Posted April 02, 2022 by nabladeveloper
#0.37 #ruin rework
Ruins Rework
Bugs:
Balance:
Ruins Rework:
Developer Comments:
The ruins are seeing a small rework as I move enemies that were originally intended for the cave out, and enemies intended for the ruins in. Right now I feel the game loop is behaving as it should. The training loop feels smooth and the dungeon loop rewards careful team building.
The new enemies should put more focus on mitigating burn status with the introduction of red slimes and reptians. Poison will be less of an issue with the removal of poison puff from green slimes.
I am slightly concerned about power of bleed/poison stacking teams . Many enemies in the ruins are immune to bleed and poison, so it can feel suboptimal to use these teams right now. I plan to make the cave feel more rewarding for players that wish to use these strategies.
Orb teams are still very strong, but part of the issue is the aforementioned weakness of status teams and the currently small species list. I will be avoiding touching orb comps until more content is added.
Armor teams feel balanced. They no longer feel like the only viable strategy. No longer can you slap a cyclops with big pearl onto any team and speed run dungeons.
Heal teams are actually pretty strong right now. I'm surprised I haven't seen any comments on them. The new enemies that stack frenzy should discourage infinite heal tanking.
Focus stacking has seen less use after the magnifying glass nerf. It is still viable, but a lot of enemies got skills that remove focus, so focus may need a buff.
I anticipate black donut abuse now that all of its bugs are fixed. Blind stacking may be the meta team. It didn't feel too broken when I was testing it but we will see.
Remember to visit the discord by clicking the discord icon in the main menu. I am more active there, and I am happy to discuss the game with players.