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Game balancing provisional notes for game update 1.2.55 beta

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    Game balancing provisional notes for game update 1.2.55 beta

    Greetings. These are the game balance changes expected to happen with the upcoming beta 1.2.55 game update. PLEASE KEEP IN MIND THAT ANY CHANGE IS STILL SUBJECT TO REVIEW.


    General
    • Several stats have been converted into ratings. Parry Rating replaced Parry Chance, Dodge Rating replaced Dodge Chance, Block Rating replaced Block Chance and Haste Rating replaced Attack Speed. The formulas to calculate the new ratings are: chance=Rating / (Rating + K) for Parry, Dodge and Block ratings, where K varies per character level. K(70) is 2000 for Parry, 2200 for Dodge and 2400 for Block. Haste Rating formula is number_of_attacks=1+[6 x Rating / (Rating+K)], where K(70)=1000.
    • Several boss and creature hitboxes have been adjusted, to reduce the chance of misclicking when a player wishes to issue an attack command.
    • A Vitality counter has been added in the detailed stats panel.
    • Champion levels now award smaller bonuses for characters under level 70. Extra gold and extra experience are exempt from this rule.
    • Vitality now awards 30% more life per point.
    • Life on Hit and Life Regeneration present on gear pieces now award 25% less of the respective stat.
    • Champion points awarding Life on Hit and Life Regeneration now provide 20 of the respective stat (down from 25).
    • Companions no longer gain any cooldown reduction bonuses from the Hero.
    • Companion Maggie, the Potion Caster Silence Field ability now has 45 seconds cooldown, the effect no longer slows and now lasts for 3 seconds.
    • Equipment with Parry Rating or Block Rating will no longer drop for Mages and Bounty Hunters.
    • Ranged attacks, magic attacks and area attacks can no longer be parried.
    • Magic attacks and area attacks can no longer be dodged.
    • Area attacks can no longer be blocked.
    • The Ability Rate calculation formula has been adjusted to cooldown_reduction=R/(R+K), where K(70)=1500 (was 1000).
    • The passive ability giving attacks a chance to reduce active cooldowns has been named “Alacrity”. Alacrity now provides a 5% chance to lower the cooldowns (was 25%), but this chance is increased by Ability Rate (up to 30% at 1500 Ability Rate).
    • Displayed damage that contains a proportion of critical hits should now be significantly larger.
    • Dual Wielding now provides a 30% bonus to attack speed (was 40%), but all percentage increases are multiplicative with the number of attacks resulted from Haste Rating.
    • Melee monsters attacks are now harder to avoid once initiated.




    Items
    • The Mage Apprentice 2-piece set bonus and The Encrypted Shield effect now reduce damage taken by 10% (was 25%). In addition, the shield stacks for a value equal to the Hero's Life on Hit stat, and can no longer exceed 25% of the Hero's HP.
    • Block, Parry and Dodge ratings can now appear on more item slots, although generally at lower rate than offensive stats.




    Bosses
    • The Magroth encounter has been redesigned.


    > Magroth now deals greatly reduced damage with his melee attacks, but his attack speed has been increased.

    > Magroth Charge ability now deals 300% of weapon damage and stuns all targets in his path for 4 seconds.

    > Magroth Meteor Strike ability now deals 1500% of weapon damage upon impact.

    > Magroth gained the Enrage ability, increasing his damage by 300% and doubling his attack speed. Magroth does not possess the Enrage ability while under level 35.
    • The Broken Dragon encounter has been redesigned.


    > The Broken Dragon now deals greatly reduced damage with his attacks, but now his attacks are ranged and the attack speed has been increased.

    > The Broken Dragon no longer follows the target while channeling Fire Breath. Instead, the Dragon locks on the target’s position and spews the Breath continuously for 2.5 seconds, then restarts the sequence. The Breath sequence repeats 3 times. Fire Breath now deals increasingly more damage the more time elapses, starting each new Breath at 100% weapon damage and peaking at 2000% weapon damage per second during the final second. The Broken Dragon is immune to crowd control effects while channeling the Fire Breath.

    > The Broken Dragon periodically Overflows, shooting Fire Bolts around. Each Fire Bolt deals 275% of weapon damage.

    > The Broken Dragon spews Molten Lava, creating patches of lava in the Hero’s proximity. After 1.5 seconds, the patch activates, and any unit standing inside the patch is afflicted by molten lava, taking 10% weapon damage per second and increases damage taken by 10%, stacking up to 10 times. The molten lava lingers for 7 seconds, and a new application refreshes the entire stack. Patches last for 21 seconds. The Broken Dragon does not possess the Molten Lava ability under level 35.
    • The Elban encounter has been redesigned.


    > Elban now deals greatly reduced damage with his melee attacks, but his attack speed has been increased.

