#Anguish Live Feedback
1 messages · Page 2 of 1
After shackles we start from same line.
You def dont understand
Maybe its language barrier
I dont care if i have als or not, but the rewards vs increased diff is not balanced
I think the difficult will not be a problem after patching crucible & demonwork tools cost.
Oh god
The cost of lvling up is just mad
And barely gives any extra reward in trade
Staying ang4 & leveling full set ang4 equipment, after that start ang5 with shackles.
I dont want to spend time in ang lvl 4 if i can do higher
Just my opinion, saw some expert player doing it on this way.
I never said shackles are my problem
The problem is the proof cost on lvling up and raids/ content not giving enough proofs to get into ang lvl matching your al etc
Currently lvl 1 agony costs like 100 summoning scrolls/moondrops
And next lvl costs 225
And so on
You run out of raids before getting any benefit
It can be abuse by party raid.
I dont want to abuse anything
I want to grind my way to ang 10-20? That matched my al and happily try to beat the raids
Not using all my scrolls to get into lvl 2
4 player party raid will be fastest on ang progess now.
If adding more ang proofs drops will abuse it.
It encourage party play, i hope the game had more party content.
Idk i just have to disagree with you
We are not on the same page
It does not need to increase proof drops. Lowering the level up cost would work much better
That does not make much sense, also please read my message again, as you didnt get what i said about dungeons.
With increasing anguish level towers will take a multitude of the time it takes right now regardless, because at some point you will have to full buff for every single fight, and also use ward, etc. If you do anguish content in higher anguish levels, you will level your guilds much slower and get much less rewards, so you definitely do the content for the tokens.
And yes, im aware you get a resource increase. You don't farm towers in farm gear, so the orns, gold and exp wont do a lot for you, they dont even make up for the additional time spent per battle. Also, if my fights take 300% longer on average, getting 40% more shards is definitely not doing it for the guild.
You can check the rates in beta, just make a new character in sandbox mode, get a single t10 anguished ornate, and level as much as your heart desires.
Anguish 2.0 isnt even out for a week...?
Endgame players will not rush it because of shackles.
We want hard content, but hard content should be fun and rewarding. Current iteration is not rewarding, and unfun for veterans
You have. Most players who dont understand our problems are low players or fresher T10, cause they see a system designed for them, something they look forward to as orna is a slow progression game and they can work it up with their account.
We already worked our accounts up, and i share the sentiment of "i dont want to spend hundreds of painful hours until i can reach a point in the new guild where i no longer feel handicapped for no apart reason but distaste for my progress"
Yeah its weird that we have to handicap ourself in low lvl anguish and make the grind slow af so that we cant get into the ang lvl that matches our als and power
I think the concept is fun, but looking at the execution, its not done in a good way. I dont mind handicapping myself, if that means a bonus for me. Currently, i either lose an insane amount of power, or an insane amount of rewards that somehow is worse then anguish 4... 19% to 0,95% makes zero sense.
Lose-Lose. Either choice is an insane reward nerf in both cases. Not fun, not engaging; actual anguish.
I know right!
We tested a lot in beta, rates were not included. I cant believe we didnt talk about the bugged scaling of shackles, but hey, we can fix it now. ^^
Before ang 2.0 i enjoyed gob forts with high ang lvl. Now its not possible without awfull amount of grinding for lvls
Tbf i enjoyed gob fortress before it got turned into a bugged mess of content... X3 got my obog in one
Lol i liked the endless level of rewards with high ang
I wonder if there is any chance that the lvl up costs are being reduced
fwiw, it's never 0. You always get 1 guaranteed proof from the victory screen. Meaning even if you always get 0 from the "rewards" screen, it should still never take longer than 110 raids to level from 1 to 2.
Secondly, splitting the raids makes this fairly cheap, since the victory screen is never split. This means that if you have a party of 4 people, and each person drops 28 scrolls/moondrops, everyone is guaranteed to go from 1 to 2, regardless of what they get from the rewards.
That being said, it's not like I don't understand what you mean. It's slow and not ver rewarding. All proofs have the same Weight right now, even though some are much harder / more expensive than others to obtain
Yea but getting 0 on rewards is possible tho
The most reliable way to have that balanced is by gathering data though. Which NF can do from people playing
Yeah
Yeah, but 0 from rewards is still 1 proof
It should never actually take you 100 raids to level from 1 to 2
Yup i get it i just did not count the kill reward screen
I think it took Covyn about 100 raids to get to level 3?
We may dream! Initial cost of 110 seems fair for towers and dungeons, but the exponential growth gets ridiculous, especially cause 1,5-2% proof increase is nothing, adding to the severe loss in clear speed every higher anguish level provides after the first few.
Yeah dungeon costs is imo okay bc horde can give you some nice amount quite fast
Not only do you take +100% base cost for ~+2% proof chance, but you also take the ~20% stats, for about ~1,025% power increase per ascension with full anguish gear you're allowed to use (not 1,03% cause you can anguish accs afaik)
And horde is no longer an option soon
Mostly bitching about 110 proofs of agony 
Then think about that 5 costs 527, and you get the tokens much much slower.
Cause shackle or go screw yourself
.95% proof chance for high AL, babyyyy
Yeah that is alot scrolls
Amazing suggestion, but will get downvoted by low T8-10 :(
Because they wont allow us to use the thousands of hours we farmed to, well, farm better
Yeah good point
Biggest anguish issue i see is the punishing nature and unfun progression for anybody who farmed before. I dont wanna spend hundreds of hours feeling like my progress didn't matter before i can breathe again with current rates and current design, its spelunker guild reward tier paired with progression so slow we have nothing to compare
I don't think a slow grind is even encouragement for low lvl players. Look how many never make it to t10/11 because the grind to get there without a network to level fast is slowww even with it being way faster than it used to be
May be fun for them at first, but I bet engagement drops off big time in a couple weeks or so
Yeah idk why someone would like such lvl up costs
As comparison, ascension are a very slow grind. But, there is no strings attached, no bottleneck, no nothing. You get exactly what you farm for. Its fun, and you know what you get.
Then, we slowly got content that devaluates ascensions, and people for some reason got tools to cheat around the power we farmed for (conq has an item that disables Ascension lv).
This is just ridiculous.
Spending hundreds of hours so it MIGHT be rewarding, is not an option i will take.
If my time is rewarded, i gladly take harder fights, spend more time, dont steamroll content. Thats what i want, the old feeling of orna, where i had to put effort into things.
But theres a very big difference if its because i didnt farm the required power yet, or because a gameplay mechanic just tells me to screw myself instead of providing a healthy alternative
this. trust the studio to try to keep us playing the game they obviously love
Just hold on to your proofs. It's been a while since I've played actively, but I don't remember NF making retroactive changes when balancing. No telling if you'll get those spent proofs back if they lower the cost later on.
Though I guess if the cost is static for everyone maybe they will
How do I use a crucible
- Make sure you are on last Orna update.
- Select the anguished weapon
- Use the crucible
Right but here's the thing because players are such min/max time players they will find an anguish point that they can complete towers at about the same speed while also not having to buff or anything so they'd balance the content with proofs of torment and tower shard gains which would make towers too profitable by increasing the amount of enemies who drop proofs. Towers are perfect where they are and the proofs they generate are fine monuments could possibly use t9 enemies as an addition but only because monuments are quick and easy but getting 1/2 floors isn't great. And yes anguish 2.0 hasn't been out a whole week which is why I had said after it's been out about a week or 2 after Odie finalizes everything.
It's like a whetstone, if you just anguished the piece of gear you have to exit and go back in, similar to after using a whetstone
I had to unadorn it
My dungeon slicer
This is a really cool feature
Avidity Crit Stacking Anguish Slaying
Did you not have to demon tool it first? Or did you arleady GF it back up?
The Godforging Tool?
You don't really need to unadorn, I used my demon tools in gear with adornments
But when you buy a demonforge tool you need to exit and reopen Orna 
The reward increase on high anguish does not outweight the loss in shards, i tested in beta. Dont worry.
Yes button only appears if the game is started with those in your inventory.
so dont do high anguish duh
you do say anguish 15 because you can still clear it at the same speed or under 30 mins
now you get ang 15 torment proofs
and you get 45k tower shards
just gonna leave this here
no its not raids, yes i think the numbers will change probably
Still think the overall rewards should be higher for higher level, and proof chance should scale slightly exponentially; its not bad as it is right now, just also not good.
The 5 discord active people who will progress over 4 will probably tell us in a few months ;P
So you think that rewards shouldnt increase the more you progress in content?
Sounds like a very weird thing to be sassy about.
Idk if its becuz im t10 but an unthemed dungeon only nets me ~1-2 proofs
this imo is completely reasonable
I think it would be cool if you could get more proofs from normal dungeons so you dont have to run endless everytime
Hey guys im t10 almost t11 fresh, what path of anguish would you recommend?
You can take all of them
The paths is just to seperate the content, they are not exclusive
Find what you enjoy most in it, and farm that
I dislike the way how current anguish punishes its players
Making everything slower and not rewarding is weird
i want to suggest a feature for raid path, that you can either fight your raid solo, with your current party, or with a random matchmaking party.
the way party dmg share working splits it evenly between people in the fight, and the dmg can be applied to everyone's individual raid
(so 4 raids, one party, one fight together, fix leader death situation, and 4 raid loot piles)
(or if you wipe, 4 raids w damage from 4 people)
I did some party raiding and it felt horrible due 1 player afking and servers dying in the same time 
And as reward i got only 1 proof of agony
On kill screen
0 as drop
I do prefer solo play instead forced party play
Has anyone pushed past four yet?
Is this because of party play in itself as a concept or is it because of the horrible state of party play in orna?
I dislike partyplay becuz I have no friends
I did but had to change my start to do them, it's much slower so I just stick to 4 most of the time
Think I will probably be able to hit torment 5 tomorrow
I'm halfway to 3 on towers. It's a slow process
Maybe this will help
anguished Hyperion splitting to the moon 🚀
Suuuper slow lol. Might as well not worry about ALs this year
Very jealous
Actually might hit it today, 1 tower just net me 65 Proofs 👀
I feel like towers are the most fun out of all the anguish now. I'm going out of my way to hunt the t10s. Dungeons feel like bread and butter per usual but nice that we can double dip with event mobs
Hello, I was talking on the general chat but maybe this is more appropriate. I'm a casual player only AL30.
If I understood correctly the new system, with demonworking tools, when you want to upgrade an item with it the gear will drop to level 10, so you have to do the Masterforge -> Demonforge -> Godforge upgrade again each time you want the gear to pass to your current anguished level.
