#3.17 General
1 messages · Page 2 of 1
They aren't always, sometimes they are though
The selection maluses aren't necessarily final either
If the Conq spec only provides 15% then the reward for that much progress in guild is a spec nobody will ever use because Warden is far superior?
I'm sure you've seen that some of them look kinda funny in a nonsensical way
With objectively better choices (Easier and more rewarding)
And oddly non-choices (Both sides with same maluses)
There isn't a huge variety of maluses just yet either
Back to this - who wants this to be a thing?
Why would I want to swap to another class for an anguish level
This isn't how the vast majority of players play or want to play
It's not about wanting to swap for the anguish level
Anyone who mains summoner after 250 is sus 
It's about everyone getting to have their class in the spotlight a bit
Setting maluses up in a specific order to artificially encourage a meta of class variety is super weird
Nobody said it was a specific order of setting up, either
It's just a consequence of random maluses that punish specific things
But you said it wasn't random
Not random in the way that it's the same for everyone
Currently it's random because I don't think odie handpicked every option
I think Odie randomly generated them at the start
Yeah that's a problem IMO. A random meta of maluses is still a fixed meta
Even if Odie didn't handpick it
In either case, think of it this way.
Why do you want it to be static?
Why would you want, per example, Deity to be the best class to do anguish content in all levels, always?
I don't want it to be static, I want to stick with my class. My way of playing
And you can
and if the best class per anguish level fluctuates, then every now and then, your class will be the best
and sometimes, it will not
That shouldn't be defined by a fixed order of maluses
What should it be defined by?
My own anguish journey
Give me the two options, randomly rolled. Let me select the one I feel is best for me. If I get bad rolls, a way to reroll is good but not to the point of "rerolling to perfection"
Imo, make it an earlier reward here. It's a lower tier spec than warden, so lower tier bonus makes sense. But its super far down the reward tree to unlock it
I can't process this, help pls
Now we have a new interface for reward, so maybe make proofs also visible?
Suspiciously wonderful, right?
Ngl this interface looks crazy confusing
It should be simplified to what each level is changing only, not every single modifier
maybe use the right icon and text...
I did suggest that once upon a time. No idea if it is coming or not, but it wasn't the priority at the time
let me see if I can grab the mockup
and then yknow, squish the blank space
I'm not the best at image editing. That was done in paint.
(base image, fwiw:)
next level, show in dark form the possible proofs, even if no (0) proofs are aqcuired
Proofs need to be that prevalent in the reward UI?
Golly I wish
Would be nice if they were prominent since being in anguish means you want them
maybe not the 0 ones, but seeing big ol' proofs like that would be super handy and a big dopamine hit
When running anguish dungeons, it's the only thing I look for on a Floor Complete screen lel
which, granted, changes now with ornates but they're getting their own special place
yep, its always good to know if proofs are droped or not, especially in the beginning with lower drop rate
Even if its not up top, its own currency color font would be neat
and we are farming anguish mostly for the proofs, to lvl up, to buy something...
how is it thought with the anguish items, i have to farm lets say anguish 10 armor, lvl it up to beat anguish 10 to at least lvl 10 (1week), to get to anguish 11 with all the maluses and AL shackels, and than the same again for lvl 12?
Confetti would be good for the hit of dopamine as well
Is the "Two-handed power % decrease" additive with other damage decrease lines ?
If yes, doesn't it penalize a bit too much the use of a two-handed weapon with an element vs one handed/dual wielding, does it?
In just a few hours I have missed way too much across like eight different threads, and I don’t think it’s realistically possible for me to “catch up.”
Hope y’all had good discussions, lmao
I have another question about this. How does party play work exactly? If each player has two options in each step of their path, which modifiers are applied to the encounter
Does it just take the leader's?
Afaik this
Yeah IMO the whole malus system needs to be reshuffled to be more random and to mesh with other players instead of ignore them
We really need to define random
Like how AL requirements are random
Oh fuck no
Within bounds
Sorry, but no
I don't mean exactly like it
Possibly serious suggestion:
Have Dangy, Covyn, and Havel sit together and hash out every single level of every single path and have it make sense instead of being randomly assigned.
Maybe Purrly and Mochi too
Im not partaking in a system where my anguish 20 maluses are randomly more difficult than somebody else's
If we get choices and they are different through player agency, all good.
But in no world is random difficulty between players a good idea
Choices yes
Random no
Please take randomness out of this (imo)
I think there is no need at all for them to differ player to player
Why not
For a system that at the top end is hyper difficult, some players should not be randomly given 'easier' or 'more difficult' options
How does it make it better in any way?
Player A has -30 crit damage and player B has -25 crit damage
Thats just worse
How does everyone guaranteed to have -30 crit damage at ang 5 make their choices meaningful
Surely I must be missing something; how are these choices relevant at all
What "path" is there to take if there is no randomness/no difference
My opinion is that there should be differences between the two path options, but those two choices should be the same for everyone
Like (oversimplified) one path has -25% crit damage and the other has -25% for all 4 basic elements
Ok, yeah that sounds close to what I want. But what happens next level
If I'm always forced to pick between the same things at each level can I just always not take -crit?
Maybe next level is choosing between
- -20% Crit and -10% ward absorption
- -20% 4 basic element and 5% enemy second chance
The level after that
- -40% non-basic element
- -40% basic element
In this version of anguish the levels are not building off each other. They don't need to be related to the prior choice
Something like this sounds fine; better than current. This means I can actually customize my maluses
What I think would be really awesome is a kind of roguelike effect
Where effects can come up randomly and maybe have certain caps on how often can be selected, or how often they come up
I'm not sure how fair/balanced you could make a predetermined selection like this
You'd have to balance every single choice and level against every single class
Are you going to allow some builds to choose irrelevant maluses every level?
Won't some builds be hit by both choices in many levels, while others just won't?
Ultima for example is impaired by every single choice you mentioned
While I would prefer a random maluses as an avid rougelite player, what is weirder to me is that the path doesnt necessarily build off your previous choices. Like to me it would make more sense if one option was 3% berserk enemies and then your previous choice builds upon that. Same with rewards, weird to me that you can make level 20 good for proofs and then make 21 good for gear, would make sense if each choice had like a +chance to either and you build up
Are anguished drops supposed to be at level 10 or is this just for the beta (hope it’s a feature but wasn’t sure)
As far as I'm aware the chance is for the things to drop at the level your anguish is currently, so let's say you do dungies at ANG 10, the items that would inevitably be anguished, will be anguished at level 10
You can also get other anguish level gear if you have 10 🤔, it won't be 10 guaranteed
True
How much sense is it making for example the 25% critdmg malus, when im facing a mammon with millions on hp and im making that much less dmg, so his hp, def res scales immense up, the same time our damage scales in everyway down (crit dmg malus, element damage malus, less dmg on some enemies, zerk realms into redline with 1hp instead of kill), so its getting to a lot of time killing mammon for example, yeah we get more stats, but the damage is still cut down by more steps than we get more damage
I like the new floor rewards that highlight ornates+. However I'm not so sure on the random anguished stats on the same item. Seems like that will make managing inventory way messier to keep 1 of every feasible combination per item. That will get overwhelming quickly
PSA: iOS players that have previously beta tested should now be able to access the beta. TestFlight just auto downloaded it for me
I dont know if im wrong, but the time needed for same content grows with anguish 2.0 really fast, loosing buffs in dungeons -> rebuff otherwise dmg is to low to get them down in less than <6-8 hits (a lot of dmg debuff, AL shackl) while facing 200-700k opponents hitting your face down
From my own experience :
- Anguish is divided is 4 for each main content, no need to custom level Anguish for each thing now !
- Anguish now gives a variety of buffs/debuffs, no more an indecent amount of stat boost for monsters.
- You can choose between 2 options of bonuses/maluses each time you level up Anguish in a specific content (If we could add a 3rd option or a reroll in case of very harsh options)
- The new anguish design seems more party focused
- The new Guild Allegiance rewards seems very interesting and I will be happy to grind for them
- Balance changes address some of the most important problems and allow more diversity
- However those changes may render more difficult Anguish, but only time and creativity may tell us that
Very hyped by this update
Looking nice the update yes, i think some kind of sweet spot between maluses (amount and %, let the maluses start with smaller % and let them grow with time, also the amount of maluses) and enemy scaling make it better to play
Just throwing my two cents in on random vs predetermined maluses:
If they are consistent across all players, it allows strategies to develop over time. It's an age old tale that things are too tough/tricky right up until the perfect strats are determined, then they become too easy.
Having tricky maluses is also exciting in the sense that it opens more design space for interesting gear pieces
No more qatvganga anguish xd
Yeah thats all good, makes it also interesting, but rebuff 3-4 times in a dungeon for example makes it somehow annoying, worst case scenario facing floor 16 2 mammos and zerk realm with 200% stats or even more with anguish 8 and 16 al, fading perm buffs, realm on 1hp -> malus, ward fail malus, less ward absorption, less damage, more dmg from enemy, what playaround is there for example...
For some things there seme to ne now workaround...
I know this is the worst case scenario, but still possible in low anguish
It makes things quite interesting, but really fast really hard, especially when you have to wait 1 week for new anguish gear to be lvl 10
perma buff fade chance just leads to frustrations / not a fun time imo
idk if completely removing it is off the table or not
Buffing became such a trivial thing in this game that Idk what to say really
With 4 %. Fade chance i have lost half of all perm.buffs (full puffed) on about 10-12 floors
Yeah that's crazy
Rebuffing on higher floors is somehow a good chance on dying
In party content where you could have different roles for each teammate, you could have a Buffer, to help quickly buff everyone, and keeping buff on.
But in solo, it's kinda harsh for long fight through Raids and Dungeons. World Farming and Towers don't have this problem because you don't need/have to buff.
