[Development] Overall Feedback / Questions to the Process
Hey Notorious and players,
first of all I want to state that I am in no position to tell you what and how to do and that I am fully aware of that. I simply want to get an understanding of why you chose this type of development process. If you do not want or can not answer my questions it is also completely fine.
I have a fair share of product development experience over the last 10 years and have a hard time to understand why you guys work the way you do.
1 Release Cycles
Currently all over the world companies are going more and more for a “continuous delivery” approach to push out changes very independent from each other and to be able to adapt quickly. I have the feeling that you guys as a team chose to go for the completely contrary approach to release once a month (if even) and push out all the changes that you got at once.
In my knowing this comes with several problems. Releasing a lot of changes together and not testing them continuously on PTR (and by QA) until they hit “Live” makes it more or less “untrackable” which of the develloped things could cause issues. Additionally the players are waiting for patches for a long time and feel like nothing is addressed and the dev team seems “careless” about pushing out changes to the game for the current playerbase.
Nevertheless I am aware that for bigger changes like engine updates and big structural changes you can not release on the get go and need proper release management.
In my opinion, if you want to go for the approach that you push out a lot of changes at once, I would stick to a 2 weeks release cycle with PTR testing before that just so that you have at least a more “frequent” output.
To add to that, you get no benefit from witholding a fix/implementation from going to PTR/LIVE that is developed already. I mean you did the change already, why you let it rot in you repository for weeks to push it out with other stuff together? There is simply no benefit.
2 Bug Fixes / Hot Fixes
In addition to your “normal Release Cycles” usually there is a process of defining the severity of a bug / unintended functionality and then depending on the severity you react with either a bug fix that goes with the next release or with a hot fix that goes out asap because it is gamebreaking.
I have the feeling that the team is missing the ability to “read” their game and see what is currently game breaking / frustrating for the players. I am not sure if you guys classify things in order to react on it but in my opinion you should start to do that and try to hotfix bugs/problems of similar severity, like I will mention below, in the future:
Everfrost Shoulders Root
Everfrost Shoulders Root not breaking on damage
Cast Time of Dragonsbreath (fixed by now)
Double registration of Pyroblast / Meteor (fixed by now)
Campaigns (overall)
Phantom Dagger (still overloaded as hell)
Scorpion Tail (“endless airtime” via weaponswap)
Warrior is completely buggy overall and a pain to play rn
VFX lingering on the map
3 Testing and PTR
In my opinion currently it seems like that there is no QA done for most of the things that you guys push out and it very much feels like that the releases are more focusing on quantity rather than quality. I am aware that you guys are currently working on an EA game and that players didnt pay for a polished game. Nevertheless I have the feeling that you guys sometimes rush to push out some things that are not really completely read for the playerbase. For example:
Season 2 was ended way earlier because you noticed that player count is decreasing and you have no changes to push until the engine update is done just to push out Season 3 changes that have been half backed and not tested on PTR thoroughly which lead to the state of the game that we have right now. More or less 2 items are dominating the game:
Evefrost Shoulders
Scorpion Tail
In my opinion it would make a lot of sense to make PTR available all the time for all the people that are left. The live servers sometimes anyway feel like a PTR to me with all the problems that are there and not addressed in time so I really do not see a reason to not frequently push things to the PTR and make players that are interested test the changes for you.
For example in my opinion I would have actually kept Season 3 release what it was supposed to be and push all the players that still played Season 2 (around 100ish) to the PTR to test your changes until Season 3 arrives OR you could have at least made PTR available for all the players that had been left.
4 Balancing
I know that balancing in a game with several game modes is not an easy task to do and it probably will never be. Nevertheless I want to give my few thoughts to the balancing.
Currently as you guys stated a lot of times, balancing strongly evolves around VIPs that play one class a lot or are multi classing. While I think that some part of that approach is good, I dislike the fact that with that approach you mainly “listen to one person”. Dont get me wrong, gathering ideas with “Class specific VIPs” (if they play the game actively still) makes a lot of sense in my opinion but I think that after that there maybe should be a discussion with a more generalized group of people (probably VIPs from all classes) before this goes to the dev team itself and then a decision is made.
Overall I started this post to get more understanding on the development process of the game as some things seem a bit “off” to me. If you read until here and feel the same way, please give it a thumbs up and see you in the game.
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Comments7
Wizup
Nov 15, 2025
The latest patch has shown once more that the priority is quantity rather than quality.
The patch notes included a lot of changes and quite a part of it did not work as intended.
Just to note a few:
[Wizard] Timewarp → delay from 1s to 1.5s (the delay was wrongly configured to be 0.15s which makes it more or less instant again)
[Hunter] Frost Arrow → root affect now applies to all targets standing in the area for 3s (if you touched your toe in the area for 0.01s then you still get rooted after 3s outside of the area, except you dodge)
[Hunter] Shockbeetle → explosion radius increased (creates a big visual wall on explosion)
[Hunter] Special Arrows → Fixed an issue where multiple animation recoveries were unintentionally cancellable with special arrows or other actions (still works and seems even faster than before)
Newly introduced bugs:
[Rogue] Dagger → for whatever reason they can not recover adrenaline in stealth
Most of this things, if not all of them, should be caught by:
Unit Tests
Code Reviews
Developer Testing
Quality Assurance
Demoing the changes to the Team
PTR
It is not like some edge cases have been missed but rather that not even the happy paths, of some of the changes mentioned in the patch notes, are not working as intended.
gam40v3r
Nov 17, 2025
wow… just wow
gam40v3r
Nov 13, 2025
Since EA started every feature update, every time they added “content” to the game something breaks and makes the launch of that feature or content incredibly frustrating. Nobody wants to join a new season or content patch when most of it is not functional and you get frustrated shortly after opening the game. Some bugs from over half a year ago that have already been fixed in the past even come back, some game breaking bugs stay in the game throughout multiple seasons for example: lodge not crafting unless you refresh it after every craft and especially campaign progress not counting correctly. These new content updates that stay totally bugged and unfunctional throughout multiple seasons shows me that they’re out of touch with their own game. And that’s not even mentioning the terrible UI/UX.
I’m certain absolutely nothing gets QA’d here. Unless the quality of new content and UX improves nothing will change in the future and bring the game back alive.
Since S3 launched many players reported constant freezes, stutters, FPS issues, overall the performance is terrible compared to previous seasons (probably because of the engine upgrade) - even to the point where I’d say it’s unplayable and yet nothing changes for weeks. The game is done for. Call this a doom post if you want, but we all know it. I’ve reported hundreds of bugs since the first 2 alpha tests and up to this day some of these are still in the game. Notorious can be as transparent and “close to the community” as they want with their dev QnA’s but nothing changes the fact that they’re completely incompetent when it comes to understanding their own game (QoL, UI/UX, gameplay loop) and making it functional - bug free - most of all. I was flabbergasted when I saw the CEO put out a “GOLD MASTER 1.0 SURVEY” in the current state of the game.
I’ve moved on to other games until there is major changes that will improve the game’s quality
Wizup
Nov 12, 2025
Typos that i cant fix in the post as there is no editing:
….changes that have been half baked
….which of the developed things could cause issues.
….that are not really completely ready for the playerbase.
To add to that, you get no benefit from withholding a fix/implementation from….
What I forgot to add to the list of things that needed fixing long time ago:
wizard can keep people from extracting with timewarping them