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**MAY 7TH - UPDATE

 

 

GAMEPLAY

 

  • Loot that spawns across both Verdansk and Rebirth Island has been adjusted as follows...

    • Streetsweeper
      • Common variant removed from ground loot
      • Uncommon variant removed from ground loot
      • Rare variant removed from Supply Boxes
      • Epic variant removed from Supply Boxes
         
    • Hauer 77
      • Common variant added to ground loot
      • Uncommon variant added to ground loot
      • Rare variant added to Supply Boxes
         
    • The Streetsweeper’s wide availability fostered a dynamic where passive play was incentivized and rewarded. We do not think this type of play is particularly compelling for either party when players do not have the necessary tools in the early-game to effectively counter it.

 

BUG FIXES

 

  • Fixed additional map locations in Verdansk that allowed players to reach out-of-bounds areas. This is on top of the locations that we addressed last week.

  • Fixed a bug causing Player models to initially load as low resolution at the start of a BR match.

  • Fixed a bug with the Cold War AK-47, FARA 83, XM4, and RPD where they were having their ADS Move Speed and Firing Move Speeds decreased with the Tactical and SAS Combat/Spetsnaz Stocks rather than increased.

 

WEAPONS

 

We would like to preface the following Weapon changes by providing you with some insight on our thought process.

There are millions of you, and when we reduce the effectiveness of a weapon, we are bound to make a change to someone’s favorite gun. As players of this game ourselves, it pains us just as much. However, we remain torn. We are the custodians of this game—we make it for you. In the same light, we are charged with maintaining the health and integrity of the game. In some instances, this requires us to reduce the effectiveness of some universally cherished weapons. When we make a change like this, our intent is the promotion of diversity. We believe what makes a game truly engaging is choice. When we diminish that choice, we take away the agency to play the game your way. This can happen when a weapon becomes so effective that simply not utilizing it puts you at a disadvantage. 

With that being said, we feel we are close to a ‘balance homeostasis’ where most options are at the very least viable. Which leaves us to address Time to Kill. The following balance changes are part of our ongoing efforts to raise TTK or at least the individual skill required to reach extreme ones. We ask that you consider these changes not as targeted attacks, but rather as part of a larger initiative to raise the skill ceiling.

We want to give you the runway and the platform to show us your epic plays and proudest moments. We hope that journey of mastery brings you as much enjoyment as it does us.

 

 
  • Assault Rifles

    • CR-56 AMAX
      • Minimum Damage decreased from 32 to 31 (Warzone Only)

      • With a great damage profile, locational multipliers, and manageable recoil, the CR-56 AMAX was able to reliably reach extreme TTKs at long-range. This change reduces its fastest minimum damage TTK by about 17% in addition to its slowest minimum damage TTK by an additional shot. Its fastest maximum damage TTK however, remains intact—which is a risk we feel is equal to the reward considering how unforgiving its rate of fire is and how many other weapons it has to contest with in the mid-range engagement space. The CR-56 AMAX is just a tad more dominant than we would like it to be and with this change, our aim is to widen the selection of viable long-range assault rifles.
         
    • FARA 83
      • Headshot Multiplier decreased from 1.5 to 1.35
      • Base ADS Move Speed decreased by 7%

      • When combined with a mobility-based stock, the FARA 83 was capable of reaching exceedingly fast ADS firing speeds. We like how the FARA 83 plays, but it is a bit too versatile currently. As part of our efforts to increase the overall Time to Kill, we are reducing the FARA 83’s fastest TTK by 16.6% to compensate for its generous rate of fire and recoil control.
         
  • Shotguns

    • Streetsweeper
      • Base Hip Spread increased
      • Recoil increased slightly
      • ADS speed reduced slightly

      • While shotguns tend to have limited viability outside of early game, we find the Streetsweeper is a tad too effective given its rate of fire and ammo capacity when compared to other weapons of its class. This change will decrease its lethal range slightly, punish inaccurate sustained fire, and give a little more time to react. 
         
