#3.17 Balance patch
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3.17 Balance patch
Just changed the title - trying to keep all the 3.17 related stuff in a format that is easily trackable for now and future!
Thanks for starting another thread <3
Suggest: remove auto CA from Gursa and give him something great in PvE , like more 2 hands bonus
that is essentially what we had in the last balance patch beta, and the community was not happy with it
Suggest: add SF1 back to gherc.
Sucks that prom hands are getting nerfed.
Ok, I see odies message about anguish being the main topic of general and go here for balance. Why aren't the pvp scaling changes addressed?
there shouldn't be any pvp changes - what would like to see addressed?
Pvp used to be 2x hp, its not the case anymore
smells like a bug. is it the same in battle?
Thanks
Was the community really not happy with it? I saw a ton of people celebrating that it should have been done a long time ago. Only really saw GUrsa players complaining. We’ve all seen how CA can be frustrating, a free, random one is just that much more (and this is coming from someone who recently HoC’d to gilga and has been using GUrsa on PvP defense)
yeah im actually surprised to see that the community was not happy with ca removal. my impression was the opposite
that community was happy to see it removed
imo, the community has happy about the whole package - including reduced rates of CA in PVP (which did happen)
Auto-CA on Ursa was voted no-go
I mean if auto ca is really that annoying just make a debuff/beoa build
From what I remember, the dissatisfaction wasn't with autoCA removal but the replacement buff GUrsa got instead no?
that should currently be the case
even in live?
i think so, yeah
Gursa doesn't really have much going for it without auto ca
ill test, thanks
#game-announcements message
So anything that doesn't really seem equivalent to it's effectiveness would probably get negative feedback
last section in there ^
any particular reason gherc didnt make it with steadfast 1?
Debuff build not very effective since GUrsa has sf2
They hate gercules clearly 🥸
True but either way it's a strategy
i would just run assassin
Will need to test main game with people at different dex to fully evaluate the homing shield /ranger implications with warriors being able to hit. Looks good on paper, could be OP, will do more research then.
One thing im still very concerned about is tanky ward builds out damaging the glass ones with SS3 scaling still way out of wack. Out of scope for this beta, maybe, but still a real problem.
I'll have to do some testing, is ca disabled for any debuffs or only turn skipping ones?
Hopefully only the turn skipping ones
If I can't auto counter caus I'm drenched I'm throwing something
Doesn’t this mean people were happy to see Ursa (the passive that gives autoCA) be replaced? I’m not finding another pool that touches on AutoCA
Drenched does skip turns
Gilgas can spam ca with katar still. As can realms and beos. Please remove the auto ca 🫠
I'm still hoping GUrsa gets a replacement and autoCA is deleted
Or at the least, disable it for the first turn on defense
Why Gursa does not have Titan Grip that allows to equip two two handed weapons?
I’ll only be entertaining balance changes that we’ll want to see aligned with Anguish 2.0
PvP motivated stuff can wait
Oh hey I suggested that a long time ago
Everybody hated it for some reason
That would be ridiculously OP and massive ward on a class that isn't meant to have massive ward
Yeah at a reduced effectiveness
Of course they aren't gonna give you full stats for double two handers
It would need to be pretty reduced lol
hmm. autoCA was removed .some people argued it was good for pve because of damage reduction. at the same time pommel of ursa (edit i forgot the name of the passive additional two hand damage) ,we could make the argument of it being aligned with 2.0
Because that would be broken even with each being 66% effective
Any more "broken" than auto ca already is?
anyways ill let other argue on merits of autoCA 😄 my main focus this time around is getting steadfast 1 back on gherc
I doubt that, just let it happen my man im not joking DO IT
if you remore autoCA and something else like all defensive passives why not?
i.e.: no auto CA, no second chance, no steadfast
at least some gilga players i was talking to were looking forward to playing herc without nerfing its ward passive by needing to absolutely run immunty accessories
it also felt balanced based on having less accuracy and no mana siphon
so i am disappointed to see it not carry over into this patch
also means ill likely continue to only use base gilga in anguish 2.0 instead of working with herc
Yeah towers are annoying as hell (especially floors like Pegasus where they always span sacrestrike) with all the debuffs
It's only a 5% miss-turn chance and a 5% fade chance, so in most fights it doesn't do much. It's annoying when you lose 4 turns in a row to it, lmao.
Give us some way to not get destroyed by any random sack of potatoes able to inflict a debuff
its a bit difficult to get on the soap box for any and all changes so ill stand of sf1 for gherc as my main priority
From napkin math, they would need to both be reduced by at least 50% to not make it one of the biggest ward inflators i can think of
But then, you’ve got the adornment number issue
Imo, it just isn’t worth the balance headache
Plus side to Drenched, almost nothing resists it
Agreed, it feels like herc got severely nerfed, which is not cool since i see very few ppl using it
Yeah I agree the amount of balance you'd have to do to make it acceptable isn't reasonable
Just wait till they start nerfing second chance for some reason
Caus LOTS of people hate second chance
herc in general outside of some niches doesnt see play (i dont have player data) in the circles i am familar with
Id give up second chance in herc for stead 2 😬
It would still be an absolute tank of a class especially at high AL. It would create the same problem that already exists with SS. Tank everything while smacking insanely hard and having like 800k ward lol
sf1 opens it back up to all content as a standard class to play
I’ll double check later, but I believe herc is already the #1 class for survivability across all content. It’s hard to justify a defensive buff when that is the case
Beoh already does the stupidly tanky thing at high als
They are able to minmax to their hearts content with no drawbacks
Nerf beoh
what convinced you add it in the first place? was it the ward scaling nerf?
Better than base deity? 😳
Meanwhile we get restricted to warrior gear only and start at half ward
Yeah, there was a trade off there
Yes
Gotta say, dual wielding 2h weapons sounds like an amazing power fantasy
Damn that doesnt feel like it
Fair point - but it’s not currently in this build, so likely little to debate there
Meanwhile I need 173 AL to do this to get through people with much less AL than me lol
See how squishy?
this update does nerf beoh kek gonna miss for days (disclaimer: haven't actually played the beta yet lmao)
if possible i would like to understand this data point better. I have seen the class balance charts in the past. I can only go off gameplay experience at my AL and people i play with but it doesnt pass the sniff test for me
I can barely compete with people without als as gilga
It's just not an equal playing field in pvp
My 10 al G.ursa defends better than my heretic
We can't act like it is
Well yeah it's literally from the classline about survivability
kinda random question, but how fun was doing this patch compared to other updates?
Then it can compete lol
different way to frame the question. in anguish 2.0.
Auto CA should completely go in pvp, tbh
what does gherc offer me vs base gilga
it cant take full advantage of its offhand ward passive by needing to run immunity accessories
and with fixed miss chance removal i am inclined to run base gilga
once i get into the beta ill try both out to get a better feel
Just caus it can defend better than heretic doesn't make it easily viable
That's comparing something specialized in a strategy against something that isn't
should we have a separate thread for pvp chat
or just avoid it entirely
as it seems unaligned with Odie's goal for this thread
Yeah I'll stop there
you can argue that autoCa has a place in pve but everything in this chat so far is about pvp
Maybe a different thread? Idk I only posted here because general was said to be for ang 2.0 primarily and everything else goes here
I wouldn't make a beta thread about it, since it's outside the scope of this beta.
But some (good effort, respectful) pvp discussion in a #1084643200725164062 discussion would not be bad.
anguish or the balance stuff?
