Objectives only receiving partial damage after 1/29/2025 hotfix (Fixed)

uri

New member
Since the last hotfix meant to fix server crashes (about an hour and a half before this post) it seems a lot of players are individually bringing up the fact that they're observing extremely low damage against objectives in matches.
I happened to have a version pre-patch, so I tested the damage against objectives at level 1 with viscous, and in both the old and the newest version the damage stayed consistent at 6 damage per shot. (Range is being accounted for)

I've yet to observe this firsthand, but according to many comments in the discord, it seems there's supposed to be damage scaling against objectives after a certain amount of time.
I'm not sure if the Sandbox is supposed to be able to observe this, but as of right now, testing it, after 20 minutes the walker is still taking 6 damage.

Edit: Since players were mostly observing this on walkers, someone theorized it was something to do with the resistances put in place when no minions are around not being correctly applied. Just tested this in a custom match, bullet damage is reduced as normal with no minions around, as supposed to having minions around.

edit2: Yeah, i'm not really sure what this could be about, I'll play a couple of games and see if I notice it.
Some players said damage against objectives is supposed to scale over time to make it easier to knock things down, I don't remember that being a thing and I haven't observed it happening right now.
Some players said things take less damage now, from what I can see all objectives are taking 100% of the damage from a heavy melee, so I'm not sure about that.
It's odd that there are so many reports of this specifically after the last patch, so it's possible there's something happening, everyone that's mentioned it specifically said they aren't refering to spirit damage either.
Last thing I can think about is if there's some kind of HP Scaling over time for certain objectives so they don't get nuked after some powerspikes, and that scaling got wacky, but that seems hard for me to test.
 
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okay well, there may be something going on that isnt observable through sandbox?
in sandbox i was dealing normal damage to the patron every time i tried, no matter at what time, 5 minutes in, 10, 20
just now i had a game (32407336) that lasted only 13 minutes
i seemingly was only dealing 69 (nice) damage on heavy melees while my heavy melee damage was a bit over 230 (which is not what i was seeing on sandbox, if i had 192 heavy melee damage, the heavy melee will do 192 to the patron)
this damage reduction seems to me fairly similar to the one you get when no minions are nearby, approximately a 70% damage resistance

on the other side, bullet damage was at 25, while my actual damage per bullet to the patron was 6. (75% instead? am i bad at math?)
 

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so there are a couple of things

objective have more resistance the less minutes the matches is on, players also do less damage due to level scaling

[Update] It seems fixed on yesterday hotfix as some mentioned
 
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