Beat the Machine - Patch 1.6
Patch Notes: 1.6 Beat the Machine
It’s been a while since we had our last Beat the Machine patch. We wanted to update some of our skills, rework the ones that see almost no play and fix a few bugs before the end of the year. Power Tree has had its ups and downs with Triple Barrage seeing a 95% play rate over Afterburner and after nerfs both now seem to be a good spot. Some skills (Clarity and the Critical Strike choices) felt awkward to take and overall need more viability. This caused us to rework the critical strike system found within Beat the Machine (More Details below). Anyways Happy Holidays and Happy Patch 1.6
We had a few audio bugs that caused us to remove audio from the game before release. All audio is now readded.
- Readded Skill Tree Audio
- Fixed a bug where Audio would loop in the Hub World (This may still occur for players on high FPS settings.
- Readded Sonic Rifts Audio
[h2]Vitality Tree:[/h2]
[h3]Agility Attacks:[/h3]
After the rework of Healing Strikes; Agility Attacks felt left in the dust, quite literally. Agility Attacks now scales better with armor. We also found a bug where the skill tree was displaying the incorrect armour ratio.
Damage Bonus Increase from 2(+15%Armour)(2%Damage) to 2(+20%Armour)(2%Damage)
Fixed a bug where the armour ratio was only displaying 8% armour bonus.
[h3]Sonic Rifts:[/h3]
Added the audio back to Sonic Rifts!
[h2]Utility Tree:[/h2]
[h3]Clarity:[/h3]
When looking into clarity, the duration bonus only worked with 3 skills. Rapid Fury, Overclock and Armor Up! We decided to remove this passive from this ability and increase the passive cooldown reduction. This is just so that Clarity has better synergy with more options, and less about the stacking skills feeling too strong.
Cooldown Reduction Increased from 10% to 15%
REMOVED: No longer increases durations of stacking spells by 10%
[h3]Time Capsule:[/h3]
Time Capsule had a nasty bug where its visual effect would sometimes be invisible. For players that could see it. Time Capsule was feeling a bit weak in the damage department. Enemies that pass through it now take guaranteed damage.
Damage guaranteed up from 6 to 18. Damage per second unchanged.
Damage guaranteed up from 8 to 24 on the Break the Machine alteration.
[h2]Power Tree:[/h2]
[h3]Critical Strike Rework:[/h3]
Critical Strike felt weird in the Beat the Machine. Either you took Critical! and got to 55% critical strike or you took Luck of the Draw and got to 75% critical strike. Both felt awkward and weird to take, and it caused some builds to get a weird vibe in the later parts of the game. Both skills have been reworked and the player stats have been adjusted to compensate. Luck of the Draw gives 100% critical strike chance with a full critical strike build, and critical grants 60% Critical! strike chance of 3 out 5 shots will crit.
Player Armour base increased from 12 to 15.
Player base critical strike chance reduced from 5% to 0%.
[h3]Critical! [/h3]
Critical Strike chance increased from 5% to 10%
Critical Strike damage decreased from 25% to 15%
[h3]Luck of the Draw:[/h3]
Critical Strike chance increased from 25% to 50%
Critical Strike damage decreased from -5% to -25%
[h3]Doom Blades:[/h3]
Doom Blades feels off. Why does it feel off you ask? We assume its due to the other skills getting buffed from animations to cast times from patches and that Doom Blades feels a bit under the weather from not getting those changes. However; Doom Blades feels smooth and easy to use, so we’re buffing the damage up slightly to incentivize players to once again run the pain train circle train of DOOM that we all love and enjoy!
Doom Blades Original Damage Up: 8(+0.5 Damage) 10(+0.6 Damage)
Enhanced Doom Damage Up: 12(+0.75 Damage) 14(+0.9 Damage)
Break the Machine Enhanced Doom Damage Up: 16(+0.90 Damage) 18(+1.2 Damage)
[h2]Enemies:[/h2]
Bugfixes cause more issues than expected. We fixed some bugs and now have to buff enemies as a result.
[h3]Tank Node:[/h3]
Tank Armor Increased: from 20/35/50 to 40/60/80
[h3]Pulsating Node:[/h3]
Pulsating Health Increased from 140/180/220 to 250/400/550
Pulsating Armor Increased from 0/10/20 to 5/20/35
[h2]Shields:[/h2]
Fixed a bug where Shields could stack infinitely.
[h3]Coherence + Power Surge: [/h3]
No longer causes infinite shield. If Power Surge would overflow the Shield Bar now caps at your maximum health. Power Surge no longer makes you take damage if the Shield explodes before the shield expires in your shield bar. Now equals the same cooldown.
