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Cyberpunk City, New Round Mods & More!

Heyo!

This version gives Skillshot City a new look! The map is darker, clearly set at night time now, and all the vibrant city lights shine brighter. There are new cyberpunk looks to the buildings, more grit and cracks on the floor, bloody footprints when you walk through a dead body etc.

1 / 1 · 100%

Other fun things this version are 3 new round modifiers, 2 new slot machine effects, new map showdown locations, and skill balancing. I've also buffed some flasks, giving things like XP Flasks, Magnetic Flasks and Legendary Flasks more guaranteed rares per drop.

Enjoy!

bencelot


[3 NEW ROUND MODIFIERS]

Jetboots (Rare): Everyone runs +30% faster

Bunny Pads (Rare): Jump Pads launch players +150% further into the air

Lottery Box (Rare): Destroying a rare crate gives nearby players a random slot machine buff for 90s

[SLOT MACHINE CHANGES]

Regen buff gives 30 instead of 20 hp/s

Explosion one does 20% damage vs civs and cars

New buff added: +3m jump height

New buff added: +50% cooldown speed

[GAMEPLAY CHANGES]

Added a few new locations to the map for xp pools, gangster camps and final showdowns

There are now 3 minutes instead of 3.5 minutes before overtime (survey data suggests ppl want slightly faster matches)

The circle size at 0:00 when overtime begins is a tad smaller, to get more density and help players find fights for score

XP Pools drain xp 33% faster with 33% larger holding capacity, and the base XP accumulation rate is 10% faster

Slightly more cash drops from kills to compensate for slightly shorter match durations

Rare loot crates spawn more often, especially in round 1 compared to before (they used to barely spawn in R1)

Vendor upgrades that give clip size now give +20/40/60% instead of +30/60/90% clip size

Vendor upgrades that give bullet speed now give +30/60/90% instead of +20/40/60% bullet speed

Random skills mode now mixes your 2 equipped lege skills into a pool of 7 total skills, not 6

[PROGRESSION CHANGES]

If a F2P player claims a flask, the bonus flask (that the DLC ppl get) is now stored in the inventory, so if you get the DLC later you can access them. This only happens for special flasks.

All existing players have had flasks added to their inventory, up to their current level (or if you bought the DLC, up until the level you bought the DLC)

Legendary Flasks of all types guaranteed 3 instead of 2 rares

Magnetic Flasks guarantee 2 instead of 1 rares

XP Boost Flasks guarantee 3 instead of 1 rares. They can also now give up to 10 levels instead of just 5, but they give +20xp instead of +30xp per 1 DNA. They cost 1500 instead of 1000 acid (and 150 instead of 100 uranium).

The random daily epic flasks (that reset at 0:00 each day) now also have a higher drop rate of leges, like normal epic flasks do

The random daily lege flasks (that reset at 0:00 each day) now also have a higher drop rate of legendary modifiers, like normal lege flasks do

[WEAPON CHANGES]

Molotovs radius is 10% larger

Tasers now have 7 instead of 8 bullets, and take 1.2s instead of 1.0s to reload

Barrett rate of fire is now 60 instead of 50 and damage is 70 instead of 60

Photon Beam rate of fire is now 72 instead of 60 and damage is 75 instead of 70

Ruger range is now 60 instead of 55

[CLASS CHANGES]

Caster cooldown's are now +40% instead of +50%, and restore +20hp instead of +30 hp

[INTERESTING SKILL CHANGES]

Radiate damage per second is now 20 hp/s instead of 10 hp/s, and the duration is 1s longer for all levels

Radiate initial impact damage is now 10 to 50 instead of 20 to 100hp

Armed Robbery now also increases damage dealt to vendors by +30% to +150%

Armed Robbery now also has a 10% to 50% chance of dropping +5 max hp

Shockwave now also reduces the damage of the shocked enemy bullets by 50%

Regeneration's mutation no longer works in combat, but it now restores shield capacity, so it actually does something after you revive. Rate is 5 to 12.5 hp per second, instead of 4 to 10 hp per second.

Stimpacks base effect now also has a 1 to 5% chance of spawning a double damage drop

[SKILL NERFS]

Falling Inferno mutation gives +2/3/4/5s bonus molotov duration instead of +4/6/8/10s

Soul Drop mutation jump height is 30m instead of 35m

Soul Drop damage and healing is now 16 to 80 instead of 20 to 100 hp damage

Illicit Income's mutation now buffs fire rate from 3 to 7.5% instead of 4 to 10% per wanted level

Manic Mechanic's mutation now lasts 20s instead of 25s

Beefcake mutation no longer benefits from health vendor upgrades

Charged Shot only gains 30hp damage after throwing a nade instead of 50

[SKILL BUFFS]

Blade Fury spinning size is a tad bigger

Automatic Armor protection duration is now 2.0 instead of 1.5s

Energy Vortex cooldown is 2s faster, the radius is 2m bigger, and the duration is 1s longer

Bullet Time slows enemy bullets to 12% instead of 13% speed

Venom Shot duration now ranges from 2 to 2.8s, instead of being fixed at 2s. Cooldown is 2s longer.

Laser Scope bullet speed now ranges from 20 to 100% instead of 10 to 50%

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