Content Roadmap - December

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  • Content Roadmap - December

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    The holidays are here!

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  • #2
    Heads up:

    We've been watching, and it seems The Elder One may have granted Calpernia just a wee bit too much power. She's primed to become his Vessel, and the Inquisitor is stepping in to do something about that.

    We will be looking at Calpernia in the new year and adjusting her abilities and auras to balance her out a little better.

    We'll also be making adjustments to gear that provides Stealth, and adding some harsher penalties for using them, to make it more of a calculated choice, due to the power of Stealth.

    These changes will likely go live in February, so play 'em while you got 'em, and look forward to a change in the meta.

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    • #3
      Hm.. dont see any purpose for revamp Calpernia and stealth again - it is very easy to counter..
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      • #4
        Originally posted by Heal and Harm |VK|
        Also don't see any reason to rebalance Calpernia. She is obsolete, because of a lot of counters against her. 3-4 Calpernias teams are out of meta on PG defense. Middle level players still wish to construct squads with Calpernias, but top players understand that she is obsolete. But stealth ring for tevinter mages should be fixed. That's true.


        How utterly arrogant and obtuse. And...Obsolete? Really? She’s easily a top 50 PG squad that you always have to account for and is at or near the top of every pvp. For example, take this current pvp.

        A 4x Calp squad has about 197 starting power (yes, 197). By the end of round two, her damage is over 2m.

        Then consider TRA ludicrous. You think an unruned 4x Calp should win in less than two rounds?

        The question isn’t whether she can be beaten (yes, ofc she can). The question is: does she upset the balance of the game? The answer, with certainty, is yes - a resounding yes.

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        • #5
          @ Calp update @ Good hero, too easy to get @ Dev: need nerf @ Players be like *picture* P.s. I really hope it will be good and competent rebalance, which wont kill her, as it was with 2*Sera, Kitty, or Jos or a lot heroes before. Otherwise - i demand compensation.
          Last edited by Alpich; 12-03-2019, 03:51 PM.

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          • #6
            Why do you humiliate a good hero for beginners? In a high-level game, Calpernia is no longer the best team. Stealth has been in the game for a long time and it would be a bad idea to recycle it. In my opinion this update will worsen the game I do not see the point in such changes...

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            • #7
              I do have allot of problems against Calperina teams. I may not be good at building teams withe decent gear but I do not thing I am that bad either. Maybe because I am not using dupes I have problems with teams such as these. Even with one Calperina in a team.

              And there are few other heroes that needs small adjustments.

              Thank you for the heads up.

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              • #8
                Originally posted by Heal and Harm |VK|

                Ok. Let's go and nerf 4 Nathaniel with Horseman.
                Their damage is much more than Calpernias.
                Oh, sorry, you didn't know it yet.
                Who is obtuse now?

                Upd: we also need to nerf 4 RL Iron Bulles with Behemoth. Their power also very high. Why not? Double speed runes and no problem. Or nerf 4 Skywatchers with Winterbreath. Or 4 Augurs or something else, because they are too powerful.

                We have alot of teams which can beat TRA ludicrous without runes. Also we have non dupe Venatori team which beat ludicrous in 1-2 rounds without any runes.
                Brogan Family
                Aeducan Family
                Calpas
                Non-dupe Venatori
                Wardens
                Shales
                Elves (fen+arianas)
                And a lot of teams which we didn't construct yet because of no need.
                Because NH is in my D slot? Grow up. If you make shortsighted authoritative assertions, expect a response. If you want to have a serious discussion about the state of the game or a character, it should be an inclusive exercise and not take place in an echo chamber.

                Anyway, good luck to you.

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                • #9
                  Guys, please discuss this without name-calling back and forth and sniping at each other. Don't make it personal.

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                  • #10
                    Seriously, what did I JUST say, not two posts above?

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                    • #11
                      Is Calpernia over-powered?
                      Yes.

                      Can she be beaten?
                      Yes, by a growing number of squads.

                      Is Calpernia the best setup in the game?
                      Not any longer.

                      Is stealth too prevalent?
                      Yes.

                      Does stealth nullify half or better of the toons/auras/gears (on-hit, incoming damage conversion, and the countless toons/gears built around both mechanics - but primarily on-hit)?
                      Unfortunately, yes.

                      ----

                      All this being said - I think it sets a bad precedent to go in and tinker with either Calpernia or the existing stealth gears.

