Notes de mise à jour 2.1.1

Balance ⚖️

Khan
Commentaire du développeur :
"Currently, Khan acts as a versatile combat unit, capable of both dealing damage and supporting the team, with his turret being his main source of fire power. As a result, our primary nerf is aimed directly at the turret to balance its efficiency. To compensate for these changes and soften the overall nerf, we slightly reduced his ultimate charge requirement. In the future, we might push him even further into the support role (for example, by buffing his shields), but for now, we will stop here and see how it performs."
  • Ultimate cost (required damage): 2600 ➔ 2400
  • Turret health: 350 ➔ 300
  • Turret shot damage: 27 ➔ 24 (final DPS: 108 ➔ 96)
  • Turret attack range: 15 ➔ 13

Vector
Commentaire du développeur :
"We believe Vector's main weaknesses at the moment are his primary weapon and his ultimate ability. The weapon has a short range, and for that range, his DPS was falling behind other heroes—so we increased it. His ultimate is a high-risk, high-reward mechanic that should decide the fight here and now. It felt difficult to use previously because he lacked the mobility to close the gap quickly for a guaranteed kill. We increased his movement speed during the ultimate and boosted his staff attack rate to make the ability more deadly and user-friendly."
  • Bullet damage: 26 ➔ 28 (final DPS: 98 ➔ 106)
  • Ultimate movement speed bonus: 15% ➔ 25%
  • Staff damage: 104 ➔ 100
  • Staff attack rate: 1.35 ➔ 1.7 per second (final staff DPS: 140 ➔ 170)

Fury
Commentaire du développeur :
"Fury acts as our tank, making her survivability critically important. We slightly increased her maximum health and noticeably reduced the cooldown on Overdrive. The previous 10-second cooldown was quite long, meaning players often lacked this ability during team fights to absorb damage and survive. In the future, we will keep monitoring her: we considered increasing the duration of Overdrive itself from 4 to 5 seconds, but right now it feels like she specifically lacks the availability of the skill. Additionally, we increased her Kick damage so she can still maintain her offensive potential."
  • Kick damage: 121 ➔ 133
  • Maximum health: 725 ➔ 750
  • Overdrive cooldown: 10 sec ➔ 8 sec

Se-Jin
Commentaire du développeur :
"Se-Jin's main strength lies in his mark mechanic. Previously, each mark boosted his damage by 50%. Combined with the fact that marks lasted long enough and Se-Jin rarely missed, the final DPS on marked enemies was too high. We reduced the damage boost from his marks so that he only becomes stronger than other heroes when having at least two marks on the target. Additionally, we reduced the mark duration, so players will now need to refresh them more frequently."
  • Damage increase per mark: 50% ➔ 35%
  • Mark duration: 7 sec ➔ 6 sec
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