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  Click here to go to the first Dev post in this thread.   Thread: Feedback: Q3 Awakenings Changes

  1. #21
    Senior Member Oakmaiden's Avatar
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    Quote Originally Posted by Nabrandz View Post
    1. Remove unnecessary awakes like mana%, mana ignore, taunt chance. No one uses them.

    2. Make arcane awakes give more chances to roll legendary rarity awakes.

    3. Make elite awakes give more chances to roll epic and above rarity awakes.

    4. Blue gems are a gold drain/slot openers so can be left as it is.

    5. Condense all the cosmic,nature,shadow,solar awakes into one %elemental or +X elemental awake. (Coz the more elemental types are added the more awake keep growing)
    I like this, also get rid of the cracked gem, it never should have been added.
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    Quote Originally Posted by Nabrandz View Post
    1. Remove unnecessary awakes like mana%, mana ignore, taunt chance. No one uses them.

    2. Make arcane awakes give more chances to roll legendary rarity awakes.

    3. Make elite awakes give more chances to roll epic and above rarity awakes.

    4. Blue gems are a gold drain/slot openers so can be left as it is.

    5. Condense all the cosmic,nature,shadow,solar awakes into one %elemental or +X elemental awake. (Coz the more elemental types are added the more awake keep growing)
    First of all, thank you for finally making adjustments, this was long due...

    -Agree with this for the most part, lethality % is also too low, wouldnt mind if it were removed but if it stays, buff it, 1.25% for a legendary roll is a troll.

    -3% hp ones also seems too low, barely anyone wants defensive stats, if you keep that in, make it more like 5-7% minimum for legendary roll

    -But ye mana/mana %, taunt chance, mana ignore are all utterly useless, dodge % is also pretty bad but that´s at least not in the legendary roll table.

    -And I agree, remove flat elemental damages, keep the % ones

    -AND FOR THE LOVE OF GOD, DONT ADD NEW GEMS, just fix the old ones please we have enough stuff to awaken with, back in the day elite awas were enough, that didn´t seem to make you enough money so awa gems are your go to, fine but keep it at that thanks

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    I'd like to propose a system to complement the current awakening system. I think it's been proposed before but this reminds me of my time playing Castle Clash.

    This system is about storing awakening rolls on Legendary, Mythic/Set and Arcane items in similar rarity based Awakening Vessels, that can be added and removed to and from items at will (at a cost, either a hefty sum of gold or something else, a new currency perhaps). Similar to the introduction of the pet evolution system there would a an introduction event where all players will get at least 1 of each rarity Vessels to store a specific roll in. Later these Vessels could be introduced to the store for platinum or become available in some other manner that takes all players into account, as not everyone is a spender, and they should still be available for the masses in some particular manner in my eyes to not gatekeep or paywall it.

    This of course has to complement the original awakening system, so buffing the existing rates for legendary rolls a lot would be a bit OP maybe, as the new system would already present extra opportunities.

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    Can we adjust the awakes based on level?

    Example as a lvl 1-10 we don’t have any use for Cosmic, Shadow Damage, Elite Damage etc…

    Remove all the useless awakes that no one needs like mana ignore, taunt, etc.

    I feel that the system should detect when your rolling the same item say like 500+ times the odds should start to get better since your pouring more into that 1 item.


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    Delete useless awakes, many people said that already. But also, make 15% speed awake , 20%ed and 15%cd harder to get. Because once you remove useless ones, game will be flooded with op ms cd etc, and it will be ridiculous.


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    My personal take, higher element awakes chances on element sets. I also would like to see the useless awakes removed from arcane awakes. (U all know exactly what I'm talking about). Remove taunt & mana awakes COMPLETELY, remove anything that is 1-2% except element, remove the inbetween speed boost and keep it a solid 5-10-15% thank you

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    Quote Originally Posted by Stefal View Post
    Delete useless awakes, many people said that already. But also, make 15% speed awake , 20%ed and 15%cd harder to get. Because once you remove useless ones, game will be flooded with op ms cd etc, and it will be ridiculous.


