Patch 1.1 - Balancing Update
[p]Dear Tacticians,[/p][p][/p][p]It has been fantastic to see the enthusiasm of the community for PvP matches since the launch of Skygard Arena! Both ranked games and tournament matches have provided us with lots of insights on the power level of the various Champions and team compositions. Thank you for playing the game and for providing your very valuable feedback! 😍[/p][p][/p][p]Today we are releasing a balancing update in order to maximize the number of competitive team compositions. We are reducing the difference in power level between the various Champions and nerfing some over-powered interactions. In particular, we are nerfing Daerio and Vallya while buffing Jorn, Na Jima, Aiden, Bu Shin, Champei and Seraphine👀[/p][p][/p][p]We are also fixing a couple of bugs and improving the experience when playing against the AI. Thank you to all players who reported bugs and provided suggestions![/p][p][/p][p]Enjoy the new patch, we are looking forward to seeing you experiment with new comps![/p][p][/p][p]See you in the Arena,[/p][p]Team Gemelli[/p][p][/p][p][/p]
Patch Notes - Version 1.1
[hr][/hr][h2]Balancing Changes - Champions[/h2][p][/p][h3]Daerio - Duelist 🤺[/h3]- [p]Health Points: 160 → 150.[/p]
- [p]Primary Action - Critical Strike: steals 2 ultimate charges → 1 ultimate charge.[/p]
- [p]Galeblade (Relic): grants +2 → +1 Haste token every time an ally gains an Haste token.[/p]
- [p]Health Points: 160 → 150.[/p]
- [p]Primary Action: no longer automatically deals a Critical Strike when Vallya is under the effect of a Protection.[/p]
- [p]Guardian Angel (Ultimate Action): the Undying status no longer applies to Pillars.[/p]
- [p]Primary Action damage: 30 → 40.[/p]
- [p]Primary Action damage: 25 → 30.[/p]
- [p]Ultimate Action's cost: 8 → 7 ultimate charges.[/p]
- [p]Health Points: 120 → 130.[/p]
- [p]Health Points: 120 → 130.[/p]
- [p]Movement Points: 2 → 3.[/p]
- [p]Range of Cyclonic Jump (secondary action): 0-3 → 0-2.[/p]
- [p]Primary Action's damage: 35 → 40.[/p]
- [p]When playing a skirmish game against the AI, your starting side (and therefore your starting order, #1 or #2) will now be chosen randomly. This way, the skirmish experience better mirrors the PvP experience and playing against the AI can help you practice both sides of a map.[/p]
- [p]Fixed a bug that would trigger an end turn when clicking right next to the end turn button.[/p]
- [p]Fixed a bug that would allow a player to act in the very first frames after the end of a losing round and visually capture their opponent's main pillar, even though it would not impact the actual result of the game.[/p]
- [p]Fixed a bug that would trigger a - purely visual - double counting of victory points if a Champion was eliminated when receiving two differences instances of damage (such as regular damage and collision damage). This will prevent the rare situation in which games would continue after a player reaches 25 points visually but 23 points in reality.[/p]