Hi tanks!
This month was focused on polishing the existing experience, tackling onboarding processes and also designing new abilities, shields and builds.
I hope to get this into a playtest version and share the latest build with you soon.
The new design will contain a primary and secondary companion, for a total team size of 3.
The primary companion will keep their active ability, but the secondary one will only have passives
Carrying out the vision to make tanking more accessible is no easy feat, another iteration of tutorial polish and improvements to the explanations is required.
In this example, examining what reads best for color contrast and positioning of the UI elements for best readability.
I don't have visuals to share yet, the new dungeon will focus on decision making throughout with less linear pathing, more player agency and freedom while exploring.
What corresponding effects should they have?
Blood strike will be a new ability for the utility slot that heals for the damage dealt, with a new build path revolving around self heal
Adding new status effects like Slow & Root and various upgrades across all abilities that build off it
Adding a Damage over Time effect and build to abilities
Adding upgrades to the effect of Toughness and how it plays
That's it for this month, and as always, let me know your thoughts on the forums or the Discord!