Difference between revisions of "War of Emperium Changes"
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The following items will be sold at the [[WoE Supply Shop]] at a low cost, where these items can only be used in WoE. | The following items will be sold at the [[WoE Supply Shop]] at a low cost, where these items can only be used in WoE. | ||
− | * [[War Healing Potion]] | + | * [[War Healing Potion]] (same property as a Mastela Fruit) |
− | * [[War Blue Potion]] | + | * [[War Blue Potion]] (same property as a [[Light Blue Potion]]) |
* [[War Concentration Potion]] | * [[War Concentration Potion]] | ||
* [[War Awakening Potion]] | * [[War Awakening Potion]] | ||
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Q: Can you explain what was "wrong" with Glorious Fist?<br> | Q: Can you explain what was "wrong" with Glorious Fist?<br> | ||
− | A: Glorious Fist's issues are on multiple scale. It is a relatively "+9 or bust" gear where any thing before +9 is not helpful because it is worse than the Glorious Morningstar. Once it does get +9, it is an overcentralizing piece of gear in both PvM and PvP scene. In PvM, it allows Champions to very safely get off an Asura Strike even against the most dangerous MvPs, possibly to a point that if teleport is sufficiently lucky, then you can solo even the Biolab MVPs which should be some of the toughest in the game. In PvP, it is much worse. Instant-cast Asura Strike allows no counterplay such as Safety Wall or swap gears, and the downtime between each casts of Asura Strike is greatly reduced due to the free cast of Dangerous Soul Collect as well. | + | A: Glorious Fist's issues are on multiple scale. It is a relatively "+9 or bust" gear where any thing before +9 is not helpful because it is worse than the Glorious Morningstar. Once it does get +9, it is an overcentralizing piece of gear in both PvM and PvP scene. In PvM, it allows Champions to very safely get off an Asura Strike even against the most dangerous MvPs, possibly to a point that if teleport is sufficiently lucky, then you can solo even the Biolab MVPs which should be some of the toughest in the game. In PvP, it is much worse. Instant-cast Asura Strike allows no counterplay such as Safety Wall or swap gears, and the downtime between each casts of Asura Strike is greatly reduced due to the free cast of Dangerous Soul Collect as well. <br> |
Q: How is the proposed exchange of BG Weapons a remotely fair compensation compare to the nerf that +9 Glorious Fist has received?<br> | Q: How is the proposed exchange of BG Weapons a remotely fair compensation compare to the nerf that +9 Glorious Fist has received?<br> | ||
− | A: Owners of the weapon had years of usage out of it to do content that normally cannot be soloed, or enjoy a huge advantage in WoE. We consider that the current compensations to swap to another +9 glorious weapons to be sufficient. | + | A: Owners of the weapon had years of usage out of it to do content that normally cannot be soloed, or enjoy a huge advantage in WoE. We consider that the current compensations to swap to another +9 glorious weapons to be sufficient.<br> |
Q: Why remove the unbreakable aspect of the weapons?<br> | Q: Why remove the unbreakable aspect of the weapons?<br> | ||
− | A: | + | A: It makes them "do too much", when normally you need to sacrifice a card slot for Golem card to get that property, or that it's a special selling point for a weapon too have the unbreakable trait. This is especially true in PvM. In WoE, most situations should have everyone under Full Chemical Protection anyway, especially now that it's free to cast. <br> |
− | Q: Removing access to | + | Q: Removing access to inflict critical wounds for only raw damage is a huge detraction to the strategical elements of WoE to limit the effect of healing, especially now that potions are essentially free. Why remove strategic options?<br> |
− | + | A: We also acknowledge that this is an issue. However, only a couple +9 BG weapons can inflict critical wounds so it's was not very accessible either. We hope that we can reintroduce these effects on other weapons in the near future.<br> | |
− | + | ||
+ | Q: Why is the Glorious Two-Handed Axe so different? It did not follow any of your described guiding principles on these weapons.<br> | ||
+ | A: Unfortunately, there's not a lot of good aspects where Cart Termination can be adjusted since it is such a linear skill that is unaffected by many item effects. If we forego Cart Termination, then there are no other Whitesmith skills to focus on either. Therefore, we made an exception for this weapon.<br> | ||
==Changes to Other Items== | ==Changes to Other Items== | ||
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The [[Stunning_Star_Eyepatch|Stunning Star Eyepatch]] will be boosted from 10% to 20% resistance to the Stun status. As a result of this change, '''any slotted mid headgear with Stalactic Golem card will be given a chance to be decarded at no cost during the month of August.''' Please contact a GM to take up this trade offer.<br><br> | The [[Stunning_Star_Eyepatch|Stunning Star Eyepatch]] will be boosted from 10% to 20% resistance to the Stun status. As a result of this change, '''any slotted mid headgear with Stalactic Golem card will be given a chance to be decarded at no cost during the month of August.''' Please contact a GM to take up this trade offer.<br><br> | ||