And I just wanted to point out the HP not being 2x. Also def/res is out of whack. 17k/18k def/res with pumpkinless 😬 😂
some snippets:
overall:
Wtf nerf creator
Creator t12 class confirmed
I suppose balance is not fun and anguish was fun? but more like compared to past content, how fun was it?
raiding:
Well its clear which class should get the most severe nerfs 👀
nefr creator
No heretics 😅
creator outclassed
Is konq on the bottom lol
No gods, no creators
I’m not a fan of channelalus taking additional turn. Why? Deific channels takes 3 turns
The chest piece takes 2 turns
Why would I use channelalus now over the other options?
wait
okay so those are some bars
I take that back
Because you get a free turn afterwards
For deity ursa
QC Gods of Aaru reigns supreme
But Ara uses up their turn for it
Which was abusing it to clear very high Ang towers at low AL
Which was problematic
anguish was loads of fun. hooking something into our existing progression system to meet the desire for infinite ascension was really engaging
New Anguish isn’t out yet to determine if still impactful
Just make a quick cast build 🤓☝️
This might have to do with the ppl that arent on discord so we dont know much about the experience overall. Kinda lika how odie said heretics are widely used but ppl complain about its current state in here 🤔
i dont think i can win an arguement here for this. that bar just surprises me. I wonder, at what AL ranges is that completed with - what completion times look like for content where its surviving. class competency is a big component of it
my little bubble on discord == no one plays gherc
Lol so just use Quick cast to solve all issues? Really diverse gameplay
I only see endgame gilga use base and gursa
Wait what exactly is this saying
GSA for the win 🗣️
||Glad it’s not a chart about speed||
Hercules is most used?
all this data says to Odie is that players die the least on gherc across the playerbase
I dont see use for herc, but if thats the scenario i cant do much about it heheheh
Oh
Yeah that's to be expected tbh
I don't think I've died unintentionally in pve in at least 4 months
which i worry whether or not that is actually a good benchmark....
deaths in orna can be controlled to a high degree
Yeah, not dying doesn’t mean it’s efficient, like GSA being up there, which is incredibly slow, even if it doesn’t die
you're not wrong, in that it's not a wildly used class.
if we look at occurance over effectiveness (in dungeons, this is just dungeon data), we do see herc second last
holy summoners
the margins between those bars is effectiveness - how much the gap between usage and survivability is
bigger difference in bars: bad
You're surprised the easiest class to play is the most played class?
right so this small group of people never dies on herc. if you add SF1 i guess you would expect it to grow and continue to perform better relative to other classes in terms of survivability
when you put it that way I guess I really shouldn't be surprised kekw
any balance change needs to be justified with data
is there any way of considering a trade off?
I'm kinda surprised gsh gets more activity than rs courvus though
and involving gilga community on opinions?
I feel like I've seen more rsc than gsh
i think there is a conversation to be had with gaining SF1 while losing something else
gladly take my second chance for sf1
Yeah especially on gercules
i would trade second chance + guardian
If we have sf1 then second chance wouldn't be as necessary due to the whole ward thing
sort of
let's revisit when we've all played the beta, and it's shown that SF1 is needed for Anguish 2.0/Herc
Does SS3 damage scaling constitute a balance worth visiting related to anguish? I already envision gilga CS being king since you can build super tanky, get CD damage, accuracy all over, etc etc
anguish scenarios in 1.0 even at my AL involved second chance
More people who play base GS than play base RS, so it's not surprising to me. People are more likely to buy and play celestial classes for base classes they already play. Even if both those were the exact same percent of players, GSH would still be ahead in raw numbers.
thank you im good with this. just wanted to start the convo today
Yeah true
once im in the beta i will try out herc vs base
Just gotta wait for the beta to stop blackscreening 😆
Just wanted to say that I really enjoy seeing data like this and wish there was someway we could get access to more of it
same
Sorry for the ping, but is that orna, HoA or both, maybe?
orna
This is so cool! Thanks for sharing!
That heratic rework. Successful?
I'm doing roughly the same dmg with Ultima in beta as i do in live (on cactus) is that correct?
Depends on what multipliers you are using
For this build, there is a large difference.
damage should be the same if less than 2 elemental boosters are used
I've made a google sheet to calc new ultima dmg if anyone was interested
https://docs.google.com/spreadsheets/d/1fIoWrZiHcXcLXD9J8hS1w3AImxIiK5HTEuFhO6TJ4WQ/edit?usp=sharing
(Still working on adding the old calc to do a comparison)
EB2, 1.4x crit, 1.3x Arcane, 9 achlys, faction bonus
EB2 is 1,5x dark and 1,5x holy
So there are some boosters
Left is beta
whats the build look like
whats the amity?
1.4x crit, 1.3x dragon
Those all look like different boosters
The only overlap is achlys with your class
So only overlapping boosters are additive?
I see
4% difference, ish
Yeah your build only loses like 70% (though this was was done very rushed and may be slightly wrong)
1.02x holy and 1.02x dark per soul
top is how it's currently calced, bottom is new beta
So 1.02^18 is fine
Yeah my mistake. 0.18?
Anyway thx for clarifying i thought about every elemental multiplier being additive instead of only overlaps
yee, if we're just talking about A.souls, 9 of them currently would give an ultima boost of 1.02^18 = 1.42x, in beta it should give (1 + (0.02 * 9))(1 + (0.02 * 9)) = 1.39x
From 584% to 513%
Because now the holy/dark from the A.souls will no longer multiply with the holy/dark bonus from grand summoner, it will add
This is why I hate percentages, especially when trying to bring up percentage increases/decreases in value.
The value went from 5.848 to 5.136, which is a change of -0.712, which is an approximate 12% decrease in value.

Does faction boost apply to ultima?
wow, what a very gentle nudge to ultima balance
How is the heretic crit multiplier calculated in live vs in beta
1.25x or 1.5x? Compared to +0.5x
If you have nothing else that gives bonus crit damage it'll be the exact same, 1.5x in both
But if you have a Celestial weapon with 5 prom hands for example:
Live: (1.5)(1.1^5) = 2.42x
Beta: (1 + (0.5 + (0.1 * 5))) = 2.0x
Again? :o How hard?
nvm
so its back to selene for deity, or did selene get nerfed too? :o
1.5x in live would equal to 3x crit damage, no?
The default crit multiplier is already 2x
Is there like a summary post of all the balance changes somewhere in beta 3.17?
The 2 turn chanalalus will make ursa more fair and cripple ara, oof. Cant wait to test it later in public beta.^^
Why cripple ara
I never really incorporated extra damage from the base crit as it was something all classes had and everything was always multiplied, but thinking about it more, I'm curious if it's considered "crit damage" and is additive with crit amities or in its own category making it multiply 🤔🤔
I think the class passive is its own category
Where can I see who complained about gursa auto CA getting nerfed? There is no place for that. You do nothing and win for no reason.
my theory is that the feedback from gilgas about what replaced CA was poor and was mistaken as the community not wanting CA to be removed.
i think 1) majority community does want to see CA removed 2) gilga players wanted something more interesting than flat two hand damage increase (which is nerfed by anguish 2.0 as we can now see) and some additional CD damage.
Titan's Grip when 🗣️
I think the math is:
Live: (1.25)(1.1^5) = 2.013x
Beta: (1.25)(1+ (0.1 * 5))) = 1.875x
Yeah. I think most gilga mains were chill with losing CA for something more based in the class theme
we could put a poll up right now and my bet would be that CA removal is popular
Personally I would like to see the passive lost as it just is not interesting to build into
if anyone does a pull please include Titan Grip
Yeah that makes sense (will make sure I got the Google sheet calculating that correctly when I work on adding the calc stuff later 👍)
The example doesn't fully match but it's close
Kind of a shame that keeping the class passive as a multiplier actually decreases the damage compared to a flat +0.5
So according to your sheet I can get New Bonus with crit up to 888.5% if I get two Beyone Godly Amity with No maluses and 40% Crit/Dragon/Arc on one and Fire/lightning/earth 20% on the other
and go Heretic
If I go with a more reasonable but still godly set of amity with say 40 Crit and 20% of elemental and a 30 dragon/30 arcane it drops down to half that
Can we talk about the risk reward balance of Gilgas ward and SS? SS needs to do way less damage IMO. PVP vs PVE ultima changes.
GIlgas will still be able to use SS and now they wont miss. Why is the tankiest class able to be safe and hit for more than any glass cannon class? Does this make sense to anyone else?
SS is technically Ang2.0 relevant since it’s currently poised to be extremely dominant in its meta
^ i dont disagree
While that is likely, I'd rather that gets tested rather than assumed
and since, once we reach anguish tier, we all have 150k+ ward
isnt there a max scaling for pet health for blood pact? like your fat dragons can only be so fat and then it doesnt matter for dmg?
Pvp exclusive
guess ill be building ward for anguish, too
Right now it seems to be the only way to clear towers with even low Ang levels on. The 2h debuff is huge and there’s no reason to use riskier builds like crit/dmg etc when SS outdamages it and is safer
well you need ward to be safe, but by the time you have enough, SS is stronger than any melee skill
Both the damage output and your safety lower when you use SS though - and considering you are unlikely to oneshot opponents, those might both be issues
This is coming from someone who doesn't SS though.
do they though? ward regen is % and ss doesnt cost that much
Little bit of perspective from someone that played thief from the start until 1 week ago, when I HoC’d to gilga:
- Ang50 boss horde: went from taking 2min+ to consistently under 2min (no need to buff, just click chained shield)
- raiding: much faster with GilgaH than anything realm can do, while being so so much safer (no need to redline, worry about debuffs, etc)
- PvP is literally hitting people for 400k turn 1 with SS while having more EHP turn 1 than what I had on dorado + autoCA + second chance
SS and the adjacent skills are just that dominant. (And I have 15 less ALs than what I had on realm if that matters)
maybe ward shouldnt regen on turns you use it to attack or heal?
I raided faster on base gilga even than I could on heretic at the same AL
I'm very much not trying to say you're wrong or convince you otherwise. I'm just asking you test it, get evidence, record/log it, and then suggest it.
ie #1369743447082139738 message
After all, there are things you can do other than nerf CS
like new Anguish Maluses.
As soon as the beta gets its iOS release I’ll be all over it
Ah right, the classic
see you when 2.0 goes live 
Funnily enough, the only post in that thread is pointing out this exact same problem after testing it 😅
While I fully support testing these types of things and getting actual data, It really doesn't need more data than we've gathered over the last 2 years of ss3 / CS being busted
In PvE (especially anguish) it's well positioned to be more broken than before currently. Anguish gear with ward recovery of 3% per piece makes it that much better
I've got more feedback to write later for anguish towers where I'll get into it more
Same. Though you and I are likely going to have very different experiences. 
I agree so deeply on this point.
Nothing about 2.0 changes the gear, stats, AL combo that has dominated the SS issue
(Also waiting for IOS beta for testing myself. But I don’t think I will be suprised with what I will find)
I was actually going to note a damage outlier here with augments. I see a note about stacking crit augments, but nothing about stacking stat augments. For instance selean hands are not noted as an issue, but as a gilga main it was my main source for high damage plays
fwiw, those already stack additively (in live).
Interesting. They just unga boonga the stats that hard?
Super curious what your Ascension level and gear will be hitting this hard so quickly. I agree that Anguish punishes 2H and Ultima/Towerfall players multiplicatively with the balance patch and the maluses that shrink their damage. But maybe it's just time to join the Gilga train.
I was on 145 or 146 on realm, HoCd to 131 on gilga. Gear is pretty much optimal since there’s a lot of overlap between Dorado and Gilga
Thanks. From what I am seeing, those close to 150 AL are going to have a cakewalk in Anguish 2.0 if they have a CS/SS build. I do wonder if the nerf to non-Gilga will make it less desirable for other classes to continue with CS/SS builds, though. Sirith was doing BeoH without problems at over 50 anguish for some content.
I’ll let you know once I’m able to access the beta 😅
Did only base gilga get increased dex?
depending on the nerf to token drop chance w/o using shackles, everyone might be leveling up pretty evenly
Not sure what you mean by that? I think if you don't use shackles, it's like 10 levels max before the rewards drop to 0, but High level Ascension will be able to ignore needing stats as they level up much quicker than someone lower
Yet another high al player throwing blanket statements 😔
Just caus you hit 400k first turn doesn't mean that's static across every gilga player ever
I'm al 15 and I barely hit over 50k in turn 1 pvp and I've spent a good year building specifically for ss3
I just don't see ss3 being broken on turn 1 outside of beoh
I think your experience is the exact reason it is a bad skill, and bad for game health
I mean I can hit for 100k as base Gilga 0 ALs with SS3 (200k+ if I have full ward) so I don't understand how you're only hitting 50k?
But what makes it so strong is ALs and how it scales with them
With full ward it's 200k
In pvp I happen to run into ALOT of people with high def builds
I'm also not using selene hands
Hybrid is for wimps 🗿
Saying you can't hit hard, then saying that the way to do damage is for wimps? Makes sense
Using magic stat to do damage with a physical skill just doesn't make sense
Hence I don't use it
If you wanna do hybrid stuff just use beo anyways
They do it better
Way to make number big no make sense, so me keep number small, big happy, but class bad
Let’s refocus on balance all
If you dont want to play the meta that is fine. But that has nothing to do with balance
Just saying meta isn't something that is representative of the whole
You can't take the extremes (400k turn one ss3) and apply it to the average
With that logic, endgame pvp will never be fixed and will always feel terrible
Turn off als or something idk
doesn't matter
You can do that now I believe
I mean yeah it really does; if there's no als it's just a gear fight so just get better gear rather than worrying about "quadscaling" or whatever the excuse is to nerf gilga
High al pvp is just a race to see who's one shot build is better anyways
Spending obscene amounts of resources for a small temperary relief does not a solution make
Basically a cutscene
What's this supposed to mean
150 proofs, for 30 minutes you can use once ever 2 hours doesn't "fix" pvp balance... it's still unbalanced, and some classes were basically unviable in PVP
Most classes aren't viable in pvp because they need further setup tbh. Stuff like gsh, gsa, Dara I think, gursa
Classes are gonna have ups and downs in effectiveness
And anyways counterattack always exists if you're really having that much trouble with ss3
What a 180 😂
I am quite surprised there is no change to the dmg formula of SS (and their sub variants), we have years of complaint abt its performance on high AL and there is no change.
This ^
That'll be in the balance patch
This is the balance patch feedback
Yes but not the balance patch beta
This beta is focused on ang2.0. These are a few of the upcoming balance patch changes
Some changes had been part of the previous beta and are no longer here for example
This patch has a whole section on balance that's almost bigger in notes than the ang2.0 stuff 😄
Bigger in notes because it's a lot of little changes to existing things, yeah
In fact technically I think the balance patch has been over 3 patches
Ang 2.0 is a whole new system
And the balance patch will be partly based on ang 2.0 feedback
So where is the balance patch for t9 conqueror, someone t9 alts grind 1 year for all godforged event build
My feedback on SS is still valid for anguish because it has the power to surpass ultima for anguish raiding
Feedback is valid, of course
Whos t9 othersoul got 60k hp?
I'm just saying ss isn't being changed in this beta or patch
I don't even get the argument either, I haven't seen plans for after Anguish, although I am sure they will have adjustments. I haven't heard of a new balance patch since the last ongoing one, which was broken into several parts.
SS is defintely going to be the meta with the way malus is setup
But making clear the meta before the beta goes live is also the point of the beta
Ss has long been identified as an issue
2H and Ultima both have malus for the majority of the Anguish content
If we go to a world where all viable options are one single option. What is the resolution?
We go back to Heretic SS builds of course
there are some balance changes in this anguish patch.
I believe this thread exists to discuss the (pve-only) balance changes, mostly as it pertains to anguish.
For SS specifically, this patch does take away SS auto-hit/fixed accuracy.
Odie has hinted at a later balance (only) patch.
Honestly, the "problem" I see here is what appears to be an advertisement for some sort of for-hire service (either GPS spoofing or "I'll log into your account for you and capture a bunch of towns for you").
Used to see the same thing in Pokemon GO.
hard to tell intent
Well it is from Hoa, but i think they should add the balance in patch
Well that takes spoofing out rofl
Okay, if it's in HoA then it's probably not lol
Probably means they will take everythign then get naked and allow you to take it back
Ah, you may be right
All my OS used to be named something like Get Naked after Winning before we had weekly rotations
This guy make t9 conqueror die, he got about 5 + t9 alts for kingdom war
Yeah Conq guild is insane in HoA right now - not somoething they are going to address in the balance patch though
Yeah most of our player do the same
They made us super pvp competative and people have gone to insane lengths to hold everything possible - hopefully after 2.0 release it can be addressed
I hope 2.0 dont getting more bad🤡 Specially the ang equipment upgrading process
They haven't addressed anguish bonus ability rerolling yet but right now it's going to be rough - Godworking Tools will help some and depending on your AL will depend on how much re-upgrading you will end up having to do
Most of our 199 equipment gonna throw away, im 90 al about
Every level we need to masterforged again, If 50 ang going be a huge work & mats
25 ang in 2.0 is similar to 50 in 1.0
Tbh I'm not sure how much anguish I'll be grinding, remains to be seen
Sirith got the furtherst in Beta so far that I know of with 50 something that was like 3000% harder
Are there any screenshots of enemy hp lol
Take away fixed accuracy for SS and taking away dex scaling for anguished enemy
Sure. Maybe a bad example, since SS is getting a mixed bag of nerfs and buffs at the same time/in the same patch.
Better example would be the change to multiplicative bonus stacking?
💀
Here's the bonuses/maluses
Honestly raiding may need its own special HP scaling as even with 143ALs + Ang50 gear I can't see this being possible with all these maluses
So we're def not using Ultima on high ang raids?
I see it says “screw everyone, but screw elemental builds in particular”
We’re not even using Tidalseal lmfao
SS mage 😂
Despite all my rage, I’m still just a Spiked Shield mage
I don't even think SS is gonna save us in this scenario 
We need to upgrade to SOS
What else might even do decent there. Crit stuff is taking a huge hit there, elemental too
Maybe good anguish gear could make up for some of the maluses?
Nonele and pray
-# The much less fun version of Netflix and chill
I see dragon damage as an option but without crit I can't see it being reasonable
Bad jokes aside, I feel like this may be where party play comes in?
Dw guys there's a huge luck bonus attached
Though as much as I love party play, I feel it should definitely still be made possible as a solo
Alright just gimme 30mins, I got this

seeing some of this malus makes me not want to experiment w it on the beta, lol
It's called fun Brye, we're having fun

i dont have a nitro, so here you go:
Is Spike shield 1 better for the pen in these situations
Assassin's Jewel
(I did not have SS1 equipped as I was expecting to be zeroed out with att++ and Gunnr LOL)
Legit is going to become a meta adornment LOL
Wow I really am getting zeroed out with everything...
I'm ~30ALs under the recommend but I'm using Anguish 48/50 gear here
Muahaha where is your savior now towerfall heathens
does gear mean much for follower's stats?
Follower Stats scale with Ang level
But I think it's bugged/not working rn
(at least I hope LOL)
oh that's pretty nice, though we know that those amount of stat doesnt mean much additively, especially against a +2611478146912784681% enemy stats
luckily, fee can proc double t.res down
can you damage it if it has double t.res down?
lmao 
That -accuracy must hurt
Uhhh I'm like 40 turns in and T.res down has not proc'd 🤔
i proc it pretty often, especially w the assassin gear for stasis too
it procs when i use lacuna 2
, on live ofc
If they stealthily made raid bosses resistant to status, I’m gonna laugh
Anyways added heretic jewels and I can actually do some damage
(note having just "T.res-" I was still getting zeroed out, and having just the double down I was hitting for ~800k it seems)
(2611+100 = 2711%)
you're fighting a 542.2% of normal f.jorm's res even with double t.res down, i think that's to be expected
(double downs are -80% iirc, cmiiw)
So Towerfall + Stasis is technically viable, just is gonna take ages. But overall I have no clue what would be a reasonable way to approach this/a build to take on these level of raids (that isn't stasis cheese/not party play)
It's called "nerfs"
Its literally called anguish, agony for this reason. To make your gaming experience miserable
🤣
time to do chip damage -> die > refight the raid
like 6 years ago (for me)
I just realized that the game is setting me to AL143 for some reason, so it's even worse than I originally thought 
it sets you up to a higher AL (than you originally were) because of the shackles?
Yes though it's not supposed to, seems to be a bug with the shackles being higher than my base AL
that's an insane bug
||free sneak peek to your possible stats||
You should have seen when Odie accidently quadruple applied ALs like 2 weeks ago 
Casual 2 million Ward
I think this is exactly what we need 
After some serious testing, it's actually quite an easy fix;
We need 2m+ ward
That is all 
The funniest thing is, that’s only around 200 more Dex than my AL 10, level 232 Deity right now
Not less, but not much more lmao
With reduced ward coverage value. Will it be possible to redline for realm classes? As DB will not work
Hey urm... is crit damage functioning correctly? I know it's going to be less but uh...
Depending on the content I'm doing between 50-90% less damage o.o
do you have crit malus in your anguish?
Hehe all I see is issues for classes that aren't gilga 😎
This is like 33% less damage
But it depends on your build and what multipliers you are using
unironically looks very fun
It's genuinely impossible I believe
Plus it becomes enraged 
I have been trying to come up with builds on how to tackle these Ang50 raids but I have had 0 success
I'd love to chip away at it slowly for a month or 5
Do some damage, wait 15 minutes, repeat 😆
(I'm not saying this is maybe good gameplay. But it does mean any raid is eventually killable)
it zero's me out at AL143 with full Ang49 gear, full buffs and def/res -
Rend/Epee?
Crit dmg is decreased by 53%...
That's just an M2 decrease
tried sands of aaru? /deity spells ||/s||
I'm not saying Epee is good or sustainable, but it should deal damage
A teeny tiny amount of damage
I actually did try aaru, and it also gets zero'd out LOL
Keep in mind buffs do not impact penetration in any way aside from for basic attack

Sands of Aaru only has an M1 of 2.3(?) iirc
Time to get a increase to basic attacks amity with crit and faction - no biggy
Epee is 5
Faction dmg is decreased 
(well the 4 main elements)
if you can somehow do 25k damage a round, assuming 1 minute set up / 15 minute timer, it would take you almost a year to kill it if played non stop
Holy dark or dragon then 😄
i assume you tried towerfall and it falled
And you still only get current rewards for that, totally worth our time and effort
That’s still higher than anything in my kit at level 232 lmao. (Yes, I wouldn’t be doing an ang50 raid at level 232.)
it's tied to Al i don't think you're getting to 50 anytime soon
I'm not getting close to 50 anytime soon
I know, lol
I’m 95% sure the highest m1 skill I own is Tidalseal II, which is 2.2.
Excluding Apex, of course
Neutra has an M1 of, I’m pretty sure, 9
Okay wow Epee is the first thing I've had actually do damage to it (and surprisingly more than I was expecting), still completely unreasonable but I do take back my statement about it being impossible 
And even though the gear for this build has far lower anguish levels I can't see that making enough of a difference to matter
That’s actually another reason we need a Mage equivalent to the BoF spec
No, Sequencer does not fulfill this niche
Ultima 2 has an M1 of 6
Try a fat pact next 🗿
Frankly, it kind of sucks that there are so many specs in the game yet so few are viable for endgame content. But that’s a different topic.
I do tend to forget that Ultima II exists. Nobody uses it. Lol
It started being used a bit with repetition flasks
Since you can just spam it that way
Ah, that makes sense
But yeah, that's just niche and very recent
I haven’t seen that but fair
(Also, lol that we’re back to the pre-rework days where endgame players buy Deity for the spells but actually use them on a different class.)
That is how Orna works and has always worked lol
Every class buys other classes to use their skills/spells
It's a unique feature of the game
I'm not saying raids shouldn't be turned down btw 😆
I just wanted to prove it wasn't technically impossible
Me and 7ALs in grand summoner got this 😎 
But yeah, raids defiantly need to be toned down, but I am quite enjoying trying to theory craft new anguish strategies!
(if anyone has any suggestions of what to try lmk)
I mean, yeah, I know. But certain classes are bought only for spells, and rarely if ever played. Currently that includes GSH and t9 SA. But in the past it’s also included Hara and, notably, Deity—which was what I was joking about.
0 M1 🗣️
(For anyone not in the loop, Blood Pact M1 is based on summon HP)
Yeah, sad they capped it in pvp 
this is almost exactly what kingdom raids were like in 2019
Looking like high ang content is something for party play atm. Im super fine with it but there should be a way to speed turns up but i have absolutely zero ideas for solutions here
I have a solution: complain to Odie
maybe thats the point, multiple players being required?
Quick question:
When i ress a beoH that 2nd chance'd what happens to the pet?
Any1 knows?
4 x 0 = 0
I wonder how the anguish bonuses/maluses behave when in group if everyone pick different paths
🤔
If it's on that same floor my guess is the pet is still dead. It'll be back on the next floor
In raiding, goodbye pet
Pretty sure its based on Who summons the raid
"Pretty sure" is a strong feeling lol id say "likely" instead
do anguish raids end when the leader dies, like now?
Last I checked yes, but I'd like to push for that not to be the case
Not anguish 50, since that's a bit ridiculous, but here's Me Konq and Yoshi tackling a 29 raid
(Only last bit, but it shows we ran it in one attempt)
Only yoshi was allowed to be party leader because he had the tankiness.
this can open some builds for party play
hope they update that whole party leader piece
if party is gonna be necessary for high anguish then wayvessels are gonna also be necessary
tl;dr itd be nice to build more of them, and just have one active at a time
Can you explain why you want more than 1 wv?
Honestly, that’s probably not an intended mechanic but it would be a nice nod to Orna’s source material. Thinking about FF1, where you always had your Warrior as the party leader because characters higher up in the party list were more likely to be attacked, so you ordered by descending tankiness.
The problem is if you have a healer/reviver, it can't revive the leader because the run ends as soon as it dies 🙈
unless the leader is the tank and the one that can revive
expanded tl dr includes stuff like
- dont waste a party slot on wv alt
- other wv alt issues (Tim's Mom, you can stay)
- use WV on a break at lunch when not in OT
They should fixed their potato server before release those co-op playstyle
Feels funny if stuck when you guys done buff & prepare to kill the raid.
Do you play Orna or Aethric?
2700% hp boost on raid, might take a hour if keep stuck.
That's a relevant question because most of the time Orna's servers are fine
I playing hoa, orna dont have lagging problem ?
Omg
There are certain people with self-infliced lagging problems due to inventory issues, but generally the game is pretty smooth even in party play
RRR said multiple wayvessels, not reactivating your home WV from the return to OT function lmao
I'm not against multiple wayvessels, like as an upgrade to an Outpost (with only the most recently activated one 'working')
He just said use wayvessel on lunch when not in ot
I dont see any issue with having multiple wayvessels, provided you could not OT to them, and you stil lhad to reactivate daily. Its the same as making a WV alt with less alts and more party space.
Multiple open wayvessels?
For me, no
Why not
Eh, I don't like the feel of it but I guess it wouldn't be super unbalanced either.
I would cap at something like 3, but really dont see any issue as long as you go out and open them.
So we rework outposts to function like wayvessels
I was only thinking of it as a way for you to travel to other players' OTs when you're at work/somewhere else - not a way to travel between your own WVs
Bring the GPS aspect back, have to physically be there in a party like pogo raids 
Let people wv to dungeons once a day or buy a 3 dollar remote dungeon pass
$5 for 3x wayvessel keys, they open wayvessels remotely
Aethric's servers performance appears to be historically stable under our target of <100ms response time
if you're experiencing any issues, it would be local
Uh-oh
do i smell a tos violation
The game has lost the multiplayer aspect along the way. Some of my best memories are from party play.
what is different now? i see people playing multiplayer just as much
I'm definitely not against some way to travel to other players' OTs when away from home.
I'm only against being able to open up the WV at your OT through the return to OT feature because it enables massive alting exploits
But you can already do that if your wv is open
Do you mean if your wv is closed
Try to manage a kingdom and discord server and the current state of the game doesn’t really promote the camaraderie it once did.
Grumbuck was suggesting letting people re-open their WVs remotely
To assist with party play (iirc)
I don't know your experience but my kingdom does alright
We chat a lot in-game and in discord
We do party play, raids, etc
I mean I still drive my route and open wayvessels. It’s not a huge deal.
i understand you're having a different experience, but could you help me understand what changed in the game to cause it?
So this is pre summoner
There was a time that party play dungeons were a super fun aspect of the game imo
There were multiple discord servers that promoted this particular activity
They are all but ghost towns now
and you are saying that the summoner class existing changed the fun you are having in party play? i'm not sure i'm following
I’m just adding that as a time reference
What did party play dungeons look like
A lot of this has moved to kingdom channels (for reference, my kingdom group almost always has party dungeons going)
There is so much to do solo that doesn’t really promote making the time or spending the energy to find a party or gather kingdom mates
Personally, I think a lot of the issue is that people outgrew the content, hoping that gets somewhat resolved with Anguish 2.0. Why take time getting together partying up and waiting for other peoples turns when you can do the same content by yourself?
Alt play probably ruined that
a little, yes
We get together for party dungeons because we get 4x the runs
I think a number of things impacted party play:
- Players generally getting stronger and no longer needing to run with other people - running in a party is slower/less efficient than solo
- The Unfelled Concord letting people run dungeons on a 1-2 hour cooldown means party play no longer helps you get more runs in as much
- General community sentiment change over time, for no specific reason
There's an inherent benefit to organizing party dungeons, that benefit disappears if people use alts to run the same dungeons over and over again
With some of the anguish raiding that has been posted it gives a little excitement for a party style play
One thing I'll add about when I used to do party play is that I always felt like a passenger leeching. I didnt have an active role to take, which A) Isnt that engaging and B) when you have a 4 person party with 3 leeches, people start to lose attention and it gets slower for everyone.
I absolutely loved carrying
I still routinely use party play to split raids etc.
I definitely got a bunch of dungeon carries with the Slimes. Would’ve gotten even more if I weren’t averse to being carried too much, especially at pre-t10.
Now, “real” party dungeons (without a carry) are rarer imo, but they do still happen. Hopefully they’ll happen more with 2.0!
For sure to help lower levels in kingdom but end game it’s non existent unless you are 50/50 raids
I feel like nobody should feel like a leech in party play. Everyone is contributing their keys and time, and everyone is benefitting in rewards. One person is just pressing more buttons
I have definitely fallen asleep being carried though
I would run a Fafnir with a revive spec occasionally. Coming up with new ways to play seemed interesting.
We are wildly off the rails for the "Balance Patch" part of this, but in Anguish 2.0 dungeons so far there isn't really as much of a problem with players sitting back and having a free ride
I wouldnt feel like I was a leech if I had the reliable ability (or even the need to) to block, draw aggro. As a gilga my role was, if I happened to get a turn throw a stun dart at Realmshifter
It doesn't fix that feeling for outside of Anguish, but I don't know if you really could fix it. Or how
Give gilga a native Provoke passive
IMO even if they wanted to keep it as a ability they could, just make it not fall off, and more reliable
Teaming up to tackle difficult content just seems fun to me
I just stopped using it because 99% of the time It would fall off before the enemy got an attack and that 1% of the time, good chance the attack would still hit the carry
Little abilities like that would definitely help provide a role to players in party play, and would help in ang2.0
Does the damage cut goes for dragon damage as well or only the four elements?
What damage cut
Applies to all elements yes
Ufff Cuts my damage in half than
And to crit multipliers, though idk how it interacts with the class crit multipliers
It is intended to nerf towerfall a good bit, as well as other stuff
idk how it interacts with the class crit multipliers
It does not fyi
One more thing and I’ll stop but the idea of gearing for anguish seems like a perfect opportunity to share in the misery with friends.
This Patch will be my end
Heretic & RS internal multipliers are still multiplied
Ok so I think my math was right
I tested this very extensively back when this balance patch was in beta the first time lol
I went from 16mil to 10mil in one instance
The theme of this patch is adapting to the new challenges in front of you and the tweaked rules of the game
Wait. Is -50% crit damage just additive as well then
Si
That's nice then
It goes both ways
I'm currently getting 17-20 on live and a flat 10 on beta
Is Spiked Shield 3 similarly losing almost 50% damage here? 😬
I did check for maluses just to make sure and not currently running any anguish
I m exactly on 52.3% of the original damage, what a cut, can t see anything good one that, rs are getting Hit the hardest
Prom hands bow + 2x 40% Crit amity
Live: 3.16x Damage
Beta: 2.3x Damage
That is the worst case scenario and it's a 37% damage reduction
For Realmshifter, that is
And that is without building for one or more elemental modifiers to boost damage and regard some of that lost %
Live: 3.16x1.1
My head from quetzel
3.47 vs 2.4
On my dragon damage: 3.04 vs 2.3
1.4×1.4×1.1^6 = 3.472
Vs
1+0.4+0.4+0.6 = 2.4
For a 2h, crit multipliers only
I forgot about the Fallen Sky Cowl to be honest 😅
1000 basic damage: old: 1000x 3.04 dragon x 3.47x2.5 krit= 26372
New: 1000x 2.3 dragon x 2.4x2.5 krit= 13800
Is that right calculated? 2.5 cause i m rs
Where are your dragon multipliers coming from
I see the math but my numbers aren't lining up with it. I'm still taking an almost 50% damage reduction on AVs which also means I can't one shot some of the mid-hp Tower mobs 🤔
Ultima, I have amities and such that I don't notice the damage difference much at all which I find a bit amusing since I thought that was the primary target
Again, I'm curious if there is a bug in the calculation somewhere
Why are we ravaging crit but SS is untouched? I dont get it?
I don't think Ultima was the primary target
Two amities with 30, 50 from book of dragon, 20 from armor
What content, what's the build
No way to say anything without more info
I would like to start again noting that Selean hands will be equipped by all and as much as possible as they are still an outlier
Yeah math checks out. 52.3% of previous damage
Stacking up on dragon and on crit
That is wildly low.
The update hits multiple instances of the same multiplier hard
For ultima, there's a lot of ways to buff it - crit and a bunch of elements
Towerfall has 4x elements to be buffed
Plus pet stats
Ara vesta build are crit only, they get hit hard. So does elemental melee crit
Well, yes and no.
They’re an outlier in the sense they’re probably the strongest option right now. But in terms of calculation they’re actually less outlying now, since they’ve always been additive.
Testing on aMorri to get numbers that are relevant:
-DC
-GM
-Mag 2
-Snotra
-Iconoclast to 70%
-Sigilstorm
-AV3 is 17-19m on live
-AV3 is 9-10.5m on beta
Made sure your stats are identical between beta and live?
Yep. First thing I did was check Anguish and stats
I don't mean to discredit the numbers you're getting but testing on the training cactus with minimal set up could provide more accurate results
What about amorri buffs
And yeah no need to get all buffed up, but should still be working
Waiting for her channel to fall off - also tested on Fey Chimera, Sphinx and Horsemen, similar results for all of them
This is the math it should be
Testing my PvP builds on beta vs cactus and disciples of Finesse and Spiked Shield/Ward will definitely beat sigilstorm builds with these changes
If the H.Ara even survives to turn 2/3 in the first place
If the numbers are all working as intended, that's all fine and dandy, I'm mostly trying to understand if I'm missing something or there is a bugged calculation somewhere
I mean, there might be
SS3 laughing in the corner
This has nothing to do with PVP at this point, something really has to change with SS3 damage scaling at higher ALs. The gap is just getting bigger here
I am once again noting the stats the sele hands are unmatched. Additionally they are vital to the large damage numbers seen on SS3 (as well as ALs)
I ran a test without selene hands to really compare apples to apples. The rest is full juice. AL 49. Best amities possible (40crit/30dragon on hs3, 30dragon on ss3)
Both oracle spec on RealmD
Im not even maximizing crit chance here. With ashen pinions or bristles im hitting even lower with hs3
Spiked shield setup is the only reliable way I've found to clear anguish towers in the beta as well
It isn't really affected by any of the maluses, and still has all of its other perks (and some new ones)
Let me know if this isnt a based comparison im happy to test other things
The winner is clear too. Im not even on gilga this is realmD
And no selene hands
Imagine how much worse this is at 100 ALs 😅 and with selene hands
This all the way ^ thanks for the side by side S2iVi
Yeah so far with all the modifiers, already meta strats tend to be more meta, and the rest kinda falls off quickly. But i also imagine this really hard to balance out. For now i would love the see the "you have an X% chance to instantly lose" like ward failure to go byebye.
Ward fail and buff fade are definitely a bit too annoying.
Meta might lean a bunch over to TMM + autobuff gear
Im sure things will change, im talking about the present state only
Buff fade can likely be offset by Deity's or Dorito's passive
Ward fail, I have yet to see any viable counterplay
Which doesn't mean none exists
But it's definitely a bit tougher to find
Buff fade is a flat % and Deity/Dorado passive doesn't affect it if I recall - may be hard to test overall due to low percent
Deity's Staying Power is -40% Buff Fade, and I think at max Dorado's is -50%
That's big enough that it should be testable
I might've been wrong about Dorado. Dorado's increases the fade rate of negative statuses, but idk if it does anything for positive statuses?
Deity's definitely does both
I was about to ask that 😂
I feel like shackling AND buff fade are too 💀 💀 💀 💀
As a deity I defintely lost buffs regularly
Dorado only makes debuffs go away faster, nothing stays longer
and stays longer was for temp buffs no?
All buffs become temp buffs lol
Cant argue with that lol
well has a chance to fall off doesn't seem to make it be temp but I don't know the code lol
Many sad. But thanks for the clarificaiton!
Yeah, from a backend perspective I don't know
From a player perspective they're all temporary
I don't know if Odie hooked into the same debuff fade/stay code or not
It'll be interesting if Anguish causes t.buffs to be preferable over "perma" buffs, if the former can have their fade rate reduced but the latter cannot
But idk if that's actually how it's going to work
From a human perspective, everything is temporary
The real meta ^
I don't know either but I did test crit poise and Staying Power a fair bit in beta and they seemed to be helping the fade rates 🤷♂️
I can run some more tests and get numbers up when off work
Buff RS as a whole and make base RS playable again 👍
I trust you know better than me because I don't play it, but I'd thought base RS was perfectly playable? I'd thought Corvus was the one nobody liked.
lol im just trying to troll as I dont think anytime soon we will see real RS changes but....
base suffers the same as Corvus in real endgame. Ang2 is to be seen how influential it may be in terms of providing an enviroment that the base/corvus kit could be viable for but in general their kits are very slow/long winded and high risk middling reward when compared to most modern forms of classes now. Its all in on redline mechanics and even when it achieves it now its often outperformed by every class when ones survivability is considered. They really have no place and havent had a place in modern Orna since Dorados introduction tbh. Dorado plays more like the rest of the classlines and as such shows how little RS and Corv can offer in nearly every aspect of gameplay.
I suspect with dex changes and listed stats we can liably assume Dorado may contine to outperform them going forward to as the massive stat and survivability loss for base 400 Att and tons of frustrations is almost always a terrible trade. Likely to only have viablity when you want to setup 3x zerk strats but from little reading I am thinking this is being hit byt certain Ang effects so, my point again.
The classes offer too little, too flimsy and take way too much time to setup and have real effective results for said time to setup. The simplest comparison can be something like Ara who gets the SAME stat buff with BETTER stats, BETTER abilities and gains this stat line by BUFFING itself.
We are in the Orna discord
yeah HoA feedback channels are only 3 and it's only been 3 of us talking
There was a code posted in Aethric before the Orna code
#1369695088975806626 message
Oh we are up to 7 now
There's 44 mirrors been done for Aethric
Not chatting in there doesn't help solve the problem of chat not happening there 😅
Most of us were over here chatting since no ORN presence and there are more specific chats created here
There are no Aethric ORN?
We do have HoA ORN members... where are they? :o
Well to be fair it is a volunteer job, and this is a work day
There are 2-3
I know dangy is working on it but last we heard was 1
Warren, Pip, Baard are all active. One more I want to bring on soon
Warren joined recently
Become an ORN yourself 
Warrecently.
Warren goes by a different name on the official Aethric discord
I can never remember what it is
They wouldn't have me I am too argumentative
It's tough to remember
lol Warren is warren on there
on account of sameness lol
He has another one on the Amity Project though
Is it Warren perchance? 
and I thought Pip was a mod for the Discord who is really an Orna Main
Pip plays both as far as I know
But Mods weren't supposed to be both ORN and MOD /shrug not my rules and probably just hearsay
Pip is a great person too
Someone tell @weary oriole
And Big Yoshi
And Konq
But Mods weren't supposed to be both ORN and MOD
Who made that rule?
Often there's great crossover - hyper engaged in community, really level headed and already geared towards productivity!
I thought it was something you said once upon a time a long time ago
Wait, I'm a mod?
rip hood and stack
(This is simba erasure)
Simba was not a mod when the ORN was founded
Wasn't ORN founded before HoA?
ORN was founded in June 2023
I know I get timelines all messed up, also we probably should bring this back around to Balance Patch sorry for hijacking
Other groups may or may not predated the ORN, it has been lost to history
can we have Dara's increased effect chance when using an apex skill on Dursa too ? To compensate a little for making him useless at almost every contents compared to Dara 🥹
I mean, they aren't exactly useless. They just aren't as effective as other options now. Still viable though
D. Ursa is back to basically being a jack of all trades and 2nd to everyone else
Na i didnt said Dursa was a bad class. i'm saying i got almost 0 use for it as a deity player if i own Dara.
Dursa apex damage skill are nerfed compared to base and Dara, his lines are hard to use/manage, t.att buff proc rarely compared to what happen on Dara when you're raiding
and yes, t.att buff proc pretty well for horde dungy... But why would i do horde as Dursa if i have Dara ? or even base
Why isn't DUrsa continuing its Anguish Towers and Ang50 Hordes at AL0?
These aren't little things 😅 not to mention PvP stuff
?
Because people would rather do those on DAra of course
Which I understand if you're ascended, maybe but... DAra in Towers????
Hey i'm pro nerfing chanelalus eh
Yeah, Windtamer or Qatvanga
Windtamer work well indeed, and you got a huge nuke AoE that actually work well, which is not the case for Dursa
On that, windtamer might be a lot more viable again at anguish towers with the 2h malus and elemental/crit nerfs
I think base deity did it better tho iirc
Storming Tempest shouldn't be strong enough even with a Hybrid Lute for DAra to get into Anguish Towers unless you're super duper ascended?
Looks like I must be missing something afterall
Swansong* Qatv gets a lot of resists and immunities in Tower
AL 0
Swan has lower pen, and a 2h malus and crit change will kick it in the shins lol
Still not convinced Deity needs Buffs just changes and maybe nerfs depending - adding one celestials passive to the other just makes them seem even more same-y IMO and is more identity than balance
Wheras DAra passive to 100 and Channelalus being a t9 skill make sense to me
Erdr1ck specifically said AL 0 and I just responded to that lol. AL 0 Qatvanga is stronger
Deity is back to where I was arguing about the pre-class ID update. Dara is great, and Dursa is again subpar
I am actually exploring Beo atm because of this
Fair btw Knight
Both are better than many other classes, DUrsa just potentially lacks whenever compared to DAra
So I'm not exactly crying for Deity right now
I feel like the data Odie shared a ways back showed that Deity(s) is anything but subpar unless maybe compared to each other haha
It's not just Dara - its BeoA, BeoH, Gilga etc
Right back to other classes have it greener
I can't lie with data, but I haven't seen it
didnt see the charts, but i think you mostly focus on anguished towers
I'll see if I can dig through and find it when I'm on break
Its up top. You can search odie and image in this channel I think
and i fully agree that chanelalus need a nerf
Oh the one I was thinking was from an old thread
Unless I missed it being re shared
No, like I said, it's still viable, more viable than some of the celestials, it just doesn't have a niche that isn't better suited by others
Can you explain further?
So sad
This graph
I think Dursa can do a lot of stuff and has flexibility to do content, other classes including Dara can just do it better
I dunno if I'd go quite so far as it say it doesn't have a niche better served elsewhere
But bland and less than DAra, oh yeah
So a really small niche if you will
But Ang1.0 50 dungeons and Ang10 Towers while AL0 aren't nothing
Yeah it is like DAra is over powered or something
As though it can do everything much easier then all other options
I think that data actually supports what I just said honestly
And that's just dungeons
Not the worst, not the best
The 1 turn chan gave it an advantage in Towers for sure
Dursa has the best success rate of any other option with that graph
2h weapons and windtamer shield I think beat that out
Agree, and thus, following the only thing that he was doing better than dara being nerfed to the ground, i cant really see a usecase where i'll think "i need to switch to Dursa for this"
Huh? are we looking at the same graph? The higher the blue and red the better right?
Will check back in later next classes starting
The closer they are together means they complete content without fail
Deity, Dara, Gilga, GSA, BEOH, BeoA, Heretic, Realm, GS and Beo were all higher
Blue bar is usage, red bar is "successful" usage.
So for overall success rate you need to look at the ratio of blue to red.
Thanks Fuximus. That is a better way to explain it
So that is tricker to determine just off that graph then but I see your point
The game chat won't load messages
Yeah
also not related to balance
And I don't know my device and other parts of it
Hrm, I think that data is missing a lot of data points. For instance, GS is often the starter class for many, while Deity is usually seen as a more mature class. So I could see higher failure rates for GS, next would be Beo as the gradual switch at least for HoA
I was also wondering what balance is. I'm shocked I don't know it
I haven’t started this game in a long time. And I dont know the new player experience. What I see is a graph that shows how people like to play, and how successful they are at it
If the question is, CAN Dursa compete content. That graph answers Yes, and it can do it well.
If the question is: Are the diety cele class options equal in power. It gets really complicated trying to use that graph.
My counter point to your statement on dursa vs dara is both can do the content. If efficiency is in question, dara probably needs many nerfs to be inline with other options. Or other classes need a ton of nerfs to catch up
The cat is definitely out of the bag on that fact
I disagree with nerfing one, why not raise up the other?
Why not raise up all the others to make them do better
why do we always go to nerf
I do know, though, that the data in those graphs should probably include a few more data points, like the age of the account, gear acquired, if possible.
My Orna toon was probably 5 years old, and my HoA toon is almost 2 years old. I have had multiple alts at various stages, too. I try to keep a feel for leveling and lower ascension, as there are a lot more players at those stages than in the late game.
