Hey Dungeoneers!

v3.2 has just gone to beta, with an overhaul to thrown weapons and some other substantial balance and QoL changes!

In this blog post I’m going to go over what’s changing in v3.2 in more detail.

Read the full post here!

  • Quibblekrust@thelemmy.club
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    1 month ago

    Thrown weapons can be cursed now. “Fun”. I can’t even make any liquid metal. Are you going to up the number of Remove Curse scrolls?

  • Pickyfan@lemmy.world
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    1 month ago

    I didn’t expect a beta so soon, this is interesting

    I haven’t tested much yet, but this whole rework is very interesting, I never expected throwing weapons to drop with curses or upgrades

    Throwing weapons don’t attach to the user, so there’s not much incentive to uncurse them 🤔 but at the same time upgrades seem a lot more valuable with the rework, so you do need to identify them.

    Very well designed

  • elitoocold@lemmy.world
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    1 month ago

    The idea of making them into sets was the best bc thrown weapons are way more useful now , fantastic work done there. Now I’ve said this before and imma say it again, the character that needs major improvements is the Berserker 😭. Like come on bro is so boring and all his subclass talents are L (apart from Hold fast and the strength upgrading one). Like what’s the point of having a max of 150% rage when it’s practically impossible to reach that without dying. The berserker is prolly upset bc you keep improving other subclasses and snubbing it 💔 #ImproveBeserk🙏

    • 00-Evan@lemmy.worldOPM
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      1 month ago

      As of v3.1 berserker is the strongest subclass in the game. Armor is just really good and anything that synergizes strongly with it is going to be really strong too.

      • echo_vigil@lemmy.world
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        28 days ago

        Interesting that berserker is now the strongest subclass - I assume his advantages still disappear entirely when running with FIMA, though?

        • 00-Evan@lemmy.worldOPM
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          27 days ago

          Not entirely but yes he is nerfed heavily by fima. I do try to consider them of course, but I don’t account for challenges when deciding general game balance.

  • Yoku@lemmy.world
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    1 month ago

    I have recently seen that rogue isn’t getting the shield effect from his tallent properly,like it says 3 and 5 shield at +1,2 levels but only 1 point of shield is activated everytime

    • 00-Evan@lemmy.worldOPM
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      1 month ago

      The talent gives one shield every other turn at +1, and every turn at +2, to a cap of 3 and 5. You don’t get 3 or 5 shield instantly.

  • Niki_88@lemmy.world
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    1 month ago

    Hello, I have a question about the curse of explosion: will it work the same way as on regular weapons, or will the explosion always hit the player when using thrown weapons?

    • 00-Evan@lemmy.worldOPM
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      1 month ago

      The explosion is next to the attack target, but explosion will also consume a bunch of extra thrown weapon uses, so it’s not purely positive with them.

  • cheeselouise@lemmy.world
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    1 month ago

    I can’t figure out how to use the new Staff of Blast Wave with Battlemage. If I’m adjacent to the target, it flings both of us back, and if I’m not, I’m at least one square away after the blast (more is positioning isn’t perfect). Either way, I can’t get to my target to hit him in melee and proc the effect before paralysis wears off. Am I missing something?

    • 00-Evan@lemmy.worldOPM
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      1 month ago

      It’s meant to be tricky to use, you have to think about angles and how to knock the enemy toward you or aside to you while also not hitting yourself. The payoff is a pretty big hit though, especially with empowered strike.

    • Pickyfan@lemmy.world
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      28 days ago

      I finally got to try the staff. I’ll help you a bit

      Just for a bit of an explanation, the zap from a wand of blast wave is a 3x3 AOE.

      You can use this knowledge to learn new tricks. Shooting to the left of an enemy will push it to the right, and so on, you should experiment with them. Experiment a bit, try some new angles.

      Also, the farther you throw an enemy, the longer the stun.

      You cannot miss attacks against a stunned enemy.

      After the paralysis wears off, you will have a small window to hit an enemy with a surprise attack, but it’s a very small window. Also it doesn’t count for the Battle mage effect.

      The most consistent way to trigger the battlemage effect is to push the enemy towards you, this requires a good angle, you need to zap behind the enemy and towards you, and then you can finish them off

      I think this might be the hardest Battle mage ability to use, but hopefully you can learn to use it