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Alchemical Fire: Effectiveness reduction (40%) vs buildings/midboss now affects the Weapon Damage bonus too (instead of just DPS)
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Berserker: Weapon Damage per Stack reduced from 6% to 5%
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Berserker: Bullet Resistance reduced from 9% to 8%
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Frenzy: Weapon Damage per Stack reduced from 8% to 7%
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Frenzy: Bullet Resistance reduced from 10% to 8%
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Frenzy: Fire Rate reduced from 40% to 35%
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Frenzy: Low Health Bullet Resistance reduced from 55% to 50%
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Restorative Shot: Cooldown increased from 7s to 9s
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Unstoppable state no longer blocks anti-heal effects
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Yamato: Bullet damage growth reduced from 0.33 to 0.27
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Yamato: Shadow Transformation T1 reduced from +20% Fire Rate to +15%
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Reactions:
Man, I know it’s probably been too good (I always buy it) but it’s crazy how much Restorative Shot has been nerfed. It used to be on a 5 sec CD, now it’s crept up to almost double! Do I really need to start buying extra regen instead?
Yeah it was probably OP before but now I don’t really think you ever take it unless you really never need gun slots.
Extra regen is my preferred for healing since you can kind of stay active but I know some prefer healing rite.
Monster Rounds + Extra Spirit is my go to play if you have any sort of spirit scaling to speak of. And then if you dont, I would go Resto Shot. Might need to experiment with extra regen now. Hesitant about healing rite since it’s so bad if you get hit while healing and I can’t reliably avoid getting hit. I also often run out of actives so that’s another consideration.
Might try rushing Locket and see if that’s enough healing.
I used have it as the sole early game heal on Yamato. It’s become nearly useless in that regard.
It’s become just a damage item with a small healing bonus.
I need to completely redo my Yamato build I think. She has changed so much.
7 seconds to 9 is really a huge nerf. 28% longer CD. It was still (just about) usable at 7 seconds, now I feel like it will be useless.