Hello There Talented Gamers!
In this devlog I wanted to talk about a rebalance inspired by a variety of feedback we've had, particularly in the last year or so. We recognise that, especially with endless mode, it can be hard to dip in and out of a run of Talented.
While we're not in a place to be able to add mid-run save support to the game (even if we wish we could), we are making some adjustments to the game pacing that will reduce the average duration of a run while aiming to offer the same challenge level.
Reclaiming Time
In the 1.4 version of Talented the Night Length is increased by Mastery 1, 7 and 14. We're replacing all three of those Mastery Levels with other difficulty increases.
Mastery 1 now increases enemy spawn rate after each Night (instead of increasing Night Length after each Night)
Mastery 7 now increases enemy Elite Chance per Night by 1% (instead of increasing Night Length after each Night)
Mastery 14 now increases enemy Maximum Health Points by 5% after Night 10 (instead of increasing Night Length after Night 10)
Of course we're well aware that shorted nights mean fewer enemies and less experience points (even with the spawn rate increase), so we've added some additional rules that should help you progress on the skill tree:
Experience gained from all sources increased by 10% in Standard Runs
Abilities now cost 1 Talent Point (down from 2)
Epic Talents now cost 1 Talent Point (down from 2)
Legendary Talents now cost 2 Talent Points (down from 3)
Portals now cost 2 Talent Points (down from 3)
Mythic Talents now cost 3 Talent Points (down from 5)
Next up, we're rebalancing Night 20 to be less about enduring 2 full minutes of enemies and more about a meaningful spike in hordes you're facing.
Reduced the duration of the final night to be the same as the final Night music (down from 120 seconds)
Spawn Rate is increased by 25% on the final night of a standard run
Enemy Health is increased by 10% on the final night of a standard run (multiplies all previous additions to enemy health)
Enemy Movement Speed is increased by 10% on the final night of a standard run (multiplies all previous additions to enemy health)
And finally we wanted to add one rule that, when coupled with our new Talent Tree Chests (discussed in our previous 2 devlogs), should ensure that you can find those interesting synergies even sooner in Mastery 0 runs.
Rare Talents appear 20% more frequently in Standard and Waves runs
All together we're hoping this will make runs feel snappier and less of a pushover by the time you reach Night 20! Of course we'll be watching closely for any feedback when 1.5 drops!
Stay Talented
