Your Feedback Matters: Upcoming Changes!
[p]Dear Tacticians,[/p][p] [/p][p]Thank you so much for joining the official release of Lost Eidolons: Veil of the Witch. Despite an 11-month Early Access period, we know that no game is perfect and there is always room for improvements.[/p][p] [/p][p]We've been happy to see all the feedback you’ve shared in Steam reviews, discussion boards, and on Discord. (And if you haven’t joined the conversation yet, we encourage you to do so!) Of course, our hope is always to see nothing but positive reviews and feedback all the way, but as expected, we've also received plenty of thoughts on ways the game can be made even better.[/p][p] [/p][p]We’ve worked through the weekend and discussed with the team about how best to address some of the most common points of feedback we’ve received thus far. Today we want to briefly discuss what we’ve learned and adjustments we'll be making.[/p][p] [/p][p]The two most common points of feedback we’ve heard are:[/p]
- [p]Persistent progression takes too long, and seems to force players to grind expeditions (runs) in order to stand a chance[/p]
- [p]The level of difficulty seems to spike unevenly and/or is too high in general, which feeds into point #1[/p]
- [p]Our intention behind the current speed of persistent progression is not to keep people replaying or grinding; it’s to give players a steady sense of reward after each expedition that gradually expands the range of possible gameplay options.[/p]
- [p]Combined with the above point, as players are not unlocking persistent progression elements as quickly as might be ideal, it makes the level of difficulty feel higher than intended. This is especially noticeable in the boss fights, because of all their unique abilities that feel a step above what the player starts out with.[/p]
- [p]Sacred Embers will drop at a higher rate, allowing the player to progress more quickly through the Altar of Fire perk trees. We’re also carefully reviewing the possibility of unlocking Greater Blessings earlier.[/p]
- [p]Partnership Points will progress at faster speeds, so players can unlock synergies and additional classes for Ashe at a quicker pace.[/p]
- [p]We’ll be upping rewards for Runes and Rune Fragments, so the player gets access to the class system as a whole a little sooner.[/p]
- [p]For new and less experienced players: We will be lowering the game's base difficulty level to something more in the ballpark of the Eidolon’s Chosen mode. (This mode, in turn, will be removed.)[/p]
- [p]For players who prefer a challenge: We'll be adding a new, higher difficulty option. Meaning, if you like the difficulty where it is now, this option is for you.[/p]
- [p]For players who want even greater levels of challenge, we’re confident the existing Trials mode will satisfy that desire.[/p]
- [p]Finally, we'll be adding more tooltips to the boss stages, to ensure that when players first encounter categorically new gameplay mechanics, they’ll be a little more informed and better able to strategize.[/p]
- [p]Higher drop rates on Sacred Embers, Runes, and Rune Fragments[/p]
- [p]Faster progression of Partnership level between allies[/p]
- [p]Potentially other changes aimed at speeding up persistent progression elements[/p]
- [p]Lower base difficulty and related removal of the Eidolon’s Chosen mode[/p]
- [p]To offset this: a new, higher difficulty level similar to the game’s current balance[/p]
- [p]New tooltips for unique boss mechanics[/p]