  • Submachine Guns

    • Bullfrog
      • Maximum Damage decreased from 34 to 32
      • Maximum Damage Range increased by 11%
      • Base Move Speed increased by 1%
      • Sprint Out Speed increased by 13%

      • The Bullfrog's exceptional headshot multiplier has allowed it to reach one of the fastest TTKs in the game. While this change does not directly affect that multiplier, it does diminish its output. This change reduces the Bullfrog’s ability to consistently achieve extreme TTKs, while not removing it entirely. We felt it was too easy to consistently reduce the TTK to these ranges, so we are asking for a bit more accuracy in exchange for the Bullfrog's attractive stat line. We are hesitant to label this an outright ‘nerf’ as we believe there is more value to a weapon than its damage alone.
         
    • PPSh-41
      • Maximum Damage Range increased by 4%
      • Open Bolt Delay decreased by 80%

      • We would like to push SMGs in different and interesting directions to distinguish them from one another. Ideally, we are providing a myriad of options within each weapon category that are supplementary to a multitude of diverse playstyles. In that vein, we are going to push the PPSh-41's identity in a way that continues to diversify it from its competition in meaningful ways. To us, the PPSh-41 is the quick to fire, high-capacity, short-to-mid range SMG. Not every weapon needs to have the highest TTK potential, but every weapon should at least feel viable and have a niche where it excels given a complementary playstyle.

 

ATTACHMENTS

 

  • Barrels

    • Combat Recon (Snipers)
      • Bullet Velocity multiplier increased by 12%
      • ADS Idle Sway multiplier decreased by 33.3%

      • As we continue assess the place of Cold War snipers within Warzone, we realize there is much work to be done. In addition to improving the overall efficacy of these weapons and attachments, we will also be taking a close look at their optics. This includes addressing attachment pros where there are few, if any, use cases. In specific... we may see a Cold War equivalent to an immensely popular Modern Warfare sniper attachment very soon.
         
  • Optics

    • Axial Arms 3x (Cold War AK-47)
      • Optic behavior improved
         
  • Stocks

    • Raider/KGB Skeletal Stock (Assault Rifles, Light Machine Guns, Shotguns, Snipers)
      • ADS Firing Speed multiplier decreased by 75%
      • ADS Move Speed multiplier decreased by 10%
         
    • Raider/KGB Skeletal Stock (Submachine Guns)
      • ADS Firing Speed multiplier decreased by 50%
      • ADS Move Speed multiplier decreased by 10%
         
    • SAS Combat/Spetsnaz Stock (Assault Rifles, Light Machine Guns, Shotguns, Snipers)
      • ADS Firing Speed multiplier decreased by 75%
      • ADS Move Speed multiplier decreased by 10%
         
    • SAS Combat/Spetsnaz Stock (Submachine Guns)
      • ADS Firing Speed multiplier decreased by 50%
      • ADS Move Speed multiplier decreased by 10%
         
    • Tactical Stock (Assault Rifles, Light Machine Guns, Shotguns, Snipers)
      • ADS Move Speed multiplier decreased by 75%
      • Tactical Stock (Submachine Guns) 
      • ADS Move Speed multiplier decreased by 50%
         
  • It is crucial to maintain an engagement space where each weapon type can excel, lest we risk guns becoming analogous. In that regard, some weapon types were able to elude mobility as a core weakness given the right attachments. We believe this is in part why assault rifles have been able to assume the role of submachine guns. While it is a priority for us to maintain and embrace gameplay differences between Modern Warfare and Cold War guns, we felt movement speed modifiers in their current state would undermine gameplay integrity and overall weapon diversity if left unchecked. These stocks are still a solid choice, even with such a substantial reduction—which we believe speaks to just how strong they were.

 

Finally, we would like to address concerns that we are only going to be making changes to Cold War weapons. In the future, we fully intend on taking a closer look at some of the Modern Warfare weapons that have been struggling.

And as always, please continue to share your feedback. We are always listening!

