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Reworking the Mint Bay Work Cooldown
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<!-- bconomy:begin wordpress:1076 --> {{Game update | name = Reworking the Mint Bay Work Cooldown | released = 2026-08-07 | source = https://blog.bconomy.net/2026/08/07/reworking-the-mint-bays-work-cooldown/ | source-title = Reworking the Mint Bay Work Cooldown | previous = v2026.08.04.2 | next = v2026.08.07 }} <div style="clear:both;"></div> == Changelog == <blockquote style="clear:both;margin:1em 0;padding:1em 1.25em;border-left:4px solid var(--bc-link, #a2a9b1);background-color:var(--bc-raised, #f8f9fa);" cite="https://blog.bconomy.net/2026/08/07/reworking-the-mint-bays-work-cooldown/"> The Mint bay’s <strong>Cooldown Destroyer</strong> has been one of the most powerful upgrades in the game for a short while. At high ascension it had drifted well past “powerful” and into “a little ridiculous”. So we’ve reworked (<em>khem… nerfed.. cough</em>) it. Here’s what it did before, what it does now, and what that means for you. === How it worked before === The Cooldown Destroyer shaved time off your Work cooldown. Every Work rolled for a chance to cut the wait, and the further you’d ascended, the more of those chances you got. And they stacked on top of each other. In practice this snowballed hard. Around 500 ascension it was already very strong; past 1,000 it could carve so much off the cooldown that Work became almost always instant. Players at that level could fire off Works quickly enough to trip the game’s own command rate limit. The root problem was simple: nothing stopped the cut from erasing the <em>entire</em> cooldown, so how often you could Work had no real ceiling. === How it works now === We’ve split the Work cooldown into two parts, each with its own job: * <strong>Getting ready again</strong>: how soon you can Work next. This now has a hard floor. No matter your ascension, your bay, or your luck, you can never Work more than once per minute. The rate-limit spam is gone for good. * <strong>Getting charged</strong>: how “full” each Work is, which is what actually drives your payout. This is where the Mint’s real power now lives. Every Work still rolls, and higher ascension still rolls more often. But now a lucky roll does two things at once: it trims a little off your wait <em>and</em> it banks a head-start on your next Work’s payout. Rolls that don’t hit big still shave a bit off the wait. You’re never left with <em>nothing</em>. So instead of high ascension letting you Work faster and faster forever, it now makes each Work land bigger and better-charged. === What this means for you === * No more machine-gun Working. The fastest you can Work is once a minute. Full stop. * High ascension is still absolutely worth it. It just pays out through bigger, better-charged Works now rather than sheer speed. * After a Work, chat will tell you when the Mint helped: how much sooner your next Work is ready, and how charged it will start. * If you were leaning on spamming Work, lean into the payout side instead. A well-built, running Mint bay makes each Work count for a lot more. These values are a starting point, and we’ll keep an eye on them as everyone settles in. </blockquote> {{Update history navbox}} <!-- bconomy:end wordpress:1076 -->
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