Heroes' Hall #16 - Hero Class Updates & Changes!

Hey Heroes, Welcome to Heroes' Hall #16! This week we're going to be highlighting some community driven changes that have both already happened to Hero Classes, as well as some that are coming imminently to Rogue Heroes. Before we dive in though we just want to say thank you to everyone for sharing their balance suggestions and class buff ideas, we've loved reading them and the changes we're making are directly inspired from what you've been telling us. Oh and we're not stopping here, we're looking to further tweak the classes based on your feedback to really cement their identity and playstyles within the game, so if there's something you'd like to see changed or added to your favourite, or least favourite classes - Let us know! :) [h1]Class Updates[/h1] Below you'll find the changes to classes that are both live in game, as well as those coming in this week's patch. As mentioned above more tweaks are planned for the near future! [b]The Mage[/b] [img]{STEAM_CLAN_IMAGE}/31862249/657cab6ccdefee39753c6a7006c0e2a1c0644706.png[/img] Recent Changes [list] [*]Added Mana on kill when using a sword (10% mana per kill) [*]Added bonus damage to runes (100% -> 150%) [*]Reduced mana cost of runes (100% - > 75%) [/list] Upcoming Patch [list] [*]Adding burst fire to Mage rune attacks [*]ALL CLASSES - Wand damage increase by 20% [/list] We're hoping these changes when combined will further highlight the Mage's position as a squishy yet high burst damage character. [b]The Reaper[/b] [img]{STEAM_CLAN_IMAGE}/31862249/be565126e7f0bf07d35a49738722b4e4d9cc3082.png[/img] Recent Changes [list] [*]Added a new ability to the Reaper allowing them to absorb monster essence upon slaying an enemy and unleash a guaranteed critical hit on collecting enough. The Reaper will glow orange when they've absorbed enough energy. [/list] Upcoming Patch [list] [*]Added Reaper health absorption. Every 40 energy from fallen enemies absorbed returns 1% of the players health [/list] After we put live the initial buff to the Reaper around boosting their physical damage from killing foes we saw the community request to really embrace the Reaper's style and allow them gain vitality from those they defeat. So, when the next patch drops Reapers will now gain health and become more powerful in combat as they continually take down foes. We hope this really makes you feel like a master of the dead! [b]The Ranger[/b] [img]{STEAM_CLAN_IMAGE}/31862249/50c4e76f58b74daa6cfbe59d0ed00d288013b124.png[/img] Upcoming Patch [list] [*]Made 50% of enemies killed by an arrow by the Ranger class drop an arrow [/list] We'd seen the feedback that the Ranger was a tricky class to play due to the ammo economy of their bow, meaning the longer a dungeon run went on the harder it became to lean into their strengths and playstyle as you ran out of arrows. We're hoping this change will reward Rangers for successfully taking down enemies with their signature weapon and allow them to keep up their ammo reserves for longer. We've also got some more changes we're currently testing for the Ranger behind the scenes, so watch this space! [b]The Witch[/b] [img]{STEAM_CLAN_IMAGE}/31862249/28c2593c8df985e97f0689d169a5efe0c41dd20a.png[/img] Recent Changes [list] [*]Potions used by Witch do 1/2 effect to all nearby players [*]200% effect for health and magic potions [*]150% effect from damage, armor, class ability cooldown buffs [*]125% effect from speed potion buff [/list] The Witch got some much requested attention to their potion effectiveness, carving them out as a flexible Hero in solo play and a fantastic support / healer class in multiplayer. [b]The Thief[/b] [img]{STEAM_CLAN_IMAGE}/31862249/e357ec58669d9433f95a177e427207238e32373e.png[/img] Upcoming Patch [list] [*]Increased Thief attack damage by 20% [/list] We're giving the Thief a boost to their damage to further support their risk / reward playstyle, making those sneaky plays feel really satisfying and powerful! [b]The Big Three - Knight, Pirate & Bomber[/b] Recent Changes [list] [*]Added brief invincibility (1 second) to finishing a Knight or Bomber's leap ability [/list] Upcoming Patch - Small Nerfs [list] [*]Pirate - Reduced Pirate attack damage by 12.5% [*]Knight - Stat change: Reduced attack damage by 25%, increased ability cooldown from 1.5s to 3s, decreased stun duration by 25% [*]Bomber - Reduced Bomber stun timer by 12.5% [/list] When it comes to changing Hero Classes we're always going to use nerfs as a last resort, which is why most of our focus is on elevating and buffing classes instead. However, the Knight, Pirate and Bomber have become noticeable outliers that can trivialise many encounters and remove the incentive of playing other classes. Because of that we've tuned them ever so slightly to bring them more in line with the other classes, whilst keeping their class strengths and identity. We'll continue watching this feedback closely and have a very open mind when it comes to future changes! [b]A New Patch This Week![/b] That wraps up this week's Heroes' Hall! We hope you appreciated this look over some class changes both present and imminent. As mentioned at the start of the post our changes are based on your feedback, so keep it coming. These are your Rogue Heroes after all :) On the note of feedback, we've got another patch coming later this week that addresses a range of bugs in both single and multiplayer, as well as the listed class changes above! Full patch notes will arrive as it goes live. Before we head off, if you're enjoying your time with Rogue Heroes, feel free to leave us a Steam review and let us know! It really goes a long way in supporting us, thank you! https://store.steampowered.com/app/787810/Rogue_Heroes_Ruins_of_Tasos/