#Anguish Live Feedback
1 messages · Page 1 of 1 (latest)
I already tested in Beta a gave a positive feedback on the system, however as Beta-testers we did not have the value needed to upgrade the Anguish 2.0 level
In Ang 2.0, you need 110 proofs and the proofs chance is 10-12%
To remind, in Ang 1.0, you need 1 proofs per level (to be exact : Ang Level - 1) and the proof chance is 1% multiplied per Ang level
Which means in Ang 2.0, it is 110 times more costly but 10-12 times more easy to get proofs at Ang lv.1
to summarize, compared to Ang 1.0, Ang 2.0 is 10x times more harder to progress
I understand perfectly the staff wants the Anguish grind to be slower, however we might have forgotten a crucial detail : in Ang 2.0, it is not one path for all ! But one for each content type !
If it was "easy" to farm proofs in Horde Boss dungeons in Ang 1.0, it will be excruciatingly painful to farm the Path of Agony : 0-3 proofs per Raids YOU summoned (you can't farm on Kingdo ones), 10-12% chance to drop, AND you need 110 of them... Not very reasonable imo
I got a feedback from an Aethric friend : the price of some items are dynamic
Here ang lv.1 on Orna
lv.2 Aethric
lv.3 Aethric
lv.4 Aethric
The price inflation goes hard, and weight on the moral
You have to strategize when you want to modify your anguished gears before the prize goes up and up
This is the first time dynamic prices are seen in Orna, and I don't think they are very welcomed especially in hard content
I'd be willing to wager the dynamic costs might not be intentional. Or at the very least, not at that scale
1 to 2 doubling costs when the earnings don't double smells erroneous
i agree with Forgeus on everything. Dynamic cost is a bad idea too.
I do understand the thought behind dynamic pricing though, if they want those consumables to be equally as hard to obtain regardless of what level of anguish you are at.
But not at that rate.
Regarding the raid proof rate earning, they seem fine to me? That's just my opinion of course
you get 1-3 proofs (always guaranteed one at victory screen), so anywhere between 110 and 37 raids
For content that is meant to be consumed slowly, that seems perfectly fine
Even moreso when you consider partying up and splitting raids. After all, if you're guaranteed the victory screen proof, then splitting raids between multiple party members is an objective increase in proofs
so it would cost you 1000 scrolls to get AT BEST 3000 proof.
considering the cost for leveling the ang path or the cost of any mats/item in shop, that's crazy expensive
i mean, level 1 to 2 is already 110 proof
1000 scrolls. Or Moondrops, which conveniently are the current event.
And if you split the raids four-ways, you'll have a much higher proof floor.
There's no rush to climbing the anguish path anyhow. It'll passively go up as you play and raid normally.
(Just to make it clear, these are my personal opinions as a player - not a general consensus as an ORN / Moderator - you are free to disagree, of course.)
I dont think you play the game the same way as a lot of us John ^^
Most players want to grind the content (and that's the whole point of orna...), not to go on a relaxing little battle against a raid from time to time, so the "no rush climbing the anguish path" is really really wrong for a looot of players.
1000 scrolls are huge, even if you add some moodrop. Which is a palliative (event locked item) and we also might want to use them to craft hyperion.
Sharing raid is a good option i suppose, but it will reduce the loot chance for famed+ items, and still, 500 scroll to get 3000 proof (again, that's the highest possible result, probably more around 2000) is expensive enough considering the princing of mats and dynamic price of items and cost of upgrading the path
I meant more like that you can dump all your scrolls for levelling anguish, sure, but you don't need to be super high anguish level to start benefitting from it.
1000 scrolls is a lot, but you're not deleting them to increase in anguish - you're getting as many benefits as before, with the added bonus of levelling anguish
Also, anguish levels increase raid luck, which makes splitting even better
yeah but we want to get the best anguished items, which come from raids, and thus from higher anguished raids ^^
An exemple of how it become vicious : you want to use your godmaking tools at the highest anguish level possible, so you wait to get as high as possible.
Demonworking tools are also a no-no use on a low anguish item i think, you want to use it later. But later it will cost a shitton of proof to buy, and proof=scroll=pricy af
I do not agree with that idea, the higher you progress in Anguish, the more frequently you'll get Anguished gear
So at one point it'll be more efficient to farm gear rather than modifying them.
I never said I agreed with the idea, merely that I understood the thought process :p
Worry not I target ideas, not people 
And for Proofs of Agony, it's value is evaluated like the old Proof of Anguish, which doesn't represent the amount of Summoning scrolls, the amount of Raid farmed and not their difficulty either (a t10 should reward better than a t6)
Currently all 4 proofs value from Anguish Guild are copied from old Anguish Proof, which means right now they have the same value in the Anguish Shop
By essence, Raiding is slower than any other fighting contents, thus proofs are not equals in their earning and their price in the shop should be adapted
Seems reasonable to me
The most important part right now, in my opinion, is just to play anguish.
Early feedback is good and important, but in the long term, NF shouldn't be doing any kneejerk reactions to the pricing
Let them monitor costs, earnings and spendings over time
Overreacting from NF's side would result in ANG1.0 all over again, where they overdo it and it becomes too profitable for too little effort
Why were great monster aspects removed from the guild 🙄. Seems like a move to encourage more $ purchases since we can't even get them in the travelers guild or any other guild
I agree with the question, but you also can't buy Great Monster Aspects with money
Oh, I see. Thought one of the packs did have them before, but must be mistaken. Aspects in general are hard to come by since there is no auto collect feature with the travelers guild and staring at your phone constantly while walking is rather annoying
Well.. they do show up in packs every now and then
day 999 of asking to auto-collect for Travelling
When Odie was looking for Allegiance rewards I suggested some form of auto collect =/
That'd be such a good feature for The Traveler spec
can we have the mats in ang 2.0 be purchaseable with all 4 currency instead of a specific one?
would be nice, i really really dont enjoy farming towers, so having to farm them WITH anguish ? Not cool.
This is coming from what I've seen so far but get rid of the dynamic costs for the guild shop or at least tone it a down a ton and maybe tone down the anguish level ups proof cost by like 20%? Still keeps it a longevity thing but lowers it a smidge. More or less an issue on raiding than the others tbh and don't mind it taking awhile to grind with how long items will take to cook in the smithy
I'm not disagreeing with you, but monuments can be farmed instead of towers
My main concern is the level up price. A lot of people probably haven't even got to the shackles yet, but it is already a slow grind and will slow down considerably for a lot of people at anguish 5. Spending thousands of materials worth of proofs just to level up to a level that is appropriate to actually farm at feels bad.
Same difference
I think what's annoying for most in towers is the movement
Yeah, the prices are wild
Agreed. Level up prices scale way too quick
I thought the idea of anguish is less dungeons (any content) for harder and more rewards (preferably in a good time spent rate)
Proof rates go up by a few % per level, but level up prices seem to double
Running dozens of dungeons to get one anguish level don't sound good to me
IMO dungeons are the least problematic out of all the prices, even though it does kind of take too long. Dozens of dungeons is easier than all of the other ones that take even longer.
True. When I saw how many proofs I got from Raids, I just laugh and moved on to dungeons
So we got smth like 2^x/1.05*x cost relation for the lvl up proof increase vs price increase
Thats horrifying
Don't we all agree that the Anguish grind should be
Grinding better anguished gear and mats/proofs to face harder enemies in higher anguish
Not being stuck in easy low aguish just for lack of patience to farm
The limiter should be our power level and creative builds, not time and patience
100% that
Yeah, seems like a lot of overcomplicated hassle for no real purpose. I grind and gear up to make my character feel more powerful and make playing easier, not feel weaker and have a worse time.
Wondering when the Ascension shackles will be released? New guild level rewards are Kool. 1 more travelers guild for green aura!!!
These kick in at ang 5, at least they did on beta
Does it only count for that path I'm guessing?
I believe its only t10 except raids can be any
Level up prices for Demontools etc are 55 per level +1 per level so at level 3 it's 168 for Dungeon and Tower
Not sure on the actual prices for Raids
Yeah the prices are absurd at the moment with the scaling, hopefully it gets looked at
We are saying the same over in HoA. Also, the tower and dungeon being the same scale seems off. World farming is going to be the worst to do since it's only 1:1 battles as well
Getting a 2% increase in proofs per level doesn't justify things being more than twice as expensive
For us, completing 21 dungeons (three BG and five unthemed in a group of 3) yields a range of 51 to 80, which translates to a total of 76-120 for that many dungeons at the cap of 50% increased proofs. By that time cost would be 1,400
Dynamic prices = never upgrade an anguish level, farm your proofs there with relative ease
Unironically it is currently most efficient never to up your level
Edit: Until you have a bunch of Demonworking tools saved up
De-incentivizing upgrading anguish level is not good
At level 1 you only need to get roughly 30,000 proofs to fully upgrade all your gear and get have the highest chance to get the anguish ability you want
Anguish doesn't stop at 50 fyi
You cap at a 50% proof chance per enemy
Like old anguish
To say it a bit more clearly lol
Even if the prices scale only slightly, that still de-incentivizes leveling up
Yeah, that's fair, let me recalc at a per mob instead of a flat chance
Between shackles and scaling prices and stacking maluses, most people just won't level up much
Agreed. I know Odie said "static prices would not scale with the progression" but like, yes, that's the current problem.
By making the game slower and more difficult, right now you also make buying items from the shop even more slow and difficult.
More time spent leveling up should mean easier time getting stuff from the shop
Not harder, and not even the same
I could live with the same, but imo it should become easier
In the beta we discussed there being some issues with anguish potentially not being rewarding enough. Scaling prices ensures Anguish is not rewarding enough by making it less rewarding the more you progress.
Wait, we can't have 100% chance of an anguish proof??
Nope
#1377194080718553150 message
I also think certain things like Crucible needs to be much lower price because you may need hundreds to pursue your perfect attribute
That's something that's harder to say for sure at the moment
Rerolling for the perfect attribute should have a relevant price for sure
It may be too much but idk, seems hard to pinpoint atm
Ok, so if I did my math correctly, for at least Unthemed Dungeons level one, it is 3.8 proofs per dungeon at Anguish, 25, 15.8 per dungeon using:
Level 1: 0.12 × 31.5 = 3.78 proofs
Level 25: 0.50 × 31.5 = 15.8 proofs
Assuming at least 31 T10 per dungeon
Buying 100 Anguish Crucible at level one is 5,500 proof, which should get you close to 1 item being where you want it, could be less if lucky, and could be more given that it's a 1 in 7 chance to get the attribute you want, and then it's a range within that
That's bad, I thought we could get to 100% chance at some point, and with everything I read, is better to stay at lvel 1
Yes, in the current implementation going above level 1 harms progression
Dungeon Type : Proof Chance
Dungeon : Average
Goblin Fortress : Terrible
Mystic Cave : Terrible
Beast Den : Bellow Average
Dragon Roost : Bellow Average
Underworld Portal : Bellow Average
Chaos Portal : Terrible
Battlegrounds : Above Average
Valley of the Gods : Amazing
my personal experience so far
now that t10 monsters drop proof, at least you don't have to spam boss dungeons
Your goal is to do content that has T10 ennemies, boss or normal ennemies
Towers, works the same, packs that are not t10 gives nothing
Not sure how I feel about towers and monuments having to hunt t10
At least it makes sense in dungeons where none-t10 are easy, in towers some none-t10 are harder or more tricky then the t10 packs
I havent done raids yet
Btw, in beta, no matter the tier of the enemies you killed you could still get proofs of despair, right now it looks like you can only get proofs of despair when killing mobs of your tier, idk if that's intended, if it is, it makes worldfarming a bad option for Anguish
Towers seems to give 30 ish proof per 50F if you full clear all T10's door guardians and roving
World farming will be a very slow grind but oh soo usefull for Formor kings
I only ever got off Tier 10 in beta world farm
Raids was only thing that gives T6 to T10 if anguished
since there is no guild EXP, only total guild level, you are somewhat incentivised to do all the contents if you are not AL 150+
oh nice
I got proofs from t6 or t9 before in beta, or maybe it was anguished gear, I'm not sure anymore

how'S the raid proof rate since you need 110+ for the first level? 10 per kills?
Yes, that's the best option 
Well, even if you are 150+, you won't reach guild level 200 so you have to do at least 2 or 3 paths for sure
Gear can be any level yeah
I have some T4 anguished 😄 Good for Fomor gear I guess
yeah, I am AL 30, so i will hit caps fast
I am going to stop at Anguish 4 and hope that adjustments happen before I get into shackling
May stay there until I have enough to get my shackle up to AL 50 so that I can skip that grind
Raid proofs are lower with what appears to be a chance per proof on the reward screen, but also gives 1 per kill. I did 17 Fey Jorm and got 28, for instance.
So like it was for proof of felling, but each one of the 10 proof are rolled on your drop chances
and your garantied 1 for the kill
Yeah we will need data, but 110 anguish raid kills is going to be a slow grind
probably not going to cash in theses tokens
I need stuff from raids so going to do them at anguish 1 anyway
Honestly I'd recommend not spending any proofs right now, except maybe on some demonworking tools/crucibles at level 1
that recommandation extends to leveling your anguish I imagine?
I kinda like how slow of a burn this might be in terms of leveling the guild
I don't mind the slow leveling, I only mind the shop price increases that increase significantly faster than proof rate per level
Yes, having the level cost more makes sense to me.
yeah price going up with guild level is not something i am a fan of
mostly if you want to go from anguish 0 to anguish 5 gear you need 5 tools?
so if the cost goes up, then it's exponential to get gear up to your anguish level
I didn't realize proof rate stops at 50%, it didn't seem to on the beta. I don't mind if its a slower scaling system, but the new system is much more difficult, in the long run it should exceed old anguish somewhat, otherwise people are incentivized to stay in the old system. I think the scaling cost on the items is an issue too, you will arguably need to use more at later anguish cause your gear will have to be near perfect to progress.
proof stops at 50%? how about ang. gear % drop?
Used a parthspur to change my dungeon anguish and it was not changed, still consumed the item
anyone else had this issue?
Submit bug report
Will do after my work meetings, I am not sure how I report that, since I don't really want to replicate and lose yet an other pathspur for nothing
can someone confirm you are supposed to have 6 pathspurs from the guild level rewards when you start?
oh right, so yeah, it did get consumed as I got 5
Explain what happened, you don't need to have incontrovertible evidence
will file the bug report
It works, I was just turbo dump and did it on the world anguish one instead of the dungeon one
used an other pathsput on the dungeon one and it worked
Oh wow
now I see it
Store rpice are affected by total guild level or highest guild level?
My demonforged tools went from 55 tower proofs to 110 tower proof after I leveled up the dungeon anguish level
LOL
It's highest guild level
Well still
and it's 55 + anguish level at 3 it will go up to 168
I heard you guys saying it was disproportional, I did not expect (cost * level)
it's not +, it's *
55 per level same as * level
Feels bad if you want to mostly grind 1 type or two of anguish but you want to buy something from an other type you farm less
At this point I'm just hoping Odie has heard the waves of complaints and is cooking up changes we'll see in #patch-notes 😅
unless the demon tool proof type changes every day
It does
But the price does not
okay, at least there is that
Well Raid price is lower but yeah
we are still on day 1
I think upgrade costs for anguish level are high but super reasonable if the goal is a long ass marathon
Feels like getting an ascension level compared to before where I could buy a new anguish level after doing 8 dungeons
I am ok with that price increase, it should feel harder each level imo
Def stopping at 4 when I get the tokens today for it
For Dungeons anyway
I agree. I like the levellup costs. It feels rewarding to unlock them
Big milestones
Which also goes hand in hand with each levellup directly increasing guild allegiance
yeah
it was wierd how I could level the guild by staying on anguish 1
now it really 1 to 1 represent how much you have progressed
it's almost if tower guild leveled by building towers, unlocking celestial classes and weapons
Also noticed, tons of new specialisations added to various guilds as aligence levels
Also if my math is correct, the amount of dungeons you need to complete to increase the level does increase per level, but since so does the drop rate, the increase is logarithmic
which is fair, it was almost an inverse logarithmic for previous one, became easier and easier to get tokens
Like:
Level 1 -> 2 is ~30 dungeons
Level 11 -> 12 is ~150 dungeons
Level 40 -> 41 is ~208 dungeons
Level 249 -> 250 is ~237 dungeons
This is, however, assuming that:
- There is no proof cap
- Proof drop rate rolls over (so 105% proof drop rate guarantees 1 proof and gives 5% chance at a second proof)
Proof does not cap at 50%
Also according to odie

oh thanks for the clarification
Yeah, if the goal is another 7 years, then well there’s no rush I suppose.
Anguish has time to be remade a few times lol
Except for Apple players... we're still a week away from playing the new content.
Did not expect the bougie apple tax to come with android-tested content 
by the time you have it, the content will be stable and adjusted!
Bonus! I hadn't thought of that!
nono, apple will have to appprove the stability and adjustments too
dw (or, well, w)
So why would Odie say it caps at 50%, then say it doesn't cap? @short osprey what was your cap at 50 Ang in Beta?
I'm seeing some discussion on how dot damage is now applying before a cleanse and killing redlining players, is this intended? The patch notes just say that dot damage no longer occurs on the same turn it is applied.
If it's intended then I guess using ASG is now even more annoying.
Proof drop rate wasn't particularly indicative in beta of what it is in live
It didn't change?
The number wasn't capped
But the actual drops were wonky
you got one per floor at most
which is definitely not how it works in live
Yeah all the rates are completely different, as at Despair level 50 in beta I had 61% proof rate
This defintely read as a cap when he said up to a 50% chance but seems like he clarfied that so thanks!
Question, the stats displayed on anguish gear for the anguish bonus, is this added on top of normal stat, or the number displayed is normal stat + the anguish bonus?
The numbers in red are the items stats when used in anguish
thanks
Did tonight's patch also add some extra stuff to the paths? I'm seeing quality bonus on all the paths now, not just world farming
I was doing endless, only lvl 1 ang, I exited the dungeon, re-entered the dungeon, and voila.
Just a quick observation I made, one of my bonuses for dungeon anguish gives me 2% tower shards? Will this reflect in towers or is it a glitch?
I really like the guild rewards tree that's been implemented but noticed there isn't one for anglers guild. And I feel being able to unlock bof and dof via the reward tree cheapen the grind we had to get to 2000 proofs but it is at lv15 so it may take just as much guild xp to get it.
That looks like a monument to me
Which uses Tower path, not dungeon path.
Sorry for my ignorance, can i choose different path, or just one?
You can travel through all four major paths. In each path you are given four options of bonuses and maluses. There you can only pick one - and to change your choice you need a somewhat hard to obtain item so choose carefully
BoF and DoF via levels like all the other specs makes the most sense thematically.
Consider the benefit of paying the proof cost the fact that you got to use the spec up to one year early
Ook, i m interested in horde boss dungeon, which path i should choose?
Melancholy..
I suggest the old raid bosses to assign level 1 of the ambush, so that there is a point from their killing not only in the raider's medals
Ah ok it was thanks 🙏
I see your point, and I have had loads of fun with them since unlocking
Does anguish 2.0 shop still scale unfairly or has it been changed?
Lol, guess im staying at lvl 1
It also feels weird that it seems all proofs are valued equally despite them being vastly different in how easy they can be farmed
Agony ones are adjusted while the other 3 are not
Im loving Anguish 2.0 so far. Great job NF 🥳🤘🙏
agreed, also love having "of titans and giants" arround for the launch
Okay so this is what I've got from reading as much of this treat as i can, and here is my feedback so far.
What i like:
- Shiny new ornate popup
- Design of the guild feels nice
- The melancholy proof is just a broken gauntlet key and i love it
- Finally, things we potentially cannot oneshot anymore!
While the concept and gameplay loop of anguish is extremely fun and draws me in, looking at the rewards and progression turns my stomach.
- Dynamic Costs...? So the higher we go, the more stuff costs, aka, progressing anguish has no motivation but guild level.
- The insane costs to level up anguish, especially with an exponential growth factor like this, are insane, and extremely high. I could see a point in that, if we didnt have
- shackles, the way they are designed is just a job to stronger players. You will either stick to level 4 and prefarm tokens to upgrade to further levels, or take the shackles, lose an insane amount of power on 5 and basically lose-lose regardless
How to fix things imo:
- No dynamic costs. Higher level gives more proof should be more rewarding, not less. Adding that the game flow will be slowed down regardless, and looking at current reward multipliers compared to beta, there is no point in playing high anguish now except for raw fun. For farming, rewards, or anything else, just stick to 1-4.
- Reduce the scaling of proofs for the next levels. Gameplay flow will get slower and increase the time to progress to the next stage regardless, even if proof costs would have kept at 110 always; exponentially adding +101,5% base cost is making progressing hell, it would take thousands of thousands of proofs for strong players to finally play content designed for their power.
- make the level before shackles exist (4) the base value. Example: If lv 4 had 14% proof chance, then lv 5, if unshackled, gives 14% + the reduced increase from said level. Switching to 5 and gaining LESS rewards then level 4 makes no sense whatsoever. (No space left)
I would continue writing more but i hope i made the points clear^^ at questions, pls @ me
The fact that it scales at all makes the point in higher levels obsolete... I dont really understand what odie thought making those changes we never had in beta. (Or missed, but i feel like i wouldve noticed that i have to pay more the more effort i put into the guild).
I guess its a way to keep people from just farming at 4, but the reason they do is not cause its good for farming, the reason is that shackles are a badly executed concept and the rewards recieved are not worth the effort regardless.
Quick FYI so you don't have a mini heart attack like me - Pathspur are considered currency, so if you sent them to storage and are looking under items, they won't be there.
In beta everything was super low cost and didn't scale. Odie did say he is looking at this and that release was the only place to really test economy stuff
Oh :o i didnt even think about that, thank you for telling me^^ wouldnt be the first items that just disappear or get dismantled automatically when i sent them back to inventory
I think scaling is fine, but the amount it scales is not
Phrased abit aggresively but yeah the scaling makes leveling kinda worthless
Many of us feel that scaling the tools and resources isn't sufficient; simply scaling the levels is challenging enough.
As we level up some things should become easier
Im aware of that! Im just pointing out that the current scaling (and existing of increasing prices per higher level) is unreasonable, even as a launch.
I feel like it would be better to make %proof drop increase slower rather than implement scaling since it makes your proofs worth less if you level up
Currently cost doubles and adds a +1 per level while our gains only increase an average of 2%
Its phrased aggressively because i cannot see a singular reason behind it. Normally, i can say "oh but then this and that, and from this perspective it makes sense" and then i kinda see who profits from it and from which point of view the decision was made.
Here its just... I feel cucked out of my power, and Ang 2.0 is dangling in front of me, but engaging with it, even tho i really want to, everything in my gut says NO, RUN in its current form.
1400 for 1 demon tool at anguish 25 while I am only getting 50% more proofs is super rough
Especially because I would need 24 tools to bring my item up to 25
And then I have to use Crucibles on top of that to get the stat I want
Aquiring rewards slower the more you progress in something in general is a terrible concept with no reasonable justification behind it regardless...
There is exceptions like ascensions, as the power you gain may be slower, but also every ascension sets you apart much further from beeing in danger then the last, so there is a point behind it.
We already get that as we chase higher percentage items and ascensions
I can't go for 200 Ornate with an element on armour out of the gate 😄
well I could...but I would be seriously disapointed
In general the rates asked from us in anguish from any perspective are insane. Even if i play orna full time, i dont see a reasonable pacing in new anguish content.
Its .. the content is amazing. Just everything that is not directly the combat or upgrading of equipment is completely off the charts, and thats a real bummer
I am working on Anguish 4 in dungeons today I did 64 dungeons yesteray and I think I need roughly that today to hit it
Biggest concern i see is the shackles, and how they work currently. Fine for new players who just start ascensing, a direct spit in your face for players who have the power to archieve their designed power level faster.
Yeah, Shackles has always been a huge concern, I am trying to decide if I want to takle that or just try to save up demon tools to skip up several levels
Im just keeping it on ang1, im not willing to invest any time in a system in a video game that is asking me to play it full time to make any progress. Orna is a grinding game, but DAMN. Thats dispriportionate for orns standards.
But with current scaling I should have stayed at level 1
If i am honest to you, current rates means that anything above 1 is punishment, and you should stick at 1.
Why did we push the update if its released in a state that is basically unenjoyable right before a new event that will get the majority of the time.
I wanna love the new anguish, concept is SO GOOD, fighting is SO GOOD.
But im not a masochist :(
Because the beta didn't have enough people to test organic progression
That doesnt explain the adaptive pricing tho
So only balancing was fixed and the patch was pushed out
No, I wouldn't say that
Prices and progression was changed for the beta
Realistictly I do think Odie maybe could've revealed pricing ahead of time, but it isn't that big of a deal that it needs to be adjusted immediately post launch.
Anguish is long form content, it being imperfect for a week isn't ruining anyone's life 😅
It was changed because people didn't want to spend time organically increasing the guild level for testing in beta when they could be farming live so it's kinda halfway I guess
It is literally the backbone of progression, i would say it is the most important thing post launch.
We had people complain and ask for proofs in beta to test stuff
a few people like Sirith did an awesome job progressing though
after I get Dungeons, Towers and Raids to 4 I will probably sit on proofs
and wait for adjustments
And at this pace we are talking about at least 2-3 weeks
Not including the new event
Yep, and it'll get fixed. Some people are panicking or yelling at Odie though when it doesn't need to be fixed right this second because Odie is just one man and he's working through the kinks
As the increased rewards are minimal and the added time spent (at least for me at AL99) isnt comparing at all i just stick to 1 and start hoarding
Yeah if I could do over I would have stayed at 1 for sure
I get that! I just wish we got a confirmation and a general plan, like, hey we focus on earth event now, or, hey, we know, give us a few days.
Communication.
but for now I will push to 4 and pray
We can all take a collective deep breath and just patiently grind some anguish as we wait for adjustments
Odie did say he is looking at it
May i ask where it was posted?
I'll leak from the ORN chat that Odie was still up at 10pm last night making anguish changes.
Oh god...
Also, why is Odie like, the best indie dev out there.
I always feel like i wanna write a wall of text praising him cause damn he did so much for us, and he is the reason i have spent 5 years on this game without regret.
Trying to find it, I am in too many discords lol
Its fine! Just asking for a bit more direct communication. A blog type channel in here, where odie can post its thoughts, for example
His*
Thank you
So just grind tokens and wait, its gonna be fine eventually, i got it
Just really hope the shackle system gets some much deserved love.
Shackle: what about meeee 😅
Basically agree on all counts. For the shackles, I felt a lot of this issue on the beta. If the goal is to encourage more active play, I'm sort of discouraged from going up past 4, at least until the reward rate is 4x the Ang 4 rate, since I can just blow through it without AL. The modifiers and difficulty later on accomplish the active play element enough IMO. Eventually, with shackles, you feel kind of encouraged to play solo rather than horde, which feels less active than unshackled horde. If the goal is just to slow down progress, well its achieved but at the expense of fun factor IMO. I'm actually curious what the adjustment HoA got for the shackles was. "- In Hero of Aethric, the Anguish 2.0 ascension shackle penalty is reduced"
I still dont understand why both games, beeing essentially the same items, same classes and same power, get different rates.
Just make it that shackles INCREASE your reward for every ascension level you lose, or that shackles dont work on your highest unlocked anguish so you can progress to your designed level faster.
By the same token, I think AL requirements for level up dont need to exist, if someone wants to play harder for more reward let them.
I understand the punishment of not using the shackles, but not giving us a reward for accepting them if they take 90% of our power, then, its just a lose-lose scenario with zero reason to engage with it whatsoever.
I agree, if we balance hard cheese like stasis.
Stasis makes every content obscolete with the right build and im tired of pretending it should have more then 50% stun rate.
This is shackle from HoA. Idk if it adjusted already or not
I think a lot of this was just due to beta commentary from the respective playerbases, though I'm not sure that group was very representative of the typical playerbase. I agree that it makes sense for shackles to award more, working backwards.
Seems like gear and proof reduction is the same as orna, but the other modifiers are not as high
But with that chance proof 🥲 i will stay at 4 forever
Our Scaling is slower, so we will be able to reach a higher Anguish Level before you all, if everything else is considered. Not sure what the shackle penalty reduction is for sure, though. The HoA community wanted it to be easier - some of us wanted it to be the same, but we were a less popular voice.
Its funny how you just lose going to 5. Having less then on 4 makes no sense at all 😭
Odie wants us all to enjoy the content how its designed, and i agree
But then dont only punish us if we dont wanna, reward us for doing so if we grinded for thousands of hours. Like, whats the benefit of the current system :(
So HoA is weak >:)
Yeah 😦
And now we get to be made fun of by the Orna Community
More than we did before
I dont like toxic behaivor, and im sorry for you as you didnt wanna chicken, but the community has chosen in that regard...
Why ever they would.
95% of people when asked if they want something easier will say yes
I mean, you don't lose if you shackle.
But I get what you mean.
Isn't it still major loss of rewards if you don't shackle starting at 5?
Yea
Id argue even if you do shackle, mid-high AL player at Ang4 will clear dramatically faster than shackled Ang5-10+ player by a significant margin to make it so the value is still there for ang4.
Yeah wait shouldn't the ang4 rewards be the baseline for all unshackled content
Ang4 unshackled to ang 5 unshackled is currently harder with less rewards
I either lose basically all power, or i lose basically all rewards.
There is no win.
Exactly.
It makes zero sense that under any circumstance you will get less in anguish 5 then in 4.
Quick, someone check new prices
this price scaling thingy is so wrong in so many aspect
sorry to say that but it is bad game design
And it seems it was actually intended 
"here ma man, pay a ton of proof to make the next farm 20% harder and get less reward 'cause the proof loot chance will rise by 1%, but the costs by 100%"
grind harder > get punished for it. but eh, enjoy this brand new flair from guild reward 👌
I am going to stay on tower/monument 1 to farm tools
not getting any anguish gear from tower content
so i can raise my dungeon and raid levels for the gear
Same, cant see a single reason to level up anguish atm
I'm personally ok with the cost to level up the anguish, but not good to have the tools increasing price, considering we probably need to do a lot of teoricrafting on higher levels, changing gear/weapons is going to be insane if the costs keep getting higher
My 2 cents 
I think a lot of us agree but Odie also doesn't want these items to become super easy to obtain so I am sure there will be some type of balance he works to achieve for that
Hey, so there is a lot going on in this thread. When a common complaint gets scrolled off page due to a non-productive message about said common complaint, it really doesn’t drive the conversation in a good direction
Please add the great monster aspects back to ang shop
This stuff has been answered above. Wait for the adjustment
would we think 35 proofs for lvl 1 to 2 and then altering the prices to go up for each level after be reasonable or possibly each path having a different lvl cost depending on the difficulty to grind the content
example being towers are likely gonna be the most difficult content with depending on the week the least access but monuments are somewhat easier so a mid proof cost per level makes sense, but raids are only accessible by summoning scrolls or event locked items a low proof cost for level, dungeons being the most accessible having a higher/highest proof per level and world farm being the most time consuming to get proofs being slightly above raids but below towers.
Each path does have a different cost right now. If you leave say Tower at 1 then the demon tool is only 55 again
so im thinking lowest to highest being
1 raiding 10 proofs for lvl 1-2
2 world farming 35 proofs lvl 1-2
3 towers 60 proofs lvl 1-2
4 dungeons 85 lvl 1-2
im talking about the cost to lvl each path being different based on time and resources spent
So how come the anglers guild didn’t get a reward tree? 🤔I really like the new update.
which brings me back to each path having thier own dynamic cost depending on time and resources spent and a general idea as stated above
Does anyone have numbers for the new prices (/scaling rate)?
Level 1 is now higher at 58
Was 55 earlier, don't have prices for my Level 4 stuff as my other tools are only agony proofs
I do think these went up as well though
Was 18 for Pathspur
I see all the same numbers as you there lol
Anyone have Despair or Agony leveled?
@nocturne night , @dim jacinth I think you both had Agony levels (and different agony levels), what are your prices?
my Agonycle is 2
The prices are exactly the same as this
Now hopefully Yoshi can give a number, since he was level 3
That is exactly what we were hoping though as long as it's not a bug; prices scaling at least slightly slower than proof income scales
The new scale has a bit higher of a floor, but less scaling level to level
24/48 for me
Seems much more reasonable
Boo for the reduced conq guild rewards 🫠 no more unique ara there
DoF/BoF needed to be reduced lol
So any word or reason as to why great aspects were removed from anguish guild?
Well just reduce those two lol
They're practically free in bof now
Or maybe swap jewel of destruction and the ara for the conq guild?
The ara went from 16 ppl being able to access it to 52 ppl being able to. JoD is free from arch paths so idk why it would have a higher lvl req than a unique ara
52 people is less than 1% of the playerbase so youre still part of the top 1% dont worry
So, now lveling up anguish is a good option??
Yes now you can level up
We know what the scale is yet?
Boo indeed. I see we all get a participation crown at lvl 60 now as well. Congrats guys.
Is there a easier way to get the dungeon proofs than running normal dungeons? At t10 you only have 6 floors with an average of 3 enemies dropping proofs which gives you horrendous rates.
Yeah, I don't think the aura or the crown should have been reduced.
Fully agree
Even more agree. Its probably the first 100% objectively bad decision i have seen in Orna, and most likely will ever see
That is... Basically almost realistic to archieve for anybody who doesnt work orna full time
Impressed!
So, issues i see still persists:
- Shop prices scale, punishing you for progressing
- Shackles set you in a lose-lose situation and dont offer a catchup mechanic to reach a more realistic level for your power if you are a strong player at anguish release, not justifying their effect
- Level cost increase is scaling too extreme
- Raids select anguish level when spawned, not when entered for the first time
How you twist and turn it, i know its called anguish, but if the content is designed to punish you for progressing it and/or beeing already a strong player at its release, i dont see a point engaging with it.
I am glad things get adressed, and i understand natureblight is important too (even tho from what I've seen so far it is literally just terra's day 2.0)
Also i want to add that i cant imagine the stress the team must be under right now so, im giving it all the time it needs and see what changes from patch to patch. We can grind proofs already to engage with adjusted anguish, so staying on 1 and waiting for adjustments is fully fine.
Please dont forget that this is probably the most ambitious thing NF has ever done in the past years.
People don't like shackles?? Anguish is supposed to be difficult
Raids being anguished on summon is meant to refresh the events for us
Grinding scrolls matters again
The prices scale because proof rates scale as well. The price hike should be more linear to the rate growth now
These are items that need to feel equally weighty for every level of anguish - they should never feel easier to get. Hence the scaling
The malus of crit chance and crit dmg Hurt a lot(not right now, I'm lvel 2
), the best class for Anguish is going to be Gilga at this Rate
I heard Gilga was dead though
Right, then the best option is deity spiked shield 
Summoner BP
The price scale also affects The price of the mats??
Then there's a reason to lvel up more(you can buy more mats)
Yup
Knight said it's pretty fair now and people are leveling up again
and I generally trust/agree with Knight's opinion
Here's the thing though - even if the items are always exactly matching cost to proof rate, the demand for them only increases as the levels increase
So progression actually slows
So as the proof gain increases by about 2%, buy the content gets harder and therefor slower, that should be an automatically given occurance, that does not need scaling? :o
I've not seen people leveling up because the major issue i have read is the price increase of anguish level proof requirement? :o
Grinding scrolls always mattered. You can always get a better ornate, or a second one for a build. That did not change.
Now i just have a raid pile that i prepared for anguish 2.0 that i cant use.
I will not regrind equipment anyway, i will use tools to upgrade as good as i can. I dont see the point in redoing my entire progression
Tools require quite a lot of materials for each level
It's a grind either way
And i rather take the material grind.
Doesnt really influence my stance that raids should chose their anguish when engaged first; my towers of olympia also didn't stay on anguish 0 as i built them a few years ago, or did they?
Looking at my suggestions, i am also not alone in it. X3
Also in regards to the scaling of tool prices... Not many People did reach shackled levels yet.
Hey folks, do these Proofs drop from 10-11* mobs only? i mean, i usually kill low-tier mobs in low-floor Towers
Yes
And about anquishforging, it generally makes gear worse on lv 1, right?
"Anguishforging" increase the stats by 3% multiplied per Anguish level on the gear (if I'm not wrong)
So if it's a normal gear and you Anguished it, it will become Anguished 1 with +3% stats
And after that you can use the Crucible to add an extra bonus stat on it : #📚│guides-and-tools message
Basically, as I see the actual state of Anguish
the best choice would be anguishing your best stuff and to roll the best stats before trying to upgrade your Anguish levels
Basically, you'll need to farm World monster and Raids
Does someone knows if multiple Rings of Sacrifice stack ?
When you use a Demon Tool it will give base stats, you also need to get a Crucible to give it the additional Anguish skill
They do give you multiple instances of negative stats
Ring of sacrifices stacking wouldn't really make sense though, if they did I stack I don't even know what that would mean
What the item does is just give you the Affinity Candle effect
Demonforged tools is always despair?
I thought the type of proof changed daily
it has a 25% chance to be any type
does the currency needed change for those tools daily or is it the same path?
I think it's random daily. It was just randomly the same today
hopefully tomorrow is not randomly the same
or - if we complain enough - it could be all proofs everyday #💡│suggestions message 
Not a single downvote ☕
45/0 is solid.
Mine with "make all tower fights drop proofs" and "give exp for spelunker guild on mob kills" are at about 30/0
I do hope before we get a next big update we get an update soly focussed on addressing long standing community concerns, there is SO MUCH bulked up.
What do you guys think is content on anguish lvl 1 with the right bonus stat on each gear slot going to be easier than no anguish?
Since the bonus doesnt seem to scale and just gives a flat amount in a certain range
IMO played with it a lot more. Overall the bones of the system are incredible but needs a few adjustments. In my eyes an ideal system would look something like:
- Base proof rate and growth halved, to accommodate for these other changes
- Level up cost cut to 10-20% of current
- Unshackled maintains baseline rate with shackled giving up to double rewards.
IMO there's a bit of a tension in the current system, a lot of the very grindy efficient players should enjoy new system but dislike the lack of efficiency from switching to 1.0 and not being able to use AL. On the other hand, people who just want a strategic hard mode are burdened with tons of grinding, huge economic need for scrolls etc. The overlap of those groups is a slim list.
does shackle increase per AL lost?, like if a Shackled 100 vs Shackled 50 have a huge difference?
Yes but I think it caps around 75 AL differential. So very high al players won't see a reduction until like ang 40
Im fine with the level costs personally, just not with the scaling.
Tho fully agree to the shackles. Currently its a lose-lose and a direct jab to powerful players as there is no way you will ever level higher then 4 without having the proofs to just go far enough for your power level. Cause 5 is just a severe downgrade, either you get basically nothing or you lose an insane amount of power.
Not taking shackles reduce rewards per ascension you have above the designed level
Accepting them just removes the AL temporarily without any benefit or reward
Also why does 5 give less then 4 if i dint shackle, that does not make any sense.
yeah i saw that Ang 5 non-shackled like made the proofs be 0.98% or something
I'm a very grindy player though and I see the level up costs as problematic, hard to ask a player to do 60 dungeons to get from 3-4 or whatever for a 2% boost
If the higher level is a straight downgrade either power or rewards, you just get punished for doing it?
i think non-shackle should be the same, and shackle give increased rewards (although x2 seems a bit too much)
Yeah it caps at 95% reduction, which is what a lot of high AL players will see unshackled for a while.
If it only were 60 at that point...
Or we just dont go past 4 as its idiotic to do so currently
This is why I suggest base value go down, shackled would be the same, unshackled would still be less but wouldn't face the jarring drop off from 4-5
And 5 should scale off of 4 rewards... Going from 17% to 0,95% makes zero sense
And only 50% less which is a lot more reasonable than 95 imo
let's say there's a static 2% each level, lvl 4 is 18%, lvl 5 is 20% if unshackled, but if shackled it could go "1% per AL lost" and "1% per 2 AL Lost when AL > 75" or something
Or you could just see a reduction in level up costs depending on how much higher your AL is compared to the required one, so we can actually start playing on a level designed for us before 2026
but then again if you lose 75 ALs, you're basically getting 95% drop rate (if my math is right)
I think 95% in any circumstance is really bad, Im incentivized to sit on 4 forever
To be direct, current anguish progression is just a jab to top players, and as you said, it incentivises to never progress it, as you get less rewards, and less reason the more you level up
but wouldn't reduction in cost just trigger a "i'll stay in a good income spot and then reach higher Anguish level for a reduction cost?
omg my keyboard isn't keyboarding
Maybe, but if youre that dedicated to reach high anguish, might as well just play, is probably faster.
At current rates I don't see myself ever reaching unshackled play
I dont really mind how we do it, getting a lose-lose is just not feasable.
Please reduce cost scaling, and make the shackled levels easier to go through for people who dont belong there.
im AL 27, so i don't think i'll get that much punishment when i reach Anguish 5 right?
Which AL are you
But I think I would still be incentivized to level up if my income wasn't gutted
197
I think anguish 50 is AL 140...
So basically this is "Geppu you used refineries, now pay the price >:("
I think I become unshackled in the low 70s, with current level up costs I'll be ascending faster than I can level anguish lol
Not a refinery abuser compared to many
I just was top 10 old anguish and have around lvl 100 in seers and tower
if you had 2 refinieries you are an abuser (just kidding lol)
Let me rephrase.
You MAY have used refineries now NO FUN for you >:(
The more i look at anguish 2.0 the more i feel its designed to punish people who used refineries.
But if it was that important of an issue, there were 4 years to adress it.
Hmm...
The progression just doesnt make sense as it is, and im trying to understand what's going on 😭
I'm curious how many players have opted to stay on 1.0 until they're forced to go to 2.0. 2.0 really just sounds miserable, especially with no incentive to go beyond level 4.
I wouldn't say miserable as the system is really cool. Just some issues that are pretty easily adjusted imo
i'm al 27 so i'll be stuck at ang 2.0 like 6 or something :v
If the intention was to make it a harder/longer grind so it's not too fast and easy, how likely is it things are adjusted though? It will probably take a while before any drastic adjustments are made until he has data to show whether players are participating or not
Yeah I think if enough players express dissatisfaction with certain elements we might see some change. Ultimately the system is infinite so I don't see much harm in speeding up some of the earlier stuff.
At that point, grind harder to gain more ALs. At 27 if you work toward them they can come pretty quick.
I'll just sit on 1.0 until it's taken probably. Not because of the grind, but I need to farm like 1k great aspects to hit lvl 90 on the travelers guild 
I know the system targets slightly different groups but I think it is not a positive sign if many of the old top anguish players are not switching and/or expressing dissatisfaction
Well what everyone is saying about it is also another reason I don't want to switch. I don't see anyone going beyond 4. I see a couple on 5 for raids, but that's about it
If he puts the aspects back I'll jump over though. I'm AL locked for the foreseeable future being locked on 5 different mats
This is looking more and more the reason for removal and that's disheartening
Not saying it is, but two packs in a row showing up with them after the removal is eh
Tbh the only reason I think shackles are not more talked about is because there's likely a significant number of people who haven't encountered them yet. I've been grinding pretty hard even for me and was in the first release batch and pushing to 4 is a struggle, much less 5.
Odie didn't include aspects being removed in the patch notes, so I made a bug report: https://discord.com/channels/448527960056791051/1378031822994149416
Yeah the amount of proofs to level is crazy. Rough for low level players especially that don't grind as hard. I can see them being pushed away from the content
Maybe the shackles should be on lvl 10+
Or 8. Idk what feels like a good number to those that switched over
I think it would make the most sense if shackles were on from level 1
That way there's never a level you're incentivized to stick at
Well, in my opinion, this content isn't meant for newer or lower-level players. It's the endgame. Also, shackles won't hurt lower AL players because they will be at that AL
Per above, I think 95% reduction is way too high, but frankly I don't really agree with shackles in concept. But if baseline proofs were lower and shackles doubled I could see that as very fair
Content amazing, progression miserable
The problem is that getting to the higher levels for your progression is punishing and full of unfun design decisions i would say. Cost increases, shackle system, etc etc.
The content with its progression is designed for newer T10 who just started ascending, and doesnt really account for top players at all^^"
It does account for top players, that's why shackles were put in place, to slow them down from blowing through the content
Newer T10 players shouldn't be doing a lot of ascension and be focusing on getting celestials and gear
That would... just kill anguish 2.0 for me, and most likely many others.
Punishment after Punishment instead of Reward does not incentivise to engage
I wouldn't be happy but could stomach the level up costs if I could grind at a reasonable rate using my AL. I am not sure if a person who just wants to play strategically hard content will want to grind at that level.
Okay let me reformulate it: it is designed for newer t10 players who just started ascending and purposefully designed to punish stronger players progressing through it.
And just psychologically the structure is weird for rewards to be decreased after 4
Thanks. There are wayyy too many danger noodles for me to be staring at my phone collecting aspects that may pop up. I can live with purchasing them in a shop if there is never going to be an auto collect feature while having the app open. Not a single day has gone by that I haven't run into at least one copperhead and my dog doesn't see them most of the time so I have to keep my eyes peeled while he's off leash
Like for reference to get from agony 2-3 is going to be about 100 raids, even at al 197 that is a long time to achieve. I can't imagine doing 200 raids at Al 8 to go from 5 to 6. Its a huge economic toll, and will take days. And anguished raid gear will likely be necessary to some extent to push levels if AL isn't a release valve
We should make more auto collect suggestions and threads in that case :o
Sorry, I think there is a significant distinction between newer T10 and those working on ascension. A new T10 often doesn't even have all classes unlocked, have home towers, celestial weapons, or classes. This difference can be six months to a year, depending on the level of grinding and how active they are.
I do agree this is more punishing to higher AL people
Yet still, the content is designed so you progress along with it. The price increases, accord to increased AL cost and the general jist of farming event gear, towers etc. Whenever you get faster at progressing anguish cause of account progression, anguish will just feel like youre as slow as before a few hours later. Its a great system - for new T10 players.
If you tackle it when deemed "too strong", its punishment after punishment. It should be designed in a way so higher players have an easier time coming to their level, not punishing them for beeing strong. It does not make any sense, and its current progression iteration is the worst decision i have ever seen in my 5 years actively playing this game.
I guess we will just have to fundamentally disagree, this and ascension are the absolute endgame concepts, not a fresh for T10 content.
A lot of people want hard strategic play and I think that's fine to address with bonuses. But a lot of people just like the feeling of, this content is hard, I got strong enough, its less hard I can move to the harder stuff. Its a key element of RPG games. Right now AL feel more like golden bananas, you just use them to unlock the next level.
I was just thinking maybe that could be a good argument for having one implemented 😆
i gladly take the increased difficulty, and lose power according it for it to be called challenging in the studios opinion. But sarcificing thousands of hours of grind for no reward is punishment for no reason.
Reward us for accepting the shackles, period. Even if its just temporary reward buffs, that are only active on the highest unlocked level.
There will be people who will use ang 2.0 just to farm, and making it hard for them is not worth making progression throught it shitty for people who earned their power before anguish II dropped.
i enjoyed doing high anguish dungeons with no farm gear, just for the tokens. And i assume many others had too.
THis... this is just not it, at all. Not how it is right now.
I lot of us were working on farming anguish in farming gear at this point
if i go down to very low anguish i could
But i was looking for a challenge instead
Thats also why i understand shackles, just not the lose-lose.
Right way:
More rewards, less power.
More power, less rewards.
I kind of like Knight's suggestion of Shackles starting at 1 - I also think Shackles could easily be scaleable per level, to do harder for more rewards and easier for less rewards.
the more rewards point missing when you accept the shackles is why i dont agree with the system
As i said, right way: More rewards, less power -More power, less rewards.
Currently, its Less power or less rewards. Lose-Lose.
The shackles are a great concept, tho they should not function as a raw negative to the player.
I like to play video games to see numbers go up and get rewards i grind for.
If a specific piece of content is telling me their hardest to not engage with it, then i wont.
What I mean scalable per level is some type of lever that is up to the player to pull
So you as an individual can remove as many AL as you want or a % for greater rewards but it not be a hard level set per level
So say at level one you leave it at base hardness with 0% decrease in AL - you still get some rewards, if you turn it to 100% decrease you would get more rewards than the 0 but everyone would be able to compete and move on
hmmm... i would rather just have full power less rewards or adjusted power more rewards
just a choice, not the illusion of choice^^"
Primary changes I see as necessary:
-
Progression is very slow for the benefits. Slower grinds are fine if the rewards are juicy enough, but the current system seems to be a very high cost for a pretty small boost. It's like ALs, but the grind is even longer
-
Shackles should never lower rewards below lvl 4 anguish. This is currently another incentive for staying at a low anguish level. If the rewards were always the same as lvl 4 at least you'd have the choice of increasing difficulty as you go instead of staying at 4 to grind proofs. Even people who just want a difficulty-based grind have no reason to slow down their progress towards said grind
Question about the shackles, does it occur every anguish level starting with 5 or is 5 just the first instance of it?
I guess I should ask for input from anyone that has reached shackled levels, but I'm not sure there are any
My unserstanding is that it only applies to 5 and above
So you can choose to hang out at 4
Do any players feel like shackled Anguish 5 is an interesting challenge, or just a delay in getting to their unshackled high anguish?
Is the intended difficulty of Anguish supposed to be high end unshackled, or grinding low levels while shackled?
If it's the former, then shackles should set rewards to ang4 levels. If it's the latter, then every level should be shackled
Iirc the intended difficulty is for it to always be difficult
Is the shackled gameplay more enjoyable to you than the prospect of unshackled difficulty at high anguish levels
Or similar enjoyment?
They're both enjoyable.
The issue is that the latter can't allow for unshackled profit all the way through the journey, lest people stop at whichever point is most profitable
Aka what people are doing with Ang4 now
By most profitable you mean whatever is easiest effort for them
At 100 ALs I wouldn't be troubled for several unshackled levels, but whatever level I have to stop and think and slow down, I would just stay there
I understand what you mean
Just add shackles to lvl 2 and above and set unshackled rewards to lvl 1 anguish maybe? At that point it's hardly worth it to run unshackled except to grind out some faster levels
for a reason
Open beta, and check the rates
Its awful
from the idea, the first. from its current state, the latter
I honestly think its advantageous to allow the system to be played at varying levels of difficulty. The incentive should be the reward, if the reward is better players are already incentivized to play difficult end. I think the system already does a good job with maluses removing a lot of the afk approach.
I think osrs is a game that does this very well. You can do bleeding edge of content for high rewards or slightly more relaxing for mid reward or pseudo afk for low reward.
Do you think unshackled rewards should scale or stay at a certain level
Scale, but one level should never grant less then the last
For some reason talking about anguish 2.0 really makes me crave sweets. Why DX
Maybe this just isn't that much of an issue tbh. Shackles should be player preference, not "do it or else you get peanuts"
Scale the rewards appropriately - maybe even a dynamic decrease of rewards based on how many ALs you are unshackling
But don't give less rewards than lvl 4
i just wanna reach a level accustomed to my AL.
The system is not at all accounted for higher players. If i was a T10 that just started ascending i would be suiper happy rn, but as an AL 99 player, the system has an insane amount of flaws
If someone wants to blast through the lower levels with their ALs, why are we punishing them? They are choosing to take the easy path they earned with their ALs, and are already getting rewarded less because of it. What if we also further incentivize shackled gameplay: Proofs of Shackling
Shackled content gives a new proof that can be used as any of the other 4 proofs
Meanwhile, unshackled gives a low amount of proofs in general (not less than the highest unshackled level) and no proofs of shackling
i'm going to say that shackle vs unshackled is bugged :x , i can't seem to find a reason that lvl 4 is 18% and then lvl 5 is 0.98% for proof rate while losing... uhhhh i don't know what AL the guy was 😛 , i would've think that Lvl 4 is 18%, then lvl 5 increase by only 0.98 for NOT shackling so 18.98%, and then shackles give you "x" amount of reward per AL lost, let's say 75 AL gives you... i dunno a 40% more drop rate, so you get to 58% or something, so you choose either "19%" with your whole power, or embrace the challenge for 58% or something along that
but then i again, i think balancing the drops and everything might be a lot tricker, considering high AL, low AL , etc.etc.
maybe there can be some sort of "Lose X-amount of ALs for X% reward"? but then i think everyone would go the "safe rout to farm" so ... eh... idk
Problem is this is a very delicate balance to achieve. From playing on the beta, I often found unshackled play more engaging, particularly in situations where shackled play essentially required me to farm solo, while unshackled allowed for difficult horde challenges. Even in current scenario shackled players will sit on the max difficulty they can do horde as solo play is effectively a 25-75% reduction of rewards.
quick q, so the "punishment" for the difference in AL grows greatly? uhhh i'm low AL, so i'm guessing i would "shackle" like on Anguish 5-6 and that's it, would i still be suffering a "high loss" to say something on unshackled vs shackled?... i guess i'll answer my question whenever i reach anguish 5 lol
The Shackles would stop effecting you at a very early Anguish level
Basically, for level 5, the max AL is 8. So every level you are beyond 8 the rewards go down 1% up to a cap of 95. The max AL rises by 3 for every Ang level.
