Gear Balance Changes

Pulsar

We’re increasing the Pulsar’s projectile speed to make it more reliable when tracking targets. Max spread has been increased to help push its strength towards the mid-range. Finally, we’re shifting some of Pulsar’s damage so we reduce the amount of burst damage throughout the game.

Headshot damage multiplier lowered 2 ⇒ 1.5

Arm and leg damage multiplier increased 0.9, 0.75 ⇒ 1, 0.85

Projectile velocity increased 60 ⇒ 80

Max spread increased 0.75 ⇒ 1.25

Repair Matrix

Repair Matrix has been too strong and dominating the meta for some time now. We are continuing to look at RM internally, but we want to address the live environment sooner rather than later. Heal duration has been increased while the heal amount remains mostly unchanged. The change aims to make RM weaker when engaging and being engaged on. (Shoot the healer!)

Cooldown increased from 30 seconds ⇒ 35 seconds

Heal amount increased from 107 ⇒ 114

Heal duration increased from 8 seconds ⇒ 12 seconds

Radius reduced from 9 meters ⇒ 8 meters

Healing per second reduced from 13.375 hp/s ⇒ 9.5 hp/s

Instant Repair

Instant Repair is slightly too strong. We are looking to tone down the amount of healing it is currently doing so it provides players with breathing room to escape a sticky situation, but without a clear get out of jail free card. Lowering the heal amount while slightly lowering the cooldown to compensate.

Heal amount lowered 65 ⇒ 50

Cooldown decreased 35 seconds ⇒ 30 seconds

Nova

We are looking to tone down the amount of burst damage the Nova is currently putting out, while also making it more forgiving at slightly longer range. As such, we are adjusting the damage volume to make dealing and receiving damage more consistent.