We've had a great deal of feedback from our players since the launch of update 2.0. We're grateful for your continued passion and dedication to our game! We're also appreciative of all the messages we've received.
The Dash Quest team has made recent efforts to try and design gear around a sort of soft "class" system. We want to give all players compelling and interesting options for how to play our game and what gear to use.
It's no secret that magic in our game is powerful and we want our players to have fun using it. With that said, we also don't wish to make it seem as if the game should play a certain way. With that in mind, our next update will introduce changes to three pieces of gear:
- Sorceror's Orb - This early Dash Quest item just hasn't scaled well as the game has grown. It's cheap and powerful. We've reduced the mana bonus on this gear piece to +75, which is still one of the highest bonuses in the game. We've also lowered its spell cooldown reduction to 15%;
- Cracked Orb - The risk/reward aspect of this accessory excites us. We failed to consider the full impact of other gear. We've lowered the spell cost penalty to 20%, and have removed the spell cooldown attribute. In its place, Cracked Orb will now grant a 25% chance to free cast a spell;
- Ivory Staff - One of our most expensive gear pieces, its design was to reflect the cost of the weapon. We designed it as a low-impact melee weapon that was powerful for casters. The bonuses it granted were too generous, in retrospect. It will still grant bonuses to spell cost and spell cooldown, but these are now reduced to 30% each. The staff's melee damage is also reduced to help emphasize its utility as a "mage's weapon".
Happy dashing, everyone!