Just wanted to address the lack of Weekly Updates. The big class changes updates were a lot more work than I was expecting, plus on top of that I recently took a 5-day long vacation. Since then work has been a little hectic on top of an overal lack of motivation to work on my game really put me in a rut for a few weeks.
I'm starting to get back into the groove of things and hope that by Wedensday I'll be able to get an update out for you guys. Again, thanks for all your patience, I promise I'm going to try to make full release worth the wait!
Weekly Update: 10/9/2018 - Sharpshooter, Herbalist, Hunter, and Brewer Changes (Parts 7 & 8 of 8)
We're in the final stretch! I want to apologize again because I intended for this post to go live yesterday but my sleep deprivation caught up to me and I dropped like a sack of rocks much earlier than usual. But beyond these small hiccups we're finally at the end! This post is covering all the Archer changes, and again any old changes that are removed will be striked through, and any new changes are going to be bold.
Archers were a tricky beast to tackle in the start. They're supposed to be the balanced fighters, having an almost equal assortment of both damaging and support spells. As a result some of them kinda turned into not-so-good-mage and not-so-good-warrior. I tried to fix that by giving them stronger buffs, stronger damaging abilities, and more unique talents that set them apart from the other classes.
Sharpshooter
The Sharpshooter is all about Blinds. Those things can be annoying when you're trying to fight, missing all your attacks and hearing that awful, sad Miss sound! True Shot has been buffed to remove all Blinds from all Allies! And an upgrade lets you make your party immune to Blinds for a short time! Beyond that nice utility move, his damaging abilities have been tweaked, and his Passive Spell Keen Eye makes him a very nice damage dealer.
Actives
Zero In
Deals 115%100% Attack Damage and forces Allies to target the Enemy for 2 turns, but they get Exposed by 30% for the duration (only activates if 2 or more Enemies are Alive)
Cost: 3540 Mana, Cooldown: 54 Turns
Upgrade: +15% Initial Damage+20% Expose
Upgrade: +20% Damage ExposeAdditionally grants Allies 35% Pierce against the Target for the duration
True Shot
Deals 115%100% Attack Damage, removing all Blinds from youAllies and making your Party Immune to Blinds for 3 turns
Cost: 2535 Mana, Cooldown: 35 Turns
Upgrade: +10%+20% Initial Damage
Upgrade: Additionally reduces the Target's Accuracy by 50% for 3 turnsAdditionally Heals any Ally by 20% of their Maximum Health if they were Blinded
Focus
Provides each Ally with 30% Accuracy and Quickness for 34 turns
Cost: 4035 Mana, Cooldown: 5 Turns
Upgrade: +20% Accuracy and Quickness
Upgrade: Additionally provides each Ally with +25% Quickness for the durationAdditionally provides increased Damage Dealt equal to half the current percent over the duration
Headshot
Deals 130% Attack Damage with a 50% chance to Cripple the Target's Maximum Health by 35% for 3 turns
Cost: 40 Mana; Cooldown: 7 Turns
Upgrade: +20% Initial Damage
Upgrade: +25% Cripple Chance
Blind Fire
Deals 75% Attack Damage 2 times to random Targets
Cost: 30 Mana, Cooldown: 3 Turns
Upgrade: +1 Damage Hit
Upgrade: Consecutive hits on the same Target deals bonus Damage equal to 15% of their Maximum Health
Passives
Eye Gouge
20% Blind for 3 turns on Attack
Upgrade: +10% Blind
Additionally grants a 50% chance to Bleed by 20% for the duration
Blind Recovery
Blinds applied to you are 30% weaker
Upgrade: +20% Blind Reduction
Upgrade: Additionally reduces the Duration of these Blinds by 1 turn
Steady Aim
+20% bonus Accuracy
Upgrade: +10% Accuracy
Upgrade: +10% Critical Strike Chance
Keen Eye
You gain 1% Damage Dealt per 1% Accuracy above 100% (does not reduce Damage Dealt if below 100% Accuracy)
Upgrade: +20% bonus Accuracy
Upgrade: Additionally grants +0.5% Critical Strike Chance per 1% Accuracy above 100% (does not reduce Crit Chance if below 100% Accuracy)
Infinites
Blinding Strike Shot: +1% Chance to Blind by 35% for 2 turns on Attack per level
Sharp Eye Lock On: +1%+1.5% bonus Accuracy per level
Sharp Arrows: +1% Chance to convert Attack Damage Dealt to Piercing Damage per level Rapid Fire: +1 Swiftness per level
Herbalist
I've wanted to change the Herbalist for a while now. His poison abilities were a tad too similar and his healing wasn't that great. Now he has 2 offensive abilities that stand up on their own, and two healing abilities that deal powerful healing over time as well as Cleansing their target! On top of that giving each Ally Health and Mana Regen with Healing Herbs, and making all applied Poisons stronger with Poison Infusion make him an extremely useful support unit with strong offensive abilities to back them up.
Toxic Poison Shot
Deals 100%85% Spell Damage and Poisons by 15%25% for 32 turns
Cost: 35 Mana, Cooldown: 4 Turns
Upgrade: +20%+15% Initial Damage
Upgrade: +10% Poison PotencyAdditionally grants a Sap for 50% of the Poison Damage Dealt for the duration
Herbal Remedy
Heals an Ally by 30%15% of their Maximum Health over 4 turnsand increases their Health Regen by 10% for 3 turns
Cost: 50 Mana, Cooldown: 75 Turns
Upgrade: +20%+10% Maximum Health Heal
Upgrade: Additionally removes any Bleeds, Hemorrhages, Cripples, Blinds, or Poisons currently afflicting the Ally+5% Health Regen
Deadly Poison
Applies a strong Poison on the Target, dealing Spell Damage equal to 30% of their Maximum Health over 3 turns
Cost: 50 Mana; Cooldown: 5 Turns
Upgrade: +20% Total Poison Damage
Upgrade: Health Saps for the duration instead of Poisoning
Poison Cloud
Poisons every Enemy by 20% for 2 turns
Cost: 25% Mana (15 minimum), Cooldown: 5 Turns
Upgrade: Additionally Mana Poisons by 20% for the duration
Upgrade: Additionally sets every Enemy's Health Regen to 0% for the duration
Experimental Potion
Provides 3 random chosen 20% Buffs for 3 turns, choosing from a Damage Shield, Damage Buff, Accuracy Buff, Crit Chance Buff, or Quickness Buff
Cost: 35 Mana; Cooldown: 5 Turns
Upgrade: +15% Potency
Upgrade: Additionally provides Instant Kill Chance and Debuff Resistance equal to the current percent
Cleansing Balm
Cleanses an Ally of all Debuffs and Heals them by 6.5% of their Missing Health per Debuff removed
Cost: 50 Mana, Cooldown: 5 Turns
Upgrade: +3.5% Missing Health Heal per Debuff
Upgrade: Additionally Restores 5% of their Maximum Mana per Debuff Removed
Passives
Natural Resistance
+4.5% Health Regen and +20% Debuff Resistance
Upgrade: +3% Health Regen
Upgrade: +15% Debuff Resistance
Poisonous Armor Poison Infusion
35%50% Chance to apply a 10%15% Poison for 2 turns when Attacked
Upgrade: +5% Poison PotencyAttacking a Poisoned Enemy grants a 20% chance to increase its Duration by 1
Upgrade: The Herbalist gets an additional 35% chance to Bleed for 2 turns equal to the current Poison multiplierAll applied Poisons are 35% stronger
Healing Herbs
Grants all Party members 5% bonus Health Regen
Upgrade: +2.5% Health Regen
Upgrade: Additionally grants all Party members +5% bonus Mana Regen
Infinites
Healing Herbs: +0.3% Health Regen per level Second Wind: +0.5% Health Regen for 5 turns when brought below 35% Health once per Combat per level
Sapping Strike: +1% Chance to Health Sap by 15% on Attack for 2 turns Poison Cure: +1% Chance to ignore Poisons applied to you, instead Healing by 10% of your Maximum Health per level
Poisoning Strike: +1% Chance to Poison by 20% on Attack for 2 turns Supplements: +1% Damage Dealt and Damage Reduction for 1 turn on Heal per level
Hunter
The Hunter had some good ideas. Critter Hunter is a spell that's meant to be targeted against low Health targets, and Beast Hunter is meant to be used on high Health targets. I changed them slightly but kept that idea in mind. Tracking Shot is his new big spell, basically marking an enemy to follow up with a very powerful Attack. Relentless Hunter grants him deceptive damage and self-healing, and his other abilities have been changed slightly to make him a very nice addition to any party.
