
Originally Posted by
SSG_Orion
Yes, we made a bunch of positive steps as we progressed through the year and then, with the release of Before the Shadow we had a couple of missteps. Yes, there was an outcry – and continues to be murmurs – over the changes to maps and to movement for the creeps, creep mitigations, and the relative strength of some player classes to monster player classes. Moreover, designing for the Ettenmoors is not one size fits all, as some have pointed out.
Now, I know I have been quiet for a while. The holidays were very busy and sadly communication was difficulty due to other personal goings-on. But, we are back, we are working and I wanted to speak to the Oliphants stomping through the Ettenmoors ahead of our upcoming roadmap and letter to the players.
This post is not going to be full of a ton of information but it should provide some broad strokes on what it is we are looking to do across the Ettenmoors in the coming year and attempt to explain a bit about the end of 2022.
Map and movement changes are here to stay, but they are not 100% set in stone.
Maps, will likely return in some manner – with both sides having them and being able to use them under the correct circumstances. Our goal with the change to maps, was to stop the behavior the creep’s ability to overwhelm freeps as we got closer to parity. Initially, we scaled the timers back for the release previous to Before the Shadow. We were still seeing the behavior with a number of creeps “porting” into a healthy fight and turning it into a massacre in a matter of seconds. We made the decision to push them back further to curb that behavior.
It certainly set up distinct battle lines. Sadly, these battle lines were on the forums and not in the game.
The second change, to March, we wanted to move until we found the right solution. There are technical reasons why we could not just set them to the same speed as a mount and we are continuing to address some of the backend portions of these changes. Sadly, what should have been a clear enhancement was bugged at release and a further an errant tooltip made the fix look like it had not gone in. It was frustrating from our side as well.
Now, there are still some small problems with the change, but we have made progress and movement is getting much closer to where we want it to be.
Further tweaks will continue, but a full reversal of the changes that we have made to the maps and movement is unlikely.
Creep Balance Changes
The addition of Blessings and reduction of corruption values is meant to be a new way to inspire to specialize your monster player. In a perfect world, this would have been better supported and communicated and turned into a much better and cleaner onboarding to the new normal. Sadly, this went about as opposite as that as possible. I screwed up. I rushed to get the change in and now it is in this weird Frankenstein’s monster state of being that really needs some help.
Help is on the way, fortunately. I will be revising the way that NEW monsters are directed to earn their blessings in a short-term and a better way to apply those permanently will happen earlier, rather than later.
When the permanent solution is in place, it gives us more room to design better diversity and specialization for the monster players and should open a round of new potential for all players to experiment and find the builds that suit them best. Additionally, this will enable us to provide monster players with a little more to do in those periods where players are focused on moving from one level cap to the next and move away from the flat grind for rank.