Update 0.5.0.2: Signature Skills, new skill types, new uniques and more!
After being introduced in the last devblog, the first 7 Signature skills are now usable in the game. You can find an extended presentation of this new feature in our devblog
To go along with them, all the PST sections have been reworked and slightly rebalanced, which is why we had to clear your PST progression on existing characters. The update also include more than 30 new passive skills to help you personalize your Signatures and your playstyle.
A new type of spells has been added to the game : Charged spells (or spells with charges) have little stacks on their icons which indicate how many times you can use it without triggering the cooldown. Charges can fill up in many ways, whether it’s a simple timer or when killing enemies, blocking attacks or performing special actions. They also can be used one by one or rather all at a time, depending on the spell, and can increase its power or effects when more charges are used in one launch. The first Charged spells added by this update are Bladeslinger, Ironguard, Hunting Ground and the new Ammunition spells.
Another new spell category added by the update is the Semi-passive spells, or Sigils. When slotted in your bar, they will provide you passive effects that will work until you use the spell, triggering its active function. While the spell is on cooldown or its active effect is resolving, you won’t benefit from its passive bonus, but will gain it again as soon as the cooldown ends. The first two Sigils of the game are Spellbinder and Infiltration, but we’ll add more in the future.
Old Ammunitions spells have been removed, since they needed a lot of rework in order to be fun. We thus added the first version of the new Ammunition spells, the Elemental and Impairing ones, which are cycling skills that are always active when slotted in your bar and makes use of the Charges system. When using them, you switch to the next type of munition (ex: Fire, Frost and Lightning for Elemental), and all your shots are affected by the active one as long as you still have charges. Those two spells are Signature spells and already have a few variants in the PST, unlocked in the Hunter and the Trickster sections.
Skills using charges also gave us the opportunity to experiment with items that interact with skills. New unique items can now add modifiers to skills, allowing for even more customization beyond the possibilities of the Active Skills Tree. This is the very first iteration of this system, and new unique items will be added on a regular basis.
Finally, potions now provide permanent bonuses when equipped, depending on the potion type.
Here’s the changelog for this update!
Created: 1 year, 9 months ago
Category: Official news