As a casual player I find it very excessive, and not at all appealing to (re)farm something like this EACH time, and for EVERY of your gear or just be lucky to drop again an 200% ornate. It is a little bit overwhelming to be honest.
But maybe there is something I didn't understood correctly.
What is the general opinion on this ?
You only need your item to be masterforged to use demon tool on it
And the price for masterforging/demonforging is divided by 2 4 for anguished item I think
Masterforging or demonworking an anguished item only costs 25% of the mats
And yeah, only need to mf it for next level. If yoy want to use it heavily you may want to df/gf it
Then you still have to godforge it after that, honestly one thing I liked was when dropping a 200% was that it feels "finished" after having it in godforged.
I can get needing to farm something to upgrade the anguished level of the gear no issue with that, but having to farm mats that are needed to ascension + going again the RNG route to godforge EACH time you upgrade the anguished level, and for each of your gear, it just feels to much
How is this possible
Two people already clarified you don't need to godforge or demonforge for each level
Sorry english not my main language, I get that you don't need to and you can just have masteforged to pass it to the next level. But if you want to max upgrade your gear because the content is harder and you need to do it, you'll have to redo it everytime, each level, again and again, it feels overwhelming but maybe it just me
@dim jacinth, Wake up 
Event monster should also give proof of despair/proof of torment for WF/Monuments
Despair should drop 1 to 3 proofs honestly, whenever it drops 👀
Last Martyr's Longbow: Weapon forged of the trials, tribulations, failures, and anguish of heroes and travelers alike. This gear gains an additional 1 …
Feels that bonus is MUCH stronger in old anguish then the new anguish
since you get more dificulty boost per anguish level in the new one than the old one
That bonus didn't work in old anguish 
The state and efficiency in general
#patch-notes message
New Proofs of Agony rate 👀
osom
Oh wow, this is agony 1
oh lol i am glad i never done that raid
WOW
I’ve done countless raids since 2.0 was released but haven’t had a single agony drop yet.
Niceeee
You should be getting at least 1 proof per kill
Are you spawning new raids with Agony turned on/up to at least 1?
Because you won't get any from any raids spawns beforehand
Ah no I’m just using my already spawned ones
Ok that’s my problem then, I need to kill about 100 raids before I summon more then.
I still have yet to clear out my OT as well, been just spawning 1 at time until I stop being lazy and clear it out LOL
Hey just wanted to gauge opinion -
How are people feeling about the jump from Ang4 to Ang5, where shackles take effect?
Might make a poll for this
I'm not there yet, but it's dumb that you get less rewards at ang5 unshackled than ang4
I'd rather ang4 be lowered to match than have ang 5 be lower
This was my suggestion
Raise the lower bound on unshackled ang 5+ and lower the reward for ang 4 is a happy middle ground
Nice yeah theres good ideas to work around the issue. Just gauging opinion. I think im going to make a poll
Agreed. Make the beginning levels that are unshackled less rewarding so it's not best to just run ang 4 forever
I'm at 1-8-8-1
The first few levels are designed to be accessible to T8-T10, so reducing rewards only hurts our lowbies
Makes sense
tear off that band-aid!
#💡│suggestions message
If we don't want to lower ang4 rewards then we'll need to increase unshackled ang5+
Otherwise it's pretty clear that most players will just hang out at ang4 for the foreseeable future
Imo, making all unshackled content better isn't a great solution to this. Just makes the problem worse
Imo any of the below would really help:
A) Apply unshackled penalty to just the growth
B) increased shackled benefit
C) Reduction of level up costs
D) Some combination of the above
Or just remove shackles and double down on the roguelite aspect. Ang 2.0 is already intended to get progressively harder as you increase anguish levels, make each level up have a harsher penalty and it will eventually balance with high AL. That's what I'd like to see anyways
I'll just note i've never been in favor of shackles think they somewhat run contrary to the system. Re: difficulty, from what I've played on beta the difficulty feels right to too hard at appropriate levels, depending how deep you go.
Above options are suggestions while maintaining the shackles at current reduction
I find shackles the only thing stopping al's from making 90% of the guild too easy
I dont think AL can trivialize 90% of infinite progression.
Particularly when for any given anguish level you can get gear that is a 3% boost - effecitviely equivalent to 3 AL. At the high end that would be the expedient option IMO
i really dont think thats a problem
it makes a good polemic but if the choice is go or dont go.. im going
(to the next anguish lvl)
You'd want to go to the next one eventually but ang 5 is either less rewards or less power/slower
So you just farm at ang4 unless you want your progress to take longer and require more grinding of anguished gear
Once I eventually get to ang5 in a few months I'll try shackled but like... if the choice is "artificially hinder myself in order to grind anguished gear and invest more mats" vs "keep farming as is on ang4", there's a pretty gppd chance farming at ang4 will be the correct choice
If the intent is that only those looking for a challenge will progress normally, I guess that's what we have
if you're low AL, i don't think the benefit/hurt is that big right?
I don't usually post on here, but as someone who has just hit Anguish lv 5 with Melancholy, I gotta say, that asc lv 8 shackle hit hard, especially since I went into Anguish 2.0 blindly and didn't even know about the existence of shackles.
As an AL 50 player, I was enjoying the steady increase of difficulty and the ability to add difficulty modifiers to the dungeon experience. It felt very dynamic and having to choose between some difficult modifiers was quite challenging.
I at first took the shackle with stride, enjoying the unique challenge it posed. But then I quickly realized that I could farm proofs faster on Anguish 4... which made farming at Anguish 5 feel... irrelevant.
tbh the shackles only matter if your not able to oneshot anymore when the shackles are applied but i hit for 500k aoe even without asc lvls id prob roughly hit for 400k
at least in dungeons
world farming i also cant see it being much of a problem
what's your AL?
This sounds like DUrsa numbers 
heretic actually
nice
Ah, sigil stormflask
i deal 100k at al27 with just Despair Aoe, and mag,mag++ and t.mag+++
so i have skill issues xD
where's my trev staff dammit :v
Ara Vestaga, Ara Vesta 3 and Ara Vesta 4 is what every high al heretic is using for towers anyways
ye i use despair all 3berserk 30%arcane amity tmagic3 and magic1/2 and i have a chance to proc tmagic1 up
and if i need even more dmg snotra
with chimera? and what gives you tmag1?
my boot has a proc chance for it
and no with either stonewarg for tankyness/ward regen or tmm
for 100% t3magic up
ok
For a healthy system moving forward, its important that people are incentivized to move to Anguish 2.0 from 1.0, otherwise many giga-ascended people will just sit on 1.0, as they feel it is more efficient. These players would be permanently advantaged by a system that people who switched and newer players will never have access to. If you look at the anguish leaderboards, its pretty clear that many high AL players do not feel it is better to switch. For long term health, 2.0 needs to be the more efficient system.
From my perspective, it is not clear that the new system is more efficient for your time and any point, and thats largely due to the shackles. Even as you gain power and ang levels, your clear speed does not keep up with the rate of increased proofs, as youre locked within a specific power bracket for that particular level.
You say that, but base-towers and DM still outclass old anguish progression by a pretty large gap.
that refineries and lvling off anguish was utterly too easy?
imo what surely should increase in ang 2.0 is the mats/time u get from proofs because rn 1.0 is better for that by a lot which feeds better into the ascencion lvl grind
Refineries sure, but old anguish does not outpace towers or DM for progression. And DMs just saw a pretty significant buff.
Anguish was actually the more casual friendly way to farm mats fwiw
whatre you ascending for, i wonder, kingdom war & settlement defense?
Kingdom, Settlement, PVE efficiency, Leaderboard etc
Number go up is actually the main reason
Agreed, if there was a problem with old anguish, its that it became AFK after a certain point. I think this is already solved through many of the maluses, the HP scaling, and the infintie scaling
its also got 4 new numbers.. and they all go up
Yeah thats good number go up but AL is also good number go up and its important number go up
im reminded that town hall, citadel, castle, fishing hut dont have number go up 😦
Woah now, fishing numbers go up
Fishing number goes up a bit too much 
do they?
You unlock more numbers at guild level 150.
ganbarimasu!!
(i will try harder!)
I think the main difference between farming old anguish and new anguish is that while yes, at some point the new anguish might become better for the more hardcore players, the old anguish had the benefit of being short content that you spend a couple of minutes on per day and slowly save up for your progression. The more casual people don't have the time nor find it worthwhile to invest into 5 towers and run them daily or spend everything on mnemonics from what I've seen
The only way to balance this would probably be number adjustment for shackled vs unshackled but I'm not confident on providing appropriate numbers so I'll leave it at that
anguish 2.0 is purely pve with less asc lvl progression which a lot of efficiency area control type of players liked
Which is why, to an extent, I don't agree with the shackles. To incentivize moving people over anguish either has to be either: A) more efficient than old anguish for passive grind or B) Equal/more effective than towers, at some point, for active grind. Shackles limits the passive grind at 4, and the active grind gets progressively slower to the point that i'm not sure it competes with other active things. Or both, and the shackles hurt both aspects of it.
I think ang 2.0 is far better of a time investment for farming proofs than 1.0, considering 1.0 you were limited in how you could earn proofs. The cost to level up is pretty drastic, but the proofs drop quite a bit more compared to before
At least from what ang 4 gives
At some point high AL players will do a cost-benefits analysis, and I don't think its there yet on either front. Thats before even factoring in large level up costs, cruicible rerolls, demonmaking tools etc.
to put out some numbers i roughly got 50proofs in 6mins in anguish 1.0 just running horde dungeons at anguish 50
to get back to those numbers id prob first need to farm 100k proofs just to get the same proof chance
if even that
and since i get roughly 1/5th of that rn
each anguish mode can be tuned individually. thats gotta be worth somethjng
In Ang 1.0 boss horde, you'd only get proofs from 16-25 which is 10 levels. You'd have to roll 5 bosses each floor and get a guanrateend drop to get 50 proofs
You running ang 50 party horde?
efficiency for efficiency sake is meaningless
ahh that makes sense
Yeah and for what its worth, I think a lot of high AL players will be clearing in the 80 second range
ye probably my device/internet isnt even fast and i need to spend 2 more turns than really high asc lvl players just to buff and i prob have a few more misses because of the dex difference
but ye
but when it turns into, player A can sit on a old system that is x% more efficient and gains x% more AL than me, it becomes a balance issue
I was in favor of just moving the health scaling to old anguish, as I think that would resolve the issue outright.
Orna is mostly a "see number go up" kinda game, so a lot of people will value efficiency for that. Why make number go up slowly when you can make number go up quickly?
I think people would still stick around since:
No maluses
No unshackled penalty
(There's still no Great Monster Aspects in 2.0 shop 😢)
Hmm, I'd say that old Ang 1.0 offered nothing to the game. It was just a way to earn things faster. Ang 2.0 at least offers a crafting system and new gear to be explored
Thats sort of what I'm arguing though, the unshackled penalty is a big reason why this becomes unfeasible. You can never get to a level of low attention play, and the difficulty scaling makes it difficult to ever become more efficient at activie play
Fully agree that new anguish is much more fun and interesting system, as far as leveling, gearing etc, which is why I think it should be incentivized more.
Why everyone thinking to speedrun ang2.0, the shackles design is perfect, if you want full reward just enabled shackles.
the base system with gear bonus/scaling etc is good, i just dont see the point to artificially nerf the reward for other things in the game ie mats etc while the primary target was to make the content hard and challenging and also to make the progression way to slow for what? just make the content hard and let people play at the anguish lvl that they can play at why is there a need to farm proofs to lvl it up anyways?
With a set of ang4 equipment, it will not be a problem.
Ultimately comes down to efficiency not feasbility, its clear that a lot of players dont think it is currently worth it, even in the long run
Yeah, I just hope it's tweaked a bit more so that while it doesn't become full afk farming like ang 1.0, it also doesn't take ages to reach the level associated to your ascension level
Personally, I think certain maluses, the positive falloff, status and the more HP really solve this already, hard to become full AFK unless you really outleveled the content
On beta I tested Anguish 40, with Ang 70 range character, and it was not something feasible to AFK.
Agreed. Which is the beauty of ang 2.0, the system will balance itself after so many anguish levels. The shackles are just an unnecessary roadblock
I honeslty think its worth getting. Was at beta 45-50 in dungeons and could clear at AL93. But getting there now would take forever. To get what I would normally get at ang50 1.0 even would take me months on end probably. Thats just dungeons alone
i think if people play for efficiency the best way to farm is still probably the highest difficulty that you can afk and 1shot everything because those 2 things tend to align
In Ang 1.0, I could power myself up to always 1-shot a fallen realmshifter, not exactly the case in 2.0 and will require active play.
Definitely could clear, but couldnt AFK even with 50 more levels. And was it more efficient than current? I dont think so.
if you play to get higher and challenge yourself then efficiency will suffer regardless
It will be at the higher end when your proofs are 100% and it takes me the same time as it would around 25 etc. BUT to get there is a long time and again 93 beta als vs 50 and im sitting at 105 now
unless rewards scale non linear but more in an exponential fashion which imo is bad as that would just make the strong wayyyyy stronger
Just my opinion, i think current 2.0 is good, because now it looks like conqueror, more invest = more earning, al will not overrun everything.
I'm having difficulty envisioning an anguish where you can get 100% proof and clear in <3minutes, which is effectively the anguish 1 benchmark.
It means you need to invest ang equipment early as conqueror invest on othersoul.
ALs are the endgame though. For us to even make us of them now would take most over a year
I think most people will just wait to find what class, gear and strategy can be used to afk farm at certain anguish levels, I doubt that there's absolutely no malus combination that can still let you afk farm
A bit off topic but conqueror hits a cap relatively early, just fyi. I'm not saying anguish 2.0 wont get better, I just dont think the curve ever hits the 1.0 benchmark,.
Mine were about 3-4 mins a run. you could net easily over 30 proofs at 100% in those 4 minutes vs say about 6 dungeons now at almost 2 minutes for the same. and less buffing etc
In Anguish 1.0 I can clear 2 dungeons in about 3 mins, which averages 30 proofs. Its just rough to say, you need to grind for a very long time and SPEND a lot of proofs for a system that might be close to the old system could give afk.
im talking 2.0. Agreed 1.0 is more efficient rn sorry
Understood, but yeah thats what I'm getting at. I'm not sure if 2.0 even approaches 1.0 on the high end.
In the beta we were also easily able to make perfect gear,
Honestly the prices need to come down or the shackles need a rework. I dont mind the shackles but dear lord ang 5 costing over 500...Like man im looking at over 3k just to get over ang10
If its infinite the big people are going to hit a stopping point regardless of shackles. I think mine was around 30 something in beta. Thats months before i get to use what I worked hard for over years
Just to level it up, let alone neeing to buy tools etc
here i computed some cost left is cost for the next lvl in proofs middle is anguish lvl and right is the summed up total
With current cost also difficult to see a time my anguish catches up to AL, given the lead it has
104k proofs to just get to a high AL comfy zone where things actually get difficult is asanine
I get to play at my current AL at Ang 70 lol
The raid update though is mint
Which will take years lol
Unless you go straight dungeons everyday every minute
And in years I might be a bit higher AL 🙂
will it change that instead of 3 ALs was higher? like 5? 10?
Can't spend proofs on mats, you need to lvl the guild
I do think the raid change was great change in right direction. Even at low Ang, can see how it eventually becomes efficient compared to old system. And it is something we only would have had felling proofs from before
Honestly I think the shackles should scale. With your current ALs like a slider. You can decide how much shackle you want for a loss of reward. Max reward at the lowest but say I wanna like 3/4 my power is get so much less but not like nothing at all. If ya know what I mean?
It'd allow people to get over that absurd hump without deciding to suffer immensely with less efficiency vs getting almost no reward
disagree with despair as that would make some events more profitable in t6-8 on hoa or more profitable for the dragon event so toooo easy of a grind there
There's a fine line somewhere where the anguish gear kicks in more and the shackles don't hurt as much
Raid proofs feel too good now imo, if all material prices are staying the same
i couple of days i go, I tried some Unshackled/Shackled, but it wasn't very well received 😛
Do we know how much it keeps up scaling? I'm at 3 and getting around 10-15 average
Most it seems don't want shackled. The rewards just aren't there for it tbh. The pricing the way it is will slow down most anyway lol
And builds start changing fairly quickly. Like I can't swansong afk after like 10 lol
Ang 9
yeah that's a problem that will occur as people were so used to "I can spam 25 dungeons a. day and get 1000 proofs, so that's like 1 million mats 😛
YEah, this looks a little high, but on one hand, Raids do have a defined limit as far as scrolls.
I wouldnt be opposed to drops like this later down the road, as its really the only thing ive seen comparative to old system
How long did ang 9 raid take you
think about the cost to time amount tho how expencive is it for the next level
I'd like to get to Ang 1.0 proof rate with an okay time and then have difficulty spike to get extra after. You can get what you did before with some work but if you want those extra prepare to work hard
(and still towers and dms definitely do exceed old anguish and are still available)
Kinda in the middle for both, but the efficiency thing will always exist
A defined limit that is very high. Raids aren't exactly hard to farm a lot of
if you try to do a cost to time analysis, you have to also remember this isnt a free market system, there is an all powerful entity controlling how much time things should cost
Towers with proofs are still the best mat ratio and probably even more so with adding extra proofs to it lol
Raid proofs now though are probably juicy
For mats
Way too fast with the new proof rate imo. Already almost to ang 10 for it, and I just hit 9
those raid drops do be looking fine
well i can't really have. an opinion in this matter tbh, not a hardcore player :c
I think DMs are better than towers on an hour basis. Definitely think it has potential to exceed old towers with new system, but again, Ang 4 2.0 is less than I was earning 1.0 and anythign post that will be considerably slower.
I mean per raid. Couple minutes?
i have lots of opinions, and am lvl restrained (al 19)
Per raid, less than a min
yah im aware thats why im saying think about cost to time spent that changes the viablility for how many proofs can/should be given vs amount of time to kill and gain. if the game is too grindy players will stop playing if the game is too rewarding players will get bored of the progression rate and in tern stop wanting to play theres a happy medium somewhere
yeah but someone that farms this game 20 hours a day and someone that plays 10-30 minutes it's way different playerbase xD
just saying your opinion is valid you dont gotta go calling me a no-lifer :-[
not calling you a no-lifer tho 😛
At that point you win a lot of proofs tbh
I forgot that HoA existed tbh 
See, people haven't even tested anguish 4+ to know that it gives way more proofs
tbf, this change happened today, most were tested on beta
|| I'm still at 4 in Towers
||
Raids were the only thing increased
I think that other paths(except despair) would have the same increase of proofs(proof acquisition,not number per enemy)in higher lvels
I mean even right now Ang 4 raids are fairly efficient, its not the leveling up that made it reasonable its today's changes.
Raids are absolutely too good right now imo
Leave em honestly. You get to a certain point where they are VERY strong and hard and one ult away from death. It slows down tremendously. I think Ang 25-30 they started to roast me on beta at AL93. Was easy until they ult lol
Welcome to Anguish 2.0 XD
it makes honor to the name :v
Yeah that's wild though lol. I'm cool with it, just kinda complaining lol. Need to get past the begining hump honestly
well, its currently not at all considering people got powerful before ang 2.0, it only cares about people that just started ascending; i just hope this gets addressed.
the fact rewards go from 18% to less then 1% for me fron 4 to 5 is a good indicator of what i mean
A level should NEVER give less rewards then the rest
mobs get more powerful & anguish drops decrease does not really function.
It sounds like shackles should just be extra rewards to reward those willing to take on extra difficulty
The current design of cost/reward assumes shackles are the default state
t8-9 dont ascend
so chances are good once you turn 225 that ascension will be 0 and anguish will be 5
I guess I see the issue with this
see sid's message above it
i guess i dont get it, or am OK with the system being power capped
i dont see how they could balance anything without that
like, everyone who played in the old anguish system, had access to essentially free extra loot.. i just swap the slider to max and i get 2x orns from goblin king bosses in deep dungeon, but he still has <12k hp
well i dont remember how much x it was
I think the only way to make shackles work like extra rewards is to rework them like this:
- Shackles are now a slider, allowing you to set exactly what AL you'd like to be shackled to.
- Each ang level would have a baseline or recommended AL, similar to the current shackle system.
- Your rewards depend on how low you set your ALs. E.g. at Anguish 1, you would get less rewards than normal by allowing any ALs at all, getting less and less the more ALs you allowed.
- On the other hand, setting yourself to AL 0 at ang50 would give a lot more rewards than baseline for that level.
- Each level's rewards would be based on that baseline AL level, with upper and lower bounds to the range of rewards. You obviously wouldn't get 1000x more rewards for doing AL0 at ang50.
