Hello, everyone!
This RE: Balance features: automatic ammo consolidation, Bastion and Tibet’s buffs, improvements to Shersheret’s Chain ability, and more.
You can find the long and the short of it in the video. This article provides a deep dive with some number crunching and game designer’s comments.
At the moment, you can find yourself having to fight with your magazine half-empty, the only solution being to scramble for an Ammo box.
In version 0.23.0, this problem will be solved with automatic ammo consolidation.
At the start of a new round, or upon respawning, partially empty magazines will be automatically refilled using ammo from other partially empty magazines.
Game designer’s comment: the collision has been increased to make destroying the drone more practical, as it’s currently pretty hard to hit. The ability activation cost has been decreased, since stamina isn’t passively restored while the ability is active.
Game designer’s comment: Kit is too versatile of an operator, as his ability allows him to revive his allies indefinitely and return fire at the same time—something that the other Medics cannot do. Thus, we decided to leave his «passive» revival in, but increase its duration instead.
Game designer’s comment: currently, playing as Mikołaj can be inconvenient, as you have to stay close to the planted field hospital. Mikołaj cannot effectively heal allies at different points, which puts him at a disadvantage compared to Medics with AoE healing abilities. These changes will solve this problem and make Mikołaj more useful in all modes.
Game designer’s comment: using the ability on an ally with full health now has a point. Allies can head into battle and, if hit, get instantly healed as long as Monk’s ability is active.
Game designer’s comment: Monk isn’t very popular in the PvE modes right now, since his healing potential is not quite as high as most other Medics. The new upgrade is going to make Injection healing more effective.
Game designer’s comment: even though Fortress is quite similar to an Assault operator with her 30-round magazine, she’s still a support, but currently lacks the toughness of other members of her class.
Game designer’s comment: as is the case with Kit, Buddy’s passive revival speed gives him too big of an advantage. Moreover, it’s not always possible to destroy Buddy while he is reviving an ally. There will be more time to do so now.
Game designer’s comment: this change should make Threshold and Annihilation more comfortable to play.
Game designer’s comment: upgrade #9-2 significantly increases reflected damage while the ability lasts, but completely immobilizes the operator.
Game designer’s comment: upgrade #9-3 significantly increases defense and movement speed, but takes away the ability to return a lot of damage while the ability lasts.
Game designer’s comment: since there is no slowdown while the ability is active anymore, the upgrade has been replaced with a new one that improves Bastion’s stats instead.
Game designer’s comment: right now, the Chain stops immediately if the target of Shersheret’s ability rounds a corner or moves behind an obstacle. This happens especially often in cases when the target’s movement speed is higher than the Medic’s. We have solved this issue as well.
Game designer's comment: currently, Tibet's only playstyle in PvP modes involves the Stunned effect. The Stunned effect is a very powerful one that leaves no chance for enemies that get hit with it. But if Tibet runs out of special gear charges, his effectiveness drops. We decided to nerf the special gear, but buff the operator's ability and pistol.
Game designer's comment: currently, the level 12 upgrades are not very effective if there are no allies nearby. We decided to fix this and change two of the upgrades as well.
Game designer's comment: this weapon is currently far too weak, only working well when paired with the Stunned effect. Tibet doesn't have the Stunned effect anymore, so we have improved the weapon's stats.
Game designer’s comment: this change should make Threshold and Annihilation more comfortable to play.
Game designer’s comment: currently, Yíngzhōu’s slugs are too strong and his pellets are too weak. The slugs can defeat most Assaults in one headshot. We have nerfed the slugs and buffed the pellets.
Game designer’s comment: currently, Yíngzhōu’s special gear provides too big of an advantage not just to the operator himself, but to his allies as well.
Game designer’s comment: Barreira is well-equipped and has a shield, which makes him too dangerous and resilient for a cross-class fighter.