Economy
- base comeback increase by roughly 10%. meaning that kills when behind will be worth more
Minions
- Siege minions max health scaling reduced from [1300-10400] over 40 minutes to [1300-7800]
Ships
Shield decay now starts after 7 seconds instead of 6 seconds
Utilities Changes
Reinforcement
Flat health reduced from
- OLD: [300, 600, 1200, 1800, 2400, 3300, 4200, 5100, 6300]
- NEW: [200, 500, 900, 1400, 2000, 2700, 3500, 4400, 5400]
Small Class Ships
Zephyr (Tier 1)
Ability 2 - Windoil
- Cooldown reduced from 32 to 28
Ability 3 - Deafening Gale
- Cooldown reduced from 60 to 50
Mosaic (Tier 1)
- Cannot gain more than one instance of Shield per frame now.
Note: This results in about half the previous Shield applications if casted in a large group of minions and players. - Shield gain per entity hit re-scaled from 10 + 1.5% of max health to 5% of max health but diminishes the more Shield you have, down to 1% rapidly.
Ability 1 - Tesserae
- Cooldown increased from 16 to 20
- Augment Striker: Increases extra projectiles from 2 to 3
- Augment Warden: Now pierces 2 instead of infinite pierces. Returns to caster if the projectile expires (only returns if it hits one entity on the way out).
Ability 2 - Bouncing Abira
- Cooldown increased from [25-21] to [30-26]
Stalker (Tier 3)
Ability 2 - Corroding Mist
- Rupture damage increased from [2-5] up to x3.25 to [4-8] up to x2.35 after 5 seconds in the mist.
Ability 3 - Enthrall
- Duration increased from [2.2-2.8] to [2.4-2.9].
- Cooldown changed from [60-30] to [50-40].
Paradox (Tier 4)
Ability 3 - Doppel
- Reduced spawn angle for duplicated projectiles.
- Augment Striker : Now deflects enemy medium, large, and arc ability projectiles. Note: Small projectiles can go past.
Medium Class Ships
Stingray (Tier 1)
Ability 2 - Force Blade
- Enemies now start decaying Shield if hit into terrain.
Nautilus (Tier 3)
Ability 2 - Disrupt
- Damage reduced from [200-2500] (400-5000) at max channel to [150-1500] (300-3000).
Volt (Tier 4)
Ability 1 - Arc Lighting
- Damage reduced from [70-1000] to [60-600].
Ability 2 - Soliton Storm
- Augment Warden : Increases area of effect for impact effects by 20% (the slow area from the first ability, and the damage area for the third ability).
- Projectile moves out faster at the start and slows down towards the end of its lifespan.
- Increased lifespan from [4-6] to [5-7].
Ability 3 - Induction Lance
- Augment Slayer: Bonus increase damage on impact with a Soliton Storm reduced from 44% to 22%.
- Augment Striker: Damage of projectiles reduced from 30% of base to 20%.
Large Class Ships
Seabloom (Tier 3)
Ability 1 - Green Lotus
- Cooldown increased from 23 to 27.
- Increase to incoming healing and health regeneration scale reduced from [1-3%] up to [5-15%] to [1-2%] up to [5-10%] after 5 seconds in the area.
- Augment Warden: No longer blocks weapon projectiles, now deflects arc projectiles. (So, deflects small and arc projectiles.)
- Augment Dominator: Cooldown reduction reduced from 30% to 20%.
Nori (Tier 4)
Ability 1 - Snare
- Projectile speed reduced from 50 to 45.
- Cooldown changed from [20-10] to [22-18].
- Augment Warden : Disarms enemies for the duration of the effect.
- Damage reduced from [100-2000] to [70-700].
Ability 2 - Entangling Weeds
- Cooldown changed from [30-23] to [32-26].
- Projectile speed reduced from 45 to 40.
- Break damage reduced from [200-2000] + 10% of target's current health to [150-1500] + 7% of target's current health.
- Augment Striker: Damage per second based on target's current health reduced from 5% to 4%.
Ability 3 - Torrent
- Reduced projectile speed from 40 to 30.
- Area of effect radius reduced from [19-24] to [18-21].
- Augment Striker: Maximum increased incoming damage reduced from 20% to 10%.
- Augment Dominator: Cooldown reduction reduced from 35% to 22%.
Prism (Tier 4)
Ability 1 - Prismatic Shield
- Reflecting shield duration reduced from [2-4] seconds to [2-3].
Weapons
- General Changes: Range percentage difference reduced from 30% to 20%. (Note: Shorter range weapons do less damage, and longer range weapons do more.)
- Increased weapons' base DPS from 31 to 33. (Below is how both of these changes affect all weapons.)
Name
Range
Damage
OLD Damage
DPS
Delta DPS
OLD DPS
Juggernaut
25
79
80
39.50
-1.27%
40.00
Frostbiter
25
95
96
31.67
-1.05%
32.00
Reinforcer
30
96
96
38.40
0.00%
38.40
Wind Howlers
30
77
77
38.50
0.00%
38.50
Death Bomb
35
124
122
35.43
1.61%
34.86
Dumurzhet Coil
35
70
70
35.00
0.00%
35.00
Shore Basher
40
180
176
36.00
2.22%
35.20
Spark Generator
45
172
166
31.27
3.49%
30.18
Executioner
45
70
67
28.00
4.29%
26.80
Scorpion
50
48
45
32.00
6.25%
30.00
Repair Inhibitor
55
87
81
32.22
6.90%
30.00
Breach Hornets
55
153
143
30.60
6.54%
28.60
Night Bringer
60
66
59
31.43
10.61%
28.10
Barrier Dynamo
60
66
60
31.43
9.09%
28.57
Trench Maker
65
270
120
30.00
11.11%
26.67
Orban Kings
65
135
120
30.00
11.11%
26.67
Tigerfish Battery
70
116
99
29.00
14.66%
24.75
Frag Mortar
70
95
82
28.79
13.68%
24.85
Hull Splitter
75
58
49
27.62
15.52%
23.33
Chain Shot
75
138
116
27.60
15.94%
23.20
Helix Flare
80
185
152
26.43
17.84%
21.71
Railgun
80
127
110
21.17
13.39%
18.33
Decimator
40
43
42
28.67
2.33%
28.00
Overclocker
28
78
78
39.00
0.00%
39.00
Close Range (red weapons)
- Reinforcers: Heal per trigger reduced from [40-300] to [30-250].
Medium Range (yellow weapons)
- Spark Generators: Amount of Pierce reduced from 5 to 3.
Longer Range (blue weapons)
- Trench Makers: Reduced max ammo by 1 and reload amount by 1. (Base damage changed to compensate.)
- Chain Shot: Reduced max ammo by 1.
- Orban Kings: Duration increased from 3 seconds to 4 seconds.
- Frag Motors: Area increased from [10-25] to [12-30].