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Release Notes 0.4.2

April 23, 2020 - The Avatar: Pandora Rising Dev Team

The fight for Pandora continues! Based on your feedback and how battles have been playing out, we’ve made some balance changes to Troops and Trials. We’ve also been able to fix bugs and make some improvements thanks to your reports, so keep them coming!

Trials Tuning

  • For RDA, AI difficulty on early Trials has been lowered and several enemy decks have been toned down as they were a bit too powerful.

Troops and Combat Changes

  • Players stacking defensive Buildings was too effective and therefore not fun to play against. To address this, most Buildings have received health reductions and we have increased damage for some of the inexpensive Special Powers. This strategy should be more counter-able now. 
  • By tuning Special Powers like Arrow Storm and Concussion Blast to only counter low health swarms, we were seeing mid-tier Troops and enemy Buildings rarely if ever get targeted. This meant that unless you could hit multiple swarms at once, it was tough to get positive Energy trades. We’re pushing inexpensive Special Powers to do a slightly better job in many more situations so that when you clear a swarm you can usually also do some incidental Troop, Building, or Tower damage.
  • We’ve increased the “Mass” of some of the largest units in the game to ensure that they don’t get moved too much by pushback, like from the Paradise Needler.
  • Towers serve as the pinnacle of your defense, and some Special Powers undermine that. We’ve reduced Special Power damage to them from 30% to 25%.


Na’vi

Champion

  • Health reduced by 1% (from 997 to 987).
  • Mass increased from 8 to 11.

Direhorse Rider

  • Health reduced by 0.9% (from 740 to 733).
  • Damage reduced by 1% (from 96 to 95).
  • Deploy time reduced from 1.75 to 1.65 seconds.

Titanothere

  • Health increased by 1% (from 1798 to 1816).
  • Damage increased by 1% (from 204 to 206).
  • Mass increased from 14 to 17.5.

Banshee Flight

  • Health increased by 0.7% (from 288 to 290). 
  • Damage reduced by 1.1% (from 88 to 87).

Blastbulb

  • Health reduced by 14.8% (from 1350 to 1150).
  • Attack Speed Slow Poison Duration increased from 3 to 3.5 seconds.
  • Fixed a bug that was causing Blastbulb to stop Towers, Buildings, and some Troops from attacking.  

Fire Thrower

  • Health reduced by 1.4% (from 215 to 212).

Ikran Assault

  • Damage reduced by 8.8% (from 735 to 670).
  • Cost increased from 7 to 8.
  • We’ve been reluctant to nerf Ikran Assault without other options available to Na’vi to counter high-health Troops. With the additions of Stingbats, Sentinels, and the Blastbulb, we think Na’vi now have alternative tools needed to punish players who stack multiple mid-tier ground forces into a single push. So we’re reducing the effectiveness of Ikran Assault to focus its use to be against clustered high-health units. It will also no longer be a way to take out Towers as readily with the Special Power damage reduction updates to them. 

Warbeest

  • Health reduced by 1% (from 900 to 891).
  • Damage reduced by 1.2% (from 171 to 169).

Forest Banshee

  • Health increased by 0.7% (from 288 to 290). 
  • Damage reduced by 1.5% (from 88 to 87).

Hellswarm

  • Damage per second increased by 9.1% (from 22 to 24).
  • Duration reduced from 14 to 13 seconds.

Paradise Needler

  • Health decreased by 15% (from 1000 to 850).
  • Damage increased by 10% (from 40 to 44).

Puffball Tree

  • Health reduced by 14.8% (from 1050 to 895).
  • Puffball Health increased by 4.3% (from 46 to 48).
  • Puffball Damage reduced 7.1% (from 70 to 65).
  • Puffball Movement Speed reduced by 15%.
  • Puffball Tree was too effective against high health Troops. These changes aim to add more counter-play against it, while keeping it a strong defense against low health swarms. 

Stingbats

  • Damage reduced by 2.9% (from 35 to 34).

