- [p]Our intention behind the current speed of persistent progression is not to keep people replaying or grinding; it’s to give players a steady sense of reward after each expedition that gradually expands the range of possible gameplay options.[/p][/*]
- [p]Combined with the above point, as players are not unlocking persistent progression elements as quickly as might be ideal, it makes the level of difficulty feel higher than intended. This is especially noticeable in the boss fights, because of all their unique abilities that feel a step above what the player starts out with.[/p][/*]
1. Faster Persistent Progression to Reduce the Grind
[p]After reviewing the current balance internally, we've come to the conclusion that expeditions are generally taking players longer than we expected.[/p][p] [/p][p]Despite Veil of the Witch’s overall fast-paced approach to turn-based combat, fans of the genre still want to spend time carefully strategizing their moves, particularly early on. As a result, the ratio of persistent progression to gameplay time has been a little lower than we assumed. This most likely stems from the fact that the team has been working on (and playtesting) the game for a while now, so we have a great deal of familiarity with the stages, skills, and fight mechanics.[/p][p] [/p][p]We acknowledge that the current balance of persistent progression is not adequate and fails to provide the desired sense of forward momentum after each expedition.[/p][p] [/p][p]Thus, we're working on some changes to the overall speed of persistent progression. Again, our intention has never been to gate content artificially, force players to grind runs, or pad playtime. Here are some changes you can expect:[/p][p] [/p]- [p]Sacred Embers will drop at a higher rate, allowing the player to progress more quickly through the Altar of Fire perk trees. We’re also carefully reviewing the possibility of unlocking Greater Blessings earlier.[/p][/*]
- [p]Partnership Points will progress at faster speeds, so players can unlock synergies and additional classes for Ashe at a quicker pace.[/p][/*]
- [p]We’ll be upping rewards for Runes and Rune Fragments, so the player gets access to the class system as a whole a little sooner.[/p][/*]
2. Level of Difficulty
[p]Our design philosophy has always been to find the proper level of balance that makes the game feel fair, yet difficult to complete on your first run. But now that the game is out in the world, we're finding that a lot of players feel the game’s difficulty could use some adjustment.[/p][p] [/p][p]We want more players who love the genre to enjoy our game, but It's also important not to blunt the experience for players who love a high challenge level. So:[/p][p] [/p]- [p]For new and less experienced players: We will be lowering the game's base difficulty level to something more in the ballpark of the Eidolon’s Chosen mode. (This mode, in turn, will be removed.)[/p][/*]
- [p]For players who prefer a challenge: We'll be adding a new, higher difficulty option. Meaning, if you like the difficulty where it is now, this option is for you.[/p][/*]
- [p]For players who want even greater levels of challenge, we’re confident the existing Trials mode will satisfy that desire.[/p][/*]
- [p]Finally, we'll be adding more tooltips to the boss stages, to ensure that when players first encounter categorically new gameplay mechanics, they’ll be a little more informed and better able to strategize.[/p][/*]
Conclusions
- [p]Higher drop rates on Sacred Embers, Runes, and Rune Fragments[/p][/*]
- [p]Faster progression of Partnership level between allies[/p][/*]
- [p]Potentially other changes aimed at speeding up persistent progression elements[/p][/*]
- [p]Lower base difficulty and related removal of the Eidolon’s Chosen mode[/p][/*]
- [p]To offset this: a new, higher difficulty level similar to the game’s current balance[/p][/*]
- [p]New tooltips for unique boss mechanics[/p][/*]