π οΈ Reminder: Wave 5 of the rebalance goes live in 7 Days!
Get ready! The fifth stage of our major balance update arrives on June 4.
This wave continues our efforts to make battles more diverse, competitive, and fun. It features buffs to some old favorites, one Mech rework, plus several nerfs targeting SP dropping cases and specific balance concerns.
π Key Buffs
Redox: Speed (16 km/h β 22 km/h), HP (170,400 β 227,300), Ability Damage (45,500 β 79,600), now grants a Personal Shield (31,600 HP) and a Speed Boost (+50%) for the Ability Duration.
Dreadnought & Nomad: Ability Damage decreased for all Ranks except Max Rank.
Deathwalker: Ability Cooldown (10s β 15s), HP Restoration (+10% Max HP β +5% Max HP).
Burrow Beams: Damage distribution changed to 70% Shields / 30% HP, Damage per Shot +6.82%, Reload Time (3s β 4.5s).
β Whatβs next? Weβll continue closely monitoring player feedback and in-game performance and make further adjustments if needed. We hope you enjoy these changes and look forward to hearing your feedback!
π Read the full breakdown of the upcoming update here.
Hello, I fail to understand why you are nurfing the Deathwalker so severely when the glitch with the pod gun STILL causes damage and death after ability respawn? The 10% heal rate don't even compensate for that. Not to mention this has been a glitch since day 1 with Deathwalker. And 15 second recharge? You can't be serious! This mech is already extremely slow as it is and such a long recharge will make this mech useless for any practical battles.
I like this game but I feel like I got severely ripped off, extremely disappointed and it makes me second guess my return.
I am very dissapointed over the dreadnaught nerf. The nerf is so large that it is going to make the mech largely unplayable for most players in CPC and DM below anything but maxed rank, or in Hangar Showdown. I spent a significant amount of money and acoins on that mech (and I know I am not the only one) and now it's going to be very nearly worthless to me. I understand there is an issue with people using it to SP drop, but in my experience, the dreadnaught SP dropping issue is not prevalent enough in standard play to warrant such an egrigeous nerf. Surely there are other ways the issue could be addressed (changing the programming of matchmaking specifically to address SP dropping hangars, for instace) or the nerf could be reigned in a good deal, and still be effective.
I am very dissapointed over the dreadnaught nerf. The nerf is so large that it is going to make the mech largely unplayable for most players in CPC and DM below anything but maxed rank, or in Hangar Showdown. I spent a significant amount of money and acoins on that mech (and I know I am not the only one) and now it's going to be very nearly worthless to me. I understand there is an issue with people using it to SP drop, but in my experience, the dreadnaught SP dropping issue is not prevalent enough in standard play to warrant such an egrigeous nerf. Surely there are other ways the issue could be addressed (changing the programming of matchmaking specifically to address SP dropping hangars, for instace) or the nerf could be reigned in a good deal, and still be effective.
Agreed about dreadnaught (and nomad). Apart from the fact that they should just fix tanking (there are lots of good ideas to do so), if they are actually doing this to address tanking then they didn't need to nerf rank 4 and up.
The only benefit (from Plarium's perspective) that I can see of this approach is that it encourages people to fully upgrade these two mechs, but if that's the case then they have miscalculated. Neither of these mechs are strong enough at end game thanks partly to mods. Now they will also not be strong enough at mid game.
Hello, I fail to understand why you are nurfing the Deathwalker so severely when the glitch with the pod gun STILL causes damage and death after ability respawn? The 10% heal rate don't even compensate for that. Not to mention this has been a glitch since day 1 with Deathwalker. And 15 second recharge? You can't be serious! This mech is already extremely slow as it is and such a long recharge will make this mech useless for any practical battles.
I like this game but I feel like I got severely ripped off, extremely disappointed and it makes me second guess my return.
Thank you for taking the time to share this so thoroughly. The pod gun glitch is something we want flagged properly, so if you haven't already, please submit a bug report so our team can investigate it directly. Regarding the balance changes, we understand this feels like a lot, especially as a returning player, and your disappointment is completely valid. We'll make sure this feedback reaches the team π
I am very dissapointed over the dreadnaught nerf. The nerf is so large that it is going to make the mech largely unplayable for most players in CPC and DM below anything but maxed rank, or in Hangar Showdown. I spent a significant amount of money and acoins on that mech (and I know I am not the only one) and now it's going to be very nearly worthless to me. I understand there is an issue with people using it to SP drop, but in my experience, the dreadnaught SP dropping issue is not prevalent enough in standard play to warrant such an egrigeous nerf. Surely there are other ways the issue could be addressed (changing the programming of matchmaking specifically to address SP dropping hangars, for instace) or the nerf could be reigned in a good deal, and still be effective.
Appreciate you sharing this and we're sorry it's hit this hard πWe'll make sure it gets passed along to the team π
Agreed about dreadnaught (and nomad). Apart from the fact that they should just fix tanking (there are lots of good ideas to do so), if they are actually doing this to address tanking then they didn't need to nerf rank 4 and up.
The only benefit (from Plarium's perspective) that I can see of this approach is that it encourages people to fully upgrade these two mechs, but if that's the case then they have miscalculated. Neither of these mechs are strong enough at end game thanks partly to mods. Now they will also not be strong enough at mid game.
Really appreciate the detailed perspective here. Sharing the feedback with the team.