Tweaks to Experimental Quake Balance!
We've been following discussion on the most recent Experimental balance patch. We're back with some more tweaks that we hope sands off some of the edges and brings things closer into balance! With changes this big, and a team as small as ours, it's hard to test every corner - that's why your feedback on these is so valuable. Thanks for keeping the discussion healthy and productive!
[h3]If you missed it, you should check out our notes on the current experimental changes. These patch notes are alterations on top of the previous experimental patch.[/h3]
[h2]Changes to Quake[/h2]
Quake no longer "stacks" the same way that field effects like Rally and Trap do. Instead, moves like Rumble will set Quake to a specific value, which then counts down, more like Rhythm or Dread. There is one new fold distinguishing Quake from these field effects, however; if you attempt to set Quake when the target field already has the effect, then the field will take on whichever value is higher (its current Quake level, or the Quake level being set). So applying 2 Quake will set the field to 2 Quake whether it already has 0, 1, or 2 stacks of Quake.
The intention of this change is to cap out how much value players can get from applying Quake from several sources. Previously, it was easy to get momentum and overwhelm the opponent with layers of Quake faster than they could be cleared. Quake should be immediately threatening, but have lower long-term effectiveness compared to slow-play strategies like Sweaty or Trap.
[h2]Play Changes[/h2]
[h2]Beastie Changes[/h2]
[h3]If you missed it, you should check out our notes on the current experimental changes. These patch notes are alterations on top of the previous experimental patch.[/h3]
[h2]Changes to Quake[/h2]
Quake no longer "stacks" the same way that field effects like Rally and Trap do. Instead, moves like Rumble will set Quake to a specific value, which then counts down, more like Rhythm or Dread. There is one new fold distinguishing Quake from these field effects, however; if you attempt to set Quake when the target field already has the effect, then the field will take on whichever value is higher (its current Quake level, or the Quake level being set). So applying 2 Quake will set the field to 2 Quake whether it already has 0, 1, or 2 stacks of Quake.
The intention of this change is to cap out how much value players can get from applying Quake from several sources. Previously, it was easy to get momentum and overwhelm the opponent with layers of Quake faster than they could be cleared. Quake should be immediately threatening, but have lower long-term effectiveness compared to slow-play strategies like Sweaty or Trap.
[h2]Play Changes[/h2]
- Rumble: No longer makes the user feel ANGRY.
- Explosion: Name is changed to Eruption. POW now is 60 (from 70). Applies 3 Quake to opponent field (from 2). Applies 2 Quake to ally field (from 1).
- Bang: Name is changed to Boom. Now a BODY type attack (previously SPIRIT).
- Mindfield: POW reduced to 30 (from 35).
- Bounce: POW reduced to 70 (from 80).
- Careful Shot: POW increased to 45 (from 40).
[h2]Beastie Changes[/h2]
- Duggout:
- -Body POW: 50 (from 54)
- -Spirit POW: 100 (from 105)
This change lowers Duggout's stat quality to compensate for its extraordinarily good traits, and makes their stat total the same as Diggum's. This Beastie is proving to be very effective with the stats that it has!
- -Body POW: 50 (from 54)
- Deluja:
- Playbook: Added Boom
- Goofsder:
- -Body POW: 80 (from 85)
- +Spirit POW: 30 (from 25)
- Playbook: Removed Slide (and updated level-up plays)
This combined with lowering Bounce's power undoes some of the power gain Goofsder got in this experiment. We want to see Goofsder succeed offensively, but still be in-line with other major aggressive threats.
- -Body POW: 80 (from 85)
- Scauldra + Druppa:
- Playbook: Removed Boom (and updated level-up plays)
- Sefren + Zephyre:
- Playbook: Removed Boom
- Skibble + Skorock + Boldlur:
- Playbook: Added Boom
- Sprecko + Surgus:
- Playbook: Added Toppler, including to level-up plays. Boom is now a friendship-only play.
- Turogue, Turtaneer, Tortanchor:
- Playbook: Added Boom, including to level-up plays.
- Conjarr:
- +Body DEF: 110 (from 63)
- -Mind DEF: 63 (from 110)
- Playbook: Added Eruption and Mind Read. Removed Boom. Adjusted level-up plays to include better offensive options.
Conjarr fits into the game's balance very strangely, offering a huge variety of utility without a particularly defined role or specialty. Our initial changes didn't respect its unique design and we are bringing it closer to how it was before. That said, analytics from the last bash showed this Beastie underperforming, and we want to see them offer more value in their role. We are giving them easier access to strong attacking options with the intention of making them easier to use casually.
- +Body DEF: 110 (from 63)
- Yamyth:
- Playbook: Removed Relentless, and updated level-up plays to better incorporate Boom.