
Hi Tanks!
The playtest is live, sign up and get instant access by clicking the button on the store page "Request Access"
Submit feedback through this form, it helps a ton!
Patch Notes:
New threat system. A threat table now drives enemy target selection. Damage, heals and taunts all generate threat, the old health threshold system has been replaced entirely
Companions also generate threat by dealing damage and healing
Threat Meter HUD showing your standing against your current target as well as other party members threat
Party size increased to 3
Companions now take a role of Primary and Secondary
Primary Companion: Holds both passive and active abilities
Secondary Companion: Holds only passive abilities
Companions now weave in auto attacks alongside their abilities
Companions may actively disengage from high threat targets
Companions will always auto attack an already engaged enemy (for now)
Ranger teleport revamped. Teleport now triggers when the ranger gets hit and brings the ranger to safety with a short cooldown
Ranger passive revamped, now fires Heartseekers on enemies the player holds on them for 10 seconds, repeating every 10 seconds
At level 10, the companion upgrades are rolled between all living companions
The summoner raises an army of skeletons that follows you
Passive ability: summon a minion every 3 seconds, up to 5 minions
Active ability: Sacrifice a minion, healing the player for 60 health
Minion damage is attributed to the Summoner’s threat
You are now able to mark enemies to be focused by your party
Default keybinds: Left mouse button on keyboard, South Button (A) on controller
Summoner minions will also prioritize hitting the marked target
A counter now appears on the screen and provides bonus the more enemies are targeting you in combat
Tier 1: “Tanking” requires 5 enemies targeting you (Wave Defense) or 4 (Dungeon Crawl) and provides a 5% bonus to EXP
Tier 2: “Chain Pulling” requires 10 enemies targeting you (Wave Defense) or 8 (Dungeon Crawl) and provides a 12% bonus to EXP
Tier 3: “Aggro Lord” requires 15 enemies targeting you (Wave Defense) or 12 (Dungeon Crawl) and provides a 20% bonus to EXP
This system is not active in Boss Rush mode
Introduced new buffs and debuffs applicable to yourself and to enemies
Slow: Reduces enemy speed
Bleed: Deals damage over time, stackable
Invulnerable: Block all incoming attacks for 100% of the damage
Absorb: prevents damage taken
Root: prevents movement
Maximum Toughness is now 4 stacks (up from 3)
New ability: Blood Strike. Deals 40 damage to your target and heals you for the amount. Costs 1 Toughness, 4 second cooldown
New ability: Hold The Line. Taunt all enemies around you and become Invulnerable for 10 seconds. Costs 3 Toughness. Cooldown: 30 seconds. Moving or using abilities cancel the effect.
New ability: Holy Light. Heal yourself for 30 and damage your target for 10. 4 second cooldown, gain 1 toughness
Ground Slam revamped to work at any range, but damage and knockdown duration scales with distance
Retribution now has a 1-second internal cooldown so it can't be spammed by rapid blocks.
Blood Strike upgrade: Increases damage and healing based on the target’s missing health
Blood Strike upgrade: Finishing an enemy with Blood Strike taunts all enemies around it
Blood Strike upgrade: Blood Strike applies Bleed stacking up to 3 times
Hold The Line upgrade: Companions inside Hold The Line gain +100% damage and healing
Hold The Line upgrade: Companions inside Hold The Line are healed for 5 per second
Hold The Line upgrade: Spending Toughness reduces the cooldown of Hold The Line by 1sec per stack
Hold The Line upgrade: Can be used while moving but no longer taunts
Shield Throw upgrade: Shield Throw applies 70% Slow for 10 seconds
Whirlwind upgrade: Whirlwind applies 70% Slow for 10 seconds
Absorb upgrade: overheal create an absorb shield for 50% of the overheal done, up to 50% of max HP
New Heartseeker upgrade: Upon inflicting slow fire an instant heartseeker with 30% efficiency
New Holy Ground upgrade: rooted enemies in Holy Ground take +100% damage from it
Removed the old Tutorial
A new tutorial covering the basics of the game was added for Dungeon Crawl
Tutorial now teaches interrupts, tabbing, marking and an introduction to threat
Added Companion death explanation on first ally death.
Added a step in the academy tutorial that introduces the Spellbook at the Altar
Changed the training grounds tutorial tooltip
New Modifier: Marked for Death - Marked targets take 50% increased damage
New Modifier: Puddles - Enemies drop puddles on death that heal nearby enemies
Aggro immunity modifier removed from Wave Defense and Dungeon Crawl.
Minibosses and bosses are no longer immune to taunt
Boss Rush now unlocks at level 10 (up from 2)
Boss Rush 101 now spawn 8 adds (down from 20)
Boss Rush - Boss health increased
Increased EXP gained from completing Wave Defense and Dungeon Crawl
Reduced EXP gained from completing Boss Rush.
Added a “Retry” button when dying in a run
Added a “Give Up” button for forfeiting a run
New companion party screen with hover previews and per-role scaling (primary and secondary roles)
New Shield Select menu
New Portal screen for starting runs
Added Off-screen companion direction indicators with damage-flash pulse.
Companion damage flash screen effect, toggleable in settings.
Healer channels a beam during Holy Ground, to explain her casting ability.
Healer recolored white.
Talent refund. Right-click / Y refunds a single point, replacing the old full reset button.
Menus with tabs are now navigable with LB/RB on controller
New waypoints in the academy now point to freshly unlocked features
New window for unlocking content when completing runs
Best score and ranking are now shown in the portal screen, per mode, with grayed-out medals for tiers you haven't earned.
New loading screen
New pause menu
New settings menu
New talent menu
New Achievements menu
Moved the Spellbook from the main menu to the altar
New medal UI
Added HUD Scaling option in Display settings
Added feature tooltips to better explain abilities and upgrades and improved their placements
Added animations for gaining and spending Toughness
New input glyph and callout UI
New graphic settings: brightness, contrast, bloom
Added VSync toggle in the display menu
Changed the default keybinds for Mobility and Utility abilities to better support hold-to-aim
Changed the default controller keybind for Cycle Targets
By default all nameplates will be visible, toggleable in the settings menu
Added icons to enemy casts
Added overhead player health display when lower than 65% health
Improvements to the tab targeting algorithm
Tab targeting (“Cycle Targets”) now also targets enemies with aggro