We’ve been keeping a close eye on your balancing feedback over these past few weeks as well as how people are playing the game, and we’ve put together a whole stack of balance changes that we’re now play-testing.
These are subject to change still, but we wanted to give you an early look at what we’ve got in mind.
General
[ul]
[li]Damage over Time attacks no longer stack - only the most recent DoT effect is applied[/li][li]Reduced Energy cost of all melee attacks by 1[/li][li]Reduced duration of Ghost ability to 2 turns[/li][/ul]
Captain Abilities
[ul]
[li]Less-Harma Pharma now reduces damage by 50% for 2 turns[/li][li]Team Spirit ability now replenishes 50% of a unit’s AP points[/li][li]Reduced Artillery from 5 to 3 uses[/li][li]Reduced duration of Bee Bomb to 5 turns[/li][li]Increased tick damage of Bee Bomb to 15[/li][/ul]
Archie Fletcher
[ul]
[li]Reduced Energy required to fire Explosive Crossbow to 5[/li][/ul]
Gus Marx
[ul]
[li]Reduced number of uses of the Sqhurter to 3[/li][/ul]
Juan DaCova
[ul]
[li]Reduced splash damage of Molotov to 2 tiles[/li][/ul]
Megan McNick
[ul]
[li]Increased throw range of mines to 2[/li][/ul]
Specialist Suds
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[li]Significantly increased C4’s damage[/li][li]Significantly increased C4’s splash damage[/li][li]Can now attack and destroy C4 charges once detected[/li][/ul]
Textbook Kate
[ul]
[li]Reduced splash damage of Gas Grenade to 2 tiles[/li][li]Increased Energy cost of Gas Grenade to 4[/li][/ul]
What do you think? Is there anything grossly unbalanced missing from this list that must be remedied?
We look forward to your feedback!