MOB AND ITEM VALUES
With the new update where the mob respawn system and Titan's Treasury (you will earn gold based on the damage you deal) were added, the prices were also updated. Firstly, for ease of calculation, the gold value of all mobs was increased 10 times. Similarly, the purchase values of all items were increased by 20 times. In addition to this, the price of items that provide health points has been reduced. However, the prices of items for damage and movement speed have been increased.
LOCKED WEAPONS
Due to the bugs that need to be fixed, the Spray and Slime weapons will remain locked this week.
GENERAL BALANCING
The movement speed values of all characters have been returned to their previous values. We want a fast game structure, but we also want to avoid being uncontrollable. Therefore, we are going back to our old speed values. With the movement speed items, you can still drift in the river.
CHARACTER BALANCES
STINGER
Despite being one of the most balanced weapons, there was no reason to use the ultimate ability. Therefore, by doubling its damage frequency, it was made more deadly.
BUFF: Ultimate Damage Frequency / 0.6 sec -> 0.3 sec.
MORTAR
We know you enjoy playing, but due to its skill set, it becomes unstoppable on the map which is a bit of a problem. By making small changes in the "Hoppacik" and "Ultimate" abilities, we aim to create a more balanced game environment.
NERF: 2nd Weapon Ability Cooldown Time / 9 sec -> 12 sec
NERF: Ultimate Damage / 750 -> 600
SOUNDWAVE
Since it is effective at close range, we want it to quickly reduce the distance with its opponents but instead of directly affecting movement speed, doing this with its ability will make it more fun and more shark-like. Therefore, you can now use your movement speed boosting ability more often.
BUFF: 2nd Weapon Ability Cooldown Time / 8 sec -> 6 sec
JAWS
It's more important for it to be playable in a warrior position rather than as a tank. Therefore, enabling it to use its life-stealing ability more effectively is our priority. However, to maintain the balance of power, we're also reducing the health points.
NERF: Health Points / 8000 -> 6500
BUFF: 1st Weapon Ability Damage / 450 -> 550
BUFF: 1st Weapon Ability Cooldown Time / 8 sec -> 7 sec
BUFF: 2nd Weapon Ability Cooldown Time / 9 sec -> 6 sec
SCYTHE
We are making a small adjustment to our meta weapon, introducing a structure of more risk and more reward. By reducing its health points and increasing its damage, you will be able to deal more massive damage with more strategic moves.
NERF: Health Points / 6000 -> 5000
BUFF: Movement Speed / 1 -> 1.05
BUFF: Basic Attack Damage / 425 -> 450
BUFF: 2nd Weapon Ability Cooldown Time / 11 sec -> 9 sec
BUFF: Ultimate Damage / 750 -> 800
MACE
Due to its fragile nature, it was really difficult to play at close range, so we made a few upgrades regarding speed and damage. This way, its importance in both individual and team battles will increase.
BUFF: Movement Speed / 0.95 -> 1
BUFF: Basic Attack Damage / 475 -> 500
BUFF: 2nd Weapon Ability Cooldown Time / 10 sec -> 8.5 sec
BUFF: Middle Layer Ultimate Damage / 1.5x -> 2x
BUFF: Outer Layer Ultimate Damage / 2x -> 3x
FREEZER
The Ultimate Ability now makes the character invulnerable and restores some health.
BUFF: Health Points / 10000 -> 11000
BLAZER
Although Blazer can fight for a long time, it fades away earlier among other characters. Being able to use its fire shield more frequently will allow it to stay in battles longer.
BUFF: 2nd Weapon Ability Cooldown Time / 10 sec -> 8 sec
CANNON
It's one of the less preferred weapons due to its difficulty in use. We want to compensate for this difficulty gap by rewarding successful players more.
BUFF: Movement Speed / 0.9 -> 0.95
BUFF: 1st Weapon Ability Cooldown Time / 6 sec -> 4.5 sec
BUFF: 2nd Weapon Ability Cooldown Time / 8 sec -> 7 sec
BUFF: Ultimate Damage / 1000 -> 1200
NERF: Ultimate Cooldown Time / 35 sec -> 45 sec
DRONE GLOVE
Although its abilities are powerful, the cooldown times are a significant disadvantage. Therefore, it can't achieve much efficiency in short-term battles and can't escape from the battle. Hence, we aim to balance this situation by adding a bit more to its health and speed values.
BUFF: Health Points / 7500 -> 8000
BUFF: Movement Speed / 0.75 -> 0.85
NUNCHAKU
Because its crowd control effect is very high, it becomes indispensable for teams. Therefore, other support and tank characters aren't given much chance. We tweaked its ability cooldown times to reduce its disproportionate power to more acceptable levels. This way, you can still create the same effect with the right timing.
NERF: 1st Weapon Ability Cooldown Time / 6 sec -> 7.5 sec
NERF: 2nd Weapon Ability Cooldown Time / 7 sec -> 11 sec
NERF: Ultimate Cooldown Time / 35 sec -> 45 sec