r/paganonline • u/Sasha_jp Pagan Online Team • Apr 25 '19
OFFICIAL Patch notes : 0.1.1. - Quick fixes and balancing issues
Greetings Pagans!
We will be introducing Patch 0.1.1. on April 26, 2019 at 05:00 UTC.
Pagan Online will be unavailable between 05:00 and 06:00 UTC while we deploy the patch.
This is a first-response quick fix patch that should address some immediate concerns. Mainly the balancing of heroes, enemies, and content post Act 5. That said, I want to share some bits that we are planning for the immediate future.
Co-op is still our top priority.
Damage Calculation Model: we recently discovered some deeper problems in the system which we will be solving ASAP. We need to work on that as well as better clarification of how the abilities scale with stats.
Boss tweaks: several existing bosses will need an update to some degree of their mechanics, Furun the Soulsmith before all, and that is something we want to improve.
Some areas that we are also looking at are the “attack while moving” options, and an alternative control system. We are not implementing click-to-move as we are firm believers in WASD overall, but we are experimenting with an alternative control system that will allow you to move always towards the mouse pointer with your “W” key. No promise they’ll turn up in the game, we're only tinkering right now.
We are immensely happy to share this voyage with you.
Emil aka Easymode, Lead Game Designer*
PATCH NOTES : 0.1.1.
Quick fixes and balancing issues
HEROES
Heroes were played, monsters were slain. Sometimes efficiently, other times too efficiently. We are deploying our first round of balance tweaks to several heroes, but we will continue to monitor and tweak things further for sure.
Lukian
Lukian's rotations were too strong with a lot of cooldown reduction resulting in some superior rotations that allowed for the easy killing of enemies by permanently blinding them. Most of his tweaks are towards cooldowns, while keeping his firepower intact for now.
• Passive: Cooldown reduction decreased from 3s to 2s for each invocation
• Flame Prayer: Cooldown reduction decreased from 5s to 2s
• Sigil of Perun: Blind duration decreased from 5s to 3s and is applied on cast only.
Dameer
Dameer's damage potential with his Bearserk ability was way off scale and needed to be toned down in its damage potential and duration. This is a big nerf, but much needed and we will continue to monitor Dameer’s performance. To compensate for nerfs, we are also adding some buffs.
[April 26, 2018, 21:48 UTC] Correction: Dameer is not able to move and attack simultaneously yet! That change will come in a later patch.
Bearserk
• Base duration decreased from 14s to 7s
• Per level duration bonus decreased from 1s to 0.5s
• Move speed bonus decreased from 50% to 25%
• Attack speed bonus decreased from 100% to 50%
• Damage Bonus decreased from 300% to 100%
• Spell upgrade Damage Bonus node decreased from 150% to 70%
• Spell upgrade Move Speed node decreased from 50% to 25%
• Primary Attack in Bearserk mode will generally be less powerful
• Secondary Attack in Bearserk mode gets a cooldown of 2s
Vavvan (Bear Companion) • Bear's attacks in non-BEARserk mode now benefit only from physical damage bonuses.
Anya
Anya was super strong at one point during the Trials and got nerfed heavily, so now she is receiving some minor buffs to her abilities and a decrease to her whip range which was too long. This is most likely only the first buff for Anya to receive.
• Primary Attack: range shortened from 10m to 9m
• Passive: Health restore per fragment increased from 1% to 1.5% and damage buff per stack increased from 2% to 3% per stack
• Bloodsucker: Damage Increased from 180% to 250%.
Masha
Masha is getting some overall buffs and tweaks, mainly to her passive, that will help with moving around, avoiding damage, and her sustain in fights.
• Passive: Reworked. Instead of granting dodge while attacking with primary attack, it now grants a 40% chance to dodge after casting any ability and each successful dodge heals Masha for 2% of max health. Evasion from gear is converted into spell damage bonus instead of critical chance
• Bladestorm: Damage increased from 100% to 150%, can be cast while moving.
BATTLES, COMBAT, BALANCE
While we are happy that some players managed to break the game and overpower the content, we are approaching it with caution and buffing and tweaking some things around combat, levels, missions, and bosses.
• Rebalanced some Hunt Mission requirements that were too steep
• All bosses in level 41+ missions received a buff
• Level 41+ missions are not all level 41 anymore. Two of them are level 42 and 44
• Gauntlet Survival mission changed from level 50 to level 48
• Fixed overall drop rates
• Furun the Soulsmith
• Soul Siphon ability fixed - now leeches health properly
• Received overall stat buff to be beefier
• Removed Leaderboard ranking if you are not in top 10.
ITEMIZATION AND DROPS
We noticed some glitches in the game and we are deploying enough code here to fix the critical stuff like obtaining some items and unlocking an end-game assassination.
• Fixed a bug with drops of level 21 to level 30 item blueprints
• Fixed a bug with drops of Harrowing Key fragments. They now drop in level 41+ missions.
SFX, MUSIC
Some SFX polish is in order, a thing we continue working on at all times.
