#Update 2.1.0 — Archetype Balance Feedback!

63 messages · Page 1 of 1 (latest)

sturdy bridge
#

This channel is dedicated exclusively to feedback on the Archetype Balance Changes. Share your thoughts and suggestions on the adjustments!

To keep the discussion organized, off-topic comments or non-feedback messages may be removed by the moderation team.

glad hound
#

Allow us to put passives with the exceeding skill points above 50, that'd make builds/strategies more "accessible" instead of just upgrading skills.

There's no point having all those passives from each archetype and just use 1-2 at most, it's just impossible.

Personally, (and I think a good quantity of players, specially the PvPers) I prefer to get passives instead of upgrading skills levels, tbh. The skills were fine the way they were before.

young whale
thin latch
#

Bloodbath dead

sage notch
#

That change should happen many months ago Insanix, bloodbath was way too overpowered with healing it performed on 12+ stacks, it had to be nerfed or rewrote differently like half year ago. Such sustain should not be in game for any DPS build in game. Holy and Spiritual archetypes are here for healing.

thin latch
#

The results are there, enjoy the "game"

#

and watch them destroy our game, next classes:

NATURALIST(maybe another sp supporter/healing

BALISTIC (OTHER AP)

#

They have no idea what to do with the game, they can't be trusted, and I hope they quickly fix this last "balance", which is bad. It simply nerfed everyone instead of posing new challenges

gilded flame
#

Maybe adjust total to 60pts or whatever, or adjust points required to learn/upgrade skills. or a combination of both. IDK. JUST ADJUST STUFF to at least make non-meta builds functional or viable.

rapid hatch
#

Deleting bloodbath or this balance is same thing...

torn wigeon
#

I dont want to be an unbreakable gamer. This is the only build I can use that lets me be able to kill even 3 turtles at once slowly and before the update I could comfortably box in with 7 this build is not good. Plz we need more passives. Side Note: even with unbreakable the kill time lasts the same its just very slightly more survivable

misty flame
#

make aether rift boss spawn when we close rift to other players, and give ppl time to clear rifts, if they want to do that on this buffed exp due to looses, if they dont want to then they can just kill the boss

its taking 2/3x more time now to finish empty rift

inner egret
misty flame
misty flame
#

ppl dont have entries rn, solo rift takes over 10minutes xddddddddd

misty flame
#

we need infusion and augmenting status in slot not in equipment, would be amazing to play as a melee now and do some rpg outfits for daggers or something
right now it's all split

north spoke
#

It feels like the game became much harder than before because characters are the same level but are weaker:

  • have much less stats,
  • sustain got nerfed
  • monster stats /level probably did not change and it definitely needs adjustment.
  • feels like if you do not have the main stat of your class on the equipment, character is pretty weak. On top of that, fighter equipment is not good for caster classes and vice versa, because you cannot make the difference up with points from inactive archetypes anymore. It is costly to keep different equipment sets and it is not beginner friendly.
  • Weaker characters = more deaths = less $$$ or lose of XP
    I guess x5 silver cost is too much for casual players that are high level. I would suggest toning both the XP penalty and the silver cost at death down a bit.
glad hound
#

Here are my takes that I think should be adjusted for better approach, the update was good overall, I’m not complaining, and it’s like a “new game”, it’s fun, everyone is testing builds looking for the most comfortable setup either for grinding or pvp, etc, but, some stuff weren’t adjusted, the change in general was too “aggressive” after 1 year for all of us playing the way we did. There are some suggestion as well down below.

  • The passives should be put with the exceeding skill points above 50, so the player can choose either to put passives to help their build/survivability, or, to upgrade the skills, you could also put the requirement of 3 points for each again, if need be.
  • There’s a bug on mobs that makes them “invisible”, making them attack you, and you can do nothing but to guess where it is at, the character gets stuck without being able to move and it's annoying.
  • Since we got “nerfed” by having no attributes points from inactive archetypes and less skills, open-world mobs and bosses should be adjusted to that change as well, it’s almost impossible to grind.
  • Plunder channel should kept the same rates it had before and infusions x2 as a permanent buff (if possible, if not, 15% drop rate is fine, I guess), not nerf it when warmode channel is no more, so, the debt death x4 has a “meaning”, better rewards for a greater risk, I’m sure people will be encouraged to play in plunder and hunt if this is added! It’s an MMO, so grinding is the main stuff on these types of games, hence, that’d make players go hunt again and feel rewarded, even that’d encourage players to go in parties to strong mobs!
  • The moa rations that we had before disappeared and turned into “Complex Animal Feed”, please, fix this.
#
  • The new way of scrolls difficulties is ok, the idea is great, but, I think it is messy, only the summoner gets a chance for a monument, but, what about the rest that are spending their scrolls? The only way is to change the summoner (party leader) so everyone get a chance for a monument from spending their scrolls. Or is everyone having the same chance anyway? This wasn't on patch notes though.** EDIT: No matter who's activating the scrolls, everyone has the same chance for monuments as their scrolls are being spent too - CONFIRMED.**

