9/10 Balance Patch
Patch 6.0 - September 10
BALANCE PATCH OVERVIEW
DESIGN GOALS
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Reduce the power level of Stelle, particularly in the early game with cards like Private Runabout and late game with Hangar.
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Reduce the power level of out of combat scaling items (like Money Tree and the cards that enable it).
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Make the strongest enchants with the biggest immediate impact rarer (primarily Obsidian and Shielded) as they often are a culprit in making otherwise safe items into a problem.
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Improving the numbers on existing items that are not seeing much play so that they now feel more viable.
GENERAL CHANGES
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Matchmaking Changes
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We are changing the way players are matched with opponents' ghosts in Ranked and Normal modes in order to create a smoother onboarding experience for new players.
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Players will only be matched with ghosts of players of their rank or lower for their PvP fights.
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This will be a smoother experience for new players as they work to get better at the game, and find the rank they naturally level up to.
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The experience for higher rank players should not be changed as they still can play against ghosts of any rank.
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Players will now gain and lose rank points throughout the ranking process to help keep them in the proper rank for their current skill level:
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Wins
Bronze
Silver
Gold
Diamond
0
-2
-3
-4
-5
1
-1
-2
-3
-4
2
0
-1
-2
-3
3
1
0
-1
-2
4
1
1
0
-1
5
2
1
1
0
6
2
2
1
1
7
3
2
2
2
8
3
3
3
3
9
4
4
4
4
10
5
5
5
5
Enchantments
- Continued clean/up balance pass on enchantments
- Added Golden Enchant to most items
- Adjusted Deadly enchants on a number of items
- Obsidian enchant is rarer (very rare in level up options or fates, no longer on Aila)
- Silver tier or lower merchants no longer sell enchanted items
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Pricing Changes
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Enchantments no longer double an item’s value
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Legendary Buy Price 64 (from 100)
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Legendary Sell Price 32 (from 64)
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Legendary items with an on-sell effect now sell for 0
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-
Obstacle Course (Event)
- No longer spawns for Stelle
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Prospero (Event)
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Now Gold-tier
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Spawns day 5+
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Regenerative Tincture (Event)
- Now gives Regen equal to twice your level
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Dire Mosquito
- Health to 1500 (was 1700)
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Regen skills no longer boost the output of items that give you permanent regen outside of combat (e.g., Tome of Yyhan, Sifting Pan, Lunch Box)
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Free loot item events (get scrap, get extracts etc) should no longer appear on Heroes that don’t generally use that output
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Fixed Haddy's Wheel infinite spin bug
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Players can now access settings from Collection + Chest opening scenes
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Sped up time between experience shard hitting player portrait and game continuing
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Chest opening should no longer display most recent season chest asset when opening previous seasons
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New loading screen
MAK
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Apothecary
- Cooldown to 5 (from 6)
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Atmospheric Sampler
- Now only Charges items that were not the original trigger
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Black Rose
-
Cooldown to 7 (was 8)
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Regen scaling to 2/3/4 (was 1/2/3)
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-
Boiling Flask
- Cooldown changed to 12/11/10 (was 10/9/8)
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Cauldron
- Poison and Burn changed to 2/3/4 per type (was 1/2/3)
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Covetous Raven
- Damage changed to 80/120/160 (was 60/80/100)
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Death Caps
- Poison scaling to 3/6/9 (was 2/4/6)
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Emerald
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Poison to 2/3/4/5 (was 1/2/3/4)
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Poison buff to 2/3/4/5 (was 3/4/5/6)
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Oil Lantern
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Cooldown to 8 (was 10/9/8)
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Burn to 10/20/30 (was 10)
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Ruby
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Cooldown to 7 (was 10)
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Burn to 2/3/4/5 (was 3/6/9/12)
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Burn buff to 2/3/4/5 (was 3/4/5/6)
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Runic Double Bow
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Cooldown to 6 (was 7)
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Damage to 20/40/60 (was 25/35/45)
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Secret Formula
- Cooldown to 9/7 (was 10/8)
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Sifting Pan
- Regen skills no longer increase this item’s permanent gains
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Tome of Yyahan
- Regen skills no longer increase this item’s permanent gains
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Viper Cane
- Poison and Regen scaling to 20/30% (was 15/25%)
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Weaselpede
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Freeze duration to 1 second (was 1/2/3)
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Cooldown to 6/5/4 (was 6)
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DOOLEY
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Alpha Ray
- Cooldown to 6 (was 7)
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Arc Blaster
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Damage to 15/30/45/60 (was 20/40/60/80)
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Cooldown to 6 (was 7)
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Barbed Wire
- Changed to “Slow 2 items for 1 second(s).” (was 1 item for 1/2/3/4 seconds)
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Battery
- Ammo to 5 (was 4)
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Bellelista
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Damage to 50 (was 40)
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Changed to “When you Haste, this gains +25/50 Damage for the fight.” (was 20/40)
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Beta Ray
- Cooldown to 6 (was 7)
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Bill Dozer
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Changed to “When you use another Friend, this gains +35/70 Damage for the fight.” (was 30/60)
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Changed to “Your other Friends' Cooldowns are reduced by 15/25%.” (was 10/20)
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Chemsnail