Yep
so if each anguish increase 2%, that means instead of getting "20%" i would be getting what... uhhhhhhhh 19.6%? something like that?
No you'd get 16.2, the whole value is reduced not just the growth
But just nerfing the growth is an interesting idea...
Nerfing the growth would be a solution.
5 giving less then 4 under any circumstance is an oversight, as it does not make any sence from player or developer perspective.
the easiest fix i see is adjusting only the growth, not the base, as unshackled levels exist - and slap a .5% reward increase per shackled level, up to a cap of what, 100? (i dont mean flat .5%, i mean scaling .5%, aka 18% + 20 shackled AL aka 10% exponential = 19,8%) 1% would be too much to ask i assume.
Still we have scaling prices and other things that make progressing still unreasonable, so i will hold back until stuff gets fun.
(you will need more tools the higher you go, as you will have a lot of equipment to pull after, also, in bet anguished gear didnt always drop on the level you were but sometimes lower, and i assume the higher you are the more levels difference can exist)
whut, why 16.2? how does that math D:?
18% + 2% = 20% * .81= 16.2
so less then 4? :o
oh where does the .81 comes from?
19% reduction is 81% of total rewards
Um, isn't more easy to just make anguish 4 the floor and the every anguish lvel unshackled gives only 10% of the bonus?
that would not factor in the difference of your AL to the AL designed for
Like anguish 5 instead of giving 2% more proofs it gives 0.2% proofs
aka someone with 1 AL too much would get the same penalty as 100 AL
Doesn't matter
per lvel is more difficult, which implies a slower solution
I want a good solution, not a fast solution.
thats the entire reason were talking about this.
i would say
18 + 2*Penalty.
because we see a problem and we want a proper fix.
so 18+(2*.81)
A bandaid that would at least not make going to 5 unlogical, just demoralizing
That's actually a good solution imo, anguish shackles are made to force people to play without more Als than required, there's no difference between 1 or 100 als more than the limit(for shackles)in that case
yeah so someone with the max penalty would be going what... like .1 if unshackled
no, its a terrible solution.
If someone who is just 1% stronger gets the same treatment as someone who is double the strength, you dont understand how to math and balance.
so 18.1 -> 18.2 -> 18.3 etc.etc.
for unshackled ofc until you reach the "break point" and start gaining full rewards again
the system itself is designed in a punishment way, it doesnt reward you, it just demoralizes you to engage with the content.
but if for example , you are AL 300, you'll be getting "95%" penalty every level until you start getting 90% -> 85% etc.etc. and then basically reaching your safe spot,
I think as a "punshiment" for being able to breeze the content should be fine, you keep your AL, but your rewards get "static"
and also the closer you start getting the "safe spot" for unshackled, you'll start getting the ramp of the rewards way faster, as you have "all the previous levels" stacking up
That example isn't that great, it seems more like you want a certain penalty bonus for each ALs, which if you can handle it that way is much easier since you can choose how many Als you need and how much bonus you want to lose.
Wait, if you can't choose the Als then is fine 
Any plan to change the current cost of Spawn of Anguish t9 pet? I think currently it's roughly 835-2500 raids for 2500 proofs of agony?
still at 95%, i dont see a reasont to go higher the 4 for the next, lets say 10 levels, as content will get much more difficult for the miniscule rewards that will be added
probably but that's because you are like super mega high AL , so "much more difficult" might not be the case?, uhhhh like someone at AL 100, when does it like starts punishing you less? let's say 80%, 70% , 60% ?
someone said each ang = 3 AL, so Anguish 50 is 150 right?
anguish 5 is ascension 8
and anguish 6?
i didnt unlock that in beta
you can just make a new beta char, auto attack kill a few T10 mobs for the ang 1 ornate, and then increase anguish level to whatever you want
phone is currently running other game
but let's say it's 3 levels, so
8 , 11, 14 , 17, 20, 23, 26, 29, 32, 35, 38, 41, 44, 47, 50,
so AL 50 = Anguish 20, but at that time you're getting 50% penalty per each level... so if Anguish 4 is 18%, by the time you are anguish 20, the drop rate should be, 26%
- Each anguish level increase requires proofs of shackling in addition to the usual proofs (but less of both of course)
- You obtain proofs of shackling by engaging in shackled content
Increasing each anguish level now requires you to play shackled. In theory you could do just one path shackled and increase the levels for all paths this way. Unshackled content would still give decreased rewards, but more than current.
The idea is to require shackled/difficult content somewhere while still speeding up progression for shackled/unshackled players alike
this for unshackled :v
That's almost the same as shackled
In lvel 35 you get 80%(if you choose +2% proofs on every lvel)
an AL 100 shackled at Lvl 5 is 19.8
???
And if you cannot play shackled as you dont have the AL, youre just hardstuck. Removes the need for the AL requirement in the first place.
Any lvel above the max Als permited is -95% bonus 
i was told that it was dependand on the difference xD, so my aL 27 will have a -19% bonus
It is
so that's why the level 35 unshackled will be almost the same as shackled... that's 2 ALs different xD
Really? Soo, whats exactly the problem??
that currently unshackled crushes you
if you have AL 100, you get 0.98% chance at lvl 5 xD
so i'm proposing that above ^ , you get way less bonus
this would be for an AL 150 in theory
i won't tackle "how hard enemies become" tho
=18 + (2MAX(C2/H2,0.05)(A2-4))
this is the formula i used if anyone is interested
C2 is AL needed per anguish
H2 is current AL
Ohh, I understand now, it's a good solution
A2 is Anguish Level (-4 because it starts at Anguish 5)
Less bonus per lvel, not a reduction to everything
yep
i just can hope odie and others sees it and see how eveyone feels about it, if it isn't good in your eyes, at least i had fun making the formula 😛
That shackles are A) a lose-lose cause B) they scale their cost base not exponential.
Shackleless Anguish 4 is 18%, shackleless Anguish 5 for me is 0,95%
what do you think of the above :v? should i create a suggestion? hmm
I think its an oversight that 5 shackleless gives less rewards then 4, and that would make the team aware, surely.
Maybe an ORN can summarize the discuss with a few of the suggested solutions
My ang 5 is better than ang 4
You can't make unshackled 5 higher than 4, keep any form of good reward scaling and keep a reason to shackle
I don't see why its an issue if shackling is still more rewards, as in any of the above solutions.
Increase unshackled that much, and you'll just have everyone steamrolling with unshackled
Even if unshackled was a linear growth vs exponential for shackled, I think most high AL players would just breeze through the unshackled content to a point where the farm was either worth farming unshackled, or worth shackling for. Not necessarily a bad thing but probably against what Odie has in mind. I like Phils idea of the next level requiring proofs of shackles, that way the player is still in control of how far they want to go but the shackling is still relevant
Imo, start shackles on ang1. Then you don't have everyone just farming at ang4 for proofs
If i was AL 100 or something i wouldn't dare to go beyond anguish 4
or remove shackles so that everyone gets to thier proper anguish level that challanges them then its actually a challange for everyone and not hindering anyone for putting effort to get als
The point of shackles is so that more als don't solve every problem
If we believe increasing unshackled rewards to at least the same lvl as ang4 means people will steamroll unshackled until they find a sweet spot, aren't people also just gonna grind ang4 until they have the proofs they need to reach their sweet spot anyway?
i mean start shackles at anguish 30 or something then
where the people who are already at 100 als arent overly punished for enjoying the al push
and realistically more als should solve every problem
The current implementation means people will stay at ang4 until (maybe) they find a sweet spot of rewards/difficulty. Or they'll just stay at ang4 forever
cant kill this boss
Make each anguish = 10 ALs so Anguish 50 = AL500
Nobody is being punished for having more al's rn
okay gain some stats and kill
nah
thats expecting players to reach al 500 in near future
Welp i'll see what the future has for us :x git gud
Which honestly isn't the worst thing. The drop rate isn't so terrible that you' can't just farm proofs and then demonwork your way up in levels until you get to a reasonable ang level
Idk I think deincentivizing players to progress in the system is a bad thing
The best way to engage with the system shouldn't be refusing to progress
It's still slower than using shackles
Its frustrating to me because this system was originally framed as the response to endless ascension and the reason to grow more powerful. But the system is effectively discouraging you from using those levels for a long time. I thought I would have content with more weight but got content with more restriction.
Maybe but imagine being AL 100 and having to care about gear for content at AL8
I don't see why the content can't be lightly tuned to accommodate both
Having to regrind anguished gear for each ang level before reaching your actual intended difficulty level doesn't really sound like fun
"I'm back at AL 8 now so I need anguished gear to progress instead of using my ALs" is not inherently attractive. So yeah, unshackled may very well be faster and more interesting because you get to the good stuff without having to regrind everything
Instead of shackles, maybe the content should be equalized. Sounds like a nightmare to implement though
You're AL 100? So are the monsters
At anguish lvl 1
At that point anguish becomes more about the maluses and not primarily about extra enemy stats. At every anguish level the monsters may get a tiny bit stronger but they'll always start at your AL baseline
So youre telling me from going from 18% to 0,95% is more reasonable then from 18% to 18,1%?
Or losing 90% of your power for a 2% increase in proof drops?
Just wanted to point out the math.
I'm saying that kills all the difficulty in the guild built around difficulty if everyone just runs unshackled
I am unsure if youre trolling or not. Genuenly.
We are not having a problems with the existance of shackles, having content that is actually difficult is fun, and thats why we were hyped for 2.0. everybody who doesnt want that type of content stayed at 1.0.
We are debating about the fact current implementation of shackles is a lose-lose and a raw punishment for veteran players. It is either losing most of your speed or so much rewards there is no point in grinding unshackled.
We are trying to find a way to make shackles attractive - mostly by not only punishing you for not using them, but also rewarding you when you accept them - very slight bonuses per lost ascension level would be a great thing, or a severely reduced penalty on your highest current anguish level until you have the tokens to progress.
Shackles are a great idea, but they are doing their hardest discouraging people who worked hard for their power to engage with the new anguish system. And punishing them further by making shackles mandatory or anything like this would just decentivise further.
How many of you all are doing anguish 5 or higher right now?