This would also allow for crazy challenges like 0ALs at anguish 100
With a shackles system like this, higher AL players are not penalized more for having more unshackled ALs. They choose how low to set their own shackles
Whats the cost of crucibles in your anguish store??
Trying to know if is better to buy crucibles now at anguish 4 or lvel up to anguish 10
54 proofs at lvl 11 anguish
So it's definitely better to lvel up, thanks
I like this, that is all lol
Now that I think about it, I don't know if it increased at all after I leveled. It might only increase when shop restocks
It increases
I'm lvel 5 right now(raids can kill me now, this is so unbalanced
) and it increased from 49 to 50
Now the real grind begins 💀
is monument better than towers for proof?
towers seems okay enough but I havent tested monuments
I've been purely towers
Tried 1 monument around level 3 iirc and got little to non as there was just so few packs with anymore than two T10 mobs
Towers at level 4 I was getting ~60-70 per 50 floor, picking up every T10 encounter (strays included)
Monuments are a very bad source, but it makes sense because you can't die, although the important thing are the proofs
You can 100% die in monuments
Yea
You don't lose the monument iirc
You do
Really???
Yes, but not in exploration dungeons
Goblin fortress/mystic caves
You may be thinking of those
I was pretty sure you can't die, but turns out I confused it with fleeing, then event mobs should grant proof of torment in monuments
monuments do not give any sort of proof?
Monuments give same proofs as towers. Just have less t10 mobs, so less chances for proofs
#💡│suggestions message
Anyone picked "Permanent status effect fade chance"? With 1% the buffs dissapear VERY quickly. Even several times during single run, it feels more like 10%. You are usually not able to fully buff yourself with basic buffs and they are gone.
Apparently the 1% rolls for each enemy hit rather than per turn, so it's very bad when you're using aoe
I chose it, it disappears not so frequently
By curiosity does this also applies when it's your follower attacking ?
No clue but I'd assume not, since stuff like lugus gauntlets or other temp buffs are not affected by follower attacking as well
So if all you do is only buffing, you'll never get unbuffed ?
I avoid that malus like the plague because it rolls per enemy, so it stacks up fast
Which is great if we pretend people who grinded before the introduction of anguish 2.0 dont exist and would not like to fight at a fraction of their power for hundreds of hours before they are eligible again to be fully rewarded for their grind again
You will definitely get unbuffed, just that it'll count as 1 enemy like it does with lugus gauntlets
Agony is easy farm it seems
I was getting 4-10 from lower tiers, from T10 I got up to 14 proofs. As drop, then +1 as reward ofc.
Agony is ....really easy to farm. 😄
Mhm, even +15 pre kill
And that was low tier, so it probably doesn't matter.
Just wait till your shackles hit and work at like 15% speed/rewards
But yeh in current state raids are fun! Since scrolls are a limited resource, while all others are available 24/7 (if you're willing to move) i get that its a bit easier to aqquire proofs, but its a bit higher then i imagined it to be. Isn't necessarily bad tho
Because it may seem high at 1 right now, but with how the rates scale, youll still need hours on hours on anguish 10, and even longer on more
i'll never take the perma buffs malus xDD, i'll rather have 1000% less damage :v
Def don't need that long. I went from ang 8 to 13 for raids just yesterday
I chose it.. twice. I was losing a buff every 2-3 turns against a titan, it was very annoying. Definitely felt like more than 2% but could've just been bad rng
Hello, does -X% multi-target damage on anguished modifiers affect summons ?
Question if I use this gear on anguis level 1 or 3 the alternate stats are not applicable?
Or what exactly the #2 mean?
You should get the full bonuses in ang 3 but in ang 1 they'll be reduced to their ang1 version (probably)
why does he has a Hp + 927 that's the bonus one right?
That's why I asking to make sure
the #2 means the anguish gear level, so 2, but i guess that in-battle or whatever, when you are at lower Anguish, it will lower a little bit
i would say it will also affect the bonus effect tho
The bonus effect as in passive?
The extra crucible/anguish effect doesn't change as anguish level changes, far as I know
That's what I don't like, the effects doesn't increase after certain lvels, some could increase until a max %
I think percentage ones are probably fine but flat values should increase.
Is there any plan to allow for dismantling anguished equipment to feed back into the anguish economy? Something like dismantling for proofs, or maybe dismantling for some sort of [anguish dust] or something that can be redeemed for demonworking tools/anguished crucible/etc. at certain quantities.
Got my second useless anguish drop in some monument spam and this sort of thing came to mind.
Its a cool idea - you should make a suggestion for it
Yeah please make a suggestion, i would love that!
A system the monumental guild already has so i cant even see this beeing hard to implement ^~^
Ill link it in the ORN feedback thread once you make it
Sure, wasn't sure if that sort of thing had already been thought of.
Thanks!
#1379141724902920244 message
as someone who hates dismantling ornates, I might suggest this shifts to "remove all anguish from gear"
Wondering.. does Demonworking a non-anguished item pull the current stats of the gear and add them as anguished? Negative attack isn't a default of that head piece
It includes the stats added by adorns
That HAS to be a bug right? 😦
Otherwise that's some annoying thing to consider. My adorns added nothing of value to anguish stats
Also means you can turn negative stats into positive with adorns. But it could be
Hoping it is, otherwise I just gimped my crown. Does lead to some interesting busted ideas using pinions
This way I don't have to take a big mana hit from the staff. But my hp hit does still keep getting bigger with each ang level
Some adorns are great for the anguish scaling, others are just bad, like lyncus Bristles
Yea.... Can't imagine what that would look like with ashen pinions
TBH, that is fine too and keeps with the theme of my "what if?".
So long as the useless anguish items can be more than a wasted proc then it works out.
- Als
Any idea what the chance to get a passive on gear using demonworking tools?
You use a crucible for the extra bonus
I see and how many bonuses can an item have? It looks like some can have multiple but maybe I'm reading those item pages wrong
You can have one bonus. Use another crucible, and it'll roll a new bonus onto the item
Okay cool. I think I get it now. Thank you!
Actually making that head piece Ang1 and not any higher is perfect as now you can get a bonus passive on it with a crucible, "+accuracy" or "+pet act" would be perfect imo (obviously depending on the build you use it for)
So the extra passive will work but not the alt stats? That's interesting
Ward, foresight, and crit are the only "base stats" not affected by Anguish gear levels
And dex 🫠
I'm curious about vd since it shows up as an anguished stat
Look at all these stats
The vd is from the weapon itself
It seems Ward, Foresight, and Crit don't show up there but all other stats + bonuses do
As for why... 
I think a clearer display would just be the additional stats
Surely that can't be too hard to code...
#💡│suggestions message
Has anyone tested the Raid proofs vs raid anguish level? what's the most proofs you've gotten now? I've gotten 9 at anguish raid level 1. This was a GREAT improvement, thanks devs!
Too many imo. 24 is what I remember at 15 ang
That's with 35.5% proof chance, I haven't chosen 2% proof at every level
Looks solid when comparing to increasing costs
While the speed is getting slower and slower
Now i might actually farm agony
As solo player i do love odie now
Wheres my mara's ring 
I'm very much regretting choosing this. I'm dropping so many buffs with just 2%, the upkeep is pretty annoying
Feels like 1 every turn sometimes
Pathspur it
Konq is the reason the server lags when he opens his keep confirmed 
Day X of hoping anguish 5 will not give less rewards then 4 unshackled
It doesn't give less rewards. Just less efficient without the proper builds lol
Disregard saw unshackled. Otherwise probably not gonna happen
I would argue that is much less!
No level should ever give less then the previous... Scaling should go off of the base values of 4.
If i dont shackle, enemy stats still increase by 20%, but rewards get reduced by about 95%.
I dont see the logic behind that.
Until this is fixed, cause there is no way this could be intentional, i refuse to progress past 4, as its lose-lose, no matter what. ^^"
I saw the raid proofs were buffed. Any word if dungeons will as well?
Probably not. The rate for melancholy is pretty good already by ang 4
Well darn. It's painful pre-4
It's not too terrible
if i recall my Ang 1.0 beginnings correctly, it was way worse before
maybe we got used to getting 50 proofs per dungeon 😛
Pretty sure you never got more than 15 on average 
I love the new system. Really enjoying the grind and the new modifiers.
What I don’t like is I feel as a long time player, I am reset back to the t8 dark age of the game with the anguish grind. I wish there was some check within the anguish system to ease my grind to actually get to the harder content.
For example, I as a long time player, have already run 10k dungeons. That is about (on a conservative rough estimate) 10 floors of at teir foes, with 3 mobs on each floor. And I didn’t hit t10 till 3k dungeons.
That is 210,000 chances at proofs, which at a 10% chance at dropping is 21k proofs on average.
That is about 19 levels of anguish tokens at the current economy. Assuming the 110 start cost and the additional 110 cost that is added per level
I am not asking to skip anything. But I want to get to the deep anguish, as at 75ish als I am ready for more challenges then what anguish + shackles can do. I feel as I have lost all progress as a highly invested player to challenging content with the new anguish systems
(Sorry for the wall of text)
Quick question. Is it normal for me to be getting Anguish 1 drops while running a Great Momument on Anguish 2?
Got it. Thanks @sinful vapor
So I’m assuming using a demon working tool won’t stack on any current bonuses from the chart that people have already gotten? I ask this because I see no change in dex, hp, mana, or crit. With the only other two known possibilities on the chart being for sight or pet act.
You need to use a crucible on it to get a bonus
Ok so you don’t just get a bonus to start, I read that tool as it replacing a current affect but that makes sense, thanks
If the item naturally dropped anguished, it'll have a bonus, if you anguished it using a tool, it won't and you'll need to use a crucible
I just discovered we cant duo a raid if one if the member is lower ang level than the raid itself.
There's not exactly an easy solution to that
it suxx for party play with friends. Wouldnt it be possible to scale down the ang level of the raid to match the lowest ang of players ?
Not really, because that allows for downscaling a raid's anguish level, which is something NF does not want to do
The other way around, boosting the lowbie to the high anguish, would allow players to skip ahead of anguish levels, which is also undesireable
why ? i mean, the player who spawned the raid just loose the opportunity to play it as he wanted initially.
Downscaling the raid to duo bring 0 benefit
also having to duo to downscale would bring its part of punishement, since famed+ item would become less available
||damn sorry for my english, i'm home sick and tired af, english is complicated for me atm 💀 ||
That really sucks. This is something the community overwhelmingly voted for. What's the reasoning
its a huge bummer honestly, i want to spawn a bunch of raids to farm my anguish, but i also want to help a returning friend to farm some finesses
but since i cant know what will spawn, gotta just throw randomly
You can set it to 1, and both will do one, and then you can scale them up as well. They can also throw down at level 1.
so in my case, friend dont want to play Ang2.0 for the moment (ca't really blame him), so that would be ang0 in any case
and what do you mean by "and then yiu can scale them up as well" ?
Problem is the same with lower tier player. if i spawn lets say 200 scroll ang 5, got 20 third horseman left i would like to share with a lower tier/level friend to help them with their VD loadout, i just cant
if u need someone to get rid of horseman lemme know
well i actually have around 20 to offer to anybody in need 
Ang 5?
(ang 0, all there from previous Amorri megafarm)
Ah
why do I need to remove adorns for demon working tools? it does take any slots away right?
You dont need to. It'll upgrade with the adorns
I am not the studio and cannot answer for them
so the description is wrong 😆
Happy that we don't have to unadorn equipment to use it ngl
Yes, that's the best part
As someone in T8 still, what should I be doing with the new Circle of Anguish content? I activated the first path already (before fully reading thru everything) and accumulated just 10 tokens of despair so far.
don't I need 100 tokens + full set of level 1 anguished gear for that?
i mean, yea, but you cant get past lvl 5 til you hit tier 10
and there isnt anything to spend the tokens on except lvling up til then really, since no ascension til t10 too
1% and 1 needed vs 10% and 110 needed, its slightly harder, but in comparison for old anguish where the amount of proofs scaled linear with level up cost and you basically needed the effort every time, the effort required to level up in the rework is steadily and sharply increasing
How do you increase anguished gears level?
Demonworking Tools from the guild shop
Thanks!
@paper void #💡│suggestions message
Here is a suggestion for you 🙂
Please do not ping odie for suggestions
Not to mention odie is very aware of that suggestion in specific
reward are the same 👌
agony proof drop was buffed
I'm not a fan of the shackles and just staying on Ang 4. It pretty much invalidates all the work I put in for als and the rewards are not worth the struggle of going from 120 als to 8 als for 2% more proofs while the content gets 20% harder. While each additional anguish I gain 3% stats that I already grinded for.
Imo if ALs are the problem to be solved by 2.0. I think we should cap them at 100 which is a fair place and people with more than 100 can get 100 in more than one class.
Ive captured that one in ORN feedback
I'm 120 als and I want it capped which would solve this shackle problem.
Plus I don't there there are many right now that could get 100 in every class currently. Next year I'm sure they could get 100 in every class especially for the lucky souls that are still able to grind on anguish 1.0
Or lowering your rewards much below what was 4 which is something i still dont understand by this day.
Im so glad it got in there now! ❤️
#💡│suggestions message
Being able to grind on 1.0 is an issue imo. It’s poised to become the next “infinite refinery” situation. If Ang1.0 was deemed as too profitable by the studio, then allowing people to stay on it doesn’t make much sense, as it will inevitably create huge disparities between people in either system
Making every mat available for a few days to allow people to spend their remaining proofs and then changing everyone over would be the ideal solution imo
Have most of the guys in It burns opted to stay 1.0 because you can grind mats faster?
Hoping to capture this in a suggestion somehow
I think most of us changed. But you just need to check the anguish leaderboard to get an idea since it shows people from both systems
I switched but 100% for fun factor. As far as efficiency I'm not sure its currently the right choice
I think it's pretty clear that anguish 1.0 would be more efficient for most people that care. They're already at ang50 there and already reap that level of rewards
Why would they go back down to 1 and regrind ang levels to regain their level of rewards in a system that is both slower and less rewarding
The only reasons are for fun (the challenge) and FOMO I guess
can we get the same crew who got path of angst drops upped for raids to do world farm next?
Do you guys have any data on the ang1.0 vs ang2.0 AL progression speed?
Is it just an immediate thing or do you all think long term ang1.0 is still faster ALs
I dont disagree I think that one is a bit low
Drop a /suggestion and I can link it to the feedback thread
it 100% will be faster bc you get proofs much faster in old system
and rewards scale much faster imo
Do you? The agony path atm is pretty quick proofs
I haven't swapped. Not for the AL/mat gains, but I agree ang 1.0 is a huge advantage over 2.0 and is going to be an issue if it is not removed in the next month or two. Even that long is giving a massive advantage
I just want my great aspects
so
I just had an excellent idea for ending 1.0 while leaving it open to spend proofs, turn off 1.0 proof gains, and problem solves itself.
yea agony gives proofs decently, but raiding gets much slower the deeper in anguish you go
^ thats a separate issue thats included in the feedback already. The jump from ang4 to ang5
Shh. I need like 600 great aspects, don't turn off the proof gains lol. Honestly making 1.0 HP scaling would push more ppl to 2.0 imo
I was surprised to see it stay on dex scaling
So suggest hp scaling on ang1.0?
It did win the vote 🤷🏻♂️
I was going to go to 2.0 because HP scaling looked rough at 50 ang. Of course I could run 30 or 40 still and have it be better than 2.0, but I likely would have just jumped over
Thanks for that feedback I didnt even realize. Added to the feedback post
Heres the list I've been putting together
Add great monster aspects to 2.0 shop before HP scaling is implemented to 1.0 
Anguish 2.0 slows AL leveling too since it's a mat burning machine. Or so it seems. Also kind of just not a fun mechanic at this point imo. I think a lot of longer term players are kind of past that massive continuous grind when they have been playing so long, but that's just my opinion on that.
It's not that bad on the mats so far. Maybe if I was trying to anguish all my gear, but for now it's just been the most useful items
Can you make a suggestion for this?
Wrecked already made one like a week ago I think
If someone could link i can add to the feedback
As far as proofs go, the biggest hit I've noticed so far is in tower shards. I'm stuck at 9% gains from ang 4 compared to running them on ang 22 with 1.0. I am getting far more proofs now with 2.0 running towers though, but the tradeoff isn't really worth it
Has any ORN asked odie why it was removed? I know knight made a bug report on it. I know there's 4 different proofs, but even having great aspects show up randomly in the mat rotation would be better than not having them at all
Theres a lot going on sometimes we miss stuff
I believe this will be worth it in the long run, but idk how much the scaling difficulty will impact this
That would solve the 4 different proofs and needing to choose 1 specifically to buy the aspects or requiring it be bought with x amount of each
Odie has also been busting his ass fixing things and pumping releases so we been trying not to throttle him with a ton of feedback atm. Plan is to just consolidate stuff in a feedback post for him to read when hes able
#💡│suggestions message okay, it's not exactly asking for aspects in 2.0 but just adding farmable aspects in any guild
#💡│suggestions message
#💡│suggestions message
#💡│suggestions message
I couldn't find one right now but Im sure there are many, a way to break up the monotony of world farm
i know, we have more mobs than ever. but for example, having 4 mobs in an area for an hour (vagrant beasts, mimic etc) is a really nice change of pace
if monsters were weighted to spawn with a theme around each player, which isnt nullified by chaos scroll but enhanced, I think it would give more anticipation.
Regarding shackles:
#💡│suggestions message
#💡│suggestions message
Yeah. The 4 different proofs in ang guild may be a reason it was removed, but idk. They could randomly be put in the mat rotation of all the proofs, require X amount of each proof to buy, or just put them in a different guild. I never understood why they weren't in the travelers guild tbh lol
I don't think we can simply invert shackles to be +rewards for extra difficulty. That would mean players with no ALs are at a disadvantage
Yeah I have the shackles one captured. That one is known and is being watched
Imo unshackled ang5+ proof chance should just be ang 4 chance + (expected al/actual al) × chance increase so lets say proof chance 20% at 4 for instance then when ur at al 100 it would be .2 + (8/100) × .02 for anguish 5
6 would be .2 + 11/100 × .04 etc
I think it’ll be hard to have it be more efficient than 1.0 because of the shackles. You will get to a point where you get more proofs per dungeon, but you’ll be taking more than double the time to clear them. Raids are the notable exception right now, but even those should get progressively harder to kill as shackles kick in and enemy stats increase
I think the idea was that anguished levels on weapons would help with shackles, but yea right now 2.0 is just slower
But it needs to be viewed less as "proof drop chance" and more so as "proofs/min", At AL100+ going down to AL8 for only a .2 increase in proofs when enemies still get +20% stats/other maluses is not worth it, and likely wouldn't ever be worth it, essentially still punishing high AL players for wanting to use their ALs
Imo:
- At reasonable agony levels comparable to old anguish efficiency, but added scroll cost
- Melancholy less efficient as it slows too much as rates go up
- Towers are less efficient overall.
- World farming less efficient.
New anguish also loses out on some orn farming methods such as goblin forts. Less ability to farm orns in melancholy dungeons generally than old anguish. And a lot more time and proof cost need to be sunk into 2.0 to be comparable
Note that 2.0 being less efficient is not inherently bad (it was one of the goals of the change after all). Allowing 2 different systems to exist at once is an issue though
Imo the problem with old anguish was it can be highly efficient and low attention. New anguish should be more rewarding to A) encourage the switch B) reward active play, C) keep up with other meta farming methods like DM, tower, etc.
Yea, orn farming for gilgas specifically is suddenly awful, gob forts were a good alternative but they’re now “gone”
Please keep in mind that one of major issues with 1.0 was that is was too efficient - the difficulty to reward ratio was really out of whack imo
there likely won't be a case where we prioritize parity of efficiency between the two versions. Anguish 2.0 should be harder, and it will take some time to unlock all levels fully (please consider level 25 to be the soft max)
What does difficulty mean
Does it include requirement of attention as Geppu pointed out
Bc ang2.0 already has heaps of that
i definitely believe that games that don't require much attention would be easier
The efficiency discussion is happening in large part because 1.0 still exists and is providing far more efficient farming. Like others have said, if we all were in 2.0 then the conversation would shift to more balancing 2.0 for everyone
Too efficient for the afk nature of it, but was beat by other active methods like DM and towers (+/- anguish). I think there's a space for some level of attention calibration in activities, but that should tie into rewards.
I think 2.0 requires enough attention (especially as you go up in levels) that efficiency is in the dumps by default
I guess the data will show this if so
if folk want to stay at 1.0 for now to minmax current rewards, that's fine. they'll only be behind when we migrate to 2.0
since you're around Odie, i just want to make sure you had a look at Party raiding being a big bummer because of anguished raids #1377194080718553150 message
Allowing raids to change their anguish level post-spawn can lead to a ton of ways to cheese them - it just won't be doable
cant see a single way to cheese anything with downsizing. if i want to downsize my raids, i just have to change my anguish level then spawn.
Lowering their ang level? How would that be cheesy
Not sure if this is a considered use case but I would definitely downsize my Phoenix/Morrigan to make them faster
take raid to 1% HP, then downscale level and complete it
but anyway, ok.
Maybe a way to play an angusihed raid back to ang 0 then ?
That was actually in my original suggestion for this back in beta
on all raids? what if others are doing them, etc. it's not really that simple
Not sure what "all raids" means
I click a raid at ang lvl5, I press a button on that specific raid to downscale it 1 level
It removes all damage from it, resets it
Wouldnt that just lead to you loosing out on rewards i get upscaling shouldnt be a thing but downscaling?
i dont understand what it would achieve. i would 99% an ang 10 raid just to loose all benefit by downscaling it to ang1 for last 1% ?
okay, there is another topic floating around of downscaling automatically as others players party with it. i think we're crossing wires
Ah
Is there a time frame on 1.0 or is it still tbd?
I think automatic downscaling would be much more difficult, agreed
yeah, it's what i'm jiving about
a button to just nuke a single raid down is much more manageable
Makes more sense for a raid to be manually downscaled prior to party play initiating. I think everyone would enjoy that
get out of here with your data
it would answer to the need of playing with our friends indeed
I had that saved already 🙂
New Odie comment SS lets goooo

Also canwepleasechangenaguishleveloutsideourOT
i randomly managed to convince some people to fight world mobs in a party yesterday, and it spawned so many adds (like 7?!)
it was really fun but also the first time ive seen that
(somehow this leads into a req for world farm and despair path but im not sure how)
yes, by vesseling to your OT
It just sucks to wayvessel to someone else's ot and find out "oops, our anguish levels don't match each other/already summoned raids"
"Oh you already summoned your raids at ang5? I'm still at 4"
I guess the downscaling button would help with that, but there's other instances
"Oops I forgot to increase my anguish before porting over"
menu skill issue
I meann
I just can't think of why it's limited to our ot when it impacts party play so much, and we already set the activity anguish level to static
We had refineries like that for 4 years, we had ang 1 running for years, and most abuse strats are only known for very community active players. the advantage already ravaged too long for a month or two to really matter
just ported with ang6 unshackled and now im stuck in poland with 18 dungeons 
Even just making small changes to party composition would hurt anguish party play
"Oh guys let's try a different build" "I'd need to use a pathspur"
See you in an hour I guess
polands not far right? can't you drive across most of europe in like 30 mins?
As an european, i cast slap on you for that one! XD
How many countries can you slap across, like 3?
i love the fact that eos is a raid boss with anguished gear
Depends how much my china phone GPS freaks out 
Is there a solution the studio is working on to address shackles feedback or is it a wait and collect data stage?
I just want to say, since anguish 2.0, I have found new joy in engaging with different content forms. Over the last couple years I have loved the grind of "Pranging", but it is really cool to jump back into some other things as well.
Once again, great job with this NF.
Also...it takes 45 minutes to drive across Europe if there's traffic.
Its the wait and suffer 
#👋│general message I have terrible news for you.
Baaically, progress to 4, farm proofs, pray, and either go deeper when its a more refined system or just dont play it all together.
Is there a specific point to shackles that you’re looking for my input on?
I love the shackles. Thats my feedback on them
I would like to be able to shackle myself lower for even more rewards than the default level/rates
I would also like to be able to shackle myself higher than the default for less rewards than default, but more than fully unshackled
This community loves dichotomy, lol
I think being able to do either would be a great use of the system
Setting exactly what AL I want for exactly the reward level I want
Probably because this is the most controversial peace of content released to date, as its the only one that devaluates progress.
I have not felt any of my progress devalued as I've played this content
I mostly read "its great as is, i want people to suffer" and "this is a video game, fun please?"
What asc are you?
120
Anguish guild is really for people who have fun in difficulty
Bypassing the difficulty kind of misses the mark imo
And given ascension levels are a required piece of unlocking levels, I feel previous ALs are still respected - that’s 1/3 of the next level requirements nearly skipped
IMO theres a bit of dissonance on two fronts because:
- There are a lot of people who want the hard gameplay, but don't like the efficiency falloff from 4-5. This makes a lot of people sit on 4 as the 'efficiency sweetspot' for some time, which is far from an active level of play.
- People with high-AL want content that tests their character strength, and since Anguish difficulty grows faster, the costs are high, and the AL range is tight, people feel like either their anguish will never catch up with their AL or that their AL have been reduced to 'plot coupons' rather than measures of power
you could also make it something like reset raid hp if in party create party lobby screen that requires all members able to see the raid to join before being able to decrease anguish lvl or something like a simple screen that says partymember x wants to lower the anguish level to this raid do you agree
Award for the plot coupons. Great choice of name! <€
I didn't make it up, its a term people use for things like Stars in Super Mario 64 for example
Still, it perfectly encapsulates how i feel.
I take it as you should probably be this al to clear this content, and anything more you're not being challenged
We dont complain about the challenge, we complain about that we get nothing in return for dropping our ALs to play it as intended.
TBH I'm still in favor of halving all proof rates and just keeping unshackled linear while shackled doubles. 6-10% proof rate for t9-10 is more than anyone would have seen at those tiers in Anguish 1, and it removes the jarring feeling when high AL players hit 5 if they just want to play their character while maintaining a relatively healthy economy
Had no problems with dropping my als so that the difficulty guild could offer difficulty
This 100%!!!
And i also think people are fully aware that we dont complain about the challenge, but they just dont find arguments but "i want you to suffer".
Could be wrong but feels like it
And neither would any of us if we would get a benefit for the ALs, so we catch up to the difficulty where we belong for the effort and progress we put into the game faster.
id disagree as anguish 1 for an al 13 is kinda a bit much in horde dungeons on beoh swansong but for an al 13 beoa ang 2 raids are completeable with 1 go theres different difficulties between each content that changes the al required to complete the run (take my words as a grain of salt as ive only got a 100% swansong and dont have trev charms on top of my pumpkinless legs with 75% crit)
Al in raids mean nothing but time. Al in dungeon can mean incomplete.
The problem is that difficulty is not rewarded - instead, lack thereof is punished
I think the system could be reworked to do a little bit of both
I would rather lose a gear slot then my ALs
Please, just little by little if it really need some adjust. I truly don't want to see the same cheese issues we had on anguish 1.0 (it was understandable at that time)
I worked hard for that ish
A first step would be making 5 never give less rewards then 4.
Even if its just a total 1% increase in rewards, it at least is an incentivise to push.
Gimme 18,1 instead of 18, not 0,98.
Downvoting thisbis just trolling, Zach. Seriously.
No, its not
It is really risky. Give opportunity for unschack path and....people will go for it, for sure.
What is a system where you can go really quickly to high anguish and cheese it via AL ? It's called... Anguish 1.0
You still get stronger monsters.
Stronger monsters, and less rewards.
Whats your logic defending that.
Is it possible for despair path (world farm) that the monsters that exist in a certain area are not anguished, and I have to work through a queue?
((do you remember when we used to tier-up and there would be a massive curtain if monsters on the LHS of the screen? thats what Im calling a queue))
The anguished gear and so on
Look my orn dropped 2/3. That means what I made in one year will bow take me three. I am only playing the game now for pvp. So it sets me back from the original plateau to catch up with the top players.
If its in regards to the terra event, the area has no anguish, why i cant tell you
~3% stats for -91% stats.
I didn't want to be player mainly a farming game.
TBH I think a lot of the cheesing is resolved through the maluses and HP scaling. As a core concept, this is hard and you can grow to overcome it is a good gameplay loop, so long as people still have to look at the screen.
Id even be happy with (Theoretically)
Ang5 (shackled) - 18%
Ang5 (unshackled) - 16.5%
Ang6 (shackled) - 20%
Ang6 (unshackled) - 17%
Ang7 (shackled) - 22%
Ang7 (unshackled) - 17.5%
instead of how it's currently:
Ang5 (shackled) - 18%
Ang5 (unshackled) - 1%
Ang6 (shackled) - 20%
Ang6 (unshackled) - 1%
Ang7 (shackled) - 22%
Ang7 (unshackled) - 1%
So, I can make it so that ang bonuses from Ang level 1-4 are exempt from shackling
I do think we'll be back to conversation as it won't really make an efficiency change, but if the curve feels better, then cool
So just shackling the growth? I think a lot would be happy with that
I'm not sure I understand what "exempt from shackling" means
That's not how I see it. I see anguish 2.0 as a stairway. Sometimes you ll face a stair you can't succeed without investing some currencies to ⬆️ gear to reach better rewards on the next stairs. It may need some adjust and so on, but if you unlock décent enough rewards without unschack, again, it will just bé like anguish 1.0 cheese IMHO
Shackling just means having to choose between anguish and ascension. To reiterate, I find ascension to be the end goal and guilds to be the means for meeting the lofty ascension requirements. If I can't use the ascension levels, what's the point?
It would, for now, remove the biggest pain point that most of us have, imo.
Sure we still find something else to complain about, were the orna community 
But that would be a big step.
Are we talking about keeping the bonus rate from 1-4 through ALL levels? Yeah that'd be better
not that; thats cause the monster who joined the fight is anguish 0
So shackles at 5+ would only apply to each level's bonus
I'm okay with the concept of having greater rewards from a self-imposed limitation but this difference feels extreme. Unshackled 5 being less rewarding than level 1 is nuts to me.
Odie you are correct - people do want the challenge and enjoy it, but not at the expense of rewards
Simply put
The 4-5 transition is at the expense of rewards
people want free stuff
bonus value accrued from Ang1-4 would not be removed from the total Ang bonus. then the bonuses of Ang 5 would be reduced
Okay that is weird
Yes that's exactly what most of us would like as the baseline
I think it would be super amazing if we could also choose to shackle even lower for more rewards
That really leans into the "rewarding difficulty" aspect
yes, i just think we'll be back to this convo after such a change because:
this group loves efficiency
they'll realize they have more efficient with ALs at Ang 4 even though the rewards are higher at Ang 5
we won't be solving anything but making the transition look smoother on paper
Can we please get great monster aspects back in the anguish guild shop
That's an idea, or perhaps a sliding scale based on how many ALs one is willing to shackle.
Yup exactly my thoughts
Im actually not arguing for efficiency here at all, im asking that the reward equal the increase in challenge is all
Because currently it doesnt
If anything, harder content should reward relatively more than easier efficient content
but we can all agree that the efficiency convo will come, yes?
I think there may be efficiency 'sweetspots' that open up, but for most its certainly not 4.
Yes and ill be the first to shut it down 😂
lol
You know me
yes. world farm is so inefficient!!
i think 4 will still be the first sweetspot
also where the light elms go?!
maybe until 10-12 when the bonuses really feel juicier
still in terra's legacy/day
I plan on increasing every level
I do miss those free apples. Maybe I do love free stuff. 🤔
Just to generalize - if the content is 2x harder, the rewards shouldnt be 1.05x
And they shouldn't be 0.0033x either
Aight I appreciate the opportunity to discuss. This has, at a minimum, been cathartic. I'll sit on that "first sweet spot" and hope Odie's proposed change to shackling comes to fruition. Good night, all.
For me, i dont want a sweet spot, i at least dont wanna get punished for progressing.
And with the new system, im no longer, so i will progress. And then if rewards really need tweaks then be it but at least im not getting a middle finger for progressing
Even if the reward is .1% percent better its still an increase and will still be able to farm new anguish gear, which is a huge boon.
Sleep well! May your dreams be unshackled and not anguished.
Anguished Dreams is my new wrestling finisher
I don't think it will. I think the vocal majority are getting what they're asking for and will actually push anguish now.
I personally will probably follow a loop like -> First farm my highest unlocked anguish level unshackled till I have anguished gear for that level -> Get shackled and use the anguished gear for higher bonuses
For the record - if the current shackled rewards are intended to be the "rewarding" rates for the difficulty in anguish, I think those rates should become an "extra difficulty" rate
Maybe to keep things simple: make a new level of shackles. If ang5 shackles you at 8, make a new level at AL5, or AL 10; and have the most difficult shackling give the current shackled rates instead
And lower everything above it slightly
Not sure if that made sense. Basically, create a more difficult path for extra rewards somehow
But to your point Odie. I agree that challenging content is interesting. And I enjoy a good challenge, with the current shackle system I feel that:
-
I have tried to do anguish 1.0 at low ALs and have had my fun, put my head down and grinding out hours to get to the AL I am today. So I feel I have already done my time at little to low als and that kind of challenge has been scratched for me as a player.
-
In the current system high al players sit at anguish level 4 and farm up without much of a loss as the current shackle scaling doesn’t hinger that grind.
-
I love the different hindrance each level of anguish can provide, as well as the synergy you can find as a player within the options. But frequently the 20+% stat jump is a hard pill to swallow when your proof chances don’t improve much compared to the base anguish level 1 rate.
For me if the choice was shackles or lose the ability to equip gear in two slots, bye bye gear slots
I do love difficulty aswell. But currently i dont experience any but slow progress
Some player reach ang10+ with shackles , i think shackles never be a issue. And the 2.0 reward after 25ang are bonus, if compare to 1.0.
Can someone explain how does this candle work ?
Not sure if correct thread but it's a part of the Anguish update.
Not part of anguish
Wee
Took me 80 scrolls to reach lvl 3 and 250 proofs
Im out of normal scrolls now so i gotta hit some sphinx/fey jorm 
If i summon scrolls raids, will i only get proofs from the T10 raids? Aka should i just release the rest (except the yetis ofc)
All raids give proofs
Great design choice! Thanks!
where's your mood drops
About those boots and more broadly anguish item bonus,
#🏆│triumph-and-tragedy message
(1.03 x lvl) x (item stats + adorns)
instead of
(1.03 x item x lvl) + adorns
I guess its a good thing? so i shouldn't be bothered? kinda not intuitive for me tho
(math is a little off but I think I understand what you're trying to say)
But if adorns weren't included they would eventually become obsolete. Once we start hitting Ang20-30-40-etc and the items are getting a 100%+ boost, getting +8 atk would matter even less. Now if ward was included in anguish stat calc's then I'd be concerning, but as it is I feel it makes the most sense.
Also it gives more use to adorns that dont have "+2% ward" for once! 
I just want my anguished fomo set to start doing something 
Lyncus Bristles become even more obsolete when they are included to the ang scaling 
lyncus bristles are obsolete? cause of frenzy exists?
i finally just got about 15 total
Bristles don't boost ss and lower att
They do give ward but ss is more att focused now, and frenzy gives 100% cd chance
but crit
I'm Rs, I was thinking about the Avidity chance (0.5%
)
just got this outta the forge today
Any info when the adjustment dropped? Went to 5 now on 2 paths, still stimky
Nearly caps corvus :o
dude, everybody use bristles 
It also caps mana at 0 
Where Realm belongs

All negative stat + unique ability adorns are going to be obsolete
For anguish, yeah
over 5k mana, under 10k hp
on rs?
i think you want atleast 10k hp
i need to re adorn
? hows that an arg for more hp
since 1 is 10%? and the other is 40%?
stability
ease ability
also knowing exactly how much every dot will do because its % based
so 10k would make its 300 for poison 500 for zerk 1 and 1000 for zerk 2/3
personally i have to figure out each time ive got dots up for beo if i live or not
and if i dont think i do i have to pot to test
and then figure out i could have or wouldnt have
and yes ik zerks are maxed at 999
plus if max hp is 1 then you cant redline 🙂
even w a usable gear set (not shown) i have a sh*tload of mana on RS
but yea maybe more hp and swash would be good idk. i enjoy zerk raids
As its tradition, a berserk arisen morrigan event is spawned every cycle, and then destroyed by the entire kingdom at once.
Are Celestials weapons going to be useless the more you progress on Anguish paths ?
Useless, probably not. Way more niche and not an autoinclude for sure though
Apart from melancholy, I find it much slower because the hardest part is actually to find a mob from your tier. Would be nice if lower tier mob could also drop proofs, maybe with a lower chance. Something like your chance divided by 2 per tier bellow you.
Yeah, I run a lot of monuments and I can generally recall which packs usually have T10 enemies... but it would be nice if if t9 enemies dropped proofs at like 1/5 that rate.
I would even say 1/3 the chance for t9s. It's still a good return on proofs without overkilling it. Especially with raids being very good (not op but solid) for proofs vs others now
Would make me go out of my way In towers to clear the whole thing as well
Imo ang5 should give you a noticeable bump in bonuses. I think ppl will sit on ang4 for quite some time at least in melancholy (dungeons) because full aoe farming is just way faster and better for proofs
And then and 6 and beyond would work as they work now. Small increments. Because you will have that base that ang 5 provided + some ALs from higher shackling
Well the name checks out, I really do feel despair

I honestly think shackles should just be removed at this point. Especially if it's true that raid proofs cap at 25 as early as ang13.
Big ALs will get the proofs regardless and hit hard content anyhow. The lowbies honestly suffer the most with them at this rate and are slowed the most
Sadly as much as I agree I think NF (and a small minority of people) want to keep them
But it's just bad after playing with it for a bit now. It doesn't slow high ALs down and just hurts people who wanna get into it more. High ALs will regardless get hit hard in higher Ang. Even with good gear it was a slog at 40+ Ang hordes and I'd say 25 on the others
Rates can be fixed for proofs if that's what they worry about
I understand they don't want high ALs to just roll through content, but if the guild is theoretically infinite high AL people will reach a point to where it is difficult, as long as proof/min rate does not out scale the mat cost for ALs
Seems we were typing the same message at the same time Lol
It's just true 🤷 especially when the maluses start adding up on crit builds and classes as well.
I honestly say make shackles completely optional. You get the normal stuff but if you want challenge for more rewards shackles are there. Someone even said shackle proofs. Make shackle proofs a thing that you can spend on say upping a roll of an anguish passive from 8% faction DMG to 9% faction damage. It's its own worthy currency that would give something unique and cool but you have to work for it 🤷
I made that suggestion a few days ago and it got some good feedback
But If removing shackles is completely out of the question, the suggestion I said the other day in this chat I've seen get some of the better feedback over all was changing shackles to work something like this:
Ang4 - 18% Proof chance
Ang5 (Unshackled) - 18.5%
Ang5 (Shackled) - 19%
Ang6 (Unshackled) - 19%
Ang6 (Shackled) - 20%
Ang7 (Unshackled) - 19.5%
Ang7 (Shackled) - 21%
Ang7 (Unshackled) - 20%
Ang7 (Shackled) - 22%
It's not quite as simple as that.
Shackles aren't just to stop people from breezing low level anguish with a bunch of ascensions.
They're also so that people don't just find a sweetspot that they still oneshot content at and get a bunch of proofs at and just park there - which was something that happened with ang1.0
Obviously, that place exists right now, and it's Anguish 4
But without shackles, it'd be elsewhere, for a higher reward - depending on how highly ascended you are.
It'd turn anguish from Hard Content For Bonus Rewards into Bonus Rewards While Still Oneshotting Enemies
Which is, again, one of the failed features of Ang1.0
I feel with the community's love for min/maxing tho people will always still manage to find some sort of sweet spot they'll wanna stick at tho, like for me, Torment 5 was just no where near good, but now I have found a solid footing in Torment 6 where I can 1-shot nearly everything with shackles on
Yes, there will always be a sweet spot
However, without shackles, that sweet spot is ever increasing (just ascend more) - whereas with shackles, it's a constant spot
-# Note: "constant" isn't quite right, but much more slowly rising. After all, power creep is real, and eventually class reworks / item buffs / new events push player power forward enough to increase the sweet spot.
surely at like 30 or something when the stats outweight stuff like crit buffs but its gonna take a couple hundred hours till you should consider that
i think that sadly as is also out of the question. Odie stated in here that he wants this to be content for difficulty, not for rewards (replacing a system that was supposed to be both with it that ran for years)
tho i just hit 7 in raids, in about 3-4 months i can tell you if its actually worth it...
at least now ascensions beeing partly respected is a huge step for a better ang 2.0!
Ascensions I worked for forever arnt being respected though. Will take probably over a year for my casual self to even be able to use all my ALs in given content
I fully agree, but at least its now slightly respected instead of disrespected, Odie said he will change it so at least 5 never gives less rewards then 4.
We are all waiting for the patch.
It could be already in server side, but the numbers didnt change on my end and i dont see a patch in app story
But shackles just does nothing but prevent the inevitable when people become unshackled. So we are being punished for time vs time we have already spent. I can't even buy mats or focus on ALs now because I have to hoard proofs to get to where I'd like to be. I'd even be fine with making the items more expensive vs cheaper and being shackled.
