2.5 Spell Rework

@Jeto ditto all this! I’m wondering what im supposed to do with 453,096 spell shards, lol. Should have an option to convert to spell dust…

I think what completely ruins the spell rework and why most people seem to hate it more than the old pre-patch system is the plus rarities. The plus rarities do absolutely nothing for you other than give you 5 points of mastery and were most likely put in to slow progression to a crawl and give you a false sense of progression when you reach them. It makes the whole new spell system feel plodding and makes alot of the problems this update was meant to address, even worse than before. Also Xione is weaker than she was before, and most of her powers are completely pointless since the cost of spell dust goes up, but not so much the value in using the higher tier powers. It would take her months, maybe even years to max one spell.

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Also alot of quality of life mechanics were removed with this patch, seemingly for no reason. 1) Gone is the ability to look at a spell and see what dungeon to go to farm it as well as the game automatically sending you there like it did before. 2) I favorited all my spells so I wouldn’t accidentally delete one and to make it easier to delete copies whenever you found them. Well the favorite mechanic not only seems to be gone now, but I can’t even un-favorite all the spells I starred (favorited) before the patch, they’re just seemingly stuck that way now. 3) You can no longer un-equip a spell, you have to equip another spell in its place. You can no longer move your spells around in your loadout, you have to equip other spells and then equip your original spells back, the whole system feels a bit clunky in comparison to the system we had before. Although I will say its nice not to accidently equip a spell you didn’t want to equip, that was something that was way too easy to have happen when looking at or deleting spell copies before the patch.

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Hey folks,

I’m busy busy busy :honeybee: catching up on all the feedback you posted over the long weekend we had here. Thanks so much for taking the time to share your thoughts and provide details!

@KenpoKid69 I’ve reported those missing QoL mechanics you mentioned as bugs

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What about just have each level of dungeon give a multiple of 5 pages? For example, level I gives you 5 pages, level V gives you 25, and level X gives you 50. That way it’s less soul destroying trying to upgrade a spell’s rarity.

Also, maybe seasonal spells should be bought with spell dust? Just so we don’t have to spend thousands of ancient coins getting those spells’ rarities up.

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Just to add more weight to the comments above that we need lots more loadouts for a hero or for the spellbook level to be shared for multiples of the same hero/hero class.

Quotes from Discord:
Person 1: I have 4 dupes for extra loadouts. I use 1 copy mostly just for pvp and now that I have a good handful of mythic gear it can be hard to know exactly how a loadout was when I start tweaking and testing
Easier just to use a fresh slot for a different set up then I don’t lose my original tried and tested

Person 2: Exactly, I have 4 dupes as well for the same reason. I want to test but I don’t want to lose what I’ve already accomplished.

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I understand the need for more loadouts in 2.5, was more checking prior to 2.5 releasing what drove players to make multiple heroes of the same class - other than the bonus and duplicate resources that you get from replaying the story and the follower side quests, and the cosmetics (hero skins).

In the meantime, it is feedback I have already passed on! But always good to get a better picture of how you are playing the game and the reason for those decisions. Makes writing up the QOL and player experience better, cos everyone’s experience is different.

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For example, I have a load out for KD each color, one quick kill, one skull kill, one no skull kill, one pvp, one try/error one (Already more than 8) and I need at least 1-2 more (at least) for quick weapon change, or spell kill or more pvp options etc.

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I only use 6 slots on my Merc; one for each of the 5 KD dragons and a greed slot if I’m very low on gold.

For everything else, I use the Shaman; 1 OP build for dungeons, 1 open PvP and 5 coloured PvP. It’s even left me with a spare slot - I’m enjoying messing around with a 6-piece Serpentine build just to make adventures more interesting.

So, for me 8 is plenty.

I would like to experiment with different builds, so the save-load mechanics in GoW would be very helpful for me.

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@Jeto When the spell rework initially rolled out, how was the spell book conversion determined? Was it based on the level of the spells you had equipped at that time? It seems like the heroes that had high spells equipped ended up with a high-level spell book, while the heroes that incidentally had lower spells equipped (maybe because I was trying out a different spell) ended up with a lower-level spell book. This was really really really really frustrating… I could have saved myself a lot of trouble and work if I just so happened to have equipped high level spells right before the conversion
2. It is really frustrating that

It was based on how many class spells you leveled up.

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Spellbook level is based on how many hero class-specific spells you had and their rarity & level, as described under Compensation & Transition.

The spells you had equipped at the time are irrelevant to the compensation you received.

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Just saw the Xione changes, which are great, but any chance of compensation. I just recently used her strongest ability (the one that burns Xione crystals) like the other day 4 or 5 times, to level a spell to legendary.

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How does this work before I had

120 mythic scrolls. Now I have 95 left. After upgrade to legendary + before 120/4 now 95/4

Upgrade to legendary + requires legendary scrolls. That means that when you were upgrading to legendary + the number of scrolls was that of legendary ones, not mythic. Look at your legendary scrolls, if I am right you will have 116.

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You are right. Thanks. I got confused with this new system :grinning:

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Exactly what i have been complaining about from the get go, its absolutley horrible and i dont want to even deal with spell loadouts anymore because its just plain stupid tbh

I think it will be sorted by the start of next season. I see no reason why favoriting and unfavoriting spells wouldn’t be brought back, as well where to find what spell in what dungeon and have the game take you there. Also when you max a dungeon’s spells, Xione gets spelldust which you can then use to level up any spell, so after the initial annoyance, it suddenly becomes alot more beneficial. I’m just annoyed at having spent Xione crystals like a day before the announcement of her getting a buff.

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