#Discussion Thread - 🔥 CAMPFIRE CHECKPOINT - 04.15.2026🔥
1 messages · Page 1 of 1 (latest)

I think new dungeons + new dps is good.
Will be nice to play some new dungeons for sure
Just hope there wont be time gating on BiS loot with the pinnacle
More info on rewards for pinnacle dungeon would be nice to have
Even just a very abstract picture of the type of reward
Why else would the pinnacle be weekly locked if it didnt reward items everyone wanted for their bis gear
It'll probably reward a max rng rolled item
Closed testing for the new season seems scuffed. Notorious for passing bad content.
Really dont understand the “Odd Comp” design decision, specifically this
The group receives a number of bonuses. . .to provide tools to be able to clear dungeons regardless of roles.
Would these bonuses and modifiers only work for a specific queue? Would they work for premades? What actually constitutes a “bonus”? More information would be appreciated on this.
One of the main bis comps at the moment (a comp that doesnt rely as much on exploiting as a traditional comp currently does) is a double healer comp this season and one of the main drawbacks is the lack of interrupts. (similarly if a no healer comps was ever viable then you would run into issues of having 0 dispels outside of wardstone relic)
Im unsure why the developers would put time and effort into officially supporting comps that diverge from the (original) intended role queue, especially if it becomes something that is desired to be balanced around.
for fun
fun aspect, should be player made, not game encouraged
Part of the fun of odd comps is figuring out how to solve the problems it poses on your own
I don't see the problem unless it's a problem queue wise
You can not manufacture “fun” like this, an something akin to odd comps should be something that players figure out themselves through experimentation (similar to how double healer became a comp this season)
I think if you have the space to experiment, do it
But what about the leaderboard integrety

I also think it's likely to either ruin the other queue or be a ghost town - it feels to me like it's going to be extra easy and there will be no reason to do the normal queue
I don't think it should contribute to leaderboard maybe
Ideally they have a separate leaderboard for climbing with odd comp
The problem is it is another vector that needs to be of concern when considering game / hero balance, and I dont think it’s very healthy for the game if meta comp is something like 3tank/1healer
It just doesn't make any sense at this stage in the game as a baseline feature
You want to do a special week event in 1.0 season 3 after you have everything else figured out, for fun? sure
It will go like this --> you queue for odd-comp and get a bad match --> everyone will queue dodge 🤣 🤣
From a practicality pov, it seems like a complete waste of developer resources
It should absolutely be something people just experiment with on their own rather than something that is actively pushed and encouraged onto the playerbase
I mean any team based, hero shooter/rpg etc.
Tried going AWAY from hero stacking / role stacking...
And Fellowship team, is trying to go and encourage it? It never worked for bigger companies, its nightmare to balance.
Like damn.
Loosing Class and Hero identify with one simple change, is crazy to me
I'm understanding this as an alternative if you are a healer and healer queues are currently very overcrowded to then go and say "yeah you can put me in triple healer comps if that means I can at least play the game". Not to provide an alternative competitive mode
I see it as, if you have an idea that seems fun, it's good to explore it before you get bored rather than get bogged down by technicalities
Insert Goats
Which is why I asked:
Would these bonuses and modifiers only work for a specific queue? Would they work for premades? What actually constitutes a “bonus”? More information would be appreciated on this.
Fully fleshing it out as a competitive mode is not going to work. I have not seen it work in any other game at least
I don't think you need to balance it out if it's more so a meme mode
i mean Goats
triple stacking rogue in BFA i believe it was?
1 tank 4 dps meta in Legion? if we talk WoW as comparison.
It wasnt liked at all, it was balanced out for a reason
If it's a meme mode that rewards the same things as the normal mode and then is easier to complete and has faster queues than the normal mode, it becomes the normal mode
Wasnt liked but it worked, those are different things. There will always be people who don’t like things.
There have been multiple seasons of M+ where 1 tank/4dps was a thing you did in some dungeon pulls before 1 dps swapped to healer
Every single one of these seasons has been bad
Maybe having rewards for it can be a problem.
Yeppers, my point overal, it should not be encouraged, if peeps wanna stack, do it, with limitations.
How it sounds in post, they are encouraing by providing TOOLS, to classes that lack them (or heroes) to be competetive.
if it doesn't give regular rewards then the people stuck in queue won't select it because it doesn't give them any of the things they were queueing for
Fair enough. 🤔
Does it mean, triple healer, gets kick ability?
Bigger damage scaling to compensate? Does it work at each queable level? 35+?
Also some of you are assuming this is intended to be a different game mode but as it is explained it just seems to be an alternative/opt in queue (i assume in an attempt to fix queue times) but has no indication of being a separate “mode”
I do disagree on being a waste though. Again, since this is EA, I think they should expirement. But then, we can try it out, (discuss it too) and see if we like it or not. Go from there.
I also should be clear that, this is not a mode I personally care about myself.
The internal discussions right now are that the mode would / should work in one of two ways:
- It would only be up until Eternal (to help with queues)
AND / OR - It would have it's own leaderboard
BONUS: It might be something we don't enable until after the Season launch influx of people have died down and the pop is not "healthy"
That sounds reasonable
oh good, new players can play a weird side mode until eternal with weird buffs and then they'll know even less about how the game works 🤣
Agreed with that seeming like the most reasonable implementation
Also agree that it might further confuse and obfuscate the game for new players
The alternative is them not playing at all because not enough of (insert unpopular role here) are queueing
Not like they'd learn that much in current leagues anyway
They would arguably know MORE since you sometimes have to tank / pay a lot more attention to interrupts due to the lack of a healer
Anything but a group finder huh
Im sorry but if the game’s population is consistently going to be low enough that you cant play a default comp when you only need 4 players, then maybe there are other issues to address
I would like to see more of an explanation how they seek to improve teaching mechanics / improving difficulty curve. Also need guilds.
certainly that first part
Do you expect the early leagues to be filled with people months into a season?
