With this patch comes a variety of adjustments to improve upon the pacing of the game while addressing some common balance issues that have arisen last patch. To be clear, most of these changes are designed to shorten games slightly and let them progress more quickly into the late-game, however sprinkled in are the typical balance adjustments, new items, and quality-of-life changes. Enjoy!
GENERAL:
More starting AP means you’ll be able to hit the ground running as you visit shops and auctions even from the first round. A higher level cap means your high-rolls will still matter all the way through the late-game as you pursue the ever-elusive levels 6, 7, and 8.
MAS AP – Starting AP increased from 50 –> 150.
Level Up – The level cap has been raised from 5 –> 8!
NEW – Level Bonuses
- Players will now gain +20 AP whenever they level up. (Being the first to reach a level will yield +35 AP instead).
- This is in addition to the existing +5 Max Health players gain for each level, and now extends all the way until level 8.
CHARACTERS:
- Gramps
- Back in My Day cooldown reduced from 6 –> 5 Rounds.
- Robbie
- Snatch cooldown reduced from 5 –> 4 Rounds.
- Energy cost increased from 4 –> 5.
- Steve
- Bunny Rage now grants +50% bonus health for 2 turns. (Changed from +100% bonus for 1 turn).
- Energy cost reduced from 7 –> 6.
- Nai Xin
- Alignment (Passive) now only grants +3 Attack and Defense when Nai Xin is at 10 energy. (Down from 4/4)
COMBAT:
Players currently spend a lot of time resolving battles which may drag on a bit too long. As a result this patch introduces general damage increases while adding damage caps to ensure high-damage builds don’t become one-shot nightmares.
MORE DAMAGE – All damage dealt in combat has been increased by 15%.
CAP IT OFF – Damaging abilities and attacks can no longer exceed 50 damage.
DUKES DOWN – Defense effectiveness reduced by 10%.
RETREAT CHANGES:
In duels, (1v1 battles) Retreat will no longer start on a 3 round cooldown, meaning players can retreat from duels immediately after they begin.
Retreating in the first 2 rounds of a Duel however will forfeit additional AP equal to (8 +2% net worth).
CHOOSE FASTER – The ability choose timer in combat has been shortened from 10–> 8 seconds.
ABILITIES:
- Invigorate
- Max Energy restored increased from 25% –> 30% max energy.
- Last Stand
- Permanent Defense bonus increased from 5 –> 6.
- Second Wind
- Healing reduced from 10% –> 8% max health each turn.
ITEMS:
Now that combat damage has normalized a bit, raising the Heroic Item limit enables many more possibilities for late-game itemization without game-breaking late-game power.
DOUBLE THE HEROISM — Heroic item limit per player increased from 1 –> 2.
NEW ITEMS:
Atlas O’s
- Cost: 18 AP
- Consume: Reduce the remaining cooldown of your Character Ability by 1 round.
Equinox Ball
- (Benign Item)
- Cost: 50 AP
- Restore 2 energy at the end of your turn. If already at full energy, Heal for 20 health instead.
Fencing Sword
- Cost: 80 AP
- Grants +6 Attack.
- Effect: If this item is the only one in your inventory, gain +7 additional Attack.
BALANCE CHANGES:
Deathblade Scythe
- Attack bonus decreased from 8 –> 6.
- Now grants +2 Attack whenever another player dies. (Up from +1).
Hawky
- Hawky damage increased from 4 –> 5.
- Hawky base cost increased from 66 AP –> 75 AP.
Veerin’s Revenge
- Defense bonus increased from 6 –> 7.
SPELLS:
CURSE
- Damage per turn increased from 17 –> 18.
TIME WARP
- Energy cost reduced from 3 –> 2.
SQUARES:
The following change to Plus and Minus squares makes the mini-game resolve much quicker, still yielding about the same amount of AP for those with quick fingers.
PLUS & MINUS SQUARES:
- The Plus and Minus Square mini-games have been adjusted:
- Mini-game time reduced from 5 seconds (+.1 seconds per round) –> (2.5 seconds + .05 seconds per round).
- AP gains and losses from Plus and Minus squares have been doubled.
UI:
HEADS UP – The upper-left round count window will now display if it’s currently an intermission or halftime round. (Similar to Brawl rounds).