#Valhallan Changes
1 messages · Page 5 of 1
You beos think odie might make specific gear for beos under the "valhallan" class tag and remove our equip all for valhallan only?
Bv the fomorian now has a valhallan class tag on gear and that precedent scares me
removing that tag now would brick so many players
but valhallan only gear is a thing
that'd be one heck of a drastic change and not one they can easily make without introducing metric loads of valhallan gear first
like, my only shoes are baldr boots, if tmrw i cant use mage gear anymore i legit dont gave shoes
as it stands now that'd be a massive nerf
only way i could see that change going is if every item until that point gets "legacy" tag, as in can be equipped by you forever or something and then going forward with a new system
This is how I feel it'll be, but I'm anxious
Worrying for no reason but to worry 
😭
Not to mention Beo/Valhallan specific gear is all very similar. No variation beyond some resistances and slight Stat differences.
Not to mention beo and summoner share the same pieces of gear for some reason
Even though we can't even use followers we get a buff
Even though we essentially can't use summons we get a buff
it can be, but the same for All pets, smt like +50% to pet stats
and i more than sure that it feasible
at the base, we had 3 equipment category :
- Warrior (Att, Def, Ward)
- Thief (Dex, Crit, Status)
- Mage (Mag, Res, Mana)
Each one representing a fighting style and a stat category
And then you have God classes that represent the mix of all.
Valhallan can only wear Warrior and Mage gear ... except the Final class Beowulf that can wear also Thief class !
For me, God classes' ability to wear an gear is just showing they are the polyvalent classes and the ultimate being.
Valhallan are warrior and mage from Northren, explaining their affinity with Hybrid.
Beowulf gaining access to Thief shows the achivement of freedom at the end of the journey to become the ultimate monster.
Valhallan gear started existing with Draconian Era gear, that increases Follower IA.
Odie surely wanted to avoid other classes to exploit an equipment that can boost a certain pet spamming a certain ability ...
And then you have Summoner, that can use Mage gear only.
They gained soon after Summoner gear, to avoid other classes to use summons more efficiently (With -90% stats, that's not a very good choice even with full stat boosting gear).
Restraining Valhallan to only Valhallan gear will :
- Reduce drastically choices of gear
- Force devs to create new gear at each tier where valhallan exist
- Restrain the number of build possible and force player in boring gameplay
However, even If i'm not pleased with it, you can remove Thief gear from BeoO and BeoA, and let BeoH the gear ... but Beowulf has low dex ... removing the few Dex gear that Beowulf can have access and use will be painful.
Conclusion : If Beowulf has access to all class gear, it's to compensate its low stats.
Yeah it seems neither of the classes likes this
Separate gear with more distinct abilities that help the class it's made for will be way better
Ironically, is one of the features that barely affects pets.
My critical damage bonus being useless for Fjalar ... comical.
WHAT
Damnit
I use crit does 40% more dmg for my fjalalalr
Back to 15% more pet dmg :<
more pet stats*
that does not equal dmg
a 57% pet stat weapon on beoA with tamer is a ~20% dmg increase
Wish that more amities would affect pets
It would be a nice QoL
crit amnity isnt even good for fjalar
aerial barrage has like 30% chance to be used
and has a realistic chance to crit of like 40-60ish %
so very rough maths, 15% chance to deal 40% more dmg
so like.. a 6% dmg increase
the classes that use the 40% crit dmg have 100% crit chance and use the move in 100% of their dmg turns
so its like a 35% dmg increase at least, when we say we want to regen ward or use a buff/debuff sometimes
I like the concept of Bestial Bonds, but I'd take it a step further and treat it like Warlock Pacts in D&D. Each one completely changed the flavor of the class.
amities really should affect followers and summons. without that the outcomes are (as far as i can see..):
- followers/summons fall behind player damage, since that has more options for boosting damage (current)
or - followers/summons require much more effort in implementing things that serve as alternatives to player damage boosts, and may not be balanced comparatively
i can see the case for gear not affecting it, but amities definitely should
And faction element damage bonuses
yes, that too should affect it
why stop at amnities, you could say that for all gear
easy thing to forget about, but makes such a big difference
we are the "you dont need gear" class but also the "gear wont help you deal dmg" class
and it sucks honestly
amities are different than gear, to me. val/summ gearing differently than eg. thief/mage/war is cool
having options is cool
ideally the gear for val/summ wouldn't suck
having non is not cool
i would like to see my dmg get bigger when equipping a crazy weapon
not a 20% dmg increase going from no weapon to THE BEST option
imagine RS getting a 20% dmg increase by going from a carls dagger to a max ornamented high ornate arisen fey morrigan bow
Hmm, no changes for bonds yet today.
They're still disappointing now
Well, they haven't changed since Thursday or Friday.
Maybe we're getting one big change to test out this week.
last update was commented with "expect them all to change, those are just placeholders at this point"
Sounds great, but high expectations will only make things worse.
it will not be "here is the third iteration of bestial bonds, i will not change it ever again, bye"
and i dont think the beta will end in the next few days, so there is most likely conversation to be had
See, I disagree.
If I was working on something and I knew it was highly anticipated I'd be more likely to put in the effort to make it special.
If Odie is currently changing bonuses between 3-7% in these bonds on beta, it's very hard to expect anything really amazing.
He's already said the values are just placeholders
Then what's the point of changing them in such a tiny range?
I think he's checking to make sure the different bonds do what he wants before he starts tweaking the numbers like crazy.
But that's just my 10 cents based on what makes sense to me.
He may also be trying to figure out how to code in more complex bonds.
Never forget 70% status resist
We'll see in the future
But what I see now makes me sad
70% status resist as tamer*
What I see now makes me hopeful.
I understand how you feel though, Beo has languished for a very long time in sort of an underpowered balance limbo.
Anything other than knee-jerk massive buffs feels like the changes are too tepid.
i think the "making pet based builds deal damage like the top end of player based damage with just bestial bond" idea is not realistic
This still doesn't solve the problem of Beo hitting his head against the pet's damage ceiling.
I'm right there with you, but if that turns out to be the case Odie needs to arrive there naturally.
yea i think its a combination of bonds, base class buffs and item changes
last few days of conversation made me realize that beo gearing is more of a problem I always thought
this whole "you dont need gear" thing
is just, eww.
who wants that from their favorite class
that felt great from 225-230
It'd be fine if there were other ways to make up for it
no, i want to improve my gear
and make meaningful progress
on the offensive side
yes, having more and more ward is nice
but it lacks oomf
like when you found that nice staff when playing mage
we dont actually have that for offense, only for defence
i said earlier that going from no weapon to a 5x pet stat celestial lute, the highest pet stat weapon possible
is just a 20% increase
imagine playing any other class and saying that
They'd mutiny
"i went from no weapon to a fully enchanted celestial weapon and now i deal 20% more dmg!"
There are almost no difference between Beo with +130% pet stats and without, really .-.
It's too much survivability sacrifice for...nothing
i said before, i hope for bonds to be a utility focused mechanic and our damage problems to be improved by a QoL passive and mainly our gearing choices
you know, like other classes but through a pet
Just compare yourself to this lute for +57% pet stats
And some mage-shifter with 5 prometheus gems
we shouldnt be the highest damage due to our playstyle
since we can do most of our offense while still playing very defensive
+8% pet stats at cactus's 2nd bond?
Ha-ha.
but bonds being a damage bandaid will lead to 90% of bonds being not used since there will be a definite "best" damage pet
But pet gear isn't going to be done "soon"
bonds being a utility thing can make the availability for different pet choices skyrocket
So we need something else to tide us over
not pet gear, as in give your bird a sword and shield
Oh
i mean, a passive that makes atk from your items influence your pet
(or something like that)
so i can make meaning full item choices instead of defaulting to the most ward
Yes, just make the gear on the stats of the pet work as it should!
(Until the pet's gear is introduced)
I'd agree to play "Glass Sword" if it even worked.
i said this before as well: pet A having +20% dmg and pet B having +40% dmg will still mean A or B is better, thats just how math works.
But lets explore my utility thought:
Pet A brings 20% view distance
Pet B brings a chance for mobs to drop an additional item
Pet C improves Orns gained by 20%
Pet D does 30% more damage than the other 3 options
but maybe i need view distance
or I want to focus on Orns so i take the dmg loss for more Orns
Now you are making a trade off based on the things you want
not on what some spreadsheet told you is the highest damage per turn
I still like the idea of (max level) bonds adding skills to the class line of pets, i love that
but "just damage" will make everything a "just look at the spreadsheet" or "pick the cactus for AoE"
Adding cool utility would give us a reason to pick up holiday pets.
imagine a xmas themed pets having a chance to drop presents like the xmas goblin fortress

For example, if the Scruug pets utility was centered around getting more orns / xp / gold, like a Treasure Hunter type buff.
