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Borderlands 4 has a throwing knife-shaped problem, and a nerf isn't going to cut it
Gaming Gear

Borderlands 4 has a throwing knife-shaped problem, and a nerf isn’t going to cut it

by admin September 29, 2025



Rory Norris, Guides Writer

(Image credit: Future)

Last week I was: playing way too much Borderlands 4.

This week I’ve been: continuing to play way too much Borderlands 4 while getting to grips with the endgame.

By now, it’s beating a dead horse saying that Penetrator Augment ‘crit’ throwing knives are overpowered in Borderlands 4. Creative director Graeme Timmins has already agreed as much, noting the infamous knives “will get addressed”, alongside some unintentional interactions and broken builds, very soon.

For those living under a rock, the Penetrator Augment that can drop on throwing knives causes all damage dealt to the target to become guaranteed critical hits for a short duration. With almost any build, especially those specced into bonuses with critical hits or status effects like the bleed Vex build, this short window is more than long enough to burst down any boss in the blink of an eye. Plus, you can also get the Damage Amp Payload effect, which—in the same vein as Penetrator—causes the target to simply take increased damage for a duration. In fact, you can even get these two bonuses together if you’re lucky for guaranteed critical hits and a flat increase in damage from all sources.

Whether the effects are reduced in duration or potency, you can’t change the fact that these throwables offer unmatched, absolute power with no downsides.

That’s not to mention that throwing knives are already a strong option in the ordnance slot, dealing high damage, having multiple charges and a quick cooldown, and even ricocheting on critical hits with a Jakobs manufacturer perk.


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Unless you’re running with a dedicated ordnance build, like a Vengeance Amon build, there’s quite literally no reason not to use a throwing knife. Its mere existence completely invalidates entire skills. Why would I need Harlowe’s Glow Up perk to increase gun critical hit chance specifically against irradiated enemies when I could save multiple skill points and just throw a knife? Creator EpicNNG has a video covering all the skills that are invalidated, and it’s a lot:

Just How BROKEN Is The Crit Knife In Borderlands 4? (VERY) – YouTube

Watch On

The thing is, I don’t think there’s a satisfying nerf. Sure, you could reduce the duration of these buffs down to only a handful of seconds, but again, you can already kill bosses in a second or two with the right setup. It would still be a source of guaranteed critical hits, which inherently breaks a number of builds anyway.

If Gearbox plans to simply knock these items down a peg in the hopes of stopping them from being must-have picks, it won’t work either. Whether the effects are reduced in duration or potency, you can’t change the fact that these throwables offer unmatched, absolute power with no downsides, especially if you’re not fussed about the ordnance slot to begin with, which most builds otherwise aren’t.

As much as removing the Penetrator Augment and Damage Amp Payload effects on throwing knives and pretending it never happened would resolve the crit knife conundrum, it’s far from a perfect solution. This leads to yet another issue: like all previous Borderlands games, there would be little incentive to use grenades in standard builds, and they would become obsolete. Ironically, that’s why Borderlands 4 introduced the ordnance system and more interesting throwables like the knives.

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While they’ll likely still remain best-in-slot for your typical gun builds, I think the only real solution is to change the Penetrator effect to be either chance-based, active on a certain number of shots, or even just your next shot. No matter which one, critical hits would no longer be guaranteed. It would still provide an incredibly powerful on-demand buff all for just lobbing a knife, but you’d at least be more incentivised to invest a point or two in the skills these ordnance currently overshadow.

Either way, I don’t envy Gearbox. I can only imagine how much the developers must regret having ever introduced such an item, as once you’ve experienced such a power, it’s very hard to take it away.



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September 29, 2025 0 comments
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EA Sports FC 26's first patch is here with a nerf to Low Driven Shots, and a fix for that Manager Career bug that had players abandoning the team
Game Updates

EA Sports FC 26’s first patch is here with a nerf to Low Driven Shots, and a fix for that Manager Career bug that had players abandoning the team

by admin September 25, 2025


The early access period of EA Sports FC 26 appears to be chugging along nicely, but that doesn’t mean there aren’t any issues to address. The game’s first official patch, version 1.0.2, is now live with a host of changes.

The bulk of the changes in this update affect AI players, as well as Low Driven Shots. Interestingly, some of the tweaks address feedback made all the way back in the game’s closed beta.

Update 1.0.2’s biggest change is a nerf to Low Driven Shots, making them less accurate when shooting with extreme power. Difficult to perform Driven Ground Passes have also been made less accurate, such as those taken at 180 degrees.

There are also a number of changes to the AI, particularly when attacking and positioning. Wingers will now make attacking runs into the box more often, and Wing Backs will stop dropping too deep in their own half of the pitch when their team is in possession.