It’s been a while since we had our last Beat the Machine patch. We wanted to update some of our skills, rework the ones that see almost no play and fix a few bugs before the end of the year. Power Tree has had its ups and downs with Triple Barrage seeing a 95% play rate over Afterburner and after nerfs both now seem to be a good spot. Some skills (Clarity and the Critical Strike choices) felt awkward to take and overall need more viability. This caused us to rework the critical strike system found within Beat the Machine (More Details below). Anyways Happy Holidays and Happy Patch 1.6
Audio
We had a few audio bugs that caused us to remove audio from the game before release. All audio is now readded.
- Readded Skill Tree Audio
- Fixed a bug where Audio would loop in the Hub World (This may still occur for players on high FPS settings.
- Readded Sonic Rifts Audio
Skills:
[h2]Vitality Tree:[/h2]
[h3]Agility Attacks:[/h3]
After the rework of Healing Strikes; Agility Attacks felt left in the dust, quite literally. Agility Attacks now scales better with armor. We also found a bug where the skill tree was displaying the incorrect armour ratio.
Damage Bonus Increase from 2(+15%Armour)(2%Damage) to 2(+20%Armour)(2%Damage)
Fixed a bug where the armour ratio was only displaying 8% armour bonus.
[h3]Sonic Rifts:[/h3]
Added the audio back to Sonic Rifts!
[h2]Utility Tree:[/h2]
[h3]Clarity:[/h3]
When looking into clarity, the duration bonus only worked with 3 skills. Rapid Fury, Overclock and Armor Up! We decided to remove this passive from this ability and increase the passive cooldown reduction. This is just so that Clarity has better synergy with more options, and less about the stacking skills feeling too strong.
Cooldown Reduction Increased from 10% to 15%
REMOVED: No longer increases durations of stacking spells by 10%
[h3]Time Capsule:[/h3]
Time Capsule had a nasty bug where its visual effect would sometimes be invisible. For players that could see it. Time Capsule was feeling a bit weak in the damage department. Enemies that pass through it now take guaranteed damage.
Damage guaranteed up from 6 to 18. Damage per second unchanged.
Damage guaranteed up from 8 to 24 on the Break the Machine alteration.
[h2]Power Tree:[/h2]
[h3]Critical Strike Rework:[/h3]
Critical Strike felt weird in the Beat the Machine. Either you took Critical! and got to 55% critical strike or you took Luck of the Draw and got to 75% critical strike. Both felt awkward and weird to take, and it caused some builds to get a weird vibe in the later parts of the game. Both skills have been reworked and the player stats have been adjusted to compensate. Luck of the Draw gives 100% critical strike chance with a full critical strike build, and critical grants 60% Critical! strike chance of 3 out 5 shots will crit.
Player Armour base increased from 12 to 15.
Player base critical strike chance reduced from 5% to 0%.
[h3]Critical! [/h3]
Critical Strike chance increased from 5% to 10%
Critical Strike damage decreased from 25% to 15%
[h3]Luck of the Draw:[/h3]
Critical Strike chance increased from 25% to 50%
Critical Strike damage decreased from -5% to -25%
[h3]Doom Blades:[/h3]
Doom Blades feels off. Why does it feel off you ask? We assume its due to the other skills getting buffed from animations to cast times from patches and that Doom Blades feels a bit under the weather from not getting those changes. However; Doom Blades feels smooth and easy to use, so we’re buffing the damage up slightly to incentivize players to once again run the pain train circle train of DOOM that we all love and enjoy!
Doom Blades Original Damage Up: 8(+0.5 Damage) 10(+0.6 Damage)
Enhanced Doom Damage Up: 12(+0.75 Damage) 14(+0.9 Damage)
Break the Machine Enhanced Doom Damage Up: 16(+0.90 Damage) 18(+1.2 Damage)
[h2]Enemies:[/h2]
Bugfixes cause more issues than expected. We fixed some bugs and now have to buff enemies as a result.
[h3]Tank Node:[/h3]
Tank Armor Increased: from 20/35/50 to 40/60/80
[h3]Pulsating Node:[/h3]
Pulsating Health Increased from 140/180/220 to 250/400/550
Pulsating Armor Increased from 0/10/20 to 5/20/35
[h2]Shields:[/h2]
Fixed a bug where Shields could stack infinitely.
[h3]Coherence + Power Surge: [/h3]
No longer causes infinite shield. If Power Surge would overflow the Shield Bar now caps at your maximum health. Power Surge no longer makes you take damage if the Shield explodes before the shield expires in your shield bar. Now equals the same cooldown.