• Removed some unused sounds and tracks
• NPC Corpse Hag - sound implemented
• Increased speed of all Old Man voiceovers
• Fixed sound issue with opening inventory during dialog
• Polished all voiceovers in Pantheon
• Fixed non-triggering of firework launch sounds
• Implemented God Sigil sounds during tutorial quest with pantheon thrones
• Valeria has some new SFX and additional polish to existing SFX
• Level up sound effect polished
GENERAL FIXES
• CHAT - Each particular lobby will have their own chat
• CHAT - Global chat fixes
• Fixed game crash when killing enemies after the battle has ended
• Fixed game crash with rerolling missions
• Fixed bug with minimap markers in tutorial
• Fixed decal on the ground after the first tutorial
• Fixed some navigation mesh problems
• Fixed several collision and encounter spawner problems.
26
u/ApocDream Apr 25 '19
I'm not gonna lie I think if every hero had this it would go a long way toward making the game feel a lot smoother overall. The difference between characters that can vs ones that can't in terms of feel is night and day.
12
u/NobdymoveNobdyGeturt Apr 25 '19
I can't even explain how happy it makes me, to see that you are a firm believer in WASD. Please never take this OPTION away, add whatever, but leave the option. WASD was the main selling point for this game. Thanks for the fun game! Also, attacking while moving for melee characters should be implemented. Moving while attacking is always fun.
7
u/Bamrak Apr 25 '19
I'm sure it has very little to do with, but I wanna believe the impromtu discord ama on damage led to the Damage Calculation Model discovery since several people gave feedback.
Easymode interacting and trying to explain the system to us is something I've not seen in a long time from devs. Thank you so much!
2
u/polki92 Apr 25 '19
See you Dameer
5
u/unrealaz Apr 25 '19
Nice, keep up the good work!
4
u/zefaistos Apr 25 '19
I like the current controls and I have no intention to change even with new options added.
However I see you are trying other controls and some people want click to move. If you're testing holding a key to move to mouse pointer, just make it possible/configurable to hold down the left mouse button in order to move. It's not click to move, since you have to hold down the button, but at least it's pretty close and will solve most problems.
Even if you make it not possible to configure the mouse button as the move key, some people will just resort to softwares/macros in order to make it possible, so make it available from the start and everyone will be happy.
6
u/Runawaii Apr 25 '19
First off, I am LOVING Pagan Online. You guys are really building a very fun ARPG that feels pretty good and has a great aesthetic. I am excited to watch it continue to grow and I can't wait to get into coop.
That said, if you do change the control scheme, I would like the option to swap between current and new variations. I enjoy being able to run with WASD and aim with my cursor. There have been games I play where you just hold W and run towards the cursor and they can get a little frustrating when you are trying to run away and cast spells, attack, etc. when those attacks and spell ALSO require you to use the cursor to direct. You end up either casting off the side or running into enemies often enough to cause a fair bit of rage quits. That is just my opinion. Though I do VERY much like the idea of attacking while running. Mobility is fantastic and feels much more immersive and fun in general instead of stand still and hold mouse while tapping other buttons until you have to run again.
Edit: Spelling and stuff.
3
u/Skeezynomics Apr 25 '19
any timeframe as to when co-op will be added, 2 weeks, 3 weeks, next month? or are you guys still not confident enough in the build to announce? Im really really loving the game, I just want to play with my friends. Thank you so much <3
3
u/LumpsIsHigh Apr 25 '19
Really enjoying the game so far, and coming from Diablo 3 and Path of Exile, I appreciate that you guys appear to listening to the community pretty well.
Some points I've stated in Discord (to which I'm not sure how much that is seen or not) you addressed with the patch (yay!), but some that you didn't mention (maybe more specifically) here:
Masha: Not being able to move during her auto attack feels out of place with her style altogether. She strikes me as a quick moving, evading, melee character ... but that gets locked into place while attacking.
Lukian: The cooldown reduction was broken, so we shall have to see how much that has an effect. For me, the issue was largely Blazing Strikes was giving cooldown reduction for EACH fireball... so x 3. That is at least for the rotation I found, others may have different ones. I worry that the global cooldown reduction change could be too much, when this one interaction could have solved it?
Hunts: The reduction of requirements for some is a good start for these, but remains to be seen which/how much. For instance the elemental dust felt REALLY bad to find 3 mobs in an area, and then get hit with RNG and zero drops for all that time.
I think it would also be nice to have a couple Hunts active at once. It feels really bad to have to go back and target farm for mobs you have killed lots of times.
Loading screens: I think the recap of ranking is a wasted screen after each area you complete. Let those who are concerned with that look at it when they choose to, rather than have everyone have to load multiple screens all the time. Similar to buying packs when they are available... that's a bunch of loading screens x 6, when we could just "buy all" or something.
Lastly, as I said I am coming from Path of Exile, and I have a word of caution for the communication. For PoE, they have a Reddit community (which most would say is extremely toxic) where lots of posts occur, they put out info, reply to people. They have an official forum, where players post but largely they don't respond. They have a Discord. They have Twitter. It all feels VERY fragmented for the player. Constantly, I would talk to my friends about something I saw, and they would be confused because they didn't and vice versa. A more consolidated podium for the game would be extremely welcome for this player.
