Making Max Level Skills Meaningful!
Hey all, this version makes max level skills more fun.
In the old version, it didn't feel that interesting to take a skill from level 6 to 7, or 7 to 8. You barely felt the difference as the increase was so small. And the game often ended before you could even reach that high. That's a wasted opportunity, because working towards and achieving a max level skill should be a fun thing to do!
To fix this, skills now max out at level 7 instead of 8, which means you can actually reach them before the game ends. And to compensate and make it exciting, the last 2 skill levels now have values that jump up 2x as much. So it's now worth it to choose a skill to focus on, as the core of your build, and try max it out ASAP to take advantage of those final levels.
Have fun! bencelot
[GAMEPLAY CHANGES]
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Slightly more max health kits drop into the map (to account for the power boost above and minimise burst damage skills)
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Photon Beam now works better for blasting with Scientist's bullets
[SKILL CHANGES]
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Skills go back to max 7 levels, instead of 8
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Skills now have a 2/3/4/5/6/8/10 pattern instead of a 2/3/4/5/6/7/8/9 pattern
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Boots of travel is a bit slower, and no longer works with the Speed vendor upgrade. The mutation jump height is increased.
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Force Field mutation does a bit less damage
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Bullet Time's cooldown is 2s slower, and it doesn't slow enemy bullets quite as much as before
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Blade Fury's cooldown is 2s slower, and the slashing size of the mutation is smaller
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Firestorm's cooldown is 2s slower
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Shockwave's cooldown is 2s slower
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Frenzy no longer works with the speed vendor upgrade
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Phase Drifting's cooldown is now 2s slower, and it no longer works with the Speed vendor upgrade
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Charged Shot now only gains 50% damage and healing from Cluster Bomb
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Charged Shot's mutation healing is now 15/30/45/60 instead of 20/40/60/80
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Energy Vortex cooldown is now 2s slower
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Rambulance armor and healing values are a bit stronger
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