![]() ![]() We know that a major appeal of Spellbreak is the ability to combine and weave spells. As mentioned above we will also revisit some of the spells and sorcery attacks on existing gauntlets both in terms of functionality and visual fidelity. In the coming months we will be adding additional gauntlets and getting a feel for how new gauntlets will impact the overall gameplay feel and balance. The pre-alpha focused on just six schools of magic and on only one gauntlet per school. The next set of runes that will be coming will focus on mobility first to round out those options for players. There is more we want to do with both additional mobility runes, utility runes, and exploring how runes can change squad and duo play. The active abilities provided by runes are a crucial part of the combat and gameplay feel in Spellbreak. The ability to select two classes opens up a massive amount of variety and our goal is to provide interesting playstyle options and strategic build choices every single match. We feel that the class system and the in-match RPG elements it provides are a core part of what makes Spellbreak different. ![]() There may still be large changes to the class system coming as we continue listening to your feedback and evolving this feature. ![]() The next few classes will be focused on support and team play and from there we will look at how a broad baseline of classes can fit into the overall ecosystem. New classes will be rolling out over the course of Closed Alpha as we continue to build out the launch set. ![]()
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