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Jordan last won the day on January 15
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It might be because you're trying to understand something that is not the point of the update. This patch was not an adjustment to the previous content but an adjustment to the game as a whole which effects both future content and older content. You could not achieve this level of balance without such changes that where applied unless you made some very bad/drastic changes such as making all bosses take double damage from mdps classes for example to even get close to leveling the playing field and even then the few mdps classes people already played like Darkness Blade for example would completely outshine every other class. You can play PDPS classes still and most of them are within touching distance of the MDPS classes now. This is more of a perception issue as players believe the current meta you can only play MDPS classes so they belive it is fact. When realistically there is plenty of very strong PDPS classes. I have had countless videos from people all over the server. Most guilds, several groups within those guilds and even completely random peer like parties that have been made. You know what the clear takeaway I have gotten from this? Every single video there is a completely new and different classes being used. People are more open to swapping classes between bosses to have more optimal supportive buffs going on and generally people are playing more classes, something that was just not happening before. Yes you are are correct that a few classes are more used than others but I just have to disagree that the same level of rigidity remains. The server has been running for over 10 years and the game itself has like 15-17 years of content. There is a lot of content available to players. Now I understand the concerns of 10 minute design but think about it it logically. If a dungeon has 3 to 4 bosses (which outside of abyss and cc this is sort of normal). You are looking for around 2-3 minutes per boss. Is that unreasonable? When 30 seconds is mentioned its usually used as just a bad example of basically breathing on it and it being defeated. Usually these bosses have mechanics with cooldowns that are 30 seconds to a minute long. It's never going to be balanced when it comes to cumulative time. Because you have some players who do the bare minimum (if they need abyss they only do abyss, if they need at/df they only do at/df) then you get other players who want to clear everything thats available. You then also have people who want to clear everything on mulitple character. The first example of a person only needs like 30 minutes - 1 hour to complete their dailys while the second type of person might need 2-4 hours depending how deep they wanna go. It's impossible to balance this so that everyone has atleast something do while online and the excuse of "we're all older now and don't have the same time" doesn't really cut it. It's an MMORPG the game kinda falls flat when you don't have content to play and work towards. This wasn't really the case. I've said this before and I'll say it again. I have spoken to a number of people who have quit the game and you can even find it on several places online that people would rather not play the game at all than be forced to play something like Trainer. I think with the right guidence and the right preparation such as level 130 gears and some basic achievement completion the gap of damage between a newer player and average end game player is not that far off. I mean I've saw video evidence of this with the battle recorders open. I think theres a lot of people just being over dramatic about it because the boss takes 4 minutes instead of 3 minutes so they're rather spend 30 minutes to 1 hour spamming the chat looking for someone who's geared. None of the bosses really need that much coordination either to defeat. Only stuff towards the end game like CC do and those aren't designed for newbies so I thats so or how that is. Thank you for the feedback.
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Status: ONLINE The server is now coming back online. You may now log into the game again! Mystery Box items have been updated with a newly rotated set. Thank you for your patience! ~~~~ The server will be undergoing weekly maintenance at this time. During this period, you will be unable to log into the game. Mystery boxes will be unavailable during this time. The boxes will remain unavailable until Maintenance is over. The Mystery box changes will be posted on the forums after maintenance is complete. Thank you for your patience while we complete our weekly fixes.
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STATUS: ONLINE The server is now coming back online. You may now log into the game again! Altars have been updated as well as the in-game mystery boxes. These mystery boxes are located in the Item Mall on the "Limited" tab. Thank you for your patience! ~~~~ The server will be undergoing weekly maintenance at this time. During this period, you will be unable to log onto the servers. During this downtime, the Mystery Boxes, Crystal Altar and Gem Altar will be changed. Thank you for your patience while we complete our weekly fixes.
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Christmas Event The Christmas Event has ended! Content Updates Gear Changes Class Changes 🎉 Happy New Year 🎉
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By my metrics the game is active and is actually been more active over the last couple months than the rest of 2025 (starting late october / early november). While patches have been made to improve the newer / returning player experience its always best and recommended to join an active guild as people are much more willing to participate in the game content if you are within their guild.
