Posts by Ikaria

    Revive orbs are usable through the bag, not the resurrection window.


    Weapon from DK or Orkham? Can you tell me more about the process?

    Power is given when exchanging materials for weapon from Orkham and Grove NPCs. Then next crafts are granting 5% corrupted power per weapon crafted. We will update wiki with this latest change in the future.

    Hi) tell me how to raise the "Corrupted power". I was told to make a weapon with Orkham corrupted, but it didn't help raise Corrupted power.

    Why should I, as a new player, have to farm corrupted power when old players just got it for free? Don't you think this is unfair?

    All players have same opportunity to obtain same bonus as old players by crafting weapon from NPC directly, after which Corrupted Power will be given 1x per character.

    Hi,
    After today’s farming, I can say that the first three stars are not difficult to farm at all and feel quite reasonable. However, once you reach it stars 4 and 5 becomes a real nightmare. I genuinely believe that the amount of time required to reach 5 stars and obtain a meaningful discount is excessive.

    The main issue is not the number of cards that need to be disenchanted, but rather the number of kills required. In my opinion, cards can still be bought through the auction house if someone doesn’t have enough, but kills cannot be bought.

    Because of that, I strongly believe that the required kill counts for level 4 and 5 stars should be reduced.

    Reducing requirements further is not planned.

    I would also like to add that upgradable star cards should update faster, so we can properly track which cards can be upgraded to higher star levels. At the moment, a relog is required for the update to take effect, which makes the process unnecessarily inconvenient.

    Will be checked what is possible for improvements.

    You are right about that we could let it be as it is and i agree changes needs to be done but lets make some changes to fit more players rather then to fit only players who farm cards or enjoy doing this. Cards are atm min/max of our dmg and we all seek max.Deck I is expensive and not to speak about Deck II.

    Large changes are already planned and will be implemented in upcoming updates, some are faster than others, so are handled quicker, as it's important to push some smaller changes ahead to not need to wait for larger ones for no reason.


    I would also like to mention that bulk card enchantment does not seem to be working properly, or I may simply not fully understand how the system is supposed to work.

    Could you clarify exactly what you believe isn't working, or what you believe is not clear for how it's supposed to work?

    First of all, you need to look at this situation through the players’ eyes, not expect us to look at it through the developers’ perspective.

    Understandable, but ultimately that's exactly the reason card changes are being looked into, because of feedback over the years that it's not simple to understand, expensive, click intensive (when not using boost button), decks feeling useless and more from various players.


    We could let it sit how it was because a selected few amount of players had progressed reasonably far in it, but we make the game for the larger majority, so are aiming to simplify and improve it where possible, which should give a better system for all by the end of it.

    All I feel is that the team makes decisions and players just have to accept them.

    You don't have to accept them, you can give feedback as you're doing now - but it helps to see bigger picture of a change rather than just from your own perspective. Especially based on previous feedback you have given about card system feeling too expensive which has already been reduced as a result of this feedback.

    or are changed completely after updates.


    This is typical game design workflow of all online games, updates are introduced and get refined based on player feedback, sometimes small tweaks are required, other times it requires large redesign.


    Yes, there are plans for the future, but those will only matter after some players spend hours farming zones, tons of diamonds, and boosting cards — and then after an update, half of the cards they boosted don’t even require diamonds or more farming anymore.

    As mentioned previously, it's normal in games that such systems often have redesign choices based on feedback, if card system was left as original patch, we would be equally requested to change it, so leaving systems in bad states is not appealing to anyone, hence why there are changes to systems.

    not to mention all the bugs the card system has had.

    All games have bugs that reach live server, especially larger systems like cards that are thousands of lines of code. It's important to always report them when found to ensure they're fixed as quick as possible.

    Hi

    My main concern is not boosting itself, but the time investment required after the changes.

    Previously, reaching star level 3 was enough to make boosting worthwhile and efficient. Now, I am effectively forced to farm up to star level 5 just to achieve a comparable reduction, which requires significantly more time for noticeably less benefit. This makes progression feel unrewarding rather than balanced.

    It's valid concern, as a result we will increase the reduction at 4th star from 60 to 67.5% with next update, which brings it closer to 75% from original 3rd star.


    Before the update, boosting earlier paid off. After the update, early or mid investment no longer feels viable, because the return is pushed much further away. That is a clear loss of value for time already spent playing under the previous system.

    Additionally, I had around 300 cards ready for upgrade, many of them already at level 4. After the update, these cards could be upgraded directly to level 5 without boosting at all, meaning that boosting became unnecessary in many cases. This makes the boost system feel redundant rather than a meaningful progression choice.

    Previous patch was very stacked towards the lower end, that's true, it was unfortunately a rushed choice with little thought years ago when implementing the choice to reduce cost based on stars, but not fully thought out at the time, this has now been corrected, albeit way too late. Sadly card system was neglected for many years, which has made such inconsistencies made to "feel normal", however, to implement changes moving forwards, there must be adjustments on both sides, from team perspective and players.


    I appreciate the reductions in requirements and the addition of collectibles, but these improvements don’t fully offset the loss experienced by players who already invested under the previous system. Some form of compensation, transition support, or grandfathering would go a long way toward making this feel fair rather than punishing.

    Aim is to make the system feel included for all without requiring large paywall, and as part of that, there will always be adjustments to pricing, you yourself even was writing about such in previous post. So do you want the system improved(which can come with reduced pricing and devalue what you have already spent), or kept the same? You cannot have both. As part of a live service game, there will always be updates which can devalue time spent previously in the game, this is natural part of game development cycle, especially when there is valid concerns of a system that has been neglected for many years.


    There is no currently no plans to offer compensation or grandfathering old rates to players.


    Saying that the optimal strategy is to boost only after reaching maximum attributes assumes players already knew these rules, which they didn’t. This shifts the cost of a design change entirely onto the player.

    This is not a rule, nor is it required. There was no shift of cost to the player based on this, as the previous system was wiping all attributes when this button was used, forcing a minimum of 100 diamonds (often more) to make card usable in second deck. Now, even if 1 attribute is on card, it will share this attribute to all decks for free.


    Equally, since this button is maxing all attributes on card, it is anyway not realistic that someone is using this button with not having four attributes already.


    Finally, while stars are described as an optional time investment, in practice they are mandatory unless players are willing to pay significantly more. That makes the choice feel forced rather than optional.

    It will always be optional to use them, the alternative being more cost, small or significant. However, as written above, there is planned further changes to monster card system to make it more accessible to everyone.


    PS: It would be easier to write your posts without the use of AI, since the AI is distorting points based on lack of contex. If there is a language barrier, it would be easier to write in your native language and translate via AI only, to ensure that relevance is kept, without spreading false information/points.

    Hi ... last 2 days ive been farming cards and what ive noticed is that old cards are not shared to deck II .. in my opinion they should be shared with all deck`s . There should also be a option to search for a card where we can add attributes rather then to going all over the cards to see if we missed some of cards.

    Old cards are automatically shared across all decks.


    After the recent changes to the card system, based on my observations, it seems that the diamond cost for boosting cards was increased. From my perspective, this change is not very positive, as it again forces players to spend even more diamonds, especially if they dont want to reach 5-star cards to get a better upgrade price.

    Diamond cost is reduced for all cards overall, however, if you reached star 2 and used boost button, it will indeed be more expensive after patch, however due to new limits, 3 stars is comparable to old 2 stars, and is offering 40% vs old 50% of 2 stars. Old formula was causing large inconsistencies and rewarding lower stars more than higher stars, hence why it was redistributed to calculate linearly. As a result, the highest star tier was increased from 80% to 85% cheaper as reflection of the adjustment.

    Lastly, I would like to ask whether the kill requirements for upgrading cards were also reduced, or if the reduction applies only to disenchanting cards. If kill requirements were not adjusted, I believe they should be lowered as well, not only the disenchant values.

    As indicated on patch notes, and displayed on the graph, kills were reduced across all card rarities.


    I would like to clearly point out the following issue with boosted cards:

    If a card is already boosted with one attribute, and I then add additional attributes and boost the card again, no attributes at all are transferred to Deck II.

