Full notes
Full Wretch: Divine Ascent update
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Repeated intro
Greetings, warriors! Since our last update on the new character's progress, we've seen players expressing anticipation for the new character, as well as some urging us to pay more attention to content like PvE and ranked rewards. We truly appreciate all the feedback!
What changed
- Events
- Gameplay
- Performance
- Maps
- Balance
Wretch: Divine Ascent changes
The game is far from perfect in its current state, so we will continue iterating and optimizing across all aspects. Features such as out-of-game content, seasonal gameplay, and new modes require relatively longer time for validation and development. We should be able to deliver some results in the first half of this year and will keep sharing development progress with everyone!
Recently, we've received much feedback about feeling "out of control" during combat. To refine the core combat experience, we're planning a comprehensive optimization of the game's fundamental combat element—the skill system.
(Schematic diagram, not final)
Below are the design directions we're currently polishing (not representing final results):
First, several pain points in current gameplay:
Lack of core差异化 characteristics between different characters
Skill acquisition relies too heavily on RNG in early stages, while polluting the shop pool in later stages
Some skills are difficult to control in combat (since players cannot directly control the character, leading to insufficient actual control over certain skills)
To address these issues, we have corresponding solutions:
The new skill system will emphasize differentiation, guiding different characters to build playstyles based on available skills, along with more character-exclusive items to enhance distinctiveness
Replace the synthesis mechanic with a "skill upgrade system," allowing players to advance skills through between-round events, enhancing their effects and forms
Develop new skill types. When opponents release specific threats (such as super armor or powerful attacks), you'll have more flexible means to respond, adding more psychological gameplay to combat
(Schematic diagram, not final)
Source
Changelog.gg summarizes and formats this update. How we read updates.