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    +1


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    Theres too many useless slots. Even for us PvP players. Let the 10all/3% all/5.00 damage awake will be more visible, not once per 100elite/arc awakes. Also the health awakes. Remove all of the useless awakes like 25-50armor, the old awakening armor system was so nice and satisfying. Dodge chance, elemental damage on low level gear(thats pointless), boss damage/elite damage on low lvl gear. All of that are endgame awakes. Make the awakening and the hard earned money we spend worth it. Please.

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    Increases the chance of obtaining epic and legendary awakening for gears that are already bonded pls

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    Awakes wouldn't be totally useless if our gears without awakes didn't already melt every map in the game with 0 effort.
    If the gears were balanced and mobs hit harder it would be nice to see: damage reduction, damage reflect, percent damage per attack, and possibly hp leech awakes but those are completely useless due to how powerful gears currently are.

    Add more exp awakes 13% 15% 18%.

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    Dear Cinco

    First off all please remove the useless awakes ( see the posts above &#128522
    Crit Dmg % for the Whole Gear . Not only for Weapon.
    and Please listen to your community.😉

    Greets

    W

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    Had a Chance to think, can we get 20 & and 40% gold loot on helm/armor as well? If the game is going gold loot heavy i wouldn't mind a 120-150%+ gold loot helm or armor😊. Off topic but a dune set similar to the Zodias Eating or Holley set. Something nice and simple yet accessible

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    The fact that 2% damage is the highest % damage awake you can get and the smallest proc on any weapon already gives you 50% is just low IQ. Remove white gems COMPLETELY.
    Remove mana ignore or make the lowest awake give 25% mana ignore. Remove taunt chance completely from the pool OR make 1 awake (legendary) which gives 50% taunt chance. Do something similar with dodge chance or add max dodge chance which increases the max cap of dodge.

    Add awakening catalysts which when applied to an item will enhance the chances of getting a specific type of awake. Dexterity catalyst = Atleast 1 dex awake + increased chance of dec awakes on other slots. These catalysts are only bootable from dune lvl6 boss.

    MAKE AWAKENING GEMS OF ALL TIER LOOTABLE FROM ENDGAME BOSSES. DO AS I SAID AND SEE PLAYER BASE WILL DOUBLE WITHIN 6 MONTHS.

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    And why he do we have same amount for health and mana in awakes? 5% health is op for nature set and in general it's decent, but 5% mana is totally useless. It should be atleast 15%. THERE'S NO DEDICATED MANA BUILDS BRO AND NO ONE PLAYS PVP

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    Post Awakening Event Review

    I believe the awakening pool should be reevaluated and categorized based on gear levels. Like some awakes are totally useless for endgame and some awakes are totally useless for early gameplay. I'm not saying there shouldn't have bad awakes what I'm saying no awake should be absolutely useless to a player. For example. Early game before lvl25 have no access to elite damage yet elite damage is still applied to gears. lv1-24. Same with with cosmic, solar, shadow damage. I know these were updated to work as flat damage to mobs and bosses I believe but considering 10 shadow damage is a purple awake. That's pretty underwhelming for a legendary awake cause its only +10 damage so if Im doing 1000 dmg its only 1000+10 = 1010? I believe that's how it works and if so that needs an update.
    Then there's awakes like 1str, 1dex, 1int which are totally useless for endgame. At endgame player's should be getting like 10str,20str,30str,40str. 1-12str is too low for endgame content that's why most players try to get % stats. 1% str at endgame is like 20-40str and thats a low awake so why is 10all a purple awake at endgame when 1% all which is a green awake better?
    Right now all the awakes are just pooled into one and I think they need to be updated and categorized based on the level of the gear being awakened.

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    Since its a awake event can we get a way where we can opt for what awakes we want? Like narrow down the list to lets say i want gl i choose int% ms and gl 3 categories or any other random categories with gl to hope i re reoll it or can we least lock awakes on a slot wud really make gear affordable

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    Twinks don't want or need % base stats and definitely not elemental stats.

    elemental stats are in general weaker than all outher things probably same lvl as manna%.

    element stuff was a interesting concept but a flop would be nice that each element matches best to a class like shadow for rogue cosmic for mage nature for war maybe by adding a new base element stat to classes themselves but it dousent work like that.

    based on paper it all seems a little odd I personally tried out nature element on end game for war because on paper it looks like it would of been the most effective war have more HP def so on designed to tank hits and do damage that is not the case.