I think the current league system is also just very bad because of how much it splinters the playerbase
Yes with alts, when you have 50k players. Not when you have 600
I will say adding one new dps hero (a third new hero) and two new dungeons does help with that. I will give them that.
Niche game isn't getting 50K concurrent players months after the latest content drop. There's nothing they could do to pull off those numbers any time soon.
I also will say I was surprised not to hear about community / guild stuff yet. Also, I would like statics in this game. Something similar. This game needs these things bad I think.
😔 I just wanted to sleep
Dude the issue with the game isnt even role split (altho this season did have a huge skew towards healers and less dps players than youd expect)
The issue with the game is the fact the player base is in the dirt (largely because of the way the devs treated this season)
Season 1 suffered from dragging out way too long
Season 2 suffered from release window conflicts and then the developers straight up saying “we give up, we’re going to only work on s3” after less than a month
I'm saying new content does help with that, and that's literally what some people have been asking for. Not that there isn't problems needing to be addressed, which I already said.
New content every season is something that is expected in any seasonal game
A cheap purchase btw
Irrelevant
I think it's reasonable to expect burn out by now after so much stuff.
The main problem with season 2 is that the early leagues were too easy. There was no way to "fix" that without resetting everyone back to the beginning. I can only imagine how bad that would have gone. Your alternative is making mid game harder after everyone already skipped to endgame, which would have been a waste of time.
It looks like they are fixing the difficulty curve, adding more variety, looking at ways to keep queue healthy at varying population sizes, and putting out more end game content. Seems like the right stuff to work on to me.
I think I liked season 1 because they set the expectation of 3-4 months, so they should stick to that. I would say Jan was prob the best month to stop but eh.
Season 2, I agree on the release window being poor. Although I'm not that informed on it anyway so I could be wrong.
Please scrap the 2nd and keep the first. Don't even entertain 2.
If you do this you fragment this community even more. Still catching up but please Jesus keep this as some fun goofy thing and don't touch the ladder with it.
Also... Tell these devs to release some Elarion love. Starting to think they hate him... Would understand his face is one only a blind mother could love.
Paper bag helm transmog when?
early leagues being too easy and the general difficulty curve isnt why 95% of the playerbase quit the game after 1.5 weeks and isnt the reason 50% of the remaining playerbase quit after a month
It’s a problem for sure but the only real solution I see there is streamlining/condensing league play because it currently does a poor job of teaching the game and feeling like meaningful progression
More that i think about it, more annoyed i get.
Not only we are loosing class identify / hero identity.
There are couple, reasons as to why not to do that, and focus on fun gameplay instead so peeps go towards (in demand classes)
1 - Approchability from new players perspective, id say majority of peeps who would pick up this game, know basics of RPG (holy trinity) and roughly their role, that goes out of the window, when you have crutches from devs, and a queue, where you class stack in MATCHMAKING scenario.
2 - Didnt GW2 try to do this sh.it, and peeps complained / it was scraped, as it became boring zerging kinda deal, due to crutches provided? And generally, from what i understood was one of the more disliked changes made?
3 - Time investment, if system carries on in to Eternal and up / separate leaderboards, are just gonna f up queue even more. 2 leaderboards, is sh.it, and we all know it, lets be real. Time investment to balance it out (given someone cares), would take a lot of dev time.
add seasonal weapon skins to heroes. having a reason to go through leagues multiples times is what keeps queue population healthy after the initial wave
Also it's clear to say I have no care for the trinity thing, but I guess it depends on how the average playerbase feels about that too (I try to flex etc)
Odd comp is brilliant idea to save the game for horrid search times. Thank you!
excited for the new dungeons and especially the pinnacle dungeon, hoping it will be a beefy challenge that requires multiple reruns to get your first clear and be overall a very low % clear for the playerbase as a whole.
Very worried about the gear overhaul however, i think gearing in fellowship was overall quite good, it just needed some determinism to match what the game wants to be (dungeon challenge rewarding skill to score higher).
There likely will be a bad luck protection system in the background (its not stated in todays post but it was stated in a previous one i think?), i would argue that when you're overhauling a loot system the aim should be that bad luck can't be a factor, making a system and knowing 'it'll need bad luck protection' means you're design is failing to reward the players for their effort without it, which arguably makes it a bad system.
Eitherway, that ball is already rollling, so i'm hoping it will work well when it launches and very open to help test it out in mid may, but i hope they keep a backup of the current system so we can easily go back as i don't see it going well personally :x
Not really. I think everyone thinks this is the case but you're going to lose that newness shine rather quickly and if the game isn't tuned or the systems don't improve what we already grew to love it will just be s2 ghost town again rq.
The trinity system is important because it’s what the dungeon mechanics are designed around and breaking it means either:
a. you need to redesign dungeons
b. you are making a specific role devalued because why even use it anymore when other roles can do your job better (massive balancing issue)
I think difficulty was certainly a factor for some players quitting. Adept being such a wall was a problem, but now I feel they adjusted too far. It still needs improving.
Was about to type same btw, as aljo said
Adept being a wall? What? Are we talking about season 1 or 2? Adept wasnt even a real wall in season 1, the game just did a very poor job of explaining “yeah you need to kick now”
I'm talking about season 1 of course. You haven't noticed that players die to Golem of cythril more than you realize and they did release numbers of player deaths did they not?
Ok well you’re replying to a comment that was about season 2 leagues so
i mean it was a wall, but it was useless wall.
Game was also FOMO game at the time, if peeps didnt get stuck in Adept over weekend, they woudl get stuck in eternal, and leave there anyways
Summing things up by starting with the "main issue" should probably change. This wording implies there is one problem when there are many and it depends what level of gameplay you interact with or other factors.
Probably best we as a community start saying things more like... "One of the many problems with...."
My bad
The main (and really only) problem the game has is meiko not having hasted gcd.
