6.29.17

= Full Update Notes =

New Content and Features

 * Electromancer:  Added a new class! The Electromancer taps into the city’s power grid to energize arcane constructs.
 * Drifter:  Primal and Gesture spells are now more potent in the duel.
 * Council Tribune:  A cryptic newspaper reports the latest events and news for The Unspoken.
 * Hand Skins:  Added two new hand skins: one each for mechanical and all-natural Casters.

Anarchist

 * Arcane Shield:  Increased the radius of the perfect reflect area.
 * This makes attacks that hit the edge of the center count as reflects instead of deflections.
 * Chaos Skull:  Increased targeting effectiveness during the initial speed boost.
 * Fast skulls are more reliable for close range direct damage.
 * Chaos Skull:  Reduced the time the skull wanders if it has no target.
 * This improves the effectiveness of Chaos Skulls cast under duress.
 * Chaos Skull:  Added latency compensation to the Chaos Skull.
 * Chaos Skulls will now persist if an opponent teleports in the instant before a skull strikes. (This fix didn't actually work Skulls are still broken and considered useless.)
 * Chaos Skull:  Minimum charged Chaos Skulls can now be split twice.
 * The Anarchist now has the final word on a minimum charge skull, reducing the risk of this spell to a mindful Anarchist.
 * Pyrotechnics:  Removed the safe pillar functionality.
 * Now a single rocket will always travel to your opponent’s location. Other rockets strike a random pillar.

Drifter

 * Shatter Mine:  Moved the mine summon position to the front of the caster.
 * Choosing a new target pillar is more responsive and no longer resets the mine’s summon time.
 * Shatter Mine:  Decreased the duration of the fuse.
 * Mines are less likely to be destroyed after the victim teleports to their position, and it’s more difficult to escape a detonating mine.
 * Slingshot:  Added a third charge tier.
 * Heavy shots allow the Drifter to prepare a strong direct attack.
 * Evil Eye:  Raised the position of the shield relative to casting hand and increased the radius of the perfect reflect area.
 * Foresight ability is easier to use, with no obstruction from the casting hand. The shield aligns with the primal attack center to make it easier to block while attacking.
 * Vermin:  Decreased flight speed and increased dive speed.
 * It’s now more effective to counter Crows with an attack spell, less effective to counter with a teleport.
 * Celestial Dome:  Removed damage spillover.
 * This should allow a Drifter to play more defensively if they so choose.

Kineticist

 * Debris Scatter:  Added an aiming reticle.
 * This improves targeting clarity.
 * Telekinesis:  Improved tracking for telekinetic objects.
 * Telekinetic objects will now hit unintended pillars less often.

Midway Pier Arena

 * Midway Spider:  Decreased the Spider’s damage per second and search speed.
 * It’s now possible to anticipate the Spider beam, and its damage is more in line with other Summons.

Burnham Station Arena

 * Station Beast:  Increased attack damage.
 * The Beast’s attack can now break hand shields.
 * Station Beast:  Increased max health. Decreased generator count, health, and heal rate.
 * Increased health helps the summon persist long enough to be effective. Generators are easier to destroy, and provide only partial healing to the Beast.

Artifacts

 * Cthulhu’s Grasp:  Added alternate glyphs and increased depth tolerance.
 * Casting the spell requires more awareness, less rote movement.
 * Aerogramme:  Removed Primal shield deflect, reduced wandering distance.
 * This makes the Artifact a more effective choice for the loadout.
 * Aerogramme:  Added latency compensation to the Aerogramme.
 * Aerogramme will now persist if an opponent teleports in the instant before an airplane strikes. (This fix didn't actually work Aerogramme is still broken and considered useless.)

General

 * Round start:  Increased the visibility of the pre-match barrier and synchronized the pillars with the round start.