Guide: Understanding your Powers

balancing
guide
powers
modules

#32

Not all heroes wear capes.


#33

Stats updated for Update 1.6.3
A good amount of defensive items got a fairly beefy buff; for instance, Thin from 31% to 62% Defense.

If you’re interested in playing with defensive items now, there’s a small section at the bottom of the forum with more details on how they stack.
For a quick example as of this update, Thin + Shield would defend roughly 77.3%. Drawback of course being you can’t steal back.


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#34

Stats updated for Update 1.6.4
Idk why, but this update’s patch notes seem to pretend 1.6.3 didn’t really happen, saying thin was only now buffed from 31 to 50, saying trigger was nerfed instead of buffed, missing many that were changed, etc. As a result, the stat changes are more subtle than what the patch notes lead you to believe.

The only stats getting a significant change are again defensive items, thin being nerfed from 62 to 50, shield being buffed from 39 to 50, angles from 31 to 42, etc.
With the highest defense stat now being 50%, your maximum defense from wearing both of them will now be 75%


#35

Stats updated for Update 1.6.8
Defensive modules got buffed across the board, including that annoying speed burst. Get ready for more random speed+zapping try-hards.
Everything else is just minor stat changes.

(Slight edit, guess they renamed the update from 1.6.7 to 1.6.8)
image


#36

Stats updated for Update 1.6.15

All defensive powers were put at a flat 30%, including that speed burst that I still argue is used more offensively than it is defensively. Since they’re now all the same, wearing any two of these defensive powers will give you a 49% defense; but let’s be honest, you’re gonna wear the speed boost and a 20%+ damage weapon.


#37

:joy:


#38

Just gonna post this here for those who want to know about singular modules a little better:


#39

Stats updated for Update 1.6.19

The new “ballance” update is here, and with it comes the removal of defense from various defensive items, while giving nearly all offensive items a percent or two buff.


#40

also note the cooldowns of defensive powers have been reduced, meaning you can spam jump or brake or hide self way more than before. And note that scatter and zap have NOT been buffed


#41

Stats updated for Update 1.7.4

Defensive items have their defense back.

Although not portrayed in this guide, a couple items had some cooldown changes, such as hide self that now allows you to be invis more than you are vis.

  • Hide self cooldown decreased to 5s (was 6s)
  • Hide self effect-duration increased to 3.5s (was 3s)

#42

Yes they have…


#43

Stats updated for Update 1.7.8

On top of updating stats, various offensive items got re-organized to match their new order in-game.


#44

You know the drill; another random stat-shifting update. Update 1.7.10


#45

Good job again :joy:
Balancing seems to go in the right direction tho.


#46

Another balance update has arrived. Was a nice, calm month. Update 1.8.6


#47

It’s been a while. Page updated for Update 2.0.5


#48

Shoutout to @Dusara for keep this up-to-date :heart:


#49

You are right but I think we are slowly approaching a balanced state xD


#50

These should be exciting to deal with. Update 2.0.6
Three new defensive powers; being the Power Dash, 180, and Teleport; now added to the list.


#51

Maybe it already was in this topic, but what is the defence if you don’t have any modules? Is it zero?