Author Topic: v1.6 Journey's Dawn Feature Reveal - New Amulets  (Read 5173 times)

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Darcy Smith

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v1.6 Journey's Dawn Feature Reveal - New Amulets
« on: February 01, 2017, 06:35:32 PM »
This post is a feature reveal for v1.6 Journey's Dawn, click here to return to the update hub.


Welcome back!

v1.6 Journey's Dawn is just around the corned, so it's about time that we spill the beans on what you can expect. This marks 4/5 major feature reveals for this update. As the title suggests, we've got two new amulets, fresh out of the oven for you to unlock.

  • Discipline: Doubles the Clan Affinity Dice bonus
  • Resist: Gain +1 Shield in Battles and Perils

To talk about these briefly, here's LoG cofounder and director, Blake Mizzi.

Quote
It’s been a little while but we think there’s no better time to bring two new Amulets to Armello. Both the new Amulets ‘Discipline’ and ‘Resist’ lean into our growing multiplayer community and are unlocked via playing online multiplayer games.

‘Discipline’ the first of the new amulets focuses a Hero’s Clan Affinity, doubling the bonus from one die to two dice. The double Clan Affinity Bonus is very, very useful and matches well with any Hero as you can use this bonus in both battles and perils.

‘Resist’ the second of the new amulets on the surface looks just like the item ‘Leather Armour’ but the upside to being able to lock in this effect as an amulet is going to be a game changer for some hero builds. We can’t wait to see the community’s thoughts and read the discussions about whether ‘Resist’ is better than ‘Soak’ or not and which Hero will benefit from which effect more. Both new amulets are going to be great fun to experiment with, they’re both highly useful for any Hero and allow some interesting synergies. I’m looking forward to playing with these online.


There we have it! Let us know what you think in the comments below.


Cheers,

<3 Darcy and the LoG team

Yapping Eevee

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Re: v1.6 Journey's Dawn Feature Reveal - New Amulets
« Reply #1 on: February 01, 2017, 09:01:57 PM »
So Discipline has the effect of basically being +1 Fight for combat, as well as +1 Spirit/Wits solely for perils... only half the time. I can definitely see where you might want this over the specialised stat-boosting amulets, provided you can time your interactions with challenges properly.

Resist is another interesting choice, because while an extra shield in every single combat is generally better for your survivability than a single point of health from Soak, Resist won't protect you against spells or directly applied perils. It's also a mini-Watch, which is nice.

I have to admit that Discipline and Resist are both interesting and at least worth considering when preparing your loadout. A solid addition to this update.

Kletian999

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Re: v1.6 Journey's Dawn Feature Reveal - New Amulets
« Reply #2 on: February 02, 2017, 01:02:03 AM »
Perhaps you can update Watch to apply to a symbol after dice rolled to make it more useful compared to Resist?

Kenku

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Re: v1.6 Journey's Dawn Feature Reveal - New Amulets
« Reply #3 on: February 02, 2017, 06:05:16 AM »
Eh, Watch is still better than Resist because resist is limited the same way leather armor is as it only targets one symbol type(and thus can be wasted), where watch elimnates the first type symbol no matter what.

Kletian999

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Re: v1.6 Journey's Dawn Feature Reveal - New Amulets
« Reply #4 on: February 02, 2017, 06:42:02 AM »
Eliminating the first symbols isn't that great.  If any of your die end up matching that symbol the amulet does nothing for you.  That's why I think the amulet waiting until the die are finished is whats needed to make it compare to raw stat boosts.

Kenku

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Re: v1.6 Journey's Dawn Feature Reveal - New Amulets
« Reply #5 on: February 02, 2017, 06:54:24 AM »
So you're saying Resist is better because of it's battle use?  I guess I get that, thought I don't see why before or after makes any difference since it's the same function.  It's not like you would be getting any advantage out of burning a die for what you would have already had anyway.

Kletian999

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Re: v1.6 Journey's Dawn Feature Reveal - New Amulets
« Reply #6 on: February 02, 2017, 07:16:38 AM »
Hypothetical: Mercenary is Sword Sheild Sun.  You have 4 dice.  Nothing to burn

Watch Automatches the sword.  You roll the dice, the dice rolls include swords and shields but no suns, so you fail the peril and the dice that rolled sword make the Watch amulet redundant.

New Watch.  You roll the dice FIRST, dice match to sword and shields but no suns,  SUDDENLY watch kicks in and matches the last Sun symbol.  Now it's a good amulet.

Granted, old watch is helpful if you have the burns for every symbol it doesn't match, but the moment you roll a single die, the chance of that die being the same symbol Watch matched exists and I wager it's higher than 50% with 4 dice.

Kenku

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Re: v1.6 Journey's Dawn Feature Reveal - New Amulets
« Reply #7 on: February 02, 2017, 07:31:25 AM »
I guess I get that in that it leads to it always being the "right" symbol you need instead of leading to more misses on the dice.

dragoncrescent

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Re: v1.6 Journey's Dawn Feature Reveal - New Amulets
« Reply #8 on: February 02, 2017, 11:17:58 AM »
I kind of share Kletian's concern about the Watch amulet. It's a great Amulet, and with the improvement to the Wolf Clan's Rubellite, I'm glad to see the pre-game getting some love! At the same time, the perma-shield you get to Perils and the +2 Dice you may earn are about on-par with Watch, in terms of reliability. The only difference is that Resist and Discipline are applicable in a variety of situations, while Watch is limited. Power creep has kind of left this already underpowered Amulet in the dust.

I honestly feel like Kletian's solution would be the best answer for Watch. Nothing is worse than missing a Peril by one dice, and the 11th hour 'save' this new Watch Amulet offers would certainly cause some tense moments among players!

Oh, and I know the Listen Amulet is kind of the 'bragging rights' pick right now. However, come time for the Bandits release, I'm wondering if it will evolve into something more? Now that we have a Ranking system, I think it would be kind of interesting if it gave extra stars at the end, or doubled the number you got after a match. Sort of a meta-game item - it doesn't help the player in-game, but it amplifies their bragging rights after! XD
« Last Edit: February 02, 2017, 11:20:33 AM by dragoncrescent »