Healed To Death · published · build 18334755
Thanks to everyone for playing Healed To Death and providing feedback. This build wouldn't happened without the feedback given by players. This patch is focusing on adding UI features that provide major quality of life updates to various players. It is also here to fix some major balancing issues between party members.
You can watch the video version of the patch notes here:
Watch on YouTube
Accessible via the gameplay menu

Must be toggled on in the gameplay menu

Gain 1 banish for every 7 new spells bought and 1 every 5 levels

With the creation of the damage meter I've been able to test the damage performance of the various classes and there are definitely some balancing issues in 1.0. As a result most classes and a number of spells have been adjusted.
The goal with these balance changes is not to make every class do the same dps. The goal with these balance changes is to fix the outliers and make each class a viable consideration when doing a run. This means letting high dps classes be a more specialised glass cannon while lower dps classes are more versatile and have high defenses.
The hope is that players will consider all armor types, ability skills and defenses when picking their party members over just what is just superior class damage wise.
Snipers were a major outlier in the damage department. The goal with the nerfs is for them to remain the best physical damage dealer but also have the downside of doing little magical damage and being a glass cannon.
Reaper’s do very high damage and the defences are too high to justify it. The goal is to specialise them into being a melee magical damage dealer.
Having high defences and being able to use shield skills gives them a lot more versatility over other melee dps. Their damage is very high despite this advantage. The goal is to lean into their versatility more and hybridise their DPS more than it was previously.
Fighters are doing very well dps wise. The goal is to heavily push them towards being the physical damage specialist and maybe a little more fragile.
Berserker's Rage was completely broken and didn’t actually do anything. This led the Berserker to be a weak melee damage dealer. The ability was annoying to activate so it has been reworked into a new effect.
Arcane archers start with doing weak damage but scale extremely well as they gather spells. The changes will further their identity of being a magical damage dealer and also a little bit less of a glass cannon.
The starting damage of the ranger makes them the lowest dps in the game. They are versatile and scale decently though as they get more spells. They will be pushed towards being a bit more defensive and versatile to compensate for their lower DPS.
Battle mages are on the lower end of the spectrum when it comes to damage but they make up for it with their defensives and having access to spells. The changes will help them lean more into their versatility and defensive nature.
Spell swords are doing okish dps wise. The change done is to increase their versatility when picking magical damaging spells.
The Sorcerer doesn’t have much of an identity at the moment as the mage already exists. The following changes make it the versatile light armored caster to choose.
Geomancers specialise as being the Physical Damage spell caster. The goal with this change is to further solidify their niche.
This is one of the higher DPS tanks and they have pretty good defences but lacks shield abilities. The following change is to make them the specialise into being the magic damage dealing tank more.
Warriors are the highest dps tank and despite their lower armor, their increased critical strike chance combined with Shield Slam mostly covers this weakness. The nerf is to make it clearer that they are a more dps orientated tank.
This is one of the lower damage tanks. The damage they take is roughly equal to other tanks but they also lack defensive shield abilities. The change to their unique ability is to help it stand out more as a bonus rather than as an equaliser.
Earth Warden's lose a spell slot for their main tanking ability. The magic skill, while nice, isn't enough to make up for the fact that they are also more fragile than other tanks and that they only have good defensive abilities when at high hp. They need a buff in survivability.
Casters are underperforming, even when there is no interruption to their casting (like having to move outside of AoE). Instant cast spells do a decent amount of damage but spells with a cast time take too much of a dps loss in opportunity cost. As a result, major buffs to various spells with a cast time are in order.