Welcome to DragonSoul 2.3! There’s a lot of goodies in here… feel free to read it all or jump ahead with the Table of Contents.
New Level Cap
New Campaign Chapter
New Chapter Hero
Ch.15: “Pirate Port”
Ch.15 “Pirate Port”
Ch.13: “Mount Drakken Summit”
Ch.12: “Mount Drakken”
Ch.10: “Titan Canyon”
Working with your guild and being social is a big part of what makes DragonSoul fun! We decided it was time to take the in-game chat experience to the next level, so we added some big new features. This is an area where want to continue to improve in, so we look forward to your feedback on chat!
Runes are getting a sizable update this release. Sizable enough that we wrote up a whole separate description of the Rune Update in 2.3. We also have an updated Rune Guide that reflects these changes. Runes are going to remain in Beta on Server 1 for now while we gather another round of feedback.
With Runes moving along well, we've had some time to improve War. The changes in this update are just the start of our quest to keep War fresh and fun for everyone. We’re working to make War something that’s both accessible for more casual players and challenging for the most hardcore battlers.
We currently see a bit of a split in players’ experience of War: some lower level/more casual Guilds can struggle to get even a few wins each week; the top guilds, on the other hand, want more tactics and more challenge to differentiate winners on skill (versus pure participation or luck of the draw).
To address this, we’re working on a two-pronged plan: first, in 2.3, we’re making some changes that make War less punitive and more accessible. In the next release, we plan to add a system where each week different global buffs/debuffs are active. These effects will require guilds to respond tactically by tweaking lineups to meet the specific conditions. An example: “Heavy rain is plaguing the battlefield. All Heroes’ movement speed is reduced by X% and their dodge is reduced by Y%. Electrical and water damage is increased by Z%.”
Last but not least, we’re also auditing War scoring and rewards based on great feedback from the player community. We’ll share more directly later.
This is a key part of making War less punitive for new/casual players. Everyone will be able to try 3 times with each lineup to get a win. This will give folks some breathing room for mistakes, lost attacks or more-powerful-than-expected minions. Going forward it will also let us have more fun with minion compositions and then let players explore the effects of the week’s global buffs/debuffs once they’re added.
Sometimes people don't have enough high-level Heroes to fill out their War defenses. In those cases, the current system gives them minions that are at the player's team level. This can create some towers where the minions are way harder than the Heroes. To help with this we are changing it so that minion levels are now the average Hero level of the lineup they are in front of.
To make War accessible to more players, it will now unlock at Team Level 50 instead of 60. (Note that Server 6 still has Guild War turned off for now until enough players are at TL50+.)
We’re currently seeing too many guilds hoard their Battle Tickets during the week. Doing this gives them a slight advantage with how Crowns are currently calculated. As this “sandbagging” spreads, more and more players find 12 Battles jammed into two or three days, which is generally not a fun experience for anyone.
To help discourage this behavior, we have lowered the maximum number of Battle Tickets a guild can hold to 3, down from 6. We will continue to monitor the situation closely.
On release day, we pushed live some big improvements to our server architecture. Basically, we more cleanly split each game server so that we can direct more capacity to it when it’s busy and less when it isn’t. This also means that when an individual server has issues, we can take just that server down for maintenance instead of the entire game. This should result in overall better performance and less downtime for everyone.
PerBlue is still a small, independent game dev and DragonSoul has grown beyond our wildest expectations. A huge thanks to all of our players who have made this possible. Thanks for your patience when we need to do a bit of “remodeling” to accommodate everyone!
Back-line dragon who deals fiery damage-over-time and has a vendetta against Heavy foes (looking at you, Tanks!).
Found in Chapter 15 and Gold Chests.
Front-line damage hero who can separate into three attackers and fight independently. Heals fully before separating. Can also block attacks.
Found in the War Shop and Gold Chests.
Mid-line damage hero who specializes in True and Water damage. Can block attacks/debuffs and stun foes with his anchor.
Found in the Soul Chest only. Not in Gold or Silver Chests.
Back-line support hero who wields AoE electrical magic to stun, weaken and slow foes. Can also channel energy to allies.
Will be July's Sign-In Hero. Not in any Chests.
Green now: his attacks/skills cause damage-over-time. Orange: stronger friendly damage-over-time. Purple: Gains Fury.
The Hydra hass been sstruggling to sseem competitive for awhile. He also isss too ssimilar to Csssentaur to really feel unique. In thiss update we are fixing both. Hydra isss now all about damage-over-time (DoT) and about getting hiss active off more quickly.
Orange: Allies deal more Water Damage and receive less Fire Damage.
In an effort to upgrade Aquatic Man from a drizzle to a downpour, we are giving him a legendary that counters fire Heroes and synergizes with other water Heroes. His new role as fire fighter should help dampen King Kaiju's reign.
Orange: She and her clones regenerate health over time.
Pixie's dream has always been of getting her clone out and letting it tank while she wails on her foes. Her new legendary skill should make that more feasible.
Orange: Reworked to provide larger shields for him and his allies.
Bro’s old Orange skill was pretty broken. We tried to tweak its parameters, but it still resulted in immortal Bro. So we chose to rework the skill to now massively increase the size of his and his allies’ shields.
Active: More self damage. Masochist.
The high DPS of Genie’s Fowl Frontal Assault was supposed to be balanced by the damage he dealt to himself, but it didn’t keep up with his health and armor at high levels. The damage the chickens deal to him has been increased to compensate.
Gold Chests just got better! We got some good player feedback that getting a blue item as a high-level player sucked. So now Gold Chests drop Purple and/or Orange Scraps instead of Blue Items once you reach Team Level 40. Here’s a handy chart:
1 to 39
40 to 79
80 and up
We are making Mountain and Challenges less of a chore for our dedicated players by adding the following perks:
Fast Forward in all modes now unlocks for free at Team Level 30! The perk that was at VIP Level 3 now allows you to Fast Forward in all modes before you’ve 3 starred them. Great for leveling up those alt accounts!
Most guilds have house rules for how many Crypt attacks each member can do daily. Enforcing these rules on the rogue elements of the guild can be annoying. To make this easier, guild Leaders and Champions can now set a maximum number of attacks that each guild member can do. The default is no limit. Check out the settings button in the Crypt to use this new feature.
With Guild War now unlocked at Team Level 50, we are are making Coliseum unlock at Team Level 44 so new players don't get overwhelmed at Team Level 50. ;
We updated modes that have difficult selectors to make it easier to see all the loot drops and their quantities at different levels.