    In other words, after the second boost, neither the original boosted attribute nor the newly added attributes are copied to Deck II.


    This behavior feels inconsistent and makes investing diamonds into boosted cards very inefficient for the second deck.


    It is not possible to boost a card more than once, and if you boost a card than add attributes to main card, it is intended to not add attributes to other decks, when card is mirrored to others, previously it wiped all attributes, now it is creating a snapshot of card at current moment and placing all to extra deck. So if you plan to use boost button, it's best to do it when having maximum number of attributes on card in first deck to not make extra decks more expensive when adding attributes. You can remove the card and reinsert it, which will remirror all attributes to other decks, but this will cause all attributes to be the same as first deck, so any customisations of extra decks will be removed.


    Stars are time investment used to reduce the cost of card system for players, you can of course skip it, but it will be more expensive to do so. We have however adjusted the requirements to be even easier now to reach for players due to adjustments of boost system, as well as implementing collectibles to initial zones which reduced these requirements further, and will be expanded in future to all zones.


    Hi... in my opinion, if a card is already boosted, any stat added to that card should also be boosted automatically, regardless of whether the stat was added before or after the boost.

    Currently this isn't planned, but further changes to card system are expected in the future.


    The cost to boost cards is extremely inconsistent – some cards require around 3300 diamonds, while others need only 160, depending on stars.

    It's not inconsistent, it's based on card rarity which scale the attributes, hence the different costs.


    What makes this even worse is that you cannot see the attributes from Deck 1 while setting up Deck 2. This makes it very hard to optimize stats.

    For example, if I already have maxed STR / P.ATK on Deck 1, and on Deck 2 I want INT / M.ATK, I need to pick attributes that already have high max values. If I choose something like DEX / STA instead, the resulting INT / M.ATK values will be lower, forcing me to reroll again.

    UI was updated with recent patch to be visible what attributes you have and values, and what value it will adjust to when setting attributes.


    except for festival cards.

    Festival cards had extra reduction based on their initial difficulty when introducing star system, however after years of updates, this has since been made even easier due to festival card stones, removing kill requirements (where needed), and introducing collectible system to further reduce them. As a result, this implementation was removed with previous patch, as the extra requirements no longer reflect the current difficulty, and remains consistent with all other cards.

    Hello


    Full PvP gear set with attributes is given entirely for free 1x per character by completing basic quest, there is no requirement to make own gear to be involved. It's not planned to adjust current mechanics to allow PvE gear or foods inside due to gear being significantly stronger and unpredictable, making balancing it more difficult in the future.

    Yes, it must be because you can only disentchant 10 things now. The purpose oft this change isn´t clear to me or other ppl. It´s just another unnecessary busywork exercise. One run through mirror worlds, then 5 minutes to disentchant cards and materials. Great.....

    Change is related to this issue mentioned here. It will obviously require addons to be updated to new limit, but this should be simple change for them. If anyone has issues unrelated to addons, please create them inside a new dedicated bug report thread, as we're not responsible for addons of other developers, and they should be contacted directly.

    Hello


    With next patch following changes will be applied:


    • Standardised diamond price of deck 2-4 when changing attributes to 25 diamonds per attribute.
    • Changed attributes to not be wiped when card is shared to other decks. (Share button/5 Stars)

    We will also look to add bulk way to modify all cards in single deck (2-4) to attributes selected (where requirements are met), but we cannot guarantee this will be possible with next patch.


    We hope this change will make using extra decks easier and more convenient.

    Hello


    As mentioned above, limits for gathering and crafting are separate, you can have 2 crafts at level 20+ by default. You can view your current limits inside character crafting frame by hovering over the <?> which contains a tooltip.

    I miss 'Treasure Hunter' skill with new patch.

    Skill was removed with most recent patch as balance change for Drop Rate. The aim is to try to make every class have same drop rate "possibilities" as other classes, this means that players can choose any class to play without being penalised. This is why we also added new 2h drop rate rune that is giving same bonuses as mainhand and offhand drop rate rune from before, which will be added to shop alongside other runes next patch.


    There is a large difference between 700% and 2500% drop rate. There is more difference now than ever before the changes. This change also benefits people who farm gold in the long run, as gold inflation will be reduced, increasing the value of gold again to previous levels. It simply takes time for the economy to adjust to such changes, which are healthier for the game in the long run.


    Game is based around 1x Drop Rate, 7x is destroying large impacts of this, but since community was used to such changes for many years, it was decided to adjust it only in instances to lower values and rebalance drop sources.


    As an example of yours, killing a mob in Vale of Rites (Easy) as level 106 has a chance to drop 4 items. 2 are having 3.5% chance (base), and 2 are having 1.5% (base)

    with 700% chance, these rates are increased to ~26.3%/11.3%

    with 2500%, these rates are increased to ~88%/38%.


    So quite a large difference between the two.


    In comparison to before, with 1k bonus and 7x rate, you already had 100% chance to get 4x items (and if you only wanted 2 with high chance for 4, way less), drastically effecting gold economy. 1k was achievable with 3 corruption weapons, housemaid potion and guild tower, effectively allowing maximum efficiency farming for large extended periods of time.


    Farming gold is just as possible pre patch, albeit you will require more effects now to reach similar results, meaning its not possible to farm all day every day at maximum efficiency. But this effects everyone equally, It is no longer possible to go in with almost no buffs and achieve maximum result every time. This is not balanced even remotely, as drop rate system is not designed for 3.5% drops to be guaranteed with 1k drop rate and our high custom bonuses. We may look to make further rebalancing to drop rates in future if data presents itself as being required, but data shows that change is working correctly currently.


    That's disappointing. I chose rogue to do mirrorworld for treasure hunter (now the skill is removed) and running faster


    I just did a mirorworld and don't see the point any more. I'm new to game and know nobody and mirrorworld is only real gameplay I did other than levelling up. I hope it changes one day for mirorworld places then I will go back to it.

    With next update mirrorworlds will be updated to scale based on player level, meaning that you will not have any negative droprate reduction when inside. Which will drastically increase the loot with lower drop rate effects.


    yeah the quest you see there is stuck and I have another one stuck on questline with my other character, quest is "The Star Key" on the pirate Island Questline

    9 quests(including this one) that were effected by unrelated change were already hotfixed this afternoon alongside your other quest report.


    From our side, everything regarding drop rate rebalance has been said, and thread will be closed due to it.


    Greetings

    I don't know what buff base drop rate is. I just wanted to do cenedrils but it might be a bit much with very few hearts and things

    Drop rate is rebalanced to make using drop bonuses feel effective, previous situation meant that players were obtaining guaranteed drops with little drop bonuses, making using them not feeling effective.


    Drop rate is reduced based on player level vs monster, when killing mirrorworld monsters that are > 10 levels, you're instantly reduced by 50% droprate for the chance of getting drops, we will consider options for this in upcoming patches for mirror worlds specifically, as there is no option around this, except simply using more drop rate bonuses.


    Either way, it is intended to not be obtaining same loot as previously with same drop bonuses, however mirrorworld hearts are also having very high drop rate at base, so using few buffs will already make them drop basically guaranteed.


    It is worth noting, that such a change opens up possibilities to actually create new events to increase drop rate, before system was already beyond beneficial, that you cannot increase something guaranteed.

    Near(ish) is not giving eta on purpose, it is just an estimation of when something may happen. Such ideas were (and are still are), reliant on other changes to be done first, however, since one is now ready for next update already, this is possible to be implemented soon(ish). However, still without any real ETA.

    Hello


    This issue has been fixed for next season. However due to report being near end of the season, it is not possible to restore rewards for missing achievements from this season.

    Fishing already provides many great and useful items in the game.

    I think one more could be added.

    For example, a special fishing item that benefits gathering professions (herbalism, mining, and lumbering) would be great.

    This item could provide a gathering speed bonus, extra XP from gathering, or reduced gathering time.

    Such a reward would make fishing more attractive and add a nice balance to the overall profession system.

    Adding further gathering bonuses to the game is currently not planned, as gathering is in a balanced position currently.