⚠️ THIS PATCH IS CURRENTLY LIVE ON THE EXPERIMENTAL BRANCH, THE PATCH NOTE IS SUBJECT TO CHANGES ⚠️


<aside> <img src="/icons/barricade_green.svg" alt="/icons/barricade_green.svg" width="40px" />

SYSTEM CHANGES, STABILITY & FEATURES


🚨🚨🚨 PLAYER PROGRESS UPDATE 🚨🚨🚨

Our biggest change so far. While doing the Prestige system, we overshot by quite a bit the amount of grind needed to complete them. We feel it’s quite unfair to have to grind so much only to get a little more of your hero/weapons, so we’re dividing the grind by two. We’re in our first days of Early Access, but we believe it’s not an excuse to have an extremely grindy system that takes out all the fun of leveling up. We’re confident we’ll have more and more content and features for you in the coming months to play and discover, so let’s enjoy what’s already here to the fullest!


JOKER INSTANCING

Many of you had issues in multiplayer lobbies with joker hoarding - players rushing to grab them the second they spawned - making the game unbalanced and just not fun. We were a bit reluctant to change the current system because doing so makes it harder to cooperate and share jokers. However, we found a solution to both instance jokers AND let you share them if you want to. We didn’t go with the “ping-to-share” approach because some jokers could spawn inside objects, making them uncollectible. Plus, since players are usually scattered around the map, we figured running all the way back to grab a single joker just isn’t fun. Enjoy! To balance this out, we’ve lowered the joker drop rate from enemies the more players there are in your group. We’ll see how this plays out and tweak things if needed! As always, we’re open to your feedback and will be keeping a close eye on how this update affects your games.


STABILITY


FEATURES

<aside> <img src="/icons/yin-yang_purple.svg" alt="/icons/yin-yang_purple.svg" width="40px" />

BALANCE


WEAPONS


JOKERS

Overblast is an incredibly powerful Joker that initially slipped under the radar, providing a damage increase that was considerably higher than other Jokers of its tier, trivializing higher difficulties. This may seem like a harsh nerf on paper, but mathematically speaking, this still provides a 22% increase in a magazine's damage without clip size investment, comparable to similar options (two Lucky Strikes, or Consumer) and it only gets higher from there (up to 38%)! We understand this is likely to be discussion-worthy, and we'll be closely monitoring for feedback on this change.


SPELLS


ENEMIES

The Cryptic Deadeye has divided the masses and led many bounty hunters to their demise. While a bunch of people seem to have gotten used to them, we still feel they’re a bit too oppressive, especially when playing solo. We’re also adjusting Deathrattles so that those slippery snakes aren’t quite as annoying, and increasing their visibility to allow for more counterplay.


</aside>

<aside> <img src="/icons/hammer_yellow.svg" alt="/icons/hammer_yellow.svg" width="40px" />

BUGFIXES


Very minor bugfixes and tweaks are not listed

<aside> <img src="/icons/soft-serve_blue.svg" alt="/icons/soft-serve_blue.svg" width="40px" />

</aside>

<aside> <img src="/icons/star_red.svg" alt="/icons/star_red.svg" width="40px" />

</aside>


<aside> <img src="/icons/script_lightgray.svg" alt="/icons/script_lightgray.svg" width="40px" />

</aside>