NEW EVENT, BALANCE UPDATES, AND MORE IN 2.1.2 UPDATE
Our latest update, version 2.1.2, is now live and introduces a new competitive weekend event and some card tuning! Here's a detailed look at what's new:
New Weekend Event: Clash for the Crown
Climb to the top to earn rewards! A new weekly event, the Clash for the Crown introduces a new kind of leaderboard where players are grouped in sets of 100 and fight to reach the top!
Event Rewards:
Each leaderboard's top winner will receive Starscream's Crown on their avatar until the next event.
We’re thrilled to introduce a brand-new event, Clash for the Crown, running every weekend! This exciting event offers players the chance to unlock Starscream’s Crown, inspired by one of our favorite moments in the canon. By segmenting the leaderboards differently, players will get the opportunity to compete against a fresh set of challengers.
Card Balance Adjustments
Starscream:
Added a double-shot to his third attack
Increased damage slightly, for a functional DPS increase of 35%.
Starscream's increased energon cost in Build 1.1 stirred things up significantly, shaking the meta in a polarizing way. We wanted to approach any further adjustments with careful consideration and decided on a damage increase to enhance his value at the higher cost.
We heard your feedback about the cost increase and wanted to explain our decision. Simply put, Starscream was too tanky to justify a relatively low cost of 4. He had the highest win percentage in the game before the cost increase and was among the top 3 in deck usage. Something needed to change.
Currently, Starscream's standings are much healthier at a 48.4% win rate post-1.1. However, we recognized he needed a small buff to bring him closer to a 50% win rate. Since his health is arguably too high for a card that can be deployed anywhere in the arena, we decided against a health boost. After running several simulations against the Drop Squad, we reworked his attack to include a combo with a significant DPS buff. We'll continue monitoring his performance to determine if further adjustments are necessary.
Battlechargers (Runamuck):
Added Splash Damage,
Range -2.5 (from 7.5 -> 5.0)
With a 45.7% win rate, the Battlechargers needed a slight adjustment. By adding Splash Damage to Runamuck’s slowdown Friction Rifle attack, we enhanced his ability to slow down hordes of enemies more effectively. Additionally, reducing his range to keep him closer to Runabout has made their teamwork more efficient.
Jetfire:
Health +38%
Jetfire had one of the lowest win rates in the game and needed a significant boost. By increasing his health by 38%, we've given him the additional power needed to take on a front turret solo.
Dark Energon Tower:
Range +0.5 (from 4.5 -> 5.0)
Dark Energon Tower was struggling with a low win rate and needed a boost. By slightly increasing its range, it can now target mid-ranged units like Prowl, Wheeljack, and Hound, who were previously out of reach, while still keeping standard-ranged units like Arcee safe from its triggered attack.
Bug Fixes and General Improvements
Fixed an issue that cancelled Plasma Launcher burn damage if the Plasma Launcher was killed during its projectile's travels.
Adjusted "damage after death" logic for units like Galvatron and Sky Lynx to prevent damage from continuing after they are killed.
We are excited for you to experience the new event and balances changes. Dive into the 2.1 update today and as always, please let us know your feedback!