What changed
0 fixes3 additions4 changes1 removal
- Gameplay
- Maps
- Balance
- Workshop
addedIntroducing the Psychomanser!The Psychomanser is a brand new Dungeonmans class, built around the idea of the Martial Mentalist, a warrior who uses mind and body to become the perfect weapon. Three truly unique Mastery lines blend together to create a powerful finesse class, but like all Dungeonmans masteries you can mix and match them as you please.
changedIntroducing the Psychomanser!Telekinesis allows you to use normal-tier items in your inventory as resources, hurling around weapons and armor with the power of your mind. Battlefield control is the key element, the powers help clear enemies more rapidly as well as create meaningful obstacles for foes to overcome.
addedIntroducing the Psychomanser!Hymns of the Old Century is a punching-based line of martial arts stances. With your empty hands you can pick up and throw enemies, punch down walls, and launch lightning-quick blows that leave your enemies Already Dead. These powers are fueled by a new resource called Verve which is generated by punching foes.
changedIntroducing the Psychomanser!Every point spent in Psychomansy increases your overall Psychomansy Rank, which in turn increases the damage of your bare fists as well as the maximum amount of Verve you can store.
removedDefense AdjustmenerfsAt mid to high tier play, Heavy Armor and Shields were simply preventing too much incoming damage. That build is designed to wade into combat and take lots of hits, but it got to the point where there were no meaningful threats remaining unless a monster did a tremendous amount of bleed or starlight damage. Block and Parry have been modified to no longer prevent 100% of incoming damage! Small Shields now block 30% of incoming damage, Large Shields block 60% of incoming damage and can also block magical damage. Parrying blocks 20% of incoming damage. Enemies with the ability to block attacks now block 50% of the incoming damage. Armor Damage Reduction is capped at 60%. Run the numbers, and a fully armored warrior with a large shield takes 40% damage on the average hit, and 16% damage on blocked attacks. Combined with the stamina based armor powers that reduce incoming damage, heavy armor builds are still super rough and tumble tanky Dungeonmens.
changedStaminerfsAcross the board, stamina regen powers have been reduced in effectiveness, and cost scaling with level has gotten steeper. The average player with 40+ stremf at high levels will still be ahead of the curve, however the goal is to avoid situations where players end up with 85% of their stamina remaining after using six powers in a row to fight a room of 20 monsters.
Dungeonmans changes
addedThe Psychomanser is a brand new Dungeonmans class, built around the idea of the Martial Mentalist, a warrior who uses mind and body to become the perfect weapon. Three truly unique Mastery lines blend together to create a powerful finesse class, but like all Dungeonmans masteries you can mix and match them as you please.
changedTelekinesis allows you to use normal-tier items in your inventory as resources, hurling around weapons and armor with the power of your mind. Battlefield control is the key element, the powers help clear enemies more rapidly as well as create meaningful obstacles for foes to overcome.
addedHymns of the Old Century is a punching-based line of martial arts stances. With your empty hands you can pick up and throw enemies, punch down walls, and launch lightning-quick blows that leave your enemies Already Dead. These powers are fueled by a new resource called Verve which is generated by punching foes.
changedEvery point spent in Psychomansy increases your overall Psychomansy Rank, which in turn increases the damage of your bare fists as well as the maximum amount of Verve you can store.
removedAt mid to high tier play, Heavy Armor and Shields were simply preventing too much incoming damage. That build is designed to wade into combat and take lots of hits, but it got to the point where there were no meaningful threats remaining unless a monster did a tremendous amount of bleed or starlight damage. Block and Parry have been modified to no longer prevent 100% of incoming damage! Small Shields now block 30% of incoming damage, Large Shields block 60% of incoming damage and can also block magical damage. Parrying blocks 20% of incoming damage. Enemies with the ability to block attacks now block 50% of the incoming damage. Armor Damage Reduction is capped at 60%. Run the numbers, and a fully armored warrior with a large shield takes 40% damage on the average hit, and 16% damage on blocked attacks. Combined with the stamina based armor powers that reduce incoming damage, heavy armor builds are still super rough and tumble tanky Dungeonmens.
Introducing the Psychomanser!
The Psychomanser is a brand new Dungeonmans class, built around the idea of the Martial Mentalist, a warrior who uses mind and body to become the perfect weapon. Three truly unique Mastery lines blend together to create a powerful finesse class, but like all Dungeonmans masteries you can mix and match them as you please.
The Diamond Self is a mobility line that combines strong offense with quick escapes, but requires careful positioning. It also contains a passive that lets you shake off Debuffs as you fight.
Telekinesis allows you to use normal-tier items in your inventory as resources, hurling around weapons and armor with the power of your mind. Battlefield control is the key element, the powers help clear enemies more rapidly as well as create meaningful obstacles for foes to overcome.
Hymns of the Old Century is a punching-based line of martial arts stances. With your empty hands you can pick up and throw enemies, punch down walls, and launch lightning-quick blows that leave your enemies Already Dead. These powers are fueled by a new resource called Verve which is generated by punching foes.
Every point spent in Psychomansy increases your overall Psychomansy Rank, which in turn increases the damage of your bare fists as well as the maximum amount of Verve you can store.
Defense Adjustmenerfs
At mid to high tier play, Heavy Armor and Shields were simply preventing too much incoming damage. That build is designed to wade into combat and take lots of hits, but it got to the point where there were no meaningful threats remaining unless a monster did a tremendous amount of bleed or starlight damage. Block and Parry have been modified to no longer prevent 100% of incoming damage! Small Shields now block 30% of incoming damage, Large Shields block 60% of incoming damage and can also block magical damage. Parrying blocks 20% of incoming damage. Enemies with the ability to block attacks now block 50% of the incoming damage. Armor Damage Reduction is capped at 60%. Run the numbers, and a fully armored warrior with a large shield takes 40% damage on the average hit, and 16% damage on blocked attacks. Combined with the stamina based armor powers that reduce incoming damage, heavy armor builds are still super rough and tumble tanky Dungeonmens.
Staminerfs
Across the board, stamina regen powers have been reduced in effectiveness, and cost scaling with level has gotten steeper. The average player with 40+ stremf at high levels will still be ahead of the curve, however the goal is to avoid situations where players end up with 85% of their stamina remaining after using six powers in a row to fight a room of 20 monsters.
Sword and Board Improvements
Shield Rush now has a targeting ray to make it exceptionally clear where you'll end up when rushing. The damage and addle effect have been improved. Hammer and Anvil now executes an AOE attack against all adjacent enemies at the end of the move. If there are any enemies within two tiles after using Hammer and Anvil, the power does not trigger Strain and does more damage if used again the next round.
Necromanser Improvements
Redistribution of Health now drains an unlimited number of enemies within a radius based on the number of Deadpulses the caster has. Enemies who are hit by this power now also suffer a bleed effect. Volatile Liquidity now consumes 1 Deadpulse + mana, has a range of