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I am not going to argue you with you about it. I know you did because I double checked it cause I was surprised when you did it. I know you have since unblocked me for a while now but for a good amount of time I was blocked and its fact. As for the relevant comment to the discussion again you don't have to play mdps and with the current changes its not necessarily a burden to use pdps and mdps in the same party and I have seen plenty of evidence of this being the case. Assassin and BM are still top tier dps along with other classes I often see in videos such as people still using and doing well with Executioner (even though I will be giving a tiny push up in the next patch) and Asura is also being used. I'm also seeing plenty of people talking and using MF and I even got sent one video to my surprise someone was using Kage PDPS and they still topped the damage charts of their party and had a 3 min electra clear. So the arguement that it takes twice as long is just not valid. I do think Nature Kage is a little on the stronger side but based on all the evidence and videos I have recieved most parties are using a range of different classes. You have people using 4 DB's and a healer all the way to people using exactly what was used before (BM / Zerk / Exe) and the times vary more so on who is in the party and are usually always 5 ish minutes or lower on deep abyss (except for spike who usually adds 1-2 minutes on the other ones). AT/DF are usually always 10 minutes or lower.
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Most bosses that are suppose to be somewhat mechanically challenging usually has CC that bypasses immunity unless its considerably made unfair to sort of force some sort of immunity class to be played. In Jaxon's case for example you would look at the range of the ability and think the counter play is easy, just stay far from the boss since most ranged spells and ranged weapons have a distance that is longer than the range of the spell. I can maybe add to future bosses but I'm not sure about going back over all the bosses because there is plenty of none custom bosses that do this too. It should be working but I'll take another luck. Remember class drops aren't suppose to guarantee a drop just increase the chances (It's also classed as its own drop so the break drop and the class drop can drop at the same time). Thank you for the positive feedback, it's always appreciated. Well patch notes take me quite a while to write and I mean while I have a bunch of notes of changes because basically everything change and was recoded / fixed (there was so many bugs with the old classes) / adjusted that pretty much every class had a mini rework while several classes had complete kit changes. So it would have kinda been a case of just posting every class and every skill side by side which would have taken me far too long. Now in the past I would have done this, but every single time I login after spending hours / days writing the patch notes most people are just like what happened here, whats this, why is this no longer like this and I just feel like why bother? If its a direct change this to this then sure but when its on such a scale just better to say well the information is available in game so just look at it. Yeh maybe Holy Skills would have been worth putting on and the glyphs since those aren't readily available for everyone. -- I will be making some adjustments to CC2 so thanks for the feedback. This content is suppose to be hard so yeh I might make some adjustments that effect the damage the mechanics would mostly be the same. -- I'll look into fox sanctuary. I was informed however that a lot of peoples gripes comes down to trying to cheese the mechanic and the removal counters this cheese. -- I've tried my best to cap any sort of appropriate DMG Taken debuffs in game as that was actually done before the full rework as this was the main reason trainer became how it is. Right now Holy Dragon Strike lowers resistances while the Holy Skill gives DMG Taken which makes the pair of skills balance. So there will not be any adjustments at this time towards adjudicator. -- Imbalanced can look into it. Black Hole would likely be a be a no but I might look into it still. Just mainly because not only bosses but also boss mechanics would also need checking out for several reasons plus PvP would have to be disabled too since skills that move people to positions usually cause ways to trap people (👀 Zumi Yellow Racial). I wish I could do this but with how the game is made it might create too much overhead to the dungeon. I originally wanted to do this with expedition mainly because it was suppose to be a guild limited dungeon but due to the complications it was just easier in the long run to keep it as a 25 man. Maybe in future I would look into this but I do think you might end up with people like putting too much value and if your damage doesn't meet the threshold its better not to take someone that needs the help.
