Today’s patch features tons of updates to existing content. For the first time in a long time we’ve updated the behavior of a few enemies in the game and have changed the layout of stages in both Act 1 and Act 2. There are balance changes for Heroes, Items, Relics, and Start of Run Choices, clarity improvements to many text boxes in the game, and even an update to the resale value of Items and relics in the Shop.
We’ve made some major improvements to how we track data on the performance of content in RR recently, which has unlocked the ability for us to dive deeper and understand much more about how content like Items and Relics have been performing. Leveraging this new and improved internal data, we could be more confident in our ability to identify clear targets for changes and in our ability to come up with the right changes for them. We expect these changes to shake up the game quite a bit, and are very excited to see how our players will react and adapt to them!
Shop Resale Values
The resale value of both Items and Heroes has increased from 50% to 66% of their buy value.
We hope these changes will make the economy feel slightly less tight (especially at higher difficulties), that players will feel more encouraged to speculate on Items and Heroes, and that it will feel less punishing for players to purchase Items and Heroes to “win now” which they plan to sell later.
Enemy, Stage, and Difficulty
Created new stage designs! Redesigned the layout for a number of stages (particularly those in Act 2) with the goal of creating more dynamic and interesting fights.
Slightly increased the stats of enemies in Act 2 for difficulties A and higher.
Slightly decreased the stats of enemies in Act 1 for difficulties A and higher.
Reworked the Snake’s active ability rework. It now creates an AoE in a straight line which Poisons and damages Heroes.
Slightly reworked the Lizard’s passive ability. Instead of leaping at a specific Hero, Lizards will now leap in a straight line to the opposite back row.
Dragon Act Bosses now apply more stacks of their respective Debuffs.
Also fixed a bug where the Frost/Poison were incorrectly applying Burn instead of their respective Debuffs.
Demon Act Boss has been tuned to be slightly more difficult.
Start of Run Choices
⬇️Legacy Charm
⬇️Item Windfall
⬇️Crest Windfall
⬆️Relic Bazaar
⬆️All Parcels
Items
In digging through the data, we noticed that certain items which are part of a group of similar items were notably over or underperforming compared to others within the same group. Take the Epic Glyph items for example, where Tank’s Glyph was winning roughly 10% more than other Glyph items while Vanguard’s Glyph was winning roughly 10% less. For the first time, we’ve made some adjustments to the numbers of items within a group which take them “out of sync” with the rest of the group. We’ll be monitoring these changes closely in the coming weeks, and will be sure to pay close attention to the community reaction to them as well.
Common:
Rare:
⬇️Boots of Speed
⬆️Vanguard’s Amulet
⬇️Mystic’s Orb
⬇️Magician’s Ledger
⬆️Squire’s Helm
⬇️Searing Contract
⬆️Eye of Haste
⬆️Eye of Delay
⬇️Golden Helmet
Epic:
⬆️Temporal Decelerator
⬆️Temporal Accelerator
⬇️Tank’s Glyph
⬆️Vanguard’s Glyph
⬆️Lone Wolf’s Bow
⬆️Sword of the Spark
⬇️Adrenal Eye
Rush 10 -> Rush 8
+50% -> +40% Basic Stats
⬇️Doomsday Clock
⬇️Serrated Dagger
Relics
As with the items, we made a few changes to Relics within a grouping which make their outputs a little bit bigger or smaller than other Relics in their group.
Common:
⬆️Rush Vessel
⬆️Stall Vessel
⬇️Frost Surge
⬇️Frost Vessel
⬇️Critical Vessel
⬆️Shield Vessel
⬆️Unity Vessel
Rare Relic Changes:
⬇️Critical Sustainer
80 -> 50 heal per crit
8 -> 5 mana per crit
⬇️Critical Relay
⬇️Backline Sharpener
⬇️Warrior’s Emblem
⬇️Mage’s Banner
⬆️Plated Codex
⬆️Rush Conduit
⬆️Stall Conduit
⬆️Shield Repriser
Epic Relic Changes:
⬇️Debuff Velocitizer
⬇️Critical Absorption
⬆️Reserve Ascendancy
⬆️Poison Ascendancy
⬆️Rush Windfall
Legendary Relic Changes:
⬇️Tri-Plague Apocalypse
⬇️Godspeed Ascension
⬆️Merchant Mandate
Hero Balance Changes
In addition to these balance changes, the names of a small number of Actives, Passives, and Specializations have been updated in this patch.
🔄Zuri
Notes: Last week’s update to The Poisonous took the spec in the right direction, but unfortunately it was bugged to give way too much HP/S. These changes update the way Zuri gains HP/S from this spec to be more in line with other similar effects, and bring buffs to her least popular spec in The Cruel.
🔄⬇️The Poisonous
⬆️The Cruel:
⬇️Sal
Notes: Last week’s adjustment to Cold Snap made Sal a bit stronger than expected. The Infectious is a massive standout in her win rate as well, outperforming her other specs by a decent margin.
⬇️Cold Snap (Signature Active Ability):
⬇️Infectious:
⬆️Niklas
⬇️Fiona
Notes: Fiona was outperforming other Mystics by a small margin last patch. These changes nudge her base kit ever so slightly towards the other Mystics while aiming to balance out the effectiveness of all 3 of her specs.
⬇️Mana Lock Time: .5 -> .75
⬇️The Lustrous:
⬆️The Tycoon:
⬆️Hoyoung:
⬆️Yuuna
⬆️Rip
Notes: Rip’s popularity has dipped in the past few patches. I’m adding an Attack Speed boost to his base passive to increase his excitement a bit and encourage some exploration.
⬆️Bloodthirsty (Signature Passive Ability):
⬆️The Furious
Max Mana -5
Starting Mana +5
⬆️Kai
Notes: Kai’s win rate and pick rate are a bit too low. I’m giving a pretty significant buff to his signature Active, as well as to his least popular spec, in order to fight that a bit.
⬆️Resolute Strike (Signature Active Ability)
⬆️The Bold
Removed Stall
Base Shields 0->100
⬆️Rowan
⬆️Ming
⬇️Ratna
⬆️Logan
Skorn
⬇️Karsu
Notes: Falling Snow has consistently been Karsu’s best spec by a wide margin, despite being the least picked. This is just a pretty minor adjustment to it, and I expect it will still be still quite good.
⬇️Falling Snow