Dear Notorious
I hope this message finds you well. As a company, you chose a way to connect with people. Maybe there were only about 200 of us over the past year, but we felt engaged, encouraged, and heard. You made us deeply attached, so we cannot simply let go without expressing what we feel. During every dev talk, whoever you invited to speak never stopped thanking you for the game you created — sharing how amazed they were, how much they loved your project, and how much potential it has, with limitless ideas and directions. The world, so complete, created not meaninglessly out of nowhere, but carefully built with thoughtful lore, stitching every piece of the game together. The art design, so beautiful — bright, colorful, detailed, so fantasy perfect. The combat system, so engaging and surprisingly deep, managing to impress both PvE and PvP players. The mobs, so dynamic, distinct, and unforgiving for newcomers. It’s so rare these days to find a game where enemies don’t die from a single skill. Learning the game felt amazing. I believe the PvE aspect was underestimated due to the initial PvP focus and the dominant PvP community. And Mor’Thog Lair… what a masterpiece. Watching veteran streamers fall over and over again was a blast. A magnificent result of your team’s experience. The atmosphere, the mechanics, different class usability — it all worked incredibly well. One run per week wasn’t ideal, but that’s a topic for another time. With a small team, its great ideas, but limited resources, you managed to create something truly special — a rough diamond, very complex to refine, yet incredibly promising. For a game of this quality to simply disappear from Steam feels unbelievable. I couldn’t accept it for days after the announcement. With so many low-quality games flooding 90% of Steam, losing this one is just insane. Even after being killed by a rogue for the 100th time, I never regretted discovering this game and spending days in it — learning, playing, gathering, season after season. It might become repetitive for experienced players without new maps, but for someone discovering it for the first time, it’s still an incredible journey. Setting aside the PvP debate, this is still an extraction game at its core — focused on collecting loot. It was no secret that the player base peaked for about two weeks after each wipe. Most experienced players would finish upgrading their lodge, and with that, the core gameplay loop was essentially complete. There was no reason to return to extraction maps. I may be naïve, missing lots of details, but as an experienced gamer hooked to a ton of titles at once with no real-life time for all of them, let me say: A basic battle pass combined with small simple events every three weeks could change so much. These could be minimal-effort additions at first, mostly handled through the lobby interface —killing specific mobs or collecting certain loot events. The game’s foundation is so solid that ideas come naturally: – Undead rising / goblin invasion (kill specific enemies, bring their loot) – Stoneheaven feast / plague threat (collect food or herbs, craft meals or potions) A three-week progression period after each wipe, followed by a couple of three-week events and a cosmetic reward for each, could create a fulfilling season for all types of players. If only it was manageable for the release season... I’m sorry — I should stop these “what if” useless thoughts. It’s just hard not to express them. Let me return to the present. I have to say goodbye, but I do so with hope. I still can’t believe a game like this can simply vanish into the void. I choose to believe it will return. Maybe through player-side servers, or even as a single-player experience brought back to Steam. I truly hope there are hearts who love this game as much as I do. Maybe with small-scale development in the future, supported by us, loyal fans who continue to play and share it — and it might appear not to be as lost as you had to decide. Maybe it will keep growing, becoming more complete with each idea your team and community already have, implemented by someone not indifferent. It won’t be a bestseller, at least not at first. It won’t make millions. But it will be a humble game, cherished by its community — and still better than most small-scale games on Steam. But it deserves to live and bring joy to those who discover it. I wish every team member the best in this unstable gaming industry — and the opportunity to continue realizing your ideas, passion, dedication. Thank you, Notorious team. Thank you for creating such an incredible world. Thank you for your passion and creativity in developing the game. Thank you for caring about the lore and making it meaningful. Thank you for the gorgeous high quality art concepts, so beautifully pieced together. Thank you for engaging with the community through dev talks. Thank you for listening to feedback — overwhelming, repeating and not always pleasantly presented. Thank you for tirelessly fixing bugs for such a demanding and pushing community. Unrestrained feelings from a nameless fan — who doesn’t even like PvP games.

