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Patch Note #15

This patch notes focuses on 2 major factors, the first is to improve the Versatility option. One of Fallen main design was to resolve around rotating Perk Upgrades during Long Rest however there were a clear superior choice in certain Perk Upgrades and most Fallen ability were too frequently casted in a short duration that could nullify certain upgrade choices too. This new Patch Notes changes every Fallen Ability Perk Upgrades to have a better impact onto the skill their influence and it itself requires Long Rest to recharge. Being Long Rest, most Fallen Ability has been improved or increased in power to match the in Long Rest recharging.

The second factor is to simplify most kit, mainly to remove some of the tiny effects, resource tracking on new abilities and anti-synergy upgrades. Reduce the confusion while remaining focused on the general theme of the Fallen Abilities. 

Green text are the latest changes for this patch notes.

General

Affected Archetype

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Domain

Justice

The main changes to Justice is to adjust the power level of the individual per upgrades to match with the new Long Rest changes, while improving the quality of life effects for Jury's Sense. No longer constrain to charges, Justice will now uphold the truth better and easily.   

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Wisdom

The new upgrades for Wisdom is to help enable and unlocked different potential playstyle without comprising the main kit, while boosting their secondary skill to compensate for the Long Rest changes. 

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Hope

This patch note removes all of the new combination of abilities that were previously implemented, instead the upgrade is focused on way to upgrade the base kit through the player's control. 

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Fate

With a new ability, this removes the need to keep track of various ongoing effects, instead Fate is now equipped with a more defensive skills with more control by the player and synergy with placement of creatures. 

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Valour

Valour will be receiving the most quality of life update, focused on preserving the Banner and Flag form. The remaining upgrades are mainly focused on providing a variety of ways to provide defensive buffs.

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War

The direction of the base kit is getting more upgrades to manipulate the Tiles created. With more charges and tiles, War users can cover more area while gaining new features to interact with the battlefield.

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Pact

Chaos

A big change to how Chaos functions, with the Long Rest change the Chaos base kit still chaotically dish out damage but now with an imbue passive feature that helps keep up with the lack of chaotic outburst of Red Lightning. This also means chaos will lose some of their New Abilities, in trade for more upgrades that supports Red Spark and Red Lightning interaction.

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Corruption

Corruption has always had a difficult time to find its own identity mechanically, with this new changes Corruption base kit is focused on spreading their debuff effects and to reap the benefits from it. The options to manipulate specific benefits has always been the direction and now the new Perk Upgrades supports this new playstyle. 

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Agony

The new update help improve Agony base kit with some quality of life features, mainly to streamline their hitpoint threshold and what benefits can be reap from them. 

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Deception

The Pact of Deception base kit is pretty solid and has a strong synergy, this updates is focused on improving some of the weaker Perk Upgrades and streamlining the some of their Spell Synergy bonus.

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Terror

With the swapping to Long Rest recovery, pact of Terror suffers as they relied too much on the Frightened condition to make it or break it. Instead, this new changes and upgrades either reward for frightening creatures or help weaken the target to become frightened easily.

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Hunger

Pact of Hunger upgrades were underwhelming in terms of mechanic and power level, this new changes help elevate their synergy with the base kit and improve their reward system when landing a killing blow.

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