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Purgatory DungeoneerNewsPatch 1.11 Notes - Guild and Evoker QoL
Game update

Patch 1.11 Notes - Guild and Evoker QoL

Purgatory Dungeoneer · published 27 Apr 2024, 07:23 UTC · build 14193900

All newsPlayers around this dateRead on Steam

Hello everyone!

It's been a while since the last update for the game, but I've had enough time away from this to begin playing it for enjoyment again, so I've made a couple changes to things that were bothering me.

Quality of Life changes:
-Guild members now show their level and class in the dialogue box just before the "Recruit" option, rather than having to select Guild Card to see when they aren't in the active party.

Class changes:
-Mimic's Vandal stance "Extra Ruin" skill description updated to match the one for Academy Wizards from when their version of the skill was patched (instead of buffing self with +1 Attack and +5% Manasteal for 4 turns after use, gain 5% Mp Regen and 30% damage reduction until you take damage after use). Tooltip fixed, functionality unchanged.
-Tempest's "Tailwind" Attack Count buff increased from 1 to 2.

Class Adjustment - Evoker:
-"Elevation" description changed to fit what's on their Spirit's passive skill description.
-"Elevation" and "Order: Attack" changed from giving an extra hit from Attack to an extra Action.

-Evoker's spirits Attack and Targeting AI changed from functioning as an Attack and targeting allies randomly to functioning as a Skill and targeting the ally with the lowest Hp dynamically. Other Evoker skills and Spirit passives that grant Attack Count instead add Action Count. This means that certain effects like the Tempest's "Tailwind" don't add to their healing and because each of their actions is now handled as a separate action, their turns take a bit longer.

However, each time they take an action to heal an ally, they'll heal whoever has the lowest percentage of current Hp compared to their maximum Hp, If everyone is at full Hp, they will then target party members randomly. Also, since their healing is no longer an Attack, they now are guaranteed to hit (they had horribly high accuracy anyway but now it's a certainty) and it doesn't count as single-target damage for the purposes of damage reduction & counters (Gorgon & Minos party members rejoice). Additionally, the healing formula has been changed. Current concern is this whole change might make the class a bit strong, but as it's an extremely support-focused class that takes up two party slots and has an uncommon equipment prioritization, it needs to be in a better place than it was.

That's it for this time. There will likely be some further adjustments in the next month, so if you have any input on things you'd like to have looked at please comment below. As always, thank you for your patience and support.

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