX: Version 12 – Network: Broadband Internet connection – Storage: 50 GB available space – As always, we recommend installing the game on an SSD over an HDD to avoid any stuttering and long loading times. You can always lower the in-game setting further should you wish to eke out as much performance as possible from your rig. The First Descendant recommended system requirements For the smoothest gameplay experience in The First Descendant, you’ll need to have the following hardware: OS: Windows 10 x64 20H2 – Processor: Intel i7-7700K / AMD Ryzen 5 2600X – Memory: 16 GB RAM – Graphics: GeForce RTX 2060 or AMD Radeon RX 5600XT – DirectX: Version 12 – Network: Broadband Internet connection – Storage: 50 GB available space – This will enable you to hit the 60 fps sweet spot at 1080p, which is incredibly important for a fast-paced shooter. Of course, if you’re still finding your game stuttering on high settings, you can always lower certain graphic options like shadows and have the game booting from an SSD for fast loading times. Now that you know the minimum and recommended system requirements for The First Descendant, you’ll want to claim Twitch drops to get your hands on some free Gold and Kuiper Shards.
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The First Descendant July 24 patch notes: Storage increase, monster changes, Luna details, new weapon – Dexerto
The First Descendant July 24 patch notes: Storage increase, monster changes, Luna details, new weapon Nexon GamesThe First Descendant 1.0.4 update has fixed several issues within the game, with changes to the Storage limit and monster spawns. There’s even news about the upcoming Week 5 update. Hotfix 1.0.4, which released on July 24, 2024, has finally brought with it some major quality-of-life changes to The First Descendant. Headlining the patch are the increased storage capacity, additional Void Fragment drops, monster spawns, and cooldown changes to the Vulgus Strategic Outpost. However, the most exciting part of the update are the Director’s Comments about the Week 5 Update Preview. It’s here where the devs outlined details about Sea of Emerald, Ultimate Valby – a nano suit that replicates Valby’s former body color and texture. If that wasn’t exciting enough, there are even details about Luna, the game’s new Descendant. So, here’s everything released in the The First Descendant Hotfix 1.0.4 patch notes. The First Descendant Hotfix 1.0.4 patch notes Nexon’s full patch notes can be found here. Content Improvements Module storage limit has been increased from 1000 to 1500. – Cooldown for ” Vulgus Strategic Outpost” has been reduced from 5 minutes to 1 minute. – Spawning time between monster respawn has been increased, and the reward amount has been adjusted at the ” Vulgus Strategic Outpost”. – Void Fragments will now drop when defeating monsters in Special Operation. There will be the most void fragment drops at the Special Operation “Neutralize Void Experiment.” – Using “Mark for Arrest” item obtained from Special Operation will grant ten times the usual amount of gold. When “Mark for Arrest” is used from ‘consumable’ tab, it will convert to 100,000 gold, and “High-Value Mark for Arrest” will convert to 1,000,000 gold. – Director’s Comment: With this adjustment, the reward amount at Fortress outpost has been reduced. However, to ensure that “Valby run” remains a popular hunting ground like Ambush Point and Refined Run, we have set the reward efficiency significantly higher than originally intended. We hope to provide numerous farming spots in The First Descendant, each with unique characteristics and usefulness to different Descendants. Instead of reverting Valby run to its original design intent, we have adjusted it to offer similar efficiency to other high-reward hunting grounds. Additionally, we have shortened the cooldowns for all outposts so that players can play them more frequently without deliberately failing and no longer need to search for outposts with shorter cooldowns by moving around the map. We have also added gold rewards to Special Operations and adjusted 4 types of Void Fragments to be randomly dropped, allowing players to choose and utilize various hunting grounds. Through issues like the Fortress Outskirts and Valby run, we are learning what kind of play style our players enjoy. The experience of sweeping through and farming monsters is of significant value in our game. Your feedback and interest are what drive the continuous improvement of The First Descendant. We will always listen to your feedback and improve the game. Week 5 Update Preview Greetings, this is The First Descendant Director Joo Min-seok. Along with the patch notes, we have prepared information about next week’s update. Please look forward to it! Sea of Emerald, “Ultimate Valby” Finally, the Magisters have completed the ultimate project for Valby. This ultimate equipment, called “Sea of Emerald,” has fulfilled Valby’s long-held desire. It is a nano suit that replicates Valby’s former body color and texture. Although covered in a thin layer, Valby feels like regaining a long-forgotten part of herself. Ultimate Valby’s Modification Modules – Spiral Tidal Wave: Replaces the Bubble Bullet, which was difficult to aim, with a projectile that flies straight. Spiral Tidal Wave attracts the impurities of Gluttony, making it an excellent choice for intercepting Gluttony. – Hydro Pressure Bomb: Instead of “Plop Plop,” it leaps forward and deals damage to enemies around the landing area. The more enemies in the laundry state, the more powerful the damage, making Hydro Pressure Bomb a strong finishing blow. Instead of diving into the water, leap joyfully forward! A New Descendant, “Luna” The Mad Artist Luna has returned to Albion after a long wandering performance. Luna’s synthesizer gun becomes more powerful when fired in rhythm, enhancing allies’ abilities based on the performance. When Luna dances to upbeat music, allies’ skill power increases, and when dancing to relaxing music, allies’ mentality recovers and resource consumption decreases. Invite everyone to Luna’s concert. Unfortunately for Virgus, it will be their last stage, but Luna’s performance is just beginning! Luna’s Modification Modules – Nimble Footsteps: Enhances Luna’s mobility and amplifies the effect range of her performance, allowing for more effective ally support. – Noise Surge: Transforms Luna from a supporter to a combat dealer. Dashes towards enemies in rhythm, dealing damage to nearby enemies. When the inspiration gauge is full, summons a stage to recover mental strength and shields. Provide enemies with a terrifying musical experience with Noise Surge! Gluttony The mutated Devourer-type Gluttony is a giant that indulges in Void Energy. It is equipped with systems to mine Void Energy and a cooling system to cool the heat generated during this process. To counter Gluttony, you need measures to withstand its cooling performance and the judgment to exploit its greedy temperament. Intercept Gluttony and collect new ultimate weapons and external components. New Ultimate Weapon “Peace Mediator” When meditation is necessary to bring peace to Ingris, the new ultimate weapon Peace Mediator is the perfect solution. This powerful hand cannon is effective even with single shots but can unleash a burst of bullets to deliver powerful firepower under the right conditions. New Ultimate Module “Arche Concretion” Provides Arche Concretion effect, which increases defense and mentality when using skills but decreases movement speed and attack power. It is particularly useful for Luna and Ajax and can be a good choice for players who want stable skill use. Your choices are free; combine various Modules to create your unique build. Balance Adjustments In the week 5 update, we have decided to make balance adjustments for some Descendants and Ultimate weapons. First, we are adjusting Valby, Blair, and Freyna, who use AOE as their main skills. We hope to see these Descendants more effectively dominate the battlefield, creating large AOE zones and leisurely watching enemies fall from the rear. Look forward to improved performance for these wide-range covering Descendants. Additionally, there will be improvements to Ultimate weapons that enhance critical hit chance and damage. Enduring Legacy (machine gun), Secret Garden (tactical rifle), and Nazeistra’s Devotion (hand cannon) will be improved to boast more powerful firepower with critical settings. Moreover, Greg’s Reversed Fate (tactical rifle) will be adjusted to activate its unique effect in more chances. We are also improving the functionality of single-shot weapons, allowing players to choose between single-shot and rapid-fire modes. Please look forward to it. Lastly, there will also be more improvements for convenience to be included in the week 5 update. Plus, new cosmetics that many players have been waiting for will be out, so please wait just one more week!
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The First Descendant July 18 patch notes: Icon changes, AFK report, bug fixes – Dexerto
The First Descendant July 18 patch notes: Icon changes, AFK report, bug fixes Nexon GamesThe First Descendant’s latest update has made a variety of changes to address concerns about the game’s icons, AFK players, and more. Hotfix 1.0.3, which released on July 18, 2024, makes some useful changes, particularly the option to turn off projectile explosion effects from other players to improve visibility and increasing the number of Void Shards you get from certain missions. The latter addresses a common complaint with the game’s “annoying” grind for these valuable resources. What’s perhaps most notable, though, is what Director’s Comments throughout the patch notes have to say about the dev’s plans. While the update adds the option to report players for being AFK in the menu, Nexon says it’s “keeping a close eye on recent trends regarding AFK” and is working on a “cautious approach” that both catches cheaters and prevents the kick system from being “exploited for other purposes.” Additionally, this update changes some icon images, which many online pointed out were barely different from those in Destiny 2. Beyond that, the patch notes reveal plenty of bug fixes and announce an August 1 release date for the next update, which will add a new Descendant named Luna along with Ultimate Valby and much more. The First Descendant Hotfix 1.0.3 patch notes Nexon’s full patch notes can be found here. Content Improvements (1) UI/UX – An option has been added to turn off other players’ effects (projectile explosion). – In order to improve the visibility, the explosion effect and the duration of ‘Vestigial Organ’ have been reduced. Director’s Comment: As Gley’s infinite launcher build became popular, we took temporary measures to address an issue where the explosion effect was disrupting gameplay severely. Currently, we only provide the option to disable other players’ projectile explosion effects, but we are planning to enhance this feature for other effects as well. – A system message has been added to make it easier to check the DBNO status of allies, and an extra measure has been added to the party member UI. – Reduced the research completion visual effect duration for materials frequently used in research. – ‘Away from keyboard (AFK)’ has been added to the player report menu. Director’s Comment: We have been keeping a close eye on recent trends regarding AFK, and we agree that AFK hinders the game play for other players. However, we believe that a cautious approach is required in this matter. This is because AFK judgment mechanisms can sometimes be bypassed with simple shooting or moving actions, and the AFK kick system can be exploited for other purposes. First, we are trying to learn the patterns of AFK players with AFK reports. Through this, we plan to collect the information necessary to separate AFK players in matchmaking and prepare an appropriate measure in the future. We are considering ways to resolve the AFK issue so that everyone can enjoy the game together. We ask you to respect other players in the meantime, and if you have an idea on this matter, please let us know. – The UI has been updated so that major rewards obtained from chain quests that have already been cleared are checked in the quest list. – A function has been added to view acquisition information directly in the target section of Library. – Fixed an issue of scrolling to the top when moving from the target item of Library to the corresponding item list. – Added Firearm types and Rounds types to the Library Weapon List. – Fixed an issue where a player who joined the Void Fusion Reactor could use the Reconstructing Device even if there were no Void Shard after completing the mission. – When completing a Void Fragment mission obtaining two types of Void Shard, the amount obtained has increased by approximately 1.5 times. – Void Fusion Reactor mission tooltip has been updated to display the number of Void Shards. – Added Linked Amorphous Material to Void Fusion Reactor mission tooltip. – Void Shard attribute will now be displayed on the map directly. Director’s Comment: We discovered and fixed an issue where a party member’s ‘Abort Mission’ system was being exploited to repeatedly play the Void Fusion Reactor without consuming any Shards. While addressing this glitch, we also considered why players might resort to using it. We realized that the transition from Shard farming to actual Void Fusion Reactor missions was quite inconvenient and tedious. Therefore, we not only fixed the bug but also increased the amount of Void Shards obtained and improved the farming process to make it more convenient. Please wait a little longer, as we will significantly improve the Fragment farming routes in the upcoming Week 5 update scheduled for August 1st. The Dev Team will continue to learn and grow from your playing experiences. We will always listen to your valuable feedback and strive to provide a better gaming environment. – The number of Attached Items that can be registered has been updated to 1,000 each for weapons, reactors, and external components. (2) Descendants – ‘Thrill Bomb’ and ‘Lightning Emission’ with the Ultimate Bunny ‘High-Voltage’ module will now target nearby targets rather than random targets. – ‘Allergy’ of ‘Reconstruction Serum’ of Yujin now applies to Colossus as well. – Ultimate Bunny ‘Electric Charge’, ‘High-Voltage’ and Bunny ‘Electric Condense’ sound effects have been changed. – ‘Use Bunny’s Skills to inflict Electrocution on enemies’ has been removed from the 2nd and 3rd stage evolution conditions of the bunny Evolving Skin ‘Speedy Awakened One’. (3) Infiltration Operation – You can now view mission results through the ESC menu after completing an Infiltration Operation. – The time limit for destroying the Ironheart has been removed in the Infiltration Operation ‘Fortress – Heart of the Fortress’. – The location of the supply droid in the Infiltration Operation ‘Fortress – Quarantine Zone’ has been moved to the battle zone, making it easier to supply bullets. (4) Mission – The position of immunity spheres of Named Monsters will not change anymore as the monsters move or rotate. – The sequential sphere type of the Named Immunity of ‘Alternate Hand of Nazeistra’ that appears in White-night Gulch ‘Eye of Truth’ has been updated. (5) Field – The drop quantity on Hard difficulty has been increased by approximately 1.5. (6) Miscellaneous – The stack limit for consumable items has been increased from 1 million to 100 million. – Updated some icon images. Director’s Comment: The First Descendant has been developed with deep affection and respect for various looter shooters, and we take feedback regarding other similar games very seriously. Through this hotfix, we are trying to reflect the unique identity of ‘The First Descendant’. We will continue to improve the game for the fans of the genre. Optimization Improvements – Fixed the memory leak that occurred intermittently in windowed mode. – Fixed the memory leak when using Frame Generation. – Fixed the issue of temporary frame drops when opening inventory with DLSS Frame Generation. – Fixed an issue where frame limit was not restored even if additional options were changed to Off when DLSS Frame Generation or FSR Frame Generation is enabled. Bug Fixes (1) UI/UX – [Russian][Spanish][Portuguese] Fixed an issue where the material quantity text was cut off in Weapon Transmission. – Fixed an issue where the top menu remained when Scroll Map > Top Library through Acquisition Information, and then moving to the screen with ESC. – Fixed an issue where a black screen was briefly displayed when starting Special Operation. – Symbol effects have been added for ‘Code Analyzer’, ‘Code Breaker’, and ‘Core Material’ dropped. – Fixed an issue where account names starting with ‘#’ were not visible. (2) Descendants – Fixed an issue where the Descendant couldn’t be changed after completing the exclusive dungeon of the quest ‘To Bunny, Our Beloved Daughter’ in the Bunny quests. – Fixed an issue where Bunny’s Lightning Emission was used even if there was no moving distance when rolling over a box or wall. Director’s Comment: We love how Bunny runs fast, unleashes electric energy to take down her enemies. Bunny is a Descendant who gains her power in proportion to the distance she travels. However, rolling around in a corner and using her skills was not what we expected from her, so we decided to fix this. Additionally, we are detecting the use of various macros and unauthorized programs through our monitoring system, including the rolling in place macro. We are currently taking actions against macros and unauthorized programs, and will continue to strive to create a more enjoyable gaming environment for everyone. – Fixed an issue where sound effect was not played intermittently when landing on the floor with Kyle’s ‘Superconductivity Thrusters’. – Fixed an issue where the charging motion was repeated with Kyle’s ‘Repulsion Dash’. (3) Modules – Fixed an issue where the ‘Arche Acceleration’ module did not increase the speed and distance of projectiles. – Fixed an issue where Ajax’s ‘Body Enhancement’ module did not reflect the max shield in the current shield after moving to the map. – Fixed an issue where the Firearm ATK of the ‘Shoot Focus’ module was applied as a sum operation and not as a multiplication operation. – Fixed an issue where the module list scroll was reset to the top after Module Enhancement. (4) Mission – Fixed an issue where monsters would not spawn if the first monsters spawned upon entering the Vulgus Strategic Outpost were immediately killed. – Fixed an issue where the next quest could not be started under certain circumstances. – Fixed an issue where the sphere would tremble when it was far away during the Named Monster’s sphere gimmick. – Fixed an issue that prevented field change by removing the shield created during the ‘Upper Hatchery’ mission in the White-night Gulch Hatchery. – Fixed an issue where monsters would spawn even without an actual battle in the White-night Gulch ‘Fortress Outskirts’. Director’s Comment: The Fortress Outskirts have become a popular farming area, with many monsters pouring in from the beginning of launch. We love the ‘run and kill’ play and believe running, shooting, and bursting are the fundamental aspects of a looter shooter. However, using the terrain to exploit and gather monsters without any action was not what we intended. If everyone simply stood still and hunted, the game’s enjoyment would quickly diminish. Therefore, we decided to make a change. We maintained the spawn rate by keeping the 4 Vulgus Resource Storages active simultaneously, but monsters will not increase when players are idle. Run, shoot, and create some explosions! Many more monsters will continue to appear. (5) Field – Fixed an issue where ‘Code Analyzer’ was intermittently required when working with the Encrypted Vault in the Hard difficulty. – Fixed an issue where falling while using a grappling hook in a certain section of the prologue caused you to spawn at the next location with the Mission Unfinished status. (6) Void Intercept Battle – Fixed an issue where the Removal did not happen intermittently and the grappling hook was maintained during a battle. (7) Miscellaneous – Fixed an issue where items were not collected when purchasing multiple items of the same product. Director’s Additional Comment: Thanks to the love and interest that you have shown us, we feel the brimming energy of the community. Hotfix 1.0.3 includes many fixes, which we hope will improve your gaming experience. Recently, we saw a video in the community where the Colossus was defeated more quickly through module switching. If we had a bit more time, we would have liked to include a fix for this in Hotfix 1.0.3, but unfortunately, it didn’t make it into this update. The Dev Team does not want module switching to become another strategy. This method makes combat tedious and does not fit well with the run-and-gun playstyle. The Dev Team wants skills, weapons, modules, and external components to be part of the strategy. We hope that in-depth build research will progress, but strategies requiring inconvenient control are not what the development team aims for. Last but not least, we are planning to skip the patch next week for the upcoming 5th week update on August 1st. Please look forward to the new Descendant Luna and Ultimate Valby, new intercept battles, new ultimate weapons, modules, external components, and skins on August 1st.
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The First Descendant July 11 patch notes: Hard Mode matchmaking, optimization, more – Dexerto
The First Descendant July 11 patch notes: Hard Mode matchmaking, optimization, more Nexon GamesNexon has released a hotfix for The First Descendant that adds a fan-requested Hard Mode change along with other improvements and bug fixes. As promised days earlier, The First Descendant‘s Hotfix 1.0.2, released on July 11, finally adds matchmaking to Hard Mode, fixing an issue that had many players planning to skip the endgame. The devs have addressed other criticisms of the game, promising future improvements to bosses and “[preparing] ways to improve the farming experience” that will hopefully combat the “rage inducing” grind. Beyond that, the Hotfix includes optimization improvements (mostly for PC) and bug fixes that should make the entire experience smoother. The First Descendant July 11 hotfix patch notes Nexon’s full patch notes can be found here. Content Improvements – Added the ‘Start Public Operation’ function (matchmaking) to Infiltration Operations (Hard). ‘Start Public Operation’ is available even if you change the selected reward, but if you select an additional option, only ‘Start Private Operation’ will be available. – Removed the sequential type Immunity Spheres from Named Monsters. They have been changed to either the default or extermination types. : The Dev Team acknowledges the community’s concern about the monotonous patterns of Named Monsters and strives to enhance them. In particular, we’ve noted that the pattern involving breaking spheres in a specific order isn’t appropriate for public matching and have decided to remove it immediately. As new patterns are developed, we will soon update the patterns of existing Named Monsters one by one. As Named Monsters frequently appear in Hard difficulty and Special Operations, we will continue working towards diversifying their patterns. – Increased the quantity of rare basic materials dropped from Encrypted Vaults three-fold. The Elite Vulgus that appear in Field Missions and Infiltration Operations will now drop them too. : The most efficient way to farm rare basic materials is still through Encrypted Vaults, but for those who prefer hunting monsters, we have updated Field Missions and Infiltration Operations to drop these materials too. The Dev Team will closely monitor the overall farming status and do our best to create a joyful environment for all our Descendants. – Reduced the time from two 90-second to two 60-second occupations for the Kingston ‘Vulgus Data Transmitter’ Hacking Mission. – Improved the Battle Pass Battle Supply Shop button’s visibility by redesigning it in the format of the Bonus Shop banner. : You can get season-limited skins for free from the Battle Supply Shop. Complete pre-season challenges to claim your special skins! – Updated the Library window from closing when the map is opened and closed through the Acquisition Information pop-up. – Improved the duration of party invitation messages to make them easier to confirm and accept. – Improved the duration of the Descendant Instructor’s lines. : Many Descendants have commented that the Descendant Instructor’s dialogue contains many useful game tips. Currently, it’s not possible to revisit previous dialogues, but we are planning to fix this. We will continue to make improvements so that Descendants can easily access the information they require. – Moved the guide NPC you meet after first arriving in Albion closer. Optimization Improvements – [PC] Improved the stability of the shader preparation process by reducing the CPU load during shader generation. Currently, we are actively monitoring this issue, and if you encounter issues with a 13th or 14th gen Intel, please refer to Intel’s official guide. – [PC] Lowered GPU memory usage when set at High or higher quality. – [PC] Fixed an issue where character skins were displayed abnormally in low graphics settings intermittently during extended play. – [PC] Fixed a bug that allowed frame limits to be set when using Nvidia and AMD’s Frame Generation. – [Common] Fixed an issue where shadows were intermittently displayed abnormally depending on the view. – [Common] Made various other fixes for optimization purposes, and we will continuously monitor them. Bug Fixes (1) UI/UX – Fixed an issue displaying unused items in the Library. (2) Descendants – Fixed an issue where Descendants could not get out of DBNO when their HP was below -100% from module settings. – Fixed an issue where Kyle would occasionally go up into the air when using ‘Superconductivity Thrusters’ during ‘Repulsion Dash’. – Fixed an issue where Esiemo could not get back up while using ‘Arche Explosion’ and being inflicted with Knockback. (3) Modules – Fixed an issue where the increase in Firearm ATK per stack in the ‘Sharp Precision Shot’ module was summed instead of multiplied. (4) Equipment – Fixed an issue where a weapon’s attribute damage did not apply damage over 100,000. – Fixed an issue where higher values were displayed as the Ultimate (Gold) option despite the Reactor’s Skill Cooldown and Skill Cost stats being preferable with lower values. – Fixed an issue where lower values were displayed as the Ultimate (Gold) option despite the Weapon Change Speed stat being preferable with higher values. (5) Field – Fixed an issue where ‘Amorphous Material Pattern: 118’ and ‘Shape Stabilizer Form 8’ were not dropped at ‘Frozen Valley: Vulgus Strategic Outpost’ in Fortress (Hard). – Fixed an issue where Elite Vulgus in the White-night Gulch ‘Upper Hatchery’ Battlefield Missions did not drop rewards. – Fixed an issue where monster spawning was interrupted at some Vulgus Strategic Outposts. (6) Instance Dungeon – Fixed an issue where Vespers resource box materials were dropped from Echo Swamp, Agna Desert, White-night Gulch, Hagios, and Fortress Infiltration Operation resource boxes. (7) Research – Fixed an issue where the core materials of Ultimate Descendants were incorrectly displayed as Rare instead of Ultimate Tier. (8) Miscellaneous – [French] Fixed an issue where the ‘Go to title screen’ menu was displayed with the same phrase as ‘Exit Game’. – [French] Fixed an issue in the story where ‘Ultimate Chimera’ was used for ‘Dreadful Abomination’. – [French] Added missing words in the probability display for Executioner Tier 3 Set 4. : It has come to our attention that the community is worried about possible nerfs to Tamer and Gley’s infinite magazine builds. This meta is very strong, but since it is within the scope of what the Dev Team has planned, there are no immediate plans to do so. In addition, some weapons are more powerful than Tamer and there are a variety of character builds that rival Gley’s infinite magazine, so please enjoy them fully. We’ve been looking forward to seeing Descendants use creative builds to take down powerful Colossi swiftly, so we’re quite delighted to see this in action now. We are well aware that as many Descendants begin farming in earnest, various discussions are taking place regarding drop rates. There is no variable drop rate system in The First Descendant. We are using the fixed rates displayed in the game. The Dev Team has reviewed the acquisition rates across all servers and confirmed that they are dropping according to the rates displayed. We are currently working on various measures to ensure the community can trust the dev team such as disclosing item drop amounts for each content. And we also prepare ways to improve the farming experience. The First Descendant will continue to communicate transparently and honestly.
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The First Descendant is finally getting a fan-requested Hard Mode change – Dexerto
The First Descendant is finally getting a fan-requested Hard Mode change Nexon GamesThe First Descendant developer Nexon has announced an upcoming hotfix that will add matchmaking to Hard Mode, fixing an issue that has frustrated players since launch. While The First Descendant has had a fairly successful launch, breaking its own Steam player count peak several times during its first week, one major player complaint concerns its lack of matchmaking in Hard Mode. Players quickly noticed that there’s no option for random matchmaking when playing missions on Hard Mode, meaning they need to either get a group of friends together to play co-op or attempt to solo it. Fortunately, the developers have heard the criticism and are working on a solution. In a post shared to its various social media accounts, Nexon said, “We’re preparing a hotfix that includes matchmaking for public Infiltration Operation (Dungeon) on Hard Mode.” While no date or further details were included, the devs promised “We’ll update as soon as possible.” Players – including those who had been critical of Nexon – were quick to praise the devs for the impending fix, with one top response on Twitter/X reading, “Great change coming in from the team! Just keep listening to the community and you guys will have a hell of a game!” “It’s encouraging to see dev are listening,” said a Reddit user. The lack of matchmaking in Hard Mode already had players concerned about late-game content, with many saying they’d stop playing at a certain point without it. That seems to be changing, though, with one player saying, “Kudos to the dev team, brilliant decision. This will increase the longevity of the game exponentially.” The dev’s relatively quick response and decision to incorporate player feedback also has some hopeful that they’ll implement additional suggestions from The First Descendant community, such as changes to the dye system and “rage inducing” grind.
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The First Descendant: How to rank up Mastery – Dexerto
The First Descendant: How to rank up Mastery NexonThe Mastery Ranks in The First Descendant operate differently from the other leveling systems in the game, requiring a much more hands-on, intentional approach to acquiring the proper upgrades when available. This mechanic determines how many Weapon Module slots, Descendant Module slots, equipment slots, and storage slots your character has in the game, with the experience gained through completing some basic activities. Here is everything you need to know about Mastery Levels in The First Descendant, including how to rank it up and what you should be investing points in. How to rank up Mastery? When you have enough experience, you will get a notification telling you that a Mastery rank-up is available. Travel to Albion and head to the East Wing to Prime Hands as indicated on the map with a hand-like symbol. Interact with the console on the right and press Mastery Rank Up which will trigger a short cutscene, after which you can check out your upgrade in your Inventory screen. How to get Mastery Rank experience in The First Descendant? To rank your Mastery, you need the proper amount of experience that can be gained by just playing the game. Here’s what you can do to get some experience: Complete missions for the first time – Defeat enemies – Level up individual characters without any Socket Types assigned to any Module Slots – Level up your Descendant level, which is tied to the specific character you are playing. – Increase the proficiency level of weapons. – There are 40 Mastery ranks for you to work through, including the endgame where you will be fighting bosses that will also count towards these ranks. Unfortunately, each Mastery upgrade is predetermined and you won’t be spending points in specific areas like you might in other games. There’s more to discover in The First Descendant, so check out our guides on the game’s weapons and how to unlock characters like Bunny.
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The First Descendant hits all-time peak player count on Steam following Preseason success – Dexerto
The First Descendant hits all-time peak player count on Steam following Preseason success NexonThe First Descendant’s star is rising, as the game broke its player count on Steam during its initial weekend. It’s no secret that The First Descendant was plagued with issues at launch, to the point where the servers were down for lengthy periods of time. Even when those major connection problems were resolved, players were still being booted out of games. It didn’t take long for the game to come under fire for its monetization practices. It might be a free-to-play title, but if you want anything other than the most basic and boring of gear, then you’re going to have to grind for it. Either that, or you can reach for your wallet. Despite all of these complaints, The First Descendant is skyrocketing in popularity. A thread on The First Descendant Reddit has announced that the game has broken its concurrent player count on Steam, with over a quarter of a million people descending at once. “Couldn’t get into Warframe because of the style, couldn’t get into Destiny 2 because of the expensive DLCs, I’m honestly in love with The First Descendant,” one user wrote, while another said, “The game is very good early on and now the majority of people are still early on lol We’ll see what things look like 3 months from now.” One user joked, “264k bunnies only using guns,” referring to the incredible popularity of Bunny, a Descendant whose skins pile on the fanservice. “Games so addicting. Even if it needs a few tweaks but gotta say bosses feel great and when you grind the required pieces for what you want it feels very satisfying as well,” one user pointed out, while another summed things up, “I’m having a blast!” One big weekend doesn’t necessarily mean it will maintain those numbers. The fact that The First Descendant is free means the initial interest was always going to be high, but it now has to hook those people who have downloaded the game. A quarter of a million initial players on one platform is still a huge achievement. If the game releases enough content to keep people engaged and if Nexon can avoid becoming too greedy, then we might be witnessing the birth of a new must-play franchise.
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The First Descendant trick lets players “grapple the sun” – Dexerto
The First Descendant trick lets players “grapple the sun” NexonThe First Descendant has a grapple trick that one player says even offers a height advantage for those trying to snipe in some Colossus battles. During its tutorial section, The First Descendant gives players a grappling hook that significantly enhances verticality. Users can augment the mechanic with a few different mods, one being Multi-Maneuvering which reduces the hook’s range but adds three charges. A second mod, Long-Distance Maneuvering, increases the range and lowers the standard cooldown by 20 percent. Finally, the Mid-Air Maneuvering module allows the hook to be cast once in mid-air at a 20 percent cooldown cost. The latter mod may represent the best option because of one neat traversal trick. A Reddit user revealed that Mid-Air Maneuvering is glitched in a way that lets them “grapple the sun” and launch their Descendant to heights beyond what the developers initially intended. To perform this trick, users must hit the menu button, and then push the grapple button while the inventory menu loads in. The original poster additionally noted, “the glitched [grappling hook] will always grapple the same fixed point in the same direction. If you’re in an enclosed area, the grapple will grab the nearest structure towards the fixed point. This works anywhere in the game.” Apparently, the movement strategy is not only good for having fun with the traversal mechanics. In subsequent replies, the Redditor claimed it works wonders during some Colossus battles with “distant platforms” that are otherwise impossible to reach. With this Mid-Air Maneuvering trick, players should be able to safely snipe at the hulking enemies from afar. The First Descendant players in the thread have already shouted OP’s praises for the grapple hook discovery. One such comment reads, “The others are busy grinding gold, this man is unlocking the secrets of the universe.”
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The First Descendant Easy Anti Cheat not installed error: How to fix – Dexerto
The First Descendant Easy Anti Cheat not installed error: How to fix NexonThe First Descendant PC players are experiencing an error with the message “Easy Anti Cheat not installed” while launching the game. Here’s how you can fix it to dive back in. Nexon’s free-to-play looter shooter is now out on PC, Xbox, and PlayStation consoles as players gear up to protect Ingris and use their powers to carry the mission of their fallen ancestors. While the fast-paced shooter is thrilling, players are facing some issues at launch on their respective platforms. The “Easy Anti Cheat not installed” error is one of them and if you’re one of those players, we’ve got all you need right here to fix the error and launch the game successfully. How to fix ‘Easy Anti Cheat not installed’ error in The First Descendant There are three ways to fix the “Easy Anti Cheat not installed” error: Reinstall the Easy Anti Cheat manually on your device To do this, head to the game’s folder. It should be located under the Steam subfolder on your drive and under the Steamapps/common/The First Descendant folder. From there, locate the Easy Anti Cheat folder. Click on the Easy Anti Cheat Uninstall file to uninstall the engine. Then find an installation file named EasyAntiCheat_EOS_Setup inside the same folder. Right-click on it and choose Run as Administrator as you follow the installation steps. And that’s it! You’ve now successfully reinstalled Easy Anti Cheat. Adding Easy Anti Cheat to your PC’s firewall If your issue is still not resolved, this means your anti-virus software is stopping the anti-cheat from running. To resolve this, add The First Descendant folder as an exception to avoid such conflicts. Here’s how you can do so: Open Virus & threat protection in Windows Security – Under the Ransomware Protection menu, click on Allow an app through Controlled folder access – Click on Add an allowed app and select Browse all apps – Navigate to the game files folder where you headed to reinstall the Easy Anti Cheat – Select TheFirstDescendant.exe file and click on Open in the window – Then once again click on Add an allowed app and select Browse all apps – From the same folder, click on EACLaunch.exe and click on Open in the window – Repeat the same add process and this time open the M1->Binaries->Win64 folder, and select M1-Win64-Shipping.exe and click on Open. – Repeat the same process of adding all three .exe files under Windows Defender Firewall settings in the Control Panel and you’re done. – Verify the integrity of installed game files via Steam If all else fails, head to Steam, right-click on The Final Descendant in your library, and select Properties. Once a new window opens, head to the Installed Files tab and select the Verify integrity of game files option. Run the process and wait for a while until Steam checks if all files have been correctly installed. If any files are missing, Steam will automatically download and install them, so you can successfully run your game again. That’s all you need to know about fixing the Easy Anti Cheat error while launching The Final Descendant. If you’re coming across any other errors such as a Black Screen, head to our guide and game hub for more info.
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The First Descendant devs praised for transparency amid drop rate complaints – Dexerto
The First Descendant devs praised for transparency amid drop rate complaints Nexon GamesThe First Descendant devs have been praised by players for their “positivity and transparency” following major in-game drop rate concerns. The First Descendant has quickly made waves across the gaming space, the new third-person looter shooter amassing a strong following despite only releasing on July 2, 2024. However, the game has not been immune to issues, bugs, and community feedback. Shortly after launch, players slammed Nexon for the shooter’s “greedy” microtransactions. A leading complaint from players relates to the game’s drop rate system, with many seeking clarification from the dev team in regard to the variability of drops. In light of this, developer Nexon provided additional feedback as part of their first hotfix patch for the game, clarifying community questions about drop rates and in turn, garnering major praise from the player base. “We are well aware that as many Descendants begin farming in earnest, various discussions are taking place regarding drop rates,” began the devs. “There is no variable drop rate system in The First Descendant. We are using the fixed rates displayed in the game. The Dev Team has reviewed the acquisition rates across all servers and confirmed that they are dropping according to the rates displayed.” Furthermore, the team also reassured players that they are “currently working on various measures to ensure the community can trust the dev team such as disclosing item drop amounts for each content.” They ended by once again reiterating that, “The First Descendant will continue to communicate transparently and honestly.” Across Reddit, The First Descendant players have praised Nexon for handling “initial launch feedback about as well as you could ask for.” One Reddit user wrote, “Honestly I’ve heard horror stories about Nexon but I’ve seen only positivity and transparency from them with The First Descendant so far.” Another stated, “Transparency makes me want to play the game longer tbh, good patch notes.”
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The First Descendant devs offer players free EXP Boosts for buggy launch issues – Dexerto
The First Descendant devs offer players free EXP Boosts for buggy launch issues NEXON/DexertoThe First Descendant players are up for free EXP rewards after buggy launch day issues on major platforms. Here are all the rewards you can get and how to claim them. Nexon’s latest outing The First Descendant had a rocky launch as several players cited issues with FPS drops on platforms like PlayStation 5 and were also unable to claim their Twitch Drops. The devs were quick to respond to these issues and fix them as per their X post while expressing their concerns. They have offered compensation to players which includes free Gold Gain, Kyper Shard Gain, and various EXP boosts. “We sincerely apologize once again for the inconvenience caused by the issues that occurred during the opening day. As a token of our apology, we prepared a compensation. We will continue to strive to provide a more stable service”, said Nexon in their latest blog post. The compensation includes the following: Gold Gain Boost +30% (Duration 3 days) – Kyper Shard Gain Boost +30% (Duration 3 days) – Descendant EXP Gain Boost +30% (Duration 3 days) – Weapon Mastery EXP Gain Boost +30% (Duration 3 days) – 2x Matte Red Paints – The Boost items will activate immediately upon claiming them from the mailbox in Albion. All players who log in until 11:59 pm PDT on July 7, 2024, will receive the compensation in their mailbox. Compensation Mail will expire at 11:59 pm PDT on July 14. They further stated that the issue causing delays in Twitch Drops Reward has been resolved, while also identifying an additional issue where some rewards are still not being delivered. Devs are in contact with Twitch to resolve this issue and will notify players through a separate notice. Players appreciated the gesture from the dev team and turned in their comments. “Hey, you guys fixed it within a reasonable time and honestly the launch has been pretty good All Things Considered. I’m having a blast and thanks for everything!”, said one player. “You guys are really setting the bar for looter shooters”, commented another user. If you’re just getting started with your adventure in The First Descendant, check out the pre-season pass, how to unlock the popular Bunny skin, and the best starter characters to pick from the get-go.
