Early Access Season 2 Q&A
[p]Big thanks to all of you that sent in your questions! There were so many that we had to group them into themes and dive right in. The below video is a podcast format, since people seemed to enjoy that last time, but I know not everyone has an hour to wade through the video for all the key details.
If you're short on time, check out the below summary to get a top-level idea of the main points. Keep in mind that the full interview includes all of the context and nuance that a bulleted list cannot provide.
Now that the build is getting to a more shareable state, next week we'll be showing off more in-game footage of what you can expect on February 19th with the Early Access Season 2 update. Enjoy! [/p][previewyoutube][/previewyoutube][h3]Q: What’s changing with the Gem system in Early Access Season 2?[/h3][p]A: The team intends to make targeted improvements to the gem system rather than a full overhaul. Key changes include:[/p]
We agree that gem acquisition may have taken too long previously, and some tuning is likely. However, gems are still meant to take time, particularly on your main character. Alts will see the biggest benefit.[/p][hr][/hr][h3]Q: What’s in it for veteran players in Early Access Season 2?[/h3][p]A: Systemic changes now, bigger endgame focus later.[/p][p]Early Access Season 2 is primarily focused on improving onboarding and progression clarity for newer players. That said, veterans can expect:[/p]
If you're short on time, check out the below summary to get a top-level idea of the main points. Keep in mind that the full interview includes all of the context and nuance that a bulleted list cannot provide.
Now that the build is getting to a more shareable state, next week we'll be showing off more in-game footage of what you can expect on February 19th with the Early Access Season 2 update. Enjoy! [/p][previewyoutube][/previewyoutube][h3]Q: What’s changing with the Gem system in Early Access Season 2?[/h3][p]A: The team intends to make targeted improvements to the gem system rather than a full overhaul. Key changes include:[/p]
- [p]Faster gem progression for alts compared to mains.[/p]
- [p]Bug fixes where some dungeons were not dropping gems at all.[/p]
- [p]More interesting gem track bonuses.[/p]
- [p]Weapon traits tied to gems[/p]
- [p]Legendary Aether is being added as a high-end crafting material, allowing players to:[/p]
- [p]Add empowered sockets to normal items[/p]
- [p]Add non-empowered sockets to set items (as a deliberate tradeoff)[/p]
We agree that gem acquisition may have taken too long previously, and some tuning is likely. However, gems are still meant to take time, particularly on your main character. Alts will see the biggest benefit.[/p][hr][/hr][h3]Q: What’s in it for veteran players in Early Access Season 2?[/h3][p]A: Systemic changes now, bigger endgame focus later.[/p][p]Early Access Season 2 is primarily focused on improving onboarding and progression clarity for newer players. That said, veterans can expect:[/p]
- [p]Major weapon trait updates[/p]
- [p]Large-scale Hero and Talent tuning[/p]
- [p]A reworked difficulty curve that emphasizes survivability and time pressure instead of one-shots[/p]
- [p]New Curses and retired underperforming ones[/p]
- [p]Two new Heroes[/p]
- [p]Dungeon timers and advanced mechanics now activate at Paragon Capstone, not earlier Leagues.[/p]
- [p]Early Leagues focus more on learning and execution, with complexity ramping up later.[/p]
- [p]Eternal Dungeons will clearly stand apart in difficulty and coordination requirements.[/p]
- [p]Reduce early-game confusion[/p]
- [p]Improve Tank and group coordination[/p]
- [p]Make early gameplay feel less sluggish[/p]
- [p]Less emphasis on one-shot mechanics[/p]
- [p]More focus on damage optimization and time pressure[/p]
- [p]Melee DPS gaining slightly higher maximum potential than ranged to compensate for uptime risks[/p]
- [p]Some overperforming ranged Heroes being tuned down[/p]
- [p]Sune (codename) is a support tank who can heal allies and make meaningful tradeoffs between self-survival and group support.[/p]
- [p]Lisa (codename) is a damage-driven healer who converts incoming damage into delayed effects and heals allies through her own damage output.[/p]
- [p]Non-humanoid and “weird” heroes[/p]
- [p]Raids (with proper scope and support)[/p]
- [p]New game modes[/p]
- [p]Expanded cosmetic systems, including weapon skins[/p]