00:00.
00:03What's going on? This is TrendyJT.
00:05And this is Dan.
00:06And we're introducing Foundation Patch 2.
00:08We're building a lot of core systems,
00:10improving a lot of the core systems
00:12of core balance to our game,
00:13and we're eventually going to build on top of that.
00:15This patch is reasonably lighter
00:17compared to the other patches that are to come.
00:20In Foundation 1, we really focused on
00:22where defenses were
00:23within the ecosystem of the game.
00:25For Foundation 2, we really focused
00:28a little bit more closely on hero damage
00:29and hero abilities. So at least from a core
00:32moment-to-moment gameplay, that's what Foundation 2
00:34means.
00:35We introduced Hard Mode in this update.
00:37What we did was we looked at our enemies,
00:39we took their stat growth and the way they improve over
00:41level increases, and we jacked those numbers
00:44up super high. Where before in Normal Mode
00:46you were going through the game and learning
00:47and trying to get your bearings to understand what the
00:49different enemies do. Right now
00:52we took that and we reduced that margin
00:54for error, so you have to really know what you're doing
00:56in order to counter Hard Mode.
00:57Our reward for farming Hard Mode is that you're going
01:00to get gear with about a 10% increase
01:01in overall stats. In future
01:03Foundations, we intend to give much
01:06better rewards for playing Hard Mode.
01:08We think you're going to be really excited
01:09because we've given you kind of
01:11more inventory space. So what we did
01:14was we widened the Forge UI
01:16and so what that allowed us to do is
01:18fit more bag space into each individual
01:20bag. There's still a difference between your
01:21Standard and Premium, and that's still an upgrade path.
01:24We finally added
01:26sell all to our inventory
01:27so you guys are actually able to
01:29toggle the sell mode on, click on a bag
01:32and it'll actually select all the items inside it
01:34allowing you to sell it in one click.
01:37I'm super excited
01:38to present what is our
01:40new Hero Deck Flow. We are
01:41no longer removing heroes from the Hero Deck.
01:44One of the key differences to Hero Deck
01:46Flow is that in public sessions you can bring
01:48any hero into your matches.
01:50If the hero doesn't meet the
01:52level requirements, you can't play that hero.
01:54However, if you're in a private
01:56match, you can bring any hero
01:58into the match and you can play any
02:00level hero. We restricted
02:02public sessions because we
02:04feel that bringing lower level heroes into
02:06higher level maps in a public group
02:08is a form of griefing.
02:10We've introduced player kicking
02:12as our first step for player moderation
02:13and we're cautiously optimistic that it will
02:16solve AFK and toxic players.
02:17When you're trying to interface
02:19with the player kicking system, what you'll do
02:21is you'll hit escape and bring up the menu
02:23and then you'll select the kick icon
02:25next to the portrait of the player
02:28you want to kick. Once you've selected
02:29the kick button, each player
02:31in that session will then be presented
02:33with a vote. This player is up
02:35for a vote kick. Do you want to kick them?
02:37Yes or no? We have a set of new weapons
02:40that we're introducing in this patch.
02:42You guys will be able to acquire them by
02:43just playing the game. Hopefully you'll find
02:45them to look super cool.
02:48Also, if you've gathered
02:49the incursion weapons from the previous update
02:51you might notice that they look substantially cooler now.
02:56Ability based heroes
02:57were a victim of scope for
02:59foundation 1. In foundation 2
03:01they're a major focus. We've increased
03:03ability power across the board, buffed
03:05the base damage, and increased
03:07crowd control effects for all abilities.
03:10The hunters, for example, the concussion
03:11shot deals more damage
03:13and the stun is about a second and a half longer.
03:16Some of the defenses
03:17in foundation patch fell off the wagon.
03:19They needed a retune. The skyguard
03:21was one of them. We know it sucks.
03:23We've increased its range, we've upped its DPS
03:25and we've had it apply a slow effect
03:27to every single enemy it hits.
03:29If the target is airborne
03:31you want to use the skyguard tower.
03:41With this in your own, you can see
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