Our next update is nearly ready for release and we have exciting additions for you, so let’s break them down! Soon there will be a video showcasing all this, but we wanted to give you a sneak-peek while it’s in the works!
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Summons
[p]The long-awaited and rightly expected summons from the original game are making their return (with some totally new additions)! Each mastery will be receiving a summon skill, and there are new summon-related passives too. [/p][p][/p][p]Our design goals are two-fold: we want to support both active and passive playstyles. Passive play with summons is perhaps more obvious - you simply let the summons do most of the work, and support them with something simple from your own character. With active summon play, we are looking to make sure that you can either trigger abilities on your summons, or that you can empower via the active use of the summon ability. Players with two summons can, for example, alternate between empowering each and cast their own skills while the effect lasts and repeat. You will be able to choose your own playstyle, and change around what your summons will do exactly via modifiers. [/p][p][/p][p]Auras, and most summons will be treated as “sustained” skills, reserving some energy. This means that they’ll not need to be in your skill bar at all, making room for other skills. Re-summoning will be automatic should your summons be destroyed. You will have to carefully craft your build to either benefit from this energy reservation, or invest into more energy to afford additional abilities (which will require higher levels for multi-summon builds). [/p][p][/p][previewyoutube="dXU_FwpJ_Js;full"][/previewyoutube]Storm Mastery - Wisps:
[p]Orbs of energy, able to zap enemies with lightning. Violent blasts are part of the package. [/p][p][/p]Warfare Mastery - War Banner:
[p]It just stands there. Menacingly! Can heal and buff allies and nerf enemies in its aura. [/p][p][/p]Forge Mastery - Automaton:
[p]Hard-hitting mechanical humanoid, with various attachment choices: fire, cold, lightning or shield, each with their own effects. [/p][p][/p]Earth Mastery - Core Dweller:
[p]Tanky rock golem, slamming enemies into submission. Can cast Fissures in your place. Can be empowered even more by channeling. [/p][p][/p]Rogue Mastery - Shadow Clone:
[p]A temporary copy of you, using the same weapon as you. Unlike the others, this summon must be summoned directly, not via a sustained skill. Can teleport onto enemies if using a melee weapon.[/p][p][/p][previewyoutube="3_Mf52oP__8;full"][/previewyoutube]Item Updates
[p]We will bring you a large amount of changes when it comes to items. Here we want to highlight a couple of key changes with some juicy examples: [/p][p][/p]New Item Type - Talismans
[p]Talismans are an off-hand choice for mages that they can use instead of shields. Their guaranteed increase to energy should help a lot of builds!But they can also be useful for non-caster characters.
Take a look at two examples “Conch of Storms” and “Crimson Viper” (inspired by the artefact in the original Titan Quest):
[img src="https://clan.akamai.steamstatic.com/images/44490409/e9064e7164cd71f2d442c3fb4e1d82334525043c.jpg"][/img][img src="https://clan.akamai.steamstatic.com/images/44490409/00a6c3eda1e0f5aab62dcbbcf7a77a9c5aea66ac.jpg"][/img][/p]
Epic Rework
[p]Epics should be amongst the most exciting items to find. We know that in past they often didn’t live up to that. This is why for this update we have done a big pass and buffed almost every Epic in the game. [/p][p]Take a look at these examples: [/p]Trygon’s Tail
[p]An example of a weapon that already had an interesting theme, but the effects weren’t cutting it.Trygon’s Tail is about dealing poison damage and applying Plagued on an incapacitated target. Its optimal use was and remains against Frozen enemies, but it wasn’t viable enough in boss fights and creatures that can’t easily be incapacitated.
With the new bonuses to Capacity for Cold Skills, Ailment Power, and a second weapon damage affix, we want to strengthen the theme while increasing its power quite a bit.
[img src="https://clan.akamai.steamstatic.com/images/44490409/908da055ed637297e468ac6c66645179a1f7bcdf.jpg"][/img][/p]
Perdix' Sphere
[p]For the Perdix’ Sphere, we wanted to make a strong option for Overload users. The old Unique effect didn’t add enough benefit for casters, especially. We added a new way of cleansing Overload stacks in the reworked effect, while having a now much more focused base for Overload casters with added capacity to lightning skills, and damage to Overload skills directly.[img src="https://clan.akamai.steamstatic.com/images/44490409/255d471de3f44e2b5d3481defe8966ddde4deb8e.jpg"][/img][/p]
Harpe
[p]Harpe was supposed to be a Fire weapon for agile characters. But the requirements and stats were conflicting with our attribute system, and the bonuses it had weren’t strong enough to incentivize a split of attributes for it. The stats are now more in line for an agile character and it still deals Fire Damage. The Unique effect lets your fire damage scale with agility and glues that together.[img src="https://clan.akamai.steamstatic.com/images/44490409/8b597ac05d984658bd57c907325366d99d6c5eb7.jpg"][/img][/p]
Other Item Changes
- [p] This isn’t all, though! While we will have more details when the patch goes live, here are some of the topics the update touches on: [/p][/*]
- [p] We added new powerful affixes that will make the hunt for the perfect Rare or Monster Infrequent more exciting. [/p][/*]
- [p] Potions also get a whole bunch of new and more powerful affixes. [/p][/*]
- [p] Having the option to invest in Energy is an important part of most builds. We have added more options to build energy-related stats. [/p][/*]
- [p] Implicits on Staves now work better for what caster characters are aiming to do. [/p][/*]
- [p] And many, many other changes. [/p][/*]