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Cooldown to 8 (was 6)
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Changed to “When you Slow, Charge this 2 seconds.” (was 1 second)
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Chris Army Knife
- Damage and Shield to 20 (was 15)
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Cog
- Haste duration to 2/3/4 seconds (was 1/2/3)
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Cool LEDs
- Cooldown to 5 (was 6)
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Copper Ed
-
Poison to 5 (was 3)
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Shield to 25 (was 15)
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Crane
- Damage to 150/300 (was 100/200)
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Cybersecurity
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Changed to “This has +50/75 Damage for each other Weapon and Tech item you have.” (was 75/125)
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Changed to “This deals triple Damage if it is your only Friend.” (was double)
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Defense Matrix
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Cooldown to 5 (was 4)
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Haste duration to 1/2/3 seconds (was 1)
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Dino Saddle
- No longer a Property
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Flamethrower
- Damage to 10/20 (was 2)
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Forklift
- Damage to 150/250 (was 150/200)
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Gamma Ray
- Cooldown to 6 (was 7)
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Hammlet
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Cooldown to 6 (was 10)
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Changed to “When you Slow, Charge this 1 seconds.” (was 2 seconds)
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Hover Tech
- Flying targets to 2/3/4 (was 1/2/3)
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Ice 9000
- Poison scaling to 15/30 (was 10/20)
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Induction Aegis
- Burn to 5 (was 2)
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Isochoric Freezer
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Cooldown to 6/5/4 (was 6)
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Changed to “Freeze an item with a Cooldown of 5s or less for 2 seconds” (was 1/2/3 seconds)
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Laser Pistol
- Damage to 15/30/45/60 (was 10/20/30/40)
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Micro Dave
-
Cooldown to 7/6/5/4 (was 8)
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Burn to 5 (was 6/8/10/12)
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Miss Isles
- Changed to “When you use a Core, this gains +10/20/30 Damage for the fight and Reload it.” (was “When you use a Core, Reload this”)
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Monitor Lizard
- Poison scaling to 5/10/15 (was 3/6/9)
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Omega Ray
- Cooldown to 6 (was 7)
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Pierre Conditioner
- Freeze targets to 2/3 (was 1/2)
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Plasma Rifle
- Cooldown to 6 seconds (was 7)
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Power Sander
- Changed to “Haste the item to the right of this for 2/3/4/5 seconds.” (was 1/2/3/4)
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Propeller Hat
- Fixed an issue where this item could only make one Core fly at a time
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Pylon
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Changed to “Slow [1/2/3] item(s) for 1 second(s).” (was 1 item for 1/2/3 seconds)
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Changed to “When you Slow, Haste an item for 1 second(s).” (was 1/2/3 seconds)
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Pyrocarbon
- Haste duration changed to 1/1.5/2 seconds (was 1 at all tiers)
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Railgun
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Damage to 250/500 (was 200/400)
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Quest requires 8 Tech (was 10)
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Rex Spex
- Scaling to 80/160 (was 60/120)
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Rocket Launcher
- Burn to 2/4/6/8 (was 2/3/4/5)
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Sat-Comm
- Haste duration to 1/2/3/4 seconds (was bugged as 2/2/2/5)
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Temporal Navigator
- Fixed an issue with Obsidian variant triggering on Crit instead of Use
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The Core
- Cooldown to 6/5/4 (was 7/6/5)
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Thermal Lance
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Burn to 6 (was 5)
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Burn scaling to 6/12/18 (was 5/10/15)
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Pulse Rifle
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Gains the Tech type
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Cooldown to 5 (was 6/5/4/3)
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Damage to 10/20/30/40 (was 10)
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Unstable Grav Well
- Cooldown to 7/6/5 (was 8/7/6)
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Welding Torch
- Cooldown to 8/7/6 (was 9/8/7)
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Z-Shield
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Shield to 75 (was 75/100/125)
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Freeze duration to 1 second (was 1/2/3 seconds)
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Cooldown to 7/6/5 (was 8)
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Z-Sword
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Damage to 50 (was 75/100/125)
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Burn to 10 (was 12/16/20)
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Cooldown to 7/6/5 (was 8)
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PYGMALIEN
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Atlas Stone
- Corrected an issue where Obsidian Atlas Stone tripled its damage output on use
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Balcony
- Starts at Gold
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Brass Knuckles
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Cooldown to 9/8/7/6 (was 8)
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Damage to 8 (was 8/16/24/32)
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-
Cargo Shorts
- Fixed an issue where this counted items in the stash for Multicast instead of its own tags
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Cash Cannon
- Starts at 50 damage (was 1)
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Cold Room
-
Starts at Silver
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Cooldown to 6 (was 9)
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Changed to “Freeze 1/2/3 items for 1 second.” (was 1/2)
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Changed to “When you use an adjacent Tool or Property, Charge this 1 second.” (was “When an enemy uses an item, Charge this 1 second”)
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Changed to “When you Freeze, gain 2/4/8 Regen for the fight.” (was 5/10)
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Dog
-
Cooldown to 9/8/7/6 (was 8/7/6/5)
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Quests to sell 25/50/75 Food or Toys (was 20/40/60 Food)
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Fixer Upper
- Cooldown to 4 (was 5)
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Grindstone
-
Cooldown to 3 (was 4)
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Added: “If the Weapon to the Left has a Cooldown over 5 seconds, this has +1 Multicast.”
