[h1]v0.642[/h1] [b]Boss rush leaderboards have reset due to the following changes[/b] [h2]Class balance[/h2] Taking a look at classes' win rate for the last day, it shows Rogue is an overperformer. It's the top selected class with the highest win rate, so I've adjusted some of the cooldowns to hopefully bring it inline with everything else. Additionally Wizard has been underperforming since the last round of nerfs, while both Druid and Shaman have low win rates. [h3]Druid[/h3] [list] [*] Sprit wisp speed increased from 169->250 [*] Wildfire base scale increased from 1.0->1.2 [*] Wildfire area increased from 20->30px [/list] [h3]Rogue[/h3] [list] [*] Splinter cooldown increased from 3->4s [*] Poison cooldown increased from 3->5s [/list] [h3]Shaman[/h3] [list] [*] Fire totem cooldown decreased from 13->12s [*] Fear totem cooldown decreased from 12->11s [*] Earth totem cooldown decreased from 11->10s [/list] [h3]Wizard[/h3] [list] [*] Splash now targets enemies at the center of the sprite instead of the bottom tip [*] Splash area increased from 40x69->64x82px [*] Lightning area increased from 40->50px [*] Starfall cooldown decreased from 4s->3s [*] Starfall area increased from 25->35px [/list] [h2]Bosses[/h2] Fixed an issue in "normal mode" where waves would stop spawning during boss phase. Waves should spawn every 15 seconds again. [h3]Sewer Boss:[/h3] There is an issue with the [spoiler]Rat Ball[/spoiler] where killing him on the frame [spoiler]he gets promoted to Rat King[/spoiler] makes it so you cannot complete the run. While it will take some refactoring to fix the issue there is a temporary fix to end the run if this occurs. **Your score will be less** because we now take boss damage into account, but at least the run will still be scored. [h2]UI[/h2] Boss rush can now be toggled on/off from class select screen and on restart level if unlocked.