Posts by 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!


    Generelly, 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

    Tldr: New Tithing sytem is unreasonably expensive and needs to to be revised. For reference, we assume you'd need more than 1kk diamonds to max out both your artifacts, since experience needed explodes after lvl 75.

    Greetings,


    new and better methods for gaining artefact exp will be available in the future. This includes methods of obtaining amulets and gaining the charges or orbs themselves. The extreme cost associated with maximizing an artefact right now is akin to a soft-cap. Tithing as a system isn't meant to be completeable within a few days post release and will accompany players for quite a while.


    Unfortunately, f2p methods require additional maintenance and could not yet be applied to the server. We apologize for this circumstance and will continue to monitor.


    Hooroo,

    Brontes

    Hello,

    I play Priest/Warden. ID: 490304 Holy Candle I think there is a problem with this skilld because the description says "Increases effectiveness of heals by 27%, and consumes 5% HP everytime you invoke a heal spell." but it doesn't decrease HP per second.

    Greetings,


    Just as Bood Arrow is limited, Holy Candle can only hit yourself once per second.


    Hooroo

    Hello,

    1. To defeat the boss, to click on 139644 [Yeniden Birleştirilmiş Gulyabani Dükü] and HEAL. I play Priest/Warden. I use 495164 Healing Wind for more healing. Although this skill increases healing by 40% for 15 seconds, it does not work for 139644 [Reassembled Ghoul Duke].

    Greetings,

    Thank you for your feedback. This is intended, as to not burst the boss. We're looking whether or not we want to apply this in the future.

    Hooroo,

    Brontes

    Not about priests, but about gear score mechanic. Why if i equip wand, im not get gear score from shield or talisman? I think, it should be usefull.

    Greetings,


    Only the highest gear score from any weapon slot is applied.

    This is not subject to change in the near future.

    From a balance perspective, it would cause us to nerf buffs to adjust for this again, leading to a single class meta.


    Thank you for your post, Hooroo,

    Brontes

    I would like to know what you wanted to achieve with the latest changes to the knight/priest? The fact that you added a heal to him is very good, but it is too small.

    Greetings,


    The point of the heal has multiple facets, namely

    - the class was lacking realiable aoe

    - application of the raid-defense buff was too clunky to be sufficiently powerful and healing is the most reliable way to apply this buff

    - increased damage from shield defense means an easier time holding aggro


    We've been adding small, supplementary heals to many classes to take the pressure off on healing classes in the wake of the healing rework. It's a safety net.

    I would also like you to reconsider the bonus from using the glove, since 4000 damage for a tank knight is useless.

    Orkham-Gloves provide roughly 36% more aggro when activated for their duration and will not be changed.


    Hooroo,

    Brontes

    Quote from Brontes

    4) For that matter, we also added damage and mana gain to Punishment to make sigil management in later stages of fights, where all your debuffs are applied and you sit on an abundance of sigils, more engaging. It also streamlined mana recovery for DPS-Knights, which is a neat side effect.

    I am afraid this might have a negative impact on knight tanks. Maybe on boss fights we can restore our mana. But dont forget that mobs dont stay alive long enough to generate aggro first and then use punishment.

    Should these fears remain true after your own playtesting, please feel free to write additional feedback.


    Hooroo,

    Brontes.

    Greetings,


    Thank you for your feedback.


    I want to make clear of the intentions we had with the changes:


    1) Taunting every two seconds was an issue. It made aggro as a vector of power for knights impossible to balance, disallowing for us to make room for knights to get more power in areas they needed. Knights are - except in Grafu, due to the need of AoE stuns - already by far the best tanks in terms of group protection. We have seen raids without wardens be just as effective, showing once more that there's many ways to conquer challanges already.

    The mix of consistent damage reduction and long time stuns allowed for knights to effectively disable most of the enemies damage in other instances. This is a trend that got broken once, but will very likely continue with following releases.


    2) In the same vein, mana generation and mana as a resource was a non-issue for knights. It was way so powerful in fact that we might as well have removed mana and made every spell have no cost instead. This took up too much of the power budget, no matter how comfortable it may seem.


    3) Charge now having four holy sigils means that you may now much more effectively open up fights by using powerful abilities at max capacity right from the get-go, instead of having to wait and manage sigils. We also made it hit much, much harder than before, increasing initial aggro by quite a bit.


