I know our regulars have seen most of this in bits and pieces as I chat with people in the comments, but it’s time to make sure everyone has seen it. And it’s time to give you a head start on planning your armies for the update.
You know we've been revamping the game to focus on different lanes for different rarities, so that in most game modes, legendaries fight legendaries as opposed to running roughshod over common creatures. The next step in this plan involves adding more legendaries to the game (along with increasing drop rates for their gems and increasing ways to get them in general).
It’s much more than just legendaries, though. We also need to make ALL the creatures suit all the new rarity-gated modes. So once we push the changes to the Underworld and the Arena Challenge live (that update is in testing now), it will be time to bring you the creature revamp.
We've redistributed the original creatures among the four rarity types. In order to accomplish an even mix without swamping you with too many new creatures, we’ve made some changes to the existing army. Some creatures changed “type” or “race” so we could have the proper balance for the type-limited challenges. Some creatures changed rarity, some going up and some going down. That was done not to buff or boost a particular character, but strictly because we needed, say, a particular color’s damage type in a rarity where one or none had been before.
We have invented a few new creatures in order to start you off with exactly the same number of creatures in each of the original four rarities. Unlike past new creature releases, however, we will not be doing that thing where the new ones have a much greater chance to drop. All drop rates are subject to adjustment, however. Nor do we have special events with scorcher stones. The creatures listed below will all just appear, as normal. (We will be bringing back special events once the upheaval is behind us.)
We will be adjusting individual creatures to suit their new roles before the launch, but the smaller adjustments will rightfully wait until the major update is in your hands -- so we can adjust based on how you actually play, not how we think you’re going to play. We also already have plans for new creatures that address some of the strategic gaps. Please, think of this as a starting point, not an ending point.
I know the new lineup, and I’ll post it below so you can start thinking about your strategic choices going forward.
I also know you have lots of questions about HOW we’re going to handle the conversion...and I can’t answer them today. There are multiple factors to consider, all involving your investment. We know you’ve spent time, money, or both on your creatures. We know that if you’re still here after all the changes we’ve made, you may have a certain emotional investment as well. We are considering a lot of possible scenarios, and we’re going to be running our final choices past a group of actual players (not a focus group or a bunch of paid evaluators) before we put this live.
The revamps are almost over. Thank you so much for sticking with us.
If you would like to post your top concern in the comments, I will be making a little spreadsheet with the most common reactions - so feel free to “like” someone else’s comment instead of posting your own. It will count as two “votes” in my table. If you can keep it so I can cut and paste comments directly, I would be very grateful.
Speaking of tables! I know full well this is going to change how people invest, effective immediately...and please know that’s why we’re telling you this even though I don’t even have a patch date yet!
COMMON: Dazzlepaw, Elfling, Roughpaw, Redguard, Mudscrape, Boomline, Grimchop, Gnawbark, Tusker, Nightcast, Mire Wyrm...and a new yellow attacker, does electric damage.
RARE: Rotbite, Glowbuck, Cracklehoof, Hobling, Bog Mage, Gloomfang, Croaker, Witherwild, Mossbow, Stonefist...and two new purples, an attacker and a defender, fire damage types.
EPIC: Firestrider, Sun Mage, Sundrench, Valkyrie, Shroomling, Cinder Wyrm, Flame Wyrm, Rock Gronch, Land Wyrm, Ghast, Dunder Gronch, Foul Sprite.
LEGENDARY: Sunblade, Pyroon, Grimbash, Wyrm Wrangler, Vinebeard, Wink Warg, Lamp Wraith, Moon Mage, Raven Master, and a new yellow, red, and green.
The current list of creatures who have changed race:
Grimchop, Nightcast: Warrior -> Small folk
Fire Strider, Rock Gronch, Dunder Gronch: Spirit -> Warrior
Raven Master: Small folk -> Wight
Please note: “current” means it potentially might change if something comes up in testing. I’m not trying to make your lives harder, I’m being transparent in a situation that is very much in flux.
(Originally posted by Ratatosk the Squirrel)
Comments
Gonna be a wait and see, hope I don't feel limited too much... go through this gate, using the creature , at this time, might as well use the auto battle, and don't fall asleep because you'll miss some good rewards.. lol.
I loved the old freestyle play because of the strategy and creature knowledge needed to succeed. Segregation versus integration... my preference has always been integration : )
will the revamp be a foreced upgrade? If yes, how much in advance will you announce the definite date?
All rewards severely lowered and prices of everything very high.
As a tiny example, underworld gave me 50 tokens per stage, now 10.
The idol removal hammer was 25, now 250 tokens.
So I get a fifth of the reward to pay an item that went x10 in price.
My commons are useless cause rares exist.
My rares are useless cause epics exist.
My epics are useless cause legendary exist.
Soon legendary is useless cause money whales will have mythic.
This game is done, and you may blame developers greed once again.