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Full HASTE: Real-Time Card Combat update
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What changed
- Gameplay
- Balance
HASTE: Real-Time Card Combat changes
Haste Demo - 1.1.0
Posted: May 2nd 2022
Gameplay
Replaced the current 'Action Point' system with a new experimental system. Cards no longer deplete a pool of 'action points' which must be regenerated. Instead when cards resolve they increase the characters rotation cooldown. Every card played increases the cooldown by about 1 second per casting cost. As an example a 3 casting cost card will result in a 3 second cool down before the character can rotate. The total cool down can never exceed 6 seconds and you are never prevented from playing additional cards. The idea is to create a 'cost' to play cards in the form of risk to your front hero and to prevent you from emptying your entire hand. We've tuned the cool down time so that two aggressive players will have little of any delay, but if one player is playing passively and one aggressively, then the aggressive player will build up a rotation cooldown.
Reimplemented provisional health but integrated it with the Guard Point system. When a hero has Guard Points, all damage received is 'provisional' and can be regenerated. When a hero has no Guard Points, only 50% of the damage is provisional and can be regenerated.
Reduced the maximum health of all heroes. With the change to the Guard Point system, there was an effective decrease of about 50% in the overall damage output. This was in addition to the ability to regenerate provisional health. The maximum health was reduced to accommodate this change.
Removed auto rotation for heroes. You can now only play cards for the front hero. This was done to accommodate the new rotation-cooldown system and the reimplementation of provisional health.
Decreased action point cost of all cards.
Reintroduced the Light Attack card and adjusted the overall ratio of basic attacks to hero cards. Light attacks differ from heavy attacks because they do not destroy guard points. This differs from the original implementation where the difference was related to the ratio of normal vs provisional damage. With the new integration between guard points and provisional health they achieve a very similar purpose, but the ratio of normal vs provisional damage you deal is determined by your sequencing of light vs heavy attacks rather than a fixed ratio.
Added 9 new cards, one for each hero.
Divine Aura - Garric: A temporary aura which resurrects the hero if they are killed.
Cleansing Frost - Stalagg: Remove negative status effects and tokens from the entire team. The entire team temporarily adds Ice Tokens when dealing damage.
Seaking - Diam: Look at 6 random cards and select 2 of them to draw.
Searing Flames - Amyth: Remove negative status effects and tokens from the entire team. The entire team temporarily adds Fire Tokens when dealing damage.
Chain Dart - Lai: Pull target back hero to the front and stun them.
Quake - Khurn: Damage all opponents and remove wards.
Invisible - Otto: Buff which makes target hero invisible. The opposing team cannot see their health bar. They do not trigger Wards.
- Putrefy - SkrillRemove wards and positive status effects from the opposing team. Any opponent who has a status removed becomes poisoned. If a ward is removed, the entire team is poisoned.
Restore: Lynx: Heal a hero with a 15 second delay.
Modified existing cards:
Hook Cast - Lynx: You can now target a back hero. They are pulled forward into the front position.
Searing Light - Garric: Removes negative status effects and tokens from your entire team. The entire team temporarily adds Shock Tokens when dealing damage.
Modified existing forge cards to give them elements of both the combined cards:
Godhammer -
Source
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