    4) For that matter, we also added damage and mana gain to Punishment to make sigil management in later stages of fights, where all your debuffs are applied and you sit on an abundance of sigils, more engaging. It also streamlined mana recovery for DPS-Knights, which is a neat side effect.


    As stated, the goal was to remove some passive power and move it into active gameplay to make more room for all the other buffs knights recieved.


    Hooroo,

    Brontes

    I agree, yesterday when using it I was very disappointed. It is more profitable not to spend nature's power then than to spend them on such a weak regeneration, which does not give so much benefit.

    @Brontes I would like to know what you think about this =)
    Thank you)

    We have got a few changes lined up for this class combination that will help out a bit.

    Thank you for the feedback!

    Be great if people besides the top geared were taken into account, kinda hafta make it to that point. Nice to see more we made you suck but there is gear to fix it or will be. As for upgrades my heals and dps is down, and if taking int conversion away why does sandstorm which is crippled now still take Int. Goblin mines since after season 4 my Druid has just gotten weaker and weaker and can't do other content, the worms I hit for 18k with widow now its 13k and sandstorm killed them first tick now its taking 3 and barely doing 10k. Not 100% confident on the wis to matk as well pretty sure I'm short 10k matk compared to having resolution.

    Greetings,

    The healing you do on Druid/Rogue is diminished because the class is not meant to be a healer. It's squarely an mDPS. This falls in the domain of Wesker. Heals with wisdom gear (even starter) produce significantly more healing and damage, for which scalings will be changed from Int to Wis on important skills in the next patch, to help bridge the gap even further.

    Thank you for your feedback.


    Hooroo,

    Brontes

    Greetings, thank you for your feedback!


    Please keep in mind that more patches will follow to make things less bumpy, however, the current direction has been chosen very deliberately.

    I think one of my biggest fears about this change is you’re taking a class people have played a similar way for 15+ years and now expecting them to enjoy playing their whole class a different way. There’s already so much to focus on for a healer, tbh their jobs were already harder than a DPS which primarily stands still and spams a single button.

    This problem is deceptively complex: buffs scaling with gear added a good amount of power into the game, and with orkhams release (and the subsequent change to %buffs), we've seen that many players had a very hard time progressing from around level 50+, which is the rough point where base skill power would no longer carry you.


    Low base atk- and damage-values weren't really helped by %buffs. We've added Healer's Resolution in the past to try and remedy this, however, it was already at it's maximum power, but not nearly powerful enough to be properly usable. Internal play tests concluded that you'd get to a point where you would stack a whole lot more intelligence than wisdom due to it's calculation, which would lead them to spiral out of control too quickly.


    Doing a 1:1 transformation would have been in a deceptively complex task to create and require deep engine changes, which ran the risks of breaking a whole host of other things in the process.
    In other words, it was neither worth the effort nor the risk.


    In total, healers had a terrible time leveling. Even fully levelled, a heal would rarely, if ever, even be able to quest talaghan solo in a fun way. This was a very bad thing for the game and caused many people to either swap to a different role or quit altogether.


    The few remaining healers would then find themselves at the next hurdle: Even though they were level 105, possibly equipped with a minigame set or bought gear, their buffs, which was expected of them, would still be incredibly weak due to the lack of cards and titles. Parties would simply not invite you to runs and players would have to actively rely on other players to divulge tactics for titles to pull them up.


    From that point on, healers were considered viable. The point where heals became viable was, when, essentially they had completed all content in the game, and what these players then found were two more, major issues:


    A lack of possible skill expression

    Once players had figured out the difficulties and/or set up their heal addons to specific situations, many (and I mean basically everyone except for the heal-only-hardliners) would start to build other gear, citing boredom in healing or a lack of power in farming as reasons for the swap.

    Players willing to adapt to changes (and therefore bring up the average skill level and create discovery around classes and their mechanics) would therefore leave classes. It led to a major misunderstanding to how heal mechanics work over time or how much heal is actually needed to survive instances.

    Changing a skill from 250 to 1.000 healing will result in a roughly 5% increased heal. This is something we aim to change, as explained in a previous post to give us a better angle at properly balancing heal numbers.


    Limited usability

    Without heals, instances are unplayable. With one heal, it's stressful until your raid figues out how to avoid most of the damage, with two heals it's comfortable. Anything beyond that meant that it wasn't beneficial to the raid to pick yet another healing class. Guilds with more than two full-heals would find themselves in the situation where they would delegate a fully equipped, end game healer to a supporting role with even less agency or a misfit gear.

