
Important notice!!!
since ue5 decided to fk assets in my project randomly, I had to rollback to last backup, kinda lost some progresses, so perhaps some fixes prior to this will become unfixed lmao, let me know again in discord if the lobby menu not appearing problem appeared again
but yeah I might have just handled all of these again and things might just be smooth
Nutshell:
HP and dmg tweak global
gunner/detective/doll/pirate mini-rework
trickster/blaster/assassin released
(blaster and assassin are programmed, but they'll be using model from other class, and have no animations)
next update will have: a few new cards for detective/gunner (just a few, don't get your hopes up)
mini-rework on commander (mainly Q ability)
actual model and animations on blaster and assassin
maybe another new class
Details:
tweaked some classes base hp to make them harder to harder to burst down in first few rounds,
basically the hp classes:
tank-class: 150 (+25) + some shields/hp restore methods : ???? (upcoming class)
shooter-class: 120 (+20) : ranged shooters that lack mobility/self-protect options such as gunner and detective
skirmisher-class/flanker-class: 90 (+15): ranged shooters with mobility/scouting method/closer range shooters without too much mobility
scout, hunter and engineer will now start at 90 hp
diver-class/special-class: 50-70 (+10): half hp classes
hyper aggressive close range classes with too many mobility options, extremely high skill ceiling and burst damage,
or classes that's simply too annoying to shut down
They might have too few counterplays, so it is intended that they're frailer than what's balanced to be)
but buffed a lot of classes' damage sources at least in some ways to follow up after the hp grows in later rounds, which is the main goal of the hp tweak, so that classes without consistent damage don't have to fall off in later game
(Guess I had another solution, I might just make some classes gain their base abilities throughout round 1-5)
Trying it on hunter and blaster and assassin for now
if you think some classes are still weak in lategame (including 15/20 round games) or some classes deal too much damage, or have trouble following up with the hp growth
please let me know in discord!
engineer has feedback effect maximum stacks increased, increasing the scaling damage of gauss rifle (I think the max damage might just stack up super hard)
ninja: main victim of hp inflation: she has decent burst damage but lacked staying power nor continuous damage, but I hope the wallrun update (mainly on the new cards side) fixed a part of it
increased shuriken dmg to 30, normal attack damage to 20 (not sure if I already buffed it in the last patch or not)
delayed how long it takes for temporal attack stacks fades
dualshot: increased some extra damage cards from core upgrades, and increased max style points
hunter: fixed bugs, and attempting a new method of balancing damage abilities
hunter will now start with piercing arrow and dash, but gain the latter 2 abilities,
made bouncing arrow homing on bounce (only onto nearby players ) like commander's bouncing shot
increased base explosive arrow dmg
increased fire rate and piercing arrow damage bonus
passive scan's CD now showing
as of commander's bouncing shot, it will be changed to another ability later
adding trickster
a very...... hard to play class that's between a troll pick and a mental torture, for both yourself or foes
some damage boost to sweeper's non-gatling parts
adding blaster:
a class with explosive attacks, and some vertical mobility
for now I'll include him in the low hp classes since I'm not sure if I gave him too high damage, and vertical mobility can be pretty hard to deal with when most of the casts use projectiles ( even though blaster can barely hang in the air)
adjusted when you'll get your first core upgrade for some classes to emphasize on the counter-pick part
doll and gunner and pirate and detective rework/mini-rework:
pirate rework:
toned down pirate's lategame turret related stuff that scales with coin, instead moved a part of it towards her early game, and nerfed turret hp because why not
(nah just joking, I found out a lot of upcoming classes have an extremely bad time dealing with it, and in current time, scout and ninja also don't want to go toe to toe with a higher lv turret out in the open either)
but on the other hand reduced its CD to make up for it
if your turrets are struggling with dealing with classes like sweeper or gunner, perhaps pick another skill, don't be like me
if other skills don't work, tell me in discord
reworked on magnetic harpoon, it now pulls straightly on hit (although if the target is a laggy client, it can delay quite a bit ), and has a little bit of damage, and a lot more cards
also if you're using ue5 too, remember to use inheritence
and sometimes I think she shouldn't have so much hp but low mobility given she's one of the in your face classes
nerfed to 90 hp group, but new anchor grapple ability for slightly more mobility
further toned down pirate's coin hp card down to 0.5*coin
slightly toned down her effective range and battery so she now more rely on getting in close range with anchor swing and burst down opponenets
set cutlass lifesteal card's healing to cutlass's damage/2 instead of a flat amount
gunner rework:
he felt a bit bland to play, so I did rework his bigshot ability and give him an extra nadeshot ability, and now he relies on energy to use ability and have nearly no cooldowns
bigshot -> volley fire:
costs 60 energy, fires 3 burst of 3 spread rounds
homing projectiles locked behind some upgrades
coolent blast no longer chills yourself or your teammates
some new cards
detective mini-rework:
increased his M2 skills' damage except silver bullet and floating mine because those 2 already chunks hp
pulled some power budget from his gun to give him base kit dash
made dash base kit, along with some damage bonus from abilities, (read class desc)
removed the gun auto scaling
reworked part of his coding, he should feel more smooth and less buggy when played from client side
adds some cards that provide damage bonus along with utilities
removed some cards that doesn't benefit much
slight CD increase
added some cards that gives higher empowered shots damage, and knock ups are more accessible
added further upgrade cards for core upgrades, can appear as normal upgrade and is less powerful than core upgrades
(but I found out that if 2 of core upgrades are upgraded to the fullest, the damage can be 168 per shot, without headshot
(empowered shot at 2.8*2 (but increases battery consumption one)*30 = 168 = something that shouldn't be possible as soon as round 8)
so empowered shots and duckhunt's damage bonus becomes additive, while the other 2 remains multiplicative
slightly adjusted when you'll get the first core upgrade and alt-fire
I'm still worried if he will be overpowered
doll rework:
the base kit is simpler than before, and 4 pickable skills just like ninja
basic atk untouched,
M2: rising steel: dash forward, on impact to first player, deal damage + bleed + knockup
shift: agile slash:
dashes forward + damage in front of you
holding A or D turns it into side slash, changes the direction of movement, increases the damage/bleed, but dashes only half as far
just to clarify once more, in case someone don't read the class desc,
passives: (stats might change according to which upgrade you pick)
at full energy, block 1 lethal blow and becomes invulnerable for 0.5s, melee damage against players charges your battery
melee damage (which is basically all of her damage sources) have 25% lifesteal built-in
atks/abilities have a thing called bleed factor,
on hit against player that's bleeding, deal additional damage equal to bleed stack X bleed factor and heal yourself by the same amount
whenever she heal herself, it's converted to temporal shields first, max shield is equal to your max hp
on the other hand she has the least hp of all classes, and costs hp for some abilities, so yeah try to not get vaporized before you get the first hit
and like ninja, she has 4 pickable abilities as core upgrades
blade rush (legacy)
charges faster, and removed some unnecessary cards
grapple (legacy)
counterstrike
when damaged from front (also it only calculates damage source player's direction, so even if you're being shot by a turret from behind, still aim your crosshair on the player)
also block debuffs
cut off a lot of unnecessary cards
trooper has base primary fire damage and hurtbox increased to follow up with the hp buffs with his low base damage weapons
new status: wounded:
fixed damage debuff
damage over time, procs relatively fast, and obstructs natural hp regen
any further inflicting will remove the previous wounded so unstackable
(used by assassin)