GRIDNOVA · published
Telemetry showed most runs ending in two places: the first minutes, and a second cluster at thirteen to fifteen. The second one had a cause. Out-of-combat recovery faded to exactly zero at minute twelve, and the deaths began right after — the only way to heal simply stopped existing. It now settles at a small trickle instead of nothing, so the endgame stays a war of attrition rather than a countdown.
- Rushers wind up before they charge: four tenths of a second, slowed, with a ring drawn around them. They were half of all deaths, and most of that was never seeing it coming
- The destructor beam turns toward your aim instead of snapping to it, so a flick no longer throws the whole beam across the field
- Bosses accelerate when you run: unchanged within close range, fast enough past it that walking away is no longer an answer. Leaving one alive used to stop every later boss from appearing at all
- Your character and the world ran on separate clocks. Under load the camera stepped at one rate while the enemies moved at another, which looked like everything slowing down while you accelerated out of control. Everything that moves now shares one clock
- Runs save themselves every twenty seconds. A crash or a power cut used to erase the whole thing
- Timed effects show how long they have left, under the run timer. "All XP doubled for 25 seconds" used to leave you counting in your head
- Synergies. Each one records its own damage now, so the rebalance can start from measurements. Thanks to everyone reporting — every fix above came from a player