RARE LOOT SHOOTOUTS
Hey all, hope you had a great new years break. Just a small balance patch.
FYI, these balance changes are based on feedback in Discord, but also on data collected from every player and every match. If a skill gets a higher win rate than average it might get a nerf. Same for weak skills getting buffs. Over the last year I've seen that the skills are getting close to a consistent, balanced win-rate. Yay science!
The other interesting change this version is that rare loot is now visible on the minimap, and gives more XP too. It will show with a little question mark icon, giving players a new type of objective to fight over.
Enjoy!
bencelot
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[GENERAL CHANGES]
- The score chart now automatically displays between rounds.
- Warmup rounds are a bit faster.
- Changed the colour of enemies from red to slightly purplishly red.
[GAMEPLAY CHANGES]
- Pressing E on regular civilians now makes them follow you.
- When a zombie picks up their 4th heart piece, they will remain for another 0.5s before they revive. This gives time to pickup other loot.
- Rerolling now costs $2000 for regular drafts and $5000 for boosted drafts. However, if you reroll on a boosted draft you are now guaranteed to get that same rarity after rerolling.
- Rare loot crates now give an extra +100xp and show up on the minimap when they're active.
- Heart fragments now give +50xp instead of +20xp for survivors. However, they no longer drop on kill for survivors.
- Players now get 10 instead of 5 score per level up.
- The skill point leveling curve is now 15% slower.
- Our second legendary skill appears at level 12 instead of 15.
- Bots are less accurate with snipers and M4A1.
[CLASSES CHANGES]
- Assault no longer has +20% bigger shifts, nor does it reduce combat slowdown. Instead, Assault has a new perk which makes it reload weapons +70% faster.
- Sniper's bullets now have +20% range instead of +5m range (+20% works out to +10m range on normal rifles).
- Heavy's health kits appear 20% instead of 15% of the time, and will pop out directly behind you if possible, also more consistently.
- Caster no longer gains extra cash or XP from kills. Instead skill draft rerolls are 50% cheaper ($1000 instead of $2000, or $2500 instead of $5000 if boosted).
[SKILL BUFFS]
- Self Repair takes 2.0 instead of 3.0s to heal
- Illicit Income gain per wanted level is +3% instead of +2% per level
- Cluster Bomb throws nades 0.1s more frequently
- Force Fields bounced bullets deal 10% more damage and steer a bit faster
- Blade Fury slashing damage is now 100hp/s instead of 60hp/s
- Invis only does reduced damage for 0.7 instead of 1.0s
- Rambulance post-vehicle healing duration is now 5s instead of 4s, and regen is +5hp/s for all levels
- Shockwave cooldown is 2s faster for all levels
- Medical Supplies now fires loot at you from player kills too
[SKILL NERFS]
- Vampirism healing gains 4% instead of 5% per level
- Clip Magnet seeking is 2 less per level
- Proximity Rounds charging range is now 30 instead of 40m
- Bullet Time slows enemy bullets down to 20% instead of 16% speed, and doesn't seek as much at higher levels.
FYI, these balance changes are based on feedback in Discord, but also on data collected from every player and every match. If a skill gets a higher win rate than average it might get a nerf. Same for weak skills getting buffs. Over the last year I've seen that the skills are getting close to a consistent, balanced win-rate. Yay science!
The other interesting change this version is that rare loot is now visible on the minimap, and gives more XP too. It will show with a little question mark icon, giving players a new type of objective to fight over.
Enjoy!
bencelot
----
[GENERAL CHANGES]
- The score chart now automatically displays between rounds.
- Warmup rounds are a bit faster.
- Changed the colour of enemies from red to slightly purplishly red.
[GAMEPLAY CHANGES]
- Pressing E on regular civilians now makes them follow you.
- When a zombie picks up their 4th heart piece, they will remain for another 0.5s before they revive. This gives time to pickup other loot.
- Rerolling now costs $2000 for regular drafts and $5000 for boosted drafts. However, if you reroll on a boosted draft you are now guaranteed to get that same rarity after rerolling.
- Rare loot crates now give an extra +100xp and show up on the minimap when they're active.
- Heart fragments now give +50xp instead of +20xp for survivors. However, they no longer drop on kill for survivors.
- Players now get 10 instead of 5 score per level up.
- The skill point leveling curve is now 15% slower.
- Our second legendary skill appears at level 12 instead of 15.
- Bots are less accurate with snipers and M4A1.
[CLASSES CHANGES]
- Assault no longer has +20% bigger shifts, nor does it reduce combat slowdown. Instead, Assault has a new perk which makes it reload weapons +70% faster.
- Sniper's bullets now have +20% range instead of +5m range (+20% works out to +10m range on normal rifles).
- Heavy's health kits appear 20% instead of 15% of the time, and will pop out directly behind you if possible, also more consistently.
- Caster no longer gains extra cash or XP from kills. Instead skill draft rerolls are 50% cheaper ($1000 instead of $2000, or $2500 instead of $5000 if boosted).
[SKILL BUFFS]
- Self Repair takes 2.0 instead of 3.0s to heal
- Illicit Income gain per wanted level is +3% instead of +2% per level
- Cluster Bomb throws nades 0.1s more frequently
- Force Fields bounced bullets deal 10% more damage and steer a bit faster
- Blade Fury slashing damage is now 100hp/s instead of 60hp/s
- Invis only does reduced damage for 0.7 instead of 1.0s
- Rambulance post-vehicle healing duration is now 5s instead of 4s, and regen is +5hp/s for all levels
- Shockwave cooldown is 2s faster for all levels
- Medical Supplies now fires loot at you from player kills too
[SKILL NERFS]
- Vampirism healing gains 4% instead of 5% per level
- Clip Magnet seeking is 2 less per level
- Proximity Rounds charging range is now 30 instead of 40m
- Bullet Time slows enemy bullets down to 20% instead of 16% speed, and doesn't seek as much at higher levels.