Pantheon’s Visionary Realms is planning major revisions to combat, stats, and class identity

    
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The Pantheon team has just dropped its November producer’s letter; the team says it’s been “heads down” this month, hard at work on asset conversion and combat.

“With the recent conversion to HDRP we are enjoying the immense improvement in graphical fidelity and the performance gains from our sleek new asset streaming technology,” Visionary Realms’ Chris Perkins and Adam Mostel write. “This transition has also defined our immediate development priorities. At the top of the list is the process of asset conversion.”

As for combat, the studio says it’s working on implementing a number of improvements to the combat system – specifically, an overhaul of the attribute and stat system to make stats more desirable and clear; an overhaul of base power from leveling and target difficulty; a sweeping overhaul of abilities to de-emphasize rotations; and of course, a refocus on class identity.

“Having distinct classes with their own strengths and weaknesses is a core tenet of Pantheon’s development, and our combat improvements will allow us to explore the depth of those differences more than ever. Feeding off the changes to our attributes and skills, we are able to better specify where our classes excel over others. For example, Wizards – though undisputed masters of direct damage – may find that not only are their debuffing spells fewer, but that they don’t land quite as reliably as an Enchanter’s. These differences have been extrapolated across the entire spectrum of core combat skills – both offensive and defensive – and are intended to synergize with our goals for deliberate ability choices and expanded itemization options to encourage players to weigh between enhancing their strengths or shoring up their weaknesses based on their personal goals and their role in a team, and to embark on further adventures to build up their arsenal.”

Source: Newsletter
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generic-hamster

Dear MOP team, I would be interested in an article that summarizes Panteheon’s journey so far. I am slowly loosing track of their progress. It seemed to me that they were not far from a solid pre-alpha state (Project Faerthale?) and now they drop a revamp-bomb? *concerned Pikachu face*

I have read through the newsletter and didn’t find the word revamp. Improvements sounds better than revamp.

Blinkenn
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Blinkenn

First they removed zones and now a combat revamp? I’d wager this is quickly moving away from whatever Brad’s Vision was.

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Java Jawa

I’ve been following this one for a while and I think this is the third combat revamp they’ve had. I hope they find a keeper as I’m itching to play what’s essentially EQ3.

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Crowe

A big combat revamp couldn’t hurt. The combat videos I’ve seen looked super boring (players sitting in combat to recover?) and it definitely needs to be spiced up if they want to attract new players or even keep the interest of old school players.

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Rndomuser

All these useless wall of text “newsletters” with nothing to show through actual videos. Very reassuring. /s

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Dystopiq

Friendly reminder that PvE MMOs take years to make even for AAA studios and their Kickstarter didn’t meet their goal

Swifty
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Swifty

I backed this in 2016…Still no alpha. Yeah, given up on it ever releasing.

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Dug From The Earth

Locking down access to betas for games like this but then announcing big “Revamps” pretty much means nothing to the majority because we have nothing to compare it to. The revamp could change things for the better, or worse, and we wouldnt have a freaking clue.

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2Ton Gamer

It’s been 2 years since Brad passed and yet the game doesn’t seem like it’s had a huge jolt forward in terms of being near a good beta 1 state. I know it’s a small team and an ambitious project and I wish them well, but I am beginning to wonder if development will get outpaced by want/tech and other things to consider.

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Java Jawa

Yea agreed, progress seems to have hit a wall.