secret_soul about 2 months ago
Feedback
Dear Notorious
I hope this message finds you well. As a company, you chose a way to connect with people. Maybe there were only about 200 of us over the past year, but we felt engaged, encouraged, and heard. You made us deeply attached, so we cannot simply let go without expressing what we feel. During every dev talk, whoever you invited to speak never stopped thanking you for the game you created — sharing how amazed they were, how much they loved your project, and how much potential it has, with limitless ideas and directions. The world, so complete, created not meaninglessly out of nowhere, but carefully built with thoughtful lore, stitching every piece of the game together. The art design, so beautiful — bright, colorful, detailed, so fantasy perfect. The combat system, so engaging and surprisingly deep, managing to impress both PvE and PvP players. The mobs, so dynamic, distinct, and unforgiving for newcomers. It’s so rare these days to find a game where enemies don’t die from a single skill. Learning the game felt amazing. I believe the PvE aspect was underestimated due to the initial PvP focus and the dominant PvP community. And Mor’Thog Lair… what a masterpiece. Watching veteran streamers fall over and over again was a blast. A magnificent result of your team’s experience. The atmosphere, the mechanics, different class usability — it all worked incredibly well. One run per week wasn’t ideal, but that’s a topic for another time. With a small team, its great ideas, but limited resources, you managed to create something truly special — a rough diamond, very complex to refine, yet incredibly promising. For a game of this quality to simply disappear from Steam feels unbelievable. I couldn’t accept it for days after the announcement. With so many low-quality games flooding 90% of Steam, losing this one is just insane. Even after being killed by a rogue for the 100th time, I never regretted discovering this game and spending days in it — learning, playing, gathering, season after season. It might become repetitive for experienced players without new maps, but for someone discovering it for the first time, it’s still an incredible journey. Setting aside the PvP debate, this is still an extraction game at its core — focused on collecting loot. It was no secret that the player base peaked for about two weeks after each wipe. Most experienced players would finish upgrading their lodge, and with that, the core gameplay loop was essentially complete. There was no reason to return to extraction maps. I may be naïve, missing lots of details, but as an experienced gamer hooked to a ton of titles at once with no real-life time for all of them, let me say: A basic battle pass combined with small simple events every three weeks could change so much. These could be minimal-effort additions at first, mostly handled through the lobby interface —killing specific mobs or collecting certain loot events. The game’s foundation is so solid that ideas come naturally: – Undead rising / goblin invasion (kill specific enemies, bring their loot) – Stoneheaven feast / plague threat (collect food or herbs, craft meals or potions) A three-week progression period after each wipe, followed by a couple of three-week events and a cosmetic reward for each, could create a fulfilling season for all types of players. If only it was manageable for the release season... I’m sorry — I should stop these “what if” useless thoughts. It’s just hard not to express them. Let me return to the present. I have to say goodbye, but I do so with hope. I still can’t believe a game like this can simply vanish into the void. I choose to believe it will return. Maybe through player-side servers, or even as a single-player experience brought back to Steam. I truly hope there are hearts who love this game as much as I do. Maybe with small-scale development in the future, supported by us, loyal fans who continue to play and share it — and it might appear not to be as lost as you had to decide. Maybe it will keep growing, becoming more complete with each idea your team and community already have, implemented by someone not indifferent. It won’t be a bestseller, at least not at first. It won’t make millions. But it will be a humble game, cherished by its community — and still better than most small-scale games on Steam. But it deserves to live and bring joy to those who discover it. I wish every team member the best in this unstable gaming industry — and the opportunity to continue realizing your ideas, passion, dedication. Thank you, Notorious team. Thank you for creating such an incredible world. Thank you for your passion and creativity in developing the game. Thank you for caring about the lore and making it meaningful. Thank you for the gorgeous high quality art concepts, so beautifully pieced together. Thank you for engaging with the community through dev talks. Thank you for listening to feedback — overwhelming, repeating and not always pleasantly presented. Thank you for tirelessly fixing bugs for such a demanding and pushing community. Unrestrained feelings from a nameless fan — who doesn’t even like PvP games.

secret_soul about 2 months ago
Feedback
Stop locking the god-tier DLC behind a bundle
I really want to buy the god-tier DLC, but I don’t want the full Founder Edition bundle. Please make the god-tier DLC available as a standalone purchase without forcing us into a bundle.

sarokan_20888 2 months ago
Feedback
Stop locking the god-tier DLC behind a bundle
I really want to buy the god-tier DLC, but I don’t want the full Founder Edition bundle. Please make the god-tier DLC available as a standalone purchase without forcing us into a bundle.

sarokan_20888 2 months ago
Feedback
Morthog key should be removed
It’s an unnecessary mechanic that just adds friction to one of the only endgame activities in the game. People get scared of losing their keys on randoms so nobody queues for the activity, forcing people to play exclusively with friends (if you’re lucky enough to have 2 friends to run with) or discord to LFG, which is stupid and you run the risk of having your loot stolen due to the lack of loot distribution mechanics. Remove the key from the equation and people can queue up freely to explore the dungeon, practice, farm and complete their main and weekly quests. Maybe some folks will even attempt solo runs for the flex.

trudin 3 months ago
Feedback
Morthog key should be removed
It’s an unnecessary mechanic that just adds friction to one of the only endgame activities in the game. People get scared of losing their keys on randoms so nobody queues for the activity, forcing people to play exclusively with friends (if you’re lucky enough to have 2 friends to run with) or discord to LFG, which is stupid and you run the risk of having your loot stolen due to the lack of loot distribution mechanics. Remove the key from the equation and people can queue up freely to explore the dungeon, practice, farm and complete their main and weekly quests. Maybe some folks will even attempt solo runs for the flex.

trudin 3 months ago
Feedback
Please cap consuambles in arena to 3-4. 12 resets are too many.
Currently you can bring 12 health pots and 12 bandages and if you are sayh a rogue or wizard just reset over and over. The belt and pot size is tailored towards extraction, but we get too much consumables for Arena. Is it possible to just cap everything to 3 or 4 once you are in Arena so people can run out eventually.

tenoke_ 3 months ago
Feature Requests
Please cap consuambles in arena to 3-4. 12 resets are too many.
Currently you can bring 12 health pots and 12 bandages and if you are sayh a rogue or wizard just reset over and over. The belt and pot size is tailored towards extraction, but we get too much consumables for Arena. Is it possible to just cap everything to 3 or 4 once you are in Arena so people can run out eventually.

tenoke_ 3 months ago
Feature Requests
Button "Add a Bug report" in feedback app is dead
The button present in Known issues page is still redirecting to the old playlegacy url and end up in a forever loading page. I had a hard time finding how to create bug report because of that >

NightWing 3 months ago
Bug Report
Button "Add a Bug report" in feedback app is dead
The button present in Known issues page is still redirecting to the old playlegacy url and end up in a forever loading page. I had a hard time finding how to create bug report because of that >

NightWing 3 months ago
Bug Report
Transmutation device
There is a bug with the transmutation device making you loose visually recipes, several post on discord are present about it. It appends when you drag and drop an active recipe from the device to your bag when attempting to remove it. Consequences, it disappear from your backlog of available recipes. Apparently you can still craft with the recipe if you put the good ingredients in the device.

NightWing 3 months ago
Bug Report
Transmutation device
There is a bug with the transmutation device making you loose visually recipes, several post on discord are present about it. It appends when you drag and drop an active recipe from the device to your bag when attempting to remove it. Consequences, it disappear from your backlog of available recipes. Apparently you can still craft with the recipe if you put the good ingredients in the device.