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The First Descendant debut tops Fall Guys and more as Steam player count soars – Dexerto
The First Descendant debut tops Fall Guys and more as Steam player count soars NexonThe First Descendant has arrived in spectacular fashion by rocketing up the Steam charts in its early hours, topping industry juggernauts like Fall Guys already when it comes to peak player count. The First Descendant is a brand-new free-to-play third-person looter shooter from Korean developer NEXON. Despite a rocky start with its PS5 performance, the game is doing numbers on PC. Players have come out in droves to try their hand with The First Descendant’s suite of characters and weapons. In just two hours, the game managed to draw over 170,000 concurrent players on Steam beating out the launches of phenomenons like Fall Guys and Manor Lords. According to data from SteamDB, the game managed to reach a peak player count of 229,257 on its first day. Though despite a keen interest, it’s not entirely smooth sailing for The First Descendant at launch. At the time of writing, the game is currently sitting in the sixth spot of Steam’s most-played games in the past 24-hour window, but it had briefly cracked the top five. Despite this initial success, however, The First Decendant’s reviews on the platform tell a different story. Of the game’s 10,829 reviews, only 45% of them are positive. This has quickly dropped it to a ‘Mixed’ rating which could spell issues for The First Descendant’s retention. The primary complaints revolve around the game’s monetization efforts and information gathering. Mixed in with these are unfavorable comparisons to other games in the genre. In contrast, other players have praised the gameplay saying that the skills and progression feel “impactful”. Most positive reviews urge people to give the game a try given the risk-free, free-to-play model. Only time will tell if The First Decendant can maintain this initial interest from players. If you’re looking to try it out, we have guides on unlocking characters like Bunny and Gley as well as tips for ranking up your Mastery.
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Is The First Descendant cross-platform? Crossplay for PlayStation, Xbox & PC explained – Dexerto
Is The First Descendant cross-platform? Crossplay for PlayStation, Xbox & PC explained NexonWondering whether The First Descendant is crossplay and features cross-progression between PC, PS5, Xbox Series X|S, Xbox One, and PS4? Well, Nexon has released details on these highly requested features. The First Descendant is a third-person looter shooter that enables up to four players to team up to take down deadly enemies and bosses. Each character comes equipped with unique abilities, which can be extremely useful when synergized together with other units. This is important for those looking to take down the game’s most fearsome foes and claim the very best loot. However, like most multiplayer games, having the ability to team up with your friends across console and PC is always fun. So, here’s everything you need to know about whether The First Descendant has crossplay and cross-progression. Is the First Descendant crossplay? Yes, The First Descendant will feature crossplay. This means you’ll be able to team up with players across PC, Xbox Series X|S, Xbox One, PS4, and PS5. Crossplay functionality was shown off during the open beta on August 22 2023 and the feature worked incredibly well. So, if you’re looking to team up with your friends across other platforms and go on boss runs together, then you’ll be able to do just that. Of course, those who prefer to play with players on their own platform will likely be able to disable crossplay via the in-game options. We’ll provide details on this process as and when more information is revealed. Does The First Descendant have cross-progression? Yes, The First Descendant supports cross-progression across all versions of the game. In an interview with God is a Geek, producer Beom-jun Lee confirmed this highly request feature: “Yes, that’s right. We support both cross-play and cross-progression, so you can play freely on any platform with shared progression.” This is ideal for those who enjoy switching between systems when playing games. The First Descendant system requirements may not require a beefy PC to play, but you might find your hardware struggles during intense action sequences. Having the ability to switch between console and PC is ideal for those who want to have a smooth experience. With the First Descendant being free to play, you’ll be able to download multiple copies of the game and try it out on your system of choice. So, be sure to try it out across PC and console and see which version feels right for you. The First Descendant releases on July 2, 2024, and you can check out our handy hub for all the latest details on the game.
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The First Descendant character tier list: Best Descendants ranked – Dexerto
The First Descendant character tier list: Best Descendants ranked Nexon/DexertoThe First Descendant has such a wide variety of characters to choose from and in our ultimate tier list, we have ranked the best to the worst, from Bunny and Gley, to Esiemo and Enzo. While there are only selected starter characters to choose from as you play The First Descendant, the rest can be unlocked along the way or purchased from the in-game store. Using our tier list, you can see which ones are worth grinding for. The First Descendant character tier list Best character in The First Descendant (August 2024 meta) – Recommended Of the three characters featured in our S-tier, we recommend using Bunny if you want to use quick attacks on your enemies on the move and Ajax if you want to fully play a Tank build and smash through them. Both of them have emerged as top characters in the meta and in our extensive testing. Our tiers explained Here is a short-hand for how each tier breakdown: S-tier: The best characters in the game – A-tier: Very good characters offering an alternative to other options – B-tier: There might be situations where these characters can perform well – C-tier: Best to avoid unless you find yourself drawn to them – Now, we’re going to do a deep dive into each character in our First Descendant character tier list, ranking them from the top to bottom. S-Tier characters in The First Descendant Bunny Bunny is the fastest and the best character in The First Descendant and has a Nuker role in the game. She deals continuous damage on the move while sprinting and discharges massive waves of electricity. The more she sprints, the more electrical energy is accumulated which results in increasing the shockwave range released by her Active ability. She can also summon an Electro Orb which is extremely useful for electrocuting enemies nearby. However, her best ability is when she moves around the area and electrocutes enemies on the move which eliminates the use of guns. Her power alone is enough to take out large waves of enemies, even the bigger ones too. If you’d like to see the best build for Bunny, check out our guide. Ajax Ajax is the best Tank in The First Descendant and the best starter character in the game. He has incredible defensive prowess where he can create barriers, shield bubbles, and even defenses around the team to support them as they strategize their next attack. While Ajax’s damage output is low, playing as him could be incredibly fun while starting out and he proves to be a massive asset to any team during tough missions. Ajax also has a stomp ability where he leaps in the air and lands on the ground to strike nearby enemies, stunning them while your team takes them out. If you’d like to see the best build for Ajax, check out our guide. Gley Gley is the best Utility Dealer in The First Descendant and provides a unique gameplay experience to players. While other characters focus on filling up their ultimate skill meter, Gley restores her HP after each kill to increase her Frenzied state. In her base state, she deals regular damage and isn’t very effective on enemies. However, once you activate her Frenzied state, her attack damage increases, and she recovers lesser health during this period. Furthermore, her Increased Sensory ability adds an infinite ammo effect for a certain amount of time during Frenzy. During this time, you can use powerful pray-and-spray weapons in your inventory at your enemies without having to worry about running out of ammo. If you’d like to see the best build for Gley, check out our guide. A-Tier characters in The First Descendant Yujin Yujin is an excellent Healer in The First Descendant and is the best Support addition to any team. His job is to heal teammates and to revive them when they’re downed during a mission. If you’re revived by a Yujin, you get a massive HP boost that stays for a while. He also summons a recovery drone that can heal characters it’s attached to on the go. His drone is by far the best thing about his abilities which can prove extremely useful in healing and increasing the attack damage of characters like Ajax in a team that already possesses a massive Tank playstyle. The Restructure Serum surprisingly debuffs enemies and allows your support units and attackers to launch a massive attack on enemies. If you’d like to see the best build for Yujin, check out our guide. Lepic Lepic is a DPS character in The First Descendant and is also one of the three starter characters provided to you in the beginning. His attacks are mostly AoE (Area of Effect) due to his Grenade throws and he also possesses several self-buff skills. Although he falls short in supporting the team overall, but still helps them out of sticky situations if they’re surrounded by enemies by throwing powerful shells and Traction Grenades. His AoE attacks are one of the best ones in the games and he’s great to begin your Final Descendant gameplay with if you prefer a damage dealer style of gameplay. If you’d like to see the best build for Lepic, check out our guide. Jayber Jayber is a hidden Trump Card among the stacked roster of characters in The Final Descendant that several players will mostly undermine. But once you’ve unlocked the character and begin to play as him, you realize his abilities to summon Turrets are overpowered and eliminate the use of any guns in his inventory. Although being a Utility Dealer and reliance on Turrets, his weakness usually comes in depending upon the placement of Turrets. If you’ve placed them in the right spots, they can massively aid your team in a tough battle as you heal your teammates. You can also use Jayber for locking down areas in defense missions and aid your team. If you’d like to see the best build for Jayber, check out our guide. Valby Valby is another hidden gem who is a Constant DPS character in The First Descendant. She’s excellent at inflicting AoE damage to enemies and most of her abilities are centered around water. She creates puddles that deal continuous damage to enemies and can even become Liquefied as she moves through enemies while dealing them damage by forming a trail of water. The best way to play as Valby is to get good at positioning and strategizing your attack toward enemies to be an excellent support to your team. If you’d like to see the best build for Valby, check out our guide. B-Tier characters in The First Descendant Viessa Viessa is another starter character in The First Descendant that players can choose from early on in the game. Out of the three, she’s the weakest one and is a Debuffer in the game. She’s good at controlling enemies as she freezes them and slows large waves of enemies in a mission. That said, she doesn’t have a high-damage output like other Descendants and is only limited to crowd control between missions. Although her abilities allow other teammates to push through gaps and result in a high-damage attack. Players who like staying behind the lines in a battle can use Viessa to support more attack-centered players in a lobby. If you’d like to see the best build for Viessa, check out our guide. Blair Blair is a DoT (Damage over time) dealer in The First Descendant and does insane fire damage to enemies. He is incredibly fun to play as and he can set the ground into flames and can absorb them to gain defense buffs throughout a mission. Even though he’s able to dish out high damage over time across a large area, his HP is extremely low due to his nerfed defense capabilities which makes him weaker than other Descendants. Furthermore, his ability cooldown speed is really slow which can make a player impatient while their teammates are constantly pushing the attack forward. If you’d like to see the best build for Blair, check out our guide. Freyna Freyna is yet another DoT dealer similar to Blair in The Final Descendant, but instead of fire, she uses Poison to damage enemies. She can create Poison Clouds to inflict damage to enemies over time and also creates Toxic Swamp puddles to deal massive AoE damage to a large group of enemies. While her damage over time is lethal, due to a lack of less immediate damage, she falls short when it comes to being an asset to the team. Even though she does DPS damage on enemies, it’s not as powerful and instant as Bunny’s burst of power as she’s in the same vein as Blair is in the game. If you’d like to see the best build for Freyna, check out our guide. Kyle If you want a gameplay experience like Iron Man from Marvel Rivals, Kyle is your guy in The First Descendant. He flies around the area and acquires Magnetic Force over time. His role in the game is of a Bruiser, which makes him a Tank like Ajax, however, isn’t as impressive as the latter. Even though he creates barriers and also deals a ton of damage on enemies using his Magnetic Force abilities, he’s best suited for those who want to be the first line of defense for their team. Yet, keep in mind to keep accumulating Magnetic Force through skills in the game. If you’d like to see the best build for Kyle, check out our guide. Luna Luna is solely a buffer and healer character in The First Descendant, excelling at healing but failing to deal considerable damage to foes. She may be highly powerful at delivering buffs to her allies from a distance, but she has a high skill ceiling that can be difficult to master. She’s more of a crowd-control character, relying on the team’s DPS players while using her musical talents to augment their damage and abilities. If you have an ear for music and have already played rhythmic games such as Guitar Hero, you will be able to pick up Luna’s abilities quickly. Here is our best build for Luna if you’d like to see it in more detail. C-Tier characters in The First Descendant Esiemo Eisemo is another Burst DPS character in The First Descendant who uses bombs to damage enemies, similar to Lepic. He attaches detonators and bombs on enemies and detonates them at the right time to deal damage to a massive area. While his passive ability allows him to drop a bomb when his shield depletes, his other abilities are quite ordinary where he just places landmines and other bombs. After a while gameplay with Eisemo becomes frustrating so it’s best to avoid this character in the game. Here is our best build for Esiemo if you’d like to see it in more detail. Enzo Enzo is purely a support character in The First Descendant whose sole task is to resupply teammates with Ammo during a mission. His passive abilities are simply granting allies Increased Max Ammo Capacity on their weapons which takes out the fun of playing him in Solo lobbies. His reliance on team abilities and resupplying them constantly restricts him to only playing with a team to make the most of his skills, be it a defense mission or raiding an outpost out in the world. Here is our best build for Enzo if you’d like to see it in more detail. Sharen Last up on the list is Sharen who is a close-combat melee character in The First Descendant. She’s a Ninja who moves around with a Laser Sword and purely is an expert in dealing melee damage to enemies. Even though she can turn invisible and increase damage on the following attack, you’ll only be able to focus on a single target at one time during a mission rather than switching between enemies or dealing AoE damage around you. She’s by far the weakest Descendant in the game and best if avoided during your gameplay. Here is our best build for Sharen if you’d like to see it in more detail. That’s our First Descendant tier list with the best characters you can use. Be sure to check out the best settings on a Steam Deck, how to Fast Travel, and PC requirements. To stay in the loop on upcoming content in the game, we’ve got everything you need in our main hub.
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The First Descendant cast: Main voice actors & characters – Dexerto
The First Descendant cast: Main voice actors & characters NexonThe First Descendant’s world is brought to life by a slew of talented voice actors who play the game’s playable characters, quest givers, and more. The looter shooter breaks up the action with cutscenes that include some impressive performances. You’ll likely recognize some of the voices, as The First Descendant‘s cast includes some prolific actors who have played major roles in The Witcher, Baldur’s Gate 3, and other popular games. Here’s a list of every voice actor The First Descendant, as well as where you may know them from. The First Descendant voice cast Lepic: David Menkin – Ajax: Doug Cockle – Viessa: Mario Louis – Bunny: Rebecca LaChance – Jayber: Joshua Wichard – Sharen: Natalie Simpson – Gley: Laurence Bouvard – Blair: Josh Cowdery – Freyna: Sharlit Deyzac – Valby: Kaja Chan – Kyle: Matt Rippy – Esiemo: Shenoah Allen – Enzo: Shai Matheson – Yujin: Chan Woo Lim – Guide: Tracy Wiles – Lepic: David Menkin One of The First Descendant’s starter character options, Lepic is voiced by Norwegian actor David Menkin. He’s best known for voicing Porter and Jack in the US dub of Thomas & Friends and plenty of other animation and video game credits. These include Luke Skywalker in Lego Star Wars: The Skywalker Saga, Barnabas Tharmr in Final Fantasy 16, and Breach in Valorant. Ajax: Doug Cockle Playing Ajax, another starter character option, is Doug Cockle, who is best known for his role as Geralt of Rivia in The Witcher games. For his performance in The Witcher 3: Wild Hunt, Cockle was nominated for a Game Award and won the Golden Joystick Award for Best Gaming Performance. Other games you may know him from include Baldur’s Gate 3, where he played Bhaal, and Alan Wake 2, where he played Robert Nightingale. Viessa: Maria Louis The last of the starting characters is Viessa, who’s voiced by Maria Louis. The British-Polish actress has been in shows like Eastenders and We Were the Lucky Ones along with her extensive voiceover work. Past gaming roles include Alifima /Agavian in Babylon’s Fall and additional voices in Cyberpunk 2077. Bunny: Rebecca LaChance Fan-favorite Descendant Bunny is voiced by Rebecca LaChance, who has performed on both West End and Broadway stages in musicals like School of Rock and Beautiful: The Carole King Musical. Other major video game roles include Pearl in Payday 3 and Sena in Xenoblade Chronicles 3. Jayber: Joshua Wichard Joshua Wichard voices the utility character Jayber. Wichard is best known as the voice of Tav 1 in Baldur’s Gate 3, and he’s also contributed voice work to games like Horizon Forbidden West and Total War: Warhammer 3. Other notable credits include roles in the films Les Miserables and The Imitation Game. Sharen: Natalie Simpson Melee assassin Descendant Sharen is voiced by Natalie Simpson. The First Descendant players may recognize her voice from Horizon Forbidden West, where she plays the Tenakth character Shakella. Simpson has also worked extensively with the Royal Shakespeare Company, playing iconic roles like Cordelia in King Lear and Ophelia in Hamlet. Gley: Laurence Bouvard Another early fan-favorite is Gley, a unique Utility Dealer. This powerful Descendant is played by Laurence Bouvard, a voice actress with an extensive resume whose major roles include Joanna Dark in Perfect Dark Zero and the titular character in Cartoon Network’s Robotboy. Other credits include Horizon Zero Dawn, VeggieTales, and RoboCop: Rogue City. Blair: Josh Cowdery Josh Cowdery voices Blair, a continuous damage dealer who uses fire in his arsenal. You may have seen him as Agent Tyler in The Avengers and Agents of S.H.I.E.L.D. or Senator Henry Shaw Jr. in Fantastic Beasts and Where to Find Them. Other video game credits include Flanagan and Sycras in Triangle Strategy and Captain America in Lego Marvel Super Heroes 2. Freyna: Sharlit Deyzac Another Damage over Time Descendant, Freyna is voiced by Sharlit Deyzac. Her past credits include Alexandria in Xenoblade Chronicles 3, Veronica in Jenny LeClue – Detectivu, and General Helena Tarsis in Anthem. Valby: Kaja Chan Hong Kong-Polish actress Kaja Chan voices the water witch Descendant Valby. Chan’s credits include Netflix’s 1899 and Bridgerton, as well as the games Cyberpunk 2077: Phantom Liberty and Foamstars. Kyle: Matt Rippy Bruiser Descendant Kyle is played by Matt Rippy, an American actor best known for playing the real Captain Jack Harkness in Torchwood. Rippy has also appeared in Rogue One: A Star Wars Story, Glória, and The Crown. He’s also the voice of Simon Manus in Lies of P. Esiemo: Shenoah Allen Shenoah Allen plays Burst DPS character Esiemo in The First Descendant. The comedian, actor, and writer also voiced Agent Phil Coulson in Lego Marvel Super Heroes 2 and appeared in an episode of Breaking Bad. Enzo: Shai Matheson Enzo is a Support character who’s played by Shai Matheson, whose gaming roles include Serenoa in Triangle Strategy, Sylvando in Dragon Quest XI: Echoes of an Elusive Age, and Scar in Wuthering Waves. Other credits include Lies of P, Helldivers 2, and Assassin’s Creed Mirage. Yujin: Chan Woo Lim South Korean-British actor Chan Woo Lim plays the Support character Yujin. Lim has appeared in Avengers: Age of Ultron, Killing Eve, and an episode of Halo Season 1. He’s also contributed voicework to the game Homefront: The Revolution. Guide: Tracy Wiles Last but not least, the Guide who takes you through The First Descendant’s main story is played by Tracy Wiles. Wiles is best known for her BAFTA-nominated performance as Jaheira in Baldur’s Gate 3, but she’s also provided additional voices in Larian’s Divinity: Original Sin games and Diablo 4. Now that you know about The First Descendant’s voice cast, check out the rest of our coverage on the game, including our character tier list ranking all the Descendants and our guide on defeating the challenging Pyromaniac boss fight.
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The First Descendant black screen error: How to fix – Dexerto
The First Descendant black screen error: How to fix Nexon GamesThe First Descendant boasts some epic battles, fantastic characters, and beautiful visuals. But that’s all useless if you’re met with the frustrating black screen error. So here’s how to fix it and get back into the looter shooter. The free-to-play looter shooter is already shaping up to be popular among its players, with fantastic enemies, a multitude of characters, and of course, plenty of loot and weapons to try. However, as it goes with many games when they are initially released, The First Descendant has been met with a few errors, with the black screen error being one of them. So if you’ve faced this problem and are looking to get back into the game, here’s how to fix the black screen error in The First Descendant. How to fix the black screen error in The First Descendant Ensure your PC meets the requirements Games are liable to crash or have issues if your PC isn’t powerful enough to run The First Descendant. As such, the first aspect you should check if you’re getting a black screen error are the system requirements and your own PC specs. You can check out the game’s system requirements using our handy guide. If they’re not up to scratch, then that’s likely the primary issue regarding the error, and an upgrade may be needed. Check your internet Wifi is one of the prime reasons you face errors in online games like The First Descendant. So, the next thing you’ll want to check is your wifi’s stability. In classic techniques, try turning your wifi off and on again, or changing your wifi from a wireless connection to wired, or vice versa. Update drivers Updating the latest driver is vital to ensure your game runs correctly. If you’re getting a black screen issue it could mean your driver is out of date. So, head into your selected driver interface and check if they need an update. If they do, install it and try The First Descendant again. Verify your Steam game files If your PC is up to scratch and your internet is reliable then the issue could have been brought on by your installation of the game. This is where verifying the game files comes in. To do this, follow the instructions below: Locate The First Descendant in your Steam Library. – Right-click and select properties. – Click Local files. – Choose ‘Verify integrity of game files.’ – This will then scan through all your game files and work out whether they’re faulty or contain a bug, allowing you to fix them. Contact the game’s official support If all else fails, then it’s likely the issue is with the game itself and it’s therefore worth contacting the developers to both report the problem and get support on how to fix it. With that in mind, it’s best to use the official support channels and request assistance. Once you’ve fixed The First Descendent’s black screen error, be sure to check out its Twitch Drops for free rewards.
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The First Descendant: Release date, platforms, trailers & more – Dexerto
The First Descendant: Release date, platforms, trailers & more Nexon GamesThe First Descendant is Nexon’s latest third-person looter shooter, so here’s everything we know about its release – from trailers to the platforms it will be available on. The First Descendant is a cooperative action RPG that brings a looter shooter experience that many players are hyped for. It’s a next-generation looter shooter that’s all about grabbing guns, destroying enemies, and taking all the loot you find. With the premiere of a new trailer and release date at Summer Game Fest, players now have an idea of the gameplay, the official release date, the platforms it will be released on, and so much more. Here’s everything we know about The First Descendant. Is there a release date for The First Descendant? The First Descendant officially releases worldwide on July 2, 2024. What platforms can you play it on? The First Descendant will be available on Xbox One and Series X|S, PlayStation 4, PlayStation 5, and PC via Steam. This means fans can experience this game on their chosen console. Is The First Descendant free to play? Yes, The First Descendant will be a completely free-to-play experience. How many players can play The First Descendant? Up to four players can team up and play The First Descendant. The game having both crossplay and cross-progression support means you can squad up with your friends across other platforms. If you’re playing on PC while your friends are either on Xbox Series X|S, Xbox One, PS4, or PS5, you’d be able to team up and play together. All trailers The first real taste we get of The First Descendant is through the trailers, which we now have a handful to enjoy. The First Descendant teaser trailer The First Descendent’s teaser trailer was the first look we had at the title, which you can watch below. In it, the clip teases the game’s world alongside some dramatic in-game footage and some equally huge boss battles. Official trailer reveal On August 23, 2022, the Official Trailer was revealed for Gamescom 2022. It delves deeper into the story of The First Descendent while showing off its in-game design. Tokyo Game Show trailer Featuring new gameplay, an introduction to the available characters, and the roles you can play, the Tokyo Game Show trailer shows off more gameplay details in the upcoming title. You can watch it below: Launch date reveal trailer On June 8, 2024, the devs released a trailer at the Summer Game Fest 2024 and the video revealed the official release date of the game. It featured more insight into gameplay, cutscenes, environment, characters, and much more. Gameplay and story The First Descendant is a looter shooter that feels reminiscent of Outriders. It boasts unique characters, challenging bosses, and dynamic action which all run in Unreal Engine 5. As for the story, The First Descendant’s Steam page states that players are “given a mission to fight against the invaders for the survival of humans and to protect the Ingris continent”. Which hints at an apocalyptic setting, non-human enemies, and a vast amount of exploration within the ‘Ingris continent’. While that’s everything about The First Descendant, take a look at some of the other upcoming games like GTA 6, Wolverine, and KOTR Remake.
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The First Descendant: Best starter character to pick – Dexerto
The First Descendant: Best starter character to pick NexonThe First Descendant has a great roster of characters but you can only pick one out of three at the start, and they’ve all got unique approaches to battle. Although you may want to dive straight in and try every Descendant in the looter shooter, you’re limited to choosing between three fighters in the beginning. Ajax is a tank with solid defensive abilities, Lepic is a demolition expert DPS unit, and Viessa wields ice powers to debuff her enemies. Each of them is easy to use but they have distinct playstyles and strengths. If you’re struggling to decide, these are our recommendations for the best starter character in The First Descendant. Best starter choice in The First Descendant It’s a close call between Lepic and Viessa, as Ajax’s more support-based style is better saved for people after they’re more familiar with the game’s mechanics. Of the two remaining starter characters, Lepic is the better choice for a total beginner, as his Close Call ability and relatively simple explosive play style are easy to master and visually satisfying, especially when facing groups of enemies. Those more experienced with shooters will likely enjoy choosing Viessa as a starter character. Her debuffs require a little more knowledge to use effectively, but they can be devastating and satisfying when pulled off correctly. Ajax strengths & weaknesses Ajax is a frontline fighter with support unit skills, thanks to his ability to utilize shields on the battlefield. He still possesses offensive capabilities, with some useful debuffs that can be inflicted on enemies, so long as you don’t mind getting up close. Ajax has a mechanic called Void Energy, which fills up whenever the player uses a skill. Once Void Energy is full, it enhances all of Ajax’s other skills. For defensive powers, Ajax has Orbit Barrier, which is a wall-shaped shield and Dimension, which is a dome-shaped shield. When Void Energy is full, these both reflect a portion of received damage back at the enemy. For offensive powers, Ajax has Expulsion, which knocks enemies back, and Void Walk, which is a leaping stomp that can stun foes. Remember that both of these abilities have a short range, so you need to be wary about using them when at low health. Ajax is the better choice for more experienced shooter fans. His skills require the player to be aware of what’s going on with their teammates and the flow of the battlefield so that they can best utilize their shields to keep people alive. Lepic strengths & weaknesses Lepic is a full DPS character who utilizes the fire element with his explosives. With the exception of his Passive Skill, Lepic’s playstyle is all about combining his four offensive skills into a short burst of fire that can deal a ton of damage. Lepic’s Grenade skill throws an explosive forward at the enemy, while Overkill gives his bullets a Burn effect that deals constant damage at the point where they hit. Both of these skills can be empowered by Overclock, though this burns MP while active. Additionally, Lepic has Traction Grenade, which uses gravity to drag enemies together to a certain point. You can easily see the combo potential here, as Traction Grenade pulls a mob together, allowing you to Grenade or Overkill them, while Overclock is in effect. In stark contrast to his other skills, Lepic’s passive, Close Call, is essentially a second life. If you die, Close Call protects you from all damage for a short period, before restoring some of your health. However, this won’t save you forever as Close Call has a long cooldown timer, so you’ll be extremely vulnerable after it has been used. Lepic is all about making things go boom. His skills are easy to understand and are very effective in a game where you’re facing lots of mobs of enemies. It’s all about using a handful of skills together to make them as effective as possible. Viessa strengths & weaknesses Viessa is a debuffer whose main gimmick involves her Ice Sphere passive. This floating sphere strikes nearby enemies and inflicts the Ice Shackles effect, which works in tandem with her other skills. Viessa’s skills are centered around increasing the tiers of the Ice Shackles debuff, as the higher it is, the more effective their effects will be. Frost Shards creates a damaging beam that hurts enemies and inflicts Ice Shackles, while Cold Snap is a short-range arc with the same effect. Her most damaging move is Blizzard, which has a wide range, deals a ton of damage and is even more powerful on enemies with Ice Shackles. She also has a buff, in the form of Frost Road. Not only does this increase her movement speed and Shield, but it leaves a path of Ice Sheets wherever she runs, inflicting Ice Shackles on any enemy that comes into contact with it. Viessa requires knowledge of how her skills work together to play effectively. It’s all about maximizing the use of Ice Shackles to make her Skills more damaging when you unleash them. That’s everything you need to know about the starter characters in The First Descendant. For more, check out our build guides for Bunny, Freyna, Kyle, and Gley. Make sure to also stay up to date with the game’s server status.
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The First Descendant August 13 early patch notes: Frost Walker nerf, farming improvements – Dexerto
The First Descendant August 13 early patch notes: Frost Walker nerf, farming improvements Nexon GamesNexon has announced the details regarding The First Descendant‘s next update ahead of its mid-August release. Hotfix 1.0.7, which is planned for an August 13, 2024 release, is set to make a slew of changes, which game director Minseok Joo discussed in a new Dev Note that goes over “key updates.” Some highlights include adjustments to the Frost Walker boss fight that are intended to help players defeat it “through public matchmaking more easily” and “usability improvements” that make it easier to find information about the materials you’re farming. Here’s everything we know about The First Descendant Hotfix 1.0.7 so far. The First Descendant Hotfix 1.0.7 early patch notes Early patch notes for Hotfix 1.0.7 can be found here. First, we’re adjusting the options for the Infiltration Operation on Hard Mode. The ‘Grappling Hook Disabled’ and ‘Jump Disabled’ options will be removed from the selection list. Additionally, the Select All option will no longer be deselected when changes are made after selecting all options. – Moreover, we’re planning further improvements for the Infiltration Operation on Hard Mode in Season 1. These include removing Occupation tasks and focusing more on Eliminations. We’re also replacing the random combination of options with preset selections and expanding matchmaking parameters. – Next, let’s talk about content adjustments. We’re going to add some extra time for you to choose restart option after completing Intercept Battles, Special Operations, and Infiltration Operations. For your preference, ‘Restart with Squad’ and ‘Restart Alone’ buttons will be provided. – Additionally, we’re making characters invincible when standing on hazardous areas after intercepts are done, making use of the ‘Reconstructed Device’ more convenient. The difficulty of the ‘Frost Walker’ mechanism will be adjusted so you can enjoy this void intercept battle through public matchmaking more easily. – In Special Operation, AFK players will be moved automatically to the ‘Abort’ selection during Interim Review. Also, monsters’ HP will be reduced, and more ammo will be dropped easily in Void Fusion Reactors. – Monster spawn intervals are shortened in Void Fragments (Poison Attribute) located at ‘Echo Swamp – Derelict Covert’. – We’re also addressing the issue where weapon proficiency is not gained for equipped weapons when using Unique Weapons, such as during Luna’s ‘Stage Presence’. – Lastly, we have usability improvements. We will enhance your farming experience with several improvements. In Hotfix 1.0.7, we’re adding a feature that allows you to quickly identify key information about your equipment by looking at icons in the inventory. You’ll be able to see how many ultimate options an item has without opening its tooltip and identify the attributes & Arche types of Reactors through icons. – Additionally, we’re speeding up the tooltip display to help you sort valuable items more efficiently. – One last thing! From previous patch note where we discussed plans to support build diversity, we noticed discussions in the community about whether socket types need to be assigned eleven times for each loadout pages. – Rest assured; we aim to support build diversity in a more user-friendly manner. If you prefer to use the same socket type across Loadout Pages 1, 2, and 3, your current setup will remain unchanged. Socket type assignments will only be required if you want different socket types for each loadout. – The First Descendant aims to be a long-time beloved game. To achieve this, we’re committed to improving the game in ways that resonate with you. We deeply appreciate everyone and our communities, and we’ll continue to strive to provide more enjoyable contents. Thank you. – That’s everything to know about The First Descendant next update ahead of its August 13 release! For more on the game, check out our tier lists on every Descendant and best Ultimate weapons in the game.
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The First Descendant community blasts AFK players who leech mission rewards – Dexerto
The First Descendant community blasts AFK players who leech mission rewards Nexon GamesExhausted by players going AFK and leeching mission experience, The First Descendant community wants Nexon to implement measures that stop some players from taking advantage of others. Games like Warframe have long dealt with their share of AFK players who do nothing during a mission, yet try to reap the rewards from the hard work done by fellow users. The First Descendant marks the latest online shooter plagued by such behavior and its fledgling community is already fed up. Redditor Arcticz_114 mentioned as much in a post calling out someone who followed them around and contributed nothing during missions “until 5 seconds before objective completion.” As the missions drew to a close, the other user would damage one enemy to ensure they earned the rewards. Another Reddit user shared similar grievances elsewhere, in which they called for Nexon Games to add a vote-to-kick option. The First Descendant player explained, “Originally I’m opposed to a vote kick because it can be easily abused and typically a solid AFK kick system tends to do the job. But after farming for Blair components all day… I changed my mind. Make a vote kick option because holy f*** are there so many AFKing leechers.” While users on other forums have also advocated for a vote-kick system, many think it’s a step too far because it can be used for trivial reasons such as one person disliking someone else’s character choice. One person posed a solution that would allow users to mark AFK players and essentially give them a warning. If they don’t move after a set time, the game kicks them. Warframe also has an AFK system that players think would serve The First Descendant well, since it doesn’t reward players who remain inactive for too long during missions. Nexon has not addressed whether it will implement measures to prevent AFK exploits.
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The First Descendant devs finally “working on measures” to combat AFK farming – Dexerto
The First Descendant devs finally “working on measures” to combat AFK farming NexonNexon has addressed issues with AFK farming in The First Descendant by calling out bad actors, while also promising that changes to stop the practice are in the works. Within about a week of the game’s release, The First Descendant community had grown frustrated with players going AFK during missions. Users specifically called out “leechers” who join co-op missions but fail to participate until the last objective so they can reap the rewards. Some players began requesting the addition of a vote-to-kick option, though its potential abuse had many thinking Nexon would do well to go a different route. At the very least, the community can now rest assured that Nexon is aware of the AFK farming troubles plaguing The First Descendant. Developers addressed the reports in a Twitter/X post, advising players to avoid AFK farming, going AFK during co-op games, or using “unauthorized programs” for cheating. The post also announced that The First Descendant’s “dev team is working on measures” to combat bad actors who take advantage of other players. Since the message is light on details, there’s no word on what exactly these measures will entail in the short or long term. When players can expect developers to implement the unspecified changes also remains under wraps for the time being. While the community seems against the idea of vote-to-kick options, some players have suggested The First Descendant should follow in the footsteps of Warframe to obstruct AFK farming attempts. Warframe boasts an AFK system that doesn’t give mission rewards to players who remain inactive for prolonged periods of time during quests. Since launch, The First Descendant fans have also made clear their interest in seeing it adopt Warframe’s customization system, as the game’s rigid customization options and microtransactions currently leave much to be desired.
