Patch 1.17.0 “Shrouded Sky” is live, and it touches almost everything that matters: weapon damage numbers, the PvP meta, the daily progression loop, and topside combat conditions. For players who have been grinding since early access, a lot of what felt unfair about the game gets addressed here — especially around low-tier weapons punching way above their price tag.
The headlining change is another Venator nerf. But this one is sharper than anything Embark has done before. Alongside it, the Stitcher loses its close-range headshot dominance, the Kettle gets its damage trimmed, and two high-tier weapons — the Jupiter and the Aphelion — finally become genuinely viable in PvP. There’s also a fix to the long-standing semi-auto input bug that gave players unintended fire rate advantages.
On top of the balance work, the patch adds the Hurricane map condition, two new ARC enemy types, free daily Feat rerolls, and a catch-up system for missed Expedition Skill Points. There’s a lot to unpack — so this breakdown focuses only on what actually affects how you play.
The Venator Nerf Everyone Saw Coming
The Venator has been a top PvP weapon since its last nerf back in patch 1.3.0. Embark has been watching its performance closely, and the data was hard to argue with: it was consistently one of the highest-performing weapons across PvP encounters. Two changes bring it back in line.
The headshot multiplier drops from 2.5x to 2.0x. Base damage goes from 9 to 8. Together, these push the time-to-kill up meaningfully, especially on headshot-focused playstyles that the Venator rewarded most. Embark also noted that if TTK numbers still look off after this patch, the next step will be looking at ammo cost and consumption. That is a signal that the Venator’s value proposition, not just its raw performance, is under review.
If you have been running the Venator as your primary PvP weapon, now is a reasonable time to start experimenting with alternatives. The Aphelion in particular got a significant buff in this same patch — more on that below.
Make a breakthrough
in ARC Raiders!
Boost your progress in ARC Raiders with services built to save time and unlock what matters most. Get started.
View services
Stitcher and Kettle: Why Budget Weapons Needed a Reality Check
One of the loudest complaints in the ARC Raiders community has been the cost-to-performance gap between low-tier and high-tier weapons. The Stitcher and the Kettle were the two clearest offenders, and both get adjusted in 1.17.0.
Stitcher
The Stitcher’s strength was always its close-range headshot TTK. Get close enough to land consistent headshots and it killed faster than almost anything else in the game — faster than weapons costing significantly more. The fix targets both the multiplier and how the weapon behaves when you spray at close range.
- Headshot multiplier reduced from 2.5x to 1.75x
- Base damage reduced from 7 to 6.5
- Per-shot dispersion increased by around 50%, meaning the bloom kicks in faster during a full spray
The dispersion change is the one that will feel most different in-game. Full sprays into someone’s head at close range will now spread more before the clip is empty. Controlled bursts still work, but the Stitcher no longer forgives sloppy aim the way it did.
Kettle
The Kettle was built for medium-range, deliberate fire. Instead, players were running it aggressively in close quarters, essentially using a high-damage weapon at ranges where it was never meant to compete. The adjustment here is cleaner: base damage drops from 10 to 8.5. The headshot multiplier stays unchanged, which means Embark is trying to shift Kettle players toward aiming for the head rather than just hosing the body.
Whether that works depends on how the community adapts. But the raw damage nerf will at minimum bring its TTK closer to where other weapons in its price tier sit.
Jupiter and Aphelion Buffs: High-Tier Weapons Get Their Moment
The balance pass goes both directions. While three weapons get nerfed, two get meaningful upgrades. Both are high-tier picks that had been underperforming relative to their cost and rarity.
Jupiter
Jupiter was already the highest headshot-damage weapon in the game. The problem was landing those headshots consistently, especially at longer ranges, and the vulnerability window after a miss. The changes fix both.