− | Previous posts mentioned that the [[Selkie]] card will be remade. However, after reconsideration, the problematic part of Selkie involves its WoE interactions to allow status immunity via a 100 mdef build without sacrificing armor card slot. There's no problems with Selkie card in PvM scenarios. For this reason, we have rescinded the Selkie change and instead decided to ban it from WoE instead. There's no longer any reason why WoE ban list must be a particular "classification" of cards. We'll ban (or unban) any card or item as we see fit in the inevitable WoE balance changes after WoE:SE's introduction. Going forward, we'll like to explore options to make WoE gears more accessible: be it making it not as difficult to obtain, releasing WoE targeted gears, or explore any other options. | + | Previous posts mentioned that the [[Selkie]] card will be remade. However, after reconsideration, the problematic part of Selkie involves its WoE interactions to allow status immunity via a 100 mdef build without sacrificing armor card slot. There's no problems with Selkie card in PvM scenarios. For this reason, we have rescinded the Selkie change and instead decided to ban it from WoE instead. There's no longer any reason why WoE ban list must be a particular "classification" of cards. We'll ban (or unban) any card or item as we see fit in the inevitable WoE balance changes after WoE:SE's introduction. Going forward, we'll like to explore options to make WoE gears more accessible: be it making it not as difficult to obtain, releasing WoE targeted gears, or explore any other options.<br><br> |
+ | |||
+ | Finally, Condensed Potions will be buffed in weight. Condensed White Potions will be lowered to a weight of 3. Condensed Yellow Potion will be lowered to a weight of 2, and Condensed Red Potion will be lowered to a weight of 1.<br><br> | ||
Q: Why this change specifically? <br> | Q: Why this change specifically? <br> | ||
− | A: Resisting stun is a super crucial aspect of WoE, and increasing the availability of 20% stun resistance in mid headgear slot will be another step towards having a slightly more approachable WoE. Also, changing the number of an existing headgear is pretty simple as we are not creating a new item for it.<br> | + | A: Resisting stun is a super crucial aspect of WoE, and increasing the availability of 20% stun resistance in mid headgear slot will be another step towards having a slightly more approachable WoE. Also, changing the number of an existing headgear is pretty simple as we are not creating a new item for it. As for the condensed potion changes, it is to make them more useful in PvM, and so that existing guild's stash of Condensed White Potions are still comparable as that of War Healing Potion, if they want to use it for WoE. We will keep an eye out for Condensed Potions, and consider further weight reductions such that a brewed Condensed White Potion is more competitive against Light White Potion.<br> |
Q: But this headgear is unobtainable until November! | Q: But this headgear is unobtainable until November! | ||
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[[File:WoEChestChange04.png]]<br> | [[File:WoEChestChange04.png]]<br> | ||
[[File:WoEChestChange05.png]]<br> | [[File:WoEChestChange05.png]]<br> | ||
− | |||
− | |||
===FAQ About WoE Rewards=== | ===FAQ About WoE Rewards=== | ||
− | Q: Doesn't random chests lower the likelihood to get god item pieces for WoE:FE? | + | Q: Doesn't random chests lower the likelihood to get god item pieces for WoE:FE?<br> |
+ | A: Mathematically, it does not. While the individual rates seem worse now, you have to remember that the chests are available all year round. In the old system, every chest is only available for half of the year. Fully randomized chests mean you do not need to wait for a particular castle rotation in order to have a chance at getting a god item piece. This is preferable to possibly waiting for months until the proper rotation comes back for you to get a specific god item piece. Furthermore, the chances no longer depend on the precise date of when GMs will do a castle rotation (admittedly, we are not always on time to rotate WoE castles) if you will get more/less days where a particular chest is available. <br> | ||
− | Q: Why | + | Q: Why are the WoE:SE god item ingredient drop rates set at half of WoE:FE's?<br> |
+ | A: The reason is also based in math. Since there are only 10 chests with god item ingredients in WoE:SE compare to the 20 chests in WoE:FE, the drop rates of the unique drops in these god item chests are halved such that it's a perfect mirror to WoE:FE's chests, even though the percentage in the spreadsheet is halved.<br> | ||
− | Q: Why remove Yggdrasil Seed and Yggdrasil Berry from WoE chest rewards? | + | Q: Why remove Yggdrasil Seed and Yggdrasil Berry from WoE chest rewards?<br> |
+ | A: Most of the rewards have been changed to be something "permanent" and can help multiple players within a guild- such as providing gears directly or the Elunium/Oridecon to refine said gears. Providing consumables seem less helpful to a guild as a whole. The remaining items (such as DB Boxes, Bloody Branches, Guildsman Recruit Hat or Union of Tribe) are items related to being in a guild, or to provide items related to guild activities. If it turns out that guilds find the yggdrasil seeds and yggdrasil berries to be far more useful for PvM usage, We may change the rewards again in the future to bring them back.<br> | ||
===FAQ About Other Concerns=== | ===FAQ About Other Concerns=== | ||
Q: What will happen to WoE:FE?<br> | Q: What will happen to WoE:FE?<br> | ||
+ | A: WoE:FE is still available in the Wednesday slot, and we will consider changes in relation to WoE:FE on top of WoE:SE as well.<br> | ||
− | Q: There is a clear emphasis on making gears accessible but I don't think it's necessary that everyone needs to have top tier gears. What happened to the improvement aspect of WoE where players should be trying to improve their gear set a little bit at a time, week after week?<br> | + | Q: There is a clear emphasis on making gears accessible but I don't think it's necessary that everyone needs to have top tier gears for WoE. What happened to the improvement aspect of WoE where players should be trying to improve their gear set a little bit at a time, week after week?<br> |
+ | A: If we are aiming to promote a more competitive environment, then the victors of WoE should not be determined by which guild has spent the most time in the game, but which guild got the better skill to outplay their opponents, and which guild has the better strategy/setup. The lack of accessible gears will limit the amount of strategies that a guild can deploy, and there are also moments where the better skilled player loses because of gear differences/raw stats. Also, a truly competitive guild will strive to get any advantages possible, so why would a competitive guild settle for anything but the top tier gears for WoE? As stated before, heRO tried with this old philosophy to let competitive players catch up through time to grow the WoE scene, and that went nowhere for 14 years. Also, this aspect of gear improvement was not removed: gears still need to be hunted. However, we want to make it more "reasonable" for how long does a new player to be WoE-ready.<br> | ||
+ | |||
+ | Q: What is the point of brewing now? Why work towards ranked brewer when there are "free" healing items provided that are just as good, if not better, than ranked condensed whites?<br> | ||
+ | A: It is the same as above: if guilds want to join the WoE scene but they see that you need millions of brewing points to catch up to a ranked brewer to have healing items that are on par with what the existing guilds are using, that is extremely discouraging and it will take an extremely long time to catch up in points. It is neither competitive, skillful or strategical to win because the other guild does not have the better healing items that the victors have access to. While this may greatly diminish the use case of brewing since PvM have much better options than Condensed White Potions, we believe that diminishing the importance of brewing is better for the overall health of the server.<br> | ||
Q: Why is heRO GM team wasting efforts on an area that is clearly the server's weakness for years? heRO will benefit more to focus on what the majority of players like now, which is the custom PvM content.<br> | Q: Why is heRO GM team wasting efforts on an area that is clearly the server's weakness for years? heRO will benefit more to focus on what the majority of players like now, which is the custom PvM content.<br> | ||
+ | A: WoE affects PvM players as well. WoE is known as "player generated content" where it's player directed, and it does not rely on GMs to actively make something new unlike dungeon releases. WoE players also need to party or trade to assemble their WoE gears, which in turn stirs up party/economic activity in the server. It'll make the server lively. A healthy WoE scene is beneficial to everyone, even for those who have zero interest in GvG.<br> | ||
Q: Why are all the documents screenshots instead of actual tables...?<br> | Q: Why are all the documents screenshots instead of actual tables...?<br> | ||
− | A: Because GM-Ayu doesn't have the access to allow upload of pdf documents, and converting it to mediawiki tables take far too long. So instead, you get screenshot of T&D design docs.<br> | + | A: Because GM-Ayu doesn't have the access to allow the upload of pdf documents to the wiki, and converting it to mediawiki tables take far too long. So instead, you get screenshot of T&D design docs.<br> |
− | + | ||
− | + | ||
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Revision as of 19:16, 26 July 2022
Contents
General Information
In Aug 2022, heRO server plans to make a major overhaul to the Guild vs Guild scene in the server. We'll be introducing War of Emperium Second Edition along with series of sweeping changes to introduce changes to the server. War of Emperium Second Edition is rarely added to pre-renewal servers, and just like with PvM content, heRO server will be customizing aspects of it to fit our pre-renewal environment. Here we will list out the series of changes that the GM team plans to make, along with some explanations to why the changes with a mini-FAQ for each section. These FAQs also involve the summary of DMs, questions, suggestions and grievances that players (current and former alike) have submitted to the GM team throughout these years.
Our Philosophy of The Changes
One major question in everyone's mind is: why the changes now? We think that it is quite obvious that the status quo in heRO prior to this is not working out. GM team (and some of our players) have made the following suggestions before, especially in the summer of 2021, but it was always met with resistance and pessimism. The typical response is that heRO is a low rate, and people need to work for their gears and hard work ought to be rewarded. However, it's plain to see that WoE is extremely inactive, and it's unwise to pretend that the 15th year will be the year where the server's WoE scene will magically fix itself. We always say to ourselves that the server only needs motivated players to join who prefers low rates where it's expected to work hard for WoE. However, even with the high fluctuation of players who try out the server in the past year, not a lot of them stayed and almost none of them showed interest or the motivation to join the WoE scene as-is. WoE is not going to change or improve without changes.
heRO's playerbase as a whole is also aging, and we have less time than we used to 10+ years ago. It is demanding of players to grind for things that are consumed on a weekly basis. Even though we are a low rate server, we want our players' time to be spent on things that are permanent. Therefore, we want to focus on removing the weekly "maintenance" aspect of WoE on the server. The threshold to be "WoE ready", even for a low rate, has to be a lot lower or at least only uses gears/cards that aren't heavily time gated. This way, players who value effort is still rewarded, but they don't have to wait for any real life time cycle: as long as they are willing to play, whenever they can, they are working towards their goals and be WoE-ready. Our definition of a healthier GvG scene is one where the fights are more competitive and winners are determined by their planning and gameplay, and less determined by gear access to extremely rare items or wealth.
