almost 2 years ago - /u/thearcan - Direct link

Worldslayer Keyart

Welcome to the post-launch Dev News Update that we wanted to share with you now that it’s been around a week since Outriders Worldslayer launched.

The first few hours of Early Access logins aside, we feel that it has overall been a very successful launch for Outriders Worldslayer. The servers have remained stable and players seem to be having a lot of fun with the spread of viable builds as well as the hunt for great Apocalypse Gear.

The overall stability of the game allows us to focus our efforts on a larger patch to implement any required balancing and tidy up any bugs that may have slipped through. This patch is also intended to introduce some requested Quality of Life upgrades, such as Item Locking and improved Quick Mark functionality. Experiments concerning increased stash limits continue to be run, so we cannot confirm any news there yet.

  • This larger patch will continue to be assembled over the next week and will enter testing thereafter. A prospective release window for it is the end of July.
  • The option to instantly implement certain balancing changes via a backend update remains, though we are being mindful of what we use this for.
  • A small patch will be released next week, but will be focused on a handful of bugs that were identified during and prior to early access. We’ll confirm this patch’s content on Tuesday.

With the overall housekeeping out of the way, let’s get into the nitty gritty details of what’s next for Worldslayer’s design and balance!

INDEX:

  • Philosophy of Design
  • Realignment of Tarya Gratar Rewards
  • Balancing Builds
  • Apocalypse Tiers Grinding
  • Bug Fix for Tiago’s Mystery Re-roll

Philosophy of Design

We are always aware that it is natural player behaviour to gravitate towards the most efficient ways to complete content within a given game, even when those ways may be less fun. A key goal within game design is to ensure that the most efficient ways of playing the game should also be the most fun.

This theory can be applied to many things, from what content players choose to engage with (e.g. farming one spot instead of playing the full breath of content) to how players engage with content in general (e.g. choosing certain builds for their overall power even if their long-term fun factor is quite low).

The squad being efficient AND having fun.

Realignment of Tarya Gratar Rewards

The changes in this section are planned to be implemented via a Backend update next Tuesday (July 12th). We are announcing them now to give everyone enough time to access the current rewards structure for a little while longer, but also to give us time to review feedback and make sure that we’re on the right path.

  • A large number of players have been abusing an exploit which allows them to bypass all other content and infinitely farm the final Arbiter in the Trial of Tarya Gratar.
  • A code-based solution to this exploit would take a very long time to develop, as the only viable way of closing it properly would be to rewrite the entire way save-games are handled while in the Trial of Tarya Gratar. This is not feasible.
  • The current exploit is only in place because we purposefully designed the Retries system within the Trial to be player friendly. We did not want players who need to take a break from playing or whose internet connection momentarily fails to be punished with lost retries or be sent back to the start of the Trial.

As mentioned in the Philosophy of Design section and as we did last year, rather than punish players and reduce overall farming opportunities, we would like to realign your options to give you more choice, rather than less.

  • We are adding an extra guaranteed Apocalypse Legendary RNG drop in the following Trove areas:
    • Cliffside Path
    • Daughter’s Sanctuary
    • The Arboretum
      • This guaranteed drop will correspond to the targeted loot option for the respective trove.
  • We are reducing the final Arbiter’s Apocalypse Legendary drop rate, but the “Choice of Legendary“ reward that appears after defeating the final Arbiter remains unaffected.
    • These changes will make the Trove areas of the game more attractive while also helping ensure an overall run-through of the Trial becomes more rewarding than before.
  • Compared to before, where the amount of Apocalypse Legendaries obtained from a full run through of the Trial was a minimum of 6, in the new system a complete run through all rooms in the Trial will net a player a guaranteed minimum of 9 Apocalypse Legendaries + RNG chances for others.

The most efficient way of farming legendaries should therefore shift to something much more fun and variable, rather than players feeling like they need to repeat the same fight ad infinitum if they want to be as efficient as possible.