A suggestion here: What about is they are just called “Aether Echo Scroll” instead, rather than having a difficulty when purchasing or being randomly rewarded from the Adventurers Board, so naming them like this, we can get to choose the difficulty (as before) but the boss name remains unknown until it is summoned? Everyone is getting different scrolls from the Adventurers Board and purchasing them the way they want, making it impossible to match everyone else’s scrolls in groups, so, scrolls are being stacked and with the current player base is almost impossible to do them in a certain difficulty if you don’t find the people xD. Not sure if I didn’t explain myself well xD, but, there’s that.

I know there are/could be more bugs and stuff that needs adjustments, but, these ones are part of my knowledge thus far. Hoping these or some are taken into consideration, in the end, we want the game to be fun, enjoyable so people can continue playing, and fair, in other words… to strive, and you guys have the final decisions after all. Expecting nothing but the best.

misty flame
#

Good thinking, although skillpoints are a bigger issue for me.
Game was oversimplified in that manner so it looks like on screenshot.
From my perspective there are three solutions:
-Make passives cost nothing if we unlock them through spending points in respective archetype trees
-Tune every skill cost by one, every build requires us to purchase atleast one spammable meanwhile it is not wanted by everyone, like almost no mage will use bash (-1), mage with witch (arcane pulse/fireball etc.), fighters with wind arrow (brutal strike/bash), no one is using meteor right in pve scenario, it is non-optimal to have it in your build with such high cd (90s) and 5skill cost + 5/10/15 tier cost (and it's not even better than blessed earth/flame tornado)
-give us 75 skill points to spend on our build

In mobile ui you can give people option to swap between 1/2/3 rotations, not two, give them button to do that directly and it will be possible to maintain 3 different rotations for them, although it's not something they have to do, game should not be centered around mobile version, they still can make good aoe build on even one bar and just upgrade every aoe to t3 for lower cds.

And from my mage perspective, either you make single target build or aoe build, there's no between. From fighter's perspective you have all aoes, while you were going for rain of arrows you still got precision/quick fire and wind arrow is the strongest scaling spell ingame. Wat SadCat
Currently this game lost most of the "skill issue" related things, it's just bash people with your equipment (or archer spells pepeshrug ), I dont wanna sadcat

north spoke
viral delta
#

If we want the NORM to be LESS skills then the cooldown of those skills needs to be LOWER. You cannot just remove 20 skills give us a insignificant CD reduction through leveling said skills instead of getting passives, and think everything is ok. Skills need a 20-30% CD reduction on the baseline CD ON TOP of being reduced by leveling up the skills for this system to work.

Less skills is fine, but we need to be able to use them more often. Or we will be twiddling our thumbs for 10-20 seconds between each pull.

Not to mention at least for my build, cooldowns at base level were significantly increased with this update. Make it make sense.

Let me use throne and liberty as an example, this game runs on a 12 skill set you have builders, spenders, and "ultimate" skills. Builders and spenders are low cooldown, max maybe 12-15 seconds. "ultimate" skills are around 1 min cooldown max. This works well with a low skill system.

Your "spenders" in this game are 30-40-50 second cd AFTER being upgraded. And your "ultimate" skills are 5 min, 1 > 5 min, 1 > 5 min. CD.

This is incompatible with having a 9-10 skill limit now.

(This is from a FIGHTER'S perspective, I havent tested anything on other classes yet so things may be different for other specs)

#

Then we have a big issue with skill point allocation. You are limited to 50 skill points for skills AND passives. But are still required to take unused and useless skills to unlock higher tier skills. This should be removed completely.

I shouldnt have to waste skill points on basic attack skills in each tree just to unlock the higher tier skills. There should be no restriction on what skills you can take and skill points past 50 should be able to be used for passives OR upgrading skills. This right here would make things much more digestible.

