h2]💥 Damage & Combat
- All classes deal significantly more damage — basic attacks, skills, and ultimates were rebalanced upward.
- Skill damage increased across the board.
- Leveling up now increases your attack — your power genuinely grows each level, not only through gear.
🧙 Classes
- Mana regeneration increased for all classes.
- Healer: basic attack damage increased (more self-sufficiency).
- Healer — Divine Blessing (ultimate): now heals 60% of the team's max HP (was a full heal). Still a powerful team save, but no longer a full reset of the fight.
- Slight movement speed tuning to give combat more weight.
🐉 Bosses & Difficulty
- Boss health now scales far more steeply between phases. Each boss is a clearly bigger step than the last: early bosses are more approachable, while the late ones become true endurance fights.
🤝 Co-op
- Bosses are more aggressive in groups: the more players, the more often the boss acts — nobody stands idle. Co-op difficulty comes from MECHANICS and coordination, not from an inflated health bar.
📈 Progression & Gear
- Weapons, rings, and accessories rescaled with much higher attack to match the new boss curve — endgame gear is dramatically more powerful.
- Weapon progression fixed: each boss-tier weapon is now a clear upgrade over the previous one.
- Crafting the right tier of gear matters more than ever.
🐛 Bug Fixes
- Fixed: XP lost on death. The XP you earn is now saved — dying no longer wipes your recent progress.
- Fixed: the Forest Guardian granting far too little XP.
- Fixed: the Healer's heal-over-time heart effect getting stuck on screen after healing.
- Fixed: an inconsistency in skill damage calculation.
As always, thanks for playing SoulBound! Let us know how the new balance feels.
