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Petition to Revert Patch v136 & Patch v137 Patches v136 and v137 feel extremely rushed and insufficiently thought through. Over the years, the community has provided extensive feedback and suggestions regarding QoL and content changes, many of which focused on reducing unnecessary time investment in PvE content already present on the server. Unfortunately, these patches appear to have had the opposite effect, significantly increasing completion times across all PvE activities. Abyss and Deep Abyss previously took around 20–30 minutes total; they now require 1 to 1.5 hours. CC1 runs that once took 1 minute for Libra and 2 minutes for Sagittarius now take 4–5 minutes each, even with a strong party. CC2 (Pisces) is effectively no longer viable. Even before patch v136, Pisces runs already took 10–12 minutes per run. Expedition 120 has become unreasonable, and Viridian Gorge, once a 40–50 minute run (or 30 minutes with a solid party) now takes nearly twice as long. "Issue 1: Party Composition Restrictions There is now an overwhelming reliance on very specific class combinations, where replacing even a single class can make content significantly harder or unplayable. This includes rigid requirements such as mandatory Trainers, or strict Slash-only or Pierce-only party compositions. This issue has steadily grown since the release of Dragonridge Sanctuary and has continued to worsen over time. As it stands, this design direction is unwelcoming to new players, returning players, and players who may not be deeply familiar with optimal party setups." Our “strict Slash-only and Pierce-only party compositions” were a direct result of the unwelcoming content design. The resistances, mechanics, and health values assigned to bosses left players little choice but to adopt these restrictive setups. 😶 This patch is particularly unfriendly to new players. Debuff-oriented roles such as Trainer and Serker were previously the most accessible and cost-effective way for new players to begin contributing in PvE while gearing up. With debuffers effectively removed, new players now struggle to participate at all without already having significant gear. Ironically, instead of encouraging diverse party compositions, the current state of PvE has resulted in parties stacking two to three of the same DPS class. This seems to directly conflict with past design goals that emphasized avoiding repeated roles. Trainers, in particular, were never viewed as unwelcoming; they were one of the most effective ways to help newer players participate in CC1–CC2, AT/DF, Abyss, and Deep Abyss on a daily basis. Concerns With Patch Direction and Execution While these changes may have been intended to move the game in a “new direction,” the execution has been poor. The patch feels incomplete and rushed, having been released after roughly one week rather than being refined over a longer development period. Greater transparency regarding the intended long-term direction of PvE would be appreciated, as the current implementation feels unclear and unfinished. Bosses require more meaningful mechanical adjustments rather than blanket solutions such as true resistance "fixes", which true resistance currently serves only to increase clear times without adding depth or challenge. This is especially problematic now that players can no longer optimize parties around a single damage type. Additionally, the combined impact of losing debuffs and damage dealt from trophies, pets, accessories, glyphs, skills, and other systems alongside nerfs to damage increasers has exacerbated the issue. Time Investment and Community Impact Most players simply do not have the time to spend multiple hours each day on PvE content. This is especially true given the server’s low population, where peer formed parties are rare nowadays for things like Hoo, full CC runs and most of the time you will only see pre made groups of 5/5 from a single guild doing this. While it may be said that players are not required to complete all PvE daily, progression systems such as CC make that impractical. With 3,140 sparkles required for a single CC set, missing daily runs significantly delays progression though this gear has arguably lost much of its value under the current patch. Given these changes, reimbursement for gems, fortification scrolls, and stones spent on items that now require re-fortification (such as PDPS hammers converted to MDPS) or entirely new sets to "fit the new meta" would be a reasonable consideration. Closing: I hope that the development team takes the time to reassess these patches with the broader community’s experience and feedback in mind. Many players can no longer invest the same amount of time they once could since we are no longer children, and PvE should reflect that reality. I recommend reverting patches V136–137 and exploring an alternative approach to address the issues referred to as 'No. 1' and 'No. 2' that you previously mentioned, such as rebalancing and restoring classes to the same level as others prior to the nerf, and adjusting the mechanical structures and stats of bosses. Thank you for your time and consideration. Happy Holidays, and wish you the best.
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