Time to kill

Our goal is to try and create a healthy environment for all players of every skill level. There is currently too much volatility in the game at both ends of the spectrum. The amount of burst healing invalidates all the work that players do to deal damage. On the other end of the spectrum burst damage leaves players in a “what just happened” daze, without any sort of recourse. We understand that both of these issues create frustrating moments for players and are actively working on resolving this.

Gear

We want all of our gear to be approachable and usable at all skill levels. Right now, we have a few outliers that are preventing that. As an example, Pulsar is very popular at lower and mid-levels, but is rarely seen at high skill levels. The opposite can be said of Nova, so we are looking to address that. Weapons are not the only thing we are looking to touch, Barrier has a few functionality issues like going into terrain.