More leggos - woooo

Balancing Builds

Another topic we wanted to touch upon today are a couple of very specific Build options which are fundamentally broken. They are not “OP” in the sense that they are just more powerful than other options. They are “OP” in that they circumnavigate mechanics within the game.

When we hear someone say “my co-op partners just put their controllers down because I instantly kill everything”, or we see a boss being long-range deleted by a co-op partner before a player can even get in range to use their skills, we think it is fair to say that changes must be made.

A few examples of the most problematic builds below:

  • A few builds can instantly one-shot bosses, regardless of difficulty level, making all content trivial and ruining any co-op fun.
    • While outputting huge numbers of damage is what the game is all about, doing so during a boss-fight should be something players build up through the flow of battle, rather than being able to do so in the first few seconds of the fight.
  • One build allows players to become virtually indestructible while still outputting a large amount of damage. Players running this build can face-tank multiple hits of the final boss and not even drop their shield.
    • While there is a reason Tank Builds exist, we feel they should at least require a modicum of challenge to keep the game interesting.
  • A different build has excessively reduced skill cool-downs so that they are non-existent.
    • While we very much agree that “more skills = more fun”, almost entirely removing cooldowns is problematic to the overall balance eco-system.

The effectiveness of most these builds is based on a specific handful of mods, and it only increases as players continue to level up. They allow players to completely ignore everything going on in a given battle and thereby remove any challenge the game might have offered.

As always, when such options are available within the game and as knowledge of them becomes more common, they will completely invalidate all other choices, even if those choices are more fun to play (See Philosophy of Design section). This argument is similar to the way pre-New Horizon Fortress blocked one weapons mod slot because changing it to anything else would always have been a loss in output.

One way or another, the builds mentioned here will need to be addressed in future. And while we identified these issues last week already, we deliberately chose not to immediately nerf them.

Instead, we are taking our time to observe the prevalence of these builds, but also to identify areas of the game where we can buff players. An early example here would be the Trigger Twitch set bonus, which we currently have ear-marked with a significant and tasty buff.

The plan is to ensure that when any balancing is implemented, players are given more options rather than less.

This overall balancing pass will be implemented in the larger patch in a few weeks’ time. The time ahead will allow us to continue gathering valuable data about which areas of the buildcraft game are over and underperforming compared to our vision.

We will of course, as always, also be reading comments and thoughtful discussions regarding this matter.

Click Click, Trigger Twitch

Apocalypse Tiers Grinding

Finally, we wanted to mention Apocalypse Tiers, as their rate of progress has been a topic of discussion since shortly after launch.

Understanding our initial vision for Apocalypse Tiers and Ascension Levels will help explain the way they are currently implemented.

From the way Outriders was designed and what we observed from many players over the past year, the game is most fun when buildcrafting.

Finding new gear and mods or experimenting with new build ideas to see which armour best synergizes with what mods. Coming up against a difficult encounter and needing to make improvements to a build to overcome that challenge. Playing and enjoying the sandbox nature that Outriders’ large spread of viable builds creates.

Rather than maxing them out being the main goal, Apocalypse Tiers and Ascension Levels are intended to be there throughout the journey of continual build exploration and experimentation. They are there for the many players who, purely for the fun and enjoyment of it, continued to invest hundreds of hours into the base Outriders game, even after having completed the Eye of the Storm on Challenge Tier 15.

The newly introduced mechanics in Worldslayer are primarily intended to give such players a long-term progression path, something that makes every play session worthwhile, as you will always be levelling up in some way.

Being able to max out all Tiers and levels within one week of launch would be antithetical to the idea of providing a long-term progression system.

That’s the vision.

However, it is a fine balance to strike. Our intentions for aspects of gameplay shouldn’t mean that the final completion is so unattainable as to be off-putting for those players who may consider maxing out Apocalyse Tiers to be their only goal in the game. We are also keenly aware of this debate within the context of players wanting to max out multiple classes.

For now, we can say that we are closely monitoring how players engage with Apocalypse Tiers. Depending on our findings, we may well make some adjustments or soften the grind in future, but we feel that one week after launch is still too early to make changes to a system that has intentionally been designed to last longer than a week.