Actives
Ensnare Trap
Deals 50% Attack Damage65% Spell Damage to every Enemy and Disarms each hit for 21 turn
Cost: 5065 Mana; Cooldown: 54 Turns
Upgrade: +25% Initial DamageGrants a 50% chance to increase the Disarm duration by 1
Upgrade: Additionally Slows every Enemy by 35% for 3 turnsGrants a 25% chance to Stun instead of Diarming for the duration
Critter Hunter
Deals 65%100% Attack Damage, and if the Enemy has the lowest Current Health of all Alive Enemies they get Hunted for 3 turns, Exposing by 25% and on Death the Source Heals by 20%Stunning for 1 turn if the Target has the lowest Current Health of all Enemies (only Stuns if there are 2 or more Enemies)
Cost: 50 Mana; Cooldown: 53 Turns
Upgrade: +15% Healt+20% Initial Damage
Upgrade: The Kill additionally Restores Mana equal to the current percentAdditionally reduces the Target's Damage Dealt by 50% for 3 turns if the Stun activates
Beast Hunter
Deals 80%100% Attack Damage, increased by 40% if the Target has more Maximum Health than youthe Damage gaining 1% Pierce per 25 Maximum Health the Target has
Upgrade: Additionally Cripples by 20% for 3 turns (Cripple applies before Initial Damage)-5 Maximum Health Threshold
Jugular Strike
Inflicts 15% Health and Mana Hemorrhage on the Target for 2 turns
Cost: 40 Mana; Cooldown: 5 Turns
Upgrade: If the Target is below 50% Health bost Hemorrhages are stronger by 10%
Upgrade: Reduces the Target's Damage Dealt by 25% for 3 turns
Tracking Shot
Deals 100% Attack Damage, your next Attack on the Target gaining 50% Pierce and dealing bonus Damage equal to 15% of their Maximum Health
Cost: 40 Mana; Cooldown: 4 Turns
Upgrade: +25% Pierce
Upgrade: +10% Maximum Health Damage
Passives
Hunter's Glory
10% Chance to Instantly Kill Enemies below 15% Health on Attack
Upgrade: +5% Instant Kill Chance
Upgrade: +10% Health Threshold
Relentless Hunter
Attacking deals bonus Damage equal to the Target's Maximum Health
Upgrade: +2.5% Maximum Health Damage
Upgrade: Additionally Heals you by 10% of the Target's Maximum Health on Attack
Bullseye
Attacking applies a stack of Bullseye (up to 53) onto the Target for 32 turns, Health Crippling them by 10% per stack
Upgrade: +5% Cripple per stack
Upgrade: +2 Turn Duration+2 Maximum Stacks
Infinites
Thrill of the Hunt: +1% bonus Damage Dealt to Targets below 50% Health per level+2.5% Damage Dealt for 3 turns on Kill per level
Big Game: +0.5% of Target's Maximum Health converts to bonus Damage on Attack Bounty +5 Gold on Kill per level
Disarming Strike: +1% Chance to Disarm for 2 turns on Attack Titan Takedown: +1% Pierce against Bosses per level
Weekly Update: 10/8/2018 - Assassin, Marauder, Duelist, and Ninja Changes (Parts 5 & 6 of 8)
First off I wanted to apologize for being late on my Weekly Updates, the past few days were quite busy for me. But don't worry, I'm going to post all the Rogue and Archer changes today to complete the week! Instead of doing 4 more posts of 2 classes each, I'm going to post all Rogues on this post and then make another post later today for all Archers! Any old content that has been removed will be striked through, and any new content that has been added will be bold.
Alright so due to popular demand, I've had to think really hard on how to make rogues more powerful. They were the red headed step child, not quite as powerful as warriors but not as useful for buffing/debuffing like archers or mages. So they were stuck in a weird center point with a couple of them having very specific roles, like the Ninja allowing you to target untargetable enemies. So I tried my hecking best to make rogues more powerful, more useful, and more fun to play!
Assassin
The Assassin had a decent idea that is easy to grasp, it's literally in the name. He kills enemies, but not just kills them, he Instantly Kills them! Assassinate is now a very straightforward Killing spell, not giving a chance to Kill but a guaranteed one on low health enemies. His drawbacks are that he doesn't have any damage reduction abilities and he doesn't have many debuffing spells.
Actives
Sharp Blade
Deals 65% Pierce DamageDeals 75% Attack Damage with 50% Pierce
Cost: 3530 Mana, Cooldown: 23 Turns
Upgrade: +35%+25% Damage Dealt
Upgrade: -10 Mana Cost+25% Pierce
Mercy
Deals 100% Attack Damage and if the Target is below 30% Health the Assassin gains a 20% chance to Instantly Kill themDeals Attack Damage equal to 40% of the Target's Missing Health
Cost: 3550 Mana, Cooldown: 54 Turns
Upgrade: +20% Health Threshold+25% Missing Health Damage
Upgrade: +15% Instant Kill ChanceAdditionally Exposes the Target by 35% for 3 turns
Reave
Deals 115% Attack Damage plus bonus Damage equal to 15% of the Target's Maximum Health
Cost: 35 Mana; Cooldown: 4 Turns
Upgrade: +10% Initial Damage
Upgrade: +10% additional Maximum Health Damage Dealt if the Target is below 50% Health
Assassinate
Instantly Kills an Enemy below 20% Health (turns to a 50% chance against Bosses, otherwise dealing a Basic Attack)
Cost: 75 Mana, Cooldown: 6 Turns
Upgrade: +15% Health Threshold
Upgrade: Additionally grants a 50% chance to Critically Kill, bypassing Instant Kill Immunity
Quell the Weak
Deals 100% Attack Damage, Exposing the Target by 35% if they are below 50% Health
Cost: 40 Mana; Cooldown: 5 Turns
Upgrade: +25% Initial Damage
Upgrade: If the Target is between 50% and 75% Health their health is set to 50% (by taking Divine Damage)
Pinpoint Focus
For 3 turns all Allies gain 30% Critical Strike Chance and Critical Damage
Cost: 50 Mana, Cooldown: 5 Turns
Upgrade: +20% Critical Strike Chance and Critical Damage
Upgrade: Additionally provides 25% Pierce for the duration
Upgrade: The Assassin gains Instant Kill ImmunityAdditionally grants +15% Pierce
Weak Point
20% Attack Damage Dealt converts to Pierce Damage
Upgrade: +15% Pierce Damage
Upgrade: +10% Critical Strike Chance
Expose Weakness
Dealing a Basic Attack Debuffs the Target for 2 turns, making them take bonus Damage equal to 15% of their Missing Health on Attack
Upgrade: +10% Missing Health Damage
Upgrade: +1 Turn Duration
Infinites
Pierce: +1% Attack Damage Dealt converts to Pierce Damage per level Breach: +1.5% Critical Damage per level
Lucky Strike: +1% Critical Strike Chance per level Instill Fear: -1% Attention for 2 turns on Kill per level
Killing Strike: +0.25% Instant Kill Chance per leve Assassin's Gift: +0.02% permanent Instant Kill Chance on Kill per level
Marauder
The Marauder is basically the opposite of the Assassin. The Assassin is built around instant burst damage with few debuffs, but the Marauder is a little slower with many debuffs as well as Sunder, granting bonus damage per debuff the target is afflicted by. I liked the idea of making an enemy Bleed with Laceration followed by Deep Cuts for the Shatter, so that stayed in as well as many other aspects of his old character, but just better now!