Even when items and preparations are solved: WoE:FE itself in renewal is a very clear known quantity. It is more than 15 years old and people know what to do relatively well. Without changes, heRO doesn't offer anything outstanding in this regards, and you are mostly replicating known strategies to carry it over to heRO. It is true that heRO has custom items that may change some options, but heRO traditionally tries to preserve the default WoE scene so a lot of items are purposely made to minimize the WoE impact. Part of WoE's charm is in its strategy: planning to come up with a team setup and gear builds that tackle the problems that the guild face. Finally, the atmosphere and what players are looking for now in 2022 is very different compare to when heRO first started. Nowadays, players are a lot more receptive to customized changes by each individual servers. heRO has made some customized class balances and players did not have a big problem with the changes. Instead of just mimicking what the main game has been doing, we would much rather take the balance of the game into our own hands and make periodic changes to address problems as they show up, be it in class balance or item changes.
While the current iteration of the changes will definitely not address all the problems, we'll like this to be a good step forward and focus on changing/improving the game, one step at a time with routine changes for the WoE scene, similar to what heRO has been doing in the PvM side for so many years.
Therefore, our changes that we'll do from this point onward:
- Eliminate the need to farm any items that aren't permanent in usage for WoE (remove "maintenance" cost)
- Reduce the need or eliminate the centralization of time gated rare items that are "mandatory" or over-centralizing the metagame
- Embrace periodic balance changes, via both buffs and nerfs, for classes and items alike
With that said, here are the details of the first wave of changes!
War of Emperium, Second Edition
WoE:SE will replace the Saturday WoE:FE session at Saturday from 11 AM to 12 PM server time (see here for timezone conversion). The base mechanics of the WoE:SE is the same as official (which you can read about here: iRO Wiki WoE SE), with the following exceptions:
- Guardian Stones do not require a list of items to fix. Instead, they require a single Guardian Stone Repair Kit with 1 weight to repair them. However, you are still expected to know the proper repair prompts as if you have the proper items to repair it.
- Barricades do not require a list of items to fix. Instead, they require a single Barricade Repair Kit with 1 weight to repair them. However, you are still expected to know the proper repair prompts as if you have the proper items to repair it.
- "Guardian Stone Repair Kit" and "Barricade Repair Kit" are sold at low cost at the WoE Supply Shop (before discounts)
- The Emperium of WoE:SE castles is identical to the pre-renewal WoE:FE Emperiums
- Provides God Item ingredient pieces for Asprika and Brynhild
- WoE:SE will share the same customized ban list of items as heRO's WoE:FE
- Warper will be available to warp to each WoE:SE castle
Similar to WoE:FE, the god item quests will only be a series of item collection. Contact a GM to trade said items for your new god item. You can check it out at this page: God Item Quest
FAQ About Changes to WoE Second Edition
Q: Why create the 2 Repair Kits?
A: Again, we want to greatly reduce the need to farm for "non-permanent" things for WoE every week for our players to reduce maintenance cost. Farming steel, trunk, elunium, and oridecon every week did not fit in our vision for WoE, so we decided to remove this aspect of it.
Q: Why are there so little changes with only the repair kits and no other parts of WoE:SE? I've played it on other servers and <insert mechanics here> is absolutely busted.
A: We are bit more on a wait-and-see basis if other parts need changing. Nothing is off the table for things that needs to be changed, if we deem that it's beneficial for the server overall.
Changes to heRO's War of Emperiums
The following changes will also be made to both WoE:FE and WoE:SE.
The following items will be banned in both WoE:
- All God Items
- All MVP Cards (all cards with golden color)
- Deviling Card (Newly added)
- Ghostring Card (Newly added)
- Selkie Card (Newly added)
- Nemo
- Dory
- Yggdrasil Seed (Newly added)
- Yggdrasil Berry (Newly added)
- Costume Fools Day
- Costume Jack Mask
- Costume Tormenting Spirit
- Costume Cute Octopus Balloon
- Costume Santa Poring Balloon
- Costume Birthday Balloon
- Costume Big Wedding Veil
- Costume Guild Recruiting Hat KOJ
- Costume Deviruchi Balloon
- Costume Rainbow
- Costume Rain Cloud
- Costume Lightning Cloud
- Costume Tiraya Bonnet
- Costume BF recruiter hat
- Costume GF recruiter hat
- Costume Twinkle Little Star
- Costume Blazing Sun
- Costume Banshee Master Kiss
- Nobility Mount
As a result of these changes, any gear with Ghostring card, Deviling card or Selkie card will be given a chance to be decarded at no cost during the month of August. Please contact a GM to take up this trade offer.
