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Dev Blog | September Combat Balance Adjustment

09/10/2026 Dev Blog | September Combat Balance Adjustment

Dear Metas,

In Once Human, the diversity of weapons and builds has always been a key part of the combat experience. We are always committed to maintaining the dynamic balance of the combat system, keeping combat gameplay fresh and strategic, and delivering a continuously evolving combat experience for all players.

The dev team has continued to receive substantial feedback from Metas requesting effect reworks and numerical adjustments for some weapons less frequently used. We plan to rework and adjust the mechanics of MG4 - Conflicting Memories in the September 16(PT) Update, and will continue to rework other weapons in subsequent updates. We will also adjust the Treacherous Tides Set in this update.

 

MG4 - Conflicting Memories

In this adjustment, we lowered the hit threshold for Conflicting Memories to trigger Shrapnel, allowing Shrapnel to activate faster and improving the damage rhythm and target-switching efficiency during sustained fire. At the same time, we added a periodic area Shrapnel effect, allowing Conflicting Memories to maintain its single-target output capability while also handling multi-target combat environments more comfortably.

Through this adjustment, we hope to further strengthen its combat identity of frequently triggering Shrapnel and continuously suppressing multiple targets.

Adjustment Details

After

Before

MG4 - Conflicting Memories

Every 6 hits triggers Shrapnel on the target.

After reloading, or every 12 cumulative hits, the next Shrapnel trigger is upgraded to [Memory Storm]: dealing Shrapnel to targets within range simultaneously.

Each time a Shrapnel effect is applied to a target, gain Super Armor for 0.5s. This effect can stack.

Shrapnel parts +1, Shrapnel DMG rate increased.

Triggers Shrapnel after 12 hits.

For every 25 bullets in the magazine, Shrapnel trigger parts +1, up to +6.

When magazine capacity exceeds 90 bullets, every extra 15 bullets increases Shrapnel DMG rate by 10%.

Magazine capacity +40

Treacherous Tides Set Adjustments

Treacherous Tides originally provided high output benefits for low sanity states, but in actual use, Metas needed to maintain or actively lower sanity to fully utilize the set effect.

This adjustment changes Treacherous Tides' DMG bonus from scaling with sanity to scaling with HP, removing the direct link between sanity and the DMG bonus. Metas no longer need to actively maintain low sanity for higher damage output—you can simply monitor your HP to gauge the current set's benefit.

Additionally, we've removed the fixed 10% DMG bonus from the Treacherous Tides 3-piece set and increased the Shield benefit of the 4-piece set. Our goal is to improve the set's usability while moderately reining in its DMG output, boosting survivability, and preserving Treacherous Tides' core identity of enhancing DMG based on HP changes.

Adjustment Details

After

Before

2-Piece Set

When HP is below 70%, Weapon DMG and Status DMG +10%.

When HP is below 70%, Weapon DMG and Status DMG +12%.

3-Piece Set

Low sanity reduces max HP by up to 60%. The lower your current HP, the higher your Weapon DMG and Status DMG, up to +28% (attained when HP is below 60%).

The max HP effect from low sanity is decreased by 40%. Weapon and Status DMG +10% and further increases as your sanity drops, up to +28% (attained at 30% of max sanity).

4-Piece Set

Generates a Shield equal to 30% of max HP when HP is below 40%. Cooldown: 8s.

Generates a Shield equal to 20% of max HP when HP is below 40%. Cooldown: 8s.

* The above values are for testing. There may be slight adjustments when implemented in-game.

That's the end of our developer update on upcoming balance adjustments. If you have any suggestions or questions, please contact us via the Feedback Platform (Once Human Feedback Platform) or our community channels. Thank you for your understanding and support!

 

Once Human Development Team

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