#Revise the 1v1 Loot Bonus System to Rebalance AoE Classes

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agile lion
#

suggestion in behalf of @flat rapids

Context
Since the introduction of the loot and EXP bonus system based on single-target damage (≥80%), AoE-oriented classes have been indirectly penalized.
While this system was originally designed to reward 1v1 gameplay, it currently creates a noticeable imbalance in both progression speed and farming efficiency for AoE players.

Identified Issue
AoE classes require:

More complex preparation (tanky gear, buffs, consumables, positioning).

Constant focus and attention (managing pulls, cooldowns, and survival).

Intensive skill usage, which consumes more mana and weapon durability.

Yet despite this higher level of effort and risk, AoE players currently receive less loot than 1v1 players who can safely auto-attack monsters one by one.
As a result, fewer players choose to play AoE builds, reducing the diversity and depth of gameplay across the community.

Proposed Change

Remove the loot bonus that only applies to 1v1 kills.
→ Keep a small EXP bonus for single-target kills if necessary, but normalize loot drop rates for all playstyles.

Alternatively, introduce a small loot bonus for AoE kills.
→ Example: +10% to +15% loot rate when monsters are defeated by area-of-effect skills.
This would fairly reward the extra effort, risk management, and resource investment required by AoE gameplay.

Expected Benefits

Natural rebalancing between 1v1 and AoE players without harming the in-game economy.

Increased build diversity and more engaging gameplay options at all levels.

Recognition of skill and control, rather than rewarding low-risk or semi-AFK farming.

Conclusion
The current system successfully revitalized 1v1 gameplay, but it has unintentionally discouraged AoE playstyles.
Revising or removing the 1v1 loot bonus would encourage more balanced and varied gameplay, while rewarding the effort and precision that AoE combat demands.

Patch notes officielles Game Version 1.1.3 — section “1v1 Disadvantage Towards AoE”

shell elm
#

AoE is still alot cheaper an generates more penya than any 1v1 gameplay
removing the 1v1 bonuses is like a slap in the face ngl bout that

meager jackal
#

which consumes more mana and weapon durability
Am i learning about a new mechanic here or was this chatGPTed lol

flat rapids
shut jay
shell elm
# shut jay Aoe is cheaper however if you not geared enough with herd effect monster run awa...

It’s always the same story — if you have perfect gear, you can clear the highest-level mobs. If not, whether you’re 1v1 or AoE, you’ll always have to settle for lower-level monsters, and that’s just how it is.

At every stage of the game, even back in the 1.4 Update, AoE has consistently been the fastest way to level and the best method to make money. I honestly can’t understand how some people still can’t see that. I’ve tested it across almost every class, and not even a perfectly geared Blade built for 1v1 — glowing like a Christmas tree with prems — can compete with AoEs in terms of EXP and penya per minute.

If @flat rapids has a personal issue with playing AoE or just doesn’t like the playstyle, that’s fine — but that doesn’t change the facts.

shut jay
#

Well bro, you are undergeared elementor at coral, you cannot hit and run any mob, end of story, where 1v1 can peacefully level anyway.

Additionnally : no, 1v1 level way faster than aoe on Envy grind

The fact is just that 1v1 can chill level during 12h straight with Netflix where aoe need to sweat and focus to level, with no risk/rewards at all keksip

flat rapids
# shell elm It’s always the same story — if you have perfect gear, you can clear the highest...

No I love play ranger aoe and I even explain, don’t speak about xp that I’m totally fine with that but the risk/reward is unfair about skilled you need to be against pouette pouette lol, I know the xp is better with aoe, I also made test and that is true, aoe is faster for xp.

Just thinking about low down the huge bonus to be 1v1, in terms of loot

It’s look like, in flyff, if you are a bit skilled using skill, you are unadventaged.

agile lion
#

i suppose it depend the class, psy / elem / RM you can still be decent aoe at coral , but when it comes to ranger / jester / knight would be probably the worst, even if its viable its definitely not worth it playing aoe, way more optimal to be 1v1 for both exp and drops, its hard to balance that class by class. Anyway most of 1v1 level up in envy depths anyway pass 141+ if they are smart

shell elm
#

I think we’ve reached a point where continuing this discussion just doesn’t make any sense anymore. The arguments that have already been made don’t change any of the facts I’ve presented.

If there’s genuine interest, I’m more than happy to help work out a proper AoE Ranger build or offer some guidance — because it’s pretty clear that there’s still a serious lack of understanding about how the game actually works.

shut jay
meager jackal
# shut jay What a condescending answer <:kekl:953628831787397140> Sorry big brain boy H...

nah i'm dragging you back in.
Jokes aside. I do think there are issues with AoE/1v1 balancing. A big factor is how OP Envy is. You can level as AoE, but you will spend way more money on dungeon coins and require more prems/equipment. 1v1 can always level, even though it's often slowly, but there will be steady progress. AoE often seems to hit roadblocks where leveling feels near impossible. Big jumps come in desert (for face tanking), end of azria/early coral for HnR. That's where you either gotta change your playstyle (which comes with financial burden) or be screwed.
Coral island specifically is also balanced around the coral weapons, which just aren't that readily available for people. The HP bloat also hits 1v1, but less noticably so because, again, they can just continue leveling slowly. Meanwhile, the AoE can't finish within holyguard time and you die (exaggerating a bit but you get it)

midnight nova
flat rapids
# shell elm I think we’ve reached a point where continuing this discussion just doesn’t make...

