Posts by Brontes

    I simply dislike the fact that you don't have a clear goal that you are working towards, after which you are done. I'm not a fan of Black Desert-esque soft caps.

    Noted. Thank you for voicing this feedback as clearly. Should we some day plan to have another, similar grind (which we are not, as runes are a long, long term project), we will look into releasing the steps not all at once, but rather when the time for yet another update comes.

    Please keep these discussions civil. There's no point in tribalism or fighting here.



    The more important question currently is if crafting mats like plants, wood and stone will get better rates, since thats the biggest issue currently in my PoV.

    Should gathering materials from Sinbi become a significant roadblock, we will definitely intervene to reduce the pressure on the players; for that however, we will need to look at how markets, gathering and other sources of these materials develop as to not significantly miss the target due to lack of data. We have multiple contingency plans in place should we not see the goals laid out being fulfilled.

    Thanks to everyone for their time in writing feedback.

    Hooroo,
    Brontes.

    We seek to make it feasible to reach Tier V combination runes by the end of the year in all slots;

    this still sounds like a system, where you give players the "opportunity" to upgrade things further (example from 5 -> 6 or even ->)

    Feasible in this context refers to a limited time frame, as you mentioned. People with more time and runs will obviously have the opportunity to reach higher levels, that's the nature of MMORPGs. However, the steps between the rune tiers are held relatively small for that reason, as to not overwhelm players with limited time. We do not want to limit players with willingness of high-time investment either. It's a compromise on both ends.;)

    Thanks to everyone for the feedback!

    We completely agree that 1.9million splinters is far too many to create a tier X rune at this time; that being said, while it may look like entirely too much grind to reach a high level now, I can assure you that we will, as higher modes are being introduced, also introduce better ways of obtaining runes (including, but not limited to: rune recipes starting at a higher tier, requiring different materials, outright dropping some runes of a higher tier).

    These plans may not have been communicated clear enough before and I'd like to thank you for voicing your issues in such a constructive way!


    Currently, we've calculated that you're able to reach Tier III combination runes in a reasonable timeframe, even with limited time.

    We seek to make it feasible to reach Tier V combination runes by the end of the year in all slots; from then on, as we don't know how the communities power evolves (whether that be average skill changing or new gear pieces providing leaps and bounds more power than anticipated now) and cannot make a judgement call on how fast this will accelerate.

    For this reason we've deliberately chosen to not provide a significant boost to rune tiers right before the Kawak release, with which both a boost (that should make it feasible to reach Tier IV combo runes) and new upgrades await you, as to not already power creep an unreleased instance.

    Regarding Awakened+ itself, I think the scaling itself should be adjusted. Right now, lower instances get boosted quite a bit, whereas in higher-level instances like Grafu you don't even notice whether it's base Awakened mode or Awakened+ max difficulty. This also pertains to the amount of Tithing exp you get. It's rather strange that Abbey gives more than Grafu.

    We appreciate any feedback on the balance of the system; within the next week we'll still do balance updates on the modes itself, so any data point is extremely valuable. We've already noted that we've overshot Abbys power by a little and will likely reduce it a bit, while upping the tithing in Grafu.

    Moreover, we've also reduced the power of many instant-hits in lower Instances (HoTo/IDK especially) or turned deadly hits into casts which should make your lives less random-oneshotty with the next patch :thumbup:


    Hooroo,
    Brontes

    Hey!

    Erstmal vielen Dank für dein Feedback!

    Mit den Erweckungsstufen haben wir einfach nur ein altes Ziel aufgegriffen: Alte Instanzen über einen langen Zeitraum relevant bleiben zu lassen. Instanzen wie die Verlassene Abtei, Kalin oder Necro eignen sich perfekt, um in kleineren Gruppen durch kürzere Runs Möglichkeiten in kleinere Gilden oder jene im Aufbau zu bringen. Mit fortschreitender Zeit und Updates verlieren dann natürlich diese Instanzen an Wert und Relevanz.
    Neue Instanzen haben jedoch Grundsätzlich die Erwartung, schwerer als die Vorherige zu sein, was einen großen Teil der Spielerschaft ausschließt. Dadurch entsteht ein Loch im Content für die Community, dessen Komfort-Instanz kaum noch (bis gar nicht) kostendeckend ist, während sie insgesamt noch nicht bereit für den neuen Content sind (und auch schlechter werden können).


    Zudem kommt, dass sich viele innerhalb der Community (vor allem High-End-Gilden) gewünscht haben, alte Instanzen wieder relevanter zu gestalten um das Endgame mit mehr Instanzen auszufüllen. Mit dem Design der derzeitigen Belohnungen erlauben wir inkrementalen Fortschritt, wodurch selbst nieder- oder basisstufige Runs noch Wert behalten, sollte man nicht stark genug für den höchsten Modus sein.
    Mit der Freischaltung der nächsten Instanz (welche in kurzer Zeit folgen wird ;) ) werden wir auch den nächsten Schwierigkeitsgrad hinzufügen, welcher den Loot enorm anheben wird. Dies wird mit so ziemlich jedem Content-Release von nun an passieren: Es ist nicht vorgesehen, in dieser kurzen Zeit hochrangige Runen zu erspielen, sondern mit den voranschreitenden Modis höhere Runen erreichen zu können, vor allem nicht erst 22 stunden nach dem Release, wenn noch einiges zu finden ist.


    Hinweise zu der Quelle der neuen Rezepte findet man in deren Namen: Das Rezept für den Antrieb des Ozeans wird man eher unwahrscheinlich im Ursprung finden. ;) Um es einfacher zu gestalten, werden wir die Namen der Rezepte in die Patchnotes hinzufügen.

    Hooroo,
    Brontes
    ________________________________________________________________________________________________

    Hey,

    First of all, thank you for your feedback!

    With Awakening Levels we simply reiterated an old goal: Keep older instances relevant to allow for more choice in instance for a long time. Instances like Kalin Shrine, Necropolis of Mirrors or Forsaken Abbey are community favourites that sadly now fall through the net; while newer instance have the expectation of always being more difficult than the last one, this creates a subset of the community unable to run the new instances while their comfort ones are slowly becoming less and less relevant. These players eventually see no more progress while their fun gradually declines, which isn't good.

    Especially High-End-Guilds requested a system like this to keep more instances relevant in the endgame - with a reward system that builds on top of the old one, we guarantee that even lower tier runs keep their value when one is not powerful enough for higher modes.
    With the implementation of the next instance (soon ;)) we're already going to be increasing loot significantly with another level, allowing you to comfortably reach a higher rune tier quicker than now. We do not intend for anyone to reach a high tier of rune at the moment without significant grind - the option is there for those motivated enough though and there is still (as we're only almost 22 hours into the system) a significant portion of the depths to be discovered.


    Additionally, hints about the Impetus recipes lie within their name; it's not very likely you'll obtain the Impetus of the Ocean in the Origin ;)

    Hooroo,
    Brontes

    Hi!

    Thank you for bringing up Rogue/Knight (and having the patience to stick to changes!)

    We've planned a few changes already (both to it's cost and functionality), which we will implement in a future patch. If it's not the next one, it's the one right after that!

    Hooroo,
    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