NightWing 3 months ago
Bug Report
Crashing and losing gear more than once
Crashing and losing gear more than once in a week has put me off trying to play. Im beyond frustrated and there seems to be nothing i can do about it. it takes a while to get epic gear but there must be something that can be done to fix the issue of losing things over issues like game crashing, surley it should freeze or something when a person crashes so they dont lose everything everytime???? untill theres something in place to stop this happening i wont be playing. its frustrating neither times have i had my gear accessable from the pawn shop and im unwilling to spend 4 or 5 days trying to get my gear back by grinding it out for the second time due to the crashing. If there is something i can do to link information please let me know so you can fix this because this is a deal breaker for me, once i can let go of but twice in less than 7 days is to much

.flamesbond 3 months ago
Hunter
Feedback
Crashing and losing gear more than once
Crashing and losing gear more than once in a week has put me off trying to play. Im beyond frustrated and there seems to be nothing i can do about it. it takes a while to get epic gear but there must be something that can be done to fix the issue of losing things over issues like game crashing, surley it should freeze or something when a person crashes so they dont lose everything everytime???? untill theres something in place to stop this happening i wont be playing. its frustrating neither times have i had my gear accessable from the pawn shop and im unwilling to spend 4 or 5 days trying to get my gear back by grinding it out for the second time due to the crashing. If there is something i can do to link information please let me know so you can fix this because this is a deal breaker for me, once i can let go of but twice in less than 7 days is to much

.flamesbond 3 months ago
Hunter
Feedback
General feedback from a returning beta player
Hello Notorious Studios, I played your game in the early beta, when it was still called Legacy: Steel & Sorcery. After some time I stopped, mainly because class balance felt weak and player feedback hardly had any visible effect. With the recent update I came back and I’m enjoying the game again. It is clearly in a better state now. At the same time the Steam numbers are still low for an online title, often only a few hundred players at daily peak. That is a real risk for the future of the game. From that point of view, here is my feedback: Marketing and positioning Calling Eldegarde a “mini MMO” feels wrong. It is not a small version of WoW and it does not need to be. At its core it is a fantasy extraction game with its own identity. I would present it clearly as that: a fantasy extraction title with distinctive classes, magic and a run based structure that can stand next to games like Dark and Darker or ARC Raiders. The store page and other communication should focus on this angle instead of the mini MMO label. Free to play entry Please think about a model where players can start for free and important features are unlocked by buying the full game. For a small, niche game a lower barrier to entry makes it much easier to bring in new players and fill lobbies. Class balance, especially PvP Class balance still feels uneven in PvP and it comes up again and again in streams and discussions. Players need to feel that their class is a solid choice if they put time into it. Class balance should stay a clear priority in future patches. UI and menus for town, vendors and workbenches Town, vendors and crafting are harder to read than they have to be. Many functions sit in sub menus and basic things are easy to miss. As one example, it took me several hours to notice that I could unlock the forge with gold instead of special materials. Core progression options like that should be obvious in the interface and clearly marked. A simpler and more direct layout for town and workbenches would help. In game text chat The game needs an in game text chat. Not everyone wants to talk to strangers on voice and not everyone is comfortable speaking English. A simple text chat for party, lobby and maybe a general channel would make it easier to coordinate and would make the game feel less empty. I still like the basic idea behind Eldegarde and see potential in it. With clearer positioning, an easier entry, stronger class balance, better menus and a working text chat, the game has a better chance to grow and keep its players. I hope you will take this into account when planning the next steps for Eldegarde.

sarokan_20888 3 months ago
Feedback
General feedback from a returning beta player
Hello Notorious Studios, I played your game in the early beta, when it was still called Legacy: Steel & Sorcery. After some time I stopped, mainly because class balance felt weak and player feedback hardly had any visible effect. With the recent update I came back and I’m enjoying the game again. It is clearly in a better state now. At the same time the Steam numbers are still low for an online title, often only a few hundred players at daily peak. That is a real risk for the future of the game. From that point of view, here is my feedback: Marketing and positioning Calling Eldegarde a “mini MMO” feels wrong. It is not a small version of WoW and it does not need to be. At its core it is a fantasy extraction game with its own identity. I would present it clearly as that: a fantasy extraction title with distinctive classes, magic and a run based structure that can stand next to games like Dark and Darker or ARC Raiders. The store page and other communication should focus on this angle instead of the mini MMO label. Free to play entry Please think about a model where players can start for free and important features are unlocked by buying the full game. For a small, niche game a lower barrier to entry makes it much easier to bring in new players and fill lobbies. Class balance, especially PvP Class balance still feels uneven in PvP and it comes up again and again in streams and discussions. Players need to feel that their class is a solid choice if they put time into it. Class balance should stay a clear priority in future patches. UI and menus for town, vendors and workbenches Town, vendors and crafting are harder to read than they have to be. Many functions sit in sub menus and basic things are easy to miss. As one example, it took me several hours to notice that I could unlock the forge with gold instead of special materials. Core progression options like that should be obvious in the interface and clearly marked. A simpler and more direct layout for town and workbenches would help. In game text chat The game needs an in game text chat. Not everyone wants to talk to strangers on voice and not everyone is comfortable speaking English. A simple text chat for party, lobby and maybe a general channel would make it easier to coordinate and would make the game feel less empty. I still like the basic idea behind Eldegarde and see potential in it. With clearer positioning, an easier entry, stronger class balance, better menus and a working text chat, the game has a better chance to grow and keep its players. I hope you will take this into account when planning the next steps for Eldegarde.

sarokan_20888 3 months ago
Feedback
The addition of lootall button keybind might have messed up jumphold
Previously I could hold jumphold (ctrl) to levitate on priest and also the spacebar to levitate. Now pressing spacebar doesnt levitate at all and ctrl needs to be pressed once and then held down once again and only then does levitate activate after a delay. I had to bind jumphold to spacebar for levitate to work as usual but this loses me the function of the jumphold button which otherwise would let me avoid the secondary jump bug.

