Help Us Test a New Status Effect!
Update: This testing phase is over and the experimental branch is now reverted to match with the default branch. Thank you everyone for testing and for your comments! We'll take some time to consider the new mechanics and decide what's next for Sadness in a future experimental testing phase.
We're testing a brand new status effect on the experimental branch and we've love your input on it!
This is a temporary test available only for PC users and only for a limited time. The experimental branch has no other balance changes except the addition of new mechanics detailed below. We aren't looking to adjust the current balance patch based on this test phase; instead we want to focus on the new mechanics and how they impact the meta of the game.
Notably, this is more experimental than any past experimental balance patch we've done. We may or may not introduce this status effect in the next balance patch, or any future patch, depending on the feedback at this stage.
[h3]π» Effects of Sadness[/h3]
[h3]π Plays[/h3]
See the FAQ for info on how to access new plays.
[h3]π Theory and Intentions[/h3]
[p]This follows along with other recent balance patch changes in trying to generally slow down the pace of the game at high levels and create more space for mid-ground Beasties that aren't hyper-specialized for offense or defense. SAD creates more effective counter-play to damage-boosting and self-healing playstyles then we've ever added. If it works as intended, then it should further flatten out the effectiveness of different playstyles so that more matches hit the sweet spot of being competitive, tactical and interesting without ending in a hyperfast landslide or lasting forever.[/p][p]We've been testing and theorizing on this status effect behind the scenes since before our initial release into Early Access. We hesitated to add for a long time because we wanted to ensure it felt unique among all the other tools in the game, while still being impactful enough to matter in team building. It's actually something we thought would fit well to introduce when we add more Beasties for the eventual Far Out DLC; our main concern at this stage is that with the current count of Beasties, there's already such a density of mechanics and interactions that squeezing even one more in may make the game feel bloated and overcomplex. But we've developed Sadness to the point where we feel it has a potentially good place within the current meta and for such a major mechanic we want to have ample playtesting time with it so that we can confidently expand on it with future designs.[/p]
[h3]Is there any risk to my existing save data if I test this?[/h3]
No, there should not be. The only difference on the experimental branch is the addition of new mechanics. So your Beasties should not lose any data if you open your save on the new branch. If you are using new plays which are introduced on the experimental branch, they will be removed upon switching back to the default branch, but no other changes will occur.
[h3]How do I access the experimental branch?[/h3]
Right click Beastieball in your Steam library > Select "Properties" > Go to the "Betas" tab > Select "experimental" from the dropdown menu.
[h3]How can I access Sadness on the experimental branch?[/h3]
In this test build, all plays with the new Sad effect cost 0 SP to teach to Beasties via tutoring at the Academy. If you have Tower Tourney unlocked in the academy, you can access the tutoring menu by talking to Alessia > Select "Points Shop" > Select "Beastie Tutoring..."
[h3]How should I test Sadness?[/h3]
Build teams using the new plays and effects! The best places to test are in Tower Tourney or against other players in the SportNet "Find a Match!" menu.
[h3]How does playtesting on the experimental branch interact with players on the default branch?[/h3]
This experimental test is on a different balance patch than the default game. This has these effects:
[h3]How should I provide feedback?[/h3]
Our favorite space for community discussion is our official Discord! We have a space there designated for discussion of SAD.
You can also submit your thoughts via the in-game feedback report button (F8), or post on Steam forums.
We're testing a brand new status effect on the experimental branch and we've love your input on it!
This is a temporary test available only for PC users and only for a limited time. The experimental branch has no other balance changes except the addition of new mechanics detailed below. We aren't looking to adjust the current balance patch based on this test phase; instead we want to focus on the new mechanics and how they impact the meta of the game.
Notably, this is more experimental than any past experimental balance patch we've done. We may or may not introduce this status effect in the next balance patch, or any future patch, depending on the feedback at this stage.
π About Sadness
[h3]π» Effects of Sadness[/h3]
- A Beastie that's SAD won't feel the effect of πΊBOOSTs and won't be able to restore stamina.
- SAD counts up after every offense turn much like SWEATY, but it goes away when the Beastie TAGS OUT.