    > Elban Blood Leech now deals increasingly higher damage the more time the link stays activated and the closer Elban is to his target, and also heals Elban by a great amount the closer the target is to him and the more time Elban spent draining blood. Elban also slows the target while channeling Blood Leech. When the distance between Elban and the target is too great, the link breaks. The Blood Leech does not heal Elban during the first 1.5 seconds of channeling.

    > Elban leaps into the air and then targets the player’s position, highlighted by a circle when his targeting is complete, unleashing a Devastating Assault, which deals 10000% weapon damage.

    > Elban disappears in a cloud of smoke and then reappears next to the player, channels a frontal attack for 3 sec attempting to impale the Hero with great force. Impale deals 300% weapon damage instantly, and causes the Hero to bleed for 100% weapon damage every second for the remainder of the fight. The Impale bleed effect stacks multiple times. While channeling Impale, Elban is vulnerable and receives 200% more damage.

    > Elban is immune to crowd control effects once he started channeling any ability.

    > Elban movement speed has been increased by 50%.

    > Elban’s health pool has been slightly increased.
    • In addition, Magroth, the Broken Dragon and Elban now possess the Break Free ability. Break Free removes all crowd control effects from them, and causes them to become immune to crowd control for 4 seconds.





    Trials


    Due to the trials redesign, a full reset of unlocked Trials will be performed.
    • Trial levels 1 to 7 now contain normal mode monsters and bosses of levels 10 for Trial level 1, 20 for Trial level 2, 30 for Trial level 3, 40 for Trial level 4, 50 for Trial level 5, 60 for Trial level 6 and 70 for Trial level 7. Trials levels 8 and higher now gain scaling coefficients, as detailed below.
    • Trials damage scaling is now 3.5% compared to the previous level. Trial health scaling is now 8% compared to the previous level. Thus, monsters in Trial level 100 will deal roughly 24 times more damage and have roughly 1300 times more health than a normal mode monster at level 70.
    • Trials no longer drop loot from monsters. Instead, the boss at the end of the Trial drops 3 items (quality varies depending on Trial level), a quantity of gemstones of random colors and gold.
    • Experience gained from monsters in Trials now increases by 5% per Trial level above 7. Thus, a monster in a Trial level 100 will yield over 131 times more experience than a normal mode monster at level 70.
    • Loot quality in Trials has been readjusted so that harder Trials will yield better loot. Trials drop 3 pieces of loot for completing the Trial, one of which has higher chance to be of superior quality if the trial was completed in time. Some breakpoints for the new loot system are: at level 42, all items will be of at least Epic quality, and at level 80 all items will be of Legendary quality. Any item dropped has a 20% chance to be a set item, if applicable. The item awarded for completing the Trial in time beyond Trial level 80 have an increasingly higher chance to have their roll improved. Trial bosses never drop common quality or uncommon quality items, regardless of level.
    • The Parry Rating, Dodge Rating, Block Rating, Extra Experience, Extra Gold, Damage Reflect and Life Regeneration stats have a greatly decreased chance to occur on gear dropped by Trial bosses.
    • Trials can only spawn the Magroth, Broken Dragon or Elban bosses.
    • The option to resurrect upon death using gems has been disabled in Trials.
    • Completing a Trial with a high portion of time remaining unlocks a larger number of Trial levels.




    Class changes
    • All classes gain a class specific “Innate Passive Ability”. These are detailed below, under each class entry. These new passives will not be highlighted in the Heroes’ Spell Books in the beta, and although their effects are functional, they will remain hidden. The aim is for them to be introduced and highlighted in the Spell Books at a later date.






    Warrior
    • All Warriors gain an innate passive ability at level 1, named “Juggernaut”. Juggernaut grants the Warrior vitality and armor per level.
    • Cleave (rank 10) now deals 275% weapon damage and no longer causes targets to bleed. Cleave now reduces damage done by targets it hits by 10% (was 30% attack speed).
    • Frenzy (rank 10) damage has been increased to 580% weapon damage (was 520%).
    • Bash has been renamed to Rending Slash and redesigned. Rending Slash deals 390% weapon damage to the primary target and 75% weapon damage to all enemies around it’s primary target. Rending Slash also causes all targets hit to bleed for 400% weapon damage over 5 seconds, stacking up to 8 times.
    • Sword and Board Shield Slam now has a 25% chance to occur pending a successful block and deals damage equal to 600% of shield armor, but no longer knocks back targets. Shield Slam is also automatic, no longer displaying an icon over enemies.
    • Shield Block now provides 2400 Block Chance. Successfully blocking an attack while Shield Block is active has a 100% chance to trigger a Deadly Throw of rank (hero_level / 14, minimum 1). Shield Block no longer doubles the amount of damage reflected and no longer provides damage reflect.
    • Whirlwind now deals 720% weapon damage per attack (up from 380%). Whirlwind damage is increased by 25% for Heroes that are dual wielding. Whirlwind now reduces damage taken by the Hero by 8% per equipped weapon (was a flat 30%).
    • Deadly Throw (rank 10) now bounces off 7 times (was 8) and deals 1500% weapon damage (was 2000%). The shield armor contribution to Deadly Throw is now 33% (was 40%), and the bleed effect for dual wielding Heroes is now 1000% weapon damage (was 750%), and stacks up to 5 times (was 3 times).
    • Devastate now reduces damage taken during its channel time by 50% (was immunity).
    • Shockwave now causes the targets it hits to take damage equal to 800% of the damage over time they would take the next second (was 1000%). In addition, Shockwave now heals for 20% of the Hero’s total heals over 4 seconds, stacking up to two times (was 5% per target hit, instant).
    • Battle Rage (rank 10) now has a 5 second duration (was 7), and movement speed when moving towards an opponent has been decreased.
    • In the Zone (rank 10) now has a 5 second duration (was 7).





