#3.17 Balance patch

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jaunty basin
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but those nerf most raid builds not only ultima

timid nest
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i feel like we should ease in ward maluses and go from there

jaunty basin
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problemis they want us to spend a lot more time to kill a raid when the game is designed to kill hundreds per type, but that's not an ultima nerf it's a nerf to all raiding

twin rivet
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yes ofc, i took ultima as an exemple

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compared to SS

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then we know the meta will be SS

fallow patrol
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The thing is with raids as Is right now, a SS build is still unable to clear a raid (and even getting zeroed out at times)

jaunty basin
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low Al SS is terribad

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for raiding

visual granite
ornate prawn
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Raids are a whole other can of worms.

jaunty basin
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well we were talking ultima so raids I guess?

ornate prawn
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I was talking elemental malus which goes beyond ultima like ara vesta and the like but yeah ultima is hit hard too

ornate prawn
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That could balance out well, but what would the overall tradeoff be? If regular raids can die in 4 turns for a high al player on a 6M ish raid, they can do easily 10 raids a minute - would the luck overflow be enough to give 150 raids worth of items at a high anguish where the raid takes 15 minutes?
How about raid proofs being used to exchange for gear similar to Monument? Add a new tab for anguish with raid gear?

ebon mulch
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Is this the right place to post this?

normal pagoda
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The realm gameplay meta is chained shield again in the beta.

It doesn't matter what else I throw together, chained shield wins by a mile again

weary oriole
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A little more is fine, too much and you're increasing everyone's scroll counts by 15

normal pagoda
ornate prawn
jaunty basin
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maybe a stupid questions but anguish proofs chance is only from T10 kills right?

weary oriole
weary oriole
severe vector
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o right raids too

ornate prawn
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That's fair John

jaunty basin
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so in game we are expected to world farm 5k T10 critters to go from anguish 1 to 2?

ornate prawn
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re super raids

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Roughly yes

jaunty basin
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lol

ornate prawn
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if you think world farming is going to be worth it with HP scaling

jaunty basin
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I mean then while path is useless basically unless the costs there are reduced very massively

weary oriole
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Is it useless though?

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Considering that dungeon hordes are inviable in high anguish, is world farming that much slower than a dungeon run?

ornate prawn
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To be fair, it may be closer to 3,666 kills

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99% confidence would be 5,000

weary oriole
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Also to be fair we don't have final numbers on drop rates and/or upgrade costs

ornate prawn
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for 110 proofs

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Drop rates are based off current as well

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Dungeons would be a better use of time with 3 per dungeon on average to start - could be more if you do low-level horde I think

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I also realize we are only on Day two of beta or something - time is fluid for me - but we need to have some time to start talking economy and pricing if not now when?

weary oriole
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Probably on live beta

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would be my guess, at least

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People aren't going to be grinding things out to test economy in a side server.

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They'll do it if their main character can progress from it.

jaunty basin
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how do j test how much shackles nerf rewards and what exactly they mean with rewards in beta with extra ornate, anguish and proof chance?

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how do I test what happens to the anguish passive if I increase anguish level with tools, I wait 10 days in Smith to test?

weary oriole
weary oriole
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I am currently unable to turn off shackles due to... some bug

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but when you do it does also show the reduction

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iirc, if the level is too different, it's as much as a 95% reduction in rewards

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so ang gear chance would go from 15.8% to 0.7% ish

weary oriole
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...not to mention demonforging tools set your item's level to 10, not 1 - no blacksmith needed

jaunty basin
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what happens to the passive? it increases if you increase anguish lvl?

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blacksmith to godforge the drops I got

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master forge sorry

fallow patrol
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Sorry for the incoming wall of text but this feels like the best place to post this as balance is my main focus here

The more and more I play around with anguish the more concern I feel with the balance, I've been hoping that once my gear was fully anguished that my concerns would be resolved but that hasn't been the case so far...
With access to the god forging tools in trying out different levels of anguish with now maxed gear and see how things feel with the "recommend" ALs (shackles) and gear strength, and honestly I can't see anything past like Ang26-28 being considered reasonable to complete/do as after that point even with a fully defensive build, fully buffed up I just get one shot, not even a chance of survival besides through second chance.
Now is it possible to complete content at these high levels? Yes, but I've only been able to achieve this through fully offensive "one shot and pray" kind of builds, which gets very unfun and frustrating after a while.
I'll start collecting some screenshots and record what I mean for context at different anguish levels but if anyone would like to suggest some levels to test it would be appreciated cause obviously just spam testing 50 doesn't make sense but unsure what we want to consider the standard of things.
(Note: not really talking about rewards, just trying to focus on enemy stats + maluses in comparison to our stats in a best/recommend scenario)

jaunty basin
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that's automatic sirith, they scale more than we do lol

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anguish scales 3% per level, they scale more

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there is a soft cap necessarily and automatically

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if anguish gear scales 3% then enemy stats should scale at most 3%, and to keep up you would still need to fully have all anguished gear and keep increasing it every single anguish which would be a tremendous ask already

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if they scale more lol

weary oriole
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Are the Anguished Items properly downscaling, or do they turn off at lower anguish?

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Last I heard they weren't downscaling, they just turned off - which is/was a bug

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If that's still the case it could be clouding the way it feels.

jaunty basin
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John I still don't understand, an item dropped at anguish 0 won't get a passive ok. an item dropped at anguish X will have a fixed passive? that's what I wanted to test

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I mean if I use the tool

weary oriole
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That's how it currently works, yes

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Passive rerolling/adding might be in the works

fallow patrol
fallow patrol
weary oriole
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Can you GodTool an item that has health as a main stat?

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and use that to gauge in combat if the correct health is applied or not

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Sorry to be offloading the testing, but I'm kinda overwhelmed with the whole.. catching up to every thread all at once kind of deal hah

fallow patrol
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Okay using this for the test (it is the only item equipped)

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At Ang0 - 1 - 30 - 50

weary oriole
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Isn't that one with shackles on though?

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Cuz you said you could only turn shackles off for towers

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Your mana is consistent in all but the third screenshot so it's.. probably off?

fallow patrol
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Ahhhh shit you're right was wondering why the numbers looked weird AF LOL

fallow patrol
fallow patrol
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For reference

weary oriole
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Okay then yes, they seem to be properly downscaling

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Sorry to send you on this sidequest. Just wanted to make really sure that the ~only person that is providing feedback with actual testing is not getting erroneous results due to a bug

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I henceforth classify your feedback as valid

weary oriole
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Sorry bwubble, I Don't have object permanence

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If your username is not on my discord feed, you do not exist - nor have you ever existed

normal pagoda
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object
rude 😭

weary oriole
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Lmfao

normal pagoda
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sirith - how high can you kinda-sorta clear towers?

fallow patrol
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Gonna test these 4 I just queued up, gonna use a Ara vest IV DoF build and see how it feels at each level

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Well I can say right off the bat that I think the "ward fail chance" malus should be removed, if I got unlucky and this guy was Zerk I would have just lost with zero chance of counter play, resulting in just losing off of pure luck

normal pagoda
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yuhp, fully agree there

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go upvote this -> #1369743447082139738 message

weary oriole
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That does remind me

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@past latch Mind putting that on the pile?

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You can put the other ward maluses we discussed earlier as proposed solution/replacements

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(with both #1369695388432334878 message and #1369743447082139738 message as relevant links )

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Thanks.

fallow patrol
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Well floor 40-something is where things ended in that run, honestly my own fault for just trying to spam through like normal, but overall with ideal anguish gear and shackles on Ang10 towers seem reasonable (and honestly kinda fun having to watch out for and play around certain zerks), will get up to 20-30 and do another proper test as that's where I feel things will start to get concerning

ornate prawn
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Hey Sirith, sorry to ask if you haven't already tried it, but have you done Endless yet? Also, does it seem like the mob HP is double scaling in these tower runs?

past latch
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I don't think one runs anguish endless 😆

fallow patrol
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But that's only Ang10 so we will see eventually what 20/30 has to say 😅

normal pagoda
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I've found the difference between 10 and 15 to be really noticeable

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not impossible, but rougher for sure

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getting to 20 and then I'll actually see how far I can clear

fallow patrol
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About to do some dungeon testing, looking for some input on what we want to consider the baseline for "being able to clear"? Solo regulars? Solo boss? Reg hordes? or Boss hordes?

normal pagoda
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I've assumed from the get go that high anguish dungeons would be solo boss clears

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targetting loot = solo boss
targetting proofs = whatever horde boss you can clear with chain skills

ornate prawn
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People are doing Anguish 1.0 at 50 for Boss Horde clears so I would think people would be interested in same at around 20 in 2.0?

ornate prawn
# past latch I don't think one runs anguish endless 😆

Exactly, so it's been 100% untested, coming from a spot with five unthemed dungeons, endless may be the option we have to possibly get the ball rolling on going from Anguish 1 to 2, depending on what live's drop rate is and if scaling in endless isn't too bad. I would test I dont have the best gear for it.

past latch
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Themed dungeons are great for proofs too fwiw

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They contain plenty of T10 mobs

ornate prawn
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2 Beast, 2 Underworld, 1 Roost, 1 Votg, and 3 BG. BG probably tough. I don't think the UW will have enough to be viable, and the rest is a roll-the-dice kind of situation, but you are right; they will be helpful, so the endless idea may not matter.

normal pagoda
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not to continue harping on this, but ward fail chance is starting to actively get in the way of my beta testing

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queued up five towers and died in three of them immediately because ward failed

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if we could get a poll or something and have it nuked from orbit sooner than later that would be swell

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or have the chance reduced to 1% max, as opposed to the 7% option currently ruining my day

floral drift
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Even at 1% you’re bound to always get hit by it in a 50f tower

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It really should just go and be replaced with any of the various suggestions posted before

weary oriole
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Fwiw, anguish endless is straight up not happening when buff fade chance starts being an every day malus

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Endless is basically setup the videogame

jaunty basin
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btw not bring able to fine tune anguish is going to be horrible

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like maybe you want to do endless at 1 for xp, u themed at x, votg lower because too many mammons

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can't need an item every time you change

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also maybe you don't want to do a Morris at the same anguish you can do moondrops...

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also you might want to do towers at low anguish and monument at mid

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so the "now anguish is separated per content no need to change it often" isn't going to work, we will have to stay low otherwise we are locked out of endless and a Morris and the like

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also you might want very different anguish if orn farming unthemed bosses or farming for proof/items

past latch
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Just open the guild and increase/decrease the level

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It's really easy

jaunty basin
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it says an item is needed

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and there is one in guild to buy

past latch
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An item is needed to switch between the two decisions

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Not to move up and down levels

jaunty basin
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that's not just for the beta?

past latch
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Right

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You can still freely raise and lower anguish

jaunty basin
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ok so the problem is only raids where you need to stay as low as needed for a Morris basically

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because they are rng summons

past latch
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If you summon AMorri with too high of an anguish it might just take multiple attempts to kill it

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Not exactly the end of the world

jaunty basin
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taking 20x the time

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is making it unplayable lol

past latch
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And getting boosted rewards for being at a higher anguish

jaunty basin
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you still need hundreds

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doing 500 amorris is slow today with 100+ al without anguish

junior compass
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We should definitely have a way to manipulate the anguish of a summoned raid

jaunty basin
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doing 500 at anguish with nerfed raiding is unplayable

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500 is like 80% chance for ornate legendary with extra luck

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depends on how luck works exactly and how high anguish

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then multiply to get anguished gear, purportedly the only reason to go through all this pain

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so you are planning to do 1k++ a Morris at 150-200m hp

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for a 70% chance of AF matcha pillar or legs

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at anguish 20 or whatever

junior compass
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Well at that point you just don't

jaunty basin
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now if those took 30 sec each

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it would be too much already

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ok so the "new rewards" it's like they don't exist

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it's like demonforged bog

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I mean already doing a Morris with AL capped at 50-55

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would be terribly slow at 0 anguish

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then add the nerf to raiding builds

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then add it has a multiple of HP

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it's like so horribly unplayable that even if improved it still feels unplayable

junior compass
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Ang 2.0 system does not seem designed to be "completed" in the sense that you will not feasibly have everything you want

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You just won't be farming anguished morri gear

jaunty basin
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I am talking anguish 20

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purportedly we have al to get to 50+

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so it's like they disabled Al as well for all intents and purposes, above a number you can trivially achieve with normal gameplay and no significant effort

jaunty basin
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with random scrolls I get it

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now to the raids with 25m hp starting

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like hyppo

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it isn't materially different

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or lyncus

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I mean you can maybe do lyncus 3 anguish higher than a Morris, uhhhhh so nice and interactive

junior compass
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There won't be a reason to farm morri anguished. You can't refarm it in a reasonable way because every anguish level will add so much difficulty

jaunty basin
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so what's anguish for if you can't farm it even with perfect build and perfect gear in any reasonable way

junior compass
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So you're gonna instead want to use demonworking tools? And sink thousands of cort? No, you're gonna use the super rare godmaking tools?