fishes23 3 months ago
Priest
Bug Report
The addition of lootall button keybind might have messed up jumphold
Previously I could hold jumphold (ctrl) to levitate on priest and also the spacebar to levitate. Now pressing spacebar doesnt levitate at all and ctrl needs to be pressed once and then held down once again and only then does levitate activate after a delay. I had to bind jumphold to spacebar for levitate to work as usual but this loses me the function of the jumphold button which otherwise would let me avoid the secondary jump bug.

fishes23 3 months ago
Priest
Bug Report
Sneer Gear Recovery Mechanic Not Working??
It explicitly states when you die (we died to the timer so no chance of being looted) that Sneer should have at least some of your gear in his pawn shop. We've scoured and read that sometimes you need to join and extract from another map / round, which we did.. but his timer for his pawn shop is 9+hrs, so does that mean we have 9hrs to buy our stuff back or that we have to wait 9hrs to see if our stuff is there? How does this work? Is it not working? We lost full blue gear to the timer (we got caught up on stuff on the way out), and were expecting to be able to get at least some back via purchase at the pawn shop. Any help would be great, thanks!

squalidglobe 3 months ago
Rogue
Bug Report
Sneer Gear Recovery Mechanic Not Working??
It explicitly states when you die (we died to the timer so no chance of being looted) that Sneer should have at least some of your gear in his pawn shop. We've scoured and read that sometimes you need to join and extract from another map / round, which we did.. but his timer for his pawn shop is 9+hrs, so does that mean we have 9hrs to buy our stuff back or that we have to wait 9hrs to see if our stuff is there? How does this work? Is it not working? We lost full blue gear to the timer (we got caught up on stuff on the way out), and were expecting to be able to get at least some back via purchase at the pawn shop. Any help would be great, thanks!

squalidglobe 3 months ago
Rogue
Bug Report
Stash Item Anchoring
I’m sure I’m not the only one that’s struggled with managing items/inventories in the stash, and while the "Stash All” button is a very welcome addition, I think the stash could still use a little help in terms of keeping things organized and streamlined. My idea is essentially: Place item in desired location in your stash, then click a menu button to create an imprint of that item in that specific spot. Anchored items will be marked with yellow numbers, and any item moving/splitting/etc will prioritize placing the specified item into the anchored location, over any other bag/tab/slot. If you split a stack from your stash, the new stack will move to the next anchored location, rather than going directly into your inventory. When you stash all, any item matching it’s anchor will be moved to that position. If an item’s anchors are full up, item placement/movement will behave as normal. I believe this would alleviate a lot of frustration that comes from say, crafting/buying potions/class tools/materials and having to go fish them out of whatever tab they ended up in, to place them in the desired location. Just a thought! Lemme know what y’all think :D Here’s a quick mock-up for example:

maplechips 3 months ago
Feedback
Stash Item Anchoring
I’m sure I’m not the only one that’s struggled with managing items/inventories in the stash, and while the "Stash All” button is a very welcome addition, I think the stash could still use a little help in terms of keeping things organized and streamlined. My idea is essentially: Place item in desired location in your stash, then click a menu button to create an imprint of that item in that specific spot. Anchored items will be marked with yellow numbers, and any item moving/splitting/etc will prioritize placing the specified item into the anchored location, over any other bag/tab/slot. If you split a stack from your stash, the new stack will move to the next anchored location, rather than going directly into your inventory. When you stash all, any item matching it’s anchor will be moved to that position. If an item’s anchors are full up, item placement/movement will behave as normal. I believe this would alleviate a lot of frustration that comes from say, crafting/buying potions/class tools/materials and having to go fish them out of whatever tab they ended up in, to place them in the desired location. Just a thought! Lemme know what y’all think :D Here’s a quick mock-up for example:

maplechips 3 months ago
Feedback
Shop in game
Hello, I have a question about the in-game store? I have most of the tasks done and if I understand correctly I have to buy premium to get weapon skins, is that right? But the problem is that the store is not working for me or is it not always available? Thank you in advance for your answer

Pavel Matoušek 3 months ago
Feedback
Shop in game
Hello, I have a question about the in-game store? I have most of the tasks done and if I understand correctly I have to buy premium to get weapon skins, is that right? But the problem is that the store is not working for me or is it not always available? Thank you in advance for your answer

Pavel Matoušek 3 months ago
Feedback
Practical matchmaking (gear-based)
There isn't enough players in the game at the moment to have pure skill-based matchmaking implemented. And with 10x more players it's still not gonna be enough. I want to propose simple & practical solution to the issue of "making the matches feel fair", it will work based on gear up/down scaling: we have 4 armor pieces + 1 weapon piece (lets ignore rings + gems for simplicity) ... with every piece ranging from white to legendary we get 25 possible gear-levels whenever a player queues up to an arena match, his currently equipped gear scales up or down depending on his win-rate (targetting 50% win-rate) ... the passive properties of his gear stay, the only thing that changes is the gear color (or it's respective stats that come with it) this kind of scaling: depends purely on how you perform, pushing you in the "correct" direction (helping you if you are underperforming, providing you a harder challenge if you are overperforming) ... hence it is simple to implement it works regardless of how many people play the game equally well 25 gear-levels should provide enough of a room to make the match fun/fair even for a complete beginner vs a veteran hard to fool/abuse (you only get "better gear" if you are losing arena games)

