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Patch 1.06
Date 9 May 2017
Related links
 •  Patch 1.06 on BioWare Blog
 •  Combat Balance on BioWare Blog
Chronology
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This patch had two main components. One component patched singleplayer and a bit of multiplayer. The other component was a combat balance update.

Patch 1.06[ | ]

Patch 1.06

In this upcoming patch, we continued to improve our cinematic scenes, particularly in the opening hours of the game. In addition to enhanced performance and stability, we addressed a number of player-reported issues, including a bug that caused SAM to repeatedly tell Ryder they had received new email.

Because we don’t want players to miss any of the great side conversations with their crew, dialogue options will no longer appear “greyed out” if a character has more to say.

Those of you who have the Deluxe or Super Deluxe edition will also receive two custom Nomad skins, a new casual Pathfinder outfit, and an exclusive multiplayer pack with a high chance of receiving an ultra-rare item.

We also made changes to combat and multiplayer balance.

Singleplayer[ | ]

  • Fixed issue that caused singleplayer difficulty to impact multiplayer
  • Improved performance and stability
  • Various improvements to cinematic scenes
  • Fixed issue where SAM would mistakenly tell Ryder they have new email
  • Conversation options will no longer appear “greyed out” if new content is available
  • Improved legibility of subtitles
  • Maximum Nexus Level increased to 29
  • Single player balance improvements at higher difficulties.
  • Fixed issues with player animations getting stuck when jumping or changing direction repeatedly
  • Increased the number of autosaves allowed
  • Special items will not carry over into New Game+
  • Fixed issue where subtitles would not appear while waiting at the dialogue wheel if subtitles were disabled
  • Fixed issue that could cause AVP to reset to zero for all planets except Kadara
  • Weapon and armor vendors now carry inventory once player reaches Level 61
  • Chest armors now have level restrictions
  • Bonus items—such as Pathfinder Armor—can now be Deconstructed
  • Fusion Mod of Resistance no longer continues to apply evade damage once unequipped
  • Improved responsiveness of control sticks
  • Fixed clipping issue on Sara Ryder’s casual jacket
  • Added graphics options to toggle Motion Blur and Depth of Field
  • Fixed issue where Remnant VI would stop attacking
  • Turbocharge will not deplete spare ammo when used on a weapon with the Vintage Heat Sink augmentation
  • Fixed interaction with datapad in the Search for the Remnant Drive Core mission.
  • Fixed issue where squadmate could not be revived if killed by a fiend at Site 2
  • Swapping a dead squadmate at a loadout will not cause them to die permanently
  • Nexus tram now operates during Nexus Reunion mission even if player has not completed Prologue
  • Fixed issue where player could romance both Cora and Peebee
  • Fixed issue where player could romance both Vetra and Peebee
  • Taking the left path in the Havarl dungeon will not block progression on Remnant Scanner mission
  • Fixed issue on H-047C where enemies could get stuck inside a rock, making them unkillable
  • Fixed issue where player couldn’t hide Ryder’s helmet after completing Ark Natanus mission
  • Fixed broken Nomad Shield Crafting mission
  • Fixed health issues with Architect’s leg that prevented completion of the fight
  • Frequency mission on Voeld is no longer blocked if player leaves the area after scanning the meteorite.
  • Missing Science Crew mission no longer blocked if Ryder kills the Architect before finishing objectives
  • Leaving the Nomad while falling out of bounds no longer results in infinite loading screen
  • Fixed issue where Nomad jump control was not remapping
  • Fixed issue where Cora slowly fell back to the ground after charging an airborne enemy
  • Improved performance on Eos when approaching or fast travelling to Prodromos
  • Loading auto-save will not block progress after kett encounter near Site 1 power relay station
  • Eliminated player fall through on Tempest after loading autosaves in space
  • Reduced the cost of Strike Team equipment and improved its effectiveness
  • A default Ryder name can now carry over to New Game+
  • PC – Fixed issue where dialogue choices would auto-select when using mouse and keyboard
  • PC – Improvements to display when running at different resolutions
  • PS4 – Fixed a crash that occurred when sitting in main menu for more than two minutes
  • PS4 – Fixed crash that occurred when moving from multiplayer back to the main menu

Multiplayer[ | ]

  • Fixed issue where player would crouch repeatedly while interacting with device
  • Player’s deceased character no longer falls through the floor after an Ascendant attack in the extraction zone on Firebase Icebreaker
  • Improvements to reduce lag for players and hosts

Patch 1.06 Combat Balance Update[ | ]

Patch 1.06 Combat Balance Update

We’ve received a lot of community feedback about balance issues in multiplayer. We have improved the overall experience based on that feedback and our own testing.

