Gold Supplier - Dynamic HP & Reward ScalingGold Supplier now will have dynamic HP scaling based on the damage dealt by Slayers farming in the Gold Area.
In late game (as we saw yesterday) Slayers become powerful enough to kill Gold Suppliers in a single hit, causing constant deaths and respawns, which resulted in heavy game lag.
To prevent this now Gold Supplier will now gain additional HP as Slayers become stronger, allowing them to survive more hits instead of dying instantly.
How it will work:
Scaling is based on individual Slayer attack damage, not the combined damage of all Slayers.
Weak units won't unnecessarily increase Gold's HP just because there are many of them.
Stronger Slayers contribute additional HP scaling as their damage increases.
HP is recalculated when a new Gold Supplier spawns.
Existing HP adjustments based on the number of living Humans remain unchanged.
Every time Gold Supplier's HP increases, the entire Gold reward increases by the same multiplier, including Gold Crit Quest and Pendant of Luck bonuses.
For example, with the standard 35k HP Gold:
Gold HP Base Reward
35,000 HP 3 Gold
70,000 HP 6 Gold
105,000 HP 9 Gold
140,000 HP 12 Gold
175,000 HP 15 Gold
...and so on.
For example, at x2 HP scaling:
Normal reward: 3g -> 6g
Gold Crit Quest: 4g -> 8g
Pendant of Luck proc: 5g -> 10g
Gold Crit + Pendant proc: 6g -> 12g
The goal is simple: fewer instant Gold kills, fewer unnecessary respawns, smoother late game performance, and proportionally increased Gold rewards.
Slayers still benefit from becoming stronger and attacking faster, without Gold Suppliers constantly dying in a single hit. Hope this helps :)