Actives
Laceration
Deals 100% Attack Damage and Bleeds the Target by 10%25% for 2 turns
Cost: 2535 Mana, Cooldown: 4 Turns
Upgrade: +25%+15% Initial Damage
Upgrade: +5% Bleed potencyHemorrhages instead on Bleeds
Deep Wounds Deep Cuts
Deals 100%75% Attack Damage and Shatters the Target for 3 turns if Laceration is active, converting all Damage Taken to Divine Damage
Cost: 3550 Mana, Cooldown: 5 Turns
Upgrade: +25% Initial DamageAdditionally Exposes the Target by 25% for 5 turns if the Shatter activates
Upgrade: -20 Mana CostAdditionally increases the Bleed/Hemorrhage Duration of Lacertaion by 2 turns
Shred
Deals 100% Attack Damage and Exposes the Target by 20% for 3 turnsreduces the Target's total Defense by 30% for 3 turns
Cost: 3540 Mana, Cooldown: 45 Turns
Upgrade: +15% Expose+20% Defense Reduction
Upgrade: Additionally deals bonus Damage equal to 3 times the Target's total Defense before Reduction
Sunder
Deals 100% Attack Damage, increased by 15%12.5% per Debuff on the Target
Cost: 3035 Mana, Cooldown: 23 Turns
Upgrade: +25% Initial Damage+7.5% Damage per Debuff
Upgrade: +10% Damage per DebuffAdditionally grants the total Damage 10% Pierce per Debuff
Passives
Infectious
Reduces the Target's Healing Taken by 30% for 32 turns on Attack
Upgrade: +20% Healing Taken Reduction
Upgrade: +2 Turn DurationAdditionally sets the Target's Mana Regen to 0% for the duration
Mercenary
Attacking deals bonus Damage equal to 5% of your Gold (bonus Damage cannot exceed 10% of the Target's Maximum Health)
Upgrade: +2.5% Gold Multiplier
Upgrade: +5% Damage CapParty Kills grant an immediate 100 Gold
Infinites
Thief: +2 Gold gained when Attacking Targets below 35% per level+1% Gold Multiplier per level
Exposing Strike: +1% Chance to Expose by 20% on Attack for 3 turns per level Weak Targets: +1.5% Damage Dealt to Bleeding or Hemorrhaged Enemies per level
Bleeding Strike: +1% Chance to Bleed by 20% on Attack for 2 turns per level Double Strike: +1% Damage Dealt deals additional Damage per level
Duelist
The Duelist was a strange character, having a sort of half-Assassin kit and half Marauder kit. I was trying to aim for a class that could fight one-on-one even against Bosses, which is why he had Titan Takedown. But that was a Kill ability as well, which to me seems not too fitting for what I actually want him to be. So instead of Titan Takedown, he has Challenge. This makes the Duelist and the Challenged target unable to take outside Damage, a true one-on-one fight. If the Duelist kills the target while Challenging them, he gets permanent stat bonuses! A decent chunk of his other abilities have stayed about the same, but with some tweaks.
Actives
Assault
Deals 100% Attack Damage and applies a stack of Assault (up to 53) onto the Target for 3 turns, each stack granting Assault 20% bonus Damage per stack, removing all stacks if Assault is used on another Targetbonus Damage equal to 10% of the Target's Maximum Health per stack
Cost: 1025 Mana, Cooldown: 0 Turns
Upgrade: +15% Damage per stack+2 Maximum Stacks
Upgrade: -5-10 Mana Cost
Unfair Advantage
Deals 75% Attack Damage, increased by 2% per 3% extra Maximum Health the Target has than the Duelist, capped at 50% bonus Damage1% per 1.5% of the Target's Current Health Percent
Cost: 3040 Mana, Cooldown: 3 Turns
Upgrade: +1% Damage Multiplier+25% Initial Damage
Upgrade: +35% Bonus Damage Cap-0.5% Current Health Percent Multiplier
Titan Takedown
Deals 100% Attack Damage and gives a 10% chance to Instantly Kill the Enemy, increasing by 1% per 50 Missing Health, capped at 50% total chance
Cost: 50 Mana; Cooldown: 7 Turns
-15 Missing Health threshold
If the Target is a Boss this deals 35% bonus Damage
Challenge
For 3 turns you an the Target cannot Heal, cannot Shroud, and can only Damage each other. Killing the Target while Challenging them grants you a permanent 2.5% Critical Strike Chance
Cost: 50% Mana (20 minimum), Cooldown: 6 Turns
Upgrade: Additionally grants +2% Pierce on Challenge Kill
Upgrade: Additionally grants 25% Damage Reduction while Challenge is active
Hack and Slash
For 2 turns the Duelist deals bonus Damage equal to 10% of the Target's Maximum Health on AttackYour next 2 Attacks deal bonus Damage equal to 10% of the Target' Maximum Health
Cost: 3050 Mana, Cooldown: 5 Turns
Upgrade: +5% Maximum Health Damage+1 Attack
Upgrade: +1 Turn Duration+5% Maximum Health Damage
Passives
Counter
30% Chance to Reflect 30% Damage Taken
Upgrade: +20% Chance
Upgrade: +20% Damage Reflection
Thresh
30% Chance to reduce Armor by 20 for 2 turns on Attack
Upgrade: +20% Chance
Upgrade: +15 Armor Reduction
Quell the Weak
+20% Damage Dealt to Targets below 50% Health
Upgrade: +15% Damage Dealt
Upgrade: Additionally grants 25% Damage Reduction against Enemies below 50% Health
Infinites
Counterattack: +1% Chance to Reflect 35% Damage Taken per level Focused Strikes: +2% Damage Dealt on Attack if the Target was Attacked by you on your previous turn per level
Crippling Strike: +1% Chance to Health Cripple by 25% for 3 turns on Attack per level Deadly Crits: +1% Target's Maximum Health converts to bonus Damage on Crit per level
Health Damage: +1% Current Health converts to bonus Damage on Attack per level Revenge: +1% Pierce against the last Enemy that Damaged you per level
Ninja
The Ninja is a good one, he didn't need many changes. I emphasized the personal Shroud, getting rid of Final Strike in favor of Deep Shroud. Deep Shroud also takes the place of Concealment, being his only ability that now increases the duration of Shrouds. His other abilities have mostly stayed the same, he didn't need many changes since his idea is pretty simple to grasp.