Back in Tarya Gratar

Bug Fix for Tiago’s Mystery Purchase & Elite Offer Re-Roll

  • Due to a bug, Tiago’s “Mystery Purchase” and "Elite Offer" in the Expeditions Camp was able to roll Worldslayer Gear for players who did not own Worldslayer. This gear would not be usable, so it would effectively waste the resources of those players.
    • We’ve made a backend change to Tiago’s store that means that it will no longer drop Worldslayer Gear below level 51. It will still be able to drop Apocalypse Variant gear for Worldslayer players at all levels, but this fix means that Base Game players will be able to use Tiago's store with confidence.

Outro

That’s it for today – Thank you very much for reading so far and for your support of Outriders Worldslayer! We’ll be back with more news regarding the patch/planned changes when we have tangible details. Until then, see you on Enoch!

See you on Enoch!

External link →
almost 2 years ago - /u/thearcan - Direct link

Worldslayer Keyart

Welcome to the post-launch Dev News Update that we wanted to share with you now that it’s been around a week since Outriders Worldslayer launched.

The first few hours of Early Access logins aside, we feel that it has overall been a very successful launch for Outriders Worldslayer. The servers have remained stable and players seem to be having a lot of fun with the spread of viable builds as well as the hunt for great Apocalypse Gear.

The overall stability of the game allows us to focus our efforts on a larger patch to implement any required balancing and tidy up any bugs that may have slipped through. This patch is also intended to introduce some requested Quality of Life upgrades, such as Item Locking and improved Quick Mark functionality. Experiments concerning increased stash limits continue to be run, so we cannot confirm any news there yet.

  • This larger patch will continue to be assembled over the next week and will enter testing thereafter. A prospective release window for it is the end of July.
  • The option to instantly implement certain balancing changes via a backend update remains, though we are being mindful of what we use this for.
  • A small patch will be released next week, but will be focused on a handful of bugs that were identified during and prior to early access. We’ll confirm this patch’s content on Tuesday.

With the overall housekeeping out of the way, let’s get into the nitty gritty details of what’s next for Worldslayer’s design and balance!

INDEX:

  • Philosophy of Design
  • Realignment of Tarya Gratar Rewards
  • Balancing Builds
  • Apocalypse Tiers Grinding
  • Bug Fix for Tiago’s Mystery Re-roll

Philosophy of Design

We are always aware that it is natural player behaviour to gravitate towards the most efficient ways to complete content within a given game, even when those ways may be less fun. A key goal within game design is to ensure that the most efficient ways of playing the game should also be the most fun.

This theory can be applied to many things, from what content players choose to engage with (e.g. farming one spot instead of playing the full breath of content) to how players engage with content in general (e.g. choosing certain builds for their overall power even if their long-term fun factor is quite low).

The squad being efficient AND having fun.

Realignment of Tarya Gratar Rewards

The changes in this section are planned to be implemented via a Backend update next Tuesday (July 12th). We are announcing them now to give everyone enough time to access the current rewards structure for a little while longer, but also to give us time to review feedback and make sure that we’re on the right path.

  • A large number of players have been abusing an exploit which allows them to bypass all other content and infinitely farm the final Arbiter in the Trial of Tarya Gratar.
  • A code-based solution to this exploit would take a very long time to develop, as the only viable way of closing it properly would be to rewrite the entire way save-games are handled while in the Trial of Tarya Gratar. This is not feasible.
  • The current exploit is only in place because we purposefully designed the Retries system within the Trial to be player friendly. We did not want players who need to take a break from playing or whose internet connection momentarily fails to be punished with lost retries or be sent back to the start of the Trial.

As mentioned in the Philosophy of Design section and as we did last year, rather than punish players and reduce overall farming opportunities, we would like to realign your options to give you more choice, rather than less.