Or presents
That'd work too
anyways, thats just my current thought about bonds now that some time passed
Too weak position
It can be usefull for other classes through Tamer
But not for Beo, not in that way
the thing is
you could just say "base beo pets deal 2x damage, BeoA does 3x pet damage"
but that just reinforces the whole "beo doesn need gear"
yes it would fix the damage problems
but would that really be a good chance?
wouldnt it be better to transfer that increase in damage to something related to items or something
believe me, being the "class that doesnt need gear and gets handed stuff for free" with full farming items is not what you want to be
Yes, it would
Because beo's low damage that you can't even disperse - is a real problem of Beo's class
Even BeoH can do better
idk, just being given 3x damage would mean you would clear all dungeons naked
by pure power of the passive skills
that shouldnt happen
The inference was the follower equipment was going to be designed to offer additional unique playstyles, which is what Amities offer. Affecting the follower is irrelevant in that case
Hopefully saving Odie a response!
anyways, i think bestial bonds are an interesting mechanic for many things, but idk if it Is or SHOULD be the bandage to fix all damage troubles
his beta, this patch is designed to solve the problems of shifters and beo
And as I see now with these bonds - yes, the mechanics are interesting, potentially a solution ... but at the moment I don’t even see close that they would really solve the class problem
Again, the numbers will be tweaked . . . And we've anyway been told this isn't a short beta, so if Bonds don't fix us I'm sure he'll try another tack.
just giving 3x damage is not a good change, thats how you end up like diablo 3 having 80000% damage multipliers
Jaysis
My point is, he's taken time to develope Bonds, he realizes we're deeply unhappy with the performance of the class we love, I think he's got a vested interest in trying to make it right.
Look what he did with the Realmies and Avidity. They seem stoked.
it can be solved through mechanic who already have
The same gear for pet stats, why can't it work better? (especially since for the most part it will require huge sacrifices of the ward)
Why are pets not affected by these amities?
Why do crit/elemental damage modifiers in gear not affect pets?
Why spec of Sequencer not affect the doublecast of pet?(and so on)
Such ordinary things could fix the problem, why introduce new problems like the same bonds?
those are much different points than what you said before. What you said earlier sounded like "bonds bad, give me more dmg"
Saying "all damage based amnities should effect pets" is a good change
I almost always whine that gear with pet stats does not work
In the last post, I just put it all together
posts like your lasts are much more helpful 
I saw him start typing and went to check the beta for bond changes.
I almost always whine that gear with pet stats does not work
what doesn't work about it?
pet amity access unfortunately just doesn't work. I wouldn't think players would want to be locked into an amity that potentially only works for their follower
given bonds can provide the same effects, why would you want to lose your amity slot?
even if sequencer doublecast works, would you give up tamer?
these are definitely topics that have been explored. unfortunately, they often don't solve too much
honestly, i dont think using the amnity slot for my pet is "losing it"
its me using my equipment slots to increase my main source of damage
only works for their follower
you would give up an amity slot that benefitted you?
Well 15% follower stat amity is a thing 
its literally the thing i WANT to do
It just feels kind of bad compared to people using 40% crit dmg
was just about to say this
if it is for 50% pet stat that are additive and only adds +10ish % in total ... that might be in consideration
15% is sadly useless
Even if you consider follower stat being m1 and most dmg amities being m2, the value of a follower dmg amity just pales in comparison
swapping from a 0% pet stat weapon to a 57% pet stat weapon on BeoA tamer increases my pets atk by 20%
Yeah, but that's not a good comparison because if how little damage that gets you
i'm more-so referring to amities that may make your build. to me, stacking those useful effects with a bond is more significant
i dont think a 15% amnity will do much for me
what amnity "makes" a build?
"do 40% more dmg on crits" isn't something i would consider "my build"
i'm not sure i suggested crit. Ward is a great example
QoL yes, "make your build" is not
I like it too, but doesn't help offensively
No, but I rarely have to recast db2 before the raid just naturally nukes me dead in 1 turn anyway
i think you might be misjudging the thought players put into amnities
its very hard to ever pass up 40% crit dmg
the pet based people just cant use that so we default to positive status duration or ward (regen/turns)
if i could delete my amnity slot for 30% more dmg i wouldnt think twice
Mana/Health regen are cool too
Amity would be extra defensive bonuses
Bestial Bond extra follower/offensive bonuses
and re: "what doesn't work about it?" gear with pet stats WORKS, but comparing the impact of Fallen Sky Shoes and Fey Chimera Greaves is not much of a comparison
I feel like you're really suggesting the amity is too low a value. You're asking for an amity that increases follower damage, and it definitely exists, albeit low.
Knowing that, my question is (numbers ignored).
a) Would you prefer a stronger amity?
b) Or would you prefer a stronger bond to pair with an amity useful to the player?
b just sounds like a more diverse option
can i ask you a question. In the current state of pet based builds, do you think its damage is comparable to player based builds
i think the fact that we're doing all this answers that question 🙂
i personally would like Amnities to be more QoL / utility focused, not a stat stick to pump dmg
I'd prefer that too
it's more unique, not direct output damage
Or direct stat buff
it increase elemental damage, critical damage
But if you take away the 40% crit amity it's going to adversely slow down everyone that loves it
double cast chance also
these would be great answers if I asked how we all feel about amities in general 🙂
B
is bestial bonds THE solution for all damage worries we have? I feel like this sets up the mechanic as a thing that is solved by maths and reduces the choices to a singular answer
I'd prefer b
Having seen some of the internal notes and discussions on bonds, I'd say letting them evolve will be greatly appreciated by Valhallans and others alike. More iterations and additions to Amities can be another thing - both can exist!
Two sides of the same coin
I cant answer with A OR B. I think a better pure damage option for pets should be available, but i also think bonds can help with that
you replace pet stats to pet damage ?
But I honestly think the "gear to power level value" (on the offensive side) for our class is very lacking
everything we're talking here can boost damage - the greater conversation is which is the best place to boost damage
i want to be like other classes
i want to find a great item
and i want that item to translate into damage
a 57% pet stat lute being 20% stat increase compared to NO weapon
just doesnt feel great
if you compare no weapon to a t10 ornate weapon on any other class
(idk much about summoner)
Summoner stat has a similar problem, but summoners also have blood pact, so they can gain raid dmg from getting good magic gear
but if a ornate t10 weapon would increase a heretics dmg by 20% compared to no weapon at all, they wouldnt be happy
I don't necessarily care about gear, as long as the power level comes out in the wash. I think grinding gear for power makes the most sense classically.
and yes i know, there are multipliers added on top of the base stats
it seems like you have a larger problem with the core designspace of the class. unfortunately, that wouldn't really be something we could consider in scope for a balance patch
TLDR; i want to influnce my damage more with my item choices and less with my passive skills
is something like a passive that saps your weapons offensive power and adds it to your pet for BeoA a possibility
the class is, in my opinion, designed around giving up your own stats to empower your pet
Auriga, yes. design space of base is moreso fighting alongside your follower. hence a continued focus on your own ability, to a degree
yea I agree with that, i was talking about auriga specifically
i argued before that putting the entire "power budget" into bonds feels like a setup that will lead to one pet being the highest damage per turn, making other options less interesting
At least when it comes to straight dealing damage, that's just how it is. The only way you could make people not choose that highest dmg option is by making them niche or adding downsides (like fey chim who comes with zerk which is hard for us to manage as a no high tenacity redline class)
my argument was bonds being a utility based bonds mechanic with a damage increase coming from a baseline increase and gear being more of an influnce
that will make a pet still THE highest dpm, but the utility would make other pets situational good
Then base needs additional player damage throughput so that design space translates.
hybrid reimagined - player stats increase pet stats, pet stats increase player stats

BeoH leans into one half, pet stats decreased for more player stats, BeoA decreasing player stat for more pet stats
i have my gear with +130% pet stats, this was achieved by sacrificing half my ward, reduced pet action chance, 0 immunities and very few defenses
In return, I received a barely 40% increase in pet damage, during the battle this maximum reduced my actions by 1 turn, and then if I suddenly get lucky and the pet does not miss
My losses are incommensurable with what I gained
Аmity could work with the pet not only through the growth of their stats (which gives negligible)
For example, that additional chance of a double cast for BeoA would be relevant
Or +40% crit damage for fjarl would also look good
Or maybe +20-30% elemental damage to Mimic's Ultima or Ymir?
Increasing the pet's doublecast chance would at least make me think about an alternative specialization option, and this is not limited to the sequencer
Pet casts bard dreams?
Does Pet put opponents in stasis?
Sounds good, I don't know how it would actually be..
