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Nerf was too strong

chipthomaschipthomas Member, Alpha Two
The rarity scaling nerf was like 20% to strong IMO

We have a 50 man guild of gatherers and crafters that support 70-100 pvpers & we invested dozens of hundreds of hours gathering materials to be nerfed too severely.

Please reconsider dialing it back

Comments

  • NatharielNathariel Member, Alpha One, Alpha Two, Early Alpha Two
    For now the crafting is dead, the must found the way that the crafted item are more powerfull of the drop items and that the t3 city has already apprendice, and the build give journey. For now crafting has no sense, a leg shortbow lvl 10 is less powerfull of a green lvl 20.
    Has no sense tell crafting is end game, no because when the lvl will be 50 if a crafter can’t sell item before end game crafting how he can effort to upgrade the skill?
    The game is not only pvp, remove the crafter and gatherer, city will never upgrade.
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  • Alaw77Alaw77 Member, Alpha Two, Early Alpha Two
    I agree with this, a ton of effort was put into crafting legendary weapons and while it being as strong as it was it made the rarity of ores such as copper and tin not to mention getting rare+ of those resources feel worth it.
    I think it might be valuable to see ore spawns increased slightly and pull back the nerf by a little bit. Legendary weapons don't really feel "Legendary" now, they feel more akin to a status symbol.
  • Uncommon SenseUncommon Sense Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    its all getting wiped in 2 weeks. Then you can readjust your balance perception without a skewed preconception.

  • vasuki1337vasuki1337 Member, Alpha Two
    I feel so bad cause i don't have the time to get all of this legendary stuff. Then my stuff gets nerfed that i do have and now that i struggled to get and its been nerfed by like 60 Physical power and i cant survive fights i used to... I'm not really happy with it. I get that they nerfed stuff but now its just not as fun any more after all the work i have been able to do
  • VeeshanVeeshan Member, Alpha Two
    edited December 2024
    Mob drops probaly to strong comapred to crafted items now

    I honostly would either make mob drop items alot rarer with phase 2 or have mobs only drop white quality items which is what i think would be best.

    Seems like TTk though is in much better state after the nerfs but yeah i think mob dropped items need a nerf to white quality or to be much rarer
  • NatharielNathariel Member, Alpha One, Alpha Two, Early Alpha Two
    you must think.... in the wiki you can get freehold at lvl 50, but you can take master and grandmaster only in the freehold, so mean that from lvl 30 to 50 you can't craft. The progression of crafting must be rewrite, now has no sense.
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  • riverallan1000riverallan1000 Member, Alpha Two
    I agree with the stat nerfs but the qaulity nerfs seem a bit to much. We jsut cant craft anything anymore xD. Hunting rarity is broken so my craft is pretty much locked.
  • NatharielNathariel Member, Alpha One, Alpha Two, Early Alpha Two
    before the weapon scaling was too high, and a nerf it's right, now the must do something for the craft, make that the item crafter is a bit more powerfull of the dropped one so there is a meaning to craft, give us the possibility to craft with lvl 3 city already apprendice stuff and with the build improvement the craft for lvl 20 item otherwise the craft will be always useless. When will be realese freehold I think has more sense at lvl 30, to permit of the crafter to can craft item master and Gran master.
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  • BlightuponusallBlightuponusall Member, Alpha Two, Early Alpha Two
    Nathariel wrote: »
    For now the crafting is dead, the must found the way that the crafted item are more powerfull of the drop items and that the t3 city has already apprendice, and the build give journey. For now crafting has no sense, a leg shortbow lvl 10 is less powerfull of a green lvl 20.
    Has no sense tell crafting is end game, no because when the lvl will be 50 if a crafter can’t sell item before end game crafting how he can effort to upgrade the skill?
    The game is not only pvp, remove the crafter and gatherer, city will never upgrade.

    I think good scaling would be having a legendary level 10 shortbow equal a rare level 20 shortbow.
  • DolyemDolyem Member, Alpha Two, Early Alpha Two
    The weapon balancing was needed. I am not so sure the armor needed a hit though. The real issue was the massive gap in stats between legendary and everything else. If they had just squished weapons stats, the TTK in PvP could've potentially been much more on point.
    Also the difficulty of making legendary items in general was far too easy. The damage was already done though so its not exactly a fix at this point.
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  • LordManmodeLordManmode Member, Intrepid Pack, Alpha Two
    edited December 2024
    It is interesting how they went from extremely too powerfull, too extremely underwhelming in one patch. I guess they are just testing our reaction to see how we feel about it.

    I feel like it was more of a need to scale back weapon dmg a fair bit on heroic-epic-leg (10-20-30%), but increase stats from armor to make people more survivable. Now it just made PvE that much more difficult for the average player.