  • We are adding an extra guaranteed Apocalypse Legendary RNG drop in the following Trove areas:
    • Cliffside Path
    • Daughter’s Sanctuary
    • The Arboretum
      • This guaranteed drop will correspond to the targeted loot option for the respective trove.
  • We are reducing the final Arbiter’s Apocalypse Legendary drop rate, but the “Choice of Legendary“ reward that appears after defeating the final Arbiter remains unaffected.
    • These changes will make the Trove areas of the game more attractive while also helping ensure an overall run-through of the Trial becomes more rewarding than before.
  • Compared to before, where the amount of Apocalypse Legendaries obtained from a full run through of the Trial was a minimum of 6, in the new system a complete run through all rooms in the Trial will net a player a guaranteed minimum of 9 Apocalypse Legendaries + RNG chances for others.

The most efficient way of farming legendaries should therefore shift to something much more fun and variable, rather than players feeling like they need to repeat the same fight ad infinitum if they want to be as efficient as possible.

More leggos - woooo

Balancing Builds

Another topic we wanted to touch upon today are a couple of very specific Build options which are fundamentally broken. They are not “OP” in the sense that they are just more powerful than other options. They are “OP” in that they circumnavigate mechanics within the game.

When we hear someone say “my co-op partners just put their controllers down because I instantly kill everything”, or we see a boss being long-range deleted by a co-op partner before a player can even get in range to use their skills, we think it is fair to say that changes must be made.

A few examples of the most problematic builds below:

  • A few builds can instantly one-shot bosses, regardless of difficulty level, making all content trivial and ruining any co-op fun.
    • While outputting huge numbers of damage is what the game is all about, doing so during a boss-fight should be something players build up through the flow of battle, rather than being able to do so in the first few seconds of the fight.
  • One build allows players to become virtually indestructible while still outputting a large amount of damage. Players running this build can face-tank multiple hits of the final boss and not even drop their shield.
    • While there is a reason Tank Builds exist, we feel they should at least require a modicum of challenge to keep the game interesting.
  • A different build has excessively reduced skill cool-downs so that they are non-existent.
    • While we very much agree that “more skills = more fun”, almost entirely removing cooldowns is problematic to the overall balance eco-system.

The effectiveness of most these builds is based on a specific handful of mods, and it only increases as players continue to level up. They allow players to completely ignore everything going on in a given battle and thereby remove any challenge the game might have offered.

As always, when such options are available within the game and as knowledge of them becomes more common, they will completely invalidate all other choices, even if those choices are more fun to play (See Philosophy of Design section). This argument is similar to the way pre-New Horizon Fortress blocked one weapons mod slot because changing it to anything else would always have been a loss in output.

One way or another, the builds mentioned here will need to be addressed in future. And while we identified these issues last week already, we deliberately chose not to immediately nerf them.

Instead, we are taking our time to observe the prevalence of these builds, but also to identify areas of the game where we can buff players. An early example here would be the Trigger Twitch set bonus, which we currently have ear-marked with a significant and tasty buff.

The plan is to ensure that when any balancing is implemented, players are given more options rather than less.

This overall balancing pass will be implemented in the larger patch in a few weeks’ time. The time ahead will allow us to continue gathering valuable data about which areas of the buildcraft game are over and underperforming compared to our vision.

We will of course, as always, also be reading comments and thoughtful discussions regarding this matter.

Click Click, Trigger Twitch

Apocalypse Tiers Grinding

Finally, we wanted to mention Apocalypse Tiers, as their rate of progress has been a topic of discussion since shortly after launch.

Understanding our initial vision for Apocalypse Tiers and Ascension Levels will help explain the way they are currently implemented.

From the way Outriders was designed and what we observed from many players over the past year, the game is most fun when buildcrafting.

Finding new gear and mods or experimenting with new build ideas to see which armour best synergizes with what mods. Coming up against a difficult encounter and needing to make improvements to a build to overcome that challenge. Playing and enjoying the sandbox nature that Outriders’ large spread of viable builds creates.

