Overtime has been the most talked-about change from v2.00, and generated the most feedback about its effect on battle outcomes. Much of the feedback we heard from players and the game team was that it felt as though Overtime determined game outcomes too frequently, and that it’s too difficult to play late game strategies or mount comebacks. To rebalance Overtime, we’re adjusting the burn rate and time so that players have time to plan their late-game attacks and have time for units to traverse the battlefield for potential comeback plays.
Overtime burn damage rate is roughly halved
Overtime now begins 15 seconds earlier
Added visual indicators for Overtime damage to barrier and base health bars
Developer Comment With these changes, average match time should be longer, but Overtime damage is also less-sudden to help communicate the escalation of the battle as it draws out. In conjunction with Energy Generation changes, battles should play out with a much better pace.
Energy Generation Rebalance
Previously, some strategies revolved around identical openers where building a Power Plant immediately or teching-up at a certain time was always the “correct” play, which led to uninteresting gameplay choices. These changes to generation rates and Power Plants should help create situations where the decision of whether to build a Power Plant or Tech up can become a critical decision to victory.
Power Plant Energy Cost increase from 4 to 5
Power Plant Energy generation rate +20%
Baseline (0-Power Plant) energy generation rate +10%
Developer Comment The previous two points should result in more total energy overall at the end of a match, which helps higher-tech decks reach their power spike to close out a game. If and when you choose to construct a Power Plant becomes even more important as well.
Midfield Power Plants’ generation rate reduced by -20%. Their Energy output is now equivalent to ½ of a regular Power Plant each.
Developer Comment Early-game rush decks benefited too greatly from immediately taking midfield Power Plants. This created situations where it was too difficult to mount a comeback when so far behind in energy economy––especially true with barrier damage being more important now. We’ve lowered the Energy these generate while raising the baseline Energy generation rate to compensate.
Barricade, Base, and Power Plant health is now based on your active commander’s level rather than player level
Developer Comment High-level players playing their off-faction decks would gain a distinct advantage from Barricade, Base, and Power Plant health. This balancing should bring these matchups more in-line with the unit levels contained in an army/deck.
Your opponent’s barricade level is now displayed at the beginning of a match
[2v2] Barricade level is equal to the average of your teammate’s and your commander levels
Armor Mechanics Changes