🛡️ Feedback on TTK, Gear Changes, and Mana (Post-Patch)
Posting my feedback after extensive testing in both PvE and PvP, with some insight from guildmates and personal experience. I've tried to keep this respectful and constructive, as requested.
⚔️ TTK – PvE & PvP Impressions
PvE (Tango’s Cave / Brightmound):
I farm Brightmound daily, and before the patch, I could take him down in under 2 minutes as a 550-power tank. He hit hard, and it required my full kit — a fun, tight fight.
Post-patch: it takes 8–9 minutes to kill him. He barely scratches me now, but the fight is a slog. I often run out of mana, and it’s no longer engaging — just long and dull.
PvP (Tank build):
With 244 power and new gear like the Blackfeather Tunic (which has absurd physical power even at uncommon), no other class can touch me in 1v1s. Either I outlast them completely or kill them fast through stun-locks, regen, and lifesteal.
Mana is the only real limiter, not threat from other players.
I haven’t tested vs. newly geared mages/bards — most in my guild logged out after an hour because their gear stats changed to something useless (like Strength on Bluebell gear).
PvE fights now feel like they drag on forever without solid gear. I can’t imagine what it’s like for newer or under-geared players.
đź§Ş Are Gear Changes Balanced?
Right now, none of the gear changes feel like they’re working as intended.
Stat Scaling (Con/HP/Mitigation): It’s unclear if the bonuses scale correctly.
Set Bonus Builds: It’s difficult now to assemble 3/5 medium or heavy sets due to stat changes, even though the bonuses are essential for tanks(and all classes in that matter).
Support Classes (Bards/Healers) need their own gear: Right now they’re lumped in with caster sets, which doesn’t work.
Damage gear should focus on offensive stats (magical power/int or STr/phys power)
Healing gear should prioritize healing +, wisdom, mana regen, and healing crit.
Wider gear diversity would make it much easier to balance builds across the board.
🩸 Suggestion: Instead of changing TTK, apply a Global PvP Damage Nerf. This targets the core issue directly without wrecking PvE pacing.
🏹 Weapon Trees and Class Impact
The weapon skill tree rework has hurt build freedom.
For example, the Longbow tree now forces you to take 3 useless points. It kills viable glass cannon builds and stifles creativity.
Also, changes to attack speed and accuracy hit some classes hard — especially those that relied on faster scaling weapons.
One example of gear imbalance:
A level 10 weapon like Flayer’s Fleshripper now has double the physical power of a Tumok raid boss weapon.
While I appreciate phys pen being more relevant now (more choices is good), this feels like unintended power creep.
Casters, in contrast, got kneecapped. Healers and mages need separate, class-appropriate gear.
Right now, casters feel like an afterthought.
đź’§ Mana Issues
This is critical. All classes burn through mana in 2–3 minutes of combat — sometimes less.
This makes long fights (sieges, raids, boss grinds) nearly impossible without being forced into awkward regen breaks.
And with Bards preventing pot drinking, it’s even worse.
Please prioritize fixing this. Mana is too central to combat pacing to be this broken.
🛑 Stat Swaps on Caster Gear: Huge Mistake
Swapping caster gear stats to Strength or physical stats was a major misstep.
At minimum, gear should’ve retained Intelligence, Wisdom, or flat Magical Power.
This drove many players (especially casters) away instantly. It made them feel like their entire build was invalidated overnight.
Classes like mages, summoners, and healers need tailored gear with:
Separate level 10 and level 20 sets
Clearly tuned to their role (DPS vs. support)
Right now, crafting level 10 gear is mostly pointless. Why not rush 20 and grind greens that outperform a +20 lvl 10 legendary item?
Enchanting also feels like a waste. New gear gives tiny stat boosts per enchant, not worth the time or gold.
🔨 Crafting & Economy Concerns
I haven’t fully crunched the numbers, but here’s what seems obvious:
Enchanting adds almost no value, so crafting is de-incentivized.
If it takes weeks to unlock Apprentice crafting, players will skip crafted gear entirely and just farm level 20 drops.(they could just remove hard drops as well to fix this issue.

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Crafted level 10 gear is obsolete unless stats and scaling are fixed.
There should be a progression floor:
For example, a +5 level 0 item should equal or beat a base level 10 drop of the same rarity.
Also: squishing stats between bad and good gear erodes player motivation.
You no longer feel stronger as you gear up — and that's a huge problem for long-term grind engagement.
💡 How I’d Fix TTK Instead:
Remove the TTK changes from PvE entirely (for now).
Instead, implement a global PvP damage nerf to address burst/TTK issues in competitive play.
Revisit TTK after:
Class-specific gear sets are in place
Mana and regen systems are stabilized
Weapon trees offer more build flexibility
This buys time for proper long-term balancing, without making the current gameplay miserable for most players.
🙏 Final Note
Thanks to the dev team for their continued work and listening to the community. This post isn't meant as a complaint, but as actionable, specific feedback from someone who plays daily, tests thoroughly, and wants to see the game thrive.
Let’s keep the convo going.