NEW PERK: FAST RECOVERY
Using an ability just before dying can give the feeling of wasting it. With this perk, the cooldown of this just-lost ability can be boosted.
Parameters:
Reduces by 50% the cooldown of the ability used just before dying.
NEW PERK: SURVIVAL
We wanted to provide a tool to players that are vulnerable after suffering a stun or a civilian kill, so that they can avoid being killed or stunned.
Parameter:
Survival makes the player almost invisible for 10 seconds when vulnerable.
NEW PERK: TRUE GRIT
We wanted to provide a tool for players to act against the score reduction when being contested.
Update:
True grit ignores the score divider due to a Contested Kill.
SIXTH SENSE
This perk is great to make players more aware of their pursuers approach. We think its also a great tool to introduce the Line of Sight mechanic to new players, while it will stay a useful tool for advanced players.
Update:
Sixth Sense now reveals the presence of notorious targets out of your screen.
COPYCAT
Copycat is an interesting tool to scout, know and copy the set of your opponents, giving the player access to abilities or perks he may not have unlocked yet.
But this strength can be weakened by abilities already under cooldown, and loses a big part of its interest as soon as the player has unlocked the abilities he wants to use.
So in order to keep the perk interesting for high level players, we added a boost to Copycat.
Update:
Copycat reduces by 50% the cooldown of abilities previously used and still under cooldown.
HOT PURSUIT
Hot Pursuit appeared as more conditional and less noticeable than what we expected, so we gave it a boost.
Update:
The speed bonus, when running after a Target, has been increased to 15% (from 5%).
The reduction of the approach meter decrease has been improved to 30% (from 20%).
RESISTANCE
We noticed that when playing in team modes, Resistance partially unbalanced the game in favor of the Pursuers team, so we reduced its efficiency.
Update:
Resistance bonus has been reduced to 3 seconds (from 5 seconds).
RESILIENCE
Resilience was not as effective as intended, we boosted it for AC4.
Resilience also covers the new abilities, and the tweaks done on existing ones.
Update:
Smoke Bomb duration is reduced by 25% (from 15%).
Firecrackers duration is reduced by 30% (from 25%).
Wipe duration is reduced by 35% (from 20%).
Tripwire Bomb duration is reduced by 25% (from 20%).
Time Phase duration is reduced by 30% (new).
Knife duration is reduced by 25% (untouched).
Disruption duration is reduced by 35% (from 25%).
Sabotage duration is reduced by 30% (new).
OVERALL COOLDOWN
AC3 revealed that Overall Cooldown was the most used perk by high level players. It also revealed it was often combined with abilities crafted reduce cooldowns to their maximum.
Even if we think it is a valid strategy, we rebalanced Overall Cooldown to open the game to more viable strategies.
Update:
Overall Cooldown now reduces ability cooldowns by 8% (instead of fixed 10 seconds).
KILL BUFFER
We adapted Kill Buffer to the changes done on the Streak and Bonus System (more details on Streaks topic).
Update:
Kill Buffer reduces the current Streak counter by 1 point when dying, instead of resetting it.
SENTRY
Update:
Duration bonus increased to 5 seconds (from 3 seconds).
BLENDER
No major change.
UNSTOPPABLE
No major change.


