Knockup durations are now affected by debuff reduction
Removed two jump pads from around the middle of the map that point to outwards (to the left and right respectively)
Sliding no longer resets sprint speed
Stamina Regeneration is reduced by 25% for 5s after using a Wall Jump. This does not trigger when out of combat or when mantling soon after.
Bullet Velocity now stacks additively rather than diminishingly
Medic trooper heal duration increased from 2s to 4s (same overall heal amount)
When receiving multiple of the Medic trooper orb the duration will now be added ontop rather than stacking directly (so picking up 4 in a row will give the regen over 16s instead of over 4s, overall heal is the same just slower)
Medic Trooper heal increased from 12% missing hp to 13%
Fixed Parry FX not always matching state
Base Guardian Bullet Resistance increased from 10% to 20%
Shrine Bullet Resistance increased from 10% to 20%
Tier 2 Bullet Resistance increased from 25% to 35%
Midboss now starts spawned at the beginning of the game
Total Damage Reduction debuffs now stack diminishingly rather than additively (Inhibitor, Fire Scarabs, etc)
Movespeed diminish point increased from 11 to 12 (very slightly less aggressive diminishing scaling)
Weapon Investment Bonus now has a 6.4k line, changed from 4.8k/7.2k/9.6k/16k to 4.8k/6.4k/8k/11.2k/16k with bonuses from 46/55/70/85 to 46/54/62/74/86
Vitality Investment Bonus now has a 6.4k line, changed from 4.8k/7.2k/9.6k/16k to 4.8k/6.4k/8k/11.2k/16k with bonuses from 38/42/46/50 to 38/42/46/50 (final two tiers shifted up by +4)
Spirit Investment Bonus now has a 6.4k line, changed from 4.8k/7.2k/9.6k/16k to 4.8k/6.4k/8k/11.2k/16k with bonuses from 38/48/57/66 to 38/45/52/59/66
Fixed various item barrier durations not scaling with duration increases
Walkers will interrupt a rocket barrage during the 1s windup if stomp becomes an option.
Fixed a bug where walkers were spinning while lasering.
Smoothed zipline grabbing to fix some jitter
Added ropes to zipline binding (so if a player rebinds zipline to something other than SPACE it will also apply to mounting/dismounting ropes)
Removed delay on ziplines when using alternative key binds
Fixed the following abilities taking you out of zoom temporarily when cast: Blasted, Gloom Bombs, Shining Wonder, Call Bell, Luggage Cart, Stalker's Mark, Rejuvenating Aurora, Charged Shot, Powder Keg, Bounce Pad, Spirit Lasso, Napalm, Ice Path, Flog, Spectral Wall, Rake, Fire Scarabs, Scorn, Sand Blast, Time Wall, Paradoxical Swap, Barrage, Flying Cloak, Pillow Toss, Lightning Ball, Entangling Bola, Go For The Throat, Vexing Bolt, Consecrating Grenade, Gut Shot, Snap Trap, Ira Domini, Pain Battery, Jump Start, Flight, Crow Familiar, Lethal Venom, Petrifying Bola, Alchemical Flask, Card Trick, Capacitor, Restorative Locket, Healing Nova, Silence Wave, Magic Carpet, Refresher
Fixed the following items and abilities not working through veils: Heroic Aura, Healing Rite, Healing Nova, Rescue Beam, Divine Barrier, Kudzu Connection, Cube, Tag Along, Lil Helpers, Guardian Ward, Scourge, Plot Armor
\[ Soul Urn ]
We are experimenting with an alternate set of Urn mechanics. Please give us your thoughts on this after you've played with it some.
Primary Rules:
To pickup the Urn, rather than standing in place to channel, you now light or heavy melee the Urn to pick it up.
The Urn is now always dropped off on top of the bridge on the middle of the map.
Once dropped off, the Urn will go into a "Depositing" phase for a set amount of time, depending on which team the urn favors (3s/5s/10s for Favored/Neutral/Unfavored).
While in the Depositing phase, the enemy team can Heavy Melee the urn to have their team claim it and cause it to switch sides. This adds +1.25s to that team's timer.
If the urn is Favored or Unfavored (in a comeback state), then the Favored team will get +50% Bullet and Spirit Resist in a 60m radius around the urn while it is being carried, dropped or deposited.
Other Details:
After 35s (aggregate time held per team), the carrier will start taking 5% Max HP damage per second (previously was 45s and 0.15% Max HP damage).
Urn damage is lethal
Like before, when the Urn is fumbled, it will wait 13s if there is a player within 25m. However afterwards, with this new version, it can no longer be picked up anymore and will very quickly run back to its spawn position.
No longer silences you while carrying. You are still disarmed and movement silenced.