#

With mobile being such a big priority, and probably the best path forward for the game in general, i think lesser skills is required and I think its fine. But the system has to feel good at the same time, right now it just feels like you nerfed everyones build across the board for no reason.

Attributes from inactive archetypes are very important as well, bring them back.

sonic ermine
#

QoL have 2 numbers for base skill points and bonus skill points

lunar bison
#

What about compatibility for Linux users who were previously able to play, and now aren't able to?
When are you going to resolve this too?

dull sandal
#

personally i think that the skill point changes are good, maybe if passive skills had their own limit apart from the main skills. BUT nerfing players and not doign anything to mobs while aswell increasing death penalty by 4, thinking that everyone has that much silver to spend on deaths is crazy. yeaha u can just say, "oh just be carefull and dont die", but the problem is ppl usually go and hunt mobs with orange name for better loot and xp, and their agro range is crazy so u eitherway will agro a lot of them or spend a ton of time farming them 1 by 1. and nerf mages

silent summit
#

Late for the feedback , but anyway... :

Skill passive could cost 1 point , in the sense that 2 points out of 50 is too much, and we had (before the update) like 3 times more point to distribute, so skill costing 1/3 of the price of before would be the correct.

And about the archetype that i'm using ( and therefore is the only one i can effectively opinate about): I think the passive BloodBath is a bit ood right now, with only 2 seconds of stack duration , sometimes i lose the hole stack because i take some mob CC or cant connect the auto atk because i used some other skill that canceled the auto atk. So i think that increasing the duration of the stack to 4 seconds , or while you stay in combat , would make it better .
tnx

sage notch
sturdy bridge
misty flame
#

free passives doesnt work pepeshrug

viral delta
#

D’oh!

sturdy bridge
misty flame
#

with 60% increase from prot and spirit passives huh

gray stream
misty flame
#

Is this a bug where taking fallen enemy chest (assuming he's on second rift atleast) on rift only gives one unstable chest even if he had more? Or this is intended

thin latch
#

6 points to passive? Lol

sturdy bridge
#

Feedbacks

To keep the topic organized and focused on collecting feedback, some messages have been removed, as previously communicated. Don't worry, we have recorded the points raised before the removal.

For general discussions, please use #🍺┃the-tavern. To ensure your feedback is not deleted, use the template below. Click to copy and submit:

Answer:

## What did you think? (Explain your experience with the change, what worked or didn’t work.)
Answer:

## What could be different? (Suggestions and, if possible, examples.)
Answer:

## Did you find any issue or bug related to it? (If yes, describe it in detail.)
Answer:

## Other comments: (Optional)
Answer:```
tiny fable
#

Did you like the Change/Feature/System? (Yes | No | Somewhat)

Answer: Somewhat

What did you think? (Explain your experience with the change, what worked or didn’t work.)

Answer: Much better with more skills, but were forced to put too many points in certain tree just to unlock the passives without needing to use those abilities in my hunting rotation.

What could be different? (Suggestions and, if possible, examples.)

Answer: Maybe have it like before but make the passive points free? Or unlock a passive every 4-5 skill point spent.

Did you find any issue or bug related to it? (If yes, describe it in detail.)

Answer: Only that weapon ability (R) triggers global cooldown.

Other comments: (Optional)

Answer: Overall positive changes

glacial ember
#

Just put 8 fixed passive points without relying on spending points in the passive tree, forcing the player to pick a skill they don't want just because they are missing 2 or 3 points for the next passive turns the classes into a cookie-cutter recipe.

As it is, there wouldn't even be a need to let us customize 3 archetypes, you could just list the classes "Dark Knight," "Hex Warden," "Cleric," because with this restriction of passives it hinders creativity.

Another thing, the Crippling Dagger skill was one of the worst skills in the game, and now it's by far the best. Let's make a basic comparison: it has the same cost as Stalk, does the same thing, but deals about 800 damage offgcd, has better cards, and even generates more Aether than Stalk. I have many suggestions to be tested, I'll mention a few:

Move Stalk to the second tier, Anti-Healing Venom to the third tier, and Crippling Dagger to the fourth tier.

Keep Stalk cost 3 and Crippling Dagger cost 3, and put the first activation (throwing the knife) back on the global CD, leaving only the jump offGCD, to end these offGCD burst combos where I can use Crippling + Pummel in the middle of the combo to deal much more damage without spending turns.

