Call of Duty: Black Ops 6 Season 04 Patch Notes

Season hero
Season 04 Updates
Welcome to Season 04
  • BO6
  • Notas do patch
  • Temporada 04

GLOBAL

 

Gunsmith  

  • Essex Model 07
    • Addressed an issue where the Rapid Fire Mod was not functioning as intended.

 

Graphics 

  • Addressed an issue where the “Numbers Woods” Operator Skin for Woods would appear bright red in the lobby.

 

ZOMBIES

 

Maps

  • Liberty Falls
    • Addressed an exploit with Shock Charges.

 

Modes

 

Grief

Today, we’ve deployed a new round of Grief tuning changes focused on reducing match length and increasing the intensity of each game. The biggest of these changes boosts the threat of the zombies, so even our base zombies feel dangerous early on and only get deadlier as the rounds go up. When the pace of the game increases, so should the danger of making a mistake! With these new damage values, we’re targeting 4 hits to go down for players who've been keeping up with their Perks and Armor buys.

We’ve also implemented changes to limit players’ ability to extend a match beyond its intended ceiling. Today’s update limits GobbleGum availability by extending the machine’s cooldown to 5 minutes, with more tweaks to GobbleGum usage potentially planned for the future based on player data. Salvage drops have also been reduced from 100 to 50 per pickup, Chopper Gunner and Mutant Injection can no longer drop from Specials and Elites, and crafting Self-Revives is now limited to 1 per player. This should all result in more intense sessions for everyone... and ideally fewer multi-hour matches! 😅

Like you, we've also been bummed out by AFK players in our matches and will now kick them out sooner. We’ve got more updates in testing, and the team is continuing to work on making all Griefs more impactful. Until then, jump in and let us know how these changes are feeling once you’ve gotten a few matches under your belt. 

P.S.: For those unaware, each victory in a Capture Zone awards that team 2,000 Essence, so get on it!

 

  • Enemy-based melee damage against players now escalates faster than Standard Zombies modes. 
    • Starting at Round 1, enemies will do increased melee damage (1.5x) in Grief.
    • Enemy melee damage will continue to scale to a maximum scalar (4x) after round 20.
  • Increased GobbleGum machine cooldown to 5 minutes.
  • Salvage pickup value reduced from 100 to 50.
  • Self-Revive crafting limit reduced to 1 per player.
  • Chopper Gunner and Mutant Injection Support items can no longer drop from Special or Elite enemies.
  • AFK players are now kicked after 60 seconds of inactivity.

 

Gunsmith 

  • AS VAL
    • Addressed an issue that prevented players from viewing Barrel attachments for the AS VAL.

 

UI 

  • Addressed an issue where the player’s Equipment and Field Upgrade HUD elements could appear grayed-out when another player activated Mutant Injection.

 

Stability 

  • Addressed various stability issues.

GLOBAL

 

Gunsmith  

  • Damage of the “Rapid Fire” Fire Mod attachment has been properly adjusted to match the damage of the AK-74 Assault Rifle.
  • FFAR 1 Weapon Blueprints now have the appropriate number of attachments.
  • Underbarrel launchers can now be properly equipped on the “Combo Bash” FFAR 1 Weapon Blueprint.

 

UI

  • Hudson, Mace, and R0-Z3 now properly preview at the Operator Select screen.
  • Closed an exploit that allowed players to equip Weapon Camos that were not unlocked.
  • Addressed an issue where Mastercraft Icons were not being displayed for the LC10 “Storm Rage” Weapon Blueprint in the customization menu.

 

MULTIPLAYER

 

UI 

  • Addressed an issue where players would see an icon next to matchmade players’ names instead of their level when queuing into an MP match.

 

ZOMBIES

Thank you to everyone who’s been diving head-first into Grief! It's been awesome watching your videos, reading your posts, and playing along with you. We’re focused on moving quickly to make the mode even better and have identified several changes for today and upcoming updates based on player data. 

First up: melee spam. We want melee attacks to stay relevant as a mechanic to mess with enemy players, but it shouldn’t be the meta. We’re taking our first steps to address this by reducing the amount of flinch when hit by enemy player melee attacks, and making sure melee attacks from the same weapon won't apply a new stun and slow until previous stun and slow effects are over.

Next: length of matches. Our target ceiling is around 30 minutes and we’re seeing some matches last well over an hour (or two!), so we’ve got some updates. Today, we’ve increased the number of kills required to charge Aether Shroud and Healing Aura so they’ll be less reliable as get-out-of-jail-free options when your team’s in trouble, and we have other changes in testing to make later rounds deadlier. We’re also planning to reduce the amount of Salvage in play to prevent Support stacking, as well as ways to prevent GobbleGum spam and further limit the number of craftable Self-Revives. 

Third: we want to make all Griefs feel impactful. We’re working on the best ways to increase their “Griefiness” so that Weapon Carousel isn’t the only one you’re afraid of, and to incentivize more players to capture those zones. Look for those changes in a future update. 

Thanks again for playing, and let us know how these new changes feel in-game.

Grief

  • Significantly reduced the flinch effect when hit by enemy player melee attacks.
  • Repeated melee attacks from the same weapon no longer apply a new stun and slow until previous stun and slow are over.
  • Aether Shroud and Healing Aura Field Upgrades now take longer to charge.
    • 240 kills for Healing Aura.
    • 180 kills for Aether Shroud.
  • Addressed an issue where players could occasionally lose the ability to use their weapons after Weapon Roulette.
  • Weapon Roulette now grants players appropriate weapons.
  • Addressed an issue where Wonder Weapons could unintentionally be brought into matches.
  • Reduced the number of map icons outside of the Grief Arena.