With the new active Commander Weapons we separate Dash, Traits, and Weapons into distinct systems to prevent confusion and enable more fun squad build strategies.
The Dash is your default active ability based on your current movement direction.
Any other ability you can actively aim and trigger is now a Weapon.
From now on, Talent Traits will grant you passive abilities, or modify your Dash or Weapons by adding, removing, or changing effects and rules for those.
The new "marked" effect and stat-scaling on the Commander Weapons add to the options to create Emergent Synergies. Our goal is to not only to create systems to stack & scale stats, but provide fun ways to control the frantic action.
We're exploring more ways to combine procs & status effects with active & passive abilities and rule modifiers, so please leave us your feedback and show us how you use the new weapons.
One of our main initiatives is building a more intuitive & accessible structure for the various game mechanics and systems.
The data and insights we gained from your player feedback shows that we over-complicated certain things in the game unnecessarily. This update is another step into building a cleaner mental model so you can focus on the action and your squad build strategies instead of digging through and remembering too many different variables.