King Arthur: Knight's Tale - Rebalancing of Classes

HiddenX

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The upcoming patch 2.0 for King Arthur: Knight's Tale rebalances the game:

Classes Rebalanced

Detailing the new balance features of Patch 2.0

Knights of Avalon!

One of the most important features of the upcoming Patch 2.0 for King Arthur: Knight's Tale is a careful rebalancing of all classes. We listened to all player feedback and we replayed the game over and over to see where certain classes needed some extra tweaking. Thus, we came up with a comprehensive list of changes.

Just to get a taste, here are some examples of how these will affect certain classes.


  • So. Marksmen. Some of you might have noticed how this excellent ranged class became less than optimal as the game progressed to later Acts. In this new patch, we made some drastic changes to help them stay competent in mid- and late-game, without throwing off early game balance. They also received various tools that reward tactical gameplay and help positioning. Some examples of the changes include bigger damage for Aimed Shot, First Shot and Poison Bomb.
  • We were pretty happy with Sages... however, players seemed to become a little bit too fond of inspiring other units. Because of this, the AP cost of Inspire will be increased, so players might experiment with other skills as well. Some masteries and abilities have been enhanced and moved around as you will find out.
    The same is true for Champions, they only needed some minor adjustments. Whirlwind rarely saw any use, so we reduced its AP cost to make it more viable as an alternative to Cleave. However, we decided to restrict Killing Spree, the free Strike will now only occur once per turn.
  • Arcanists needed less attention, but a few skills and abilities will receive changes, such as Force Bolt, Fire Blast, Terror Wings and Wall of Flame. Fire spells will cause burning by default, so make sure to get friendly with the elements!
  • What about Vanguards? Their traps now ignore all Armour, this change also affects Traps placed by Heroes of other classes, like Sir Damas. Traps were far inferior in their damage potential compared to regular attacks, even though their use requires much more forethought and careful planning. This change helps make up for that gap, while it also helps differentiate traps from other skills, giving them a unique advantage. Other changes will affect Assassination, and Vanguards will no longer jump back to their original position when performing a Jumping Attack.
  • Lastly, Defenders will see some increased damage from Bonebreaker, Flaming Strike (Searing Blaze), and they will receive less damage from Overwatch and Opportunity Attacks. You will see other changes as well, but some will not apply to all heroes!
For a more detailed changelog, you will have to wait until Patch 2.0 drops on December 2, 2023. There's plenty of time to get the most out of your current strategies as they might not work anymore... but we hope by learning about these changes now you will be ready for anything!
Thanks Henriquejr!

More information.
 
Joined
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With all the changes incoming you should definitely wait for december I guess.
Some nice balancing changes.
 
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I like that they boosted the archers, it was quite needed. The Vanguard are still on the overpower side though. True, what they said about Inspire, for the sage. A lot of people didn't even pick it's 'improvement' (can't remember the name) as it involved a longer cool down and the ability was so great without it anyway.
This game is a bit like xcom for me, as I find myself getting back to it every few months or so.
 
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A good game for sure, the changes and the DLC sound exciting to try it again sometime in the future.
 
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I might have to revisit this. I was enjoying it but about 30 hours in I kinda had enough... was starting to feel a bit too samey and easy. Still, there's a lot of good stuff in the game; certainly worth trying on sale.
 
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