![]() ![]() Keep the feedback and community content coming, and enjoy the update! Wildstone will feel more generous early on as a result. That is a buzzkill, especially for new players. The end of journey rewards were designed to be more and more rewarding the further you got, but the end result was it feeling more and more crushing the earlier you lose. Late game, not being able to use more than 4 items can be a bit of a bummer, so we now have 2 extra slots unlockable which should add some more fun combining up to 6 magic items!įinally, Wildstone. To extend their attacks a bit further we added a powerful Rogue version of impale called Swift Strike that rewards 2 agility, and a Wizard cleave called Magic Disk that rewards x2 willpower. Rogue is still very, very strong but the frequency of things like clearing the whole board in one shot with prime abilities will be a bit lower now. Also, Nimble Slash costs one energy more. The Zap line is now exclusive to the Wizard and considerably cheaper and more powerful. We looked at class balance and especially the Wizard/Rogue. Thanks to everyone who brought this stuff to our attention and debated it so reasonably on the boards. ![]() Also we designed orange to be objectively stronger since its 100% dedicated to attack, but probably went too far in that direction. But clearly energy return is a much bigger deal, and everything is so situational it is a bad idea to build assumptions like that into the formula. Originally we thought things like removing a column should be weighed as more powerful as less options can be tougher to sequence. ![]() We looked at spell power using a new formula that weighs energy rewards much higher than other considerations, and found some definite imbalances. Today our first balance update goes live, and I wanted to say a few words about the changes. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |