Dear Kings and Queens,
It’s time to dive into our second round of answers and get more insights on Gameplay and Balancing.
Q: Do you have a solution to buff the defense in general, not just the new Corrosion Tower?
We definitely hear your concerns about base defense! Our main strategy is to give you more “tools in the shed” to protect your Kingdom. This means introducing entirely new defensive mechanisms, new tower types, and specialized defensive runes. Beyond just adding new things, we are also looking at the other side of the coin: planning small rebalances for certain spells and units that currently make offenses feel a bit too easy. Our goal is to reintroduce the tower defense element to enhance strategic depth and overall gameplay.
Q: Why won’t stats of Hero/Beasts receive an increase as the Throne Room level increases?
It’s a delicate balancing act! Right now, a well-geared Hero can already become an unstoppable force in many battle scenarios. As for Beasts, we’ve got our hands full with other exciting features right now, but don’t worry, your Beast revamp idea has been noted and will be kept for future consideration!
Q: Will you be nerfing overpowered lvl 6 spell runes like Aftershock or Battlemage to buff defense?
We try to avoid “heavy-handed” nerfs whenever possible because we know how much effort you put into earning and leveling those runes. Instead of making your favorite runes feel weaker, we prefer to make small tweaks to the base units or spells themselves. Our goal is to introduce new defensive content that naturally counters these high-level offensive strategies, creating a more tactical game rather than just lowering numbers.
Q: Will you introduce the chance to obtain lvl 3 runes in the blacksmith rune production slots and increase the chances of getting lvl 2’s?
This is a great question and something we’ve discussed before!
For the short term, we’ve decided to keep the current rates as they are. We need to be careful not to flood the “Rune Economy,” as making high-level runes too easy to obtain could reduce their overall value and sense of achievement. That said, as we introduce more rune types, we’ll be closely monitoring the data. We’ll continue to evaluate things as new runes are released and make adjustments if necessary.
Q: Does the team have any plan to make premium runes accessible for f2p players anytime soon?
While these top-tier runes represent some of the most powerful items in the game, we want every dedicated player to have a path to earn them. They won’t be “free” in the sense that they’ll be easily obtained for gems for example, but they will be featured as top rewards in our various in-game events. We want to make sure that active play, strategy, and community participation are always rewarded with the best gear the game has to offer.
Q: Are we gonna have different War Boost Pools? At least different combination?
We know that seeing the same pool of boosts repeatedly can start to feel predictable. To keep things fresh and more tactical, yes, we’re planning to introduce new War Boost combinations. Stay tuned, we’ll share more details as we progress with the design!
Q: What is the biggest challenge in keeping the game balanced for competitive and casual players?
To be honest? It’s you! We’re constantly amazed by the creativity and innovation of our players. Our community is incredibly sharp, you often discover “hidden” synergies and inventive ways to use new content that even surprise us. Balancing a game where players are always pushing the limits and finding new strategies can be challenging, but it’s also what makes Royal Revolt 2 so exciting to work on after all these years!
That’s a wrap for Day 2!
Tune in tomorrow for the third and final round where we’ll be discussing about events and future content!
