Red
02 Jun 20 03:02 AM |
This patch is a special patch; this patchnote is quite a bit longer than most of our other patchnotes - I spent a lot of time making these changes and I spent a lot of time recording these changes, all I ask is that you actually read it. I spent around 40 hours over the past 2 weeks making adjustments to every monster spawn in Cyntara. One of our big milestones for Cyntara v13 was to address spawn balance, but we decided to release the changes to the tail-end of Cyntara v12-s3 to allow for feedback prior to the launch of next season in the hope that we can address any issues that may arise as glaringly obvious.
A lot of the feedback and discussion in this thread was used alongside our killstats page to formulate these changes. Initially, my plan was to address (read: nerf) the "problem" spawns and cross my fingers that it would be enough. The previous "balance" between spawns was tried and true, for the best "balance", my initial plan was likely the correct way to go about the issue. However, from my own play testing from the past few seasons (yes, I do play a bit of Cyntara in my free time) I realized that there are a few things that make certain spawns feel "bad" even if they appear pretty balanced on paper.
A lot of tasks take a long time. There are two main factors that contribute to this: Monsters have a lot of health. Spawn density for a number of spawns is very low. A number of spawns have a very poor layout; backtracking is time wasted. There are a lot of sub-400 level spawns; players typically stay in this level range for less than an hour or so.
Knowing this, there are a very few spawns where "increase exp by 10%" was applicable. I felt that a better solution would be to adjust the health to experience ratio; less health per experience point earned means monsters are killed faster, tasks are completed more quickly, and more experience is gained. Increased respawn rate and increased spawn density help on both of these fronts as well, and an increased respawn rate was necessary for a large number of spawns due to the increase in players that Cyntara has been seeing in the past year. Decreasing the amount of backtracking necessary in a number of spawns will also make the gameplay of these spawns feel better; if there are any spawns that require more attention in this area, it will be addressed in the future - map changes are not my specialty and take a disproportionate amount of time for their value. Finally, with a large number of sub-400 level spawns, it meant that players were skipping a lot of usable content simply because by the time they get to explore these new areas, they're already to the next level range.
These changes ended up being less of a definitive "balancing" but more about creating a solid foundation for balancing in the future. We've built a very strong foundation in the past few years, this is an extension of that. I'm looking forward to any feedback and adjusting issues as they're reported.
So, in the famous words of Wood, these are the following spawn changes.
No Level Requirement
Rotworms All rotworms now respawn in the presence of players. Fix an issue where Anti Rotworms gave the same experience as Rotworms.
Coryms Improve hp/exp ratio. Increase spawn density. Widen a lot of the pathways in the spawn, especially the pathways leading to the Beginner Quest reward. Add more Corym Skirmishers and Vanguards.
Terror Birds Increase spawn density. Add more pathways to make the spawn more circular.
Level 50
Dwarves Decrease health of both Dwarf Soldiers and Dwarf Guards; decreased experience (overall hp/exp ratio increased). Remove elemental resists. Increase spawn density. Add more pathways to make the spawn more circular. Widen a lot of the pathways in the spawn. Made the spawn larger.
Nightstalkers Improve hp/exp ratio. Decrease damage. Adjust resists. Increase spawn density. Increase respawn rate.
Level 100
Cyclops Improve hp/exp ratio for all cyclops. Adjust resists. Increase respawn rate. Increase spawn density.
Cultists Improve hp/exp ratio for all cultists. Decrease spawn density. Increase respawn rate.
Level 150
Dragon Hatchlings Increase exp.
Ice Golems Remove ice immunity in favor of ice resist. Decrease health.
Level 200
Crazed Beggars Increase exp. Increase spawn density. Decrease attack damage.
Priestesses Decrease damage. Increase spawn density. Increase respawn rate. Adjust resists.
Giant Spiders No change.
Level 250
Elves Adjust miscellaneous stats.
Squirrels Improve exp/hp ratio. Increase spawn density.
