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Happy upcoming holidays, Stormgaters!
As we get ready to enter the new year, we’d like to give one final report on how balance is and one final game update to close out the year. In the last month, since the last big balance patch, all three factions have taken turns being both the leading race and the lagging race. Over the last month overall, Vanguard is at 48.6%, Infernals is at 51.31%, and Celestials is at 50.64%. Balance is better than it has ever been since EA launch, but we can certainly make some improvements. Before the holidays, we’d like to put out an update with the primary goals of shaking up the game, reducing player frustration in specific situations, and providing more rewarding interactions. With that, let’s talk about all the matchups.
Vanguard vs Infernals
Since the last big patch, Infernals have been slightly favored with a 50.5% advantage, but the favored faction flip-flops weekly. This is a very even matchup overall, but we’d like to address some frustration points from both sides.
Brute
- Weapon damage increased from 20 to 24.
- The Sundering Soul Craze upgrade now increases the attack speed of Fiends when they split from 50% to 100%.
Magmadon
- Weapon damage increased from 30 to 30 (+20 vs Heavy).
Weaver
- Cost increased from 100/150 to 125/200.
- Supply cost increased from 4 to 5.
- The Soul Ripper trait now increases the weapon damage of Weavers from 15% against units to 20%.
- The Soul Ripper trait now increases the weapon damage of Weavers from 7.5% against structures to 10%.
- Weapon damage is now clamped between 5 damage and 200 damage.
Graven
- Graven weapon damage reduced from 10 (+15 to Light) to 10 (+8 to Light).
- No longer disables Top-bars when you Infiltrate a Command Structure.
Vanguard vs Celestials Celestials currently hold a 55.29% win rate against Vanguard.
Vector
- Recall no longer restores the health of the Vector to its previous health.
In addition, another common feedback about this matchup is that the irregular pace at which the Celestial economy scales due to a variety of factors lets Celestials get ahead very quickly. But since economy is such a tricky and fragile topic, this is something we’re looking to address more in the next big patch.
Infernals vs Celestials Infernals currently have a 54.8% win rate over Celestials. We’ll address some degenerate rush strategies first:
Meat Farm
- Health decreased from 500 to 400.
- Armor decreased from 15 to 5.
Therium Purifier
- The Celestial Hyperdrive upgrade now requires Arcstation.
General
- Fixed an issue where units were sometimes not correctly prioritizing their more powerful weapon. Units affected include Hornets, Flak Cannons, Gaunts, Vectors, and Scythes.
- Anti-air damage increased from 6 (+6 vs Light) to 8 (+8 vs Light).
- Scythe air weapon damage increased from 12 (+12 Heavy) to 16 (+10 Heavy).
Vanguard vs Vanguard
Hedgehog
- Weapon damage changed from 10 (+5 vs Heavy) to 8 (+7 vs Heavy).
Fun Stuff Perhaps because it’s the holidays, we’ve added a few fun updates to enhance the pace and feel of the game:
Solar Habitat
- Cost decreased from 100/0 to 75/0.
- Solar Charge can now stack!
- Nanoswarm upgrade research cost decreased from 100/100 to 50/50.
- System Shock radius increased from 2 to 3.
- If you summon an Effigy on Shroud, the cooldown will now be decreased by 12 seconds, down to 8 seconds.
In the meantime, we hope these changes keep the game fresh and exciting during the holiday season. Thanks for being part of this journey, and as always, we’ll see you on the battlefield!
Lead Competitive Designer,
Kevin Dong
Changelist General
- Fixed an issue where units were sometimes not correctly prioritizing their more powerful weapon. Units affected include Hornets, Flak Cannons, Gaunts, Vectors, and Scythes.
- Cost decreased from 100/0 to 75/0.
- Solar Charge can now be stacked multiple times on the same structure.
- Note that Med Stations and Repair-o-Matics will currently still only benefit from 1 Solar Habitat and Ambush Posts currently do not benefit from Solar Charge.
- Nanoswarm upgrade research cost decreased from 100/100 to 50/50.
- System Shock radius increased from 2 to 3.
- Weapon damage changed from 10 (+5 vs Heavy) to 8 (+7 vs Heavy).
- Graven weapon damage reduced from 10 (+15 to Light) to 10 (+8 to Light).
- No longer disables top-bar abilities when you Infiltrate a Command Structure.
- If you summon an Effigy on Shroud, the cooldown will now be decreased by 12 seconds, down to 8 seconds.
- Health decreased from 500 to 400.
- Armor decreased from 15 to 5.
- Weapon damage increased from 20 to 24.
- The Sundering Soul Craze upgrade now increases the attack speed of Fiends when they split from 50% to 100%.
- Weapon damage increased from 30 to 30 (+20 vs Heavy).
Weaver
- Cost increased from 100/150 to 125/200.
- Supply cost increased from 4 to 5.
- The Soul Ripper trait now increases the weapon damage of Weavers from 15% against units to 20%.
- The Soul Ripper trait now increases the weapon damage of Weavers from 7.5% against structures to 10%.
- Weapon damage is now clamped between 5 damage and 200 damage.
- The Celestial Hyperdrive upgrade now requires Arcstation.
- Recall no longer restores the health of the Vector to its previous health.
- Anti-air damage increased from 6 (+6 vs Light) to 8 (+8 vs Light).
- Scythe air weapon damage increased from 12 (+12 Heavy) to 16 (+10 Heavy).