Game Updates

From the Forge: Devs Detail Major Weapon Rebalance

5 min readGame Updates

In a welcome message to the community, Embark Studios has just pulled back the curtain on their post-playtest development process, giving us a fascinating look at how player feedback is directly shaping the combat of Arc Raiders. In a Discord post penned by "SprinkleMountain," one of the game's Combat Designers, the team laid out their core combat philosophy and detailed specific, crucial changes being made to weapons and gear ahead of the October 30th launch.

This isn't just a list of patch notes; it's a transparent look at the "why" behind game balance. Let's break down the key takeaways.

A key visual from the Arc Raiders weapon rebalance developer update, showing weapon schematics.

Embark Studios is focusing on a "beats and flow" combat philosophy for a more tactical experience.

The "Beats and Flow" Combat Philosophy

The entire update is framed around a core design principle Embark is calling "beats and flow." This is their vision for how combat encounters, against both players and the ARC, should feel.

"Our combat is built on beats and flow. That means letting action ramp up and have room to breathe, not just explode and end in an instant. We want to linger in those moments where two players feel locked in, reading each other’s actions and responding with their own."

This is a significant statement. Embark is intentionally moving away from the lightning-fast, "get the first shot or you're dead" Time-to-Kill (TTK) common in many modern shooters. They want to create a tactical dance, giving players time to react, reposition, and out-think their opponents. This philosophy is the driving force behind all the specific weapon changes that followed.

Nerfs & Rebalances: The Weapon Breakdown

Based on "mountains of data and feedback" from Technical Test 2, several fan-favorite (or perhaps infamous) weapons and items are being re-tuned to better fit this vision.

  • The Fast-Firing Problem (Arpeggio & Tempest): These rapid-fire weapons had a TTK that was simply too short, preventing the "beats and flow" from ever happening. The dev team is adjusting them to ensure fights are more engaging and less instantaneous.
  • The Anvil's Reach: The powerful Anvil sidearm was, in the developer's words, "cannibalizing on our rifles" due to its exceptional performance at long ranges. Its effectiveness is being dialed back to solidify the role of dedicated rifles for long-distance engagements.
  • The Shotgun Conundrum (The Vulcano): Embark admits they "overshot" with shotguns. The Vulcano, in particular, was hitting too hard, too fast, and from too far away, overshadowing the role of SMGs in close-quarters combat. They are reworking its base fire rate, spread, and damage falloff to give SMGs their own niche back.
  • The Shield in the Room (Heavy Shields): For everyone who faced an opponent with seemingly unbreakable shields, the developers have a simple message: "You were right." They confirmed that Heavy Shields were "way too strong" and that the efficiency of "shield swapping" is also being addressed.

What This Means for Your Future Builds

This update is a goldmine for theorycrafters, and the implications for arcraiders.build are huge. These changes aren't just numbers; they redefine roles and reward smart loadout choices.

First, the distinction between weapon classes will be sharper. The Anvil nerf means a dedicated rifle is no longer optional for long-range dominance. The Vulcano rework carves out a specific close-quarters-combat (CQC) role for SMGs, likely in the space just outside of a shotgun's optimal one-shot range. Your choice of primary weapon will more heavily influence your positioning and engagement strategy.

However, the most exciting detail for build enthusiasts came from the Vulcano's rework:

"...we’re reworking its base cadence, spread, and how damage falls off over distance while still leaving room for you to mod it to act like the beast that it was."

This is a massive insight into the depth of the weapon modification system. A base weapon might be balanced for a specific role, but it seems that through crafting and modding, you can push its stats to create highly specialized, powerful variants. This confirms that finding schematics and resources to craft the perfect attachment won't just be a small bonus—it will be a core part of creating a truly meta-defining build.

Ultimately, a slightly longer TTK and more defined weapon roles mean that build diversity, player movement, and tactical ability usage will be rewarded more than ever.

The road to October 30th is a "race against time" for the developers, but this transparent update shows they are on the right track, carefully tuning their game based on a clear vision and invaluable community feedback. It's time to head back to the drawing board, Raiders. These changes will shake up the meta, and we can't wait to see the new builds you create.

Ready for the New Meta?

The weapon rebalance is coming. Start theorycrafting and share your builds with the arcraiders.build community to get ahead of the curve.