=DF= March 26th Design Notes: Reimagined: March 2021 (Full Version)

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Jay -> =DF= March 26th Design Notes: Reimagined: March 2021 (3/30/2021 1:47:48)

quote:

[image]https://www.dragonfable.com/images/DF/author/Verlyrus.png[/image]
Base Cat

Reimagined: March 2021

Hey there, heroes!

Despite the unassuming title, we have a wide collection of updates this week!

[image]https://cms.battleon.com/DF/images/REMARCH2021dn.png[/image]

First of all, if you haven't checked it out yet, the Friendly Contest war has been completed! Check out the epic finale: Reclamation, and make sure to get those Defender Medals before the war becomes inactive.

[image]https://cms.battleon.com/DF/images/RECLAMATIONdn.png[/image]

Now, onto the Reimagined update!

We have four new armor customization options available this week! Two of them use the new Customization Catalyst system. Catalysts are items that are purchased for Dragon Coins. When you have a specific catalyst in your inventory or bank, you'll have access to their corresponding armor customization option! Customization Catalysts cannot be sold once purchased.

This week, we're introducing two Customization Catalysts, available for 250 Dragon Coins each:
  • The Consuming Adept Catalyst unlocks Darkon's Consumed customization options for Kathool Adept armor.
  • The Spectral DeathKnight Catalylst unlocks True Mortal's Spectral customization options for DeathKnight armor.
As always, you can preview the customization pieces in the Armor Customization Room before making your decision.
Master Soulweaver has received the Arcanist customization set, designed by Winnie, and added to DragonFable by Dracelix!

[image]https://cms.battleon.com/DF/images/arcanistSWconceptsmall.png[/image]

And finally, Color Custom DoomKnight is now available!

Next up, balance changes!



Some class balance adjustments, mostly to Atealan and Dragon base classes:

Ascendant:
  • Thorny Shield: Cooldown reduced to 9 turns. Duration increased by 1 turn.
  • Tolm's Wrath: DoT Damage increased to 50%.
  • Preis: Now applies -15 Resist of your weapon's element.
  • Telyts: Now applies +75 Bonus.
  • Mana Break: Now applies +30 Health resist to target, recovers HP equal to 15% max HP. Cooldown increased to 12, MP cost increased to 20.
  • Trip (used to be Kick): Lowers foe's Avd by 100 for 3 turns.
Cryptic
  • Illusion: Cooldown increased to 11 turns.
  • Kick: Now applies +30 Health resist to target.
  • Backstab: Now has an additional +75 Bonus on use.
  • Aimed: Now applies +75 Bonus.
  • Throw: Removed an unintentional hidden +50 Boost.
Riftwalker
  • Aimed:Now applies +75 Bonus.
  • Trip: Now applies +30 Health res to target.
  • Combo and Rift Effect now heal per hit based on missing Riftwalker boost, using the formula Missing Boost * .0001 * max HP, with missing boost capped at 25. For example, at Riftwalker boost of 25 and below, and 3000 max HP, each hit will heal for 8 HP each.
DragonRogue
  • Amount healed from Toxins doubled.
  • Rapid: Damage per hit increased by 10% base damage.
  • Throw: Damage increased to 175% base damage.
  • Aimed: now provides +75 Bonus
  • Dragon's Heart Toxin: Duration of DoT effect increased to 20 turns.
  • Stealth: Cooldown reduced to 7 turns.
  • Dragon's Soul Toxin: duration increased to 8 turns.
  • Final: Damage increased to 300% base damage.
DragonMage
  • Thorny Shield: cooldown reduced to 7 turns.
  • Dragon's Breath: now reduces enemy Avd by 100. Cooldown reduced to 3, effect duration increased to 6 turns.
  • Final: Damage: increased by 100% Base damage. (225% Base, +25% for each Dragon's effeect).
  • Dragon's Acid, Fire, Ice, Spirit: Cooldowns reduced by 1.
All base classes
  • Kick skills that used to apply Flee resist now apply +30 Health resistance to target.
Guardian
  • Awethur's Power: Base damage increased to 200%. Cooldown reduced to 3. Now activates enhanced versions of imbued attack boosts. Base damage of unresisted activation reduced to 500% base damage.
Epoch
  • Underworld Epoch now requires at least 3 momentum to use Final.
  • Underworld Epoch now needs more than 4 momentum after a turn in order to gain a double turn.
And that's all the class changes for this week! Next up, bug fixes and updates!



Updates: Early Void Ship saga has been slightly adjusted, and updates to potion training, and more.

  • Trinkets and on attack specials are no longer affected by your Boost, positive or negative. They can still be boosted by their own effects or, in the case of trinkets, on hit effects.
  • Mana potion and Health potion training can now be skipped (minigame and reagent gathering) at the cost of 250 gold per level (stacking), once the tutorial has been completed.
  • Sir Malifact now has an "About DeathKnight" option, describing the mechanics of the armor.
  • Servant's Hall and Edelia Sewers are now shorter.
  • The Gnomes Gnow has been streamlined and significantly shortened
  • Talking to Tomix in Book 3 Pellow Village will give you the option to head to Book 1 Ravenloss to train Soulweaver.
Bug fixes:
  • Grovetender
    • Fixed a bug where its weakness seeking included All resistance, instead of only Nature resistance.
    • Fixed a bug where its +Bonus activations did nothing.
    • Fixed a bug where its +Bonus and +Crit from having Twigs/Visage equipped did nothing.
  • Fixed a bug where Dragon Blade replica and Light of Destiny replica did not provide +Bonus when used.
  • Fixed the Commemorative Birthday Staff X having the incorrect icon.
  • Fixed the Purple DragonLord Wings III having the incorrect icon.
  • Fixed the Rolith enemy in "Captain Rolith's Revenge" having Stun resistance.
  • Fixed Escelence Defender Blade IV, Escelense Defender Staff IV, and Escelencse Defender Daggers IV having undefined resistance.
  • Fixed various Escelense Dragon Defender Helms and Escelense Dragon Defender Capes having Heal resistance instead of Health.


