HEROES
RUNAWAY
[p]Wanderer[/p]- [p]Backdraft and Backdraft+ cooldown reverted to 1[/p][/*]
- [p]Backdraft no longer clears Burn from the source target[/p][/*]
- [p]Backdraft+ damage calculation increased from 75% to 100% of Burn[/p][/*]
- [p]Backdraft+ now clears the Runaway's skill cooldowns on CRIT[/p][list]
- [p]Dev Note: Backdraft experiments continue. We often limit high damage potential moves to less frequent use but the constant give and take tick rate of DOTs as the core calculation for this skill's DMG means it's more about timing than spamming, so we decided to return the cooldown to its previous value.[/p][/*]
- [p]Dev Note: Dragonfly is a pretty loaded skill already. We wanted to retain some Stealth synergy but not as potent as the single target options.[/p][/*]
- [p]Dev Note: Nice when it worked but it introduced issues with size 2 enemies that we're not inclined to solve with unique, special case rules for Combo consumption. Reverting the change guarantees that the Burn at least always has a target to which it can apply. Stealth synergy is now available at the base level instead of requiring mastery to get some benefit.[/p][/*]
- [p]Dev Note: We thought we'd try a balancing experiment with Firestarter by making it more readily available (AKA no use limit) at a slightly lower Burn value that could benefit from other influences, such as Physician's Cause of Death or trinkets.[/p][/*]
- [p]Dev Note: After some deliberation, we decided to try positioning Ransack as a sister skill to Run and Hide as a Stealth setup with Forward movement instead of Back, enabling front rank skills such as Dragonfly and Searing Strike to more readily benefit from Stealth synergies.[/p][/*]
- [p]Dev Note: With Ransack losing the random Burn spread, Searing Strike felt like the right place to gain it. We feel that, between the differences in direct DMG, reach, and how the Stealth synergy interacts with the Combo effect, Searing Strike and Firefly can now serve different purposes. Searing Strike gets bigger spread while Firefly does it more reliably.[/p][/*]
- [p]Dev Note: We considered making adjustments to base Smokescreen to give it the same cooldown or restricting its ranks, but it's become an integral part of so many kits that we've decided to just leave it as-is on Wanderer. [/p][/*]
- [p]If the Survivor's health is still below 75% after receiving any heal, she has a chance to gain Dodge (50%) or Dodge+ (25%)[/p][/*]
- [p]Cauterize is no longer affected by this Path[/p][list]
- [p]Dev Note: Survivor is intended to be more mid-and-front ranks capable as a combatant and not relegated to a support role, so we've decided to normalize the extremely "Wanderer+" Cauterize. There are other skills on this Path to provide additional avenues of healing. [/p][/*]
- [p]Dev Note: These skills were only negatively impacted by the Path previously, having reduced Burn RES Piercing. We further wanted them to match the new Wanderer versions of the skills so that Survivors would still have some Burn options that, in the case of Dragonfly and Firefly, synergized with Stealth rather than expending it in bulk in the fashion of some new Survivor skills.[/p][/*]
- [p]Dev Note: The Survivor has a broader recovery option available in her version of Hearthlight, albeit at the cost of somebody's defenses. When mastered, it offers her a way to potentially alleviate some of the stress she's likely to absorb while tanking hits. Despite being a heal, we opted to keep Hearthlight strictly cooldown instead of use limited due to the Stealth cost. There was some consideration to make this purely cost the Survivor's Stealth but there are more interesting synergy options in trinkets, quirks, and other Heroes if it requires the target's Stealth instead. This one might be a bit loaded but it's more difficult to get the maximum effect out of it on other Heroes. We'll see how it goes.[/p][/*]
- [p]Dev Note: Since the Survivor is meant to be more survivable, we felt it appropriate to have Ransack provide a way to reduce enemy tokens while providing her with her own. In order to facilitate stealing the more defensive tokens, Ransack has gained some conditional ignores so that it doesn't consume what you may wish to steal. DMG has been slightly adjusted in accordance with the ignores and new utility.[/p][/*]
- [p]Dev Note: Same reason as Cauterize; this was purely a "Wanderer+" version of the skill. [/p][/*]
- [p]Dev Note: We wanted to remix the former version of Searing Strike that Survivor had in a way that paired with her melee Stealth consumption for added effect. Is +50% CRIT a lot? Sure, but at a single Stealth token it's no different from a Grave Robber's Combo bonus and at 2 Stealth tokens you're sacrificing a lot of safety for the payoff.[/p][/*]
- [p]Dev Note: We thought we'd try something a little different with Smokescreen, providing a way for the Runaway to pull hits -- giving her the necessary health runway for her Path passive -- before disappearing to make use of her various Stealth benefits. Depending on timing and maybe a little luck, there's a lot of potential Blind output. In addition, we've added a Forward movement so that she can be sure to be in the front ranks.[/p][/*]