    Bounty Hunter
    • All Bounty Hunters gain an innate passive ability at level 1, named Guerilla Specialist. Guerilla Specialist grants the Bounty Hunter 7 dodge rating per level, 20% movement speed and +100% critical damage.
    • Concussive Shot has been renamed to Lethal Shot. Lethal Shot (rank 10) deals 800% weapon damage, but no longer has a chance to stun the target.
    • Explosive Shot now deals 300% weapon damage (was 200%) and the Explosion proc deals 600% weapon damage (was 500%).
    • Heatseekers impact radius has been slightly increased.
    • Snipe now deals 5000% weapon damage (was 3000%) and always critically hits. Snipe causes the first target being hit to bleed for additional damage for a proportion of the projectile damage equal to the Hero’s critical strike chance, but no longer has a chance to reset the cooldown.
    • Piercing Ammo no longer bounces to the same target the bounce originated from. It can still bounce back and forth between two targets.
    • Rapid Fire now also increases the critical damage of the Hero by 200% for 3 seconds.
    • Poisoned Ammo deals damage equal to the first tick regardless if it would apply a stack or not when the target already has 5 stacks. In addition, only the stacks with lower DPS can be replaced by other stacks.
    • Smoke Screen stealth effect can now only last for 3 seconds. When the Bounty Hunter emerges from stealth, all damage is increased by 30% for 2 seconds and dodge rating is increased by 2000.
    • Multishot now deals 700% weapon damage per projectile (was 480%).
    • Charged Ammo no longer deals lower damage when using Scatter Shot.




    Mage
    • Mages gain an innate passive ability called “Adeptus Arcana”, granting them 7 Power per level.
    • Arcane Missiles (rank 10) now deal 115% weapon damage per missile (was 100%).
    • Arc Lightning (rank 10) now deals 180% weapon damage (was 140%).
    • Fireball (rank 10) now deals 230% weapon damage (was 200%).
    • Frostbolt (rank 10) now deals 300% weapon damage (was 250%), and damage dealt to frozen targets is tripled (was double), but can no longer freeze targets.
    • Singularity projectile speed has been decreased, allowing it to damage the targets for a longer time.
    • Time Warp now causes time to flow by 50% slower for opponents (was 75%). In addition, some boss mechanics cause them to be immune to the Time Warp slow time mechanic.
    • Death from Above now deals 550% weapon damage per missile. In addition, it can now stack up to 24 times. Basic attacks have a 10% chance to generate a charge, and special attacks have a 100% chance to generate 1-3 charges.


    #2
    WOW! When will we see beta?
    King of Android play
    NODA ZUSI NUHA 1647

    Comment


      #3
      We are expecting to release the beta this week.

      Comment


        #4
        Originally posted by Red (Developer) View Post
        We are expecting to release the beta this week.
        No more questions yet. To begin with, I have to touch it with my hands.
        King of Android play
        NODA ZUSI NUHA 1647

        Comment


          #5
          Originally posted by Red (Developer) View Post
          ...causes the Hero to bleed for 100% weapon damage every second for the remainder of the fight.
          W
          T
          F
          ?
          "for the remainder of the FIGHT?"
          As in, a minute later you need to move away from him (e.g. to avoid his lethal Devastating Assault), LoH stops and you are dead?
          I must try this!

          Also:
          Originally posted by Red (Developer) View Post
          Elban movement speed has been increased by 50%.
          Because he wasn't already fast enough? :P

          Looking forward to it!

          Comment


            #6
            Oh, sorry... I have one question.... I don't see THE LEADERBOARD!!!!
            King of Android play
            NODA ZUSI NUHA 1647

            Comment


              #7
              I talked with Red in the Discord chat but let me summarize my views on this here as well for the record.