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The First Descendant 1.0.7 patch notes: Battle Pass nerfed, weapon buffs & new Descendant teased – Dexerto
The First Descendant 1.0.7 patch notes: Battle Pass nerfed, weapon buffs & new Descendant teased Nexon GamesNexon has deployed a new patch in The First Descendant pre-season bringing several nerfs and buffs and teases a new character coming soon. On August 13, Nexon released a hotfix v1.0.7 in The First Descendant which brings multiple changes and fixes to the game. Earlier this month the game released a new Descendant Luna, and some weapons to introduce a new playstyle for players. The patch has addressed several bugs and issues, introducing fixes to those. Alongside that, they’ve made crucial adjustments to Battle Pass challenges that according to players were hard to grind and buffed up some weapon abilities as well. However, one of the key reveals they was a new Descendant tease, with TFD announcing that a new face will be added to the game soon in Season 1. Nexon posted an image on The First Descendant X account with the caption, “The new Descendant is armed with cold fury and ready to strike. What do you think is her greatest strategy?” While the Descendant’s look is still under wraps, here’s everything that was added with the newest patch. The First Descendant update 1.0.7 August 13 full patch notes Content Improvements (1) Content If you do not select “Abort” or “Continue” during an Interim Review in Special Operations, “Abort” will be selected automatically. – Lowered the difficulty of mechanics in the Hard Intercept Battle “Frost Walker.” – Destroying Frenzied parts will now generate two Embers. – Increased the maximum threshold of the Frenzy Gauge, reducing the number of times of the Colossus becoming Frenzied. – When using slug shots to Frenzied Colossus, its leg movements will be reduced, making it easier to aim at its Weak Points. – Characters will no longer receive damage when they are in a hazardous area once the Void Intercept Battle ends. – When “Molten Fortress” is defeated, the lava on the ground is now removed immediately. – When “Swamp Walker” is defeated, the “Disease” status effect is now removed immediately. – The restart function of Void Intercept Battles, Special Operations and Infiltration Operations is now separated into two types: “Start with the current Squad” and “Restart Mission.” The time available for “Start with the current Squad” is also increased to 60 seconds. – The display animation for Amorphous Materials when using a Reconstructing Device has been simplified, letting you quickly check the materials. – (2) Field In the “Echo Swamp – Derelict Covert”, Void Fragment (Toxic) monsters will now spawn faster. – The HP of monsters in Void Fusion Reactors has been reduced, and they will now drop more ammo and recovery orbs when you defeat them. – (3) Battle Pass We identified an issue where the requirements for the Battle Pass Week 6 Challenge “Wouldn’t It Hurt More If My Rifle Fired Harder?” were not met retroactively. We changed the requirements to “Enhance Rifling Reinforcement to Level 3.” – Reduced the difficulty of Weekly Challenges for Battle Pass Week 7 and 8, also increasing the amount of reward EXP and Supply Coins. – (4) UI/UX When selecting all additional options in Hard Infiltration Operations, all the options will remain selected even if you change the additional options. – Grappling Hook Disabled and Jump Disabled from the list of additional options that can be selected in Hard Infiltration Operations has been removed. – You can now check the tooltip of Amorphous Material icons in the Change Selectable Reward screen in Hard Infiltration Operations. – Tooltips for equipment now show up faster. – Equipment option tiers are now displayed on the icon. – Set effects of External Components are now displayed on the icon. – In the Module Acquisition Info, you can now check whether a module can be acquired via Combining. The modules that can only be acquired via Combining are “Hardline Suppression”, “Shot Focus”, and “Shield Collector.” – In the Module Acquisition Info, you can now check whether a module can be acquired via Combining. The modules that can only be acquired via Combining are “Hardline Suppression”, “Shot Focus”, and “Shield Collector.” – In the Consumables menu of the Library, you can now see the amount of consumables you currently have. – When receiving all Lost and Found items, if there is not enough Inventory space, you can now only receive items in according to the remaining space. – When the Unique Abilities of an Ultimate Weapon permanently change the weapon’s default performance, you can now check the changes on the basic info screen. – (5) Descendants Fixed the amount of Recovery displayed on the skill tooltip for Yujin so that it matches the improvements made to his Recovery amount in Hotfix 1.0.6. – By overhauling the formula of Yujin’s Recovery skill, the amount of Recovery has been slightly increased for Skill Level 4. – You can now gain Weapon Proficiency when you defeat an enemy with a Unique Weapon (e.g. Luna’s Stage Presence). – You can now acquire Luna’s “Noise Surge” Modification Module in the Hard Intercept Battle “Executioner.” – (6) Miscellaneous [Console] Improved AMD Frame Generation for PS5, XSX, and XSS. – Changed the name of “Support Droid” to “Support Drone.” – Bug Fixes (1) UI/UX Fixed an issue where applying a filter at the Lab and re-entering the menu caused the filter to not be applied to the list despite the filter itself being maintained. – [Console] Fixed an issue where “Peace Maker” did not show up in the Weapon Material Research Auto-Search. – [Console] Fixed an issue where searching “Fire”, “Chill”, and “Electric” with auto-suggestions for Descendant Modules also filtered other attributes. – (2) Descendants Fixed an issue where Bunny’s “Thrill Bomb” skill did not hit nearby enemies when she was equipped with “High-Voltage.” – Fixed an issue where Luna danced while holding her gun when she used an enhanced skill with the “Noise Surge” module. – Fixed an issue where Luna’s facial graphics were intermittently rendered incorrectly. – Fixed an issue where Sharen could cancel her skill (Mouse Right Click, Controller LT) even after she fired her “Flash Shortsword” skill during ending motions. – Fixed an issue where equipping a Range Module would not change the skill description for Ultimate Lepic and Lepic’s “Traction Grenade.” – Fixed an issue where equipping a Range Module would not expand the effect of Lepic’s “Traction Grenade.” – (3) Equipment, Modules Fixed an issue where the display of Firearm Critical Hit Rate was switched with Skill Critical Hit Rate in the 4-piece set effect tooltip for the External Component “Acrobat” set effects. – [Other Languages] Fixed an issue where the tooltip for the “Spiral Tidal Wave” Skill Module omitted a description saying “Attracts Gluttony’s impurities.” – Fixed an issue in Intercept Battles where two players could remove parts at the same time when using the “Mid-Air Maneuvering” Sub Module. – (4) Field Fixed an issue where a Support Drone in the “Echo Swamp” outpost did not function properly. – Fixed an issue where Void Fragment reward that let you receive all four kinds of Shards was changed from 4,3,3,3 to 3,3,3,3. – Fixed an issue in the Laboratory where effects activated when defeating an enemy (skills or unique effects for Ultimate Weapons) could still occur even when Vulgus Invincibility was enabled. – (5) Mission Fixed an issue where being tasked with collection for the Fortress Infiltration Operations “Quarantine Zone” and “Heart of the Fortress” with a 4-member party could intermittently cause a Champion Monster to not spawn, making it impossible to acquire the “Balanced Plasma Battery.” – Increased the monster kill score for the Infiltration Operation “The Haven.” Fixed an issue where it was impossible to reach a perfect score even when increasing options to 240%. – Fixed an issue in Hard Infiltration Operation “Unknown Laboratory” where a player reaching a No Resurrection Zone in advance could cause other players to not be teleported to the No Resurrection Zone. – Fixed an issue where a melee enemy would intermittently stop moving and not pursue players. – (6) Miscellaneous [PC] Fixed an issue where using certain skills would glitch the screen when the Nvidia Reflex Boost Mode was enabled. That’s all the changes and new content that arrived in The First Descendant with the latest patch. For more, check out our tier lists of the best characters and weapons in the game.
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The First Descendant 1.0.5 patch notes: Ultimate Valby, new Descendant Luna, & balancing – Dexerto
The First Descendant 1.0.5 patch notes: Ultimate Valby, new Descendant Luna, & balancing Nexon GamesThe First Descendant has released its first major patch, bringing a brand new Descendant to the roster, as well as a new Ultimate. On July 31, Nexon Games revealed the details for their first major update, bringing some major balancing changes to The First Descendant, as well as a brand new highly anticipated Descendant, an Ultimate version of Valby, and so much more. Known as Luna, the biggest change coming to The First Descendant comes with the new character. Luna has some powerful musical skills, from Passionate State to Relaxing Act. This strong character looks like a DPS unit, but time and a few missions will truly show off her skills. On top of this, players now have access to Ultimate Valby, a unique version of the water Descendant many have already fallen in love with. Ultimate Valby will certainly mix up the meta and is a must-have for any player. The First Descendant 1.0.5 full patch notes Platforms – Steam, Xbox Series X│S, Xbox One, PS4, PS5 Update 1.0.5 New Descendant: Ultimate Valby Added “Ultimate Valby.” – Ultimate Valby Modification Modules Spiral Tidal Wave: The bouncy Bubble Bullet has been replaced by a projectile that flies in a straight line. Spiral Tidal Wave is stackable and can be fired three times in a row, and attracts impurities during the Gluttony Intercept Battle. – Hydro Pressure Bomb: Instead of “Plop Plop,” she leaps forward and deals damage to enemies around the landing area. The more enemies in the Laundry state, the more powerful the damage. – Added Ultimate Valby Amorphous Materials Amorphous Material Patterns 011, 044, 115, 030, 055, 113, 023, 052, 073, 087, 110, and 125 can no longer be acquired. You can continue to use the Amorphous Materials you already have as before. – Added the “AA variants” of Amorphous Materials 011, 044, 115, 030, 055, 113, 023, 052, 073, 087, 110, and 125. You can acquire the Enhanced Cell Blueprint, Stabilizer Blueprint, Spiral Catalyst Blueprint, and Code of Ultimate Valby from them. Ultimate Valby’s blueprint and Code Materials will replace one of the items available from the original Amorphous. – The Amorphous Materials of the “AA variant” can be acquired and used in the same place as the original. – New Descendant: Luna Added new Descendant, Luna. – Luna Skills (Passive Skill) Improvisation: Using any skill increases Inspiration Gauge, which allows Luna to use Enhanced Skills. – (Active Skill 1) Stage Presence: Using the skill changes Luna’s weapon to her Unique Weapon. Performing the notes in time to the music by using skills or hitting monsters stacks and increases her Skill Power Modifier. – (Active Skill 2) Passionate Stage: Using the skill makes Luna play upbeat music, increasing the Skill Power Modifier of Luna and her allies. Gaining the Enhanced Effect increases the Skill Power Modifier even more and also increases the Skill Critical Hit Rate and damage of allies. – (Active Skill 3) Relaxing Act: Using the skill makes Luna play relaxing music. Hitting the enemy with a note grants an effect that instantly recovers the MP of Luna and her allies. Gaining the Enhanced Effect increases MP Recovery, and reduces Skill Cost. – (Active Skill 4) Delightful Stage: Using the skill makes Luna play delightful music. Hitting the enemy with a note increases Inspiration Gauge and decreases the skill cooldown of allies. Gaining the Enhanced Effect increases the Inspiration Gauge even more and immediately resets the cooldown of allies. – Luna Modification Modules Nimble Footsteps: This Modification Module enhances Luna’s Movement Speed and amplifies the effect range of her performance, making it easier to support her allies. – Noise Surge: Transforms all of Luna’s skills to combat skills. Performing the notes in rhythm unleashes a powerful AoE attack. When the Inspiration Gauge is full, summons a moving stage where she dances to recover MP and Shield. – Added Luna Amorphous Materials Amorphous Material Patterns 017, 038, 081, 020, 098, 068, 015, 049, 071, 027, 090, and 094 can no longer be acquired. You can continue to use the Amorphous Materials you already have as before. – Added the “AA variants” of Amorphous Materials 017, 038, 081, 020, 098, 068, 015, 049, 071, 027, 090, and 094. You can acquire the Enhanced Cell Blueprint, Stabilizer Blueprint, Spiral Catalyst Blueprint, and Code of Luna from them. Luna’s blueprint and Code Materials will replace one of the items available from the original Amorphous. – The Amorphous Materials of the “AA variant” can be acquired and used in the same place as the original. – Added New Hard Void Intercept Battle: Gluttony Added new Hard Difficulty Void Intercept Battle, Gluttony. – Intercept Gluttony to collect the Hungry Sonic External Components Set and the blueprint of the Ultimate Weapon Peace Maker. – Gluttony External Components Set Hungry Sonic Set: 2-piece set effect grants Toxin Resistance. 4-piece set grants an effect that recovers MP on hitting the target with a skill’s Unique Weapon as well as an effect that increases Skill Duration and MP Heal Modifier proportionally to Max MP. – New Ultimate Equipment: Peace Maker Added new Ultimate Weapon Peace Maker. Using a Dimension skill grants the “Single Reload for Peace” effect. – At maximum stacks, the “Single Reload for Peace” effect enables you to fire the loaded ammo in a single quick burst when taking an aimed shot. – New Module Arche Concretion: Decreases Movement Speed, Firearm ATK, and all Attribute ATK except the Non-Attribute ATK every time a skill is used, but each stack of Arche Concretion increases DEF and MP. – Added New Products Added “New Descendant: Exclusive Luna Bundle” which includes Luna and the “Pool Party” skin. – Added Luna to the list of standard Descendants in the shop. – Added “Premium Ultimate Valby Bundle” which includes Ultimate Valby and the “Vermillion Wave skin,” and “Ultimate Valby Bundle.” – Added “Valby’s Summer Theme,” “Viessa’s Summer Theme,” and “Male Summer Theme Set.” – Added “Luna’s Albion Academy Cadet,” “Luna’s Classic Maid Uniform,” “Luna’s Panda,” and “Luna’s Dinosaur” limited skins. – Added “Luna’s Augmented Reality of Madness” premium skin package. – Added Luna’s exclusive “White Mouse” premium head skin. – Added Luna’s exclusive Hair & Makeup 1 & 2. – Added Luna’s “The Ultimate High Feeling” and “Volume Up” standard skins. – Added Luna’s makeup “Sly.” – Added “Adjustment Control Axis X30” and “Fine Adjustment Control Axis 20” support items. – Hotfix 1.0.5 Content Improvements (1) UI/UX To prevent module swapping from becoming a strategy in Intercept Battles and Infiltration Operations, equipping and removing modules, changing presets, and changing loadouts are now prohibited. – Added a feature to collect all Lost and Found items at once in the Mailbox. – After checking the map with acquired information in the Library, closing the map now leaves the Library open. – Added Camera Shake ON/OFF feature in Game Options. – (PS, Xbox) Added the ability to select preset search keywords to make it easier to search modules and research. – Added commas after every three digits in the game menu and HUD to make it easier to read numerical units. – You can now check key stat information in the weapon, reactor, and external component inventories. – You can now register equipped items as Attached Items. – Saving a preset now automatically registers equipped items as Attached Items. – You can now turn the red dot crosshair display on or off cities in Game Options. – Added an image to some items in Graphics Options to show what they do. – Increased the speed of scrolling when scrolling the map with the gamepad’s R-stick. – Changed the color of icons for Hard difficulty Void Intercept Battles on the World Map to make it easier to distinguish them from Normal difficulty battles. – The map no longer displays the marker when a quest NPC being tracked disappears. – The Modification Modules for the same Descendant are now displayed together in a row in the Library. – When the first clear reward and repeat clear reward are the same, the Acquisition Info in the Library no longer shows them both. – When selecting all duplicate modules in Dismantle Modules, you can now use a filter to register only the selected modules for dismantling. – Simplified the module combining animation. – Starting a research in the Materials tab of the Research menu now returns you to the Materials tab. – Added the “Leave Party” button to the Social menu to make the function easier to find. – Added a search function to the Consumables menu. – Even when acquiring skins for Descendants not currently in use the red dot still appears. – Added the red dot when acquiring paint. – The red dot now appears in the Weapons List side tab too when acquiring a weapon skin. – (2) Descendants, Modules Increased the Poison contagion range of Freyna’s Room 0 Trauma from a 4 m radius to a 7 m radius. – Increased the maximum scaling range of Valby’s skills from 200% to 250%. – Increased the maximum scaling range of Blair’s skills from 200% to 250%. – Changed the blizzard generated by Viessa’s “Glacial Cloud” module to be triggered instantly without delay. – Changed Valby’s “Albion Academy Cadet” head skin to be dyeable. – Changed “Incoming Final Damage” to “Incoming Damage Modifier” in the description of the “Safe Recovery” module. – (3) Equipment Added a feature in Game Options that enables some single-shot and burst weapons to fire automatically when the fire button is pressed and held down. – Increased Enduring Legacy’s Critical Hit Damage from 1.7x to 2.3x. – Increased Secret Garden’s Critical Hit Rate from 35% to 50% and Critical Hit Damage from 1.85x to 2.25x. – Increased Nazeistra’s Devotion’s Critical Hit Rate from 36% to 45% and Critical Hit Damage from 2x to 2.25x. – Decreased the trigger rate of Bombardment of Greg’s Reversed Fate, but now it also triggers when the weapon is fired at unshielded enemies. – Equipment can now be dismantled at once with no quantity limit. – (4) Field Increased the amount of Void Shards that can be acquired from Special Operations by about 7 times. – Director’s Comment Hotfix 1.0.4 added Void Shards as rewards to Special Operations, but unfortunately, there were just too few. The original intent was to keep Void Fragments as the primary farming source for Void Shards, and get additional Void Shards from Special Operations. But the community has told us that many of you don’t like this loop, so we’ve increased the amount of Void Shards that can be earned in Special Operations. We’re also working on some steps for future improvements. Many players are currently farming materials without spending the Fragments at the Fusion Reactor, so we’re considering removing the Fragments from the Fusion Reactor startup altogether. This would make the Fragments necessary only when the Reconstructing Device is used at the Fusion Reactor. We’re taking a close look at how the reward loop we planned works in practice. We’ll try to finalize a reward loop that players will be satisfied with in the near future. Reduced the distance you’re knocked down when hit by a trap. – Lowered the ratio at which the named monster’s immunity sphere HP scales with the number of players in Infiltration Operations, and reduced the duration of immunity. – The Agna Desert, Vespers, Echo Swamp, White-night Gulch, Hagios, and Fortress fields now have a 100% chance to spawn Encrypted Vaults at spawn. – Increased the hit box size in “data collection” missions to make it easier to collect data. – Outside environmental sounds are now less audible in the indoor areas in Kingston. – Adjusted the distance that monsters spawn in the Laboratory to be closer as 15m. – (5) Miscellaneous Balanced sound levels for shield destruction notification, material research result window, etc. – Optimization Improvements (PC, PS5, XSX, XSS) Applied AMD FSR 3.1. – (PS4, XB1) Optimized memory usage. – (PS4, XB1) Optimized resolution to increase the maximum resolution by at least 5%. – Bug Fixes (1) UI/UX Fixed an issue where enemies defeated by the unique effects of Ultimate Weapons were not counted in Battle Pass Challenge and Awards. – Fixed an issue where the capacity cost reduced by matching socket types was not displayed on the Weapon Module Enhancement screen. – Fixed an issue where closing the Capacity Exceeded warning message while enhancing a module made the game inoperable. – Fixed an issue where restarting an Intercept Battle, Infiltration Operation, or Special Operation after completing it would not matchmake you with allies who applied to restart with you. – Revised the description on the Info screen that incorrectly stated that the damage taken decreases the higher the “Incoming Damage Modifier,” so that now it states the damage taken decreases the lower the modifier. – Fixed an issue where completing a mission with a weapon that has been socketed at least once would appear to give Mastery Rank EXP, when in fact it does not. – Fixed an issue where the names of the core materials and blueprints of Ultimate Weapons were swapped. – Fixed an issue where the quantity of attached paint was not displayed in the Mailbox. – Fixed an issue where the DBNO UI animation would persist when a DBNO ally left and another ally joined. – Fixed an issue where changing loadouts while in combat is not possible but the UI would switch to the selected loadout. – (2) Descendants Fixed an issue where Lepic could trigger the “Overkill” skill at 0 MP while equipping the “Increased Efficiency” module. – Fixed an issue where Yujin could not target an ally when using “Solidarity Healing” if part of their body was covered by an object. – Fixed an issue where DBNO allies rescued by Yujin could not use any skills for a short period of time after the rescue. – Fixed an issue where switching weapons after using Viessa’s “Frost Road” skill caused the skill’s visual effect to remain. – Fixed an issue where the Knockdown range of Valby’s “Plop Plop” skill was larger than the actual Skill Range. – Fixed an issue where Enzo’s “Shoot Support” was not applied to allies. – Fixed an issue where using Ultimate Gley’s “Massacre” or “Life Siphon” skill did not increase her Skill damage when she is above 50% HP. – Fixed an issue where Gley’s “Life Siphon” skill and her Modification Modules “Massive Sanguification” and “Explosive Life” could be used on objects in Intercept Battles. – Fixed an issue where Kyle’s “Repulsion Dash” could be used on objects in Intercept Battles. – Fixed an issue where the skill animation of Kyle’s “Repulsion Dash” skill would intermittently be cancelled. – Fixed an issue where the power of Ultimate Bunny’s “Lightning Emission” was determined by the amount of Electricity she had at the time of use, unlike Bunny. The power of Bunny’s “Lightning Emission” depends on the amount of Electricity she currently has. – Fixed an issue where Bunny’s “Maximum Power” skill’s sound pitch went up infinitely and sounded like a noise. – Fixed an issue where Esiemo would become uncontrollable while using the “Arche Explosion” skill. – Fixed an issue where after Ultimate Viessa used “Frost Road” with the “Absolute-Zero” module or Valby used “Laundry Bomb,” Ajax placing a barrier on top of it inflicted reflective damage on Ultimate Viessa or Valby. – (3) Equipment Fixed an issue where moving on a field with three or four pieces of an external component set prevented the 2-piece set effect from being applied. – Fixed an issue where the damage of hitting the Ultimate Weapon King’s Guard Lance after it was deployed was recorded in the statistics. – Fixed an issue where the Ultimate Weapon Executor’s Hip Fire Accuracy was lower than what it should be. – Fixed an issue where the Ultimate Weapon Thunder Cage’s unique effect would deal more than 1.33x damage when monsters were clustered. Instead, Electric Shockwave now deals 2x damage regardless of the number of enemies. – Director’s Comment During internal testing, we discovered a bug with Thunder Cage. Thunder Cage should always deal 1.33x damage according to its description, but it was dealing more than 1.33x damage when there were a lot of monsters. We fixed this bug, but we also boosted the 1.33x damage to 2x so that it doesn’t become less efficient when hunting. We’re well aware that the value of items you own is important to you. To ensure that fixing the bug doesn’t devalue your items, we’ve given it more power than we originally intended. If something like this happens again in the future, we won’t stop at simply fixing the bug but consider how to preserve the value of your items to provide a reasonable patch. – Fixed an issue where you could hear one or two extra shots when firing single shots with a repeating firearm. (4) Modules Fixed an issue where the Firearm Critical Hit Rate increase effect was missing in the description of Valby’s “Supply Moisture” module. – Fixed an issue where Valby’s “Tidal Wave” module would not properly stack Finishing Attack when piercing an enemy. – Fixed an issue where equipping Ajax’s “Body Enhancement” module would have different final result values depending on when it was saved. – Fixed an issue where if the “Matrix Recomputation module” was equipped by Ajax the Shield would recover every time after a very short while and the Shield started at 50% after equipment. – Fixed an issue where the “Pitmaster” passive would remain indefinitely when Blair removed the “Classic Chef” module while Flame Zone was in effect. – Fixed an issue where the knockback effect would not trigger when Blair used “Deadly Cuisine” while equipped with the “Backdraft” module. – Fixed an issue where the name of the “Sharp Precision Shot” module’s buff was incorrectly shown as “Lethal Finish.” – Fixed an issue where Bunny’s Evolving Skin quest requirements were not counted when Bunny equipped a Modification Module. – Fixed an issue where Bunny unequipping the “Electric Condense” module left a status effect display that did not have any effect. – Fixed an issue where Gley’s “Predator Instinct” module skill displayed the Frenzied state icon and name twice when used. – Fixed an issue where Ultimate Gley’s “Demonic Modification” module sometimes did not deal damage when used. – (5) Field Fixed an issue where defeating named monsters at the same time as Void Fusion Reactor mission was being deleted allowed the player to use Reconstructing Devices without consuming Void Shards. – Fixed an issue where the zone map of “Hagios: The Old Mystery” showed different paths from actual paths. – Fixed an issue where the traps would remain on restart after dying in the No Resurrection Zone in Hagos: The Haven. – Fixed an issue where movement markers would appear while progressing through the Void Fusion Reactor. – Fixed an issue where roaming monsters would not spawn on the White-night Gulch: Hatchery battlefield. – Changed the Amorphous Material Patterns and Shape Stabilizers acquired from Hard Infiltration Operations in the White-night Gulch and Hagios. – (6) Miscellaneous Fixed an intermittent terrain rendering bug. – [XB1, XB1S] Fixed an issue where textures would intermittently display black lines when rendering terrain. – Fixed an issue where the Sub Quest “Obtain Freyna’s Research Materials 1” would complete after clearing “Rockfall: Vulgus Strategic Outpost” even if the “Amorphous Material Pattern: Freyna” was not obtained. – Fixed an issue where the Sub Quest “Prepare to Obtain Additional Materials for Freyna Research” could not be completed with Ultimate Bunny. – Fixed an issue where the camera would intermittently freeze when removing parts during Intercept Battles. – Fixed an issue where the Elite Vulgus Special Effect “Chasing Orb” would not deal damage. – # Director’s Additional Comment Greetings, this is The First Descendant Director Minseok Joo. Today, I’m going to outline the Dev Team’s plans for issues that are discussed frequently by the community. The team is currently working on Season 1 and Season 2 updates, while also responding to improvement issues discovered during the live service. Today, I’m going to talk more about how we plan to improve the current state of The First Descendant rather than about the Season 1 and 2 updates. Drop Rate Improvement Plans While all of our drop rate systems are operating fairly in The First Descendant, we do understand that some players are struggling with the vagaries of drop rate. To address this, we’re planning to introduce a “guaranteed drop” system where you’re guaranteed to get the item you want after repeating the activity a certain number of times. The First Descendant has various missions and Amorphous Materials with chance-dependent rewards. We’re considering how we can effectively implement the “guaranteed drop” in such diverse reward systems, and we’re working to create a farming structure that players will be happy with. We hope to make improvements before long to provide a more rational and satisfying farming experience. Disposing of Leftover Items Next is an update on items that are piling up in your Consumables. There is currently no way to dispose blueprints for Descendants and weapons that you’ve already completed, so there are cases where players are getting multiple copies of blueprints they already own during the farming process. We’ve been listening to the community, who have told us that there needs to be a way to dispose of these unwanted items. While we could consider simply converting them into some Gold or Kuiper, we want to reward you with more value for the time you have put into the game. To resolve this, the Dev Team is planning a system to dismantle leftover items to get byproducts, and a rotating shop system where you can exchange the byproducts for something of value. This will allow the items you obtained to have a greater value in the game. Supporting Build Diversity It’s a lot of fun for us to see the variety of builds being posted in the community lately. We love seeing you try so many different builds and are amazed by the unexpected ways you’ve evolved them. We hope for more builds to exist in The First Descendant, and we want an environment where players are free to experiment with different builds. However, we’ve found that it is difficult to take advantage of loadouts after assigning socket types, which goes against our goal of experimenting with different builds freely. As a result, the Dev Team is planning to provide an environment where completely different builds can be created by assigning each loadout with different socket types. We hope this will help you experiment with different builds without feeling overwhelmed. Balancing Finally, some news about balancing. We are seeing a dominance of the skill damage-focused builds of some Descendants. Descendants and weapons that are well-suited for these builds are quite popular now. We want the meta builds to change from season to season. We want the Descendants and weapons that are effective in new content to be different from those in previous seasons. Also, we’re looking to increase the proportion of firearm-based combat in the endgame. We can’t promise that all Descendants and weapons will be equally balanced at all times, but our goal is to keep changing the effective builds. To that end, we promise to make constant adjustments and offer different ways to play with new content. We aim to implement the improvements I talked about today during Seasons 1 and 2. Your feedback means a lot to the Dev Team. We’ll do our best to provide a better experience as we build the game together, and we’ll continue to listen to you as we strive to make The First Descendant even better.
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The Finals weapon tier list: Best guns to use in Season 2 – Dexerto
The Finals weapon tier list: Best guns to use in Season 2 Embark StudiosThe Finals Season 2 brings a bunch of new weapons and our tier list has sorted every one of them from the best to the worst so that you can have impactful results in the second Season. The Finals is a free-to-play shooter which like many other FPS titles features a plethora of weapons and gadgets to choose from. This arsenal is distributed among three playable classes, namely the Light, Medium, and Heavy. Each of these classes comes with a definite set of weapons with each serving different purposes in the game. So, including the ideal weaponry in your main and reserve loadouts becomes crucial as a slight mishap can prevent your team from getting that victory. With that said, here’s The Finals weapon tier list with the best guns to choose from in Season 2. Contents The Finals weapon tier list – S-Tier weapons in The Finals – A-Tier weapons in The Finals – B-Tier weapons in The Finals – C-Tier weapons in The Finals – D-Tier weapons in The Finals – The Finals weapon tier list Here are some of the best weapons you can use from each class in The Finals Season 2 after patch 2.0.0. S-Tier weapons in The Finals XP-54 (Light) – Throwing Knives (Light) – Famas (Medium) – FCAR (Medium) – Lewis Gun (Heavy) – Across all three classes – XP-54, Throwing Knives, Famas, FCAR, and Lewis Gun are the S-Tier or meta weapons you can use to dominate lobbies in The Finals. XP-54 is a great choice for Light build players as it’s versatile and effective at variable ranges. Throwing Knives is another superior weapon choice but the skill ceiling is a bit high with this one. For Medium build players, Famas is an ideal choice that’s introduced with Season 2 as it offers enough damage for its magazine size. Heavy players can rampage other squads using the Lewis Gun, considering how balanced the weapon is. A-Tier weapons in The Finals V9S (Light) – M11 (Light) – AKM (Medium) – R.357 (Medium) – M60 (Heavy) – SA1216 (Heavy) – The A-Tier weapons in The Finals fall a tad bit short of the S-Tier category but not to be ignored by any means. They can be the perfect alternatives and worthy enough to add to your Reserve Loadout, in case things take a turn or your team wants to switch strategies in between matches. For the Light class, M11 and V9S are great choices. While for the Medium and Heavy builds, you may go with AKM, R.357, M60, and SA1216, respectively. B-Tier weapons in The Finals SR-84 (Light) – LH1 (Light) – Model 1887 (Medium) – Riot Shield (Medium) – Flamethrower (Heavy) – Sledgehammer (Heavy) – KS-23 (Heavy) – The B-Tier weapons in general are good at best and you may use them for experimenting. They are mostly effective during tricky situations but aren’t quite categorized as meta weapons. C-Tier weapons in The Finals 93R (Light) – SH1900 (Light) – Sword (Light) – CL-40 (Medium) – MGL32 (Heavy) – As we move down the weapon tier list, these guns would fall under the C-Tier in The Finals. It’s better if you avoid them or use them in your Reserve loadouts in the best-case scenario. 93R is the new weapon for Light mains that arrived with Season 2, but after the initial hype, players term it as a “pea shooter” and feel it needs a buff. D-Tier weapons in The Finals Dagger (Light) – This D-Tier weapon in The Finals is the worst and you should avoid the Dagger at all costs if winning more matches is your priority. And that’s a rundown of our weapon tier list for The Finals. To know more about the game, be sure to check our other content and guides below: Best The Finals Heavy build | Best The Finals Medium build | Best The Finals Light build | The Finals best PC settings | How to get VRs | How to get Multibucks | All random events | The Finals file size on PC, PS5, Xbox | How to change your name | Is The Finals on PS4 and Xbox One? | Is The Finals on Xbox Game Pass? | How to add and invite friends | How many players play The Finals | The Finals system requirements | Can you play The Finals on Steam Deck?
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The Finals weapon charm acts as kill counter but there’s a catch – Dexerto
The Finals weapon charm acts as kill counter but there’s a catch Embark StudiosThe Finals has numerous weapon cosmetics like charms and skins with great attention to detail. There’s one specific weapon charm you can use that acts as a kill counter too, but there’s a catch. Embark Studios’ The Finals is the new kid on the block in the shooter genre which gives players enough freedom to test their creativity to the fullest. Chaos and destruction are two of its distinctive features and players can’t get enough of it. However, even with all that mayhem, The Finals also has an eye for the small things. There is a spectacular pool of weapon cosmetics like charms and skins with significant attention to detail. You can even use a weapon charm that acts as a kill counter. The Totalizer charm acts as a kill counter in The Finals but… As pointed out by TheFinalsLeaks on X, Totalizer is a Legendary weapon charm belonging to the Gold Dust Set in The Finals. It has a counter that can track the number of kills you’ve done but the only problem is it’s limited to a single game. This means it will reset every match, putting you back down to zero. The Totalizer charm’s mechanic works similarly to the StatTrak feature from Counter-Strike, though as stated it differs as it resets every match. The Gold Dust Set costs 1,600 Multibucks. In a Reddit post, a player mentioned it’d be “really cool if it would track overall. Especially because it already has animations till 999.” Some players in the X post agreed and said, “Would be MUCH cooler if it was per weapon lifetime.” A player also feels “Skins like this is very refreshing after the endless recolors from other popular fps games.” How to get the Totalizer charm in The Finals To get the Totalizer charm, you need to purchase the Gold Dust Set from the store. Since the in-game store refreshes every day, the chances of seeing this cosmetic set in the rotation are low. Instead, you can: Head over to “Equipment” after firing up the game. – Double-click on any weapon. – Click on the “Charms” tab at the top of the screen. – Scroll down a bit to find the Totalizer charm. then click on the “Buy Bundle” button in yellow. – Pay 1,600 Multibucks to get the entire Gold Dust Set. – Now you easily attach this charm to any weapon you like. For more guides about the game, check out our content below: Best The Finals Heavy build | Best The Finals Medium build | Best The Finals Light build | The Finals best PC settings | How to get VRs | Does The Finals have aim assist? | The Finals file size on PC, PS5, Xbox | How to change your name | Is The Finals on PS4 and Xbox One? | Is The Finals on Xbox Game Pass? | How to add and invite friends | How many players play The Finals | The Finals system requirements | Can you play The Finals on Steam Deck?