- [p]Annotated Textbook: Now has Target: Hero: Invert 1 Negative Token (95%) or +1 Stress (5%), +50% Healing Given from Skills when Restoration Item is equipped and Turn Start: Vulnerable when first in turn order[/p][/*]
- [p]Early Experiment: Now has +1 Blight when Noxious Item is Equipped, Apply On Crit: Invert 2 Positive Tokens, and Gain When Moved by Enemy: Bleed 1 (15%) or Blight 1 (15%) or Burn 1 (15%)[/p][/*]
- [p]Storage Room Key: Now has Target: Ounce of Prevention Skills: Block Token, Target: Emboldening Vapours Skills: Regen 2, +1 SPD per Medicinal Gear Equipped, and Gain On Miss: -1 SPD (3 Turns)[/p][/*]
Battle Modifiers
[p]Dev Note: When looking at Battle Modifiers, we found that 8 was a fairly low number, which led to encountering the same battle modifiers too frequently. We decided to add several new battle modifiers to help add variety. We wanted to keep the buffs and effects relatively simple, and to tap into token interactions and effect triggers that most enemies can take advantage of. In addition to new battle modifiers, we updated several existing battle modifiers to reduce duplicate buffs and reduce frustrating stat buffs.[/p][p]Current[/p]
- [p]Ambush: Unchanged[/p][/*]
- [p]Elite Enemies: Removed +1 SPD[/p][/*]
- [p]Frenzied Enemies: Replaced +25% DMG with Combat Start: Strength Token and Gain When Hit: Strength Token (20%)[/p][/*]
- [p]Hale Enemies: Moved +15% Debuff RES to Impervious Enemies[/p][/*]
- [p]Hastened Enemies: Reduced SPD buff from +4 to +2[/p][/*]
- [p]Impervious Enemies: Reduced Stun RES buff from +50% to +25%. Gained +15% Debuff RES from Hale Enemies[/p][/*]
- [p]Infection Enemies: Unchanged[/p][/*]
- [p]Sturdy Enemies: Replaced +25% Max HP with Combat Start: Block+ Token x2[/p][/*]
- [p]Entropic Enemies: Turn End: Add 1 Random Token[/p][/*]
- [p] Dev Note: Basically True Entropy for enemies[/p][/*]
- [p]Prowling Enemies: Random Enemy on Combat Start: Stealth Token x2 and +15% CRIT while Stealth[/p][/*]
- [p] Dev Note: Round Start was considered, but we opted to stick with Combat Start for now so it's not persistent throughout the fight which could lead to frustrating moments.[/p][/*]
- [p]Vengeful Enemies: Ally Death: Add 1 Positive Token[/p][/*]
- [p] Dev Note: We're starting with this single line effect for now as it's simple and clear around what's happening, even if it may not be as potent as some want it to be.[/p][/*]
- [p]Intimidating Enemies: Apply On Crit: Weak Token, Vulnerable Token, Knockback 1[/p][/*]
- [p]Dormant Enemies: Combat Start: Daze (33%) and Turn Start: Crit Token when Last in Turn Order[/p][/*]
GAMEPLAY
- [p]Update weak token so it is actually a 50% reduction after all other modifiers are applied[/p][/*]
- [p] Dev Note: This is a very experimental change with the hopes to improve the potency and clarity for Weak token effects. There's a lot of knock-ons and risks that come with something like this and we'll be monitoring the impact closely. Similar to the flat damage buff change with Ordainment, we have back up plans to revert if it introduces more problems than it solves. Please try out the change, provide any and all feedback around it, and we hope you enjoy it, even if it's short lived.[/p][/*]
- [p]Adjusted Memory Reroll pricing to be more accurate to full release intention: New prices are 4 > 8 > 16 > 32. Resets on next Altar Visit[/p][/*]
- [p]Adjusting quarter notches and health bar to be more accurate in combat[/p][/*]
- [p]Added line break to Requires and Ignores lines on enemy academic view[/p][/*]
- [p]Fix issue preventing Memoried heroes from obtaining hero goals again after they have been completed[/p][/*]
- [p]Fixed Bounty Hunter immobile in Kingdoms after respawning[/p][/*]
- [p]Fixed FACTION Hater quirks not displaying +15% DMG when facing FACTION correctly [/p][/*]
- [p]Added button on hoarder to allow players to see torch tooltip[/p][/*]
- [p]Fixed Visit a Shrine of Reflection hero goal never generating[/p][/*]
- [p]Fixed Swine Skulker Academic View[/p][/*]
- [p]Fixed Daemon's Pull hero goal being generated when Altar of Hope is completed[/p][/*]
- [p]Blessed and Cursed skill assignment now selects from all skills when skill bar isn't fully equipped[/p][list]
- [p]Known Issue: If there are already Blessed/Cursed skills, any newly blessed or cursed skills will be randomly selected from all skills[/p][/*]
- [p]Cruel Intent: Replaced Gain On Crit: Blind Token with Gain On Non-Crit: Blind Token.[/p][list]
- [p]Dev Note: Cruel Intent is the most polarizing Cultist trinket around its use and concept, and with enough feedback that we've decided it needs to be adjusted (again). This change is a last attempt at keeping the core concept. Depending on feedback, we'll be considering a complete overhaul to this item.[/p][/*]
- [p]Dev Note: After reviewing feedback during testing, we've decided that Favorite Toy is still too strong compared to other Memories. Since it buffs ALL DOT types, we opted to add a condition that we feel is appropriate thematically and mechanically by adding item equipped conditions based on the respective DOT types. There are still other Memories on our watch list that may be adjusted in a future build.[/p][/*]