Remove the 30 Aether that Crippling Dagger generates, redesigning the card "Hookmask Killer" to something like "now Crippling Dagger generates 50 Aether over 5 seconds," so the player will have to choose different cards for different builds, but currently, it's just about turning on Sinister Plot and Venomous Weapon with 0 Aether, using any skill to spend Aether, and then using the dagger, and you instantly gain +30 Aether(insta) + 11% damage (card at base level) + sinister plot aether (aether, damage and infinite mobility while fighting).

I have more suggestions on how to balance this skill. I believe everything has to be tested multiple times efficiently, but currently, the skill is unfair.

rapid hatch
misty flame
#

Did you like the Change/Feature/System? (Yes | No | Somewhat) Death Loss

Answer:No

What did you think? (Explain your experience with the change, what worked or didn’t work.)

Answer: Even if there's war that occurs on plunder it will last two or three death rotations, no one is going to fight further

What could be different? (Suggestions and, if possible, examples.)

Answer: Give back warmode or delete infamy on normals when killing 80+ legacy lvl

Did you find any issue or bug related to it? (If yes, describe it in detail.)

Answer: no wars occur

Other comments: (Optional)

Answer: optional

#

long story short, there's no way any war will last longer than 10minutes now, changes hit pvp players very hard, from a fun interaction into silver sink

dull sandal
#

have yet to see more than 4 players in the same location on plunder

faint moon
#

Did you like the change/feature/system? (Yes | No | Maybe)

Answer: Yes and no. I think the change was too abrupt and sought easy solutions to complicated problems. I understand the intention that each build and class should do its part, but measures like removing all stat points, the change in blood bath, the changes in quick fire, and the change to 50 points with passives requiring 6 points, were not well thought out. They just changed everything overnight without a PTR, and for the second time, the company, instead of opening a test, decided to test it globally. It should have been ready before.

What did you think? (Explain your experience with the change, what worked or didn’t work)

Answer: I don’t think the 6-point passive system was well thought out, and I don’t like having to depend on points in the archetype to unlock its passive. The game is made up of 3 archetypes, and we should have the ability to combine passive skills and regular skills from tier 2 without needing to unlock points in other archetypes. There's no reason for me to have 3 or more basic attacks if I only use one, and sometimes I want to combine a passive from another archetype, but since the points don’t add up with the 6-point system, I can’t take advantage of it. I agree with Duolf; 5 points is much better and more balanced for unlocking passives. The 6-point system breaks many builds. I also think the changes to alchemy and Hebraism weren’t ideal. They poorly reduced the amount of materials for some recipes while leaving others, like the green potion (which gives health and mana), with 64 plants required for just one potion. With the new prices of mushrooms and plants, the losses in alchemy are even bigger for those crafting them because the potions mainly offer mediocre buffs compared to their effect duration and cost.

#

I think all potions should have a 10-minute usage time, and their bonuses should be reworked to compensate for the stat losses we all faced, bringing them into the game more effectively. Currently, it costs around 4k to craft a potion, and it doesn't even sell for 1500 because its buffs are negligible. The quick fire skill was a mistake, though not a huge one. I think it was nerfed too much, and I agree with Nohr. When used well, it was our highest damage skill, but they nerfed it by replacing Spirit Rangers with it on the Snaring Shot card, and then nerfed it again, leaving it with only 3 arrows and turning it into a tier 2 skill. They basically destroyed it. However, the damage it does combined with the Dawn Arrow buff is still decent, but it no longer makes sense because while fully leveled quick fire has an 8-second cooldown, Dawn Arrow has 30 seconds. I think implementing a condition where using this card would reduce the Dawn Arrow cooldown to 15 seconds would simplify the skill and remove the confusion. Additionally, I think 3 arrows is too few. It could be kept at tier 3, but for every 25 Aether points, 1 bonus arrow would be added, totaling 5 basic arrows. This would give it the value it deserves in archer builds again. When I say this, I'm thinking about PvE, because every change seems to focus only on PvP, and the PvE part of the game is outdated and unbalanced with these adjustments.

#

What could be different? (Objective suggestions, and if possible, examples.)

Answer: More freedom in the archetypes, since the game has 3 of them. Being forced to spend points on skills you won’t use—sometimes 2 or 3 to unlock 1 passive—is awful and breaks the game's concept. For example, quick fire could reduce damage by 15% on players. This would prevent strong PvE skills from being nerfed because of PvP. A more complex approach would be better for the game. The company needs to learn how to implement an update properly. I don’t understand how, after this update, they didn’t realize the importance of a PTR and repeated the same mistake a week later. To me, this shows a lack of professionalism, and it needs to be fixed as soon as possible. This leads to stress and unnecessary misunderstandings in the community. Polls could be conducted, and feedback should be heard to avoid this kind of frustration in the global server. Not everyone has silver to keep testing builds, and dying costs a lot. Not every newbie has a veteran to give advice.

