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Hey Timetravelers!
What changed
- Gameplay
- Balance
Out of Time changes
We are back with another breakdown of the mechanics behind the frontlines. Today, we are analyzing the Head of Hydroponic. This is a high-utility support class that balances healing, area denial, and a unique "Nutrient" resource system to empower its abilities. Let's dig into the data!
🧪 Weapon: Nutrient Spray
The Head of Hydroponic sweeps a chemical gun side-to-side, spraying a frontal cone that drains life from enemies and leaves a restorative mist for allies.
Base AP Scaling: 0.125 (1.25/s) direct; 0.2/s for the mist.
Core Mechanic: Nutrients. Direct hits have a "Nutrient Chance" (similar to Crit). At 175%, you are guaranteed 1 Nutrient per hit with a 75% chance for a second.
Evolution Highlights: Range increases significantly from 400 to 800. Max Nutrient capacity jumps from 80 to 150, allowing for massive Ability scaling.
💨 LMB: Agrochemical Spray
A powerful, instant blast of chemicals that heals allies and damages enemies based on your current Nutrient stacks.
Base AP Scaling: 0.3 + (0.0125 * Nutrients).
Healing Scaling: 0.1 + (0.005 * Nutrients).
Evolution Highlights: Starting at Evolution 3, this ability applies a 2s Stun. By Evolution 5, the cooldown is nearly halved (18s to 10s), and the spray angle widens to a massive 140 degrees.
💡 Pro-Tip: Your Auto-Attack and Agrochemical Spray have a hidden synergy with the Druid Plants. Hitting your summoned plants with your spray increases their effectiveness for a short duration!
🪴 Q: Carnivorous Growth
Summon a plant sentinel that evolves based on the Nutrients consumed at the moment of casting.
Tier 1 (0 Nutrients): Pitcher Plant – 2s Slow.
Tier 2 (40 Nutrients): Venus Fly Trap – 2s Stun.
Tier 3 (100 Nutrients): Sundew – High range (2000), 3s Stun, 5s Slow, and fires Poison Cloud projectiles.
Evolution Highlights: You start with 1 charge, but reach 3 charges at max level, allowing you to sprout an entire garden of teeth.
🫧 E: Bioactive Enclosure
The ultimate defensive tool. Create a massive transparent terrarium that pushes enemies out while creating a "safe zone" for allies.
Core Mechanic: Enemies must physically break the enclosure (hits-to-destroy) to enter. Allies inside enter a "swimming state" and receive constant healing.
Evolution Highlights: Evolution 3 adds a Thorns Scalar (0.35), dealing damage back to any enemy brave enough to attack the glass. At max level, the enclosure's health jumps from 60 to 200 hits.
💡 Pro-Tip: Players abilities are disabled while within the enclosure and enter the swimming state. This can make a difference between a good bubble usage and a perfect one.
🛤️ Shift: Nutrient Film
Lay down a vibrant path of hydroponic film. It’s a "speed-way" for your team and a "death-trap" for the opposition.
Movement Speed: Allies gain up to +50% Move Speed.
Healing/Damage: Allies are healed (2.4/s) and enemies are damaged (0.4/s) while standing on the film.
Evolution Highlights: The path distance grows from 2400 units to 5600 units, and the duration nearly doubles to 15s.
🛡️ Helmet Passive: Deep Water Culture
This helmet features the "Healer Class" XP bonus (up to 10% at Legendary) and a periodic protective bubble.
Core Mechanic: Periodically spawns a bubble around you and nearby allies that provides a shield (up to 30% Max HP).
The Pop: When the shield expires or is broken, it pops for 1.25 AP damage in a 500-unit radius.
Evolution Highlights: Shield duration scales from 8s to 12s, ensuring your team stays topped off during heavy engagements.
Source
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