Djinns Improve exp/hp ratio. Decrease attack frequency for Marids & Efreets. Decrease crowd control ability frequency for Marids & Efreets. Decrease max summon count for Marids & Efreets. Increase the number of Marids & Efreets. Adjust the spawn entry position.
Water Elementals Decrease entry level from 300 to 250. Increase spawn density. Increase respawn rate. Decrease all types of damage. Adjust resists. Decrease speed. Increase health. Remove self-healing.
Level 300
Dragons Increase spawn density.
Pirates Fix Pirate Buccaneer exp. Increase Pirate Marauder exp.
Sea Serpents Increase spawn density.
Level 350
Elementalists Improve hp/exp ratio. Decrease spawn density. Increase respawn rate.
Servant Golems No change.
Bog Raiders No change.
Fire Devils No change.
Rot Elementals Decrease entry level from 400 to 350. Increase respawn rate. Improve hp/exp ratio. Decrease all types of damage. Decrease self-healing frequency. Adjust resists. Decrease speed.
Level 400
Quara Decrease all quara speed. Decrease Quara Mantassin health. Increase Quara Mantassin invisibility cooldown. Decrease Quara Constrictor health. Improve hp/exp ratio for Quara Pincher. Increase Quara Pincher damage. Decrease self-healing chance for Quara Hydromancer. Increase Quara Hydromancer experience. Decrease Quara Predator health, damage, self-healing chance.
Dragon Lords No change.
Frost Dragons Decrease experience. Increase spawn density. Increase respawn rate. Decrease paralyze chance and strength. Add self-healing ability.
Heroes Improve hp/exp ratio. Decrease self-healing chance. Change manadrain attack to physical attack.
Nightmares No change.
Level 450
Royal Minions No change.
Holy Bishops Improve hp/exp ratio.
Behemoths Improve hp/exp ratio. Adjust self-healing interval and chance. Remove a stray Behemoth from the Cyclops spawn.
Serpent Spawns No change.
Deeplings Decrease speed of all Deeplings. Improve hp/exp ratio.
Level 500
Black Knight Bosses No change.
Hydras Increase spawn density. Increase respawn rate.
Lava Dragons Increase spawn density. Increase respawn rate.
Crystal Dragons Increase respawn rate.
Eskimos Increase entry level from 150 to 500. Adjust stats to match a level 500 spawn.
Level 550
Wisps Increase health. Decrease chance and interval for invisibility. Decrease paralyze strength, interval, and chance. Decrease manadrain chance. Remove elemental immunities.
Pyro Imps Increase respawn rate. Increase spawn density.
Werewolves Add an entirely new spawn. Increase creature density. Increase respawn rate.
White Knights Improve hp/exp ratio of both White Knights and White Warlords. Decrease the number of attacks of both creatures. Remove manadrain from both creatures. Increase speed. Adjust resists.
Glooth Elementals Decrease entry level from 600 to 550. Increase respawn rate. Increase spawn density. Improve hp/exp ratio. Decrease all types of damage. Decrease self-healing amount. Adjust resists. Decrease speed.
Level 600
Vampires Increase entry level from 150 to 600. Adjust stats to match a level 600 spawn. Increase respawn rate. Increase spawn density.
Yetis Remove the Eskimo mini-task requirement to enter the spawn. Decrease healing chance. Yetis will no longer run at low health.
Golems Improve hp/exp ratio of both Jammer and Combat Golems. Adjust combat sequences for both golems to perform in their intended fashion. Decrease the paralyze chance for Jammer golems. Remove paralyze ability from Combat Golems. Remove elemental immunity from both golems in favor of elemental resist.
Demon Sprouts Improve hp/exp ratio. AoE Paralyze ability now targets itself rather than the player. The range for both Paralyze and Drunk abilities now have a maximum range of 3sqm. Adjust resists.
Wyrms Increase spawn density. The spawn now loops around itself in more places. Improve hp/exp ratio for both Wyrms and particularly Elder Wyrms. Slightly decrease physical and holy resists for both. Neither type of Wyrm will run at low health now.