norwnd 3 months ago
Feedback
Practical matchmaking (gear-based)
There isn't enough players in the game at the moment to have pure skill-based matchmaking implemented. And with 10x more players it's still not gonna be enough. I want to propose simple & practical solution to the issue of "making the matches feel fair", it will work based on gear up/down scaling: we have 4 armor pieces + 1 weapon piece (lets ignore rings + gems for simplicity) ... with every piece ranging from white to legendary we get 25 possible gear-levels whenever a player queues up to an arena match, his currently equipped gear scales up or down depending on his win-rate (targetting 50% win-rate) ... the passive properties of his gear stay, the only thing that changes is the gear color (or it's respective stats that come with it) this kind of scaling: depends purely on how you perform, pushing you in the "correct" direction (helping you if you are underperforming, providing you a harder challenge if you are overperforming) ... hence it is simple to implement it works regardless of how many people play the game equally well 25 gear-levels should provide enough of a room to make the match fun/fair even for a complete beginner vs a veteran hard to fool/abuse (you only get "better gear" if you are losing arena games)

norwnd 3 months ago
Feedback
Arena Mode
Please add requeue buttoun so that we dont alwais need to leave the match, since it takes soo long and about 15/20 times that i have to press my mouse

forisefds 3 months ago
Feature Requests
Arena Mode
Please add requeue buttoun so that we dont alwais need to leave the match, since it takes soo long and about 15/20 times that i have to press my mouse

forisefds 3 months ago
Feature Requests
Game is in dire need of some changes
Hey gamers, this aint gonna be a ted talk, just gonna mention some things imo need to get improved 1) Map rotations (i assume playercount wont really help this so i guess this is a change that can stay until we get more players :copium) 2) leveling experience needs to become faster, i cba trying out a new class and we all know most classes get their strenghts at maybe lvl 15 or 16 3) Social Hub being able to see stealthed players (this isnt a change thats important but wtf?) 4) there has to be a team lobby chat wtf??????? 5) tbh, the option to res people should be removed, it creates a toxic envirmoment where ur hoping this better player will res u but he executes u which causes u to rage (because why didnt this vet res the new player duh) let pvp be the scary mode it should be or atleast let players have one get revived button or each res having permanent consequences 6) morthog being only a weekly thingie is dumb, yes this ia pvp and pve game but the focus is obviously on pvp, but morthog is 10)% the most fun pve experience ive had in ages, i still prepare hard to each fight, play smart and pray for fat loot (which doesnt drop anyways ive only seen 2 leggos in like 20 runs maybe im unlucky tho)

diokio1999 3 months ago
Feedback
Game is in dire need of some changes
Hey gamers, this aint gonna be a ted talk, just gonna mention some things imo need to get improved 1) Map rotations (i assume playercount wont really help this so i guess this is a change that can stay until we get more players :copium) 2) leveling experience needs to become faster, i cba trying out a new class and we all know most classes get their strenghts at maybe lvl 15 or 16 3) Social Hub being able to see stealthed players (this isnt a change thats important but wtf?) 4) there has to be a team lobby chat wtf??????? 5) tbh, the option to res people should be removed, it creates a toxic envirmoment where ur hoping this better player will res u but he executes u which causes u to rage (because why didnt this vet res the new player duh) let pvp be the scary mode it should be or atleast let players have one get revived button or each res having permanent consequences 6) morthog being only a weekly thingie is dumb, yes this ia pvp and pve game but the focus is obviously on pvp, but morthog is 10)% the most fun pve experience ive had in ages, i still prepare hard to each fight, play smart and pray for fat loot (which doesnt drop anyways ive only seen 2 leggos in like 20 runs maybe im unlucky tho)

diokio1999 3 months ago
Feedback
Stronghammer Signet not dropping in PvE
I’ve been running the Crypt non-stop for the past week looking for a Stronghammer Signet to complete the Armorer Campaign and so far haven’t seen a single one. I’ve been bringing 4 Skull keys and opening 3-4 Skull chests every raid as well as killing as many enemies as I can and the elite Wraith. Nothing. I think your PvE loot scarcity policy might be keeping players from completing this objective. Please look into it.

trudin 3 months ago
Feedback
Stronghammer Signet not dropping in PvE
I’ve been running the Crypt non-stop for the past week looking for a Stronghammer Signet to complete the Armorer Campaign and so far haven’t seen a single one. I’ve been bringing 4 Skull keys and opening 3-4 Skull chests every raid as well as killing as many enemies as I can and the elite Wraith. Nothing. I think your PvE loot scarcity policy might be keeping players from completing this objective. Please look into it.

