Hi everyone,
We wanted to take a minute to give you some insight into some additional changes coming to the PTS affecting combat and balance.
As we’ve continued reading through your feedback from testing these changes, we determined that some of our goals were actively competing with each other and not reaching the target audiences in ways we intended. We ultimately want to help raise the floor and reduce the ceiling in regard to DPS output, while simultaneously improving class balance in some problematic areas. So far, this has led to competing changes that have hurt some groups of players despite us stating we didn’t want to actively harm playstyles with any particular change; we are committed to following through with additional ways to mitigate these issues while still meeting our intended goals.
With all that said, in next week’s PTS patch you’ll find that we will be re-evaluating some of the adjustments to Light and Heavy Attacks so they are a bit less drastic. Light and Heavy Attacks will once again scale with your stats, just to a lesser extent than before. Overall, there will still be a nerf on Light Attack damage, but this will allow us to give a lot more love to Heavy Attacks and will be less stark of a difference.
There will also be a handful of tweaks to some class abilities in next week’s PTS patch, based on the feedback we’ve received, but the majority of these will come in the final PTS patch. Note that the focus of these adjustments will be on Magicka-based Nightblades, Wardens, and Sorcerers.
Additionally, for Dungeons and Trials, we’ll be reducing the health of all bosses on Veteran difficulty and above in the final PTS patch to account for the overall DPS loss. For Trials specifically, we’ll be reducing the health of all Champions and Bannermen on Veteran difficulty and above. The reduction in health for each boss will vary from encounter to encounter, but the results should be that each Dungeon and Trial boss fight will provide a similar challenge to what is on Live currently. The Trial bannermen and Champions provide a challenge in their own right so we felt additional adjustments were warranted.
We recognize there has been a lot of concern surrounding the combat changes currently on the PTS, and we truly believe with some continued adjustments and iterations, this is the best course of action for the long-term health of the game. We’re also working on a brief Q&A that should help address some of the more general questions surrounding these changes. Thanks for reading and, of course, taking the time to provide so much in-depth and valuable feedback.
We wanted to take a minute to give you some insight into some additional changes coming to the PTS affecting combat and balance.
As we’ve continued reading through your feedback from testing these changes, we determined that some of our goals were actively competing with each other and not reaching the target audiences in ways we intended. We ultimately want to help raise the floor and reduce the ceiling in regard to DPS output, while simultaneously improving class balance in some problematic areas. So far, this has led to competing changes that have hurt some groups of players despite us stating we didn’t want to actively harm playstyles with any particular change; we are committed to following through with additional ways to mitigate these issues while still meeting our intended goals.
With all that said, in next week’s PTS patch you’ll find that we will be re-evaluating some of the adjustments to Light and Heavy Attacks so they are a bit less drastic. Light and Heavy Attacks will once again scale with your stats, just to a lesser extent than before. Overall, there will still be a nerf on Light Attack damage, but this will allow us to give a lot more love to Heavy Attacks and will be less stark of a difference.
There will also be a handful of tweaks to some class abilities in next week’s PTS patch, based on the feedback we’ve received, but the majority of these will come in the final PTS patch. Note that the focus of these adjustments will be on Magicka-based Nightblades, Wardens, and Sorcerers.
Additionally, for Dungeons and Trials, we’ll be reducing the health of all bosses on Veteran difficulty and above in the final PTS patch to account for the overall DPS loss. For Trials specifically, we’ll be reducing the health of all Champions and Bannermen on Veteran difficulty and above. The reduction in health for each boss will vary from encounter to encounter, but the results should be that each Dungeon and Trial boss fight will provide a similar challenge to what is on Live currently. The Trial bannermen and Champions provide a challenge in their own right so we felt additional adjustments were warranted.
We recognize there has been a lot of concern surrounding the combat changes currently on the PTS, and we truly believe with some continued adjustments and iterations, this is the best course of action for the long-term health of the game. We’re also working on a brief Q&A that should help address some of the more general questions surrounding these changes. Thanks for reading and, of course, taking the time to provide so much in-depth and valuable feedback.