Cardiac Event Recorder - Update #72
[h3]2 New Events[/h3]
This update adds the final treasure event with Shiny Syncron!
Since Knot Knott was turned into an extra shiny battle last time, I also added a new free gift event with Venom Veyeral! This makes up for the free gift event that was supposed to belong to Knot Knott.
[h3]Quickplay Balance Changes[/h3]
I usually don't want to nerf anything if I can avoid it. From what I've seen, most other games in this genre tend to penalize their version of "bombs" with reduced scores, but I'm very big on having zero penalties for using panic attacks.
However in quickplay, a mode where you can equip anything you want for single battles. there should be some kind of limits. It turns out that you can make your limited panics last a very long time. With enough DPS, they can be made to outlast entire battles. I've known about this for a while, but I wasn't sure what to do about it. I don't mind if a strategy can overpower a few quickplay battles, but when it can solve most of them way too easily, then I need to try to do something about it.
I've decided to do an experimental change on this update. In quickplay mode only, using panic attacks will gradually reduce the damage from bullets and auras that come out of your heart. The longer your panic lasts, the more your damage is reduced down to 50% then it returns to normal after the panic ends. My goal with this change is to still allow panics to last a long time, but without them being able to clear entire battles without really needing to dodge anything.
A similar effect will happen if you stay inside an Umbrella blue safety bubble for a long time. This will only reduce damage by up to 25% since they don't seem to be as ubiquitously overpowered in as many battles, but still a lot of them.
Again to be clear, these changes only affect Quickplay and Ultra Quickplay! If I decide to keep this rule, it will eventually be explained in-game somehow.
[h3]Ultra Quickplay Changes[/h3]
I have changed the way overlevel stats get applied to high levels in Ultra Quickplay. Monster fear will now stop naturally scaling after level 15, so the blue extra fear stat can now be mixed into the formula to compensate. At level 42, each stat will be at different values for each monster depending on some of their properties. Monsters with high base fear or ones that are shy battles will end up with less fear scaling and instead distribute more points to the other 2 stats. With this I hope the balance feels a little more thoughtful than before.
Overall most normal Lv 42 monsters will end up with more fear than before, while the big thorned final bosses will now have less fear than before (though still a lot higher than normal monsters). The other 2 stats, Attack Speed and Attack Damage, are a little lower across all monsters at Lv 42. Nothing has changed about scoring, and no scores will be reset by this.
Early Access updated game version to v7.23
[h2]Content Added [/h2]
[h2]Updates and tweaks [/h2]
[h2]Quickplay Specific Changes[/h2]
[h2]Bug Fixes[/h2]
[h2]Coming Up for v7.X[/h2]
It's just shanx now! The last guardian! Oh wait, that's a different game.
Hopefully the FINAL update for version 7 will be on May 5th!
ːradiantheartː ːradiantheartː ːradiantheartː
This update adds the final treasure event with Shiny Syncron!
Since Knot Knott was turned into an extra shiny battle last time, I also added a new free gift event with Venom Veyeral! This makes up for the free gift event that was supposed to belong to Knot Knott.
[h3]Quickplay Balance Changes[/h3]
I usually don't want to nerf anything if I can avoid it. From what I've seen, most other games in this genre tend to penalize their version of "bombs" with reduced scores, but I'm very big on having zero penalties for using panic attacks.
However in quickplay, a mode where you can equip anything you want for single battles. there should be some kind of limits. It turns out that you can make your limited panics last a very long time. With enough DPS, they can be made to outlast entire battles. I've known about this for a while, but I wasn't sure what to do about it. I don't mind if a strategy can overpower a few quickplay battles, but when it can solve most of them way too easily, then I need to try to do something about it.
I've decided to do an experimental change on this update. In quickplay mode only, using panic attacks will gradually reduce the damage from bullets and auras that come out of your heart. The longer your panic lasts, the more your damage is reduced down to 50% then it returns to normal after the panic ends. My goal with this change is to still allow panics to last a long time, but without them being able to clear entire battles without really needing to dodge anything.
A similar effect will happen if you stay inside an Umbrella blue safety bubble for a long time. This will only reduce damage by up to 25% since they don't seem to be as ubiquitously overpowered in as many battles, but still a lot of them.
Again to be clear, these changes only affect Quickplay and Ultra Quickplay! If I decide to keep this rule, it will eventually be explained in-game somehow.
[h3]Ultra Quickplay Changes[/h3]
I have changed the way overlevel stats get applied to high levels in Ultra Quickplay. Monster fear will now stop naturally scaling after level 15, so the blue extra fear stat can now be mixed into the formula to compensate. At level 42, each stat will be at different values for each monster depending on some of their properties. Monsters with high base fear or ones that are shy battles will end up with less fear scaling and instead distribute more points to the other 2 stats. With this I hope the balance feels a little more thoughtful than before.
Overall most normal Lv 42 monsters will end up with more fear than before, while the big thorned final bosses will now have less fear than before (though still a lot higher than normal monsters). The other 2 stats, Attack Speed and Attack Damage, are a little lower across all monsters at Lv 42. Nothing has changed about scoring, and no scores will be reset by this.
Early Access updated game version to v7.23
[h2]Content Added [/h2]
- 2 new events (Total: 44)
- 1 shiny new battle (Total: 97)
- 3 new dreams to fulfill (Total: 631)
[h2]Updates and tweaks [/h2]
- Details for over/underleveled monsters are now shown on a separate card in the monster selecting menu (this should help new players starting on Mist Rain to understand what the 3 icons mean)
- The base monster level (leftmost card in the boss select menu) now has a lower cap in the early stages of story or endless. This is separate from the cap of the highest level card which remains the same.
- Blue safety bubbles created by Umbrella and Fallen Angel will drain at a faster rate for an extra 1.5 seconds after you exit them. This reduces the effectiveness of quickly passing in and out of them repeatedly to extend their useable time.
- Base contact damage for blue safety bubbles has been increased from 36 to 60 DPS
- During special event chapters, their battle backgrounds will now appear in the menu while choosing a monster
- Added clarification to the Big Heart Bursts being a "triple shot burst" in the attributes screen
[h2]Quickplay Specific Changes[/h2]
- Quickplay Only! Using a very long panic attack will gradually reduce all damage up to -50% until the panic ends (Does not affect helpers or damage from the panic itself)
- Quickplay Only! Staying inside blue safety bubbles for a long time will gradually reduce all damage up to -25% until you leave (Does not affect helpers)
- Increased Alter Twin's quickplay panic limit by 1
- Ultra Quickplay: Completely rebalanced the distribution of overlevel stats for each level. The distributions now depend on some properties of each monster rather than being the same for all of them.
- Ultra Quickplay: When you choose a monster, the level selection will start on the level that you have cleared with the highest score instead of the lowest level
- Ultra Quickplay: Your best scored level is now shown along with your highest cleared level below the monster card
[h2]Bug Fixes[/h2]
- A certain ultra quickplay dream that requires exactly 2 medals would still unlock if a 3rd medal was earned just as the battle ends
[h2]Coming Up for v7.X[/h2]
It's just shanx now! The last guardian! Oh wait, that's a different game.
Hopefully the FINAL update for version 7 will be on May 5th!
ːradiantheartː ːradiantheartː ːradiantheartː