Nice, thanks a lot for the heads up
You might need to buff with new anguish 🤔
Because of hp scaling
mmh, like a Mimic's Mischief + Gait and launch a grenade
Like how I used to fight in my first towers
The most frustrating thing must be to see some buffs disappearing while you still buffing yourself 
And I don't even want to think about Summoner setup phase in Endless 💀
It should be fine as long as we don’t use any anguish
But yeah, kinda meh
Well the goal of Anguish is not to be touched every time you want to do a specific content
So if one malus prevents you to do some content, it's not a viable malus to keep as is
True
Same goes for the Failing Ward malus
Overall new Anguish design is very good, it's just some malus that needs to be ajusted or removed
I think the same yes
I also think the progression line of scaling and maluses needs a new sweet spot
Ok i think i got the gist of what should happen to make anguish palatable for endgamers who want actual permanent chances of actual progress (ie doing the same content better) , without breaking it. Instead of doing no-shackles -> no progress, give normal progress if you want to play with your AL, or hard-core buffed rewards if you activate the shackles. That way higher AL will find their farming spots at some level, and with more al/gear they will progress still making use of al, people wanting the hardcore experience will be rewarded more
also hp (and stats in general?) should scale more smoothly, like anguish gear does, can't have hp of opponents scaling more than the best possible scaling in game for the player, as if that is the case the progression isn't actually endless, it has a cap
my take on the HoA server please chime in if yo agree or disagree with further sggestions
and this for HP scaling, sorry to repost here but i write on HoA server, although the changes should make sense for both games
im glad that there's someone who understands "infinite scaling" and can actually put it into words
Very good written, thanks
I agree 💯
I agree almost completely, the difference is that I think it's a good thing
And I also want to say that we've been told anguish 2.0 is not infinite
so what supposedly had to be ano-cap, endlessly improving experience is instead a hard-capped one fairly soon in the path
This, however, is just factually incorrect. In the beta with very little time to tune builds and grind gear, and with path choices that still need to be updated, people are getting to Anguish 25+ and surpassing Anguish 1.0 difficulty. This is absolutely not something that can be done quickly in the eventual Anguish 2.0 due to needing to grind a bit to increase levels
so you think that removing the main reason most endgamers play for is a good thing?
Removing? What does Anguish 2.0 remove other than Anguish 1.0?
It's a choice to delve into the Anguish guild and challenge yourself
the pattern by which you play in order to be able to do more with the same time later on
the whole reason to do a lot of towers to AL for example
is so that i get more stuff from time invested later on
so i progress
if you don't have a way to do more in the same time, or the same thing faster
you don't progress
Also fwiw, "the main reason most endgamers play" is a little subjective.
I don't doubt it's yours, and hell, I won't even doubt it's a lot of HoA. But it isn't necessarily most of Orna
even if the anguish number grows
And with anguish off that still happens exactly as before. Heavily acended overpowered players are fine to continue increasing power infinitely to deal with content
content is anguish ffs
tehere is no need for 150+ al in no-anguish anyway it's already instant
high al was to do ANGUISH faster
No, anguish restricts your ALs, so it's not the content you can tackle with infinite power 🙂
whole idea is at this gear/al i can do towers at anguish X. I progress, i can do at anguish X+y IN THE SAME TIME
that's progress
It's a challenging gamemode made to be difficult
And you can't just ascend away all difficulty from it
it's made to disallow progress, improving in efficiency
you are always stuck in the same wheel (actually worse every level because they scale more), never ever finding smoothness
and keep in mind you think it's good to impose this on everyone
when my proposal is you should have that, and we should have the other way
you say difficulty, but it's just time spent
that's not difficult, it's just boring
especially in a game where you need to kill zillions of things to drop stuff
you want dungeons to always take a lot of time
that's not difficult, just slower
It would just be time spent if you could use the exact same build every level
And you can't
lol
rebuilding is trivial
try to imagine people who have all the stuff ok? like... endgamers?
If you don't want to play with Anguish 2.0
Do not turn it on
Anguished gear exists, you don't have all of it
That's the point
point is that even if you do
it's still growingly unefficient to farm
you "progress" into a worse state
progress is after i do this, things are BETTER for me lol
that's progress
your preferred mechanism is that after every time you get a promotion in your job for 10% extra income, all your expenses grow 15%, forever
It's one guild in a game full of guilds and content
What part about "Do not turn on the damn anguish" doesn't make sense?
jeez it's not "one guild " omg
we do everything with anguish on at endgame right now ok? it's a feature of ALL gameplay outside pvp
every single content is affected
the part where you fail to realize with no anguish 1.0 game would be not interesting
and it's gone with this patch because of hp scaling
Maybe that's the case for Aethric. I'm playing an entirely different game than you, and I speak for people on that game
And that's the Discord we're in
sure so in orna AL 100 people
do anguish 0 dungeons
and anguish 0 monuments
and anguish 0 towers
regularly?
(why would you do anguish monuments)
for orns and proofs??
I do actually do anguish 0 monuments and towers and I am AL100.
I do anguish50 dungeons but not regularly
and anguish xp
ok so how is destroying anguish 1.0 a good plan , a good option exactly knight for orna players?
I don't have a horse in the HP scaling race
Add it to Anguish 1.0 or don't, I do not care
What I argue for is not to damage Anguish 2.0
why do you think it's proper for hp scaling to be 20% or more per level when anguish gear scales 3%?
I much prefer the HP scaling to dex scaling tyvm
You can add additional words to my mouth if you want, it doesn't mean I said them
Good doesn't mean "perfect and can't be improved"
Tbh I'm there with Ancient, it's not like with the conqueror's guild where you could just leave it as is and not choose anything, here it's affecting you whether you stay as anguish 1.0 or move on to 2.0. Not saying that's bad or good, but it's not as simple as just not choose 2.0 and everything stays the same as it used to be.
If Anguish 1.0 stayed with just dex scaling, I wouldn't care. However Odie has already said he believes it's too powerful and would prefer HP scaling
anyway i find the "if you don't like it don't use it" quite offensive. The whole point of beta feedback is telling developers if we like stuff or not. If when i describe why i don't like it the answer is "eheh then don't use it" what is this really about? the fact you like it that way and don't want people to disagree?
No, me saying don't use it is in regard to you saying it kills reason to progress or kills your ability to farm the game
You do not have to play with Anguish on 24/7
every person i interact with at the endgame does
it's expected to, it's just about which anguish for which content
now egbert for some reason hates xp, but even if you want "no anguish" you do 1 for xp in towers here
with no anguish, the game is trivialized pve
with anguish 2,0, all investment in AL is trivialized
and keep in mind the "difficulty" thing could stay for lovers of a permanent struggle where you click 10 minutes for 1 raid. Just let everyone else have a smooth increasing difficulty that they can still farm easily like now, just improved in 2.0
Wait hold on I hate exp now? When did that happen lol
Not my video, but ang 1.0 doesn't really work.
Ah, because I don't have anguish in towers
I mean. Why would I? Does exp give you anything lol
progression in a tracked stat in a farming game...
aren't we all here to see numbers growing permanently?
Skip to the end and mammon just annihilates with a 2m+ HP pool
No?
I'm here to have fun with a game
Orna's a grindy game but it's not a farming game
in an rpg where my goal is to get stronger, i am
especially in a game like this, where ALs are publicly announced to not have a cap, where the majority votes it to not have a cap
I tend to agree that Ang 1.0 should keep dex scaling as to leave that experience intact for players that don’t want to upgrade to 2.0
The issue with that is that then ang1.0 becomes the objectively correct thing to do, and anyone who transfers over is shooting themselves in the foot
Surely you can see how from a developer perspective, that is not a wirse thing to do
in the efficiency sense?
Yeah
so we do agree this patch nerfes efficiency to the ground
so we agree it's a damaging patch for anyone who is in the game for ... efficiency
Uh, yeah? That was never in question
ok so what was the "if you don't like it don't click it" answer
That's kind of the point, almost
when the claim is "this patch makes my game experience materially worse if it goes live like this"
That’s more of an Ang2.0 issue imo. I’ve already voiced concerns that 2.0, in its current state, might slow down progression of materials, which might make it undesirable for players. I intend to switch over since 2.0 seems much more fun, but I can definitely see why many players would choose not to at this point
Not my answer 
progression of materials is slowed down in dungeons
but that's not the main source of mats? refineries being nerfed (which is ok) matters more
and tower / mnemonics are by far better sources of mats?
exactly, so shoudlnt we fix ang 2.0 to where at least most of the people would transfer there?
problem is people who liked dungeons even if less efficient than tower/mnemonic get nerfed to the ground
i mean i don't do the dungeons at a50 but i can relate
From the perspective that odie sees current anguish as too rewarding and doesn't want to keep it as is, nor give people the expectation that ang2.0 is going to be as rewarding or even moreso than ang1.0 - then yeah I think the current implementation of nerfing 1.0 is warranted
how is anguish too rewarding when doing anguish 0 towers gives more mats per minute than anguish 50 dungeons
2.0 could afford to be more appealing, but not at this stage just yet.
Not my question to answer.
And also I have to go, I should have left home like 20 minutes ago
Has this been said by Odie? Not doubting you, just never saw him comment on the current iteration of Ang 1.0.
If NF sees Ang 1.0 as being too rewarding then I don’t understand why they’d even allow people to stay on 1.0, they should move everyone to 2.0 (not saying I agree with that, but seems like it’d make the most sense if they’re intending to nerf anguish gains)
wait a sec the ascension levels used to allow progress in anguish path are the sum of all different class ascension
that makes it even more trivial to achieve, to the point of being basically automatic
yes ALs dont matter in ang2.0
shackles could bring you down to 0AL and instead increase the stats on anguish gear and it'd be the same
is anguished raids giving no proof of felling a feature or a bug?
They matter after the shackles come off. Just higher Tiered players will feel it longer and you can't go past certain ang unless you have certain ALs
if you can al each class 5 times costs are close to 0 and they add up for the anguish threshold
Wasnt aware of compounding ALs. Kinda neat
Even more so to get closer to no shackles
it removes the ability to keep doing content at the pace that you want
in ang1.0 you grow your AL endlessly and can set your anguish level to have whatever success rate you want (with enough ALs you'll have 100% success in anguish 50)
now in ang2.0 with shackles applied you dont ever get to increase your success rate
without shackles you dont get good rewards for your time
i admit that it's fun in the beginning but that tends to wear out very fast
Maybe the infinite AL inflation madness is coming to a halt and that's a good thing in my books. I like the fact this new system means we will have to team up to kill off some hard bosses. Make Orna the 'MMO GPS RPG' be an MMO again and let everybody in a team get some different roles like buffer, healer, tank, dps, debuffer, etc...
Party is fun and a good thing, im very looking forward to it myself
Anguish "having to be done" in a party (looking at raids) is not
At least in my opinion
How my whole kingdom feels
well, I guess most people will be able to get to a certain level of anguish and then we will be kinda forced to go 'team effort mode' with more reward for that type of gameplay
Sir your shackles are never coming off
so you can do both maybe?
so wait the developers supply various options to farm mats easier than ever, targeted mats to go over AL mat blocks, making pursuing AL easier than ever, and now that's "inflation madness that has to stop" after the whole guild system has been made on purpose for AL to be more accessible?
Think they mean it's not all about ALs to just steamroll everything anymore as it was never intended.
it's a good thing that party play will becore the meta for anguish horde dungeons
but what about the majority of players who liked to ascend and have a sense of progression?
Being able to currently do ang50 was never intended
if it's endless scaling in anguish 2.0 you won't be able to "just steamroll everything" at some point, which is very different though from requiring 20 min to do a raid
Well, this is not the place to argue about ALs, because we've done so much yesterday in the refineries channel to be honest. And to me, it never was a good intended system... it was a way to vent your mats and a sink hole but it got out of hand because of a lot of reasons. Odie tried to rationalise that by giving alternatives and fun content with guilds
it was 100% intended, people did that in beta and it still wasnt changed
but I am happy if shackles means people will have to team up and do a real MMO
Which is good, as long as my 20min raids gives me reward for effort
Just like an raid in any MMO
so 50% chance of ornate
so another game, not a game where you are supposed to farm 200 scrolls
and have a 0.5% chance right?
If 50 chance of ornate im accept with the hp scaling
because if you are supposed by design and event construction and drop rates to kill 100s of raids
But if you need to farm another 200 for ornate
Yeah 50% of an ornate but it could be shit roll and shit anguish roll. That's the chance at that level
Nah, I wouldn't want 50% if I'm honest, going for 5% would be already cool
With this stupid hp scaling
how the actual hell can you be required to spend 20 min per raid at the endgame, not as fresh t10
instead it's 0.5 ornate now so
you agree the current system is absurd?
At super high end anguish yes
the current system makes sense with our current situation
super high?
because we steamroll on everything
Just meaning 2.0 high end anguish should reward well for how hard it is, is all
do you realize it's 5min and high chance of death vs a morri at anguish 5 yes?
which is good, AMorri was never intended to be one shot in the first place, she is the highest hardest boss...
for 0.5% ornate, and 25% anguish gear so 0.125% anguished gear, for standard, the purple is lower than that?
Sorry 3
ok so here it's feedback and
we are indicating this stuff has to change dramatically because it's unplayable lol
Unplayable and tweaks are different.
unplòayable like it requires a 1/10 time to clear
like it's already tedious to farm now to check higher anguish with massively increased drop rates
Just to have an idea, what class and build are you using to clear Amorri in higher anguish? very curious because I saw how pen scaling is impacting beowulf for example
and no shackles on
0.5% for ornate, and you need to kill 200 Hippo with 800million hp for 1 ornate
People got too used to the game being how easy it is imo and now everyone doesn't want change. Especially high ends ALs because their ALs are infective until a certain point which I get. I agree with both sides. Tweak down the difficulty a bit and fix some maluses and reward people for dumb hard content. All which can be fixed during a beta
Imagine I killed 600 boss for an ornate spiked shield across 2 events 😛
So 600?1200?or more
You got a SGS from raids? I had to monument it lol
With 800 million hp
yeah and I was THAT lucky it was 199
I kill 1400 raid average a event.
Do anyone kill more than me?
is this intended or bug? check hp
Oh no, now you sound like Minh
You know you get more when the actual rewards show up?
check the video, raid hp goes from 22m to 10.6m
hang on, you don't kill off plenty of skeletons to go higher in stats? you don't summon 5 pets before pact??
before i damage it, i am asking if it's a bug
heresy!
Oh disregard thought it was a rewards post thing, from the current topic
lol no
I guess with your AL it's fine
i am gs not gsh, gsh doesn't have ascended summons
hard to report bugs if i don't know if they are bugs
Post in the bugs discussion, seems like one
because i don't know how the feature should be
maybe it does that because no shackles on
let me try with shackles
No reason it would lose 12m first turn on snotra haha
it looks like
it reverts as if anguish was 0
because i think that's his hp at 0 anguish
Actually I had that yesterday and I thought I was being silly and I was back on a raid I already hit without noticing
I just kill 1.2k about Apo X+ Y now
If 2.0 their hp scaling, without boost of ornate drop
I dont think im able to make it.
No idea how those would even work in 2.0 with the current system lol
Or Arisen Waygates for that matter
Party play may be good, but its a open world game with different time zones, so get the right friends with equal anguish lvl in same timezone or deal with different timezones and a play delay due to a lot of player
And kingdom raids are not affected by anguish 2.0 iirc or?
When were the highlighted specs added?
In this beta
I see, are these specs final and will be released in live orna or will exist only in beta?
They arent final necessarily
Finished: Probably
Will come live? Expect the two elementalist spec i think yes
I'm mostly interested in the anguished one, could really use that hp boost for some builds
Let me optimize it for 12k dex 
Something like this or with GUrsa
PvP is going to be something forsure, but we're not supposed to bring that up 😬
Erm is kingdom menu working in beta?
Can you share spelunker as well please? (I haven't scrolled down yet in case it has been shared)
Thank you, but I wonder what a spelunking quest is, new content?
Probably just deep dungeons rewards
Look at Prometheus plushie
Hmmm
Probably just a typo.
I would unironically love this. I love playing buff/heal bot in games.
Me too, but truly healing in the game is very ... underwhelming
Needs to be buffed
/suggest Overhealing gives temporary hit points
could be a very cool passive for a spec
however when you heal 1500 HP with Pray III, you won't go far in Anguish 
with shackeld AL and only 7-11k hp its more than 10% of heal
In regards to the conversation above from earlier
I have absolutely zero interest in a system without shackles. If the shackles go away, I wont be engaging in the system at all. Everything in the game is already entirely trivialized by the broken AL system.
Id like to have one piece of content that doesn't have its entire existence revolve around playing as fast as possible to farm more mats to farm faster to farm even more mats to farm even faster. Yall wanted an infinite AL system. The price of that is content that adds restrictions to maintain difficulty
Im also tired of the bad argument that ALs suddenly dont matter, which is objectively untrue. You can still go faceroll every piece of content in the game, other than anguish 2.0. And your ALs are still going to help clear new anguish as well. If you'd actually playtested, you'd know that
10% on 4 people is meh, usually, it's better to heal one player in critical condition
Or at least make it scale with your HP/Magic, like Life Pact from summoners
In some games, you can cast a special buff that prevent a player from fainting, but keep its life at 1 and remove the status, similar to a Second Chance temporary status
Something like reraise as a channeled move could be cool
group dungeons is something for itself, getting the right people with similar ang lvl, same timezone (otherwise timezone difference has to be taken into account), time to do dungeons for a certain time without disruption, i think thats a special way to go for a "solo" handy game
ALs only matter in 2.0 only because they are required for the next level. The fact that you're shackled down and can't get any stronger at any given anguish level should (imo) be a separate option that give more rewards to the players that choose to do so.
But other players who dont wanna play with shackles on have a fraction of the rewards, so essentially you either give up AL or dont and play for fun.
I'm not saying fun isn't bad, but many other players wanted the motivation to grow stronger.
There's an ability on my main class in FF14 which says, essentially, "Cast this on a target. If at any point in the next 45 seconds the target's HP falls below 50%, the target automatically gets a big heal and then the spell fades from the target."
Could easily do something like that. Just change "45 seconds" to "9 turns" or something like that.
The motivation to grow stronger still exist, both through anguish gear and the continued ability to extra one tap everything else on the game
There also hits a point where unless your AL 200, you're going to need more ALs to unlock higher anguish. The easiest way around this is to put ALs in every class, because the anguish system takes the sum of ALs not the max
So for a huge portion of the playerbase, unlocking the new anguish 40 will likely be done at an AL lower than shackles, making each AL gained on the main class a boost to their current grind
And again, letting players run into anguish 2.0 with full ascension power just invalidates most of the challenge and grind right away.
Why bother farming anguish gear when I can farm another 20 ascensions to brute force the new difficulty
Why come up with new strategies to handle the malus combo when I can go and press chained shield for a month and come back and brute force it instead
To me its more natural to be gated than your achieved strength by arbitrary number, I want it to be hard but just playing for multiple months to 'catch up' to myself is a little disheartening. Gear is still a 3% increase + additional bonuses while Al would be 1%.
I would rather incentivize playing at a reduced level than heavily disincentivize playing at your own. And granted that's just an economic adjustment but feels bad.
If you're making better strategies you can outpace AL and feasibly than begin progressing faster than someone who strictly relies on AL, but seems like there is a point, in the current iteration where gear and strategy don't exactly cut it.
The AL the game uses to allow you to increase anguish is the sum of all classes AL so it is trivial to increase it
You probably don't realize the vast majority of the player base won't ever be able to farm anguish 25 with current numbers never mind 40
Maybe they will be able to do a raid in 13 tries if they are so inclined. Farming? No
yeah but good luck cleaning anguish while being 50 AL under the min requirement
A majority of the playerbase wont even make it to ascension 25, and yet we still didn't cap ascensions because people wanted infinite grind
Shackles are the cost of that
There is no cost, just intentionality of punishing us
Just make shackles extra rewards instead of no rewards without shackles
Nobody is being punished
Find a better argument
why build up a "complete" new anguish gear tree, give instead a chance of 1 stat of the existing gear to get an anguish boost
would you be ok with players that dont shackle to earn 50% of the rewards instead of 5%?
You don't want us to be able to farm quick to farm better
For us that's the whole game purpose
After a certain point anguish feasibly will just use your own AL, so I don't see the benefit to capping in the short term.
Extra reward is the same as less reward for the other side you know x)
50% is enough to just turn on full ALs all the time, so no
And anguish 1 is being nerfed to death and that's a punishment, a heavy one
Really? Everytime anything changes in the game is a punishment? Spiked shield nerf is a punishment? Crit nerf is a punishment? Apolloyon event changing is a punishment?
Its not. Find a better argument
Everytime a whole game loop gets nerfed 80% for resource accumulation after being in the game for a long time it's a punishment
And here we are talking all dungeons lol
And all world farminf
Being nerfed massively
Oh I see, so Odie is taking away your ALs and making you refarm them at 80% reduced effectiveness
I guess I missed those patch notes
Farming after the patch comes, if it comes with these numbers
I imagine you are referring to world bosses in Aethric, which I don't believe the Orna community will be too sympathetic about. You shouldn't be able to farm Ang50 content that easily
Is 70%-80% less proof of anguish per time spent
Then fix the cost of proofs
World bosses can be farmed at anguish in orna as well, see star drop farming at anguish 50
Or memory remains in bulk
it's definitely not the same
It's quicker with remains yes
Remains are 25% reduced rewards I think
I know because in HOA I make more orns/hour with remains than basic world
As I don't have to move
Stop trying to invalidate the challenge of new content before its out (and before you've even tested it)
Focus on making the challenge worth it, via increased proof acquisition, material cost reduction, or improved allegiance rewards
Which, conveniently, there is a whole thread about!
Also, stop bringing HoA into this server
its almost the same game with the same changes...
And? The loops and playerbase are wildly different
And you can buy them in shop so
the Ang 1.0 "nerf" in Aethric is due to infinite bosses - it's specifically an Aethric thing which should really remain over in the Aethric threads
Loop is more dungeons in orna which makes nerfing Ang 1 worse
No Odie it's about dungeons as well
It's a nerf to have 2m HP mammons
A massive nerf
This is actually something interesting.
The playerbases are increasingly different. I don't have any data on it, but I would imagine that Orna players are much more receptive to nerfs/much more looking for difficulty in their gameplay than HoA players. (Not to say Orna players are in love with difficulty, but the delta between the two games is seemingly large.)
i think we have wildly different definitions of the word "nerf", for sure
Nerfing a strategy: make it much harder to achieve the same outcome
If time required increases a lot to clear it is a nerf
This is also relevant for ang 1.0 FWIW; I think all the costs are matching the 2.0 shop costs
Beta 1.0 vs live 1.0
#1370416842065313852 message for HP in Anguish 1.0
i understand some of the ideas of anguish gear, but why not giving existing armors stat by stat the change to change to anguish stat rather than getting (farming) the new anguish gear, which is more hard
and chaning stat by stat is sure quite slowly with a certain successrate for an anguish stat
Its a complicated web of issues here as far as economy, difficulty etc. but from my perspective, its just not a good feeling to not be able to grind through a challenge and I thought it was fun with the original system as well. Getting those extra gear pieces I needed or extra AL to push up more anguish felt good. Adding more difficulty and an additional 'gear treadmill' feels like a very fun idea. I'm a little hesitant to say we should be locked in a AL while we get new gear and develop new strategies, because then we are more beholden to the current event, current meta strategies for progression.
farming all the gear over the last year was not always that easy, now again or pay again mf/df/gf mat prices/time again
Personally I just think its not a good idea to keep anguish 1. Could that be a poll option?
it'll need to be phased out, but players need time to spend their proofs, etc. it won't be an immediate option to nuke it
Yeah I think keeping the shop available for a time would be fine, I just am worried about it being the meta option if incentives don't align immediately. Especially because the new system is very cool
Ang 2.0 is not as enticing as it could be atm. There are a lot of people that don't see it as a worthwhile grind
maybe somehow because farming a lot a second time (inclusive the existing event/raid gear)
What does it mean moving the scaling? No scaling on hp and increase the dex of enemies?
This is good feedback, and something id partially agree with.
Anguish 2 is really, really hard. And currently, unless the player likes difficulty for the sake of difficulty, the rewards aren't really enticing at all
The solution to this though is to make the rewards better
The solution is not nerfing/removing shackles/etc (not that you are proposing this, im just hijacking your comment)
if it would only be the difficulty, i have some problems with it to farm all the gear a second time or to gf all the gear a second time
if it would be cheaper in term of mats, ok no problem, but again 1500-2k mats for the same gear which is already lvl 13 is way to much
Do you have problems farming new gear when a new event comes out?
Did you have problems refarming pumpkinless last October when 1 new piece of gear was added?
no, because i dont have the gear, but farming the same gear again a second time to have it or lose the mats with which i gf it
thats a big difference
I think the difficulty also seems out of hand. Nobody wants to take hours to finish one raid unless the rewards are crazy
You dont have the gear currently either.
Nobody has an anguish 50 pumpkinless chest
Just like nobody had a beguiled Katar Y until a few days ago
And some content just seems straight up impossible
Who's gonna farm thousands of pumpkinless at ang 50?
i have pumpkinless chest, i can make my gf chest ang 50, but have to mf/df/gf it again, or i farm it on ang50 and mf/df/gf it than, its the same end
This is a beta, and an intent of the beta is to ensure that difficulty, rewards, and all parameters are in a good state before shipping.
That said, please don't take the current state as the final product. difficulty+maluses need tweaks, shackles are likely too penalizing, etc. Lots to come
Who's gonna sink tens of thousands of solarite to demonwork their existing pieces
The same people that are doing the same for AL?
Totally - but this is the feedback we are giving
is cost again the same mats if have paid for the exact same gear..
when i want to have it a second time, thats something else..
On one single piece of gear that only applies in anguished content?
since mats are almost everything, look at refinnery's, the 1.5-2k mats hurts a lot
Repeat it for each item for each build for each class
I mean just a rough example but let's say the top meta strategy suddenly required certain event restricted pieces. I would vastly prefer a person to AL their way out of it than have to wait 6-12 months for a chance at progression. Sure new strategies can be developed but I think its way more restrictive and depending on timing/releases
People with multi classes are also paying more for AL
And you can choose what you want to ugrade, you can always upgrade cheapest gear, if it is enough to clear content
I got my dirty hands on the beta and I am grinding through the base levels. And I love the hp scaling in dungeons! So fun to see big bars and achieving the gains there
Losing what you already have is almost always infinitely worse than having the option to get something new, that's a very strongly replicated finding in psychometry
I can do math though. Anguish 50 gear scales *150%. Gear isn't the only source of stats though so roughly even with gear at anguish 50 you have double stats + the gear passives. That's going to translate in at most 1/3 the time required, more probably 40%. Which means 20-30+ minutes lol anyway
make sure you vote 🙂
#1370416842065313852 message
I really enjoy how neck-and-neck that hp v. dex scaling poll is.
In some sense it doesn't matter too much, the two values are multiplied for enemy eHP.
I went with big HP because I like that it's a little more granular and visible, compared to dodge which is stochastic and hidden.
In parapsychology, psychometry (from Greek: ψυχή, psukhē, "spirit, soul" and μέτρον, metron, "measure"), also known as token-object reading, or psychoscopy, is a form of extrasensory perception characterized by the claimed ability to glean accurate knowledge of an object's history by making physical contact with that object. Supporter...
They don't multiply eHP it is completely different. Because with AOE extra turns the eventual miss is auto fixed much more often, you don't get hit much more often, it's not even vaguely comparable in dungeons
Yes, because people aren't capable of controlling their emotions and critical thinking
As we've seen in very thread, where Odie is making a new system that is better for the game as a whole, and people are clutching their pearls over perceived losses.
Imagine the outcry if Odie actually took something away
😅
Bwubble the current beta removes a massively used game content for many people, or make it a lot harder for others (anguish dungeon)
in HoA*
No in orna as well
in both games lol
Anguish 50 will be harder guys
With HP scaling
Slower to finish higher chance of failing
removes a massively used game content for many people
what is this referring to? (cc @modern saffron @compact quail)
Dungeons at anguish
Ang50 world bossing, right? 😅
Not even only 50
All anguish
Threshold to complete grows
Also anguish monuments it's done
yeah horde dungeons and towers at a higher anguish level
I know not many ppl do anguish monuments
Tower isn't touched as hp already scales
As far as I understand
the ratio went a bit down due to the new anguish hp scaling
What new?
My biggest problem is with the shackles/reward.
If i want to keep using my AL it's not worth activating anguish.
A 50% penalty would be more than fair imo.
Its not though
Full rewards with 28% boost to stats
Or half rewards with (infinite) boost to stats
Which is better?
Cause in every instance the meta is to ignore shackles and just blast away
the new maluses also increase the difficulty by alot
it's not just a matter of stats
And?
The more stats, the less the maluses punish you
hence the penalty
28% extra stats and maluses is way harder than
Infinite extra stats and maluses
Im never going to be ok with a system that turns the meta into ignoring the shackles
The better solution is to improve the rewards from using the shackles, which based on messaging from Odie today seems to be in the plans
that's all i hope for
Then id like to show you the allegiance thread 🙂
https://discord.com/channels/448527960056791051/1369753426120147084
Give ideas!
Maybe we bring back Ode to the Dungeon as the 200 reward
Nice! I'm still waiting on a mirror, since I think my feedback will be much more useful if I test as my low-t10, low-AL, mediocre-geared self than some buffed-up Dara I whipped up. After all, a lot of players are going to be coming into this in a similar state as I am right now, and I bet most of the beta testers are t11s.
I've already voted but may change my votes after experiencing it.
(Also, this isn't a subtle jab. I know mirrors take time, and Dangy is busy. Take your time.)
that's not what i had in mind when i read this
improve the rewards from using the shackles
i was thinking about odie's comment above
shackles are likely too penalizing
I just think it feels a little backwards to present anguish 2 as a system to accommodate the difficulty needs for infinitely ascending players, and then say we accommodated infinite scaling by not letting you use it for full rewards.
In the short term it just acts as brakes on the early game before the players get to play at their own eventually level.
"Fast forwarding" might be amenable, as a stretch goal for ang2.0?
I'm a long-term player so in some sense it's just a blip of time to me, but I can see how players that have been playing for 1 year and are now saddled with months/a year of backlogged re-progression could be flummoxed.
As a person who's been playing for (essentially) a year, I'm not sure I understand what you're getting at?
When ang2.0 starts, you'll be anguish level 0 and have to work your way up to the anguish level appropriate for your ascension level.
That process may take quite some time (exact numbers are up in the air; tbd in this beta afaict).
I'm saying the relative amount of total playtime to get through that process is much larger for newer players than older ones.
Ah, okay. I see the concern.
I feel like, for me, it's just going to be one of those things I level up as I play, and don't necessarily "go out of my way to grind"
That's basically how I use Anguish now
I know there will be anguish-specific content like anguish raids, but tbf I don't raid much anyway
I'll probs just set my Despair and Melancholy paths and then play like I usually do
To me its like if my gym said you guys are getting strong so we ordered heavier weights and then they got here and told me I had to lose 100 lbs and prove I could lift the light stuff again first.
It's exacerbated by how much of a grinder the player is relative to their playtime.
If someone got AL100 in one year, and AL100 is something like anguish 25, and it takes a year to level up to anguish 25...
to present an alternate take:
Why would the difficulty guild reward allow you to remove the difficulty?
Should we be also removing the fishing from the fishing guild?
Traveling from the traveling guild?
Your accrued ascension still matters - that's a progression requirement of Anguish that you don't need to worry about. and you're still bringing an increasing amount of your ascension into each level
granted, i'll be lessening the penalty of unshackled. so then you can still smash out content at AL 1billion - just don't expect the game to give max rewards for it
You can only get proofs of melancholy from bosses, like in 1.0?
Already done a few horde dungeons and still no proofs
At anguish 1
I see
Because I think for a lot of the playerbase difficulty presents as 'how hard is it at my current progression level?' Its not a criticism but feel like in any tbrpg where you're playing just one character you're inherently capped on strategic options. I don't see the harm in being able to 'muscle' past these levels. Particularly if the live version requires us to amass proof.
I think there are 'good difficulty' in anguish 2, having to react to permanent buffs falling off is a really good example that requires players to pay attention, in beta I was making a habit to make sure I buffed at floor 15 rather than 1 and then heavily monitoring my buffs. But having to play the early game with one arm behind my back doesn't feel great. I want it to be hard because it challenges my character, not the character I was 3 years ago.
But I'll see what any changes to shackles bring, it felt restrictive on beta. I'm more interested in what the levels 'designed for my AL' bring. But again, I think you should be able to progress through brain, luck or brawn.
On one hand: I like the process of working up through the shackles, starting from something difficult (shackled-low ALs) and increasing the difficulty through the addition of maluses. It's good gameplay.
On the other hand: The long-term steady states are:
- the player is AL-limited on anguishing up, in which case they just need to play more pve of any content to keep ascending
- anguish has overtaken the player, and they're grinding out small anguish gear wins and trying new strategies to push farther.
These steady states both feel like great gameplay as well, and where people will eventually end up. It's not the end of the world if the "working up through anguish" phase takes longer or shorter. Not sure how to communicate that to the strawman AL100 1-year player effectively, though, without scaring him to death.
What im learning from this thread is that the current community would have collectively been traumatized for life if they had to deal with the original arisen morrigan release
Having the raid take multiple attempts over the course of 3-5 hours would apparently have been the equivalent of shooting their dog
Having a raid take multiple attempts is great and fine, provided its because its hard content and not because I'm handicapped
Wouldn't care if I'm handicapped as long as the rewards are worth it
The only way to make hard content in modern orna is to handicap the player
Nobody wants anything nerfed, ever
Nobody wanted acsensions to be capped or adjusted, ever
Nobody wants systems that restrict player progression, ever
That plays into it for sure
Again, the shackles are the result of the communiry refusing to ever address player power in any way
This is the outcome
Wait were playing Orna? Thought it was swansong idle. Tap tap tap
Anguish 1 was a hard system until we out scaled it. You don't need to make someone weaker to make harder emergent gameplay.
Anguish 1 level 50 was cleared the first week
So no
Ok well I couldn't clear it first week
And again
Anguish 1 level 50 was cleared the first week.
Some of us wanted the builds nerfed and/or anguish adjusted
The community revolted at that idea
And now we are here
I had to grind up, get new gear, unlock specs. And that was a fun and rewarding journey
And despite it being cleared the first week, we continued to see more power creep that made it even easier, to the point that it can currently be cleared at AL0
Has the weapon’s mana now been scaled according to its quality?
And the community has continued to be in favor of infinite power. Why say we will accommodate that power by heavily restricting its use in the primary system it will be useful?
Because a system that is designed for challenge can't accommodate infinite power
The design goal of anguish is to put something back in the game that is more complex than an idle clicker
This is also exactly what anguish 2 will be, but none of that can be brute forced through ascensions
I dont think anyone here was saying that the journey to their max anguish is the problem.
Let's imagine this very likely scenario: You play for 1 year and unlock your ang40 level. But decide that it's too hard/takes too much time/maluses are too annoying/whatever reason...
What options do you have?
- dont use anguish = 0 rewards (as opposed to anguish 1.0)
- don't use shackles + a lower anguish level = 5% rewards (as opposed to anguish 1.0)
- use shackles + lower level = full rewards but you wasted all this time + your ALs are useless for this
All 3 options feel bad for the player like they're losing out.
And I know that 50% rewards when you dont use shackles will make everyone with high AL use it instantly, but to make sure they take the journey fairly we could do this:
The 50% penalty only applies if your maximum unlocked anguish level does not prompt the "shackles" button.
By the same token I really dont even agree with AL requirements on the Anguish levels. If player A is a strategic, optimally geared player and wants to punch up 5 Anguish above what is expected of him for more rewards great. If a guy is a big dummy but wants to pass the difficulty by playing at an anguish 5 levels less than whats expected, great. The player's response to the difficulty should govern their progress, not artificial thresholds.
Honestly, I’m looking forward to this because I enjoy a challenge and my current max anguish (13) isn’t providing it. I can utterly steamroll all dungeons, even VotG. (Tested that yesterday.)
I‘ve put every Proof Ive ever got into upgrading my max anguish level, but the process is slow and frankly a bit boring. It’ll be nice to have some challenge while grinding.
For me, it’s about the journey, not the destination. I may not get to A50 on 2.0, and that’s great!
If players aren't into challenge, that's what all the rest of the game content is about. Non-anguished towers, dungeons, raids, etc. If those things feel trivial at AL100, well they were also trivial at AL50 and AL20 too. Players ascended themselves past pve, which is what they said they wanted.
Anguish1 had mistakes; it was never supposed to be about ignorable "extra difficulty" (read: enemy stats that don't matter because they still die in one hit; content only attempted once the player had sufficiently ascended past them) in exchange for bonus rewards. NF has spoken directly to these mistakes on multiple occasions.
But I think Anguish 2 already presents challenge in ways that require more reactive gameplay than Anguish 1, without neutering the character. Buffs/Debuffs falling off is a good example. Just the switch to larger health pools instead of dex renders 'AFK BoF/CD/Avidity' type builds way less reliable and mystic feather/redline mobs more dangerous. More ult damage would require more active blocking. I think you would have to be WELL below an appropriate anguish level to ever make the new system ignorable.
How would you feel about a malus that said "ascension stats are X% less effective"? Is it the same problem/same feeling, or is that different somehow?
Thats probably a bit more pallateable, but still not a great fix imo, and would play out in different ways. Likely, it would now be less effective in the early Ang, where were currently more limited, and more effective later when maluses build up. As I havent experienced high end anguish its hard to say with certainty. ITs similar to saying "Anguish bonuses on gear are X% effective," strategy, gearing and AL seem to be the ways the game encourages people to push forward.
- Reduced the maximum penalty of Ascension Shackles from 95% to 75%
Does anyone know the crossover point with this? When does anguished content pay out 4x non-anguished content?
it's 1% reduction in rewards for each ascension level beyond the threshold you go
Right, but if the maximum is 1/4, and anguish level X gives 4x rewards, then a player that can one-shot X can stay on that anguish level and get more rewards than not engaging with anguish at all. Then certainly every anguish level after X is just free resources (akin to Anguish 1.0).
Mostly I don't know what X is, or if that's attainable/reasonable.
I really think lessening the shackles penalty is going to result in a less than desirable meta that fux is describing above
25% rewards is already enough to turn on anguish, 1 shot whatever you can, and ignore the system beyond that
Though I could probably optimize gear more, I am not able to AFK anymore, even with full 187 AL, while in Ang 22. I wont have the rewards start to incease for another 8? Anguish. I'm sure theres an 'Efficiency threshold' but I dont think its at any point where content will be trivial. I could in theory play at like 10 anguish and have a 1% proof rate, but is that really an issue?
Not gonna lie this whole 2.0 system just looks like a giant roadblock to my progression. Maybe in 6-12 months when I have all my anguish gear fully upgraded it'll start to feel like I'm progressing again but I'm not sure I want to wait that long
To whom is that less desirable?
Anybody that wants the system to be a designed challenge and not a free rewards system
So basically me and fux
what are you being blocked from doing? you'll be progressing right away
You can go to higher anguish though
Are you concerned it will feel bad because it's not as efficient for the rewards?
Im really against the idea that with 25% available the meta for farming anguish gear is going to be turn off shackles and eat the penalty for anguish gear that is potentially 10 or 15 levels higher than with shackles
Which immediately defeats the entire point of the system
What is the point of the system in your eyes? To make progression slower?
Not in ascension
Its a long form content grind designed to be challenging
What yall want is an ascension acceleration system
Maybe I'm misunderstanding what you're saying bwubble
penalty could be higher for proofs/gear i suppose
what is preventing you from ascending?
To create a durable pve difficulty that preserves enjoyable gameplay (such as: needing to look at the screen while clearing a dungeon), in a world with infinite ascension.
For scope Odie, im crawling through an ang 22 towers right now with minimal difficulty with shackles on
If I pull shackles off its definitely going to be ~4x faster, and i can go higher
Its slow, but im not gonna die
No shackles and im zooming(ish)
Expect a post in the towers thread when either I cap out, or im working through a 30
I think shackles is a game equalizer - I do think the penalty should be lessened or allow levels of shackle instead of completely turning it off, maybe even give more of a buff the harder you go into a shackle - instead of a flat shackle.
okay, then perhaps 25% is too high
So for instance I think the first shackle is AL14? Allow people to go down 2 levels up to 5 times (so AL4) or up 5 times to AL 24 and adjust rewards off that?
that's a matter of what class you play, because even in live game anguish it's not safe for me as heretic to go higher than 20
I think Bwubble is a Gilga atm?
I dont have any idea what this system looks like
But is it possible to seperate proof acquisition from gear acquisition/progression?
I feel a lot of people are looking at this strictly from a single class point of view and their level of AL, instead of holistically. That's where Odie and the team come in to balance that out.
This would mean we need a seperate way to get demonforging tools, but it'd make everybody happy
penalties can be different for proofs/gear vs orns/exp boosts
It doesn't restrict mat access for ALs, but you have to partake in shackles to progress
Which this could be clearing the relevant content with shackles on, ala EoD rewards or titan drops
What about my idea of allowing shackles to scale?
Im clearing higher towers in beta than I am in live
Anguish gear scaling is fun
And makes the spiked shield problem that much more prevalent, but more on that later
We have a full separate thread on SS
Yeah i know, its also a PvP thread at this point 😅
So much for Odie's ask to keep it to Ang 2.0 and pve disucssion 😄
To expand on this a bit
- Proof acquisition would be penalized via shackles, but less so than it is now. This maintains access to ascension progression for those who desire it
- anguish gear drop rate is set to 0% if you aren't using shackles. The gear is a self contained part of the guild, and if you dont want the challenge, you dont need it anyway
Gear upgrades (demon tools, whatever we get to add the passives) no longer cost proofs. They come from some other source like clearing the content with shackles on* (EoD rewards, titan drops) or from scrapping anguish gear (10 items = tools or something)
This way, people who want to solve everything with ascensions still can, while continuing to grind.
The people that want a challenge via the shackles still have a progression system to do so
@compact quail thoughts on a system like that ^
i dont understand. Aint "Slow" already enough of a massive nerf to our tower gameplay in a grindy game like orna ?
Im not clearing for speed or character power, im doing it for the challenge
ngl that sounds good
ok great, but 95+ % of the rest of the playerbase do it to farm
Then turn off anguish and farm away
Testing the current 25% changes, and think they are a bit more pallateable, but really dont see the concern about content becoming too easy. Even 10 anguish below where shackles would start to come off, I have to make decisions I havent had to make in a year in anguish 1.0. I think two definitions of difficulty are being conflated here and I think the way the system was presented in advance of release was more about "more weight' than 'more restriction.' And I don't think the curent iteration satifies that.
2.0 is a massive slowdown in ascension speed, come on now.
And i would loose a big amount if farm compared to ang1.0.
remind me : Ang1.0 will be choosable against Ang2.0 as conqueror did ?
Good
due to acsension guild shop mats? aren't they generally regarded as too good anyway?
TBF if Anguish isnt a 'meta' progression method, then the majority of content that is the best for progression is high attention and trivial, AKA the misery zone. Currently ang 0 towers and DMs are probably already higher efficiency than Ang 1.0 max efficiency dungeons. Not to say Ang 2.0 needs to be more efficient than those in the first day, week or even few months, but at some point the hardest, most attention calibrated content should be the most rewarding.
That in itself isn't a big deal, but it feels like it's limiting the kind of content I can do. I enjoy ang horde dungeons but I probably won't touch them after 2.0. The only other thing I like is towers and if that gets a heavy handed change well...
the "anguish has overtaken the player" , and there is nothing anymore you can do in the next 6-9-12 months to ever make meaningful progress, and the daily activities are a chore... is the nightmare we are trying to tell you would make a large portion of endgamers quit
because it's not like you can do lower anguish with decent return (given shackles)
Lets remove or cap at 50 ascencion guyz. Since it apparently is really important for ya all to slow it down as much as possible, why bother.
And the "anguish has undertaken the player" (the current system) has also been a nightmare that has caused people to quit. AL for the sake of AL, number always going up, enemies never take a single relevant turn because even the highest difficulty was surpassed? It's a problem.
i haven't had any meaningful gear upgrades in a long time and thus looking forward to make new progression in a new system
if you like ang horde right now, i'm sure you'll enjoy ang 2.0 horde as well - once you optimize and overcome the challenge
i believe in you 🙂
those aren't meaningful, you can buy AL in random classes for peanuts and overcome those limits (anguish counts your total AL , not the best class)
optimize and overcome the challenge, then get no real rewards for it 👍
No rewards?
I must have missed that patch note too.
which is why you can offer the ultradifficult challenge THOSE people want to them without taking anything from others...
why are folk doing it in Ang 1.0 then?
because rewards are meaningful: proofs for ascension, making you always stronger
do proofs not exist in Ang 2.0?
they don't make you stronger
Yeah, if theyre not meaningful why even have them?
you don't constantly clear the same stuff better
what?
you only access next hard step
we want to be able in X time invested to do the same thing better
that's why we play!
there's the same guild shop -> proofs for mats
This is literally the ang 2 loop
Holy hell
imagine running 100 meters in 11 sec. You want to improve and run them better
you are saying that if you improve, either tou run 110 meters
or run 100 meters with 10 kg more on you
you don't always run 100 meters every time getting a better time
to complete the gameplay loop you created ? you know, farm > ascend > farm faster > loop.
but in anguish 1.0 you actually get real reward for climbing ang50 and being able to farm it efficiently
it isn't
in the anguish 2 loop , 6 months after i reach anguish 25, i don't clear anguish 25 far better
i am at anguish 29 or 33 or 37 always with some hard problems on me
it's like every time i pay my mortgage, the house increase but the payment increase
I'd disagree that ang 1.0 gives real reward. 1.0 provides some benefits in certain areas, i.e tower shards, but it's severely lacking in most other areas.
while my whole goal is to end the mortgage and live free
3x orns, more shards which you mentioned, easy access to mnemonics if that0s your thing, and unlocking mat blocks for AL
no, that doesn't answer the question.
Ang 1.0 and Ang 2.0 have the same rewards (well, 2.0 has Allegience as well)
your point was that Ang 2.0 does not have rewards for overcoming the challenge
my question to you is why that sentiment doesn't apply to Anguish 1.0
Orns are hardly an issue for high AL players. Fishing is more effective at mat farming than running angusih dungeons, especially considering how limited bosses are. Mnemonics are already plentiful and really shouldn't be considered a "reward"
one of the best feelings in the game is knowing that in say june 2024 you cleared some content in X time, and 6 months later, it takes one full turn less to do the same raid for the same rewards
for us at least
so...progression?
that's the feeling of progress, and AL gives that with minimal RNG (only the mat rng)
progression in clearing the same stuff better
not progression in terms of i got access to the n-th level of hell which is still something i can't play while watching a movie, distracted, as a relax in pause and so on
every game in the world gets harder as you progress. it's counter balanced to your growth
we don't crave a game that requires quality time and energy maybe that's the issue
this is a game that gives good feeling because you can sink in time when in betwen stuff, and slowly improve with a guarantee of improvement (everything you do will matter), and at the end of the year you have more than at the beginning
unlike life which doesn't guarantee you that
i generally do not believe you speak for the masses here, and this is just really missing the point of the guild
it's just not going to be for you, and that's okay
The discussions around Anguish 2 were always presented in relation to testing the power through infinite AL. I think a lot of people were, justifiably, under the impression that it would be through 'more weight' than 'less power.' And requiring active gameplay is great, and the system already does that without limiting player power.
My entire approach to this game has always been about the return on time invested and turn efficiency. This is making the time longer and lacking the same return level. We still have to kill thousands of monsters and do thousands of instances to get what we want. Making that take longer and give less rewards is the problem.
this makes it infinite in the bad way tyrm
I agree with you
no matter how much you invest in it, it stays hard
you never get to the point where it's smooth and relaxing
We scale an average of 3% while the monsters scale an average of 60%
we scale 3% when all the gear is anguished and we keep 2 pairs of each using tools on them...
I still think my idea of allowing a scaling of the shackles would allow for individual tweaking to the hardness you are willing to accept but so far no one has agreed with that
ressources availability is split between multiple content / overall farming is incredibly harder because of maluses that keep you away from having more proof chances / and HP pool inflat will mean way more time to clear anything.
to summarize : at the best i can do ever with my character, i'll do it slower and with less rewards as before.
and so no, i disagree, Ang 1.0 and Ang 2.0 dont have the same rewards
When lot of player rather staying in Ang 1.0 without hp scaling, why forcing us to join 2.0?
Is the 1.0 ang guild broken or need to be fixed?
So why play Orna?
The existence of this idle clicker meta has been less than half the games total life. Its not engaging at all, and there are plenty of games that do the "big numbers go up" better than Orna does, because that's how they were designed
Orna has never been meant to be that game. This is a long overdue course correction
i agree, but on the other hand Orna expect from you to kill a raid 400+ time to get a good quality item. That's really not compatible with increasing content's time requierement
No one's being forced, and it's not "a lot"
This game needs difficulty badly. We can tweak stuff but we need challenging content at some point or what is the point of anything besides sweep content we have a thousand times for nothing more than 1% of uneeded power
There was a time where this was Orna. New raids came out, they were harder and took longer, and we all spent the extra time to get the better gear
The launch of arisen morrigan saw players taking multiple attempts, all 5-10 minutes long, to kill a single one
And nobody died, or was punished, or lost their thumbs, or was slapped in the face, or saw their time not respected. And seeing ornate arisen morri gear was a "wooooaaaaaahhhhh" moment. Massive dopamine
Ornate raid gear was the ice cream truck, and we were all the dogs.
The gameplay was in the chase -- if anyone ever got the truck we had no clue what to do with it. 😅
I play HOA and it launched in late 2022
and this patch is going to be the same in both games so no I won't go away
anyway how are shackles going to work in party? has that been addressed?
Then welcome to the block list.
This
we don't crave a game that requires quality time and energy maybe that's the issue
Is the exact opposite of what Orna should be, and nobody should be arguing for it
i think progression being capped by rng (as when you cannot farm enough of a raid because content is too hard to do a lot) is super terrible but maybe that's just me
i think ya all old folks really need that Orna vanilla to be a real thing 
You can do it, it's just gonna take time
And if rewards get buffed a bit on that harder stuff like the poll asks then what's the big deal?
Sorry the hard work is too much for some people here
no if it requires 3-4 event rotations, the guy who got the crucial piece at the first rotation will farm better than me for 18 months and I can never catch up nooo thank you
hard work is ok if I can do it sometimes it's 100 raids sometimes it's 1000 but I can get my ornate
if it's 20 min per kill I can't unless lucky
This is a complex that you are guaranteed anything in this game. Sometimes you're going to miss out regardless.
IMO Grindy AF games arent supposed to aim at slowing down the grind as much as possible.
Missed out on SGS two rotations. It was oh well 🤷
not the way the game is now though
I can always get the piece within the event timeframe
i mean 99.99% probability
they're not really split, fyi. they rotate
it's been a common ask to be able to pick which proof you can use for a mat.
i would really say my point stands: the rewards are indeed the same, if not extremely comparable
Which is why it shouldn't be like this. Should never be guaranteed that drop. There's no joy in that
guaranteed in the sense that I can kill so many so quick I will be able to
anyway odie check party play shackles interactions
because they are going to be a big mess
I don't see how this update slows it down as much as possible. Slower but not immensely and it's Infinite so you're going to slow at some point
I wonder how much al you got. When you say the game is easy.
last we tested it just picked option 1 i believe
- It's been easy since I'd say 50-60
@hushed berry might remember better
they're currently functional
How many years you take to 100 al?
what do you mean? so if party leader has shackles all ppl do otherwise none do?
Im 97 al in 7-8 month
5 years with breaks, I'm casual
oh wait i thought you were talking about anguish choices
everyone in the party shares the leader's anguish settings
Backs me up saying the game has become easy lol
iirc it was whoever started's setting
If Yoshi is shackled and I am unshackled:
If yoshi starts a dungeon, we both start shackled and have full rewards
If I start a dungeon, we both start unshackled and have crippled rewards And we instantly lose the dungeon because I'm a summoner as a party leader
it's easier to Al with the same effort
and?
who is worse off because of it
Also to any who might be interested, I have opened up https://discord.com/channels/448527960056791051/1370478253873303653
Nobody outside of PvP and same effort proves it's become easy
People keep saying the game has become easy... well then go up 1 anguish level? I don't understand the benefit of making the character weaker.
They're separate from the studio's official polls because, well, they're ORN, not official. None of those polls represent things that are guaranteed to happen
They are a way to gauge opinion first and foremost
I wish I could, we are capped at 50. This lovely new update will change that
Agreed and I love that about the new update, I'm not sure why we have to be weakened for maximal rewards though, would rather just keep pushing until the natural wall comes and then work my way out of it through any means necessary.
I terms of weakened states I agree that some stuff should be reeled in with others and some maluses changed or removed. Other than that I like that it makes us work around things. Odie has reasons for changing things 🤷. I'm here to suffer or have fun regardless lol
i saw your candle post to explain stuff, so i'll try to picture why i think the rewards arent the same. 😂
Lets say the progress in a content (Anguish) is a Ladder. every 10 steps you get a reward.
Anguish 1.0 : big steady ladder that got steps being harder and harder to climb at each of them (monster scaling)
Anguish 2.0 : Same, but at every steps, some guyz also try to shoot you with a rifle, and will injure you if they didnt killed you already (maluses)
you'll not get as high, and you'll not get as much reward on the second ladder, that's impossible
Ok i'm not as good as you to picture stuff > [ -]
Oh you were referring to shackles in a way, yeah idk. I'm 50/50 on that
Yeah I fully appreciate the maluses and think theyre great, just think shackles feel off
I've come to the conclusion which shackles I'll dig deep to when they come off lol then farm whatever 🤷
For people that are substationally higher ALs Im sorry and I do hope theres some sort of work around for that since the difficulty at like 30+ ramps quite a lot
Well -- any means other than just ascending your way out of it.
That's what the whole discussion is about. Outside of a few mechanics like fixed second chancing to give enemies a chance at a turn in a way that ignores player stats, ascension just allows people to overpower the feature. Ultimately I would say it's about pve enemies winning. Not unlike if players had capped ascensions, and pve difficulty was tuned so that there was still the occasional loss while at ascension cap.
yes, it's going to be harder. Ang 1.0 has failed as it is not hard enough
the rewards are still the same
I feels joke when non hardcore player telling me the game is easy.
yeah, rewards are the same. just cant get them 👍
Maybe my 7 month playing time is heavy invest than some few year player.
if you can't get them, than this wasn't a succesful beta.
let's move our energy from gloomposting into ensuring its a successful beta
You've been complaining the entire time about the game getting harder. Gosh forbid we have to strategize or look at more than two buttons for things. Stop acting like your some sort of elitest because you play more. We are all here to have fun.
But I guess my question is why not? What makes ascension less valuable than strategy and Ang gear? Particularly in a system that is meant to handle infinite scaling. I'm already needing to make effective and active decisions to succeed 10 AL before my shackles even start to come off.
Ideally an ascended, strategic geared player should be able to push the farthest. But if you want to compensate for one by upping any of the others I don't see how that is bad for the system
But i didnt feels any fun from your words.
Oh well move on.
Bwubble seems to be doing fine on tower anguish with the shackles?
Slower yes but doing?
Let's make sure to not get personal with each other. Definitely contentious stuff in this beta it seems, but let's try and focus on issues and not pick on people's opinions about them :)
Orna Vanilla when ? So that people who want to spend 40 minute battling one amorri to get a broken AFC can finally have fun ?
If rewards were increased for said "40" minutes of raiding would you say different?
A note to everyone: going forward these messages will result in you being removed from beta threads, or the server if need be.
If you're only interested in making this beta testing + feedback harder than it needs to be, then you do not need to be here
I’d love to know how many of the people arguing for or against this have actually dedicated time to play the beta and test things out vs just arguing because changes “feel” a certain way
What makes ascension less valuable than strategy and Ang gear?
Ascension is infinite; anguished gear definitely isn't and strategy is an extremely large but finite space.
The fun of challenges is trying to overcome them with limitations. If there's always an escape hatch in the form of "just ascend some more", then that interesting strategic space won't be getting explored. I'd say that's the goal of shackles, and of the guild more generally.
Let other guilds focus on ascension (primarily), and let this one not.
Few and far
i ask you this: how long should it take to raid a hyppo at anguish 40 with [insert here the build you think is best] and all anguish 40 gear. because I can invest some hours in beta, get to 40, then use the tools, and I am pretty sure the time will be absurd
While I understand the argument that was not what I was lead to believe based on the below. This was the guild to test the strength gained from ascension and provide the additional needed weight to use those ascension levels. That goal is not met if we cant use them.
like I can even hoc to Hera to have Hera ara available for damage cap break or whatever
If the reason is "AL are the golden banana to your Ang levels" I think thats way less interesting than being gated naturally.
but then if I am successful kn showing the current scaling is absurd we nerf it to the same scaling anguish gear has ok?
shackles aside the long term disaster in the making here is creating a functional hard cap that no ingenuity can overcome because their numbers grow more than perfect farming does
if shackles stays which is like saying Al is just a key for higher anguish, fine, but anguish gear has to scale the same as opponents
@modern saffron you appear to be continuing to take the current parameters as the final product, and are not helping to define and test the ways they need to be adjusted - you are just gloomposting them and egging on arguments. Please consider this a final warning before i remove you from these threads
What I don't understand is Why. Why are we grinding ALs and anguish higher and higher? Is the real reason just for more difficulty?
The allegiance rewards cap out, and the bonuses alone don't seem to be worth the immense grind and time investment. The anguished gear serves only to grind anguish
Ang 2.0 Level 25 difficulty/rewards should be comparable to Ang 1.0 Level 50
So, my counterquestion is: why are folk currently doing Ang 1.0 Level 50?
For clarity folks - it's fine enough to say that the beta isn't currently perfectly refined, we expect that.
What we need in beta testing is some suggestions, backed by lots of folks so we can consider them against our desired designs.
Take some time to think through things, put some suggestions together and get some votes going and it gives us a lot more to go on.
On Aethric side, you have ORN there and they can collate, then either run polls in the threads there or create suggestions and use that as follow up.
If it's just individual opinions, it becomes hard to tell how many people it represents, and if those opinions don't have solutions in mind (with concessions that the existing Anguish mechanics will change somewhat), then it leave us net no where. Let's just try and stay productive, and definitely constructive in criticism.
Thanks all!
Why do you do it now?
I don't know if this helps or not but I am going to try to say it.
There is this game that recently is getting an update and also on beta on steam right now called Siralim Ultimate.
That game is also an RPG with infinite progression and infinite progression loops. Maybe it would be good to compare and get a few ideas.
Vastly different games , but a great game nonetheless
Siralim is on its own plane in terms of that
yes but both turn based RPGs
Yoooo siralim Ultima is getting an update?? 👀
yes, big one, also in beta and funny enough also called 2.0 update lol
Should be a decent amount of polls up for people's opinions at this point as well
I have other goals in game, I'm not in it for the rat race. But the 2.0 system seems to be inwardly focused; instead of lifting the player up in whatever grind they wish, it holds the player down for the sake of its own grind
Difficulty for the sake of difficulty is a niche market
Kinda just means I'll stop grinding the system at some point, I'll stick with whatever feels right. If that's the intent then alright
Bear in mind that allegiances were added to a bunch of guilds here - Anguish is meant to be the space for challenge. It's ok to not want to do Anguish, there's plenty to do elsewhere!
The community has been begging for more difficulty - more substance than mashing through content with one or two buttons. that's the plea we're trying to solve here
sure, that's not everyone. and for those not looking to add reward for extra difficulty, then there is no reason to check Anguish out
what level do you play Ang 1.0 at?
I chose not to push higher than 40 since 2.0 was coming out. Only able to interact with the system as Heretic after 2h update
As much as in loving ang2.0, currently from my experience so far Ang2.0 lvl 25 =/= ang1.0 lvl 50, this due to it basically being impossible to complete horde content, therefore the rewards are significantly less. Now do I think this is bad? No, as like you've said previously, Ang1.0 is a little too good, but just trying to show where the feeling of it not being worth might be coming from for people
I see the new gear passives as a reward, if they get more complex they can open new combinations.
Since discord is the place where players go when they get bored with the game I think that type of feedback (That the game needs to be much much harder) is overly represented. I don't think the majority of the community actually feels that way
It's a reward that can only be used in anguish, does not entice people to engage with the system
It's the requirement for even entering the system
It has to be that way otherwise everyone had to play it
That's fine
and it would be specially unfair in PvP
there are definitely some tweaks still to make
it should be just as rewarding (+Allegience on top)
but a touch harder
but not impossible/frustrating
I think the current iteration needs a lot of tweaks to reach that intent
you should be fine around level 15-20 in Ang 2.0
have you played today's tweaks?
Not yet. Hopefully they help
I think I'm still at a stage where the anguish rewards just aren't enticing
i would disagree. Anguish 2.0 was the most voted on "next big thing" for the studio to do by our players. doesn't that say they want more Anguish?
I'd rather remove myself from the system entirely and take the loss of anguish. The cost of engaging with the system at all (anguished gear, modified builds, etc) is not interesting to me yet
Don't forget that, even boosters aside, Proof drop rates and/or "purchasing power" are still very much in the air - needs to be tested and refined
The system is a tad different. It is likely to be similar to ang1.0, but since 2.0 is harder and will likely see us getting off of horde mode, it might see some changes on that department
I feel exactly the same
I aready planning to do as you
I can't speak for anyone else but I thought 2.0 was going to be more similar to 1.0, with some added depth and difficulty. 2.0 seems like something else entirely
Q: Is the reward supposed to be equivalent at the shackled level or unshackled?
I'm very hopeful about the new system, it seems extremely fun, the gear is super cool and the content is way more engaging. If players get a 'big bonus' for playing with additional restrictions thats great! But if I'm not able to use my full strength for equivalent rewards, I believe that goes against the stated intent of the system.
I am also assuming level requirements will be way up and gear drops way down once live, with potential additional blacksmithing, I'm personally worried I won't be playing at full strength for months to years, but if its a simple economic fix that is way better to me.
imo that say that Ang 1.0 was not properly done, with a lot of irritating issue, and pretty boring to play. Not that it was not hard enough
2.0 doesn't feel like anything but 1.0 with added depth and difficulty to me 🤷♂️
It's whole new system 🤷♂️
We had folks hit anguish 50 inside a week - definitely didn't hit the mark for challenge
agree to disagree, i suppose
It's intended to be challenging, and not sped through for sure. If you're hitting caps quickly, that's not meeting the challenge criteria at all!
have a great night, all
I like challenge. I don't feel the rewards are appropriate for the level yet
Good night Odie, have a good weekend!
Come up with suggestions then ;)
I gotcha
I would love the idea of party play being more rewarding than solo, and having increased difficulty than solo (but comes out to being easier than solo by virtue of having more players)
I like the idea of some phat orn boosts
I think you actually should scale rewards to be more rewarding than an equivalent time invested in solo
Multiply your effort. Time is more valuable than the ingame resources
As an introvert, I would not like that change
A future where anguish is the most efficient way to spend your time sounds good to me
Solo should still be possible (more than it currently is)
Realistically speaking - why would spending more time in anguish content cause less rewards than spending that time in multiple instances of non-anguish content
Time invested in large blocks has inherent value above time spent in smaller segments
This doesn't seem to be seeking challenge, which the guild aims to provide.
Looking to shift anguish into the content that is quickly consumed won't likely be what we do here
I don't want it to be quickly consumed, to be clear
I'm ok with spending 30 minutes in a high anguish raid - if the reward is greater than 30 minutes of raiding at 0 anguish
Im really shocked there are more nerfs to crit when ss3 is so strong to begin with.
This was today, I'm 136 AL vs 170 AL. I am full class cannon realmD 16k attack. He's full tank.
Please explain the balance of this? I pour all my resources into attack and crit. He put all of his into ward and defense and he doubles my attack after I "have the advantage" of going first.