Actives
Shadow Shroud
You become Untargetable for 3 turns
Cost: 2530 Mana, Cooldown: 5 Turns
Upgrade: +2+1 Turn Duration
Upgrade: Additionally Heals by 35% of your Missing Health over the duration
Shadow Strike
Deals 100% Attack Damage or 100% Piercing Damage if you're Shrouded, gaining 65% Pierce if you're Untargetable but revealing you in the process
Cost: 25 Mana, Cooldown: 34 Turns
Upgrade: +15% Shroud DamageShrouding immediately Reduces the Cooldown of Shadow Strike by 2 turns
Upgrade: This spell no longer removes ShroudsShadow Strike now Reduces the Duration of your Shrouds to 1 turn instead of removing them
Ninja Instinct
Deals 120%100% Attack Damage, this Spell can target Untargetable Enemies
Cost: 2530 Mana, Cooldown: 23 Turns
Upgrade: If the Target was Untargetable the Ninja Shrouds for 2 turnsIf the Target was Untargetable the Damage increases by 25% and its Cooldown is reduced by 2 turns
Upgrade: Additionally removes all Shrouds from the Target
Final Strike
Deals 100% Attack Damage, or 150% Attack Damage if the Ninja is below 40% Health
Cost: 40 Mana; Cooldown: 6 Turns
Upgrade: +25% Conditional Damage
Upgrade: The Ninja additionally Heals by 50% of the Damage Dealt if below the threshold
Deep Shroud
All Shroud Durations on your are increased by 2 turns
Cost: 35 Mana, Cooldown: 3 Turns
Upgrade: Additionally increases your Accuracy and Critical Strike Chance by 25% for 3 turns
Upgrade: Additionally Purges all Debuffs from you
Passives
Elusive
Taking Damage grants a 15% chance to Shroud for 1 turnYou gain a 10% chance to ignore Damage Taken
Upgrade: +10%+5% Chance
Upgrade: If the Ninja is below 50% Health when the Shroud activates he Heals for 20% of his Missing HealthAdditionally caps your Attention to 15
Concealment
You gain 20% Attack Damage Dealt while Shrouded
Upgrade: +15% Damage Dealt
Upgrade: Shrouds last 1 turn longerAdditionally provides 5% Health and Mana Regen while Shrouded
Infinites
Pinpoint Strike: +1% Critical Damage per level Lingering Shroud: -1% Attention for 2 turns after a Shroud ends per level
Evasive: +1% Chance to Shroud for 2 turns when taking Damage below 20% Health per level Blur: +1% Chance to Shroud for 1 turn when Damaged per level
Death Damage: +1% Missing Health converts to bonus Damage on Attack Shroud Stabs: +0.5% Enemy's Maximum Health deals Attack Damage when an Enemy Shrouds per level
Sorry for no Update today, I'll be sure to post extra tomorrow!
Just like the title says, I was swamped today with work and plans with friends, I wasn't able to get around to making the class changes update for today. I'll be sure to post extra tomorrow to make up for the loss!
Weekly Update: 10/4/2018 - Blood Mage and Shaman Changes (Part 4 of 8)
Part 4 of the 8-day seroes on detailed class changes. Today I'm covering the Blood Mage and the Shaman, and again any old spell changes are going to be striked through and any new changes are going to be bold.
Blood Mage
The Blood Mage hasn't changed too much, given that his idea before lines up with how I want him to actually be. I took away Hemorrhage's damage component since I felt it was too similar to Bleed Out, and now made it a risk-reward ability with increased Spell Damage Dealt at the cost of Maximum Health. To counter this Health loss, Bleed Out grants bonus Maximum Health when it Kills, and he gets some natural tankiness from Augmentation (which was originally the opposite, granting Damage Dealt a chance to switch).
Actives
Infusion
Deals Spell Damage to each Enemy equal to 15% of their Maximum Health, healing you by 35% of the Damage Dealt (deals half Damage to Bosses)
Cost: 50% Health (50 minimum); Cooldown: 6 Turns
Upgrade: +10% Maximum Health Damage
Upgrade: If the Blood Mage goes below 25% Health after Cast he Regenerates by 35% of his Maximum Health over 3 turns+15% Health Cost but permanently reduces each Enemy's Maximum Health by the Damage Dealt
Bleed Out
Spends 35%25% Health to deal Spell Damage equal to 150%200% of the Health Spent
Cost: 35%25% Health (3525 minimum); Cooldown: 42 Turns
Upgrade: Additionally Cleanses the Blood Mage of all Negative Status Effects (except Blood Boil)+50% Health Multiplier
Upgrade: -1 Turn CooldownPermanently increases your Maximum Health by 20 if this Kills the Target
Blood Boil
You take Spell DamageDivine Damage equal to 50% of your Maximum Health over 65 turns, but each Enemy takes Divine Damage equal to 65% of their Maximum Health over 65 turns
Cost: 50% Mana (50 minimum); Cooldown: 65 Turns
Upgrade: -15% Self Damage Multiplier
Upgrade: +15% Enemy Damage Multiplier
Hemorrhage
Deals 110% Spell Damage plus bonus Damage equal to 20% of the Blood Mage's Maximum ManaLose a permanent 10% Maximum Health to gain a permanent 5% Spell Damage Dealt
Cost: 25% Health10% Maximum Health (255 minimum); Cooldown: 20 Turns
Upgrade: +15% Maximum Mana DamageAdditionally grants +5% Spellsteal per use
Passives
Augmentation
35% of Divine Damage Dealt converts to HealthAttack Damage Taken is reduced by 35%
Upgrade: 50% Chance to convert Attack Damage Dealt to Spell DamageAdditionally grants a 50% chance to convert Spell Damage Taken to Attack Damage
Upgrade: 25% Chance to convert Spell Damage Dealt to Divine DamageAdditionally grants a 25% chance to convert Divine Damage Taken to Spell Damage
Blood Training
All Health Costs are reduced by 20%15%
Upgrade: +15%+10% Health Cost Reduction
Upgrade: 20% Chance to Heal on Spell CastIf you go below 50% Health on Cast, you gain 10% Health Regen for 3 turns
Infinites
Instability: +1% Chance to Heal on Spell CastCast Health Spells for free per level
Soul Tap: +0.35% Missing Health Heal per turn per level Profuce Bleeding: +0.03% Spell Damage Dealt per 1% Missing Health per level
Health Fountain: +20 bonus Maximum Health per level Divine Absorption: +1% Divine Damage Dealt returns as Health per level
Shaman
The Shaman also hasn't changed much, since his whole idea was a slow-burning Healer. His idea is that he's relatively weak in the early game, but can get extremely powerful in the late game. Mass Heal is a strong healing spell on its own when it's upgraded, but his new Passives allow it to really shine. Also he's still the only unit with a Reviving Active Spell, so that has immense value all in its own.
