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Reign of Terror - 09/15/2020
“What we are working on” - Number 1
I wanted to write up a “What we are working on” because until now the community is left with having to keep up with hints given on the discord and mostly be left in the dark. So I am going to start bringing you a short document on “What we are working on”. I am unsure how often or not often I will be writing one of these. But I would personally like to be more transparent with everyone in the community.
This is a topic that gets asked a lot. This has a lot to do with the beginning of Nightmare and Hell being very slow on the experience gain side of things. People are always asking “How big is the experience penalty? I am # much lower than the mobs I am fighting and my experience is garbage”.
There is no Experience Penalty. Yes experience will drop off after your level surpasses the monsters, but it does not drop off the other way around.
We are implementing the first experience change into our next content patch. This will include changes to leveling in Nightmare and Hell and should result in quite a big difference early Acts, and put you roughly around level 80 when you defeat Baal in Hell (depending on how much farming you do or don’t do).
Skills will continually see changes each and every patch. I am personally working on a new damage curve for spells. This curve is more of an exponential curve which benefits from having higher skill levels more. This will also make most of the spells flatter during leveling, to try and help combat skills being too powerful at early levels. I am manually doing each skill one by one this way, so it’ll take some time to complete them all. Doing it this way should result in seeing some pretty high numbers the higher you go in skill levels.
Melee and Bows
Melee is a little harder and we have not 100% settled on a “process” as of yet. But we do agree that they should not benefit from plus skills as much as Spells do. So once we have more to talk about on this topic, you guys will know. If you have any suggestions, feel free to message me with your ideas.
Pets have been another big topic recently, since they have the lowest cost (or barrier) of entry into the game. We look at the cost of entry for Pets being a little too low. We are actively discussing ways to combat this without gutting the Archetype. We have many options to take, and have already started implementing some of them for the next content patch. We just want to do it right for the community.
Celestial Power Skills
These skills are sometimes confusing for new players. We get the same question over and over on “Why can I not put a devotion on this skill”. This is something I am looking into fixing for as many skills as possible. I have already started and completed one skill “Chain Lightning” and have more plans for other skills in the future.
Items will always be seeing adjustments as well. The team has done an amazing job already, and I don’t see that changing in the future. We know some things are more OP than others, and we are working to combat that. We will continue to monitor community feedback on drops and drop rates and make adjustments as we see necessary.
I have been working on the upgrade system quite a bit in recent days. I want to get this to the community as soon as I can. The ranking system won’t be a mind-numbing grind, but will require some effort to get a component to max level. The feedback from the community went over better than we expected, so this process is full steam ahead. The plan right now is that at a certain level each Component will get a powerful Granted Skill that will fit the theme of the Component. As some of you already have seen that some of the Components lost their Granted Skill to help make these more uniform at lower Ranks. Don’t worry you will get your Granted Skills back.
Monster Rework / Rebalance
Our last big topic of discussion recently is monster balance / difficulty, whatever you would like to call it. The mod is currently very easy in its state, whether that is from skills, items, or just mobs being easy and not scaling perfectly. Monsters are getting reworked from the ground up, start to finish (Act 1 - 5). We want to make the game more difficult and less “face-rolly”. So expect a substantial change to this in the near future. We want you to feel the increase from Normal to Nightmare and Nightmare to Hell. We want you to have to think more about how to build a character, and less on how to face-roll stuff. We want to give the player more “Ohh-Shit” moments as well. Monsters will see an increase in all stats across the board. This is going to take more than just a one-over. We will be doing one act at a time and implementing them once we feel they are ready.
I will be choosing one question from random that I see throughout the time between these posts to answer. The question this time is:
“What is the future of Crushing Blow (% Chance of % Current Life)?
Crushing Blow is a feature that in my opinion was a staple in Diablo 2. The way it is implemented in Reign of Terror isn’t perfect, but it works. We will be keeping Crushing Blow, but universalizing it. In the very near future Crushing Blow will have a “Static” % Current Life roll and only the % Chance will be what changes. I say “static” because items have stat jitter, so they will have a small min - max roll. But the numeric value we choose will be the same across all items and skills. We know this isn’t exactly the same as it was in Diablo. But we feel it is what better suits this mod, and what will be easiest (besides removing it) to balance around.
This is the end of my first “What we are working on”. I hope this cleared up a few topics that have been discussed throughout the community lately, and will be the start of us being more transparent with the community. Of course we have plenty more going on internally, but some things should be kept a secret for now. Until next time here is a very vague teaser.