I have a hunch that a lot of the people that quit early in s2 are the ones that got stuck in 1-3 queue hell in easy dungeons because they didn't know to ask for capstone. How many times can you get the same 3 choices and pick the same "hard" one before you get bored and stop playing? So I do think the removal of the difficulty curve (and more importantly the impact it had on breaking the matchmaker) was a part of why the population fell off
jesus christ, even player creativity is out of window, if DEVS wanna curate experience.
The design and pacing of league play really should be something the devs look at in s3, it would not be very difficult to condense league play into 2 leagues and then move into eternal.
No I have a feeling that a lot of ppl who quit early in s2 did so because of midnight and poe season
At the very least, timers should be introduced in champion at least. The challenge is fun. I promise.
Timers should be in the game starting with the first dungeon a player does, to acclimate them to the concept
I mean, skipping to Eternal causes most of the other problems. Queues everywhere else go to infinity, nothing to do in game besides grind gems, any character who isn't absolute top tier becomes a waste of time. The only major changes from S1 to S2 were the difficulty changes and the new characters. So anyone who liked S1 and didn't like S2 can only really look at those things.
2 things for me.
Midnight was out
Would have stayed extra 2 weeks, but curve was waaaay too fast. Its just weird to go non stop to your 25's, with 0 farm
Then sit and farm for a weekend, then push higher.
Would be really interesting to get the CR stats on how far each account got before they stopped logging in this season
True. I still agree with you on that one. Just be very generous. Hell, something ridiculous as an hour in contender. Just because it seems funny.
Agree with most of that. In ESO i've sometimes ran very high difficulty dungeons without a healer as the extra dps allowed us to try and skip certain difficult mechanics or at least shorten them significantly. However that required 1 strong self sustaining tank, 3 very good dps players who never take uneccesary damage and have some amount of selfsustain.
In ESO this was all possible, as we had a lot of flexibility in our skill setups, allowing you to take a self heal at the cost of one ability slot.
Fellowship currently has none of that, and i fully agree that no time should be put into systems to curate this.
The reality is that these systems would likely give buffs to try and make up for what your party doesn't have, e.g. run two tanks, a heal and a dps the system is likely going to give you a dps buff to make up for the lost dps -> this can/will lead to balance issues where either this is undertuned and not worth it or its too strong and will be the meta over having 2 dps.
Sure give it to the players to mess around with, but make it so dungeons reward no score when doing so as it leads to SO many issues down the line
10k rating is my guess
Midnight m+ has the same issue right now where you can time 12s in blue gear with 0 knowledge of the dungeons and then suddenly hit a difficulty spike at 13-15 range
This is one of those issues that seems like it's one of your issues as I don't share the same experience. Not saying it's a YOU issue, I'm saying this hasn't been the experience I've had.
Again I stress that teaching mechanics one by one is important in League. Eternal is the test, League is the tutorial. But right now, League feels like quickplay to me.
so what changes in S2 made the game worse for you? Maybe I have a blind spot
Sure, but at least they are AKNOWLEDGING difficulty curve, and adding additional rewards at higher brackets
Yesterdays post
Also... Just so we're clear, this channel only exist because it keeps us out of the main channel and they can delete this shit easily 😂
No one is kicking in League, and when players reach Eternal, that's going to shift the burden of teaching mechanics to Sherpas, the players.
Yes i am very happy about this personally and it is something that will actually keep me playing the game (fellowship could learn a thing or two here)
I'm going back to bed, I was lied too... There is no info in here, same old shit. Casuals vs hardcore.
Damn... you're right... 
No! We need your insights, your wisdom.
That will keep existing as long as fellowship has an identity crisis 😛
Also one more thing here brosskis.
No point to argue, trying to convince each other what works, what does etc.
Here we are providing feedback, from our own view. No need to tag each other and argue "BuT foR Me Season worked, i dunno about you"
Have some fellowship dreams
I agree. We all love the game and want the best for it.
This is literally a discussion thread. If your goal is providing feedback, there's another thread for that.
I do think the lack of DPS this season is also affected by a lot of the heroes feeling bad to play. Especially the melee heroes. Tariq obviously is kind of niche but Mara's playstyle is awkward and doesn't feel good to play, and if you're playing anything but the meta awkward rotation you're suffering.
Also isn't odd-comp just going to split the queue further? Why even have leagues? Just do eternal and give people all starting whites, let the mechanics/difficulty scale. idk. Seems overly complicated and the lower leagues feel kind of pointless as is.
jesus christ, brother, go... oh wait im not allowed to say that, but you got the point
I was going to play D4 but then this happened instead
i think having bonuses for nonstandard comps would make more sense for premades of less than 4 players
like if you're still playing 4 characters, it's your decision to not have a certain role as a part of the group, but straight up missing a person feels more deserving of some kind of compensation
Also this isnt how it works
The lack of a healer would only matter insofar as you need a way to mitigate large group or rot damage intake (e.g., sailor’s boss p2, outrunner pulls on markets), very large tank damage intake (e.g., raider pulls on markets), or dispels (e.g., 90% of sailors)
The lack of a dps role would only matter if you were playing 1 tank because the only thing dps actually brings is a stop & kick (and tanks have generally better stops and better kicks), so there is no actual reason to play a dps unless they are required to meet a dps check (which is the timer, but if other roles are getting a damage buff to compensate for 0 dps, then this literally doesnt matter)
Pray to whatever God's you follow. This is my advice.
Would the odd comp system for 4 healers recognise 'they don't have interrupts' and lower the damage of all dangerous casts by 95% ? 😛
I have to go back to church...
The new dungeons look really cool, same with the new char, can't wait to play him 
Clearly you've sinned. Look at what you're causing to happen because of it. 🙏

**Overall Feedback **
Looking good. Mostly wins from what I could gather.
Pinnacle dungeon
I don't think I can imagine any iteration of the pinnacle dungeon that could make me want to engage with the game so long as timegating is attached to it.
Itemization
Love it, but I have a feeling it'll be screwed up with bad luck protection.
New Hero
I'm really worried because high paced gameplay and debuff management to me reads as a higher skill-based game style, but the hero is described as more accessible and less mechanically demanding. I worry this was forced into the champion because I do agree an entry-level melee would be good for the game, and will translate to make this particular design less than what it could be. Gunde is a good idea with the described kit, an easier melee is a good idea, both being the same hero, my assumption is it is a pretty poor idea.
Odd comp
I just can't see how this and the trinity system can exist at once, and I enjoy the trinity system. One of the two is just going to be better, and the other one will be unviable because of it.
I worry with how poor our tracking of debuffs is that the new DPS guy will be clunky to play juggling his debuffs or just no one will play him for an easier melee experience playing Mara or Tariq.
UI needs SEVERE updates for things like buff/debuff tracking.
I mean, the only way to make a debuffer accessible is that your debuff are all going to apply and stay up without caring for them playing normally. You'll debuff but won't need to track anything is my guess.
Gonna be a great 3 weeks playing season 3 
True, but that has me questioning why they exist at all if theres no thought required to maintain them?
Itll be even worse if he has target caps and can only apply those debuffs up to the cap.
because they force two things that don't go along into a single mould
The more of their updates I read the more lost they sound. From how to design gearing to hero design to now trying to mess with the trinity. I get that EA is a place to try stuff but it really looks like a '"just throw stuff and see what keeps players around more than 2 weeks'' hail maries.
Sadly, with less than a thousand player retention after the first few weeks of a season, maybe hail maries is all they can do at this point
Maybe make the game that the main player base actually wanted would be a good start. More dungeons. More hero's.
The gear progression in S1 was fine (ignoring the gem issues which got largely solved in S2 and legendaries needing BLP).
The Ilvl requirements before advancing leagues was good. It kept people from largely just doing capstone to capstone which is a problem is S2.
Tuning could have been done to the adept wall without gutting the game dificulty like they did.
Spamming capstone was absolutely a big thing in leagues in season 1, and it was mainly due to the i lvl requirement.
That's the same issue as low eternal farm. Capstones are just more loot/time efficient. And its a problem i agree. Its just nothing they've talked about really addressed it. We're probably still gonna grind low eternal Capstones for base line gear before pushing in S3
The ilvl requirement at least kept people in those leagues longer which seems to be something they want
They did mention making higher eternals more rewarding no ? By rarity chamce being better in higher eternal, however it might become a situation where we still run low eternals because more rolls per hour ends up outdoing high eternal slower dungeons
I don’t remember ever seeing anything about higher eternal being more rewarding. Don’t think they’ve mentioned anything about difficulty to reward ratio.
But even then, theyd have to look at the upgrade system even more. Otherwise itll just default back to low eternal being faster and efficient so what’s the point.
Ultimately I think if they’re fully moving forward they need to take a page for Diablo’s Greater Rifts. The higher difficulty yoi clear the more rewards you get at the end, but they’re all the same level. In this case base being like 250 or whatever it is rn for eternal. Then the higher you clear the more chances you have at good rolls or fodder for your gear that already has good rolls.
This gives the people that do push higher the more rewards they deserve without taking away from the casuals that want to push mid levels to grind instead.
In the first campfire they said they could think about making rarity rates improve at higher eternals but it wouldn't come with the initial implementation of the system
I'll add my two cents here, even though it's a repeat of what I said elsewhere.
I don't want more gear RNG; I don't want gearing to take longer or gear to matter more than it already does. If I wanted a rare-loot-chasing ARPG, I know how to spell PoE. I'm here for skill-based dungeon pushing, and I say this as a casual healer, who isn't even particularly good at the game. I sure hope you're not throwing away the awesome dungeon pushing game you could be making in pursuit of a mainstream audience that won't be interested either way.
I don't want dailies, weeklies or any other form of manipulative FOMO nonsense. Let people play when they want, how much they want and trust your audience to possess the basic mental fortitude to handle the fact that people who play more will progress faster.
New heroes and dungeons is what I want to see. Great stuff. I'd happily come back every season and buy your cosmetics if that's all you're adding.
Poooooooooooooooop 💩
The good part: you’re focusing on the right things. More dungeons, heroes, itemisation, progression, talent reworks, and queue times are exactly what Fellowship should be prioritising.
The bad part: there’s too much campfire fluff and too much “more later.” Players do not need cozy. We need proof you understand what’s hurting the game and what will feel better in Season 3 immediately.
Biggest risk is itemisation. Random stats, random modifiers, rarity scaling, upgrades, sockets, set bonuses, traits, ability ranks, that can become a loot casino fast. Be careful. More randomness is not the same thing as more depth. If this turns into “red rarity or bust,” you’ve created a problem, not solved one.
Pinnacle Dungeons sound good, but the reward structure is too vague. Weekly challenge is fine, but why should people care? If rewards are weak, it’s irrelevant. If they’re too strong, it becomes homework.
Odd-comp is interesting, but it also reads like an emergency fix for bad queue health. Keep it opt-in and do not let it blur the game’s core role-based identity.
My honest verdict: good job on the priorities - what makes or breaks the game - but the communication still lacks clarity, urgency, and confidence.
the new helana talent seems very bad and gimicy
I suggest making the talent interact with the hold the line legendary as that legendary is unplayable due to providing no offensive value
charge change is 10/10 tho, ideally take it off the gcd now that it lost a lot of power
I don't completely hate the idea of odd comp, but to avoid it stealing players from the normal gamemode we love it should only be an opt in that can match you into odd comp after x minutes of sitting in queue.
odd comp is fine but double healer ,double tank should never be a thing in higher eternal
the "odd comp" system is def my fav idea out of all the s3 stuff ive heard proposed. Taking a player-generated phenomenon and implementing it as a legit system to potentially improve comp diversity, hero accessability, AND que times.. all thru a system that can be tweaked/balanced in parallel to the standard "holy trinity" comps... whoever proposed this deserves a raise imo. Hope yall go forward with this idea and really try to make it relevant.