The patch fixed a bug that would sometimes cause AI players to not make runs into open spaces when they should, too, and improved their “offside awareness.” One of the more amusing bugs that the patch also fixed has to do with Manager Career players leaving the team during sims. Read on below for the full change log:

Gameplay

  • Tuned Low Driven Shots based on your feedback in the Closed Beta to be less accurate when shooting with an extreme amount of power.
  • As part of our AI attacking updates based on your feedback, made the the following changes:
  • Increased frequency of wingers making attacking runs into the box.
  • Wing Backs will no longer drop too deep in their own half when their team is in possession.
  • Improved teammate offside awareness.
  • Addressed instances of players not making runs into open space when it could be beneficial.
  • Improved positioning of players when playing with low defensive depth so that they’re not pushing too high up the pitch.
  • Center Backs are now less likely to run wide when marking central attackers.
  • False Backs now transition more intelligently to defense to better maintain defensive shape.
  • A goalkeeper dive indicator now displays where an incoming shot is coming from.
  • Changed the Camera Pan input based on your feedback and to avoid button conflicts.
  • As shared on the EASFC Tracker, we’re continuing to work on Be A Goalkeeper updates to improve the gameplay experience. We’ll share more details in the near future.
  • Improved cases of unexpected heavy touches when sprinting in wet weather Authentic gameplay based on your feedback.
  • Improved instances of Ground Passes unexpectedly falling behind the intended receiver.
  • Tuned difficult to perform Driven Ground Passes to be less accurate, for example, first time Driven Ground Passes taken at 180 degrees.
  • Addressed incorrect shooting animations that sometimes occurred when attempting lace shots, resulting in unexpected behavior.

Image credit: EA Sports/VG247

Ultimate Team

Addressed the following issues:

  • Players weren’t always able to enter multiplayer gameplay after accepting a Co-Op invite.
  • Player Item portraits were sometimes misaligned on the Squad screen.
  • A stability issue could have occurred after completing the Onboarding and viewing your Squad for the first time.

Career Mode

Addressed the following issue:

  • Players could’ve incorrectly left your club when simming through the calendar.

General audio and visual

Made the following changes:

  • Updated some star heads, kits, and placeholder text/images.

Addressed the following issues:

  • [PC Only] Adjusting display settings while in Borderless could have unintentionally resulted in performance loss.
  • [PC Only] Addressed a few instances of controllers not recognizing inputs. We will continue to investigate this and other reported PC issues and provide updates in the near future.
  • Addressed a number of stability issues that could have occurred.

FC 26 has been live for Ultimate Edition owners for several days now, but it officially goes live for everyone else tomorrow, or today if you’re on PC. We’ve put together a few guides to help you in these early days, such as our recommendations and tactics codes for the best formations, the best young players to sign in Career Mode (Wonderkids), the fastest players in EA FC 26 and more.



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September 25, 2025 0 comments
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helldivers 2 dust devils warbond
Gaming Gear

‘PLEASE DON’T NERF COYOTE’: The new Helldivers 2 warbond has a fire-breathing rifle so good that players are begging Arrowhead to leave it alone

by admin September 5, 2025



While the metroidvania inclined celebrate the release of a long-awaited bug game, Helldivers 2’s stalwart protectors of freedom are hard at work ensuring no bugs will know another day of peace. This week, the Into the Unjust update kicked off a new offensive into Terminid strongholds, a directive that’s proving tougher than expected.

A new “Rupture” class of Terminid, recognizable by its red armor plating and burrowing technique, is wreaking havoc on reinforcements. While players have identified effective weapons to counter the novel threat, it’s no coincidence that the latest premium warbond, Dust Devils, is packing what might be the ultimate anti-Terminid primary: the AR-2 Coyote.

The most active corner of the Helldivers 2 community has already anointed the Coyote to gun royalty, singing its praises against bugs and preemptively begging Arrowhead not to nerf it.


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It’s really a thing of beauty: With a rounded profile, long barrel, and curved magazine, the Coyote is undoubtedly meant to evoke an AK-47. Its baseline stats aren’t extraordinary for its weapon class, but its numbers don’t really communicate why it kicks carapace.

The Coyote’s main draw is its incendiary ammunition, a first for non-laser assault rifles. As fire is comfortably the best status effect in terms of raw damage (and especially good for bugs), the Coyote flashes its teeth by unleashing a 45-round magazine into a wave of advancing bugs, killing most on contact and setting the rest on fire to die seconds later. I didn’t even mention that it has medium penetration, making it one of just four assault rifles that can punch through the Rupture strain’s armor.

I don’t wish to be dramatic. from r/Helldivers

When you look at the AR-2 Coyote in detail, it’s as if Arrowhead was trying to design the last Terminid gun you’ll ever need:

  • High damage: Base damage is weaker than other medium-pen ARs, but the fire damage adds big
  • Medium penetration: so it rips through anything smaller than a Charger
  • Fire ammo: You can literally fire one bullet at a bug, then watch it die from fire in seconds
  • Large magazine: A 45-round magazine (without any upgrades) means you can shoot everything chasing you before a reload is necessary
  • Easy recoil control: The Coyote kicks harder than a Liberator, mind you, but its recoil pattern is a steady vertical climb that’s easy to compensate for. Also, it has unlockable grips.

