- Neutrals HP increases by 0.5% per minute
- Neutrals damage increases by 0.5% per minute
- Neutrals base damage reduced by 30%
- Hard neutrals now take +20% more melee damage
- Sprint/Out of Combat regen timer against neutrals increased from 2.5s to 4s (takes longer to start sprinting/regening)...
- Medic Pack now heal amounts increased by 2x
- Medic Pack heal now splits its value evenly based on the number of nearby heroes (so 1 hero is 100%, 2 heroes is 50%, 3 heroes is 33%, etc. Other nearby units also get the reduced values.)
- Medic Pack regen applied over 2s instead of 1s
- Medic...
- Hero kill bounty split efficiency for 1/2/3/4/5/6 players changed from 100/100/90/84/65/72% to 100/100/85/70/55/50%
- Guardians HP increased from 4250 to 5500
- Guardians armor decay peak at 12m instead of 10m
- Fixed Base Guardians HP not matching Lane Guardians (were 1000 less)
- Hero base...
- Fixed a bug with falloff calculation that was often causing guns to do much more damage than intended. We'll be monitoring to do subsequent adjustments after this.
- Gun base damage reduced by 5% (not growth)
- Medic Pack missing health % reduced from 10% to 8%
- Stamina regen returned from 5.25s to 5s
- Neutrals bounty increased by 5%
- Warden: Bullet damage growth per boon reduced from 0.53 to 0.47
- Drifter: Base health reduced from 750 to 675
[ General ]
- Trooper bounty mechanics have been reworked. The first half of the souls still fly out as deniable orb, however rather than the other half being instantly given to nearby players it will fall to the ground as an orb that you need to get near to pick up. It has a 18m capture radius...
* Getting damaged during the initial launch window (0.6s) after using a Jump Pad will cause you to be stunned (similar to ziplines having an initial knockoff period). When you are stunned, you will lose control and continue towards the landing destination. The stun will wear off 0.2s after...