
Originally Posted by
Carapace
Hello!
There have been some large discussions going on in relation to Ren'gol Elites, current item progression, and how we are currently structuring farmables in said content. First, thank you for all of the feedback and ongoing participation regarding this and future content. We do read it, and while we don't always respond it becomes a part of our everyday discussion related to new and upcoming content as well as current content. The threads and ideas being shared are of great benefit to us, and so with that knowledge we come to you with a more detailed glimpse of things to come in AL, and what their roles serve in order to help alleviate concerns relating to future content and item progression.
Farming
Normal Ren'gol Dungeons
Legionnaire's Insignia
The notable farming item in Ren'gol normal dungeons are the Legionnaire's Insignias. There have been a lot of discussions surrounding these and we want to assure you they are dropping at the same rate as they were previously. The notable change is that more players are farming in Elite's and Legionnaire's Insignias do not drop in Elite content, and this is by design. The ebb and flow of supply and demand will encourage farming as necessary for Legionnaire's Insignias.
Elite Ren'gol Dungeons
Orc Fangs
This is one of the important farmed items in the Elite content, obviously relevant to the Mythic quest lines that recently became available.
Ancestral Rune
Also used as part of the Mythic Quest Line Craft requirements
The King Awakens Event
Orc Effigy - A new crafted item that similar to the love elixirs provides the user a buff, and progresses a community goal
Orc Effigy Crafting Materials
Orc Hair - Farmed from Ren'gol Content, this is a tradeable commodity
Orc Necklace - Farmed from Ren'gol Content, this is a tradeable commodity
Orc Armor Scrap - Farmed from Ren'gol Content, this is a tradeable commodity
Arcane Pet - Stampy - A new Crafted Arcane Pet that shares a parallels with Nekro as a crafted pet in stat distribution and power
Stampy Crafting Materials
Recipe - Vendor Purchased for Orc Tags (Tradeable, and Stashable, consumed on use)
Egg Shell Piece - Vendor Purchased for Planar Fragments (Tradeable, and Stashable)
Essence of the Beast - Drop from Elite King Awakens Boss, and Elite Orc King Chests (Tradeable, and Stashable)
Arcane Shard - Everyone is very familiar with this!
Tiered Crafted Weapons
This is a unique pyramid-esque crafting idea. Starting from Common quality drops of Staff, Dagger, and 2H Axe, players will be able to trade and farm to craft special Legendary Weapons with new procs to use. Every step of the process can be traded, including the final product. We're expecting this to be a lot of fun for players to play with as part of this event!
Itemization
As many of you may or may not be aware, with the Ren'gol Expansion we began a restructuring of how item power scales in Arcane Legends. In its previous form items were becoming an unrealistic power curve to maintain that was creating a great divide among the player base. We effectively had two very unbalanced tiers of players, the super powerful and the under geared. The changes we made moving into Ren'gol were an expected start to an important transition, the middle of which we are sitting in now.
To reflect for a moment, we have seen a positive growth of player equality, community, and a reduction of large inflation as better and more appropriate items become more accessible for everyone to acquire. While perception would dictate that there are now far too many Arcane's and Mythic's out there in the game, we are consciously monitoring the rate at which these items are being introduced and are pleased with how things are progressing. Things are on the right path!
A major component of this item transition is the power curve, as was already mentioned. Previously we were one upping previous content in such a way it became a massive boost in power. It made for obvious upgrades, and not a lot of choice in regards to gear and jewel load outs. The rarity of such items also created a large divide in the player base. This is what is in a state of flux right now. The answer to this equation is that there is a plan in place that takes into account recent feedback and discussions related to itemization and power, but still maintains an appropriate, sustainable curve for the future of the game moving forward. While it feels like there is no reason or items to upgrade to, it is a necessity to normalize and bring everyone in line before the differentiation in power becomes apparent. As we get into future updates to the game, starting we feel with the "King Awakens" event, we should see these concerns begin to dissipate and the overall value of content being run to also increase.
Mythic Set
There was a lot of good feedback related to this set, and we are going to make some adjustments to make them more attractive and relevant. The most notable of which will be a flat 200 Health bonus and 2.5 Damage as part of equipping the entire set, in addition to the skill modification bonuses. Concerns around the PvP aspect of the set also has us thinking about the proper way to handle it. One direction is to apply the bonus only in PvE, and the other is to allow Rogue Traps to effect players in PvP. We're considering these options and the implications of each before we make any additional changes.
Once again, we appreciate your understanding through all of this, as systemic change can be a very shocking and uncomfortable thing to go through for a game. We have an amazing community of passionate players, and we absolutely hear what you have to say.
Thanks everyone!
- Carapace
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