Call of Duty Mobile is updating its battle royale offering in a major way, and fans may not be happy about one of the upcoming changes.

Stasis is the latest ability to be added to the world of Destiny 2 with the Beyond Light expansion, and a few more tweaks are on the way as Season of the Chosen continues to chug along. Season 12 began the transformation of this "it's not ice" class, and season 13 will continue on those adjustments to make it more balanced for instances like in PvP. 

In the latest This Week at Bungie, the team detailed how they have heard the frustrations about how Stasis interacts with PvP events like Crucible, but the tricky part has been balancing such a powerhouse class in both PvE and PvP equally. To continue on the path of improvement, Bungie has outlined a few shifts in Stasis that will adjust global behavior on particular abilities. With these changes, the team also says that they will be paying special attention to feedback based on what's new to see what's working and what needs more fine-tuning. 

According to Bungie: 

Hunter Stasis Changes

  • Shatterdive 
    • Removed damage resistance from Shatterdive. 
    • Added a 4s cooldown between activations of Shatterdive. 
  • Withering Blade 
    • Decreased Withering Blade damage against players from 90 to 65 damage. PvE damage is unchanged. 
    • Decreased Withering Blade slow stacks applied to players from 60 to 40 stacks. PvE slow stacks are unchanged. Decreased the target acquisition range of Withering Blade after it impacts a player from 12m to 8m. Range after impacting PvE enemies is unchanged. 

Warlock Stasis Changes

  • Winter’s Wrath 
    • Improved tracking of Winter’s Wrath projectiles, now tracking strength decays from its max value over 10s instead of 2.2s. 
    • Increased the size of the warlock super projectile's proximity detonation radius 1.5m – 1.65m
    • The proximity detonation now starts at its largest and scales down to 40% over time. 
  • Penumbral Blast 
    • Decreased Penumbral Blast damage against players from 80 to 30 damage. PvE damage is unchanged. 
  • Iceflare Bolts 
    • Fixed a bug where Iceflare Bolts would continuously try to switch targets. 
    • Increased target acquisition range of Iceflare Bolts by 33%. 
    • Increased turning speed of Iceflare Bolts so they can more effectively hit nearby targets. 
  • Chaos Reach 
    • Decreased the amount of Super energy refunded when canceling Chaos Reach early. 

Titan Stasis Changes 

  • Glacial Quake 
    • Removed AoE freeze against players on super cast. Will still freeze PvE enemies on cast. 
    • Reduced damage resistance while in super from 60% to 50%. 
    • Increased the energy cost of using Shiver Strike while in Glacial Quake from 3% to 7% Super energy. 
    • Using the combo of a Shiver Strike into a Heavy slam attack will now cost the full Super energy of both the Shiver Strike and the slam (previously only costed energy for the slam). 
  • Shiver Strike 
    • Increased downwards velocity applied to Shiver Striking players when they are slowed to pull them out of the air more strongly. 

Other changes include more tweaking to the Duskfield Grenade, reducing how strongly it pulls players inwards, and reducing the range from 9.5m to 6m. The slow stacks applied have also changed regarding the grenade detonation, reducing it to 10 from its previous 20. For PvE, there are no Detonation slow stack changes. 

A few UI changes can also be seen with Stasis when "Slowed" to show the slow stacks, making the change from x/10 to x/100 to make it easier to read when adding stack amounts that are less than 10.

Stasis Crystals are getting a reduction in shatter damage against players for PvP, though PvE remains unchanged here as well. For those that love Whisper of Chains, this has also seen a significant change, reducing the resistance bonus from 25% to 5%, though damage resistance when not in Super will remain the same. 

The Whisper of Torment bug where players continuously proc WoT while standing inside an opposing player's Barricade has also been fixed in addition to a reduction in objective completion values for all Crucible fragment quests. 

The primary focus with the latest round of updates is targeted towards PvP, which is what the community has been asking for since the introduction of Stasis. While some of these nerfs may seem big, impacting only PvP is huge in the best way possible. 

To read the full patch notes of what's ahead, you can read what's new right here. You can also learn more about the return of Trials of Osiris with our previous coverage, we tried not to be too bitter about it. 

When we got an extended look at Dying Light 2 at E3 2019, we were blown away by the gameplay demo. However, in early 2020, the studio delayed the game indefinitely and then went largely quiet ever since. Now, developer Techland has announced a development update planned for next week. 

Scheduled for Wednesday, March 17, the Polish studio says it will give fans an update on the development of Dying Light 2. "We've got a few words to share with you about the Dying Light 2 development process," the tweet from the official Dying Light Twitter account said. "Be sure to be with us next Wednesday." The studio then said that people who join the Dying Light Discord server will be the first to see it.

We've got a few words to share with you about the Dying Light 2 development process.
Be sure to be with us next Wednesday.

Want to see it first? Join our discord server now at https://t.co/Iyivc8uFWx pic.twitter.com/gkfcGLgsdV

— Dying Light (@DyingLightGame) March 12, 2021

While anything is possible and I have no inside information, the most likely scenario I see coming out of this is an update on how development is coming along following what can only be described as a tumultuous 12-month period. If I had to guess, we could also receive word that the studio is moving the release to only new-gen consoles and PC (it is currently announced for PS4 and Xbox One in addition to those platforms), and a new release window. 

Dying Light 2 features a different hero in a different city, but retains all of the first-person parkour and zombie-killing action that players loved about the debut entry. The sequel also adds ambitious choice and consequence mechanics to help the player shape the narrative in impressive ways. If you'd like to see a version of the gameplay demo that wowed us at E3 2019, head here. If you haven't checked out the Dying Light franchise, read our review of the original game to learn why it's worth keeping an eye on.

What do you think Techland is going to say in its update next week? What do you want to hear? Leave your thoughts in the comments!

[Source: Dying Light on Twitter]

Rust is finally coming to consoles later this spring, so naturally the news caused its PC audience to furrow their brows wondering how the game would perform on PS4 and Xbox One. Can the last-gen boxes handle everything the game has to offer without devolving into a stuttering, unplayable mess? Developer Double Eleven, who is handling the console ports of the game, is addressing those concerns by releasing uncut gameplay videos of Rust running on consoles.

The developer put together two different gameplay videos of Rust running on PS4 Pro and Xbox One X, the most powerful versions of the last-generation of consoles. While the demonstration may be less illuminating for owners of the standard PS4 and Xbox One, it still provides some idea of Rust’s performance on a home console, including its load times and framerate. If you've never played Rust, the videos provide a solid idea of the moment-to-moment action and the various loadout options used to customize your playstyle. 

PS4 Pro

Click here to watch embedded media

Xbox One X

Click here to watch embedded media

Now granted, I’m a console-centric player who hasn’t played Rust, but it looks like the game runs about as well as you can expect. While there isn’t a native version of the game for PlayStation 5 and Xbox Series X, it’ll be backward compatible so one would imagine it could gain some additional performance benefits on those platforms. That isn’t confirmed, but it’s likely. 

Rust has called the PC its home since launching on Steam (via Early Access) in 2013. The popular survival game throws its players into a harsh world occupied by dangerous wildlife and even deadlier real-life players. While players can certainly slaughter each other to steal resources, you can also work together to construct villages and form a society of super happy folks who only act as a force for good. Or, again, you can just shoot each other in the face on sight. Whatever floats your boat (or the person who put a bullet in your back), I suppose. 

For an idea of what Rust entails, check out our review of the game’s 1.0 version on PC here.

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