Monday, April 23, 2012

Day-zero Balance patch notes

As soon as we released our RTM build to the manufacturers, the Demigod team set to working on the Day-zero patch, which is obviously nearing completion (as the official release date is next Tuesday, the 14th.)



- Servo



Copied from the Stardock forums for those who may have missed it:



Lead Designer Mike Marr at Gas Powered Games has put together a list of some of the balance changes being implemented based on player feedback that will be in the released (day 0) version of the game.



From Mike:



The focus of this balance pass was stop slows and chain stuns from ruining gameplay. Past that, our goal was to increase the viability of Generals and reduce the aspects of the Rook, Torchbearer and Unclean Beast that were proving to be imbalanced.



Slows. From feedback, it had become apparent that slows were negatively impacting gameplay past the point of fun. To fix this issue there is now a slow cap that prevents a Demigods movement by being decreased more than 33%. Thank you all for your input on this issue!



Chain Stuns. This is a problem that has plagued Demigod for some time. Well, this time we think we addressed the issue thoroughly. There is now Stun Immunity. When stunned by Boulder Roll, Mass Charm or Freeze a Demigod becomes immune for twice the duration of the stun. Our thanks goes out to the community, and especially Sorian, DalzK and others, for their brainstorming and feedback on this issue.



Teleport. When teleporting the target location of the teleport displays a tell, indicating that someone is coming! Thanks to Chirmaya for helping in bringing this issue to rest.



In addition, there’s been a lot of changes to the cost and effects of Citadel upgrades based on feedback that we think peopel will really like.



What about the Demigods themselves? We’ve all be lurking the forums, reading people’s concerns and ideas. Then we go and try to verify the concern. It’s hard on the demigods because whenever someone loses a game, they argue that their demigod was under powered or that the guy who beat them was overpowered. So we end up spending a lot of time having to simulate the matches people post about to see if there really is a legitimate issue.



That said, here are a few highlights:



The Rook



The Rook's health and armor have been reduced, as has the damage of Hammer Slam and the stun on Boulder Roll.



Torch Bearer



The Torch Bearer's damage potential through Shatter has been reduced as well as the amount Permafrost and Frost Nova slow enemies. Circle of Fire's radius has been increased.



Unclean Beast



Beast's damage as he levels has been reduced. The effects of Inner Beast and Diseased Claws has been decreased. Venom Spit is now more potent but costs more mana. Ooze deals more damage.



Regulus



We see a lot of discussion about Regulus but the issue with those who say Regulus is too powerful isn’t Regulus per se but the effect items have on Reglulus.



Now, the generals have gotten beefed up a bit since, as many people noted, Assassins, even though they don’t have minions, still tend to win and the statistics bear this out. So considerable time has been spent revisiting the Generals.



Queen of Thorns



Queen of Thorns now deals more damage and has more armor. Many of her abilities have had their cooldown timer reduced and cast times sped up.



Lord Erbus



Erbus was a significant challenge because, as most beta testers concluded, he was by far the weakest of the Demigods. As a result, Mike’s team spent a great deal of time over the past few weeks re-imagining him.



Erebus now moves as fast as the Unclean Beast, has better survivability and deals more damage in melee. Bite is more effective as is Mass Charm against creeps. Mist drains more mana, but deals more damage.



Oak



Oak deals more damage in melee, both to start and as he levels. Penitence's debuffs are less effective, but the damage is increased. Surge of Faith can be cast more often and affects a larger area.



Sedna



Sedna now has more health and deals more damage. Pounce is stronger and she can cast Yeti's more often. Silence has a larger radius and can be cast more often, bust costs more mana and doesn't last as long.



Items



There have been a lot of changes to items, particularly Favor items. The Warpstone, for instance, has a longer cooldown and costs more to purchase. Summoning idols are a lot cheaper and casting time is much quicker. We’ll have a more detailed list at release day as this is pretty lengthy.



Community Features



The Demigod betas have had a chat feature which is better than nothing but the goal has been to make sure people can send messages and such to their friends. Impulse Phase 3 also includes the Impulse Tray so you’ll be able to get messages from friends outside the game if you want to invite them to your game.



Image



Not pictured above are the profile features which are still being worked on.



Overall, we think people will be pretty happy with the work the team has put in here. Obviously, not everyone will agree on which Demigod is “overpowered” and such. But we feel pretty confident that these changes will ensure the game is even funner than the most recent betas have been and create a good base for looking at future balance change requests.



Last but not least a slight omission from the original post:



Minions deal more damage, cost less to purchase, use less mana to summon, cast faster and have a shorter cooldown. My goal was simple- better minions, the ability to have money to purchase items and less time getting your army setup.|||Thx Servo, the Stardock forum is so slow, I really prefer to read my news here. :)|||awesome. im stoked for this game next week. too bad finals are coming up... :(|||Good to see minions got a buff; they need it; especially survivability.|||PheonixIV|||funner isn't a word. =P

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