    With the elite maps and event maps mobs do amazing damage be it any class so nature base damage is useless considering tanking out a war with armour gems full blight set full hp awakes and all new imrpvoed gems is probably at best on par with a half decent blood set. As output isn't enough damage so it's very unbalanced.

    Cosmic is all round damage so it's the most effective and usfull as it's all about damage output the difference between cosmic and nature is like the ocean and a rain drop. Cosmic damage + the base damage stacks with all your strength based or primary stats needs so your damage outfit is maximizing hence 1 hit everything were as for a nature element many more variables be it upping hp to hit more but when your hit you do less dam upping your main stats but then do less damage due to lack in nature damage and so on.

    On top of that with the new element sets
    Each has there own base like damage/boss damage and so on
    You would think that a blight set for its boss damage would melt bosses na can't even compare to raw damage cosmic so I think the balancing is way way off for some elements or better just to remove all elements would fix the problem.

    interesting concept invested a lot of plat and gold time then to realize it douse nothing with huge hp and awakes even with new gems it's just garbage.

    meaningless unless you add 100% nature shadow and cosmic stats that awakes instead of a microscopic 10% but even that might make the balancing off.
    I would love to actually see real progress in the effectiveness of all elements not making them so inefficient and weak.

    So I would agree on removing elements from game or probably adding base element attributes to classes themselves

    As for awakening now we are all force to awaken are bound sets. but once you awakened them and even the op awakes are rubish it dousent give us the want to waste money like that or spend the plat

    Hopefully something can be done to improve elements and the balancing of them and making them actually op

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    Quote Originally Posted by Itemstore View Post
    Twinks don't want or need % base stats and definitely not elemental stats.

    elemental stats are in general weaker than all outher things probably same lvl as manna%.

    element stuff was a interesting concept but a flop would be nice that each element matches best to a class like shadow for rogue cosmic for mage nature for war maybe by adding a new base element stat to classes themselves but it dousent work like that.

    based on paper it all seems a little odd I personally tried out nature element on end game for war because on paper it looks like it would of been the most effective war have more HP def so on designed to tank hits and do damage that is not the case.

    With the elite maps and event maps mobs do amazing damage be it any class so nature base damage is useless considering tanking out a war with armour gems full blight set full hp awakes and all new imrpvoed gems is probably at best on par with a half decent blood set. As output isn't enough damage so it's very unbalanced.

    Cosmic is all round damage so it's the most effective and usfull as it's all about damage output the difference between cosmic and nature is like the ocean and a rain drop. Cosmic damage + the base damage stacks with all your strength based or primary stats needs so your damage outfit is maximizing hence 1 hit everything were as for a nature element many more variables be it upping hp to hit more but when your hit you do less dam upping your main stats but then do less damage due to lack in nature damage and so on.

    On top of that with the new element sets
    Each has there own base like damage/boss damage and so on
    You would think that a blight set for its boss damage would melt bosses na can't even compare to raw damage cosmic so I think the balancing is way way off for some elements or better just to remove all elements would fix the problem.

    interesting concept invested a lot of plat and gold time then to realize it douse nothing with huge hp and awakes even with new gems it's just garbage.

    meaningless unless you add 100% nature shadow and cosmic stats that awakes instead of a microscopic 10% but even that might make the balancing off.
    I would love to actually see real progress in the effectiveness of all elements not making them so inefficient and weak.

    So I would agree on removing elements from game or probably adding base element attributes to classes themselves

    As for awakening now we are all force to awaken are bound sets. but once you awakened them and even the op awakes are rubish it dousent give us the want to waste money like that or spend the plat

    Hopefully something can be done to improve elements and the balancing of them and making them actually op
    +1

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    Quote Originally Posted by Itemstore View Post
    Twinks don't want or need % base stats and definitely not elemental stats.

    elemental stats are in general weaker than all outher things probably same lvl as manna%.

    element stuff was a interesting concept but a flop would be nice that each element matches best to a class like shadow for rogue cosmic for mage nature for war maybe by adding a new base element stat to classes themselves but it dousent work like that.

    based on paper it all seems a little odd I personally tried out nature element on end game for war because on paper it looks like it would of been the most effective war have more HP def so on designed to tank hits and do damage that is not the case.