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Nobody expects you to record anything. Testing in a test environment and testing in an actual environment is two different things and you of all people having helped test for many years should know this better than anyone. Yes nobodies saying testing was perfect it wasn't, but it never really has been its always been the best with what we can do. You can say the post was polite all you like but theres an underlying tone with all your posts of a passive aggressive nature. Now you tell me this. If you are in my position and several people come to me with videos and feedback showing times that are mostly acceptable then you come to this post with numbers that are vastly different claiming the worlds on fire. Who am I more likely to listen to, the video evidence and the feedback that accompanies it or the person who makes a post most patches looking for anything to nit pick (or his/her echo chamber of guild mates and friends who post the same feedback but worded differently). I mean outside of you telling them to copy you and post even if you didn't say that, they where still more than likely in the same party so likely had a mirrored experience. But you see this is why you lose your credibility. You add loads of numbers and content to try and bulk it out and make it look massive. Like why is dreadlore / sky tower and daylight forest on here. These are hyper specific examples that are a "run when needed" and not a daily event. 2 hours in absys? at a suspected 10 mins a run for deep abyss (even though most are back to like 5 minute runs after 137) thats 40 minutes maximum on deep abyss and while abyss at the gear grade of the time would be 10 minutes a run it will atleast be less than deep abyss so even at worse case scenario thats 40 + 40 which is 1 hour and 20 minutes not 2 hours. But imo for geared +1 straggler your looking more along the lines at around half that easily. 4-6 hours in CC (most players I speak to don't do this daily and the ones that do are more focused clears and not a full clear). However, that being said again you only have to look at the people who have completed CC post patch and see that CC1 is taking usually 4 minutes or less for the most part and CC2 is less than 10 minutes. Since resetting there isn't a lot of data but so far across the 18 runs a day (0 on thursdays) your looking at what if we round up to 5 minutes is 2 hours and 15 minutes and not as you claimed 4-6 hours. AT/DF from the evidence i have with noobs in the party is around 10 minutes a run (have seen significantly faster) but even if they took 1 hour to complete the 4 is that really that bad for the scale of it? its like less than 5 mins a boss if you take an hour (including running to the boss). Then VG post 137 have evidence of 20 minute runs and less with unful parties and people mentioned to be not maxed. The data I have on this is not perfect at this time. But you see you throw all this data out and just in reality the numbers don't add up. If we went off your time and cleared everything you mentioned a day you've said it takes 120 (Abyss) + 300 (CC) + 75 (AT/DF) + 45 (VG) + 90 (misc) which totals at 630 minutes or 10 hours 30 minutes. Now if you take the actual data times I have gotten taken worse case scenario 80 (Abyss) + 135 (CC1 & CC2) + 60 (AT/DF) + 40 (VG) you're looking at 315 minutes or 5 hours and 15 minutes which is exactly half of your numbers and thats me taking your averages and mid points vs the worse of what my data has shown. So your numbers just don't make sense. I was being hyperbolic for the most part... being sarcastic but given the opportunity I bet 75% of players would jump at that. You say this like you know if I have or haven't done this. You also are bold in making the assumption that anyone asked for nerfs because 9/10 players would always favour buffing 40 classes rather than nerfing 3 classes. It's not something you ever want to do as you know going into the update its always going to be unpopular. But the games getting increasingly harder to balance. Bosses HP is getting out of control, forced true resistances so that bosses have a small chance to survive to use its skills more than once and it was just becoming a situation of why bother? Have you not notice that updates overall have been down this year? This isn't due to me being lazy its solely down to everything I come up with and design being second guessed because well the same 3 classes will just stomp it so we gotta punish all melee dps to slow it down. Ohh now the same handful of range dps classes come in so we gotta now prevent pierce damage too all the while someones afking on a class not using any class skills often using a weapon that doesn't even fit the class to stack another debuff so that people such as yourself can roll the boss 30 seconds faster because the HP is too high. The games balance was way off and without adding insane buffs to classes to make them equally as broken. Yeh you might not care for some bizzare reason maybe you like beserker executioner idk. But everyone who I manage to speak to who quits the game, people I see who post online about why they choose other games over ours there is 2 main gripes. 1. People don't let them in parties. 2. People don't feel like they have the option to play what they want. In a game with 65 classes currently, thats pretty poor if only around 10% of the roster is even a viable choice. One thing that screams success to me right now is I have several people from different walks of life who are contacting me about this update with their feedback and videos. Most parties are different between groups of people and even within the same video the classes are often changing depending on the dungeon or even the boss. Before people doing bosses like Spike with huge basic attack reduction and true resistance to pdps with pdps classes. The only reason people started using RDPS from my perspective was because AT/DF where so negative towards melee dps. While yes maybe I am a bit rude at times I'm also tired. You only have to look at your past post on the forums to see why I and other members of the community may have a bit of an attitude towards you and your friends (as your friends also just tend to be a vehicle of your opinion whether you tell them directly or not they basically echo, ive even been sent the same file from your friends in the past that you have send me with suggestions with nothing changed). We can quite happily have a productive discussion but you only have to take a look at your original post and my first response to see why there hasn't already been a discussion. You may not think it but you come across once again like every other patch feedback as passive agressive and dismissive of anything I've had to say about why and just say put it back. No ohh this that or the other needs to be adjusted, no you had this intention but this is holding the patch back. Just put it back. I'm not on the discord because I don't need people spamming me every five minutes when they want a character password reset or if someone said something mean in game to them. We have proper channels for this sort of thing and people choose the easy option everytime of asking the GM whos there. I have several voices from the community who can communicate with me and echo the voices of there guild members / friends or just other random players who say something in peer if they feel appropriate. I hand pick these people because I know for the most part they wont badger me all day with trivial stuff so I can get on with my IRL work or EE work. If I want to talk with the community I will login and do so within the game chat, which ive done several times since the patch launch (usually around maintenance times, Patch 136 I was online pretty much all day after its release gathering any reports of issues or feedback and many of those where made in Patch 137). You where one of these people but you decided to delete and block me because you didn't like my response to you on the forums. The door isn't closed its just you decided to close it. While I may have a somewhat negative opinion on you based on your actions over the last few years I try to keep a neutral opinion the best I can as even though I think a lot of your suggestions come the wrong place I know you only want whats best so I know they're not made out of negativity. While its not I will let it stay but I would like to end this off topic conversation now.
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I appreciate the positive feedback thank you. If you have any class suggestions feel free to put them forward. It's hard to sort of say the goal wasn't to nerf specific classes but to nerf the numbers on everything to shorten some of the power creep in the game as a whole. But obviously the more egregious a class was the more of a "nerf" it recieved. But I'm open to fixing things and based off the current state I don't particularlly think I'd have to nerf any classes to achieve balance as of the moment but buff some of the weaker things. Can take a look into it for sure. Time Manipulator had a bit of a weird position as it wasn't particularly bad but it was on the lower end. I will be looking into improvements for it but we have to be careful with that class as it can become a meance in PvP quite easily. As someone who played the class a fair bit. Demon Summoner is also in this question as again wasn't bad but was at the lower end and could do with some adjustments. Thank you for the feedback.
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Since these aren't related to the topic but rather me / the network i will respond. I am not the figurehead of VGN. I am the developer of EE and that is it. I was simply calling out a few inconsistencies in what the person has posted publicly and how they have behaved privately and have since discussed it with them at length privately and cleared up some misunderstanding. Ever since the start of the server we have allowed staff to bring 1 friend who they trust to help them test as we understand staff do not always get along with each other or are able to test with each other. These people have to be verified by myself as being trustable and the trust fallsback on the inviter so if they leaked then the person who invited them is responsible. I'm not going to sit here and explain the inner workings of the team but I will say that doudou was more of a right hand man for me so he gets my messy files with my messy notes and is able to look through them something that instinct is not informed about as he has not been in the team as long (I have been factoring him in to major testing more and more each time theres a big patch). I do feel like a couple of small things where missed which maybe I do need new staff specifically aimed at testing because I was unhappy with some of the bugs that made it to live. But overall I'm not disappointed with the amount of bugs and issues as there was not so many and the HP issues from patch days are an issue with my maths not their maths or testing (However, was stated on the patch notes). Just a few things to touch on here as they relate to feedback more than anything. 1. Every video people have sent me of the content and most of the videos are fine times like 5-7 minutes deep abyss runs and 12 mins or less AT/DF runs have been using many different classes. Theres a couple of more common ones like DB and AE are the most common MDPS and Assassin the most common pdps but theres lots of different classes. So again not perfect but I think has been more successful than not? 2. There is room for refinements but as it stands I think one mistake people make is only testing on Doudou who has max resistance. I think that some places in the game you have bosses with lower resistances and there becomes a point where the CC sets shine over resistance dropping. Theres also a good mixture of the CC set and the resistance dropping that can be achieved. 3. This was all adjusted on the last patch (137). So it is now designed for the current state of affairs. Again improvements could be made but as of the moment if i was to remake the content it would likely have the same level of true resistance and basic attack reduction as it has now. 4. The issue wasn't trainer being bad, the issue was that it provided too much value with nothing and nerfing it to require gear would have resulted in the same situation now except worse. It wasn't a case of the class being boring it was a case of the class gave your team so much damage that geared or not it was better than having someone geared on a different class. 5. I would like some more information on this as it stands right now I have a number of people getting couple minute runs on abyss and saying its perfectly fine how it is and then I have people saying its not fine. So more perspectives is welcome.
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Since a lot of this came down to accessories I'm just going to ask what exactly you mean. Because I would assume by accessories you mean the equipment and theres plenty of decent ones from fame / trials / running maps that surely are good enough to progress. Obviously theres better ones in other content but surely theres enough decent ones around to be able to be strong. If I am wrong then if you could give me some examples of some that maybe are lacking I can always look into some changes or something? Well if this is all then its just completely wrong. Before most the GS got there hands on this patch it was tested by me, doudou and tekkah first as doudou invited him along to assisst him in testing. We had already been testing and working on this for around 1 month before staff got there hands on it. They where there purely for a second opinion on things and to help verify the balance changes which as far as I could grasp from the data provided they did for the most part. Yes more testing could have gone further but the patch took way longer than expected and we still had a deadline. However, I was not unhappy with the state of the patch on release and there was very minimal bugs considering the things you don't see is almost every skill got reworked for optimization purpose. So even skills you look at an have had 0 changes has likely been changed to some degree. Every bug reported to me was fixed for last patch. I can tell you now from me finding bugs with the classes that nobody has either noticed or pointed out to me there was more bugs before the patch with the classes than after the patch. I'm not going to come here saying testing is perfect but I'm 1 person doing all the work here and doudou did 90% of the testing. You aint going to get perfection. I spent hours online seeing what the community said and talking and discussing with them. I also get constant print screens from members of staff about what people are saying in game. Nobody cares if people come the forums to give feedback because if people actually care to give feedback they can quite easily do so. Several people have pm'd me through other people including your own friend as you sent this post as they found a way to sort it out. I'm also getting pretty sick of this fence hopping you're doing where you say one thing to me and one thing to your crew (the people posting on this). You where a member of staff for a long time and also friends on discord and I don't recall you really every suggesting against a change or disagreeing with me but now you're saying you're ignored? I'm not on the VGN discord so maybe you're only posting there but since you have a direct line of communication I suggest you use it? Because when I design the bosses and there mechanics they're designed around the concept of the total dungeon time being around 10 minutes as people with up-to-date gear. So in the case of Deep Abyss for example, 10 minutes for people without Deep Abyss gear (So AT/DF weapons and Abyss gears) as these where what was current at the time. AT/DF was designed with HoO Weapons and Abyss gears as these where what was current. Now I don't even know what you even want? Because you call this a chore and time gated but yet like what else is there in the game? Like this is the game, the PvE is the game. These so called chores is literally the game? Like what are you logging in for if you don't want to do the content? Because as far as I'm made abundantly aware most of you guys don't PvP which the only other thing to do in the game. So what is it you actually login for as if all the PvE is a chore then whats left? This is an actual question by the way because if there is a content that isn't a chore then maybe I should be doing more of that? You missed the point completely. I didn't say 5 minutes or 20 minutes is good. I said the fact that a run between a pdps party and an mdps party is now seconds apart rather than before where the mdps was only an option on bosses that where literally immune to physical damage. I was explaining that the balance is really close now making more setups and more classes closer to each other. When i mentioned the times I meant that it doesnt matter how long it takes, aslong as they're close that means the balance of classes was good not the balance of the dungeons. The angry voices shout the loudest. Also people may PM me or other staff one thing and then speak publicly a different way. As mention in another response in this message Rubia does the same thing. Again the point is there and you missed it. I was talking about HoO in testing. As for the rest, a lot of bosses have cooldowns on passives and skills around the minute mark. So yes too fast is bad as either the mechanics need more speeding up which leads to longer runs because mechanics are spammed or not enough time to react. I'm not against content being shorter where appropriate. Abyss has 1 boss and Deep Abyss technically has 1 boss with 2 phases. These should take a bit longer because your only killing the one monster. AT/DF should have quicker bosses because you have a little bit of running to do and you have 3 of them to kill. I've had several videos now from several people of doing AT/DF before the patch and after the patch and taking roughly 10 minutes even without being fully stacked (people with slightly older gear mostly so returning people). I have also seen abyss runs in 5 mins or less and usually its only Spike that takes people just over 5 minutes if they do run over. These runs vary from fully stacked parties to ones with maybe 1 or 2 people who are lower in gear. So I don't actually see a problem with this especially after the changes made last week. --- So I'm going to be blunt here because this is a waste of everyones time involved. I will only respond further when feedback is provided as right now its a bunch of people all from the same echo chamber providing different approaches on the same point without providing anything meaningful in terms of feedback and its just kinda pointless. I already explained I wouldn't be making future content without changes like this in as even with every new content "HP too high", "Trainer boring" and "LF party must have sagi to do sagi". There will be no reversion but their is room for improvement. Now if you want to help with the improvement then sure I'm all ears but you're going to have to back it up with some for of evidence and results based analysis and not just feelings. I apologize if I come across as rude but we all work hard to keep this game running and the best it can be and just because you don't agree with my decision doesn't mean I'm wrong (even if I don't get it perfect at first).
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It's not possible to do this as there was massive system changes to go along with it. So classes on the new system would be flawed from release vs classes on the old system and we wouldn't get any feedback and god forbid something like Beserker, Executioner and Blade Master being one of the first classes moved over as this would be worse than the current IMO. Also generally speaking once the classes where made I think made balance changes to all classes based off the first round of feedback and then several incremental changes with each round of feedback to refine things. So it's better overall doing it the way I did it. I can assure you it was not rushed because it took months to complete this work and yes it was a grind towards the end to make it for the deadline but it was definitely not rushed. I'm not sure where this narative has come from? You can disagree all you like but everyone I managed to speak to who had quit the game quit the game because your not allowed to play xyz at all and your not allowed to play even broadly speaking mdps classes as a whole. I mean you just have to look on google and find other posts about this server and how people speak about it to know what I'm saying is factual. I understand that its fine to have optimized setup. But when changing the executioner for example to a gravity manipulator adds an extas 30-50% time extra onto a dungeon run you can see the issue. Yes the content's tankiness was a factor to this issue but that was because if you didn't have the boss HP so high and the resistances capped with true resistances those optimized parties could kill a boss in seconds. I saw it for my own eyes during the HoO testing initially. Again its a waste of my time further developing the game if every future patch has to have so much HP that only a setup with xyz or abc works and nothing else is considered. I've seen videos of runs now with the same party running a boss with pdps setup and mdps setup and both runs being within 20-30 seconds of each other. Regardless of the run taking 5 minutes or 20 minutes isn't that a good change overall? That the difference that was once measured by percentage can now be measured in seconds? So yeh maybe more adjustments to HP can be made and some other adjustments outside of that to make new players damage higher or lower hp more and lower damage a bit more for the geared (like the pve dmg base on abyss sets as an example). Most people seem to like the concept of the patch anyway or atleast when speaking to me. So I presume things can be adjusted to make it right at the very least but I'll echo it again. Feedback, feedback, feedback. You cannot expect things to get better if you just ask for the broken times back where peoples only suggestion is give all mdps class pve dmg +50% and that could work. I need videos and damage readings to say yes this is overtuned, this could be improved or this could be adjusted.
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There will be no reversion because as the game stood its a waste of time to create content for a game in which every single new player comes in and gets completely shafted by the community as being a liability unless they play a single class leaving room for a single new person per party. Current content should take around 10 minutes a run on average, this is the expectation from a devloper point of view. Abyss is older content which I am happy to take less time with progressed gear but going into abyss with none progressed gear like HoO gear and previous awaken sets should also take around 5-10 minutes a run. I don't really care how long it took before as it shouldn't have. I need feedback to make adjustments and since there is only 2-3 people actually providing much of any feedback you cannot expect me to make adjustments fittingly. So if you wanna give feedback, include some videos and such to help make things right. Based on testing beserker is not much different now than it is before. Maybe in actual gameplay it is different but as far as testing was concerned beserker was still top 5 in the testing and still a very easy and accessible class to use. Having someone auto attack on a class and apply a mark to the target is not gameplay that should be encouraged. Half the community was asking me to nerf / change the class in various ways because it was boring to have in a party and often people who quit the game cited being forced to play this class being 1 of the major gripes with the server. I don't see how executiuon has been poor, rushed or incomplete? It took months to finish so it certainly wasn't rushed. It's far from incomplete as every aspect of the game was adjusted. Every single class passive was evaluated and adjusted (including race based ones), lots of adjustments to racial based skills, rebalance of every single class in the game and testing to make sure they roughly produce similar numbers in damage, time to kill, dps etc. Calling it rushed and incomplete is just "I can't be assed testing things and checking thing, meh".. Execution could be considered poor to those who don't like it sure. But improvements can be made simple as that. I have already made several adjustments based on player feedback (for those who bothered). As for mechanical adjustments? Explain why thats necessary? The thing thats different now that wasn't the same as before is how classes work and interact with each other. This has no effect on the boss mechanics outside of maybe and it is reaching the amount of damage they can do or the amount of DMG Taken buff they might recieve from a certain mechanic. Max HP, True Resistances, Base Resistances are the core aspect that has been changed this patch which is why they where targeted. Give me examples if you think I'm wrong? As mentioned above my goal is an average time of 10 minutes for current content per run. I'm happy for people to take less than this but that is the goal for the average party and so far I'm seeing results of around that figure. I'm also no buying this shit that people keep saying they don't have time. It's an MMORPG game and spending 10 minutes to clear a dungeon is already short. At all times during the game before HoO and stuff came out dungeons used to take this time on average and once you where maxed yeh you could speed them up a bit but sometimes people could spend a whole hour clearing a trial. So I'm not going to sit here and bend the knee because people want to kill a boss in 30 seconds because it's actually an insane mentality to have. Why bother making more content other than chucking a boss that does nothing in the middle of a room for people, takes me a lot of time and effort to make content so yeh expecting a 5 - 10 minute run is not a lot to ask... --- I'm open to feedback. If a class is underperforming highlight it and we can test it or better yet video it comparing to something comparable and show the setups and I can make some changes accordingly. If a dungeon is taking too long and you video it, show it to me and I'm always open to making some adjustments based on honest feedback. But this whining nonsense about reverting because you cant kill a boss in 30 seconds, then I'm sorry but thats just not feedback. I'm greatful others are giving feedback and I recieved a lot of positive feedback based on the previous patch.