(crit damage aminity for fjalar would only be a <6-10% damage increase, it would not be worth it)
Yeah, we need consistency not just extra damage
Pet AI recognizing Gunnr/Snotra and making pets less likely to use skills that have their stat decreased would be a nice beginning
for the QoL/consistency part
same for not using Evasive strikes as much when the temp crit buff is already active
The best way out for BeoO/BeoA would be to be able to personally set the priority of pet skills
And I mean not the priority of skill types through "Calls"
I mean the priority of specific skills of the pet itself
Leave "Calls" for BeoH
We talked about something like the Gambit system from Final Fantasy 12, the concern with something like that seemed to be potential pvp cheese.
pvp/pve split, could disable it in pvp
I know, turn it off in pvp.

I'm just saying, that was the concern
i think that would just make everybody use TMM and put in ultima 100%, other spells 0%
- I am not familiar with the system from FF
- I care a lot more about PvE, it doesn't have to work in PvP
In short, the Gambit system was a player created priority list for using items, skills, etc.
idk if that system can exist with 3 turn spells being cast in 1 turn
For example, using Fjalar:
Priority 1 - If no Dex buff, cast Speed.
Priority 2 - If no T. Crit buff cast Evasive Strikes.
Priority 3 - cast a main damaging ability, with player preference being Aerial Barrage.
You could work pet ai into the above so that with 3 levels of pet ai or so it always follows the player provided priority list.
basically scripted preferences
this "only use magic based skills when i have Snotra" thing would be cool thou,
i would legit use medusa on bosses that are weak to petrify
anyways, i am looking forward to the next iteration of bonds
Me too.
or powerlevel goes up and this whole valhallan dissonance thing is still happening
cant say much more about it w/o seeing the next update
oh the "no longer uses spells that opponents are immune to" thing is also nice
I'm cool with the way Base Beo plays, even with Odie desiring to shake up the base beo meta by making me smack things. It just needs more oomph so I'm not so far behind everyone else.
Too hard
It's easier like this:
You have a 100% pull
You cannot bet less than 10% chance
You can put a maximum chance of 10% + 10 * Number of active Bonds
dont make me pull out my graph again
That's the way it is now, as of this beta.
And I'm cool with that change.
Honestly it's finally making me want to go ahead and unlock Beo A.
yea it reminds me of bunny thumpers from guild wars 1
they were rangers with pets and they used a hammer
with permanent attack and movespeed buffs
Especially if he tosses Beo A a stat bestowing / absorbing passive
It feels like we get casted to oblivion in every balance to the class.
Every time that NF plans a buff to Beo (pets) it turns 180° and does something else.
• Beo lacks pets damage, so NF proposes to create pets gear. Turned into Amities, which affects to everything but the pet damage (exception for 2~3 that are neglectable buffs)
• Beo pets lacks damage, so NF proposes to call pets into battle. Turned into a whole new class.
• Beo pets lacks damage, so NF proposes to create a new core mechanic. Turned into a +Dex +res passive buff.
At this point, we, the Valhallan pet community, have stated what we lack, what we need, what we propose and what we would like to solve these problems. Nonetheless, it gets overviewed and then we get neglected In discord feedback.
If there are no intentions/ plans to do something, please so estate it clearly, so we can just stop requesting in vain.
And what about class immunities?
I mean Dragon for BeoA/BeoH
Light & Dark for RS's
Wait, how have we been gaslit?
Pet gear is still in the works.
Where is this?
I'm glad Summoner is a thing now, it's made progress easier for new people and fresh t10's.
Multiple patches after years and we still at the same issue
Oh, we've been neglected, I just don't think we've been gaslit.
Allow me to change it, then
And the bonds thing is being worked on.
It will give a flat increase without effort from the plauer
This balance pass has been a long time coming.
Well now we don't know that for sure.
He's still working on it.
Which part of your hard earned gear boosts your damage as BeoA?
You can run a broken -300 atk&mag fey chimera and get the same output
I'm just as frustrated as every other Beo player, but I'm willing to wait and see what he does .
As a Ornated Fey chimera +500atk&mag
Getting mad about it isn't constructive.
Well, getting mad is fine as long as you're also constructive.
Is a better way of saying it.
Sorry, but you sure that if we don't show up our position right now - it wouldn't be too late after open beta ends?
You need to give feedback.
Sure.
no one hears our feedback until we start crying
Havent we been constructive enough over the pasts years?
And yet, we still at the same place
idk, bonds have to have HUGE numbers if we ever want to reach the numbers of other classes
thats whats scaring me a bit
and honestly, having all my powers come from passive skills
is kinda..
lame
power from passives sure
but all of it?
idk
"hey gilga player, you no longer need a shield or a weapon, you got this new passive that makes you deal dmg instead"
thats just kinda weird
Again, if that's what he wants to dedicate development hours towards more power to him.
I still laugh about that day 1 beta reveal
We were all like "+dex? Really?"
i am bringing this up to ask the question "should it be this way"
And Dangy was all like, "it'll be fine guys, go test it"
Unless there is a bond that says "Your gear stats is transferred to your pet", no. I'm not ok with passives doing it all
And we were all like, "lolwut?"
tbh, i'd much rather take the improved AI and the Valhallan Dissonance on player now
and then wait another month or two for a bigger rework
dex is quite good, your pet'll miss less
And you'll evade more
ad 25% pet act to base beo and beoA as a bandaid if need be
Yeah, but in Phoenix?
yea having one 40% chance per fight to get A (one) temp buff
best support pet, BeoH is happy
OK, you're right, BeoH would benefit.
it...strange when me, BeoA+Tamer, pass 1-3 moves a row without my Cactus act .-.
well with skadi he has 100%
agree, but in towers it too much time to cast id, i'll die faster
so who instead? fjarl?
fjalar when you have dex^ and or crit
i personally just use fenrir for the most part
i swap to lindworm on endboss
if the middle boss is weak i stay on fenrir, if its tanky and i have dex, i swap to fjalar at that point
Fenrir? why?
i never die from having now ward, i can only die from my hp dropping to 0 through ward of ortanite
fenerir heals you
also i use spiked shield as my main skill
fenrir buffs atk^^
so i do like 20k dmg per hit, 50% chance to do it on 2 enemies
fjalars damage outside of aerial barrage also isnt great, especially when you dont use mimics to buff atk^^
looks like non-beo way of cleaning towers..
i am so tanky that i dont need to play around defensives
and i dont have anything better to do
So i either use defic channel when i know fights are long (pegasus, fallen deity, 5 dragons, fallen heretic)
or i just do Ward of Ortanite -> Chained Shield until combat is over
i wanna see it, what about make some video for youtube?
if i had a magic "pet does more dmg" channel i woulda do it
this is before i unlocked chained shield
and i have like 40k more ward now
(on live, not beta)
i dont have a tower besides a 10f atm
BeoA?
yea
i see, but...deity a bit more difficult & long mob
ehh
fenrir 1 shots the small dudes
i do too when i have deific channel and temp atk^^
but using fenrir is me optimizing for safety and "dont pay attention while watching youtube"
i am sure there are better dmg options
let me see if i find a deity on a low floor
Okay
btw, Chain Shield can crit?
Okay, than Ara-vesta-2 only my way(
There is a strong lack of a quick swap of at least 2-3 different pets in the tower(
i'm uploading a random floor 1 fight for comparison
just takes a few min, stupid high quality screen recording
https://youtu.be/7ViCuZ9fnNs but this is moving offtopic now so lets keep it at that 
I'm a little speechless on this one -
For point 1, no, amities did not start as a Beo buff. Follower gear was not intended to be class specific.
For point 2, it sounds like you are suggesting the summoner started as a Beo buff? Where did that come from?
For point 3, again, this is an active beta. If seeing the work-in-progress is making you nervous, I'd recommend waiting until the end result. Remember, we've got a number of classlines and projects to balance equally, so we won't have an update here daily.
You've got a studio that reads every line you write. To say we're neglecting (or gaslighting?) will do nothing but add friction to the valhallan community/studio relationship. We're working darn hard here.
Every line? Damn i am sorry for writing so much nonsense 😟
Many of us are very grateful for all the work you are willing to accomplish on our class. Sadly, discussions here can become a bit passionate. Heated up between comparison with other classes, emotional load and people tending to assert things based on their opinions alone seen as everyone's
To answer odies question (i wanted to reply directly but i cant seem to find it again) I believe adding "pet power" to bonds is more beneficial in the long run than amities
We never know which amities can arise in the future and it would be a pity if we could not take advantage of them
Thanks - heated discussion and emotions are fine (and certainly not unique to this classline)
Perhaps we could be awarded a new passive called Valhallan Roar 👀
I'd say the suggestions above are a little beyond heated up
Will settle on Valhallan Rawr
For the scene kids
I will take it right away 🤣
Valhallan UwU
It's a little off-topic since it's not directly about Valhallan changes, but the dedication of the team it's what convince me to make you one of the two Patreon I can pay for, so yeah. Please keep going, I'm sure many of us will find future Valhallan's steps very interesting and enjoyable
Appreciate your support!
Hi guys - just reading through a little - let's remember to aim for productivity and constructive conversation. Odie is currently spending a lot of time on things for Valhallans in this patch, and spent some time here yesterday trying to discuss it with people.
When we respond with strong negativity it really takes the wind out of the sails when folks are working really hard.
Let's try do a little better. Slamming efforts isn't the solution - providing clear and constructive options that the other users can get on board with and the studio can read through, is.
We appreciate the efforts to make things better going forward.
While the comments you're referencing are negative in nature, please try to see them for what they are: frustration.
Beo hasn't been in a great place for a long time, and I think it's understandable that a few of us have become disillusioned with the state of the class.
I think things have been kept mostly positive throughout.
We wouldn't be trying here if not for an active acknowledgement of frustrations 🙂
I'll have to hold strong on us trying to collectively aim for more constructive language than some of the sentiments shared above
Not all, but definitely some
Sorry for our (my) expression, it's just here was already so many suggestions, ideas, examples, options...without an answer, we just don't know what to expect
But everyone is united by one thought that the Beowulfs are outsiders among the other classes.
And we don't want to miss the chance to make the Beowulfs great again.
There's active efforts still ongoing, the beta is not finished. Let's just try to avoid unnecessary harsh language that only adds to friction - will make this whole process unfun for everyone involved 🙂
To reiterate, we would not be here right now, discussing and dedicating valuable development time to working on this stuff if we did not hear you guys or care. We do, I promise 🙂
I'll give you all an example of something the realmshifter crowd did that was a really clear way to provide clear, direct and followable feedback. Have a look at this post:
#1097566876395118632 message
Maybe collectively you guys could do similar. It would be a nicer experience on both ends, I'd say!
Regardless, the devs are still working. Let's not belt them around during 😉
Thanks all!
Outsider on beo but one of the people who started that in realm, suggest a few 5-6 beos get together separately and model out different vectors and then get the broader beo community to buy-in, and then present it to NF so it’s way more linear in nature
Unfortunately the free for all nature of this channel is great for ad hoc comments but full on analysis and presentation of ideas is really hard
He wants a Beo manifesto.
Food for thought, no cat in this fight
No, not asking for a manifesto. Just encouraging cooperation and collective thoughts when folks think the mark has been missed
Just to add two more points:
- There are only 2 of us at the studio participating here. We can't set the expectation that we'll respond to all ideas shared here - that just isn't feasible
- This is a balance patch - suggesting reworks to the core of the class is weeks to months of work. We understand there may be qualms with how the class is designed, but core reworks would be out of scope for this balance patch
Frustration is understood - all classlines have felt it plenty over the years, at different intervals
But we can always be productive
(BeoAuriga perspective ahead)
Currently it does not feel good if I get a shiny new weapon in a progression based RPG and it is.. a small change in my damage output. And its not a small increase compared to my old weapon, it is a small increase compared to not using a weapon.
Yes defensive weapons are great, I like using them, but I would like good offensive options like other classes.
The class is lacking damage, but the idea of adding a new passive that fixes the classes damage problems on its own leaves a bad taste in my mouth, before it even makes it to a playable beta state.
Does it increase my damage to this (https://www.youtube.com/watch?v=O42rT9f4v0Y) level? (yes, some of the damage here will be nerfed by the same patch and its very heavy on the usage of consumables, its just a recent BeoH example)
That would require seemingly absurd numbers, but those numbers can't really rely on my gear, given that gear in its current state barely has any influence on my pet's damage output and you said BIG gear changes are not coming for now.
So all this power would be from Bestial Bonds?
At this point I think we would need to ask if one passive should triple my damage output. Should the class be able to output that amount of damage in our defensive gear or even boosting gear? (AMorri on live takes me around ~7 minutes, this video is ~1min, but he has ~30 AL on me, so i think a 3x increase for this example is fair)
Based on the first blueprints for Beastial Bonds, does every pet family triple my damage output?
I am not sure, but that just sounds unrealistic.
And that exact conundrum is what many of us are voicing our concerns about.
Yes, our damage output should not be as high as purely offensive classes, especially since we can do offense through our pet and defence through our player character, at the same time. But that still leaves the gap wide open.
And this is based on raw potential output, before mentioning the pet based playstyles RNG hurdles, like the seemingly random skill selection of pets.
Current users of the pet playstyle see the difference in power levels between the playstyles and we are not sure if this current approach will bring us on the level of player damage classes.
And I say that as somebody that LIKES the idea behind Bonds and the unique things it can allow. I am just not sure it will or should "fix" our lack of damage.
This round of OR feels very friendly to beo 🙂
I'm 3 down ez, and 3 left that arnt difficult or tedious to me
(On topic? >beo?)
sir, this is a beta talk
Soz
but that just happens, some classes dont like certain bosses (parry 🥲)
(tamer has Stop-Call for pet)
Idk if I experience parry in its true form. Like I sometime fight pvprs that have CA but my pet never triggers it? Same with baldr (maybe bc low hp?)
Then balin exist and I'm like nice, 99999 dmg
i've been hit by a 140k dmg parry from Baldr in a tower, so it does work
I avoid high baldr bc the ads hurt through my unoptimized gear >all purple hp, no def 😦
The problem of Beowulf (Auriga) is the underwhelming damage compared to other classes.
The closest class with that problem is Summoner, but they have tool called Pact that allows to interact with its summons.
Should we propose and "Bond" type skill and spell ?
Like you can inflict damage from player by using the Follower stats ?
Another problem, if Bestial Bond should compensate for the damage gap between Beo and others in late game, I'm afraid that Beo will become an absurd stat monster in early t10.
So a fixed +X% dmg is a no go.
But I'm working on adding a Converting stat passive : "Convert X% Att to your follower"
I didn't have much feedback from people, it's hard to know if I'm in the right path ...
For now you have my support in everything you said on this channel
Another problem, if Bestial Bond should compensate for the damage gap between Beo and others in late game, I'm afraid that Beo will become an absurd stat monster in early t10.
Thus far, we have try to keep Bestial Bond bonus in a linear growth. But if only BeoA can have BB at the third lvl, it could bring a huge bonus on what the class is missing.
It should avoid to break early T10 experience since it's difficult to gain a T10 Celestial Class in early T10
That being say, the point made by @umbral glade on not be rewarded for finding cool stuff is very true. Since farming items is such a bid deal in this game, it should have impact on BeoA as well.
What people think of replacing the double act chance of Auriga passive with "taking X% of player's Att and Mag" ? It would be an offense capability less random and more connected to player's growth ?
and doublecast become a Bestial Bond for magical follower
Sounds good to me
But only for BeoA ?
In fact, I just realized something. Maybe Auriga passive isn't the right one to change here.
Maybe Ascension Synergy should change ? I mean, it exists only for scaling up pet damage with player's general lvl in the game. The "scaling value" here is player's ascension, but player's Att/Mag could do the job just fine.
Both of them make pet grow stronger, both of them are rewarding ascending (since it gives more Att/Mag to player, so more Att/Mag transferred to the pet). Could be balanced by the % of Att/Mag transferred
Both normal Beowulf and BeoA have it. And if it's not enough for BeoA, this reworked passive could have a second lvl, like the lvl 1 is 30% Att/Mag, the second one 50% (totaly placeholder numbers)
Only problem with that, it makes the early Beowulf better
So far what I'm seeing is beos want more ways to progress and get more powerful as they play more outside of ascension, but the current solution is bonds which are a passive you get when you unlock beo, so that's not happening
Guys, we have a wonderful gear with a bonus to pet stats
All we need is to bring it to mind, so that the increase in damage would be worth the loss of ward and defenses
I'm not sure to understand what you said 🤔
Actually stuff with stats bonus on pet isn't satisfying to raise up the amount of pet damage.
So unless a rework on stuff bringing pet bonus (and it would be cool + Fomorian event started to do it), we should aiming to gain power of normal stuff, don't we ?
new tab for beo, allowing you to gear up your pet 
Would be cool, but already said as out of scope for a balance patch, so ... x)
But we can move forward to other solutions like some proposed above (or way above, this thread is huge)
I mean that we already have pet stat gear, it just need some rework or upgrade, to make these pet stat more...significant
when +15% on these gear gives really +15% to pet's damage
right now it gives even less than half or third than expected
Thanks, I see your point more clearly now n_n Sorry for the need of explanations
I would say a more powerful pet stats gear would also do the job, yes. It's not what I prefer, because we don't have a lot of gear granting such bonus, and it could means that NF will have to create more of them in the future.
But it's definitely a way to solve the damage issue on normal Beo and BeoA I think
ths is because pet/summon stats bonus are additive, stacking them have less impact at high values (which is the case at base for GS or Beo) meaning those stats are more valuable when play a non-pet class which don't have other bonus like that.
So it's not really about the gear, it's about the calculation of it.
One way to chance this would be to make it so gear pet stat is still additive, but then you multiply it to base class pet stat (which would be higher for beo).
exemple (with random false number) with 3 items 15% pet stats
fully additive (current) :
any : (1 +.15 + .15 + .15) * pet stats = 1.45 * pet stats
beo : (2 +.15 + .15 + .15) * pet stats = 2.45 * pet stats
fully multiplicative :
any : 1 * 1.15 * 1.15 * 1.15 * pet stats = 1.52 * pet stats
beo : 2 * 1.15 * 1.15 * 1.15 * pet stats = 3.04 * pet stats
hybrid :
any : 1 * (1 + .15 + .15 + .15) * pet stats = 1.45 * pet stats
beo : 2 * (1 + .15 + .15 + .15) * pet stats = 2.90 * pet stats
I would rather take the current value (Beo+tamer+ascensions) as the pet's base stat value and then influence it with equipment
Side note to the debate, but I think we could start to have pin messages listing issues/ideas of solution ?
Like :
[quick explaination]
*Ideas*
**A)** [text]
**B)** [text]
...```
especially since pinned comments are all old iteration of bond passives
I'll try with one about what we talked about this morning, don't hesitate to correct me '^^
Damage on BeoO and BeoA
Damage on those classes relying heavily on pet is first very good without much invest (early T10) then blocked by a glass ceiling
Ideas
A) Stuff adding pet bonus. Not enough as it is today, we could change the bonus formula : #1097570738086621295 message and ~1 beyond
B) Transfer some of the player Att/Mag to the pet. Three main proposals : the new Bestial Bond passive bringing enough firepower to solve this issue, a rework of Auriga passive or a rework of Ascension Synergy passive : #1097570738086621295 message and ~10 posts beyond
C) BeoO : Adding a better firepower on Valhallan Dissonnance, for it increase both pet's and player's damage (see post just below)
Updates
26/04 : Stats transfer exploited with BB. #1097570738086621295 message
It would be edited to keep trace of debate, but if it's okay for you we can ask to pin it
For BeoO, with regard to your comment, Odie wants us doing damage in addition to the pet. The Valhallan Dissonance change helps in this regard but doesn't provide enough throughput.
My suggestion is increasing the bonus stats from VD redlining to players to help close the gap.
That, hopefully coupled with Bonds, should get us started fixing BeoO.
You are right, proposals above do not include more firepower for the player on BeoO. Maybe I should have make separate posts for better solutions splitting ? 🤔
What do we do with VD II ? I think BeoA have it. Is it ok to give it to BeoO ? Should we give BeoA something in return ?
I'd just add another bullet point.
VD 2 gives the player the same stats as VD, at least I think that's what Inarin said. So no benefit to player damage over VD 1.
Oh ? What's the difference between the two then ? 😮
VD is 1.5x on the olayer at max and more than that on the pet (iirc 2.25x ?)
The player stats should be the sam on 1&2 iirc
Thank you - solid effort, and productive way to hold these conversations 🙂
Another topic for your list: how much power should a singular passive hold? Is Bestial Bonds alone something that should fix pet based builds damage from underwhelming to competetive. Does that much power make sense? And if yes, why does a passive have much much more impact on our damage than equipment.
(Please feel free to rewrite this, you are much better with words than me)
Yalalala summed it up. Basically, the VD 1 is 2x pet stats, 1.5 player stats. VD 2 is 2.25 pet stats, but still 1.5 player stats.
So if the goal is increasing player damage on BeoO, giving us VD 2 will only give us more pet damage.
Which helps with our damage issues overall, but Odie seems to want the extra BeoO damage to come from the player, not the pet.
Base Beob could really use a signature attack skill. They have hybrid scaling attacks and gaits/calls but nothing screams "fight with your pet" unless you lean into hybrid. A skill going "deals bonus damage if both you and your pet attacked" or something could be nice
I just compared BeoH and BeoA in the other world ... and it's strange, initially it seems that BeoA is a marathon runner, and BeoH is a sprinter: The first one can buff for a long time, but at the same time, DPS is stable and survivability is maximum, and as a result, every 7-10 Fjarl can crit for 1kk+ when BeoH crits 1-1.5k every turn. Every. Turn.
I don’t have the best build for BeoH, I know that it possible squeeze much more damage out of it
What is VD in this context?
It's been suggested many times before in various incarnations. My guess is a bespoke skill is too much development time and therefore outside the scope of a balance patch.
Valhallan Dissonance
I think I'll do another pin post about Bestial Bound, then link the two. It makes more sense to me, since BB is a whole new "core feature" and the main star of the Valhallan balance patch. Is that good for you ?
(Also more practical for listing all issues/proposals around BB)
Sure
I just question the raw numbers bonds would need to close the gap between pet and player based damage, especially since our gear only plays a minimal part in our pwts offensive power
(Scroll up some for a wall of text regarding that)
From the sound of it, i am afraid it will make Beo the "lol just play beo to deal the same damage as me but with farming gear" class
Vd1 is 90% stats, vd2 is 110% stats. Both give 2.25x stats to pet and 1.5x stats to beo himself when at 1hp
Bestial Bound
The new core feature of the Valhallan patch. It is wildely well-received, but there is questions about what it should do, not do, and how.
Bestial Bound is often wrote "BB" in this post or related
Ideas
A) About pet variety. Until now, bonus added by BB are not enough for bringing more variety in pet used by Beo in combat. That being said, even if we would appreciate more diversity on that topic, it's not a feature as mandatory as others.
Adding non-combat utily in BB (like view distance) is a good step.
You can find more proposals on BB bonus in pinned posts
B) What BB should resolve ? ||Since Valhallan Dissonance grants Def and Res to the player, the main issue is damage dealt. See here : #1097570738086621295 message
As we appreciate the bonus bring by BB, it's static and not scaling with player's growth so far. Thus we would say that BB alone should not solve this issue. That way, early player will not be OP and more mature players could be more fierce in their dealt damage||
B) seems to be checked by linking BB potential to player potential, see first update
Updates
26/04 : Exploring stats transfer for BB. #1097570738086621295 message
C) BeoO / BeoA balance. Since BeoO has much more Att/Mag than BeoA due to Hybrid Monster II and less base stats, the same % of stats transferred to the pet bring very different values, the weaker one being on the BeoA side. We are concerned about this being too weak on BeoA at the end, yet further tests should be conducted on this (BB transfer not being included on beta yet)
One possible way to resolve this would be a fourth level of BB, for BeoA (BeoA passives + Tamer?), with a higher % of transferred stats to roughly give the same final amount than BeoO
Comparaison BeoO / BeoA : #1097570738086621295 message
I tried to resume your point in B), feel free to correct me if I'm wrong
I'd like to hear some other opinions on this without the "i want to be strong" bias.
Should a singular passive skill, that as far as we know needs NO building around (unlike something like The Dorado, which wants to stack Dex), hold so much raw power that it makes pet based Beo competetive with other gear reliant classes, while gear has little to no offensive impact on Beo's pet.
BB Level 3: Physical channeling. Your attack stat influences your follower's attack stat
How much? 100%? :)
100% if you'd like a nerf shortly after 😉
That sounds great.
swaaash, i'm coming!
Does this work on something like crit? As in can i tune my gear for crit chance to make my bird crit more?
BB level 3 could add a abilities
BB Level 3 currently does add abilities (not all live in beta yet)
Looking forward to the test +__+
I think it's very important for gear to play a big part of your damage output in this style of game, so thats great to hear
It was proposed a bit ago (in the last 24h I think) but it would lock all BB lvl 3 to one/few bonus. The point wasn't to have one bonus by pets family ?
That cant be all since Mag based pets exists
I think we can aim more precisely for more diversity
I am certainly looking forward to a less placeholdy version of bonds to discuss that more, we are kinda echo chambering on a old version
I dare not ask when we will see the next adjustments
Is this the correct time to ask for wyvern speed 3 (and 4?) on the baha/beo celestials 
Ho yes
But that "your atk -> pet attack" thing sounds great. Happy to see more of my item choices having an impact
That allows new Spec synergies
That's a solid YES.
If base beo can access it in the final iteration it also means being abble to go hybrid and pet at the same time with it
Imagine Beowulf Sequencer, using Ymir and casting Ultimas
+15% mag being relevant for the pet through stat boosting Beowulf magic
So the beo beaststriking while the pet fights with him -> good class identity
I visually use SS3 in raid,I feel that we will be able to discover many new styles of play
Welp
Stat conversion might be the solution
I'll update both pinned-post to incorporate Odie's message. It should help to step forward on this two topics I think ?
It sounds like a new version is live or eill be soon
Hype
Laughs in 70% status immunity.
Adding skills to pets is very likely to be a demerit in a lot of cases if not done properly.
People already complain about Fjalar using a less appealing skill too often, now imagine every pet getting random skills to dilute their move-set, possibly completely unrelated to their purpose because of arbitrary "family".
Even adding insane stuff like Ultima or DC could be a demerit to a pet chosen only for it's physical attacks like Fjalar on BeoA.
its already been tuned to 7% haha
giving fjalar another move on the power level of aerial barrage means its less likely to use evasive strikes, so thats just a win
if the moves are bad, its of course not good, but i think this is a good thing overall
things like very scary skeleton with another hard hitting move could be a very valid pet
Yeah I know, but it's such a good screencap and I lost the opportunity to use it ahah

It was retuned within 24 hours.
The lead up made it even funnier. Someone was like, "what if we find problems?"
And Odie was like, "No problems"
And I was like, "Oh hey, 70% status resist as a lvl 1 Bond!"
And Odie's like, "That's a problem."
petition to implement VD changes to live now, i wanna exp farm with it :(
it would be nice, but you sure its final decision?
Beo hydrus raider here. With berserk 2,3 and dc and double dmg buffs it crits 700k every turn. But its highly gear dependent
i think the VD changes are good as they are, 1.5x for players seems fair since we redline but our pets also get a big boost compared to RS as an example
with the whole "channel your atk stats to increase your pet stats" thing odie teased, VD giving us offensive stats doesnt feel out of place anymore
so that and "smart ai helps pets chose skills that don't get immune'd feel good as they are
If it releasable - start asking, i'll support with vote
(i would still hope for a Smart Ai <--> Snotra/Gunnr interaction down the line)
i dont think we will getting stuff already, it was more of a joke than a serious ask
i was BeoH - Cataphract, but with hat +20% crit.dmg & amity +40% crit.dmg
I think Hydrus is in a pretty good place, even after the crit adorn nerfs.
It's BeoO and BeoA that need tweaks.
he needs kind of "Valhalla's rage", to have higher chance to move under stun/frozen(And so on) debuffs
that teased BB is great for Base Beo tbh. Going full hybrid stats with a lute and beast striking with it sounds really nice
combine that with Gorynych, Son of Mountains
he holy/dark blights and maintains your ward
you use a holy/dark enchanted weapon and verse and/or a hybrid scaling amnity
what about beoA/swash with fjalar
Verse is an elementless spell and as such does not benefit from blights/weapon enchant
Base beo would probably do this better cause it has better base stats and hybrid monster, unlike A
if the attack conversion is good enough then swash can be played yeah
ah, thats just my BeoA brain thinking too far ahead lmao
you can even use mage gear like baldr and keep pretty good ward
ymir with heretic robe and fallen sky shoes lets go
i really hope arisen glashtyn gets something juicy
i want that thing to be good
its like my favorite follower by concept
but idk how that would work - AoE debuff would still make it require 2 turns instead of 1 from cactus
dark damage still runs into immunity troubles frequently
debuff application at start of combat could work maybe?
If we're not so dependent on the pets for all our damage it would open up some builds, maybe.
Hybrid lute with a dragon book offhand and beast strikes crit build could be fun.
I think @sick tinsel have one like that, pretty strong on the videos. BeoH
I'm thinking BeoO.
BeoH is pretty much fine as is, minus some wishlisty stuff like Steadfast, which I don't know if Odie would give us.
You can make your own steadfast with gorgon eyes and ymir vritra charm
True.
especially with baldr and phoenix gear being good items as well
Toss up Bryn and just let the Lindwurm go ham in the background
Maintain DC throughout
DC and Bloodshift
Maybe give base beo a passive like saboteur, but instead of a defense debuff it has a chance to apply and outgoing damage multiplier for us and the pet.
If combined player + pet dps is the shtick
Beaststrikes sucks.
Beaststrike IV is the true damaging hybrid skill
What gives Beaststrike IV?
baha H
Not really suggesting this but
Chain buffing
I use MM it pops gunnr or other buff etc etc
Same turn
In fairness of amity Convo earlier - 15% follower stats vs 30% summon stats vs 40% crit damage. That definitely does not scream balance, as this is a conversation about balancing
And I'm unbiased here as I dont use pets for damage
especially when follower stat are additionnal and crit damage are multiplier
stronger and more impactful
If referring to yesterday's convo, it was not about whether the amity offerings were balanced. It was about whether amities should take the place of bonds. My argument was that having access to both was better
So the focus would be: given the imbalance in amity options for follower focused damage, make up for it with built in buffs to the class
Seems fine👍 allows you to use different amities and not lock in to one
I don't think he is disagreeing with that, i think he was arguing for them to be on a similar power level instead of their current power levels (15% follower stats vs 40% crit dmg / 30% element damage / basic attack dmg / more than one of those stats)
Basically yeah. People seem to think BeoO/BeoA underperform. I dont play either rn so i cant attest. I just see amities as an obvious area where other playstyles jump way ahead. So if keeping follower stat amity at 15% is the move, need to make up for it somrwhere
To sum up the convo:
- Yes, we could could buff the amity to provide the needed power. This would reduce amity option to the player and potentially create another Tamer/Beastmaster situation. Ultimately, this reduces options for the player
- We could give the needed power via a new means, retaining the Amity options available to the player
Are there good damage options for the play style right now? I just auto equip positive status effect every time I dont need Ward turns at combat start
the thought of using pet stats never crossed my mind
We have utility and defence options, no doubt. Other build types also have offensive options - pet based builds thou, i am not sure
I should say "good options"
no, there are not good damage options for the play style right now. That would be why we're doing what we're doing
I am talking about just the aminity slot right now
I will always vote in favor of more variety👍
I am more than happy with the latest BB infos - its literally what I asked for
do you want to give up the ability to utilize all current and future amity effects to fill the damage gap?
or would you like the damage gap filled elsewhere and retain the ability to utilize any current and future amity effects?
I am not talking in absolutes. I want a damage option for the slots, not a "must include or lose half your damage" situation
If i had to pick an option, i would 100% agree with option 2
but I don't think this has to be a black or white thing
current damage options available to followers in amities:
- follower stats (albeit low situationally)
- faction damage bonus
- follower act rate (albeit indirect)
- elemental damage boosters
in a bestial bond world, these can then be stacked with bestial bond offerings.
if we solved the damage gap via an amity, availability to the above is lost
This is the difference between not a utility amnity and our best damage option (15% pet stats)
yes, it is well documented that the amity slot is low. we are weighing solutions
Do you think that number is worth the investment of the slot?
That was all the comment above was about
Bringing it to attention - if its on your radar, that's fine by me
all of my points above were inferring the damage gap could be solved by buffing that amity
the question is whether that's the best approach
I still represent the mindset that investing my item slots in damage should be an option.
This has been addressed by the Bond you teased earlier, for now it feels like that Slot is still lacking, at least when delving into the "grass is greener on the other side" thought.
But if you are saying you intent to handle it in other ways I will trust the process
@umbral glade the question is, would you rather have another area get the damage buff or be locked to one amity getting the buff. I think most would prefer ability to choose different amities
I just think that question is not a simple yes or no question
I do not want all my power to be locked behind a amnity slot
But I would like an option to invest that slot and get returns from it that feel worth the effort
You already do though with the plethora of amity options
Id rather have the missing %stat follower boost in that amity just be flat added to the class
Knowing that our stat amity is lower
Maybe I am to invested in that thought, as I said, I trust the process enough to change my opinion as we go further down that road.
That way we can pick other OP stuff like Parapet / positive status duration etc
This would be better for the power level of the class, but would it feel better for a "class main" that wants to dedicate all his resources to archive something?
I would like it be more around the new bestial bonds, then you can use other amities
I like the thought of gear having more influence over my performance for a class that was always carried by its class passives power
Again, this has been addressed by the teaser earlier, so I get my wish
Maybe I am having a "wants his cake and eat it too" thing
Feels weird to reinforce the "issue" of completevlack of dependance on gear and drops to increase damage.
I also do not intent to be the only person speaking on this, having more people give their opinions would be great
"Amity slots should provide variety"
Meanwhile 40% crit
If amity slots were for a slight boost and for some qol, they wouldn't give that insane of increase
That could be another discussion - is the power level of other amnity rolls too high instead of ours being too low.
And amitys are random af. You can Use 100 memnonics and dont get the desired one.
Well I'd say 40% crit amity sets the bar way too high, if it was gone you wouldnt complain about amities not providing damage options
The community figured out ways to get amities you want, and while it's also random atleast you don't have to use 100 amities
True
I mean, this thing exists somewhere https://cdn.discordapp.com/attachments/811270018661613627/1063938002121936967/IMG_8687.jpg
Its hard to default to a defensive or utility options when people can use those (yes, its a ultra rare outlier)
Wouldn't amity allowing to pet dmg be the same as how Ultima get a big buff from amity and gem and bulwark buffing?
No, it would literally just make amities give the same amount of buffs to beo as it does other classes
Fair
Or, to odies point, buff elsewhere
uhhhh the answer to odie's question seems like a obvious "no let's not use amity to solve this damage problem" because that literally pigeon holes every beo into a very specific hole that requires you to hunt at 3AM in the dark for a high roll amity, not to mention the thousands who don't actually know a discord for this game exists unofficially
Do you want to be amity locked?
Again, yes, great amities exist. The conversation is about whether amities are the right place to bridge the power gap of Beo
I'm def pro amity for pets
Again, that is not a yes or no question.
Not at all, beo and GS need proper scaling with gear
here is what we'll be testing next
No
WHOA
Also about amity locking, literally everyone is amity locked
it is very much a yes or no question
it's literally a yes/no question lol... because that's how binary questions work......
I like it, I feel 15 might be low but balance I don't understand as a player vs you as a dev
40% crit is of course popular - especially with crit builds, which of course are very popular. but they are not as rampant outside of the meta
Would you stop hitting people with the truth all the time dang man 😂
More complex answers exist. No it should not force every player into the slot, but a option on the power level of, lets say, positive status duration, could exist in the same space
woop woop truth police
so then that answer is NO?
because if it exists, that DOES force player into the slot
you have a circular reference situation in your argument
are you forced into status effect duration amnities because it is powerful atm?
Ofc noone wants to be locked into one option, but how the game works is everyone is already locked into a best option
Yes there are different best option for different stuff, but that's besides the point
Okay, then drop it down a level
Nothing wrong with that and what odie is testing rn seems to be a really cool fix, amities are a different thing
Again, I will just wait for the process - its okay, I can be convinced that my train of thought it wrong here
I think we all got what you mean
The bb3 idea is cool lets roll with it
It is being suggested that additonal damage/power is needed
If this need were to be addressed with an Amity, then it would be needed to wear it. Amity locked.
If this need were to be resolved elsewhere, then player is free to use other amities. Not amity locked.
If it is not a need, then it is not a yes/no question. But it seems to be a need, hence the balance effort.
So beoA can get new bond 3 and not beoH, but beoH would benefit from new bond 3 more?
The next iteration of bonds seems to be something we can base the next discussions upon
I agree, what my eyes just saw brightened my day
tbh i think when any game dev is like "do you want us to fix it THIS ONE AND ONLY WAY or via a bunch of other ways" i feel like that's a rhetorical question that you choose B so there's bigger flexibility around the solution space
beos already won the big fight, which is something is NEEDED
BeoH wouldn't benefit more, since beoH doesn't care about it's pets output
No clue what your stance on this is, but the issue if I can even call it that is that beo gets too much power with no gear investment and too little power difference with the best in slot gear
Probably the entire beo community can agreee
scroll up? ^
That part is being addressed with the new bonds being influenced by gear
Which is 💯
Interesting, 15% stats conversion with my best weapon would theoratically increase 1/6 of my Cactus Att.
We can increase the number up for a BB Lv.3
Also, pet stat bonus is applied before or after the conversion ?
Have the "families" for bonds changed? Reptile strikes seems to be something very specific
Just making sure, tamer adds 1.54x stats?
Lovely!
I forget all the stat multipliers
Well physical BB, so Lizarr family
+55%, which isn't x1.55
Items like Balin drops with Jewels of Creations are another big atk increase
I wonder what Sif's passive skill will be 🧐
cause it's additive with dissonance and stat increases from gear
All of them
Wait how do you write this then? Not 1.55x?
Numbers hard
if you have no other sources of pet stats, it's x1.55
Oh
beo + tamer would be 90 + 55 = 145, or x2.45
not x1.55 x1.9
Oh?
Hands of Selene do their jobs
Fortunately, they have just a -5% nerf att to mag and vice versa
Keep in mind the 15% conversion is the first draft - we gotta test it
If its too low it can still be tweaked up
Also we don't know what Reptile Strikes will contribute to the average damage per turn
But that direction of the passive skill is very nice 💪
Yeah i like the ideas and look forward to seeing the eventual damage compete with other classes. Fun factor looks like its back here
My fun factor is maxed out atm, feels great suggesting "bonds could add skills" and "your stats could influence your pets stat to open up gear options" and then seeing that screenshot

Sounds like you're advocating an increase to more than 15% shared stat?
needs to be tested
hard to say that based on a screenshot
we dont even know what the skill does
he said that its the next build (or something like it)
I thought you guys had already messed with it
Reptile strikes 🤔
we are popping off due to a screesnhot
"reptile strikes" makes me question the follower families we had until now
It's just a name
yea
It's beaststrike but more toxic
I wonder what pet it is
Well, no.
I'm very cognizant.
It would interfere a lot with fjalar aerial barrage?
More skills to use
yes but it would also interfere with evasive strikes
which is a upside
if its on the power level of aerial barrage
Is it a skill the pet grants to us, or a skill the pet uses itself?
having a more diluted skill pool is good
It depends if reptile strikes is strong enough and can crit of course
Then i would look at it with other eyes
i dont think it will be worse than not having it
and if it is
test it
report "hey this is not cool"
look at how far we have come from the first bestial bonds draft to that screenshot
Its in the beta already?
Good question
that looks like a pet thing
I think is more of pet
Honestly I'd prefer more control over when it gets used.
Pokemon intesifies
at that point we need to ask, when does "its a pet class" and "its a direct damage class" crosses lines
I mean, Base Beo is apparently being 50/50 as of this beta
is selecting your pets move still a pet class or is it just a player damage class by proxy with a pet instead of a skill loadout
I'm fine with the current pet mechanics, but bond skills seem like something the Beo should get.
"more control" as in, you select the move or "i can restrict certain moves due to calls/gaits/ai"
"More control" as in Reptile Strikes gets added to the Players' move list and we can use it. The pet will acts on its own.
I understand why you don't want that, you're a BeoA main and you want the pet doing all the heavy lifting.
having the pet and the player get the skill could be a thing
I would like to use more realmstrikes as a beo base, never did the thing of attacking myself in beo, always buffed
or sortie or chained shield or spiked shield or mage style with a ymir
many optiosn
yeah, maybe ultimastrikes when i unlock any celestial class
Thanks a lot for this.
It is the exactly what I tried to mean, before having a bad day.
Thanks a lot Odie for the work, I'm aware of how painful it can be to code additional features, balance these, and then write down the long texts that will be displayed to the player. I sincerely apologize and appreciate the effort from NF.
Shout out to @rugged glade for the clean recompiled data pinned.
Here's a suggestion. Make pet stat boosts on items scale with quality.
I was thinking about it, and now have question:
Wouldn't be that Base Beo through this Bound give to pet more Att stat than Beo Auriga only because he have the Hybrid Monster II?
Yes. Though Auriga might still end up with a stronger follower than base overall cause of Auriga's higher follower stat % and the double act chance
Besides, hybrid monster only gives you a good amount of stats if you properly invest into both attack and magic
If you use a pure attack weapon that'll give the same amount of attack to your follower, no matter if you're base or auriga
Doublecast is overrated, too situational and does not always live up to expectations
And the characteristics of the pet (and his final damage) are almost on the same level as the Base Beo
The double act chance should not be so easily discarded. On paper, it makes the pet dealing 30% more damage (acting twice 1 turn / 3) 🤔
25% but yea
25% ? My bad
Just compare the difference
25% at 100% dmg can feel bad indeed. I thought about it being a higher % chance but the second hit dealing less dmg
that would suck on lindworm
but feel better for general non raid gameplay
in raids you get enough turns to equal out the 25%
agree, Aerial Barrage & then evasive strikes
nice doudlecast
I'm sorry, I forgot if Hydrid Monster already is calculated on this stats summary ?
i mean..pet's doublecast is cooll, i like it
But simple calculating can show that BaseBeo's pet would be more stable & Deal more damage
BeoA hasn't HM2, BaseBao have
The result on screen in same sets
Yeah, I mean, are the stats of your BaseBeo already including Hybrid Monster bonus, or should we adding 30% more of Att/Mag displayed ?
already include i guess
If a <@&448920498387288094> could pin this one also, please ! n_n
I'll update the post about BB to include that issue
if it turns out to be an issue, a possible fix would be to increase max level of bonds to 4, give it only to BeoA and only increase the conversion rate
Base beo also have 4 bonds though Tamer
they didnt so far
test level 1 from god class
and level 1 from tamer
if its level 2 it stacks, if its level 1 it does not
would be better really make 4th bound with convertation for Auriga and decrease amount to 3 max at base Beo
Yeah I includedthat too
I'm running out of characters on the post, but does it suits you @last bane ? It's the C)
There was no mention of Hybrid Monster 2 it will cause more fear
My screenshots show stats from regular guns with Vision from Hel
I'm sorry I don't understand, could you reformulate ? Since English is not my first language I'm sometimes a bit lost '^^ and I want to be sure to properly transcribe your thoughts on the topic
BeoO have passive Hybrid Monster 2 that rises stats of att & mag by each other
BeoA haven't this passive, so his stats would be much more lower
That's why if both of them can use Bestial Bond of "Att or Mag conversion to pet" - pet of BeoO will have much more stats than BeoA
"BeoO / BeoA balance. Since BeoO has much more Att/Mag than BeoA because of Hybrid Monster II, the same % of stats transferred to the pet bring very different values"
Better ?
hybrid monster and due to giving up base stats
Yeap
which in return makes hybrid monster even more impactful
BeoO / BeoA balance. Since BeoO has much more Att/Mag than BeoA due to Hybrid Monster II and less base stats, the same % of stats transferred to the pet bring very different values,
If the base Beo's pet is stronger than Auriga's pet, no one will take the second one just because of the doublecast
And if you add that the base beo also has immunity to the dragon ...
By the way, the Dissonance of Valhalla in both BeoO/BeoA will still give the same increase in the player's offensive stats...
hey guys, does anyone know what status changes are active in the updated beta? I have a BeoH on the live server and I couldn't make an accurate comparison of the status changes...
status changes?
In theory, here : #game-announcements message
And as said here : #game-announcements message , the post linked above will be updated
I had access to this one, but I think it's super out.
I'm with you %100 on this one
I've been trying to say the same thing before
Beo and BeoA aren't powerless, they have a power scaling issue
Improving...
have you seen the recent teased images?
well then you are going off of old info
you are in the beta thread talking about the current state of live balance
when one of the main things in the beta is addressing the lack of power in live?
So?
its.. pointless? the thing you are complaining about has already been adressed
its the reason this beta exists
There's updates and beta testing because the live has problems.
And I'm talking about the core issue
yes, but we are already past that state, talk about the current state of it in the beta
This issue will still be here after beta if no one adresses it?
Well
If you check the pinned messages, you can see Odie teaser about new version of Bestial Bound, transferring stats from the player to the pet for a better damage output ^^
Seems like you haven't past
scroll up some, odie posted quite a bunch of things
that was yesterday, before odies new infos
and a write up on the talks of the current state of beta
you are talking about live stuff
consider joining the beta, testing stuff and commenting on that
Well actually the transfer of stats is not on beta, I think ? So it is confusing a bit. But we try our best to keep fresh states of progress on main Beo issues, @obsidian vector , you'll find that on pinned messages. one about BB, the other about lack of damage
Dude. You were suggesting dozens of things since the day one. And non of them were solving the core issue of the classline
its most likely in the next beta iteration
Even if you follow the state of the beta. If you can't see the core issue no change will fix the issue
That's what I was trying to say
Keep suggesting 1000 new ideas
i asked you if you looked at the latest infos, to which you said that you are talking about live, to which i said that you should read about it
I mean, isn't this an ongoing issue even on beta?
As Thelos said, new leaks aren't even added to beta yet
Odie knows that Beo's have problems with pet's damage and trying to solve it by Bestial Bonds
Yeah, it's my mistake to write something that was already confirmed by the officials. But I didn't know they if they were aware or not. Theres like 5000 or so messages here
This has been covered quite a bit, with regards to all non-scaling items. Ultimately, it can be considered a bit destructive as broken/poor would need to be nerfed
but would mean Ornate could get twice stats of the Normal amount
Depends on the scaling.
Exp giving items aren't x2 on Ornate
Though I think nerfing broken and poor items is fair.
Only swashes use broken and poor gear anyhow
besides things like mimic heads and some adornments
Make pet items synergistic, then. Two items with pet stats get a 20% bonus, 3 gets 30%, etc.
"this item has better conversion rate for bestial bond"
coulkd balance it with negative def/res/lower ward
I don't see an issue with broke and poor being worse than normal. As we almost all immediately dismantle those qualities anyways. Unless you are swashing, which you wouldn't be using pet gear then.
As of right now there's really not a whole lot of reward for getting an ornate pet stat item. As you get basically the same effect as a normal one. Since stats on items mean nothing to pet damage.
remember that swash pet builds might be a thing with the new conversions
Mmh, Symbol of Doom only decrease HP and Mana (with increase of Pet act and Pet stat)
I'm not sure that's an issue. As a swash would be looking for specific low Def gear, of which pet stat gear usually isn't included.
yea idk how it would play out
Scale like ward : add +1 when it has quality over 100
Extra grinding Final Horseman, Kerberos eyes, Bestial Eyes
From
+1% Follower Act
+2% Follower Stat
To
+2% Follower Act
+3% Follower Stat
Happy Cactus noises
All my adornment slots are used for ward since most of the pet stat gear has 0 ward.
Offense or Defense, choose
Other classes don't have to choose between the two when it comes to armor
Well Summoner kind of does but they get defense from summons
Two helmets, one has to be filled with high ward adornments the other you can play with.
Same goes for all the other slots. I have pieces that work better for damage but I can't use them because without ward you are doomed.
Look at baldr battlerobe major ward and HP. None of the pet stat armor has any ward or HP that I have seen. I may have missed some special event gear though.
we gain so little damage from armors, its hard to say that we depend on it
i use 0 pieces of follower stat gear
I use godforged fey chimera armor and the feral helm
and i clear amorri in a single run, clear 50f towers w/o danger
Paired with a 200 percent fallen shield
the trade off damage<-->defense is good and intended, the numbers could be a bit better for sure, but that concept of not having both at the same time is valid
The tradeoff isn't a tradeoff currently though. It's not worthwhile
Heretic has Mana Rush & Omnimancy 2
RS has Feather
Gilga & Deity high defensive & Second Chance
Summoners has Battalions
And Beo's Valhallan Protection almost not working at all, and rising it's chance is not possible by gear, only Call & amity
we were talking about items
but to your point, our defensive mechanism, besides protection, is that we are free to actively defend ourself as a player
while still doing most of our damage
for items
Collection of data and guides for the mobile game Orna
that is commonly used
Yea but our damage is low as is our defense.
its not really a defensive powerhouse, isnt it
We are getting 1.5x stat multipliers in the balance update, giving us a big defence boost
and we are getting damage buffs
don't get me wrong, I agree with your points regarding our live state
but items not being loaded on offensive and defensive stats is intended (in every game pretty much)
(besides some, looking at you fallen sky shoes)
there is certainly a need for "offensive boosts and defensive stats" on a item in which both stats arent super high
a hybrid item pretty much
but looking at the teased stat conversion, we can now use defensive items with offensive augments
or the Balin Items, the provide very high ward and suitable atk stats
that will become a offensive item for us
Don't forget that the new Valhallan Dissonance will boost our defenses too
i didnt, i listed it :p
Arf, sorry, missed it x)

Does the pet's AI affect block selection, or is it just random block?
It would be nice if the pet would assess the future damage to the owner, and block when it really matters
there are definitely builds that rely on poor/broken 🙂
it's just important to consider everything
Votation request:
Please use ✅ for those Beo using broken/ poor gear.
Please use ❌ for those using/ aiming for Ornate gear
I'm curious to discover which one
can i vote for "i can understand that some classes use broken"
also i use a broken ectoplasm and ornaments
but ornate gear
what do i vote
Does ectoplasm grant pet status?
Which items granting +pet stats are being used in poor quality in other classes?
Because litterally, only the amount of health change between broken and normal.
And only affect Symbol of Doom.
If the whole stat isn't quality scalable because of 1 single adorn, it meand the adorn is broken not the scaling idea ...
So I don't really get you PoV
its is about all items not pet stat items if i understand odie correctly
Then one of us is getting a not so correct idea :/
Let's wait and see if Odie could clear it.
yes but Odie is using this argument to convince us to not follow the idea of Follower Stat/Act scaling with quality
Following this response thread, we are talking about items that affect pet stats and/ or action rate and these stats scaling on quality
I, personally, dont mind that my Fey Chimera gear gives +4% pet stats on broken, if I can get a +20% on God forged
And none of these stats matter on a RS swashbuckler or an Heretic sequencer
Oh wait, I'm starting to understand
People are using poor/broken equipments
And some use Pet Armor for some obscure reasons (probably pet acting)
And if we used scaling pet stats, those players could see their build destroyed or unusable
But first, it depends the min-max of scaling, and it's few very specific broken equipment users against whole class pet
You can still GF broken gear.
And, correct me if I'm wrong, but swash GF their gears for extra adorn slots.
I saything mainly farming ornate pet gear when I can
Having broken, to my knowledge, is much much cheaper to upgrade, and things like pet stats and luck and exp all become the same at gf anyway?
Broken is same as normal
Was, fixed in a patch a while ago