 

*APRIL 28TH - UPDATE

 

 

GENERAL

 

  • The sizes of the first and second circles have been reduced for Verdansk Resurgence.
  • End-of-game open mic has been turned off for modes with infinite respawn mechanics. This was intended to take effect with the release of Season Three last week.

 

BUG FIXES

 

  • “Hunt for Adler” Limited-Time Event
    • Fixed a bug with Challenge completion not tracking as intended. 
    • Fixed a bug causing Intel to spawn outside of the playable map.
  • Fixed several map locations in Verdansk that allowed players to reach out-of-bounds areas.
  • Fixed a bug that would cause gas mask overlays to remain on screen indefinitely if a player exited the gas as their gas mask was fully depleted.
  • Fixed a bug where the epic loot M82 Semi-Auto Sniper was incorrectly labeled as thermal.
  • Fixed a bug where the Modern Warfare “Razorwire” Submachine Gun Charlie blueprint could appear in loot caches.
  • The R1 Shadowhunter Crossbow has had its reload audio restored. 
  • Fixed a bug that disallowed players from exiting the plane in Battle Royale Practice mode.
  • The explosion in Verdansk’s vista no longer dances around when viewed from different angles. Thanks Geeky P.

 

AND...

 

  • A sneak peek at some upcoming changes...
    • Balance adjustments to the CR-56 AMAX, FARA 83, and Bullfrog.
    • Changes to ADS Firing Speed on Cold War attachments.

 

 

APRIL 21ST - SEASON THREE PATCH

 

 

EVENTS 

 

  • The Hunt for Adler
    • Starting on April 22nd, the new “Hunt for Adler” limited-time event will task Operators with unique in-game challenges in both Black Ops Cold War and Warzone to learn of Adler’s whereabouts. Complete these Intel Challenges to unlock Event rewards, including Weapon Charms, Calling Cards, a new Operator Skin, and more. You can find more details about this event in the Seasonal Event tab on the main menu between Play and Weapons once Season Three kicks off in Warzone. Once you’ve completed a full set of challenges in either Black Ops Cold War or Warzone over the course of the event, you’ll unlock an exclusive Adler skin for use in both games!

 

SEASON 3 BATTLE PASS

 

  • 100 Tiers of brand-new content including new Operator Skins, Weapons, Blueprints, Wrist Accessories, Weapon Charms, COD Points, and more.

    • Tier 0
      • Instantly unlock Wraith, a new Woods Skin, and more
         
    • Tier 15
      • PPSh-41 SMG
         
    • Tier 21
      • “Vex Lord” Assault Rifle Blueprint
         
    • Tier 27
      • “Gilded Rose” Shotgun Blueprint
         
    • Tier 31
      • Swiss K31 Sniper Rifle
         
    • Tier 55
      • “Slow Death” LMG Blueprint
         
    • Tier 95
      • Ultra-Rarity “Loud Pipe” Reactive SMG Weapon Blueprint
         
    • Tier 100
      • “White Queen” Wraith Skin
      • “Roman Standard” Legendary Sniper Rifle Blueprint

 

MAP

 

  • The situation in Verdansk has hit a critical level. Armistice Central Command will be communicating directly to all Operators with further instructions.

 

GENERAL

  • NVIDIA DLSS is now available in Call of Duty®: Warzone on PC
    • Players with NVIDIA GeForce RTX graphics cards can enable NVIDIA DLSS to boost performance and play at higher resolutions and graphics settings.
       
  • End of game open mic has been turned off for modes with infinite respawn mechanics.

  • Player rank will now display the correct rank icons in the After-Action Report.

 

GAMEPLAY

  • Loot that spawns across Verdansk has once again been updated...
    • Now exclusively consists of Black Ops Cold War Weapons including the new Swiss K31 Sniper Rifle and PPSh-41 SMG
    • Only Legendary Weapons will spawn as Blueprints

  • Players no longer take armor-bypassing damage when using a riot shield and facing an active thermite grenade.

