

* We tuned the exp curve to be slightly more like to the old one, which means a few more level ups during early game. I'm sure it will take some time to get it just right, but I'm confident that today's changes are a step in the right direction. Enemies 2.0 introduced dynamic waves, which, like any procedurally generated system, is famously difficult to tune.

We agreed there was quite a bit we could do to alleviate the steepness of the learning curve and have made some changes in today's patch. This week we gathered feedback from players regarding the increased difficulty of the game, especially for newer players, since the Enemies 2.0 update.
#Burnout drift 3 the advanced method mods
Additionally, it's got some newly refurbished mods to play with. Carrier has lost its malus to rate of fire and gained a shield durability buff.

Discharge's bolts of energy originate from your weapon projectiles instead of you, when they are destroyed on impact.When you fire your weapon its base damage is increased by the amount of self-damage dealt by Discharge divided between projectiles fired.Discharge now deals 15% of your current shields self-damage to you.Supermod: Infuse (Requires: Discharge + Magnitude) If the challenger is destroyed, you will gain +1 level.If the challenger is destroyed, it will drop a random power-up.Each subsequent challenger is stronger and grants more orbs than the last.Summons a challenger, a champion or boss enemy bearing increased power and orb drops.While charging your weapon, 25% of your charge value applies to your shield effect radius and shield effect power, up to a maximum of +100%.Supermod: Charged Shields (Requires: Charged Shot + Focused Shields)
#Burnout drift 3 the advanced method mod
Recursive: This mod may be taken multiple times.When your weapon projectile would be destroyed, it instead rebounds an additional time toward a nearby target.
