
Particularly, the 'Murderous Rage' mode that makes bosses nearly impossible to kill has been removed - except in the case of Twisted Bosses. However, not all skills will see a change in that area.ĭungeons are also getting some love in the fact that difficulty levels broken during the testing period are being fixed. They're also addressing cooldown times for some skills. This includes things like allowing players to see how a skill or blessing works before they learn them. On the combat front, the team is working on making the combat system more player friendly. They've addressed the issue, and even added a fix that allows players to access graphics options before they enter the game to make their own adjustments. As it turns out, the design related to last gen's consoles resulted in there being a lack of frame rate limit, which caused GPU usage to be too high. The team has figured out what was causing the issue. That said, not everything about the UI/UX can be changed immediately, or possibly at all, because of the fact that the system is built on one intended for consoles.Īnother, insanely important, issue that was addressed during this video is the fact that the game was causing players' graphics cards to overheat. As an added bonus, players will also be able to interact with (most) NPCs while mounted - instead of having to hop off every time they want to have a chat. For those who asked, they'll also be increasing the amount of quests displayed in the onscreen quest tracker. This includes things thing UI/UX improvements, like changes to menus and screen layout intended to make the menus easier to use and create a more fluid UI. According to Seewon, a 'huge portion' of what players asked for following the test will be applied for launch. These questions focused on a few areas: user interface and user experience, content, and combat. They also note that changes are currently being made based on Final Test feedback and that they will continue to work on those changes through the game's launch, but they won't be stopping there.įrom there, Olvera went on to ask several of the more common questions (and note complaints) made by players. They spend a little time on the result of the test itself - which seems to have been a marked improvement over the last test. In the video, CM Olvera sits down with Lead Content Designer Seewon.

#Twitch bless unleashed Pc
I don’t enjoy self harm but others…īrute during meatball phase was overly annoying but now the summons are generally a pushover.With Bless Unleashed's PC Launch just a smidge over two months away (and a demo launching on Steam tomorrow), Round 8 Studio decided to take a bit of time this weekend and answer player questions about the results of the Final Test and what changes players can expect between now and launch. Players for some reason insist on suicide and run out the main gate into 10 players instead of using the other exits. More handholding to prevent gate camping. Give tanks some love, bonus points for blocking damage while on an objective (in the vicinity) More reasons to fight in and on the points/objectives, instead of shooting through the doorway In a competitive match players will stop fighting baron and try to kill each other (this is good) but having bowboy pen shot from 100m is not so good. The fight is about baron, force players into the engagement. More buildables, better and upgradable defensive structures, repeaters that can be upgraded into a net shot gun ability, ballista cannon that shoots lazerbeamsīetter layout for Baroness to prevent sniping from ranged outside. I’m looking at games like LoL or Dota, you get a penta kill, players and viewers lose their shit because it’s an epic moment, something to enhance that experience in New World and capitalize on the momentum, so it’s not just “oh wow I left clicked them dead, next” these buff/items last some amount of time (matches duration, a few seconds?).