Rather than maxing them out being the main goal, Apocalypse Tiers and Ascension Levels are intended to be there throughout the journey of continual build exploration and experimentation. They are there for the many players who, purely for the fun and enjoyment of it, continued to invest hundreds of hours into the base Outriders game, even after having completed the Eye of the Storm on Challenge Tier 15.

The newly introduced mechanics in Worldslayer are primarily intended to give such players a long-term progression path, something that makes every play session worthwhile, as you will always be levelling up in some way.

Being able to max out all Tiers and levels within one week of launch would be antithetical to the idea of providing a long-term progression system.

That’s the vision.

However, it is a fine balance to strike. Our intentions for aspects of gameplay shouldn’t mean that the final completion is so unattainable as to be off-putting for those players who may consider maxing out Apocalyse Tiers to be their only goal in the game. We are also keenly aware of this debate within the context of players wanting to max out multiple classes.

For now, we can say that we are closely monitoring how players engage with Apocalypse Tiers. Depending on our findings, we may well make some adjustments or soften the grind in future, but we feel that one week after launch is still too early to make changes to a system that has intentionally been designed to last longer than a week.

Back in Tarya Gratar

Bug Fix for Tiago’s Mystery Purchase & Elite Offer Re-Roll

  • Due to a bug, Tiago’s “Mystery Purchase” and "Elite Offer" in the Expeditions Camp was able to roll Worldslayer Gear for players who did not own Worldslayer. This gear would not be usable, so it would effectively waste the resources of those players.
    • We’ve made a backend change to Tiago’s store that means that it will no longer drop Worldslayer Gear below level 51. It will still be able to drop Apocalypse Variant gear for Worldslayer players at all levels, but this fix means that Base Game players will be able to use Tiago's store with confidence.

Outro

That’s it for today – Thank you very much for reading so far and for your support of Outriders Worldslayer! We’ll be back with more news regarding the patch/planned changes when we have tangible details. Until then, see you on Enoch!

See you on Enoch!

External link →
almost 2 years ago - /u/thearcan - Direct link

Originally posted by chasesomnia

"A large number of players have been abusing..."

Come on, PCF, das taxic lol

Analytics data be taxic like that.

almost 2 years ago - /u/thearcan - Direct link

Originally posted by HeyitsWilbs

Another thing that'll help is having trials be solo player friendly. I struggle making it to the end due to having it scaling to co-op instead. And the final arbiter has to come dumb phantom range. Another issue is the anomaly points(I think that's what it was, the new blue icon one) you get from dismantling apocalypse gear. It's really low. Takes too long. Expeditions need their rewards scaled up more(Maybe it just my bad luck), but I barely get rewards at the end. I had it at 50% legendaries and it only dropped 1 legendary, and it was mostly all blues. They also need to offer a bit more pod resources.

I struggle making it to the end due to having it scaling to co-op instead.

Scaling to co-op only occurs in co-op.

If you're playing solo, then the game will be balanced for solo play.

almost 2 years ago - /u/thearcan - Direct link

Originally posted by Deadonreddit

The worst part which is not addressed is the resources pod , i have to spent an hour or two to farm pod resources. They are extremely scarce , the best farming spot is the same as it used to be a year ago. Also expeditions , revive them as they feel left behind with how not lucrative they are to complete anymore.

Are you converting your resources? Many players during the beta initially found Drop Pods to be scarce, until they started converting unused resources - Then they found they had plenty.

almost 2 years ago - /u/thearcan - Direct link

Originally posted by HeyitsWilbs

Oh okay, I kept reading posts from people saying it scales only to co-op. Anyways, I guess I'm just bad then. Lol

Yes, that was a bit of misinformation around launch. I wouldn't say that you're bad, but I would recommend asking the friendly folks around reddit for build advice - they may help you unlock some secret build potential.

almost 2 years ago - /u/thearcan - Direct link

Originally posted by Artunias

These all seem like good thoughts, and I especially like the targeted troves guaranteeing apoc legendaries of that slot. I also would like to see expeditions get a slight reward bump for variety.

