We’ve been closely monitoring the class balance for the first week and have decided to make our first set of tweaks. Our game statistics and feedback from players show that we're off to a fantastic start with each class performing very well. However, within each class there is some room for improvement to make all the weapon, ability, and upgrade options equally viable.
Scatterblaster damage increased to 15 per pellet from 12 – Those who got early access to the demo know the scatter blaster started off as a beastly weapon, we overshot our correction and we’re hopeful we've found the right setting.
Fireblast upgrade burn damage increased from 15 per second to 20 per second – The reduction in pellet damage was not being offset enough by the fire damage, so we’ve upped the fire damage a bit, each shot will do an extra 10 fire damage.
EMP Intercooler upgrade now changes the grenade recharge to 10 seconds instead of 7.5 – We know its super fun to run around throwing emp grenades willy-nilly, but it was too much. Besides, you can get the Intercooler pickup and still go crazy.
Gear Shredder homing increased – This weapon is showing up as the weakest of the scientist weapons and we think the best way to improve it is to increase its homing function.
Sentry Damage increased from 8 to 10 per shot – The sentry was not quite giving the offensive boost we were hoping for, this should help.
Reduce the Thermo Rocket Cannon damage from 300 to 250 - The Destroyer was showing up as the most powerful class by a small margin and we think the Thermo Rocket Cannon is a big reason.
Chaos Rift Combuster Damage and Damage Radius significantly increased – You should be doing closer to 300 damage if you manage to hit a guy with both the initial blast and a cluster bomb. Hopefully this make the Combuster a better option.
Barrier Cooldown increased from 7 to 10 seconds – 7 was too fast, it was practically always available
Harvester damage reduced from 20 to 17 – This combination of damage output and healing was too much, we’re preserving the healing functionality and reducing damage.
EDK Techvolt damage increased to 140 from 115 – The beams look cool, but it needed a little more bite.
Flak Shield can absorb 500 damage instead of 666 – The flak shield was showing up as clearly being a better choice than whirlwind so we’re slightly reducing its power.