And, finally, that's all for this week! It's also the final week for the March DC specials shop before it leaves! If you're interested, make sure to check it out.



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Roc -> RE: =DF= March 26th Design Notes: Reimagined: March 2021 (3/30/2021 2:36:00)

quote:

Trinkets and on attack specials are no longer affected by your Boost, positive or negative. They can still be boosted by their own effects or, in the case of trinkets, on hit effects.

I kinda disagree with this. It was a good creativity and combination with boost skills along with the trinkets.
This new mechanic badly affects the only skill-based (without stats) trinkets especially those that only deal damage (which may also rely on boost skills): like the Summon Destiny Dragon.
I rather have trinkets be affected both positively and negatively by such skills.




The_element -> RE: =DF= March 26th Design Notes: Reimagined: March 2021 (3/30/2021 10:49:54)

@ Roc- I assume the changes to on-Attack specials and trinkets was to stop chaosweaver cheese. Before these changes, you could use Chaosweaver with DM canon or chi bomb to do damage in the thousands. This was particularly a strong strategy against solo boss fights, less so for duos.

On another note, it’s sad to see dragonwarrior not getting any love. The current version of dragonwarrior is married to an extremely rigid rotation that makes it unusable in most contexts. A nice buff that would make it usuable would be to increase the duration and cooldowns of both Dragon’s Frenzy and Dragon’s Onslaught by 2 turns. This would allow the main rotation to utilize a shield for more damage and defence, instead of relying on the shields from baby chimera and pet dragon.




Verlyrus -> RE: =DF= March 26th Design Notes: Reimagined: March 2021 (3/30/2021 11:21:24)

While Chaosweaver was the most prominent user of trinket boosting, it wasn't the only one by far.
Trinket boosting was an interesting mechanic, but calling it "good creativity" is stretching it a bit, in my opinion. The extent of the creativity was just having another high damage nuke for free.
However, since trinkets are now no longer affected by negative boosts as well as positive, I think there could be more said for creativity and strategy when planning their use against various challenges that reduce player boost.

Dragonwarrior could use a small boost, I think. DragonRogue is still underperforming, mostly due to its oddly prohibitive mp costs. But generally they're all pretty good now.




wiseman111 -> RE: =DF= March 26th Design Notes: Reimagined: March 2021 (3/30/2021 15:46:54)

eh, I'm not found of the trinket change ether, kind of makes most on damage trinkets worthless, and given the trinkets usually high CD it was usually just a strong move to use when your good moves were on CD. And while i never used much on attack specials this seems to make me wanna never touch them.




Dratomos -> RE: =DF= March 26th Design Notes: Reimagined: March 2021 (3/30/2021 16:54:07)

Those customization options look great and made me start to use KAA more. I just hope that it would get a new Idle -animation, as the current one is almost unsusable in story missions due to it's levitation. Having Ascendant finally getting an update makes it now more viable and the classic Kick animation is finally usable. I've missed using it.

As for the trinket update, it's conflicted. While I understand why it was done (so that CW with Defender Cannon or Chi Bomb wasn't so automatic win in the Arena), neither of them aren't worth the cost anymore. Sure, most of the popular ones weren't used due to their damage (EUD and CD are mostly used for stats and sudden chance of healing with BoA, Warlic's Staff etc or the new Uaanta's Blaster is more usable due to the effect it inflicts), especially the Defender's Cannon feels very left out. While Metal isn't a popular resistance, All surely is, so the Cannon doesn't sound so intriguing.

What I would propose is

1.) to make DM Cannon deal Null damage. I get it why it would sound very OP, but in my eyes, it is not necessarily. Maybe then lower it's base damage a bit or non-crittable? Since we cannot increase it by Boost anymore, it doesn't sound that OP for me. And with Null, you couldn't increase it's damage by inflicting -All resistance to bosses, making it's damage depend entirely on player's stats and equipment, not class. Most bosses in Arena also have bigger chance to own All-resistance than lowering your boost, so one wouldn't still bother equipping Defender's Cannon over EUD or CS. And you require a lot of Defender's Medal for even Mk. I version. And 14 000 for the final version. And neither would it make an automatic win against most of the Arena bosses (Seppy is the one that first comes to my mind).
or

2.) If the Null damage is off limits for players even in this situation, then I would increase the stats of the DM Cannon. Make it on par with EUD or CD (or in-between) so that it just doesn't sit in the bank of the players anymore. I would rather have it keep the cost it has but give a boost to it's stats (for example it gives +All and -Health equal to what Mk. it is) than lower it's cost to 1/10 what it used to be.




Verlyrus -> RE: =DF= March 26th Design Notes: Reimagined: March 2021 (3/30/2021 18:26:14)

Defender Cannon is already the strongest active trinket skill in terms of direct damage. It's not getting buffed just so that it can keep doing what the change was intended to prevent.

Defender cannon also has more hits than EUD, and while it has fewer hits compared to Corrupted 7, it does twice as much damage.




Sun Wukong -> RE: =DF= March 26th Design Notes: Reimagined: March 2021 (3/30/2021 20:10:28)

I just recently got the Defender's Cannon I earlier this week honestly with the purpose of trinket boosting (reasonable for its low stats). The trinket update is unfavorable to me.

In my opinion, Defender's Cannon which cost about 2000-4500 DM/s per upgrade, also being the highest DM price deserves how we boost it in some classes before. We mainly get this trinket for its skill, not its stats knowing that we can boost it in some classes.

I also agree with Dratomos that this trinket doesn't make a sure win nor does it broke the Inn Challenges according to my experience and perhaps damage trinkets are badly affected in this update.




