WAR TABLE: Development Plans - October 2018

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  • WAR TABLE: Development Plans - October 2018

    It's time for another War Table meeting! We want to bring you up to speed with our current and upcoming plans. As usual, this is a long post, and we encourage you to read everything, and then read it again, before starting to make any responses.

    Although certain features have had their timelines altered, we will still be moving forward with them in future updates.

    Next Client Release

    We are rapidly approaching our next client release and are making our preparations to release it to the app stores in the coming weeks. We have some significant changes coming to the game that we hope will refresh the gameplay experience, giving you more options to customize your squads and gain advantages on the battlefield. Also included with this release are updates to the interface, and performance improvements.

    Squad Customization - Prestige

    New methods to customize your squads will be coming as a major feature of this release. All Heroes will be able to be achieve Prestige status. This will not change the rarity of the hero, but instead adds an extra gear slot for use. Squad slots may also be made Prestige, providing them with an extra Rune slot exclusively for use with some very special runes. Full information on Prestige status will be available with the release of the new client!

    Updated Hero Cards

    As Heroes have been updated over the years, our current stat cards have been unable to keep up with the information we would like to display, particularly with Hero descriptions. This has been limiting us in what we can do for some heroes as we've attempted to find shortened descriptions to ensure everything fits in all supported languages. We will be reclaiming some of the wasted space that's currently on the cards. Reducing the empty space should let us have a significantly larger area to work with for text, leading to fewer cards that have descriptions running over the edge, making them difficult to read. Some slight adjustments to the placement of stats on the card should also improve how the cards read.

    Player Stat Cards

    Currently, tapping on the level/XP display on the top of the game interface produces no feedback, and, moreover, is incredibly difficult to read – something we would like to improve. We are adding a new screen that will appear when tapping on the Level icon, which will display expanded information about your account. The XP to level will be very easily readable from this screen, and will include your current In-Game Name, Guild name, Level, your Join Date, Ally Code, Player ID, and a few fun stats that we track, such as your highest Proving Grounds trophy count and win/loss ratio. Keeping a screenshot of this screen will be useful to you should you require assistance from Customer Support, as it will contain everything required to locate your account, should an issue arise.

    When this feature releases, the stats will be hidden temporarily as we finish tying up some loose ends on it. The basic information, such as the XP to level, your IGN, Guild, and Level, will display from day one. The remaining stats should be made available within a few weeks after the release of the client update.

    Levelling Caps

    The Levelling Cap will be removed, allowing you to continue gaining levels indefinitely. We'll be switching to a new system to determine the XP required to level. More information will be provided about this new system in future posts!

    PVP Structures

    The format of PVP Events will be changing slightly. We will be standardizing ladder lengths and rewards based on the number of days of each event, as well as shifting around the rank tiers. This will better reflect the current active playerbase of the game, and keeps an eye to the current game economy. Each ladder length will have a corresponding adjustment to the banner gain curve, improving the ladder climbing experience. We will be monitoring the progress of PVP Events after this update occurs to ensure that the experience in the live environment meets our expectations.

    Max Stamina

    We'll be increasing the maximum stamina available to 12 (currently 8). This should allow for a better regeneration experience by allowing for an extra 80 minutes of regeneration time while offline. Accordingly, the gem cost to refresh the stamina will be increased to 6 (currently 4).

    Store Additions

    A few new things will be added to the Store when the client releases, including the ability for us to grant Keys, Potions, and Vouchers as part of store drops - this includes what we are able to grant as part of Vault activations. Keep an eye out for special opportunities to receive these items through our packs and vaults. We'll give more information on some of the other things coming to the store when the client is released.

    New Map Art and Battle Environments

    Be on the lookout for new Quest events featuring new map art! Plus, new battle environments will be added to the rotation. Keep an eye on the backgrounds of your battles in PVP to see if you can spot the new environments!

    Ongoing and Upcoming Development

    Game Mechanics Balancing

    Power Drain Resistance

    Currently, power drain resistance behaves very differently from other resistances, and this has come to cause a great deal of trouble with the power drain mechanic. We'll be altering the way power drain resistance works so that it behaves more like others. Instead of resistance reducing the amount of power that is drained, resistance will be changed to reduce the chance that power drain occurs. This will allow for a more natural calculation of power drain and its resistance. Once implemented, Heroes who drain power will always drain exactly the percentage stated on the description, if the drain is successful. Heroes with resistance will have the chance to not be drained at all, should they pass their resistance check. Heroes with negative resistance to enemies will then reduce the enemy's chance to resist drain, rather than increasing the amount of drain that occurs. The negative power drain resistance floor will be raised to -50% to match other resistances (currently -100%).

    Bonus Damage Calculation

    There's an observed issue with Bonus Damage calculation causing the bonus damage to stack incorrectly, leading to an out-of-balance amount of damage being dealt when heroes are used in duplicates. This calculation will be corrected so that all bonus damage values are added together for a total percentage to be applied, rather than exponentially stacking the damage output.

    Gear Selling

    We've had to delay the Gear Selling enhancement, based on scheduling conflicts and constraints. This will be a part of the next client release (following the upcoming release).

    The functionality to sell gear will be improved, with the ability to sell multiple pieces of the same type of gear at once, in a manner that allows a fine control over the number of gear to be sold. In this way, if you have, for example 20 Forge Master's Hammers and you want to sell 15, you will be able to do that all at once.