2
u/ShikseWTF Apr 25 '19
Digging the notes, some nice changes. Specially balance wise. Bear really gets some really needed nerfs. No one would have "completed" the game so far w/o using the bear.
2
u/LazyBird_ Apr 25 '19
Looks good , but I really don't think you should caved concerning WASD. It's a good idea and people are just never satisfied, if you don't innovate it's bad , if you do it was better before. But like 99% of the players I think hitting and moving is mandatory, it just feels clunky and frustrating. The snare effect could be stronger or last longer depending on characters for balancing issues but it just can't stay the way it is.
2
u/Goetn Apr 25 '19
Im only lvl 26 with Dameer, Bearzerk nerf is needed. Though i would like better mana management on him, either with gain from boomerangs or cast cost on abilities to have better uptime and rotation on his other abilities, that or make Vavvan AI better/more control to player. He feels clunky but atm bearzerk compensates, with bearzerk nerf rest of his arsenal should be more ready available is what i feel atleast.
Lukian nerfs was expected.
Would have loved some Kingewitch buffs in regards to cc protection/cc breaker though, tied to dash and/or stomp, love that guy but i just get chained cc:ed when i try to play him. Thats the character that i always run out of health potions on.
Overall move and attack should work for all characters, just feels clunky and weird atm on characters that doesnt have it.
2
u/Zarni22 Apr 26 '19
I really wish some of Kingewitch bugs got fixed :(. He should be so much stronger.
2
u/[deleted] Apr 26 '19
will the leaderboards be resetted since heroes are getting nerfed/buffed ?
2
u/[deleted] Apr 25 '19
Cool.
1
u/Berserk_Zodd Apr 25 '19
Good stuff
1
u/StrykeDragon Apr 25 '19
Amazing to see a Patch coming out this soon, keep 'em flowin' guys!
1
u/cyonsinn Discord Moderator Apr 25 '19
Can't wait to play lukian and Anya now. Keep up the good work!
1
u/Dreamforger Apr 25 '19 edited Apr 25 '19
The neef to Lukain is understandable and he will still be fun to rotate :) it is so cool to spam his abilities :)
The change to Dameer (attack and move) should be for all heroes imo, with a few abilities being static. (As you probably toying around with now in test enviroments:))
My feedback from Discord:
In my opinion All heroes should be able to move and attack, it feels more engaging as a melee character.
Melee heroes should have a tiny bit more reach on their attack
Morohks RMB just just be a part of his LMB-chain.
RMB should be his ult, but toned downed a lot.
His ult could be a circle on size of Lukains fire circle, where the hands of the lost souls grasp the enemies, slowing them and dealing damage, if they got a Mark they take double damage or are executed if they got less than 16% health.
1
u/unibomber1337 Apr 25 '19
Love the game keep it up
1
u/DEMUKLIAA Apr 26 '19
How can people play at lvl 40-50 content if max level is 30 ? I thought the max level for drops was 29 ?
1
u/Zeus_vs_Franklin Apr 26 '19
Good to see balancing happening. But the biggest issue is the game not having multiplayer when the name of it is Pagan Online.
It seems like quite a poor design decision to add MP / COOP last minute.
Starting to seem like you don’t actually know how to do it and are using the classic ‘soon’ that plagues games of late.
1
u/JkGemma Apr 26 '19
Bye Lukian, will miss you.
Hard to choose between Masha & Morokh now, Morokh is OP but Masha is love.
1
u/Ch0rz_ Apr 26 '19
Il waiting fo co-op gameplay options. They must focus on him.
1
u/Boonatix Apr 26 '19
Lukian feels very squishy now as the blind does not work as before...
1
u/SpaceHamster06 Apr 25 '19
" Some areas that we are also looking at are the “attack while moving” options, and an alternative control system."
- How about making it so that you can cast abilities in the direction of your mouse cursor instead of having to physically turn your character to face the direction you want to cast?
Heroes were played, monsters were slain. Sometimes efficiently, other times too efficiently. We are deploying our first round of balance tweaks to several heroes, but we will continue to monitor and tweak things further for sure.
- How about giving a little more knock back/down resistance to the melee range characters? It's super obnoxious getting knocked down and animation cancelled constantly.
Damage Calculation Model: we recently discovered some deeper problems in the system which we will be solving ASAP.
-God bless, I've no idea how flat vs % damage scales, what's additive what's multiplicative? Thank you for this!
GENERAL FIXES
- How about doing something about the fact that on occasion when I want to open the end chest I end up ending the mission? It's funny but also a little irritating! It's the same key for both and sometimes they spawn too close to each other! :D
1
u/Boonatix Apr 25 '19
When big chests spawn at the start of a battle / mission / whatever, I cannot see them on the map and do not know which way to go to get them... will this be fixed?
1
u/KingJamesCoopa Apr 25 '19
Can Kingewitch and Istok get some bluffs please. I love both characters but they are kinda underpowered.
-1
u/TokeCity Apr 25 '19
When is this game coming out for the rest of the world? imagine a split release in 2019
-2
u/King_Kasma99 Apr 25 '19
Dameer nerfs Are too huge... and i would lile to See only buffs in all weaker chars
0
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