No longer grants +30% Bullet and Spirit Resist while carrying it
Area around deposting the urn is revealed (urn runner is also revealed as usual)
The rules for Favored/Unfavored remain the same (+15% soul difference for the first urn at 10:00, +10% for all future urns)
Souls are all instant after the deposit is complete
All rewards are the same. The last person to contest the urn gets the +3 Golden Idol buffs, falling back to the original carrier if nobody contested it.
\[ Items ]
Added a new T1 Vitality Item, Grit. Active grants you 200 Barrier for 4s duration. Innate grants 1 Out of Combat Regen. Cooldown: 60s. Upgrades to Weapon Shielding, Spirit Shielding, Reactive Barrier (these do not inherit the manual cast active) and Guardian Ward.
Restorative Shot: NPC Healing increased from 15 to 20
Melee Charge: Cooldown reduced from 7s to 5s
Active Reload: Lifesteal increased from 14% to 16%
Weakening Headshot: Now works vs NPCs
Fleetfoot: Now grants +6% Weapon Damage
Fleetfoot: Active slow resistance increased from 35% to 40%
Opening Rounds: Spirit Power reduced from +7 to +4
Slowing Bullets: Dash Distance slow reduced from -25% to -22%
Mystic Shot: Spirit scaling increased from 1 to 1.2
Recharging Rush: Cooldown increased from 24s to 25s
Tesla Bullets: Proc cooldown reduced from 0.25s to 0.2s
Alchemical Fire: Damage per Second spirit scaling increased from 0.152 to 0.2
Ballistic Enhancement: Now upgrades from Mystic Expansion
Ballistic Enhancement: Ability Range increased from +20% to +22%
Weighted Shots: Dash Distance slow reduced from -25% to -22%
Weighted Shots: Debuff resistance increased from 20% to 22%
Shadow Weave: Duration increased from 10s to 13s
Shadow Weave: Ambush Fire Rate increased from 20% to 25%
Shadow Weave: Ambush Spirit Power increased from 20 to 25
Shadow Weave: Ambush Melee Damage increased from 20% to 25%
Escalating Resilience: Max Ammo increased from 30% to 35%
Escalating Resilience: Weapon Damage increased from 15% to 18%
Heroic Aura: Radius increased from 30m to 35m
Sharpshooter: Now upgrades from High-Velocity Rounds (in addition to Long Range). Grants +60% Bullet Velocity.
Sharpshooter: Long range weapon damage reduced from 70% to 60%
Sharpshooter: Now has innate 10% Weapon Damage (from components)
Hunter's Aura: Fire Rate reduction increased from -14% to -15%
Cultist Sacrifice: Weapon Damage increased from 8% to 10%
Cultist Sacrifice: Weapon Damage boon scaling increased from 0.7 to 0.8
Cultist Sacrifice: Bonus Souls increased from 170% to 180%
Toxic Bullets: No longer builds up from melee attacks
Capacitor: Proc cooldown reduced from 0.25s to 0.2s
Crushing Fists: Cooldown reduced from 7s to 5s
Crushing Fists: Melee damage increased from 20% to 22%
Frenzy: Triggered debuff resistance increased from 30% to 40%
Crippling Headshot: Now works vs NPCs
Spiritual Overflow: Spirit Lifesteal moved from Active to Innate (reduced from 16% to 13%)
Spiritual Overflow: Now builds from Spirit Lifesteal (gains the innates it has)
Glass Cannon: Max Health reduction reduced from -15% to -13%
Silencer: Spirit Resistance reduced from 15% to 12%
Spellslinger: Cooldown Reduction reduced from 6% to 5%
Healing Rite: Spirit scaling increased from 0.93 to 1.1
Extra Regen: Regen reduced from 3 to 2.5
Extra Regen: Out of Combat regen increased from 1 to 1.5
Rebuttal: Parry cooldown reduced from -2s to -1.75s
Debuff Reducer: Now grants +90 Health
Return Fire: Duration increased from 6s to 6.5s
Healing Booster: Fixed various abilities and items not being boosted correctly
Restorative Locket: No longer has a minimum of 1 stamina restore
Restorative Locket: Max stamina restored reduced from 4 to 3
Reactive Barrier: Now grants +1 Out of Combat Regen (from components)
Spirit Shielding: No longer grants +1.75m Move Speed on activation
Spirit Shielding: Proc now also temporarily grants +18% Spirit Resistance (for the 8s duration)
Weapon Shielding: No longer grants +1.75m Move Speed on activation
Weapon Shielding: Proc now also temporarily grants +18% Bullet Resistance (for the 8s duration)
Guardian Ward: Barrier increased from 200 to 250
Guardian Ward: Cooldown increased from 45s to 60s
Guardian Ward: Now grants +1.5 Out of Combat Regen (from components)
Bullet Lifesteal: Now grants +6% Weapon Damage
Battle Vest: Weapon Damage increased from 15% to 18%
Dispel Magic: Cooldown increased from 40s to 45s
Spirit Lifesteal: Bonus Health increased from +70 to +90
Fury Trance: Active duration increased from 6s to 6.5s
Fury Trance: Gains the +6% Weapon Damage (from component)
Fury Trance: Fire Rate increased from 30% to 32%
Majestic Leap: Now grants +50% air control for the duration of the barrier