Note from Joveth: This is a preview of upcoming PVP-oriented changes that are going to be coming to the game very soon. We want to make sure that you folks aren't surprised when they go live. Enjoy!
Update 1: Just to clarify, everything except the HP Boost is going to be game-wide. The tower will NOT have the HP boost. We're calling these PVP changes because they're mainly geared towards creating a more dynamic PVP experience.
:The PVP changes are now live! To celebrate, there will be 2x Scroll drops in PVP for the next few days, and the top finishers in the current tournament will win Phenol Thoxian tokens. In addition, Torchy is being featured in the Great Portal, and Ekko, Indigo, and Yokozuna are being featured in the Heroic Portal. We're closing this thread to separate the speculative feedback from this weekend from the feedback that you have now that the changes are live. If you want to weigh in, we've created a dedicated PVP feedback thread HERE
Hey folks, Greg and Vance here from the Dungeon Boss design team and we’ve been watching players in PVP and looking at ways in which we can improve that aspect.
The results are some major changes that are going to be coming very soon so let’s go ahead and talk about these big changes:
HP Boost of 40% (In PvP only)
We wanted to let PvP battles last a bit longer so that players could add more depth to their strategies. We feel that all heroes should get the time needed to bring out their full potential. It’s going to be interesting seeing the different kinds of strategies that come up as a result of this!
Casters Get Some Love
Casters are going to be getting a new passive called Mystical that will increase with each ascension:
- Mystical - 25% damage bonus vs SLOW or Tank heroes present as a base passive for the Hero
- Mystical II - 50% damage bonus vs SLOW or Tank heroes gained at 1st ascension
- Mystical III - 75% damage bonus vs SLOW or Tank heroes gained at 2nd ascension
This affects: Selwyn, Kobal, Nitpick, Icepick, Icebloom, Ignus, Pontifex, and Therand
Resistance Stats are Changing
Scaling elemental resistance was making it so that elemental damage spells did less damage as you progressed through the game, making casters feel a bit weak.
With the upcoming changes, Magical resistances (FIRE, WATER, NATURE, SPIRIT, etc.) will no longer scale with SKL and/or level increases. They will also no longer mitigate over-time effect damage.
Targeted Hero Changes
- Resistance now begins at 30% for the hero’s element and 15% for the opposing element. These will now increase just a tiny bit with star increases.
- All other resistances, besides spirit damage (3%), stay at 0% and no longer increase unless the hero has a passive that increases them.
Finally, four heroes specifically and their abilities needed a bit of tweaking in order to make PVP more dynamic:
Ability: Lock Jaw – Changed Energy Cost from 2 to 3 and it now adds Silence to a successful attack, lasting 1 turn. This ability now starts powered at the start of a fight.
Ability: Sumo Stomp – Energy Cost decreased by 1, but Daze it inflicts reduced to 2 turns from 3 turns.
Ability: Rapid Fire – Each successful hit now has a 50% chance to add a 1 turn Silence. Each time Silence is applied it will extend the duration a turn.
Passive: Team Energy Vault – Now guarantees that team will not lose energy from an enemy attack, was 50% chance.
And that’s everything that will be changing with an eye towards making PVP more strategic and fun. We’d love to hear your thoughts, comments, and feedback below, especially once these changes go live.
Greg and Vance