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[DEV] Coming Soon to Shattered: Warrior Mini Rework and More!

Hey Dungeoneers, v3.1 is ready for beta, just in time to meet the estimate I gave (for once)!

In this blog post I'm going to go over what's coming in v3.1! This update has a a mini Warrior rework, some new rooms in the dungeon, a new trinket, and an assortment of other changes and additions.

Read the Full Post Here

20 comments
  • I'm fresh off reading patch notes, the new room types have me so hyped! Warrior seal change is fantastic, I always understood logically that it was impactful, but it never felt as noticeable as even the Duelist's level 1 talent granting Sheild.

    Expounding on the new rooms, I really hope the barrels are intractable like they are in Remixed PD, the only other PD that I can stand to play after Shattered. The double new blue flames look really interesting, I wonder what they do? Maybe the skelecages are more than decor too?

    The bridge to nowhere looks sick, and the dark crystals in Demon Halls gives it a really thematic claustrophobic feeling, while also adding tactical opportunities and pitfalls.

    I love the new entrance rooms. Hell, reading this dev diary, I'm realizing how much I love room variety and how much it adds to the dungeon feel of the game.

    Cleric buffs are great too, they've felt weak, but I haven't played them a ton.

    This is just my very first impressions, I plan to report back once I've tested it :)

  • What "favorite ferret"?

    The crabs are arguably the bane of the sewers and I wonder if the new hermit crabs will further the crab ire.

    Personally, I feel the cleric would be more balanced with nerfs, however, the recent buffs doesn't mean there can't be adjustments in the future.

    • The Cleric's supreme flexibility is great for experienced players who play lots of challenges, but that isn't what the game is balanced around. At the more moderate levels of play having a super flexible holy tome just isn't as good as 'gets shielding for free' or 'can turn invisible at will'

      As for hermit crabs, they aren't as fast, so I expect feelings on them will be mixed. They trade the crab's signature opressive offensive trait for a lot more defense.

      As for the favourite ferret, it's a reference to something, the rest you'll have to figure out yourself =).

      • I understand the buffs are to counteract the data on overall player win rate. In short, I believe balancing the potential is better for the long-term. But I get for the shorter, or at least current term, bridging and balancing may be better.

    • I personally don't care for Cleric, what do you think is overpowered in their toolkit? I haven't played much Cleric myself.

      • The holy tome and the arsenal that it brings. It covers everything; from defense to offense, and utility like curse detection. I play with 5 challenges and the consistency the cleric provides in win rates is a cut above the others. Hunter and warrior are the next best. Wand of regrowth and ring of wealth are top tier. To give an idea of some of my extreme views.

20 comments