Pantheon: Rise of the Fallen is a new action game with a lot of new features: limited action sets, traits and dispositions, a new class system, etc. At its core, it’s a game built to be fun and accessible, while also providing a lot of depth. We also have a lot of new mechanics and features, but we can’t go into detail about all of them.

Pantheon was released in January 2014 to a mixed critical reception. We got the impression that the game’s design and mechanics were the primary culprits for the game’s initial reception, but that didn’t take away from the fact that it was a solid game. After a short hiatus, Pantheon returned with a new expansion, Rise of the Fallen, adding a new limited action sets, traits, and dispositions to the game. We were eager to see how this new content added to the game’s core concepts and whether or not the game has improved since its initial release.

Pantheon: Rise of the Fallen had a somewhat rocky launch. While some were happy with the game’s combat system, others complained about the lack of content. The small group of people that explored the game quickly became known as “the worst players in the history of Pantheon: Rise of the Fallen.”

Rise of the TREE more like.

It’s time once more for Pantheon: Rise of the Fallen’s VIP developer roundtable podcast for the month of July. In this episode, Ben Walters shares the table with creative & programming producer Chris “Joppa” Perkins and associate game designer Adam “Tehom” Moste to talk about Pantheon’s design, production, and other related matters. Here are a few of the highlights:

  • A query regarding the Monk’s limited equippable abilities and passives confirmed the game’s goal of requiring players to make tactical decisions. However, there will be a loadout UI that allows players to create several restricted action sets.
  • The developers spent a few minutes to discuss the new ability tools that the team has access to, as well as how they intend to utilize them to tweak current class powers. Players may expect tweaked skills, better animations, and more as the game progresses through development and into beta. Players will be able to uncover new powers in the upcoming alpha test.
  • What’s the status of the Perception system? It seems to be as polished as it can be for the game’s alpha, but there are a few features that have yet to be added to make it completely functional.
  • The main driver for how content encounters function in Pantheon will be NPC characteristics, dispositions, and other AI trickery, with the goal of balancing familiarity with providing variation and diversity in opponent actions on an individual and regional level.
  • In addition, there are some “fun” and “profitable” characteristics and dispositions in the mix; not all attributes are intended to be challenge-oriented. The developers guarantee that there won’t be too many characteristics and dispositions to deal with, and that dispositions will be selected and won’t be encountered too often.
  • When it comes to creating encounters with a certain party composition or class in mind, the developers claim they avoid doing so in order to avoid making things seem “septic” or forcing players to think about what the team planned rather than “assessing the situation like real adventurers.”
  • “Right now we’re tracking with those predictions; we’re in a good place,” adds Moste, when asked about possible delays.
  • Has the Pantheon crew been affected by the Ashes of Creation Alpha One test? It has, in a good manner, reinforced to the developers what an alpha is supposed to be. Perkins explains, “We’re not approaching alpha with the notion of perfection in mind.”
  • Finally, a query concerning passive abilities elicited information regarding inherent passives (also known as always-on passives) and battle passives, which must be loaded on the utility bar to be active.


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So the Pantheon: Rise of the Fallen beta is over, and we’ve been working hard to get the game out on Windows and Mac. I just want to talk about some of the things that we’ve learned as we’ve gone through the process, and what we’re going to be doing differently with the final Beta. I’ll talk more about those in a later post, but here’s a quick summary:. Read more about pantheon release date 2021 and let us know what you think.

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