    Standing on a monster and autoattacking to generate rage on a Warrior/Priest to keep providing a buff isn't the most fun gameplay one can have.

    As a result, Guilds would not take in newer heals if they already had about three, creating a negative feedback loop of the heals needing the help finding even less parties and guilds and being even more likely to leave the role. Simultaneously, the fewer heals in the guild, the more likely it is to have none online and therefore have an inability to run. This was especially an issue in midgame guilds.


    Changes simply had to be made in order to ensure that, in the future, people would actually want and get to play healers.


    For this reason, we created the new archetype out of vastly underutilized combinations. To provide an example of what we define as underutilized, Druid/Priest was played roughly 37* more than Druid/Champion in Orkham, remaining constant in Grafu Castle.

    We therefore decided to take this class and mold it into the new archetype while trying to preserve the Druid/Priest as a full heal.


    In cases, where the distinction was not nearly as clear (such as Priest/Mage or Druid/Warden), we simply added mechanics to make sure the base class would still be usable, even if no gameplay adaptions by the player would be made.

    I think if CoA really wants to have the official stance at reworking healers into hybrid DPS, CoA should take responsibility by creating a full healing combat + heal engine (if that’s the goal now).

    The goal isn't (and never was) to hybridize all heals.


    Full heals still and will always remain. We will ensure they are de facto the strongest at pure healing. This is, due to the freshness of the patch and the safety nets we put up (to ensure raids are still possible), in parts, not the case and we're working on changes to create bigger differences in heal numbers.


    As laid out in the GD-Notes, the main purpose of the patch was to allow for more flexibility in choosing a healing class and similar to how DPS (should) do it, choose the combination most suited to your raid and the instance you're seeking to conquer. To be concrete: Adding another heal should mean they (or another) play a heal-dps hybrid, providing damage and supplementary heal, as well as powerful debuffs and the usual utility a main heal brings to the table (battle revives, buffs, defense reductions..) instead of a support class they are ill suited for in the gear department. It is still possible, however, no longer optimal to do so.


    The design choices of certain heal skills becoming AoE, losing a global cooldown and/or providing a long-running HoT have been made to create room for players to do other things without having to stress about their raid members dying.

    Hybrid combinations certainly have a much higher skill ceiling than full heals in terms of positioning, but are vastly more rewarding in terms of satisfaction than a regular healer. These mechanics are purposefully designed to work with very basic, almost rudimentary combat engines or even macros.


    While feedback is appreciated already, the point has to be made that it will take time for the archetype to take root and be understood by the player base, just as the learning curve for effectively using these classes by individual players have to be respected.


    Also, I’m not sure the core issue for healer damage has been fully fixed — The main reasons healers don’t do damage is that they wear healer gear. They’re missing melee magic damage %, getting mdmg bonuses from various pieces of gear, pve dmg %, etc. I get that the goal was to make it so it was less necessary to stat / spec for heals in healer gear, but it’s not just an overall healing reduction per heal - it’s less time spent healing vs DPS which also lowers overall healing done.

    Healing done for Pure-Heal-Druids has increased by roughly 20% (about 35% for Druid/Scout). As Gloves of the Enchanter have been changed, they now may opt to the set gloves instead, which would provide them with even more healing than their hybrid counterparts.


    The biggest gameplay change to druids was to require them to use differing spells on each class combination. Before, we'd see that basically every druid was using Recover, Mother Earth's Fountain and Restore Life exclusively to heal. Quite frankly, this contributed greatly to the reports of boredom with the gameplay and was therefore bad for the healer community as a whole and simply had to be broken to ensure there would even be future healers left. This is the only place we're forcing heals to change their behavior in (relatively minor) ways and these changes are absolutely necessary to ensure more healer players would reach endgame in the first place.


    Incorporating new skills into healing will greatly reward you, not using them will reduce your healing done on average by 4%. Considering that about 65% of healing done was overhealing, we're confident (and have already seen) that healing is still fully possible and, in the case of some combinations, more relaxed than ever.


    I hope I could clear up both the intent and direction we're aiming for.


    Hooroo,

    Brontes

    Greetings,


    I would urge everyone in the thread to try and be civil. Being passionate means that emotions run high sometimes, however, personal attacks and insults are never okay.


    Thank you!