Changes to Level LockingĪs people had time to play with the level lock effect it became pretty obvious it was easy to exploit. Lookk out for harsher traps, a new arena with cover, and a labrynth you’ll need to navigate in order to take him down. Part of these quests being in a certain spot means you can engage them on your own terms, so don’t be afraid of putting them off if you need better gear.įinally, tengu is still the same tricky assassin as always, but he has some nasty new tricks. Careful though, these quests are a fair bit tougher than the sewer ones, make sure to listen to the wandmaker’s advice. Whether you need to find an overgrown garden, a ritual marker, or a mass grave, each quest will send you looking for a spot, and then doing something interesting there. The quests have all been reworked around a theme of a specific location. Lastly, prison guards drop some nice loot, but you might find it hard to keep a distance from them. You’re going to have to be very careful with your positioning around thieves now, as letting them get away is a bad idea. Shaman got a bit more threatening if you blindly run at them (their magic hits more frequently now). Skeletons were already in a good place so there was no need to change them. The prison finally gets some new stuff! These changes include new quests, a new tengu fight, and some tweaks to prison mobs. I want to make interesting subclasses that fit in strategic niches, but its much more feasible to expect the player to pick those options after they hit floor 10, as they might have found some of the tools that would make a niche subclass work. We even see this being prevalent with only 2 options, where the best generalist subclass is the one that’s picked far more often right now. Having them available at floor 1 seriously limits how I can design subclasses in the future. Secondly, I want more design space for subclasses. I certainly don’t want to make the whole game easier, but early on it makes sense for the game to be kinder so that people don’t feel like they hit a wall the second they get to floor 4/5. Now that difficulty has been rebalanced to be about at the ‘post mastery’ level for everyone, new players should actually have a less harsh time at the beginning of the game. No doubt the biggest change balance wise, there are two major reasons I’m making this tweak.įirstly, I want the earlygame experience to be consistent for all players, it makes no sense that new players who hadn’t unlocked the book had a harder time in the earlygame. warping trap is now more likely to put you at a deeper floor Floor locking now pauses all passive effects, not just hunger Berserker now starts raging at 50% hp (up from 40%) Rogue's cloak of shadows now drains less while invisible Fly swarms rebalanced, moved to the sewers Sewer crabs less likely to spawn on floor 3, grant more exp Marsupial rat damage and evasion reduced Hunger damage now increases with hero level, but starts out lower Many changes to compensate for Mastery Book changes (see below) Mastery Book is not attainable until floor 10, even when unlocked
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |