The Eveline crystal exchange first and foremost, and the way the Potion screen has been handled are the most exciting features for me. The first is a game changer and the second has been desperately needed for ages so it’s a big thumbs up from me.
I really can’t wait to see these updates in action.
What I think the devs are going for here is similar to a high-stakes poker game.
All things being equal, the same rules as Events do now should apply. So, in a complete vacuum, the winners will always being those perfectly playing the highest difficulty, D12.
HOWEVER, the pertinent question is going to be “Can you handle the heat in the kitchen?”.
Playing on D12 starts at L120 (which should be around ~100k damage per turn from the opening non-boss opponent) and goes up from there. If a player crashes and burns on day 2 or 3 (because of the sharply increasing exponential damage scaling), then they won’t win. So, the tactical choice will end up being a decision on what the highest difficulty you think you can handle over the scaling over the course of the 3-day event (while also considering the number of Event packs being purchased at that difficulty), while expecting others at higher difficulties to start wiping on runs. Won’t take many wipes to erase the higher scoring difficulty advantage at all.
At least the first few Event runs should be interesting to observe, before optimal paths become figured out by the end-game crowd.
Event Battles:
Higher tiers will have higher chest levels and of a higher tier - so more ruby/diamond and less iron/wood.
At the higher levels, rather than being rewarded chests you are rewarded Gems.
Higher tiers will also reward more Marks as well, which I mentioned already.
Before you start an Event battle, you can scan through the rewards to see if it’s worth risking harder battles for bigger rewards and higher scores.
When you start an event, you are locked into that difficulty for the duration of that event, but once it ends you can go higher or lower in difficulty tier next time.
Starting an event means defeating at least 1 enemy in Gauntlet and Dungeons, or completing one Boss Rush battle (all stages, start to finish).
Future events are not impacted by previous events.
Is this an indirect (2% boost) refinement? Or can the normal item that the Artifact is based off of (example: Night Amulet for Eveline’s Locket or Jeweled Gauntlets for Golden Grasp) generate a direct (5% boost) refinement?
Just a single skull? This seems to be quite weak for a 4-piece set bonus.
Refining: It would be the same set. In the example used from the patch notes, Runic Ring to Goldrune Belt (+2%), you would still need to an item of the same slot and set to get the 5%, that has not changed.
I have asked further about limited items of gear, such as DLC that might not have a matching slot, so it may not be possible to refine their quality to +5%.
Following up on the +1 Skull, as currently yes it is +1 Skull
The team are reviewing the Ancient Draconic Set II to possibly change it to On skull damage, create a Skull, with a 30-80% chance to create 2 more.
But no ETA or confirmation if that is going to be the change just yet.
The event rework sounds really promising, it will be nice to have a battle mode where we can get meaningful rewards for the time and effort invested. I am really looking forward to it.
The new Eveline Ability is a huge improvement! Having resources with 0 value is terrible, but now we finally get some use from all those hoarded crystals
Happy with getting Archive battles in party too.
A question. Is there any news about refining cache-only sets (dragonking, eldritch god and ancient draconic)? They do have a set but it is not realistic to need to sacrifice other pieces of those sets to refine them. It is already hard enough to get a single piece from those sets, forget about duplicates.
Nice!
Plenty of fixes and improvements, looking forward to the update.
Referring to the tavern right? I think that’s a bad change tbh. So where do we go if we want the list of nap times now and if we want to complete the naps of selected minions? I kind of like that we had an accessible list of nap times we could view and pay off whenever we wanted to.
I thought it meant replenishing the minion with food didn’t work, because the button was on the same spot as the upgrade button, so you couldn’t replenish unless you went into the tavern, rather than the gear menu.
Stupid, minor question about something fewer people care about: the Prologue.
Is this the main story? If we have already completed it, how will we access the new Prologue?
It is only these higher leaderboards that have changed in rewards, and if you are playing on V or higher, then you are in the pool with others attempting X or higher Event Dungeons.
You risk losing by playing at a higher tier, but you will get better rewards and a higher score for defeating a higher levelled enemy.
So, in my example, an Eveline Locket would be eligible for a 5% direct boost match with a Night Amulet sacrifice because they both use the same evolution material and they both use the same equipment slot. Thanks for answering my question.
Is the game keeping track of this mechanic before 3.3, or is the goal 100 reforges after 3.3 launches?
I followed up with that exact example and it appears that is not the case, so I’ve begun writing up a bug report.
And as for Goals, all new Goals track your progress once they are live. They do not gather data retroactively, or at least this is how past Goals have worked and imagine it will be the same for this new one as well.