Verlyrus -> RE: =DF= March 26th Design Notes: Reimagined: March 2021 (3/30/2021 21:06:29)

Again. It still has the largest damaging trinket skill in the game, along with 2nd highest hit count. It's as strong as if not stronger than the final skills of most classes.

That's insane.

Having another entire boostable final skill on demand on any class is game balance defining. And it shouldn't be, especially if it's locked behind, as you yourself have gone through, a very painful grind.

Classes should not be balanced around trinkets. Classes should not be balanced around Defender Cannon.

The game should not be entirely balanced around forcing players to grind 14k defender medals, or buying EUD, or fighting their way through Pandora.

Therefore, this change was made. Damaging trinkets have their uses. Very strong uses, in fact. They were never meant to be insta-win buttons, and they should not be.

That's my final stance on the matter.




elite dark slayer -> RE: =DF= March 26th Design Notes: Reimagined: March 2021 (3/30/2021 21:37:49)

On to... Less contentious matters: increasing the cooldown on Illusion means that Cryptic can no longer maintain an almost constant shield during longer boss fights. How far would you good ladies and gentlemen on the forums say this drops Cryptic in terms of the list of the game's defensive classes?




DemonicDarkwraith -> RE: =DF= March 26th Design Notes: Reimagined: March 2021 (3/30/2021 22:09:31)

Really good release! Once again, Reimagined releases are some of the best releases in DF as, whether it be bug fixes, main story updates, classes and quality of life changes and armor customization, it offered some much stuff in the table

Armor Customization
I really love almost of the armor customization that was added in this release. At first, I was bit iffy on Color Custom DoomKnight, but it turn out to be crisp! I really like Arcanist MSW and Consumed Adept, especially the fact that Consumed Adept changes the Summon Kathool's animations. Spectral DeathKnight is kinda eh for me as I like the other DeathKnight customizations, especially Relic, a bit more. As for Catalysts, I'm fine with them since it just add cosmetics in the end of day and that buying Dragon Coins helps the DF Team.

Atealans and Dragons
The changes are appreciated. The nerf to Cryptic was a long time coming and the buffs to Riftwalker and Ascendant are well needed. I have a lot of fun playing Ascendant in my mage alt lately as I like to to see those big numbers. As for Dragon Bases, the buffs are also welcome, especially DragonRogue as they were meant to be progression classes.

Quality of Life changes and Bug Fixes
Many of the stuff like early Void Ship are very much welcome. Before coming to the big deal that are the trinkets, the most important parts of the update are that Health and Mana Potion Training can be skipped by paying 250 gold per potion level, Sir Malifact can give you a rundown of DeathKnight's playstyle and a change that is not in this design notes, the Defender Medal requirements on the accessories getting lowered. These important parts are needed because potion grinding and the requirements to get some of the best gear in the game was horrible and tedious as well as the playstyle of DeathKnight version 3 was opaque. Accessibility is key after all! I also appreciate many of the bug fixes, especially +Bonus working properly on certain slotted specials. The only bugfix I am sad about was the bugfix on Grove Tender's weakness seeking including All as it offered a good niche.

Trinkets
Finally, we come to the trinkets and on-attack specials. I sympathize with the complainers because it was not the right solution. However, there are many trinkets that offered niche effects like the Summon Gems, Vaal's Ego and the recent trinket skill. For example, Summon Gems, depending on what you summoned, can give you +Crit or a powerful -Bonus to your enemy. Furthermore, the recent trinket skill reduces enemy healing, which is good if you want to combo a +Health source like the Atealans and Hacked Magi Drone to further reduce the enemy's healing. It is important to note that trinkets can still proc on-hits, which is good for challenges like Zeclem. Overall, I am saying that the negative reaction of trinket change was way too overblown. Therefore, I say that those changes are well deserved because classes like Chaosweaver should not be balanced around trinkets.




TFS -> RE: =DF= March 26th Design Notes: Reimagined: March 2021 (3/30/2021 22:16:33)

Being able to slap an accessory skill onto any class is obviously going to result in unintended damage combos that individual classes are not balanced around; I don't think this point is contentious as it's often been demonstrated that even a base class can squeeze out over 6000 damage from timely trinket abuse.

However, nearly every single trinket in the game is already balanced with this in mind and tends to only deal between 200% and 300% damage as a result, which isn't a lot for most classes. There were really only three offenders; the Defender's Cannon (400%), DragonFable Friends (536%), and Chi Blast (this isn't even close to being a normal attack). IMO, at least, it doesn't seem fair at first glance to nerf every single damaging trinket in the entire game just because of three offenders - especially when almost all of the attacks caught in the crossfire were already deliberately weak to begin with.

But then there's the frequent problem child, Chaosweaver (and to a lesser degree some Epoch variants), which is balanced around having low base damage on its native skills and is still capable of committing war crimes even with weaker trinkets like Runeblast (300%) or even the assorted summon gems (~250%). While these trinkets on their own are balanced or outright weak with the majority of the classes in the game, there still exists the potential for overpowered combinations when used with classes that can properly push them to limits that neither component is balanced around.

So what's the right solution, then? It's obviously not warping class design around random, specific accessory skills that most players won't be using. But the opposite alternative would be making trinket skills so weak that they wouldn't be overpowered even with the highest echelon of offensive classes (which obviously isn't the case with the current change, but the current setup is perhaps a bit closer to this than many people would have liked). While the current no-boost solution isn't perfect, it's probably the best realistic solution to what's a more multi-faceted issue than it may initially appear. It also opens the door for stronger trinket skills to be released in the future or even buffs for existing trinket skills; without having to worry about class boost there's less of a need for restriction/relegation on trinkets to just be stat sticks and I think that's something everyone can look forward to.

Also, good riddance to on-attack nukes lol. Those were atrocious.