  • Sticking a player with Semtex will now always down them.

 

ACCESSIBILITY

 

  • Added Mono Audio to the Volume settings in Audio Options
    • Disabled (Default): Audio is split between left and right audio channels to provide directional sound.
    • Enabled: Left and right audio channels are combined into one channel 

 

BUG FIXES

 

  • Fixed a bug with most Cold War barrels where Hip Spread and ADS Idle Sway were being increased when they should not have been.

  • Fixed a bug with some ZRG 20mm optics that disabled the ability to hold breath.

  • Fixed a bug where some loot would drop in close proximity on death. 

  • Fixed a bug where if the player is downed while switching to a gunner seat, they would become invisible and/or invulnerable.

  • Fixed a bug causing the random Operator select option to only select Coalition Operators from Modern Warfare.

  • Fixed a bug causing Baker’s fourth Operator Mission Objective to not track properly (eliminate 15 enemies using a weapon with an attached 2x magnified scope or greater). 

  • Fixed a bug causing certain Operator models to appear headless while using the FFAR 1.

 

WEAPONS

 

  • Cold War weapons have had their ammo names updated.

  • The FFAR 1 crosshair has been updated to match other Assault Rifles.

 

  • New Weapons

    • PPSh-41: SMG (Launch Week)
      • Tier 15 of the Battle Pass.

    • Swiss K31: Sniper Rifle (Launch Week)
      • Tier 31 of the Battle Pass.


  • Two New Weapon Unlock Challenges

    • LC-10
      • Using SMGs, get 3 kills without dying in 15 different matches.

    • FARA 83
      • Using Assault Rifles, get 2 headshot kills in 15 different matches.

 

  • Assault Rifles

    • Cold War AK-47
      • Recoil pattern has been adjusted

      • The recoil pattern on the Cold War AK-47 had made its downsides far more apparent than its upsides. We have smoothed out its recoil to make it easier to control. If you are accurate, or skilled at recoil control you will now find the Cold War AK-47 quite effective at most ranges.
         
    • FARA 83
      • Minimum damage increased from 25 to 26
      • Maximum damage decreased from 33 to 31
      • Maximum damage range increased by 17%
      • Recoil pattern has been adjusted

      • As a fast-firing AR with relatively strong recoil, we felt there was too much of an identity overlap between the FARA 83 and the FFAR 1. We have smoothed out its recoil and pushed its damage profile out to be a more viable mid-long range AR option.
         
    • FFAR 1
      • Maximum damage decreased from 30 to 27
      • Maximum damage range decreased by 15%
      • Neck damage multiplier changed from 1.1 to 1
      • Upper torso damage multiplier changed from 1.1 to 1
      • ADS speed decreased slightly

      • With high damage, rate of fire, and a competitive mag size, the FFAR 1 has enjoyed a lengthy reign of terror on the short-to-mid range engagement space. When a weapon is so ruthlessly efficient that it pushes the entirety of a weapon category out of viability, it needs to be addressed. The FFAR 1 will remain a respectable option following this change, but it should now be a playstyle preference rather than a loadout necessity.
         
    • Groza
      • Recoil increased slightly
      • ADS speed decreased slightly
      • Upper torso damage multiplier changed from 1.3 to 1.1

      • This change is more of a precaution. We expect in the absence of the FFAR 1, that the Groza would rise to take its place. While there will always be a ‘meta’, we want the meta to exist in a TTK range that is a bit higher than where we are currently. In that regard, we believe the Groza was a bit of an outlier that, much like the FFAR 1, could have been detrimental to weapon diversity. Bringing the Groza down a notch should allow for some healthy competition in this weapon category.
         
    • Krig 6
      • Head damage multiplier changed from 1.4 to 1.5
      • Neck damage multiplier changed from 1 to 1.3
      • Upper torso damage multiplier changed from 1 to 1.1
      • Lower torso damage multiplier changed from 1 to 1.1

      • The Krig 6 has long been overshadowed by other all-stars in the AR category. We believe this change will allow for a more competitive Time to Kill given the shots are well placed.
         