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And then have to upgrade it on the next anguosh level

jaunty basin
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and get no passive

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so that content scales 15-20% in stats per anguish lvl

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you scale 3% with your gear

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you soon hit soft cap and there is no more progress available

junior compass
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There's just no reason to farm anguished morri gear in these scenarios. You will kinda just have to use cheaper/farmable gear

jaunty basin
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what's farmable at high anguish

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Qatvanga with 4m HP mammons?

junior compass
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Easier than raids yeah

jaunty basin
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maybe Hera robe with only 1m hp Gera and 45 debuffs on you

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which is then worthless for raiding

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because you only raid at anguish 10 or whatever

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so basically the question will soon become for everyone why bother

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and except for some try harder that will want to see how high he can go (and then stop anyway)

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we will farm where it's soft and aoe can still one shot whatever that is, and where raiding is quick whatever that is

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because alternatives are unplayable in a game where you need to kill 500+++++ of the same stuff to improve

junior compass
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The system as it is - I agree in a vague manner with your assessment

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Hard to know of course

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But the difficulty seems out of line

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An easy step would be a boon that increases quality of rewards at higher anguish

jaunty basin
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enemies should scale

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same proportion anguish gear does

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that's it

junior compass
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Not just +luck (which is easily capped and pointless) but +quality too, for easier ornates

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Yeah scaling tone down too

jaunty basin
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anguish gear scales 3%

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enemies should scale... 3%

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no need for massive scaling with Al capped by shackles

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either that or remove shackles

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system as designed isn't "things keep being hard"

river briar
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I would be ok if anguished 40-50 could only be completed by omega grinders

jaunty basin
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system is things get harder than you can scale with perfect everything

jaunty basin
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raiding with 200 Hera roba 200kala (or 198 macha pillar) 196 fss quickcast ultima is unplayable

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with shackles already at anguish 9-10

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unplayable: takes 5x or more, decent chance of death, for very marginally better drops

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and quickcast has been nerfed less than other raiding builds

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towerfall nerfed 90%

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like -90% damage

river briar
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That is good feedback. I wasn’t judging you specifically

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It was just a statement on the intensity of that high anguish. Sounds like sound feedback if someone as dedicated as you are can not complete the content

jaunty basin
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you maybe "can"

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at great effort, repeated attempt, for no meaningful returns given the effort

kind dagger
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Why farm that raid for 15-20mins when you can do lower ones much quicker for more reward per say

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Challenge is welcomed but it needs to scale back a little bit from what I've seen and the rewards need to be upped a little for time and effort

ornate prawn
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This is kind of what I have been harping on since private beta, reward not with the time and effort - allegiance was introduced as part of the reward but still don't think its there

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I also kind of agree with scaling, however I do think it should be higher for the mobs than for us, just not at the current rate where at 50 we would have 150% increase and the mobs have 3000%

kind dagger
# ornate prawn This is kind of what I have been harping on since private beta, reward not with ...

Allegiance is great on its own and I love that there's goodies to go for in under used guilds, but for me to complete Ang50 2.0 say arisen Morri. There should be some solid rewards, whether it's a badge doing solo, higher loot across the tables for time and effort, or even like miny arisen Morri follow reskins. Doesn't necessarily need to be loot all the time but I have to want to do it for a reason other than to say I've done it.

kind dagger
ornate prawn
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Something like we get a flat 3% per and there is some type of curve so that say 1-10 is 10% 11-20 is 15% 21-30 is 20% and then every 10 levels after that get 10% more per level so at Anguish 10 we would be 30% and mobs would be 100%, 20 250% to our 60% etc...

kind dagger
rotund lagoon
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Anguish 2.0 is an added challenge sure but I think it forgot to address the reason most players play the game

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If there is no tangible progression to be had in running content that discourages people from doing it

rough nebula
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Remember, folks - this is a beta so it should be expected that numbers change until we can get the fit and feel just right.

This is a thread to discuss the balance changes within it (the class changes specifically), so staying on topic would be appreciated

Looking at the difficulty and all variables in the beta as a final product may not the best idea. You can help more by bug finding 🙂

rough nebula
rough nebula
normal pagoda
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Anybody claiming there isn't progression in the system very clearly hasn't touched the beta

I've had more progression on the beta the last two days than I have in the last year playing Orna

rotund lagoon
fallow patrol
normal pagoda
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^

rotund lagoon
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For the gear or buffs used you would have to ask him personally

normal pagoda
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This is one of those points where yall are actively damaging your own argument.

Towerfall hasn't been nerfed by anywhere near 90%. The math behind the nerf has been done and is a concrete, objective number.

Hyperbole about that number isn't going to be taken seriously

rotund lagoon
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Looking closer at the first screenshot he's using snotra, mag2, t.mag3, and t.all3. Unless he was using mushrooms in the 38 million damage capture that's around the maximum amount of damage he could have done (note that pumpkinless is weak to both holy and arcane damage)

blissful delta
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Is there somewhere I can see the proposed changes to Gilga ursa?

rough nebula
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I would agree with the above - hyperbole and gloomposting just won’t be conducive to a successful beta. Multi to additive just can’t produce a 90% reduction mathematically.

Let’s try to be more thorough in our comparisons and open bug reports if we truly believe there is such a drastic change in things

blissful delta
rough nebula
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Reading up on the Aethric thread - it looks like a bug where follower ascension is not being applied correctly. They may explain the example, and is a great example of a bug we’d be looking for 🙂

fallow patrol
# rotund lagoon Looking closer at the first screenshot he's using snotra, mag2, t.mag3, and t.al...

I've done a lot a shit ton of math regarding the new dmg calcs, if we use a build that fully relies on stacking bonus element dmg as a baseline seen here it receives ~63% Bonus Dmg decrease from gear/amities. Now this is specifically for this Double Epee + Bulwark + Double 30 Drag and Arcane amity build. This percentage decreases depending on the build, as for example it changes to ~60% decrease if you remove bulwark
(Which towerfall very much deserves as no skill should be gaining ~3000% more DMG from mostly from just 2 weapons and Amities)

rough nebula
rotund lagoon
# fallow patrol I've done ~~a lot~~ **a shit ton** of math regarding the new dmg calcs, if we us...

Thanks for clearing that up. I was confused as to what the math was for towerfall but this is understandable. I should mention that my original intention with posting the damage values was to give the requested example of a (approximate in this case) 90% increase in towerfall damage and if I'm honest with you the damage still looks fine to me considering he was able to achieve that while ALSO keeping the raid in stasis

fallow patrol
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Honestly when this new damage format was first brought up ages ago in the Heretic rework beta I was very worried at first thinking it was way too much, but after mathing everything out and really testing things it's not nearly as bad as it looks, it's just that builds are gonna need to be tweaked and changed up

rotund lagoon
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I try to remain impartial in these discussions because I don't have a lot to add apart from my little personal experience or these little nuggets of info

rotund lagoon
fallow patrol
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True hahaha

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But yeah I have a lot of concern on the current enemy stat bonuses/maluses when it comes to raiding as it very quickly gets to a point that even with perfect fully anguished gear + AL Shackles it's basically impossible/would take hundreds of attempts to compete.
But afaik ORN members have also been vocalizing this in the ORN chat so hopefully we're in for some tweaks to it in the coming weeks

jaunty basin
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user firzen provided the -90% towerfall screenshots but it might be because pet ascension scaling seems bugged in beta

kind dagger
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So with party play making a comeback would it be possible to say balance to make Manyalus for Deity usable on our party? For a kind of buffer/healer when apex allows?

rough nebula
versed sundial
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Yesterday I had an interesting discussion in OL/Beowulf channel where I didn't understand what was happening in my tests with beowulf/spiritgarm, going from 9M damage to basically 10/20% of that when switching to anguish 2 raiding. I was told it's because of the 'penetration' being different

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I used omnistrike 3 and suddently with res temp 1 down I did more damage indeed

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but it's just anguish 2, I wonder what spellboi damage will be like in anguish 20

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Because I'm noob in m1/m2, maths and stuff... is having more pets stats going to counter that thing or it's just bound to happen because of the spells themselves?

severe vector
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There was buzz around AL scaling being bugged with pets, which may be compounded by the higher stats / lower penetration like you mention

safe heart
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||The Ornalluminati||

versed sundial
# severe vector What AL were you?

only 40 in beta (I am deity main in live but I was beowulf before... but the seeding is weird in beta so when you HoC it does not reflect the ALs I had before)

rough nebula
versed sundial
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Ok thank you.. that sounds actually 'good' that it's a bug somehow 😄 (good for me, annoying to fix for you ahah)

viral tangle
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So where is the data that crits need a 50% nerf? I saw a chart where Gilgamesh was the top class posted by Odie.

I think this crit nerf is not needed at all. There is such a penalty for getting your crit high enough to get 100% crit. Does anyone else feel the same?

amber bone
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What chart is that?

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Those ones from a ways back with the blue horizontal bars?

timid nest
amber bone
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Ooo i missed those! Any direction to find em?

timid nest
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.

amber bone
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Were they also a completed content (yes/no)?

viral tangle
amber bone
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But were the charts just representative of whether content was completed or not?

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Cause just not dieing doesn't make you the best imo haha

viral tangle
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4 of the top used dung classes don't even use crit.... Why are we nerfing crit...

rough nebula
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I’m not sure what relevance the chart has here

kind dagger
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Among all their other damage sources

viral tangle
rotund lagoon
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I'm all for high damage on heretic to counterbalance its defensive drawbacks but vestaga was a little overtuned

kind dagger
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I'm not saying it's a bad thing but other stuff needs to either be reeled in with it or they need to loosen crit back up a bit

severe vector
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#1370141629444395028 They are discussing spiked shields and it's comparison to the other classes / maluses / meta

junior compass
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Vestaga has already been nerfed

rotund lagoon
junior compass
kind dagger
junior compass
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Someone educate me

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Is verse 4 the problem?

