0.11- Balancing Updates
Along with the changes to stats and attributes, the 0.11 update comes with a lot of balancing changes, both to the Blast Royale economy and gameplay. Read on for more details on the numbers!
Economy Balancing Changes
‣ Increased CS take bonuses from better Grades as now CS take is the only role for this attribute
- Grade I 0.500 → 1.000
- Grade II 0.250 → 0.450
- Grade III 0.100 → 0.150
- Grade IV 0.025 → 0.050
‣ Slightly reduced effect of the number of NFT items owned on size of CS Pool
Previously, there was a discrepancy between how much CS players could really earn from matches with reasonable playing and the size of the CS pool. This change increases the importance of having better Adjectives of NFTs if you want to increase the CS pool.
- Base Pool size 300 → 200
- Scale Multiplier 15 → 10
‣ Significantly increased CS pool size bonuses from Adjectives as now, apart from a good sounding title, it is the main economical role for this attribute:
- Cool 0 → 0.01
- Ornate 0.001 → 0.015
- Posh 0.002 → 0.0225
- Exquisite 0.005 → 0.04
- Majestic 0.010 → 0.08
- Marvelous 0.025 → 0.13
- Magnificent 0.050 → 0.2
- Royal 0.100 → 0.3
- Divine 0.200 → 0.5
‣ Changed Blast Pass to provide longer goals and more frequent rewards.
Specifically:
- “Green” reward
‣ Increased chances for Helmets, Armour and Weapons
∙ Helmet 22 → 27
∙ Armour 14 → 22
∙ Weapon 10 → 14
‣ Decreased chance for Common rarity in favour of Common+ and Uncommon:
∙ Common 35 → 20 - “Blue” reward
‣ Increased chances for Helmets, Armour and Weapons
∙ Helmet 22 → 27
∙ Armour 14 → 22
∙ Weapon 10 → 14
‣ Removed Common+ from the drop
‣ Increased chances for Uncommon 18 → 22, and Uncommon+ 12 → 42
‣ Added Rare into drop with chance 8
‣ Added Plastic material into drop
‣ These changes also affect Blue Core in the Shop - “Red” reward
‣ Increased chances for Helmets, Armour and Weapons
∙ Helmet 22 → 27
∙ Armour 14 → 27
∙ Weapon 10 → 22
‣ Removed Uncommon and Uncommon+ rarities from drop, now it only drops Rare, Rare+ and Epic
‣ Added Plastic material into drop
‣ These changes also affect Red Core in the Shop - “Yellow” reward
‣ Increased chances for Helmets, Armour and Weapons
∙ Helmet 22 → 27
∙ Armour 14 → 27
∙ Weapon 10 → 27
‣ Removed Uncommon+, Rare and Rare+ from drop, now it only drops Epic or Epic+ with 90/10 chance
‣ Added Steel material into drop and removed Golden material
‣ These changes also affect Yellow Core in the Shop
‣ All non-NFT equipment received in game will have Grade V and Regular adjective as these attributes don’t affect gameplay anymore, they only affect CS earnings which is only relevant to NFT items
‣ All Blast Pass and Shop rewards will have an updated chances for factions which are:
- Order/Chaos/Organic/Dark 20%
- Shadow/Celestial 9%
- Dimensional 2%
‣ Reduced Blast Pass Points rewards for matches to have meaningful goals for more matches:
- 1st place: 120 → 100
- 2: 115 → 95
- 3: 110 → 90
- 4/5: 105 → 90
- 6/7/8/9/10: 100 → 85
- 11: 95 → 80
- 12: 85 → 75
- 13/14: 85 → 70
- 14: 85 → 70
- 15/16/17: 80 → 65
- 18/19: 75 → 65
- 20: 75 → 60
- 21: 60 → 50
- 22: 40 → 35
- 23: 30 → 25
- 24: 20 → 15
- 25: 15 → 10
- 26: 10 → 5
‣ Doubled the frequency of rewards per day in Blast Pass
‣ Increased total number of Blast Pass rewards on 100%
‣ Changed the progression of non-NFT upgrade prices to balance it accordingly to a bigger volume of rewards from the Blast Pass:
- Base price is higher
BaseValue 48 → 110 - Price grows faster with rarity
GrowthMultiplier 1.2 → 1.225 - The price rise of each level is smaller
LevelMultiplier 0.05 → 0.038
Gameplay Balancing Changes
Consumables changes:
- Health consumable value: 250 → 300
- Small ammo consumable value: 15% → 10%
- Large ammo consumable: 30% → 20%
- Yellow armour (small shield capacity): 200 shield capacity → 100 shield capacity
- Red armour (large shield capacity): 400 shield capacity → 200 shield capacity
‣ Reduced default max shield capacity 1000 → 600
‣ Reduced attack range for all guns by 0.5
‣ Reduced base attack power ratio for all guns by around 25%
‣ Some weapon classes have been given additional secondary stats that will scale with level and rarity.
Please note that these bonuses will only apply when the weapon is equipped and held in hands
- Light weapons (Crossbow, Pistol, Laser Pistol) — pickup speed
- SMG’s (SMG, Daedalus, Needle gun) — movement speed
- Rifles (Assault rifle, Carbine, Laser Rifle) — ammo capacity
- Heavy Weapons (Minigun, Heavy Machine Gun, Electron Thrower) — armour (damage reduction)
- Snipers (Hunting Rifle, Sniper, Pulse Rifle) — attack range
Gun changes:
Crossbow
Crossbow received a new special and only global changes.
