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Steam News31 August 20178y ago

Patch 0.718b is out on Frontline!

Frontline only! Click here for Frontline instructions Patch Info Recommended Level: Everyone's invited Summary A complete rebalance of all melee and magic skills in the game, along with various other balancing changes!

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Full Secrets of Grindea update

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What changed

0 fixes1 addition1 change0 removals
  • UI and audio
changedPatch InfoRecommended Level: Everyone's invited Summary A complete rebalance of all melee and magic skills in the game, along with various other balancing changes! This is one of those real Frontline updates! All the sounds are either placeholder or missing, and some effects aren't final etc, but the functionality should be enough for testing!
addedPatch DescriptionIntro So, as many of you know, the skills in the game have been very unbalanced. Most magic has been outright bad and normal attacks has been way too good (which in turn made Shadow Clone extremely good). Players maining, say, Chain Lightning would find a much tougher experience than someone who chose Heroic Slam or Flamethrower. Needless to say, that's not ideal, and for a long while we've wanted to rebalance everything completely, but only recently did we reach a point where we had the two things we needed before a proper rebalance could happen: a place to test the gold charges (Tai Ming), and the support skills replaced (the Utility skill page). So with this update, the game has changed significantly for almost every build. For the most part we've decided to juice up all the bad skills instead of nerfing the good ones, with the exception of Shadow Clone, which was just silly! This means that for most builds the game just got noticeably easier, but lovers of difficulty probably don't need to worry: Hydras & Friends will still eat newbies like salmon sushi - it's just that all builds now have a fighting chance (if used wisely). Anyways, let's get into the details of what's been happening this past month: Wand Projectiles Both 1H and 2H magic weapons now creates a projectile when swung! 1H Weapons will create a small, fast projectile that explodes on impact. 2H Weapons will create a wider projectile that goes through enemies. This change was added to let magic users do something with their lives while waiting for EP (apart from using Focus). It also lets magic users finish off low health targets without breaking their long range play style by having to go Rocky Balboa on their enemies all of a sudden. Attack/Cast Speed now affect skill animations Probably the most radical change. All skills and spells now have a component that scales with ASPD or CSPD. For the melee skills, it's usually pretty straightforward by having the attack animation sped up. All sub-parts of the spell also gets sped up, like the Spirit Slash shadows coming out faster. For magic spells, the cast animations are faster, meteors have a reduced delay, fireballs travel faster, etc. Some things, like summons, do not scale 1:1 with CSPD, but it will still affect them. Of course, just like before ASPD and CSPD will decrease the time it takes to charge the spell as well! One Handed Basic Attack Nerf The one handed basic attacks have had their damage reduced by a whopping 30 % - before they used to be so strong that using skills actually decreased your DPS in some cases, which was not a great place to be. Shadow Clone builds could easily get to a point where only mashing the attack button while tanking damage could beat almost all bosses, even with moderate farm levels. As it is now, basic attacks are still strong for when you're out of

