Saturday, March 2, 2013

Balance Changes and Clarification

I was able to run an Arena game with my friends last night and gleaned a lot of useful data from it. We ran through 9 rounds (a little under 30 turns) in about 45 minutes. This means that turns were taking about a minute and a half each with new players that were just introduced to the system. I feel that this lends well to the fast and tactical style of gameplay I was going for, but there is always room for improvement. The game was a 3 way free-for-all on crossfire: An arcane mage with devastation and brutality, a Frost mage focused on lance and frostburn, and a Telekinetic based on mindcrush. The arcane mage won the match. I don't feel that the arcane mage is overpowered, but that his competitors were under-powered.  No changes were made to arcane.

Magic

Frost saw the lance shape meta split into two skills: Lance and improved lance. The skill is still functionally the same, but the knockback effect has been split into the improved lance skill. We ended up with the feeling that lance alone, especially with its long range, was a little too powerful for a 100xp progression skill.
Lance and a few other shape metas saw a change made to their range, where the base range of the meta is now static, and increases by a much smaller increment per level of magicall access. Meaning that shape meta range now looks like this: "40ft+10ft per rank of magical access".
The Bolt meta was a new addition to the shape metas. It is a simple meta that fires the spell as a bolt of magical energy at 30ft+10ft per level for 100xp. Its low experience cost and long range makes it a strong low level shape meta.
With the changes to spell range, I have now also added the Sniper power meta. for 1 mana you can now increase the range of your spells by half for each time you use it.

Telekinetic 

Telekinetic characters get some love in this update as well. Playing a mindcrusher, I felt underpowered and nearly useless. My proc skills were never proccing and my damage was significantly lower than the rest of the field. All in all, telekinesis lost hard. So, in the interest of keeping telekinesis competitive, Telekinetic unlocks and Colonization have had their experience costs reduced dramatically. In addition, telekinetic characters gained an additional set of metakinetic skills called "Attunement" skills. These skills provided much needed base numbers to the class in terms of increased range, hit bonuses, and synergy between telekinetic unlocks.

Combat

Combat also saw a minor update. Nothing about combat has changed, I just added a section to clarify the way bleed damage works.

In the Works

I am still working on the new lore revision and will continue to try to put together arena games to test the balance and functionality of the system.

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