ROCKET ARENA 3.1 UPDATE NOTES
The 3.1 update contains several Competitor and Artifact balance updates and a Game Mode change.
Bug Fixes
As promised in our 3.0.0 update notes, we wanted to make some fairly significant changes this update to help shake up the meta. Our goal was to target some of the Competitors that have been dominant for a long time, as well as bring up some of the underperforming ones.
Blastbeard
Blastbeard has long been able to take a lot of damage and deal a lot in return. So, we addressed both of those issues by making him a little easier to KO and reducing his Primary damage.
Boone
Boone is tricky to balance because in the right hands he can be incredibly oppressive. However, as the resident sniper of the Tour, Boone was sometimes out classed by other long range characters (Kayi, Flux). So, we decided to improve Zik’s Vortex’s (Special) offensive capabilities, making it easier to hit and Megablast players with.
Flux
Flux has a fairly high skill floor and her primary takes some effort, but good Flux players can be very hard to KO. A lot of that has to do with Fluxverse (Special) being a get-out-of-jail-free quite often. Our changes are targeted at reducing the effectiveness of Fluxverse by giving players a bit more time to do damage to her and reducing how much she can do while inside of it.
Kayi
Kayi has always been a very strong character at all levels of play. Her combination of strong defense and high burst damage has kept her a popular pick since the game’s release. We’ve tried to reduce how long and how powerful she can be while inside her Snow Globe and reduced some of her burst with increasing Grapple Hook’s cooldown when hitting opponents.
Leef
As a Competitor encouraged to get in close range, we decided to let Leef take more damage before being Megablasted. We also increased his damage a bit by making his Charged Beam do more consistent damage.
Plink
Like Leef, Plink is a close range Competitor, so he also needs to be able to take more damage.
Rev
This change should give Rev some extra survivability and make it much easier to play her aggressively, which has always been our intent.
The damage Artifacts have been benched for too long! Put ‘em in coach! We also brought Bastion Bell down a bit and brought up the early levels of the Item Artifacts.
We’ve always thought it would be nice for there to be some more incentive to get KOs in Treasure Hunt, but figuring out how to properly balance it has been tricky as KOs are an unknown quantity. We specifically wanted there to be an incentive for the Treasure Chest Carrier to get KOs in order to encourage more offensive gameplay. So, with this change, if the Treasure Chest Carrier scores a KO or an Assist, they will immediately remove 3 coins from the chest and add it to their total. Note that this is NOT an additional 3 points, but rather it’s effectively speeding up the rate at which your team earns points from the Treasure Chest, thus making KOs speed up the round. Because at the end of the day, the entire point of adding any incentive to KOs is to make it easier and faster to win the game, and we hope that this change helps accomplish that.
Treasure Hunt