              First, I really appreciate the transparency shown by the devs in this game. It's not common and should not be taken for granted.

              I am looking forward to the changes to trials, which seem like they will be more interesting and challenging now.

              I am disappointed by the changes to mage and the set items. I'll preface these comments with the advance admission that I am new to the game. However, nearly everyone I have talked to has told me as a newbie first that I'm better off playing warrior, and second that if I want to play mage it should focus on glass cannon / DPS.

              I wanted to make a more defensive mage, and most veterans have told me that this is difficult or entirely infeasible. And yet for some reason in this update it seems to have been made even worse.

              The "blue bubble" items were key to any attempt by me to make a defensive mage. And pretty much all of the class changes are focused on "damage, damage, damage". Mage already struck me as a one-dimensional blaster class, and now it's even more like that. I don't understand why, in a game already greatly lacking in build diversity for that class, that changes would be made in this direction.

              I guess I have to shelve my mage and start playing warrior. But I usually don't like playing warriors in RPGs, so I am not sure what to do. Maybe I'm just in the wrong game.

              Hope I've missed something and all of this is wrong...

              Comment


                #8
                Originally posted by Jose Sarmento View Post

                W
                T
                F
                ?
                "for the remainder of the FIGHT?"
                As in, a minute later you need to move away from him (e.g. to avoid his lethal Devastating Assault), LoH stops and you are dead?
                I must try this!

                Also:


                Because he wasn't already fast enough? :P

                Looking forward to it!
                Elban's weapon damage is pretty low now, definitely wouldn't manage to kill anyone in one second. Stacking the debuff too high however is a different story.

                Comment


                  #9
                  Originally posted by Dyoma View Post
                  Oh, sorry... I have one question.... I don't see THE LEADERBOARD!!!!
                  It is coming in the beta update.

                  Comment


                    #10
                    Originally posted by Red (Developer) View Post

                    It is coming in the beta update.
                    Now I'm calm
                    King of Android play
                    NODA ZUSI NUHA 1647

                    Comment


                      #11
                      Nice update. I looking forward. It looks like new game

                      But one question.
                      What about value of experience. It will be great to see this exp value in numbers. Not only in animated bar.

                      It would be great to compare trials in exp value.
                      Low trial+exp equipment vs. High trial without exp equipment.
                      In the beginning God created the heavens and the earth. .. I told him: You can.

                      Comment


                        #12
                        Originally posted by Red (Developer) View Post
                        [*]Magic attacks and area attacks can no longer be dodged.
                        Would it be working for Mage in PvP?

                        Originally posted by Red (Developer) View Post
                        [*]The Mage Apprentice 2-piece set bonus and The Encrypted Shield effect now reduce damage taken by 10% (was 25%). In addition, the shield stacks for a value equal to the Hero's Life on Hit stat, and can no longer exceed 25% of the Hero's HP.
                        Can you give me more explain about this and some maybe some example how it affect also Warriors? I understand you gave us finally secret knowledge how the protective shield was working...was 25% dmg reduction, will be 10% dmg reduction but how it stacks (100k life as example)?

                        Originally posted by Red (Developer) View Post
                        [*]Experience gained from monsters in Trials now increases by 5% per Trial level above 7. Thus, a monster in a Trial level 100 will yield over 131 times more experience than a normal mode monster at level 70.
                        Can you compare it to legendary mode? Is it around x26 times more? Which level of trial we can compare to legendary mode (in experience)?

                        Originally posted by Red (Developer) View Post
                        [*]The Parry Rating, Dodge Rating, Block Rating, Extra Experience, Extra Gold, Damage Reflect and Life Regeneration stats have a greatly decreased chance to occur on gear dropped by Trial bosses.
                        Why this stats chance was decreased, I think parry,dodge, block and experince could be usuful stats. Do yo uwant to force player to farm this gear in different areas?


                        Did you change defender set bonuses?
                        Last edited by ; 09-25-2017, 01:41 PM.

                        Comment


                          #13
                          aw.. so much nerfs for bh.. ​​​​

                          Comment


                            #14
                            And what about compatability betwern 1.2.49 and 1.2.55 beta?
                            If somenone will login in .55 and then on other device on .49
                            In the beginning God created the heavens and the earth. .. I told him: You can.

                            Comment


                              #15
                              Originally posted by Mohin View Post
                              Can you give me more explain about this and some maybe some example how it affect also Warriors? I understand you gave us finally secret knowledge how the protective shield was working...was 25% dmg reduction, will be 10% dmg reduction but how it stacks (100k life as example)?
                              Assume a character having 100k health and 1000 life on hit. Once the shield procs, each hit stacks it up by an amount equal to your life on hit, up to the maximum threshold. While the shield holds, you take 10% less damage. When the shield falls, it falls and you need a new proc.

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