Changelog/2026/July 22/Announcement
Hello! Thank you for your feedback throughout the various testing sessions of Healing Revamp. I hope that the explanations and adjustments regarding Healing Revamp have hit the mark, and that the balancing of the update is adequate for a release.
Your feedback has been very helpful to us, we couldn’t have released the update without you.
We are still looking to make balancing adjustments to ensure that gameplay is in a good state.
We have previously hinted at/are considering the following changes and would like further feedback before going forth with them:
- Giving some Vitality to Goldor and Hollow Armor.
- While we’re not against giving those armor sets some Vitality, it’s worth noting that those sets naturally synergize with healing because they’re inherently tankier. A heal worth, say, 500 HP is worth more when you have 5,000 defense opposed to 1,000 defense.
- In reverse, we’re also plenty aware that players in “tank” armor will naturally take on roles that require taking more damage, and need more healing as a result.
- Let us know what specific situations you think this additional Vitality is crucial for, and we can determine how much Vitality you need accordingly.
- Healing on Powerflux and Flares
- We’ve mentioned on the previous design thread that we’re open to Flares giving healing globally, as long as it does not infringe on the design space of Powerflux as a healing deployable.
- That is the justification for the current design, but it doesn’t mean we can’t adjust the concept.
- With this prospective change, Flares will:
- Heal for half the amount (that it currently heals for Crimson Isle and Kuudra) on all other islands.
- 30/40/50 in CI, halved to 15/20/25 on other islands.
- The Vitality Cost is increased from 10 to 50.
- Heal for half the amount (that it currently heals for Crimson Isle and Kuudra) on all other islands.
- Let us know what you think about this change, or perhaps, you may have a better suggestion!
- We’ve mentioned on the previous design thread that we’re open to Flares giving healing globally, as long as it does not infringe on the design space of Powerflux as a healing deployable.
- Vampire Dentist Relic
- As mentioned previously, we’re looking to let the natural healing tick proc more frequently at a smaller number.
- Life Steal V
- We are aware that Life Steal V isn’t feasibly obtainable outside of the Experimentation Table. While we don’t believe Life Steal V is necessary for general content completion, we will look into ways to let Life Steal V be more obtainable while keeping it valuable.
- We’re considering adding it into the loot table of Vampire Slayer 4 and 5.
- We are aware that Life Steal V isn’t feasibly obtainable outside of the Experimentation Table. While we don’t believe Life Steal V is necessary for general content completion, we will look into ways to let Life Steal V be more obtainable while keeping it valuable.
- Berserk’s Healing on Kill change
- We initially made the change because healing on hit is a very strong mechanic, so we wanted to restrict the healing a bit. We’re still open to adjusting the amount of healing that comes from this ability.
- Berserk Melee Damage Bonus
- Berserk’s Melee Damage Bonus is currently additive, that is admittedly very weak, we’re looking to make it multiplicative.
- Lava Bouncing in 26.1
- We’re aware that Lava Bouncing in versions 26.1 and higher does not work the same way as in previous versions. We’ll look into this issue as soon as possible.
- Vanquishers and other sources dealing True Knockback
- We’re aware that some mobs, such as Vanquishers, are dealing knockback that does not respect knockback immunity. We’re working on a fix and would appreciate reports on which other mobs this bug is affecting.