- ADS magnification improves from roughly 1.9x to 2.2x
- Equip time shortened from 1.2s to 1.05s
- Unequip time shortened from 0.9s to 0.75s
The faster equip and unequip times are more impactful than they look on paper. Previously, missing a Jupiter shot left you exposed in a way that made the weapon feel punishing to commit to. Being able to swap to a secondary 0.15 seconds faster might not sound like much, but in close-to-mid range PvP, that window matters.
Aphelion
The Aphelion is described by Embark as a PvP-focused legendary weapon. In practice, it rarely felt that way — too slow to fire, too slow to reload, and its recoil made follow-up shots unreliable. Patch 1.17.0 changes all of that.
- Reload time cut from 4.5s to 3.5s — a full second saved
- Time between shots reduced from 0.9s to 0.7s
- Vertical recoil reduced by approximately 50%
- ADS settle speed improved by approximately 35%
The Aphelion now fires faster, reloads faster, kicks less, and re-centers more quickly after each shot. For a weapon that was already high-tier in terms of rarity and cost, it now actually performs at that level.
Full Weapon Balance Changes — Patch 1.17.0
| Weapon | Before | After | Impact |
|---|---|---|---|
| Stitcher | HS mult 2.5x, DMG 7 | HS mult 1.75x, DMG 6.5, +50% bloom | Headshot kills slower. Sloppy aim punished. |
| Kettle | Base DMG 10 | Base DMG 8.5 | Worse close-range TTK. Headshot multi unchanged. |
| Venator | HS mult 2.5x, DMG 9 | HS mult 2.0x, DMG 8 | Clear meta nerf. No longer best-in-slot. |
| Jupiter | ADS ~1.9x, Equip 1.2s | ADS ~2.2x, Equip 1.05s, Unequip 0.75s | Better long-range clarity. Faster weapon swap. |
| Aphelion | Reload 4.5s, Shot delay 0.9s | Reload 3.5s, Delay 0.7s, -50% vert recoil | Huge usability upgrade. Legitimate PvP pick. |
The Semi-Auto Input Bug Fix: Skill Expression Returns
This one has been in the background since patch 1.13.1. When Embark reverted an optimization fix for semi-automatic weapons in that patch, something else made it through that should not have — a change to weapon input buffers that effectively removed the timing skill requirement for reaching a weapon’s maximum fire rate.
Put simply: before the bug, you had to time your button presses to match each weapon’s intended cadence to get the best fire rate out of it. After 1.13.1, spam-clicking was just as effective. Embark describes this as a “shadow buff” — unintended, but noticed and reported by the community.
The fix in 1.17.0 adds per-weapon control over the input buffering window. Spam-clicking still performs better than it did before the 1.13 changes, so Embark has not fully reverted to the old system. But players who pace their shots correctly will now see better results than those who do not. Fire rate skill expression is back in the game.
Hurricane Map Condition: What Actually Changes Topside
The Shrouded Sky content update introduces the Hurricane as a new map condition, and it is the most tactically significant environmental change the game has seen. Violent storms are sweeping topside areas, and the effects are not just visual.
- Visibility drops significantly — standard sightlines become unreliable
- Powerful gales affect player movement and positioning
- Hurtling debris creates dynamic, unpredictable hazards during fights
- Two new ARC enemy types have been spotted in the Rust Belt
The new ARC types are being kept fairly vague in patch notes, with Embark advising caution while the storm is active. That said, the notes also specifically mention that players who learn to read the weather will find opportunity in the chaos — suggesting the Hurricane creates asymmetric advantages for prepared players rather than just making everything harder.
Adapting your loadout for low-visibility and unpredictable movement conditions will likely become a meaningful skill gap between players in the weeks after this update.
Feats and Expeditions: What Changed in Your Daily Loop
Three progression-side changes are worth knowing about if you play regularly.
Feats can now be rerolled three times per day for free. If you have been stuck grinding a daily you hated because rerolls were locked behind cost or limited in frequency, that problem is solved.
PvP Feats have been removed entirely. A few existing Feats have been updated, and some new ones added in their place. The direction here is clearly toward PvE-focused or general gameplay tasks rather than kill-based objectives.
