Savage XR 1.4 patch is right around the corner, and with it, the introduction of the long lost heroes, Ophelia and Jeraziah. Based on player feedback, there has been given a look towards balancing the gameplay of the new XR additions and tweaking some old time issues like Sac rushes and Chaplain survivability! What everything boils down to is that the new beast tech (Burrow/Enchanted Burrow, Conflux, Guardian) is more suited to race tactics and being used a whole lot more than their human counterparts.
Outposts and Burrows
Magnetic Outposts were mostly used as back entrances inside sealed tech/shield encampments, and not as a special rush spawn point, as the Enchanted Burrow was. Their resilience had to be improved, but doing so without upsetting the hitpoints balance that ALL spawnpoints do, across both races. So the upgraded Outposts shield themselves in addition to other buildings, which makes them worthwhile standalone, front line bases! In slight compensation, because they do not need it, Enchanted Burrows now inflict mild thorn damage when attacked by melee, which stacks up faster the weaker and more frequent the attacks. In order to give a fighting chance to humans having their backdoor burrow'ed, while aiming at keeping values consistent, both the Horde's and the Legion's frontline buildings now have less health in their initial, not upgraded, cut off from the network forms. Their build/upgrade time and costs has been slightly increased, for both stages. Helpers (Balloons, Mobile spawn points)
You now know where the H minimap icon comes from! Conflux and Transport now cost less gold to produce, as we don't all have Bistro on our team to cover it's previous huge costs. In addition, both have their health increased, but more on the human side, since the Bus was kind of too susceptible to sacs.
The gas filled vehicles, renamed to the obvious Balloon designation, now pack a heftier punch, as succeeding to kill them in melee range will punish anyone within a small radius. Stay safe!Chaplains
This patch is also a huge come-up for Chaplain players, as their survivability has been increased by making their Cure skill self-healing. The link they establish between themselves and their patients is symbiotic, Chaps being able to heal some of their own damage in the process. In order to be effective in the field, Chaps in pairs should not be that needed anymore. Their potions also give slightly increased ranged (energy) protection and movement speed for human groups, so you'll be even more useful as Chap!Altars/Caches
You know these Altars and Ammo/Health caches that get dropped by Balloons and Guardians? They act like batteris, giving back their powerup energy cost back to the team when they get destroyed. This is nifty because now you can actually use them without taking away buffs from players, or saving energy for dark times. In addition, they now store a little energy themselves, raising the team pool limits a little, even without the presence of additional tech buildings.Sacrifice and Firewards
Sacrifice and Firewards have been switched back around, as a lot of positive feedback has been given to this change. This will push Sac rushes viability window a bit later in the game, probably leading to less early rushes and more balanced and thorough matches. Chaos Bolt
Last but not least Chaos Bolt finally lives up to it's name. It's been given a unique ability which allows it, after making a successful strike, to perpetuate towards four other enemies in range. These new bolts deal less damage and have slower speed than their original shot, but when summed up, they cause an additional 200x damage - if all were to hit their marks.
DETAILED PATCH CHANGES
Let us know what you like about these changes, as any feedback is always hugely appreciated!