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Rend?

viral tangle
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That's why we're talking about it. If crit gets reduced for 50%. SS needs to get reduced by 75% or more to actually be fair so the tankiest classes doesn't hit more than glass cannons classes.

kind dagger
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Are talking about the crit multi change or the maluses? Because the multi change isn't awful to start and if SS gets reeled in its fine

viral tangle
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Multiple going to additive which reduced crit damage almost 50%

kind dagger
junior compass
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Why is a crit mult nerf "warranted" for 2 years

viral tangle
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It's not all about raiding maxed buffed

viral tangle
kind dagger
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Not disagreeing though that other non-crit stuff needs to be equal

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Gosh forbid people buff for an extra 2-5 seconds in an RPG lol.

jaunty basin
rough nebula
kind dagger
rough nebula
junior compass
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Prom hands, not crit

jaunty basin
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prom hands are a tad too strong because of the 40% crit they provide, not because of the x1.6 dam multiplier

rough nebula
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Prom hands are busted because crit is multiplicative

jaunty basin
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but anyway most endgamers play quickcast over prom hands

junior compass
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No, prom hands will still be the only augment used by crit builds

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Even after the nerf

rough nebula
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Prom hands are definitely used more than quickcast

junior compass
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I guess you might throw on something else like selene hands

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It's the only viable thing for crit builds

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Without it you do no damage

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Relative to other classes

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It's an exaggeration, sure..

rough nebula
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If you fine folk would like the change to just target Prom hands values instead of the core issue, please open a new thread to rally support for that change

Please don’t use those charts in the conversation 🙂

they just don’t tell a crit story

junior compass
#

I don't really know what the core issue is. Does crit outperform in content?

rough nebula
#

Crit bonuses being multiplicative mean you can inflate damage with generally ease vs other builds. There is generally a lower effort to reward ratio, which puts it on the overpowered camp

fiery maple
jaunty basin
#

i suppose crit is the main raiding strategy? so odie wants raid to be far harder and nerfs crit because of that?

rough nebula
#

I think most of the community would agree that raids have become a cakewalk, for sure

junior compass
ornate prawn
#

Raids are a cakewalk, sure, but we also have to do hundreds to thousands of them. There is no trade-off for making them harder and longer

junior compass
#

Is that not inflating damage with more ease?

viral tangle
jaunty basin
#

because SS is still quadratic with AL lol

#

and crit isn't quadratic

#

remove quadratic as per patch

#

and you'll see

#

SS is better than ultima for all classes at some point (pre-quadratic patch)

#

even fore heretic

#

it's just a matter of AL right now

viral tangle
jaunty basin
#

but the quadratic removal is in the patch isn't it?

severe vector
#

similar to the candle analogy used previously, we're shortening a few candles that have gotten tall, but we still the lantern over there for SS/CS

jaunty basin
#

that's there already ' 50% ward after al 50, 25% after al 100, and shackles in anguish 2.0

thin yoke
#

#1369695388432334878 message
For the charts, I'm not sure of the interpretation, is it arbitrary units for the quantity of use?

jaunty basin
#

i mean how is SS raiding at al 10?

junior compass
#

Is towerfall the highest, or spiked shield

fiery maple
jaunty basin
#

oh my bad then

fiery maple
#

And just for completeness -- BP is also still unfortunately quadratic.

amber bone
#

Someone correct me if I'm wrong

ornate prawn
#

The bottom shows ability to complete vs. starting something, but I think it's a bit skewed because, for instance, GS is often the starter class now, so they go into things with a lot less gear and will fail more.

thin yoke
amber bone
#

Afaik it's the 1st point

rough nebula
#

This is a really great example of why we just can’t share those charts with the community

cold grove
#

Just curious, and sorry for the off-topic

fiery maple
ornate prawn
#

Context definitely matters, and I think sharing helps, people definetly reading a lot into it, myself included

cold grove
ornate prawn
#

I actually still use a BP build for PVP - if I had the gear to do SS I would switch over but I don't

rough nebula
junior compass
rough nebula
sour plover
#

Nerfing crit doesn’t fix the real issue—it just takes away the only tool lower AL players have to even try killing these whales. Spiked shield is the real problem at high ALs, and if that’s not addressed, balance just gets worse.

All this does is discourage newer or mid-level players from engaging in PvP at all. When they know they can’t touch high AL players and their only counterplay is gone, the mode just feels pointless. As a mid-level player myself, it’s honestly tiring constantly running into setups I have no real way of beating.

#

I agree there should be benefit to having high ALs but becoming essentially untouchable isn't enjoyable for anyone else

junior compass
#

Idk I guess I haven't heard about crit being an issue in my entire Orna playtime

#

Probably because everyone is just focused on ss/selene hands

#

And towerfall

viral tangle
sour plover
amber bone
#

Imagine assuming odie is only using discord community for balance... lmao

junior compass
ornate prawn
#

Crit builds, aka Towerfall require a Prometheus Pet and standard equipment to compete with many builds. It really was too overpowered of a build

bronze isle
#

Sharing data , players will do math for NF

eternal jackal
#

While I think its okay if we see a damage decrease across the board, in the context of anguish I don't think crit needs a nerf because the maluses seem to disproportionately affect it, at least in the current iteration.

#

A lot of the builds rely on elemental stacking too so you're double dipping on maluses with current nerfs

rough nebula
junior compass
#

Yeah and if people confuse themselves that's on them

topaz drum
ornate prawn
#

I love and thank Odie for sharing data with us. However, I don't like to see others weaponize the data. That's not just an issue with this game; it happens all over the place. Hollistically I can now see that there defintely are certain classes outperforming others and it not just be a gut feeling.

fallow patrol
# eternal jackal While I think its okay if we see a damage decrease across the board, in the cont...

The problem is if crit and element changes where reverted and we kept everything stacking by multiplying damage would be even worse with the crit/elemental maluses from Ang2.0
For example here is 5 proms hands + double 40% crit amity receiving a -40% malus:

  • Old Calcs - (1.1^5)(1.4)(1.4) = ~3.156, then adding 40% maluse, (3.156)(0.6) = 1.894
  • New Calcs 1+((0.1×5)+0.4+0.4) = 2.3 , then adding 40% maluse, (2.3) - (0.4) = 1.9
    And this gap grows larger the more we stack on. Basically the current/old way to calc crit/elemental bonus damage is too drastic and too difficult to blend with new content as being multiplied causes even the slightest change to be drastic
topaz drum
#

Seriously though. Why aren't selene hands being touched? Prom hands were nerfed almost immediately. Selene hands have been running rampant the entire time. Going for prom hands AGAIN and not selene is odd.

rough nebula
ornate prawn
#

I was pretty sure there has been talk about all Celestial adorns getting a comb through soon

topaz drum
#

There has been community outcry about selene hands for a long time

rough nebula
#

and there has been outcry for Prom hands too

eternal jackal
#

I'm presuming your math is right

ornate prawn
#

Sirith's math has been checked by quite a few

junior compass
#

Again, I haven't seen outcry for prom hands, but I haven't been around thst long

topaz drum
#

Celestial adorn adjustments have been brought up multiple times and then pushed back. It may happen sooner rather than later now, but I see more outcry on selene hands then prom these days. Most ppl I see use quickcast, but odie has the data so he'd know

eternal jackal
topaz drum
#

Drop selene hands to 10% in the beta 🤷‍♂️

#

See what it does for the ss meta so we have more than s2's examples

#

Not discrediting his examples by any means, just so there's more data points

ornate prawn
#

In my not-so-humble opinion, we shouldn't be balancing anything in light of Anguish 2.0. One of two things should be happening: 1. A full balance patch for all the things, and then a period of data collecting, and then build Anguish 2.0 off that, or 2. Anguish 2.0 release, collect data, and then later do a balance path.

#

So many moving parts

topaz drum
#

2 is basically what's happening. Impossible not to try to do some balance in ang 2.0 realistically

fiery maple
# junior compass Again, I haven't seen outcry for prom hands, but I haven't been around thst long

A lot of it is that people stopped hoping for cele augment changes after a year+.

Originally celestial weapons were supposed to compete with other T10 weapons >_>
But it's been so long that people are just used to the new normal of capping raids in three turns and waltzing through ang50 pve.

A while back, celeaug rework was being strongly considered and there was a poll run asking people to grade each augment.
The big four standouts are pictured here (the last time I gathered data from the thread on Sep 29th personally, I don't have NF numbers):

ornate prawn
#

No right now we have both going on - Full balance patch of stuff and Anguish 2.0

junior compass
#

This is not a full balance patch

ornate prawn
#

Not a complete one sure, but there is a lot of balance changes in it

#

That's why this thread is named 3.17 balance patch

radiant wyvern
#

the columns have really funny names

junior compass
#

Correct me if I'm wrong - They have been adding a few balance changes in each beta to test but haven't implemented much yet

fiery maple
radiant wyvern
#

ah, now makes more sence, thanks 🙂

ornate prawn
#

That's pretty awesome

glossy badger
#

I am surprised NF only address prom hand and crit for this patch. I know this balance is more geared towards anguish content, but still it feels rather incomplete should I say?

For one, SS is very much used in current anguish content and has the same 'too much multiplier effect' as crit, yet it seems strange that the dmg formula for SS ain't changed.

fiery maple
#

Anyway... as in pertains to anguish, I totally agree that the current balance changes of "additive scaling bonus multipliers" and the current set of maluses don't penalize SS as much as crit or elemental. The additive scaling isn't a referendum on prom hands alone, nor is it imo even a large enough nerf for prom hands if celestial weapons were to be returned to direct competition with T10 weaponry instead of being a huge gap above them.

For what it's worth, I think the current ang2.0 balance also don't affect summon pve damage that negatively, but summon pve damage is not great as-is. I'm pretty confident that summoner will be the first class to "cap out" in ang2.0 and be unable to progress anguish, mostly due to a lack of scaling overall.

polar zealot
fiery maple
#

Also this thread keeps wanting to talk about pvp. 😅 Please observe the pin from Odie:

I’ll only be entertaining balance changes that we’ll want to see aligned with Anguish 2.0

PvP motivated stuff can wait

ornate prawn
#

Yeah PVP is already anguishing enough 😄

fiery maple
#

I know I personally would prefer if ang2.0 pve gets nailed down and then pvp gets pvp-specific changes/bof house rules/etc. afterward.

jaunty basin
#

i can't test summons in beta they appear to be broken/bugged in hoa beta same as pets

topaz drum
#

Ang 2.0 is going to have major implications in PvP though. How long is the wait after that? (I try my best to avoid pvp discussions but after seeing new specs, crit nerfs etc, it's hard to ignore)

ornate prawn
#

Well, it's balanced in the fact that -40% malus isn't multiplicative, but there is is no real downside to SS compared to 2H and Elemental malus for Anguish

fallow patrol
jaunty basin
#

why do you think ang 2 has implication in pvp?

topaz drum
#

I know it doesn't

junior compass
#

Ang 2.0/guild tree rewards for one

#

But also these balance changes affect pvp

topaz drum
#

You want to see me go 12k dex?

#

Because I can 😂

junior compass
#

And if we are balancing classes for ang 2.0 pve, we can't ignore the effects on pvp

fallow patrol
#

The "anguished one" spec has already been brought to light as being a little too much afaik

river briar
#

I also think it is worth noting. That any multiplicative scaling is an issue in orna. And has been.

topaz drum
#

If anguished one is too much then Rangers eagle eye is too much imo

rotund lagoon
#

What was the bonus, 30% reduced miss rate?

#

If you cut that in half that's still insanely good

fallow patrol
#

30% "accuracy" so not exactly a 30% miss rate but similar

river briar
ornate prawn
#

Isn't 30% accuracy taking lets say 40% miss chance and just reducing it by 12% to be 28% but 30% reduced miss rate would make it 10%

fallow patrol
fiery maple
topaz drum
#

So Nolan staff has 40% accuracy. Let me pair that with ranger spec and or diablous gear/Rift rogue. Im not going to miss with top m1 spells lol

versed sundial
#

Is it the place to ask a bit of love for GS H or not? or asking for a review on the protection chance in PVP and being a bit more than just 99% chance to be one shot ss3 on defense with GS first turn? or it's not here or the momet... 😄

rough nebula
rotund lagoon
topaz drum
#

Do we limit ranger passive too then? Dex won't be useful still

#

But Ill head over to the pvp tab

junior compass
river briar
rough nebula
junior compass
#

Flavor text matters!

rotund lagoon
rough nebula
#

To help me with prioritization and to understand majority sentiment: #1370416842065313852 message

fiery maple
#

Hybrid damage "is" selene hands...? Unless we're just asking if BeoH is overtuned in a vacuum

rough nebula
#

think of interactions, stacking

fallow patrol
#

My biggest concerns right now regarding balance is the anguish difficulty of enemy stats scaling when combined with the maluses, when everything is stacked on top of each other the enemies become massive and our damage output and options are so limited. I've been doing some tests with different anguish levels and it feels like even with fully maxed anguish gear we start reaching the line of nearly impossible a little too quickly (especially with raids).
Though this has been voiced extensively so I'm going to go assume changes are already in the works?

polar zealot
#

That poll is gonna be a landslide

eternal jackal
rough nebula
polar zealot
#

I really hope the nerf is really strong. I really think that this is on BP level. Just blow it up and remake it. Most proposed things are just not enough. And everything else seems trivial to me by comparison

fiery maple
polar zealot
#

Yeah. I don’t think hybrid damage is terrible.

rough nebula
#

I've seen it mentioned enough to be worth the poll, but the results should help understand sentiment

Towerfall not trending already is a little concerning though

visual granite
#

Towerfall is pretty raid specific

#

Which isnt really too much of an issue to begin with

pastel sequoia
#

I think people (me included) in general has trauma about the 1st 2

polar zealot
#

I think the thing with tower fall is that it’s OP in specific scenarios. SS just took over the game

fiery maple
#

SS is the champion in pvp, towers, raids, and anguished dungeons in the endgame.
I've mentioned before but I'm using CS as a grand summoner auriga benefactor to clear towers, because it's faster and safer than anything else.

The good news is that it still hasn't taken over fishing, though maybe we're just lacking data on it.

rough nebula
#

raids are a major progression source - if your competitive is nuking raids that much faster than you, that's a concern, no?

Towerfall is just as objectively off as Spiked Shield's scaling, imo

ornate prawn
#

I don't see see how though? Towerfall isn't used in all those items

polar zealot
#

It could be. But then again, it’s a 1 class thing. On a 1 content thing. Raids do help, but SS helps to gain ALs which in turn make it nastier

ornate prawn
#

My biggest problem with towerfall is ease of gear acquisition you can run it with standard gear and little downside, but that's raids

fiery maple
#

If the poll was only about raids then I'd expect SS, Ultima, and ASG/Towerfall to be the big topics.
Maybe even a highly ascended summoner like myself groaning about BP quadratic scaling 😅

ornate prawn
#

I think BP would be an issue but again the shackles does slow it down

#

We saw pets with 1.5m hp or so

visual granite
#

In terms of priorities i think people would just much rather see the major elephant in the room get changed first. Towerfall can come later

polar zealot
#

It deserves a nerf. But nothing should be coming out until SS is nerfed. It’s just gonna get worse the longer it goes unchecked. ALs are at over 300 by now

weary oriole
rough nebula
weary oriole
#

Instead of what is currently addressed already?

radiant wyvern
#

now is a big changing time, all would be the best

weary oriole
#

Confuses me a little

river briar
#

It is hard to get the gear for tower fall, and offers very little safety. players that really want to maximize their class and use the meme towerfall strategy just have the gear laying around cause they have played the game enough to grab the gear for it

weary oriole
#

I thought it was in addition

rough nebula
#

yes. we can't address everything at once, so let's prioritize

polar zealot
#

To me, even the crit nerf should be walked back if nothing happens with ss3. Everything that is touched that is NOT SS, will only strengthen it.

weary oriole
#

I'd personally say it's already done and doesn't need any more addressing, but if that's what you meant by the poll, I'll go back and change the vote

polar zealot
#

If any options are taken off (tower fall), it just means more people will just go to ss

rough nebula
polar zealot
#

And it’s not just ss. It’s also Selene hands. Quadratic. It’s insane. The penetration from Selene hands is absurd

weary oriole
#

I do see what you meant now - but it's definitely a little confusing on intent - at least for me

topaz drum
#

Is selene hands and hybrid damage a bit redundant? I had selected both, but hybrid damage likely won't be as insane if selene hands are nerfed so I removed the hybrid damage vote for now

fallow patrol
topaz drum
#

Nvm, I see the post above

ornate prawn
viral tangle
#

Im just not sure why we are changing the whole game over ANG 2.0. Like is this a new game after ANG 2.0 for everyone including PVP? Ang 1.0 isnt everything right now. Balance and ANG 2.0 should be two different things honestly. It should be bigger than ANG 2.0 if it changes everything.

ornate prawn
#

Ok changed my vote

fallow patrol
# viral tangle Im just not sure why we are changing the whole game over ANG 2.0. Like is this a...

Yes but these calc changes have been in the works since the heretic rework, they address a lot of the problems revolving around crazy scaling of Ultima/Ultimastrikes/Towerfall/etc, and generally make the game much healthier in the long run. Should SS/CS be addressed? Imo Yes. But I feel for the future of the game to stay in a good state and to keep new content balanced/in check this change should stay

warped terrace
rough nebula
viral tangle
rough nebula
river briar
junior compass
#

I don't know why people would say fixed miss chance on CS was the real issue. Maybe ang1.0

#

Certainly with crit mult and elemental mults being nerfed, and in the context of all the 2.0 maluses not touching chained shield, it sticks out waaaaaaaay more

rough nebula
#

Yes, this was pre-Ang 2.0

I was just answering the person’s “why” question

polar zealot
#

I think it’s more about the delay to have it fixed back then. H2 was a while ago. Since then, people have been pushing to gain ALs because they see that it’s a tough thing to nerf, imo. Since then, ALs have gone wild, with ss helping a lot to get there. So a couple months later, the issue is not only miss chance. That’s why I see the delay being problematic. It’s been a couple months and the problem just gets worse. There haven’t been any buffs to ss or Selene hands at all, and they still took over.

rough nebula
#

yeah, that's fine. i can adjust things to the meta

#

just no more chart stuff please, lol

junior compass
#

Where's the heretic vs deity chart

rough nebula
#

why are we adjusting spiked shield at all, geeze

junior compass
#

Spiked shield is the Y axis

bold wigeon
#

Yeah, I think this goes to show that you should rework heretic again, and this time turn it into a magic spiked shield class.

normal pagoda
#

Im strongly in favor of keeping on the nerfs we already have

And also nerfing spiked shield.

Not to harp on you Odie, but maybe the biggest problem Orna has is a refusal to nerf stuff. If the nerfs are already coded, tested, and generally approved by the community, just do it

Dont wait. Every time you wait it just makes the problem worse later

rough nebula
#

the problem is system shock - doing too much at once results in a whole bucket of players unable to adapt to the change. is equally unhealthy for the game's longevity

normal pagoda
#

Is one big shock really worse than little shocks every month?

Or as history shows, no shocks at all? 😅

fiery maple
#

I'm in favor of nerf creep if the rest of the playerbase is okay with it. (Take the set of changes, partition them up, and issue one nerf every 1-2 months for the next year).

Between 'system shock' and 'nerf creep' I'm not sure which is better.
Bwubble beat me to this comment 😡

normal pagoda
#

🙂

rancid surge
#

Nerf creep or system shock, I just want to know what I can test! 😄

normal pagoda
#

The only reason we are even looking at a big system shock at all is because we never got little shocks when we should have

All of the things on the chopping block were tagged as outliers ~immediately, and then just ignored for months to years depending on the issue

If im honest, if we dont do them with this patch, I'm just going to expect them to not ever be done at all

normal pagoda
rough nebula
#

nerf creep is 100% better

but as we see today, it's incredibly hard to sell any nerfs to the community

rancid surge
#

What constitutes big vs little? I feel like anything that hits a class is going to feel big to that class

fiery maple
normal pagoda
#

Not to discredit the feedback from today

But anybody who has an issue with the nerfs is imo too late. The discussions happened, the threads still exist. Its a shut and closed case as far as im concerned.

rancid surge
#

Towerfall got hit by 50%? 🤔 I assumed they could adjust crit damage to elements and similarly remain up there but didn't realize

river briar
#

I see very little gaming communities call out for nerfs like orna does.

Of course there is always pushback. The candle analogy is a good one. But I have never seen a child choose to make healthy habits. They must be taught.

normal pagoda
#

(Im really not trying to harp on you too much Odie because I loving ang 2)

But this also needs to be the moment you decide to be data driven, or feeling driven.

The stuff on the chopping block is objectively too strong. All of the data you have will show that, all of the data the community has will show that, and basic math shows it too.

If were going to be data driven about balance, stuff has gotta go

rancid surge
#

Just want to say -

It took some changing to work, but adding more magic and less crit boosters I was able to get Ara Vesta damage clos(er) to pre crit nerfs and as such I'm no longer too worried about that.

Yeah, it needs even more specific gear and I'm more of a glass cannon than ever before (still likely won't chew through ward in PvP is it currently stands if I even survive to the next turn in the first place but...)

But that's fine for raids 🤷‍♂️ might even make partying up more fun so I can have human shields 😆

QC Ultima is basically unaffected

I'm guessing Towerfall will feel it but be able to adjust

Curious what RS and swash builds will find out as their options are probably fewer than Heretic's for armor with barrels of offense?

But y'know that could be mitigated with future gear addins

river briar
#

(Or current Y gear adjustments for thief mimic )

#

I am waiting for a mirror to test deep anguish stuff. Just working on upping the guilds via normal beta random and 0ALs

past latch
#

I'm sorry if this was already covered, there's a lot that's been said today that I've missed while driving to/around Boston.

Selene Hand and Spiked Shield damage are actually fairly linked together. Even as a Realmshifter with almost no base magic the best way for me to boost spiked shield damage is via Selene Hands, not even by upping my ward. The same is true even moreso for Gilga, not to mention Deity and BeoH with their massive magic stats.

loud sedge
#

Also in Boston I haven’t found knight yet what’s up with that

#

I’d like to see how SS performs if Selene hands gets brought down and then see if SS needs further adjustment

polar zealot
#

Just the 45,278th person today to hit me. Thanks

#

😂

loud sedge
#

I don’t have phone notifications turned on 😆

past latch
loud sedge
#

Damn dude keep that in the DMs

past latch
#

Lol

#

But that's why I'm not in Boston

#

And it's where MW owned the settlement

polar zealot
#

☠️

river briar
#

I think it hasnt been said. But I am excited to only need to slot 2-3 pom hands to get use, then I can slot other augments for different builds.

#

I very much liked the personal preference eveery gilga player had for augments on their axe. And miss that now that I swapped to realm

dusky radish
# rough nebula yeah. little shocks give lateral paths and opportunity to remedy the builds big...

I want to say I am entirely in the Nerf Creep camp and have always preferred the big shocks throughout my life then little shocks nonstop.

One big shock is a system change and means everyone is figuring out a new system/world together. Small shocks mean different groups are getting these changes at different times. Your own words say youd like for people to not steamroll content through unaddressed means but if certain areas are left untouched does that not mean they wont be able to steamroll all the same, even if to a lesser extent to those that were addressed.

When I look at this update its a major patch prioritized at shaking up and fleshing out endgame. Thus a proposed system shock to this, to me atleast, is more of a shock to life. I and so many others have grown tired of the crept Orna thats gone unchecked and tying a system shock to an entire new way to consume endgame content serves as sort of a fresh slate

This prevents any particular groups from feeling like they were nerfed when others werent and doesnt let them get used to power thats just going to be eventually taken away from them and they are only left to abuse it for x time. In a certain perspective the impending nerf looming over just feels worse then ripping the bandaid off now.

rough nebula
ornate prawn
#

Meh was going to add but I think Odie saying it better than I would 😄

dusky radish
versed sundial
#

To be fair I just swap to another class when I feel I’m getting bored or that another class performs better in the content I want. I even have HoCed several times. I agree as well that we all want to see something fresh and new in orna which means a different endgame than AL powercreep. I am not yet sure about what’s coming but so far, at least, I like the idea of having to team up to kill harder bosses. New ways of playing, having all the classes dealing the same « kind of damage ». Instead of having people one shotting everything I would rather we came back to orna 3-4 years ago when 3M damage was a powercreep …
Also I would like to see so much more option in gear combinations.. today if I don’t see ward on gear I just skip because it’s useless… you don’t have ward? You want to have super high stars with AMorri gear or beguiled? Almost useless because every hit go through and the only thing that matters is ward.

Hell! Even Beowulf trade pet stats vs ward because it’s much better at raiding in the long run.

warped terrace
#

Yeah, Ive been explicitly advised in this server that gear without Ward is not worth investing in or using

#

Which essentially means that at least a portion of the player base considers the baseline pool of what’s “minimally usable” to be very small indeed

ornate prawn
warped terrace
#

I’m waiting to regret the investment. I don’t yet, but based on what I’ve been told I should probably expect to regret it eventually. Makes me sad that so much gear in the game doesn’t even reach the bar of minimum usability.

versed sundial
fallow patrol
#

I use many pieces with very little/no ward, but that's also due to playing BeoH so I'm just fully leaning into damage anyways

ornate prawn
#

I hear that Orna servers have less problems than HoA's

versed sundial
#

I want to use something else than a celestial weapon. I want to use 2 hands, I want to use the hundreds of high quality gear that I gathered in so many years..
But hey here we are and I’ve barely changed gear on my classes and even worse I have the same piece of gear I have to use across all of them 😵😆

versed sundial
ornate prawn
#

5 dungeons on aguish with a full party, and doing 30ish anguish takes about an hour with a good carry

#

Not exciting to be forced to do that as a must

#

It's not constructive of me, sorry I will stop 🙂

versed sundial
#

I was more referring to kingdom raids and not necessarily dungeons

ornate prawn
#

Ah yeah I have less mixed feelings on that depending on how they are going to deal with loot for time spent

#

I heard a team of three all got famed loot so that was nice

versed sundial
#

We could have activities that would require from the kingdom to gather some mats to unlock some new raids etc etc… feels like the kingdom side got a bit put aside for a long time. But NF is a small team so that’s already cool to have a lot of new things over the last 6 months

warped terrace
#

I’m from the school of RPGs where if you grind enough you eventually get the Ultimate Weapon for your class and fron that point on you never use anything else. So, I’m not really upset that there’s an objective-best weapon for every class/build. The concept of “gear diversity” is broader than that, however, and I do wish more things were viable (even if not BiS).
-# I’m still miffed that White Mage didn’t have an ultimate weapon in Final Fantasy 1.

bold wigeon
dusky radish
#

In the world of Ang this likely would almost instantly die without making much of any dent.

bold wigeon
oak orbit
#

@dynga pls

#

I enjoyed a bunch too, but i stopped because it was taking too much of my time

kindred cave
#

I wouldnt call it annoying, a "you have an x% chance to instantly lose you cannot avoid" system in something that is ment to be skillful just removes the skill and turns it into a gambling machine. I mean, we already have berserk chances, dex hit/miss, %chance for certain DoTs to take a turn, etc etc, the game is already extremely gamble heavy, and we really, really dont need another function that tops all of the previous systems.

#

Not even mentioning the insane amounts of RNG that anguish now presents.

polar zealot
#

Idk. I would much more prefer a game where strategy is most important and chance is secondary.

kindred cave
loud sedge
errant stag
#

I'm not nearly strong enough to effectively test ang2.0 but I will say on the topic of ward fail

way back when I was still learning t9 towers my only ward start amity also came with a ward fail malus and like
it just sucked
it didn't encourage me to be more strategic, it just meant every turn I'd just have to pray that it didn't trigger

if the objective is to add a sense of challenge, then ward fail doesn't meet that objective imo; losing to it will always feel unfair

polar zealot
loud sedge
warm oasis
#

d.ursa chanellalus going from 0.5 turns to 2 full turns is balanced by what?

loud sedge
#

Parapet is pretty good

polar zealot
#

Oh.

#

That’s not terrible

visual granite
#

Thats some outlier rng

loud sedge
#

Multiple 1/5 is always outlier rng

kindred cave
#

Selene got SHREDDED wow... I get the nerf, and i get the -pet dmg. What is the justification behind FIVE percent minus pet act?
It makes then completely unusable if youre not a beowulf. And even then, i dont see any reason of the -pet act, especially so extremely hard?

#

I myself like to use them as deity, now that they provide even less stats & have a malus that is insane to me, i cant see them beeing of much use anymore.

topaz sphinx
#

I’m assuming that they got shredded because of ss3, if that’s the case, why don’t we give them negative ward (-5%) leave the pet act rate unaffected and change it to a 12 hybrid damage?

sour plover
#

I agree with this idea, I think this still hits the intended target without punishing everyone else nearly as much

warped terrace
kindred cave
fallow patrol
#

(HM also works the exact same)

kindred cave
#

I do think we are overnerfing almost anything rn, but seeing crit gets reversed means were on a good track

kindred cave
fallow patrol
#

all it does is add +% of your magic to your attack and vice versa

kindred cave
#

So, basically, Hands now provide more stats for a much MUCH harder drawback, and the old hands are now the arms.
I get it, i like that we get more titan augments that see use, as the majority of them is just way too weak to be of use. ^~^

fallow patrol
#

the nerf is a little rough, I like the idea of trading pet act, but I feel that and going from 15% -> 10% is too much

kindred cave
#

Its a good step towards titan augment rework

warm oasis
#

fwiw, non-anguish is TRIVIAL

#

and anguish will be dropping anguish gear, where any armor could have + pet action rate, + ward regen, and other random stats

kindred cave
fallow patrol
warm oasis
#

ao its not like you need selene hands full power to beat somethnng

we just want it for power to go a fraction faster

kindred cave
warm oasis
#

selene arms exist too

kindred cave
warm oasis
#

also what part of the game becomes difficult w/ less power?

#

the "path of anguish" drops and we're worried its gonna be .. um.. less easy?

fallow patrol
warm oasis
#

yes that stuff. i can play comfortably at AL 19 and am in the global 800s, my asc doesnt even cover the stat loss from crit adorns, and Im not worried about being able to run towers

warped terrace
# fallow patrol That's why I was advocating for holding off on any celestial adorns changes unti...

Unfortunately, Selene Hands got like 1% more votes in Odie’s poll, and Odie immediately took an absolute sledgehammer to them.

Like, no disrespect whatsoever intended. The opposite, actually. I know how tough it is. But I’d rather some of these nerfs be a bit more thought-out.

Not saying it didn’t need a nerf. But going from a very close poll to an absolutely massive, make-it-essentially-unusable-for-95%-of-builds nerf in less than 48 hours…well, it does seem a smidge hasty to me, maybe.

warm oasis
#

i even took a territory from Ensseric last month

#

and several from ||rin||. ok those were othersouls, but still

fallow patrol
warm oasis
#

Oryn youre worried about ward dog, which has a 40% base buff rate

#

even 15% base rate is highly usable

#

before gear boosts. phoenix, titans, less so

fallow patrol
#

it's not so much the pet act I care about personally, its the 15% -> 10% with the pet act

warm oasis
#

true, maybe the number will stay at 15 to differentiate between the arms. or maybe they can buff shoulders act rate to 10% per

topaz drum
#

So still 50% hybrid damage and a bestial pot to offset the pet act

fallow patrol
#

Small bestial pot gives +5% act and Reg gives +7%, so you can only off-set roughly half the pet act debuff

warped terrace
topaz drum
#

Bestial pot is that low? I thought it was a tad higher. What pets are ppl running with selenehands outside of the stone dog lol

#

I'm guessing because selenehands are a big + for beoH and your pet is kind of useless anyways since its a beos shot at second chance so its making you choose arms or hands

rancid surge
topaz drum
#

More damage with less pet act or less damage but good pet act

warped terrace
fluid perch
#

I would prefer to only get -5% act rate nerf and not 15 -> 10, also from 15 to 10 seems like too much of a change, we should take smaller steps with that and try 15 to 13 or 12 first

kindred cave
# rancid surge hitting ward scaling alongside it would still allow people to swash/mage in off-...

Honestly that is much more reasonable. But then just give it -ward power. I for example use selene for my lute as deity fencer to annahilate anguish dungeons, which is much faster, better and more reliable then swansong, trev or qatvanga. I ofc also use it to oneshot everything in PvP (because lets be honest who wants to actually PvP against AI) because its just that good, but i wouldn't complain about having to use a much riskier loadout for it so while im doing it people can easily pick me off other territorys.

#

The main issue i see with selene is just spiked shield. Its utterly unreasonable.
-Pet act rate? That does not fix the issue, at all, it just creates another one.
And yes, ofc i can go arms now. But that still lets the spike shield issue persist, and doesnt fix anything else either.

#

Ill see how the scaling now feels as SS now scales differently with Ascensions, but i dont see a point in the way the item got nerfed, or what mark it tried to hit with it.

past latch
#

The main issue i see with selene is just spiked shield

I completely disagree. You can make overpowered spiked shield builds with or without Selene hands, the hands help with some SS builds but like I just said in #1370141629444395028 the hands aren't what makes SS OP and SS isn't what makes the hands OP

kindred cave
past latch
#

Only Odie can make decisions, it wouldn't really make sense (or be unbiased) to just pin the latest ORN opinions

weary oriole
#

Oh the urge to pin that message

past latch
#

The best thing is keeping things about certain topics contained within their respective threads. This one it's tough to do that because it's about Selene Hands (balance) and Spiked Shield (Spiked Shield)

#

You just happened to post almost the exact same time as I typed that in the other thread to respond to someone else lol

warped terrace
#

I’ve been thinking about this a bit, and am going to try to put into words why this is bothering me so much. This is gonna be long.

I like “grind games.” I hope that bit is unconventional; we presumably all do, which is why we’re here.

When playing a grind game, it’s absolutely essential that players be able to make informed decisions about what they’re going to grind for and how they’re going to do it. That doesn’t mean buffs and nerfs can’t happen, but it does mean that a few things must hold. For sake of this post, I’m going to identify a distinction between two such things, though these might not be the only such things.

  1. The occurrence of buffs and nerfs must be reasonably predictable as to the fact it will occur and when.
  2. The nature of any buffs and nerfs (ie. how it’s done) must be reasonably predictable, and ideally should be as uniform as possible. That is, the players should be able to expect that all buffs and nerfs will be executed in the same or similar manners to the greatest extent possible.
    For the most part, this game is pretty good about the first point. One might argue that “Odie said two years ago that a nerf was coming at some point in the future” isn’t really adequate for being able to know when precisely a nerf is coming—but in general, by the time something in this game is adjusted, it’s been discussed for quite a while; overall, the trend in this game leans toward waiting far too long to act, not toward knee-jerk adjustments without warning.

The second point, imo, is where this game really has a lot of room for improvement. In this game, when a buff or a nerf hits, it’s often pretty tough to predict what precisely it’s going to hit. By that I mean, it’s clear that in this game sometimes (but not always), an adjustment that’s ostensibly targeted at a certain parameter or a certain item will, when it hits, bring with it changes to other parameters or items that aren’t directly related to the issue being addressed.

#

This doesn’t just apply to nerfs either. Back when I was in the Slimes, people there would lament that Odie has a habit of unpredictably adding desirable bonuses to existing items—meaning that one should ideally grind for and keep their best specimen of every single item even if it’s useless to them, because gods only know how it could change in some ostensibly-unrelated patch in the future.

The issue here, to be clear, is not that “unrelated” bonuses or maluses are frequently added to items, but that it’s usually done without prior announcement. You just look at an item sometimes and go “Oh, this has VD now, I guess; that’s cool” or “Oh, this absolutely kills my build now; if I’d known in advance, I’d have farmed something else, because now I feel like I wasted a bunch of time and resources.”

Because of this, it’s extremely difficult for the player to make any informed decisions about what to grind for; what to keep, versus what to discard; and how much effort to put into these things. This inability to make informed decisions is not a minor problem; for a “grind game” like Orna, it cuts against the very core of the game’s appeal for many players.

I feel like a lot of the frustration players express could be avoided with better communication of these things. And that’s not to say that NF’s communication is poor in any broad sense. Unequivocally, NF’s communication and transparency are a cut above most devs’, and it’s appreciated! It’s just this one aspect that really adds unnecessary frustration—and it’s something I’ve repeatedly heard from both top-ranked players and newbies, for as long as I’ve been playing.

past latch
#

And May 31st 2023 was the first Selene Hands/Prom Hands nerf 🙃

#

Northern Forge sometimes claims to nerf problematic items, but if you look at the update history of the game this is far and away not the case.

#

Similarly, in the past two years (where I combed the release notes) only three times in the those two years have items had buffs applies to them outsde of event re-runs:

  1. The addition of Collateral Damage to many warrior weapons
  2. The addition of Apex boosting to Fallen T9 class monster items
  3. View Distance added to the Argos
#

Out of those only the Argos was unpredictable and secret. The other two accompanied new content releases with large announcement and beta periods.

#

I understand where the concern comes from in your write-up, but it's based on a false narrative of something that far and away does not happen in Orna with any frequency

weary oriole
eternal jackal
#

To be fair as well, most of the Selene items do have pet interactions on them. If the pet rate is undesirable, farm some hands before the patch.

severe vector
#

Also, it's Beta, if it's deemed too much of a malus to pet act, then it can be adjusted.

It just needs to be thoroughly tested and presented

warped terrace
# past latch Oryn, I know you're bothered by the Selene Hands nerf, but I think you're blowin...

This feels a bit reductive to be honest. Like you’re deliberately missing my point.

I think I made it pretty clear that I wasn’t speaking about any one item, but rather about a longstanding pattern that others identified before I had any personal experience with it. The Selene Hands nerf is just the latest iteration of the pattern, but it’s frankly disingenuous of you to try to reduce it to just that.

(Aside, if anything, your arguments about timing are further evidence of the unpredictability of this issue, not a refutation of it.)

You have a right to disagree with me—though, again, what I just expressed is not just “me,” it’s also a broad swath of players both old and new. However, I would respectfully request that you refrain from pinging me with straw men. (As many of my longtime friends know, “misrepresenting what I’ve said to my face” is the number-one way to get me angry, and I do not want that.)

past latch
kindred cave
severe vector
kindred cave
kindred cave
# severe vector How would you suggest addressing this?

Giving people the knowledge in advance. Announcements directing item adjustments, or running the event that got changed items right after. Sometimes previously terrible items get really viable and then you have to wait months for the event to show back up

#

The concept of having items locked to events that happen in an unpredictable amount of time is not viable for a game with leaderboards, but the second best option is that.

#

Having meta defining items*

past latch
#

Does anyone have an example of an item aside from the Argos that was adjusted outside of it's event?

#

They may exist, I can't recall though.

kindred cave
weary oriole
#

...isn't it 15:30 in germany?

warped terrace
topaz drum
#

For everyone so upset about the selenehands, why did you farm for them specifically? My guess is because you knew how strong and OP they were. We all knew a nerf to them was way overdue. There have been calls to tweak them for quite a while. You also would have collected many other titan adorns along your journey to farm hands of selene. Arms of selene really aren't that bad. Hands make beoH a power house and your pet is useless on beoH. It just deters other classes from using them as much now

past latch
#

Except for the Aglovale, of course.

warped terrace
severe vector
#

A.trev was IIRC about a month before patch release

#

And prior to us knowing it was getting briliant lights2

past latch
severe vector
#

(I may be wrong)

#

A.trev has not been back since 2h went live, lil trev came back with the release of it during another OR event

#

Hyperion got boss scaling for equipment, which resulted in a very strong ward hat, and he has not been back since then

past latch
#

I dug through the patch notes to cite sources and show how rare changes are

severe vector
#

It's hard to track patch notes, sometimes adjustments are made and not documented

#

Selene Arms got buffed IIRC last big patch, and I dont think there was any documentation

past latch
#

Yes, and that is certainly a problem.

fallow patrol
weary oriole
past latch
#

I wasn't counting Hyperion because that was a bugfix

warped terrace
fallow patrol
fallow patrol
severe vector
kindred cave
weary oriole
#

Aw, sorry to hear 🫂

past latch
#

I will be leaving this conversation now, since it can't go anywhere

kindred cave
#

And i dont recall that, i was annoyed when the patch dropped cause i dont keep a high tier ornate of every item / never farmed trev over the trinkets

kindred cave
#

Not having the time to play an entire different server just to be informed about a change, as i play this game for fun x3

#

Following the #game-announcements and #community-announcements should be enough, period

topaz drum
#

Here's some adornments to offset hands of selene maluses. What's missing is the obvious choice of selene arms. Most SS users aren't rocking a full set of hand of selene btw, they have ward recovery in there a lot of the time.

fallow patrol
kindred cave
warped terrace
# past latch Oryn, you accused me of constructing a strawman when I explicitely listed my sou...

You were constructing a straw man.

I made a post that encompassed years of history and testimony I’ve received from multiple people (and I cited specific kingdoms—but if that’s not specific enough for you, I’ll cite a name: Schala, though I suspect they’ll take offense to being cited like that, because they’re always incredibly positive and I don’t think they’ll appreciate being name-dropped in this context even though they were one of the ones who identified the pattern before I did).

You direct-pinged me and tried to reduce what I’d said to me being upset about the Selene Hands nerf.

If that’s not a straw man, idk what is. Regardless, the text is there. Anyone can judge for themselves whether what you pinged me with was acceptably representative of what I actually said.

severe vector
#

It wasn't really prior

#

outside of beta/leaks

bitter crypt
#

If you're looking for messages about it prior, it would be part of the in-game Open Beta patch notes: #1331673652026146847 message

kindred cave
bitter crypt
#

Yup, that's par for the course on how most Betas go for indie games and studios. Low (vague on purpose) player participation, bugs will sneak through, and usually changes are not proclaimed to the masses well before given that its content needs testing, and are entirely subject to change

rough nebula
#

Could someone summarize what the issue being debated here is?

junior compass
#

Whether the -pet act on selene hands is too much, as it hurts other builds beyond ss

oak orbit
#

Gilga ded 😢

junior compass
#

That went into a rabbit trail of discussing orna updates and secret nerfs

severe vector
#

Yeah it's a little tricky to follow lol

warped terrace
rough nebula
#

the point of Selene Hands is to synergize with builds like Beo Hydrus, where you sacrifice follower utility for Hybrid damage.

instead it was used for inflating other skills damage, so i'm exploring ways to get it back to intention

When a big nerf of buff in a beta is final, the community will be given a heads up ahead of time

topaz drum
#

Selene hands are a hybrid buff.. beoH is the best hybrid. Pet = useless meat shield in beoH

#

Hey

#

I was right. I've already said it twice

rough nebula
topaz drum
#

Lol

junior compass
#

Wait if the point is to buff BeoH, why does it add pure stats

#

The functionality should just be changed

severe vector
#

BeoH loves stats

junior compass
#

Everyone loves stats

warped terrace
#

Everyone loves stats

junior compass
#

Jinx

severe vector
#

yeah but beoh really really loves stats (lol)

junior compass
#

If I really really love stats, can I get some more

severe vector
#

Yes you may

warped terrace
topaz drum
#

Again, for other classes to use to offset hand of selene maluses if they want to use them still vs the arms. Ss users tend to use 3-4 hands and 1-2 ward recovery adorns. These adornments can almost completely offset the maluses of 3 hands of selene

severe vector
junior compass
#

But really - turn all sources of "increased hybrid damage by x%" into an actual multiplier for hybrid skills

warped terrace
#

Would solve basically everything

severe vector
warped terrace
#

And would fit the stated intention too

junior compass
#

Beoh has all the hybrid skills to use

topaz drum
#

Maybe instead of going for crit on prom hands again it should have a malus implemented like hands of selene? I'm going to get torn apart suggesting this as a heretic 😂

severe vector
#

Verse and the other one

#

Where verse benefits more from Prom hands than it does from selene hands lol

warped terrace
#

Which is arguably a problem with Prom hands more than anything else, but yeah

#

Not ideal lol

junior compass
#

We'll see how performance shakes out after the actual patch goes live, hard to know anything right now beyond what's clearly out of line

topaz drum
#

Prom hands have been tweaked twice tbf. I guess selene hands are on par. I didn't know they were 20% originally. I would rather see a malus on them that makes you want to use 1 - 2 other adorns the same that hands of selene is doing

#

I'd be happy putting 2 lyncus paws in with 3 prom hands

severe vector
#

I'm going to make a confession too, I dont even use selene hands in any of my builds except for SS/CS pogey

fallow patrol
#

Wait you guys use weapons other than Swansong?? mimic

severe vector
fallow patrol
topaz drum
#

I'm confused where heretics are using selenehands outside of ss builds 😅

fallow patrol
#

Mage dance I assume

severe vector
#

Man I miss mage dance

topaz drum
#

Ahh. Maybe so

#

Not sure if anyone uses mage dance now lol. I only ever used it in orn gear though so I guess ppl that were rushing dungeons probably did use them there

severe vector
#

Or windtamer shield builds

#

if pre-Hera Ara

warped terrace
#

I use Mage’s Pavane in horde content. I can 1- or 2-turn almost every fight in a Monument, and also easily handle most tower hordes. (Hilariously low rolls do happen, but they’re adequately rare as to not be burdensome.)

topaz drum
#

This would obviously be for the augment update to come, but the selene hands should really happen sooner vs later

warped terrace
# topaz drum So does this have too many draw backs in comparison to hands? Is that why you ch...

Honestly I wasn’t even aware of it, lol. Never heard it mentioned before now, and didn’t look at every single augment before deciding which I was going to use. Bad decision, maybe.

To actually answer the question, the Ward malus hurts but I could probably make it work eventually. My Ward is low anyway. The Def and Res maluses probably aren’t too big an issue on Deity, but would hurt a lot on Heretic unless I’m reliably one-shotting everything. (Which, alas, I’m not yet, not the least because my Hera is still AL0.)

Long term (late t10, maybe), it would probably be usable, yeah. Short term, probably not super usable except maybe on Deity.

More relevantly, it would require me to acquire a Cele Staff. My lifetime tower shard earnings are a bit over 200k, a bit over 150k of which went to a Lute just a very short while ago. My intention had been to get Dara next, so I could start running endless. That plan may be significantly delayed now…

#

Running a 50f tower is doable for me (when I can find them; wild tower seem much rarer in downtown Portland than in Downtown Seattle or San Antonio). But it’s not fast. I’m still at the stage where towers are a slog; a 50f tower can take a few hours if I fight everything I can beat, for maximum shards.

That makes grinding shards a pain.

#

(Ironically, the Lute full of Hands made towers much faster, though still not nearly as fast as most endgame players can do.)

warm oasis
#

as a grinder of Towers in BeoH, I dislike the pet act rats nerf

topaz drum
# warped terrace Honestly I wasn’t even aware of it, lol. Never heard it mentioned before now, an...

Don't feel bad, a lot of people aren't aware of other titan adorns because all you hear about is prom hands and selene hands lol. I don't think this selene hand nerf will feel so bad once the full titan augment rework happens. Hopefully that's next in line.

I do feel the drawbacks on most of the adorns are/were harsh in comparison to hand of selene. The nerf does directly effect the class they are intended for though. BeoH where pet act is useless and effectively reduces their high turn 1 damage while detering other classes from using them as much. Grinding over again can suck no doubt, especially when you just finished what you were chasing.

#

Maybe try a despair build if you're not running anguish towers. Or if you have a trev staff, that blasts through towers

ornate prawn
#

Sadly, a lot of us don't have Trev Staves, and it's been like a year since the last event with them

#

I didn't go for an ornate last time it was around just the 2 charms

topaz drum
#

A normal t6 trev staff annihilates if that's all you have even. I was lucky enough to stash a t6 ornate lol

warm oasis
#

let me start again with receipts

as a beoH tower player, I enjoy 1hko with verse 4 and wonder if 19 asc will be enough to overcome the loss of 40% base dmg boost (2.01 -> 1.61)

the pet act rate also felt good before this, idk after, haven't tested beta yet. I do know i would prefer pet stats get the nerf, my pet still hits pretty dang hard when Im beoH. I just want it to buff and heal me

topaz drum
#

Pets are just meant to be a meat shield on BeoH. Odie pretty much confirmed what I've been saying in regards to the adjustments

ebon mulch
#

The adorns?

topaz drum
#

#1369695388432334878 message

warm oasis
#

selene hybrid boost going from (1.15^5) to (1.10^5)

#

which is 2.01 to 1.61

topaz drum
#

Prom hands are 1.61 too, right? So they are even with prom hands now

warm oasis
#

i still gotta spend menu time on betaHydrus

#

yea, altho pen is a lot lower w/ prom hands

#

cause m1 vs whatever crit is

past latch
warm oasis
#

but w/ low armor raids they hit about the same in live, prom hands slightly harder

past latch
#

And it adds to your base stats, so it's difficult to math it compared to prom hands

warm oasis
#

and I have prom feet in my lute

#

cause ward regen is the actual OP thing

river briar
#

Im so hyped about the Selene hands nerf. Fantastic idea to couple lowing buff rates from pets with an offensive boost that the hands offer!

#

Ship it. Im down to reduce how ward regen stacks

#

Honestly Im down to drop all non stat values from augments. But I assume I am in the minority on that

warm oasis
#

ss gives -50% regen for 1-2 turns

river briar
#

Lol

#

Try play gilga after that 😈

fallow patrol
karmic thunder
#

Celestial weapons should not be this dominant tho

fallow patrol
#

I agree 100%, but they honestly should out class the majority of weapons besides a few events ones as they are endgame weapons/content

warm oasis
#

I dont really care that gilg is an impenetrable force of nature after acquiring 250k ward

#

deity, gsh, and beoA spike shield, tho

fluid perch
#

rigth now in live if skill can CRIT more often than not Prometheus hands are better than selene, unless you really need pen

junior compass
#

Idk I'm content to have celestial weapons outshine most other stuff. I think amorri gear should be better/the same

eternal jackal
#

Probably more of a discussion for later updates but if augments passives were tied to quality, would add some more room for growth in them but also require long term farming rather than I have 5 standard augments I'm good against everything.

eternal jackal
#

Like (still not 15%) but I would be fine with no malus if standard>ornate was like 4/6/8/10/12 hybrid damage

junior compass
#

Maybe, but we'd still have the same issue

fiery maple
rough nebula
#

I see celestials now a fun stepping stone between between base game gear and anguished chase

eternal jackal
rough nebula
fiery maple
weary oriole
ornate prawn
#

With that being the case, could we see some rework for the anguished raid? The current proof-only style will make that martyr chase much more tedious.

viral tangle
fiery maple
warm oasis
#

even if its not

ornate prawn
#

Well yes but the anguish stats won't count

eternal jackal
#

With Selenes hands/arms I need to be deep in anguish before I see something that I would switch to. I think its okay to smooth that out a bit but I don't see any issue as far as the progression base gear>celestials >quality celestials > high end anguish

warm oasis
#

nerf the current stuff = we get cool new stuff.. im ok with this

junior compass
ornate prawn
#

Anguish Celestials mimic_anim

eternal jackal
#

But with quality scaling you can bring down base celestials and extend the life of base gear and quality could allow you to push a bit deeper into anguish

junior compass
#

Anguished celestials aren't real and they can't hurt you

ornate prawn
#

Say that to RS Corvus and whatever other Celestials are hardly played 😄

weary oriole
ornate prawn
#

Oof

severe vector
#

Martyr lute? boggers

normal pagoda
#

My anguish 40 tower clears were using celestial weapons still because for ward they're better than even anguished weapons in most cases

junior compass
#

Ward recovery?

normal pagoda
#

(This is a ss/cs problem, per usual)

#

Ward recovery, pet AI, and ward damage -> health

#

Oh, and health recovery from prom liver too

junior compass
#

Mmm liver

warped terrace
#

Need some fava beans and a niche chianti

karmic thunder
#

Or you can but the bonuses are pve only

severe vector
#

why the change of heart for channel?

#

i'm curious

#

we had a pretty lengthy discussion about it the first time it got brought up, so I'm just curious as to why the revert again this round

floral drift
#

Yea, kinda baffled with that change as well

normal pagoda
#

About to test the spiked shield changes

#

Not happy about reverting the channel nerf

#

Diety going to continue to be king of orna going into 2.0 apparently

floral drift
#

That’ll immediately unbalance what classes can do in things like Ang towers

rough nebula
#

not off the table forever, just trying to find the combination of things we are happy about right now

warped terrace
#

Channelalus is in a weird spot. At one turn it's abused by Dursa, but at two turns it's basically unusable by anything other than Dursa. Gods of Aaru has a two-turn cast, grants ward, and doesn't comsume your apex meter; that essentially makes Gods of Aaru a straight-upgrade from two-turn Channelalus for non-Dursa (gear lock notwithstanding).

karmic thunder
#

What if channelalus did not give extra turn

warped terrace
#

Honestly, I'd be okay with that

#

It's kind of a "complex ban" (if anyone is familiar with that term), which is not ideal

#

But it might be the best way to "fix" Dursa abuse of Channelalus without rendering it unsuable for Dara and base

normal pagoda
#

SS adjustment definitely working

floral drift
#

131 AL GUrsa with 6k attack

karmic thunder
#

My beef with that skill was the free turn and t.all+++ together

warped terrace
#

Yeah, like, I'm a deity main but even I have to admit that was a bit much

#

Extra turn for whacking something? Okay

#

Extra turn for essentially the same thing base has at 12% proc rate?

#

Bit much

#

But changing it to two turns had a bunch of knock on effects for base and dara that made it undesirable to use, while still leaving it mostly usable by dursa

kind dagger
severe vector
#

Which is which for what

#

240k with current, 1.2m prior?

kind dagger
#

First is post update, 1.2 prior haha

severe vector
#

holy shoot kekw

kind dagger
#

One turn Channealus ain't helping ANYTHING with those numbers hahaah

severe vector
#

81% dmg nerf pogey

kind dagger
#

The poor Gilgas

normal pagoda
kind dagger
#

They never stood a chance

#

And RS omg

karmic thunder
#

Partyplay meta incoming mightiest_mimic

kind dagger
#

I'm just gonna sit with ridiculous high Defense Deity and let the BeoH and Heretics do all the heavy lifting

#

How I feel post nerf

warped terrace
# normal pagoda

Granted, this particular horde sucks Eyestones anyway, but daaaammmmnnnn

karmic thunder
#

I like new anguish

severe vector
#

"I've shortened the candles, pray I don't shorten them further"
-Odie, probably

kind dagger
#

Were mob stats buffedd as well?

#

HP anyway?

balmy folio
#

Well everything get harder but every gameplay get nerf

fervent kayak
#

deity is getting unnerfed?

balmy folio
#

It dont looks so well when new challenge are coming, but nerfing the way for challenging high ang.

karmic thunder
#

Nerf them more

balmy folio
#

Yeah nerf more

karmic thunder
#

Ss numbers are morelikely just bugged atm

balmy folio
#

I wish to let normal attack to be our besy way to deal dmg mimic

#

We need more nerf

karmic thunder
#

Crit nerf back

balmy folio
#

Crit nerf is backing now?

#

I didnt test today after i done 30ang fewday ago

karmic thunder
#

No it needs to be back mightiest_mimic

#

First there was towerfall, chained/ss and crits are nextberserk berserk

balmy folio
#

Direct nerf all of themboggers

jaunty basin
fervent kayak
#

Medea

jaunty basin
#

anyway we also had OS coming into the game making t2-t9 items great again, which was cool, except if you had dismantled stuff in the past. And given we get punished ultra-hard by the game if we don't dismantle / drop (by lag) it's kinda sad to find yourself in a kafkian "i either suffer lag or risk dropping something that later will be useful"

#

discovering sutr adorns and jewels of healths were super relevant at high quality was cool (something else to hunt for) except when you had dropped a gigazillion of them before

karmic thunder
#

Os are kinda useless imo

visual trench
#
  • [PvP] Added a damage multiplier cap to Spiked Shield. This is resulting in 70-80% damage decrease for me as deity. Seems a bit harsh.
fiery maple
karmic thunder
#

And spikedshield has been top meta bit too long for all classes

polar zealot
#

Lol. Some deities hit for 500k with it turn 1. That still leaves 150k?

karmic thunder
#

Yea

visual trench
karmic thunder
#

Seems ok

#

How much ward?

dusky radish
#

With Channelalus going back to 1 Turn showing some sort of unsure direction I figured id offer my 2 cents on Deities kit. I played Deity pre rework, was active in the thread mid rework and HoC'd off quite quickly after feeling how stupidly strong it was.

  1. I believe the Deity line needs a stat reduction. In Pokemon the term Base Stat Total(BST) is used when summing up a mons stats to give a general estimate to the value it provides. In this context I believe Deities BST is just too high. This problem was much less notable with gear that had much less powerful effects/stats, less unique buffs and MUCH less ALs. This BST also provided it with an added layer of identity when it didnt have as much of one, these times are gone. A Deity benefitting from equpping any classes gear to pick and choose the best possible stats and effects it can use whilst having an added 50-150% stats boost from ALs and then how many more from in battle and out of battle buffs has resulted in an absolutely mind boggling performance. The power of gear and the ease of ALs accentuates what was previously a notable but not defining aspect into a world of difference compared to many other classes. I will also add that Deities identity has been more defined with Apex, All Equip and T. buffs with the high stats almost feeling like a leftover from pre rework.

I will not offer numbers but think a small-low medium Dex reduction across the board would be good as its generally always felt out of place and an unnecessary boost, a medium nerf to def/res so as to reduce how beefy the class is with 0 effort and lastly I would keep base Deities Att/Mag the same but give a decent hit to Ursa's Mag and Ara's Att. This rework totally and entirely made base Deity useless for all but the most niche environments and cementing it as the variation best equipped for hybrid play instantly provides it with a better place amongst the 2 celestials and also keeps Hybrid better in line with Beo while keeping it accessible.

  1. Channelalus should be reduced to a T. All++ and retain its 1 turn usage. Removing the 1 turn use defeats a large point of the skill. This also had the natural conflict of overlap with base Deities passive to gain T. All3 on its own. Changing the buff to a 50% All v. 100% All addresses the majority of concerns when it came to too much power gain for free(especially if this came with a BST reduction) and also gets rid of the redundancy on Base which, again, struggles to find usage amongst its 2 celestials. This now would give it a fun dynamic of waiting for your T.3 to proc to then cash in on a channelalus to have the T.2 and T.3 up f.e.

Less notable aspects but likely should be addresssed

  1. Reducing Ursas mana a bit and/or def/res a bit more then the others and giving it a mediumush HP buff has always been desired for gameplay and could be a nice addition to this celestials gameplay.
#
  1. I would argue even with some decent BST nerfs to the whole line that Ara will likely still perform too well in an endless environment. Id be happy to sit and see first but I think just the concept of it is a bit confusing. Previously Realmshifter was the best endless runner and this is accomplished by having awful base stats, sitting at 1HP and low ward = being threatened by essentially everything your whole run whether thats just 2 MF fails back to back or a single DoT. This requires constant attention and on the spot desicion making fairly often while still making the run RNG heavy with death being unavoidable at times but the access to a 100% passive was desirable enough with MF that it could shine through.