Kyros123 -> RE: =DF= March 26th Design Notes: Reimagined: March 2021 (4/1/2021 3:11:08)

Funnily enough I had just grinded 4000 defenders medals in this war to get Defender's Cannon MK 1 and maxed out Dragon Defender's Belt. I had just cashed out my Defenders medals a few days ago and then all of a sudden the price to obtain the Defenders Accessories gets dropped. Talk about bad timing (for me).

Oh well, back to the grind.




Skyflakes -> RE: =DF= March 26th Design Notes: Reimagined: March 2021 (4/2/2021 10:52:25)

quote:

The Spectral DeathKnight Catalylst unlocks True Mortal's Spectral customization options for DeathKnight armor.

A Spectral DeathKnight DC accessory cosmetics would be fitting as well.




popinloopy -> RE: =DF= March 26th Design Notes: Reimagined: March 2021 (4/2/2021 23:16:07)

I am a huge fan of the buffs to Ascendant and Dragon Mage, and I am especially happy that the Guardian class no longer has what is essentially a useless ability that was a 50% chance to be worse than using a skill (or even the attack button since that doesn't cost mana) and a 50% chance to just be worse than Soul Banish. Haven't tested the new use yet, but definitely seems like an improvement. A little sad about the Grove Tender Blade, I thought that was intended and not a bug. Are we supposed to get the crit and bth bonus in battle if we have helm/cape equipped but only the weapon special slotted and not the weapon itself, or does the GTB have to be equipped? If it's the former, doesn't seem to be working for me, and neither do stat bonuses from pets. Or at least, they don't seem to show. I am extremely happy about being able to skip potion training! It's definitely made me go broke with my gold, but it's so convenient. The trinket thing is a shame, but doesn't really affect me much and the reasoning behind it is understandable.




AstralCodex -> RE: =DF= March 26th Design Notes: Reimagined: March 2021 (4/8/2021 14:52:22)

Overall, I'm a big fan of the majority of the changes in this update. I'm especially a fan of the Ascendant, Dragon Mage, and Dragon Rogue changes, and also the kick -> +health changes. I also am a big fan of the new KAA customization. Also a super duper big fan of the potion training change, which was one of my main complaints with the DF early game. Let me stress again that I felt like the majority of the changes were really quite good, before I get into the two more contentious changes.

I am, however, not a fan of the Grove Tender Blade (all vs nature) change, since it seems to have come out of nowhere, and is a nerf in practice if not in technicality. When the functionality has been documented on forums by the initial developer (Ash), and has remained in place for 5+ years, and has survived two adjustments from the devs before (the -Flee seek fix and the -Health/-immo seek fix), it's really quite reasonable that players expect that this is the intended functionality of the weapon. I spoke with many people on discord who purchased grove tender for this reason, and several of them were very upset about spending $20 on this set only to have the functionality for which they bought the weapon removed. (I think one of them is even on indefinite hiatus in protest). I would be on board with this change if it was obvious that GT deserved a nerf (like old hamsters!). If GT broke the game, or let you trivialize IE or Pandora EX or the newest Ice and Dragons Challenge or whatever (like old hamsters!!), I would probably be calling for its nerf regularly like I was calling for the nerf of hamsters. As is, it seems like an unnecessary change that just upsets people who bought the set for $20 recently.

As for the trinket/on attack change, I'm a bit more torn. I agree that stacking 100 boost and then fishing for 600% or 700% on attacks is an absolute terrible play pattern, and should be discouraged. Doubly so when this was arguably the "optimal" play pattern (yuck) for many classes. Not only was it incredibly powerful, pulling it off just felt gross (as it required you rerolling constantly to fish for a 5 or 10% proc). If removing all the 600% or 700% on attacks is difficult (which it seems to be given how many of them there are), then I support removing boost from these on attacks. Good riddance. Doubly so if more powerful on-attacks will be introduced in the future after the change.

As for the trinket change, I'm much less of a fan, though I do understand where the change is coming from. A big draw of having separate boost stat is to interact with the trinket and on attacks - and if on attacks are removed, it's basically just the trinket. To explain about what I mean, consider a class with 100 boost and 100% damage per skill, versus one with 25 boost and 200% damage a skill. If there is no way to do damage outside of class skills, then the second class is clearly better. If boosts affect trinkets, though, then there would be situations where you'd use the first class over the second. This creates more variety in gameplay and the potential for asymmetric balance, which is always welcome!

I also strongly disagree with the characterization of trinkets as "insta-win buttons". I agree with TFS that in terms of damage, there were really only three offenders; the Defender's Cannon, DragonFable Friends, and Chi Blast, and I don't think any of them were close to being an "insta-win button". (EUD and C7 were stat sticks, and aren't really used for their skills?) I do agree that they were powerful, and that offensive gameplay for many classes (mainly Chaosweaver) did rely on trinket use. But I don't think they allowed players to trivialize any fights that weren't doable without the trinkets anyways - base mage's 6000 damage with red fruit dragonknight DFF on Hatir pales in comparison to most class nukes (with red fruit, DragonKnight), for example. If the devs feel that this is too much, then nerfing red fruit or DFF is probably the way to go, instead of basically removing the viability of the vast majority of trinkets in the game.

(EDIT 4/9: I'll also add that this is a very counterintuitive fix that's not at all documented in game, which extremely I'm not a fan of either.)





Okay, now that I've said my piece, I'm going to end by irresponsibly speculating on game balance and player-dev relations.

I think a lot of this is a difference in how much devs versus players prefer things be adjusted (esp downwards). As a player, I prefer if things generally remained the same, and I enjoy using powerful mechanics in ways that the devs may not have intended. That doesn't mean the player perspective is 100% against nerfs: I'd prefer if nerfs on unenjoyable gameplay patterns so as to discourage them, especially when these patterns are arguably the "optimal" way to play. Old Hamsters fell into this category, as does on attack fish with boost stack. Trivializing every fight with boost stack roll for crit Chi (a long, long time ago) was also uninteresting, as it meant I didn't have to strategize. Otherwise, from the player perspective, nerfs on items that significant amounts of effort or real money were spent on primarily... feels bad? Regular but unpredictable rebalancing can also remove existing strategies that players have spent time developing, which discourages making guides or strategies.

