Control: Resonant is out today, and wouldn't you know it, there's already a hotfix. Though, day one updates aren't exactly new in this day and age now, are they? This particular patch looks like it's laser targeted at comments made in reviews about the game and how dang tough some of its enemies are, to which James would like you to know he says, "Pfft, wimps." Save your snark for him, not me!
As Remedy explain, of the feedback they've seen so far, they've "decided to deploy a hotfix (1.3.3) at launch to address a few specific things: enemy health pools feeling too high, requiring too many hits to Falter (stun) enemies for executions, and Dylan’s overall combat strength early on in the game not feeling powerful enough (even if the man just woke up from a coma)."
For the CONTROL Resonant launch, we are deploying a hotfix to address enemy health pools and Dylan's combat strength. Combat is more dynamic. Upgrading is made more straightforward. More on our blog: https://ow.ly/VEE350ZQXhC #CONTROLResonant
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So, this translates to three things: the base health and required Falter, or stun, level of most enemies have been reduced, which includes the Dancer and Deserter bosses, the maximum Aberrant and Ability Strength stats have been increased, with these strength increases following a curve, "progressively larger increases towards the end. The more upgrades you have, the more damage you deal. James also tells me, apart from lambasting his peers, that the Falter infliction buffs are quite a big deal as in his review playthrough, the poise/execution system didn't even come into play for a while because he just kept killing enemies before having the chance to do enough Falter damage.
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