Souleaters Increase spawn density. Increase respawn rate.
Level 650
Infernal Battlemages Increase entry level from 600 to 650. Increase spawn density. Increase respawn rate. Decreased damage. Decrease invisibility chance. Decrease summon interval.
Warlocks Increase entry level from 400 to 650. Adjust stats to match a level 650 spawn. Improve hp/exp ratio. Decrease Paralyze strength, chance, and duration. Decrease invisibility chance. Adjust resists.
Ancient Scarabs Increase entry level from 400 to 650. Increase damage, exp, hp for Scarabs and Ancient Scarabs. Adjust resists for Scarabs.
Level 700
Ghastly Dragons No change.
Grim Reapers Decrease self-healing chance. Grim Reapers will no longer run at low health.
Mutated Toads No change.
Level 750
Lancer Beetles Increase entry level from 250 to 750. Adjust stats to match a level 750 spawn. Increase spawn density. Increase respawn rate. Add more pathways to make the spawn more circular.
Drillworms Increase entry level from 300 to 750. Adjust stats to match a level 750 spawn. Increase spawn density. Increase respawn rate. Add more pathways to make the spawn more circular.
Crystal Spiders Increase entry level from 350 to 750. Adjust stats to match a level 750 spawn. Increase spawn density. Increase respawn rate.
Abyss Necromancers Improve hp/exp ratio. Decrease Possessed Hench damage. Decrease self-healing frequency.
Drakens Decrease health for all Lizards and Drakens.
Spirits Elementals Decrease entry level from 800 to 750. Improve hp/exp ratio. Decrease all types of damage. Decrease self-healing amount. Adjust resists. Decrease speed.
Level 800
Yielothax Improve hp/exp ratio. Decrease self-healing chance. Decrease invisibility chance.
Nightmayers Decrease exp for both Nightmayers and Nightmayer Scions. Nightmayer Scions will no longer run at low health.
Demi Liches Improve hp/exp ratio. Adjust resists for both Bonebeasts and Demi Liches. Decrease self-healing chance for Demi Liches.
Swamp Lords Improve hp/exp ratio.
Seacrest Serpents Improve hp/exp ratio. Decrease self-healing.
Level 850
Outlaws Increase entry level from 800 to 850. Increase respawn rate. Increase spawn density. Improve hp/exp ratio for both Executioners and Robens. Decrease Robens speed.
Ogres Increase entry level from 800 to 850.
Insectoids Decrease entry level from 900 to 850. Increase respawn rate. Improve hp/exp ratio for all Insectoids.
Level 900
Demons Improve hp/exp ratio.
Undead Dragons Increase respawn rate. Increase spawn density.
Legendary Warriors Move back to their old spawn. Increase respawn rate. Improve hp/exp ratio. Decrease self-healing chance.
Mad Mages Increase spawn density. Increase respawn rate. Decrease self-healing chance, resists, and remove elemental immunities in favor of resists for both Mad Mages and Raging Mages.
Level 950
Flying Books Increase experience for all monsters in this area.
Shadow Dragons Increase respawn rate.
Ice Miners Adjust the difference between the hp/exp ratios of Ice Miners and Mine Supervisors.
Level 1000
Minotaur Cultists Improve hp/exp ratio. Increase spawn density. Increase respawn rate. Decrease melee damage of all Minotaurs. Adjust resists for all Minotaurs. Decrease the invisibility chance for Minotaur Cult Prophet.
Lycanthropes Increase spawn density. Increase respawn rate. Improve hp/exp ratio.
Forbidden Temple No change.
Arid Plateau Improve hp/exp ratio of all monsters. Decrease Paralyze chance for both Thawed Chomper and Dread Stalker. Adjust resists of all monsters.
Mind Flayers Improve hp/exp ratio.
Level 1000, Rebirth 1
Blighted Grotto Improve hp/exp ratio of Blighted Hydra/Raider. Decrease strength of Blighted Hydra/Raider. Decrease Paralyze chance of Blighted Hydra.
Feyrist Meadows Decrease strength and improve hp/exp ratio of Weakend Frazzlemaws and Enfeebled Silencers.
Nightmare Ruins Decrease strength and improve hp/exp ratio of Horrid Nightmares and Withered Gladiators.
Old Fortress Decrease melee strength of all monsters.
Level 1000, Rebirth 2
Demonborn Valley Adjust hp/exp ratio for all monsters. Decrease base Platinum Coin drop rate for all monsters. Adjust loot drop chance for various items for all monsters.
Primordial East / West Decrease melee strength of all monsters except Sight of Surrender. Improve hp/exp ratio of all monsters. Decrease Paralyze range and duration for Retching Horrors. Decrease Silence duration for Silencers. Decrease Paralyze chance and increase Paralyze cooldown for Guzzlemaws. Decrease manadrain chance for Guzzlemaws.
Level 1000, Rebirth 3
Demon Jail Decrease melee strength of all monsters. Improve hp/exp ratio of all monsters.
Primordial Prison Decrease melee strength of all monsters. Improve hp/exp ratio of all monsters.
Level 1000, Rebirth 4
Catacombs Decrease melee strength of all monsters. Improve hp/exp ratio of all monsters.
Quests
Dragon's Den Quest Decrease the number of Dragons and Dragon Lords in favor of hatchlings.
Four Swords Quest Require level 600 to enter the Cyntara Castle area. Adjust all stats of Cyntara King and Cyntara Queen to better fit the level requirement of the area.
All-Around Quest Adjust the monsters that spawn in different areas of the quest to match the quest's level requirement. Players can now expect to find monsters within the level 200-400 range.
Spectral Awakening Quest Spectral Dragon experience decreased.
Miscellaneous Add a number of missing creatures to Boosted Creature rolls. Fix a number of misclassified Boosted Creature roll creature difficulties. Remove a number of the formerly low-level creatures from the badass creature list (this system will hopefully be revamped in the future anyway). Add a number of missing creatures to Prey Tasks. Fix a number of misclassified Prey Task creature difficulties. Fix an issue where stat dampening was not applying to Blue Widow, Nomis, and Zhualxykul.
Players that submit feedback for these spawn changes are eligible for a special reward at the start of Cyntara v13.
Red
A lot of the feedback and discussion in this thread was used alongside our killstats page to formulate these changes. Initially, my plan was to address (read: nerf) the "problem" spawns and cross my fingers that it would be enough. The previous "balance" between spawns was tried and true, for the best "balance", my initial plan was likely the correct way to go about the issue. However, from my own play testing from the past few seasons (yes, I do play a bit of Cyntara in my free time) I realized that there are a few things that make certain spawns feel "bad" even if they appear pretty balanced on paper.
Knowing this, there are a very few spawns where "increase exp by 10%" was applicable. I felt that a better solution would be to adjust the health to experience ratio; less health per experience point earned means monsters are killed faster, tasks are completed more quickly, and more experience is gained. Increased respawn rate and increased spawn density help on both of these fronts as well, and an increased respawn rate was necessary for a large number of spawns due to the increase in players that Cyntara has been seeing in the past year. Decreasing the amount of backtracking necessary in a number of spawns will also make the gameplay of these spawns feel better; if there are any spawns that require more attention in this area, it will be addressed in the future - map changes are not my specialty and take a disproportionate amount of time for their value. Finally, with a large number of sub-400 level spawns, it meant that players were skipping a lot of usable content simply because by the time they get to explore these new areas, they're already to the next level range.
These changes ended up being less of a definitive "balancing" but more about creating a solid foundation for balancing in the future. We've built a very strong foundation in the past few years, this is an extension of that. I'm looking forward to any feedback and adjusting issues as they're reported.
So, in the famous words of Wood, these are the following spawn changes.