Actives
Death Hex
The Target takes Spell DamageDivine Damage equal to 65%100% of their Maximum Health over 106 turns
Cost: 35% Mana (50 minimum)100 Mana; Cooldown: 107 Turns
Upgrade: +35%+50% Maximum Health Damage
Upgrade: 50% Chance to deal Divine Damage each turn instead of Spell DamagEach turn the Target gains a 0.5% chance to be Instantly Killed per 1% of their Missing Health
Debilitate
Increases the Duration of all Debuffs the Target has by 3 turns
Cost: 100 Mana; Cooldown: 5 Turns
Upgrade: Additionally reduces the Target's Debuff Resistance by 50% for 5 turns
Upgrade: Additionally reduces the Duration of all Buffs the Target has by 2 turns
Black Cloud
Increases the Duration of all Enemy Debuffs by 2 turns
Cost: 25% Mana (25 minimum), Cooldown: 5 Turns
Upgrade: +1 Turn Duration
Upgrade: Additionally reduces the Duration of all Enemy Buffs by 2 turns
Mass Heal
Heals all Allies by 15% of their Missing Health
Cost: 100 Mana20% Mana (10 minimum), Cooldown: 54 Turns
Upgrade: +10% Missing Health Heal
Upgrade: Additionally Restores 20% of each Allies' Missing Mana (half effective for the Shaman)Additionally Heals by a bonus 10% Maximum Health if an Ally is below 25% Health
Revive
Revives an Ally with 20% Health , with an additional 20% Heal over 2 turns (additional Heal only applies on Dead Allies)
Cost: 50% Mana (100 minimum)200 Mana, Cooldown: 85 Turns
Upgrade: +15% Revive
Upgrade: +25% Initial Heal, but reduces the Ally's Mana by 100 (if the Ally has less than 100 Mana this does not activate)Additionally grants the Ally Damage Immunity for 1 turn
Passives
Channel Healing
Heals gain a 20% chance to additionally Heal by 20% of the Target's Maximum Health
Upgrade: +15% Chance
Upgrade: +25% bonus Healing Dealt
Burning Heals
Healing Buffs the Target for 2 turns, dealing Spell Damage equal to 10% of the Source's Maximum Health when Damaged
Upgrade: +5% Maximum Health Damage
Upgrade: +1 Turn Duration
Overheal
Heals additionally increase the Target's Maximum Health by 20% for 4 turns
Upgrade: +15% Maximum Health
Upgrade: Additionally grants +5% Health and Mana Regen for the duration
Deep Chant
Adds a stack of Chant (up to 5) onto you per turn, increasing Healing Dealt by 10% per stack and removing all stacks on Heal
Upgrade: +5% Healing Dealt per stack
Upgrade: Additionally Restores by 10% of the Healing Dealt per stack
Infinites
Heal Amplify: +1% Chance to double Healing Dealt per level Vengeful Spirits: +1.5% Damage Reflection when below 50% Health per level
Deeper Energy: Grants either +12 Maximum Mana, +1 Intelligence, or +0.2%+0.25% Mana Regen per level
Spirit's Blessing:+1% Chance for a Spell Cast to be Free per level+1% Healing Dealt also Restores you per level
Weekly Update: 10/3/2018 - Arcane Mage and White Mage Changes (Part 3 of 8)
Part 3 of the 8-day series on detailed class changes. Today I'm covering the start of Mages, the Arcane Mage and the White Mage. Again, any old spell contents that have been removed will be striked through, and any content that is new is going to be bold.
Mages got the short end of the stick with weak weapons and armor. I tried to compensate by giving them strong abilities, but they pretty much always got outclassed warriors. Since warriors now rely more on support units, mages can step up to the plate with more powerful buffs and tons of utility that give them a valuable niche.
Arcane Mage
The Arcane Mage is probably the largest rework of all the classes. He used to be a straightforward burst unit, with each Active ability having damage as well as a debuff component. I felt it was a little lazy so I completely converted him into something else! He has a powerful debuff with Melter, he can turn into an ethereal damage machine with Arcane Form, and Arcane Training still makes him useful while he's Silenced.
Actives
Absorption
Deals 100% Spell Damage and returns Mana equal to 30% of the Damage Dealt (capped at the Mana Cost of this spell)Steals 15% of the Target's Mana
Cost: 5035 Mana; Cooldown: 2 Turns
Upgrade: -10 Mana Cost+10% Mana Steal
Upgrade: +20% Mana ReturnAdditionally deals bonus Damage equal to the Mana Stolen
Fireball
Deals 100% Spell Damage to the Target and 65% Damage to adjacent Targets, reducing the Armor of each Enemy hit by 25 for 3 turns
Cost: 35% Mana (35 minimum); Cooldown: 5 Turns
Upgrade: +20% Main Target Damage
Upgrade: +10 Armor Shred
Divine Blast
Deals Divine Damage equal to 30% of the Target's Maximum Health (deals half Damage to Bosses)
Cost: 35% Mana (35 minimum); Cooldown: 5 Turns
Upgrade: +20% Maximum Health Damage
Upgrade: Additionally deals half Damage to surrounding Enemies
Freeze
Deals 125% Spell Damage and Slows the Target by 30% for 3 turns
Cost: 35% Mana (35 minimum); Cooldown: 5 Turns
Upgrade: +20% Slow
Upgrade: Shatters the Enemy for the duration, converting all Damage they take into Divine Damage
Melter
Sets every Enemy's total Damage and Defense to 1 for 1 turn
Cost: 25% Mana (20 minimum); Cooldown: 5 Turns
Upgrade: Additionally Exposes every Enemy by 25% for the duration
Upgrade: Additionally Silences every Enemy for the duration
Shock
Deals 100% Spell Damage and grants a 25% chance to Stun each Enemy for 2 turns
Cost: 35% Mana (35 minimum); Cooldown: 5 Turns
Upgrade: +10% Stun Chance
Upgrade: Stunned Enemies take an additional 50% Spell Damage
Arcane Form
For 5 turns you cannot Attack, cannot be Silenced, have no Spell Costs, and each Spell's Cooldown is reduced by 2 (not affecting Arcane Form)
Cost: 100% Mana (100 minimum); Cooldown: 7 Turns
Upgrade: Additionally increases the Damage Dealt of Absorption and Divine Blast by 35%
Upgrade: Additionally increases the Debuff Duration of Melter by 1 turn
Passives
Deeper Knowledge
+4 bonus Maximum Mana per Intelligence
Upgrade: +3 Maximum Mana per Intelligence
Upgrade: +1 Bonus Damage per Intelligence
Arcane Training
While Silenced, Attack Damage Dealt converts to Spell Damage
Upgrade: Additionally Restores 25% Mana when Silenced
Upgrade: Additionally Reduces your Cooldowns by 1 turn when Silenced
Equilibrium
The Arcane Mage Restores 6% of his Missing Mana per turn
Upgrade: +4 Mana Regen
Upgrade: +5% bonus Mana Regen
Forceful Spells
Absorption and Divine Blast gain a 15% chance to Stun for 1 turn
Upgrade: +10% Chance
Upgrade: Additionally deals Spell Damage equal to 15% of the Target's Maximum Health on Stun
Infinites
Spell Amplify: +1% Chance to increase Spell Damage Dealt by 35% per level Divine Power: +1% Divine Damage Dealt per level
Spiritsteal: +1% Spell Damage Dealt converts to Mana per level Soul Explosion: +1% Maximum Mana deals Divine Damage to every Enemy on Death per level
Spell Strike: +1% Chance to deal bonus Damage equal to 20% of the Arcane Mage's Maximum Mana on Cast per level Arcane Resistance: +1% Spell Damage Reduction per level
White Mage
The White Mage was another easy, straightforward unit more geared for support. He still is a support unit but with more layers. His support spells are pretty simple except Haste which has tons of potential given the right party. His Passives grant Party bonuses, and his Infinites provide bonuses to his Healing and Mana/Mana Regen. Still pretty simple, but my aim was to make the simplicity more interesting!