    Granted, for me, who played 90% of the game in white/green, and only tried legendary weapons for 2 hours, I can live without it, but for sure it takes away any incentive I had to gather for legendary weapons before level 50 now. Which kinda ruins a bit of the fun doesn't it? Pretty sure I am not the only one.

    I guess for now this puts us into just killing monsters for gear from level 1-49 upon release and focus on the level 50 stuff. Maybe buy the white gear when you can. Because what is the purpose of putting all that effort into gearing while leveling if you basically can just rush the next bracket and power through it anyways.

    But without being too whiny, maybe they will scale some of it back a bit in the end. Who knows.
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  • NatharielNathariel Member, Alpha One, Alpha Two, Early Alpha Two
    It is interesting how they went from extremely too powerfull, too extremely underwhelming in one patch. I guess they are just testing our reaction to see how we feel about it.

    I feel like it was more of a need to scale back weapon dmg a fair bit on heroic-epic-leg (10-20-30%), but increase stats from armor to make people more survivable. Now it just made PvE that much more difficult for the average player.

    Granted, for me, who played 90% of the game in white/green, and only tried legendary weapons for 2 hours, I can live without it, but for sure it takes away any incentive I had to gather for legendary weapons before level 50 now. Which kinda ruins a bit of the fun doesn't it? Pretty sure I am not the only one.

    I guess for now this puts us into just killing monsters for gear from level 1-49 upon release and focus on the level 50 stuff. Maybe buy the white gear when you can. Because what is the purpose of putting all that effort into gearing while leveling if you basically can just rush the next bracket and power through it anyways.

    But without being too whiny, maybe they will scale some of it back a bit in the end. Who knows.

    infact this is the problem, the scaling of the lvl of the pg is too fast respect the leveling of the crafting, than the future system if wil lbe like they describe in the wiki there you can have the house only at lvl 50, you can't craft item from lvl 30 to 50 until you are lvl 50, so the crafting will be useless. In the game there are people that like pvp good, but there are people that like crafting, remove the crafting you will lose all the meaning of the city, the city will never grow because the crafting people have no meaning to craft. I realy hope they will found something in this 3 week otherwise the population of the game will be drastically reduce. Sure we are in alpha but not focus the think only in the pvp. I see most of the test was for the node war and the pvp content, the gathering and craft was abandoned from the focus but you must try to bring both together. Like me there will be many other people that from the 20 will not start crafting is the thing doesn't change you can rush to lvl 25 and after we will stop test and play because there no thing to test for us that we like to test.

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  • FreyaFreya Member, Alpha Two
    i agree it was too strong, but also not by much/

    the best crafted previous tier should be better than the best random drop of the next tier but worse then the one up of crafting (i think thats heroic) so if a lvl 10 legendary was in between epic and heroic lvl 20 it would be perfect as getting the materials to make a lower lvl high tier is not trivial, and the strength of the nerf means that crafting is relegated to late game which is not ideal as its faster to get a blue through grinding mobs
  • GraugusGraugus Member, Alpha Two
    chipthomas wrote: »
    The rarity scaling nerf was like 20% to strong IMO

    We have a 50 man guild of gatherers and crafters that support 70-100 pvpers & we invested dozens of hundreds of hours gathering materials to be nerfed too severely.

    Please reconsider dialing it back

    There's a lot of crafters saying this but honestly think about this for a moment. Max level currently is level 25 and you have people soloing bosses, one, and two-shot tanks with auto attacks (in defensive stances) because of the stats that are being provided (and we don't know if it was soft or hard-capped).

    I'm of the mind frame that a novice and apprentice crafter should not have access to making these types of statted weapons or armor until they hit Master or Guru levels of crafting. Also, I don't care what level we are (25-100), overland bosses (Especially dragons) should not be able to be soloed.
  • VeeshanVeeshan Member, Alpha Two
    edited December 2024
    Graugus wrote: »
    chipthomas wrote: »
    The rarity scaling nerf was like 20% to strong IMO

    We have a 50 man guild of gatherers and crafters that support 70-100 pvpers & we invested dozens of hundreds of hours gathering materials to be nerfed too severely.

    Please reconsider dialing it back

    There's a lot of crafters saying this but honestly think about this for a moment. Max level currently is level 25 and you have people soloing bosses, one, and two-shot tanks with auto attacks (in defensive stances) because of the stats that are being provided (and we don't know if it was soft or hard-capped).

    I'm of the mind frame that a novice and apprentice crafter should not have access to making these types of statted weapons or armor until they hit Master or Guru levels of crafting. Also, I don't care what level we are (25-100), overland bosses (Especially dragons) should not be able to be soloed.

    the issue isnt people being able to solo bosses and all that (you can 3 man firebrand in green and blue mob drops aswell) thats a mob balancing issue not gear.

