Fungrades 2024 - 1.9.5 Patch Notes - 09/08/2024

    • Official Post

    Fungrades 2024 - 1.9.5 - World of Tanks

    This week's minor mid-version patch addresses the strength of the Tank Yin Yang.


    The Tank Yin Yang was designed to be a powerful single upgrade option that enabled lower ranked players to compete against higher-ranked players from as early as prestige level 1. However, its 'overpowering' strength at all ranks has made it a 'required' choice, regardless of the build you are aiming for.


    To correct this without changing the current 'meta' and balance of the mod 'too much', the health benefit is being fully removed from the Tank Yin Yang.

    Instead, the strength of the health stat is moving to a more global position, by buffing the Health Upgrade.

    Although this does not ultimately nerf and remove tank builds, it will require some additional upgrades & perks/yin yang's to re-establish a good tanky build. This change will also benefit all other builds by providing increased health from a single upgrade, specifically for those who previously did not utilize the Tank Yin Yang.




    _________________________



    - Changes -


    Stat Caps - Fungrades 2024 offers the ability to upgrade and increase many stats to levels that have neve been achievable in any previous mod, although the mod provides good options to counter specific builds, certain stats can be overwhelming for new players and those who currently lack options to counter them.

    For this reason, some necessary stat caps have been introduced.

    For Survivors, the max Slow applied to a zombie can no longer exceed 30%.

    For Zombies, max Toughness can no longer exceed 60%.

    *These limitations are currently set to high values and should not make much difference between high level players. The limits are also applied after all stat calculations have been made against the target player. This makes upgrading beyond the cap still worthwhile.


    Bots - The bots have once again... evolved..

    Bots will now be randomly assigned perks and yin yang's each time they join a round. Upgrade levels have also been randomised from their previous fixed level 20 values. They have also learned to 'dodge' a little better.. so beware..


    Medic - Medics will no longer heal themselves passively, instead, medics will now heal from the support they give to other survivors ( Curing & Bandaging ). This change should further enforce medics to actually play as a 'medic'

    This works the same way in which the Mender perk operates.


    RTD Tri-Force - Now provides an activation menu.


    _________________________



    - Upgrades -


    Zombies

    Speed

    No Longer Reduces Lunge Regen Per Level.

    *The loss of stamina for survivors was a greater impact than the zombies negative upgrade trait, for this reason, the negative upgrade 'passive' for zombies has now been moved to the health upgrade.


    Health

    Per Level changed to 3 -> 4.

    Now slightly reduces speed per level.

    *As the stamina loss is a big factor for speed on survivors, It's time Zombies had an equivalent mechanism that also balances their key stat survivability.



    _________________________



    - Yin Yang's -


    Survivors

    Bludgeon - Base Bleed 0% -> 5%



    Zombies

    Tank - Health Stat Removed.


    Hunter - Speed Base 1% -> 0%. Per Level 1.5% -> 2%


    Charger - Lunge Speed Per Level 1% -> 1.5%


    Shell - Back Toughness 6% -> 7.5%. Front Toughness -6% -> -5%

    *Shell is receiving an additional buff following the tank changes. It has also been given separate values for its positive and negative traits.



    _________________________



    - Perks -


    Survivors

    Trapper - Self Damage Range increased by 25%

    Revitaliser
    - Per Level Raw HP 5 -> 4. Per Level % HP 2.5% -> 3%


    Buster - Changed to Missing Health

    *Buster was designed to maintain balance across all weapons, however, high-damage weapons were taking advantage of the current damage interaction from their first hit, making them a better choice when compared to low-damage/automatic weapons (e.g. rifles / pistols).

    This adjustment, by switching to missing health, also addresses the unintentional concern of zombies becoming somewhat 'weaker' with each health upgrade/perk/yin yang they obtain.


    Specialist - Piercing Damage applied to starting weapons 5% -> 7.5% ( at all levels )



    Zombies

    Reflect - Base Chance 0% -> 4%. Per Level Chance 5% -> 4%


    Blaze & Ignite - Duration +20%. You will no longer take damage from your own fire.


Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!