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SS1 Hero Balancing Update

SS1 Hero Balancing Update

2K View2023-07-11
Super Season 1 (SS1) is in full swing, in this mid-season update, we will implement some important balance changes based on a new Dynamic Hero Balancing system adopted from other major competitive titles.
Let’s take a look at some of what’s coming! If you have any thoughts on this round of hero balancing adjustments, please feel free to share them in the comments.
〓Balance Changes〓
▼Nerfs▼
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GATLYN (Nerf↓)
Adjusted GATLYN's First Active Ability, reducing the single bullet damage of GATLYN's First Active Ability [ÜberCharge], making the scatter spread more noticeable during activation.
⁍ First Active Ability [ÜberCharge] - Single Bullet Damage: 540 ⇒ 504
⁍ First Active Ability [ÜberCharge] - Scatter: 1.65 ⇒ 3
Adjusted GATLYN's Second Active Ability, reducing its duration, removing infinite bullets, and increasing the cooldown time.
⁍ Second Active Ability [Restriction Lifter] - Duration: 6s ⇒ 5s
⁍ Second Active Ability [Restriction Lifter] - Cooldown Time: 12s ⇒ 14s
⁍ Second Active Ability [Restriction Lifter] - Ability Effect: Infinite ammo during activation ⇒ Main Weapon [XM2140 Rotary Machine Gun] restores 200 bullets, First Active Ability [ÜberCharge] restores 100 bullets.
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JABALI (Nerf↓)
JABALI's First Active Ability [Energy Barrier] has reduced Barrier Health.
⁍ First Active Ability [Energy Barrier] - Barrier Health: 28800 ⇒ 25920
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JOHNNY JET (Nerf↓)
JOHNNY's Main Weapon [Power Blaster]has reduced Critical Damage. First Active Ability [Veil of Chaos] has an increased cooldown time, and Second Active Ability [Auto-Spray Can] turret attack damage is reduced.
⁍ Main Weapon [Power Blaster] - Critical Damage: 960 ⇒ 720
⁍ First Active Ability [Veil of Chaos] - Cooldown Time: 7s ⇒ 8s
⁍ Second Active Ability [Auto-Spray Can] - Turret Damage: 600 per second ⇒ 480 per second
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VINCENT (Nerf↓)
Lowered VINCENT's Shield and HP. Reduced the Cloak Time of First Active Ability [Master of Disguise] .
⁍ Overall Base - HP: 1200 ⇒ 960
⁍ Overall Base - Shield: 840 ⇒ 720
⁍ First Active Ability [Master of Disguise] - Cloak Time: 4s ⇒ 3s
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SINDRI (Nerf↓)
Removed self-healing ability from SINDRI's permanent range recovery aura. Reduced Rage Ball HP and damage of First Active Ability [Rage Ball: Deploy] .
⁍ Overall Base [Recovery Aura] - Self-healing Ability: 200 per second ⇒ 0 per second
⁍ First Active Ability [Rage Ball: Deploy] - Rage Ball HP: 4800 ⇒ 4200
⁍ First Active Ability [Rage Ball: Deploy] - Rage Ball Damage Per Second: 600 per second ⇒ 480 per second
▲Buffs▲
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CHEMIST (Buff↑)
CHEMIST's main Weapon [Bio-grenade] Ammo Capacity increased, but single-shot HP Healed decreased. First Active Ability [Rapid-shot] now heals CHEMIST upon activation. Second Active Ability [Life Blocking Cannon] AoE Damage increased, and both AoE Damage and life-blocking effects can penetrate barriers.
⁍ Main Weapon [Bio-grenade] - Ammo Capacity: 8 ⇒ 10
⁍ Main Weapon [Bio-grenade] - Single-shot HP Healed: 960 ⇒ 840
⁍ Main Weapon [Bio-grenade] - Firing Interval:0.8s/shot ⇒ 0.67s/shot
⁍ First Active Ability [Rapid-shot] - Ability Adjustment: Heals teammates and self upon hit ⇒ Heals self upon activation, heals teammates upon hit
⁍ Second Active Ability [Life Blocking Cannon] - AoE Damage: 240 ⇒ 840, and both AoE Damage and life-blocking effects can penetrate barriers.
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VICTOR (Buff↑)
Increased Ammo Capacity of VICTOR's main weapon [Triple-Load Shotgun] , reduced energy required to activate Ultimate [M.G.P.] , Second Active Ability [Well-Built] prevents interruption by manual fire, added effect of not being interrupted by manual fire.