    Rune Selling

    We've had to delay the Rune Selling enhancement, based on scheduling conflicts and constraints. This will be a part of the next client release (following the upcoming release).

    In the ongoing quest to improve rune inventory management, we are looking to introduce Rune Selling. This will be an additional functionality on the current Rune screen, allowing you to sell your unwanted runes for a bit of gold. Runes may be sold individually or as part of a multiple-sell where you can sell all runes of the same type or rarity, with up to two "seed" runes at a time.

    Mythic Rarity

    Gallery display of Mythic Rarity remains on our list of upcoming features. We do apologize for the delay in implementing this functionality!

    Guild Improvements

    Our next client focus will be on improving the functionality of Guilds, adding in some quality of life enhancements to guild management, as well as potentially having more things to do with your guild.


    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! Battle on, Heroes!

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  • #2
    Excellent
    Guild: Top F2P
    Team: Top F2P Guardians
    Rank: Light Finding Operation of Top F2P Guardians

    Comment


    • #3
      Negative drain resistance cap -50%? Is it the same as 0% resistance? And pls clarify if enemy stun resistance -50% and your heroe has 25% to stun, he will have 25% to stun or 75%? Im a bit confused

      Comment


      • #4
        Originally posted by winchell View Post
        Negative drain resistance cap -50%? Is it the same as 0% resistance? And pls clarify if enemy stun resistance -50% and your heroe has 25% to stun, he will have 25% to stun or 75%? Im a bit confused

        Having the negative floor basically means it's harder to get back up to having a resistance. Effectively it's the same thing as 0%, but in cases where, for example, a hero grants allies 10% stun resist when hit, if you're starting out negative, you'll need more hits to gain and overcome and go positive again.

        The chance to stun is separate from the chance to resist - if your hero has 25% chance to stun, then it's a 25% chance to pass the check to have a successful stun. If the enemy has -50% stun resist at that point, it's effectively the same as 0% stun resist, and no check is required to see if the enemy can resist the stun.

        A negative resistance on an enemy does not make your hero more likely to successfully apply the effect. It just means the enemy can't resist it.

        Comment


        • #5
          Wow! I've still read only the new client part, but it's amazing!!! I'm delighted with all those improvements!

          I'm really expectant on the new ladder... I don't like refraining myself and thinking "better save your gems", but the truth is that past 3500 banners keep climbing only makes sense if you're after the top 50 reward.

          (Will read all else)
          Ally Code: 362-689-939

          Comment


          • #6
            I'm very happy about new arts, means the game continue to be improved and modernized on the graphics part.

            New gear slot, new rune slot, power drain fix, all great improvements to the game.
            Hero analyst

            Comment


            • #7
              Silly question, but will Prestige have an effect on Tiered&Geared?
              Guild: Top F2P
              Team: Top F2P Guardians
              Rank: Light Finding Operation of Top F2P Guardians

              Comment


              • #8
                Originally posted by Third_Monti View Post
                Silly question, but will Prestige have an effect on Tiered&Geared?
                No. Tiered And Geared only requires the first 3 gear slots.

                Comment


                • #9
                  Will be the best update ever.
                  IGN: VK Admin AC: 349216687
                  Social network admin: https://www.vk.com/HoDACommunity
                  Please subscribe our YouTube channel: https://www.youtube.com/c/VKHoDACommunity

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                  • #10
                    Much appreciated for 12 stamina

                    Comment


                    • #11
                      Wow! Yay, lots of great new additions and improvements, that's great! Really looking forward to it.
                      But hey, what about some of the issues about how crowded the heroes runes, and gear rosters are? I'm wondering, especially in heroes, if there isn't some way that you could better consolidate them into their respective categories of either tier, or really: into their groups as what they are: Inquisition, Qunari....etc. I think this would be awesome, thanks for all you guys heard work, the game is getting better and better!!👍😀
                      lOLl DR SATAN!

                      Comment


                      • #12
                        Originally posted by DR SATAN View Post
                        Wow! Yay, lots of great new additions and improvements, that's great! Really looking forward to it.
                        But hey, what about some of the issues about how crowded the heroes runes, and gear rosters are? I'm wondering, especially in heroes, if there isn't some way that you could better consolidate them into their respective categories of either tier, or really: into their groups as what they are: Inquisition, Qunari....etc. I think this would be awesome, thanks for all you guys heard work, the game is getting better and better!!👍😀

                        All things we have in mind that we want to improve, there's just only so many hours to work on things

                        Providing filters similar to what's in the Gallery would ultimately cause the same kinds of loading/timing issues that the Gallery itself has, so we're much more likely to find a better solution to the Gallery for improving that performance, and then seeing if we can translate that to the roster filters.

                        Comment


                        • #13
                          The negative power drain resistance floor will be raised to -50% to match other resistances (currently -100%)

                          i thought all other status have floor = 0 ?

                          and for PD - resist when hit like wryme what happen ?

                          anw kudos for CG for this big change

                          Comment


                          • #14
                            Originally posted by truong2193 View Post
                            The negative power drain resistance floor will be raised to -50% to match other resistances (currently -100%)

                            i thought all other status have floor = 0 ?

                            and for PD - resist when hit like wryme what happen ?

                            anw kudos for CG for this big change

                            Stun has a floor of 0, the rest are at -50%, with power drain currently at -100%.

                            For Wryme, it will be as simple as subtracting 10 from the target's current resist, not to go below the new floor of -50.

                            Comment


                            • #15
                              I love the 12 stamina points update too.

                              Comment

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