What changed
0 fixes3 additions0 changes0 removals
addedIt's been relatively quiet from our side as we try to figure out exactly what new enemy abilities we'd like to add to the game, and what balancing should be done (for instance, we'd still like to change up the Irolo Battle to make it more difficult, plus minor changes to some of the Boss Battles).
addedTo that end, we've decided to forego this fortnight's update as we try to sketch out more of an idea of exactly how we want the new draft game mode to work. Once we're happy with the idea behind it, we can better tailor new enemy designs to both game modes to ensure that things are fair regardless of how people want to play, while still presenting a fun challenge.
addedWe want Enemy designs/teams to remain consistent across all game modes so that the barrier to entry isn't too high. While the game is relatively easy to learn, there are a lot of synergies to discover and new Monsters to learn, so the more things we can keep consistent the better off we'll be (hopefully at least!).
Necromancer For A Week changes
addedIt's been relatively quiet from our side as we try to figure out exactly what new enemy abilities we'd like to add to the game, and what balancing should be done (for instance, we'd still like to change up the Irolo Battle to make it more difficult, plus minor changes to some of the Boss Battles).
addedTo that end, we've decided to forego this fortnight's update as we try to sketch out more of an idea of exactly how we want the new draft game mode to work. Once we're happy with the idea behind it, we can better tailor new enemy designs to both game modes to ensure that things are fair regardless of how people want to play, while still presenting a fun challenge.
addedWe want Enemy designs/teams to remain consistent across all game modes so that the barrier to entry isn't too high. While the game is relatively easy to learn, there are a lot of synergies to discover and new Monsters to learn, so the more things we can keep consistent the better off we'll be (hopefully at least!).
Fellow Necromancers,
We hope you are all enjoying your time at the Citadel!
It's been relatively quiet from our side as we try to figure out exactly what new enemy abilities we'd like to add to the game, and what balancing should be done (for instance, we'd still like to change up the Irolo Battle to make it more difficult, plus minor changes to some of the Boss Battles).
To that end, we've decided to forego this fortnight's update as we try to sketch out more of an idea of exactly how we want the new draft game mode to work. Once we're happy with the idea behind it, we can better tailor new enemy designs to both game modes to ensure that things are fair regardless of how people want to play, while still presenting a fun challenge.
We want Enemy designs/teams to remain consistent across all game modes so that the barrier to entry isn't too high. While the game is relatively easy to learn, there are a lot of synergies to discover and new Monsters to learn, so the more things we can keep consistent the better off we'll be (hopefully at least!).
We'd also rather delay an update and get it right, than release something only to make major changes shortly after. Balancing is one thing, completely reworking multiple Enemy teams would be another.
Thank you all for your patience. As always, if you have any feedback or ideas please let us know!