My only comment on apoc tier is for multiple characters. Build crafting, as you say, is where the game is the best. I wish this was account wide so you could send alts good gear to help them progress. Investing in the game and having that super powerful character is fun, but it takes a lot of time.

When I try to play the alt that has no resources, and maybe a sweet weapon in my stash but it’s 10 apoc tiers away, and I have way less mods. It becomes frustrating and a 100% duplication of the entire grind on any additional character you want to explore is a massive barrier to exploring more of what the game has to offer for me and my friends.

This is a a very fair argument regarding the grind and what I hinted towards in the blog. Making Apo Tiers account rather than character wide is an idea that was raised internally, but it honestly requires a lot of investigation to see if it's even feasible so I didn't want to promise it anywhere.

almost 2 years ago - /u/thearcan - Direct link

Originally posted by Bananaconda7

They addressed balancing the popular/cheese/bugged builds, but no mention of underperforming playstyles.

I really hope Firepower gets looked at.

Underperforming playstyles take a little while to be identified.

It's quite easy to see broken builds because when they're used, weird sh*t happens.

It's harder to see underperformers because it might just be a case of people not yet having found the best ways of making those underperformers shine.

For example, last year it took a couple weeks before people realised how strong the Fortress and Moaning Winds combination was. Before that discovery, someone could easily have made an argument that Moaning Winds was underperforming.

almost 2 years ago - /u/thearcan - Direct link

Originally posted by sxespanky

A quick note on the needing to get to apoc tier 40 - the problem you outline is that we need to experiment - but the cost to level anything up, or swapping something out is so detrimental to a build, that it's impossible.

Consider this : I have gear ranging from 55-58 right now. Most of us probably hoard a few items along the way - and could make cool builds. But the cost to level up one of those lower lvl50s to get in line puts us back 10+ runs in resources. Maybe more. So right now - it's not effective unless there is a way to have a quick swap system - or a trade level system.

Gear A has level 55. Gear B has level 50. swap levels? Maybe sell levels back down for the resources? Or partial resources? Something to make experimenting not feel punished.

Fair comment - I don't think an entirely new system is possible, but a solution would likely lie in a look at resource farming and balancing to be able to find that sweet spot of ensuring the resources are neither always maxed out nor so scarce that they prevent experimentation. It's something we'll bear in mind as we continue to observe how things turn out.

almost 2 years ago - /u/thearcan - Direct link

Originally posted by BlakeHobbes

You mention only a few of the troves, my question is why not just add the stated buff to ALL of the Troves? Certainly it's obvious that if only three of the Troves give a gaurenteed drop then only three of the Troves will ever be cleared, a la Boom Town and Chem Plant last year

I can agree with the necessity of lowering the drop rewards from the final arbiter even though I'm a firm believer of attempts remaining should equal chances to kill since your reward for a flawless run of trials is to four boss runs. Still, that does bottleneck the playtime as you said. However, I think a larger culprit of the bottlenecking is that the Troves seem to fail to be what they are intended as, targeted farming

I believe they need to be adjusted so that, alongside the gaurenteed drop, that the loot table for each trove is at minimum 80% of the labeled slot that trove belongs to. I shouldn't spend an extra 10 minutes bothering to clear Proving Grounds just to only get two pairs of boots to drop, Apoc or not. I also believe for sanity sake that the Troves labeled reward should rotate per clear so that we don't have to farm the same encounter for hours looking for a godroll of one slot. Variety is the spice of life after all

Other than that, I believe your proposed changes, with some minor tweeks, would indeed lead to a more complete package of Trials and have it feel more like a proper dungeon run as opposed to just straightline simulator

You mention only a few of the troves, my question is why not just add the stated buff to ALL of the Troves? Certainly it's obvious that if only three of the Troves give a gaurenteed drop then only three of the Troves will ever be cleared, a la Boom Town and Chem Plant last year

Proving Grounds is too close to the start and adding the extra guaranteed Legendary there would just lead to players farming that instead, then restarting.

I believe that the other Trove (Docks) is, compared to the other troves, a very simple and straight-forward Trove. It could perhaps be considered too easy. Adding a guaranteed legendary here would first require reconsidering the combat arena itself - that is something we're unlikely to be in a position to do.

almost 2 years ago - /u/thearcan - Direct link

Originally posted by Annatar99

u/thearcan i am currently testing on what mods can roll on gear and it seems i cant get any mods that do anything for me to drop on epic (apoc) boots... i am still testing but in currently 53 rolls i got 11 different T1 mods with some of them rolling up to 7 times... T2 looks very similar and none of them are of any use to me.

I will continue testing but would appreciate if you can confirm if there is a limited pool for certain mods to drop on specific gear. i would get that it might make it easier to get certain mods and combinations but it would make it impossible to min max even by putting in thousands of hours which is something some of us might want to do...

The pool for the Third Mod Slot is curated, but only in order to remove some of the lower-tier mods and prevent them rolling instead of more valuable slots. All "desirable" mods can roll on all respective Apo gear slots as far as I'm aware (Weapon mods on Weapon, Armour mods on Armour of course). There shouldn't be a limitation, but if your experimentation find this to not be the case and other players have a similar experience, it may be worth looking into.

almost 2 years ago - /u/thearcan - Direct link

Originally posted by cisaer

If the droprate for legendaries in troves are increased and the arbiter drops are decreased, wouldn't this just flip the current meta? Instead of redoing arbiter over and over players can potentially just sprint for the necessary trove and redo that, then restart the run. Would it not be more viable to give players one additional choice after the arbiter fight per trove they cleared? Like clear the boots and helmet troves, get a chest full of rng loot, and then when killing arbiter you get a choice of 3 helmets and a choice of 3 boots? This way you'd have a reason to finish both troves and the arbiter when grinding.

Would it not be more viable to give players one additional choice after the arbiter fight per trove they cleared?

This was an idea we did consider during late development when we internally evaluated the overall Trial, but it would have required significant rework of how rewards and progress work in the game and wasn't possible at the time. It is a good idea though.

almost 2 years ago - /u/thearcan - Direct link

Originally posted by OhKappaMyKappa

I understand not specifically naming the game-breaking builds that are being changed to prevent more people from rushing into them for the next 5 days. It also kinda sucks for people who think they have a strong build but are unsure if it’s about to be changed. I’d love to begin farming new gear if my set is going to be weakened.

The game-breaking builds (and elements thereof) will remain in the game longer than 5 days, as they will only be addressed with the larger patch. So you can play and experiment with confidence for the time being.

By the time the patch rolls around, we'll hopefully have a good enough balancing pass that will open up new options to experiment with.

almost 2 years ago - /u/thearcan - Direct link

Originally posted by DaBayouBoi

People are grinding loot in “less fun” ways because they want more loot and not more grind. Plain and simple.

So now you get more loot in a less monotonous single grindy way.

almost 2 years ago - /u/thearcan - Direct link

Originally posted by Artunias

Is fighting the final arbiter 4 times if you get there with all attempts an intended mechanic? That feels different from the bug mentioned above.

Could be cool if the final arbiter maybe could give bonus loot based on attempts remaining rather than reloading to fight him 4 times to burn your attempts.

Is fighting the final arbiter 4 times if you get there with all attempts an intended mechanic? That feels different from the bug mentioned above.

No that's the exploit, though it can be made worse under certain circumstances.

  • The flow we had in mind was:
    • Do a complete run through of the Dungeon and Kill final arbiter.
    • Unlock and run catacombs
    • Return to Dungeon
  • The current flow is:
    • Do a complete run through of the Dungeon and get to Arbiter.
    • Abuse Arbiter.
almost 2 years ago - /u/thearcan - Direct link

Originally posted by Peekoh

Hi, thearcan! Thanks for the great write-up, transparency is always good to have. I have a question you may or may not be able to answer. Do you know if Blightfire is currently not working with Toxic bonuses as intended (Mods, Pax Tree, etc)?

Thanks for reading!

