Balance Update

EpicDuel EpicDuel

Class Balance Update

Alina | Thursday, June 28, 2018

Features/Changes

  • Cost of Class Change reduced to 450 Varium, 25,000 Credits.
  • To allow players to complete the Harvest Missions, Pumpkin and Candy are no longer seasonal.

Balance 

  • Armor Cores:
    • Nanosteel Armor: Decreases the defense ignored of a critical hit by 15%
    • Overshield: Further reduces damage by 15% when you deflect an attack
    • Armored Roots: Increased duration to 3 turns and increased Defense and Resistance to 45% from 33%

  • Primary Cores:
    • Frost Shards/Frostbite: Reduce damage to 85%
    • Energy Storm: Increased damage % to 25%
    • Curse: Reduced energy cost to 100 from 115 and increased support reduction to 40% from 30% 
    • Omega Override:  Improved base stat reduction to 35%
    • Baby/Dark Yeti Charge: Buff to 20 points
    • Growth Serum: Reduce Energy cost to 100 and Increased Support buff to 40%

  • Sidearm Cores: 
    • Energy Shot: Damage % buffed to 25%
    • Laser Sights: Increase damage by 15% when deflected

  • Auxiliary Cores: 
    • Salvage: Reduce base Energy cost to 90
    • Laser Sights: Increase damage by 15% when deflected

  • General
    • Field Medic: Reduced healing by 25 points per level

  • Bounty Hunter:
    • Smoke Screen: Increased Dexterity gained per level by 3 instead of 2
    • Static Grenade: Reduced energy drained by 3, added level scaling to improve every 3 levels above 20 and weaken every 5 levels below level 20
    • Venom Strike: Increased attack damage to 100%, reduced poison damage by 10 per level
    • Reflex Boost: Reduced base energy cost by 20

  • Cyber Hunter
    • Plasma Armor: Decreased base energy cost by 10
    • EMP Grenade: Increased cooldown to 4 and increased base energy cost by 20
    • Malfunction: Increased base Technology reduction by 1 and increased scaling to 3

  • Tech Mage:
    • Plasma Bolt: Reduced damage by 10 and increased base cost by 20
    • Malfunction: Increased base Technology gain by 1 and increased scaling to 3
    • Battery Backup: Increased energy restored by 12 per level
    • Plasma Rain: Increased base damage by 11 at each level and increased scaling by 1 per level and increased base cost by 5 (to match Multi-Shot)
    • Assimilation: Reduced energy drained by 8 per level and reduced scaling to 1 per 2.5 points to Strength

  • Blood Mage:
    • Energy Parasite: Initial hit does full damage
    • Reflex Boost: Reduced base energy cost by 20
    • Plasma Rain: Increased base damage by 11 at each level and increased scaling by 1 per level and increased base cost by 5 (to match Multi-Shot)

  • Mercenary:
    • Double Strike: Reduced base energy cost by 10 and increased % damage increase by 2 per level
    • Blood Commander: Reduced health regeneration to 70% of Wtrength
    • Adrenaline Rush: Reduced base energy cost by 20 per level
    • Maul: Increased defense ignore to 15% reduced base energy cost by 10 and increased stun chance by 4 per level

  • Tactical Mercendary:
    • Field Commander: Reduced base energy cost by 10 and Increased Strength added by 2 per level
    • Double Strike: Reduced base energy cost by 10 and increased % damage increase by 2 per level
    • Battery Backup: Increased energy restored by 12 per level
    • Frenzy: Now unblockable
    • Mineral Armor: Reduced energy cost by 10 at all levels
    • Atom Smasher: Reduced energy cost by 20 and improved base % conversion by 7
    • Toxic Grenade: Reduced poison damage by 10 at all levels

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