No Level Requirement
Rotworms
Coryms
Terror Birds
Level 50
Dwarves
Nightstalkers
Level 100
Cyclops
Cultists
Level 150
Dragon Hatchlings
Ice Golems
Level 200
Crazed Beggars
Priestesses
Giant Spiders
Level 250
Elves
Squirrels
Djinns
Water Elementals
Level 300
Dragons
Pirates
Sea Serpents
Level 350
Elementalists
Servant Golems
Bog Raiders
Fire Devils
Rot Elementals
Level 400
Quara
Dragon Lords
Frost Dragons
Heroes
Nightmares
Level 450
Royal Minions
Holy Bishops
Behemoths
Serpent Spawns
Deeplings
Level 500
Black Knight Bosses
Hydras
Lava Dragons
Crystal Dragons
Eskimos
Level 550
Wisps
Pyro Imps
Werewolves
White Knights
Glooth Elementals
Level 600
Vampires
Yetis
Golems
Demon Sprouts
Wyrms
Souleaters
Level 650
Infernal Battlemages
Warlocks
Ancient Scarabs
Level 700
Ghastly Dragons
Grim Reapers
Mutated Toads
Level 750
Lancer Beetles
Drillworms
Crystal Spiders
Abyss Necromancers
Drakens
Spirits Elementals
Level 800
Yielothax
Nightmayers
Demi Liches
Swamp Lords
Seacrest Serpents
Level 850
Outlaws
Ogres
Insectoids
Level 900
Demons
Undead Dragons
Legendary Warriors
Mad Mages
Level 950
Flying Books
Shadow Dragons
Ice Miners
Level 1000
Minotaur Cultists
Lycanthropes
Forbidden Temple
Arid Plateau
Mind Flayers
Level 1000, Rebirth 1
Blighted Grotto
Feyrist Meadows
Nightmare Ruins
Old Fortress
Level 1000, Rebirth 2
Demonborn Valley
Primordial East / West
Level 1000, Rebirth 3
Demon Jail
Primordial Prison
Level 1000, Rebirth 4
Catacombs
Quests
Dragon's Den Quest
Four Swords Quest
All-Around Quest
Spectral Awakening Quest
Miscellaneous
Players that submit feedback for these spawn changes are eligible for a special reward at the start of Cyntara v13.
Red
Trith, Shunuck, Queen Sirgdrifa like this post.
Ujio Katsumoto
02 Jun 20 09:36 AM |
I replied earlier but it seems like i did something wrong cause i dont see the post, so here i go again:
Excelent news, very good work, it seems like it required a lot of time invested but thats very good cause it means that you keep improving this great server.
I cant wait to try this new rebalanced spawns, they seem to be more balanced now, i will post further to inform how the spawns are feeling but they should be much better now.
Greetings!!
Excelent news, very good work, it seems like it required a lot of time invested but thats very good cause it means that you keep improving this great server.
I cant wait to try this new rebalanced spawns, they seem to be more balanced now, i will post further to inform how the spawns are feeling but they should be much better now.
Greetings!!
Red likes this post.
Tactyx
02 Jun 20 09:57 AM |
So far everything seems better. I like the adjustments from so many low level spawns to more mid-high level spawns.
The exp/hp ratio changes will be a nice boost as well.
I was finally able to complete the Wyrms task!
I'll continue to explore, experiment and provide feedback.
Thanks
Tatiania
02 Jun 20 02:00 PM |
hydra spawn needs to bee a lil bit biger its only 1 or 2 mobs in a lil room and its slow compaired to its size its like the smallets map i have visited so far
Trith
02 Jun 20 10:48 PM |
Holy shit y’all really went above and beyond, can’t wait to test all this shit out!
Red likes this post.
Shunuck
03 Jun 20 12:09 AM |
Before I say anything, I just want to applaud you for your hard work Chan.
I didn't get a ton of time to test everything. I mostly ran through the spawns to check for density changes and what not, didn't get to test hp/exp ratio too much. Some preliminary thoughts:
- The increase to spawn density & respawn rate in the spawns is immensely welcomed. Thank you so, so much for this.
- The new werewolf map, love it.
- I'm personally still not a fan of the vampire's map, but the increase in spawn density should help them out a bit.