    • QBZ-83
      • Move speed increased
      • ADS move speed increased
      • Neck damage multiplier changed from 1 to 1.2
      • Upper torso damage multiplier changed from 1 to 1.1

      • The QBZ-83 is a unique weapon that trades overall lethality for mobility. We aim to provide players with the tools to support a multitude of interesting playstyle options. Our goal is that with the right attachments, skillful maneuvering and rotations will be a hallmark of the QBZ playstyle. We have also given it a much-needed nudge in lethality if you can manage aiming and moving simultaneously.''

 

  • Submachine Guns

    • LC10
      • Bullet velocity increased slightly

    • Mac-10
      • Maximum damage decreased by 1

      • This is another precautionary change to promote diversity. The Mac-10 is both popular and fun to use. Part of what makes the Mac-10 feel fair to play against is that its upside feels comparative to its downside. That is where player skill comes in. Knowing when and what weapon to swap to during an engagement is a facet of skill expression we want to highlight whenever possible. While this change only brings the Mac-10's Time to Kill up by about 10%, we think this is a good place to start to encourage exploration in the SMG category.

 

  • Sniper Rifles

    • Pelington 703
      • ADS speed increased
      • Raise time increased slightly

 

  • Tactical Rifles

    • Cold War Tactical Rifle Charlie
      • Time between bursts increased by 33%
      • Neck damage multiplier changed from 1.8 to 1.3

    • M16
      • Time between bursts increased by 10%
      • Neck damage multiplier changed from 1.8 to 1.1

    • The Cold War Tactical Rifle Charlie and the M16 were able to reach rates of fire that allowed the wielder to negate a requisite identity pillar of burst rifles—accuracy. With their extreme rates of fire and generous burst pattern, shots were not required to be well placed. You would inherit the high damage profile and range of burst rifles with minimal downside. With this change, and the change to Fire Rate barrels noted below, you will now need to aim deliberately if you intend to kill quickly.

 

And... we are keeping a close eye on the AMAX. No king rules forever.

 

ATTACHMENTS 

 

  • Position Concealment 
    • Position Concealment will reduce the time your position is visible on the compass and minimap after firing. This effect has been added as a pro on both the Flashguard and SOCOM/KGB Eliminator.
 
  • Barrels
     
    • 16.3” Rapid Fire (M16) 
      • Increase to rate of fire reduced by 58% 
         
    • 18” Rapid Fire (Tactical Rifle Charlie) 
      • Increase to rate of fire reduced by 56% 
         
    • 15.9” Strike Team (M16) 
      • Increase to rate of fire reduced by 66% 
         
    • 18.2” Strike Team (Tactical Rifle Charlie) 
      • Increase to rate of fire reduced by 64% 
         
    • 16.3” Titanium (M16) 
      • Increase to rate of fire reduced by 61% 
         
    • 17” Titanium (Tactical Rifle Charlie) 
      • Increase to rate of fire reduced by 59% 
         
    • Sorokin 140mm Auto (Sykov) 
      • Minimum damage reduced from 23 to 19 
         
    • Sorokin 140mm Auto AND Akimbo (Sykov) 
      • Minimum damage reduced from 19 to 14 
        • This only affects the weapon when both the Sorokin 140mm Auto and the Akimbo attachment are equipped simultaneously. 
           
    • The Sykov, when equipped with any permutation of the Sorokin 140mm Auto has been far more lethal at range than we would prefer. When secondary weapons can go toe-to-toe with, or even best a primary weapon consistently, we risk streamlining access to one of the most powerful Perks in the game—Ghost. While we continue to examine the impact that Ghost has on gameplay, providing easier access to it with negligible downside is not something we want to enable. 
 
