The Shattered Grove [Patch 12.1.0.1000]

  • it simply is not possible to get an even or better weapon without insane investments

    Elo, I kinda agree but also disagree :D The new system was released in a very unfinished state and idk how many times I asked the support to refund my rolls bcz one day later the entire system was changed / improved... and still, even yesterday another update to corruption was released that made some of my guild mates cry...


    However, if you roll today, you will probably not having to invest so much money anymore as you had to at release. Yesterday it cost me literally 1 inclusion stone and 3 exclusion roll shards to get a perfect warden/druid weapon roll (plus the ordinary 15k dias to unlock and ~25 dim fragments to max it)... which is far less than the initial ~150 pnc you had to put into it in order to just get 1 more or less ok-ish roll...


    About the cores needed, I agree, fortunately some of us have tons of them in their bank, but it's like house energy, running even if you aren't around, which is kinda frustrating..




    So... let's add some feedback ontop of Rumo's post...

    Hello [...] Rumo

    I fully agree to my dwarven fella, the ini still feels unfinished, some major boss events don't work at all or are completely useless (no idea about all the colors, is it just for visuals or does it even do something? We just stand in them and imagine that it has some use...), but overall it could be fun if all things finally worked...


    The loot system is something we need to talk about.. it's extremely demotivating not to have something to sell as a guild bcz everyone gets personalized loot. You can't even sell stats from Grove bcz if you want to use the group drops, you need to enhance those crappy items with your personal loot/upgrade stones and get the minus stamina stats that nobody rlly needs. Who should do this? You have to set up a rlly complex loot system to make it work, like everyone donates the stuff and gets something back depending on their activity / their AC costs / their effort... 🤯 What is the use of guilds once random runs happen constantly, if only personal loot matters? In ROFL back then, we at least had group drops to sell items, fragments and stats even tho ppl could progress with personalized loot additionally. But in Grove you don't need a guild at all, just a pack of strong dps that burst down the bosses fast enough so you don't have to play the color spamming events... I mean, I like colors, but rlly don't get it.


    The pacing is alright (if you ignore the constant oneshots of tank or entire raid), some bosses have nice fresh mechanics, like the statue event or endboss phases, some other mechanics are just looking good but not working or doing nothing... as a guild leader I don't like 100% personalized loot or drop chance based loot and in Grove you have both... 🤢


    Imho most important improvements to be done:

    • fix b1 channel to actually only hit in the area he visually shows, as of now you get hit anywhere around him and bcz it's a channeled skill you sometimes can't escape (bcz there is a short stun/root happening right before, or maybe it's just a lag?)
    • show the current mob kill number in chat or system message, it's kinda annoying to always tackle the barrier...
    • make debuffs meaningful: I don't care if I get hit by a shiny orb that reduces my healing taken by 10% for 10s and doesn't stack, if my hybrid heal guild mate heals me with a 5kk hot... xD
    • nerf oneshots or instead add counterplay: The ini has a lot of structures or objects to hide behind, so maybe make oneshot hits of mobs a cast and let give it collision detection or something so you can hide behind stuff..
    • change loot system to not be affected by drop rate, better pure rng, it's annoying to have a pure drop rate character with us on some support class who is just there to be there for proper loot..


    Other than that, I like the pretty fast pacing of the ini that is something between ROFL and Orkham I guess, I like most of the glitchy textures and mobs. Here and there you could improve some textures, as Rumo mentioned the skeleton ground, but overall it looks good. It doesn't feel too linear, you have plenty of viable ways to go that adds more variety to runs. The different affixes / modes are pretty nice idea, if mobs are balanced properly, even NULL mode could be kinda fun.


    Dear devs, you announced some kind of dlc earlier in the roadmap, so if you implement this, please add group loot and rework some mechanics... then the ini should soon be a lot of fun and then we all can look forward to the changes that will come in the future :thumbup:


    Thanks in advance, much love, Zyrex

  • The different affixes / modes are pretty nice idea

    while I agree on the rest of your points, I need to disagree partially on this part.


    The cooldown mode is the by far most annoying mode of all for physical classes. increasing not only the CD of all skills by 50%, but also reducing the amount of skills you can use by 50%. The global cooldown in this mode is 1.5 seconds compared to normally 1 second.

    And mdps classes, at least the ones casting, are not affected at all.


    It feels terrible and mega clunky as a physical class in this mode. it feels like you cannot even react properly as a tank, because you can literally take a shower between 2 skills


    Greetings