Buffing is better then nerfing 90% of the time. One of those exclusions is when something is generally a strong outlier or when something is performing too well in content. If youhave these 2 situationss then raising all ships means youll entirely disrupt all balance by everyone becoming busted and/or youll now have to adjust everything else to make it competitive again when you could just reduce that outlier/overperformer and achieve good balance again. This game has been heavy handed on buffs for years now. Player power is not low and challenges are non existent, gaps between classes/performances are absurdly high. See: Dara performance, even with a 100% passive its going to likely massively outperform any other class in endless as it has before. trying to raise all ships to being able to F1000 endless watching a movie and half asleep would require insane buffs.
I would argue that other classes already did the F1000 thing before Dara ever did
F1000 farm is different from F1000 sweat
I personally am doing 300-350 farm not F1000 farm
RS was previous best endlesser and getting F500ish was a real accomplishment and had tons of RNG attached to it. F500 Dara is a given with the right gearing and spec swapping at the right time to semi farm
I can do 300-350 on RS too, Will be trying beo soon as well to see if I can't do that
My first Dara run on beta before it was shipped was a F900 run semi farm. My first Attempt. Dara endless is singlehandedly the most broken thing this game has. There is a reason most any endgame sweat just HoCs to Deity for easy content then goes back to main if they want.
There are always exceptions to the rule, and you are definitely one of them 😄
I don't see any Deity in the HoA community hitting 1k floors
You run full farm(Terrors mean its still better then RS anyways) untill stat diffs come in then you swap semi farm. Results in a fast run that mostly plays itself its so easy and next to no risk.
like at all
If that was true they would have been nerfed by now because its been almost a year right?
Towerfall took a year
There are examples of legit AL0s or AL50 and lower going to F500+ iirc
if it is only about "being able to do the content", we could just go back to 2023 deity too.
In beta state, there is only ONE spell i really want to use with my dursa now, Baryalus for some really niche scenarios.
that's sad since apex spells are deity's identity/core now
To be fair that's probably because many fewer HoA players consistantly run Endless
No, often broken things sit in the game for a long time. I believe 100% stat passive on Dara is still busted and not addressing the issue at all too 🤷♂️ Will still easily outperform all competition by a large margin.
I mean that is fair, I also don't see more than a very small percent in Orna running 1000f farms either
Most people run 3-5 Dungeons an hour for Farming and 1000f would make it 1-2 an hour
I am not saying impossible just saying seems improbable
AL 100 "no sweat" farm in endless is more around floor 400/600. which is already huge i concede
1000 is just an example number of how ludicrous it gets. Simply put a well geared AL 30 ish range RS will often F300-350 and runs the risk of dropping the run on every floor with a 40% hit chance and dying to every DoT in the game. I mildly geard Dara with no AL investment can push F500 easily. 6-700 with swap to semi farm and some ALs. F800+ with good gearing and ALs. This all while having next to no real risk until the very end, no complex gameplay and relatively low gear requirements
I mean if we were talking AL0 I would be in the group crying for a nerf but AL 100 isn't exactly a walk in the park right?
I am a well geared 43ish AL Deity and def not hitting 6-700 in farm, again I think the D. Ursa 1 turn removal was ok just saying they are meh but some of the data is defintely showing that as a perception issue
To further the disaprity compare it to the worst endlesser and not the 2nd best and gilga like cant even play endless
I feel attacked
You have 100 candles. One of them is too tall
Your job is to make them all the same height (balanced)
You could take a knife and cut the tall one back a little
Or you could try to add molten wax to each of the other 99, knowing that the hot wax could break any of them or put them further out of balance
That is why nerfing one thing is more stable than buffing 99
i definitly not agree with higsby either, floor 600/700 with no AL is just pure RNG combined with god tier loadout that some people have recorded and posted. Then people think is the new standard
Can we look at SS the tallest candle lol
Is odi philosof?
I don't know what balance is, but I have a question
I said 6-700 requires more effort AL and some better gearing if you reread
Additionally, the “buff everything else” argument only works if the counterbalance - monsters, etc - are also buffed. Now we’re changing nearly everything in the game at once, rather than one thing. It’s slow lane to balance
Gamers need to understand that nerfs just as healthy as buffs - or generally healthier
But this isn't 100, it's 18 candles, and this one candle just barely got wax added to it while it's already been cut 4-5 times since that wax was added
What is the best floor anyone reached and what class did they use
Sweat Durse iirce somewhere in the 1000s
I like the analogy, but if all that ever happened was the cutting of the candles eventually there wouldn't be enough left to light the room. I know this is why we have reworks.
The numbers were part of an analogy. The lesson remains
Okay
There is a hall of fame somewhere with each classes highest for stuff
If one candle is too short, then you carefully add wax. There is little risk given you are only working on one candle
There’s generally no need to continue cutting candles when you’re close to balance
Odie is waxing philisophical today
indeed,misread sorry. But i keep my statement for floor 500 with an AL0 "mildly geared"
That's what I meant normally you seem to have been doing reworks when a class is underperforming and it has been working well
no pun intended
Since there are a lot of active participants here now, would love to get more input on this - pertaining to SS3 balance
#1369695388432334878 message
lol
The Shields return in all their glory 🎉
Im glad SS is having miss chance removed so its just like everything else! but why does it still need to hit harder than every other skill???
I was told in the last balance beta that SS would now miss 40% of the time, so damage doesn’t matter, right?
Nerf SS, Nerf Deity statlines and make dara like 90% stat, buff RS stat lines, dont let Gilga be useless with SSs tho, make better RS passive thats interactable and fun, make Dorado part of the new RS passive and remove MF from the game and nerf GS because. GG game fixed I am off to touch grass
We cut crits by 50%? SS stays the same?
40% miss rate?
Just the short list and manageable right?
I thought SS didn't crit either, I haven't kept up with SS honestly
Wow that's not good
is that just CS?
It joke
Okay
I don't believe that SS is missing 40%
Its not missing 40% of the time with ranger spec and added accuracy gilga gets tho. Its just going to make everyone have to go gilga
It was tongue in cheek
Honest feedback appreciated 🙏 would hate for this to get lost in the shuffle again. To me this represents one of the biggest balance issues in the game from a skill and class perspective.
If it’s that big - there should probably be a dedicated thread
We have a lot of them
reintroduce the AL based nerfs to ward
https://discord.com/channels/448527960056791051/1219728600467771543
Heres one for example
That would be a good start for sure
Specifically a thread for changing it in the context of this beta
I’m aware of the concerns holistically, of course
Like, do we feel it needs to change beyond the miss chance change, in the context of Anguish? Or are we free to see where the meta will go first?
I think at this point a lot of folks have pointed out SS/CS is going to be the meta on release of this patch from the data provided
The meta already is there yeah
from all we seen, meta will be SS
Spiked shield is basically the only thing not nerfed by current maluses
Maluses aside
Anguished gear provides bonuses to hp/ward
It is outdamaging non ward builds. That is not balanced
It's the classic SS issue of the safest tankiest build also being the best at dealing damage
Ultima will be unusable and other crit skill barely playable considering the maluses
Redline also unusable
Yeah, the maluses target elemental and crit skills extremely hard, with a topping of 2H nerfs for good measure.
I think there should be a focus on malus choices being between elements and crits
so ATM, high anguish is only playable with SS skills.
Hera must be so joyfull 
SS Hera being dusted off by some folks now
Dangy better hold tight to his laptop
tbf metas evolve over actual play testing not just discussion threads
New thread
100% agreed, but in this case we have so much time of data (1-2 yrs) of ss3 being a severe outlier in balance
And other crit stuff being nerfed furthers the gap in this patch
my GS loses "only" 15% in beta for ultima
SS/CS are barely not the best for all content in live, so nerfing other things will cement them being the best
and if I change build I think I can recoup most of that
(From a Realmshifter persective, to be clear)
quickcast ultima is affected less, oracle is nerfed more
tbf, i dint need to play it to know that -40% elem damage AND -30% crit chance AND - 20% crit damages from ang maluses will kill ultima build