Powers and weapons were underperforming at higher difficulties—particularly power combos and assault rifles. As a result, players relied heavily on the Vanquisher sniper rifle and melee-focused classes.

We found current damage levels significantly slowed the pace of games on Gold and Silver difficulties. To fix this, we started to overhaul the balance in multiplayer. Today’s changes are the first step in that process. [1]

Powers[ | ]

We determined that the base damage of powers were too low, which caused them to be underpowered in the late stages. We’ve now increased the base damage of powers and improved some of the bonuses granted by additional skill points. We’ve also improved damage from passive skill trees.

Combo detonations on Gold and Silver difficulties also received a buff because they inflicted less damage than intended.

Weapons[ | ]

Mass Effect multiplayer is more fun when it’s fast-paced, but low weapon damage limited that pace on Gold and Silver difficulties. There was also a noticeable imbalance between weapon classes, particularly for shotguns and assault rifles.

We’ve boosted the base damage for several underperforming assault rifles, pistols, and shotguns to make them more effective. In particular, we wanted shotguns to become better skirmish weapons, so we boosted their damage and accuracy outside of cover, while reducing the extra accuracy bonus when firing from cover.

Finally, we reduced the damage of the Vanquisher sniper rifle to make it comparable with other weapons. Its overwhelming damage far outclassed other weapons and made this particular sniper rifle a must-have. We’ve now evened the playing field so players feel more comfortable bringing something besides the Vanquisher to a Gold-level game.

We’ll continue to consider potential adjustments for some weapons.

Enemy Factions[ | ]

We’ve also changed how difficult some enemy factions are to fight.

Due to their individual survivability, the kett were the most difficult faction. To combat this, we reduced their health and defenses. We also lessened the chance the Fiend will sync-attack on Silver and Gold difficulties. We’re investigating latency issues that cause the Fiend to appear like it teleports when it jumps.

We wanted to make the Outlaws more challenging, so we improved the ability of Sharpshooters and Hydras to push players into cover. We also made the Berserker easier to fight from cover and the Hydra is now stronger and more dangerous.

We left the Remnant untouched and continue to monitor their performance.

Changes apply to both single player [SP] and multiplayer [MP] unless otherwise specified

Player:[ | ]

  • Fixed a bug that made Silver and Gold difficulties use normal stats for Shield Gate and Health Gate
  • Fixed a bug that made Silver and Gold difficulties use normal stats for damage reduction due to armor. Enemy armor now reduces 15 damage per hit on Silver and 20 damage per hit on Gold, to a minimum of 10 damage per hit

Powers:[ | ]