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The Finals update 2.2.0 patch notes: Easter event, Famas & KS23 buff, FCAR nerf, more – Dexerto
The Finals update 2.2.0 patch notes: Easter event, Famas & KS23 buff, FCAR nerf, more Embark StudiosThe Finals patch 2.2.0 brings a limited-time Easter event to the game in the form of Bunny Bash and also buffs certain weapons introduced in Season 2. Here’s everything included in The Finals update 2.2.0 patch notes. Easter is right around the corner and Embark brings the Bunny Bash event for a limited time in The Finals to celebrate. It includes a bunch of easter eggs in the new SYS$HORIZON map. During this Easter event, you can turn in contracts to earn prizes while chasing victory in a Power Shift mode makeover. Weapons introduced with The Finals Season 2 like 93R, Famas, and KS23 have been buffed. On the other end, the popular rifle FCAR has been slightly nerfed. Gadgets like Glitch Grenade and Glitch Trap will now have a reduced effect from 10 seconds to 5 seconds. Daily Quests will earn you more XP during Bunny Bash, from 500 to 1000, while Unranked Tournament has been removed temporarily to make way for this limited-time Easter event. The Finals Season 2 Battle Pass has also been slightly updated where early levels will cost 6000 XP each instead of 9000 whereas the later levels will cost 12000 XP instead of 9000. The Finals update 2.2.0 patch notes Below you can find everything in The Finals patch 2.2.0 from Embark Studios: Balancing KS23 Increased fire rate from 55 RPM to 73 RPM – Decreased player damage from 120 to 100 – Increased environmental damage from 600 to 700 – Decreased pump-action animation delay from 0.2s to 0s – Increased pump-action animation duration from 0.6s to 0.7s – Increased damage fall-off start range from 15m to 18m – Decreased damage fall-off end range from 50m to 23m – Increased the damage fall-off multiplier at max range from 0.4 to 0.6, meaning it does more damage at range – Increased the projectile speed from 200m/s to 300m/s, meaning players need to lead targets less now – Decreased bullet dispersion when firing from the hip while crouching, standing, and running, making the weapon more accurate and reliable – – FCAR Adjusted recoil pattern to make the weapon slightly less easy to control – Decreased the damage fall-off multiplier at max range from 0.67 to 0.5, meaning it does less damage at long-range – – FAMAS Adjusted recoil pattern to make the weapon slightly easier to control – – 93R Increased fire rate from 240 RPM to 260 RPM – – Glitch Trap Reduced the duration of glitch effect from 10s to 5s – – Glitch Grenade Reduce the duration of glitch effect from 10s to 5s – – Changes and Bug Fixes Daily Quests Daily quests will reward an increase in XP from 500 to 1000 – VFX Made the dematerializer highlight more visible – Fixed several instances of VFX not being shown in spectator view – UI Removed the “being revived” bar from spectator when being revived with defibs – Updated the gamemode UI for Power Shift – Push to talk icon is now more responsive in HUD when activated – Corrected the clip-size info on KS-23 – Added rank icon next to name tag in frontend and the intro sequence in Ranked Tournaments – Fixed an issue where the manage contracts button could become disabled – Tutorial videos on weapons, gadgets and specializations will now autoplay in menus – Fixed an issue on gamepad preventing players from scrolling the contracts list in end-of-round summary – Made rank icons in the scoreboard larger and stopped them from fading – Fixed an issue where the glitch effect was present during the team respawn camera if the last person to be eliminated was glitched – Fixed an issue where the cashbox icon could start out invisible – Maps Las Vegas Fixed the blurry THE FINALS branding decal – Collision fix on the entrance of Argon casino – – Practice Range Updated the Season 1 leaderboard trophy – – SYS$HORIZON Fixed an issue where players were able to shoot through a wall at the entrance of the museum – Fix for flickering lights and reflection issues – Fixed an issue where players could hide inside geometry above the Work Space building – – Seoul Destruction balancing. – Fixed an issue where players could spawn separately from their team – – Skyway Stadium Tweaked spawns to reduce spawn camping from the Office building in Final Round. – – Gamemode Cashout Available in the quickplay menu – Available in private matches – – Power Shift Flash the platform lights between the team colors when both teams are on the platform – Fixed an issue where statues could bounce around more than intended on the platform – Reduced the max angle that the platform can sway from 25 degrees to 15 to make it easier to interact with statues and gadgets – – Unranked Tournament Removed for now – – Bunny Bash Available for a limited time – – Gameplay Ziplines Fixed an issue when jumping and interacting on the same frame led to instant detaching – Made so that ziplines can’t be destroyed from the bottom end – – Charge and Slam Fixed cases where the slam would trigger instead of the charge when close to the ground – – Dome Shield Fixed so that the outline color is correct – – Mesh Shield Improved the effect for indicating the shield is about to break – – Glitch Grenades Fix to stop them from exploding on friendly shields – – Anti-Gravity Cube Added outline and team color – – Gateways Fixed an issue that allowed gateways to deploy without enough clearance above them – Fixed an issue where there was no distance limit for the gateway gadget – – Defib Revives Fixed an issue where abilities could be activated while being defib revived – Fixed an issue where players could be stunned and glitched while being defib revived – – Canisters Fixed an issue where canisters could be teleported when picked u – – Spawning Increase invulnerability for players who just spawned (not revives) – – Battle Pass Updated the total XP required to unlock each level to match our intended design. Early levels will now cost 6k instead of 9k XP. Later levels will cost 12k instead of 9k XP. Levels in the middle will remain the same. This means you might see battle pass levels with strange progress numbers, which self-adjusts after your first game played this update. It also means that some of you may unlock new levels at once after your first match in this update. – Animation Fixed an issue where hands were not aligned to the gateway gadget in 1st person – Fixed an issue where throw animations wouldn’t cancel properly when triggering ChargeN’Slam. – Fixed bullet animations for the 93R when reloading and inspecting – Improved the sprinting animation while holding the pad in 3rd person –
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The Finals update 2.1.0 patch notes: SA1216 nerf, Private match map selection, more – Dexerto
The Finals update 2.1.0 patch notes: SA1216 nerf, Private match map selection, more Embark StudiosThe Finals patch 2.1.0 is here, nerfing the SA1216 shotgun as well as an update to the new private matches where you can now select maps. After a gigantic patch 2.0.0 on March 14, the first patch update for Season 2 has released. The latest Season 2 introduced players to private matches and with patch 2.1.0, you can select the map you want to host your custom game on. The SA1216 shotgun many Heavy build players use has been nerfed: It will now have a decreased fire rate from 230RPM to 200RPM and reduced damage per pellet from 7 to 6. Starting The Finals patch 2.1.0, Glitch Grenades will trigger on impact when they hit the Mesh and Dome Shields while still bouncing off other surfaces in the game. Glitch Traps will also trigger on impact after hitting the Mesh Dome Shields. Below are the full The Finals 2.1.0 patch notes from Embark Studios. The Finals update 2.1.0 patch notes This update brings a new development to private matches! In the first of many improvements, we have added map selection to the feature so you can play in the arena of your choice. Bug Fixes & Additions Private matches Players can now select the map when starting a private match – Players will no longer be stuck trying to join the game server after leaving a private lobby – Fixed an issue where party members with different crossplay settings could be unable to leave private match lobbies – Fixed a bug where players could bypass the “Crossplay ON” requirement for private matches, which resulted in a softlock – Console Crash fix for audio-related crash – Power Shift Monaco: Fixed jump pads clipping the streets on low/medium/high settings – Added a short zip line to the closed alleyway next to the cathedral to make traversal smoother – Polished placement and orientation of spawn points – – Skyway Stadium: Added jump pad outside the construction spawn area – Tweaked spawns to sit less close to edges – – General: Fixed objective count score in the summary screen – – Maps Performance and polish on SYS$HORIZON – Adjusted collision on ceiling blocker to prevent players from getting stuck above the library when using the gateway gadget in SYS$HORIZON – Moved a spawn location in the corner of Monaco near the Hotels that was creating imbalanced scenarios in some game modes – Fixed incorrect destruction effect on trees in SYS$HORIZON – Fixed missing destruction effects on concrete fences in Seoul – Fixed missing destruction effects in multiple assets in the tutorial – Weapons & Gadgets Fixed bug with inconsistent damage when multiple explosives were triggered at the same time by C4s and breaching charges as opposed to multiplied melee damage – Fixed an issue that made recoil on burst weapons not behave as intended – Fixed Gateway ammo not being properly refunded when being thrown into an APS – Fixed hovering objects after transmutation – Blocked transmutation on friendly carriables – Improved zipline behavior to better match the intended exit point and direction of the player – Improved the dematerializer ability to dematerialize/rematerialized objects when multiple objects are close to each other – Removed the ability to equip the mesh shield during defib revive – Art Updated the shoulder-length hairstyles to avoid clipping – Fixed oversized ÖRF Sweater to prevent the sleeves from blocking ADS – UI/UX Social syncs will not be excluded if a user is already logged in – Fixed a bug that would cause carriable objects to weigh more if they had an active Ping marker attached to them – Fixed incorrect text on certain contracts – Fixed overflowing text in item tutorial videos – Audio Fixed seek-to-start time not working – Corrected the audio for the Season vignette video – Balance Weapons SA1216 Decreased fire rate from 230RPM to 200RPM – Decreased damage per pellet from 7 to 6 – – Gadgets Glitch Grenades Changed glitch grenades to trigger on impact when they hit mesh shields and dome shields — on other surfaces, they will still bounce – – Glitch Traps Changed glitch traps to trigger on impact when they hit mesh shields and dome shields – – Security Improved prevention and detection – Added ban progression with a 3-strike system –
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The Finals update 2.0.0 patch notes: Season 2, new 5v5 mode, weapons, maps, more – Dexerto
The Finals update 2.0.0 patch notes: Season 2, new 5v5 mode, weapons, maps, more Embark StudiosThe Finals patch 2.0.0 finally brings Season 2 for players to delve into and the update includes a bunch of new content including a 5v5 mode, abilities, weapons, maps, and much more. Season 2 of The Finals was a much-awaited update among fans and with patch 2.0.0, it has finally arrived across all platforms. Some key additions with The Finals patch 2.0.0 are a new casual 5v5 mode, weapons, map, abilities, specializations, and a rogue hacking theme with glitches everywhere and whole a lot of neon. Like every major update, certain weapons and gadgets have been nerfed while others have been buffed to balance the gameplay. Weapons like the Lewis Gun and XP-54 are nerfed while Throwing Knives and M60 are buffed. Some gadgets like C4, Dome Shield, and RPG are nerfed whereas Motion Sensor, Sonar Grenade, and Tracking Dart have switched classes. The Finals Season 2 also brings three new gadgets and weapons as well as the SYS$HORIZON map and Dematerializer specialization. The Finals update 2.0.0 patch notes Below are the full The Finals 2.0.0 patch notes from Embark Studios: New Abilities & Equipment New Map Added the standard issue of the new SYS$HORIZON map – New Game Show Event Added the Retro Invasion 82 event to every map – New Specialization Dematerializer Enables the user to create temporary holes in the arena construction – – New Gadgets Gateway Throw out two Gateways to create a spatial link between them, enabling quick traversing through the arena – – Data Reshaper A “prop-swap” executable that lets players transform objects and deployed equipment from other contestants into canisters or decor – – Reverse Gravity Cube A throwable Cube that creates a limited-area gravity field where anything not nailed to the ground will elevate toward the sky – – New Weapons FAMAS – Burst Rifle – Medium – 93R – Burst Pistol – Light – KS-23 – Slug Shotgun – Heavy – Balance Changes Throwables, Explosives & “Nukes” Added diminishing returns on damage from ‘nukes’ i.e. throwable objects that carry C4s, Breach Charges, or mines For each source of explosive damage, including the throwable and starting with the highest, a damage modifier is applied to each instance in the sequence of 60% / 40% / 30% / 20% – – Gas Canisters now immediately start to steer off their direct trajectory (aka “wobble”) when they have attachments – When picking up throwable objects with explosive gadgets attached (i.e. ‘nukes’ and ‘snukes’), said explosives will become un-armed When the player lets go of the carried object, a re-arming timer for the explosives starts – – The explosions from C4, Breaching Charges, and all mines that detonate while unprimed now deal 20% of their original damage – Decreased the health value of Propane Gas Tanks from 250 to 120 – Fixed a bug with Fuel Barrels where they sometimes wouldn’t ignite when taking damage, for example from explosions or bullets Dev Comment: Nukes were a hot-button issue in Season 1. The previous tuning made nukes exceed the intended time to kill by a large margin. Since our initial changes weren’t substantial enough to alter this tactic, we’ve added more ways to balance nukes moving forward. – – – Added diminishing returns on damage from ‘nukes’ i.e. throwable objects that carry C4s, Breach Charges, or mines – Toxic Gas Added a delay to the application of damage. Damage will now start to tick 0.5s after the player enters the gas cloud – Added new functionality that causes damage to ramp up gradually over time, from 30hp/s to 60 hp/s over 2s. – Increased damage tick interval from 0.1s per tick to 0.3s per tick Dev Comment: We’ve always intended for Toxic Gas to act as an area denial tool. However, because of its immediate high damage and quick dispersal, it has been too potent. We’ve made changes to make Toxic Gas better fit the original intention. – – – Gadgets C4 Decreased ammo count from 2 to 1 – Decreased cooldown from 45s to 30s – Decreased minimum damage at the edge of the explosion from 93 to 75 – – Defibrillator Added functionality that causes revived players to gradually re-materialize into the level over a period of 3s before fully loading back into the arena – Increased charge-up time from 0.6s to 0.8s – Increased starting health from a defibrillator revive from 40% to 50% – – Dome Shield Decreased maximum duration from 20s to 12s – – Jump Pad Increased cooldown from 25s to 30s – – Motion Sensor Moved from the Light archetype to the Heavy – – RPG Fixed an issue that made dispersion almost identical regardless of what state the player was in – Increased projectile dispersion in all non-aiming states – Reduced projectile dispersion when aiming down sights – Increased zoom-in time from 0.2s to 0.4s – Increased equip time from 0.45s to 0.5s – Increased unequip time from 0.35s to 0.4s – – Sonar Grenade Moved from the Medium archetype to the Light – – Tracking dart Moved from the Medium archetype to the Light – Decreased dispersion in most movement states by 50% – Increased accuracy by decreasing dart dispersion while aiming down sights from 30% to 10% – Added force feedback for controllers – – Vanishing Bomb Increased grace period on teammates from 0.75s to 1.25s – Increased total cloaked duration on teammates from 6s to 7.5s – Increased total cloaked duration on the user from 5s to 6s – – – C4 – Specializations Recon Senses Removed for assessment Dev Note: we’ve concluded that Recon Senses have been detrimental to the game at large, and have decided to put it out of play for now. The specialization may return in some new form down the line, but only after a major rework. – – – Removed for assessment – Mesh Shield Increased cooldown on a fully depleted shield from 12s to 15s – Increased starting health after full depletion from 200 to 250 – – – Recon Senses – Weapons AKM Decreased damage falloff minimum range from 35m to 30m – Decreased damage falloff max range from 40m to 37.5m – Decreased damage falloff modifier at max range from 67% to 55% – – FCAR Decreased damage falloff modifier at max range from 67% to 55% – – Lewis Gun Updated weapon recoil pattern to be slightly less accurate over time during sustained firing – – M11 Increased accuracy by decreasing bullet dispersion when firing from the hip – – M60 Updated weapon recoil pattern to be slightly more accurate over time during sustained firing – Increased accuracy by decreasing bullet dispersion while moving when firing from the hip – Increased accuracy by decreasing bullet dispersion while moving when firing while aiming down sights – Decreased accuracy slightly by increasing bullet dispersion while standing still when firing while aiming down sights – – R .357 Increased damage falloff modifier at max range from 33% to 45% – – Throwing Knives Increased projectile speed from 120m/s to 138m/s – – XP-54 Decreased accuracy by increasing bullet dispersion when firing from the hip in most movement states – – – AKM – Equipment Mastery Added new levels with rewards to the following equipment items: Weapons M11 – SR-84 – V9S – XP-54 – DAGGER – LH1 – SH1900 – SWORD – 93R – AKM – R.357 – CL-40 – FCAR – MODEL 1887 – RIOT SHIELD – FAMAS – FLAMETHROWER – LEWIS GUN – M60 – SLEDGEHAMMER – MGL32 – SA1216 – – Gadgets FRAG GRENADE – FLASHBANG – GAS GRENADE – GOO GRENADE – PYRO GRENADE – GLITCH GRENADE – SONAR GRENADE – SMOKE GRENADE – VANISHING BOMB – BREACH CHARGE – STUN GUN – TRACKING DART – DEFIBRILLATOR – EXPLOSIVE MINE – PYRO MINE – GAS MINE – GLITCH TRAP – JUMP PAD – APS TURRET – ZIPLINE – BARRICADE – C4 – DOME SHIELD – MOTION SENSOR – RPG-7 – – Specializations GOO GUN – HEALING BEAM – GUARDIAN TURRET – – Gameplay Added an option for auto-sprint in the gameplay section in settings Dev comment: You can turn on auto-sprint in the settings menu and select the time it takes for your contestant to begin sprinting. THE FINALS has a unique “omnidirectional sprinting system,” which means characters can sprint in all directions instead of the more common forward-only sprint. As such, we’d love to get your feedback on auto-sprint, and what additional settings would help you better customize your sprinting experience! – – The preview arc for grenades now shows where they will detonate in their trajectory – Improved an issue where controller players would unintentionally drop carried objects when trying to interact. Now carried objects won’t be dropped when pressing the “Interact and Equip Weapon” button if the weapon is already equipped. – Bugfixes General Fixed an issue where the scoreboard would not show the potential score for transfers in progress – Fixed an issue with flamethrower kills sometimes being attributed as self-elimination due to the flamethrower user being eliminated – Fixed dome and mesh shield not blocking projectiles and explosions correctly – Fixed broken interactions on the crane – Fixed an issue that allowed players to steal objectives through floors and walls – Fixed an issue where flashbang effects were not shown for a spectating player – Fixed an issue where explosive objects attached to another object would fall off if the primary object was destroyed. The explosive object attached will now also take appropriate damage in this situation – Fixed an issue where melee swings could damage occluded structures, for example: destroying the outside walls from inside an elevator – Fixed an issue on controllers where you would drop your held item if you pressed the primary weapon button while the primary weapon was equipped – Fixed an issue where minor props like chairs and tables sometimes did not get affected by explosives – Fixed a bug where the Mesh Shield regen would fail to start correctly – Fixed bug where radial damage falloff was incorrectly calculated for carriables and props – Fixed a bug where Oil barrels would not start burning from specific damage events – Animation Fixed an issue where melee animations would look wrong when affected by status effects – Fixed an issue where dagger animations wouldn’t play correctly – Added new frontend idle animation for squad members equipped with LH1 – Fixed the T-pose bug when players would use the sword lunge and swap items at the same time – Fixed a bug for the 1887 Dough Wrangler skin where the left hand would pop up on the screen when shooting while crouching – Fixed a bug that caused floating items to appear when riding ziplines – Fixed a bug where melee swings happening at the end of mantling would skip the animation – Fixed a bug where the character’s arms would clip each other when wielding throwing knives – Fixed bug where ADS-specific weapon handling would play outside of ADS – Gamemodes Improved spawn selection around active objectives – Fixed issue where players could push opposing teams to spawn unfavorable by not inserting the Cashbox – Fix for case where two squads spawning at the same frame could use the same spawn point – Levels New & improved algorithm for map selection to ensure you rarely see the same map multiple times in a row — leaving matches will not affect the outcome of the selection – Improved lighting on nighttime Monaco – Reduced wind movement on vegetation in Las Vegas – Fixed issue where multiple level objects were overlapping each other – Fixed issue with some materials in the End of Round Celebration being drawn behind the team logo – Improved debris handling, letting it settle before being removed. – Improved lighting on Seoul Fog and Storm settings – Art Fixed bug with Glint Tint skin not looking correct – Audio Added voice lines for reloading – Improved footstep audio for players using pistols – Fixed a bug where objective pings would not play the correct audio – Fixed bug where match commentary would play in the practice range – Added sounds for squadmate down and the last player standing – UI/UX Player cards are introduced in THE FINALS, these will be generated from your character customization and your chosen intro animation. – Added THE FINALS spinner to previously black screens when loading – Added new item gadget tutorial videos – Improved camera placement and framing for charms – Fixed so that your squad is centered in the tournament lineup intros and outros – Improved respawn timer feedback on teammate icons – Improved feedback on the “Press Start” respawn mechanic –
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The Finals Update 1.8.0 patch notes: “Nukes” nerfed, Valentine’s Day event, more – Dexerto
The Finals Update 1.8.0 patch notes: “Nukes” nerfed, Valentine’s Day event, more Embark StudiosThe Finals patch 1.8.0 is now out and this update focuses on several quality-of-life fixes, such as coins reappearing on maps and hits to explosives with C4 on them – as well as a Valentine’s Day event. The Finals has been chugging along for a little while now, and the game has garnered a decent following of dedicated players. It also has a new season in the not-too-distant future too which will undoubtedly bring a lot of change. However, that doesn’t mean that Embark Studios is resting until next month. No, the developer has just put out the latest patch and it hits some key pain points in the game while introducing a new event. The Valentine’s Day event brings six unlockables to the game which you can get by turning in contracts – and you’re encouraged to bring a partner. Other major changes are hits to “nukes”. This is the colloquial name for red canisters loaded with C4 and other explosives that could cause unreasonable amounts of damage. The patch adds weight to the C4, making the red barrel drop sooner and move unpredictably. They’ve also hit a “double explosion” that was happening with the barrels making them less lethal. The Finals Update 1.8.0 patch notes Here’s the full official 1.8.0 patch notes as stated on the developer’s website: Be Our Valentine! Join the Valentine’s Day event to unlock a series of precious rewards! Turn in contracts to earn all 6 unlockables. Don’t play alone — Share the love and invite your Seoul-mates to join your party! The Steal the Spotlight event has now concluded. Thanks to everyone who participated and filled out the contracts! As promised, this update introduces some changes for “nukes and snukes.” Red canisters will now have the physics to make overloaded cans drop faster and take less predictable pathways. We’ve also removed the accidental double explosion and stacking damage from barrels with attachments. This patch features improvements to input latency on XBOX, new social notifications, and more! Audio Cloaking sounds will now differentiate between team members and enemy players – Headshots will be indicated with their own sound – Fixed an issue where certain sounds did not play when colliding with the environment – Added a setting to control sounds when the game is not in focus (tabbed out) – Fixed single-fire weapons not playing their firing sound at times – VFX Various fixes to destruction in Seoul – Added material-appropriate effects to destruction on all maps – Gameplay/Balance When a player is eliminated out-of-bounds in Bank It, their coins will spawn on the map – Gravity and physics have been enabled on Red Canisters with attachments – Fixed an issue where multiple C4s would cause more damage than intended when exploding together, for example when attached to an object – Fixed a bug that caused jump pads to glitch when overlapped with an attached object – Fixed an issue that allowed players to cancel emotes by using quick-melee – Fixed an issue where objects could hover in the air after an attachment was destroyed – Fixed an issue where a successful backstab with a dagger now correctly shows as a critical hit – Animation Fixed an issue where held items were unintentionally visible – Fixed various issues with defibs not animating correctly – Fixed an issue that caused the player mesh to break and faulty physics during revive – Fix for the broom not disappearing after the “clean house” emote – Adjusted crouch animations to ensure they don’t make characters clip through thin walls – Fixed an issue where left-hand gestures would make melee animations look faulty – The auto open door when sprinting animation will now keep your weapon in view – The football grenade skin now spins correctly – Maps Vegas Sandstorm: moved the floating zipline – Improved ambient lighting to address issues with seams between areas on all maps – UI/UX Fixed an issue that caused the career progression page to lock when quickly switching pages via controller – Corrected mislabeled career reward items – Tournament overview screen will now show the correct contestant customization – Fix for player to always be in the center of the team in the tournament overview screen – Fixed an issue where an item could not be immediately equipped after purchasing in the customization screen – Consoles Reduced input latency on Xbox Series X|S – Security General security fixes and improvements – General Improved boot times on PC – Voice Chat Moved voice chat settings higher up in the audio settings tab – Players not using voice chat will now see an indication that team members are using it – Added Push to Talk keybinding in the Voice Chat menu – Fixed voice chat output volume so it is applied correctly – Fixed an issue with voice chat privacy settings so all options are respected –
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The Finals update 1.7.0 patch notes: Contracts & XP changes, VoIP, more – Dexerto
The Finals update 1.7.0 patch notes: Contracts & XP changes, VoIP, more Embark StudiosThe Finals patch 1.7.0 is out and the new update mainly focuses on default VoIP settings and changes to how in-game Contracts and XP work. Here’s a rundown of everything in The Finals update 1.7.0 patch notes. Starting from The Finals patch the ‘Dead Go Boom’ game show event in 1.7.0, players can earn more XP from daily and weekly activities and challenges. Embark Studios has doubled the XP that is rewarded after completing contracts and in-game activities like opening vaults, starting a cashout, and more. Both console and PC players will now have VoIP enabled by default, with Push To Talk set as the default input for PC, and Voice Activated set as the default input on consoles. The Finals patch 1.7.0 also updated the UI by adding a ‘Play Again’ button at the end of a round sequence and disabled the ‘Dead Go Boom’ game show event until further notice. The Finals update 1.7.0 patch notes Here’s a rundown of everything in the official 1.7.0 patch notes by Embark Studios: Content and Bug Fixes Game Show Events Disabled the ‘Dead Go Boom’ game show event Dev Note: We feel this event punishes melee users too much at present, so we’re disabling it for now. We’re hoping to return it to the game, after a re-work, at some point in the future – – – Disabled the ‘Dead Go Boom’ game show event – UI Added a ‘play again’ button to the end-of-round sequence, allowing players in a party to quickly get into the next match – – VoIP Set VoIP to be enabled by default on PC, with Push To Talk set as the default input (existing players) – Set VoIP to be enabled by default on console, with Voice Activated set as the default input (existing players) Dev Note: we want to encourage more teamplay in matches, and enabling VoIP for all players is part of that effort. Players can disable VoIP via settings. We previously made this change in update 1.5 for new players and saw positive results! – – – Progression Changes Contracts Increased the amount of XP given for Weekly Contracts from 2000 to 4500 (+) – Increased the amount of XP given for Weekly Goals from 4000 to 9000 (+) – Reduced the number of Weekly Contracts that need to be completed to get the Weekly Goal from 8 to 6 (-) – – XP Increased the amount of XP given for opening a vault from 100 to 200 (+) – Increased the amount of XP given for starting a cashout from 100 to 300 (+) – Increased the amount of XP given for completing a cashout from 200 to 400 (+) – Increased the amount of XP given for stealing a cashout from 100 to 300 (+) – Increased the amount of XP given per coin delivered in Bank It mode from 50 to 80 (+) – Increased the amount of XP given for finishing in 4th place in a round from 100 to 200 (+) – Increased the amount of XP given for finishing in 3rd place in a round from 200 to 400 (+) – Increased the amount of XP given for finishing in 2nd place in a round from 400 to 600 (+) – Increased the amount of XP given for finishing in 1st place in a round from 600 to 800 (+) – –
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The Finals update 1.6.0 patch notes: Steal the Spotlight, Recon Senses nerf, more – Dexerto
The Finals update 1.6.0 patch notes: Steal the Spotlight, Recon Senses nerf, more Embark StudiosThe Finals patch 1.6.0 is the major mid-season update that brings a new solo event and several balancing changes to gadgets, maps, and specializations. After a hotfix update last week, Embark Studios brings a new mid-season update for The Finals that changes many fundamentals of the game. The main highlight of the 1.6.0 patch is the new solo event – STEAL THE SPOTLIGHT, where you enter the arena at night with a pre-determined build and loadout. It replaces the experimental Solo Bank It mode and brings a new cosmetic bundle too. Some balancing changes have been made to the gadgets, maps, and specializations to make the gameplay more refined. The Finals update 1.6.0 patch notes Steal the Spotlight in The Finals patch 1.6.0 follows the rules of Solo Bank It with the cashout stations being guarded by turrets and tripwires, making the experience more challenging. Recon Senses have been nerfed. This specialization now has a range limit set to 30 metres and players outside of this range will remain undetected. Detected players will now see a new warning text on their HUD. The Finals players will have 10 more levels added to the Career Rank that come with additional rewards, with the max rank now being bumped up to 50. The requirements to unlock Ranked Tournament has been lowered to 45 from 60, meaning it can be unlocked by playing fewer rounds. The default FOV is increased from 71 to 81, but this is limited to new installations only. And, you can now change loadouts in the lobby while waiting for the first match to start. Here’s a rundown of everything in the official 1.6.0 patch notes by Embark Studios: Mid-Season Update 1.6.0 Welcome to our Season 1 Event: STEAL THE SPOTLIGHT! In this solo event, you enter the arena at night with a set build and loadout. Lights are out and cashout stations are guarded by turrets and tripwires, and the best path might just be the one you make yourself — so keep that RPG handy. As for other significant changes in Update 1.6.0, Recon Senses have been updated, with a limited reach (no more infinite sight). And in case you get spotted, you’ll get notified so you can get ready for the battle ahead. Including some refinements to close-ranged aim assistance, controller players can now use gyro controls for supported gamepads, so let the good times ‘roller! For all you old-timers, we’ve added 10 levels to the Career Rank with additional rewards. And for newcomers, we’ve reduced the number of rounds needed to get into a ranked tournament from 60 to 45. To help you prepare, you’re now able to change your loadout in the lobby while you wait for the first match to start! Let’s get to the details: Balance Changes Gadgets Dome Shield Dome Shields will now use squad colors if the ‘Use Enemy Squad Colors’ setting is enabled – – Vanishing Bomb Increased the invisibility interrupt grace period for teammates from 0.65s to 0.8s (+) – Increased the invisibility interrupt grace period for the player from 0s to 0.35s (+) – Increased the duration of Vanishing Bomb invisibility on teammates from 5s to 6s (+) – – Zipline Improved placement validation for ziplines, making them easier to deploy – – – Dome Shield – Maps Las Vegas General Added some cover to the side of kitchen trolleys to make them easier to use – Replaced the zipline between Eastwood and Decora with a jump pad – Moved various cover pieces to avoid gaps in cover – Moved various chairs to make traversal easier – Removed Turrets & Tripwires map variant in Quick Cash, Bank It, Tournament, and Ranked Tournament modes while we fix various bugs and re-evaluate the gameplay design – – Argon Casino Removed some of the monitors in the casino so some doors are easier to see – Added an extra door to make traversal easier – Updated some Vault spawn locations and added cover to some of them – – Eastwood Casino Updated exit points on various ziplines to make it easier to access rooftops – Added decals to some windows to make the glass more visible – Rearranged the aircon units to create more cover on the roof – Adjusted the position of some cashout locations – – Glamora Casino Removed some chairs so it’s easier to jump in and out of cashier booths – Removed some chairs and railings in the theatre to make traversal easier – Various other small fixes and balance tweaks – – – General – – Las Vegas – Specializations Mesh Shield The Mesh Shield will now use squad colors if the ‘Use Enemy Squad Colors’ setting is enabled – – Recon Senses Added a range limit to Recon Senses set to 30m. Players outside of this range will not be detected – Players detected by Recon Senses will now see ‘Detected’ warning text on their HUD – Dev Note: Recon Senses have become much more common in the meta than we intended and can cause confusion for some newer players. The reduction in range and the warning given to detected players will bring the ability’s power back in line with other Specializations – – – Mesh Shield – Content and Bug Fixes Animation Fixed some small issues with the LH1 reload and Goo Gun inspect animations – Updated reload animations when aiming down sights to add slightly more movement to them – – Audio Updated footstep audio and mix for the player, teammates, and enemies Dev note: It should now be clearer for players to tell friendly players apart from enemies and their own footsteps – – Fixed an issue where the spawn sound effect could be cut off when respawning – Updated various VO lines – Various VO bug fixes – – Updated footstep audio and mix for the player, teammates, and enemies – Career Rank Added 10 more levels to the Career Rank along with additional rewards. Max rank is now 50. – – Characters Fixed an issue where characters could have their legs bent backward on some screens – – Controller Added Gyro aiming options for PS5 DualSense and PS4 DualShock controllers – Fixed an issue with aim assistance sensitivity reduction that caused almost no sensitivity reduction to be applied to targets closer to the player than 20m – Reduced input latency on PS5 – – Emotes Fixed an issue that prevented the player emoting while crouched – – Gadgets Defibrillators Fixed an issue where player statues could not be targeted for revives when lying in foliage – Fixed an issue where player statues could not be targeted for revives when carried – – Fixed various issues with placement distances on deployable Gadgets – Fixed an issue where turret parts could collide with each other, causing strange behavior when placed on barrels – – Defibrillators – Game Modes General Added ‘Steal the Spotlight’ event mode – Added the ability for players to customize their contestant Loadout for all Weapons, Gadgets, and Specializations during the match lobby at the start of each match in all game modes – – Ranked Tournament Lowered the number of rounds required to play Ranked Tournament from 60 to 45 (-) – Dev note: With the improvements we’ve made to fair play and banning, the threshold required to enter Ranked Tournaments doesn’t need to be quite so high. – – Solo Bank It Disabled the experimental Solo Bank It mode – – – General – Maps Monaco Made night and night storm weather conditions slightly less dark on Monaco for OLEDs – Tweaked LOD settings on some trees in Monaco to reduce popping on low settings – – – Monaco – Movement Fixed an issue where players could become stuck in encroached spaces – Fixed an issue where players would fail wall jumps if they pressed and held jump too early in a vault sequence – Fixed an issue where the player would cancel a slide if aiming down sights was triggered from toggled crouch – – Security Made various improvements to security and cheat detection – – Settings Increased default FOV from 71 to 81 (new installations only) – – UI Added Career Rank screen where players can see rewards earned by gaining rank – Added new tournament overview screen to tournament modes – Added additional item tutorial videos for the following items: APS Turret – Gas Grenade – Glitch Grenade – Glitch Trap – Goo Gun – Motion Sensor – Pyro Grenade – Smoke Grenade – Sonar Grenade – Thermal Vision – – Added new Event Contracts to the Contracts screen – Updated the size of ranked icons – Fixed wrapping issues on Contracts during the end-of-round sequence – Decreased duration of Vault objective markers on round start – Made various improvements to contextual ping accuracy, making them more accurate – Various bug fixes to the UI – – VFX Added new impact effects when friendly players shoot each other, instead of the coin effects, as this could cause confusion for players – Updated collision on coin death effects to reduce the number of coins that can fall through floors – Various polish improvements to coin death effects – Optimization pass on the gas canister explosion effects – – Weapons Increased the size of various grenade projectiles, to make them easier to see in combat – Fixed some issues where AoE damage could be wrongly invalidated, causing no damage to be done – Fixed an exploit where melee weapons could be swung faster than intended – Fixed an issue that prevented C4 and Mines from being picked up when placed on a throwable object that had been picked up – –
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The Finals update 1.5.5 patch notes: Gadget & weapon nerfs, matchmaking fixes, more – Dexerto
The Finals update 1.5.5 patch notes: Gadget & weapon nerfs, matchmaking fixes, more Embark StudiosEmbark Studios has released another hotfix via The Finals patch 1.5.5, with this update mainly focused on several gadgets and weapon balancing. Here’s everything in The Finals update 1.5.5 patch notes. Patch 1.5.5 is the latest hotfix update after 1.5.1 patch last week, and this time, Embark Studios has nerfed several gadgets and weapons. Both Defibrillators and revives will now have a decreased length of invulnerability applied. Weapons like .357 Revolver, FCAR, and Guardian Turret are nerfed either in terms of damage output or health. While CL-40 and MGL32 now have slightly increased player damage and Throwing Knives also have been balanced. Matchmaking has been fixed and players will now get matched closer to their skill-ratings in Tournament and Ranked Tournament modes. The Finals update 1.5.5 patch notes Here’s a rundown of everything in the official 1.5.5 patch notes by Embark Studios: Hotfix 1.5.5 Welcome to Update 1.5.5 Today’s update comes with a number of balance changes for weapons and gadgets, including a decrease in the length of invulnerability after revival. We’ve also implemented crash fixes, and an adjustment to tournament matchmaking that will lead to tighter player skill-gap in tournaments. There is also a fix to the crossplay settings so it can be turned off successfully. A note about the future: based on your feedback and our own telemetry evaluation, we recognize that the Recon Senses ability for the Medium build needs an overhaul and we’re working on that right now. You can look forward to that change and more in next week’s update! Balance Changes Gadgets Defibrillators Decreased the length of invulnerability applied after a revive to 0.75s from 1.5s – Revives Decreased the length of invulnerability applied after a revive to 0.75s from 1.5s – Weapons .357 Revolver Decreased the amount of bullet dispersion applied when aiming down sights – Reduced damage fall-off start range to 23m from 35m – Reduced damage fall-off end range to 40m from 50m – CL-40 Increased player damage to 110 from 100 – FCAR Decreased damage to 25 from 26 – Guardian Turret Decreased health to 280 from 300 – MGL32 Increased player damage to 83 from 80 – Throwing Knives Decreased the amount of projectile dispersion applied when falling – Decreased the amount of projectile dispersion applied when sprinting – Content and Bug Fixes Crashes Fixed an issue where certain GPUs would sometimes crash – Matchmaking Fixed an issue where crossplay settings would not be respected when the player was in a party – Updated matchmaking configuration in Tournament and Ranked Tournament modes, to help ensure closer matches by skill-rating –
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The Finals update 1.5.1 patch notes: TFLA0002 error fix, Solo Bank It progress fix, more – Dexerto
