Welcome back to Grim Misadventures! First, a quick update on our upcoming patch: build 12 went into closed testing last week, but we uncovered some issues that need to be resolved before it is ready for the public. Build 12 is primarily a performance and bug fix patch, but it also includes some major improvements to gameplay and some minor content additions, mainly in equipment.
It’s time to move on to bigger and better things though! A future update will include a significant rebalance of our itemization. In a typical development cycle, you would not normally even experience this step, but seeing as many of you have already had your hands on the game, it seemed appropriate to give you a bit of a heads up on what is coming next. Depending on when the overhaul is completed, you can expect these changes to go through in either B12 or B13.
Currently (B11), the balance between the different item tiers is skewed heavily towards green (rare) and blue (epic) items, and there are ongoing discussions about the viability of rare randomly-generated items over hand-crafted epics. Yellow (magic) items fall off the radar very quickly, essentially turning into trash of a different shade.
This is not the balance we are aiming for. We do not want there to be a power glut in the early levels, as players currently often experience in the 14-20 range. When we get the pace right, players will always have a feeling that their next jackpot is just a boss/chest away and the item hunt is always going strong. After some discussion, we came up with a plan of action and have been tweaking items and loot tables to achieve something closer to our ideal.
Magic Items (yellows)
Magical affixes are going to escape the balancing scythe unscathed.
The design intent for magic items is to provide you with not just low level gear, but also basic combinations of stats in significant quantities. Magic affixes are also used in conjunction with rare affixes to create green quality prefix + suffix combinations.
A yellow item will never have more than 5 stats on it, but most prefix + suffix combinations will have 2-3. Though yellow items do not offer many stats, the value of the stats they do provide should remain competitive throughout the game. Our yellows can provide some powerful bonuses that you do not usually expect from magic items in ARPGs. Players who want to maximize a specific stat (ex. % fire damage) may find that sometimes their best option may actually be a yellow item.
Rare Items (greens)
Rare affixes are going through the biggest changes in B12/13.
In B11, rare affixes had a very high stat budget, making them outclass yellows with ease. We also attempted to balance our itemization with just one tier of rare affixes that would handle the entire 1-50 span of the game. It became evident very early on that this was not going to work. Rare items became too powerful in the 1-30 range, but quickly lost their potency as we got closer to the level cap of 50 (greens were tuned as if they were level 35 affixes).
In the future, rare affixes are going to be split into 2-3 tiers, creating natural highs and lows. In addition, most rare affixes will lose at least one of their attributes at lower levels, which they will regain at higher levels. As for their balance, the budget for rare affixes is being cut significantly to bring them more in line with yellows. You will still find greens to be potent upgrades with unique on-hit effects and stat combinations you will not find on magic items, but the gap between yellows and greens is going to be significantly smaller, with magic affixes out-competing rare affixes in potency where they fall behind in quantity.
Double rare items will still represent some of the most potent collections of stats in the game, and their drop rates will remain extremely low. We intentionally did not place any restrictions on what rare prefixes and suffixes can be matched so that you can hunt for those immensely synergizing (and satisfying) combinations.
Epics (blues)
Epics are going through similar (though perhaps not as drastic) changes as greens in B12/B13.
In B11, epics enjoyed a lot of great perks. They had higher base stats (armor/dps) than regular items. Their budget was very high and several attributes were considered free, not counting against the budget at all. Magic items were not remotely close in power to what you could find on an epic.
In the future, epics will still start with above-average core stats, immediately separating them from the pack, but their modifiers are going to be brought in line with yellows. You will still find epics that offer higher bonuses than magic affixes, but now this bonus will be penalized against the item’s budget, reducing its other stats to match. Beyond higher base stats, epics will still offer stats not normally seen on magic items, unusual stat combinations, unique on-hit effects, and granted skills.
Witchstalker Current vs New
And it’s not all bad…Molten Walkers 2.0!
Overall Balance
It is easy to line up item tiers and say that Magic < Rare < Epic < Legendary, but ultimately this does not result in interesting choices. Once you are decked out in all Rare items, suddenly Magic items become trash. When Epics become the norm, everything below may as well be toggled off. This sort of progression may be appropriate for an MMO where the endless trudge through tiers of gear powers player motivation, but we do not think it fits in an ARPG. When the choice between Magic/Rare/Epic is muddled with variety, then we have finally reached a balance.
As with anything in game development, this is going to be an iterative process and there will be pain (nerfs), but ultimately we hope that these changes will bring you an enriched ARPG experience!
That wraps up today’s update. You can expect our next Grim Misadventure on 08/19/13!
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