trudin 3 months ago
Feedback
Palidin is missing something in PVP
Hi there, I wanted to give a bit of feedback on Paladin in pvp specifically. It feels as though it is missing something. Especially the 2-handed hammer paladin, which I will be referring to as “hammer pally”. My accolades and why u should bother reading this. I have 300 hours only in paladin i am level 70 something, gotten every paladin Lego, and done extensive testing. I have also done 1000+ hours DMing battle scenarios and balancing pvp changes in DND. I love talking about balance changes and picturing how that will change the meta. Why Paladin sucks vs ranged. Especially a hunter. The answer you will find with a lot of this is purely action economy and action quality. Lets look at the class that is most like Paladin. Warrior. Warrior has 3 things Paladin does not have and we SUFFER because of it. The first, most obvious, is our jump attack on any weapon does not have blue (unstoppable). Considering this is a very important gap closing tool it is not a fun experience being shot out of the sky just trying to close the distance especially when we are slowed and cant get a sprint attack off. Hunters are amazing at this but we will get to why in a bit. 2: We have no gab closing ability that makes us blue, let alone gives us enrage (IE Immunity to stagger, slow, and roots). The warriors' charge ability can be used with zero stamina and is a great getaway or a tool to continue the pressure. If a wizard or ranger is a little far away from us, we are kind of cooked if we run out of stamina. If i jump attack i might get shot out of the air. Warrior are not as long as they can charge or use a grappling hook. Also charge gives the warrior a way out of the vortex. Paladin has NO answer to vortex other then sprinting or rolling multiple times. Grappling hook is on paper, a ranged stun. We have nothing that is reliable. 3: I swear we are the only class with no stun and silence effect. Blah blah lightning spear stuns at range if you are high justice but that’s just it HIGH JUSTICE is hard to maintain and harder to get. Warrior literally has multiple with the grapple chain, glove, head but, Whirlwind interrupting things. You essentially have to have had the shit kicked out of you before u can get to high justice. For something so hard to get it should stick around for a little bit longer then it does. Also the spear stun is something you will NEVER be able to capitizle on with your main arenal (weapon attacks) because they are far away. It's so much fun not being able to actually attack someone after going through so much effort to stun them. Imagine if warriors chain flung people away after stunning them. Why ? 4: I added a fourth to really push the idea home of what we are missing. A easy-to-obtain resource. I have almost lost all of my pips in pvp in full legendries just getting to 70% justice and its start to disappear real quick in sword and shield. My only real option is to always land my hammers, which are the SLOWEST MOVING MAIN PROJECTILE OF ANY CLASS IN THE GAME, and a person who knows a tiny bit Paladin should avoid them like the plague. Picture it, the only thing that’s even close is priest sphere and that auto tracks people or they have direct control over it and can chose when it detonates. My other option is to take damage, which I hear is an amazing way to win a fight. I compare justice to a hunter's swiftness. It's about the same time to full hitting a dummy and drains at about the same rate. But they get the benefit that their normal ranged attacks get it for them and it increases their attack speed aka making it easiar for them to get more. Justice does NOT have that benefit and is mostly gained through shield hits (aka your opponent not knowing how paladin works and just shooting you) or taking damage. With 2 hander hammer, you get it from hitting people. Now if you are getting kited into the dirt and you could really use that extra justice damage you are out of luck. No other class in the game has a harder time getting their resource in pvp and maintaining it. The worst part is it's not even that much of a benefit. Warrior has horns on use to bump it up. Spear gives them rage etc etc. 5: Action economy. The warriors enrage ability can be cast with NO animation mid-swing. On the other hand, my seals have a cast time AND break sprint for sprint attacks. Not to mention that the sword and shield Q draws weapon also breaking sprint stride. When im on my 2 hander hammer as a pally vs a warrior and I punish them and time a massive Held right attack (red hammer slam). I don’t get to splat them as they can press their enrage button even if they don’t have stamina to not only not get flinched, not get splattered but even get a shield to mitigate some of the damge during their own attack. Think about it for 2 seconds, how many cooldowns, I have to pop (if i even could which i cant at the same time to get a portion of the effect of warriors enrage. Its red seal + blue seals Q + A better version of crusader seal as theirs gives root immunites. Even if I could cast those 3 seals it would take like what 1-2 seconds worth of animation? Theirs has no cast time and no cast animation and can be done mid stagger /mid their swing for christ sake. This staggered approach to cool downs fucking cripple us against hunters. This is what happens if im vsing a hunter Hunter places 2-3 traps, Hunter shoots poison arrow into the ground between me and their traps, Hunter ice arrows me as this does not share a cooldown with poison, throws poison grenade, Hunter shoots me i get staggered, I am now slowed and staggered. Now his the “fun part”. Has anyone done the math on how long you are held up if you walk into a bear trap as a pally? You have 3 options, and they all suck. Option 1: Pop crusade seal to be immune to slows > walk into trap trying to get to hunter > Hold up shield pray that ranger doesn’t throw poision grenade> if they smart they just wait out the trap and shoot at the very end while back peddling and shooting another poison arrow between u and them. Option 2: Use no seal to prevent the initial slows and staggers if they hit you > walk in to trap > get staggered > cast Crusader Seal, which is like being staggered a second time due to cast animation > run out of trap. Ideally, for this i want to be in white helmet so that way I can have the red seal and crusader seal effects. Option 3 > walk into trap > Sit it out with shield while getting shot and poisoned. O wait i run a 2 hander hammer so i guess im just fucked. ALL OF THIS IS FOR ONE SINGULAR TRAP. We don’t have root immunity only removal on use of the seal. What about the next one when my seal is on cooldown : ). Keep in mind they have 3 traps or the next posion grenade or the next slowing arrow, whether its ice or posion? Also, all traps, grenades , shots, and special arrows stagger you if the bow is medium and up. I infinity prefer fighting a frost mage which is the next worse match up because at least im not slowed and staggered for 5 years and they have to actually directly hit me for something to go off. What does a warrior do to a trap? Charge > get enrage from equipment base walk through as many traps as they want and no stagger. The hunter has the ability to get massively in front on resources against pally as they can place traps and any time spent by the pally not pressuring the ranger means they are getting even more mana for more grenades and bird calls and you guessed it TRAPS. Obviously, during this you can return fire but at this point, the hunter has used zero evades and will have an evade for every one of your actions. Now lets talk balancing. What really concerns me with 2 hander paladin is that it can absolutely destroy people if they are caught. For example, if I am with a warrior then pulls someone or a wizard who vortex or a priest who stuns a warrior out of enrage, and I’m close to capitalize on this they are going to die. I had a fight today against an experienced high skill warrior. Normally, he can sit through my hammer damage but the moment he got stunned by my priest he died in like 8 seconds to me with the hammer and the priests damage. CHANGESSSSSS- ——————————————————- PLEASE REMOVE SEAL ACTIVATION Animations. What’s the point of a CC break that has a cast animation and flinches me? Red seal makes you immune to flinches but essentially flinches you through animation. Hammer needs something more.. The way my pvp 1v1 partners describe it is predictable. We need a technical attack that either stuns or roots. 2 hander hammer is the only class in the game without a stun that doesn’t have a 2 second wind up. Think about how many warrior has. The normal right click tap attack is worthless as it gives no benefit whatsoever and is far more clunky and long animation to use then normal left clicking or Held right click. With 2 hander hammer I think you have to be careful one or two changes could make it overpowered. It is the hardest hitting weapon in the game and before the legendries nerf i was doing 1550 damage to morthog. But please note This is all black armor that most people don’t use in pvp + the target was penitence and i was using the Blue seal for armor pen on hammers and maxed justice which, as i mentioned before is difficult to get and maintain in pvp unless you are already getting smashed and taking a lot of damage. And not every hit is 1550 (including the chest's radiant damage + all damage rings and + damage food + criting). Please nerf what our seals give our team mates and then make them stronger. If you could make the red seal also have the effect of the crusader seal and then the crusader seal gives us like 30 justice that would be sick maybe OP im not quite sure. Probably give it no hammer effect or something. Justice needs a rework for Sword and shield. Or we need some kind of on use ability, I personally think seal use should give us justice. That way we can keep our justice from draining. Rogues need some kind of buff against pallies. Its the one class that pally does well against but they have the benefit of not engaging / running. Right now as it stands a good Hunter then wizard then Priest then warrior is my order of what i hate vsing. I think the only class that 2 hander pally does particularly well against is Sword and shield pallies. Go ask on the forums what class people feel like counters them and no one will say pally other then rogues. GLITCHES There are 2 glitches that are happening with pally one is when you hammer throw it goes on double cool down if you recall it quicky Which sucks because if you are to slow calling it back u might miss out on the second lot of damage. The second is The 2 hander hammer Q is interrupted. Please look at my thread on the discord general support: https://discord.com/channels/830738139789787147/1466071885182800065 There are vidoes. I have had it interrupted by priest SNS attacks that aren’t even blue btw or paladin melee attacks that weren’t blue (sword and shield). Ive had it interrupted by npc normal attacks (normal green goblins). When i time my Q to punish someone and i dont even get the full use because its interrupted by literally anything as long as its after the first spin. This has lost me many fights. Thank you for reading. If you want any questions or clarity on my thoughts please dont hesitate to ask. My grammer isnt the best sorry about that haha.

