WAR TABLE: Current and Upcoming Development - December 2017

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  • WAR TABLE: Current and Upcoming Development - December 2017

    War Table

    Hey all! We’re calling together a War Table meeting to share our current and upcoming development plans with the community. This is a long post, and we encourage you to read everything, and then read it again, before starting to make any responses.

    It's been quite the year, with game balancing, new release schedules, and tons of things driven by community feedback. As always, THANK YOU for playing Heroes of Dragon Age, and continuing to support the game! We remain committed to ensuring the game remains balanced, addressing your concerns, and providing you with the game you want to play.

    Next Client Release

    We've moved into the next phase of our Client Release, and are hopeful to see this hit the app stores in early 2018. Here's some of what you can expect from this update:

    Gem Purchase Confirmation

    We will be implementing a confirmation screen to alert you when you are about to make a purchase using gems. This should assist in reduction of accidental purchases while you are perusing the stores. The screen will display a brief warning that you are about to make a purchase for gems, and to please confirm it. Please note that when you are buying multiples of the same pack successively, each time a fresh purchase is about to happen, you will receive this warning, so you know that more gems are about to be used.

    Curse VFX

    We are pleased to add a visual effect for both Curse Health and Curse Power, making it more clear during battle to see when these effects have taken place, and on which heroes.

    iPhone X Support

    The release of the new iPhone X brought with it some new challenges, making the game perform less than optimally on this device. We'll be implementing solutions to these in order to provide a better game experience.

    Android Notifications

    Some changes to the way Android processes notifications has been causing the game to crash while open in the background when a notification was pushed. This will be resolved with the client release.

    Squad-Based Runes

    Long asked-for, we will be enabling a feature that allows you to apply runes per squad. This means that you could have up to 8 different sets of runes running at once, increasing the strategy of your squad building by allowing you to apply specific runes for specific squads. So, for example, your defense squad could be augmented with health runes, while another squad that you are running in Nexus could have gold or experience runes running at the same time.

    Hero Roster Sorting

    Similar to the sort functionality of Runes, the Hero Roster will be able to have the sorting reversed, allowing for much easier access to the heroes that you are currently working on building. This sort option will be available on each filter tab, so if, for example, you want to find one of your newer, not-yet-complete Legendaries to work on, you can go to the Legendary filter, then reverse the sort, and your least built units will be displayed first. This should assist with not having to scroll past the hundreds of completed heroes in your roster while searching for the ones you’re still working on.


    Ongoing and Upcoming Development

    Enhanced Quest Drop Rates

    We are continuing to improve the drop rates within our Quest Events. All of the weekly events have been completed at this time. The Daily and Keyed events will be tackled in the new year, starting with the Potion and Double XP events.
    • Potion Event will be reduced in cost, and have increased Gold and XP awards.
    • Double XP event will have the XP reward increased to be twice that of a typical Hard run under the updated reward structure. Gold will be increased as well.
    The Daily and Keyed events will have a different set of rules associated with them for the drop tables, but it will still be an improvement overall to their current rates.

    Additionally, after observation of performance of the revamped events, we are further increasing (slightly) the drop rates for Tomes and Mythic Wisps in the Insane and Ludicrous difficulties for all events.

    Game Mechanics Balancing

    We'll be taking a look into the way Assassination works, and correcting a few issues with it. In particular, we will be altering Assassination to always behave as Stealth damage, regardless of whether the assassin is stealthy. This will have two effects to improve the mechanic:​
    • On-Hit effects will no longer trigger, meaning a retaliation nuke by a hero such as Uldred will no longer be a concern as a detriment to your squad
    • Damage Resistance will be correspondingly reduced by the Stealth bonus of 10%, which will assist in ensuring Assassination is successful regardless of the Damage Resistance of a target
    In addition, this change will allow us to fully identify when an attack is considered an assassination, which will allow us to create mechanics in the future for certain LC heroes (such as Dragons) to have an immunity to Assassination.

    Along with this, we will be altering the mechanic that provides allies power/health based on damage dealt to enemies to ignore Assassination damage, specifically. Regular Stealth damage will remain unaffected.

