Comments:
The removal of health bars is quite the boon to aliens, so to accomodate that we’ve made some changes to the Fade & Skulk movement to accommodate that. The skulk has also been shrunk slightly while having it’s bite cone narrowed. This is to help align the skill curve of the Skulk with that of the basic marine… be mindful of where you are biting! Aside from these, there are some other notable items: The gorge has gotten a few new tricks as Webs have received a significant rework to orient their play style more toward their original intended purpose of “trapping” and significantly slowing careless marines. Vampirism has received a major rework which maintains it’s combat prowess but tones down the sustain it provided after combat.
Comments:
It wouldn’t be a balance patch if the Shotgun didn’t receive some tweaks! This time we’ve reverted it to its original pre-shotgun-pocalypse state. The HeavyMachineGun has also received a slight rework. We’ve acknowledged mines can be a bit of an issue lately, so they’ve received several adjustments to bring them back in line while still keeping them useful. Exosuits have also received a slew of new changes* and can now auto-repair themselves when out of combat (*The Railgun rework from the beta still requires more polish, and did not make it into this patch). One of the most significant changes in this patch can be seen in the powernode rework! These changes are primarily visual in nature but greatly improves the clarity of the health state, and the usability with the removal of powernode blueprints.