U4GM Where ARC Raiders 1.11.0 Nerfs Land and Whats Next

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ARC Raiders felt like it was drifting into autopilot lately, so when 1.11.0 landed on January 13 I jumped in expecting the usual tiny tweaks. Didn't get that. The whole pace is different, and you notice it fast—especially if you've been living off efficient routes and predictable fights. I even caught myself checking my stash plans again, the way you do when you're thinking about an ARC Raiders BluePrint and wondering if today's run is going to fund it or burn it.

Kettle Reality Check

If you were a Kettle main, you're gonna feel this one in your wrists. The old version let squads bully rooms with pure RPM and confidence. Now it's slower, and that "I'll just hold mouse button and win" rhythm is gone. I timed a couple of my usual clears and the difference wasn't subtle—those mid-tier POIs that used to melt now drag on, and every missed burst actually matters. You can still take fights, but you've gotta pick angles, track heads, and stop peeking like you're invincible. It's a nerf that forces discipline, not just a spreadsheet change.

Trigger 'Nade Finally Reined In

The Trigger 'Nade adjustment might be my favourite part of the patch. Before, you'd hear that chain of pops and just know the room was about to turn into a no-skill denial zone. Teams would carpet an area, and the "counterplay" was basically leaving. With the effectiveness toned down, there's more room to read the push and respond. My group already changed how we breach: we're using utility to cut sightlines, bait footsteps, and force bad swings instead of trying to delete everything with one button. You still get punished for being careless, but it feels earned now, not random chaos.

Night Maps, New Mood

On the vibe side, Embark nailed the little stuff. The Abyss cosmetic set looks wild on darker routes—those teal accents hit hard when you're moving through low light and trying not to give away your outline. And the Stella Montis lighting tweaks. Huge. Some areas are dimmer, shadows actually do work, and sneaking isn't a meme anymore. You'll notice people hesitating, listening, double-checking corners. It brings back that extraction tension where you're not sure if the next doorway is loot or a trip back to the lobby.

Economy Cleanup and What It Means

Fixing the key card duplication glitch is the kind of patch note that doesn't sound exciting until you remember how warped the blueprint economy got. Infinite farming always bleeds into everyone else's experience, even if you never touch the exploit yourself. With that gone and the meta less brainless, the grind feels more honest—still tough, but not hopeless. And yeah, if you're rebuilding after a rough streak or you just want to shortcut some gearing decisions, sites like U4GM can help with buying game currency or items without pretending it's part of the core loop, which is nice when you'd rather spend your time actually dropping in and extracting.

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