    To alleviate out-of-control power gaining that causes damage variables to overflow and is extremely hard to balance against, we are looking into methods to bring power gain back under control, while still maintaining a strong benefit to using power gainers. We are hopeful that this will assist in broadening the strategies that may be used, as well as allowing us to create stronger power gain abilities on heroes without having to worry about unintended side effects of mixed mechanics.

    Rune Duration Crafting

    You can already craft your runes up to Mythic rarity. Once there, though, they cannot be crafted any further. We are looking into a mechanism to further craft Mythic rarity runes in order to increase their duration. These enhanced runes would not be of a different rarity, nor would they be more powerful, they would simply have an extended duration. As an example, you could craft two Mythic Health runes together (100% Health for 1 hour), and the result would be an enhanced Mythic Health rune, supplying 100% Health for 2 hours. This would be available to craft up to an 8-hour duration rune, allowing you to apply a rune to your squads for defense while you are away from the game for an extended period of time.

    Hero Revamps

    As we continue with our new release schedules, we are committed to providing more hero revamps on a regular basis. We have established new guidelines for the Health and Power values for heroes, which has already begun to take effect as of the recent revamps for The Architect and Ancient Darkspawn. Going forward, the ratio of Health to Power will be increased, allowing for a broader use of heroes in a more balanced fashion. New heroes will also be created with these guidelines, to prevent future power creep from making your heroes obsolete too quickly. In general, revamps will come in small groups of 2-4 heroes at a time, although we may choose some groups for a more widescale update of just stat values to bring them in line with these new guidelines.

    Delayed due to Priorities

    Unfortunately, due to higher priority requirements, the following items had to be pushed back:

    Ally List Battles

    Battling your allies from your ally list will no longer affect your Proving Grounds standings. In this way, you will be able to test out squads with your allies without fear of affecting your Proving Grounds rank, and you will still receive a flat gold and XP reward for these battles.

    Proving Grounds Leaderboard Throttling

    With the Ally List being separated from Proving Grounds, we will be re-enabling the feature that limits attacking players on the Proving Grounds leaderboard to once per 24 hours. You will still be able to attack a player multiple times through Next, but targeting them from the leaderboard will be limited.



    There’s several other items we have in design currently that we can’t share quite yet – they’re still a little way away from being in active development. Thank you for your commitment to the game, and we look forward to bringing you an exciting 2018!
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    Last edited by Lyeshal; 12-15-2017, 08:53 AM.

  • #2
    Lyeshal I’m very concerned due to squad based runes ruining gameplay.Specufically in pg or gw.This imho will virtually render any dslot squad useless and will make pg and gw become who can hit button the fastest and spend the most gems without regard for strategy.Please correct me if I’m missing something but I’m very wary of this idea!

    Comment


    • #3
      Originally posted by Lyeshal View Post
      Squad-Based Runes

      Long asked-for, we will be enabling a feature that allows you to apply runes per squad. This means that you could have up to 8 different sets of runes running at once, increasing the strategy of your squad building by allowing you to apply specific runes for specific squads. So, for example, your defense squad could be augmented with health runes, while another squad that you are running in Nexus could have gold or experience runes running at the same time.
      Will there be a "defacto" rune setup? Meaning here is my default set of runes, all squads use this unless overridden specifically. If not, then I'll need 4x health runes just to cover 2x squads. Can you clarify this please?

      Originally posted by Lyeshal View Post
      Hero Roster Sorting

      Similar to the sort functionality of Runes, the Hero Roster will be able to have the sorting reversed, allowing for much easier access to the heroes that you are currently working on building. This sort option will be available on each filter tab, so if, for example, you want to find one of your newer, not-yet-complete Legendaries to work on, you can go to the Legendary filter, then reverse the sort, and your least built units will be displayed first. This should assist with not having to scroll past the hundreds of completed heroes in your roster while searching for the ones you’re still working on.
      It doesn't take long to get an in-progress toon right into the middle of my 200+ red faction toons. This is a little helpful, but not much. Has there ever been any consideration towards a real sorting/filtering mechanism? Similar to what HodaCodex uses?

      Originally posted by Lyeshal View Post
      Game Mechanics Balancing

      ...