Im still anguish 1, and im al27 so shackles and non shackles will probably affect like 6 levels lol, but i was thinking more in those with tons AND tons of Als
I am curious because I'm seeing a lot of complaining and wondering how much of it is theoretical versus practical. I have only ground out 1 to level 4, and probably a week away from grinding out to 5
Almost at ang 7
I played up to 40ish on beta will be sitting at 4 for time being on live
I think this is for tomorrow, save proofs of melancholy if you can(everyone)
In my opinion i asked a couple of people for their current Situation and found they got like super low chance for unshackled and shackled wasn't worth it in terms of rewards so they stayed at 4
Anyone else finds strange this bonus? I feel like the bonuses for Armor are the worst
Yeah we determined that one to be pretty bad lol
Ward recovery isn't bad, accuracy also
Fwiw we don't exactly know what 1% gf chance means
The exact number might not be 1%
It means 1/198 chance base and 1/99 with the crest on
It's 1/400 base chance
See that's what I thought and someone else corrected me its 1/200
1/200 for wyrmhunt bosses I believe
Anyway, I think in testing some 1% effects are actually higher, and it seems like 1% is more of a placeholder number
Yeah I haven't found godforge chance something to be chased after normally, just a nice to have
Does upgrading from ang1 to 2 sacrifices the anguished gear v:?
oh THATS why its so easy to GF on them
My plan is helmet acc, feet ward turn and chest probably ward reg
No it's just a requirement
Godforge is now always 1/200
It changed a while back, when orna went from v2 to v3
Is a qatvanga 193% good to anguishforge :v?
190+ is plenty IMO
What??? I remember 1/400 to 1/500…..
That makes my pile of dragoncrests nice for the month of godforging…I mean wyrm slaying
The shackles are good, ang should be hard as its name.
I don't think people mind being shackled down, just the rewards don't seem appropriate
Enabled shackles
Ang should not be a fast progress & one shot everything, lower the shackles & leveling requirement will let the design of 2.0 dead early.
Sorry I misspoke, unshackled rewards don't seem appropriate based on what others are saying
I enjoy 2.0, new design take time & grind to reach high ang, but it is a part of game, same as al progressing.
Appreciate odie for the hard work
I love your new content.
A few ideas/notes after a little more anguish experience:
We need to be able to adjust Anguish levels outside of our OT, issues arise without this ability.
- If I want to drop raids at someone's wv, I may be too high in Agony for that person to be able to fight the raids. I'd have to remember to change my level before teleporting over, or be stuck with a cooldown and/or too high leveled raids to be of use.
- If I happened to set my anguish level down at some point and teleport over to someone else's OT to raid with them, I may be too low level to join their raids and be stuck with a wayvessel cd.
I mentioned this during beta, but a visual identifier for anguish raids in the overworld would be excellent and very useful - especially if it included the anguish level of each raid. A tiny pink bubble with a number above the sprite would be awesome.
Made a suggestion #💡│suggestions message
Shackled version could give a max of x2 drops
So 40ish at lvl 5, 44 at 6 etc, of course the closer you get to intended al the smaller the x2 benefit coz thatll be the same as unshackled lol
Uhhh something like
18+lvl*2(max 0.95)
The shackles were postponed or I'm just too blind to find it ?
Need anguish level 5 minimum before that option appears
Could have been nice to have the option grayed with "unlock at lvl 5" mention.
Was it changed that we cant do raids in a party at different Ang levels? Thought it was supposed to take the party's highest but tried last night and my party member couldn't join because they weren't on the same level
That was changed fairly early in the beta
Being able to skip anguish levels was never a good idea
Have monster aspects been added to ang 2.0 shop yet? And also, what's the cost of the great anguish raid scrolls in 2.0?
Gotcha
Never noticed, this counts for hordes etc too right?
Dungeons takes lowest ang level of party member
¨Raids are different because their level is set on spawn
And you are not allowed to change their level
I knew that on raids, but was curious on others. Thank you!
Is this possibly a bug? The adorns are combining with the stats to then have anguish applied to it
This will affect Bristles and Pinions by a lot
its intended as far as we're aware
Great for -Def, bad for Att
Ok guess I won't file a bug report but ooof
May i ask where you are in progression rn
Make raids adapt to the anguish level of the user who enters the raid for the very first time.
Dont make our raidpiles useless? :(
Don't drop an extreme amount of raids unless you intend to farm that at that lvl?
What with the raids that we already spawned before? Most people have a big hundreds of hundreds of raids, because noone envisioned something like this. And all those raids cant be used now, even tho most of them havent even been touched.
I dont understand the logic behind this design, except punishment
I spawned a lotta amorris and other things before the beta went live. I was hyped for the update.
Gotta get fucked somehow i assume x3
All the raids spawned before give an extreme disadvantage for anyone who actively clears what they drop regardless of the Al. this also balances players abusing raids that are pointless to kill for most and makes everyone summon new raids let's be honest we both know that there are people with 1000 scrolls dropped and not killed from several different events and there are some with alts that have just as many scrolls dropped would it be fair for say someone with more alts to go in and power through double your raids because they match the anguish lvl apon entering eg you entering with a high anguish than your alt making the raid more profitable for you and giving you the ability to endlessly farm scrolls that you didn't drop at any anguish level. Anyways raids spawned previously shouldn't be able to have anguish and never should be allowed to get anguish as it makes alting to powerful and ruins the game for lots of players
Does anyone know how to use Anguished Crucible? I'm trying to use it on my Nothrrn Crown 👀
Gear needs to have at least one anguish level, crucible gives/rerolls the passive effect for the gear. This passive only works in anguished content
Eh, exit the game an re-enter?
That works for me
Also, some passives (maybe all) are bugged and don't work right now
That worked
Should I hold until it's fixed?
Didn't know they were bugged
I mean, they'll just start working after the fix. Idk if there's any reason to hold if you've bought crucibles and want some specific passive
Possibly wait because of the idea that HOA memory hunt seeds being screwed up 2 separate times can happen with anguished
Yep, holding for now lol 🙈
The upgrade cost is the biggest turn-off for me
I dont really know of i agree, but i guess thats a viable perspective i can understand.
There are folks with way more than 1000 raids dropped before anguish, it would be nice though if raids dropped now had a chance to be turned to anguish if you forgot to turn it on for instance
Imagine this person having all these raids anguish?
So something like adding a summoned date which allows you to tweak the anguish before entering if summoned after you unlocked that specific level?
Yeah like I threw down 30 Hyperion today and realized I had turned off anguish for some reason
so now that's 30 new raids that can't be anguished
Well the problem for me is that I'm being punished for having spawned my raids whereas someone with thousands of (event) raids in their inventory is fine.
Do you think it fair the person above gets anguish 1 for all those raids? They have event and everything in there
I agree it's not perfect maybe have a date on the scrolls too?
So if you have scrolls older than 2.0 date they can't be anguished
Yeah, ever since i first asked odie if there were plans to making anguished raiding rewarding i kept on stockpiling raids
for me this is rather a discussion for proofs/leveling my agony guild then anguished items btw
so event encounter don't really matter
That wouldn't work as I had 1 Hyperion scroll in my inv from last year so now the ~45 scrolls I just made have "2024" in the date
I get it, that's what I am talking about you can have thousands of proofs available on day one
Think that's just a display bug though?
You still have to kill all the raids
and I would have loved my hoard of morrigan to be anguish, when I found out they didn't carry over I have been cleaning them up though
so I would be punished for being active to make room for the new stuff
General sentiment rn from a lot of veteran players is beeing punished for beeing a veteran player in so many aspects looking at anguish 2.0, yeah...
I purely think just have a date summoned on the raid and allow anguish to be changed until damage is done on the raid
No there's plenty of veterans who actually clean up all of their raids and aren't being punished for dropping scrolls prematurely
Prematurely...?
As if we knew 2 years ago anguish 2 was coming.
We knew for about a year now that it was def coming
We didn't know the mechanics of it
Are you hear to discuss about anguish or are you here to make otherd grrl bad?
Raid decision was still at least 4-5 months ago though
We didn't know anything but that it would 100% include raid content
but we didn't know wether or not saving them for the rework was good or not
Was it annouced somewhere? Or written somewhere hidden in one of the hundreds of threads on this server nobody would ever assume anguish 2.0 got even mentioned in there?
I think because of the alt problem it was likely assumed that you wouldn't be able to
I remember having a conversation with one of my buddies who's got 10+ t10 accounts
And we thought it would be cool if they did but then mentioned that it's probably one of those things that would become an issue
I kinda wish there was a way for someone who isnt active multiple hours on orna discords a day to know those things
Maybe there is?
I mean... you seem more active than I 😄
You only have to check orna 1-2 times a week to know in advance
The discord
Only lately, because current anguish state is miserable
Last time i was this active was when we nearly lost the tower pets cause odie wanted DC to be unique in phoenix in retrospective
They could use their developer blog to talk about these things more maybe?
Which i do for many years, and have the announcement channel linked on my dc's, so .. i am, still barely know most of whats going on
Possibly part of hype or announcements
When I knew 2.0 was coming out I started asking the questions
when I found out raids was a path I asked about ones set
I started clearing my raids when open beta came out
I was not sure anguish 2.0 would come even this year at that point to be fair, as there were just so much things i assumed were tackled before
Honestly it had been pushed back enough that I felt the opposite, was suprised other things came before it
I was surprised it was even released this soon I figured it would be pushed back another quarter
To me, it has been fun, and I wasn't a big 1.0 player. In fact, when it was announced that 2.0 was officially in the works, I had just hit 50 in 1.0
I didn't feel the need to run it like I do with 2.0, even at Anguish 1, I get stuff from it. I do think there needs to be some tweaking to make me want to do World Farm stuff - maybe the upcoming rift breaks and stuff will do that, but for Raids and Dungeons, I am all in. Towers, I am ok at 1. I may strategize staying at Anguish 4 and get the tools needed to jump levels closer to my Ascension, but for now just kind of enjoying the ride and hoping that costs will settle down and there will be some type of variance for difficulty and availability.
Have you seen my idea for the dynamic prices based on time put into the content and resources spent
Yeah not sure how they would work it 100% but its not a bad idea
IMO raids that have been up for more than 3 months should turn public.
I think many would agree with the ranking for cost
Why so you can steal everyones raids?
Or so they can make everyone else lag to a point that their phone crashes the game for opening the game near them?
Turn public and teleport to random spots in the world so you can't id people's houses
If you didn't kill a raid in 3 months, you'll never kill it and then it overload the server forever.
That's a lie I have raids on orna that are more than 3 months old that I go through and kill when I want to mindlessly raid or grind a material
Sure, make it 1 year instead.