  • All Damage Powers
    • [MP] Raw damage upgrades increased by a cumulative 25-35% per power
  • All Offensive Passive Lines
    • [MP] Power damage upgrades increased by a cumulative 20% per line
  • Power Combos
    • [MP] Fixed an issue that caused combos in Gold and Silver difficulties to inflict incorrect base damage
    • [MP] Increased base combo damage by approximately 60% in Bronze, 140% in Silver, and 200% in Gold.
    • [MP] Increased the value of combo damage upgrades in all passives from +30% to +50%
  • Combat Powers:
    • Barricade
      • Increased base duration from 12s to 13s
      • Decreased Rank 4 duration bonus from 40% to 35%, although the end duration is still greater than before
      • Increased Rank 5 buff from 20% to 30% power damage bonus
    • Flak Cannon
      • [MP] Increased base primary damage from 180 to 250
      • [MP] Increased base power cell count from 2 to 4
  • Tech Powers:
    • Assault Turret
      • Increased the Rank 5 flamethrower’s damage per second from 45 to 150, and burn damage over time from 22 to 35 damage per second
      • Increased the Rank 2 health upgrade from +30% to +50%, and the Rank 4 health upgrade from +50% to +75%
      • The power’s cooldown now triggers when the turret spawns, instead of when it is destroyed.
      • Increased base bullet damage from 20 to 36 for [MP], and from 20 to 23 for [SP]
      • [MP] The cooldown is now 30s, but can be reduced to 10s with the Rank 4 cooldown upgrade.
      • [MP] Fixed a bug causing the Rank 6 cryo ammo to inflict no damage
    • Incinerate
      • [MP] Increased the base damage from 120 to 350
      • [MP] Decreased the damage over time from 50 to 45 damage per second
    • Overload
      • [MP] Increased base uncharged damage from 150 to 200, and charged damage from 200 to 300
    • Flamethrower
      • Increased base damage from 220 to 240 damage per second for [MP], and from 220 to 225 dps for [SP]
    • Cryo Beam
      • [MP] Increased base damage per second from 135 to 150
    • Energy Drain
      • [MP] Increased base damage from 160 to 175
    • Shield Boost
      • Increased base radius from 6m to 8m
      • [MP] Increased support score generated by successfully giving another player shields from 10 to 20
    • Invasion
      • Improved Rank 4 infection radius and Rank 5 spread radius
    • Remnant VI
      • Increased base health from 500 to 800
      • Increased Rank 2 health upgrade from 15% to 65%
      • Improved Rank 4 health regeneration rate and delay
      • Increased Rank 5 close-combat health upgrade from 120% to 200%
      • Increased the Rank 6 missile damage from 90 to 450
      • Decreased the Rank 6 missile cooldown from 10s to 5s
      • [MP] Increased base beam damage from 70 to 100 damage per second
      • [MP] Fixed issue where VI would occasionally get stuck
      • [MP] VI will now teleport to player if its path is too complex
  • Biotic Powers:
    • Pull
      • [MP] Increased Rank 5’s crushing grip damage over time from 35 to 60 damage per second
    • Throw
      • Increased base damage from 225 to 240
    • Shockwave
      • Increased base damage from 225 to 245 for [MP], and from 225 to 260 for [SP]
    • Singularity
      • Decreased base cooldown from 24s to 20s
      • Increased Rank 5 recharge rate bonus from +25% to +40%
    • Backlash
      • [MP] Increased base aegis health from 350 to 400
      • [MP] Increased base reflection damage bonus from +180% to +200%
      • [MP] Increased Rank 4 and Rank 5 bonuses
    • Charge
      • Increased base damage from 250 to 275
    • Nova
      • Increased base damage from 400 to 420 for [MP], and from 400 to 450 for [SP]
    • Annihilation
      • Increased the base cooldown penalty from 60% to 75%
      • Decreased the Rank 4 radius bonus from 50% to 35%
      • Damage and bonuses from different users will now stack on the same target
    • Lance
      • Slightly improved aim assist at longer ranges
  • Passive Powers:
    • Barrier
      • [MP] Barrier Drain: shield regeneration value from melee attacks decreased from 20% to 15%
      • [MP] Biotic Link: can now only apply its effect once every 5s
      • [MP] Saving Barrier: cooldown on the automatic shield regeneration increased from 10s to 15s
    • Biotic Ascension
      • [MP] Improved the bonuses for Rank 6 evolutions

Character Stats:[ | ]

Weapons[ | ]

