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

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    CTO asommers's Avatar
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    Default Feedback: Q3 Awakenings Changes

    We've got an awakenings event coming up in about a month, so now's your chance to comment about changes you want to see so I have time to review/implement.

    This is the feedback thread from the last time it was solicited (link) and I have some things I want to try (such as rolling rarity, then type, then amount).

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    CTO asommers's Avatar
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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:
    After:
    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.
    Last edited by asommers; 06-14-2026 at 10:53 PM. Reason: First pass of proposed changes

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    Never seen such a pay to win system in my life, remove useless awakes like 3% mana, taunt chance, 3% crit, 1% dmg (wtf why I want 1% damage for????????????), dodge, nature, shadow, cosmic, solar dmg useless just stop adding useless stuff, I just spent 2.6B in an amulet and I didn’t even get anything higher than 4% for my class is this a joke? I’m just wasting my money and time playing and awakening and more with this bind on equip items just remove this useless stuff

    Also u should add that it’s easier to pull awakes for the main class, if u are a rogue u should get dex awakes easier, war str and mage int

    Demonstrate this system is not a pay to win and waste of money thanks

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    two main changes I’d like to see:

    - adjusting the awakening pool based on gear level (a level 1 belt should not roll elemental damage or elite damage)
    - removing taunt chance, mana ignore, mana %, dodge % (no one rolls their gear looking for these, whether it be at low lvl or endgame)

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    Revert back to 15% speed, 10% speed, 5%. Not this in-between bs, impossible to roll anything. Arcane awakes are now worse than elite awakes were before all those changes. Also remove useless awakes and please please dont come back at me saying its just my opinion that mana % sucks

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    Just came to say that before arcane gems, when I was rolling boss/elite damage and got 25% with elite gems, it was the best result I could get. Nowadays, you can roll 40 to 60% per item. Same with gold loot, from 160-200% up to 300%+ on weapons. So the system is already better than before. A gamble was always a gamble when you were after a specific awake combo, it just "hurts" more now with way higher prices. Not here to defend the system, I do not like it myself... but let's not say it's crap when actually it's an improvement in a certain way. Two awake events ago, I mentioned I noticed that a combo of primary stat and speed is hard to roll, and those are very popular awakes. I would say increase the odds for community-fav awakes (you can make a poll to ask the playerbase to pick their favorites, but it won't be difficult to figure it out without a poll: crit damage, primary stat, speed, gold loot, boss/elite damage, and mana ignore eh kidding). Anyway, removing common rarity from elite gems and removing rare rarity from arcane gems should be a good start. If you are paying a lot for best gem, it should not roll low rarities.

    "...and I have some things I want to try (such as rolling rarity, then type, then amount)." You already have a great idea. Please keep us updated on that! It would be great if you could provide us with a short video or a simulation of spending (let's say 100 arcane gems on a single item) using this new system before it goes live. If the playerbase actually sees results, it would work as a good advertisement.

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    +---------------------------------+--------+-------+-------+-----------+------+
    | Stone | Common | Rare | Epic | Legendary | Meta |
    +---------------------------------+--------+-------+-------+-----------+------+
    | magnifying glass | 100.0% | -- | -- | -- | 1.0 |
    | cracked stone of augmentation | 100.0% | -- | -- | -- | 0.0 |
    | stone of augmentation | 53.8% | 30.8% | 15.4% | -- | 0.02 |
    | empowered stone of augmentation | 48.0% | 28.0% | 16.0% | 8.0% | 0.05 |
    | arcane stone of augmentation | -- | 53.8% | 30.8% | 15.4% | 0.1 |
    +---------------------------------+--------+-------+-------+-----------+------+


    Buff arcane awakening gem, for each arcane awa gem u can use 4 elite awakening gems which turns out to be more efficient

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    awakes that should be allowed:
    +5 str/dex/int
    +10 str/dex/int
    +15 str/dex/int

    +1% str/dex/int
    +3% str/dex/int
    +5% str/dex/int
    +7% str/dex/int

    +10% elite damage
    +15% elite damage
    +20% elite damage
    +25% elite damage

    +10 boss damage
    +15 boss damage
    +20 boss damage
    +25 boss damage

    +5%xp
    +10%xp

    +50% gold loot (items that are not weapon should just have 50gl like how it is)
    +80% gold loot
    +100% gold loot
    +125% gold loot
    +150% gold loot

    +100 health
    +150 health
    +250 health
    +500 health

    +5% health
    +10%health?

    10% lethality
    15% lethality
    (either ways useless just any percent thats not .25)

    +5%luck
    +10%luck
    +15%luck

    +100 mana
    +150 mana
    +250 mana
    +500 mana

    +5% mana
    +10% mana?

    +5%speed
    +10%speed
    +15% speed

    +5% elemental damage
    +10% elemental damage ?? idk bout this one either ways no 2%

    +3 damage
    +5 damage
    +10 damage ?

    +5% damage
    +10% damage ?

    +5% crit damage (maybe remove this but idk)
    +10% crit damage
    +15% crit damage

    +5% crit
    +10% crit
    +15% crit ?

    +4%armor
    +6%armor
    +8%armor
    +10%armor

    +100 armor
    +150 armor
    +250 armor

    give thoughts/what to add and remove from this list. ty

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    Quote Originally Posted by CLN3696 View Post
    awakes that should be allowed:
    +5 str/dex/int
    +10 str/dex/int
    +15 str/dex/int

    +1% str/dex/int
    +3% str/dex/int
    +5% str/dex/int
    +7% str/dex/int

    +10% elite damage
    +15% elite damage
    +20% elite damage
    +25% elite damage

    +10 boss damage
    +15 boss damage
    +20 boss damage
    +25 boss damage

    +5%xp
    +10%xp

    +50% gold loot (items that are not weapon should just have 50gl like how it is)
    +80% gold loot
    +100% gold loot
    +125% gold loot
    +150% gold loot

    +100 health
    +150 health
    +250 health
    +500 health

    +5% health
    +10%health?

    10% lethality
    15% lethality
    (either ways useless just any percent thats not .25)

    +5%luck
    +10%luck
    +15%luck

    +100 mana
    +150 mana
    +250 mana
    +500 mana

    +5% mana
    +10% mana?

    +5%speed
    +10%speed
    +15% speed

    +5% elemental damage
    +10% elemental damage ?? idk bout this one either ways no 2%

    +3 damage
    +5 damage
    +10 damage ?

    +5% damage
    +10% damage ?

    +5% crit damage (maybe remove this but idk)
    +10% crit damage
    +15% crit damage

    +5% crit
    +10% crit
    +15% crit ?

    +4%armor
    +6%armor
    +8%armor
    +10%armor

    +100 armor
    +150 armor
    +250 armor

    give thoughts/what to add and remove from this list. ty
    seems good, but “25% ed, 25% bd, 10% dmg” just seem broken af

    Also stat % awakes became less relevant since we have 100% set bonusses from just wearing 3 items, also keep this in mind or can get 5% from jewels

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    I'd like to roll more legendary awakes with ARCANE awakes than seeing 4 rare slots 10-15 gems straight or 2 rare/2 epic awakes. When games used to have legendary awakes as the highest tier it was more common to have legendary awakes now legendary ones in 70% give common awakes on the items, be for real...

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    Give new gold loot ,200% GL for weap n 100%Gl in helm n armor

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    Reduce gold loot amount. Increase luck %/remove lower value. Arcane gem should not roll common/epic anything.
    Tell your frog I said Hi!

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    I shouldn’t be getting cosmic nor solar damage as an awake when i’m level 43. It’s ridiculous how much more that stat shows up than 3% all or 4% my class. Remove those useless stats for lower level, we can’t run those maps.


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    Might be cool to introduce a bias system that player chooses. For example allowing a person to deselect awakes that didn't want in the pool. Maybe the higher tier gem you use the more "trash" awakes a player can just remove from the pool. That way if a player doesn't want elemental awakes they can disable them. Would have to be balanced though, can't disable everything and only leave speed for example. An alternative might be creating an item like a totem or spices that could be used to influence awakes. Like a gold loot spice concoction that greatly increases the chance you could roll gold loot in the awake. They could be optional and spent along side the awakes and consumed when awaking. Might be fun. Events could drop said items and be exclusive to certain events. I think right off the bat people would like a speed,gold loot, crit damage, armor, str,dex,int totem/spice. I do miss the ability to get amazing awakes but I think a system where we could influence the bias the players would love. Rigt now there are so many awakes in the pool that it's very hard to get the washer you want we need some way to choose what we want to roll for. Maybe leaderboard rewards could contain special items with the power to replace an awake. Like the ability to replace a bad awake with a good one. Just some random ideas I had floating around in my head. Lmk your feedback. Thanks

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    Add something interesting/crazy like this games had in their alchemyst/awakening/upgrade gear system

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    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)

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    Remove awakes that dont auit or effect the lvl cap as said ... its useless awakes

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    Quote Originally Posted by Easyhunt View Post
    Remove awakes that dont auit or effect the lvl cap as said ... its useless awakes
    Will be abused alot. We wud all run around with 45% awakes on lvl 11 ablazed ss or whatever its called. Bracelets artis also.


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    Get rid of mana ignore, dodge, taunt chance awakes.
    Reduce common awakes from elite awake gems.
    Increase legendary awakes from arcane awake gems.
    Go back to multiples of 5 for awakes (pure int/dex/str, movement speed 5/10/15, armor % 5/10/15, luck 5/10, etc).
    Increase elemental awakes (25 elemental, 10% elemental).
    Create increased odds elixir for the different awakening types (costs 100 or more plat and lasts for 5 minutes, counts down everywhere and only available to purchase during awakening event).

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    remove all the useless awakes

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