![]() An example is Seifer’s Cloak now working while you are at exactly half life, so that if a player reads it incorrectly it always breakpoints in the players favour. Other than that, there are some scattered changes made to improve how certain cards and treasures play as a separate issue from their power level. Breaking the game is encouraged, but we want it to be less common and more varied in how it comes about. ![]() This breaks the game in a way that snuffs out other elements of gameplay and is overly consistent, since the gem and card are ‘always drawn at the same time.’ The bleed archetype, while not quite as bonkers was, too consistently out of control. However, when your combo is socketing one gem into flex to deal infinite damage for 1 mana things have gone too far. Roguebook has always been intended as a ‘breakable’ game where people can dream up and play out insane combos. We will continue monitoring the situation to see if she still needs more help afterwards. Some small changes were made to buff some of her common and rare cards and to give her more multi hits to get synergies rolling. ![]() It is intended that she is more fragile than the others, but she was not sufficiently explosive in her damage to make up for it. Sharra in particular has been lagging behind the other heroes. Anyway, it's still a decent snapshot across the board and shows how the fights compare to one another. Note that these charts don't take into account things like Healing taken, so the numbers are skewed higher than the true result of the battle. Since we have the data and we like to share, here is a set of graphs showing the average damage taken per fight, split into categories: An example is the Fugu battle being exceedingly dangerous if they both increase their power on the first turn, guaranteeing they both attack the turns afterwards, or players happening to get a hand with only cards on their front character vs Rapalla and having to eat 20+ damage to play the turn at all. That said, there are also certain fights that can occasionally have patterns that feel too hard and unfair. Generally, the game is close to where we want the difficulty to be, but possibly too easy at higher epilogues. Toning down some of the more ridiculous combos in the game.Giving Sharra a few more multi hit cards and some additional strength.Reducing the variance in certain battles.Balance changes focus on three main areas: ![]()
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