Second fav idea is the defensive talent replacements. Most of those defensive talents were lame, so seeing them all get replaced with kit changing/amping talents is great.
Im undecided on the pinnacle dungeon stuff since theres still just not enuf info about em. Obviously cool that itll give yall a way to add new dungies to the game without affecting leaderboards. I imagine the rewards from this are going to be guaranteed leggos / divine aethers / eternal track gear etc., to serve as the "bad luck protection" system yall have been mentioning. if so thats cool too.
Itemization changes seem bad. Im char limited cuz no nitro, so kinda had to cram all this together: What is the purpose of making league gearing RNG? It has to just be to slow down league progression right? Making league gearing completely RNG seems like a lame way to cater to all the people crying about leagues being too easy. I assume this rarity rng doesnt matter for eternal loot right (eternal loot will always be red)? And eternal loot is always going to have a higher ilvl cap than red gear from leagues, yeah? So we are still gonna just try to get to eternals ASAP to start the endgame gear farm and scrap everything we got from leagues? If so, these item rarity RNG changes just seem completely unnecessary and the wrong design direction if not implemented with additional systems that reduce/remove the rng component. Best case scenario is that league prog is still as easy as S2 was, making the league gear rng completely irrelevant
oh the slowmode isnt that bad xd didnt have to delete all the shit i wrote rip
basically was gonna say that alot of the good gearing changes (set bonuses with sockets, weapon traits on gear, ability rank bonuses, etc) all coulda been implemented without making gear rarity RNG. still just dont understand the logic of adding another layer of RNG to loot. anyways thnx for the campfire
I'll add one more thing...
The concept of odd comp sure, sounds fun right... but how does a real group that wants to play this or if there is a leaderboard now.. how do they play it...
In wow DF no healer comp was a thing but it was still team groups doing it.
This game doesn't have specs. You can't play Aoena the tank/dps. (I know I know she's basically a dps stop)
So now what, that player has to have two heros geared for swapping? Maybe more and probably others in the group.
Like, this is fun and all but it's also kind of nonsense. It's not going to fix the problem with low player base, it's a band-aid if that's the reason to it but it's a dirty band-aid. It might stop the bleed but now we're going to get an infection to deal with later.
ANDNNNND It's using up developer time that's already limited...
it should just not work for eternal
and if eternal que timers are an issue just shrink eternal levels even more
NO
No, no no no no no no no no no
to like 25-30
This is not the solution. Keys should probably go upwards of 50 till you hit the absolute wall and just can't numerically do them. This is another reason the season ends to fast. Without content to push into then it leaves for just about nothing to honestly do.
My dream time frame for a real pushing season would take like 1.5-2m to hit that wall. You can't just go crunching the system/curve because we don't have the player base to fill the bottom/middle.
The concept is for people to keep climbing so over time of people quitting and people climbing.. the player base just ends up higher than the bottom.
Another thing to consider.. while you think this puts the people closer to each other and they will play together it won't. If the curve is changed then all that happens is you just stay in lower keys.
Sometimes you just don't need to fix something that's not broken. The issue isn't the q, or the key levels..
It's just flat out the game isn't appealing enough to maintain a playerbase. Get players.. problem goes away. You don't get them by making the game more shit. You get it by improving it.
You sure as hell don't get it by splitting the community more.
season ends fast cause majority of players just wanna gear and blast, once keys get to the point were if 1 person dies its a fail, most people wont even bother with it
And this won't change no matter what they do with the scaling. It's always going to be some place.. hence why making that number smaller over bigger isn't going to improve it.. honestly it would make it worse based off your comment.
it would improve que timers, which is a big complaint for the majority
and some wanna push
You think it would, but other things happen. You think all the top key players are going to be low enough still in that setting to play with the people that can't find q's as is? Or for that matter do you think they even q that system over just having friends?
yes, "some" is the issue here
I think it's important to understand that most people don't actually interact with the higher pushers... you don't typically use the LFG system. That's more for farming or doing whatever when you're bored or waiting for your team/friends.
i also enjoy pushing and would prefer what you guys want, but realistically they gotta appeal to the majority not the 200 people that bother with throwing themselves at the same dungeon hundreds of times to time it
On top of that, it's easier and better to find people of quality in the discord still because the LFG system itself... which is supposed to have been temporary... is kind of a band-aid itself. Which hasn't had more development on.
People call me out a lot saying that I'm negative but realistically, when you tell me a system is temp.. but it's there still and hasn't been improved at all.. but now you want to try and fix this system with some goof ass new mod... These are the things that make me question what's going on.
Perhaps... the better more practical way of improving the q.. might be to improve how it works in the first place.
The "new" buff window in s1 was also temp mind you which was suppose to get more improvements... we're supposed to get a omnicd type tracking system in the game so we can see our teams buffs/cds...
Lots of stuff that we've been sold but I turn around and I'm seeing arpg loot, lockouts, timegating, new game mods... like what is happening to what I'm being told to what I'm seeing done.
I forgot about the omnicd type tracking thing
yeah, apparently so did they on top of all the things I just stated and more
hmm
The reason I get so aggrivated is because people wnat to keep changing what was ALREADY a great game when they thing problems are one thing but in reality it's just that thngs like the above keep happening.
You keep telling players you're doing something theen you wave your hands and the ball is in the other hand... oh but what's that behind your ear.. oh look it's ood comps...
How do you expect to keep a player base when you're constantly telling us things you're not doing and we see the balancing issues and bugs being ignored constantly.
I do think adventures was a weird pivot. I didn't like it, but I wonder how new new players feel about it. Was boring to me when I liked quickplay better for that.
