Dragonica: Legion
(client version 3.0)
The update will be divided into 4 parts, this announcement is intended to tell about what specific will be and in which part . There will be no spoilers here, this is just general information, because there are too many questions. All updates will be run on the live server, bypassing the test, because practice has shown that people do anything on the test, except, in fact, testing.
Also, after the introduction of each part of the update, a feedback from the community is necessary and, accordingly, time to fix bugs that arose in connection with the introduction of new content. How to write the request correctly will be written under the main post under the heading “Answers to frequently asked questions”. It will be under the first message and will be constantly updated, as well as the post itself.
The exact time for installing updates will not be known until they are actually installed, because we no longer catch up with the server, but sawing our storyline with blackjack and shamans (sarcasm). We are few, so we work slowly.
Part 1
In the first part of the Legion, the cap will be raised to the 90th level, new mechanics will be introduced for each class, which are aimed at eliminating significant shortcomings, personifying each class for a specific task - “unblock” single-task classes with different initial data. For example, you can no longer take one tank for all tasks in the game. One will fit well up task X, the other up task Y.
The skillset of the Dragoon class will undergo changes most of all. There will be no more blocks in the game. Generally. In any case, in the form in which they are now (the Shadow also). The base of blocks for each class (0.5%) also will be removed. Instead of blocks, the Shadow and the Dragoon will have other skills. If you upgraded them to 5+, then you will also have new spells for 5+. And above cards we’ll think about “abs. defence” if someone has sharpened this stat - possibly over compensation (if you sharpen it from the moment the post comes out - it will not be compensated, it's easy to see by the logs). The rest of the classes will receive several new abilities that will “refresh” the gameplay, complementing the strengths and covering the weaknesses.
Also changes will undergo such characteristics as reduction of physical and magical damage, critical strike chance, strength, intelligence.
The final experiment in this part will be ”flattening" damage (raising the lower limit and lowering the upper limit). For the most part, this process began because of the exorbitant damage dispersion of warriors, which is impossible to work with. But in case of success - the damage will "flatten” for all the warriors, because it is convenient and will allow to work more successfully with its indicators. I'll also assign here hp in pvp. Now it will be regulated by a new PvP-buff (you could already notice it, it is activated when entering the room and the arena). HP indicator we will customize based on the indicators of damage that we get. Stupidly “as then” not will be, but “as now”, will not remain too. The current upscale of HP with each patch is an attempt to find the optimal value for the first time. It is a temporary solution, alas, but so far so. In the future, a shot in the dark will end and there will be a clear formula for upgrading the HP indicator for each class.
Part 2
Second part of the update will be fully dedicated to the new pve-instances and a new chapter of the lore in the history of this game. At once I inform that I do not pretend to smart author's abilities, the colourful description of history and magnificent discovery of characters. My task is content that can be felt. So, what will be in the new dunge. Ideally, it is a castle with five bosses, each of which requires a special approach to pass. Otherwise, you will not defeat the bosses. Stupidly spamming knives under the clock doesn't work, you will have to read the quests, patchnot, description of items. Dunge is complex and has a limited number of entry attempts per day. I recommend also to collect the party from
top gear characters, there is nothing to do for afk. The most stuffy passage I almost guarantee you. I do not plan to go there myself until someone who is not involved in the development process passes it. I hope there is no need to explain why.
Part 3
First of all, I'll make a reservation, that the third and the fourth part can change place depending on the complexity of their execution. And so, the third part is the most test from all the test parts of this update, because it contains pvp-dange on the principle of "Royal battlefield” (for those who 2005+ year of birth, I will explain, that this model was used in other projects long before, as this genre became popular). The concept of dunge is quite simple and has been written long ago, now there are difficulties with implementation. We will try to do everything correctly, but not the fact that it will be on the first try. In a whole all is quite simply - go in dungeon, kill other players, which you don't need there, find spots with drop and kill boss (or he kills you, as goes).
Part 4
In the fourth part of the update there will be global edits that will not be able to fix in process in other parts. This is part of the rewriting in the clean copy from the draft. As for content, there is less than in any of the parts: new skill of guilds, adaptation and adjustment of “pvp-balance" (yes, now this is the official regime) for subsequent conducting tournaments with prizes (and for respect). Also, it includes all the cosmetics in the game, which at that time will be introduced, its animation, curved icons and more. Also, when installing the final part of the update on the forum there will be provided with the so-called "Road map". There won't be any terms in it, but the main points will be described, the key clothes in the update (if any, so that hard workers do not spend resources on the up of the obsolete), and also temporary events, if they are, again, available, will be announced.