In addition, all skills will no longer consume any items as a skill catalyst so long as you have the proper amount of items in your inventory.
- As long as you have 1 Fire Bottle and 1 Acid Bottle, you can cast Acid Demonstration without any limit.
- As long as you have 1 blue gemstones in your inventory, you can cast as many Safety Wall as you see fit.
- As long as you have the proper ammunition equipped, you don't need more than the amount consumed by your skill because ammos are not consumed.
- This applies even for Wizard Soul Link- so long as you have 1 crystal fragment and the Soul Link active, you will bypass the effects of Kaite.
The following items will be sold at the WoE Supply Shop at a low cost, where these items can only be used in WoE.
- War Healing Potion (same property as a Mastela Fruit)
- War Blue Potion (same property as a Light Blue Potion)
- War Concentration Potion
- War Awakening Potion
- War Berserk Potion
- War Poison Bottle
- Guardian Stone Repair Kit
- Barricade Repair Kit
Finally, Guild Dungeons will be accessible even to castle holding guilds. At the price of 400k, you can pay for guild dungeon access for everyone in your guild for the next 24 hours. Castle owners do not have to pay fee. Keep in mind that guild dungeons have PvP enabled, and all Guild Dungeons are FFA.
FAQ About Changes to heRO's War of Emperiums
Q: Why ban the Deviling Card or Ghostring card?
A: The 2 share similar reasons why in context of WoE. Their presence greatly affect the scale of how much damage you can soak up, and the defensive factor is a cut far above many other pieces of equipment/card combinations possible in the game. We consider the situation to be similar to how certain MVP cards can do things that no other cards can imitate or that the raw number boosts they provide to be far higher than every other options available.
Q: Why ban the Selkie Card?
A: Selkie Card is a key component in being an enabler of multiple magic immunity/status immunity builds without the involvement of an armor card. There are existing builds that do magic immunity, but you must have Selkie to pull it off while keeping armor card slot open. Rather than tackling the payoffs for these various builds, we decided to tackle the enabler instead. Originally, we were planning to rework this card completely, but we decided that these builds are only problematic in WoE situations and they are at most niche applications in PvM. There is no reason to remove the card from PvM. Therefore, we opted to ban the card directly in WoE without changing it for PvM.
Q: Why not ban the Angeling Card? It is one of 2 remaining cards that are unobtainable in OCA, yet it is available in WoE.
A: Holy element's defensive capabilities against the main elements is not nearly as drastic as what Deviling and Ghostring can do. In WoE, builds tend to favor specialization. The 25% reduction to many common elements is not as useful as a 50% or 75% reduction against one single common element (neutral). A weakness to dark is also very different than a weakness to ghost. Melee characters can immediately enchant their weapons to be dark elemental if they suspect that someone is using Angeling to counter the card. You cannot do the same against a Ghostring, since ghost enchant does not exist at this time of writing.
Q: Why not ban the Maya Purple Card? It is the other remaining card that is unobtainable in OCA, yet it is available in WoE.
A: Admittedly, this is a really tricky situation. One one hand, it's a unique effect that no other cards can replicate, and you may completely invalidate a major class feature of Sinx and Stalker. On the other hand, you can argue that Box of Sunlight can do the same thing as Maya Purple so it's not that unique. However, Maya Purple doesn't require you to stock up on very heavy boxes that requires a long time to farm. But is the problem really on Maya Purple Card, and can we consider buffing or changing Box of Sunlight instead? If we follow our current design philosophy and increase the accessibility of Box of Sunlight such that you can constantly use it to consistently keep up its effect, or buff the item directly in duration or lowering its weight, then you have the reverse situation. If Box of Sunlight is heavily buffed, then Maya Purple have no reason of existing beyond being a WoE card of convenience, similar to Fly Wing vs Creamy Card. We decided to keep the status quo for now and evaluate the situation again after a month or two of WoE:SE.
Q: Why ban Yggdrasil Seed and Yggdrasil Berry?
A: The instant heal aspect of these 2 items force the WoE scene to focus on burst damage to kill a player outright, as anything less will result in a fully rejuvenated character as if nothing happened in the span of 1-2 clicks. If we want more classes to be WoE-viable, then we cannot have these 2 items in the WoE scene. Furthermore, farming for Yggdrasil Seed and Yggdrasil Berry is another source of exhaustive weekly maintenance work that we do not want in our WoE scene.
Q: There are MVP cards/some God Items that are far weaker than some of the banned cards though? How do heRO GMs plan to explain this level of hypocrisy?
A: We agree! In the following months, we will consider if we can let some items/cards off the ban list. Again, nothing is off the tables. We will take an active approach to do whatever it takes to offer more strategic options and game play choices. WoE changes will not be a constant stream of bans- if a buff or unban seems suitable, we will do so.
Q: Ghostring card is useless now! What will GM team do with it?
A: We acknowledge that the current Ghostring effect in PvM is not very useful. Banning Ghostring from WoE is a huge nerf for this card. However, we ask all Ghostring owners to hold on to their cards for now as we think of possible changes to the card in the future: either by buffing its PvM application, or have it return in WoE with changes to the card.