Actives
Magic Strike
Deals 100% Spell Damage
Cost: 10% Mana (10 minimum); Cooldown: 0 Turns
Upgrade: +20% Damage
Upgrade: Converts 50% of the Spell Damage to Divine Damage
Energy Blast
Deals 100% Spell Damage plus bonus Damage equal to 15% of your Missing Mana
Cost: 10% Mana (5 minimum); Cooldown: 0 Turns
Upgrade: +15% Initial Damage
Upgrade: +10% Missing Mana Damage
Wither
Reduces an Enemy's Damage Dealt by 30% for 3 turns
Cost: 50 Mana; Cooldown: 5 Turns
Upgrade: +20% Damage Reduction
Upgrade: +2 Turn Duration
Energy Shield
Grants each Ally 30% Damage Reduction for 3 turns
Cost: 65 Mana; Cooldown: 6 Turns
Upgrade: +20% Damage Reduction
Upgrade: Additionally Reflects 50% Damage Taken before Reduction for the duration
Divine Touch
Heals an Ally by 35% of their Missing Health
Cost: 65 Mana; Cooldown: 5 Turns
Upgrade: Additionally Heals by 25% of the Ally's Maximum Health over 3 turns
Upgrade: Additionally reduces the Ally's Damage Taken by 35% for 3 turns
Restoration
Heals an Ally by 30% of their Missing Health
Cost: 20% Mana (25 minimum); Cooldown: 3 Turns
Upgrade: Increases the Missing Health Multiplier by 20% if Cast on an Ally below 35% Health
Upgrade: Reduces the Cooldown by an immediate 2 turns if Cast on an Ally below 35% Health
Rejuvinate
Restores 30% of all Allies' Mana over 5 turns
Cost: 100 Mana; Cooldown: 5 Turns
Upgrade: +20% Rejuvination
Upgrade: -2 Turn Duration
Haste
Buffs an Ally for 5 turns, their next Spell Cast activating twice
Cost: 250 Mana; Cooldown: 6 Turns
Upgrade: -50 Mana Cost and -1 Cooldown
Upgrade: Additionally Refreshes the Target's Cooldowns
Passives
Spell Weaver
Heals additionally grant 30% Debuff Resistance for 3 turns
Upgrade: +20% Debuff Resistance
Upgrade: Additionally increases the Target's Main Stat by 20 for the duration
Divine Protection
When an Ally takes Damage, they Heal by 6.5% of their Missing Health
Upgrade: +3.5% Missing Health Heal
Upgrade: Additionally provides each Ally with a 10% Revive once per Combat
Heal Potency: +1% Healing Dealt per level
Mana Bolster: +15 Maximum Mana per level
Rejuvination: +0.25% bonus Mana Regen per level Equilibrium: +0.5% Missing Mana Regen per level
Weekly Update: 10/2/2018 - Dragon Slayer and Knight Changes (Part 2 of 8)
Part 2 of the 8-day series on detailed class changes. Today I'm covering the Dragon Slayer and the Knight. Again, any old spell contents that have been removed will be striked through, and any content that is new is going to be bold.
Dragon Slayer
The Dragon Slayer didn't really have a set theme. The way he is now is loosely based on killing and dealing high burst damage. His rework puts more emphasis on killing, with Slay getting a permanent Damage increase if it kills its target, and both passives revolving around killing enemies. After all, what good is a Dragon Slayer if he can't absorb the powers of his enemies Skyrim style!
Actives
Sacrifice
Spends 12.5% Current Health to deal 120%100% Attack Damage plus bonus Divine Damage equal to 100% of the Health Spent
Cost: 12.5% Health (25 minimum); Cooldown: 3 Turns
Upgrade: +15% Initial Damage
Upgrade: If you cast this below 35% Health you Steal 25% Health+50% Divine Damage Multiplier
Decimate
Deals 130% Attack Damage
Cost: 40 Mana; Cooldown: 6 Turns
Upgrade: +20% Initial Damage
Upgrade: Additionally deals 1% bonus Damage per 2% of the Target's Missing Health
Tunnel Vision
Deals 100% Attack Damage, increased by 20% if Tunnel Vision was the last Spell Cast (this can stack with multiple uses)
Cost: 7.5% Health (5 minimum); Cooldown: 0 Turns
Upgrade: +15% Damage Dealt per Chain
Upgrade: Additionally grants the Damage Dealt 10% Pierce per Chain
Slay
The next 3 Attacks gain 30% Lifesteal and SoulstealDeals 75% Attack Damage, permanently increasing Slay's Damage by 2.5% if this Kills the Target
Cost: 25%50 Mana (15 minimum); Cooldown: 65 Turns
Upgrade: +2 ChargesAdditionally grants Slay a permanent 1% Pierce per Kill
Upgrade: +20% Lifesteal and SoulstealIncreases Slay's Damage by 1% if it doesn't Kill the Target
Intimidation
Deals 125% Attack Damage and if this Kills the Target every Enemy gets a 50% chance to get Stunned for 2 turns
Cost: 35 Mana; Cooldown: 6 Turns
Upgrade: +1 Turn Duration
Upgrade: Kills additionally Expose every Enemy by 25% for 5 turns
Bloody Death
Grants each Ally 25% Lifesteal and Soulsteal for 3 turns
Cost: 35 Mana; Cooldown: 5 Turns
Upgrade: Additionally grants 25% Spellsteal for the durtation
Upgrade: Additionally grants 25% Spiritsteal for the duration
Passives
Dragon's Guard
Kills increase the Dragon Slayer's Maximum Health by 20% for 3 turns
Upgrade: Kills additionally Heal by 20% of the Dragon Slayer's Maximum Health
Upgrade: Kills additionally increase the Dragon Slayer's Damage Dealt by 25% for the duration
Dragon's Blessing
Killing Enemies with Higher Maximum Health grants a permanent 20 Maximum Health
Upgrade: +15 Maximum Health Gain
Upgrade: Additionally grants +2 Bonus Damage
Drink Their Blood
+15% Lifesteal
Upgrade: +10% Lifesteal
Additionally reduces Healing Taken by 50% for 2 turns on Attack
Onslaught
Kills grant a 20% chance to Refresh all Cooldowns
Upgrade: +15% Chance
Upgrade: If Onslaught activates, your next Damaging Spell gains 35% Initial Damage
Infinites
Lifesteal: +1% Lifesteal per level Dying Breath: +0.5% Health Revive on Death one per Combat per level
Open Wounds: +1% Target's Missing Health converts to bonus Damage on Attack Offensive Stance: +3 Bonus Damage, but -1 Bonus Armor per level
Serrated Blade: +1 Bonus Damage per level Refreshing Kills: +1% Mana Restore on Kill per level
Knight
The Knight went through a few reworks in the current game until he was in a pretty good position. He started extremely tanky, with several abilities that increased Damage Reduction. His major rework toned down his tankiness in favor of being more of a bulwark with Fortress. This new rework puts even more emphasis on that, giving him even less Damage Reduction abilities, and in fact having a Passive that makes you take more Damage as it redirects Ally Damage Taken to you! This forces you to use Defend the Flanks more often (as I found myself not needing it when I played him), as well as Resilience giving small but significant Heals when Buffed. His Damage Reduction abilities more or less moved to his Infinite Spells.
