- Apr 21, 2020
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Here's what to expect for the next update:
This past week was spent implementing and testing an overhaul to the multiplier system. The intent is to solve both the relative uselessness of PLEA and the tendency for lategame fights to snowball in predictable ways. I'll describe them here so that you all know what to expect.
First, the straightforward buff and nerfs: INJU's circumstance multiplier has been decreased to x3, PLEA's trauma multiplier has been increased to x4, and EXPO's ally trauma multiplier has been completely removed (so that it now only affects allies' circumstance damage). This has resulted in an overall decrease in the amount of trauma taken during battle. During my hard mode playthrough, I found that even after breaking vulnerabilities, I had to actively plan around stacking PLEA in order to hit the trauma thresholds to make the Chosen actually perform the sinful downtime actions. The removal of EXPO's trauma multiplier also makes it so that even with multiple-capture Commanders, keeping everyone surrounded at all times is far from trivial.
Previously, the game was balanced around high trauma values penalizing circumstance damage. In order to compensate for the new lower trauma values, I've reworked the x1/2 circumstance damage penalty per associated trauma level. It now only applies for every trauma level above the lowest trauma. This means that if all trauma levels are equal, none of them apply a penalty. In practice, I've found that increasing the target's PLEA level can now actually help to remove the trauma penalty, as it lets the lower trauma levels quickly catch up to the highest ones.
Explosive multiplier growth is now countered by a new flat penalty on all circumstances of x1/2 per level of the highest circumstance. So, the first multiplier raised grows most quickly, and the others have to play catch-up. This means that it's still possible to get "bogged down" somewhat by raising PLEA or EXPO first, but it's much less punishing, particularly if an ally has already been hit by EXPO. INJU and HATE are still strong, but you generally want to pick one of them and pair it with PLEA, because using only INJU and HATE doesn't give you enough trauma to result in long surrounds, and EXPO can no longer be used to bridge that gap. You actually have to tailor your approach to what your main target is weak to.
I'm currently rewriting the tutorial and updating the game's documentation to take the new mechanics into account. Tomorrow, I plan to start work on the new corruption path (which, as it's focused on PLEA and EXPO, should benefit heavily from these changes).