Today’s news will be about the other revamps done for the Beta, and most likely for the final game if we are satisfied by these new systems.
We’ve made another roadmap that will be used for the Beta and for the game progression. Our teams are going back to working on two versions and we need a centralized way to communicate our progression on this, whether it’s on future Beta patches, or on the global game progression.
This new roadmap will offer both options. All sections will be about patches except for one, dedicated to weekly meetings of progression. In this section I will share the latest information I have about the current progression of the team.
As of now, you can take a look! The first game progression update will be on Monday.
You can also access it in German, thanks to CoTTo’s help:
Now we can move to revamp 😉
Along with the other revamp plans for the Beta/final game, we have come with another system for potions to fit with our difficulty objective and the choice requirements we want in Wolcen’s gameplay.
We wish to avoid the “piano effect” due to the absence of common cooldown between potions of the same type, and mostly we want players to make choices for their potions instead of being able to have everything they need in 5 slots.
Finally, it will also be more easy for game control management to have fewer potion slots.
Therefore, potion slots will be reduced from 5 to 2 and will work with charges.
Using a potion consumes charges, and you will be able to refill them by killing foes. Each enemy type will grant you a certain amount of charges based on the creature difficulty.
Potions won’t have any cooldown anymore. There will be three types of potions: Health, Willpower, and Rage.
Potions will also have levels of rarity that will improve their efficiency, duration, or the number of charges, and eventually grant other bonuses.
Armors, Blocking, Force Shield and Life Leech: survive in Wolcen
Presently, a player in Wolcen doesn’t really have a choice regarding the way he wants his character to survive in the game. Basically, it’s based on Health, Armor, and a bit of blocking when you have a shield.
We want to extend players’ possibilities when it comes to character survival and resistance, so gathered and came with a final answer to the question “What choice can you make to survive in Wolcen?”.
We have 4 armors with archetypes predisposition: Mage, Rogue, Warrior, and Tank.
For character defense, every piece of these armors will grant you 2 Implicit affixes, one major and one minor.
It can improve the values of All Resistance, Health, and Force Shield.
All resistance: This increases your resistance to all types of damage. Your resistance value is translated into a % of damage reduction.
Force Shield: Previously known as Defense, this is a magical protection that can prevent most types of damage. The Force Shield is represented by a filter above your Health gauge, and each attack sustained by your character diminishes this gauge instead of your health.
When you’re not hit by enemies for a few seconds, your Force Shield regenerates.
However, some DoTs and piercing attacks from creatures will ignore Force Shield protection by default. It can be improved through the Passive Skill Tree with specific nodes.
Health: These are Health points. This is the last chance your character has to avoid death.
You can block any direct damage with a shield or with an appropriate Passive Skill Tree node allowing you to block with your weapons.
You will then have two important values regarding blocking:
N% chances to block an attack
N% damage absorbed by blocking
When you block an attack, its damage is reduced by the % damage absorbed by blocking.
If you don’t block an attack, only your Resistance value will intervene to reduce the damage you receive.
Example: If you’re hit for 100 points with an 80% damage block shield, your character will take 20 damage (if you have a Resistance that applies, your damage will be reduced after blocking and you will take less damage).
Life Leech will also be possible. It can be found on items, and different life leech options are also provided in various PST sections.
It will offer another way to survive in Wolcen.
We want attributes to be useful for more builds and avoid a “one attribute per play style” system. We want to reinforce the class-free direction, and give players a real possibility to choose, while still offering the possibility to build straight-forward archetypes.
In this attribute revamp, we remove the gauge mentioning the attribute efficiency (“weak” “average” “excellent” etc.). This tends to be frustrating for players and remove the call for choices.
There are still 4 attributes in Wolcen: Ferocity, Agility, Wisdom, and Toughness. But with the Beta transition, each will have interesting bonuses for different kinds of builds.
Here is the list of attributes and their respective 2 bonuses:
Ferocity: Critical chances & Health Points regeneration
Agility: Global speed & Dodge
Wisdom: Ailment chances & Ailment Resistance
Toughness: Health Points & All resistance
Your three higher attributes (no matter what they are) will also grant you damage bonuses for all types of damage distributed this way (values still subject to change):
This will allow Toughness to be a valuable attribute as well.
Finally, we will revamp the Character Sheet to improve readability for everyone, especially for theorycrafting use.
That is all for today guys and gals, next week will be a video on the new Beta AST with some new skills shown in exclusivity. Stay tuned!