                      Granting Dwarves, row-outlaws, single-rogues, and Tev Mages stealth was, in hindsight, not a good move. There are far too many toons/gears built around on-hit effects to justify giving stealth to such a large number of toons - and on-hit effects have been diminished to almost nothing as a result - half the catalog has been made all but useless as a result of the prevalence of stealth. Exceptions and scenarios are certainly there, and the introduction of more back-hitters helps, a little. So do the new gain/heal on-attack mechanics that we are seeing more and more of (and this is what is/should be slowly replacing on-hit).

                      ut none of this makes it OK to go back change things now. I can't even tell you how many entire squads I've built, strictly for the intent of using or countering these new stealth gears. Entire squads. Lots and lots of them, and then lots and lots more. And to go back now and change all that - you're potentially throwing away the work, time, and resources that I've put into easily a couple dozen squads.

                      And for what? Yes, stealth can be a pain, and is certainly a powerful mechanic - but the landscape has shifted and adapted. We have evolved. We work with, against, and around stealth as well as we ever have. We're used to it. It is no longer broken. It's just a part of what the game is now, and that's not necessarily a bad thing. And changing things now could toss all of the work, the building, the strategy, onto it's head.

                      xXx nog xXx
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                      • #12
                        To be clear: Stealth will not go away. There will just be some negative affects applied to the gear that will affect the wearer, in order to balance out its power.

                        When ONE hero, or ONE ability, is causing people to build specifically for or around it, and ignore basically any other tactic, it has to change.

                        While I appreciate all this feedback, this decision has already been made, and it is for the long-term health of the game. We could spend countless resources continuing to change every other hero or gear to do something bigger/better than these problems - or we could spend a minimal amount of resources and just fix the problem.

                        This wouldn't be the first time we've gone and fixed a broken hero, broken mechanic, broken gear, etc, so to call this the action that's setting a precedent is frankly incorrect.

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                        • #13
                          Originally posted by Lyeshal View Post
                          To be clear: Stealth will not go away. There will just be some negative affects applied to the gear that will affect the wearer, in order to balance out its power.

                          When ONE hero, or ONE ability, is causing people to build specifically for or around it, and ignore basically any other tactic, it has to change.

                          While I appreciate all this feedback, this decision has already been made, and it is for the long-term health of the game. We could spend countless resources continuing to change every other hero or gear to do something bigger/better than these problems - or we could spend a minimal amount of resources and just fix the problem.

                          This wouldn't be the first time we've gone and fixed a broken hero, broken mechanic, broken gear, etc, so to call this the action that's setting a precedent is frankly incorrect.
                          Ok, maybe "precedent" wasn't the best choice of phrasing, but let's not stall the discussion over semantics, right?

                          I'm not sure adding penalties to the existing stealth gear "fixes" the problem. Unless the new penalties are going to be really severe, people will still "stealth up". And people will still counter stealth. And on-hit will still be largely irrelevant. Only thing that will change is the stealth squads will be slightly less powerful, and the counters will be slightly easier to come up with.
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                          • #14
                            Originally posted by xXx_nog_xXx View Post
                            Only thing that will change is the stealth squads will be slightly less powerful, and the counters will be slightly easier to come up with.
                            That's exactly what we're going for

                            How about we wait and see what the changes actually are before we all get all riled up about it with speculation? You know I'm a big fan of waiting to see what the changes are first

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                            • #15
                              Originally posted by Lyeshal View Post
                              To be clear: Stealth will not go away. There will just be some negative affects applied to the gear that will affect the wearer, in order to balance out its power.

                              When ONE hero, or ONE ability, is causing people to build specifically for or around it, and ignore basically any other tactic, it has to change.

                              While I appreciate all this feedback, this decision has already been made, and it is for the long-term health of the game. We could spend countless resources continuing to change every other hero or gear to do something bigger/better than these problems - or we could spend a minimal amount of resources and just fix the problem.

                              This wouldn't be the first time we've gone and fixed a broken hero, broken mechanic, broken gear, etc, so to call this the action that's setting a precedent is frankly incorrect.
                              Calpernia has counters yes, but as you say I think the problem with calpernia is that we have had to make counters, as she nullifies pretty much any squad outside of a few very specific *counters*, in my opinion she has ruined the META as she is too easy to get and way to overpowered
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