Various Deadfire Changes
We’ve had a lot of good feedback from the Backer Beta, both in terms of online anecdotes/experiences on the Obsidian forums and myriad offsites as well as the telemetric data we’ve been collecting from players.
There’s been a lot of feedback about spellcasting times, especially for characters like ciphers, the dominance of certain martial characters (especially multiclass combos), penetration, etc.
Here are some general changes we’ve made that will appear sometime in a future Backer Beta update:
* Canceling an action no longer consumes the resource for that action (including item use). This includes moving, switching actions, or simply canceling. Resources are now consumed on the launch frame or when actively Interrupted. Yes, you can actively early cancel to avoid an Interrupt if you are a pinball wizard with high APMs.
* Cipher Focus gain per point of damage has been doubled.
* Following feedback on MaxQuest’s cast/recovery speed mod, the cast times of many cipher spells have been reduced, the Long Cast and Recovery times have been lowered, and most weapon summons have been moved from Long to Average cast (I’ll say this is against my better judgment, because those weapons are
ludicrously powerful IME).
* Weapons have been unified into two major categories: Average Penetration and High Penetration. Damaging spells have largely been moved up into Average Penetration values if they weren’t already. “Best of” weapons have 1 point lower Penetration than single damage type weapons, e.g. a sabre at 7 Slash and a sword at 6/6 Slash/Pierce. Damage values on weapons have generally come down a bit, especially on weapons that were previously in the Low Pen category.
* We are implementing a combat speed slider on the main HUD to adjust your combat speed to slower or faster speeds as your heart desires.
Here are some future/speculative things in the works:
* Rogues are in a weird place. Our telemetrics data shows them as being fairly modest in DPS terms when single-classed, but often among the most powerful characters when multiclassed. There are many possible reasons for this: 1) combining with other martial classes increases durability and/or stacks passive damage bonuses 2) combining with other martial classes makes players more likely to put them in heavier armor, which also increases their survivability 3) some particularly crazy combination of abilities. We’re examining the telemetrics data further to gain more insight.
* There are certainly some goofball combinations floating around, notably monk/wizard when console hacked to higher levels (probably a combination of Swift Strikes, Citzal’s Spirit Lance, and other goodies).
* We continue to talk regularly about Might/Strength and Resolve. As always, there are difficult problems to solve here. The easiest path would be to revert to the way Pillars I Might and Resolve worked, which seemingly would make more players happier and result in less weirdness when building certain character classes. We had high hopes (or I did, anyway) for the Concentration gain idea, but there were logistical problems and practical balance problems with that approach. We also discussed a passive Power Level gain derived from Resolve, but that also ran into problems. We don’t have much time left to mess around with base attributes, so we’re discussing one final idea, which focuses on adding a random chance to Empower (or Depower, with low Resolve) any active ability when used after a short time has elapsed in combat. If this design does not pan out, we are likely to revert to Pillars I Might/Resolve.
There are myriad other minor and not-so-minor bugfixes and adjustments in the works, but these are the ones that seem of greatest interest to the community at large. Thanks for reading.