Q: Isn't the removal of skill catalysts going to completely unbalance WoE, especially when certain classes are kept in check due to their skill cost?
A: We don't deny the possibility that certain classes will be overpowered when they have no skill catalyst costs. However, we don't believe that a healthy limitation to a powerful class should be how expensive and time consuming it is to play at their full power. A class ought to be powerful yet checked by other classes even though they are playing at their full potential. Therefore, if a class turns out to be overpowered once they have no skill catalysts, we will change the class skills at the source to address the problem.
Q: Won't these changes completely unbalance the weight game aspect of WoE? I am concerned that the strategic element of WoE logistic runs and "refilling" will be gone.
A: We also acknowledge that logistic runs will be greatly diminished in heRO's new WoE. However, we value a system that respects our players' time and promote constant pvp action. We consider these upsides to outweigh the downside of losing a small strategic element of WoE.
Q: Can we make "Boxes" of the new WoE items?
A: We are open towards this suggestion, but we've chosen to observe the current set of changes first. One concern with Boxes of new low weight items is if a player will effectively have "infinite" healing items on them such that they can spam healing items without end. At least if the weight aspect is still present, then eventually they will run out of consumables and thus they cannot take damage indefinitely. This is the other extreme of the concerns from the previous question, and we opted for an in-between solution. The weight game is reduced, but it is not eliminated either. We will see how that goes.
Q: Why can't the WoE Supply Shop also sell <some item> for WoE as well?
A: Some of it is due to technical difficulties, especially for buff items. We need to consider the case where what if someone enters a castle to use a free WoE buffing item, then leave to use it for PvM purposes instead? As of this writing, we do not want that scenario to happen. On the other hand, we did not implement every suggestion of a WoE item due to time constraints. We may add more items to the WoE Supply Shop in the future.
Q: Why are GMs effectively giving out free items for WoE? Why not just hand out gears at this rate?
A: To be honest, we considered that! We spent some time exploring the concept of rental gears. Ultimately, we settled to draw the line at removing the maintenance work as a compromise between the members in TD who want there to be no gear differences at all, vs the members in TD who think that grinding for gears is the very heart of the game. Right now, the grind remains, but you only have to grind for permanent improvements for your character.
Q: GMs are wrong regarding the removal of maintenance work from WoE. Buff items take a colossal amount of guild effort to handle. Did heRO GMs overlook such a blatant problem?
A: We are aware of this problem, especially cooking/trading of stat food. This is why we released the crafting room to reduce the burden on guilds on brewing/cooking. However, we cannot fix everything in one day. We hope that we'll continue to address these issues in future updates.
Q: Why should guild dungeons be available to non-castle owners? Winners to WoE ought to be rewarded.
A: That is why we have also vastly improved the WoE treasure chests. We also don't think that PvM players should be denied of 10 dungeons worth of content either. This also helps with accessibility of gears, which is an area that heRO server is actively trying to improve on.
Q: The price of guild dungeons is far too high/low. Will the price be lowered/raised?
A: TD members are also quite split on the price: the highest suggestion was 1m, and the lowest was 10k. 400k seemed like the middle ground for a starting point. Based on how guild dungeons are received by players, we will consider adjusting the price accordingly (be it raising it, or lowering it.)
Changes to Battleground Items
While certain parts of Battlegrounds were released right on the edge of renewal, the Glorious set of BG was clearly within renewal era of the game. Also, even within the Glorious weapons and gears, there's great disparity between the power level of different weapons. We want to use this opportunity to start rebalancing gears that are mainly intended for WoE usage for class balance within heRO's WoE scene, along with directly addressing a very centralizing weapon that affects both PvP and PvM: Glorious Fist.
We have decided to align all the weapons to have a "similar structure" at the 6 and 9 refine point. Physical based weapons tend to have 2 effects by default. For magic/support based weapons, we have 4 effects for magic/support based weapon, mostly the usual matk boost innate to all magic based weapons, then a refine based bonus to matk so that their refines are relevant beyond breakpoints for casters. Finally, the +9 effect is almost always a 20% boost to a signature skill that the gear is oriented for, whenever possible. Some exceptions are made for skills or support skills that cannot benefit from direct % boosts. We've also decided to give 2h weapons additional boosts to justify their sacrifice of a shield slot (for weapon types that have 1h alternatives, so this will not apply to weapon types like bows). It may be too mild for now and they are still inferior to equipping a shield, but we want to direct 2 handed weapons towards the direction of an extremely high risk, high reward glass cannon strategies.
With that said, here are the following changes:
As a result of these changes, any Glorious Weapons will be given a chance to be exchanged for any other Glorious Weapons at the same refine at no cost. Any of the affected Medal of Honor/BG Accessories can also be exchanged for any other BG accessories with the same cost during the month of August. Please contact a GM to take up this trade offer.
FAQ about BG Item Changes
Q: Can you explain what was "wrong" with Glorious Fist?