- Damage: 60% → 47%
- Attack range: 5.5 → 5 (Note the bonus range you get from standing still remains the same)
Scattergun
Scattergun’s damage has been boosted, but the time between that damage has been increased. Removal of the regular grenade in favour of the stun grenade to create some high damage combos with stun, dash, double shot.
- Tap shot cooldown: 0.4 seconds → 0.66 seconds
- Held attack cooldown: 0.8 seconds → 1 second
- Pellet count: 6 → 8
- Damage: 40% → 35%
- Range: 4 → 3.5
- Special 2: Grenade → Stun grenade
SMG
The SMG is in a good spot. It received global changes but was otherwise unchanged. Should still be a solid option.
- Damage: 75% → 56%
- Range: 6 → 5.5
Assault Rifle
The assault rifle was fairly weak despite having high scalings and good base stats. The attack speed bugfix has helped a lot and we are just following up with some quality of life improvements. The weapon is a good late game scaling rifle.
- Tap shot cooldown: 0.45 seconds → 0.33 seconds
- Hold attack cooldown: 0.45 seconds → 0.5 seconds
- Damage: 90% → 68%
- Reload Time: 3 seconds → 1.75 seconds
- Attack range: 7.5 → 7
Hunting Rifle
The hunting rifle is a tricky weapon to use with its large variable accuracy, small magazine size, and requirement for tap shooting to access its highest damage output. To balance it we have made sure its damage ratio stays high so the reward for mastering this weapon is very high.
- Damage: 60% → 100%
- Range: 8.5 → 8
- Ammo Capacity: 23 → 28
- Second special: grenade → radar
RPG
The RPG received a small damage and magazine size buff.
- Projectile speed: 12 → 10
- Attack Range: 7.5 → 7
- Damage: 50% → 80%
- Magazine Size: 9 → 12
Minigun
The minigun should now be a high performance bullet dumpster to shred your enemies with.
- Range: 6.5 → 6
- Damage: 55% → 41%
- Magazine size: 75 → 100
- Ammo capacity: 150 → 200
Pistol
After the attack speed changes, the pistol was shooting too fast.
- Tap shot cooldown: 0.15 seconds → 0.1 seconds
- Hold Attack cooldown: 0.3 seconds → 0.55 seconds
- Range: 8.5 → 8
- Damage: 70% → 53%
Shotgun
All the shotguns have seen better days, so this one is receiving a small buff
- Range: 5 → 4
- Number of shots: 8 → 10
- Damage: 30% → 25%
- Reload Speed: 1.33 seconds → 1.25 seconds
- Since the shotgun only has a single shot magazine, this is effectively it’s attack speed
Daedalus
This gun now shoots really fast.
- Range: 6 → 5
- Damage: 20% → 17%
- Reload Time: 0.75 seconds → 0.66 seconds
- Magazine size: 10 → 20
- Ammo Capacity: 200 → 250
Carbine
Carbine should be a standard solid option for mid range DPS.
- Range: 8 → 7
- Damage: 20% → 22%
- Magazine size: 20 → 30
- Ammo capacity: 120 → 150
Sniper
The sniper is obviously one of the most powerful weapons in the game. It deserves that spot as a high skill, high reward weapon, but we are tapping it down slightly to keep it in line with the other sniper rifles.
- Range: 11.5 → 11
- Damage: 120% → 75% (Worth noting the base Attack Power of this gun went up significantly during the stat rework, so it will still be dealing good damage, it will just not scale as much with each piece of equipment)
- Magazine Size: 10 → 7
Grenade Launcher
The grenade launcher now deals more splash damage with a smaller amount of bonus damage for direct hits.
- Attack hold cooldown: 0.55 seconds → 0.7 seconds
- Range: 6.5 → 6
- Damage: 70% → 35%
- Splash damage ratio: 60% → 150%
Heavy Machine Gun
Heavy machine gun should be shooting lots of bullets now.
- Tap shot cooldown: 0.66 seconds → 0.75 seconds
- Attack hold cooldown: 0.33 seconds → 0.55 seconds
- This looks like a nerf but after the Attack speed bugfix, this weapon is shooting just as fast if not faster
- Range: 9.5 → 9
- Damage: 15% → 10%
- Magazine Size: 60 → 90
- Ammo Capacity: 150 → 180
Laser Pistol
Laser pistol recieved a small range buff.
- Range: 6.5 → 8
- Damage: 70% → 53%
Laser Blaster
Laser blaster shoots lots of shotgun shells very fast and we have upped it’s damage to help it perform.
- Range: 4.5 → 4
- Number of shots: 5 pellets → 7 pellets
- Damage 25% → 20%
Needle Gun
Needle gun is a closer range high DPS machine, we aren’t touching it much.
- Damage: 30% → 23%
Laser Rifle
Same as above, this weapon is performing well enough, so we aren’t touching it much aside from the global changes.
- Attack Range: 8 → 7.5
- Damage: 35% → 26%
Pulse Rifle
We have gotten a bunch of comments about this gun, so we are buffing it accordingly by doubling the ammo capacity of the gun.
- Range: 10.5 → 10
- Damage: 80% → 90%
- Ammo capacity: 25 → 50
- Second special: stun grenade → sky laser
Plasma Cannon
The plasma cannon has popped up as a surprising meta pick. We want to keep it strong whilst reducing it’s consistency.
- Projectile speed: 7 → 5
- Range: 8 → 8.5
- SplashDamageRatio: 80% → 90%
- Regular damage is still 90%
- Ammo capacity 30 → 25
- All Specials had their ranges reduced by 1
Other special balancing:
- Grenade
Damage reduced from 40% max HP → 33% max HP - Airstrike
Damage reduced from 70% max HP → 55% max HP