Testing 218: Exoworlds, Blink, Rift and Umbris!

The intention for the forge balance adjustments are:

  • Introduce the new material gear so that it is harder to forge than the existing gear. This follows the pattern of the rest of the game where wood is easier to forge than metal which is easier to forge than gems. If the new materials were easy to forge then the advantage to the top end player would be too big greater and it would negate the extra challenge of the new worlds and creatures.
  • Keep the forging balance of all existing gear as close to the current balance as is possible.

Unfortunately because of the way the effectiveness formulas work putting flexibility values of five or ten on the current scale (where some gem gear is 25) did not produce the desired effect. So we’ve had to shift all the values for the existing gear, and rebalance so that we can set the new gear to flexibility of ten, and existing gear goes to values up to 150. That has worked fine, except for a bug when you forge gem gear with the forging epic we are seeing effectiveness values dropping more than intended. This will be fixed.

We would appreciate feedback on the results of forging the top end gear, and if it’s too hard we could consider a change; however, it is not the intention that this gear could ever reach the “perfect” state you mention because that would be OP. In our testing it feels about right as it is, but please look at how powerful the results of forging are, and tell us what you think.

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