I will do a video to show the difference about the gain of loot between aoe and 1v1. It will make more sense to show than explain.

You just reply with emotion and say I don’t have experience or pretending you have experience in the game. I just want to say you are not the only « PGM » at this game and you don’t know what I have done to send this suggestion or my own experience. I have done tests in general, not only in a specific instance or spot. I just ask for a balancing loot between aoe/1v1

warped summit
shut jay
flat rapids
# shut jay Dont bother my bro, Tasty will just emote you " No " and act toxic <:keksip:1006...

let him trash talk, he will instant lose credibility lol

What I learned today is that the community would rather shoot itself in the foot by accepting loot nerfs (for example in instances or on bosses — remember to tell your teammates to only use auto attacks lol).
They also accept that an AoE gets a loot penalty once it reaches a certain percentage of total damage, that using skills in Flyff gives you both loot and EXP penalties (even though, YES, AoE EXP is generally better overall).
And of course, some people don’t even read the post properly and start talking about gear, specific instances, or EXP spots — when what I’m actually talking about are game mechanics, rules that have become way too restrictive and really deserve to be toned down.

midnight nova
#

70% of flyff community can't read kekl

flat rapids
#

Analysis of the Current Balance (AoE vs 1v1)

  1. The Developers’ Intent
    The 1v1 bonus system (up to +35% EXP & drop) was originally introduced to:
  • Make 1v1 farming relevant again, after years of being overshadowed by AoE.
  • Slightly slow down AoE progression to stabilize the economy (preventing item overfarming).
  • Encourage more diverse playstyles.

On paper, this made sense — reward players who take the time to kill monsters cleanly instead of pulling entire fields at once.

  1. The Real Problem
    In practice, the system:
  • Creates too large a gap in efficiency: a well-geared 1v1 player gains up to 25% more EXP and loot over time, while taking less risk.
  • AoE gameplay is mechanically harder (pulling, timing, survival management, cooldowns), yet offers no extra reward for that effort.
  • As a result, fewer players choose AoE builds, leading to less gameplay variety and a less dynamic community.
  1. From a Balance Perspective
    Ideally, the balance should be:
  • AoE → higher total EXP, but riskier and more resource-intensive (potions, durability, buffs).
  • 1v1 → steadier loot, slower progression, but safer and easier to sustain.

Right now, it’s the opposite:

1v1 = better EXP + better loot + more safety
AoE = more risk + higher cost + lower reward

This completely breaks the natural logic of “greater risk = greater reward”.

  1. Economic Side Effects
  • Reducing AoE loot also slows down the supply of valuable resources.
  • This benefits 1v1 players but hurts the overall market flow and discourages active farming.
  • So even from an economic standpoint, the 1v1 loot bonus has a long-term negative impact.

Conclusion
No, the current system is not well balanced:

  • It gives too many cumulative advantages to 1v1 players.
  • It makes AoE farming feel unrewarding, even though it’s historically one of Flyff’s defining gameplay styles.
  • The game loses diversity, engagement, and overall activity.
shell elm
#

Its hilarious... you guys just dont know how to play and start to gaslight everybody whos not on your side

Additional note:

Monsters at lvl 141 gives 90% 1v1 Bonus and not only 34 smirk

shut jay
flat rapids
# shell elm Its hilarious... you guys just dont know how to play and start to gaslight every...

But what are you even talking about? Who are you to tell us we don’t know how to play this game?
Just for your information — I’ve been playing MMORPGs, FPS games, and much more for 25 years. I’ve played Flyff since its original release back in 2004.
You don’t know me, so please keep your sterile assumptions to yourself and come back with counterarguments backed up by actual facts — especially since you seem to have a thousand characters and “RoXx du PoNeYyyy”

I’d say it’s actually you who seems to have a problem with people who don’t agree with you.
You look like you’re taking this personally, while I’m simply opening a debate — fully expecting to defend my point of view.

I invite you to take a look at the patch mentioned in the suggestion — I’ll even put it here for you:
👉 https://universe.flyff.com/news/patchnotes113

Even though it’s pretty clear you’re part of the 70% who don’t read properly.
Here’s the calculation made by Flyff:

“The experience and drop rate increase is currently 20% for monsters level 30 and increases gradually to reach 35% for monsters level 120+. This setting might be adjusted later according to feedback.”

Now imagine losing 35% of your salary — maybe then you’ll understand what that means.

Bring your sources — I’m curious about that 94% number you mentioned.

Argue, explain, and be constructive instead of acting like a show-off.

oblique agate
# warped summit 1v1 is way faster. just go envy with a full geared blade and do azria with all y...

max gear aoe vs max gear 1v1 = AOE wins in loot and exp.
its easy to lvl and make money as aoe.
go run wilds and envy on cd. i farmed over +4000 ujb on fwc with my psy + getting lc drops in wilds. i made my psy 165 without ever 'grinding' at herneos or coral. only wilds + envy with zero amps.

1v1 cannot do any of this. 1v1 has to go wilds or go run envy, constantly changing element scrolls.
and why is rushing lvling to 165 even relevant? there is no special new content if you are 165.

there are more benefits for aoe. you guys are just blinded by trying to compare 1 thing.

shell elm
shut jay
# oblique agate max gear aoe vs max gear 1v1 = AOE wins in loot and exp. its easy to lvl and mak...

Hi sir,

I can agree with dungeon team and getting exp however UJB are random loot so basically just hop in one team, no matter your role

The counter argument would be " AoE people would pref to get a proper team, meanwhile 1v1 can just chill with their pocket rm or one duo RM in dungeon " and in this scenario its basically you alone or 2 share split UJB, not 8 people

Okay for element thing tho, except if you a blade or knight

Overall the debate was just to make aoe playstyle more rewarding, since its more stressfull, instead of negating their only advantage compared to other class : please mind that its harder for mage to go for kriton or giant hunt.

So overall, we can say that 1v1 can ghunt, kriton, are buffed in exp and loot, and can level fast through Envy while chilling on their sofa.

AoE ? Well, they can level through team dungeon. Gg's

At the end, 1v1 people will just defend their interest, and aoe theirs anyway and i can understand that

warped summit
rough mica
#

Yo sup Ni..as

flat rapids
# shut jay Hi sir, I can agree with dungeon team and getting exp however UJB are random lo...

Amen!

@shell elm thanks for that

In short, what I’m saying is that I’m simply proposing to adjust the differential loot rate to make AoE slightly more attractive. I’m not asking to reset everything to zero.

Yes @shell elm , to respond to one of your first comments — given the situation partially outlined here, and since many players are turning to 1v1 gameplay, it’s not surprising that AoE gear isn’t worth much anymore :/

with pleasure, act like you pretending you are

shell elm
#

Hope youll see that you have to be prepared for each playstyle...
It is way easier to Match the aoe conditions than 1v1 - also ist even more chill to play aoe with the right setup
Know how to Block and avoid dmg also how long you can pull , even the basics with herd debuff
That is much to calculate before judging out aoe is to weak
I did the Research
I Player every class from 1 to at least 150 (6/8 --> are 160+)
Played and leveld on fwc and Main Server
Checked the data of every monster in the game and have written a calculator for the best 1v1 Spot and also aoe at any level
So please dont gaslight me into that trashtalk
I am here to help not to blame someones misunderstanding of some ingame stats or patches

And again if you need Help at your current ranger expirence, feel free to ask maybe we will find a better way to improve your ingame experience

loud basin
#

I'd be content with just giving us more UJB in envy farming on regular server 🙁

flat rapids
#

oh come on ................................... im just tired with you guys........

"but normalize loot drop rates for all playstyles.

Alternatively, introduce a small loot bonus for AoE kills.
→ Example: +10% to +15% loot rate when monsters are defeated by area-of-effect skills.
This would fairly reward the extra effort, risk management, and resource investment required by AoE gameplay."

flat rapids
#

"your suggestion is just one testing and one sided character test"
WTF are you talking about? where did i say i use only one character to do my research? loooooooool

"you should put more effort if you want a suggestion like that"
I’m getting tired of replying because some people just can’t read what’s actually written — others offer me “help” (WTF????) or start talking about instances when I’m clearly discussing a game rule.
I’m honestly starting to think this is trolling, so yeah, I’m just going to let this topic go.

"last if you are tired because of this discussion then give up you cant defend your suggestion"
I would love to defend my point of view if only we can speak about it...
I’ve had enough of talking with people who can’t see the middle ground between completely removing a bonus/malus and simply adjusting it — especially since everyone is directly or indirectly affected by it.
Anyway, I get it, I’m moving on.

Finialy: use skill in flyff, you will be penalized.

flat rapids
#

yeah definitly, you troll.... I SPEAK ABOUT LOOT!!!!!!!!! xD

winter kite
shut jay
north salmon
#

an equally geared aoe can run envy mobs 3 times versus a 1v1 once, are you telling me 1v1s are getting a 3x drop modifier ridicule.
As for calling 1v1 chill vs aoe intense, you can also call it 1v1 boring vs aoe exciting. You also benefit from 1v1 boost if you run rota btw, since it also applies to bosses i believe.

Maybe they should make element and ele stones work for aoe aswell so they can feel that extra 5m (10 for rota) per hour prem cost.