![]() ![]() We would like to strongly emphasize that these tweaks are NOT a targeted attempt to kneecap any individual Hero or elevate specific kinds of Heroes. We believe that placing a reasonable upper limit on the power of Special Skills in this manner will make the game feel more FUN and FAIR, as less battles will be straight-up decided by the very first volley of Special Skills. As a result, Special Skills do a bit less damage whereas normal attacks (=Troop damage) do a bit more damage. In addition, specific hard-cap values and rules have been set for many different types of Special Skills (e.g., “damage-to-all attacks should not go above N%”). The gist of our new direction is that Heroes’ power will now be allocated a bit more to raw stats, and a bit less to Special Skills. The Big Balance Update - in which we have taken a comprehensive look at our more recent Heroes and made certain sweeping adjustments - is the first step we’re taking in line with our new philosophy. Unfortunately, the latter scenario has been becoming more and more frequent as of late, due to the power of Special Skills and number of synergistic Hero combinations having slowly-but-steadily increased over the years.Īs such, we felt it would be best for the health of the game both in the short and long term to revise our approach to Hero design and balance at this point in time. However, there is a BIG difference between an unlucky start leaving you in an unfavorable position, and an unlucky start leaving you with no room at all to mount a comeback. Of course, there is no way to outright prevent such instances of bad luck, since boards are always randomly generated (and luck always goes both ways - in the long run, it all balances out anyway). In Empires & Puzzles battles, frustration is mostly felt when you get either a useless starting board, or an unintended and unfavorable cascade. In recent months, however, new Heroes have started to close in on the game’s upper ceiling for sensible Special Skill number values we’re not at the breaking point yet, but we’re edging ever closer to it. Many Classic Heroes, despite being six years old, still are competitive options at nearly all levels of play we believe this alone speaks volumes. ![]() This Special Skill-first approach had benefits thanks to it, we were able to craft and release hundreds of interesting, powerful new Heroes over the years without ever excessively devaluing the existing cast. Raw stats weren’t too actively utilized for balance purposes - yes, newer Heroes were awarded slightly better stats, but we kept that incline extremely mild. So, a bit of history: for a long while in designing and balancing new Heroes, we’ve mainly placed our attention on crafting interesting Special Skills and fine-tuning their numbers. ![]() If deemed necessary, we will do the same in Round 3 - and so on. In Round 2, we will most likely make many changes to the current list of adjustments. As of now, we have only just kicked off Version 58 Beta Round 1. We are NOT going to rush this out, and the details WILL go through multiple iterations. NOTE: This is a very big update and will go through several beta rounds. We’re planning to conduct the largest balance update in the history of Empires & Puzzles, and more than 200 Heroes will be affected. Here’s some contextual light on the two VERY significant updates being tested in this beta round: For better visibility, we are sharing these notes with the general community as well (with minor edits for clarity/relevance). All product names are trademarks of their respective owners, which are in no way associated or affiliated with BGHQ.Note: Most of what’s below was shared with our beta testers yesterday when Version 58 Beta Round 1 started. This unofficial third-party accessory is provided by BGHQ. No other components are included in this order. Due to the inconsistency of filament manufacturing, actual colors may vary. Only the items listed in the description are provided. We never ship something we ourselves wouldn't want to use when playing games. Sometimes they have minor blemishes that cannot be avoided. However, these are 3D Printed components. We pride ourselves on producing the highest quality components possible. Increased component quality (by getting rid of the cardboard) The colors we use may change slightly over time since we cannot control the changing colors in the filaments we purchase. These are designed to be realistic replacement resource tokens for Imperial Settlers Empires of the North. ![]()
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