In this update, we are making some tweaks to the current Hunter roster to create more balanced, well-rounded games overall. Read below to learn more about the specific changes and why we’ve made them:
A support class who needs to stay with allies to heal them, but can still deal decent damage at mid-range with her weapon and abilities. Compared against the other support Hunters, Zaina is lacking in both healing and damage. Zaina will be receiving multiple changes to her weapon and abilities.
Primary Fire
Primary Attack Damage: 17 ➡ 20
Sticky Bomb
Sticky Bomb (Core) Minimum Damage: 48 ➡ 60
Sticky Bomb (Concussion) Minimum Damage: 25 ➡ 30
Sticky Bomb (Heavy) Minimum Damage: 90 ➡ 60
The maximum damage Sticky Bomb can deal has not changed
Bacta Bomb (Core)
Heal Self: 40 ➡ 70
Heal Allies: 80 ➡ 100
Radius: 700 ➡ 770
Combat Medic (Passive) Additional Health: 40 ➡ 50
Bacta Bomb (Sustained)
Heal Self Per Tick: 2 ➡ 2.5
Heal Allies Per Tick: 4 ➡ 5
Radius: 700 ➡ 770
Combat Medic (Passive) Additional Health Per Tick: 2 ➡ 2.5
Bacta Bomb (Refuge)
Heal Self Per Tick: 6 ➡ 7
Heal Allies Per Tick: 3 ➡ 5
Radius: 400 ➡ 480
Combat Medic (Passive) Additional Health Per Tick: 3 ➡ 3.5
Skora is a fast and fragile long-range healer. Her passive, "Self-Heal", allows her to quickly disengage from combat, heal, then re-engage. With the current activation time of her passive, she rarely needs to disengage from combat for a long period of time. Skora's "Self-Heal" activation time will be increased.
Self-Heal
Passive activation time has been increased: 1.5s ➡ 3.0s
Imara Vex excels at dealing damage to a single target and eliminating her opponents, especially those with low health. Her current damage output makes it difficult to eliminate Hunters without assistance from her team. Imara Vex will be receiving a buff for her passive ability, "Enhanced Targeting".
Enhanced Targeting
Damage dealt to enemies when Enhanced Targeting is active: 14 ➡ 16
Critical damage dealt to enemies when Enhanced Targeting is active: 28 ➡ 32
Slingshot is quick and versatile, able to navigate around the arena at speed, even when holding a Huttball. This has caused Slingshot to dominate Huttball, able to easily escape the enemy team while carrying the ball. While it is healthy that specific Hunters excel in certain modes or maps, Slingshot's speed makes it incredibly difficult for the enemy team to counter him. The speed of Slingshot's passive "Rollout", when holding the Huttball, will be reduced.
Rollout
Slingshots Rollout speed, when carrying the Huttball, has been reduced to be inline with all other Hunters.
J-3DI is best suited at picking off single Hunters using his abilities and high burst damage. Due to his lack of mobility, he must use his "Faux Pull" to bring enemies to him and inflict damage. "Faux Pull" is a powerful ability, able to interrupt multiple abilities and guarantee eliminations on Hunters with low health. With this power the cooldown of J3DI's "Faux Pull" abilities will be increased.
Faux Pull
Faux Pull (Core) Cooldown: 12s ➡ 14s
Faux Pull (Rattled) Cooldown: 20s ➡ 22s
Faux Pull (Falter) Cooldown: 12s ➡ 14s
Sprocket tries not to engage in combat personally, staying at the back while deploying his drones and turrets to fight the battles, and support his team with precision healing. With Sprocket's current setup he dominates Control and Escort maps. The power of Sprocket's Blaster Turret, Med Beacon and Overclock Passive will be reduced.
Blaster Turret (Core)
Damage: 6 ➡ 5
Overclock (Passive) Fire Rate Multiplier on Spawn: 3x ➡ 2x
Overclock (Passive) Duration on Spawn: 3s ➡ 2.5s
Blaster Turret (Paired)
Damage: 3 ➡ 2.5
Overclock (Passive) Fire Rate Multiplier on Spawn: 3x ➡ 2x
Overclock (Passive) Duration on Spawn: 3s ➡ 2.5s
Blaster Turret (Scattershot)
Damage: 30 ➡ 25
Overclock (Passive) Fire Rate Multiplier on Spawn: 3x ➡ 2x
Overclock (Passive) Duration on Spawn: 3s ➡ 2.5s
Med Beacon (Core)
Heal Per Tick: 4 ➡ 3.75
Med Beacon (Emergency)
Critical Heal Per Tick: 4 ➡ 3.75
Critical Health Multiplier: 2.0x ➡ 1.5x
Non Critical Healing: 3.5 ➡ 2.8
Med Beacon (Lingering)
Heal Per Tick inside Med Beacon: 4 ➡ 3.75
Heal Per Tick outside of Med Beacon: 3 ➡ 2.8
Heal Duration after leaving the Med Beacon: 2.5s ➡ 2.34s
As part of this update we have also made some minor interface improvements for a better player experience.
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