All-New R69 Patch Notes - 1/19/15
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Miles from Demiurge here with some All-New R69 patch notes. We had some last-minute work that didn't make it into our other patch notes. Normally I'd just update the other thread, but I thought these might need their own discussion.
1) Fixed a bug where Brotherhood of Mutant minions were generating AP for colors they couldn't use. The new breakdown for their AP generation is as follows:
- Subject - 2 Green AP
- Criterion - 2 Purple AP
- Control - 1 Blue AP, 1 Purple AP
- Empiricist - 1 Blue AP, 1 Green, AP, 1 Purple AP
This fixes a lot of UI issues as well as brings them in line with how other minion groups function.
2) Fixed a bug where 1*, 2*, and 3* characters were scaling too aggressively when they were past their normal level range.
We noticed an issue that was happening when 1*, 2*, and 3* characters were scaled past their natural level cap (51+ for 1*, 95+ for 2*, 167+ for 3*). Their match damage was scaling far beyond their 4* counterparts. The effect was that in an event such as Balance of Power, 1* and 2* characters were matching for about 2x damage as compared to 4* characters. On top of that 1* and 2* characters that were scaled up in Story events were dealing far too much match damage (one of the worst offenders being Juggernaut).
As a result we've adjusted how characters scale when they're boosted past their natural level range. Their health and ability damage continue to scale up as before, but their match damage now grows at the same rate as a 4* character. The effect being that in Balance of Power, all characters will have roughly the same match damage. Note that this change does not affect minions, only playable characters.
1) Fixed a bug where Brotherhood of Mutant minions were generating AP for colors they couldn't use. The new breakdown for their AP generation is as follows:
- Subject - 2 Green AP
- Criterion - 2 Purple AP
- Control - 1 Blue AP, 1 Purple AP
- Empiricist - 1 Blue AP, 1 Green, AP, 1 Purple AP
This fixes a lot of UI issues as well as brings them in line with how other minion groups function.
2) Fixed a bug where 1*, 2*, and 3* characters were scaling too aggressively when they were past their normal level range.
We noticed an issue that was happening when 1*, 2*, and 3* characters were scaled past their natural level cap (51+ for 1*, 95+ for 2*, 167+ for 3*). Their match damage was scaling far beyond their 4* counterparts. The effect was that in an event such as Balance of Power, 1* and 2* characters were matching for about 2x damage as compared to 4* characters. On top of that 1* and 2* characters that were scaled up in Story events were dealing far too much match damage (one of the worst offenders being Juggernaut).
As a result we've adjusted how characters scale when they're boosted past their natural level range. Their health and ability damage continue to scale up as before, but their match damage now grows at the same rate as a 4* character. The effect being that in Balance of Power, all characters will have roughly the same match damage. Note that this change does not affect minions, only playable characters.
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