I wonder with these comments how many folks have played with full anguish gear, with solid bonuses?
Are these comments more based in speculation, or testing?
We'd definitely want our opinions here based in testing as much as possible, that's why the beta is there! We don't want to just make opinions on patch notes if we can help it
#1370414879395020831 and #1370141629444395028 threads to continue this^
I am speculating based on what has been stated by ORN members and patreon testers
Working on it 
It has been stated that anguish "should not multiply" your resources/rewards
Is it ever acceptable for a raid to take longer and not reward as much as the current live game version?
Ok, thanks for the honesty.
Let's get to testing then ;)
Drop rates are markedly increased for testing, and there are godmaking tools in a code pinned in this thread
testing GSA currently and summons are 1.78x bigger (HP) than on live. is that intended? iirc that wasn't the case yesterday
Mirrors are still rolling out, correct?
(I have a mirror, but so much has changed since then to get a better comparison)
Definitely - apologies they are a manual task. Lots on atm, will continue to do them throughout my weekend cause I like you guys <3
my mirror comment has a ✅ but still not done. Is this normal?
might be but remember this creates a gap between people who already have all existing gear and new ppl. usually games do the opposite, pre existing gear gets slowly easier to get (so catch up is possible) and endgamers focus on new stuff
which is equally available to all
Can't answer directly as I'm unsure, but if something feels like a bug you can make sure to report it. Support are logging all the beta bugs atm :)
No pressure, thank you for all the hardwork you guys are doing!
Tbf I don't need to test ang 20 to see the rewards list and have an idea of what the system offers - that's what I'm providing speculative comments on. I would love to see the experience of heavier testers
It just doesn't sound particularly enticing yet
(This wasn't rhetorical, btw. Genuinely asking.)
Can the new specs get things other than boosts to their content type? Kinda like how dof has parting remark and bof has rend/ skills
Sorry, confused a bit by the question
Dude, go enjoy your weekend.
Is there a situation where it's acceptable for it to take me longer but reward me less?
We can wait
I can't think of one
I guess party play for the social aspect
Helping others out
Or perhaps something more rudimentary like charged passives for the specific content type.
May someone add a poll, about cost of the mats to upgrade ang level.
#1369743101710565457 message
Or do you just mean "is it acceptable to nerf raiding speed as a whole"
Either/both.
Can a newer game version come out where the game is slower in any metric, and for that to be a good/desirable/acceptable thing?
For what it’s worth I am running all 3 conq guild consumables so it’s a bit boosted. Also might of been when I was on warden
Not to say that the damage is justified or anything 😅
Also I like your territory defense build!
Lol yeah, life balance is hard during betas sometimes!
It's currently 7:23am on saturday morning and I'm yet to sleep cause I do want to be around for folks as much as possible.
Appreciate you all, might check out for a bit myself.
Vote on those polls John set up, make sure to get consensus on any suggestions you all come up with, and let's make this thing great together 💪
Big love all
Similar to Sokams tank Strat
Oh totally
Were brothers 😉
Loads of ways the game can be slower but more enjoyable
Thansk Sirith, no doubt at all that you're testing. Wasn't aimed at you, apologies for the more general language!
I am on board with the idea of ang2.0 as well - but it doesn't make sense for me to spend more time and gain less rewards on a mobile game, just for the sake of difficulty. That is something a small part of the playerbase might enjoy, and even then I think it should be at least equivalent
The "prove yourself" mentality is fine but is not typical/evergreen of the playerbase
There is a reason people voted for uncapped ALs, the more typical fantasy is being able to crush your foes and cruise through difficulty by default
This was right after I hit you for 350k HS3 btw...
This is PVP, not PVE raiding
1.792m
It's all good, I actually meant to add more to that message and use the reply to mention that I'm planning on finishing the write up later tonight 😅
I know there's a SS thread, but this is about nerfing crit
#1369690605835387040 message
This is the message that stuck with me: #1369695388432334878 message
I think this sums up the idea of the rewards system of 2.0 and the more I think on it, the less it makes sense.
My time SHOULD multiply my resources. That's what the whole game is
then it's a "quanity" of rewards or a "quality" of rewards equation
i think the patch increased HP scaling
anguish 11 is 238%
these are more than 5x
I can spend 10 minutes killing 10 ang0 amorri, or 10 minutes killing 1 ang10 amorri for a chance at a higher quality reward, with less quantity
dunno if intended or not
I mean, I think it can all be balanced out. Obviously time spent and reward quality are fairly amorphous metrics
But getting ang 10 gear does not qualify as increased quality of reward
That's the literal requirement for the content, it can't also be the reward (especially because it can't be used outside the content)
I get what you mean
Friday afternoon brainrot from work is taking its toll on me lel
Would it be viewed as the reward, as it would then lower your future time investment for the same content?
Ang10 morri now taking say 8 minutes with a new Ang10 AFC, would time saved being a result be a reward? 
No because the reason to do the content faster is to gain the reward faster

It's a closed system
Unless there's other rewards, such as proofs and orns etc
Gain more anguished gear faster so you can gain more anguoshed gear faster
Exactly
I still feel that telling people they don't have to opt into the only endgame content that will allow us to continue to push our character limits outside of ascension is disingenuous to the larger game population. Ascension is already being handicapped in a lot of play, so Anguish 2.0 will be the best option to better ourselves. Why make a system that excludes people from endgame content by making it too hard? - Many folks I see saying it's good and acceptable are veterans of 2+ years with decently high AL. Hence, I get that they are bored, but this feels like a "pulling the ladder up" situation. It's hard to talk about the economy of it all, so that I won't go there.
My suggestions have been:
A scale down in difficulty. Some of this has happened, but I don't think it's there yet.
Remove some of the instant failure options, like the ward not working.
Allow individuals to scale their shackles for increased and decreased rewards instead of being flat for their anguish level.
Remove focus from 2H and Elemental Maluses, or at least scale down the % on them.
The anguished gear has to be taken out of the context
Tower shards, dungeon orns, mats from proofs etc
I get you
What a wild ride 
Thanks for all the discussion, Phil
Will stacking ult defence be good for ang 2.0? I'm too lazy (and dont have the actual gear leveled) to test it out
The game should be more user friendly
Unlikely to be somethign youd build for but something thatd be nice to have if it fits in your build anyways. See it as like +70 Att/Mag on something. You wouldnt use gear just off that Att/Mag alone but if a desirable piece has that aswell it is appreciated.
Another discuss about the masterforged mats
As beta, using demonforged tools to ang +1 required masterforged your equipment
So it is 500 mats x 3-4 per ang upgrade.
But we have more than 1 piece equipment to reupgrade.
Example if i rise my ang guild level to 10, and i wish to upgrade my main equipment to ang level 5, it will cost (500 x 3-4 x 5 ) + (1500 demonforged) for 1 equipment
We wearing 4-5 piece, the amout gonna x 4-5 again.
Well, you can choose to wait to upgrade your gear 5 level in one time, so it only costs 500 x 5 + 1500 instead of 2000 x 5
Yeah this is what i writing inside
And then you can rotate what you upgrade so you still get a small buff every anguish levels !
Is raids not dropping proofs of felling anymore with anguish intended or not
I see you mentioned here "fresh player" afaik I don't think ang2.0 is meant to tailored towards fresh/new players at all, it's very much meant to be "end game"
Please check the picture, it is only the cost of avalon ore
Im using equipment from great sphnix or epee as example
68000 coral
Badchick it's clear that if you push anguish A LOT so you level fast in live you will need to prioritize builds that use gear for which you have a lot of mats
We can get about 15000 a day
Or you take it steady and slowly like if it was doing AL
JFC
Well you can always use cheaper equipments for the begin to go deep in anguish levels, and once you start to hit a wall/need to increase AL (which mean you will start to progress slowly) use the mega tool to upgrade expensive items for almost nothing
I'm pretty sure that Demon Tools only gives +1 upgrade, too. I don't think it allows you to skip levels. I had to level up 1 piece every level
Yes
godforging tools do that
and those are currently limited to very very few
Think you can count them on your fingers and toes, even if you are missing a few
That's why you can save them for the expensive gears
Well i means the mats for 1 equipment aready able to let a 30al player rise few more al
The amout dont looks legal
That will not be a problem if our end game player got lot of kingdom orns in one man kingdom.
But not everyone own a one man kingdom.
Not keen on having this debate here but I will add a +1 to the camp of not being a fan of constantly reforging/godforging gear. I personally took great pleasure in collecting 100s of gear both good and bad and making it a priority to collect Thief gear in high %s. I find this future super bleak as I am about to bank the majority of my inventory to only keep the handful of meta items in my pocket and trade the boring AL material grind into a reforging material grind in which I am likely going to want to refarm my entire inventory anyways for anguished bonuses. I could rant about this for days but I find the current system to punish long term players for engaging in gameplay and discourages stepping out of the meta/norm to try new things.
If gear wasnt so vastly different on the power scale I could see an argument that youd be encouraged to use the anguished pieces you find instead of upgrading old pieces but for most classes and their best gearing options the range from weak to strong isnt even close. Youd always be better to just forge your event raid gear over some random items you find. I think this loop feels unrewarding and moreso tedious and doesnt show much respect for the individual players time both previously spent before this update and after this update, asking for an absurd level of "regrinding" content they have already consumed.
So, one fair point is that a tool will be added to reroll/add anguish attributes to the gear. The rest I agree with
If they also made the Godforging tools somehow re-attainable that would ease the hurt too
I think a potential solution(cant be certain of this as the rates would likely be very touchy). Would be to give Godworking Tool access ofc. In other guilds, possible EoD or like EoD but only for Ang?, Instead of RNG slop weapons you could get a chance at Godworking tools from raids?
I genuinely dont think this is a solution as I believe trying to find a fine line where youll make most people happy will be next to impossible and will be easily on one side or the other being way too easy and excess or next to non existent.
I personally believe this system should see some sort of overhauling before its shipped. One that better respects players past time, players time they will have to put in again and better allows players to maintain build diversity. Again, I think this system currently introduces a lot of tedium into an otherwise inoffensive system that most couldnt find real issue with.
Or another system like godforged, you need to wearing your current ang level equipment on higher Ang level to level up
Anguishforged
I like this, otherwise we're gonna use up all the mats we farm with proofs upgrading stuff and it will take a bunch of time if we're talking about cort and rore stuff
Or anything that wont make this farm incredibly expensive
Use mats to buy a buff from the anguish guild. The buff gives you a chance for your anguished gear to increase an anguish level when killing anguished mobs
I think the issue of doing raids with 5x health can be solved by doing them with friends. I know we all want to maximize profits, but maybe adding a bit more rewards at higher anguish levels would be fine.
Forced party play suuuuucks
Yeah I would want content to be doable solo, slightly more rewarding in party