That being said, I also understand things from the dev perspective! If it's super easy to adjust things, then the developers can take more risks. It's ok to make things a little too good, if it can receive a slight adjustment a few months down the line when players realize the thing is a little too good. You can make more risky slotted specials, and spend more time on conceptualization and less on pre-release fine-tuning, if any mistakes can be fixed when they're caught. You can keep the game super fresh. You can make players find new, interesting strategies to old fights. You can fine tune the game live, bringing the game closer to your vision as a dev!

As I'm not a game developer, it's often really easy for me (and a lot of the other players I talked to on Discord) to default to the first view, where changes are met with hostility, and where we default to remembering the projects, guides, or videos that became outdated after a change. After my brief hiatus from the game, and having some time to think over the changes, I think I understand the dev perspective a lot more, and I encourage other players to do the same.




Verlyrus -> RE: =DF= March 26th Design Notes: Reimagined: March 2021 (4/11/2021 3:19:48)

I'm willing to take another look at things.

Grove Tender is very tricky, and i do empathize with those who spent on it for its bugged niche. Which is really only a niche because I've had to avoid designing mechanics skipped by it.
However, the previous effect trivializing +All stacking was also unacceptable. Then again, more recent challenge design has moved beyond that.
It closes the door on an pretty big chunk of mechanics revolving around manipulating all resistance.
And maybe this is just me, but I don't want the answer to "how should i beat these challenges" be "spend 20$". I have similar issues with Chaosweaver.
Maybe I'm holding the game on too high a pedestal.

Regarding trinket damage being affected by boost, it's something that i am reconsidering.




AstralCodex -> RE: =DF= March 26th Design Notes: Reimagined: March 2021 (4/11/2021 7:35:52)

Thanks for the reply Verly!

re: GT on +all. The change makes a lot of sense, if it was cramping boss design. I'm 100% on board with GT +all seek on slot being removed, then. (Maybe add this functionality back only when the weapon is equipped, for the people who bought it from Siofra? I don't see how the racial or +nature weakness seek cramp boss design in the same way, but I could be missing something...)

quote:

And maybe this is just me, but I don't want the answer to "how should i beat these challenges" be "spend 20$".

Definitely not just you! I think the majority of endgame players don't want easy P2W solutions to challenges either, and personally I think you did a very admirable job in making the vast majority of challenges challenging doable with only a DA. [Edited to add: I also think you've done a really good job of introducing Inn variants of previously DC or SO only effects or stat sticks. Really encourages developing skill, since skill can save you real money currency (to use on fashion instead).]

quote:

I have similar issues with Chaosweaver.

If it helps, I can attest that very few people use ChW for inn fights nowadays, thanks to modern boss design. Basically every single inn fight since Jan 2020 has required solving a puzzle for Chw :) At least for me, hese puzzles tend to start from medium difficulty (Baleful, Mage and Serpent, D&R, etc), to hard (Chaotic Dragonbond, Wolfwing, Life and Death), and go up to really, really damn hard (IE). (And Ice and Dragons, which I don't think is possible.) You can't just brute force them, even the old Chaosweaver + 175 boost Cannon - in the vast majority of cases the solution I reached used a statstick in the trinket slot instead. I find this style of puzzle solving super engaging - often times, the problem seems completely impossible at first (lol IE), and solving it after spending hours and hours of effort is super rewarding. I've certainly spend more time (and gotten more enjoyment) with ChW vs modern bosses than i have with using DoomKnight or say, the Atealan bases or any of the Calendars vs the same bosses. So even though I may not be in the absolute majority here, I really think you've done a good job with balancing modern bosses vs Chaosweaver.

I also want to say again that I've really enjoyed the other balance changes, including the nerf to Cryptic. I've played a ton of DragonMage and Ascendant, as well as DragonRogue and Cryptic, in the past weeks, and it's been a good experience overall!




Solanaceae -> RE: =DF= March 26th Design Notes: Reimagined: March 2021 (4/11/2021 8:36:43)

Regarding Grove Tender, I don't think it was ever really a major balance issue except on like Archivist (which has other significant issues like being able to use Uragiri 80% of the time without actually having to worry about the huge defensive penalties). I can't speak for how it affected designing mechanics though, so if it had similar problems to CW where every new boss needed to be very conscious of it during development then I agree this was the best solution.

quote:

Regarding trinket damage being affected by boost, it's something that i am reconsidering.

I agree with TFS in general that a handful of classes being able to exploit accessory skills to great effect poses a constant balancing nightmare. That being said, the trinket nerf is unintuitive and isn't indicated anywhere in-game (not even the popup when you click Boost in the stats panel). I don't think it was necessary to do a blanket nerf either instead of just targeting the most problematic interactions. The main offender in this case is Chaosweaver with its +175% Boost from Gambit. I think the general change regarding Boost not affecting trinkets could be reverted, and Gambit could take a page from Pyromancer and increase base damage only on its own skills so it doesn't print crazy numbers on Defender Cannon. There would still be some classes to watch out for (especially CDE), but those could also be individually toned down if they get too problematic.

On-attacks, on the other hand, have a ton of problems regarding inconsistency and huge numbers to try to make up for it. I'm glad Boost doesn't affect them anymore, and I hope it never does unless specials as a whole get a thorough overhaul.




TFS -> RE: =DF= March 26th Design Notes: Reimagined: March 2021 (4/11/2021 9:18:25)

For what it's worth, I don't think Grove Tender itself was at all overpowered in its previous iteration.