      To alleviate out-of-control power gaining that causes damage variables to overflow and is extremely hard to balance against, we are looking into methods to bring power gain back under control, while still maintaining a strong benefit to using power gainers. We are hopeful that this will assist in broadening the strategies that may be used, as well as allowing us to create stronger power gain abilities on heroes without having to worry about unintended side effects of mixed mechanics.
      I know it has been voted on by the community - but is there any chance of re-opening the discussion about prioritizing the variable ceiling fix itself? You are talking here about altering, quite significantly, mechanics in the game that stretch across dozens of toons and squad setups. The investments into squad-wide strategies that have occurred based on long-existing mechanics is all at potential jeopardy here as a revamp simply to sidestep the real issue. I have at least a dozen or more very specifically built full squad setups that are all based on using or countering certain gain setups. And you're going to revamp all of that instead of just correcting the variable ceiling issue? Am I overlooking something here?
      xXx nog xXx
      "I doubt the whole world hates you. I imagine it's just me."

      Comment


      • #4
        Originally posted by Dildoith View Post
        Lyeshal I’m very concerned due to squad based runes ruining gameplay.Specufically in pg or gw.This imho will virtually render any dslot squad useless and will make pg and gw become who can hit button the fastest and spend the most gems without regard for strategy.Please correct me if I’m missing something but I’m very wary of this idea!

        It's something that players have been asking for for quite some time. This should eliminate the "one squad to rule them all" effect that keeps coming up, as different strategies for defense and offense can take effect. It also means you can be actively defending with one squad using one set of runes while attacking with another set, and if you are running quest events, you won't have to worry about leaving your defense vulnerable to use greed/xp or any other rune required to complete the quest.

        Keep an open mind, let's see how it goes.

        Comment


        • #5
          xXx_nog_xXx
          I think reopening the idea of putting a cap on power is a good idea, although as it was opened ti the community before i think it would have to again.
          Guild: Top F2P
          Team: Top F2P Guardians
          Rank: Light Finding Operation of Top F2P Guardians

          Comment


          • #6
            Great info here, thanks for sharing! I think the newly added look into the assassination mechanic is a great idea, I appreciate you all hearing the feedback on that! I maintain my opinion that 8 hour runes will be a very impactful change on PvP and GW (assuming they can also be used there for defense and not just in PG via being restricted for use only on team slot 2) and could have unintended side effects. It is my hope to be proven wrong in this. Otherwise, this is a really solid plan and I thank the team for continuing to make the game we love better and better! We all appreciate all you efforts!
            Guild: Top F2P
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            • #7
              Originally posted by xXx_nog_xXx View Post
              Will there be a "defacto" rune setup? Meaning here is my default set of runes, all squads use this unless overridden specifically. If not, then I'll need 4x health runes just to cover 2x squads. Can you clarify this please?
              Not at this time. Each team has its own setup, so yes, you will need more runes if you want to apply the same kind of rune to multiple squads.

              It doesn't take long to get an in-progress toon right into the middle of my 200+ red faction toons. This is a little helpful, but not much. Has there ever been any consideration towards a real sorting/filtering mechanism? Similar to what HodaCodex uses?
              Unless you want the roster loading to become as slow as the Gallery - no Which means yes, there has been consideration, but the impact on performance was far too great to actually make it happen without significant recoding of the database structures. There are some other inventory management things we are looking into but haven't set priorities on yet. This is a first step, at least.

              I know it has been voted on by the community - but is there any chance of re-opening the discussion about prioritizing the variable ceiling fix itself? You are talking here about altering, quite significantly, mechanics in the game that stretch across dozens of toons and squad setups. The investments into squad-wide strategies that have occurred based on long-existing mechanics is all at potential jeopardy here as a revamp simply to sidestep the real issue. I have at least a dozen or more very specifically built full squad setups that are all based on using or countering certain gain setups. And you're going to revamp all of that instead of just correcting the variable ceiling issue? Am I overlooking something here?
              There is no "fix" to the variable ceiling. That's something that's defined by the basic structures of computer programming. When a variable overflows, it's because it's grown too large to support what the base machine code can handle. It's not like we have a defined thing to say "hey, this is as high as the variable can go and then after that, all bets are off" - this is something inherent to computer programming, everywhere. The only way we could "fix" that would be to have all operating systems, everywhere, in every programming language, on every framework, of every processor - everything at the most basic level of computers - changed to alter the way binary code works to define integers.

