almost 3 years ago - /u/CreatureTech-PHX - Direct link

Hello Slayers!

1.7.0 is just on the horizon, and we wanted to give you all a heads up about the end of the Faction: Past and Faction: Future skill trees.

The TL;DR

  • Faction: Past and Faction: Future will be removed from the Slayer’s Path on July 8
  • Both corresponding abilities will be deactivated

We’d like to take a moment to talk about the design behind these seasonal abilities and what they taught us.

The Original Plan

When we set out to make Infinite Radiance, we wanted to add seasonal abilities that played into the fantasy of various timelines intersecting in the Shattered Isles. The idea was to create an exciting moment in Dauntless that worked within the seasonal story we were telling.

On the design side of things, we wanted to see what seasonal abilities would feel like in Dauntless. The goal was to provide a fun progression reward within the Infinite Radiance season itself. This was also a great opportunity for us to explore unique abilities without altering the balance of Dauntless forever. It provided a space for players to experiment with their builds and try new things. In the end, these seasonal talent trees worked towards these goals, and we learned a lot.

Design Lessons

First up, we learned these abilities shouldn’t negate the powers of new Behemoths. We don’t want these abilities to disable what makes new encounters unique, but rather, we want the abilities to add to them. Whatever shape a seasonal ability takes, it should interact with the new encounters in interesting ways.

With the case of the drone’s ability, it actually worked against the design of the Elder Behemoth’s shields: The AoE damage was negated. We ended up patching this ability, so it worked in these battles. Whatever seasonal abilities we add in the future need to work hand in hand with new encounters. Synergy is key.

Another lesson we learned was to communicate the seasonal ability timeline early. Ideally, the communication around the limited availability of these abilities should be in advance. We’re rolling out communication now around their end date, but in the future, this timeframe should be upfront. We apologize for this lapse in clarity, and we hope this news doesn’t come as a complete surprise.

Future of Seasonal Abilities

The Heroes of Ostia season will not have seasonal abilities. This doesn’t mean that we won’t do it again in the future. In fact, we want to! By putting seasonal abilities aside for now, we’ll be able to focus solely on Omnicells. We will see how they impact the meta on their own.

As for Perfect Strike and the Friend Forever abilities, we’re currently taking our favourite parts and asking ourselves if they can be their own Omnicell. This brief window gave us lots of insight into their design. After taking in feedback and data, it’s clear that they provided interesting builds and twists on combat. We will continue to discuss this, so don’t be surprised if you see these abilities return in some form or another.

On the note of feedback, how did you like these two Factions and their abilities? Which parts did you enjoy and which parts should we leave in the past?
Let us know in the comments!

External link →
almost 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by spectrum-dasher480

Bruh.. So getting the nodes for future was all for nothing? Not really poggers

The goal was to add something to unlock and progress during a specific window of time. This would give players a goal and something to play with.

The mistake was not communicating this early. That's our bad.

almost 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by Rickmashups

Why removing them? Let us choose on both to use them, its pretty cool, we worked hard to master them

We wanted to add some variety for this season alone. It let us experiment during this time window.

We may bring them back in a different form.

almost 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by Manujiiva

So you gonna tell me we worked our a*s off gathering those past and future coins from hunt passes and elder and primal behemoths just to get it wipe away like the old orbs system? Are you serious again?

Yup, I think our main failing here was the lack of communication. That's my bad. Next time, we'll get communication to players in advance. We're sorry this is a surprise.

almost 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by Onyx420Blaze

The idea of making Perfect Strike and Friends Forever would be a great idea as Omnicells.

Going by what we know about Omnicells and their function, I definitely see how these two would fit perfectly. I like having a little drone following me and helping take down behemoths especially in faster builds.

But the thing is, will they be altered to fit the Omnicells function or have the current abilities we know now?

Chances are they'd be altered a bit, but talks around this are still very early.

almost 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by BlackjackMKV

If the seasonal abilities are going to stick around, they NEED to be FAR less grindy. I killed more than 200 behemoths for just the Perfect Strike ability ALONE after being repeatedly told they would be sticking around well after the end of the season. Now I'm being told they're just being removed. While I'm glad to hear we might see them come back, seasonal abilities either need to be WAY less grindy in the future or stick around indefinitely. No temporary ability should EVER involve that much grinding.

Seeing this feedback pop up a bit and passing it on!

almost 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by rossinerd

The powers were good, the fights weren't

Yeah, we definitely missed the mark a bit with Elder and Primals. You should give our last State of Dauntless a read. It's all about them! (Find that on the left in the collection)

almost 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by Kicsivazz

I have been playing in the past few days, seeing that extra layer that I can upgrade my encounter with elders, or have a floating pelico I felt its kinda neat depth, it just does not have the same kind of versatility just yet.

The grind felt okay, I feel like it's about a week or two to get one tree done. I'm sure there are some who will be upset if that time goes to waste, so I do hope you guys have something equally deep very soon in the place of the system. (omnicells seems good, but not sure about depth)

Have seen the new roadmap, would be neat to combine these seasonal abilities with pets. Like, they would be a secondary lantern that you can level up and customise, and ofc transmog to many various cool outfits.

Seasonal pets is a whacky idea and I love it.

almost 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by [deleted]

[removed]

Yes! You hit the nail on the head. We want to go in this direction more in the future.

almost 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by SyaoranWesker

Those were 2 nice additions to the season, it wasn't really hard to max them out and offered a great increase in playability, gonna miss the drone especially

Droney was a stand up pal T-T

almost 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by Warfarrer77

So u are deleting thing what works well and adds fun to the game for slayers (future and past tree) and not deleting thing who was bad itself (primal and elder behemoths)...

This is actually a really good point. We're not discussing Primals and Elders and what to do with them