Its primary use was for juicing up the killing blow to a weakened enemy after setup - which I don't think was necessarily a bad thing. You'd need a monster that has a small amount (usually 10) of All resistance as a foothold, before inflicting -Ice on it with the Ice Scythe and then switching to an offensively potent weapon like Uragiri and slotting Grove Tender. This setup would allow you to gain about ~20% more overall damage than you'd get from using an Ice weapon with Lucky Hammer; you'd of course get killed immediately afterward so it'd have to be reserved for the last turn of a battle. Between the actual decreased resistance (Ice Scythe) and the actual increased damage (Uragiri), Grove Tender is the least important part of this setup and won't actually do anything without the other two. Grove Tender on its own cannot do anything to monsters with stacking All resistance or higher All resistance - it just defaults to Curse damage which still gets reduced by All. Ice Scythe is the portion that gets around All resistance; Grove Tender just allowed you to use a stronger weapon once you had already gotten around the resistance (which seems like it would be a less important niche now that we have the Frostscythe, anyway). If getting around All resistance is the problem then Ice Scythe is the culprit.

The exception to this is Archivist, which can constantly swap back to a defensive weapon on its last attack before taking damage and therefore abuse the Ice Scythe -> Grove Tender -> Uragiri combination for the entirety of the fight rather than just for the final attack. But, like, it's Archivist - it does this with Uragiri anyway and that's not even close to being the silliest thing it does.

The other exception to this is the Siofra boss, as Grove Tender actually did bypass his shifting armor mechanic. But, to be completely fair, the mechanic in question is just an exercise in tedium rather than difficulty - Grove Tender didn't allow you to do anything you couldn't do anyway, you'd just spend more time battling the monster and less time battling your inventory menu.

I don't think Grove Tender ever really made the difference between winning a fight and losing it (barring Archivist's escapades in playing solitaire with weapon specials), and calling it pay to win might have been a bit of a stretch - it was a fun and niche optimization tool, but never the most important part of any combination it was used in. The Grove Tender change seemed strange and arbitrary to me; DragonFable's actual combat (as far as endgame challenges go, at least) is already extraordinarily well-balanced and the recently-nerfed on-attack procs were the last remaining global combat function that contradicted that. I think DragonFable is past the era of being full of unintended tactics that are strictly overpowered and automatically win you any game no matter what, and that what has already been constructed over the past few years deserves more confidence. Grove Tender has/had its place in this era of a refined metagame and I don't think it was problematic.




The_element -> RE: =DF= March 26th Design Notes: Reimagined: March 2021 (4/12/2021 15:16:10)

@Verlyrus

My opinion on trinkets now that they have been un-nerfed is that they do too much damage. The three problematic trinkets are Chi Blast, Cannon and DFF. In order for them to be balanced their damage probably needs to be decreased to a maximum of 300%, otherwise they become stronger than many classes' nukes in a lot of cases.

For example, with enough boost, STR and -all/ice resistance debuff, chi blast can easily do damage in the thousands, which is the case with Chaosweaver. Another alternative is cannon which gives you the option of using it either at the beginning or the end of a fight (unlike chi blast), as well as having 20 hits making it perfect for triggering on-hits such as Ice Scythe. The same is true for DFF, but it does even more damage and is rare, debatably making it even more degenerate. Somewhat unrelated to the discussion, but I have also heard of many players burning out over defender medal farming for cannon in a single war. In order to balance boosting trinkets, my suggestion is to do the following:

- Change chi blast so that the base damage is capped to 300% of weapon damage. It can now crit.
- Decrease cannon base damage from 400% to 300% and maybe give it slightly better stats, for example, it could maybe give +4 All/-4 Health.
- Decrease DFF base damage from 536% to 300%.
I think rune blast can continue doing 300% as it essentially becomes a non-DM alternative to cannon, preventing players going on an unhealthy grind for cannon.

Grove tender was debatably unhealthy when combined with other factors to such an extend that I knew many people spend $20 specifically for grove tender and not the dragon coins. As long as the enemy has some all resist, then something like uragiri, chi blast/cannon, ice sythe and grove tender could all be combined. For example:
Gambit + Vengeance (Ice Scythe shown) --> Equip Uragiri --> chi blast/cannon (Gove tender shown) *
I know why a lot of players wouldn’t want grove tender nerfed, because there is a vocal bias towards offensive strategies, especially on the discord. Unfortunately, grove tender is a key element in a degenerate combo, so in order to balance grove tender, my suggestion is to do the following:

- If enemy has all resist, use nature element
- If enemy has nature resist, use weakness seeking
- If enemy has both all and nature resist, use nature element
- If enemy has neither all nor nature resist, use weapon element

Finally, my opinion on the on-attack specials nerf is that the lack of boosts affecting on-attacks is not very intuitive. Maybe all the on-attack specials can have their damage decreased to a maximum of 300% and have their special rate increased, so they are not an RNG fest? As far as I’m aware there are only a handful of weapons with specials that do 700% or 600% damage.


*
Be sensible, if the boss has less than or equal to 20 All, don’t use Vengeance. Only use uragiri on cannon if you plan to win on that turn and obviously don’t use uragiri for chi blast, but maybe STR/DEX stack if that seems viable.




AstralCodex -> RE: =DF= March 26th Design Notes: Reimagined: March 2021 (4/12/2021 17:16:29)

@The_Element, I think your post is confused on many factors.

quote:

My opinion on trinkets now that they have been un-nerfed is that they do too much damage. The three problematic trinkets are Chi Blast, Cannon and DFF. In order for them to be balanced their damage probably needs to be decreased to a maximum of 300%, otherwise they become stronger than many classes nukes in a lot of cases.


It seems like you want every damaging trinket to do the same thing - basically, be worse than the filler skills on many classes. A 300% chi/cannon/DFF won't see any use, as any offensive class already has that much damage in a filler. It'd also completely kill cannon questing. If you think this is problematic, could you gives examples of cases where this is actively problematic, instead of vaguely gesturing that it does damage if you optimize it very hard?

quote:

Somewhat unrelated to the discussion, but I have also heard of many players burning out over defender medal farming for cannon in a single war.