Forceful Impact
Deals 100% Attack Damage plus bonus Damage equal to 10%15% of your Maximum Health
Cost: 35 Mana10% Health (5 minimum); Cooldown: 3 Turns
Upgrade: +5%+10% Maximum Health Damage
Upgrade: Additionally Stuns the Enemy for 1 turn, bypassing Debuff Resistance
On Your Feet
The Knight spends 10% Health to Heal an Ally by 10% of his Health plus bonus Health equal to the Health spentHeals an Ally by 20% of your Maximum Health
Cost: 10% Health (15 minimum)35 Mana; Cooldown: 34 Turns
Upgrade: +5%+15% Maximum Health Heal
Upgrade: Amplifies the total Heal by 50% of the Ally is below 35% HealthAdditionally Heals by 25% of their Missing Health
Defend the Flanks
Grants 10% Damage Reduction for 3 turns, increased by 5% per Alive Enemy
Cost: 3525 Mana; Cooldown: 54 Turns
Upgrade: Additionally grants +7.5% Health Regen for the duration+20% Damage Reduction if more than 2 Enemies are Alive
Upgrade: If Fortress if active this grants an additional 20% Damage ReductionAdditionally provides Critical Strike Immunity for the duration, converting Critical Strikes Taken into Attack Damage
Fortress
Forces Enemies to target you for 2 turns, gaining 50% Debuff Resistance for the duration
Cost: 35 Mana; Cooldown: 54 Turns
Upgrade: +1 Turn Duration, but +15 Mana Cost
Upgrade: If there are 4 Enemies Alive the Knight Negates Damage for 1 turnIf Defend the Flanks is active, you gain 10% Health Regen for the duration
Passives
Battle Wounds
Taking Damage Heals by 20% of the Damage Taken (does not reduce the Damage Taken)
Upgrade: +15% Damage Multiplier
Upgrade: Additionally Restores Mana by half the current percent
Knight's Guard
15% of Ally Damage Taken is redirected to you
Upgrade: +10% Damage Redirection
Upgrade: Additionally Reflects the Redirected Damage to the Source
Reinforced Armor
+20 Bonus Armor
Upgrade: The Knight deals bonus Damage equal to his Bonus Armor on Attack
Upgrade: The Knight's Bonus Armor threshold reduces to one every 3 Constitution instead of one every 5
Resilience
When a Buff is applied to you, you Heal by 3% of your Maximum Health
Upgrade: +2% Maximum Health Heal
Upgrade: Additionally deal Divine Damage to the Source equal to 10% of their Maximum Health when you're Debuffed
Infinites
Titan: +0.5% Maximum Health converts to bonus Damage on Attack per level Divine Shield: +1.5% Divine Damage Reduction per level
Plated Armor: +1+2 Bonus Armor per level
Defensive Stance: +1% Chance to reduce Damage Taken by 50% per level On Guard: +1% Chance to reduce Damage Taken by 65% per level
Weekly Update: 10/1/2018 - Berserker and Templar Changes (Part 1 of 8)
This is going to be part 1 of an 8 part series of posts! For the next 8 days I'm going to make detailed posts regarding the class changes for full release! Since there's so much work to do and so many changes to go over, I felt it was needed to split it into this many parts. So today is the Berserker and Templar, tomorrow is the Dragon Slayer and Knight, Wednesday is the Arcane Mage and White Mage, Thursday is the Blood Mage and Shaman, Friday is the Assassin and Marauder, Saturday is the Duelist and Ninja, Sunday is the Sharpshooter and Herablist, and Monday is the Hunter and Brewer! Some of this content is reposted from my game's subreddit, but most is original content just for you guys!
Any old spell contents that have been removed are going to be striked through, and any content that is new is going to be bold.
Today and tomorrow covers Warriors. Warriors are pretty damn powerful. They get the strongest weapons, strongest armor, and an assortment of abilities that grant them even more damage and resistance. So I had to tone down their power in order to allow other classes to keep up. As a result you'll see that Warriors now have many more abilities that cost Health, as well as Damage Reduction abilities being more scarce. This is in an attempt to focus buffing power onto other classes to incentivise you into diversifying your party instead of just having 3 Warriors and a Blood Mage.
Berserker
The Berserker had a small theme of being more powerful the lower health he had. I wanted him to have a Passive where he dealt more damage the lower his health was, but at the time I didn't completely know how to program that within the scope of my game's limitations (keep in mind this was 2 years ago and I didn't know nearly as much about programming as I do now). But now I was able to make Berserk, which grants bonus Damage Dealt based on Missing Health. His theme now is more in line with a enraged unit that thrives on spending Health to deal more damage.
Actives
Raging Strike
Deals 100% Attack Damage plus bonus Damage equal to 20%25% of your Missing Health
Cost: 3035 Mana; Cooldown: 3 Turns
Upgrade: +20%+15% Initial Damage
Upgrade: +15% Missing Health DamageAdditionally deals bonus Damage equal to 15% of the Target's Missing Health
Collateral Damage
The Berserker steals 25% of an Ally's Health as Attack Damage but grants them 30% Damage Reduction for 3 turnsDeals 250% Attack Damage
Cost: 35 Mana35% Health (35 minimum); Cooldown: 53 Turns
Upgrade: +10% Health Steal-10% Health Cost and -10 Minimum Cost
Upgrade: +20% Damage ReductionIf this Kills the Target, surrounding Enemies take half Damage
Equalizer
If your Current Health Percent is lower than the Target's, you Heal by
20%15% of your Maximum Health and the Target takes Divine Damage equal to 20%15% of their Maximum Health (Heal and Damage is half effective against Bosses)
Cost: 3550 Mana; Cooldown: 24 Turns
Upgrade: +15% Healing and Damage Dealt+10% Maximum Health Heal
Upgrade: If the Berserker is below 25% Health the Equalization is 50% more effective+10% Maximum Health Damage
Channel Anger
For 3 turns you gain 25% Accuracy and Damage Dealt35% Damage Dealt and 50 Attention
Cost: 30 Mana15% Health (20 minimum); Cooldown: 45 Turns
Upgrade: Additionally grants 25%35% Damage Reduction for the duration
Upgrade: Additionally grants 25%35% Lifesteal for the duration
Passives
Berserk
Attacking applies a stack of Berserk (up to 5) onto the Berserker for 3 turns, increasing Damage Dealt by 7% per stackAttack Damage Dealt is increased by 1% per 1.5% Missing Health
Upgrade: +3 Maximum StacksAdditionally provides 1% Critical Strike Chance per 2.5% Missing Health
Upgrade: Additionally provides 3.5% Lifesteal per stackAdditionally provides 1% Lifesteal per 3.5% Missing Health
Numbness Small note: although the spell description is essentially the same, you actually gain a little more Damage Reduction with the new spell because of the way multipliers stacked in the old game. You actually get a total of 50% Damage Reduction with this spell as opposed to the 42.625% Damage Reduction the old spell gave you
You gain 10% Damage Reduction when below 75% Health
Upgrade: Increases the Damage Reduction by 15% when below 50% Health
Upgrade: Increases the Damage Reduction by 25% when below 25% Health
Infinites
Damage Surge: +1.5% Attack Damage Dealt when below 50% Health per level Blinding Rage: +2.5% Attack Damage Dealt, but -1% Accuracy per level
Lifesteal Surge: +2% Lifesteal when below 50% Health per level Berserker's Mercy: +0.5% Target's Missing Health converts to bonus Damage on Attack per level
Feel No Pain: +1.5% Damage Reduction when below 50% Health per level Blood Absorption: +0.75% Target's Missing Health returns as Health on Attack per level
Templar
The Templar hasn't actually changed much, his old kit was pretty in line with my idea of him. He's supposed to be an anti-mage, and his new kit hasn't changed too much but still has nice changes that make him really powerful against spell casters. With feedback, as well as personal experience, buffing spells didn't feel as powerful as they should be. So you'll see that many buffing spells are just much stronger versions of their currently existing counterparts. Cleanse for instance is now a full-party Debuff removal, or a full Buff removal from ALL enemies!
