It was a fairly busy week for both Legends and I so not a ton of progress was made, but we did still manage to address some things. The monster stat edit tool is for the most part complete and functional. I have been using it this past week to adjust most of the bosses in the game. Pretty much across the board bosses have been given some form of buff. This includes things like HP, HPR, MR, DR, Str, or Int. The primary goal is to make bosses less easy to solo, especially for early game mages. This means in a lot of cases larger health pools so lower level mages will run out of MP before killing them. Non-mage characters typically have to wait until they are high enough level just to survive without immune to harm, and are not limited really by their damage output. Some easy bosses have been buffed more significantly, like Dark Elder and Caspa. Both of these example bosses have very high quality rare loot, so we wanted to make them feel a bit more like an actual boss. That doesn’t mean they won’t still be soloable (they fall in the same place power wise when compared to other bosses that they did originally), but don’t expect them to be the easy mode push overs they once were. Also, to compensate for their new strength their drop lists are being updated to be more rewarding on a consistent basis.
We also implemented a system similar to iLvl in another game to help us compare existing items for balance purposes. Adding values to each possible stat an item gives and giving a sum total allows us to get a better idea of how good an armor or weapon is. This will hopefully help us identify some items that were maybe too strong, and others that were a little too weak. (FYI, Weapon procs are currently using a place holder value, so take any weapon with a proc with a grain of salt)
Over the next week Legends will be working on the spawn tool, which is how we will add new monster/boss spawns to maps (FYI, it looks pretty awesome. He’s even working on a map with visual representations of spawn areas).
I will be continuing to work on various balance changes for monsters and items, creating new monster entries in anticipation of some new zones, and updating boss drop lists. When I make these changes to boss difficulty/drop lists the goal I keep in mind is that upon killing said boss you feel…
A.) like you accomplished something (hence the buffs to difficulty)
B.) you have something to be excited about (almost every boss will have SOME rare item that is desired)
C.) you feel properly rewarded (this is mostly about when that rare item doesn’t drop, and has to do with bosses having a good balance of common drops)
When we reach a testing phase all of these changes will be re-evaluated based off observations and player feedback.