    The issue is now that mob dropped gear is way to close to the level of crafted gear and crafted gear is a hell of alot harder to pop out than mob drops atm. If they nerfed all mob dropped gear to be white quality or they stop dropping gear then the rarity scaling is fine as is however at this current way it is crafting kinda feels meh since mob drops are way to similiar to crafting which take alot more time and effort to pop out a blue+ quality drop over the time it takes to get one dropped.

    For comparison atm to go from lvl 1-10 in the following
    Gathering = 450-530 nodes harvested depending on ur luck with quality (hunting is less since it give more xp per harvest but harder to find)
    Processing = think its like 900 items processed atm but cant remember exactly atm (tanning may be less)
    Crafting = 400 items crafted

    and lvl 10-20 is 4 times the above amount.

    I dunno bout you but seems better just to farm mob drops that is like 10-15% weaker than an epic crafted piece
  • Helios_BlackHelios_Black Member, Alpha Two
    chipthomas wrote: »
    The rarity scaling nerf was like 20% to strong IMO

    We have a 50 man guild of gatherers and crafters that support 70-100 pvpers & we invested dozens of hundreds of hours gathering materials to be nerfed too severely.

    Please reconsider dialing it back

    i86wdwyd3bdi.jpg
  • chipthomaschipthomas Member, Alpha Two
    chipthomas wrote: »
    The rarity scaling nerf was like 20% to strong IMO

    We have a 50 man guild of gatherers and crafters that support 70-100 pvpers & we invested dozens of hundreds of hours gathering materials to be nerfed too severely.

    Please reconsider dialing it back

    i86wdwyd3bdi.jpg

    How productive, what a clown
  • GizbanGizban Member, Braver of Worlds, Alpha One, Alpha Two, Early Alpha Two
    Veeshan wrote: »
    Mob drops probaly to strong comapred to crafted items now

    I honostly would either make mob drop items alot rarer with phase 2 or have mobs only drop white quality items which is what i think would be best.

    Seems like TTk though is in much better state after the nerfs but yeah i think mob dropped items need a nerf to white quality or to be much rarer

    Mobs dropping only white sounds good.

    It helps gear players but never replaces the quality you can get from crafters.
  • chipthomaschipthomas Member, Alpha Two
    pyreal wrote: »
    Veeshan wrote: »
    Mob drops probaly to strong comapred to crafted items now

    I honostly would either make mob drop items alot rarer with phase 2 or have mobs only drop white quality items which is what i think would be best.

    Seems like TTk though is in much better state after the nerfs but yeah i think mob dropped items need a nerf to white quality or to be much rarer

    Mobs dropping only white sounds good.

    It helps gear players but never replaces the quality you can get from crafters.

    Also if the power rating scaling was non linear after a break point, and went from 3:1 to 2:1 to 1:1 after certain break points - it’d give a slight extra benefit to those Epic Leg crafted items with the top tier power
  • sciffer2014sciffer2014 Member, Alpha Two
    I think good scaling would be having a legendary level 10 shortbow equal a rare level 20 shortbow.

    At that point a legendary 10 would equal a normal 30 no ? Like don't get me wrong we are only playing through the first level which means that overall our perspective is limited. But I kind of feel that if you having a regular legendary 10 - nothing added with a special recipe that makes it some kind of special legendary craft - then it should be at best a regular level 20.

    If you start getting that special crafting recipe that unlock a unique type of shortbow - then I would consider green, but other then that it would means that level 50 with a basic legendary craft - no special item, just a guild of crafter backing them, would be lvl 60 + in reality ?

    That'll be no fun when they start jumping on your ass.
  • SpifSpif Member, Alpha Two
    Gizban wrote: »
    Veeshan wrote: »
    Mob drops probaly to strong comapred to crafted items now

    I honostly would either make mob drop items alot rarer with phase 2 or have mobs only drop white quality items which is what i think would be best.

    Seems like TTk though is in much better state after the nerfs but yeah i think mob dropped items need a nerf to white quality or to be much rarer

    Mobs dropping only white sounds good.

    It helps gear players but never replaces the quality you can get from crafters.

    That's pretty much where we are now, and it's terrible. I've mostly ground 1-star humanoid mobs solo, and it's almost all white items. There is an occasional green, and one blue, once. A shield....Now level 22, and it feels pretty pointless.

    Most of my gear is green/blue and bought from the marketplace and none of it is crafted. Made the money from selling of whites on marketplace and vendored glint.

    The startup lag of crafting (still no journeyman gathering tools) is killing early development.
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