- Most of the 800+ spawns seem pretty balanced from rough testing. I finally feel like I can actually pick between most of the spawns, they feel competitive now. One odd thing I noticed however:
Demons and Undead Dragons: Both spawns start at lv900. However, undead dragons seem to hit harder than demons, although demons have about 2x as much HP and give about 2x the amount of exp. Perhaps demons could benefit from a slight damage boost, or undead drags could benefit from a slight damage nerf (the former might be better). I tested both of these monsters on my ED, only taking on 1 at a time.
- The LW map hit me in all sorts of places. Can't hold all these nostalgic feels.
- Demonborn Valley might still need it's loot reduced a bit.
That's it for now. Once I get more time to test thoroughly, I'll provide more feedback. Do you have any specific questions you'd like to ask or would you like anything specific tested? Again, huge, huge thank you Chan. I love what I see so far.
I didn't get a ton of time to test everything. I mostly ran through the spawns to check for density changes and what not, didn't get to test hp/exp ratio too much. Some preliminary thoughts:
- The increase to spawn density & respawn rate in the spawns is immensely welcomed. Thank you so, so much for this.
- The new werewolf map, love it.
- I'm personally still not a fan of the vampire's map, but the increase in spawn density should help them out a bit.
- Most of the 800+ spawns seem pretty balanced from rough testing. I finally feel like I can actually pick between most of the spawns, they feel competitive now. One odd thing I noticed however:
Demons and Undead Dragons: Both spawns start at lv900. However, undead dragons seem to hit harder than demons, although demons have about 2x as much HP and give about 2x the amount of exp. Perhaps demons could benefit from a slight damage boost, or undead drags could benefit from a slight damage nerf (the former might be better). I tested both of these monsters on my ED, only taking on 1 at a time.
- The LW map hit me in all sorts of places. Can't hold all these nostalgic feels.
- Demonborn Valley might still need it's loot reduced a bit.
That's it for now. Once I get more time to test thoroughly, I'll provide more feedback. Do you have any specific questions you'd like to ask or would you like anything specific tested? Again, huge, huge thank you Chan. I love what I see so far.
Queen Sirgdrifa
03 Jun 20 11:20 AM |
Hi. Very good work on changes. For now i'll wait for the final Cyntara. U have a lot of material for Cyntara let of be OT and be "Cyntara" the Game. Don't forget in any moment. I believe in you. I Hope you.
Red likes this post.
Always ur. Queen Sirgdrifa, Le Bails Gambit
– Cuando ustedes me ven, yo se que tiemblan. Cabrones pidanme la bendición –
Trith
04 Jun 20 07:35 AM |
Two thingsl
1. You can't get out of demonbrone valley anymore (exit portal busted0
2. Abyss necros got some nutty hp like 10 mill? seems a bit excessive for 400k exp
1. You can't get out of demonbrone valley anymore (exit portal busted0
2. Abyss necros got some nutty hp like 10 mill? seems a bit excessive for 400k exp
Red
05 Jun 20 11:15 PM |
First, I'd like to thank every person that has responded to this thread thus far and doubly those that have taken time to test these changes in the off-season.
2. I was curious when I noticed that their hp/exp ratio was quite different from a lot of the other creatures in this level range but decided against hastily making adjustments because the kill count wasn't too low. (Abyss Necromancers appear in a number of places so their kill count will likely be higher by default but still, a number of players still decided to hunt them above other creatures that were mostly ignored.) Perhaps a simple hp/exp ratio reduction would make the "flow" of the monster fit better with the other monsters in this this level group (believe it or not, this is a buff).
To address a few responses on Discord:
I appreciate the feedback that everyone has provided so far. I don't think I can express how much it means to me that you guys are this invested in seeing Cyntara succeed in future seasons. As long as you guys love Cyntara we promise to give this our all.
Red
Tactyx said:
I was finally able to complete the Wyrms task!
This was one of the main points of feedback I was hoping to hear about - more easily completed tasks - thank you! I look forward to your feedback.I was finally able to complete the Wyrms task!
