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Steam News9 June 20242y ago

New ladder season begins June 14th

Buffed many skills that were too weak. Most skills should now feel strong to play.

Full notes

Full Spellwake update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes5 additions0 changes0 removals
  • Gameplay
  • Events
  • Balance
addedNew skills
addedNew unique items
addedA new class (Pathfinder)
addedUber beacons (a new type of beacon with high difficulty and high rewards)
addedThis update started with the aim to improve weak skills. For the game to be enjoyable, players should feel like they are owning. Skills should be designed to make the player feel that. It is good if skills are powerful if they give the player dopamine when used. It is okay if skills are powerful. Buffing one skill doesn't make other skills weaker. It just makes them weaker relative to the buffed skill. But, if players own the game with one skill, and even complete it, the hypothesis is that it will make them want to try other skills and beat the game again, which is one of our main goals. We have too often nerfed skills that were fun just to make the game balanced. Fun is more important than balance. If players remember that they were owning, they will remember the game and want to return to it later. To make players feel like they own, they must overcome obstacles. Therefore, the game should not be too easy. Owning the hardest content should require skill, but mainly better items that require time to craft (because you need gold and other crafting materials). If the player finds a character that they like, there should be ways to make that character stronger, and further challenges as well. In particular, crafting and rare item properties can be motivating. Getting a new and better item feels like you just got a new toy.

Spellwake changes

addedNew skills
addedNew unique items
addedA new class (Pathfinder)
addedUber beacons (a new type of beacon with high difficulty and high rewards)
addedThis update started with the aim to improve weak skills. For the game to be enjoyable, players should feel like they are owning. Skills should be designed to make the player feel that. It is good if skills are powerful if they give the player dopamine when used. It is okay if skills are powerful. Buffing one skill doesn't make other skills weaker. It just makes them weaker relative to the buffed skill. But, if players own the game with one skill, and even complete it, the hypothesis is that it will make them want to try other skills and beat the game again, which is one of our main goals. We have too often nerfed skills that were fun just to make the game balanced. Fun is more important than balance. If players remember that they were owning, they will remember the game and want to return to it later. To make players feel like they own, they must overcome obstacles. Therefore, the game should not be too easy. Owning the hardest content should require skill, but mainly better items that require time to craft (because you need gold and other crafting materials). If the player finds a character that they like, there should be ways to make that character stronger, and further challenges as well. In particular, crafting and rare item properties can be motivating. Getting a new and better item feels like you just got a new toy.
  • Buffed many skills that were too weak. Most skills should now feel strong to play.

  • New skills

  • New unique items

  • A new class (Pathfinder)

  • Uber beacons (a new type of beacon with high difficulty and high rewards)

  • Bug fixes

This update started with the aim to improve weak skills. For the game to be enjoyable, players should feel like they are owning. Skills should be designed to make the player feel that. It is good if skills are powerful if they give the player dopamine when used. It is okay if skills are powerful. Buffing one skill doesn't make other skills weaker. It just makes them weaker relative to the buffed skill. But, if players own the game with one skill, and even complete it, the hypothesis is that it will make them want to try other skills and beat the game again, which is one of our main goals. We have too often nerfed skills that were fun just to make the game balanced. Fun is more important than balance. If players remember that they were owning, they will remember the game and want to return to it later. To make players feel like they own, they must overcome obstacles. Therefore, the game should not be too easy. Owning the hardest content should require skill, but mainly better items that require time to craft (because you need gold and other crafting materials). If the player finds a character that they like, there should be ways to make that character stronger, and further challenges as well. In particular, crafting and rare item properties can be motivating. Getting a new and better item feels like you just got a new toy.

Full change log: https://www.dropbox.com/s/g8deyhsrg73c2an/Changelog.txt?dl=0

Source

Steam News / 9 June 2024

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