Secrets of Grindea changes

changedRecommended Level: Everyone's invited Summary A complete rebalance of all melee and magic skills in the game, along with various other balancing changes! This is one of those real Frontline updates! All the sounds are either placeholder or missing, and some effects aren't final etc, but the functionality should be enough for testing!
addedIntro So, as many of you know, the skills in the game have been very unbalanced. Most magic has been outright bad and normal attacks has been way too good (which in turn made Shadow Clone extremely good). Players maining, say, Chain Lightning would find a much tougher experience than someone who chose Heroic Slam or Flamethrower. Needless to say, that's not ideal, and for a long while we've wanted to rebalance everything completely, but only recently did we reach a point where we had the two things we needed before a proper rebalance could happen: a place to test the gold charges (Tai Ming), and the support skills replaced (the Utility skill page). So with this update, the game has changed significantly for almost every build. For the most part we've decided to juice up all the bad skills instead of nerfing the good ones, with the exception of Shadow Clone, which was just silly! This means that for most builds the game just got noticeably easier, but lovers of difficulty probably don't need to worry: Hydras & Friends will still eat newbies like salmon sushi - it's just that all builds now have a fighting chance (if used wisely). Anyways, let's get into the details of what's been happening this past month: Wand Projectiles Both 1H and 2H magic weapons now creates a projectile when swung! 1H Weapons will create a small, fast projectile that explodes on impact. 2H Weapons will create a wider projectile that goes through enemies. This change was added to let magic users do something with their lives while waiting for EP (apart from using Focus). It also lets magic users finish off low health targets without breaking their long range play style by having to go Rocky Balboa on their enemies all of a sudden. Attack/Cast Speed now affect skill animations Probably the most radical change. All skills and spells now have a component that scales with ASPD or CSPD. For the melee skills, it's usually pretty straightforward by having the attack animation sped up. All sub-parts of the spell also gets sped up, like the Spirit Slash shadows coming out faster. For magic spells, the cast animations are faster, meteors have a reduced delay, fireballs travel faster, etc. Some things, like summons, do not scale 1:1 with CSPD, but it will still affect them. Of course, just like before ASPD and CSPD will decrease the time it takes to charge the spell as well! One Handed Basic Attack Nerf The one handed basic attacks have had their damage reduced by a whopping 30 % - before they used to be so strong that using skills actually decreased your DPS in some cases, which was not a great place to be. Shadow Clone builds could easily get to a point where only mashing the attack button while tanking damage could beat almost all bosses, even with moderate farm levels. As it is now, basic attacks are still strong for when you're out of

Frontline only! Click here for Frontline instructions

Patch Info

Recommended Level: Everyone's invited Summary A complete rebalance of all melee and magic skills in the game, along with various other balancing changes! This is one of those real Frontline updates! All the sounds are either placeholder or missing, and some effects aren't final etc, but the functionality should be enough for testing!

Patch Description

Intro So, as many of you know, the skills in the game have been very unbalanced. Most magic has been outright bad and normal attacks has been way too good (which in turn made Shadow Clone extremely good). Players maining, say, Chain Lightning would find a much tougher experience than someone who chose Heroic Slam or Flamethrower. Needless to say, that's not ideal, and for a long while we've wanted to rebalance everything completely, but only recently did we reach a point where we had the two things we needed before a proper rebalance could happen: a place to test the gold charges (Tai Ming), and the support skills replaced (the Utility skill page). So with this update, the game has changed significantly for almost every build. For the most part we've decided to juice up all the bad skills instead of nerfing the good ones, with the exception of Shadow Clone, which was just silly! This means that for most builds the game just got noticeably easier, but lovers of difficulty probably don't need to worry: Hydras & Friends will still eat newbies like salmon sushi - it's just that all builds now have a fighting chance (if used wisely). Anyways, let's get into the details of what's been happening this past month: Wand Projectiles Both 1H and 2H magic weapons now creates a projectile when swung! 1H Weapons will create a small, fast projectile that explodes on impact. 2H Weapons will create a wider projectile that goes through enemies. This change was added to let magic users do something with their lives while waiting for EP (apart from using Focus). It also lets magic users finish off low health targets without breaking their long range play style by having to go Rocky Balboa on their enemies all of a sudden. Attack/Cast Speed now affect skill animations Probably the most radical change. All skills and spells now have a component that scales with ASPD or CSPD. For the melee skills, it's usually pretty straightforward by having the attack animation sped up. All sub-parts of the spell also gets sped up, like the Spirit Slash shadows coming out faster. For magic spells, the cast animations are faster, meteors have a reduced delay, fireballs travel faster, etc. Some things, like summons, do not scale 1:1 with CSPD, but it will still affect them. Of course, just like before ASPD and CSPD will decrease the time it takes to charge the spell as well! One Handed Basic Attack Nerf The one handed basic attacks have had their damage reduced by a whopping 30 % - before they used to be so strong that using skills actually decreased your DPS in some cases, which was not a great place to be. Shadow Clone builds could easily get to a point where only mashing the attack button while tanking damage could beat almost all bosses, even with moderate farm levels. As it is now, basic attacks are still strong for when you're out of

Source

Steam News / 31 August 2017

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