Tatiania said:
hydra spawn needs to bee a lil bit biger its only 1 or 2 mobs in a lil room and its slow compaired to its size its like the smallets map i have visited so far
There were only a select few spawns that I did not touch at all. However, spawn density and respawn rate was a big adjustment for almost all spawns. By glancing over the Hydras spawn I can see why this spawn likely feels bad now. I'm reluctant to adjust the map too much because PvP was a huge consideration for the map itself. However, I'd definitely like to see an increased spawn density and respawn rate; I've increased both for next patch/season and look forward to hearing how Hydras feel after the new changes!hydra spawn needs to bee a lil bit biger its only 1 or 2 mobs in a lil room and its slow compaired to its size its like the smallets map i have visited so far
Shunuck said:
Before I say anything, I just want to applaud you for your hard work Chan.
I didn't get a ton of time to test everything. I mostly ran through the spawns to check for density changes and what not, didn't get to test hp/exp ratio too much. Some preliminary thoughts:
- The increase to spawn density & respawn rate in the spawns is immensely welcomed. Thank you so, so much for this.
- The new werewolf map, love it.
Thank you, Shunuck. Your detailed spawn feedback was invaluable in my decision to adjust the spawn density and respawn rate, so I'd like to thank you.Before I say anything, I just want to applaud you for your hard work Chan.
I didn't get a ton of time to test everything. I mostly ran through the spawns to check for density changes and what not, didn't get to test hp/exp ratio too much. Some preliminary thoughts:
- The increase to spawn density & respawn rate in the spawns is immensely welcomed. Thank you so, so much for this.
- The new werewolf map, love it.
Shunuck said:
- I'm personally still not a fan of the vampire's map, but the increase in spawn density should help them out a bit.
I'm aware that you addressed the map for Vampires specifically and searched our cached map pool for something else more fitting for them but was unsuccessful. To replace their map (which I'm more than willing to do) I'll likely require some map help.- I'm personally still not a fan of the vampire's map, but the increase in spawn density should help them out a bit.
Shunuck said:
- Most of the 800+ spawns seem pretty balanced from rough testing. I finally feel like I can actually pick between most of the spawns, they feel competitive now. One odd thing I noticed however:
Demons and Undead Dragons: Both spawns start at lv900. However, undead dragons seem to hit harder than demons, although demons have about 2x as much HP and give about 2x the amount of exp. Perhaps demons could benefit from a slight damage boost, or undead drags could benefit from a slight damage nerf (the former might be better). I tested both of these monsters on my ED, only taking on 1 at a time.
A lot of monsters can be adjusted freely as they're niche to their spawn; Demons & Undead Dragons do not like this as both are very iconic and ubiquitous monsters. I will make a note to look at them in comparison to hopefully reach a middle ground. The idea is that each monster is very strong but has a different strategy to take them down the best way possible. Anyway, give me some time, I'll update this thread and my original post with my conclusion.- Most of the 800+ spawns seem pretty balanced from rough testing. I finally feel like I can actually pick between most of the spawns, they feel competitive now. One odd thing I noticed however:
Demons and Undead Dragons: Both spawns start at lv900. However, undead dragons seem to hit harder than demons, although demons have about 2x as much HP and give about 2x the amount of exp. Perhaps demons could benefit from a slight damage boost, or undead drags could benefit from a slight damage nerf (the former might be better). I tested both of these monsters on my ED, only taking on 1 at a time.
Shunuck said:
- The LW map hit me in all sorts of places. Can't hold all these nostalgic feels.
The decision for this change came from our experience over the past few years. Innovations and features are the future, but if we're removing features that players unanimously love, then who is this game really for?- The LW map hit me in all sorts of places. Can't hold all these nostalgic feels.
Shunuck said:
- Demonborn Valley might still need it's loot reduced a bit.