  • Lasers 

    • Ember Sighting Point 
      • ADS speed penalty reduced by 20% 
         
    • SOF Target Designator 
      • Flashlight is now visible during hip-fire and ADS 
 
  • Magazines 

    • Salvo/VDV Fast Mag 
      • ADS speed penalty reduced by 20% 
         
    • Speed Mag 
      • Pistols 
        • ADS speed penalty reduced by 40% 
      • SMGs 
        • ADS speed penalty reduced by 30% 
      • Snipers 
        • ADS speed penalty reduced by 20%
 
  • Muzzles 

    • Flashguard 
      • Added Position Concealment pro 
         
    • SOCOM/KGB Eliminator 
      • Added Position Concealment pro 
 
  • Optics 

    • SUSAT MultiZoom 
      • ADS speed penalty reduced by 10%
         
    • Ultrazoom Custom 
      • ADS speed penalty reduced by 20% 
         
    • Vulture Custom Zoom 
      • ADS speed penalty reduced by 20%
 
  • Rear Grips 

    • Increases to ADS speed reduced by roughly 10% 
       

We have begun the iterative process of tweaking values on attachments. We would like the diminution of weapon downside to be a build direction rather than a single attachment choice. As it stands, we feel most attachments need to have their values addressed in some regard to achieve this. We are hoping to make some previously nonviable options less so in addition to widening overall build variety. This may include increasing upsides or downsides on existing attachments. We are also actively looking at how we can create more compelling choices within the confines of attachment categories—chiefly, muzzles like the Monolithic and Agency Suppressor.

Given the magnitude of balance changes in this patch, we may make some adjustments shortly after Season 3 launch to ensure the meta is healthy and stable. As always, please continue to provide your feedback! 

 

OPERATORS

 

  • Roze
    • We’ve adjusted Roze in order to improve the Operators readability/visibility where sources of light are available. 

    

  • New Operators added:

    • Wraith: Warsaw Pact (Launch Week)  
      • Unlocked via Battle Pass 
         
    • Knight: Warsaw Pact (In-Season) 
      • Unlocked via Store Bundle 
         
    • Antonov: Warsaw Pact (In-Season)  
      • Unlocked via Store Bundle 

 

PRESTIGE

 

  • New Prestige Levels 

    • Level 50
      • New Prestige, Emblem, Prestige Key, Weapon Blueprint, and Battle Pass Tier Skip
         
    • Level 100
      • New Prestige, Emblem, Prestige Key, and Battle Pass Tier Skip 
         
    • Level 150
      • New Prestige, Emblem, Prestige Key, and Battle Pass Tier Skip
         
    • Level 190
      • All Season Challenges Available 
         
    • Level 200
      • New Prestige, Emblem, Prestige Key, Battle Pass Tier Skip, Master Prestige Calling Card
         
    • Levels 250 - 1,000
      • New Prestige Key every 50 levels 

 

STORE

 

  • We have a fresh dose of new Store Bundles launching alongside Season Three, including some seriously sinister new villains, as well as Tracer Packs, Mastercraft and Reactive Weapon Blueprints, and more. 

 

DOWNLOADS 

 

  • The Season Three update will be available for Warzone on April 21st at 9 PM PT. Remember, the Black Ops Cold War download is not necessary if you are only playing Warzone, and vice versa. 

    • Warzone Update Sizes

      • PlayStation 5
        • 22.6 GB 
           
      • PlayStation 4
        • 22.6 GB 

      • Xbox Series X / Xbox Series S
        • 25.9 GB 

      • Xbox One
        • 25.9 GB 

      • PC
        • 25.2 GB 

 

 

Read the Season Three blog for a full breakdown of the content dropping in this update.

For regular updates about Call of Duty®: Warzone™, follow us on Twitter @RavenSoftware.

For regular updates about Call of Duty®: Black Ops Cold War, follow @Treyarch.

For all sorts of other franchise content, check out our Call of Duty® blog.

 

*Game features described above are based on current in-development features that are subject to change based on final development changes and/or game tuning or updates that may remove or modify some or all of the above features.

 

- Raven Software

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