The Finals update 1.5.1 patch notes: TFLA0002 error fix, Solo Bank It progress fix, more Embark StudiosEmbark Studios brings The Finals update 1.5.1 patch fixing several bugs, issues, and especially the TFLA0002 error. After a major 1.5.0 update, The Finals brings a fresh hotfix 1.5.1 patch addressing several major issues affecting the game. This includes the annoying TFLA0002 error and the new Solo Bank It game mode where the progress shows an incorrect value after a deposit. It also addresses certain issues that made the game crash during startup or using raytracing. Some bugs related to incorrect bullet spread while aiming down sights are also fixed with The Finals 1.5.1 patch. The Finals update 1.5.1 patch notes Here’s a rundown of everything in the official 1.5.1 patch notes by Embark Studios: Hotfix 1.5.1 Hotfix 1.5.1 will address the bugs introduced by Update 1.5.0. Thank you to our community of players for helping us to identify these issues swiftly so we could get them patched up! Fixed a bug that caused some weapons to apply bullet dispersion/spread/bloom when fired while aiming down sights. – Fixed an issue where the Solo Bank It progress bar would show an incorrect value after a deposit. – Fixed an issue specific to new Steam accounts that could cause them to not be able to log in to the game and would provide a TFLA0002 error. – Fixed an issue where item unlock animations would sometimes not show after the player made a purchase. – Fixed a crash in the raytracing code. – Fixed a crash that could happen during startup. – Reset the controller zoom sensitivity setting back to the default value. –
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The Finals update 1.5.0 patch notes: Solo Bank It, ability & weapon changes, game modes, more – Dexerto
The Finals update 1.5.0 patch notes: Solo Bank It, ability & weapon changes, game modes, more Embark StudiosThe Finals patch 1.5.0 is the first major update of the year and brings a new limited-time solo mode, balancing changes, a bigger store, and much more. Here’s everything included in The Finals 1.5.0 patch notes. After a small 1.4.1 patch last week, Embark Studios is here with the first major update in 2024. One of the highlighting additions with The Finals patch 1.5.0 is ‘Solo Bank It‘, the game’s first limited-time game mode. The Finals patch 1.5.0 also includes several abilities and weapon balances, bug fixes, improved animations, a bigger store, better security, and a lot more. With that said, here’s everything included in the update 1.5.0 patch notes. The Finals update 1.5.0 patch notes The Finals patch 1.5.0 starts by balancing several abilities and weapons. Abilities like Cloaking Device, Grapple Hook, and Mesh Shield have been nerfed. On the other hand, Recon Senses have been balanced with an increased activation cost and a decreased minimum charge time to activate. Meta gadgets like the C4, Gas Mine, RPG, and Stun Gun have been nerfed while Flashbang, Incendiary Mine, Vanishing Bomb, and Tracking Dart have been buffed. Team wipe respawn times have also been increased in some game modes like Quick Cash and Tournaments. Weapons like Flamethrower, LH1, M11, M60, and V9S are buffed by slightly increasing their damage output. On the other hand, weapons like the SH1900 Shotgun have been nerfed. Check below to find everything from The Finals 1.5.0 patch notes from Embark Studios. Welcome to Update 1.5 Today we are introducing our very first limited-time mode (LTM): Solo Bank It! This experimental twist on Bank It pits contestants against each other in a fight for individual glory in a 12-player arena. Just like Bank It, the first to amass 40,000 and deposit in the cash-out station wins. Solo queuers, rejoice! Outside the new mode, Update 1.5.0 comes with a litany of balance changes, tweaks, and bug fixes — all laid out below — to help improve the overall experience. In addition, with Update 1.5.0 we’re introducing our fair play guidelines, with revamped and improved detection methods for unfair play. From now on, we’ll restrict cheaters with more confidence and will be able to stand firmly behind our bans. Our goal, as always, is to make the game safe, fair, and fun Finally, we’ve decided to expand the size of our store, with an even bigger and more diverse range of items at any given time. Balance Changes Abilities Charge N’ Slam Fixed an issue where players could charge while stationary and stealing an extraction – – Cloaking Device Increased activation cost from 1s to 2s – Increased minimum required charge time to activate from 1.5s to 2.5s – – Grapple Hook Will no longer attach to objects that are attached to carriables – – Guardian Turret Will now shoot target dummies in the practice range – – Mesh Shield Decreased health from 1100 to 1000 – – Recon Senses Increased activation cost from 1s to 1.5s – Decreased minimum charge time to activate from 2.5s to 2s – – – Charge N’ Slam – Gadgets C4 Player damage decreased from 210 to 155 – Player min damage decreased from 120 to 100 – – Flashbang Cooldown decreased from 20s to 18s – – Gas Mine Cooldown increased from 25s to 27s – – Incendiary Mine Cooldown decreased from 30s to 27s – – Vanishing Bomb Cooldown decreased from 20s to 18s – – RPG Player damage decreased from 150 to 140 – – Stun Gun Decreased duration of stun effect from 5s to 3.75s – – Tracking Dart Cooldown decreased from 15s to 13s – Added new Scoped Zoom Sensitivity Multiplier to the settings screen that affects the Tracking Dart – – – C4 – Game Modes Bank It Game show event start time reduced from minute six to minute four – – Quick Cash Game show event start time reduced from minute six to minute four – Team wipe respawn time increased from 17 to 18 seconds – – Ranked Tournament Team wipe respawn time increased from 25 to 26 seconds – – Tournament Team wipe respawn time increased from 25 to 26 seconds – Tournaments will now unlock after players have completed one round, reduced from 12 – – – Bank It – Maps Las Vegas Updated destruction behavior to get more realistic destruction – Updated strain system to get more realistic destruction – Updated various ziplines in the level – – – Las Vegas – Throwables Depoyable explosives such as C4, Breach Charges and Explosive Mines will now add mass to throwable objects, causing them to travel less far when thrown – – Weapons Flamethrower Damage increased from 28 to 30 – – LH1 Damage increased from 47 to 49 – – M11 Recoil pattern updated, to make the weapon easier to control – – SH1900 Shotgun Damage decreased from 12 to 10 damage per pellet – – M60 Damage increased from 21 to 22 – – Riot Shield Updated attack animations and hit sweeps, to make the weapon feel more responsive – Fixed issues where the Riot Shield could be invisible and still block bullets – Fixed an issue where the Riot Shield could block bullets while the player climbed a ladder – – SA1216 Fixed an issue that allowed the weapon to be fired faster than intended – – SR-84 Sniper Rifle Added new Scoped Zoom Sensitivity Multiplier to the settings screen that affects the SR-84 – – Throwing Knives Added new trail effects to make the projectiles easier to see – Shortened the lifetime of Knives stuck in metal surfaces – – V9S Damage increased from 35 to 36 – – – Flamethrower – Content And Bug Fixes Animation Updated some main menu weapon animations – Left-side inspection animations added to the following items: AKM – CL-40 – FCAR – Flamethrower – Goo Gun – Lewis Gun – LH1 – M11 – M60 – MGL32 – Model 1887 – R.357 – SA1216 – SH1900 – SR-84 – Stun Gun – Tracking Dart – V9S – XP-54 – – – Audio Replaced an old unattenuated sound on the Glitch Trap – Fix a zip wire attachment sound that could play on the main menu – – Characters Fixed some issues where hair could clip visually with various headwear – Fixed some skinning issues that occurred on wrists – Fixed some skinning issues that occurred on gloves – – Controller Added an option that allows controller players to pick the priority order of Reload/Pick Up button actions – – Console Fixed an issue that allowed Mouse and Keyboard to be enabled on some consoles – – Crashes Fixed a server crash where players could attach to ziplines and disconnect at the same time – Fixed a client crash that could be caused by certain outfits in the Battle Pass and Store screens – – Disconnects Fixed an issue where game servers could very rarely shut down early due to how players connected – – Maps General Improved the floor number display in elevators – Fixed lingering smoke clouds that could appear during the end of round sequence – Fixed team logos not always streaming in during the end of round sequence – – Monaco Fixed an awning that partially clipped through the path of a zipline – Optimised lighting for the Fog and Storm weather types – – Seoul Fixed an initial spawn in Hospital that ran into a small dead end – Fixed some railings that could block bullets – – Vegas Fixed an issue where the map border blocked bullets and grenades – Fixed a ladder that sometimes caused players to get stuck – Fixed some issues with intersecting and floating assets – Fixed an issue where Las Vegas spotlights would sometimes be culled unexpectedly – – – General – Movement Fixed an issue where players could slingshot themselves (aka ‘superglide’) by grinding against obstacles during vault interactions. – Vaulting Fixed an issue where players could gain extreme speed by picking up objects that were being vaulted on – Updated vaulting to feel snappier and be more aligned to ledges – – – Quick Melee Fixed an issue where players could use Quick Melee on ladders – – UI Fixed an issue where scoreboard text could be cut short – Fixed a ‘New’ label that could clip with the Play button in the main menu – Fixed an issue where ‘Tournament Winners’ text could be partially visible on both sides of the screen – Fixed an issue where player’s names could appear over their face in the end of round screens – Fixed an issue where the Career screen could jump during the first frame – Fixed an issue where hover VFX would not play on video thumbnails – Fixed an issue where some Weapon Charms and Stickers would become unequippable – Fixed an issue where total playtime would reset to 0 on the Career screen after 24 hours – Fixed an issue where the current gamepad bindings were lost when resetting the keyboard bindings – Fixed an issue with the crosshair that caused headshot hit indicators to show based on damage done, rather than hit location – Fixed an issue where player names above the health bar could sometimes get cut off – Fixed an issue where the subtitle preview would not hide correctly when exiting settings – Fixed team member names sometimes staying transparent after respawn – Fixed an issue that prevented player outlines on enemies appearing when looking through metal fences – Fixed an issue where some settings in the settings screen would not be affected by restoring default settings – – VoIP Set VoIP to be enabled by default on PC, with Push To Talk set as the default input (new installs only) – Set VoIP to be enabled by default on console, with Voice Activated set as the default input (new installs only) – – Weapons Fixed an issue where bullet dispersion/spread would not update if the player switched between items – Throwing Knives will now have the correct skin when thrown – Fixed cheat exploit with melee weapons – –
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The Finals update 1.4.1 patch notes: Aim assist nerf, fair play updates, more – Dexerto
The Finals update 1.4.1 patch notes: Aim assist nerf, fair play updates, more Embark StudiosEmbark Studios’ update for The Finals patch 1.4.1 is nerfing aim assist along with several fair play updates and bug fixes. Here’s everything included in The Finals 1.4.1 patch notes. The Holiday season has ended and there’s a fresh patch update for The Finals. With the patch 1.4.1 update, Embark Studios has addressed several issues related to the game’s aim assist feature. After lots of community feedback claiming the aim assist being OP on controller, the devs have finally answered their doubts and nerfed this in-game feature to facilitate fair gameplay. While this update is relatively small compared to patch 1.4.0, there’s another big update in the works. With that said, here’s everything included in The Finals update 1.4.1 patch notes. The Finals update 1.4.1 patch notes The angular velocity of Zoom Snapping now comes with a maximum cap that will prevent rapid 90-degree turns. Zoom Snapping time is also reduced to 0.25s and the feature is completely removed from certain weapons like the SR-84 Sniper Rifle and more. Camera Magnetism being reduced from 50% to 35% will lower Controller accuracy. Aim assist will ignore invisible players from now onwards and PC players will not have access to this feature while running key re-mapping programs. Check below to find everything from The Finals 1.4.1 patch notes from Embark Studios. Aim Assistance Zoom Snapping Angular Velocity now has a max cap, preventing unintended rapid 90-degree turns. – Camera Magnetism will be reduced to 35% from 50%, making player aim less sticky and lowering controller accuracy. – Zoom Snapping Time will be reduced to 0.25s from 0.3s. – Zoom Snapping will be removed from the SR-84 Sniper Rifle, Revolver, LH1, and all Shotguns, as it buffs them more – than other weapons. – Aim assist will ignore invisible players, fixing a bug with the existing system. – Clients running key re-mapping programs on PC will not have access to aim assist. – That’s it for The Finals patch 1.4.1 update! To know more about the game, be sure to check our other content and guides below: Best The Finals Heavy build | Best The Finals Medium build | Best The Finals Light build | The Finals best PC settings | How to get VRs | How to get Multibucks | All random events | The Finals file size on PC, PS5, Xbox | How to change your name | Is The Finals on PS4 and Xbox One? | Is The Finals on Xbox Game Pass? | How to add and invite friends | How many players play The Finals | The Finals system requirements | Can you play The Finals on Steam Deck?
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The Finals update 1.4.0 patch notes: Weapon and gadget balancing, winter theme, more – Dexerto
The Finals update 1.4.0 patch notes: Weapon and gadget balancing, winter theme, more Embark StudiosThe second major patch 1.4.0 update of The Finals is here, bringing in a ton of balancing, quality-of-life improvements, and winter-themed maps. Here’s everything included in The Finals update 1.4.0 patch notes. Christmas is still some days away but Season 1‘s winter-themed update has already made its way to the first-person shooter. The Finals patch 1.4.0 update makes a lot of improvements to the game’s quality-of-life and their anti-cheat, to which the devs claimed “nearing a solution” to a bug that allowed cheaters to evade bans. Apart from that, several balancing changes have been made to various abilities, gadgets, and weapons to ensure smoother and fair gameplay. A certain map in The Finals is now snowclad along with a free Tactical Tidings Set for you to claim. Here’s a rundown of everything included in The Finals update 1.4.0 patch notes. The Finals update 1.4.0 patch notes The Finals patch 1.4.0 update balances several abilities like Goo Gun, Mesh Shield, and Recon Senses. The Mesh shield is nerfed, now having 1100 HP from 1250. On the other hand, the activation cost of Recon Senses is reduced to 1 from 2. The C4 has been nerfed. It now has a lesser radius and deals slightly lower damage while its self-damage multiplier is increased from 1 to 1.3. Some other gadgets like Dome Shield, Mine, and RPG-7 are also nerfed. Some weapons have been buffed with The Finals patch 1.4.0 including Flamethrower, LH1, M11, and SA1216. The recoil pattern of the AKM has also been slightly adjusted. Check below to find everything from The Finals 1.4.0 patch notes by Embark Studios. Balance Changes Abilities Goo Gun Fixed an issue where goo could block the player – – Mesh Shield Mesh Shield Health reduced to 1100 from 1250 – – Recon Senses Recon Senses activation cost reduced to 1 from 2 – – – Goo Gun – Gadgets C4 C4 max player damage reduced to 210 from 240 – C4 max damage radius reduced to 1.6m from 2.4m – C4 self-damage multiplier increased to 1.3 from 1 – – Dome Shield Dome Shield health reduced to 300 from 350 – – Gas Mine Gas Mine arming time added (1.6 seconds) – – Glitch Mine Glitch Trap arming time added (1.6 seconds) – – Goo Grenade Fixed an issue where goo could block the player – – Mine Mine max player damage reduced to 140 from 160 – Mine damage radius reduced to 3.5m from 4m – Mine arming time added (1.6 seconds) – – Pyro Mine Pyro Mine arming time added (1.6 seconds) – – RPG-7 RPG-7 max player damage reduced to 150 from 165 – RPG-7 min player damage reduced to 80 from 90 – RPG-7 damage radius reduced to 4.5m from 4.75m – RPG-7 max damage radius reduced to 1.5m from 2.5m – RPG-7 aim-down sights dispersion increased slightly – RPG-7 hip-fire dispersion increased slightly – – Stun Gun Increased Stun Gun range to 12m from 10m – – – C4 – Maps Game Show Events Added a repulsor to the flying saucers in the ‘Alien Invasion’ event – – Vegas Updated strain in various buildings, to give better destruction results – Resolved an issue where cashout stations would become invisible before players finished the transfer – – – Game Show Events – Modes Bankit Disallowed Deathmatch game show event from occurring in BankIt game mode – – – Bankit – Weapons AKM Slight adjustment to AKM recoil pattern – – Flamethrower Flamethrower fire rate increased to 170 from 160 – – LH1 LH1 damage increased to 47 from 45 – – Melee Weapons Fixed an issue where melee hits didn’t always connect with enemy players – – M11 M11 damage increased to 16 from 15 – – Riot Shield Fixed a bug where the shield would block bullets, while invisible, during interactions (e.g. reviving or stealing extractions) – – SA1216 SA1216 pellet dispersion increased slightly – SA1216 damage per pellet reduced to 7 from 8 – – – AKM – Movement Vaulting Reduced instances where you unintentionally climbed on objects outside of the player’s view. – Fixed an issue where players could get stuck without being able to give input – – Ziplines Prevented placement of ziplines on pickupables – – UI Various fixes to contestant screens – Polish to the social screen, which now hides the “Invite to party” button when you are not the party leader – Added a warning to the UI that appears when players are in danger of being AFK kicked – Player health bars now use the squad color when selected in the settings – UI shows you as “unranked” unless you’re among the top 500 on the leaderboards – That’s it for The Finals patch 1.4.0 update! To know more about the game, be sure to check our other content and guides below: Best The Finals Heavy build | Best The Finals Medium build | The Finals best settings: Max FPS & competitive advantages | Does The Finals have aim assist? | The Finals file size on PC, PS5, Xbox | How to change your name | Is The Finals on PS4 and Xbox One? | Is The Finals on Xbox Game Pass? | How many players play The Finals | The Finals system requirements: Minimum and Recommended PC specs | Can you play The Finals on Steam Deck? | Are The Finals servers down?
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The Finals update 1.3.0 patch notes: Bug fixes, new servers – Dexerto
The Finals update 1.3.0 patch notes: Bug fixes, new servers Embark StudiosThe Finals first patch of Season 1 doesn’t add much in the way of new content, but it opens up two new servers and fixes some aggravating bugs. With Season 1 already underway, The Finals has become one of the the most popular competitive shooters out there. Pitting teams of three against each other, like Apex Legends, The Finals focuses on teammates capturing payout locations to emerge victorious. Season 1’s start added a ton of new content including the new Las Vegas map, but it left behind some issues. This latest patch will fix some of those map-unique issues (like doors in Vegas opening in the wrong direction) and open servers in Oceania and Southeast Asia. The Finals update 1.3.0 patch notes The full patch notes can be found below: You can now see your actual position in the leaderboards once you have played a ranked match. – Changed requirements for unranked tournaments from 12 to 6 matches – The Recent tab in the social screen is now working – Fixed some crash instances – Animation improvements to movement feel to get closer to the OB experience – Fixed a bug where some doors in Vegas would open in the wrong direction – Hold interactions that are started while moving will no longer be interrupted prematurely – OCE/SA Server Regions are selectable on all platforms – Best The Finals Medium build | Best The Finals Light build | The Finals best settings: Max FPS & competitive advantages | Does The Finals have aim assist? | The Finals file size on PC, PS5, Xbox | How to change your name | Is The Finals on PS4 and Xbox One? | Is The Finals on Xbox Game Pass? | How to add and invite friends | How many players play The Finals | The Finals system requirements: Minimum and Recommended PC specs | Can you play The Finals on Steam Deck? | Are The Finals servers down?
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The Finals update 1.2.0 patch notes: Season 1, new map, battle pass, more – Dexerto
The Finals update 1.2.0 patch notes: Season 1, new map, battle pass, more Embark StudiosEmbark Studios has opened the arena with the full release of The Finals via patch 1.2.0 which marks the beginning of Season 1 featuring new maps, weapon adjustments, events, and mainly a lot of action. Here’s a rundown of everything included in The Finals 1.2.0 patch notes. The Finals was under development for a long time and after a couple of beta sessions earlier this year, the free-to-play game with full crossplay and cross-progression support has finally been released for players worldwide. With The Finals patch 1.2.0, we get to see a brand new battlepass, new map and map variants, events, and much more. Several weapons along with movement have been adjusted as well, offering more balance to the table. Patch 1.2.0 also welcomes players to Season 1, meaning the action has just begun. With that said, here’s everything included in The Finals 1.2.0 patch notes. The Finals update 1.2.0 patch notes Starting with the weapons, The Finals patch 1.2.0 has nerfed the AKM, Flamethrower, M60, and V9S. The recoils, fire rates, and range of these guns are updated so that they can’t be controlled as they were the betas. On the other hand, the FCAR and Lweis Gun have become easier to control than before. Weapons and gadgets now have six mastery levels. The Finals patch 1.2.0 also introduces the new Season 1 BattlePass which has 12 pages of unlockable rewards (both free and premium), a new map ‘Las Vegas’, and various map variants. Check below to find everything from The Finals 1.2.0 patch notes by Embark Studios. New Content Content Updates New ways to express yourself in the arena! Such as: Reload and Inspect animations – Emoticons – Gestures – Pets (!!!) – Sounds – Watches – More? Yes, more! – – The Store is open and you’ll have access to an ever-changing selection of content to make your contestants pop in the arena. – The Season 1 BattlePass contains 12 pages of unlockable rewards. That amounts to 96 exclusive rewards – 29 rewards can be earned for free! – Unlock the whole BattlePass to receive a total of 1575 Multibucks! – – Play and progress, master your loadout with: 6 Mastery Levels per weapon – 6 Mastery Levels per gadget – 5 levels per ability – – New Features New Map Las Vegas Test your luck and reach for the stars in the glitz, glam, and tight-knit gameplay of this glittering arena – – New Map variants: Don’t get lost in stinging sands! Seek shelter and glory in this Las Vegas map variant: Sandstorm. – Tripwires & turrets: The environment can work for or against you. Traverse Vegas but watch your step, around every corner could be a trap. – – New event: Alien invasion You’ll have to see this one to believe it. It’s outta this world! – – Gameplay Changes & balance Movement & Animation Movement Made multiple updates to vaulting responsiveness and general smoothness when traversing – Updated various first-person animations to better sync with footsteps – Improvements to syncing and stability when players are on moving surfaces such as elevators, sky-lifts, cranes, and moving platforms – Improved speed-matching and added in-air animations when coining other contestants – General polish updates to third-person locomotion – – Combat Animations Stabilized the camera for aim down sight reloads and bolt actions, for easier tracking of targets – Updated jumping and zipline animations when aiming down sights – Added third-person reaction animations for Flashbangs, Gas, and Fire. – Reworked the animations for the Charge’N’Slam specialization – – Controller General Added sensitivity scaling based on zoom FOV – – Aim Assistance Added better support and various improvements for sensitivity dampening on targets – Updated default aim down sights sensitivity reduction – Reduced zoom snapping active duration – – Controller Vibration Settings added – – Controller Settings Added setting to allow players to further customize their controller experience – Added separate dead zones for the different analog sticks – – Maps All Finally, the wrecking ball is back! Check the cranes. – – Monaco Improved readability of map border – – Skyway Stadium Added ‘Evening’ environment condition – – Specializations Charge’N’Slam Updated damage of the ground slam so that it will break floors in buildings more consistently – – Cloaking Device Rebalanced fade-in/out durations to make it harder to vanish mid-combat – Added fade-in/out visual effect – – Grapple Hook Fixed a bug where players could become stuck when grappling during a vault – – Recon Senses Reduced the total fuel, shortening the max duration – Fixed an issue where Recon Senses would trigger on enemy statues – – Weapons General Updated bullet dispersion system on all weapons when aiming down sights – Fixed various issues where weapons could fire infinitely or not at all – Fixed an issue where Gadgets could become stuck in an infinite cooldown – Added a new hitmarker to crosshairs for damage over time effects – – AKM Updated recoil pattern, making it slightly less easy to control – – FCAR Updated recoil pattern, making it slightly easier to control – – Flamethrower Fixed a bug where the Flamethrower could be fired without consuming ammo – Max range reduced by 60 cm – Fire rate reduced to 160 RPM from 180 RPM – Adjusted Flamethrower impact effects to make them less blinding for the target player – Reduced damage to 28 from 31 – – Lewis Gun Updated recoil pattern, making it slightly easier to control – – LH1 Increased bullet dispersion when firing from the hip – Updated recoil pattern, making the weapon easier to control – Fire rate reduced to 300 RPM from 400 RPM – Increased LH1 damage from 41 to 45 – – M60 Updated recoil pattern, making it slightly less easy to control – – Riot Shield Fixed an issue where the Riot Shield could block bullets while the player was emoting – – Throwing Knives Introduced Throwing Knives to the Light archetype – – V9S Magazine size reduced to 20 from 24 – Updated recoil pattern, making the weapon less easy to control – Increased damage fall-off to make the weapon less effective at long-range – – Gadgets General Fixed an issue where Gadgets could become stuck in an infinite cooldown – – C4 Increased health from 5 to 25 – – Defibrillators Added ability for defibrillators to damage enemy players. They will do 50 damage and will enter cooldown if they land a successful hit – – Gas Mine Added trigger audio effect – – Glitch Grenade Fuse time increased from 1.1s to 1.8s, giving it more range – – Night Vision Removed Night Vision from the game, to be reworked in a future update – – Sonar Grenade Radius reduced from 17.5m to 10m – Updated the crosshair hit marker that appears when the Sonar Grenade detects targets – – Stun Gun Removed sensitivity reduction from stunned players – Added glitch effect to stunned players, rendering their Specialization and Gadgets unusable for a short time – – Tactical Breach Increased health from 5 to 25 – – Vanishing Bomb Introduced Vanishing Bomb gadget to the Light archetype – – Zipline Added line break effect to Ziplines – – Best The Finals Medium build | Best The Finals Light build | The Finals best settings: Max FPS & competitive advantages | Does The Finals have aim assist? | The Finals file size on PC, PS5, Xbox | How to change your name | Is The Finals on PS4 and Xbox One? | Is The Finals on Xbox Game Pass? | How to add and invite friends | How many players play The Finals | The Finals system requirements: Minimum and Recommended PC specs | Can you play The Finals on Steam Deck? | Are The Finals servers down?
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The Finals update 1.11.0 patch notes: Free skin, Smoking Guns event extension, more – Dexerto
The Finals update 1.11.0 patch notes: Free skin, Smoking Guns event extension, more Embark StudiosThe Finals patch 1.11.0 is the last update of Season 1 and unlike previous patches, this small update brings a freebie in the in-game store and extends the Smoking Guns Event. Embark Studios’ The Finals is finally entering the last phase of a lengthy Season 1, which means players can prepare for a second season of chaos, destruction, and new content. While the major patch 1.10.0 had a bunch of new additions and improvements, The Finals update 1.11.0 patch is relatively smaller. Embark has extended the Smoking Guns event for another week and during this time, you can claim the Pearlstrike Revolver skin for free. Here’s a complete rundown of The Finals’s official 1.11.0 patch notes. The Finals update 1.11.0 patch notes Below are the full The Finals 1.11.0 patch notes from Embark Studios: It’s been a wild journey with all of you and we are looking forward to the next adventure: SEASON 2! This week, we’ve had a blast playing in Old West Monaco with all of you! So, we’ve decided to extend the Smoking Guns event another week. To celebrate, the Pearlstrike Revolver skin will be free in the shop, this week only! Don’t forget to swing by and nab it while it’s available! Here are the updates: Fixed an issue causing teams to spawn too near to the objective and to each other – Fixed a common crash that happens when returning to the main menu – Player Support We’re moving our Player Support to the Embark Portal to make it easier to stay up-to-date with your tickets. –
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The Finals update 1.10.0 patch notes: Smoking Guns, community event, more – Dexerto
The Finals update 1.10.0 patch notes: Smoking Guns, community event, more Embark StudiosThe Finals patch 1.10.0 is here and brings a couple of new in-game events and a bunch of gameplay improvements. Here are the full The Finals update 1.10.0 patch notes. Embark Studios’ The Finals is marching toward the end of its first-ever season and players got the chance to experience many experimental and limited-time game modes during this time. With The Finals patch 1.10.0, players can enjoy a brand new event, Smoking Guns: a Single Round Tournament along with the game’s first Collaborative Community Event where the devs are challenging us to cashout $250.000.000.000 in one week, collectively, in exchange for rewards. The Finals update 1.10.0 patch notes Here’s a rundown of everything in the official 1.10.0 patch notes by Embark Studios: Gameplay Fixed an issue with the play again button where it was unavailable at unintended times – Lowered the time for when you can cancel an emote to 1.5 seconds from 3 seconds – Fix for an issue with the tournament screen which caused it to get interrupted if you were eliminated just before the transition happened – Fixed a bug where the camera could appear offset in the end of round screens – UI Fix for the mouse cursor disappearing when using the systems menu while in gameplay – Squad member offscreen indicator will now list name and health instead of a blue dot – You can now equip items directly from the store and equipment page – Fixed one of the issues that lead to multiple skins being equipped to the same gun – Note: This issue has caused various error codes for our players, if you’ve frequently encountered issues with TFGE0000, TFSS0007 or other crashes/failure to launch the game please give it a try after updating and let us know on Discord if the situation has improved! – Maps Update to the collision of the ground mesh on Monaco – Animation Fixed more cases where the character deformation would look wrong in squad lineups, such as inwards knees – Improved character mesh deformations – Security General security updates – Video Various shadow quality improvements, especially on lower-quality settings – Performance Optimized system memory usage of the game – Fixed a number of console-specific crashes, especially on Xbox Series S models – Various improvements to the performance of the game across the board – Known Issue The anti-virus program “CrowdStrike” prevents players from being able to launch THE FINALS. If you’re running into trouble launching the game, please check if you have this software installed – The Glint Tint weapon skin is partially broken, resulting in a darker look than normal, we aim to solve this by the next update – The Smoking Guns splashscreen shows an incorrect end date and time. It reads “28th of February” but the event ends on the 7th of March – Las Vegas had issues with players being able to spawn under the sand, so we have disabled the sandstorm version of Las Vegas for now –
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The Finals TFMR0007 error code: Reasons & how to fix – Dexerto
The Finals TFMR0007 error code: Reasons & how to fix Embark StudiosTFMR0007 is one of the error codes you may face in The Finals and here’s a guide on how you can fix it to get back to the arena. Embark Studios’ The Finals quickly went on to become quite popular after a stealth launch at TGA 2023. It’s a proper multiplayer game at heart and creativity, chaos and destruction are what make the FPS unique. However, The Finals like other multiplayer games has its fair share of error codes, the TFLA0002 being another one, preventing you from matchmaking. So, with that said, here’s a guide on how you can fix the TFMR0007 error code along with the reasons that cause this error. Reasons for TFMR0007 error code in The Finals The TFMR0007 error code in The Finals may occur due to various reasons like: The game not being updated to the latest version – Running Razer Synapse software – Servers not up – Crossplay issues, and more – The TFMR0007 error code says “Your account is restricted” which ultimately prevents you from matchmaking. So, here are some possible fixes for the issue. How to fix error code TFMR0007 in The Finals 1. Disable Razer Synapse Some players have reported that Razer Synapse is one of the main culprits behind the TFMR0007 error code in The Finals. Embark Studios is yet to confirm this officially and if you have this software running and facing the issue, we’d recommend to quit Razer Synapse or a similar program and then run the game. 2. Check server status Sometimes the devs may temporarily disable the servers for a short maintenance or to fix an issue. In that case, you may check our The Finals server status guide for the latest updates. 3. Change in-game region The Finals allows you to change the region or servers internally. You may try this option as well as it may happen that the server you regularly play on may have been disabled temporarily. 4. Switch crossplay settings You may also try to disable and enable crossplay from the Settings menu in The Finals to fix the TFMR0007 error code. 5. Check The Finals Discord server The Finals devs are quite active on their official Discord server and often announce important things from time to time. You can hop onto their server and check if they’ve made any announcements or are aware of ongoing issues. 6. Contact support team If everything fails, try contacting The Finals official support team as they’ll be able to guide you better when nothing seems to work out for you. And that’s a rundown of everything you need to know about The Finals TFMR0007 error code. For more about the game, check our other content and guides below: Best The Finals Heavy build | Best The Finals Medium build | Best The Finals Light build | The Finals best PC settings | How to get VRs | How to get Multibucks | Does The Finals have aim assist? | The Finals file size on PC, PS5, Xbox | How to change your name | Is The Finals on PS4 and Xbox One? | Is The Finals on Xbox Game Pass? | How to add and invite friends | How many players play The Finals | The Finals system requirements | Can you play The Finals on Steam Deck?
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The Finals Terminal Attack mode: Release date, Twitch drops, more – Dexerto
The Finals Terminal Attack mode: Release date, Twitch drops, more Embark StudiosThe Finals is getting a new limited-time game mode featuring 5-man teams duking it out across seven rounds with no revives, no healing, and only one life per round. The Finals is releasing a new limited-time game mode with search-and-destroy gameplay. Players will be assigned as attackers or defenders. The attackers will try delivering a key to a terminal and complete a transfer, while defenders try defending the terminal at all costs. The team with the most round wins out of seven will win the match. Terminal Attack is novel for The Finals as it is its first mode with no revives or healing. Embark Studios said the mode will only stick around for a short time; however, it could stay in the game longer depending on player interest, similar to Power Shift. Contents The Finals Terminal Attack release date The Finals’ new Terminal Attack mode releases on May 2. The new mode comes with the game’s next big update, patch 2.6, which is expected to bring many changes to make Season 2 feel fresh. The Finals Terminal Attack Twitch drops Twitch drops will also be available for players during Terminal Attack’s release weekend, May 2-3. Select content creators will stream the new mode and people tuning in with their accounts connected will earn cosmetics in The Finals while watching. The drop players can earn is a gun buddy of the Terminal from the game mode. The Finals Terminal Attack rules At the start of each round, two 5-man teams will be assigned either the attacker or defender role. Attackers must deliver a Decryption Key to one of the terminals around the map and ensure the transfer is complete to win a round. Defenders must prevent the attacking team from completing the objective and defend the terminal to win rounds. Teams can also win rounds by eliminating every player on the enemy team. The winning team is the first to reach four wins out of seven rounds. Players can regenerate health up to 100 hp, and gadgets do not regenerate at all. Terminal Attack will be playable on SYSHorizon, Monaco, and Las Vegas. The destruction of the arena also carries through all seven rounds. This article will be updated as more information comes out about the Terminal Attack mode in The Finals.
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The Finals takes a leaf out of Helldivers 2’s book with new Career Circuit – Dexerto
The Finals takes a leaf out of Helldivers 2’s book with new Career Circuit Embark StudiosThe Finals Season 2 is finally here and brings a new way to earn rewards in the form of the Career Circuit, taking a leaf out of Helldivers 2’s book. The second Season of Embark Studios’ free-to-play shooter has commenced and with the new update, players can experience a whole new theme based on neon lights, glitches in the matrix, and most importantly, new weapons, gadgets, and a fresh Battle Pass. A new thing introduced with The Finals Season 2 is the Career Circuit, which is basically revamped weekly contracts that reward players with Multibucks aka the game’s premium currency. This, in a way, is similar to how players can earn Super Credits for free in Helldivers 2, at least tangentially. Players absolutely loved the gesture and praised the devs for hearing community feedback. The Finals players praise devs for free Multibucks in Season 2 Career Circuit With the drop of Season 2, one player was surprised when they discovered The Finals rewards free Multibucks upon completing contracts from the Career Circuit, and thought it was “actually insane.” Several other players from the community joined in and said how they “love this game.” Some even accept how Embark is consistently showing how to manage the “Age of the Microtransaction in the least predatory way” as it rewards players in abundance with “0 financial input required.” Players think this move is a “game-changer” and that the gaming “industry needs to take notes.” Although Helldivers 2 is not a free-to-play game like The Finals, the live-service game from Arrowhead Game Studios does offer ways to earn in-game premium currency for free. A few players found the similarity and commented, “They saw what Helldivers was doing and copied their homework lol” while believing “games need to copy each other’s good features.” On the other hand, a few community members seem worried and “hope they’re not giving away TOO much paid currency to the point where they’re losing money.” However, if more players start playing the game and the playercount starts reaching new heights, that’s a win-win situation for the entire community in general.
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The Finals Tactical Tidings Set: All rewards, release date & how to get – Dexerto
The Finals Tactical Tidings Set: All rewards, release date & how to get Embark StudiosThere’s a new Tactical Tidings Set to claim in The Finals that offers free winter-themed cosmetics. Here’s a handy guide with every reward included in this bundle and how you can get it in the game. 2023’s holiday season is here and Embark Studios brings a brand-new cosmetic bundle, called the Tactical Tidings Set, for players to claim at no extra cost. All the rewards in this bundle are Christmas-themed, meaning it’ll ramp up the Xmas spirit in a snowclad Monaco. These rewards are available for a limited time only, but once you claim them, they will be in your inventory forever. So, here’s a guide on how to get the Tactical Tidings Set in the game along with all the rewards it comes with. Contents The Finals Tactical Tidings Set release & end dates The Tactical Tidings Set was released on December 20, 2023, in The Finals. It’s a limited-time bundle and is only available until January 4, 2024. This means at the time of writing, you have 15 days or approximately two weeks to redeem this free Season 1 holiday gift. All rewards in The Finals Tactical Tidings Set Here are all the rewards the Tactical Tidings Set comes with in The Finals: Ho Ho Hat (Epic headwear) – Stocking Stuffer (Epic weapon charm) – Festive Firepower (Legendary skin) – Deck The Halls (Rare sticker) – The Ho Ho Hat is a Santa hat while Festive Firepower is a legendary cosmetic for the Frag Grenade. How to get the Tactical Tidings Set in The Finals The Tactical Tidings Set will be the first thing the game will show once you fire up The Finals after the patch 1.4.0 update. However, if you missed it, here’s how to get the Tactical Tidings Set: Head over to the in-game Store. – Click on the first tile that says “Tactical Tidings Set“. It will show an animation of a cute snowman constantly tossing the Festive Firepower skin. – After the bundle page loads, click on the yellow “Buy Bundle” button. – After claiming it, all you need to do is click on “Equip Bundle” and all the items will be applied accordingly. – So, there you have it, that’s how you can claim the Tactical Tidings Set in The Finals. For more about the game, be sure to check our other content and guides below: Best The Finals Heavy build | Best The Finals Medium build | The Finals best settings: Max FPS & competitive advantages | Does The Finals have aim assist? | The Finals file size on PC, PS5, Xbox | How to change your name | Is The Finals on PS4 and Xbox One? | Is The Finals on Xbox Game Pass? | How many players play The Finals | The Finals system requirements: Minimum and Recommended PC specs | Can you play The Finals on Steam Deck? | Are The Finals servers down?
