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
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