I'm very active on multiple fan discords as well as AE's official discord, and I've never heard of anyone "burning out" to get the 2k base DM cannon. I have, however, heard of many people burning out to get the DM neck/ring/belt, before their costs were nerfed. Why? Probably because the uses for DM cannon were few, so people didn't feel the need to use it. On the other hand, before the recent Tizheruk quest, there was nothing remotely comparable to the DM neck (then worth 3.2k DMs) and there still is nothing comparable to the DM belt (then 2.8k DMs), and both of those are incredly helpful for every single inn fight. The benefit of those two was incredibly great, while people correctly realized that the uses for DM cannon were quite niche.

quote:

Grove tender was debatably unhealthy when combined with other factors to such an extend that I knew many people spend $20 specifically for grove tender and not the dragon coins. As long as the enemy has some all resist, then something like uragiri, chi blast/cannon, ice sythe and grove tender could all be combined. For example:
Gambit + Vengeance (Ice Scythe shown) --> Equip Uragiri --> chi blast/cannon (Gove tender shown)

I feel like you haven't actually done this on any bosses, because:
1) That's not actually how Grove Tender works - in order for it to trigger, your opponent's All resistance has to be greater than 0. Using Vengeance to lower your target's All resistance is counterproductive far more often than it is not.
2) That's not actually how Chi Bomb works - your weapon's base damage isn't used in the calculation at all and using Uragiri with it would just be completely sacrificing your defenses, avoidance, and resistance for no reason at all.
3) This does less damage than Rebuke or Untangle on ChW, or the Final skill on CDE, or basically the class nuke of most bursty offensive classes.

quote:

know why a lot of players wouldn’t want grove tender nerfed, because there is a vocal bias towards offensive strategies, especially on the discord. Unfortunately, grove tender is a key element in a degenerate combo,

Could you explain why exactly the (aforementioned, basically non functional combo) is "degenerate"?

quote:

Iso in order to balance grove tender, my suggestion is to do the following:

- If enemy has all resist, use nature element
- If enemy has nature resist, use weakness seeking
- If enemy has both all and nature resist, use nature element
- If enemy has neither all nor nature resist, use weapon element

Verly's current implementation at least keeps the primary use case of Siofra, which is what a lot of people bought the weapon for. Your "fix" kills this primary use case, and makes the weakness seeking actively harmful in cases where the enemy has both all and nature resist.

quote:

Finally, my opinion on the on-attack specials nerf is that the lack of boosts affecting on-attacks is not very intuitive. Maybe all the on-attack specials can have their damage decreased to a maximum of 300% and have their special rate increased, so they are not an RNG fest? As far as I’m aware there are only a handful of weapons with specials that do 700% or 600% damage.

The current solution is more than fine in solving the problem. Asking the developer to change the entire list of 9 600% or 700% on attack weapons, as well as many more 400% or 500%s (and to rebalance all of their proc rates) to get back a small amount of intuitiveness seems quite entitled. The average player won't encounter this interaction at all, and after your change no one will use any of the dozen+ weapons Verly just rebalanced anyways, wasting developer time. The correct way to go with attack specials is the way that Verly has already been going down: stuff like VIK/BoD/Hive Ranger or Creatioux claw, which have high % proc chances and medium sized, useful effects. We don't need to open up a new rabbit hole for developer time that still won't result in new gameplay for the player.

Overall, your post leaves me with the feeling that you don't really understand these mechanics (especially the Vengeance into GT Uragiri Chi example, and on attack fix example). and are just repackaging the words that TFS said above and Verly has said on discord.

I'd be happy to respond more to you on Discord, if you want to have a more in-depth conversation to sort out your confusions.




The_element -> RE: =DF= March 26th Design Notes: Reimagined: March 2021 (4/12/2021 18:28:04)

@ Astral Codex-
I forgot to paste a part of my post in at the end:

quote:


*
Be sensible, if the boss has less than or equal to 20 All, don’t use Vengeance. Only use uragiri on cannon if you plan to win on that turn and obviously don’t use uragiri for chi blast, but maybe STR/DEX stack if that seems viable.


I did this edit at 17:14, before your post at 17:16, so you can’t claim I edited this retrospectively after reading your post. Maybe you should have read my post just before submitting your post? That’s what I do and many others on this forum and others. As a result, most of your mid-section and the end of your post don’t really make sense to an outside observer, hence I don’t feel a need to respond to any of it.

quote:

It seems like you want every damaging trinket to do the same thing - basically, be worse than the filler skills on many classes. A 300% chi/cannon/DFF won't see any use, as any offensive class already has that much damage in a filler. It'd also completely kill cannon questing. If you think this is problematic, could you gives examples of cases where this is actively problematic, instead of vaguely gesturing that it does damage if you optimize it very hard?


My opinion was based on quotes by Verlyrus himself, if you go on the discord he said
quote:

Like... my current "plan" that i want to do is revert boost changes then cap runestone to 250, and upper centralizing ones to 300.


It’s obvious that Verlyrus thinks that trinkets doing more than 300% damage is too much and I agree. To mitigate this for the people who have already farmed for cannon, it should get better stats. To me at least, it seems inevitable that high damage trinkets will get a nerf, such as, cannon, chi blast and DFF.

quote:

I'm very active on multiple fan discords as well as AE's official discord, and I've never heard of anyone "burning out" to get the 2k base DM cannon. I have, however, heard of many people burning out to get the DM neck/ring/belt, before their costs were nerfed. Why? Probably because the uses for DM cannon were few, so people didn't feel the need to use it. On the other hand, before the recent Tizheruk quest, there was nothing remotely comparable to the DM neck (then worth 3.2k DMs) and there still is nothing comparable to the DM belt (then 2.8k DMs), and both of those are incredly helpful for every single inn fight. The benefit of those two was incredibly great, while people correctly realized that the uses for DM cannon were quite niche.