Expeditions now include a catch-up system for missed Skill Points. If you missed a session — or several — and fell behind on the Expedition progression, you can now earn those points back. The UI has been updated to track catch-up progress clearly. For returning players especially, this is a significant quality-of-life change.
Item Value and Crafting Cost Changes
Several items got value and cost adjustments in 1.17.0. The changes largely increase the value of mid-to-high tier items while adding new crafting requirements. ARC Parts have also had their sell value reduced to better reflect their role as progression materials.
| Item | Old Value | New Value | Crafting Change |
|---|---|---|---|
| Deadline | 5,000 / 15,000 | 6,000 / 18,000 | New ARC part added as cost |
| Trailblazer | 1,600 / 4,800 | 2,200 / 6,600 | New ARC part added as cost |
| Wolfpack | 5,000 | 6,000 | Rocketeer Driver added; less Refined Explosive |
| Vita Spray | 3,000 | 3,400 | Tick Pod added as crafting cost |
| Showstopper | 2,200 | 2,100 | Hornet Driver added; cheaper electrical parts |
The trend here is clear: items are getting more expensive to craft and more valuable if you do. Embark is trying to make the investment in high-tier gear feel more justified, which pairs directly with the weapon balance pass making expensive weapons perform better relative to cheap ones.
Anti-Cheat: Embark Gets More Specific
The 1.17.0 patch notes include the most transparent anti-cheat update Embark has published so far. They acknowledge the complexity: some detections are instant and definitive, others are behavioral and data-driven and take longer to develop. Machine learning models are part of the pipeline.
What changed operationally:
- Strong detections now lead to permanent bans immediately, with no warning or probationary period
- Lesser infractions receive a temporary suspension and one chance to correct behavior before a permanent ban
- Recent changes to Family Sharing strengthen their ability to remove players who try to ban-evade
- A systematic manual review of ban appeals is being prepared
Embark is explicit that enforcement took time partly because the game is young and the volume of telemetry is enormous. The tone is measured rather than defensive — they are describing a system that is still being tuned, not declaring victory. For a game dealing with a visible cheating problem, the level of detail here is a step in the right direction.
Make a breakthrough
in ARC Raiders!
Boost your progress in ARC Raiders with services built to save time and unlock what matters most. Get started.
View services
Other Notable Changes in Patch 1.17.0
A handful of other fixes and additions are worth flagging:
- NVIDIA Freestyle exploit patched — enabling all filters simultaneously for a visual advantage is no longer possible
- Ziplines can no longer be placed on carryable objects
- Mines, traps, and remote flares can no longer be stacked on other deployables
- Vita Spray healing now applies continuously while in use, closing an exploit
- Spotter Relay can now be deployed as a trap that lures nearby ARC enemies
- Pop Trigger now rolls forward briefly before detonating when deployed
- Pop Triggers and Spotter Relays can now be assigned to quick slots
- A new Field Craft item has been added: the Shaker instrument
- Scrappy will now cluck less frequently — Embark confirmed they received the feedback
The DirectX 11 crash on launch has also been fixed, as has a crash that could occur while traversing ziplines. Both were reported frequently enough to warrant mention in the patch highlights.
What This Patch Actually Means for How You Play
The Venator meta has run its course. Players who built their PvP approach around it will need to adjust, and the Aphelion is the most obvious alternative to try first — it received enough changes in this patch to be a serious contender.
The Stitcher change will be felt across almost every lobby. Close-range fights that were previously decided in a fraction of a second will now last long enough for positioning and decision-making to matter more. That is probably a healthier game.
For players focused on progression rather than PvP, the free Feat rerolls and Expedition catch-up system make 1.17.0 a genuinely good patch. Coming back after a break no longer means feeling permanently behind on Skill Points.
The Hurricane map condition is the wildcard. Weather-based gameplay changes tend to split the community early before the stronger players figure out how to use them. Expect the meta around Hurricane conditions to evolve quickly over the next few weeks as strategies develop.