Discovered: An Ancient City
Early next week, we will introduce the Ancient City back into the game. It will be an event map that spawns in both PvP and PvE form, with only rarity available on the PvP version. Next week with the release we’ll have a full post that lays out the new experiences available on the Ancient City, as well as the brand new gameplay mechanics.
Today we’ll introduce another small packing update which should improve unpacking and resolve all the known issues. We’ll monitor over the weekend and then begin burning additional tiles when we patch Ancient City.
- Improved unpacking checks to finish with the packing for good and start burning tiles.
- Fixed all the remaining known issues with packing.
Q&A
In the QoL devblog we talked about many of the features that are often mentioned when referring to past seasons, like the lobby, traveling, nomadism, etc.
As we all know, the grappling hook is a ton of fun, but anyone who has played for any length of time in PvP knows the downsides.
When first designing S5, PvE maps were not meant to be all of the progression. This obviously changed over time as we considered things, but we didn’t reconsider that since players will have entirely safe from PvP options through most or all of the PvE progression, that we could live with a grapple that allowed a bit more skill expression.
We won’t be completely reverting the grapple. Obviously grappling in combat had quite a lot of bugs, so the changes ultimately fixed a lot of the most egregious problems in mutual PvP, but also we believe the stamina cost on grapple is a good balancing tool that needs to be adjusted more. But we will be buffing/rebalancing the grapples across the board in various ways.
We know there are still some pain points, like inventory management, etc, and we’ll continue to monitor those as we go along.