Hero Siege is a game constantly in flux. Every season/ major update seems to change the way the game is played drastically. It happens often enough that I find my self coming back to a completely different game each time I come back. Sometimes those changes are good so times not so much. You can find the patch notes here.
Now I will admit that I didn’t enjoy season 8 that much. I got into climbing the wormhole ladders in season 6, season 7 had a new class to play around with, but when season 8 launched there were changes that made the game feel too different so I put it down. It’s been. Looking back through the patches, season 8 was only last September so it’s about 6 months since I played. We took last night to get through all 7 acts on normal difficulty to see some of the changes. This time around I’m playing the Shaman which is a class I’ve tried to play before but didn’t end up sticking with it for the long term.
Let’s start with the best and most notable change. The enemy sprites and the redone maps look fantastic. It’s nice to see that the visuals in the game are still being worked on and updated. Along with this there has been improvements to enemy AI and behavior. I haven’t noticed much of a change but I’ve only spent time on normal difficulty so far.
One of the major changes in this season is the addition of Ring, belt, and potion slots. More gear for those stats is always better right? They’ve done away with the random potion pickups that either gave a positive or negative stat boost until you died. Now, potions are an equitable item that provides utility on a cool down. So far I’ve seen potions that heal, replenish mana, give a shield, and give a speed boost. It’ll be interesting to see if there are potions that provid more than one type of utility.
You can save up to 3 load-outs now. Helpful not having to remember which piece of gear went with what build. I can’t say I’d use this option too often but I might find a use for it.
XP bonuses on items have been reduced. Maybe now I won’t out level the people I’m playing with by 20 levels in the same session.
There are elemental resistances as well as physical resistance stats now. I’ve never liked resistances and don’t usually pay attention to them unless it’s necessary to do damage or stay alive.
An herbalism profession has been added. I know there was mining before but I didn’t play enough when it was added to understand what it was for. I’ve tried some mining, it’s a mini-game where you time attacks to mine an ore vein. I haven’t run into the herbalism nodes yet.
My least favorite change after returning this time is there are no longer mini-bosses that spawn at the end of each zone. The gameplay loop used to kill the enemy spawns until a bar filled up to spawn the mini-boss. Kill the mini boss, get some relics, and move on to the next zone. Playing last night, it looks like that’s been replaced with just finding the portal to the next zone. I’m not even sure you have to kill any enemies at all. There are now Grim Reaper statues that appear on some maps that will spawn the mini-bosses now.
Now, Like I said earlier I haven’t played Hero Seige in 6 months so I have no idea when this changed. But it’s a big enough change that the game feels off for me. There have always been these mini-bosses. Most of the time you’d kill them fast enough that they wouldn’t matter but sometimes they’d get the jump on you and add a little variety to the combat. Now that they aren’t there, it’s mostly killing little enemies as fast as possible for loot and finding the exit as fast as possible to get to the act boss. Maybe I’ll get used to it but maybe I won’t it’s hard to say right now. I think I’ll definitely need another play session or two before I make my decision to stick with the game this time around.
Was it season 8 then, that changed the game from being the round-based ‘hit G to spawn as many rounds as you feel you can possibly handle’ to the more typical ARPG feeling setup that it has now? (Or at least; certainly had during season 8 — that was my first time back in *ages*)
Cool to hear about the visual updates too, I had seen in the patch notes for Season 9 that there would be new gear slots added, but that was it.
In any case, kinda sad to hear about the removal of the end of map minibosses. They were still there in season 8, I can tell you that much.
But on the other hand, I can kind of see why they might’ve done it. There wasn’t really any challenge in them any more. Just playing through the levels once, completing enough to spawn the boss and end portal was sufficient to be of a level and with enough gear that they got roflstomped.
At least on Normal and the early parts of the next difficulty that I tried.
Even on the higher difficulty, if I was going to die — it was to mobs rather than the bosses typically, with all but a couple of exceptions that I can remember.
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It’s been a more typical ARPG for a few years now. At least since 2018 when I started playing again.
You’re right that the mini-bosses weren’t very challenging after a while but I still miss them. I feel like the individual zones just end now. It definitely speeds up the initial grind through the difficulties which is nice but the individual zones feel like they go by too fast. I’m sure it’s something I’ll get used to in time.
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Ahh, may’ve been right back to 2.0 that it changed then. I played quite heavily during the wave version of the game.
For the most part, I think this is better. But having the wave setup as a game mode, or on some levels, or in some way shape or form would be really appreciated.
And perhaps now with the boss changes — something with that too; a modifier or *something* which allows them to optionally come back.
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