Arrow Storm

  • Damage increased by 27.6% (from 145 to 185). 
  • Cost reduced from 5 to 4.
  • Radius reduced from 10 to 8.5.

Viperwolves

  • Damage increased by 2.2% (from 46 to 47).

Viperwolf Pack

  • Damage increased by 2.2% (from 46 to 47).


RDA

Flame Boss

  • Death Damage reduced by 8.1% (from 185 to 170).
  • Mass increased from 10 to 13.
  • Now walks closer before starting to attack.
  • With a closer Initial Attack Range, Flame Boss will more easily hit enemies with its Death Damage. We’re reducing the explosion damage to compensate. 

Helldozer

  • Health reduced by 8.3% (from 2540 to 2328).
  • Damage reduced by 8.1% (from 270 to 248).
  • Attack Range increased from 0.5 to 0.75. 
  • Cost reduced from 12 to 11.
  • Deploy time reduced from 4 to 3.5.
  • Mass increased from 20 to 24.
  • High Energy cost made Helldozer difficult to use, even by Commanders that boost it. These changes give some quality of life improvements as well as power scaling that matches its lower Energy cost. 

Scorpion Gunship

  • Health increased by 7.3% (from 634 to 680).
  • Damage decreased by 20.8% (from 48 to 38).
  • Cost reduced from 9 to 8.
  • The cost reduction and health increase to this Troop alongside a damage reduction to Ikran Assault, should make it a much more viable win-condition in the RDA arsenal. 

Hornet Scout

  • Health reduced by 15.9% (from 472 to 397).
  • Damage decreased by 5.6% (from 18 to 17).
  • Cost reduced from 6 to 5.

Lynx Transport

  • Battle-line Weight reduced by 50%. 

Missile Battery

  • Health decreased by 14.1% (from 990 to 850).

Missile Strike

  • Damage increased by 26.1% (from 345 to 435).

Ripper

  • Damage increased by 1.4% (from 219 to 222).

Gas Grenade

  • Attack Speed Slow and Movement Speed Slow reduced from 65% to 50%.
  • Attack Speed Slow and Movement Speed Slow Duration increased from 4 to 5 seconds.
  • Cost increased from 4 to 5.
  • Fixed a bug that was causing Gas Grenade to stop Towers, Buildings, and some Troops from attacking. 

AMP

  • Health increased by 1.5% (from 880 to 893).

Bunker

  • Health increased by 1.7% (from 865 to 880).
  • Capacity increased from 5 to 6.

Field Barracks

  • Health decreased by 15% (from 1200 to 1020).
  • Time between spawns reduced from 6 to 5 seconds.

Infantry Nest

  • Health increased by 2.1% (from 800 to 817).
  • Cost increased from 3 to 4. 
  • Lifetime increased from 10 to 12 sec.
  • While the Infantry Nest makes for exciting and skillful moments, its effectiveness at neutralizing a charger proved more valuable than 3 Energy. The cost change and Health increase (where most Buildings have had theirs decreased) are aimed at improving its utility as a more flexible defensive Building.

RPG Station

  • Health decreased by 14.5% (from 725 to 620).
  • Time between spawns reduced from 8 to 7.5 seconds.

Concussion Blast

  • Damage increased by 22.7% (from 110 to 135).
  • Cost decreased from 5 to 4.
  • Radius decreased from 8 to 7.

RPG Infantry

  • Damage increased by 1.7% (from 60 to 61).

RPG Squad

  • Damage increased by 1.7% (from 60 to 61).

Troopers

  • Damage increased by 8.3% (from 12 to 13).

Trooper Squad 

  • Damage increased by 8.3% (from 12 to 13).


Bug Fixes

  • Fixed several bugs to improve combat issues.
  • Addressed some pathing issues which were causing Troops to get stuck in Outposts.
  • Updates to optimize game performance during Sacred Sites.
  • Resolved some issues that were causing crashes.
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