Posts by Brontes

    Hello!

    A revisit to this boss will happen with broader updates around nostalgia and/or heal classes in general. As it currently stands, there is little reason for a change outside of making runs faster (which already are pretty fast!).


    We're not going to change this boss for now.

    Hooroo,
    Brontes.

    Hello,

    I am playing on the Turkish client and noticed an undocumented effect while using a specific skill.

    When I use Whirlwind Shield (ID: 490175), it applies a debuff called "Bedazzled" (ID: 1505924) to the mobs. This debuff reduces the target's casting speed by 100%.

    However, the tooltip for ID: 490175 does not mention this effect at all.

    This is an intended effect and behaviour. I have set the translation for the turkish client for this skill to out of date, which will trigger a retranslate for this skill which will then include the new effect.

    Thank you for bringing that up!


    Hooroo,
    Brontes

    Hey Margery!

    This thread being "deactivated" was not intentional review-wise; it basically got stuck in that state, so it looked like it was ignored. Thanks for pinging it again.


    On the actual suggestion: we get the core criticism. With combat engines (kitty/lua/etc.) and with how strong regen consumables are, a lot of class "feel" gets flattened into "single/aoe DPS + a few buffs/CC". That part is valid.


    Where we disagree is the proposed fix (making resource management a primary gameplay lever), mostly because it tends to create the opposite of what you want in practice:

    • It strongly advantages scripted play. An engine will always manage mana/rage perfectly, while manual players get punished by downtime/mistakes. So it increases the gap instead of restoring uniqueness.
    • It adds "maintenance gameplay" (watching bars, weaving generators) more than it adds interesting decisions. Most people do not enjoy hard resource constraints in tab-target combat, especially in long instance sessions.
    • It is very wide-impact. Changing % costs -> flat costs and reworking regen items touches not just Mage/Warrior, but also consumables, runes/sets, boss pacing, and balance across multiple class combos. The risk of breaking existing content and forcing a full rebalance cycle is huge; with 110 classes on the roster, this is a gargantuan task for which we simply do not have the capacity at the current time.

    Quick notes on your specific ideas:

    Mage

    • Multiplicative mana-cost scaling on burst buffs would mostly turn into "short burst, then mandatory regen phase" or "regen weaving" - which engines will optimize anyway.
    • A generator skill/Energiebrunnen as "mana mode" is conceptually fine, but it usually becomes a scripted filler pattern and feels bad for players who just want to play their rotation without extra tax mechanics.

    Warrior

    • Making most skills free but locked behind rage thresholds removes some of the current decision-making (spend vs hold) and makes openers/clutch burst timings clunkier.
    • "Raserei requires full rage" + post-buff decay is also something engines handle perfectly, while manual players get the worst of both worlds (setup time + punished transition).

    What we are more likely to do (and what we have been discussing internally) is improve class uniqueness through things that are harder to "solve" purely by resource bars:

    • Encounter and instance design that rewards different profiles (burst vs sustain, cleave vs single, mobility/range, CC, uptime requirements), so not every class converges to the same sustained DPS shape.
    • Combo-identity work on skills (tradeoffs, conditional power, positioning/timing hooks) rather than global resource taxation.
    • Longer-term QoL/UI improvements that make playing without engines more realistic (timer/buff tracking is currently a big reason people default to automation), because as long as manual play is "unrealistic", any system that punishes imperfect execution just pushes people further into scripting.

    If you want to keep the discussion going in a productive way, the most actionable version would be:

    • list 3-5 specific Mage skills/buffs where the current mana model feels wrong (and why)
    • same for Warrior rage interactions
    • and which dungeons/bosses you are basing the "class feel" comparison on (because the "best answer" often depends on whether the content is burst-gated or sustain-gated)

    Thank you for the bump!

    Greetings Skemaend,


    This is an intended interaction to give you an option to apply an additional bleed for your low blow without moving your character, in case you are not allowed to move for whatever reason.


    Hooroo,

    Brontes

    Hallo noch mal!

    Auf den Items sind Stats, welche du mit einem Fusionsstein (z.B. einem Makellosen Fusionsstein) herunterziehen und auf andere Ausrüstung tun kannst. So kannst du Items mit maximal 6 Stats ausrüsten (Achtung: Gleiche Stats auf dem Gleichen Item werden überschrieben).

    Solltest du das schon gemacht haben, kannst du deine gezogenen Stats verkaufen, oder anfangen Tributamulette zu sammeln, welche du später im Endgame brauchst.

    Schmuck findest du außerdem bei den Monstern der Kammer der Elemente oder direkt aus den Beuteln in Millim

    Solltest du Vorschläge haben, was wir für Phiriusmuscheln zusätzlich anbieten könnten, lass es mich gerne wissen!