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The Finals stuns at The Game Awards 2023 with stealth launch of full game – Dexerto
The Finals stuns at The Game Awards 2023 with stealth launch of full game Embark StudioEmbark Studio’s FPS The Finals shocked the audience at The Game Awards 2023 with a stealth launch of the full game. The Finals made quite a splash in 2023, the free-to-play FPS produced by Embark Studios promised a highly action-packed shootout with destructible environments, deployable abilities, and much more. The game also deployed class-based combat, with 3 different playable classes that operate in very different ways. The title saw several closed and open betas in the latter months of 2023, with the game capable of hosting multiplayer matches. Players could partake in various firefights, grabbing cash cubes and dumping them at objectives to win. Now at The Game Awards 2023, The Finals has stunned audiences by stealth launching the full game. The devs have pushed the full game online in a surprise launch, with players on Steam able to play the game right away. The Finals has been launched to several platforms, however with the game being online it appears players have been flooding in. As such the devs have released a statement saying that they’re capping the amount of players joining the game, and will increase the cap each hour so that players will have the best experience possible. Rest assured the devs have said they won’t stop until all players can enter the arena.
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The Finals Solo Bank It game mode: Format, how to play, more – Dexerto
The Finals Solo Bank It game mode: Format, how to play, more Embark StudiosSolo Bank It is a new limited-time game mode Embark Studios introduced with the release of The Finals patch 1.5.0. Here’s a rundown of how this mode works and how to play it. The Finals, like many multiplayer games, features several game modes for players to choose from. This includes two primary modes — Quickplay and Tournaments. These are further subdivided into Quick Cash, Bank It, Ranked, and Unranked Tournaments, respectively. However, with the release of The Finals patch 1.5.0, Embark Studios introduced their first limited-time game mode called “Solo Bank It”. It’s an iteration of the normal Bank It mode with a few variations. So, here’s a guide explaining everything you need to know about The Finals’ new solo mode. Contents The Finals Solo Bank It: Format & length The format of The Finals Solo Bank It mode is pretty simple – it’s a free-for-all all involving a total of 12 contestants. Individual players have to successfully deposit coins which are found in vaults or by eliminating opponents. You also earn extra cash via Instant Cash Bonus after eliminating an enemy. The concept is very similar to the normal Bank It mode and resembles a Call of Duty game mode known as Kill Confirmed. How many Respawn Credits do you get in The Finals Solo Bank It? In The Finals Solo Bank It mode, you get unlimited Respawn Credits. This means you can respawn multiple times in a single match without any stakes involved. Ideally, the less you respawn, the higher the chances you have to win a single Solo Bank It match. How to win in The Finals Solo Bank It mode There are two ways to win a match in The Finals Solo Bank It mode: Be the first contestant to reach a 40,000 cash deposit. – Be the contestant with the most cash when time is up. – As we mentioned earlier, you can grab this cash by either looting a coin vault or eliminating enemies. Surviving plays a crucial role in this game mode since you’re all alone and there’ll be no teammates to revive you. Will The Finals Solo Bank It mode be permanent? At the time of writing, The Finals “Solo Bank It” is an experimental game mode and is far from being permanent. This means the devs will keep a close eye on community feedback and make changes accordingly. To a similar request, Embark Studios’ CX Lead said, “Maybe it’ll be great and stick around! Maybe it’ll need work and come back better. Maybe ya’ll hate it and just agree as a group to pretend it never happened…. whatever the outcome, it’s gonna be fun to find out!” So, that’s everything about The Finals Solo Bank It game mode. Check our other guides below to know more about the game. The Finals weapon tier list | Best The Finals Heavy build | Best The Finals Medium build | Best The Finals Light build | The Finals best PC settings | How to get VRs | How to get Multibucks | All random events | The Finals file size on PC, PS5, Xbox | How to change your name | Is The Finals on PS4 and Xbox One? | Is The Finals on Xbox Game Pass? | How to add and invite friends | How many players play The Finals | The Finals system requirements | Can you play The Finals on Steam Deck?
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The Finals slammed for “utterly broken” aim assist as rank 1 player abuses it – Dexerto
The Finals slammed for “utterly broken” aim assist as rank 1 player abuses it Embark StudiosIn the early days of The Finals, players were complaining that aim assist was a bit too strong. And, though this is a common argument in cross-platform FPS games. However, the top ranked players in the game run controller, and even they have admitted aim assist is overtuned. The Finals has been incredibly popular upon launch, leading many to put a ton of time into learning and mastering its gameplay mechanics to rush to the top of the ranked ladder. And, though the argument that aim assist is broken continues to ravage the cross-platform FPS landscape, that argument may have some real legs when it comes to The Finals. Some of the game’s best players, including the current rank 1, all agree that controller’s aim assist is a bit overtuned, with some people who go against them going as far as claiming that they’re cheating. The Finals’ best controller players call for aim assist nerfs Aim assist is really difficult to get right, especially when it comes to a game like The Finals that has so much recoil on almost every weapon. Landing shots on target with similar accuracy to PC players is difficult without a little help, and aim assist is fairly common in other games that have crossplay like Apex Legends and the Call of Duty franchise. However, many have argued The Finals takes it a step to farm with aim snapping to targets almost immediately and tracking them well. Many feel as if controller players have way too much help aiming. This is something supported by even the game’s best players. OP played against the squad of Arkaik__ (current rank 1) and goatmeep1_ on it, some of the absolute best players in The Finals right now, and had an incredibly hard time outgunning them. OP would then claim that aim assist is, “completely and utterly broken,” and that maining roller, “might as well be like cheating if the player with controller is good at all.” Here’s one of the clips they linked, showing goatmeep 1v2ing without missing almost any of their shots: There’s a similar clip from Arkaik__ that shows off what he was able to manage as well, beating players that were holding a better angle than him with raw aim. These players have both quickly risen to the top and stayed there with controller. Even if other players are using controller, they clearly have a high level of skill and game knowledge to maintain their spot at the top of the ladder. However, even they want aim assist to get nerfed, as mused by goatmeep when asked about whether they’d swap to MnK if controller got nerfed. “I’ll just get used to it, to be honest. It won’t be that bad. I hope [aim assist] gets nerfed.” With even those who used aim assist on controller to get to the peak of The Finals ranked ladder calling for nerfs, hopefully the devs have a plan for paring back aim assist’s power without leaving controller players high and dry.
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The Finals slammed for using “terrible” AI announcers – Dexerto
The Finals slammed for using “terrible” AI announcers Embark StudiosMuch-hyped first-person shooter game The Finals is being slammed online for its use of “terrible” AI announcers in-game. The Finals, a team-based first-person shooter developed by Embark Studios, recently launched into open beta on Steam, Xbox, and PlayStation. The game has already climbed the ranks on Steam, reaching a peak concurrent player count of 229,992 on October 29. And that’s not counting the many thousands more that are likely to be participating in the open beta on consoles. The game places players in a virtual combat game show, complete with crowds and commentary. The environments are fully destructible, allowing players to change and even destroy their surroundings to gain the upper hand. However, not everything seems to be going smoothly for The Finals, as the game is now coming under fire for its use of “terrible” AI announcers in-game. Voice actor Gianni Matragrano called out the use of AI voices in The Finals in what is now a viral Twitter thread. He criticized Embark Studios for their decision to use AI voices, a topic they discussed on the podcast Meet the Makers. When asked about who did the voiceovers, a developer from Embark responded, “Here’s the kicker. ‘What’ did the voiceovers?” They went on to explain, “We used AI with a few exceptions. So, all the contestant voices and voiceover commentators are AI text-to-speech. For things we call vocalizations like player breathing, jumping, there’s something we used in the studio to record… like just grunting. We can’t really get AI to perform those kind of tasks yet.” Although not questioned on their decision in the podcast, Embark went on to justify their decision by highlighting the power and efficiency of AI text-to-speech, stating, “It gets us far enough in terms of quality and allows us to be extremely reactive to new ideas and keeping things really, really fresh.” However, Matragrano countered this argument, writing, “We are constantly banging out rush order sessions for like, within a day or two. You can literally get pro-grade VO for less than a grand total, bang out a couple recording sessions and bam you have all the audio you need.” The use of AI in The Finals has raised concerns beyond the quality of the voiceovers. Commenters have pointed out the potential job loss for voice actors, writing, “AI for voice acting is extremely harmful for the acting industry within games. Especially if it becomes normalized and developers decide to use AI voices instead of hiring actual actors. Just hire actual actors. They can already do things very fast and produce way better results.” Another user expressed their frustration, saying, “This is bulls**t. I know a lot of people circlejerk over AI and this is the saving grace but, we’re literally seeing what people were scared of happening at light speed. To cut corners, rush shit out, and not have to pay actual human beings, they’d rather use AI so they can just slap it together and keep making money.” However, it seems that not everyone is against the use of AI in The Finals. Some players appreciate the dynamic nature of the announcers, stating, “In The Finals the announcers are dynamic, it would be really hard to create the same experience if you would have to record every random team name or the stuff they do.” Another user mentioned, “This isn’t a story-driven game, where stuff like voice acting is paramount. This is a game where voice acting is a fluff, something akin to a background noise. It’s not important.” Despite the backlash, Embark Studios seems committed to its AI approach, emphasizing the exponential improvements in quality. “It’s incredible. What a time to be alive.”
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The Finals Season 2 trailer restores fans’ faith in the game’s future – Dexerto
The Finals Season 2 trailer restores fans’ faith in the game’s future Embark StudiosThe Finals Season 2 trailer has finally dropped and several fans who were worrying about the game’s future have had their faith restored. After a long Season 1 of multiple buffs, nerfs, special events, challenges, and a lot of destruction, Embark Studios has finally given players a glimpse of what’s coming with The Finals Season 2. The new Season is set to release on March 14, 2024, which means, fans will have a lot more to explore and delve into. With the drop of the new trailer, several players have got their faith restored as the community was wondering if the game would turn out to be dead in the coming days. Considering all the new content shown in the trailer, needless to say, players’ opinions have taken a positive turn. The Finals players convinced Season 2 would be “awesome” Starting a discussion on Reddit, a player posted several images from the Season 2 trailer, asking the community about its “thoughts on the new abilities/gadgets/guns?” Several players felt the Season 2 trailer “should hopefully calm those who feared the game was dying.” A particular player confessed that they thought “they’d do nothing about the decline and The Finals would have decayed forever.” Two key additions in The Finals Season 2 trailer were Private matches and a new 5v5 mode. With these two added, fans believe “people will have to find different reasons to say the game is gonna die now.” “I’m stoked for both, but especially 5v5, it should be bonkers,” said one. Data Reshaper was another new mechanic shown in the trailer where Medium build players would be able to turn various objects into harmless decor. Players started getting creative immediately and said: “Gotta try and reshape a red canister in midair now.” “If you’re reflexive enough as a light you can portal that b*tch back at the heavy,” said another as they went on to depict crazy counters already. Some Medium players agreed that “Zipline was basically mandatory because team mobility is just that important” and “giving other classes access to team mobility is probably the best way to address this issue.” They continued to explain how “lights have the breach charge, heavies have infinite ways of destruction, medium has none.” The Season 2 trailer has brought back the hype The Finals was lacking, where all the new content “looks dope” and players “can’t wait to try them out and see people crying for nerfs.” Only time will tell to see whether Season two proves just as popular as players are expecting.
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The Finals Season 2 is a pivotal moment for the anarchic shooter – Dexerto
The Finals Season 2 is a pivotal moment for the anarchic shooter The Finals Season 2 is almost here and we got to play the game for a couple hours before launch. For what is proving to be an important moment for the game, here’s what we thought of what we saw. In live services, seasons are really important to the health of a game. They’re where new content is added, big meta changes are implemented, and importantly, an audience comes back after downtime. Naturally, players drop off after a big launch, as people move on or become distracted with other releases. And then, every couple of months or so, a game will try to get its player base back with its new seasonal output. However, Season 2 is always an important one for a game, especially after a big launch that’s done well. That initial launch can be massive, but the long-term life of a live service is determined by how many people come back the second time around. That’s where The Finals currently finds itself. The game’s launch in December was a breath of fresh air for the shooter genre. The absurd destructibility, longer TTKs, and dedication to being just plain fun attracted a large audience. Of course, that initial burst of players has fallen off somewhat – and now it’s time to see how many the game can bring back. Is the Finals a flash in the pan, or a game that will have long-term support and audience? With Season 2 of the game, it’s time to find out. Get your Neon Season 2 brings a distinct vibe to The Finals that wasn’t there before. In lore, a hacking group called the CNS has taken over the games, infecting the gameshow with a lot of pixellated, hacker-y neon vibes. It’s a well-worn aesthetic, and almost feels mandatory for every live service game to have their ‘cyber’ season – but it does complement the Final’s premise and aesthetic seamlessly. It’s a pretty creative swing, making something that feels different from the launch. More so, all aspects in Season 2 feel part of a cohesive whole as a content drop. With the game being infected with all these cyber-hacker vibes, it already feels like we’re subverting some of the aesthetics of the original launch. It could have been easy, even expected to just expand on the ‘destructive gameshow’ vibe of the first launch, but Embark is already out there making distinct identities for these seasons. How that aesthetic manifests isn’t just through the menu overhauls, and items contained in the Battle Pass (though that doesn’t hurt). The season brings with it a new weapon for every class, four battlefield-shaping gadgets, a new map, and a new play mode, alongside various other touch-ups. The new map is where the cyber-neon feels is at its peak. SYS$HORIZON has been implemented into the games by the CNS, and it’s full to the brim with destructible, colorful buildings. This is easily the best-looking map in The Finals, breaking up the previous aesthetic that could see maps bleeding into each other. This is memorable, with bridges and floating platforms of displaced geometry. Glitch in the matrix Carrying on with the whole voxel-vibe, the new gadgets coming to the game also feed into the overall feel of Season 2. There are four coming with the season, and they all mess around with both the battlefield and the reality of the maps themselves. Medium has come out the best here with two new gadgets to choose from. The Dematerializer temporarily phases out building surfaces, giving you new entries without having to destroy a structure for future use. The Data Reshaper is a fun tool for anyone who likes a bit of chaos too. When used, it will transform anything it hits, like a barrier, a turret, or mine, into another object like a chair or table. This is great for clearing out heavily fortified defense points. Lights, while only getting one gadget do get a really fun one. The mobility-based class can now move around even more with the new gadget, The Gateway. When activated, it creates a portal in one place and then you can activate it again to place the other end. For any Symmettra or Wraith enjoyers, this will be familiar territory. With all the entries and escapes this presents, you really can start thinking with science. The Heavys on the other hand get access to The Anti-Gravity Cube. The big boys and girls of the arenas are well known for tearing apart buildings and lowering objectives from ceiling tops to lobbies. However, it’s usually been a one-way street. As the title suggests, this cube gives you the ability to start raising objects up, like the objective – or other players. This can be used to reshape a situation, or merely slow people down, but it’s definitely a pretty interesting new gadget. On top of the gadgets, there is also a new weapon for every class – Lights get the 93R burst pistol, mediums get the FAMAS burst rifle, and Heavys add the KS-23 Slug shotgun to their arsenal. Shifting gears The other major addition to the season is a brand new mode – Power Shift. First off, for those who have more than two friends and have struggled with your group sizes, this mode is the first 5v5 mode. It is casual focused, so leans heavier on the silliness of The Finals – and most definitely on its destructiveness. The idea of the mode is to control a moving platform and try to have it in your territory at the end of the game. The platform’s path goes through buildings, and it is an uncaring monolith that will plow through them like a knife to hot butter. If you’ve played Push in Overwatch 2, it’s a little bit like that, but if at the end of the game, the winner is which side the robot ended on – and if the robot was a massive, unstoppable yellow hockey puck that plowed through buildings as if they weren’t there. The only real issue is that with all the defensive abilities and area control, it can make existing on the platform exceptionally hard. When you’re being bombarded with pyro and gas grenades, it can become a lot quickly. That said, I also got onto the platform with a hammer and smashed through four other players bunkered down so it does swing in roundabouts. It’s in those moments you remember exactly why The Finals rules. Can it Hack it? The Finals Season 2 has a lot riding on it for Embark. How this goes for the Swedish team will likely shape the long-term viability of The Finals as a franchise. However, from what I’ve played, I’d say Embark has done all it can to freshen things up and bring some really interesting new toys to the game. The season’s strong aesthetic gives it an identity that almost all of the new content adheres to. The cyber-neon theming might be a little tired, but it works within the confines of The Finals. It also brings a unique arsenal of weapons and gadgets to the game that adds a lot to the battlefield. Gravity lifts, dematerialisers, portals, and more change the playing field, opening up a lot more opportunities for new fights and ideas. That’s ultimately what you want from a seasonal update. The success of Season 2 and potentially, the Finals will come down to the audience’s reaction to it. Will players flock back to the arena shooter, or will streamers and content creators come back and stay? Only time will tell, but from everything I played this season, I’m optimistic about The Final’s chances of being a meaningful ongoing game.
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The Finals Season 1 Battle Pass: All rewards & tiers – Dexerto
The Finals Season 1 Battle Pass: All rewards & tiers Embark StudiosThe Finals Season 1 Battle Pass is now available, giving players the chance to unlock some free and premium rewards. So, here’s a full rundown of all the available rewards and tiers in The Finals Battle Pass. The Finals is a new FPS team-based title from Embark Studios that’s caught the eye of battle royale fans worldwide. In this deadly game, you’ll have to work with your teammates and take advantage of destructible environments to come out victorious. There are also plenty of exciting weapons and cosmetics for players to unlock, and we’ve got everything you need to know about the Season 1 Battle Pass for The Finals right here — including how much it costs, and all the tiers and rewards that are available. Contents The Finals Season 1 Battle Pass start and end dates – The Finals Season 1 Battle Pass details – The Finals Season 1 Battle Pass price – All The Finals Season 1 Battle Pass rewards – The Finals Season 1 Battle Pass start and end dates The Finals Season 1 Battle Pass went live on December 7, 2023, and will end on March 12, 2024. Players have 96 days to climb through each tier and claim all the available rewards. The Finals Season 1 Battle Pass details There are a total of 96 levels in The Finals Season 1 Battle Pass, with 29 of them being free and 67 rewards being premium. Just like Warzone, Fortnite, and Apex Legends, The Finals Battle Pass is ranked up by simply playing the game. Players can also earn XP by completing Contracts, which include daily, weekly, and seasonal challenges. This is by far the fastest way to level up the Battle Pass, so be sure to try and complete these if you wish to speed up your progress. The Finals Season 1 Battle Pass price The Finals Season 1 Premium Battle Pass costs 1150 Multibucks or $9.99/€9.99/£7.99, while the Premium Battle Pass costs 2400 Multibucks or $19.99/€19.99/£15.99. It’s important to note that the Premium Battle Pass comes with instant level unlocks, which will give you access to the first 20 rewards. All The Finals Season 1 Battle Pass rewards Here are all the free and premium rewards in The Finals Season 1 Battle Pass: So, there you have it, that’s everything available in The Finals Season 1 Battle Pass. For more content on the game, check out our guides below: Best The Finals Heavy build | Best The Finals Medium build | Best The Finals Light build | The Finals best PC settings | How to get VRs | Does The Finals have aim assist? | The Finals file size on PC, PS5, Xbox | How to change your name | Is The Finals on PS4 and Xbox One? | Is The Finals on Xbox Game Pass? | How to add and invite friends | How many players play The Finals | The Finals system requirements | Can you play The Finals on Steam Deck?
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The Finals: Release date, trailers, platforms, more – Dexerto
The Finals: Release date, trailers, platforms, more Embark StudiosThe Finals, an FPS game that aims to deliver adrenaline-fueled matches, is finally here and players must navigate highly destructible environments to gain a dominant victory. Here’s everything you need to know about The Finals release date, platforms, and more. The Finals is the latest arena shooter game to wow FPS fans. It looks incredibly stylish and along with the added destructibility, mobility, and environmental interactions, it aims to make each match incredibly fun. Whether it’s blowing up buildings with explosives or using a grappling hook to leap across buildings, The Finals aims to deliver a fresh experience. Embark Studios stunned at The Game Awards 2023 with a stealth launch of their full game. So, if you’re intrigued by their new arena shooter or just wish to see how it plays, then our The Finals hub has everything you need to know. Contents The Finals release date The Finals was released on December 7, 2023, when Embark Studios stealthily announced their title at The Game Awards 2023. It also marks the beginning of Season 1 featuring a new map, loadouts, battle pass, and a lot more. The game received a very positive response from the community during the open beta period that ended on November 5, and a month later, it was released for the players. The Finals release platforms The Finals is available on PlayStation 5, Xbox Series X|S, and PC via Steam. The devs have skipped the previous generation of consoles with their free-to-play title. The Finals trailers This announcement trailer in August 2022 gave fans the first-ever look into Embark Studios’ title. In February 2023, the trailer for the closed beta was released where they showed more details about the gameplay. The open beta trailer came out in October 2023. This video had more in-game footage, featuring a more polished look at the FPS game. And finally, the Season 1 release trailer of The Finals reveals everything new that is coming to wreak havoc in the arena. So, there you have it, that’s everything we know about The Finals. Make sure you check back here for all the latest news and updates. Crossplay and cross-progression | Is The Finals on PS4 and Xbox One? | Is The Finals free-to-play?
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The Finals Ranked Tournament explained: Format, Leagues & rewards – Dexerto
The Finals Ranked Tournament explained: Format, Leagues & rewards Embark StudiosThe Finals features a game mode called Tournament that comes with a ranked segment. Here’s an explainer of the Ranked Tournament’s format, leagues, and all the rewards the game offers. The Finals is a team-based FPS game from Embark Studios that is fast-paced and packs a lot of action, chaos, and destruction. There are many game modes available and each has a common primary objective which is emerging as the winner of the arena! Although there’s Quick Play available to have fun on the go, Ranked Tournament is the main deal that tests your skills to the fullest. So, in this guide, we have explained how the Ranked Tournament works including its format, ranks, and rewards you can get out of it. Contents How to unlock Ranked Tournament in The Finals To unlock Ranked Tournament in The Finals, you need to play 60 rounds in total. The unranked Tournament mode unlocks much earlier, and you can unlock both these modes by simply playing Quick Play. The Finals Ranked Tournament format explained Ranked Tournament in The Finals is a bit different from the other game modes. Here, a total of 16 teams enter four simultaneous matches and are held in a bracket system. The winning teams move to the knockout stage while the losing teams get eliminated. In the end, a final match takes place between the two strongest teams where they go head-to-head and whoever earns the most cash gets crowned the winner. All Leagues & rewards in The Finals Tournament Ranked mode There are a total of five leagues in The Finals Tournament Ranked mode, and each is further subdivided into four more ranks. It starts from Bronze and you can reach all the way to Diamond. Here are all the Leagues in The Finals Ranked Tournament: Bronze Bronze 4 – Bronze 3 – Bronze 2 – Bronze 1 – – Silver Silver 4 – Silver 3 – Silver 2 – Silver 1 – – Gold Gold 4 – Gold 3 – Gold 2 – Gold 1 – – Platinum Platinum 4 – Platinum 3 – Platinum 2 – Platinum 1 – – Diamond Diamond 4 – Diamond 3 – Diamond 2 – Diamond 1 – – Regarding rewards, The Finals Ranked Tournament gives you special weapons skins, charms, and other cosmetics to collect at the end of the season. Some permanent rewards are also given after you reach a certain league: Bronze: Baseball cap – Silver: Sweatband – Gold: Gloves – Diamond: Legendary weapon skin – And that’s a rundown of The Finals Ranked Tournament mode. For more about the game, be sure to check our other guides below: The Finals weapon tier list | Best The Finals Heavy build | Best The Finals Medium build | Best The Finals Light build | The Finals best PC settings | How to get VRs | How to get Multibucks | All random events | The Finals file size on PC, PS5, Xbox | How to change your name | Is The Finals on PS4 and Xbox One? | Is The Finals on Xbox Game Pass? | How to add and invite friends | How many players play The Finals | The Finals system requirements | Can you play The Finals on Steam Deck?
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The Finals players work around one-shot nerfs to create new “snuke” combo – Dexerto
The Finals players work around one-shot nerfs to create new “snuke” combo Embark StudiosThe Finals players have discovered an ingenious workaround for the nerfs to the one-shot canister combo to create something they call a “snuke.” The Finals allows players to destroy buildings, creating a host of balancing issues when it comes to physics in the game. One of these issues came in the form of C4 and mine bombs as players started attaching them to the canisters that litter the map. These explosive missiles were dubbed “nukes” and were able to one-shot enemies easily. The developers of the game noticed the mechanic and toned it down, but did not remove, the mechanic in patch 1.5. Embark added more weight to the equipment, making the canister heavier and thus harder to throw at enemies more than a few feet away. Players, however, have discovered a new way to play around with the heavier equipment on canisters. The Finals player showcases “snuke” The new one-shot canister combo is called a “snuke,” or a slow nuke. Thanks to the nerf, players cannot throw explosive or gass canisters very far at all with two C4s and an explosive mine attached. But the red canisters, which fly forward when thrown as pressure leaves their valve, can be used to get all that heavy equipment to fly a decent distance. A player showcased the power of the snuke since the update with a montage of the explosive slowly moving toward enemies. This new explosive monstrosity is not as powerful as its pre-nerf iteration as enemies can now dodge them with ease, or at least see them coming. However, when holding down a position like a cash box, a snuke could be deadly as it slowly creeps into the area that players cannot leave. Whether Embark will nerf this mechanic has yet to be seen. But it seems the developer wants to keep this mechanic in-game as it adds another layer to the use of canisters.
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The Finals players want “wallhack” ability removed even after huge nerf – Dexerto
The Finals players want “wallhack” ability removed even after huge nerf Embark StudiosThe Finals players are still calling for the removal of Recon Senses even after the ability was nerfed in a recent patch. Recon Senses has been a hot topic for The Finals players as the Medium class ability has caused some major frustration. The ability allows users to see enemies through walls and terrain for a certain amount of time. It is one of the few information-based abilities in the game and allows players to follow enemies during chaotic fights, mow them down from range, and alert their team where opponents are attacking from. Embark Studios decided to tone down the ability after some pressure from players, however, some think the ability should be removed entirely post-nerf. The Finals players call for the removal of Recon Senses Posted on the game’s Reddit, one player states he cannot deal with Recon Senses, even in its nerfed state, and listed out multiple videos of him dominating opponents with the ability. “None of these clips would be possible without seeing through walls. In a game without recon, I would’ve been reported(rightfully so) for every single one of these. This sh** does not belong in an FPS game.” the poster said. Some of the videos included, however, do feature the ability pre-nerf. Regardless, other players agreed with the poster’s sentiment and said that the ability could still be improved. “My big problem with the nerf is that the DETECTED icon is active when you are in a 30m radius. Like, if you are behind them, it still says you are detected when you are actually not. I’d love for it to only be when you are in LOS(line-of-sight) so you know when you are being tracked specifically,” one player said. Others agreed with the poster’s take that the ability should be removed entirely and compared Recon Senses to Seer in Apex Legends. “Look at how Seer completely changed the meta for Apex Legends until his abilities were all nerfed. His wallhacks were nothing compared to Recon Senses,” another player said. Embark has shown no interest in removing the ability as a whole, but the developer is receptive to player feedback and could continue to tweak the Medium class until players find it more balanced to play.
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The Finals players slam “atrocious” sound as even worse than Apex Legends – Dexerto
The Finals players slam “atrocious” sound as even worse than Apex Legends Embark StudiosThe Finals is the new cool kid in the block that everybody loves, but not everything is perfect. Some players claim the in-game audio is well below par, even worse than the often-bemoaned Apex Legends audio. At The Game Awards 2023, Embark Studios took players by surprise when they suddenly launched their new FPS title to the world. The Finals feature chaotic and destructive gameplay, where teams of three have to battle to become the winners of the arena. The Finals in every form is a competitive game and the audio of enemy footsteps plays a crucial role in titles of this genre. While the majority of the community argues about builds and weapons, some players have slammed the “atrocious” audio, which they say is even worse than Apex Legends. The Finals players frustrated with audio and footsteps Posting on Reddit, a player expressed their frustration over the poor state of The Finals in-game audio. The sound of footsteps is a major concern here as they feel “It’s like Apex all over again, but in this case, there is no 20-year-old audio engine to blame, only balancing.” “Yes. Not being able to hear a heavy running up on me with a hammer is frustrating. Sound really needs work” a fellow player agreed while another one commented, “Not being able to hear ANY ENEMY is frustrating.” It’s easy to miss out on these details, especially in the middle of intense fights and it’s more prominent in The Finals. When pointed out, a player said, “Now that I think about it footsteps aren’t great.” “Yes when my teammates are running ahead of me it sounds like they are behind me. Very confusing and unreliable”, said another. However, one player said “the sound design itself is gorgeous. The coins plinking to the ground, the effects, the explosions, the music, etc.” At the same time, they argue the “implementation of spatial sound is rough. The footsteps and actual gunshot sound direction fail to match the standards of many modern games, and the engineers need to take a look at it.” Some players compared it to Apex Legends. “Honestly think Apex sound is better. It’s inconsistent but at least my teammates’ footsteps aren’t audible from 3 buildings away.” While one player simply stated, “It’s up there with Apex Legends as one of the worst audios.” Not being able to hear footsteps properly is a major concern for every competitive game. It would be better if The Finals devs take note of players’ feedback and look into this matter at their earliest. In the meantime, check our The Finals best settings guide to gain a competitive advantage in-game.
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The Finals players remove “worst” map from the game themselves as devs won’t do it – Dexerto
The Finals players remove “worst” map from the game themselves as devs won’t do it Embark StudiosSince The Finals arrived, Las Vegas 2032 has earned itself the top spot of least liked maps. With that in mind, a trio of players decided to remove the map from the game themselves. Since The Finals arrived, much has been said about the game’s map pool. Currently, there are only four maps, Las Vegas, Monaco, Seoul, and Skyway Stadium, although each map has a unique set of modifiers making the experience feel different. The consensus among players on the in-game map pool is that Seoul and Monaco are some of the better maps, while Vegas and Skyway Stadium aren’t so much. However, the conversation can go either way, with some hating Seoul and Monaco, and crowning the latter two maps as their favorites. The ire towards Las Vegas has reached new heights, as one player and their squad took it upon themselves to remove Vegas from the map pool. The Finals squad completely demolishes Las Vegas 2032 In a post shared to the game’s subreddit, The Finals player MasterAenox shared how much they can’t stand the map. “Devs won’t remove Vegas, so my buddies and I did,” they said in the post. With the help of the Heavy’s sledgehammer, the trio shutdown the bright lights of Las Vegas 2032, as they completely demolished the map. Given this all went down in a real match, the level of destruction is quite the feat, which many of the replies shared. “Good job, Vegas is one of my favorite demolition maps, the pillars just cause everything to fall apart. Never broke it this far before though,” one player said. Another jokingly replied the job wasn’t finished: “Is that the shad pillars thing I see still standing? Nope, not considering it gone until thats gone.” MasterAenox replied they couldn’t finish since their team was getting hammered by a team of Medium players. Vegas fans did come forward to denounce the act of destruction. One player said: “How is Vegas worse than the map where the cash out box can be inside an indestructible elevator with 2 entrances?” Another presented a more balanced take: “Vegas is the worst, but it’s still a B tier.” With The Finals in its relative infancy, it’s possible changes may come though in the future to make Vegas more likable in the community.
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The Finals players rejoice as devs finally remove its “most hated” game event – Dexerto
The Finals players rejoice as devs finally remove its “most hated” game event Embark StudiosThe Finals players are rejoicing online as the developer has removed the Dead Go Boom event in patch 1.7. The Finals players have not been quiet when voicing their opinions about that game and Embark Studios has largely been receptive to the feedback. Embark nerfed Recon Senses, which players have been saying is overpowered, and beefed up some lesser-used weapons in patch 1.6. The game’s second season of content is also on the horizon, so the developer aims to balance its weapons and gameplay for returning players and newcomers. Embark released another well-received patch on February 8, including removing one of the more hated game events. The Finals players were overwhelmed with joy Game events are random scenarios that occur late in The Finals matches to spice up the action. Sometimes aliens invade the arena or meteors rain down on unmoving players. One game event that fans have not liked is Dead Go Boom, which causes recently eliminated players to explode. Users have pointed out before how this creates a disadvantage for melee players and often leads to their death. The developers seem to agree with this sentiment in a note from the patch. “We feel this event punishes melee users too much at present, so we’re disabling it for now. We’re hoping to return it to the game, after a re-work, at some point in the future,” Embark said. Players seem to be excited that the event is out of the rotation, as one person posted on The Finals subreddit rejoicing in its removal. “Dead Go Boom should have never been in the game,” the poster said. Other Reddit users agreed and offered suggestions for how the mode should be improved before it’s brought back into the rotation. “I only hated the mode for the insane amount of damage it did. They should have cut the damage done to players by 75% and increased the damage done to buildings,” one player said. Embark has not given players a time frame for the event’s reintroduction, but players should expect a quick turnaround as the developer has kept up a fast cadence of content drops and updates since its December 2023 release.
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The Finals players really want a fan-favorite CoD game mode – Dexerto
The Finals players really want a fan-favorite CoD game mode SteamThe Finals players are asking for a beloved game mode from CoD to be added to the new competitive shooter. When looking at the world of competitive shooters, it is easy to see how certain modes exist in just about every single iteration of the genre. The classics are almost always included in a game, but every now and then, there is a different kind of game mode that sticks out from a game’s rotation that players latch onto. Such is the case with a fan-favorite mode from CoD that The Finals players are now asking to be added to the game. The Finals players really want a popular mode from CoD to be added On a recent Reddit post, one fan of The Finals argues that the game would be a perfect fit for Gun Game, a long-running mode that was made popular by CoD. The user argues that the game is “practically begging for a ‘Gun Game’ mode.” The player lays out just how they think the mode could work, with all participants working their way through each of the three classes and their respective weapons. “Once you get 1 kill for each weapon heavy has you your character swaps to medium. And once you get 6 kills you swap to light which requires 9 kills because 9 weapons.” For context, Gun Game sees players put into a match with a specific starting weapon. Then, as they get a kill with the weapon, they change to a new one. They progress through each weapon until someone gets a kill with each one. Many other users were onboard with this idea, with one responding: “I completely agree with you.” Of course, there were some other players that brought up the logistics of having this mode in the game, with some being concerned about how to switch character classes. One fan raised concern about the game’s maps being developed for objective-based modes: “Kinda but this game is objective based. This would just be for killing people and idk if that would work that well with this games maps.” This is all talk, however, and the devs have made no indication of a Gun Game kind of mode coming to The Finals. If it were, though, the community seems poised to be happy with that decision.