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Hot Stones
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Cooldown to 4 (was 6)
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Burn to 2/4/6/8 (was 3/5/7/9)
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Regen to 1/2/3/4 (was 1/4/7/10)
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Investment Pitch (event)
- Appreciated value changed to “Give your items +10 value (not including stash)” (was double the value of your leftmost item)
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Jabalian Drum
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Haste duration changed to 2 seconds (was 1/2)
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Damage changed to 5/10 (was 6/9)
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Keychain
- Corrected enchantments to only target active items
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Landscraper
- Cooldown to 5 (was 7)
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Luxury Tents
- The first time you would die each fight, Heal 10/20% of your Max Health. (was 25/50%)
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Model Ship
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Starts at Silver
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Cooldown to 5/4/3 (was 5)
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Shield to 10 (was 25/50)
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Money Tree
- Cooldown to 5 (was 4)
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Piggles Launcher
- Cooldown to 7 (was 8)
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Regal Blade
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Quest requirements to 12/10/8 items bought (was 12/12/12)
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Third quest now scales damage based on all items' value (was just Properties)
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Slingshot
- Starts at 2 ammo (was 1)
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Spiky Shield
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Shield to 10 (was 10/15/20/25)
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Cooldown to 9/8/7/6 (was 9)
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Textiles
- Changed to “When you Heal with an item, Charge an adjacent non-Healing item 1 second.” (was Charge adjacent items)
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Truffles
- Lowered enchant numbers
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Tusked Helm
-
Cooldown to 9/8/7/6 (was 10)
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Damage and Shield to 10 (were 10/15/20/25)
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Vineyard
- Cooldown to 5 (was 6)
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VIP Pass
-
Cooldown changed to 5 seconds (was 7)
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Haste duration changed to 2 seconds (was 1/2/3)
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Value increase changed to 4/6/8 and only for the current fight (was 1 and permanent)
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Stelle
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Firecrackers
- Ammo to 5 (was 6)
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Flare Gun
- Corrected an issue where this did not correctly count as an Ammo item in some cases
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Flashbang
- Slow to 2/3/4 seconds (was 3/4/5)
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Hangar
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Starts at Diamond
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Cooldown to 1 second (was 1.5)
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Hammer
- Quest goal increased to 10 (was 8)
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Headset
- Corrected an issue where several of this item’s enchants also triggered on “stops Flying”
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Hydraulic Squeezer
- Now correctly charges all of your Flying items instead of just 1
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Lavaroller
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Adjusted effect ordering so destroy happens before the Burn
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This also corrected an issue where Grabinator would not buff Lavaroller
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Cooldown to 9/7 (was 10/8)
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Launch Tower
- Changed to “The first time you use an item each fight, all your Vehicles start Flying.” (was at the start of each fight)
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Lightning Rod
- Corrected an issue where the enemy and player triggers were on different internal cooldowns
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Lunch Box
- +Regen skills no longer increase this item’s permanent gains
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Orbital Polisher
- Needs 150 items to fly (was 99)
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Oxygen Mask
- Regen to 3/6/9/12 (was 2/4/6/8)
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Oxygen Tank
- Healing to 75/100/125 per Vehicle (was 50/75/100)
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Private Runabout
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Cooldown to 9/8/7 (from 7)
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Damage to 100 (from 50/100/150)
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Rivet Gun
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Cooldown to 8/7/6 (was 6)
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Self-charge to 2 (was 1/2/3)
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Sandbags
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2/3/4 Vehicles start Flying (from 1)
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When a Vehicle starts Flying, Charge it 1 second (from 1/2/3 seconds)
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Siren
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Cooldown to 5/6/7 (was 7)
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Slow and Haste duration to 1 second (was 0.5)
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Solar Drone
-
No longer a Vehicle
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Cooldown to 7 (was 8)
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Squirrel Suit
- Regen to 10/15/20 (was 6/8/10)
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The Big One
- Damage to 40/50% of max health (was 35/45)
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Wrecking Ball
- Cooldown to 20 (was 22)
VANESSA
-
Anchor
-
Haste duration changed to 2 (was 2/4)
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Cooldown to 12/10 (was 13)
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Blowgun
- Cooldown to 8/6 (was 9)
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Butterfly Swords
- Cooldown to 7 (was 8)
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Cyber Sai
-
Cooldown to 3 (was 5)
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Damage to 10/20/30/40 (was 20/40/60/80)
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Invulnerability charges to 2/3/4/5 (was 1/2/3/4)
-
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Darkwater Angler
- Cooldown to 8/7/6 (was 8)
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Electric Eels
- Damage to 100 (was 50)
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Flagship
-
Damage to 50 (was 50/75/100)
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Cooldown to 7/6/5 (was 7)
-
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Kusarigama
-
Cooldown to 5 (was 6)
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No longer Slows
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Scaling damage to 5/10/15 (was 3/6/9)
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Mantis Shrimp
- Cooldown to 9 (was 10)
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Mr. Richardson
- Cooldown to 6 (was 7)
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Old Saltclaw
- Cooldown to 6 (was 7)
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Orange Julian
-
Cooldown to 11/10/9 (was 11/10/9/8)
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Starts at Silver
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-
Pufferfish
- Cooldown to 8/7/6 (was 8)
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Seadog’s Saloon
- Cooldown to 5/4 (was 6/5)
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Stealth Glider
-
Re-enabled
-
Corrected an issue where enchanted Stealth Gliders' invulnerability did not break properly
-
-
Submarine
-
Damage to 50 (was 50/75/100)
-
Cooldown to 4/3/2 (was 4)
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-
Torpedo
-
Max Ammo to 1 (was 2)
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Damage scaling to 40/80/120 (was 40/70/100)
-
-
Zoarcid
-
Starts at Silver
-
Cooldown to 6 (was 7)
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Haste duration to 2 seconds (was 1/2/3/4)
-
Damage to 15/30/45 (was 20/30/40/50)
-
COMMON ITEMS
-
Citrus
- +Regen skills no longer increase this item’s permanent gains
-
Gland
- +Regen skills no longer increase this item’s permanent gains
-
Scythe
- Cooldown to 7 (from 11)
-
Hands of Time
- Now properly no longer targets tools with no cooldown (or a cooldown of 1) with its active effect
SKILLS
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Advanced Synthetics
-
Now Dooley only
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Starts at Silver-tier
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Alchemical Precision
- Removed unnecessary Ammo check which prevented it from working on items that gained the Ammo tag
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Bombs Away! (New Skill)
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Stelle only
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When you use a Vehicle or Drone, Burn [1/2/3]
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Hot Air (New Skill)
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Stelle only
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The first time you Burn each fight, [1/2] of your items starts Flying
-
-
Equivalent Exchange
- Corrected an issue where the triggers were not on the same internal cooldown
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Expert Pilot
-
Starts at Bronze-tier
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Your Vehicles have +[20/30/40/50] damage and Shield (from 30/60%)
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Focused Strike
-
Renamed from Temporal Strike
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Now Vanessa only
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If you have exactly one Weapon, its cooldown is reduced by [--/5/10/15]% (from: cooldown reduced while your enemy has a Slowed item)
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Heavy Machinery
- Corrected an issue where this was not counting uses correctly
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Heat Shield
- Attempted a fix to correct an occasional issue where this would not trigger
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Noisy Cricket
- If you have at least 7 items in play, your Weapons deal +[--/20/30/40] damage (from 20/25/30)
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Searing Flames
- When one of your Burn items gains Haste, it gains [--/1/2/3] Burn for the fight (was conditional on already having Haste)
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Steelstorm
- Your Weapons have +[--/4/6/8] damage for each Weapon you have (from 4/8/12)
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Streamline Weapon
- When one of your Weapons gains Haste, it gains [--/5/10/15] damage for the fight (was conditional on already having Haste)
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