Actives
Smite
Deals 110%100% Spell Damage plus bonus Damage equal to 15%20% of the Target's Maximum Mana (bonus Damage cannot exceed 20% of the Target's Maximum Health)
Cost: 35 Mana; Cooldown: 23 Turns
Upgrade: +15% Initial Damage+15% Maximum Mana Damage
Upgrade: +10% Maximum Mana DamageAdditionally sets the Target's Debuff Resist Chance to 0% for 3 turns (this bypasses existing Debuff Resist)
Silence
Silences the Target for 3 turns
Cost: 35 Mana15% Mana (15 minimum); Cooldown: 35 turns
Upgrade: Additionally Steals 25% of the Target's Current Mana
Upgrade: Mana Cripples the Target by 35% if they have more Maximum Mana than Maximum HealthThe Silence bypasses Debuff Resist Chance, increasing its Duration by 2 if it were to get Resisted
Cleanse
Removes all Debuffs from an Allyall Allies, or all Buffs from an Enemyall Enemies
Cost: 50 Mana35% Mana (25 minimum); Cooldown: 5 Turns
Upgrade: Ally casts provide 35% Damage Reduction for 3 turnsAlly Casts Restore each Ally by 35% (doesn't Restore the Templar)
Upgrade: Enemy casts increase Mana Costs by 50% for 3 turnsEnemy Casts prevent Buffs from being applied for 3 turns
Blessing
Provides an Allyall Allies with Spell Damage Negation65% Spell Damage Reduction for 3 turns
Cost: 3550 Mana; Cooldown: 5 Turns
Upgrade: Converts 35% Spell Damage Taken to HealthAdditionally provides each Ally with 100% Spell Damage Reflection for the duration
Upgrade: Makes the Ally immune to Debuffs for the durationAdditionally provides each Ally with Debuff Reflection for the duration, reflecting applied Debuffs onto their Source
Passives
Mana Fountain
Gain 3 Maximum Mana per Constitution
Upgrade: +2 Maximum Mana per Constitution
Upgrade: Additionally provides +0.05%+0.1% Mana Regen per Constitution (up to +15%)
Resistance
+30% Debuff Resistance
Upgrade: +20% Debuff Resistance
Upgrade: +35% Spell Damage Reduction
Retribution
Silencing additionally Blinds by 35% for 3 turns
Upgrade: Silencing additionally deals Spell Damage equal to 15% of the Target's Maximum Health
Upgrade: Silencing additionally provides +25 Attention and 25% Damage Reduction for 3 turns
Infinites
Regeneration: +0.25% Health Regen per level Purge: +1% Target's Maximum Mana permanently increases your Maximum Mana on Mage Kill per level
Silencing Strike: +1% Chance to Silence on Attack for 2 turns Mana Charge: +1% Healing Taken also Restores Mana per level
Spell Resistance: +1% Chance to reduce Spell Damage Taken by 65% per level Infused Weapon: +1% Attack Damage Dealt also deals Spell Damage per level
A bit late, but no Weekly Update this week, sorry!
Hey guys, sorry for the delay, my vacation ended literally yesterday. So I think instead of a Weekly Update this week I'm just going to make a really big post next week! It's going to cover the playable classes and really go into each one's changes. There's already similar posts on my subreddit, but I think it'd be a good idea to put it here as well since not everyone uses Reddit. See you then and again thanks for your patience!
Weekly Update: 9/20/2018 - Inventory and Items
Sorry for the delay, I was busy early this week working up to a vacation I'm taking for a week! I was finally able to get around to working on the weekly update and wanted to touch on something that's changed pretty drastically: the inventory and item management!
So the inventory is very simplistic in the old version of the game. You start off with plenty of inventory space to hold basically anything you need. There's no way to alter the amount of spaces you have, and there's basic sorting and bulk-destroying functionality. For my idea of what the game's theme is, a dungeon crawler with an emphasis on combat and loot collecting, this made sense. Unfortunately it didn't work out as well as I wanted as you get so many items that it's difficult to keep track of everything you have. You end up with a ton of items you don't need or that you won't be able to use for a long time.
Here's a reference picture for what the old inventory looks like.
So it was a nice idea that just wasn't implemented properly. New inventory works much differently. You start off with only 8 inventory slots as opposed to the old game with 64 slots! This forces you to maintain your inventory much more tightly, only keeping items that are necessary.
And this is the new starting inventory.
So as you can see, I made a few visual changes on top of the gameplay changes. The icons are twice as big to make things easier to see. You probably also notice all that empty space, well that's a good point to talk about the next part of this Weekly Update: Consumables! I'm adding items that you can consume to utilize different bonuses! One of which is a Backpack, permanently upgrading your inventory space! Now to tradeoff the highly restricted amount of spaces you have I put in the capabilities of you being able to have a theoretical unlimited amount of inventory slots, assuming you're able to find that many Backpacks (they're not cheap either)!
When you have more spaces than can be represented on the screen, a new page is automatically generated. Here's what that looks like:
With this robust change I'll also need a robust filtering system to help with management. I haven't fully fleshed the idea out, but I'll most likely keep the same sorting that the old game has (sorting by type, rarity, level, value, etc). But I'll also add filtering so you can do something like only view Weapons, or only view items that your character is able to equip.
I'll touch on consumables before wrapping this up, but there's not too much to talk about since I actually haven't started working on them yet since the inventory isn't 100% complete. Of course there's the Backpack, but there will also be temporary and permanent potion-like consumables that grant bonuses. Some potions will give a bonus for the next combat encounter, like increased damage or a shield, and some will give a permanent bonus like a Health or Stat increase! There's a lot of ways to go about consumables and I'm excited for what they're going to be able to do!
Alright I think that's about everything for this week, I hope it was worth the wait. I'm really excited for the progress I've made on these changes, and I hope you're excited as well (:
Also just one last thing, next Monday falls on my vacation day, so there's a chance I won't be able to do a Weekly Update that day, but one will definitely still be coming out that week, so stay tuned!