    Hooroo,
    Brontes

    Hello Derrick!

    dass es diese Materialien für Phiriusmarken gibt liegt daran, dass wir eine Alternative für Spieler bieten wollen, welche kein Interesse am Sammeln haben und dennoch ihre Artefakte ausbauen wollen.

    Da es auch Tagesquesten innerhalb der Nostalgie-Instanzen gibt, welche Beutel mit den Materialien enthalten, ist dies nur ein kleiner Bonus, daher auch das tägliche Limit zum kaufen dieser Pakete.

    Wir planen nicht, diese Materialien für Muscheln anzubieten.

    Ich hoffe du bist nicht all zu enttäuscht und wünsche dir noch einen schönen Tag,
    Hooroo,
    Brontes

    Congratulations on another successful class balance 🙂 It’s clear that everything is thoroughly tested before being implemented 🙂.

    Hello Ramer!

    You'll be glad to know that some classes were hotfixed quickly after we've seen them overperform in runs. This was due to an unintentional interaction between the new Sepal Stab AoE and other Modifiers on Warden/Druid specifically, which caused massive damage spikes in custom instances.

    Hooroo,

    Brontes

    Hello, i'm wondering if the elite skills from Druid/rogue shouldn't scale with Intelligence? I'm currently playing as a full healer with Druid/priest combo ( wisdom + bônus heal set ) and got a rent on magical attack gear from quest and i tought Druid/rogue would do more damage with that set instead off my main healer set, still no change at all on output damage with a full wisdom set or a full Intelligence set. Is this intended? The elite skills just do a big flat "dark damage" so it just scale with magical damage from the weapon?


    Thanks on advance o/

    Greetings!


    Earlier this year we took on the task on reworking the functionality and effects of heals, one of these changes included wisdom providing magical attack to Priests and Druids. You practically have a similar amount of magical attack in either gear, which is why your damage now seems to be roughly the same.


    The difference between these two archetypes more apparent later on.
    There, INT gear outscales widsom for damage by a lot. This is, however, balanced by INT not providing increases to healing done.


    If you have any more questions, please feel free to use this forum.


    Hooroo,

    Brontes

    from these instances

    Just for clarification: From Origin on and further nostalgia instances will have the goal to have almost 0 sales potential?

    No. Context very much matters here, please reference in full: we chose the route of tithing to create a tradeoff for power instead of flat out cutting the earning potential of endgame guilds from these instances to almost 0.


    We had the choice of either cutting requirements (which we did not do) which would have artificially lowered the price then to almost none, instead chose to instead increase the supply side by giving new incentive to run Necropolis of Mirrors, which naturally lowered the price.


    Hooroo,

    Brontes

    Better isn't always more expensive 🫰

    Without being a spoilsport for what's to come, we don't plan for Tithing Amulets to be the only way to level up!


    Generally, the design foresees that players can reasonably expect to go up to level 30-40 (50 in extreme cases) right now, passively gathering EXP for their artefacts before becoming too slow or tedious to continue. With new methods (including f2p methods!) we plan to both create a scenario where people can easily catch up to levels obtained earlier. This came at annoyance to some players, a fraction of the playerbase that seeks to obtain maximum power in the shortest time.


    Artefact levelling, as a system, is built to last for quite a while. Subsequent nostalgia releases will include methods for gaining said EXP in accordance to the (rather steep) curve. Players often complained about the relatively small power increase from nostalgia content and this serves as a vehicle to facilitate more power from individual instances without letting power creep take too much hold.


    For this reason, we deliberately chose not to have a hard cap on artefacts to let players naturally ease in and out of the system and choose whether they value the added power more than the potential monetary gains from selling the orbs to wealthier players.

    Well in many situations "there will be" also comes with "in the future in maybe years" altho players where mentioning the poor system right from the start and everything players said about this system at launch apparently become true x)

    We also intentionally placed tithing amulet values in instances to encourage players to run certain instances; to be concise, we found that Aspects from Necropolis of Mirrors would hold their value quite a bit too well, to a point where midgame players trying to reach up had no choice but to grind quite a bit themselves, often times more than what their time budget allowed. With a bigger focus on catching up and getting people into higher instances sooner, we chose this route to bring prices down while still providing you, as players, some power.


    The concerns raised were heard, understood and found to be quite a bit more acceptable than the alternatives (namely straight cutting item requirements and therefore instantly tanking the values of these items by a huge amount). Increasing supply naturally instead of artificially cutting demand allowed the endgame playerbase to still profit from sales as the markets readjusted.


    Legacy grind reduction has been a goal for quite some time, and while it might seem counterintuitive, we chose the route of tithing to create a tradeoff for power instead of flat out cutting the earning potential of endgame guilds from these instances to almost 0.