              This leaves us with coming up with creative ways to keep power gain in check so that we don't approach that overflow. No matter what we do to "fix" the variable ceiling, it's going to require a pretty major change to the way power gain happens. Please trust us though, we don't want to see all of those heroes suddenly become obsolete. I haven't provided any details on what the actual change would be, so don't get too caught up in hypotheticals. The end result of what we are currently looking to do will still maintain power gain heroes as a very powerful force. Unfortunately I cannot go into those specific details at the moment.

              Comment


              • #8
                Originally posted by Dildoith View Post
                Lyeshal I’m very concerned due to squad based runes ruining gameplay.Specufically in pg or gw.This imho will virtually render any dslot squad useless and will make pg and gw become who can hit button the fastest and spend the most gems without regard for strategy.Please correct me if I’m missing something but I’m very wary of this idea!

                I am a little worried about that update too and I asked about it long time ago.
                I hope PG, GW and pvps will not be unplayable with this update with all players using runes longer duration runes all the time in different slots.

                Comment


                • #9
                  According to hodacodex.com:

                  127 power gainers (the nuke)
                  76 power drainers (reduce the nuke before it happens)
                  45 defenders (absorb the nuke)
                  58 power cursers (prevent the nuke)
                  16 curse resist offerers (prevent the nuke prevention)

                  This is all just the legendary toons. How many of these toons have you built? Anyone? How many toons in support of these toons have you built?

                  And we're going to revamp all this to "fix" the damage overflow....
                  xXx nog xXx
                  "I doubt the whole world hates you. I imagine it's just me."

                  Comment


                  • #10
                    A little less aggression, please, nog.

                    Comment


                    • #11
                      Originally posted by Lyeshal View Post

                      It's something that players have been asking for for quite some time. This should eliminate the "one squad to rule them all" effect that keeps coming up, as different strategies for defense and offense can take effect. It also means you can be actively defending with one squad using one set of runes while attacking with another set, and if you are running quest events, you won't have to worry about leaving your defense vulnerable to use greed/xp or any other rune required to complete the quest.

                      Keep an open mind, let's see how it goes.
                      I think this will actually reduce strategy, as it will effectively eliminate tank squads using double health runes. As of now, speed keeps double power teams in check. This will no longer be the case.
                      IGN: Zealand
                      Ally Code: 683-618-746

                      Comment


                      • #12
                        All looks good to me 😉. Thanks for sharing this information with us. We realize it's not required that you do so.

                        Comment


                        • #13
                          Where can players offer ideas for things they would like in the game. I have a few ideas which I think would add to the playing experience

                          Comment


                          • #14
                            Originally posted by Mike Rollason View Post
                            Where can players offer ideas for things they would like in the game. I have a few ideas which I think would add to the playing experience
                            We have a "Feedback" section for this purpose.

                            Comment


                            • #15
                              Originally posted by Betto1 View Post

                              I think this will actually reduce strategy, as it will effectively eliminate tank squads using double health runes. As of now, speed keeps double power teams in check. This will no longer be the case.
                              The challenge in PG was having a d slot that can do well under a set of runes, and also having other offensive squads that can do well under that same set of runes. In that way every squad had counters, but runes played a huge role in it all. You needed a counter to the Kitties that could run under "set X" of runes. You also needed a counter to Ferelden that could run under "set X" of runes. And you needed a d slot that could run under "set X" of runes. GWs were a similar strategy as defending was critical for rank placement, both individually and for your guild.

                              I'm waiting to reserve judgment - but it may very well be that d slot strategy now means throw anything out there, it doesn't matter. Anyone with a handful of toons'n'runes can counter anything. Time will tell. This is another item the community wanted.

                              And as any of us who are parents know, children shockingly don't generally know what is best for themselves.
                              xXx nog xXx
                              "I doubt the whole world hates you. I imagine it's just me."

                              Comment

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