It’s the sort of gun that just feels comfortable and fun as soon as you use it, which is what you want when spending $10 on a warbond. Nerfs wouldn’t surprise me, but a post from redditor RandomGreenArcherMan offers sharp points that toss cold water on the Coyote’s dominance: its lower base damage means it kills some enemies slower than a Liberator, burning doesn’t tend to matter against smaller enemies that die in one bullet anyway, and it doesn’t have access to 60 or 80-round magazine upgrades.

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Plus, ArcherMan reckons it’s not great against Automatons, who aren’t as easy to burn and reward precision headshots. That’s not to suggest the Coyote isn’t a sterling product of Super Earth engineering, just that it’s currently being deployed in its ideal warzone: bugs with medium armor.

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September 5, 2025 0 comments
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Battlefield 6 Devs Will Nerf Jumping, Sliding, And The Shotgun
Game Updates

Battlefield 6 Devs Will Nerf Jumping, Sliding, And The Shotgun

by admin August 21, 2025


The recent Battlefield 6 open beta was a massive success for EA and Battlefield Studios, amassing over half a million concurrent players on Steam. But some players weren’t happy about how fast and jumpy movement could be in the online FPS, and others felt the shotgun was too powerful. Now EA has announced that hopping around with a shotty won’t be as effective in the full game.

On August 21, EA and Battlefield Studios published a lengthy community update on Twitter going over what was learned from the beta and what will be changed when the full game launches in October. The big news for many will be that, yes, the devs working on BF6 saw some of those wild videos of players hopping, sliding, and diving around in matches like it’s a modern Call of Duty game and have plans to nerf how fast you slide and how often you can jump.

“Movement mechanics have been adjusted to create a more balanced and traditional Battlefield experience,” said EA in the community update post.  “Momentum, especially horizontal speed, carried from a slide into a jump has been reduced. There is now a greater penalty for consecutive jumps, which lowers jump height when jumps are spammed. Firing while jumping or sliding will result in increased inaccuracy.”

According to the devs, the idea behind these changes is to make jumping and sliding “more situational” and less useful during gunfights, with EA adding that it wants to reward “skillful movement” but doesn’t want gameplay to become “too fast or unpredictable.”

The shotgun in Battlefield 6 is being nerfed

Another complaint out of the Battlefield 6 open beta was that the shotgun carried by assault class players was too powerful. As someone who loved using the shotgun, I disagree entirely and think people need to shut up. But the data does show that the shotgun was very effective at killing people. Maybe too effective? EA thinks so and is nerfing it a bit, explaining: “The M87A1 shotgun now requires more pellets to secure a kill.” So it will still be good up close, but won’t be the powerhouse at medium range like it was in the beta.

©EA

Other weapon tweaks include a “general pass on recoil” and tap-firing across all weapons. EA wants to emphasize each gun’s “unique feel” and make sure weapons have more varied effective ranges.  “We’ve also made changes to encourage more controlled tap-firing and burst-firing, rewarding precision and weapon mastery,” said the team.

And EA is “investigating the Time-to-Kill and Time-to-Death experiences” in BF6, but doesn’t have any “definitive” plans yet. Personally, I think people were being weird about time-to-kill in BF6‘s beta, as it is about the same as it was in BF4. But I do agree that sometimes you’d die instantly, and it felt like only one shot. I assume this is down to some network issues that need to be fixed.

Player counts, Rush changes, and more

Elsewhere in the community update, Battlefield Studios talked more about player counts and how they work in BF6. The devs say the number of players in a match isn’t strictly dictated by the mode, but the scale of the map. For example, at launch, some Breakthrough maps will support 48 players, while others will support 64 players. It’s an interesting strategy that lets the devs use every map for every mode, even if it means upping or lowering the maximum number of players that can get in on the action.

EA also talked about Rush and how the more players you add to the mode, the harder it becomes for one side to win. So, based on player feedback from the beta, EA is lowering the default number of players in Rush in the full game in October to give attackers a better chance of winning. Hopefully, the studio also changes where players spawn and how close the objectives are in Rush to help make matches more fun and less of a slog.

Oh, and for players who are part of BF Labs, you’ll get a chance to test out some of the bigger maps coming to BF6 at launch, including the remake of BF3‘s beloved Operation Firestorm. EA confirmed that these two maps will “include the full complement of vehicles…along with a more vast combat space.” So you can stop yelling at EA and Battlefield 6 devs about bigger maps. They’ve told you before and now have explained again: Bigger maps will be in the full game. Relax, okay?

Battlefield 6 launches on October 10 across PlayStation 5, Xbox Series X/S, and PC.



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August 21, 2025 0 comments
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