⁍ Main Weapon [Triple-Load Shotgun] - Ammo Capacity: 4 ⇒ 6
⁍ Ultimate [M.G.P.] - Energy: 4000 ⇒ 3500
⁍ Second Active Ability [Well-Built] - Effect Increase: During ability usage, not interrupted by manual fire
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KAZAMA (Buff↑)
Increased Ammo Capacity of KAZAMA's main weapon [Rocket Launcher] , reduced CD Time of Second Active Ability [Blasting Flight] .
⁍ Main Weapon [Rocket Launcher] - Ammo Capacity: 6 ⇒ 8
⁍ Second Active Ability [Blasting Flight] - CD Time: 9s ⇒ 7s
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HUA LING  (Buff↑)
HUA LING's Second Active Ability [Petal Out] increases invisibility duration and movement speed.
⁍ Second Active Ability [Petal Out] - Invisibility Duration: 3s ⇒ 5s
⁍ Second Active Ability [Petal Out] - Effect Increase: 20% movement speed increase during ability use
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CRISTINA (Buff↑)
Increase the explosion range and hit collision range of the main weapon [Bouncy Grenade] , and reduce damage attenuation.
⁍ Main Weapon [Bouncy Grenade] - Explosion Range: 2m ⇒ 3.5m
⁍ Main Weapon [Bouncy Grenade] - Weapon Hit Collision Range: 0.25m ⇒ 0.35m
⁍ Main Weapon [Bouncy Grenade] - Damage Attenuation: 87.5% damage attenuation from 1m to 2m ⇒ 43% damage attenuation from 1m to 2m
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GLORIA (Buff↑)
Increase hero HP and First Active Ability weapon [ZMR Assault Rifle] damage.
⁍ Overall Base - HP: 3840 ⇒ 4200
⁍ First Active Ability Weapon [ZMR Assault Rifle] - Damage: 576 ⇒ 624
▷Other Adjustments◁
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IRIS (Adjusted)
Optimized the shooting gunplay of IRIS's main weapon [Energy Repeater] , making the bullets easier to hit.
⁍ Main Weapon [Energy Repeater] - Hit Rate: Optimized automatic shooting gunplay.
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MARK (Adjusted)
MARK's ultimate [Proximity Sensor] adds the effect of sharing marked enemy's position with teammates, allowing the ultimate to function even after the hero is KO'd.
⁍ Ultimate [Proximity Sensor] - Effect Increase: Share marked enemy's position with teammates.
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ALETA (Adjusted)
When playing at low frame rates, the DPS of ALETA's main weapon [Dual Auto-Pistols] is much lower than that of players with normal frame rates. To optimize fairness between different frame rate devices, we will increase the damage of the main weapon [Dual Auto-Pistols] , reduce the firing rate and ammo capacity.
⁍ Main Weapon [Dual Auto-Pistols] - Damage: 144 ⇒ 288
⁍ Main Weapon [Dual Auto-Pistols] - Firing Rate: Firing rate reduced
⁍ Main Weapon [Dual Auto-Pistols] - Ammo Capacity: 40 ⇒ 20
Mentioned games
Comments
Maya Gretzky
Maya Gretzky
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9

No love with Diggy? Come on, she needs to be useful. But Gloria got buffed? She’s already strong omg

2023-07-12

Mesfer
Mesfer
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1

I also didn't understand this buff '-'

2023-07-13

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Syn
Syn
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2

Why take away Sindri’s self healing? Her passive isn’t gonna keep her alive in the frontlines. I suggest giving her a couple second speed boost when she uses her healing ability.

2023-07-13

Zamba
Zamba
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Whiever id working on the game now really hate it. Check season 1 and youll see

2023-07-14

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u8e93
u8e93
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1

Dump chineis game

2023-07-13

u8e93
u8e93
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U don’t play ur own game wtf

2023-07-13

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