A: Glorious Fist's issues are on multiple scale. It is a relatively "+9 or bust" gear where any thing before +9 is not helpful because it is worse than the Glorious Morningstar. Once it does get +9, it is an overcentralizing piece of gear in both PvM and PvP scene. In PvM, it allows Champions to very safely get off an Asura Strike even against the most dangerous MvPs, possibly to a point that if teleport is sufficiently lucky, then you can solo even the Biolab MVPs which should be some of the toughest in the game. In PvP, it is much worse. Instant-cast Asura Strike allows no counterplay such as Safety Wall or swap gears, and the downtime between each casts of Asura Strike is greatly reduced due to the free cast of Dangerous Soul Collect as well.
Q: How is the proposed exchange of BG Weapons a remotely fair compensation compare to the nerf that +9 Glorious Fist has received?
A: Owners of the weapon had years of usage out of it to do content that normally cannot be soloed, or enjoy a huge advantage in WoE. We consider that the current compensations to swap to another +9 glorious weapons to be sufficient.
Q: Why remove the unbreakable aspect of the weapons?
A: It makes them "do too much", when normally you need to sacrifice a card slot for Golem card to get that property, or that it's a special selling point for a weapon too have the unbreakable trait. This is especially true in PvM. In WoE, most situations should have everyone under Full Chemical Protection anyway, especially now that it's free to cast.
Q: Removing access to inflict critical wounds for only raw damage is a huge detraction to the strategical elements of WoE to limit the effect of healing, especially now that potions are essentially free. Why remove strategic options?
A: We also acknowledge that this is an issue. However, only a couple +9 BG weapons can inflict critical wounds so it's was not very accessible either. We hope that we can reintroduce these effects on other weapons in the near future.
Q: Why is the Glorious Two-Handed Axe so different? It did not follow any of your described guiding principles on these weapons.
A: Unfortunately, there's not a lot of good aspects where Cart Termination can be adjusted since it is such a linear skill that is unaffected by many item effects. If we forego Cart Termination, then there are no other Whitesmith skills to focus on either. Therefore, we made an exception for this weapon.
Changes to Other Items
The Stunning Star Eyepatch will be boosted from 10% to 20% resistance to the Stun status. As a result of this change, any slotted mid headgear with Stalactic Golem card will be given a chance to be decarded at no cost during the month of August. Please contact a GM to take up this trade offer.
Previous posts mentioned that the Selkie card will be remade. However, after reconsideration, the problematic part of Selkie involves its WoE interactions to allow status immunity via a 100 mdef build without sacrificing armor card slot. There's no problems with Selkie card in PvM scenarios. For this reason, we have rescinded the Selkie change and instead decided to ban it from WoE instead. There's no longer any reason why WoE ban list must be a particular "classification" of cards. We'll ban (or unban) any card or item as we see fit in the inevitable WoE balance changes after WoE:SE's introduction. Going forward, we'll like to explore options to make WoE gears more accessible: be it making it not as difficult to obtain, releasing WoE targeted gears, or explore any other options.
Finally, Condensed Potions will be buffed in weight. Condensed White Potions will be lowered to a weight of 3. Condensed Yellow Potion will be lowered to a weight of 2, and Condensed Red Potion will be lowered to a weight of 1.
Q: Why this change specifically?
A: Resisting stun is a super crucial aspect of WoE, and increasing the availability of 20% stun resistance in mid headgear slot will be another step towards having a slightly more approachable WoE. Also, changing the number of an existing headgear is pretty simple as we are not creating a new item for it. As for the condensed potion changes, it is to make them more useful in PvM, and so that existing guild's stash of Condensed White Potions are still comparable as that of War Healing Potion, if they want to use it for WoE. We will keep an eye out for Condensed Potions, and consider further weight reductions such that a brewed Condensed White Potion is more competitive against Light White Potion.
Q: But this headgear is unobtainable until November!
A: This headgear is available via the V4P Gear Box right now, though we recognize that it's not ideal. We want to move more V4P gears to be obtainable without being time-gated, similar to other formerly exclusive gears from events or holidays. However, we cannot always fix all of our known problems immediately. We hope to address this in the near future.
Q: Why not just boost the drop rate of slotted headgear? There are many other cards in middle headgear slot that would have been crucial to WoE as well.
A: This is under careful consideration, but not considered so high on priority that it must be done now along side the release of WoE:SE.
War of Emperium Rewards
The treasures for both WoE:FE and WoE:SE will also be updated and customized. The last time that this has happened was before 2010, so their rewards are long overdue for an overhaul. Finally, all WoE:FE castles can produce treasure chests from each of the WoE:FE realms. Either castle in WoE:SE can produce treasure chests from the 2 corresponding regions as well. However, WoE:FE cannot produce chests from WoE:SE and vice versa. This is to increase likelihood where guilds want to fight for castle control consistently, instead of being active when particular castle of "better" castle loot is available, then the scene loses momentum and the fight stops because a castle rotation happened to a less desirable set of chests.
