Wild Assault Dev Log #29: Balancing, balancing and balancing!
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[/p][p]Hello Wild Ones![/p][p]Wild Assault Season 1 is coming to an end soon! As our first Early Access season, we've delivered 20 live updates with key improvements including character collision fixes and Battle Pass system refinements.[/p][p]As teased in last week's dev log, today we're diving deeper into the Season 2 balance adjustments! These changes resulted from multiple rounds of in-depth studio discussions, where we finalized the core direction. We'll continue refining specifics through ongoing optimizations.[/p][p][/p][h2]1. Valiant Balancing[/h2][p][/p][h3]1.1. Basic Specs Adjustment[/h3]
- [p]Lowered basic HP for large Valiants, including Ryan, Vladimir and Zhenshan: 200 → 180.[/p]
- [p]First Aid Capsule (Q)[/p]
- [p]Significantly reduced the wind-up time for tossing the capsule.[/p]
- [p]New trait: Retrieving the capsule now resets the cooldown of her E ability.[/p]
- [p]Gas Grenade (Q)[/p]
- [p]Significantly reduced the wind-up time for launching the gas grenade.[/p]
- [p]Improved overall ability VFX & SFX quality, and enhanced ability activation player feedback.[/p]
- [p]Toxin Trap (E)[/p]
- [p]Marquez's mines no longer detonate when defused by enemies.[/p]
- [p]Marquez's mines now chain react and detonate other mines within the explosion radius.[/p]
- [p]Improved overall ability VFX & SFX quality, and enhanced ability activation player feedback.[/p]
- [p]Fury Cannon (Z)[/p]
- [p]Increased the explosion falloff range, reduced splash damage, and reduced the explosion radius.[/p]
- [p]Smoke Grenade (Q)[/p]
- [p]Reduced the ability's cooldown and duration.[/p]
- [p]Reckless Charge (E)[/p]
- [p]Reduced initial sprint speed.[/p]
- [p]Removed attack detection during the speed-up phase. Ryan will no longer knock down or deal damage to enemies during the initial acceleration of his charge.[/p]
- [p]Repression (Z)[/p]
- [p]Ryan can now extend the ultimate's duration through successful takedowns.[/p]
- [p]T-28 Projectile Launcher (Q)[/p]
- [p]Significantly reduced the wind-up time for launching the projectile.[/p]
- [p]H-6 "Bloodhunt" (E)[/p]
- [p]Scan distance: 75m → 110m. (1m≈3.28ft)[/p]
- [p]Jack's movement is no longer restricted while the ability is activated.[/p]
- [p]D-37 Wolf Pack Artillery (Z)[/p]
- [p]Jack's movement is no longer restricted while activating the ability.[/p]
- [p]Departure (E)[/p]
- [p]Reduced the slide & melee damage: 110 → 100.[/p]
- [p]Sliding within the effective range of ENCOUNTER (Q) now grants her an additional stealth effect.[/p]
- [p]Enigma (Z)[/p]
- [p]Enemies will now be disarmed for a short period of time if they hit the decoy left by Akai Hime's slide while her Ultimate is activated.[/p]
- [p]Uly's Scuba Party (Z)[/p]
- [p]The SN3100 Ulymobile now moves faster while Uly's Ultimate is activated.[/p]
- [p]Instead of only squadmates, Uly's entire team can now use the holes created by his "Land Diving" ability as deploy beacons.[/p]
- [p]Passive[/p]
- [p]Jumping during ability casting is no longer restricted. You can now activate Zhenshan's rolling by pressing the tactical sprint key, and it will cost additional stamina.[/p]
- [p]Main approach: Our idea is to create differentiated weapon designs that highlight each weapon's strengths and weaknesses, establishing a distinctive, balanced ecosystem where weapons counter each other in a stable and healthy way.[/p]
- [p]Redefining weapon roles to address assault rifles being severely outclassed.[/p]
- [p]Buff SMGs at close range while reducing their mid to long-range effectiveness.[/p]
- [p]Enhance assault rifles' mid to long-range performance (reduce spread, increase late-stage recoil, fine-tune recoil patterns).[/p]
- [p]Optimizing DMRs:[/p]
- [p]Improve sustained long-range precision.[/p]
- [p]Reduce spread.[/p]
- [p]Differentiate DMRs through unique recoil patterns.[/p]
- [p]Snipers: Further fine-tune damage capability at long range.[/p]
- [p]Fine-tune weapon ADS delay and ready-up times.[/p]
- [p]Rework problematic weapons: Resolve balance issues caused by unclear positioning of shotguns and machine guns.[/p]
- [p]Optimize damage distribution across different body parts: Prevent arms from acting as "chest shields" that block weapon damage.[/p]
- [p]Attachment System Overhaul:[/p]
- [p]Remove unreasonable attachments from certain weapons.[/p]
- [p]Rebalance attachment stats to reduce excessive negative attributes.[/p]
- [p]Clarify attachment roles to reduce confusion.[/p]
- [p]Create a more intuitive system that better supports weapon performance.[/p]
- [p]Fixed the incorrect M88 ammo count when reloading an empty magazine.[/p]
- [p]Fixed an issue where the Home Defender's bullet count was behaving abnormally.[/p]
- [p]Fixed an issue in the WA Raid mode where deploying during point capture would make both objectives and teammates disappear from the deployment screen.[/p]
- [p]Fixed an issue where players couldn't interact with certain event related items after reconnecting from a network disconnection.[/p]
- [p]Fixed an issue where the camera stuck on the deployment screen after reconnecting from network disconnection, preventing player from controlling the Valiant.[/p]
- [p]Fixed deployment screen errors caused by unsynchronized variables during high-latency conditions.[/p]
- [p]Fixed an issue where Marquez's E ability collided with the camera.[/p]
- [p]Fixed an issue where weapon models would unexpectedly disappear when triggered by a melee attack while equipping a weapon attachment that modifies magazine capacity.[/p]
- [p]Fixed an issue where equipping the extended magazine on the PPSH-45 did not function properly.[/p]
- [p]Fixed an issue where Erwin's PPSH-45 equipped with an extended drum displayed incorrect ammo counts after activating Q ability and switching back to primary weapon.[/p]
- [p]Fixed an issue where Erwin’s Q ability healing SFX would incorrectly persist when switching weapons during the ability.[/p]
- [p]Fixed an issue where Erwin’s Q ability (Revive) would fail to activate under high-latency conditions.[/p]