![]() New SFX and Music have been added to the Boss. Now that we see how people are faring, we're bumping her AI up a bit. We were safe with her on initial launch because we were afraid people wouldn't be comfortable with the platforming. Skeletons Bone throw attacks now go higher to accommodate for people hanging too high in the air.įixed big bone end pieces not having a hitbox.Ĭommunity: Fixed Skeleton Bosses small bones not being counterable (stomp, and throw) We originally wanted players to kick up off the skeletons but we think it’s asking too much from the players this early on in the game. Bounce platforms have been added to the center, and a second row has been added to let people get super high. ![]() Later bosses, harder.Īrena layout change. Good, but often overlooked for other classes so we want to be careful with nerfs lest people think it premature.Įarly bosses are easier. (But compensated by Suave status effect). Suave bug FIX: It now ADDS 30% of your MAGIC as damage BEFORE weapon modifiers are applied.Įmpty shooting no longer keeps you airborne forever (you’ll slowly fall). Turned out Suave launched with a bug. Now that it’s fixed, Suave is working properly and is VERY strong. While the Gunslinger has Suave, their DPS (damage per second) is nearly doubled. We’ve reduced their damage scaling to compensate for this. This also has the side benefit of making Suave really powerful for other fast hitting classes (especially Assassin and Barbarian). Knight Perfect Block damage, explosion radius, and knockback all increased SIGNIFICANTLY. These following changes will hopefully help new players get more out of blocking, and prevent pros from abusing it. The Knight is our intro class. We want them to be the jack-of-all-trades, but right now they’re just the winningest-of-all-everythings. The new Shield Dashing Tech plus the change to the talent made them extremely good for veterans, but not super great for beginners (who don’t spam the shield). The recent change to Barbarians reduced their damage, but the increase to their vitality just made them stronger. This, along with their new aerial maneuvers, really keeps them at the top. We’ve removed the health bonus from the last patch and we’ll see where it goes from there.īonus health scaling reduced from 130% to 120% (Original launch values) Spin "Spam Grace Window Reduced" (only affects button mashers) Valkyrie's been top-tier for a long time. We don't want to reduce their health or damage more, so we're going to increase the skill floor a bit. Ivy Canopy now creates a tiny side wall to help with fringe angles. But we still feel like we can give them a few QoL changes to make them feel just a bit better. Knockback increased on the Mages wand, and the firebolt (before explosion) Mages Offense Spell Pool: Fireball, Lightning Spike, Blaze Bellow, Searing Shot, Gravity Beam, Time Bomb, Fungal Spread. Mages Utility Spell Pool: Flame Shield, Magic 8 Ball, Wind wall, Shockwave, Freeze strike, Prismatic, and Thunderstorm. There was a bug so Mages were only taking from the Offense list, cutting their spell pool in half. This ensures Mages always have an even spread of abilities, to ensure they have an even spread of abilities. Unlike all other classes, the Mage's spell pool is broken into two categories, Offensive and Utility. They may be nerfed in a future patch.įixed the Mage's custom spell pool. This, along with the buffs to magic, will make them REALLY strong. Mages have had a major bug all this time, and fixing it will make them a lot stronger.
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