Dara however has amazing stats, sacrifices literally nothing to run through the dungeon happily doing whatever it likes with its HP or Mana, has absurdly useful passives, has a Dex stat strong enough that at high AL it may aswell be using a MF-lite and on top of this gets its advantages to free power boosts in the form of its Ara passive T.s and then also can utilize Apex for massive stat buffs aswell... then it gets a 100%(previously 120) stat buff on top of it...? I really struggle to see how this is even remotely congruent in a balancing sense and I think the numbers speak for themseleves as Daras have outperformed every class by a large margin and the gameplay offers next to no challenge and requires little attention. Another complaint with Dara is that some players wish to use the Mage aspect Dara offers more but dislike the slowness that comes with it. I think with a BST nerf to Dara, that changing the passive to be atleast a 90% stat buff with 30% charge per use could help address these issues. In terms of both endless and Hordes id still worry that a free 90% line with no sacrifice or effort could feel a bit much but I think stepping down slightly on this(especially with general BST nerfs) is better then jumping too far.

I, personally and in agreeance with many others ive debated these topics with, believe that with these changes Diety would retain its strongest identity points and may even better highlight its identity by reducing the sheer amount that had to be highlighted before. It keeps the class fun and strong whilst better leveling the field that it finds itself in with a modern Orna landscape. The addition of finally giving some purpose to Base again would be great as its never fun when any of your 3 options feels almost entirely worthless when piecing together builds.

versed sundial
#

Today Deity, tomorrow beowulf, yesterday gilga... it won't stop no matter what you change until we look at the obvious problem that is at the heart of the game. All classes playing the same builds, etc... while we've got literally a hundred spell... so many gears.. yet we all do the same and we force RS to play warrior. GS to play mage, gilga to play magic...

viral tangle
# dusky radish 4. I would argue even with some decent BST nerfs to the whole line that Ara will...

Here is a tldr for anyone thanks Chat gpt

Summary:

The post critiques the Deity class as being too powerful and suggests a rebalancing to bring it in line with other classes. Key points:

  1. Stat Reduction (BST Nerf): Deity’s overall stats are too high, especially given current gear power and AL availability. A small-to-medium Dex nerf, Def/Res nerf, and targeted reductions to Ursa's Mag and Ara's Att are recommended, while keeping base Deity's Att/Mag the same to make it more viable and highlight hybrid play.

  2. Channelalus Rework: Suggests keeping Channelalus at 1-turn use, but lowering its effect to T. All++ (50%) to avoid overlapping with base Deity’s passive and to reduce free power gain.

  3. Ursa Adjustment: Recommends reducing mana and Def/Res, but increasing HP for more engaging and balanced gameplay.

  4. Ara in Endless: Ara is too dominant in endless due to high stats, strong passive, and low-risk gameplay. Proposes reducing its stat buff to 90% with 30% charge per use to encourage more strategic play and reduce imbalance.

Conclusion: These changes aim to keep Deity fun and powerful while making all its forms viable and balanced in the modern game.

#

Did you know that Dara isn't the best endless class? GS is

weary oriole
viral tangle
#

I wasn't aware of the stats that have been released on classes grinding per hour. Im not sure why that gets people fired up also. If ALs get changed no one needs to grind orns per hour.

kind dagger
#

Quite honestly changing Channel to T2 just gives us an extra buff to stack with DC soooooo

severe vector
#

Yeah it'd slow dursa down a bit, but Dara and base would greatly benefit from another t.all lol

kind dagger
#

Agreed though lol

winter tiger
# versed sundial whatever. I had written a full wall to tell you you're right and arguing how eve...

I completely agree, when I first started the game (2020), what bound me to the game was that you didn't have to lock to any class. If you grind gear and levels, you could play anything. I won't say it was 100% balanced, but I remember having a variety of setups/builds for every content. SS was an issue back then as well (crit nerf, etc), but the skill got out of hand by Ascension and new gear dominating over mostly everything (see hiccups like towerfall). I refused to Ascend for 6+ months and finally gave into deity since the class was jack of everything but master of none. To this day, i play SS D.ursa in tower, D.ara in dungeons(endless/farm/anguish), US crit in raids, swash in pvp. Since that AL lock in (around 2022-23) I haven't touched other classes.
I know that Community & mb Odie too (i dont know his personal opinion on this) are against the AL cap but the AL is creating a lot of problems that can be solved easily over a few balance patches.

versed sundial
# winter tiger I completely agree, when I first started the game (2020), what bound me to the g...

Regardless whether we say true or not, people just dismiss it or don't even discuss it because it's such a big thing with hardcore gamers. I only see ALs as something that damaged the game more than anything else. Amities were a good thing until we got those crazy ones that literally turn your char from 1M damage to 19M just because. But anyway, enough speaking the truth, let's go back to small increments of the same thing 😛 (and honestly I have absolutely no idea why people can't see how Ascension is a broken thing and how it has damaged the game but anyway... that's way beyond me).

topaz drum
#

It's not even just the hardcore gamers. Odie has put polls in the game, on discord, on reddit multiple times and unlimited AL wins. There are far more casuals in orna than the players here on discord so casuals want the uncapped system

#

I see several of the "hardcore" gamers wanting AL capped.

kind dagger
#

Still agree there should be a soft cap and a "hard" cap. Soft cap AL bonus goes from 1% to .75 or .5% then hard goes to .5 or .25. slow down the ALs a bunch and it'd give his new anguish baby more longevity too compiled with Maluses

#

Same time when you get high those ALs are much more grindy so theres not as much worth when you get up there 🤷

fiery maple
#

afaict this is why shackles exist for anguish. so that at least in one content area/optional pve thing it's not unlimited AL, and the rest of the game is all the AL.

winter tiger
#

whats the shacle cap at 50 ang? 150?

jaunty basin
#

I think base deity in it's current iteration is underrated but it might be an HoA thing. With great questing beast base deity is the best dungeon character to carry since 2h weapons exist, it's all just supersmooth with no buffing turns

dusky radish
jaunty basin
#

It might all lingers on GQB yes

#

But Aaru robe works perfectly on base deity swansong

#

While deity Ara phoenix is meh with Aaru robe

dusky radish
# kind dagger It'd slow Dursa down for towering stuff on the first turn, that's literally it a...

This was genuinely the idea. as of now channel can be used on Dara/Base but often is undesirable for a multitude of reasons. Making it stack with T.3 however could remove one the reasons potentially making it more desirable. The goal being accomplished of reducing Dursas reliance/crutch with it while keeping the utility there but also providing more opportunity for the other 2 that can serve as a new buff to access, this synergizing well with Deities identity of T.s with its T. passives and staying power.

dusky radish
# viral tangle Did you know that Dara isn't the best endless class? GS is

And also did you know that even in depth that Deity still holds the record? Depth is entirely challenge for challenge sake, not best used for measurement of balance due to a kit like GS, obviously being benefitted greatly by an environment it can leave and swap a million times and other aspects but even then we still have Deity as the record holder.

Orns/Farm is much more important of a metric and on that you have 2 large outliers with Dara far surpassing everyone with insane base kit power that leads to results and orns way ahead of everyone else with little to no effort being required in the actual gameplay and on the other end of the spectrum you have Gilga, who is great/busted in other content, but who has quite pitiful endless farm potential.

Obligatory Note: All clesses should have variance in ability to complete content varying from okay to good/great and maybe one or two in a best position. The game benefits from this class diversity but those examples are Dara=One of the single most busted things allowed to sot on live for nearing a year now. Gilga=Awful and has always been useless for any farm. Even a highly ascended well geared Gilga is better off going to a no AL Dara and multiplying whatever their gsins could be exponentially.

viral tangle
warm oasis
#

glatisant 's buff rate is teensy!

viral tangle
#

This list honestly looks really balanced so why are we balancing over endless.

But GS is pretty much the easiest class with the least gear and ALs to do endless with and get crazy orn gains.

past latch
#

Deity Ara is better tbh

topaz drum
#

Kevo got to floor 2059 with GS

#

Did he not?

past latch
#

Idk, if he did I don't think he told me

topaz drum
#

I didn't watch the endless record attempt but I don't think his floor was that high prior. Maybe it was

past latch
#

As far as what Sokam is saying - Depth is a terrible metric to measure how good a glass is at actually doing worthwhile endless

#

There are two Gilga entries on that list. Gilga is not doing orn endless.

topaz drum
#

Honestly I haven't read any of what this is about. I just saw the endless leaderboard screenshot and who is the best mightiest_mimic

past latch
#

I don't really know either

dusky radish
# viral tangle Yeah I bet he had a ton of fun (jk) and I don't think all those op temp ups help...

Odd reaction but...

  1. Nobody has "fun" on these like half a day+ endless runs but they want the challenge. As I have said and Knight has said, its an awful metric regardless but if you recall you were the one to bring this point up.

  2. There is a lot more to this game then endless hence my other 2k+ letters used were discussing these things and even when talking about Ara I was referencing other parts of the game where my proposed Dara change would be appreciated.

viral tangle
#

Ahhh okay the only reason the tldr gave was endless.

past latch
#

That's why you shouldn't have AI do your reading for you

#

Higsby may post messages that are too long sometimes, but having ChatGPT do the reading for you is really nonproductive

dusky radish
#

995 words and broken into parapgraphs and points. I am sorry but if you find this hard to read then obviously this is a personal problem and not with me. If you dont have the time to spend to read something that would take all of 2 minutes I would argue that the topic isnt of enough import to you.

I like to yap but try to make posts of that nature have less fat but like to leave examples and comparisons to better serve a picture I am trying to paint. This is a feedback thread where I am arguing complex points about a complex problem. I am not trying to "gain traction" and I dont feel that infantilizing my speech to make it more digestable is a good approach when trying to articulate my feedback to, hopefully, NF. If others wish to engage me on any of these points I am happy to do so but you should atleast have the decency to give me the same time of day I will give you with a response by actually reading any of my original words.

If you find you dont have 2 minutes to read something or are unsure if it has enough value to stimulate you then you are likely best off avoiding it and by doing so you also are likely not in your best interest to respond as if you have an understanding of the argument being made. This is a feedback forum to discuss balance changes on NFs "docket" and I may not have sat down and gave my 995 words a college level examination for linguistic efficiency but I refuse to believe that the post is even remotely hard to digest or too long to read.

But this is getting long so....

Dont respond to posts you dont read out of respect for yourself and whoever wrote it. Dont spend time in a forum mean to temper complex problems if you dont have time to digest info on said information.

loud sedge
#

@dusky radish thanks dude I understand now /s

#

i just want to let you know i read the original post in its entirety

#

and i think your comparison to pokemon base stat total is a good analogue for understanding stats and their impact in orna

normal pagoda
#

I just want to know what Odie what's to know so that I can go and test something so that i can know what Odie needs to know and then I can share what I now know

dusky radish
dusky radish
ornate prawn
#

Why do I go to work all day, do four towers, and come to graduate level essays and summaries

#

Like whose sitting on the Supreme court here

#

Outside of Towers where is 1 turn Chan dominating?

#

And I think it's debatable that it's dominating there, but for the sake of the argument, I will go with that assumption.

#

I think a stat reduction on Dara may be warranted since it's 100% now. Maybe going to 80% max, or making the apex have a fall-off chance so it has to be rebuffed? According to Odie, I know that perma buffs are a mistake, so maybe even increasing it back up to 120, but having a % fall-off could be a great compromise.

ornate prawn
#

Could even have some type of scale for % fall off, greater risk for greater reward

#

Like 60% stats 0 fall off, 80% 5%, 100 10% and 120 20% chance of fall off