- If a Beastie feels 4 SAD (or more), they will be overcome with sadness and instantly lose 100 STAMINA.
- If a Beastie that's SAD tries to feel JAZZED, the feelings neutralize each other. JAZZED won't be applied, but SAD will be cured. The reverse is also true; if a Beastie that's JAZZED has SAD applied to them, the SAD will not be applied but the JAZZED will be removed.
- SAD is blocked by RHYTHM much like SWEATY and NERVOUS.
[h3]π Plays[/h3]
See the FAQ for info on how to access new plays.
- (Updated!) Numbshot - Mind attack, 65 POW. Target feels 1 SAD.
- (NEW!) Gloom - DEFENSE. Target feels 1 SAD.
- Via level up
- (TBD)
- (TBD)
- Via friendship
- Orgella, Mistic, Wottle, Plumask, Squimage, Diabloceras
- Orgella, Mistic, Wottle, Plumask, Squimage, Diabloceras
- Via level up
- (NEW!) Soliloquy - DEFENSE. Every fielded Beastie feels 1 SAD.
- Via level up
- (TBD)
- (TBD)
- Via friendship
- Plumask, Hopra, Conjarr
- Plumask, Hopra, Conjarr
- Via level up
[h3]π Theory and Intentions[/h3]
[p]This follows along with other recent balance patch changes in trying to generally slow down the pace of the game at high levels and create more space for mid-ground Beasties that aren't hyper-specialized for offense or defense. SAD creates more effective counter-play to damage-boosting and self-healing playstyles then we've ever added. If it works as intended, then it should further flatten out the effectiveness of different playstyles so that more matches hit the sweet spot of being competitive, tactical and interesting without ending in a hyperfast landslide or lasting forever.[/p][p]We've been testing and theorizing on this status effect behind the scenes since before our initial release into Early Access. We hesitated to add for a long time because we wanted to ensure it felt unique among all the other tools in the game, while still being impactful enough to matter in team building. It's actually something we thought would fit well to introduce when we add more Beasties for the eventual Far Out DLC; our main concern at this stage is that with the current count of Beasties, there's already such a density of mechanics and interactions that squeezing even one more in may make the game feel bloated and overcomplex. But we've developed Sadness to the point where we feel it has a potentially good place within the current meta and for such a major mechanic we want to have ample playtesting time with it so that we can confidently expand on it with future designs.[/p]
β FAQ
[h3]Is there any risk to my existing save data if I test this?[/h3]
No, there should not be. The only difference on the experimental branch is the addition of new mechanics. So your Beasties should not lose any data if you open your save on the new branch. If you are using new plays which are introduced on the experimental branch, they will be removed upon switching back to the default branch, but no other changes will occur.
[h3]How do I access the experimental branch?[/h3]
Right click Beastieball in your Steam library > Select "Properties" > Go to the "Betas" tab > Select "experimental" from the dropdown menu.
[h3]How can I access Sadness on the experimental branch?[/h3]
In this test build, all plays with the new Sad effect cost 0 SP to teach to Beasties via tutoring at the Academy. If you have Tower Tourney unlocked in the academy, you can access the tutoring menu by talking to Alessia > Select "Points Shop" > Select "Beastie Tutoring..."
[h3]How should I test Sadness?[/h3]
Build teams using the new plays and effects! The best places to test are in Tower Tourney or against other players in the SportNet "Find a Match!" menu.
[h3]How does playtesting on the experimental branch interact with players on the default branch?[/h3]
This experimental test is on a different balance patch than the default game. This has these effects:
- Players on different balance patches can't connect to the same private lobby and won't appear to each other in the "Find a Match!" menu.
- You can upload Away Teams and Rank Defense teams using experimental plays; however, if a player on a different balance patch downloads those teams, the plays will be removed or replaced automatically, so your Beasties may appear to be missing plays.
[h3]How should I provide feedback?[/h3]
Our favorite space for community discussion is our official Discord! We have a space there designated for discussion of SAD.
You can also submit your thoughts via the in-game feedback report button (F8), or post on Steam forums.
Thanks!