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The Finals players praise new patch 1.4.0 as step in the right direction – Dexerto
The Finals players praise new patch 1.4.0 as step in the right direction SteamThe Finals has recently dropped a big patch that tweaks the game’s balance, and fans are praising it for getting the game closer to where it needs to be. Multiplayer-only games will always need constant tweaking and changing to get the balance right. Fans of The Finals has been getting some small tweaks since its release on December 7th, 2023 to get it where players want it. Now, with the latest and largest 1.4.0 patch, players are very happy with the changes being made as the game continues to evolve to where they want it to be. The Finals players are more than satisfied with Patch 1.4.0 When the update dropped and players were able to take their first glance at its changes, they took to social media to share their reactions to it. And those reactions were, for the most part, positive. On a Reddit post of the patch notes, a user responded with: “Honestly I think this was a great patch,… Baby steps along the way to perfection!” Elsewhere on the subreddit, more positive reception was shared with another user feeling excited about what the changes mean for playing as a Light character: “The slight Nerf to the RPG is massive for Light players.” However, not every player in The Finals was thrilled, as some players feel like the patch is very much favoring the Light characters, which have already been a popular choice in the game. One user made their own post, in which they said: “One thing we can all agree is the Light Class is broken AF, and what they did with this patch about it? They buffed the Stun Gun range from 10 to 12…” Many players did not respond kindly to this post, however, with one user venting their frustrations with the community: “Okey can we stop this crying 24/7? Holy f.” Changing a game’s balance will always upset some people, but it is clear that a majority of players of The Finals are happy with this patch and are excited for what is to come.
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The Finals players praise devs for “saving the game” with this change – Dexerto
The Finals players praise devs for “saving the game” with this change Embark StudiosThe Finals patch 1.8 has launched and brought about one specific change that players are claiming has saved the game. The Finals players usually have a lot to complain about. The player base has made a fuss over Recon Senses, the power of Heavys, and explosives in the game time and time again. However, when a new patch comes around, players generally feel like the developers have heard their complaints and have made positive changes that improve the gameplay. From buffing under-used weapons to tweaking Recon Senses, the developers rarely miss when it comes to updates. For patch 1.8, Embark Studios has addressed an integral part of The Finals gameplay and fans are saying that it has saved the game. The Finals update changes Nukes In a post on the game’s subreddit, players rejoiced at the changes to “Nukes,” or explosive barrels with C4 attached to them. Embark previously addressed Nukes in an earlier patch that added more weight to C4s and other explosives so players could not throw them as far and one-shot enemies from a distance. However, players could still create Nukes using the red barrels that spawn around the map because they are self-propelled thanks to gas escaping once thrown. With the new patch, these barrels are more erratic when released and do not always fly in a straight line. “At first I was convinced that the way to go was to give C4 only one charge, but I really like this instead! Feels like Nikes are now really just a close-range option and still very high-risk high reward that you might see in quick cash but you’d have more trouble in ranked if opponents know not to clump up and to position right,” one player said in the thread. Other players also said that using Nukes still feels fun, but it isn’t as powerful as it once was. “Add another one to the massive W streak coming from Embark!” Another player said. Whether community sentiment around Nukes will stay this way remains to be seen, but players seem overjoyed with the change for now.
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The Finals players praise devs after patch 1.4.1 aim assist nerfs – Dexerto
The Finals players praise devs after patch 1.4.1 aim assist nerfs Embark StudiosThe Finals players are praising the devs for listening to the community regarding aim assist issues, while also deploying a nerf in a new patch update. After a busy Holiday season, Embark Studios has released the first update in the form of The Finals patch 1.4.1. In this update, the devs have addressed and nerfed one of the most criticized features in the game, that’s also an issue in other FPS games too, aim assist. Players have reported aim assist being OP on a controller, with many believing it gives console players an unfair advantage. However, The Finals playerbase is now praising Embark Studios for finally listening to the community’s feedback. Players say The Finals patch 1.4.1 changes are a “massive W” Starting a discussion on Reddit, some players feel “today is a good day” for The Finals. With patch 1.4.1 update, Embark Studios nerfed the aim assist ability and completely removed the feature for players running key re-mapping programs on PC. The Finals community thinks it’s a “massive W” and wants “Embark to stick to the guns with these changes” as they are “amazing!” For players using a controller on PC, “the aim assist will be slightly less sticky and the zoom snap won’t be as aggressive and not present on the burst damage weapons.” This patch also targets players using exploits on PCs to use aim assist for unfair advantages.
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The Finals players point out the biggest Light class problem – Dexerto
The Finals players point out the biggest Light class problem Embark StudiosSome ‘The Finals‘ players have pointed out a major problem with the Light class at present, preventing them from being more effective during matches. The Light build is one of the three classes in The Finals. It is agile, fast, and allows you to be as unpredictable as possible. Although it can deal a ton of damage to opponents, some players feel the Light class can be pushed further to be more effective for the team. This comes down to better team utility which ultimately means better gadgets included in Light builds. Many players agreed to this point and chipped in different ideas that could improve the Light class in The Finals. The Finals players believe the Light class needs more team utility Taking this discussion onto Reddit, the player argued, “the light class doesn’t offer enough to support their team members.” They continued, “In every scenario where I’d want to win, I’d rather there be no light on my team.” The player also feels that some of the current gadgets available for the Light class are not up to par. “They have the glitch grenade (which is bugged) and the invis grenade (which I believe is also sometimes bugged where it doesn’t apply to teammates). The motion sensor is there, but I don’t think it’s good enough to be worth it atm.” Another player agreed, “And that’s my point too, I don’t necessarily want lights to deal more damage, I just want their gadgets to be more useful for their team.” Another added, “lights should have a shorter health regen delay. That way they can actually do the hit-and-run style gameplay the game describes by staying in the fight more often. Lights will still die in 1-2 hits which balances it out” they continued. One player suggested the Light class “need a stim so they can escape and get back in the fight. Lights shouldn’t be punished for taking fights if they can quickly escape, that’s their job.” Apex Legends players can relate to it as this ability would make the Light class very similar to Octane. One way to buff the Light class in The Finals is by increasing their HP by a small amount. One player said, “50 hp would propel this class to the undisputed top tier in higher skilled lobbies. That’s way too much. Even 25 would push them much higher.” Among all the contradictory comments, it’d be interesting to see how Embark Studios balances the Light class in the future. In the meantime, check our best Medium and Heavy builds to stay ahead of the competition.
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The Finals players point out critical flaw in Dead Go Boom event – Dexerto
The Finals players point out critical flaw in Dead Go Boom event Embark StudiosThe Finals has multiple events that happen in-game to spice up the action when the timer winds down, however, players have found a flaw in one of them that causes frustration. The Finals’ main game mode features a random in-game event that causes players to adapt their playstyle, or be taken out by a meteor. There are a total of seven events that occur during matches that create game-changing obstacles for players like meteors raining down or an alien invasion. The events usually occur in the second half of a match and heavily impact games going into overtime. Each event has its own unique quirk, though none counter a certain playstyle or weapon to the point that players can’t impact the match. Except for Dead Go Boom, which some players claim has a critical flaw. The Final Dead Go Boom flaw On Reddit, a Finals player called the event “impractical.” They outlined how the Dead Go Boom event forces melee players to switch to ranged weapons. “I understand its haha funny boom dead person, other modifiers have counter play, adaptability and offer challenge. But not to the point you’re forced to swap your weapon,” the poster said. Other players chimed in, saying they agreed that the event could use some changes and that it impacts more than just players who use melee weapons. “It should do more arena damage and less player damage. Winning a gunfight with any of the melee or shotguns or indoors results in you dying or being weak enough to not survive the next team running in. Bad modifier,” another Reddit user said. The events in The Finals aren’t necessarily supposed to be balanced toward player enjoyment, as they’re meant to interject chaos late in matches. However, if an event is so flawed that it caused players to play passively at a critical time in the match, it might need changing.
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The Finals players mock new Season 2 weapon as a “pea shooter” – Dexerto
The Finals players mock new Season 2 weapon as a “pea shooter” Embark StudiosThe Finals players have finally gotten their hands on some new weapons in Season 2, however, the general consensus around one new gun is that it needs buffs. The Finals Season 2 has brought with it a plethora of changes to the FPS game. Embark Studios added new maps, gear, and weapons for players to try to take down enemies and earn cash with. Each class in the game got a new weapon for players to try out. Lights now have the 93R while Mediums and Heavys were given the Famas and KS-23, respectively. All three guns are unique to The Finals as the 93R and Famas are the first burst weapons in the title and the KS-23 is the first slug shotgun to see play. One new weapon has underwhelmed the player base, however, as it seems to need an immediate buff from the developer. The Finals 93R needs a buff In a Reddit post asking for player feedback on the new Light weapon, the 93R, users said that at first, the gun felt satisfying but that initial feeling has fallen away. “Inconsistent honestly. thought it was beaming the first couple of games but now it feels like a pea shooter,” one player said. The only other pistol in The Finals is the V9S, a semi-automatic that has a little more stopping power than the newer weapon. The V9S takes about 5 headshots to kill a Medium, while the 93R takes about 4 burst rounds to kill someone in the same class. That time-to-kill isn’t impressive when stacked against the auto or semi-auto weapons the class can also run. Thanks to the game’s chaotic fights, and the class’s low health, using high-magazine automatic weapons is usually more optimal unless players can hit their shots with a pistol or other single-fire guns. “Needs buffs already imo. Its damage is terrible compared to most of the other light guns,” another player said of the new weapon. Embark should be rolling out a balance patch in the coming weeks as players discover what is under or overpowered in the Season 2 content rollout, so the new pistol shouldn’t be in a bad state for long.
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The Finals players give their dream locations for next map – Dexerto
The Finals players give their dream locations for next map Embark StudiosThe Finals players took to Reddit to share their “dream locations” for the next map coming to the game. The Finals is still a young game and hasn’t added much content outside of cosmetics and game modes since its full launch in December 2023. Its current map pool features four locations, each with multiple variants that can change up the gameplay. These variants include map-specific changes like Sandstorms on Las Vegas, and variants that occur on the other three maps like Moving Platforms, High Rise, and Suspended Structures. The community has decided that Las Vegas is their least favorite map, as it features little verticality compared to the other locations, and its variants are a little lacking. In preparation for the next map’s unveiling sometime in the future, players have unveiled their dream locations in a Reddit thread. Where should the next The Finals map be located? The user who posted the question online also came up with four ideas, Rome, Miami Beach, Times Square, and New Orleans. Over 200 community members responded to the query, giving answers that ranged from Rome in 29 A.D. to an aquarium map. “100%. Historical maps would go hard. Medieval castle? Machu Picchu? Ancient Egypt?” one Reddit user said. The current step up for the game has each map placed in different time periods, including the not-too-distant future, so going back in time isn’t too much of a stretch for the developer. Other players also suggested cities that can have the surrounding trains and trams act like the variant Moving Platforms. “A city with a train loop layout like Chicago. Would be cool to have a train constantly circling the middle of some towers in a dense area,” another user said. So far, Embark hasn’t hinted at what the next map will look like, or when it will be announced. The Finals Season 2 is just around the corner, however, so a new bundle of content possibly including a new map is on the horizon.
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The Finals players frustrated with “impossible to finish” Battle Pass – Dexerto
The Finals players frustrated with “impossible to finish” Battle Pass Embark StudiosThough The Finals has kept its player count high in the weeks following its release, those who have stuck with the game discovered that progressing through the Battle Pass requires a massive time commitment. Battle Passes have become a part of pretty much any live-service multiplayer game, and they’re a tried and true method of giving players rewards for their continued investment in a multiplayer title. With how many games are competing for gamers’ attention, this approach makes a lot of sense. However, there’s a certain balance that has to be struck for players to feel like their time investment is worthwhile. And, according to many of those who are progressing through The Finals‘ Battle Pass, that progress moves way too slow. Those who are still playing the game are enjoying it (though it has its fair share of problems), but they may reconsider buying the next Battle Pass if they aren’t able to earn rewards more quickly in the future. The Finals players call out the game’s “grindy” Battle Pass The Finals, like pretty much any other free-to-play game on the market, relies upon cosmetics to keep itself alive. In order to stay afloat after the influx of players from its explosive launch, the devs have to find ways to make their cosmetic items seem appealing to players. And, while it has a typical cash shop where players can access some more general costumes, items of clothing, and weapon skins, there’s also a Battle Pass that promises access to a variety of limited-time items that can only be accessed by progressing through the pass. However, many players feel as if getting through the pass takes entirely too long, with many claiming it takes around an hour per tier on average. With the pass having 96 tiers, that adds up to almost 100 hours that players have to commit in order to get everything on offer. This led to a somewhat controversial post from a player claiming that the Battle Pass is “impossible to finish” and takes too long to get through, as well as calling out that weeklies don’t carry over like, say, Apex Legends’ weekly challenges do. This sentiment was widely mirrored by the community, especially for those who play multiple games. “I think a lot of people are missing the fact that basically every other multiplayer game also has a battle pass that demands a lot of your time. So if you want to play 2 or 3 other games AND get their battle passes, good luck finishing them all. If this is the only game you play, it’s not much of a problem because you’ll finish it eventually … probably… but that’s not realistic for a lot of people. ~100+ hour battlepasses can’t become the norm.” claimed one Reddit user. Others claimed that OP has no right to complain considering we’re early into the season, with the main counter-argument being that, “you shouldn’t have to put 120+ hours into a game every few months to complete the battle pass,” according to a Redditor who claimed those with have limited time to play can’t realistically be expected to dump that much time into the game. SkillUp also mentioned this in his review for the game and criticized the Battle Pass model as a whole, claiming that publishers need a different approach if they want players to keep buying so many BPs. (conversation starts at 27:04) SkillUp explained how he’s playing four different games with Battle Passes, none of which he’s been able to come close to completing in his free time. As a result, all of them feel like a bit of a waste considering he’ll likely miss out on a large portion of the rewards from each game, and is likely not to purchase many of these passes the next time around. “Right now, every f***ing game has a Battle Pass, and all of them are tuned under the assumption you’ll play 60, or 70, 80, 100 hours to unlock all of the things. We can only do that if we commit to that one game, forsaking all others. I’d love it if publishers would just let us get through these Battle Passes faster.” SkillUp explained. “I’m happy to pay for a season of new sh*t, and, if I can unlock all that stuff inside of 25-30 hours, it’d be happy days. I’m gonna feel really good about that purchase, and I’m gonna come back next season and buy it again.” He concluded, “Publishers, if you listen to this, you guys have to figure this out. Because, if every game is gonna have a Battle Pass, you can’t tune the requirements as if no other games exist.”
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The Finals players explain why Medium build Recon Senses needs nerfs – Dexerto
The Finals players explain why Medium build Recon Senses needs nerfs Embark StudiosThe Finals players discuss how to rework the Medium Build’s Recon Senses, a “wallhack” ability with very little downside. Since its surprise shadow drop post last year’s The Game Awards, The Finals has found its niche in the FPS market. Its unique blend of team play and Battlefield-esque destruction has seemingly reinvigorated the genre, as Embark Studios’ title has maintained a steady player count. That said, the road post the game’s launch has been a tad bumpy, with players voicing frustrations on various subjects. Cheating and aim assist have been the main culprits, yet while the latter issue has been addressed, players are still lobbying for changes to certain equipment, the C4 meta, and more. However, player attention is turning to a new topic that’s flown under the radar — the Recon Senses specialization. The Finals players discuss Recon Senses nerfs Recon Senses is a specialization for the Medium build, and as the name implies, it lets players see enemies through structures for a limited time. The only visible downside to this ability is that weakens as distance increases. While Recon Senses may not seem like a problem, it lacks the typical balancing changes many hoped it would have, as perfectly showcased in this clip from the game’s subreddit. “Wallhack” abilities in gaming have been a topic of ire for quite some time, especially in games featuring characters with abilities. Apex Legends is one of those games since there a was stretch where it felt like every Legend released had some form of live ping ability attached to them. As mentioned, Recon Senses currently lacks those critical balancing passes that a viable present a risk vs. reward situation. Players shared their thoughts, with those balancing passes a common response. “They just need to do what Battlefield 2042 did for their wallhack character. Whenever you’re using it you can see everyone at any distance but they can also see you,” said one player. Another replied: “Make it a pulse every few seconds instead of constant tracking.” To date, Recon Senses has a well-kept secret, since not many discussions have popped up on the topic. That said, changes may come if players continue to hammer home their concerns.
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The Finals players divided on which map is the worst one – Dexerto
The Finals players divided on which map is the worst one Embark StudiosThe Finals has been out for some time now, and players are sharing their opinions on the current selection of maps. The Finals has been a surprise hit since Embark Studios shadow-dropped the FPS after last year’s Game Awards. Combining the talents of Battlefield veterans and light-hearted game show energy has done wonders, with the game maintaining a decent player base, outpacing some of the genre’s heavy hitters. Now that the dust has settled since it arrived, player discussion is ramping up across socials. Topics like aim assist, the Light class versus the world, and the high profile cheating are a few recurring themes you’ll stumble upon. A new topic enters the arena as fans debate their favorite map in The Finals. The Finals players rank the game’s map pool Currently, there are four maps available — Las Vegas, Skyway Stadium, Monaco, and Seoul. Each map offers a unique visual aesthetic, making each feel more memorable than the other while serving as odes to previous works. For example, Seoul is a callback to EA classic Mirror’s Edge due to its futuristic design and color scheme. There are also variants of each map that throw a little wrench in the way you approach said map. In the official subreddit for The Finals, players discussed their favorite map out of the four currently in-game. The consensus seemed to have Seoul and Monaco at the top of their list, while Vegas fell to the bottom. “Monaco!!!! I hate Vegas more and more every time I play it,” replied one player. “Monaco is wonderful and my favorite!! It makes me feel like I’m playing on old Battlefield Heroes maps, especially the winter version.” While Vegas isn’t as highly favored, there were a few who shared their love and others who tried to explain the Vegas conundrum: “Our squad also gets excited when it’s Vegas, but I think it’s mostly the visuals. The map itself I do not like.” “It gives you a lot of opportunities to play with the destructible environment, and the indoor areas make it a good map for playing cloak and sword as light or for playing area control as a heavy. TLDR: I like Vegas because pretty lights.” It’s also worth mentioning players aren’t as high on maps like Seoul and Skyway as they were at launch, with the massive chasms on each map claiming the lives of many a player without much warning. Frustrating for many, but undeniably funny at times. All of this is without mentioning map variants that switch things up each time you play, adding some variety and making it feel like you’re getting a new experience every time you queue. That said, more maps will probably come to The Finals at some point, although Embark remains tightlipped on future content plans. It’ll be interesting to see how the player rankings change over time or if Vegas will still be the king of the least favorite.
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The Finals players divided on whether Light class needs buffs – Dexerto
The Finals players divided on whether Light class needs buffs Twitter: The FinalsThe Light class continues to be a talking point amongst The Finals fans, as players remain divided on whether the class needs buffs or not. Embark Studios shocked the 2023 Game Awards with a surprise launch of The Finals, a new free-to-play FPS from Battlefield veterans. In the game, contestants participate in a game show and must complete various objectives to proceed to the next round and eventually win the game. Watching or playing The Finals shows its Battlefield roots, as the playable arenas are torn apart in seconds. Much like the storied FPS, players can choose from a variety of classes to give their team the edge in-game. Now that the game is out, it seems the Light class has caused quite a commotion among the player base. The Finals players discuss the Light class In The Finals, players can choose between three classes: Light, Medium, or Heavy. As the names imply, each boasts benefits and tradeoffs, such as the Light being much more mobile yet weaker, while the Heavy is slower but more resilient and durable. Now that the full game is out, the player count is through the roof, and fan feedback is flooding in. One particular feedback has been from fans upset with the Light class. Search through the Reddit threads, and it’s flooded with rework ideas or posts stating it’s weaker than the other two. However, The Finals player, Left-Gur7210, shared a different opinion of the class. “You’re playing light wrong,” they shared, as they stated it’s meant to be a “glass cannon” to pepper away at foes with its quicker movement. Many of the comments shared a similar opinion, as one shared: “People come into this game not realizing that it’s a TEAM-based shooter, meaning you’re meant to usually be with your team.” Adding on to that, one player said: “I think this is one of the most teamwork-oriented games I’ve ever played. If your team isn’t working together you’re going to get melted every time.” While a blanket generalization, many of the comments targeted players who lost their 1v1 fights. “I guess that the basic mindset for a lot of FPS games is that the majority aims to be the top fragger, and then make direct comparisons based on that metric alone,” another stated. We’ll see if Embark Studios plans to update the Light class, so stay tuned to our coverage of The Finals.
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The Finals players discover they can grab statues from a lot further than they thought – Dexerto
The Finals players discover they can grab statues from a lot further than they thought Embark StudiosThe gameplay in The Finals centers around keeping teammates alive and retrieving their statues to revive them in a safe location. A player on The Finals subreddit demonstrated the maximum distance that teammates can retrieve statues. The Finals is a very strategic game as in its primary mode, dying with your entire team can cost you money and potentially a spot in the next round. So, keeping teammates alive and reviving them via their statues is a vital skill to learn. The Medium class is an excellent resource for players to revive players quickly and also heal them when needed. However, every class can grab fallen teammate’s statues and revive them. For many players, however, the task is a fool’s errand as they will run in to grab the statue, only to fall to enemies in the process. A new post on The Finals’ subreddit might help players overcome that situation as it showcases how far someone can grab the statue. The Finals players can grab statues from pretty far away The post claimed that players can grab statues from “200 km away,” which is a little hyperbolic; however, the clips from the post showcased the poster grabbing statues from some shocking distances. While some players might instinctively try to be on top of the statues to grab them, this post shows that you can grab them from roughly three to four feet away. Replies to the post include people thanking the poster for revealing this information and saying that they did not think this was possible. “I wish there was even one thing in game that would hint towards this ability,” one Reddit user said. Another comment claimed that players can reach further for statues when crouching.
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The Finals players discover the power and pitfalls of new Season 2 ability – Dexerto
The Finals players discover the power and pitfalls of new Season 2 ability Embark StudiosSeason 2 of The Finals has launched with new cosmetics, game modes, and weapons for players to try out. One new piece of gear has drawn in players with its unique power and confusing pitfalls. Season 2 of The Finals brought some massive changes to multiple loadouts and the three classes. The Medium class was hit with probably the biggest change, as the developers removed Recon Senses and added in a new ability. The Dematerializer, which removes walls or can change enemy and neutral gear into non-threatening objects has been introduced with mixed reviews. Players testing out the new Middle class ability have found it powerful, but have also discovered some limitations to its strength. Season 2 of The Finals adds Dematerializer The second season of content in the young game has only been out for a few hours and yet players have already found some insane uses for the Dematerializer. One player showcased how the ability can be used to hop between buildings to protect a Cashout Station, and another revealed how it can also mess with the game’s physics to hilarious effect. Instead of being able to see through walls with Recon Senses, players can now just remove the walls an engage enemies at will from a safe spot. However, the ability does seem to have limitations. One Reddit post showcased a player failing to dematerialize through a ceiling on Las Vegas. Comments on the post vary, with some explaining that the ability can be used again to remove the entire section of the ceiling, while others suggest that this should be patched later. It remains to be seen whether this is intentional or something players will never experience again after a quick update. But, it does raise the question of the ability’s usefulness when playing on a map with thicker buildings like Las Vagas. Players will have to try out the ability themselves to see if they can use the new Middle class ability to its full extent.
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The Finals players discover the hidden power of its most “underrated” gun – Dexerto
The Finals players discover the hidden power of its most “underrated” gun The FinalsThough The Finals has a ton of more conventional guns and melee weapons, there are a few options in the game that have some unique use cases. With a bit of ingenuity, the Goo gun can do things other weapons simply can’t. The Finals has been out in the wild for a bit now, with many players discovering what is and isn’t strong in the game. And, though there have been some complaints about balance between aim assist and some classes feeling stronger than others, most feel that the game’s many options are generally worth using. However, measuring the worth of something like the Goo gun is extremely difficult when weighed against guns that actually do damage. The Finals may have a high TTK compared to other shooters, but you’ll still die in a few seconds if you’re under fire. When measured in the context of doing damage, the Goo gun clearly loses to everything else seeing as it does none. However, when thinking beyond the concept of just dealing damage, the Goo gun does almost everything else. The Finals’ Goo gun does everything except damage The Finals has a number of utility options between Goo grenades, jump pads, barriers, shields, and other equipment, but the Goo gun has the unique benefit of doing what all of them can, and, in many cases, it’s better. Need to get up to a higher spot? Drop some goop. Want to create a barrier? Why not just goop instead? And those are relatively tame examples compared to what players have come up with. For instance, one player used it to continually block off an elevator, making it impossible for anyone to steal the cash out as they ran away with the money. Apparently this playstyle is even more effective with friends, as one Redditor pointed out: “My brother rocks the goo gun when we play together and it has made it infinitely easier to defend payouts. It is totally underrated.” The Goo gun can also be used in combat and is especially effective against people trying to rush you down. Though the Goo gun doesn’t do damage, it can directly contact players, blocking and disorienting them. One poor heavy with a Sledgehammer simply gave up on trying to take out OP in this clip as they continually blocked the path forward. Not to mention bullets take a while to shoot through Goo, meaning that this strategy can still be extremely effective when used against those wielding firearms. Alternatively, if you’re struggling to close the gap on an opponent while using a melee weapon yourself, the Goo gun can help with that, too. Whether you’re blocking the path forward or creating a barrier to stand behind so you can come out swinging, the Goo gun pairs insanely well with melee weapons. And, while it certainly isn’t game-breaking like some of the other bizarre mechanics The Finals players have discovered, the Goo gun can be one of the game’s strongest weapons when put in the hands of a player that isn’t afraid of getting a little creative. It’s worth mentioning that Goo does inherently get countered by fire. While it’s not that common to see people with Flamethrowers or Incendiary grenades, be wary of players using fire if you plan on giving some of these strategies a try for yourself.
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The Finals players discover incredible “fake” zipline and jump pad tricks – Dexerto
The Finals players discover incredible “fake” zipline and jump pad tricks The FinalsThe Finals players have found a way to intentionally sabotage ziplines and jump pads, leading to some hilarious squad wipes as players plummet to their untimely deaths. The Finals‘ combat sandbox allows for clever players to have some fun with the game in ways that can actually give them a leg up on the competition. It doesn’t just give players options, it gives them incentives to use those options and rewards them handsomely for discovering new things. For instance, the C4 one-shot combo with explosive canisters has become more common as time goes on, though it’s a bit harder to pull off than it looks. Now, players have discovered some clever ways to catch their enemies out when they least expect it by replacing certain parts of the map with “fake” replicas that don’t work in quite the same way. The Finals players deceive their enemies with equipment Traversal is half the battle when it comes to The Finals. Player complaints about spawns being too far from objectives aside, the process of going places quickly and evading the enemy once you’re there is an important part of playing The Finals. The sometimes lengthy trek to objectives has led to many players spacing out as they approach their objective as the teams that are still alive fight over the objective. Some have taken advantage of these moments of weakness where players have dropped their guard to wipe entire squads without firing a shot. First up is a jump pad trick that takes advantage of the massive jump pads that exist on some maps. By putting a smaller, player-deployable pad in front of a pad meant to shoot you across the map, players can end up falling far short of where they expected to land, none the wiser as to what actually happened. While player made jump pads can be destroyed, it’s easy to miss them if you’re not paying attention. In a similar vein, players have discovered that they can get away with sabotaging ziplines while players are traversing them. The player-placed zipeline isn’t the most popular piece of kit, but a particularly stealthy Light player can cause some real havoc by duping players into zipping directly into bottomless chasms when they least expect it. While it’s a shame that The Finals doesn’t give players any sort of kill credit for pulling off these stunts, the sweet taste of victory and knowledge that you’ve outplayed the enemy is reward enough for most.
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The Finals players discover Cash Box bug that lets them steal through walls – Dexerto
The Finals players discover Cash Box bug that lets them steal through walls Embark StudiosThe Finals players have discovered what seems to be a glitch that allows them to steal Cash Boxes through walls. The Finals is a game that relies on its distractibility. Matches where entire buildings are reduced to rubble are common. Fights inside buildings that are in the process of being destroyed, thanks to mines and other explosives, are also common as teams fight over Cashout stations and try to steal them. During those battles, the cash out can often be stolen while the enemy is hiding under a piece of rubble. In a new glitch, players found that hiding in the rubble may no longer be necessary as the Cash Box can seemingly be stolen through walls. The Finals Cash Box glitch In a video posted to Reddit, user PeaceGuy420 showcased how he was able to steal a Cash Box from a floor below the objective. “I’ve done it a couple of times now and 95% nobody understands what’s happening. I imagine this will get patched in some form in the future. Always check if it’s possible because it’ll save you games like it saved mine,” the post said. The glitch occurs when the structure is damaged severely, but not broken. This means players can theoretically soften up walls using explosives or other utility and steal a Cash Box right under the enemy’s nose. Multiple players in the thread confirm that they have tried this out and that it has worked in their favor. “Just did this last night in Vegas in a ranked final. Noticed it by accident. Pop an APS turret on the wall/ceiling beforehand and it’s a guaranteed steal,” one player said. Whether this is an intentional mechanic or a glitch, is not known at the time of writing. Embark Studios has yet to comment on the glitch, however it has been mentioned in the game’s Reddit and official Discord.
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The Finals players demand nerfs to “impossible to see” cloaking ability – Dexerto
The Finals players demand nerfs to “impossible to see” cloaking ability Embark StudiosThe Finals players are calling for Embark Studios to nerf the Light Build’s Cloaking Device, with many calling it “broken.” The Finals features three classes that offer different combat abilities and playstyles, giving players unique ways to get the drop on their foes. However, there’s one ability that appears to be causing a stir within the game’s community – Cloaking Device. This Light Build skill makes players extremely hard to see when moving and gives them invisibility when motionless. As you can imagine, this can make counterplay rather tricky, especially when you have no idea where the enemy is. Well, the game’s community is now demanding the developers nerf or rework the way The Finals’ invisibility ability functions. The Finals players demand nerfs to Light Build cloaking ability “Anyone else struggle to see invis? Most of the time I don’t see them and the audio being nonexistent doesn’t help either,” said one player. “The only time I see them is if the light shines on them other than that it’s just praying when in buildings or dark areas.” Other players agreed, with many stating how unfair the ability is, particularly when the player using said Cloaking Device stands still. “It’s very hard to see when they stand still between a bush, or even stand still near a light place in the environment, it’s very broken,” replied another commenter. “I’m very confident Embark is cooking up some sweet nerfs for that broken meta light class. Just got to be patient.” Quite how the developers would adjust the Cloaking Devices remains to be seen, but it’s clear the community wants changes. “They need to increase the distortion on the screen or something,” noted one player. “Not only is it difficult to counter play (since you can only do anticipatory loadout-specific method which can’t be changed mid round in ranked), but it encourages poor, non-obj playing.” However, other players noted how nerfing the Light Build’s cloaking ability would drastically lower its competitive viability further. “Light is in a terrible spot right now and is a quickplay stomper,” said another. “95% of my matches don’t even have a light in the third round lmao. This is literally the only viable way to play it and it still sucks.” Whether the developers will nerf the Cloaking Device ability remains to be seen, but for now, you’ll need to take extra care when scanning your surroundings for enemy threats.
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The Finals players demand nerf to OP explosive strategy “ruining” games – Dexerto
The Finals players demand nerf to OP explosive strategy “ruining” games Embark StudiosAn explosive strategy is wreaking havoc in The Finals and many players want the devs to nerf it before it’s too late. The Finals features plenty of unique weapons and class-specific abilities that can be used to give players an edge in the Battle Royale game. From deadly snipers to area denial gadgets like the Goo Grenade, there are plenty of ways to outwit opponents. However, one of the most OP strategies that is currently proving popular amongst players is the deadly C4 and barrel combo. When combined, this highly explosive strat can instantly kill even the tankiest of players and wipe out teams instantly when used to its full effect. The Finals players demand nerf to “unbalanced”C4 barrel strat “My introduction to C4 barrels was getting nuked in the back by it, sitting through the team wipe counter, respawning, and immediately getting nuked by the same guy again. I’ve never been so tempted to rage quit,” said one frustrated player. “Yeah, when you are in a lobby of heavies doing this constantly (because why wouldn’t you) it turns the game from being insanely fun, to being the most unfun experience possible,” replied another. When highlighting how the developers should nerf this combo, many The Finals fans agreed that there was one simple fix. “Attached items should cause thrown objects to fall much faster,” said another commenter. “Canisters shouldn’t fly in a straight line, they should nosedive if they have attachments.” However, players have found that this problem is only tied to the C4 and canister combo. “Interestingly, when you put mines on an explosive barrel, it flies significantly slower and slightly downward,” replied one player. “I think they just need to add weight to the C4 as well.” Getting squad wiped or insta-killed to this explosive strategy is certainly frustrating, so the game’s community hopes the devs will nerf it sooner rather than later.
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The Finals players demand devs increase VRs capacity & usage – Dexerto
The Finals players demand devs increase VRs capacity & usage Embark StudiosThe Finals community wants Embark Studios to increase the VRs cap and provide more purchasable content. The Finals VRs are the free to play currency that is earned by simply playing through the game. Unlike Multibucks, VRs are only used to purchase weapons and gadgets for the Light, Medium, and Heavy classes. Once players have purchased every unlockable, VRs have very little use and many players have already started to hit the 3k cap. This issue has led to the game’s community demanding that the VRs cap be lifted, while others have highlighted possible uses for this unspent currency. The Finals players want VRs cap lifted & more purchasable items “I feel like it would be fair if you could exchange 3k points for like 75 multibucks after you unlock everything,” said one player. “It’s an absolutely terrible exchange rate but it’s something to do once you’ve unlocked everything, and it wouldn’t affect profits in a particularly negative way.” Many other free to play games often enable players to purchase cosmetics with free currency, but at inflated prices. It’s this area, that many within The Finals community would like to see added. “They should allow buying non-legendary, non-set cosmetics at an inflated price of VRs,” one commenter noted. “There’s quite a bit of 300 and less cosmetics they could offer as a VRs dump, and give a little more content to free players.” Others also agreed with this sentiment, echoing how uncapping the VRs limit would give players something to grind toward. “It would make more sense to uncap it and add a special store with old battlepass skins/stuff that you can buy there on mega high exchange rates. That would make people play the game even more and longer to get something they desire. Best win-win situation.” Quite whether the developers will ever uncap the 3K VRs limit in the finals, but for now, you’ll need to wait until new weapons and gadgets drop to spend this currency.
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The Finals players demand action against cheaters ruining ranked games – Dexerto
The Finals players demand action against cheaters ruining ranked games Embark StudiosThough The Finals has been incredibly well-received across the board & the game’s launch saw its player count instantly rocket to Steam’s top 10, cheaters have been a big problem since day 1. And it only seems to be getting worse. The Finals has been a refreshing title for those in the FPS market looking for something new. Its long TTK combined with old-school, high-recoil weapons, and fluid movement is a combination that no other game presents, and it heavily rewards those who are skilled enough to land their shots. However, some have found the aim assist to be a little aggressive on controller. However, that also opens the door for cheaters to thrive in a game like this. And thrive they have, with players complaining about cheaters as far back as the game’s beta and into the game’s launch. A Redditor baited someone into sending them a sort of demo reel for the cheats they were trying to sell, showing off just how far some people will go to get some wins. The Finals players demand solutions as cheaters wreak havoc The thing about The Finals is that the game has no killcams and, as a result, it can be difficult to see whether or not someone is hacking from their POV. And, while some cheats like wallhacks can be a bit more innocuous and are possible to hide, the sort of cheats many of those playing The Finals have run into leave nothing up for debate. One Redditor by the name of Nieoh got a demo reel from a cheater who rolled one of their matches after claiming they’d be interested in getting boosted or buying some cheats. Wallhacks like those present in a game like, say, MW3, are still a problem. However, there’s a big difference between someone having the advantage in a gunfight and winning unfairly and someone instantly killing everyone in the lobby. Cheats aren’t healthy for a multiplayer game in general, but aggressive cheats of this nature ruin the game for everyone. On top of that, apparently, this cheater was promoting their services right in their IGN: “I conned him into thinking I’d buy his cheats and this was his showcase video. I had another post about it but the mods of this thread removed it. He was promoing boosts with aimbot in his ign,” claimed OP. They continued in another comment, “Ever since I hit high gold/plat, I see [cheaters] more than I don’t see them. I had a run today where I played 6 ranked tournaments and 5 of them had one of these guys. This video is a result of that run actually lol.” Meanwhile, another video from a week before the above clip was posted shows what it looks like to be on the other side of this aimbot madness. In all fairness to the developers, they’ve been keeping people updated in their Discord as they fight this ongoing battle with cheaters. They claim they’re, “in this for the long haul,” and that they plan to clean up the game. It remains to be seen how those efforts unfold and if the folks at Embark can clean up the game before mounting frustrations begin to drive players away.