    With the elite maps and event maps mobs do amazing damage be it any class so nature base damage is useless considering tanking out a war with armour gems full blight set full hp awakes and all new imrpvoed gems is probably at best on par with a half decent blood set. As output isn't enough damage so it's very unbalanced.

    Cosmic is all round damage so it's the most effective and usfull as it's all about damage output the difference between cosmic and nature is like the ocean and a rain drop. Cosmic damage + the base damage stacks with all your strength based or primary stats needs so your damage outfit is maximizing hence 1 hit everything were as for a nature element many more variables be it upping hp to hit more but when your hit you do less dam upping your main stats but then do less damage due to lack in nature damage and so on.

    On top of that with the new element sets
    Each has there own base like damage/boss damage and so on
    You would think that a blight set for its boss damage would melt bosses na can't even compare to raw damage cosmic so I think the balancing is way way off for some elements or better just to remove all elements would fix the problem.

    interesting concept invested a lot of plat and gold time then to realize it douse nothing with huge hp and awakes even with new gems it's just garbage.

    meaningless unless you add 100% nature shadow and cosmic stats that awakes instead of a microscopic 10% but even that might make the balancing off.
    I would love to actually see real progress in the effectiveness of all elements not making them so inefficient and weak.

    So I would agree on removing elements from game or probably adding base element attributes to classes themselves

    As for awakening now we are all force to awaken are bound sets. but once you awakened them and even the op awakes are rubish it dousent give us the want to waste money like that or spend the plat

    Hopefully something can be done to improve elements and the balancing of them and making them actually op
    +1.

    Sent from taptoy

  24.   Click here to go to the next Dev post in this thread.   #40
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    I appreciate the feedback. After review, we've settled on the changes we're going to make for Q3:

    Changes

    1. Remove lowest rarity pool from Elite and Arcane Stones of Augmentation:

    This will most likely be the most welcome change in that Elite stones will no longer award Common enhancements and Arcane stones will no longer award Rare enhancements.

    Before:
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    After:
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    2. Roll rarity by weight, then type equally, then amount equally:

    For example, if the rarity pool was:
    • +10 Damage
    • +20 Damage
    • +30 Damage
    • +10 Gold Loot

    ... you'd currently have a 25% of getting a Gold Loot (1 out of 4), but if I chose type first, you'd then have a 50% chance of getting the Gold Loot awakening (1 out of 2 types) and if Damage was chosen, you'd have an equal 33% chance of each of the remaining numbers (10/20/30). This would allow the number of variants to not affect the type selected.

    3. Reduce price of Cracked Stones of Augmentation from 5000G to 1000G:

    These gems were mainly for lower-levels to get introduced to item awakening since the Standard Stones of Augmentation can only be crafted from materials found in the latest expansion.

    4. Move Mana Percent enhancement from the Legendary rarity pool to the Epic rarity pool.

    We reviewed every enhancement, their rarity and values and felt Mana Percent's rarity should be reduced.

    Future changes

    Change Reason Possibility
    Rebalance which enhancements are available for specific item types Didn't make it this time around, but we're considering it. For example, mana ignore would only be for amulets. Make crit damage available elsewhere. YES
    Larger values for specific enhancements We'd need to do the rebalance first to ensure we're not giving out large values that can be rolled on all 4 slots for 8 items. YES
    Drop Cracked stone essences at lower levels (41+) This will allow Cracked stones to be crafted. YES

    What about the other requests?

    These changes were debated, but will NOT happen for the following reasons:

    Change Reason Possibility
    Slot locking This would allow players to craft insanely powerful items if they had the resources. NO
    Choosing enhancements and automatically rerolling until the enhancements are selected The player should be the one to reroll their enhancements, not the system. NO
    Pet enhancements We've already added a system to add additional bonuses to pets (evolution). NO
    Assign levels to enhancements (solar requires level 86+) We want all enhancements available at every level. NO
    Get rid of 'useless' enhancements Enhancements are subjective, but we went through every enhancement and are happy with the current availability until the rebalance. ?
    Class lock enhancements We have no plans to limit the enhancements rolled by class. NO
    Remove variations of values for enhancements With the rolling changes (rarity, then type, then value), variations no longer matter. NO

    NOTE: A copy of this will be placed in the first response to this thread and will be updated as feedback continues.

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