They kept telling us.. we're working on a new gem ui.. it's coming soon.. new gem ui...
BROTHER YOU ADDED A COUNTER... A COUNTER!!!! That took 2 weeks or so of announcements to put a damn counter in.. seriously.
most players realistically are here to power up a character and get dopamine from pulling big packs, doing dmg or healing while getting shiny tooltip loot and max our there stats, devs are playing into this with the arpg loot stuff which makes sense, is it gonna be stinky for us 100% but game needs population priority over high eternal priority which again almost no one cares about to begin with
I begin to wonder if they ran into complications 🤔 Because they certainly have seen my idea of focus target
Remember they teased a cooldown manager UI widget before the game even came out
Still don't see that one either
Bro don't get me started on the frames... aint enough time in the day
Imagine if adventures had little mini challenges that required you to like, do dps while dodging frontals and circles - or tested your kicking the right enemies - or whatever other skill the game doesn't teach explicitly. And then a repeatable advanced version for the people who already are good at those things.
That's what I imagined the adventures area could be when they were pitching it. Not a... really dull, poorly scaled, wow starter zone but worse
And you know, I totally get it. I'm not against casuals. Not at all. I think that's a misconception. I think that hate generally goes towards the more hardcore players but we don't typically think about the casuals at all.
The only time you start seeing the fight between the two is when one side is being alienated. Generally our worlds don't collide that often.
But, this brings me back to.. you can't cut the head or the tail off. They are both part of the beast and they work together even if divided at times.
Like, I think if you want to play the way you're saying that's totally fine.. make that range like 20-25 cool man. But that shouldn't affect the pushers either. We also want to have fun and the GRIND/CLIMB is 10000000% the fun. That's our dopamine. That's our drug. Working on a key for a week straight to finally get it and that feeling.. then the what's next.
That sounds way better and could be even fun. Then if interrupting became a test of skill players would want to show that off more.
Also the wow starter zone ugh I hate that so much. I skip that always now.
Yeah it's almost like a zone for new players should help the new players get up to speed rather than be... that
Also if you squish eternal more (like I think you pointed out earlier) that removes content for casuals! They hit their wall faster! They quit sooner! (This is probably part of why the number of leagues are what they are tbh)
Plus, there is 0 reason to have a leaderboard if it's just biased on bull shit that is out of your control as a player. Period. So any new system that introduces anything that's like that.. or takes control away from the player getting.... I'm going to fight.
Yeah the starter zone should introduce concepts one at a time imo
the 200-400 pushers are irrelevant though especially for a EA game, realistically effort the devs put into this minuscul amount of players is wasted dev time realistically, they gotta focus on getting more people interested in expanding that player pool aswell as keeping casuals interested longer
its not ideal but its imo its the truth, if they did a patch fully focused on enhancing the gameplay for the pushers the game would still have the same amount of people playing it
Well, I tried reason but I suppose you see it how you see it friend.
if they did a patch with new power systems, more engaging middle game stuff, arph wacky loot, that would actually bring people to this game
i like that odd comp thing but it should not be available while people are still learning the game. it’s fine while farming though
if im wrong im all ears, but if they released a patch tomorrow were people with the 0.1% trim got access to sockets on tier sets, or they now fixed shadow orbs cheese, nobody thats not currently playing would care or come back etc
@short swift @modern vortex Comments?
if they fixed shadowlord and reverted all dungeons/scores that were only doable cause they climbed with shadowlords (so all 40+ keys and remove all shadowlord dungeons from 30+) i would definitely come back. 100%. i still would want to time 40 godfall and would speedrun other dungeons
i wouldnt want to play double heal tbf but just doing regular stuff
i dont even care about socket on sets at this point
To be clear, Leknok isn't just in the .1, but legit him and his team were actually rank 1 before all this.
we would still be if we would engange in this stupid bug
wasted dev time imo, should it get fixed and should we have sockets on tier 100% but changes that would only effect pushers should be considered irrelevent due to the current state of the game
now if the game was thriving like it was in season 1, then things like this should 100% be much higher on a priority list
They didn't leave after losing rank 1 or something they left well before that happened.
I would play if these things were fixed or added
but it just takes out all the fun
Only 1 new hero? Game should have 20-30 heroes by now.
You do understand this is just your opinion correct. That doesn't make it fact and I've just shown you a group of people that this matters too. There are countless others.
Don't even care about the sockets on gear. Just want a fun, stable, fair game to compete and play at the higher levels with other people doing the same.
Perhaps, instead of wording everything as if you're the only viewpoint that matters... take a step back and ask how many other groups are there of people that disagree with both of us.. what are their opinions...
Or... is yours the only one that matters?
didnt read the context but he had a cooked take the other day in discussion. forgot what the topic was tho
Yeah, can only try so long. Some people just aren't very open to other things they can't see themselves. All good. We all have flaws. I have many.
Maintaining leaderboard integrity is fair.
Nothing from the campfire is an attack or nerf on pushers. If the shadow lord shenanigans is fixed, the only thing holding pushers back next season will be time gating
But it does.
This game already has a rather large Gamba rng as is with things like weapon traits and just getting sockets gear, albeit the new aether helped.. probably too well 😛
But now you're adding that system to loot. I'm not sure if the datamined info is correct or not but it has a system in there that works like the weapon trait... you can reroll the gear for stat stuff you want.
Now, clearly there are details missing from that source but it's there.
Now, depending on how they want to go about this ODD COMP stuff. this most defiantly will impact this scene.
Either people go play the other version and the board there or they keep pushing here.. OR worst case they combine the two and that's a nightmare for a lot of other reasons which hell might not even considered all of them.
This is two things that are more obvious that some others.
So yes, yes both of these do impact a players chances when at a certain point every little bit matters.
Splitting an already dead playerbase into multiple queues would be a horrible idea. Hope it is just an optional thing people can do like wishing to be grouped with similar ilvl.