Or put a limit on max summoned raids
But the screen Tyrm posted is just server nightmare and will hardly ever be killed
Also wasn't mine to be clear 😄
I refuse to kill all of my Cades. They've sat at my base for at least a year or two
I'm starting to see the significant downside to shackles now, by the way. Medea having 600k health while you are only AL 8 is pretty oof, I can't even do VOTG right now at AL 4 without stopping to buff. I was holding off on my comment on it until I saw more people doing shackled content
Just dismiss them
I have to buff in all content at anguish 1 Al 13
Is it really bad that you need to buff for anguish content?
no not at all
Your AL gives you 1%, monster's AL give him 20% 
No my HOA char just doesn't have the ideal setup
Just saying at Anguish 4 I need to buff buff and I get to use all my AL (50)
Shackles means I can only have 8 AL and it's harder yet than 4
It's a steep cliff
Yeah, the start of ang is too rewarding imo, making the hit into shackles weird
I may need to figure out some anguish leveling gear from drops to best push through
like a full set of Baldr's with anguish 4 + a good attribute and then maybe do up the weapon to anguish 4 with demon tools
Or get raid to 5 and get raid gear, not sure the strategy yet
Just anguish a swansong and aaru robe
Grind the tools early
Ang 5 raids should get you around 19% anguish chance, depending on your choices
That's partially why I'm not upgrading anguish
Im getting it higher before dropping good scrolls myself
Tools don't need to be early anymore they have been adjusted
Love the tool cost adjustment, we get to play around more now
I need anguished gear to progress tho lol
So I'ma need tools otherwise my damage gonna go from 2 shotting anything with more than 100k hp to 3-4 shotting it and not having enough ward/HP for it
TBF, I really would focus on getting to AL 50+ more than trying to level up anguish, but that's just personal preference, thinking that Anguish is the endgame
I'd still run it of course, just low level
I Wana kinda scale my anguish and als so that I don't have to deal with unshackled
This would be my idea way to enter the endgame lmfao
To each their own of course
- Make levels 1-4 cheaper to progress and less rewarding. These are introductory levels and set up the baseline for anguish.
- Anguish 5 introduces shackles and steps up the cost and rewards
I think there needs to be a rebalance - feels bad that 5 is AL 8. If you had all anguish 5 gear and AL 8 you are only getting 23% stats boost vs stuff that is now at 100%
Agreed
Goal is to make sure spelunking spec can be used by 3 players only ?
Why change Conq spec level which was much easier to get than Spelunking one ?
How to know if the anguish bonus is good or not btw?
Can you link that? I would be interested
so im thinking lowest to highest being
1 raiding 10 proofs for lvl 1-2
2 world farming 35 proofs lvl 1-2
3 towers 60 proofs lvl 1-2
4 dungeons 85 lvl 1-2
Resent the idea ^ and this is just a concept open to change
I see your point. All of them having the same cost when sone are good speed (you can go to ang 2 in towers in an hour with good rng) and world farming makes me cry
Ive done minimal testing but I believe that these would be better starting prices and ranked them in the amount of time it takes a low Al players to grind that content
And we can always change costs to better reflect what nf wants. While still giving a time to proof representation
The problem i moszly see is that prices are already very high for the first few levels, while its supposed to get slower and slower regardless.
When you hit 5, your speed gets reduced by such an amount that it will take multitudes of what you did for 4, and at that point, you realise that you will take hundreds of hours to progress a level at some point.
Without any differences in proof prices, having 4 different proofs brings nothing to the table (beside having to raid to level up raids)
Id agree I'd like to see something like the ranks I gave be a base XYZ price for items too
The scaling is just insane right now, and definitely needs an adjustment.
Just thinking about how much hours of shackled nightmare i have to endure until i reach something according to my power... Its probably the most uninteresting content to the already very strong veteran players in its current state, its insane.
And ironic, knowing it was designed to give them something to do, and was fun
But while anguish 1 had a point, anguish 2 is actual anguish, and not fun, in its current state
Like old anguish was tier of mat x quality of mat x number of mat
So t1 10 normal quality mats were 1 proof
And ortanite was closer to a 1-1 cost
Maybe make the raiding proof the same
But make dungeons around 4 times or 5 times
Kinda like comparing anguished guild and titans guild cost for same material
Not reducing rewards but making it so that you can't pwrma farm one and get more out of less time spent
To me that makes anguish content more anguish
Ah you mean normalize between
Yeah that i agree to, i will mever farmr raids for proofs, its absolutely not worth it rn :o
Yah so that no matter how much time you spend playing at the end of the day you get what you get by farming any content and it's all relative to time spent doing so 2 hrs play is 2 hrs play if you're at Ang 1 in all of them you profit the same as you would in 1hr between the 4. if you have all anguish 8 after 1 hr in each content type you get the same between those 4 hrs
It is if you do new raids because currently you're guaranteed 1 at the end of every raid and possibly more for the rewards screen with the raids goodie
I think anguish 1 takes 55 raids min 110 max with current pricing
If anyone can weigh in on anguish 2-4 and returns that'd be great
Well, anguish is supposed to be anguish 
Average 2.2 proofs in final reward screen for me at 7 ang, if you care bout that
Raids?
Yes
With that being you just finished the raid or you're getting raid rewards
Getting raid rewards. So average 3.2 per raid, with the guaranteed 1 on kill
Perfect and highest gained and lowest gained on this?
Lowest 0, highest 5
Joe Six Pack here, early 60s AL in almost 6 years of play. Don’t play too much and never engage with online communities, but I feel I have to share how this change went for me. More often than not I’d get a tough material requirement and my only chance to make it happen within weeks or maybe a month was the old anguish. Suddenly the old anguish felt busted, my pet was missing every other hit so out of desperation I switched to anguish 2.0. Now, given the amount of proofs I get, it feels like anguish is no longer an option to fulfill AL material requirements without an amount of grinding that I can’t really afford time-wise. I see players with 1-2 years of gameplay already above the 100s in AL and say, god damn, that’s dedication. And that was with the old anguish. They already got there. For slower players like me stuck now in anguish 2.0 it feels like I missed my train to make it further, because the old way was enjoyed and abused and now my only feasible option to gather materials is gone.
So total of 6 proofs per raid max and total of 1 min that's not terrible
I understand your frustrations currently we're working on the bugs and ironing out everything still once everything is finalized we should start to see a better anguish content while still rewarding players who can't put extreme time into the game like many others have and challenging both high and low Al players all the same
I'm def not spending 1 min per raid at 7 ang. But that will vary depending on class/build
Ahh, I'm dumb 😂
All good haha
You gotta spam these 10 limited refineries every 12 hours now, but it's fine Odie will fix the rewards so you can grind an extra 6 years to get maybe 30AL
Many people got over 100 without touching refineries
Let's make it the normality then
No refineries were used way to long and unmonitored for to long this targets people auto clicking and not legitimately playing the game refineries could go away and the majority of the playerbase would be completely unphased
that's a huge lie, you just want anguish to be easier and no huge penalty for shackles, the best option he has is towers tbh, or do anguish 2.0 till it grants more proofs than anguish 1.0(lvel 21)
If you can focus and do 5 towers a day it's roughly under an hour and a half of play. Throw in some dungeons and call it a day. They add up pretty quickly and then you have to wait for rotations, if set aside say 500k shards for blocked you can also start to strategize stocking up your lowest when available.
Bro what? I don't want it to be easier I want it to be less extremely grindy for starting points again Odie is ironing things out and working through feedback if appreciate it if you don't have anything constructive to the conversation you don't jump in and call people liars thanks best of luck to ya
Oh refineries were very well monitored and the issues were portrayed very clearly. Especially when the grand market poppep up, people started saying that something had to be done. It just took a few years until action was taken.
I think many players pointed out already, but anguish feels very grindy. For newer players that start with anguish at T8 it might be somewhat reasonable. For players already too strong - it takes alot of time to get to the point where difficulty is high enough for a challenge.
My proposal would be to reduce amount of proofs needed for lvl up AND / OR reward extra proofs for successfully completing an anguished activity.
Proofs of Torment in Monuments
And Monuments rn are a very bad way to receive proofs of Torment (at least for me). Its on avg under 10 proofs per Monument. Maybe make any enemy in Monument eligible to drop proof of Torment, but with a reduced chance?
Too many enemies lower tier in monuments
And in Towers too, because the fights are chosen, you dont decide, like in dungeons where you set the tier and could abuse the system by just spamming T1.
Personally I disagree with this one due to monument being a lesser version of towers therefore making it appropriate an amount of proofs for time and energy spent
You can't abuse dungeons for proofs of melechaly those afaik only drop from same tier enemies as did towers I think they're perfect as they are as changing these to give more would make it more worth to run towers not for shards but for anguish proofs and invalidating the reason people run towers by making them too powerful
My goodness, the grind for anguish level is insane
It take so long to even grind out lvl 1 to 2
Agreed. Horde boss runs weren't producing much
I'll probabaly stick at level 1 and passively collect them until NF reduces the cost
this is what im doing after its been about a week or 2 of odie not updating and altering anguish and hes finished ironing it out ill be working up tiers i try to dedicate about an hr or so for towers and raids per day and then run dungeons whenever im capable
i very rarely world farm currently
this gives me atleast progress for anguished content and once everythings all finished ill beable to bounce ahead
Ang2.0 should not be a speedrun content for us, lower the cost - end game player will rush everything in few month & the new content dead again.
As dev mention it will be hard as the guild name, we should treat ang level like rising our ascension level.
2.0 should start off easier and work to a point where its more difficult currently anguish is pushing limits for what an al 13 can handle with mid tier gear at lvl 1 i agree it should be difficult but i think players who enjoy difficult content will still have that when they get to higher anguish. i think speed running it isnt the same as early content being easier to progress making higher anguish more worth grinding as it currently stands the effort put into grinding anguish to get up each level is not worth the reward which pushes players away and will cause a dip in players make it as rewarding as it is difficult and players stick around because they get feel good feelings for the applying themselves
How could the new content be dead if its infinite scaling?
Like the point is to make your game harder? Why would i want to run easy mode for months ?
after you hit lvl 5 there's shackles
The content will be dead if it does not become rewarding compared to time spent
but im tickled that 1 week per lvl is too slow
Even more ^
100 raids for 1 lvl
There is no way that is worth it
I would save my scrolls for event rather than drop them for proofs
I dont mind the shakles. But the cost for lvl ups is mad
its been 1 week since the patch tho. i didnt get it til thurs evening
how could they even have data to fix the rates? idk what else to say
I think the train you missed was dozens and dozens of refineries. But as for power in-game, at 60 AL you probably dont run into anything you can't do
(unless you live in los angeles, then ya, setting conquerer rewards is out)
Like 3 proofs from a raid
Sometimes even 0
Like i would like to level agony for more challenge in raids, but the amount of proofs i need to get just to add few levels is not worth it
I kinda regret switching to ang 2.0 atm
Ang 1.0 i had some use and felt rewarding
Like i have gob fort in my ot atm and it pains me that its not rewarding anymore bc its painfully slow to level melancholy aswell( even if its the easiest one)