From our latest patch on January 5th Friday, we have received various feedback regarding overall character balances. We are planning to continue our character balances through our upcoming January 11th patch.
Minigun modification:
- One of the most voiced concerns by our user base was regarding Bigdaddy’s increased defensive capabilities as well as survivability. While it was our intent to increase survivability, our users believe his Minigun’s offensive capability was also significantly improved due to him withstanding more punishment.
- We have decreased the Minigun’s accuracy to affect his offensive capability. With this new change in the weapon’s spread, we expect to keep his survivability whilst balancing his offensive capability.
Sniper HP reduction & damage revision to SR weapons:
- Feedback regarding Snipers have also been provided by our community and the general consensus was that Snipers were buffed in their offensive capability while receiving a minor HP increase.
- Our focus was to retain bolt-action sniper rifle’s 1-shot kill mechanic through the overall HP increase. We have modified (reduced) SR weapon damage enough to allow 1-shot kills (within a reasonable distance).
- We have reduced/rebalanced Sniper character HP in general to withstand at least one grenade from Geoffrey’s grenade launcher but become more susceptible against AR character.
Removal of Igor’s shotgun switch delay:
- We’ve received mixed feedback regarding Igor through our recent patch. There were few users who thought Igor was buffed dramatically through the HP increase. While his survivability was indeed improved through increased max HP, his offensive capability through shotguns & SMGs have been reduced significantly. (Considering all characters have had their max HP increased accordingly)
- Igor is a defensive specialist overall, but we want to retain his game-changing Blind Storm + takeover mechanism. As such, we have removed his previous switch delay nerf when swapping between his shield and shotgun.
Increased ammo:
- We have received various feedback regarding the side effect of max HP increase towards Assault Rifles characters. We were able to compile such feedback into two distinct suggestions.
1) AR damage was too low in comparison
2) Not enough bullets to sustain throughout battle
- For our upcoming patch on January 11th, we have increased the total number of magazine for all weapons in exception of Trish-specific rifles.
- It is our intention, by increasing the overall max HP value for all characters in order to create sufficient room for weapon-specific rework in the near future. We are currently considering to modify weapon damage (and relative stats) in order to achieve diverse weapon types respective to their native trait.
example) current AK & M4 series do not offer significant strength of their own (including damage output & spray control) for users to choose from. In the future, we would be able to create enough of a difference between weapon types to promote weapon-specific play style.
EXD – Health Pack nodes:
- We have increased EXD mode Health Packs from 100 HP recovery to 200 HP recover.
Miscellaneous feedback:
- SMG, Hand-grenade, Pistol damage rework suggestion.
We will continue to monitor gameplay as well as user feedback to continue implementing changes to character/weapon balances. It is our intention to conduct weekly balance changes through our patch notes.
It’s realistic that we are unable to meet everyone’s needs, but we would like for all of our users to know that the very foundation of all game changes start and finish with user feedback. We hope that you will continue to engage in communication with us through Discord, Community Hub, and Forum.
Thank you
MC Team