I think shackles have a good idea but it's current implementation is just awful the more I play with 2.0
I'm not really a fan of shackles either but think we should see how (if) the changes that were discussed the other night go regarding just shackling the growth
I agree that the system is not designed with the love it deserves, especially not the progression, and the mindset towards how rewarding it should be also does a huge dump on any system we already have, and also on ang 1.0.
I just cant really accept the take of suddenly efficiency shouldnt be so high, we had refineries for 4 years and ang 1.0 for multiple years too without any nerfs to either, i dont really buy that suddenly it matters so much that the entire mentality about a replacement for such a system changes.
Not quite. When people "become unshackled", it's merely because their AL matches the expected AL of the current anguish level.
When you get to a point where you finally unshackle, someone with higher AL would still be shackled - to the level you are currently at.
It also doesn't just delay the inevitable. After all, if you ascend enough while at the unshackled point, you'll get shackled again.
It just prevents people bruteforcing levels via ascensions.
I don't want it to be crazy efficient. I just want to be able to use current hard work that I've put years into and have the difficulty where I can keep pushing.
Which also makes sense and would be a good design if the system was released alongside ascensions ^^"
I'd like to have what own and be rewarded for clearing very difficult content lol
The best time for Ang2.0 to have released would've been when ascensions released.
The second best time is now.
I migrated and im not happy.
Either the design philosophy just doesn't belong to anything orna represents or its just still in its alpha-phase and there is just a LOT of ironing out quirks that has to be one.
I'd argue it was ang1.0 that shouldn't have released as it was. But we don't have to agree
And frankly I could care less if say a 150 or 200 Al is unshackled vice versa vs me. It's a PvE main game where PVP has options for no ascensions and tokens to disable. Refineries are fixed so there's really no cheap way. You have to work and put time in regardless now.
Keep the limits on where if I'm ang6 and my buddy is ang3 they can't do the raid with me though
I also agree to that! But i dont think it mattered enough, as it wasnt changed at all for the past years, same with refinery, efficiency and a "balanced" approach at progression is a new concern that i cant see beeing important before
if something that gamebreaking is untouched for multiple years and the resources are dedicated to other things instead, its not important enough, so i dont support the sudden shift in mentality change
It was a shallow system compared and it's being fixed slowly now but there's still some big holes to fill. Maluses and paths are great. The ever increasing difficult is great. Imo the things that need the most attention now are shackles and rates combined and then something with crit for the poor classes that can't or don't use SS. Like heretics even with innate rely on it and get some really crappy maluses to avoid. Its not fair to all classes
i agree that the gameplay is great!!!
But everything else needs much love.
Cause everything else is what we couldnt test cause we didnt knew the rates in beta.
Agreed
Orna development cycles are slow. Such is the consequence of having a small team - they are spread thin at all given times.
Doesn't mean that they should let things fester forever.
They were never happy with refineries. They were never happy with Anguish 1.0.
They aren't happy with Celestial Weapons.
They took a while to get to those issues, and some of them haven't even been tackled yet.
and when you can get to your level at AL 100 in about 2 hours in beta, cool.
If i need 300 if i speedrun it here, no thanks
I've seen more people unhappy with shackles than with. Think it should be priority number one
I dont really recall what we got in the last years, doesnt mean its not important im just bad when it comes to new content additions, i remember towers, the tower fixing process, the first crit nerf and then deep dungeons, and then it sjust black
It's the biggest glaring thing about 2.0. most others things have work arounds. Most.
In the end, it's a free to play game without ads that we're talking about.
They can't be dedicating resources to that sort of change all the time.
If they slow down on events and packs and all sorts of other things, things don't look so well for their funds
That is something i agree to. I spend like 30 bucks a month in my try to help with that
(I assume, that is. I don't actually have any economic knowledge of NF's inner workings)
i heard something about a sponsor at some point and since then i kinda stopped caring, a sponsor in a capitalistic society is never a good outlook for the consumer
And I'm not saying it isn't. Even odie aknowledges it's not perfect.
doesnt mean there is one just the thought messed with me x3
But removing it ain' it chief
I'm down for a rework of it. But also down to remove it as there's options if removed
I doubt a full rework would happen.
It'd likely be shackles starting from ang1; or shackles' penalty reduced slightly; or shackles being decoupled from ascension requirement; or shackles only applying earning reduction on the bonuses of ang4+
Shackles are also a huge slap in the face to casual players which the majority of Orna is. You know how long it's gonna take the average player to get to high Ang? Lol
Or something else the man is cooking
I like the 75% shackle he had in beta
Unshackled you got 75% rewards. Shackled was full
Okay that one actually confuses me. How does shackles slap the face of casual players? They're the ones with low AL, they should be unshackled real fast lol
if the content is supposed to be enjoyed at very specific difficultys handcrafted for certain power levels, thats really great, and i love the philosophy.
If the people who earned their power before the release of anguish 2.0 have to work as hard as others to progress, aka taking much, MUCH longer until they can work at that power without maluses, we have a problem.
Thats basically the one big problem i see.
Idea of shackles, fun, i dont want the same issues as ang 1.0 again. Anguished equipment, okay cool i guess, just seems like ascension 2.0 to me (except the bonus stat) but i roll with it, artificial grind is still grind.
But the shape of progression, oof.
for now its the latter, as odie said last time in here
Lower proof rates, and high cost makes it take longer. Less gear less higher ang
And you can't piggy back on higher ang
I don't see how a new piece of content taking as long for everyone to start off at is a bad thing?
it isnt, IF it wouldnt deduct your power.
I would agree if it was completely new. Not tied to people who have put years of work in
I think we might be talking about different things. Proof rates should be the same for casual vs long time players at the same anguish level?
fully agree
loot should be the same regardless of al 0 or 1000
talking about getting to the level thats designed for your AL comfortable
Yes. I mean it's hard for people to push this to catch up regardless of shackles. Shackles make it hard for lower ALs. Higher ALs have good gear etc. Shackles slow you down but don't prevent the inevitable
i would take about, i mathed a bit, 250 hours to go to raid anguish that would allow me to use full 99 without decrease
and raids are currently the fastest.
DO NOT remind me of world farming.
We don't talk about that
World farming is real, world farming can hurt you
dies in affinity candle spawning T9s
I love uh
checks notes
Killing on average 2200 monsters to go up the first level
If you want the funnier fact, in beta it used to be bosses only
I think making t9s drop proofs at 1/4 the rate k would change my mind on shackles as well
It'd be a bit easier to hit those mile stones without changing a ton. And ease people into new anguish
World farming be like: I am now relevant
Anguish: Daddy's Home
World farming anguish adding a percent chance of a mob to turn into a horde would solidify it to be a great fun farming method
since lower mobs are unavoidable in any content, they should also drop proofs, but im fine with reducing the overall proof rate
I dont wanna nift pick my fights when i do monuments, towers, etc.
It'd make me actually dive deeper into certain content like towers and such. I wouldn't skip anything
Has anyone gotten proof of despair from fishing?
People fish?
like im still doing any fight in tower from 30 on, its not really considered well when it comes to what drops proofs
But i have to say, raids gotta bit of love and raids are at a great spot now
so it CAN become better and WILL be tackled eventually
What it means by despair affecting fishing is that the fights you get from fishing are world anguish
you won't get proofs from fishing
imagine deep dungeons that are worth exploring
In my case never. I've gotten 2 since drop
deep dungeons are such a fun idea but got abandoned way too early... but thats a topic for another thread.
Ill always be salty about them not beeing good 😭
Bad efficiency, low exp, and bad rewards 🤷
So fishing for proofs is a waste of time…got it
Deep dungeons are not something NF dislikes either
They just.. don't have the time and effort to put into it when they're spread thin literally elsewhere
Endless should be tied into spelunking imo. But! That's not this we need anguish fixes
its not about the efficiency, i dont wanna do it for profit.
I just want realistic guild EXP gain, deeper dungeons, just... MORE of the system. I dont care for the rewards beeeing ass if im honest, The concept is really fun but its just so much in its inphancy, that its almost taunting
Sliding off track lol
Also keep it in mind that anguish is a global booster for everything.
Anguish makes towers give out more shards. It's not just about gathering the proofs
That's what I mean by efficiency lol sorry. It's just flows bad imo
the rates it increases dont really make up for the added time so far, even including the proofs, but that may change at much higher anguish, i can tell you in a few months.
Or if i wasted a few months of time X3
Towers are perfect. Minus my opinion on shackles lol
Towers are actually the most smooth content. Even tho i hate i cant hold on "next floor", but thats so minor
Just as a general reminder before I go to bed
:o
Anguish is, as a whole, freshly released. NF do want to make it land right.
There are many things that can and will be tweaked. Among them, Shackles and Rewards.
However, both of these things touch on very sensitive topics - Ease and Reward.
Anguish 1.0 failed in their eyes because of too much of both of them. Too easy, too rewarding.
And the thing is, anguish 1.0 wasn't always like that. It was the constant bickering and requests to make it easier that got it patched to be easier.
And then it ended the way it did.
So I am sure you can imagine that NF aren't exactly wanting to make that same mistake.
They'll be taking a slow and steady approach to tweaking Anguish 2.0. Gather data. Gather feedback. Adjust. Slowly.
Not saying you shouldn't be giving your opinions. You should. Feedback is important.
I'm just saying, keep the expectations grounded. It won't be a radical change. Progress through the system slowly and steadily.
And as a reminder to people who are still parked in Anguish 1.0:
Anguish 1.0 is still up for people to finish spending their proofs. Not to stay there for earnings. If you stay there too long, Anguish 1.0 will eventually be phased out and you won't get a chance to spend your proofs
Anguish 1.0 is not the same as Legacy Area Control. It will not be supported in parallel. It will be phased out in its entirety. You cannot remain there forever
I just hope it wont be like deep dungeons where i try to love it, but in the end, i just miss goblin fortress because the background was more fun...
But i also dont think NF will make the same mistake.
(And when you do transfer over, you'll be behind everyone who got a headstart in anguish 2.0)
But when they will transfer over, progress speeds are likely better, and they can catch up faster then we needed to get to those points
So currently i understand why people dont want to change, even if they dont really use the system
Says who 
My sanity, and my 3000+ hours of ingame experience
And my prayers i say before going to bed
There is absolutely no guarantee that ang1.0 will be phased out later than ang2.0 gets buffs
Go to sleep. The both of us need it
at least since 5 now isnt a direct nerf to 4 (seems to be on the server already) i can grind higher
Sleep Well, John! Thank you for beeing the voice of reason we desperately need in this community.
Because im sure not the voice of reason without some bloodshed xD