  • Assault Rifles
    • Avenger
      • Increased damage from 35–47 to 39–50
    • Mattock
      • Increased damage from 50–63 to 90–113
      • Increased magazine size from 16 to 20
    • Zalkin
      • Increased damage from 60–76 to 79–99
    • Valkyrie
      • Increased damage from 86–99 to 164–190
      • Increased magazine size from 16 to 20
      • Increased total spare ammo from 128–160 to 140–175
    • Soned
      • Increased damage from 51–59 to 70–81
      • Improved rate-of-fire charge time from 1s to 0.5s
      • Improved accuracy when firing from the hip or firing blindly over barriers
      • Maximum accuracy while aiming down sights was slightly decreased; the accuracy penalty for firing was reduced.
    • PAW
      • Increased damage from 35–40 to 58–67
    • Halberd
      • Increased damage from 90–113 to 150–180
  • Pistols
    • Carnifex
      • Increased damage from 175–220 to 255–321
    • Hornet
      • Increased damage from 46–55 to 101–121
    • Sidewinder
      • Increased damage from 150–180 to 167–200
    • Hurricane
      • Increased damage from 49–57 to 65–75
    • Eagle
      • Increased damage from 69–80 to 96–111
      • Improved accuracy
    • Rozerad
      • Increased damage from 48–56 to 73-84 (Note: This is incorrect. This should be accuracy.)
      • Increased rate of fire from 420–525 to 490–613 (Note: This is incorrect. This should be max ammo.)
      • Improved rate-of-fire charge time from 2s to 1s
      • Improved accuracy
    • Ushior
      • Increased damage from 463–535 to 775–896
      • Increased magazine size from 1 to 2
      • Increased total ammo from 18–23 to 20–25
      • Reduced weight from 0.25–0.13 to 0.2–0.1
    • Charger
  • Shotguns
    • Katana
      • Increased damage per pellet from 46–61 to 64–85
    • Piranha
      • Increased damage per pellet from 54–62 to 59–68
    • Disciple
      • Increased damage per pellet from 60–76 to 79–99
    • Ruzad
      • Increased damage per pellet from 98–123 to 171–215
    • Crusader
      • Increased damage from 382–442 to 699–808
      • Bullet trails added to the slug
    • Hesh
      • Increased damage per pellet from 55–66 to 66–79
    • Scattershot
      • Increased damage per pellet from 46–55 to 66–79
    • Dhan
      • Increased damage from 595–688 to 850–983
      • Increased magazine size from 2 to 3
      • Increased total spare ammo from 20–25 to 21–26
      • Deals extra weak point damage
    • Venom
      • Increased damage from 290–348 to 352–422
      • The initial round will now explode on contact with a target and the fragments will travel faster and longer before they explode
  • Sniper Rifles
    • Vanquisher
      • Reduced damage from 675–810 to 600–720
    • Shadow
      • Increased damage from 38–46 to 85–102
      • Increased damage as the Shadow gets closer to overheating; weapon will overheat faster
    • Valiant
      • Increased damage from 463–535 to 550–636
      • Total spare ammo increased from 35–44 to 45–56
    • Naladen
      • Increased damage from 496–574 to 650–752

Enemies[ | ]

  • Kett
    • Wraith
      • Reduced health by 20%
    • Chosen
      • Reduced health by 5%
    • Anointed
      • Reduced shields by 47%
    • Destined
      • Reduced shields by 67%
    • Fiend
      • Decreased the chance that a Fiend initiates a sync attack on Hardcore and Insanity difficulties in single-player and Silver and Gold difficulties in multiplayer
    • Ascendant
      • Cobra RPG can now damage the Ascendant after its Orb is destroyed; on Normal or Bronze difficulty, the Cobra RPG can kill the Ascendant in one shot
      • Increased effectiveness of powers and weapons that lack extra weak point damage against the Orb
  • Outlaws
    • Angaran Saboteur
      • Increased armor by 33%
    • Turian Anarchist
      • Increased armor by 33%
      • Increased weapon damage by 20%
    • Salarian Agent
      • Increased armor by 33%
      • Now fires more frequently
    • Asari Pariah
      • Increased armor by 33%
      • Increased weapon damage by 20%
    • Sharpshooter
      • Increased shields by 60%
      • Increased frequency of firing at targets in cover
      • Decreased aiming time against out-of-cover targets at higher difficulties
      • Decreased sniper rifle damage by 18%
      • [SP] Fixed a bug that caused Roekaar Sharpshooters to deal 75% more sniper rifle damage than intended
    • Krogan Berserker
      • Reduced armor by 20%
    • Hydra
      • Increased armor by 38%
      • Weak point health now scales per difficulty in proportion to base health, effectively making it harder to break the weak point on Hardcore and Insanity difficulties in single-player and on Silver and Gold difficulties in multiplayer
      • Bonus damage from destroying the weak point now also scales with health
      • Increased normal shot damage by 67%
      • Normal shot projectile speed doubled

Bug Fixes[ | ]

  • The Destroyer and Hydra’s remains will properly disappear after being defeated

Matches / Missions[ | ]

  • Match Medals
  • Score required to achieve a Support Medal for Bronze, Silver, and Gold difficulties increased from 400/800/1,200 to 800/1,600/2,000

Store[ | ]

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