Quick fire needs adjustments. It's not horrible, but it's far from ideal. I agree it was too overpowered, but now it’s too weak, especially because it lost synergy with both Snaring Shot and Dawn Arrow.

Did you find any problems or bugs related to this? (If yes, describe in detail.)

Answer: Not with the new update yet, but there are many issues that should have already been fixed that remain.

Other comments: (Optional)

The RavenDawn team needs to understand that the game is no longer in beta. We all feel like it's still in beta due to the RQ and the company's lack of professionalism in testing on the global server. This only reinforces that feeling.

north spoke
#

Did you like the Change/Feature/System? (Yes | No | Somewhat)

Answer: Somewhat

What did you think? (Explain your experience with the change, what worked or didn’t work.)

Answer: I like the skill point change, although I liked it better when passives costed 2 and required 3 points in the tree because I could put more passives. Now I need to spend extra points to skills that I am not going to use to get the "free" passive. I guess free passive per 5 skills invested will solve this.
I do not like how mobs are not adjusted to changes. I han hardly do 3 mobs at a time a bit lower than my current level.
Rangers company board offers me quests to hunt creatures for much lower level that I barely get experience for, making it impossible or close to impossible to do that quest.

What could be different? (Suggestions and, if possible, examples.)

Answer:

  • 50 points on tree, 1 point required per passive and 3 unlock
  • tone down mob stats or find a way to buff heroes stats by a bit to level the playing field
  • fix ranger company board tasks to make sure players will get XP if they select it. Also providing information about the mob level will be awesome.
  • reduce death cost if player dies in PVP and keep the same if they die in PVE

Did you find any issue or bug related to it? (If yes, describe it in detail.)

Answer: ranger company board tasks as I mentioned above offer you to hunt creatures that so not give XP.

Other comments: (Optional)

Answer: I like the changes overall

misty flame
#

Sorry that it's not used with template you posted above but I think air aura is way too strong counter vs all phys builds.
Would tone it a bit so on arcane rarity it would have 70% return.

Also I suggest nerfing unbreakable spell and unbreakable reflect card

90% dmg redu -> 70%
100% reflect -> 50% + it not being true dmg (or just delete that card, heal card doesnt exist rn, it heals negative amount, not quite literally but in comparison to that reflect you can only laugh at it)

#

also this, imagine it on stacks where there's more sources of dmg PeepoGlad also it spreads from target to target so it can hit in medium area or even large area (4x4/5x5) instead of small 3x3 (+ it crits based on our crit chance + impact, dk with unbreak, sinister, berserk? gg)

#

another air aura shot, this time I upgraded this spell and card, 130->210% return /// it's very easy to use it in pvp btw.

lucid otter
#

You shouldn't group all feedback in one post for the current version of the game. There needs to be dialogue in response to changes. Then the feedback will grow organically. The mood, if I remember was that feedback did not matter. So many players did not engage in this locked feedback thread. If the game is live the way it is now you have to have each of these posts as a separate thread to engage in dialogue and grow ideas.

sturdy bridge
# lucid otter You shouldn't group all feedback in one post for the current version of the game...

Hey mate, in this case that thread was specifically created to collect feedback on the Archetype balancing changes introduced in Update 2.1.0 — hence the specific title and the clear instructions on its purpose.
For general feedback discussions, we have the entire #1273595264308875389 channel, where you're free to create your own thread and have the community engage with the topic.
At no point during development did feedback not matter — quite the opposite. Since the Open Beta, we've always taken community input into account. Feel free to create a feedback topic with your suggestion! pandalove

lucid otter
#

My second piece of feedback is to push less changes more frequently. You do not need to prepare a massive patch to change the entire game, classes, game modes, ravencards. This runs the risk of alienating many players. Smaller changes more frequently run less risk of alienation and keep the game fresh. Most notably on the balance side. There is no way the game is balanced and that is fine. Games like League of Legends were never balanced. By continually pushing small modifications to certain gear, stats, ravencards, you can continually keep crafters in business and long-term players interested in trying new builds. (Which was the strength of the game from the beginning)

gaunt mulch
#

steam release when