Beta 2.45 (13 August 2013)

Discussion in 'Announcements' started by Jon, Aug 13, 2013.

  1. Jon

    Jon Blue Manchu Staff Member

    Third build in three days - this time to fix an urgent crash bug when receiving a post-loss hint.

    As a result, the balance changes got pushed out more quickly than I expected.

    Also, a few other miscellaneous bonus changes/fixes.

    Adventures
    • Fixed crash on post-battle prompt.
    Cards
    • Impaler damage bonus reduced to 1.
    • Increased range of battlefield training Cards.
    • Frost Jolt damage reduced to 4.
    • Vicious Thrust no longer has penetrating.
    • Lava terrain damage reduced to 8.
    Account
    • Login now gives keyboard focus to user name field on startup.
    • Hitting Enter while name or password field has focus now logs in.
    Monsters
    • Tweaked Yellow Dragon deck
    Boards
    • Re-built Yellow Dragon Final Board
    Audio
    • Added click sound to all the mysteriously silent buttons.
     
    Forlorn, Jayce, Eastside and 6 others like this.
  2. Keyser

    Keyser Goblin Champion

    The changes to vicious thrust & lava make me very happy. Now I may have to think more about using armor, as everyone's favorite attack card is no longer penetrating.
     
  3. Neofalcon

    Neofalcon Goblin Champion

    Wow, the balance changes are live already? You guys are churning these patches out at a crazy fast rate!

    Exactly how close to open beta are we then? Are we gonna get a release date announcement ahead of time, or am I just gonna log on one day to see it's live?
     
  4. Blindsight

    Blindsight Ogre

    Fast updates are likely more due to the bugs in the single player adventures than any indication of the end of closed beta, but it shouldn't be too long I'd think...
     
  5. Heretiick

    Heretiick Goblin Champion

    Hmm, two major changes to my decks... Might be time to rebuild.
     
  6. Cordalinge

    Cordalinge Mushroom Warrior

    Yep same here...my fire mage with fire balls, lava, walls, feels now more and more weak against all the ice mages we're confronting in multi...
     
  7. Lockon

    Lockon Mushroom Warrior

    Hey, Xanthicus got changed? Sweet.
     
  8. kogi

    kogi Ogre

    Yellow Dragon got easier. Ogre Sentries got a lot harder
     
    Ineptie likes this.
  9. kogi

    kogi Ogre

    Looks like free move (in muscle through) now ignores encumber, Will you do the same for hover and teleport?

    doh
     
  10. dmar314

    dmar314 Goblin Champion


    Actually it has never made sense to me that teleport is affected by encumber. I would certainly agree to a change like that, since I think additional counters to the prevalent frost mage strategy are needed. Not sure about hover, but it could make sense.
     
  11. I agree that teleport movement should be unaffected from encumber
     
  12. karadoc

    karadoc Hydra

    I played the dragon level a little while ago, and I liked that the dragon is a bit slower now (ie. more Walk, and less Fly). It gives me a chance to set up my character positions and attacks and such before the big face-off, and it makes running away a bit more viable. It is slightly easier now, but I think it's more fun because there's greater variety in viable tactics.
     
  13. Lockon

    Lockon Mushroom Warrior

    Is Rockfall still in that deck, or did they only make him a mighty glacier now?
     
  14. Kalin

    Kalin Begat G'zok

  15. Lockon

    Lockon Mushroom Warrior

    I like it, more variety and not just as many possible power cards as they can. Plus, him having Fly as his default was a little much. Moved way too fast.
     
  16. applesaurus

    applesaurus Mushroom Warrior

    Do the devs not get, as a concept, that nerfs make the game less fun?
     
  17. Jotun

    Jotun Mushroom Warrior


    Do you not get, as a concept, that unbalanced gameplay makes the game less fun?
     
    dmar314 and Keyser like this.
  18. Blindsight

    Blindsight Ogre

    No disrespect intended, but you obviously don't understand the process of game development. This is not even a released game as of yet, this is the prime time for testing and tuning the balance.

    Nerfs may may the game less fun for you, but they are intended to make the game more fun for the overall population of players.
     
  19. applesaurus

    applesaurus Mushroom Warrior

    Yes, this is probably worth keeping in mind. I guess I could better articulate my position as: I believe the devs tend to err on the side of nerfing too hard. I would rather see more incremental nerfs, as well as better transparency explaining the decisions.
     
  20. Blindsight

    Blindsight Ogre


    Interesting. This is the most transparency I've seen in a beta (and honestly most game dev endeavors I've been involved in where I wasn't one of the devs). Being involved in the forums/community and testing out theories will give you more information on why things are being nerfed and give you a better sense as to how impact changes will be. Additionally there are specific posts about why things are being changed in this very forum -- including the one linked to in the OP here -- as you know since you've posted in them.

    I'm not sure how less incremental it can be when you change one number by 1, or remove one ability from a card at a time. Yes, some cards are changed slightly more than that because of their impact on the game but over all the nerfs are very small.
     

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