Pushers gain more powerful items. As for the odd comp, that is player opt in so 4stacks will be untouched.
I think all ecosystems can work out and be competitive. Both pushers and people who just want to progress their character with upgrades/power.
It's not the gear or the power but the randomness of it
It’s going to be a separate leaderboard to grind. So in an ideal world people will do both. We might even see incentive to do both I think. A whole separate set of rewards like the rating grind
In current state all pushing stops after 1 month when all player base leaves, at least in the current match making system
That's a maybe
People are still pushing now what do you mean. I have a lot of friends and at any given time they are on pushing with their friends/teams.
Not using the match making system they are 4 stacking. Thats exactly my point
#💬fellowship-discussion message it’s already the plan. Still all speculation atp, but if CR does anything it’s commit to a bit
Talking about and is are two different things my dude. I prefer to work on absolutes if possible 😛
Like I posted above I'm still waiting on built-in team cd tracking they talked about, the updated LFG tool, updated buff tracking... list goes on and on... Soooooo
QoL vs entire system implementing are very different as well
Besides we all know hamish doesn’t lie. right?
Le Sigh..... enough of this conversation today. I've said my points 😛
TLDR, shit sucks.
Ok byeeeeee
Whole game sucks. Byeeee
Pushing will still be in good standing I trust CR
Just to make the point that gear RNG isn't just a possible concern for pushers at the top of the leaderboard. I'm very far from the top and always will be, but I still don't care one bit about gear rewards. I want BiS asap and then see how far I can get while improving as a player along the way. If I wanted a game about long term character progression, I'm pretty sure I remember how to subscribe to WoW.
Is this you?
Yes!
You haven't played in 2 weeks man 😛 Oh you played with Xlianah... hmmm team or random?
Who dat
So random 😛 lol was just trying to get a idea of your perspective is all.
Really hate the proposed loot changes, I don't think eternal should drop anything less than red gear (I have really bad OCD and the thought of having all my gear be different colours because I wasnt lucky to get them all the same colour is really rough). On that note from eternal, will green gear have same stats as red gear? I dont really care about the titanforge as I will not be participating in that ridiculous grind, I'm just worried about being mismatched
I do find it interesting all the varied perspectives, ideas, opinions. Just trying to put a player to the name is all. Nothing negative.
🤣
dont worry you'll just scrap all the garbage loot that drops anyway 🙃
id scrap it even if it was my BIS if it didnt match the colour of my gear lmao
Yes I know him silly. He’s actually a nice guy and helped me with my DPS. I don’t understand why you’re attacking me or trying to look up ratings or play time.
Not to me. I do agree make everything the same colour if higher tiers just mean higher level gear
Higher tier (green, red, etc) is to denote the amount of rolls on it afaik. Idk if they plan on remaking how the tiers drop or upgrade or whatever
How did I attack you I'm just naturally a curious person. I talk with him a lot.
I think it’s just you lol
Is it good content read?
lol what are you on about. For searching your name on a gaming site 😛 perhaps you're just over reacting my friend. I just wanted to know where you are and the perspective range so I could better understand.
Gross lmao
Guess ill just stick with the most common gear so its all le same, no need to do insane minmax when you get to 10k in a day and quit (after a week has passed ofc)
And to that fact I didn't say anything about your rating broski. I just asked if you played with a friend of mine as a team.
Ok, I interpreted what you said wrong. But yes I know him and been playing with him since s1. If you want to know ratings and such just ask. My elarion has the 2% trim and I had 0.5% last season l
Hopefully we don’t get 1 drop at a time, I’ve brought it up to Hamish multiple times. He did mention that we will have a Q&A soon.
If it loots like greater rifts, I think we will be ok
Brother I'm adhd af... I had no forsight that I was going to do that lol. I'm sitting here.. brain is like.. hmm.. could look him up on fellows I wonder what bracket he plays in. Then next thing I know I'm typing it and sending you a picture to confirm 😛
this is like 95% of my life with out addy
And yes.. about that same % has gotten me into a lot of trouble in life.. even kids... lol last part might not be fully adhd's fault.. tbf lol
Ok cool.
It’s time to cook rank 1 odd comp 4 stack elarion strategies!?
God no I'm playing slay the spire through s3 from the sounds of it lol we will see
-# Joking... maybe
Not even joking, sts2 is the goat, S3 will most likely be a rush to highest reward rating asap and then dip
never played 1, got 2 yesterday... and this happened...
LMAO based gamer
Except 99.9% of the loot from GRs was worthless and instantly DE'd. It made loot feel like it didn't matter, and it ONLY mattered when you hit all the stats you wanted on a Primal Legendary Set piece.
4 stack xavian will full stam rolls on gear and ruby storm
You mean the loot that eventually became fodder to upgrade/reroll the ones you wanted? Definitely wouldn’t want that here, let’s keep farming 2 drops at a time in ransack 1
Mostly the non-set stuff, and even the majority of the set stuff you do find is straight into the trash can, and eventually it just becomes meaningless until you hit that one Primal Ancient that has all your stats on it. You gear exceptionally quickly in D3. Do we really want that kind of speed here?
Would you prefer the alternative of only 1-2 pieces at a time with random rolls? There’s no way anyone would want that lmao. It doesn’t have be 30 items all at once, just more than 1-2
I think I'd honestly prefer to just not have an entirely new loot system instead of just iterating on the one we have making it better
Honestly, the stat DR is the real problem. I'm not even sure what more of it looks like because the DR is so brutal.
If this "odd-comp" thing is fun why not? I would say let the devs cook. I stopped playing helena cuz I'm stuck on queues, Champion league if I'm not mistaken. So yeah, lets go 4 tanks if needed until Eternal.
It is fair to say that over time the lower brackets die down hard af. If you ever want to grind another hero you're just stuck down there.
Another solution for that would be just allowing you to skip it if you've done it once in the season already. That way alts don't have to suffer needlessly through a super dead q and random groups not doing capstones!