The Power Of Friendship 3 months ago
Feedback
Palidin is missing something in PVP
Hi there, I wanted to give a bit of feedback on Paladin in pvp specifically. It feels as though it is missing something. Especially the 2-handed hammer paladin, which I will be referring to as “hammer pally”. My accolades and why u should bother reading this. I have 300 hours only in paladin i am level 70 something, gotten every paladin Lego, and done extensive testing. I have also done 1000+ hours DMing battle scenarios and balancing pvp changes in DND. I love talking about balance changes and picturing how that will change the meta. Why Paladin sucks vs ranged. Especially a hunter. The answer you will find with a lot of this is purely action economy and action quality. Lets look at the class that is most like Paladin. Warrior. Warrior has 3 things Paladin does not have and we SUFFER because of it. The first, most obvious, is our jump attack on any weapon does not have blue (unstoppable). Considering this is a very important gap closing tool it is not a fun experience being shot out of the sky just trying to close the distance especially when we are slowed and cant get a sprint attack off. Hunters are amazing at this but we will get to why in a bit. 2: We have no gab closing ability that makes us blue, let alone gives us enrage (IE Immunity to stagger, slow, and roots). The warriors' charge ability can be used with zero stamina and is a great getaway or a tool to continue the pressure. If a wizard or ranger is a little far away from us, we are kind of cooked if we run out of stamina. If i jump attack i might get shot out of the air. Warrior are not as long as they can charge or use a grappling hook. Also charge gives the warrior a way out of the vortex. Paladin has NO answer to vortex other then sprinting or rolling multiple times. Grappling hook is on paper, a ranged stun. We have nothing that is reliable. 3: I swear we are the only class with no stun and silence effect. Blah blah lightning spear stuns at range if you are high justice but that’s just it HIGH JUSTICE is hard to maintain and harder to get. Warrior literally has multiple with the grapple chain, glove, head but, Whirlwind interrupting things. You essentially have to have had the shit kicked out of you before u can get to high justice. For something so hard to get it should stick around for a little bit longer then it does. Also the spear stun is something you will NEVER be able to capitizle on with your main arenal (weapon attacks) because they are far away. It's so much fun not being able to actually attack someone after going through so much effort to stun them. Imagine if warriors chain flung people away after stunning them. Why ? 4: I added a fourth to really push the idea home of what we are missing. A easy-to-obtain resource. I have almost lost all of my pips in pvp in full legendries just getting to 70% justice and its start to disappear real quick in sword and shield. My only real option is to always land my hammers, which are the SLOWEST MOVING MAIN PROJECTILE OF ANY CLASS IN THE GAME, and a person who knows a tiny bit Paladin should avoid them like the plague. Picture it, the only thing that’s even close is priest sphere and that auto tracks people or they have direct control over it and can chose when it detonates. My other option is to take damage, which I hear is an amazing way to win a fight. I compare justice to a hunter's swiftness. It's about the same time to full hitting a dummy and drains at about the same rate. But they get the benefit that their normal ranged attacks get it for them and it increases their attack speed aka making it easiar for them to get more. Justice does NOT have that benefit and is mostly gained through shield hits (aka your opponent not knowing how paladin works and just shooting you) or taking damage. With 2 hander hammer, you get it from hitting people. Now if you are getting kited into the dirt and you could really use that extra justice damage you are out of luck. No other class in the game has a harder time getting their resource in pvp and maintaining it. The worst part is it's not even that much of a benefit. Warrior has horns on use to bump it up. Spear gives them rage etc etc. 5: Action economy. The warriors enrage ability can be cast with NO animation mid-swing. On the other hand, my seals have a cast time AND break sprint for sprint attacks. Not to mention that the sword and shield Q draws weapon also breaking sprint stride. When im on my 2 hander hammer as a pally vs a warrior and I punish them and time a massive Held right attack (red hammer slam). I don’t get to splat them as they can press their enrage button even if they don’t have stamina to not only not get flinched, not get splattered but even get a shield to mitigate some of the damge during their own attack. Think about it for 2 seconds, how many cooldowns, I have to pop (if i even could which i cant at the same time to get a portion of the effect of warriors enrage. Its red seal + blue seals Q + A better version of crusader seal as theirs gives root immunites. Even if I could cast those 3 seals it would take like what 1-2 seconds worth of animation? Theirs has no cast time and no cast animation and can be done mid stagger /mid their swing for christ sake. This staggered approach to cool downs fucking cripple us against hunters. This is what happens if im vsing a hunter Hunter places 2-3 traps, Hunter shoots poison arrow into the ground between me and their traps, Hunter ice arrows me as this does not share a cooldown with poison, throws poison grenade, Hunter shoots me i get staggered, I am now slowed and staggered. Now his the “fun part”. Has anyone done the math on how long you are held up if you walk into a bear trap as