    Thank you both for expressing your opinions!

    Hooroo,

    Brontes!

    Hi , do you plan to add amulet's xp in custom ini anytime ? I know this upgrade for artefacts is suppose to be long time but it would already take ages to complete them just with nostalgias ini and with new custom one coming soon most ppl won't do nostalgia that soon. . Highests artefacts lvl are barely above lvl 50 and it was just the easy part so adding xp to normal inis (dc / orkham / new ini) would be a QoL.

    Hello!


    Sadly, Tithing in main instances isn't planned for the forseeable future.

    There will, however be better methods to increase your artefact level.


    Hooroo,

    Brontes

    Hallo Metapha!


    Ich schreibe hier nochmal um dich zu informieren, dass du dir ein fertig gebautes Ausleih-Set beim NPC Hector Patrick in Atlas durch die Quest "Damit du auf Sinbi vorbereitet bist..." abholen kannst!


    Dieses Set kannst du 30 Tage lang nutzen. Dies sollte dir genug Zeit geben, dein eigenes (besseres) Set zu bauen!


    Hooroo,

    Brontes

    Hallo Metapha!


    Wir haben uns entschieden, das (deutlich bessere) Set kurz vor dem Erscheinen der Instanz euch zur Verfügung zu stellen, damit Ihr als Spieler schneller bereit für diese werden könnt. Die Stats auf deinen Items kannst du ja mit einem Extraktionsstein weiterverwenden!


    Da wir verhindern wollten, dass Spieler vernachlässigen weiter zu kommen und stattdessen Muscheln horten, haben wir uns bewusst dazu entschieden keine Vorankündigung zu machen. Wir haben aus diesem Grund, um euch entgegen zu kommen, die Preise des Sets auch auf 150 pro Teil (von 200) und auf 100 für das Unterset (von 150) gesenkt.

    Ich verstehe die Frustration und kann dir versichern, dass zusätzlich in einem baldigen Patch genau dafür eine Lösung vorbereitet wurde.


    Vielen Dank für dein Feedback,

    Hooroo,

    Brontes

    Guten Morgen!

    Wir arbeiten an einer Lösung zu diesem Problem.

    In Zwischenzeit kannst du den Fehler selbst beheben, indem du den Patch manuell installierst.
    Befolge bitte dazu folgende Schritte:

    - Lade die folgende Datei herunter: patch_12.0.0.2000.en_12.0.0.2001.en.exe
    - Platziere die Datei in deinen Chronicles of Arcadia-Ordner
    - Führe die Datei aus (dies sollte eines der Fenster, wie beim normalen Patchen öffnen)

    Danach solltest du nochmal Updaten können und normal in das Spiel kommen.

    Ich hoffe, ich konnte dir weiter helfen.
    Hooroo,

    Brontes

    Greetings,


    Mage/Rogue as a class is supposed to be hard to control but worthwhile in terms of damage.

    Both, attacking Issac and (mistakenly) pulling Conjurer Chapeaunoir are inteded mechanics that lead to a negative outcome for the party.


    Hooroo,

    Brontes

    In the "interaction" category, the benefit "pet summoning", if you buy "pet summoning V", then when you summon the pet, it does not feed automatically. This is very annoying, is there any way to remove the purchased enhancement?

    Greetings,

    Automatic feeding is something that happens due to addons which will need to be updated by their creators to be in line with new prestige benefits. This is not a feature the game itself offers.


    Hooroo,

    Brontes

    consider to change cast ID 493447 from trees inside origin that it can be interrupted or lower the dmg even with priest shield it deals 2-2.8kk without shields 5kk+

    You'll like todays patch. ^^

    Thank you for your report, we're trying to replicate it (with no success so far).

    The change to the new ID seems to have gotten rid of that bug, please be so kind and circle back to us should it re-occur.


    Hooroo,

    Brontes

    I'm glad to see your curiosity, but for now, all I can give you is a cookie.

    Most of your questions will be answered in due time.
    Stay curious, stay observant.


    Hooroo,

    Brontes

    Greetings,


    A bigger Sathkur update is planned to come with a general nostalgia overhaul.

    We decided to keep Sathkur this way for a while as to allow players to more easily generate runes to have new players have a smoother time catching up.


    Thank you for your suggestion!


    Hooroo,

    Brontes

    The Druid/Bard skill Solo should have an effect on the raid.

    This is not the case. The effect only applies to yourself.

    Is there an error here? In the description or in the usage?

    Thank you for your report.


    This is a bug, it's noted down and will likely be fixed with the next patch (probably doesn't make it into todays patch anymore).

    Hooroo,

    Brontes