I mean, would have to make the catch up gear better or something but yeah, don't see why it couldn't be a reality.
Honestly, if alts weren't so brutal to gear up, gem, get a weapon or two built up.. maybe more people would play more of them but you're handicapping yourself if you try to play anything other than your main until max everything.
Alts really shouldn't be punished that hard. Maybe look into making that world better and the player base might last longer.
/shrug
Might be better than a funny game mode.
TOOO ADD to the above...
The new gearing system is going to increase the problem for alts btw... especially if you have to reroll gear or get some perfect stat combo.
There are other approaches as well: you could reduce the number of leagues or even cut down the number of tiers within each league, both of which would help address queue times.
As for RNG gear, I tend to give the devs the benefit of the doubt. Early Access is essentially a testing ground, so I don’t mind them experimenting a bit. In the end, we’ll only know for sure after a few weeks of Season 3. They might even fully agree with your point, but still need to test things in practice—and that’s exactly what Early Access is for, which I’m fine with.
The more you shorten the league experience the less time casuals and tourists spend in the game and the less of a chance there is for them to get converted into your core playerbase, so doing that requires being very careful
It means you have to really teach them wtf to do and get them interested in doing it alongside making the curve steep enough that they spend more time than currently in it
I’m not sure there’s a direct correlation between league length and playtime. I’m not even sure if CR has that kind of data, so I’m not making any assumptions.
Always make assumptions.
They certainly have the data "at what point in progression did each account stop playing" and if they didn't there would be a problem 🤣
My read on the situation is that the largest group of players to quit do so at or before eternal
Clearly they have to because they posted statistical information in session 1 about people leaving in adapt.
5% of of life time players made it to eternal in S1. Was the stat
😂 yikes
Yeah I'm sure that number went up (I think Hamish said as much) but I still think the largest % of quit points in some order are "did not reach eternal", "completed paragon capstone", and "did some eternal but not 10k"
Tbf, it was a brand new game with giga hype and people didn't even read about the game to know it was seasonal 😂 like it wouldn't surprise me if those numbers are skewed by people that just left because of the friends list, adapt, lack of eternal q.
bad stat, as majority of peeps who dipped were tourists
game changed, with idea of 5% of total playerbase, where it had to be percentage of active playerbase post Tourists leaving
Out of a peak of 43,814 players only 2191 made it to eternal in S1. Its for sure an out dated stat. But it was still relevant at the time
It had to go up there was like 1/4 of the people in S2 and it was easier to get eternal. So the % would be inflated
also that stat is super wild because it maintained that peak for a pretty long time so the actual accounts who played the game must be way higher
oh i guess you can just calculate it from the 2191 and the 5% 🤣
you should never compare 2191 to peak, compare it to November, thats 22% or something.
So 1/4th of active playerbase or so
He said life time accounts. So it needs to be compared to all accounts that played the game at the time frame it was posted.
Comparing to life time accs as a metric to tackle is useless
I dont disagree with you but that was the stat we were given.
Granted id think you would want as much of ur player base engaging deeply with you content as possible and if only a small % made it to "end game" or "the real game" what ever you want to call it. Its very concerning
It is also designed and intended to be a seasonal game, so "retention" is more akin to comparing players on each season's launch/early season retention.
i almost quit in adept. the adjustment to the minimum required item level really saved it for me because people now had more appropriate challenges for their item level while still learning the game. i still think that the difficulty we had at the end of season 1 was perfect
Made you look
odd comp queues sound hectic please add this
Odd comp queue WITH leaver penalties please!!
Do not do add comp queues to fix the queue system u are trying to fix something with a solution of another thing.
Yes odd comps can be fun if u add it as a other optional thing it is not a solution to fix low queue times.
What about a system where u fill in queues and it gives you some reward for your time.
i dont think they couldve been more clear that this will be an optional/opt-in feature lol
I fear it'll just split up the player base and make ques even worse
i do know its a "optional/opt in feature" but what option will they have if they are stuck in queues for hours vs the opt in thing which might let them be stuck in queus for a lesser amount of time.
Instead of pulling people from higher tiers to help the lower tiers progressing.
Again this system is promoted as a queue time solution not a fun optional way to play the game
The last sentence I do like
They will do anything but listen to the player base 
The issue with incentives on different role queues is that progression is not tied to the account but the character for most things. Only resources are cross character and a lot of the time people don't care to farm those things on a different character considering they will also be a lot lower in level and will give lower rewards even with a potential incentive.
its not exactly the easiest solution to implement without it having its own issues as well.
In terms of odd comps, they will (hopefully) most likely pool both queues together, giving players who selected to opt-in the luxury of accepting a queue of the remaining searching players, it wont divide it perse.
There will ultimately be "less" people in queue, yes, but it wont be two separate queues. Which i guess would still be a problem.
"Queue times are too long"
"Quick, split the queues!"
L O G I C
going for another 0 comminucations 10 day streak ?
@umbral egret still on their 3 weeks of Easter vacation apparently. Their government says they're entitled to it, so they're gonna take it while the playerbase watches the ashes of their game smolder.
hey hey is once every 2 weeks not enough?
a real passion project
It was lost in the #💬fellowship-discussion thread. Just internal updates and bug fixing. Nothing specific to game play.
They deserve it after suffering ptsd working for the corporate overlords at activation blizzard
It can wait, before they achieve permanent vacation
Is the game dying?
I mean, even though it’s still an EA game, we’ve seen cycles of content releases followed by a drop in the player base.
Can we expect the same pattern in the future?
That question is best sent to #💬fellowship-discussion they love to reply to it and will be happy to help you
Aaah yes THE 2nd best place for communications. FIRST place ofcourse in the middle of a 5 hour stream
@topaz rover but think of the integrity
Aren't they making it even more of a thing in EA S3?
The final season 
Please elaborate
@umbral bobcat (games broken)