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The Finals players convinced they’ve discovered Season 2 map location – Dexerto
The Finals players convinced they’ve discovered Season 2 map location Embark StudiosThe Finals players are excitedly anticipating the release of Season 2 content and have begun speculating about the new map that will be released alongside a new host of content. The Finals players have been getting hints and clues about the next season of content from the developers. From lore drops to unreleased cosmetics from trailers, players have put their heads together to find out what is coming in the much-anticipated wave of cosmetics and locations. The Embark Studios game only has four maps at the moment, which are spiced up each round thanks to random variations. But the current rotation is considered a little stale, just a few months after its official launch, and players are ready for a new map to destroy. Players have become convinced that they know where the next map will be by putting together early dev footage, and other press around the game. The Finals Season 2 map speculation With Season 2 just days away at this point, The Finals players are chomping at the bit for any information or theories on what’s to come in the massive update. Two separate Reddit posts have put forth the idea that the next The Finals map will be set in Japan. One post is focused on early dev footage of the finals, which showcases a shop awning that looks like it has Japanese characters on it and a blue sign with a giant P on it that is in line with traffic poles in the region. “I know it’s 4 years of difference but at least we got a clear idea and location of the upcoming map,” the post said. The other post focused on unreleased cosmetics from past trailers, highlighting what looks like a Katana, and a Samurai skin. Whether these clues all add up to the new map taking place in Japan has yet to be seen. So far, The Finals players seem up for the idea of jumping around and destroying a retro, or futuristic, Japanese landscape. “Japan + retro theme = pure fun,” one fan said. Season 2 of The Finals is set for a March 12 release date.
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The Finals players convinced game is “better” off without meta – Dexerto
The Finals players convinced game is “better” off without meta Embark StudiosThe Finals has been out for about a month and players are busy grinding through the game. However, players feel that the meta that has developed so far has made the game stale and boring. The Finals is slowly moving towards becoming a competitive game. As such, with every PvP-centric competitive title, there is bound to be a meta where some of the weapons or classes are stronger than others. However, players feel that the current meta is ruining the fun as it is becoming a lot like Overwatch and losing its identity in the process. This is definitely a point to consider, but the state of meta depends a lot on how well the developers manage to balance all aspects of the game. The Finals players believe inclusion of meta will ruin the game The discussion regarding the meta was started by a Reddit user named some_recluse. The user claimed, “To me, once this meta developed, the game became less fun. It feels way too similar to overwatch with shield after shield getting leashed and revived. And if you don’t do this, you can’t compete in ranked.” They continued, “I hope they can balance things so more is viable. I’d love to go into a game and NOT know what I’m going to face.” This post received a lot of attention from other users as quite a few of them feel the same way. One such user commented, “When a game has 1 or 2 meta picks, the competitive scene of the game gets stale really quickly.” Another player chimed in, “I have no interest in playing this game competitively, but the chaos of quick play is great.” One player also mentioned, “Completely agreed, op. Metas go stale on day 1 imo. Variety is the spice of life, as they say.” Lastly, a player claimed, “You’re 100% right but I’m ok with that I think it makes the non-ranked modes still worth something and fun to play unlike most games.” Therefore, it is safe to say that players feel that The Finals has a lot of potential. This game should not become as stale as long as the developers put in the time. However, it is also important to keep in mind that the game is barely a month old. This means it is too early to judge the meta, as a lot can happen in the coming months.
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The Finals players claim RPG-7 nerfs went way too far with self-damage – Dexerto
The Finals players claim RPG-7 nerfs went way too far with self-damage Embark StudiosThe Finals players think developer Embark Studios may have gone overboard when nerfing RPG’s self-damage following the 1.5.0 patch. In The Finals, players can take on three unique roles during a match: the Light, the Medium, or the Heavy. Many players who like taking hits and breaking the environments tend to gravitate towards the Heavy. Heavy build players have plenty of hard-hitting tools at their disposal, and they are the only class with access to the explosive RPG-7 and C4 gadgets. However, some Heavy mains think that developer Embark Studios may have gone a bit too far when nerfing the RPG-7 in patch 1.5.0, especially regarding self-damge. The Finals players think RPG-7 self-damage is too high A post on The Finals subreddit sparked a debate among the community after one player said, “RPG max damage is 140. Max self-damage is 252. I think this is overturned…” The OP explained, “This is a lot more than the 1.3x multiplier mentioned in the balancing patch…I like what they’re going for with penalizing ‘suicide bombing’ but this is a bit much.” One-shot ‘suicide bombing’ strategies were popular before the RPG-7 and C4 nerfs in the most recent patch, which contributed to some fans claiming the game had a Heavy-centric meta. Some fans blamed Light build mains for the RPG nerfs. “They ruined RPG imho, should be a weapon that does a sh*t ton of dmg but nah Lights going to cry cause they can’t sneak up and two-shot shotgun you and sneak away,” one player said. Still, many pushed back against that sentiment and noted that they believed the RPG should be a destruction tool first and foremost. “Do people not realize the RPG is just supposed to be a ranged destruction tool and not a primary weapon,” asked one fan. “Its purpose is to blow a hole in a building or bring down a structure with precise aim. The good damage is just icing on the cake.” While the RPG is no longer a one-shot kill following patch 1.5.0, it still has plenty of utility in The Finals and brings enemies to nearly 0 HP. For now, Heavy mains will have to adapt to the new damage output.
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The Finals players claim it feels “stale” and needs more game modes – Dexerto
The Finals players claim it feels “stale” and needs more game modes Embark StudiosSome players in The Finals have claimed the game has started feeling “stale” and it needs more game modes to keep its player base. After a stealth launch at The Game Awards 2023, The Finals quickly became popular among gamers, rocking a healthy playercount every day. Currently, the free-to-play title features three game modes, namely Quick Cash, Bank It, and Tournaments. While there’s a lot of action to delve into, some players feel it’s becoming “stale” and more game modes would add some much-needed variety to the game. Some players also want Embark Studios to incorporate a fan-favorite CoD game mode. Players feel The Finals need more game modes Posting on Reddit, a player said some more game modes like “prophunt, tdm, king of the hill, domination” will help “keep the game alive for longer.” To this, players started agreeing immediately, and chipped in their thoughts as well, suggesting different game modes that Embark can bring to the game. A player feels “more modes with a bigger team size would be amazing”. However, this would be enhanced if the variety of maps were increased, making it even more fun and interesting. One player felt the same way and said, “Yes but more importantly I think it needs more maps”. On the other hand, one player explained why making maps would take longer for The Finals, “Yeah, I think the issue is finals maps are so big, detailed, and destructible that it probably takes a long time to design and play test new maps compared to other games. Especially when each map has unique mechanics like turrets, crane etc.” Pertaining to the discussion, a player suggested how adding more destruction to The Finals would be ideal for a specific game mode, “A game mode where the entire point is to just destroy some big ass building with hammers as fast as possible.” On a different Reddit thread, one player said “A capture the flag game mode will work great in the game!” Other players quickly started agreeing and started coming up with different names that would suit the tone of The Finals.
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The Finals players claim Goo Grenade is the “most slept on item” in the game – Dexerto
The Finals players claim Goo Grenade is the “most slept on item” in the game Embark StudiosSome players in The Finals claim the “most slept-on item” in the game is none other than the Goo Grenade – so if you’ve been sleeping on it too, it might be time to wake up. The Finals is a brand-new free-to-play title from Embark Studios bringing a fresh perspective to the FPS genre. It specializes in chaos and destruction and a plethora of weapons and gadgets provides countless ways to do so. Out of that pool of gadgets, some players feel the Goo Grenade is the “most slept-on item” in the game, especially given all the benefits it offers. Players debate “most slept on” The Finals gadgets Starting a discussion on Reddit, a player felt “the goo grenade is heavily slept on” as it serves multiple purposes like providing “instant cover, climb a high wall, close off sight lines, hide yourself” while trying to steal a cashout. To this, another player said, “Goo gun is the actual answer and it’s not even close.” Another player felt the same and commented, “The Goo gun meta will arrive. It’s f**king awesome.” The Goo Grenade can be a great option for Medium build players, considering how versatile the gadget can be. “It’s great for delaying tactics like gumming up hallways, stairwells, doorways, etc.,” another player chimed in. “Also in a reactionary sense by clogging up holes made by enemies. Add fire to goo trapping enemies for extra fun. Spam a bunch of single shots over wide areas, then light them on fire for great dispersion.” A player listed some ways in which a Goo Grenade can benefit a team: “Block off pathways so invisible lights cant ambush you, block off turrets so they won’t shoot you, capture the cashout easier by walling yourself off with the goo, so people can only shoot you from point blank, block line of sights if you are in the open, making you much safer, blocking paths behind you if you are getting chased on low HP” On the other hand, some argued Thermal Vision is another slept-on gadget. “I use it all the time,” one said, “Even when there are no lights on the enemy team. When your other teammates are running gas grenades, it becomes so easy to dominate and shoot them through it.”
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The Finals players can’t decide between light, medium, or heavy metas – Dexerto
The Finals players can’t decide between light, medium, or heavy metas The FinalsThe Finals players have been debating what the meta of the game is, and they just can’t seem to pin it down. Every competitive multiplayer game has a meta: the loadout, character, or weapon choices that give players the best shot of winning each match. As games progress, these metas will change with balancing and adjustments being made by the developers. But in the case of The Finals, the fanbase just can’t seem to figure out what the largely-accepted meta for the game actually is. The Finals players can’t choose between light, medium, or heavy metas Since The Finals was released during the Game Awards last month, players have been experimenting with the three character types they can play as to find which one is the best. For a large chunk of the community, they believe that Heavy is the meta and gives the most power out of all characters. However, there is a strong contingent of the playerbase that is pushing back on this to argue that Light and Medium are also just as viable. In a post on the game’s subreddit, a user discussed their playing as both a Light and a Heavy fairly often. They went into detail about how both these classes offer different, but important, capabilities in The Finals that don’t outweigh the other. “Lights define what’s possible movement-wise on a map, heavies define how the map is structured,” they wrote. The responses to this post are supportive as well, with many players expressing their gratitude for someone posting about it. One response spoke to the refreshing feeling of seeing the post: “Gotta say, it’s refreshing seeing the community push back against all these class complaints.” However, not everyone agreed, with one user saying, “…there’s so many idiots writing books these days.” It’s safe to say that this discussion is far from over, and that as The Finals grows and adapts, there will be more meta debates going on everywhere.
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The Finals players call out devs for excluding crucial feature – Dexerto
The Finals players call out devs for excluding crucial feature Embark StudiosThe Finals has surged in popularity in the past month, but some players have criticized the devs for excluding a crucial feature that’s present in most other multiplayer games. What makes The Finals unique is its fresh perspective on the FPS genre, featuring a chaotic yet fun experience for players. With four teams taking part in ranked game mode, the feeling of emerging victorious in a tournament compares to nothing. After pointing out the biggest Light class problem, players feel the devs have missed out on one key and quite an important feature. Especially in multiplayer games, a text chat comes in handy when you don’t have a mic to communicate with your teammates. No text chat in The Finals a “massive oversight” Posting on Reddit, some players have expressed their frustration as The Finals lacks a text chat. A player who gets limited time to play the game said, “I play at nights when my wife and children are asleep. I can’t use the voice chat. It’s also the only time I get to play really.” Several other players followed suit and expressed how they felt about the lack of this important feature in The Finals. One player commented, “I so badly have wanted to be able to type “just stay alive, we win even if we dont get this cashout if we dont wipe” or “you can’t get my body i’ll just coin back”. Stuff like that. Absolutely critical things you can’t add pings for.” Sometimes, players don’t communicate properly despite having a mic, which can cause a lot of problems for the team. One player faced a similar issue and said, “I’ve clocked 28 hours in the game so far and I’ve had exactly 5 games where someone had a mic, in those 5 3 of them just coughed loudly, 1 complained about everything and 1 was just German so I don’t know if he was angry or just trying to communicate normally.” “Game really needs text chat or a more robust ping system” they continued. One player with a situation quite identical to the player who posted on Reddit said, “Yea same boat here, can’t be loud at night when kids are sleeping, qol if they add text chat.” A player feels “some preselected phrases” could’ve done the job and said, “As much as I love not seeing all the toxicity, but it’s still making playing the game with no friends very very hard.” The problem is genuine and amid all the frustration, it needs to be seen how Embark Studios act upon this criticism.
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The Finals players call for Recon Senses to be removed after lackluster nerfs – Dexerto
The Finals players call for Recon Senses to be removed after lackluster nerfs Embark StudiosRecon Senses is the “gift that keeps on giving,” as a recent nerf seemingly made it a bigger pain point in The Finals. Now, some players are lobbying for its complete removal. It’s been a little over two months since The Finals took the FPS scene by storm, rising to the top of Steam’s player counts, with fans loving the fast-paced action and teamplay-centric title. However, The Finals hasn’t been without its fair share of controversy, and aside from AI usage, overall game balance has been an issue amongst fans since its launch. Recon Senses has been one of those controversial topics yet despite a recent nerf, fans seemingly want it reworked or removed entirely. The Finals players call for more Recon Sense adjustments The most recent changes to Recon Senses included a major nerf to its range and now adding a warning indication if you’re one of the players caught in its path. In a bit of a comedic post, The Finals player ExpendableUnit123 shared the draw of the game. They stated they love the chaotic nature of The Finals, sliding around from cover to cover until the dreaded “DETECTED” message ruins the moment. Not only does it ruin the joy once, but it continues to surface, sucking the joy out of their moment-to-moment endeavors. The post concludes: “It’s cancerous. Recon Senses needs to be a ‘tool’ similar to the Goo Gun or Defibs, that charges and sends out a 5-second pulse or something.” As you can imagine, this opinion isn’t unpopular. Since its usage grew in popularity, players have shouted to the moon and back for changes to Recon Senses. The recent changes helped a bit, but it seems the constant spam is the problem, as ExpendableUnit lobbied for it to be a gadget. “Agreed. It’s wallhacks and should be a sonar pulse or removed completely,” one player shared regarding Recon Senses. While that sentiment was the overwhelming opinion, others countered: “Recon is way less useful now and that’s going to make way fewer players use it. But like please learn to play against mechanics you might not agree with.” Wallhack abilities are a tricky subject in FPS titles, with some feeling they cannot coexist. Embark Studios faces a long battle with Recon Senses in The Finals, and it’s certainly not as easy as some may think to balance. For instance, Apex Legends’ devs nerfing scan characters resulted in the “can’t see s***” meta where smoke was everywhere and players were firing blindly more often than not. The Finals is a very visually busy game, and removing abilities like this could result in degenerate metas before you know it. However, with The Finals’ player count dropping day by day, it’s clear that they’ll need to make balance changes and content updates to keep the game alive.
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The Finals players call for defibrillator nerfs as revives make players invincible – Dexerto
The Finals players call for defibrillator nerfs as revives make players invincible Embark StudiosThe Finals players are calling for nerfs to Medium Build defib revives, which make players briefly invincible. While The Finals community has been demanding nerfs to the throwable “OP” explosives that are currently dominating games, there’s another issue that players believe is just as bad. Unlike the destructive power of the game’s C4+barrel combo, the Medium classes defibrillator revives can prove game-changing. Not only can they revive fallen teammates, but they also give the recently rezzed player a brief moment of invulnerability. This stops enemies from being able to eliminate them, essentially making them invincible to incoming damage – an area the game’s community believes should be nerfed. The Finals players call for defibrillator rezz nerfs “A consistent source of bullsh*t for me has been defib invincibility,” explained one player. “I firmly believe that if someone goes for a risky defib, it should be punishable. As it currently stands, you can heavy swing and then light swing a freshly rezzed player with your Sledge and they’ll take no damage, made even worse by the melee lunge targeting them instead of the Medium that rezzed them.” While the invincibility window is only brief, it can lead to some rather frustrating scenarios like the example outlined below. “It’s not okay when the invincible one acts as a human shield for the reviver and I waste most of my mag, but otherwise the rest of the behavior is fine,” commented another player. This invulnerability can give a Medium Build player just enough time to revive their teammate and turn the tides of a gunfight. As a result, many players have suggested their own nerfs which would help alleviate the issue. “Defib would probably be balanced if instead of having half HP and keeping the invincibility, they had full HP and no invincibility. That way you could easily kill defibed players and if you get defibed in a dangerous situation you don’t instantly die once your invincibility runs out.” Whether the devs will make any adjustments to the rez from defibrillators remains to be seen, but for now, you’ll need to take extra when confirming your kills.
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The Finals players call for changes to “frustrating” ranked matchmaking – Dexerto
The Finals players call for changes to “frustrating” ranked matchmaking Embark StudiosThe Finals community is calling for changes to the game’s ranked matchmaking after many players find themselves in Diamond lobbies. The Finals ranked mode, Tournament, enables players to queue up for competitive matches and flex their skills. While casual games can be a great place to relax and try out some devastating combos, The Finals ranked mode is where many choose to spend their time. However, there is one frustrating issue that is preventing the community from fully enjoying this playlist – the lack of ranked matchmaking. This has led to players avoiding ranked altogether and even going as far as quitting the game entirely. The Finals players demand changes to ranked matchmaking “Me (Gold) and my two friends (both silver) queued ranked today and played diamond streamers and top 5000 ranked players the whole time,” wrote one player on the official The Finals Reddit page. “It feels so nonsensical and frustrating to lose fame points to the player ranked 300 in the world when I am specifically queuing a game mode to match people at my rank, which is pretty damn average.” It’s because of this issue that some players have decided to completely avoid ranked play altogether. “I have personally decided not to touch ranked till season two because I knew there would be major issues,” responded one player. “The game is so new and the player base at this level was unexpected by the devs. I’m just having fun enjoying the game for what it is and not getting mad at it prematurely.” Even high-ranked players have noted how The Finals’ ranked experience isn’t much better, especially during solo play. “The lack of a proper ranked matchmaking system just makes the solo queue experience dreadful for a high skilled player” commented another player. “The better you are, the worse players you get matched with to balance/average out the mmr. It is extremely exhausting going 15k+ focusing primarily on the objective, but losing a match because my teammates have 2 kills, 1000 combat score, 0 objective score and 1000 support score between the both of them.” While the developers have yet to reveal whether The Finals has SBMM, it’s clear that the game’s community wants changes to the game’s matchmaking system.
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The Finals players brainstorm new map variants – Dexerto
The Finals players brainstorm new map variants Embark StudiosThe Finals players took to Reddit to come up with more map variants for the game as it doesn’t have too many to start with. The Finals only has four maps so far, but the game sometimes decides to spice up the action by adding variants of those maps. At the start of matches, or during deeper rounds, the maps will change drastically, or have different environmental elements that impact gameplay drastically. For example, the Under Construction variant makes part of the arena unfinished and sometimes adds holes that players can fall into and die. Another popular variant is High Rise, which makes the middle section of the arena elevated and isolated from the rest of the map. There are currently nine variants, with some that are map-specific, and players have started to dream up new ones for Embark Studios to add in. The Finals map variants from players In a Reddit post asking what kind of variants players want to see added to the game, many shared their thoughts on what new additions could keep the game feeling fresh. “I was thinking perhaps overgrown, where the map has been reclaimed by mother nature; tumbleweeds roam the streets, there’s more cover and concealment from growth, and more trees are present. Maybe horizontal vines between buildings can be used as zip lines,” Reddit user craylash said in the post. Other players pitched variants like decaying buildings or a glitched variable that causes walls or structures to repair themselves or disappear unprompted. “High Gravity. Changes jump height, pad height, throw distance, etc. Zipline becomes even better,” one response said. Embark has not released any information about the Season 2 update, other than for players to expect it to come in March. New content, like maps and variants, is expected to come with the game’s first big update since its launch in December 2023.
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The Finals players blast controversial Light weapon as worst gun in the game – Dexerto
The Finals players blast controversial Light weapon as worst gun in the game Embark StudiosThe Finals players have identified which gun they think is the worst in the game, and it all comes down to how consistent it is. The Finals meta has been fairly consistent since the game first launched. With the prominence of Recon Senses dictating how most teamfights pan out, players have grown used to seeing the “triple-Medium” measure, with the occasional Heavy thrown in there too. It’s always been strange playing Light in The Finals. The low health and lack of setup doesn’t make the extra speed and mobility seem worth it, especially with so much of the game revolving around objective control where moving doesn’t matter as much. And to cap it all off, the Light also has one of the worst guns in the game- the Sniper Rifle. The Finals players blast Sniper Rifle for unreliability The power fantasy is definitely there. You grapple up to a high point, and start taking shots at teams while staying out of range. The problem is it will take a minimum of two hits to kill anyone, even if you land a headshot, meaning they’re always going to know if the next one is coming. The slow rate of fire means that you’re always losing the 1v1 against anyone with a different gun, making dueling even worse. One player posted a clip that highlights this exact problem: They land a direct headshot, only to be killed while reloading for the second one. There are just too many situations where the sniper gets outclassed. Despite this, some players maintain that the gun is balanced, saying that if it could one-shot with a crit, it would be way too powerful. “If the sniper became a one-hit-kill weapon, then what happens?” asked one player. “Everyone would only play that weapon. Thats exactly the issue they have with Warzone right now. As of right now, snipers are big “poke” weapons. “You are either chipping away at enemies to help your teammates have easier engagements or secure kills on low-health enemies exiting fights… at the cost of leaving your team in potentially a disadvantage in their team fights. They are balanced.”
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The Finals players beg devs to nerf ‘aimbot-level’ aim assist – Dexerto
The Finals players beg devs to nerf ‘aimbot-level’ aim assist Embark StudiosThe Finals has been a pleasant surprise for FPS players, but an underlying issue seems to be a wild case of aim assist that may need tuning. Embark Studios hit a crazy stride with its new FPS, The Finals. Player counts have been through the roof since the title shadow dropped at the beginning of December, and it shows no signs of slowing down. That said, it hasn’t been all rainbows and sunshine, as there’s a bevy of issues plaguing the game show’s arrival. Some are balancing related, with players debating the Light class’ functionality, while others are critical, such as the influx of cheaters ruining the fun. A new issue is on the rise and one that’s been a hot topic for many years in the FPS genre. The Finals clip demonstrates strong aim assist With features like cross-play becoming standard across gaming, aim assist has been a topic of discussion in the FPS genre. The Finals does have aim assist, but it’s been discovered that it may be stickier than intended. In a clip shared to the game’s subreddit, GOTTA_BE_FR3SH demonstrated how strong the aim assist is in-game. In the practice range and with a PS4 controller, they hit the ADS trigger just for their weapon to wildly snap to the practice dummy. With aim assist being such a disliked feature, this clip didn’t help its case. Many of the responses were upset, and it only gets worse when thinking of this reply: “I even have a Clip where AA tracks a cloaked light for me.” It’s also important to note this “aimbot” level of aim assist is possible on both console and on PC with a controller, to which the poster stated they’re using the latter setup. It seems like the shotgun isn’t the only one capable of this either. Another comment shared how snappy the sniper is as well, reminding players of the good old days of 2009’s MW2: “Bro the aim assist on sniper feels like straight up aimbot, reminds me of MW2 quickscoping.” Time will tell how Embark handles the aim assist issue presented, but given the game’s in its infancy, one would have to imagine it’ll get tuned when the studio clarifies other issues.
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The Finals players argue vehicles wouldn’t fit the game – Dexerto
The Finals players argue vehicles wouldn’t fit the game Embark StudiosAn Embark Studios post from a few years ago showed vehicles in an early build of The Finals, and players are brainstorming a potential inclusion would work. Since its arrival, Embark Studios’ title has been a breath of fresh air for the FPS scene, with fans loving the fast-paced FPS game show. Its heavy focus on teamplay is another highlight, although balancing has left fans divided since the game arrived. Embark Studios is composed of Battlefield veterans, and it certainly bleeds into the gameplay as buildings crumble amidst player encounters. Not to mention, the stellar gunplay and animations from the FPS franchise have left their mark on The Finals. Another core aspect of Battlefield was its vehicles, and after an early dev trailer showed vehicles in The Finals, fans found themselves split on the idea of vehicles in the game. The Finals players debate vehicle additions Embark Studios celebrated its third anniversary in 2021 with a brief look at what the studio was working on. The footage would be an early look at The Finals, featuring impressive explosive mechanics, the maligned canister that would become entwined with the C4 meta, and impressive destruction. There was, however, a brief look at vehicles as players battled in the streets, dodging cars, while another drove a scooter in pursuit of an enemy driver. Nobody thought anything of it, but with the game in the hands of the public and vehicles not present, it’s left fans wondering how this would function. With four maps currently in rotation, and with such a heavy emphasis on small-scale engagements, the overwhelming consensus was similar to this player’s response: “The maps seem a bit too small for those.” In rebuttal to the map size being an issue, one player said: “People crammed ATVs and Tanks in buildings in Battlefield, I doubt that’d be an issue.” Another shared that a potential tweak to the formula could make this happen by recommending a large-scale mode, while another stated it would well as an environmental hazard. Others shared their nefarious strategies vehicles would allow. “A truck with a cashout station on it, and being chased by motorbikes with mesh shields, sounds cool,” one player strategized. It’s most likely that vehicle implementation has been scrapped at the current moment, but time will tell what The Finals holds.
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The Finals players are “sleeping on” this Medium class weapon – Dexerto
The Finals players are “sleeping on” this Medium class weapon Embark StudiosThe Finals players have discussed the merits of one of the more underrated weapons in the game for the Medium class. The Finals has gone through numerous patches, which have tried to balance the game’s destruction elements and player damage. Weapons should be able to damage structures and move objects, not one-shot enemies with little counter-play. In Patch 1.5, the developers toned down the damage to rocket launchers to players and also adjusted the Heavy class slightly. This has caused players to rethink the meta again and made many conclude that the Medium class is now optimal. The class, however, does not have a lot of gadgets that destroy buildings or walls and has caused the community to discuss whether it is worth using the CL-40 pump-action grenade launcher. The Finals CL-40 grenade launcher is underrated Players said the weapon was okay but “not great,” and they mainly used it as a supportive tool to move cashboxes and teammates revive statues. However, another player who uses the grenade launcher regularly said it is incredibly underrated. “I think it’s kind of slept on. Usually leading in kills or assists with it. Two-shots Lights, and you can win 1v1’s with Medium as long as you don’t miss a single shot,” they said. In the post 1.5 meta, which will probably lead to most teams running three Mediums, the weapon might be a good option for at least one teammate to have so players can still manipulate terrain. “I know everyone’s using FCAR/Recon but I find using the GL with recon elevated it a lot. Being able to prefire enemies about to enter chokes for free, chunky damage, is great. Think it’s a gun everyone should really try,” another player said.
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The Finals players already bored of triple Medium meta – Dexerto
The Finals players already bored of triple Medium meta Embark StudiosThe Finals Patch 1.5 has come and gone, yet it seems it’s left a sour impression on some fans as the Medium meta takes charge of the FPS. The weight class has everything you’d need on a team, leading to most players defaulting to it. At its core, The Finals prides itself on rewarding team play, as three players choose between three classes to create the winning formula. Yet, since The Finals launched back in December, many hours and threads have discussed the balancing act Embark Studios faces with the game’s three builds. Numerous discussions have talked about each of the classes being either too weak or too strong due to each of their specializations offering a unique style of play. However, after Patch 1.5, it seems players worldwide are turning their focus toward the new “king” of The Finals, the Medium build. The Finals players discuss triple Medium meta Before the patch, player sentiment started to lean towards the Medium build, since it seemingly bears no weaknesses with heavy hitters like Recon Senses and CL-40 grenade launcher proving to be a sleeper weapon choice. Additionally, teams realized just how powerful defibrillators are in comparison to normal revives, especially if you have a dedicated player on heal beam with the other two on Recon. Now, after Patch 1.5, it seems the uptick in Medium compositions has skyrocketed, with teams usually running 2-3 Mediums in their lineup. The problem here is the Medium build has everything a team could need, and you’d be limiting yourself if you don’t run more than one Medium. “Mediums have everything you could possibly want. Gas mine, sonar grenade, turret, recon sense, defibs, medium to long range supremacy with the FCAR or a PC AKM, trophy system,” one player replied to the above clip. This situation has left players to brainstorm what changes they’d like to see implemented, which is easier said than done. Depending on who you ask, players will lobby for buffs to the other builds versus nerfs to one. However, this could produce “power creep,” aka a nasty consequence of consistently buffing items. As mentioned, Embark Studios faces a tall task when it comes to balancing, since every new update seemingly tilts the balance in one side’s favor.
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The Finals player shows off “10/10” explosive tech movement – Dexerto
The Finals player shows off “10/10” explosive tech movement Embark StudiosThe Finals rewards players for their quick thinking and explosive plays, with one player sharing their explosive strat to closing distances in seconds. Embark Studios has seemingly found the winning FPS formula with The Finals, as veteran developers from Battlefield assembled to create this game show-inspired shooter. The Finals is structured to reward team play and coordination, as teams compete to win each round and eventually the match itself. That said, it exceptionally rewards those who think outside the box, as seen with the notorious C4 meta or via incredible destruction mechanics resulting in neat outplays. In the spirit of rewarding player discovery, one player showed off their simple yet clever movement strategy you might start seeing in your lobbies very soon. The Finals player shares explosive rocket ride tech Shared to the game’s subreddit, The Finals player ThatGuyDes showed another function for the explosive canisters in-game. Standing on the edge of a canister, if you shoot it a few times, you can get it to launch like a firework. With that knowledge in mind, the player rode the canister to reposition next to a distant enemy, before downing them. This isn’t the first time a player shared their secret movement techniques. A few weeks ago, one player managed to fly in The Finals. Movement techniques in-game are somewhat of a divisive topic. For example, looking at games like Warzone and Apex Legends, “movement players” don’t have the greatest reputation. One player jokingly replied: “Look I’m just trying to have fun in a new FPS can ya’ll chill lol.” As clarified by the comments, this tech doesn’t work with melee, as it’ll set off the canister, and probably cause some damage at the same time. Given the game is still in its relative infancy, expect more creative ways to sprout up, as players look for any edge they can get to win in The Finals.
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The Finals player shows how to endlessly troll enemies with Goo Gun – Dexerto
The Finals player shows how to endlessly troll enemies with Goo Gun The FinalsHeavy Build players are terrorizing the little people, with one player unleashing a whole new level of trolling using the Goo Gun. The Finals has been a decent surprise amongst its player base since its launch early last month. Player numbers are relatively high, with players loving the teamplay focus in this FPS along with the power to blow everything up. At its core, The Finals offers three builds for players to choose from, the Light, Medium, or Heavy, each offering different skill sets to help teams succeed. Of course, each has been under the microscope of balancing debates, with some feeling the Light is too weak, for example. Balancing matters aside, each class is fun to use, and one player showed just how fun the Heavy build can be despite its overly sluggish nature. The Finals Heavy player trolls foes with Goo Gun The Heavy build focuses on brute force and holding down an area, with its gadgets focused on pure destruction or area control. Pull out the RPG to blow a hole in the wall, or pull out the Goo Gun to temporarily enclose spaces. As mentioned, the Goo Gun excels at plugging up holes, but it’s also great at forcing enemies into choke points. One player focused on that latter goal, with the results borderline evil. In a short clip shared to The Finals subreddit, a Heavy player showed their “new favorite hobby,” relentlessly peppering foes with the Goo Gun. They trapped a Medium player in the corner and then finished them off with a swing of the Sledgehammer. “You can see the moment when the Medium goes insane,” OP celebrated in the comments section. Safe to say their clip was a hit, as plenty of players commented they were going to give the Goo Gun a run in their matches. Of course, frequent users of the Heavy build should know how good the Goo Gun is, with multiple posts celebrating the gun’s uses. Don’t be surprised if you see a rise of the Goo Gun in The Finals, but beware, fire will stop the goo from doing its job.
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The Finals player pulls off “Harry Potter” Dematerializer play – Dexerto
The Finals player pulls off “Harry Potter” Dematerializer play Embark StudiosSeason 2 of The Finals is underway, and the newest Specialization is proving exceptionally strong at trolling Light and Medium players. Months after its shadow drop post last year’s The Game Awards, Season 2 of The Finals is in progress, introducing a new content infusion for the hit FPS. Part of the Season 2 highlights include new weapons such as the FAMAS, new gadgets like the Gateway, and a bevy of balancing changes to the maligned nuke strategy. Yet, it’s the Dematerializer Specialization catching players’ attention, as they are share unique ways to outplay others. The Finals player trolls enemies with Dematerializer Season 2 saw the removal of widely disliked Recon Senses in favor of the Dematerializer. With the new Specialization, players can deconstruct objects in The Finals and reassemble them as needed, leading to some sneaky plays. One player shared their neat use of the Dematerializer to The Finals subreddit, where they managed to successfully trap a player in a nook they materialized. “I’m loving the Dematerializer so much fun tech. Rip my boy,” OP shared as they left the trapped player to figure out how to get out of the mess. Fans loved the outplay, and aptly dubbed it the “Harry Potter” as a nod to the wizard’s room in the Dursley household. “He is probably traumatized for the rest of his life,” one player reflected with many of the comments following a similar trend. Given the player trapped wasn’t a Heavy build, there’s almost no way to break out from their prison. A few players shared insight on that previous sentiment: “Someone posted once that bullets will break a wall eventually… Takes like 10 clips into the same spot. Never tested it myself tho.” As the season just commenced, expect more zany plays to flood every corner of The Finals.
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The Finals player proves C4 one-shot combo is harder than it looks – Dexerto
The Finals player proves C4 one-shot combo is harder than it looks Embark StudiosThe Finals C4 one-shot combo has become a meta play in-game, but one player hilariously showed how “difficult” it is to pull off. Embark Studios’ The Finals has been a pleasant surprise after its shadow drop post-2023’s The Game Awards. Its blend of teamwork and Battlefield-esque destructibility has been a refreshing take on the FPS genre, leading it into breakout territory on Steam. Much like Battlefield and similar first-person shooters, players have spent countless hours discovering hidden strategies to gain the upper hand on the opposition. One of the more explosive plays has been the C4 meta, where a Heavy player can deliver a “mini-nuke” by attaching C4 to various objects. In an unfortunate moment, one player completely missed their mark with the C4 meta, instead delivering the gift of C4 to themself. The Finals player hilariously fails the C4 meta For the new or unaware players, the C4 meta essentially is a cursed creation where a player attaches explosives to an explosive canister and hurls it into an enemy or object. It’s rather heinous, but the results are satisfying due to The Finals’ impressive destruction engine. Since its inception, socials have been ablaze with players using the strat for their own uses, with clips showcasing its mini-nuke potential. When done correctly, it’s supposed to look like this: It works well, granted you hit your target, and it looks pretty simple to pull off. Unfortunately, this strategy stands to do just as much damage to you as it will to enemies. In a clip shared to the game’s subreddit, JPEGMC is primed to cause some damage. They start taking damage, shout the infamous “Oh my God, I’m lagging,” and then commit the ultimate mistake by delivering the C4 combo to themself right before the clip ends. Plenty of viewers enjoyed the failed C4 meta-play. One comment replied: “Bro threw a homeless man-made nuke at himself.” Another said: “This is why they tell children not to try it at home.” Indeed, don’t try this at home, at all. One comment tapped into the offscreen narrator with this reply: “Narrator: “He was, in fact, not lagging…” Lesson learned, be sure to check your surroundings before delivering a C4 package in The Finals, or you’ll find yourself in the respawn screen in a matter of seconds.