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Intent and effectiveness of planned Story changes

Crine60Crine60 Posts: 1,391 ★★★★
I have a quick question. This doesn't effect me directly but I am curious about your Act 1-4 planned changes.

You said something to the effect that you are making some of these changes to better prepare newer players for the harder content. At the same time you guys said you are making some fights, champions and nodes easier. How do these 2 things go together? How can you prepare players to be able to do harder content by making them play easier earlier content?

Not trying to be smart or sarcastic, I just really am curious about the rationale for this and how it would work.

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    Crine60Crine60 Posts: 1,391 ★★★★

    Wicket329 said:

    If I were a designer, I would do so by making the player think more about the RPG elements, rather than the mechanical elements, of a fight. Creating content that is very straightforward with the right tools will encourage an early player to start considering which champ they bring to a fight rather than the current state of Acts 1-5 which is just “who hits hardest.”

    This! In the early game, we didn't focus so much on the RPG elements. Sure, you get a Champ that can cause a bleed, but what is that really? What are Bleed Immune Champs and how does that pose a Challenge for your Wolverine? What's a good counter for a Champion that gains Power on their own?

    There's so much to learn in this game, and while this all sounds like second nature to many of us now, it's important to be explicit about that for new players, because the game only layers more complexity on from there.
    So you aren't just making things easier but also adding different nodes/enemies/effects to counter that make those aspects harder if they aren't approached wisely?
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    GamerGamer Posts: 10,191 ★★★★★

    Wicket329 said:

    If I were a designer, I would do so by making the player think more about the RPG elements, rather than the mechanical elements, of a fight. Creating content that is very straightforward with the right tools will encourage an early player to start considering which champ they bring to a fight rather than the current state of Acts 1-5 which is just “who hits hardest.”

    This! In the early game, we didn't focus so much on the RPG elements. Sure, you get a Champ that can cause a bleed, but what is that really? What are Bleed Immune Champs and how does that pose a Challenge for your Wolverine? What's a good counter for a Champion that gains Power on their own?

    There's so much to learn in this game, and while this all sounds like second nature to many of us now, it's important to be explicit about that for new players, because the game only layers more complexity on from there.
    Also the change to act4 can actually be bad removed a part somebody may had clere but then left op with one already meant a energy refill is wasted again not from old players but just a thought knew it to help but isn’t that’s a big design flow since can’t compensate for a part cler there’s isn’t there’s any more
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