- Hello! I have updated the steam playtest with some misc quality of life changes and item balancing as suggested by some playtesters! I am still working on other quality of life features like the encyclopedia (gives details on everything in the game from status effects, to traits, to units, and more.) but those will come at a later date!
- The first change I want to talk about is I changed the damage text as well as the heal text. Damage text now is a different color as well as has the crit icon be the color of the damage type instead of its own unique image. I went with this because I noticed the crit icon was a bit jarring and made the text stand out more than I intended. Heal text now moves up as time goes on, before the text stayed dead center on the unit which would hide heals and make them feel less impactful.
- The second change was a suggestion of visualizing the range of each unit. I think as a game developer you know your game and your game so well you can sometimes forget your players do not. Oftentimes I’d playtest my game and players would put 4 range units in the front row and it would bug me, but I realize now that it was something I needed to fix as not everyone playing my game will be able to ask me questions. So I decided to have the range of the unit be visual when you’re dragging them to different places, lighting up yellow on spots that the unit will be able to reach!
- Another suggestion I got was to show more unit details on hover which I did!
- Next I decided to show when a player unlocks a new restraint (difficulty) for a character on the main menu.
- Finally I was told that items had some balancing issues, specifically armor items being weak and lifesteal items being too strong! So I decided it was about time I actually did some item rebalancing. I’ve been focused on content that balancing has been something that has been fairly unconsidered specifically when it comes to items, items with attack speed tended to be a bit overbalanced specifically most builds involving lots of attack speed items but hopefully the changes here will impact what people like to build!
- Chestplate
- DR -> 30 -> 60
CinderplateDR -> 45 -> 90HelmetDR -> 20 -> 40Mindreave HelmetDR -> 25 -> 50Knights DutyAD -> 20 -> 50
Dev Note: Way too weak of a base AD to be worth equipping on basically anything over AS items.
ExcaliburAD -> 40 -> 100WandAP -> 40 -> 60Mystical WandAP -> 70 -> 120Mystic BatonRANGE BUFF REMOVEDCrit Multiplier -> 25%
Dev Note: Not many reasons to use this item for range, giving it crit multiplier makes it a very viable item for crit builds
Mythical BatonRANGE BUFF REMOVEDCM -> 40%Vlad's DaggerAD Gained at 40% HP -> 30 -> 10ADDED -> 10% HP SHIELD
Dev Note: I don't know what I was thinking with the amount of AD this gave… it was more than Knights Duty… the AD item… 20% lifesteal is fine here.
Vlad’s Siphon BladeAD Gained at 40% HP -> 60 -> 20ADDED -> 10% HP SHIELDLifesteal -> 0.4 -> 0.25
Dev Note: Has to be the most egregious item in the game, 40% lifesteal!!! Yeah we had to nerf this! Also 60 AD is more than Excalibur (Unshackled Knights Duty). Crazy.
Rod of FuryAS gained => 0.2 => 0.4
Dev Note: Brings it closer to stimmy’s efficiency, but only better than stimmy if the unit has low enough cast time.
Angelic SeptreLifesteal -> 0.15 -> 0.1Now considers the lowest HP ally BESIDES the unit holdingWings of RedemptionLifesteal -> 0.3 -> 0.2Now considers the lowest HP ally BESIDES the unit holding
Dev Note: Was 60% (30% base, 30% from special ability) lifesteal as it would heal itself if it was the last alive. Not good for the game.
Glog JuiceAS on Attack -> 0.03 -> 0.01
Dev Note: Glog Juice should be an item only applicable to units that want to attack often not the whole cast, might be a bit of a strong nerf but should encourage more flexibility for now!
Hyperglog JuiceAS on Attack -> 0.06 -> 0.02