From what I recall of a report earlier this week: Blightfire IS intended to work with Toxic bonuses, but we are checking a bug that some instances of Toxic bonuses may not be applying properly.

almost 2 years ago - /u/thearcan - Direct link

Originally posted by deathf4n

As mentioned in the Philosophy of Design section and as we did last year, rather than punish players and reduce overall farming opportunities, we would like to realign your options to give you more choice, rather than less.

We are adding an extra guaranteed Apocalypse Legendary RNG drop in the following Trove areas: [...]

This guaranteed drop will correspond to the targeted loot option for the respective trove.

This is the most sensible course of action IMO, and I applaud you guys for that. If I may suggest something, on top of guaranteeing a legendary drop for that specific trove class (which is HIGHLY appreciated) I would give a thought about increasing a bit the altered-item chances for troves and skirmishes encounters: I am now at APO23, and more often than not I noticed that troves and skirmishes are biased towards non-altered items.

At level 58, that is a way more significant reason for me to skip those encounters, as I know that I won't likely get anything worth my time from doing them. Fighting arbiters, while more time-consuming, at least grant me more altered items that are mandatory given my level.

By Altered Items I'm guessing you are referring to Apocalypse Items (but using a localised term).

As you climb up in Apocalypse Tiers you should be getting more and more Apo Items due to the Tier Reward Scaling structure, so those Troves should hopefully gain in value.

almost 2 years ago - /u/thearcan - Direct link

Originally posted by darin1355

Anything on the final Guardian dropping a ridiculous amount of purple helmets?

Yep! He just likes hats.

Also, we're planning to adjust that next Tuesday.

almost 2 years ago - /u/thearcan - Direct link

Originally posted by premiere02

Will you be addressing the party wipe bug when fighting Okriel The Traitor?

You mean his intended wipe mechanic?

almost 2 years ago - /u/thearcan - Direct link

Originally posted by Lilmagex2324

So looking forward to that item locking. Just wondering if we forgot Proving Grounds for a guaranteed Apoc item? Because of how legendries work Gloves/Boots are EXTREMELY sought after Epic pieces due to almost every Legendary set having HP on both boots and gloves. It would be a pretty hefty hit if the boots trove didn't get a buff.

Proving Grounds is so close to the start of the Trial that it would open up a fresh farming exploit if we significantly improved it's rewards.

We will be fixing the final Arbiters Helmet drop rate though, so we can in future also see if Boots and Gloves are dropping at the intended rates or if they need to be increased.

almost 2 years ago - /u/thearcan - Direct link

Originally posted by dadefuyemedia

Anything on target loot locations dropping the actual pieces. I’m sick of going into a gantlet branch and not getting a single gloves drop

This may be addressed when we implement the changes next week!

The anti-dupe protection may be re-rolling gear you already have to a different type, which is why you may feel that they aren't targeted. We're looking to fix that with this change.

almost 2 years ago - /u/thearcan - Direct link

Originally posted by drpoorpheus

Are we allowed to do the 4 arbiter exploit then? Ive been avoiding it incase of bans but i would like to finish up some builds

You won't be banned for using it, but theres a high chance you'll end up with a lot of hats if you go hard on it before next Tuesday.

almost 2 years ago - /u/thearcan - Direct link

Originally posted by RVM80

I Didn't see anything about the missing ascension point we lost during launch. Hopefully some info on that soon.

It's a known bug that we're working on. Sorry for the bother!

almost 2 years ago - /u/thearcan - Direct link

Originally posted by Weary-Ad6057

This happens to me every single time I fight him on my Pyromancer. Techno tier 16? No problem. Devastator on tier 5? All good. Pyro tier 1? Never survived. Once his spells cycle to "Touch of obliteration" there's no hope. Been running the trials and having a lot of fun but not being able to progress at tier 1 has been frustrating.

Two questions here for your Pyro:

  • Do you heavily rely on Interrupts?
  • Do you find that your Pyro normally does more damage than your other classes? Are you taking an enormous amount of health out of Okriel early on?