To be fair a lot of people have said they’ve gotten burnt out farming for DMs for cannon, I’m surprised you haven’t noticed it. It’s quite prevalent on the discord to the point where Verlyrus mentioned it yesterday, here’s a quote from Verlyrus:


quote:

My line of thought with the trinket change was - people getting burnt out over dm cannon farming ' why are people dm cannon farming? - okay wow, boosted trinkets are a lot crazier than i had the impression of.

----
quote:

I feel like you haven't actually done this on any bosses, because:
1) That's not actually how Grove Tender works - in order for it to trigger, your opponent's All resistance has to be greater than 0. Using Vengeance to lower your target's All resistance is counterproductive far more often than it is not.
2) That's not actually how Chi Bomb works - your weapon's base damage isn't used in the calculation at all and using Uragiri with it would just be completely sacrificing your defenses, avoidance, and resistance for no reason at all.
3) This does less damage than Rebuke or Untangle on ChW, or the Final skill on CDE, or basically the class nuke of most bursty offensive classes.


You should have read the end of my post before posting.
quote:

The current solution is more than fine in solving the problem. Asking the developer to change the entire list of 9 600% or 700% on attack weapons, as well as many more 400% or 500%s (and to rebalance all of their proc rates) to get back a small amount of intuitiveness seems quite entitled. The average player won't encounter this interaction at all, and after your change no one will use any of the dozen+ weapons Verly just rebalanced anyways, wasting developer time. The correct way to go with attack specials is the way that Verly has already been going down: stuff like VIK/BoD/Hive Ranger or Creatioux claw, which have high % proc chances and medium sized, useful effects. We don't need to open up a new rabbit hole for developer time that still won't result in new gameplay for the player.


I assume changing all of those weapons’ specials to 300% won’t take up too much developer time. My suggestion was directed to Verlyrus, so if he thinks it will take up too much time, then he’s free to not to implement it.
quote:

Overall, your post leaves me with the feeling that you don't really understand these mechanics (especially the Vengeance into GT Uragiri Chi example, and on attack fix example). and are just repackaging the words that TFS said above and Verly has said on discord.


You should have read the end of my post before posting.

quote:

I'd be happy to respond more to you on Discord, if you want to have a more in-depth conversation to sort out your confusions.


To be fair Astral, I’m very active on the discord and we spoke to each other last week in depth. I often speak with you, along with Bluu, Sol, Aryc and TFS. In fact, I would say we usually have a nice chat. Me not telling my discord username is just to create a little bit of fun.

You removed your edit at 18:03:42, but I’ll reply to it anyway
quote:

EDIT: Looks like you edited your post to add the following after you were criticized on Discord, as I was editing my post here.

I actually wasn’t on discord today, I only just logged on to discord now lol. You should have read the end of my post before posting.

quote:

If you're planning to win that turn, then don't use cannon, use untangle or rebuke, which are generally larger lol. Similarly, instead of gambling for the ice scythe proc on a lower hitcount move, just use be sensible and Vengeance and Rebuke or Untangle with an ice weapon.


It was an example, cannon is bigger than untangle if you use red fruit anyway. It also might be the case that you’ve already used untangle earlier in the fight. For rebuke, you usually combo’d it with Aegis, it’s harder to pull off now due to how many of the newer bossed have a high count combined with a DOT.




Laeon val Observis -> RE: =DF= March 26th Design Notes: Reimagined: March 2021 (4/13/2021 5:40:41)

While I do see the reevaluation of numbers on trinket skills as a valid point of view, I do see these joker cards more as anomalies that do not conform to class balancing on the premise that a class has 14 skills. Skills that cohesively chain to each other and that external disturbances upset this. As far as I’m concerned, the only TS that can actually mesh with a class without much interference is Bubbles (for Pirate and Dread Pirate) and Chi Bomb (Techno). Plus, the outliers mentioned already in this thread practically contribute only to BoA and Ice Scythe procs. The former can be ignored if you are actually endgaming right, but the latter is pretty cheesy despite those skills being elementally locked outside Ice. In light of this, instead of rerunning numbers to make oddballs fit both casual and endgame play, apply general restrictions to their use on the latter side of gameplay. After all, endgame fights should be about finding the best winning moves at the limit of luck and logic, not strategies full of uncertainties and unnecessary probabilities.

I have managed to think of various restriction options that can be looked into:

Access lock – impose a restriction similar to what is imposed to DmK V1. That is, clear a challenge first to lift the lock on trinket skill usage. ARRGH encounters not included.

Boost lock – same restriction as on-attack specials, but only triggers in the Inn.

Damage inhibition – a restriction similar to what was done to NSoD (e.g. reduce total damage by 80% of what they normally do. To put it into perspective, a TS doing 300% total damage will have it downed to 24%). You can still power it up due to the Boost stat, but it should be weaker due to lower numbers.

Total trinket skill lock – an absolute last resort.

With the exception of the final suggestion, these proposals still keep access to on-hit shenanigans, a different oddball that is too touchy to discuss for now.

As for the Grove Tender changes, since it’s mostly a debug to finally put its antiracial power in its proper course, I don’t see why there needs to be arguments on it. A bug shouldn’t be the foundation of any strategy. Even I rarely capitalize antiracial specials, the last time was techno vs Dragonbond with Dragonblade.




Dratomos -> RE: =DF= March 26th Design Notes: Reimagined: March 2021 (4/13/2021 6:54:28)

I think the change to Grove Tender is currently for the best. According to Verly, it needs to be equipped now, not just slotted for the effect to work, so it's still a viable option, but doesn't let you do Uragiri and IceScythe combos.

As for the trinkets, they are harder to compromise. With the change to GT, at least they are now locked to their element.




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