a pally? You have 3 options, and they all suck. Option 1: Pop crusade seal to be immune to slows > walk into trap trying to get to hunter > Hold up shield pray that ranger doesn’t throw poision grenade> if they smart they just wait out the trap and shoot at the very end while back peddling and shooting another poison arrow between u and them. Option 2: Use no seal to prevent the initial slows and staggers if they hit you > walk in to trap > get staggered > cast Crusader Seal, which is like being staggered a second time due to cast animation > run out of trap. Ideally, for this i want to be in white helmet so that way I can have the red seal and crusader seal effects. Option 3 > walk into trap > Sit it out with shield while getting shot and poisoned. O wait i run a 2 hander hammer so i guess im just fucked. ALL OF THIS IS FOR ONE SINGULAR TRAP. We don’t have root immunity only removal on use of the seal. What about the next one when my seal is on cooldown : ). Keep in mind they have 3 traps or the next posion grenade or the next slowing arrow, whether its ice or posion? Also, all traps, grenades , shots, and special arrows stagger you if the bow is medium and up. I infinity prefer fighting a frost mage which is the next worse match up because at least im not slowed and staggered for 5 years and they have to actually directly hit me for something to go off. What does a warrior do to a trap? Charge > get enrage from equipment base walk through as many traps as they want and no stagger. The hunter has the ability to get massively in front on resources against pally as they can place traps and any time spent by the pally not pressuring the ranger means they are getting even more mana for more grenades and bird calls and you guessed it TRAPS. Obviously, during this you can return fire but at this point, the hunter has used zero evades and will have an evade for every one of your actions. Now lets talk balancing. What really concerns me with 2 hander paladin is that it can absolutely destroy people if they are caught. For example, if I am with a warrior then pulls someone or a wizard who vortex or a priest who stuns a warrior out of enrage, and I’m close to capitalize on this they are going to die. I had a fight today against an experienced high skill warrior. Normally, he can sit through my hammer damage but the moment he got stunned by my priest he died in like 8 seconds to me with the hammer and the priests damage. CHANGESSSSSS- ——————————————————- PLEASE REMOVE SEAL ACTIVATION Animations. What’s the point of a CC break that has a cast animation and flinches me? Red seal makes you immune to flinches but essentially flinches you through animation. Hammer needs something more.. The way my pvp 1v1 partners describe it is predictable. We need a technical attack that either stuns or roots. 2 hander hammer is the only class in the game without a stun that doesn’t have a 2 second wind up. Think about how many warrior has. The normal right click tap attack is worthless as it gives no benefit whatsoever and is far more clunky and long animation to use then normal left clicking or Held right click. With 2 hander hammer I think you have to be careful one or two changes could make it overpowered. It is the hardest hitting weapon in the game and before the legendries nerf i was doing 1550 damage to morthog. But please note This is all black armor that most people don’t use in pvp + the target was penitence and i was using the Blue seal for armor pen on hammers and maxed justice which, as i mentioned before is difficult to get and maintain in pvp unless you are already getting smashed and taking a lot of damage. And not every hit is 1550 (including the chest's radiant damage + all damage rings and + damage food + criting). Please nerf what our seals give our team mates and then make them stronger. If you could make the red seal also have the effect of the crusader seal and then the crusader seal gives us like 30 justice that would be sick maybe OP im not quite sure. Probably give it no hammer effect or something. Justice needs a rework for Sword and shield. Or we need some kind of on use ability, I personally think seal use should give us justice. That way we can keep our justice from draining. Rogues need some kind of buff against pallies. Its the one class that pally does well against but they have the benefit of not engaging / running. Right now as it stands a good Hunter then wizard then Priest then warrior is my order of what i hate vsing. I think the only class that 2 hander pally does particularly well against is Sword and shield pallies. Go ask on the forums what class people feel like counters them and no one will say pally other then rogues. GLITCHES There are 2 glitches that are happening with pally one is when you hammer throw it goes on double cool down if you recall it quicky Which sucks because if you are to slow calling it back u might miss out on the second lot of damage. The second is The 2 hander hammer Q is interrupted. Please look at my thread on the discord general support: https://discord.com/channels/830738139789787147/1466071885182800065 There are vidoes. I have had it interrupted by priest SNS attacks that aren’t even blue btw or paladin melee attacks that weren’t blue (sword and shield). Ive had it interrupted by npc normal attacks (normal green goblins). When i time my Q to punish someone and i dont even get the full use because its interrupted by literally anything as long as its after the first spin. This has lost me many fights. Thank you for reading. If you want any questions or clarity on my thoughts please dont hesitate to ask. My grammer isnt the best sorry about that haha.

The Power Of Friendship 3 months ago
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