There is so much squee in this update (with a potential for AAAAGGHH) that I can’t tell you.
Like understanding the Matrix, you should read it for yourself.
Among the expected changes:
- The new enhancements are now live. Tweak away! Every character gets a +20 Lesser Heart of Wood to do a full respec if they so choose. If you are a Monk, DO choose, as your selected elemental stances are entirely given to you as you level, leaving you with more feat options and more enhancement options. I don’t like getting all the elemental stances automatically, but what might make up for this is…
- The new stealth system! I’ve tried this with my ninja, and LOVE it. You can actually use stealth as a fighting tactic. It makes sense, it works, and it means that my dedication to Hide, Jump, Tumble and Move Silently has been vindicated.
- Level 28 is the New Black.
- The remaining Iconic Heroes are in. I am SO making a Shadar-Kai Monk sometime.
- Divine classes can now enjoy that Good Ol’ Time religion as in other D&D games and can optionally select a deity for extra happiness/destruction/protection.
- Spell Critical chances for spellcasters is increased. I say to nuke that dungeon from your tavern. It’s the only way to be sure.
Some unexpected changes:
- XP from quests decays less and regenerates over time, with a ransack-like metering. More XP!
- Quivering Palm, the Monk’s counterpart to Assassinate, works while NOT unarmed now. QP also benefits from the same DCs that affect Sunder. Not sure if this involves the same tactical DCs of Stunning Fist.
- Overall weapon power has increased with loot to match the overall game changes.
- Burst and Bane effects are now GONE as a result of the loot power changes. Hm. How does this work out for people who spent their lives making Icy Burst weaponry in the Risia games?
- The Hall of Heroes allows very quick teleport to anywhere in the game from the Enter page.
- Chest re-roll! Use an Astral Shard in those bad end-quest pulls to re-roll the contents–but do it before you loot something or someone passes something to you.
- Dodge bonuses on items are doubled–but differing effects no longer stack. The overall cap also appears to be gone in some cases or scales up based on class or ability.
If you run into hellish bugs or issues, please let me know so there’s at least more than one place in the universe that someone else might learn about it. Like any good production team after principal photography is done, there’s going to be many things that Turbine will have to “fix it in post.”