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I'm still monitoring the situation as it goes as stated in the patch notes theres a lot of things you just cannot test for in a testing environment and that feedback is crucial for improvements. That being said the points you mentioned are true before the patch and after that patch and some will argue its worse now and some will argue that its fine but just needs improvement. People didn't really help before and before you where pretty much exclusively locked on Trainer until you don't need the content anymore because you're geared. --- I think there is a big mindset issue at play here. People refuse to see that things such as level 130 trial sets are still very good for what they are and the weapons are equally as good and can quite easily be used and create damage similar to people with abyss sets and other things of that nature. It's a good stepping stone that people just don't even seem to be registering and I've seen evidence that it is the case. I also see a lot of people forcing themselves to player classes they don't have to play. Like PDPS classes are not dead and quite honestly atleast from a testing perspective Assassin number 1 dps and BM number 2 dps (even when it was bugged and not reducing slash resistance). Beserker was top 3 for most of testing and some nerfs towards the end push it to 4th place, so realistically the only change in a dps point of view is executioner has become a lot closer to midrange. I also regret adding the Mr Doudou to guild towns as people are testing against it and just marking it as law now without considering other variables such as the base resistances of bosses, the true resistances and how CC and other boss mechanics impact the run. --- Going back to the new players part, there is still room for improvement I'm not going to sit here being delusional and say your all stupid and everythings fine. But ultimately I need good quality feedback and there is a few players helping with that providing videos of runs and showing what gear people are using and I also pass them suggestions back to try changing things around because it's all about information. But generally speaking my advice to new players is, work on the 130 gear as that gear for the most part has good entry level effects and once u have a few classes that you're able to play and that you enjoy to play as that is just as important. Then start worrying about Abyss / AT & DF as you shouldn't be running before you learn to walk. I think the main issue here is new people are still expecting just to show up and throw random skills and contribute 2% damage to the boss and older players are expecting to be strong enough that they can have a dead weight on the team. When realistically if new players are geared to a bare minimum level they will be contributing atleast half as much as someone closer to fully geared is and you'll end up with only adding a few minutes instead of 10+. --- But to sum up. Open to feedback, please provide video where possible and party setups (I'm quite interested in the battle recorder since that sort helps show the sorts of damage people are contributing) and people should just focus on getting a decent set for a small handful of classes that they enjoy.
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Christmas Spirit The Christmas Spirit Frigga has arrived in Crystal Utopia! Take her down to earn some Festive Rewards! The Christmas Spirit event will be active until January 15th 2026! Crystal Utopia Events Frosty Explorers Katie and Kieron have some festive missions for you to complete. You can boost your progression by earning some high level gear. Vendetta Snow Fortress The Vendetta Snow Fortress is back with a twist. Alyssia has been evicted and someone else has taken her place. I've heard he is trying to steal Christmas. Head over to Snow Fortress Explorer Steven in Crystal Utopia to enter! Class EXP Changes Based on player feedback we have made some adjustments to class experience. We have reduced the amount of class experience required for each level up from level 80 onwards. We have also made some increases to Demonic Valley to encourage new areas to be viable running spaces, check the Demonic Valley notes in the Content Updates section. Content Updates Following the previous major update we have made some further adjustments to improve the quality of the game and the experience of the players. Demonic Valley Haven of Oblivion Abyss Deep Abyss Angelic Temple & Demonic Fortress Viridian Gorge Elemental Battlefield Celestial Corridor Class Changes and Fixes Following the previous major update we have made some further adjustments to the classes along with several bug fixes. Item Changes and Fixes Following the previous major update we have made some further adjustments to improve the quality of the game and the experience of the players. Cosmetic Updates Added the following new pets: Added the following new mounts: 🎄 Merry Friggen Christmas 🎄
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