For example, a prontera castle can produce chests that were formerly in Prontera, Geffen, Aldebaran and Payon, but not from Rachel and Yuno. Likewise, a Rachel WoE:SE castle can produce chests that should belong to Rachel or Yuno, but not from Prontera, Geffen, Aldebaran and Payon.
WoE:SE will have its own set of treasure chests. The rate of chests being a god item chest will be the same as WoE:FE- every chest has a 50% of being a generic chest, or one of the 10 treasure chests with the potential of a God Item piece from WoE:SE (since there are 10 possible God Item pieces in WoE:SE. In WoE:FE, there are 20 possible treasure chests with the potential of a God Item piece.)
The generic chest in WoE:SE is the same as WoE:FE, which is upgraded to the following:
Every Treasure Chest with the potential of a God Item Piece share the following general loot across both WoE:
Then, depending on exactly which God Item piece chest it is, the following rewards are possible from WoE:SE castle loot:
Below are the newly improved God Item piece chests for WoE:FE.
FAQ About WoE Rewards
Q: Doesn't random chests lower the likelihood to get god item pieces for WoE:FE?
A: Mathematically, it does not. While the individual rates seem worse now, you have to remember that the chests are available all year round. In the old system, every chest is only available for half of the year. Fully randomized chests mean you do not need to wait for a particular castle rotation in order to have a chance at getting a god item piece. This is preferable to possibly waiting for months until the proper rotation comes back for you to get a specific god item piece. Furthermore, the chances no longer depend on the precise date of when GMs will do a castle rotation (admittedly, we are not always on time to rotate WoE castles) if you will get more/less days where a particular chest is available.
Q: Why are the WoE:SE god item ingredient drop rates set at half of WoE:FE's?
A: The reason is also based in math. Since there are only 10 chests with god item ingredients in WoE:SE compare to the 20 chests in WoE:FE, the drop rates of the unique drops in these god item chests are halved such that it's a perfect mirror to WoE:FE's chests, even though the percentage in the spreadsheet is halved.
Q: Why remove Yggdrasil Seed and Yggdrasil Berry from WoE chest rewards?
A: Most of the rewards have been changed to be something "permanent" and can help multiple players within a guild- such as providing gears directly or the Elunium/Oridecon to refine said gears. Providing consumables seem less helpful to a guild as a whole. The remaining items (such as DB Boxes, Bloody Branches, Guildsman Recruit Hat or Union of Tribe) are items related to being in a guild, or to provide items related to guild activities. If it turns out that guilds find the yggdrasil seeds and yggdrasil berries to be far more useful for PvM usage, We may change the rewards again in the future to bring them back.
FAQ About Other Concerns
Q: What will happen to WoE:FE?
A: WoE:FE is still available in the Wednesday slot, and we will consider changes in relation to WoE:FE on top of WoE:SE as well.
Q: There is a clear emphasis on making gears accessible but I don't think it's necessary that everyone needs to have top tier gears for WoE. What happened to the improvement aspect of WoE where players should be trying to improve their gear set a little bit at a time, week after week?
A: If we are aiming to promote a more competitive environment, then the victors of WoE should not be determined by which guild has spent the most time in the game, but which guild got the better skill to outplay their opponents, and which guild has the better strategy/setup. The lack of accessible gears will limit the amount of strategies that a guild can deploy, and there are also moments where the better skilled player loses because of gear differences/raw stats. Also, a truly competitive guild will strive to get any advantages possible, so why would a competitive guild settle for anything but the top tier gears for WoE? As stated before, heRO tried with this old philosophy to let competitive players catch up through time to grow the WoE scene, and that went nowhere for 14 years. Also, this aspect of gear improvement was not removed: gears still need to be hunted. However, we want to make it more "reasonable" for how long does a new player to be WoE-ready.
Q: What is the point of brewing now? Why work towards ranked brewer when there are "free" healing items provided that are just as good, if not better, than ranked condensed whites?
A: It is the same as above: if guilds want to join the WoE scene but they see that you need millions of brewing points to catch up to a ranked brewer to have healing items that are on par with what the existing guilds are using, that is extremely discouraging and it will take an extremely long time to catch up in points. It is neither competitive, skillful or strategical to win because the other guild does not have the better healing items that the victors have access to. While this may greatly diminish the use case of brewing since PvM have much better options than Condensed White Potions, we believe that diminishing the importance of brewing is better for the overall health of the server.
Q: Why is heRO GM team wasting efforts on an area that is clearly the server's weakness for years? heRO will benefit more to focus on what the majority of players like now, which is the custom PvM content.
A: WoE affects PvM players as well. WoE is known as "player generated content" where it's player directed, and it does not rely on GMs to actively make something new unlike dungeon releases. WoE players also need to party or trade to assemble their WoE gears, which in turn stirs up party/economic activity in the server. It'll make the server lively. A healthy WoE scene is beneficial to everyone, even for those who have zero interest in GvG.
Q: Why are all the documents screenshots instead of actual tables...?
A: Because GM-Ayu doesn't have the access to allow the upload of pdf documents to the wiki, and converting it to mediawiki tables take far too long. So instead, you get screenshot of T&D design docs.