![]() ![]() The changes introduced in Worldslayer will decompress the difficulty curve across Tiers. You may remember the spike threshold/damage events within one second discussion from when especially glass cannon players suffered from what was thought to be one-shot deaths. Additionally, we further reduced the spike threshold and adjusted the amount of damage events occurring within a second. With the introduction of Apocalypse Tiers (which replace Challenge Tiers, even in the base game) we were able to look into the enemy damage curves and make them less steep. With Worldslayer, it is our aim to bring a more streamlined and stable environment for all players. While some players appreciated the challenge, we do understand that many others were frustrated, thus spawning the “Carry-Culture” where some players wanted to be carried especially through Challenge Tiers 9 and 10. Our pre-launch vision for Outriders was that progress through Challenge Tiers would take time and that it would take a great deal of experience, knowledge, and build-optimization to push through those spikes. For some players, these spikes were like hitting a brick wall – something they felt they simply could not overcome. Some of you will likely remember some of the spikes in difficulty when trying to progress through expeditions. At launch, Outriders’ combat was extremely volatile, pun not intended. ![]() To kick things off, let’s take a quick look on how the original game’s combat shaped out to be in the endgame. This should give you the trust that should we ever need to address something, we will do our best to do so in a positive way and that a nerf would only be implemented if we are unable to resolve the associated problems in any other way in a reasonable timeframe. What follows will hopefully give you a bit of insight into what is coming and will also point out how much we have tried to focus on improving the player experience and buffing aspects of underperforming content. Most of these changes were tested during the Worldslayer Beta’s earlier this year (Thank you again to all Beta testers!) and they seemed to land well with players, so we’re excited to roll them out to everyone else next week. Understanding these should give you an early insight into the changes you can expect when launching Worldslayer next week. However, as we are always keen to share with you what we’ve been up to, we will use this post to share the overall directions and balancing philosophies that have underpinned the upcoming changes. Bearing that in mind, listing out minute changes line by line would be both overwhelming AND it would still leave you without the context of Worldslayer balancing that can only be understood by playing Worldslayer. These are changes that have been in the works since the New Horizon update last November, with hundreds of entities within the game being affected in some way. Worldslayer will be introducing a host of new features and systems, while also changing and expanding upon some of the things you will already be familiar with.
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