I'd really appreciate if you could be more specific as to why. My initial thought is that a lot of the valuables dropped by the monsters in this spawn are redundant and thus, still add up to being very profitable. However, I'd like to see what others think.- Demonborn Valley might still need it's loot reduced a bit.
Shunuck said:
That's it for now. Once I get more time to test thoroughly, I'll provide more feedback. Do you have any specific questions you'd like to ask or would you like anything specific tested? Again, huge, huge thank you Chan. I love what I see so far.
I wish that I could be more specific. Almost everything has changed; the more fine-toothed comb analysis that can be done the better.That's it for now. Once I get more time to test thoroughly, I'll provide more feedback. Do you have any specific questions you'd like to ask or would you like anything specific tested? Again, huge, huge thank you Chan. I love what I see so far.
Trith said:
Two thingsl
1. You can't get out of demonbrone valley anymore (exit portal busted0
2. Abyss necros got some nutty hp like 10 mill? seems a bit excessive for 400k exp
1. This is likely an issue between our v12-s3 branch and our v13 branch. Unfortunately, only 99% of our changes can be staged through Git and some finer details are lost until we make the final transition from one working branch to another. We can hotpatch it after each restart but this should not be an issue in v13.Two thingsl
1. You can't get out of demonbrone valley anymore (exit portal busted0
2. Abyss necros got some nutty hp like 10 mill? seems a bit excessive for 400k exp
2. I was curious when I noticed that their hp/exp ratio was quite different from a lot of the other creatures in this level range but decided against hastily making adjustments because the kill count wasn't too low. (Abyss Necromancers appear in a number of places so their kill count will likely be higher by default but still, a number of players still decided to hunt them above other creatures that were mostly ignored.) Perhaps a simple hp/exp ratio reduction would make the "flow" of the monster fit better with the other monsters in this this level group (believe it or not, this is a buff).
To address a few responses on Discord:
lancer beetles and co are finally eligible spawns, i just feel like more quests need revamping according to level
for instances all around quest
I did not mention that monsters that had their level requirement buffed did not receive much (if any) loot or spawn quest adjustments. In reality, I could have had this finished but it would have pushed these changes back another week or two. For the tail-end of the off-season, I didn't feel that the benefit of making these changes "complete" was worth more than the feedback that you guys could provide us prior to v13. To be entirely honest, this is very low priority based on the spawn feedback we've received in the past. As far as v13 goes, we have a lot of large features that we want to include, and this is marked as "nice to have".for instances all around quest
Are LWs intended to be solo'd now?
No, not necessarily. Legendary Warriors stats have remained mostly unchanged since they were released around a decade ago. Cyntarists have gotten quite a bit stronger in this amount of time. I appreciate the feedback that everyone has provided so far. I don't think I can express how much it means to me that you guys are this invested in seeing Cyntara succeed in future seasons. As long as you guys love Cyntara we promise to give this our all.
Red
Trith
06 Jun 20 02:51 AM |
@red
I get that it needs to be changed but it just seems off compared to every other monster. Atm it appears they have about 3x the hp of a demon but give 1/3rd the exp. and Demons as shunuck said, are known to be tankier than most monsters and give less exp.
I was one of the players who used to hunt them ritually earlier this era and they were and still are one of my favorite monsters on cyntara so it just hurts to see them hit this hard.
Just a rough guess but IMO even halving their hp and keeping their current exp idk if theyd be viable on the current Cyntara, Since CYntara atm HEAVILY favors AoE hunting making it even more important to keep the few remaining single target monsters viable.
I get that it needs to be changed but it just seems off compared to every other monster. Atm it appears they have about 3x the hp of a demon but give 1/3rd the exp. and Demons as shunuck said, are known to be tankier than most monsters and give less exp.
I was one of the players who used to hunt them ritually earlier this era and they were and still are one of my favorite monsters on cyntara so it just hurts to see them hit this hard.
Just a rough guess but IMO even halving their hp and keeping their current exp idk if theyd be viable on the current Cyntara, Since CYntara atm HEAVILY favors AoE hunting making it even more important to keep the few remaining single target monsters viable.
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