Patch A.1.2
Under Construction
This patch is under construction until release. For now refer to Patch A.1.1
More OGH Balancing
So we've got some more edits to OGH maps. There's some things I noticed in my own playtesting that really stood out so far so I'll be focusing on what I can control and where I think the maps are still lacking. Some maps felt good but a lot of them really just aren't hitting yet!
The biggest thing I've felt and noticed is that the drops outside of the Temporals aren't worth it remotely. And while I do not wish for OGH to become like Niflheim, I also don't want it to feel like one big slog while you are going along the way. So there will be both mob balancing and item drop balancing as well in this update that isn't related to the temporal boots (which feel like theyre finally in a good spot)
Sewers
Sewers feels "mostly" good in its current state, but could use a little bit of extra to make the grind feel worth it. The stings and gargoyle are just a little bulky but mostly feel good so we'll be toning down DEF/HP a bit since they're almost to where I wan them as is and don't need much balancing overall. Drops wise though both mobs leave much to be desired and will be getting some goodies.
1.) Contaminated Sting: HP: 57k > 53k
2.) Contaminated Sting: DEF: 35 > 30, MDEF: 35 > 30
3.) Contaminated Sting: Oridecon Drop > 13.68%
4.) Contaminated Sting: Stone Arrow Quiver drop removed
5.) Contaminated Sting: Trap added as drop at 100% chance
6.) Contaminated Sting: Coal drop removed
7.) Contaminated Sting: Yggdrasil Berry drop added at 3.94%
8.) Frozen Gargoyle: HP: 66k > 61k
9.) Frozen Gargoyle: DEF: 35 > 30, MDEF: 45 > 35
10.) Frozen Gargoyle: Elunium drop > 11%
11.) Frozen Gargoyle: Elemental Converter drop added at 8%
12.) Frozen Gargoyle: Crystal Arrow quiver drop removed.
Prison 1
So I'm gonna level with you guys straight, Prison is straight terribad right now and I apologize for missing the mark on this one. I definitely wanted people to need to kite and not instantly vaporize the mobs but I've definitely gone too far for prison even for the intended audience. You basically need a lot of gear already just to farm here in the first place and when you finally do, your damage is pitiful and feels terrible. There's something satisfying about being able to deal meaningful damage so we'll be changing up some elements here to allow for more damage to go through from ranged classes. I don't want to hit the Ice Pick builds too hard so we'll be adjusting things in a way that helps the snipers and gunslingers of the world, but also doesn't infringe on the ice pick chemist enjoyers in the process.
I'm also massively lowering the MDEF to open this map up to other magic enjoyers. I'll be keeping an eye on some builds that I think may overtake the map from the intended audience though and if that happens we'll buff the MDEF slightly back up but not to where it was before this patch.
1.) Mutating Prisoner: HP: 76k > 71k
2.) Mutating Prisoner: DEF: 55 > 20, MDEF: 70 > 35
3.) Mutating Prisoner: AGI: 90 > 70
4.) Mutating Prisoner: VIT: 80 > 110
5.) Mutating Prisoner: Elunium drop > 10%
6.) Mutating Prisoner: Element: Poison 3 > Shadow 2
7.) Zombie Guard: HP: 82k > 72k
8.) Zombie Guard: DEF: 40 > 20, MDEF: 60 > 35
9.) Zombie Guard: VIT: 85 > 110
10.) Zombie Guard: AGI: 100 > 70
11.) Zombie Guard: Element: Poison 3 > Shadow 2
12.) Zombie Guard: Oridecon drop > 10%
Chivalry 1
After testing out chivalry since the changes its still not quite in the place youd ideally want it. I envision this map as something where melee soloers or mobbers/magic mobbers can go for their fun. If you're killing one at a time it should be slower than other maps, but it will be safer/easier than other maps. However, the 30% nerf was too harsh and we'll be reigning that in a little bit.
Further, to make this map feasibly mobbable we'll be lowering the HP substantially. I think even with the drops buff, this will still make the map slower than the other (now also adjusted) maps but viable in its own way. Again, I still feel this map can and should be less good for solo killers, but it shouldn't feel dreadful. This is one of the maps I envisioned would be a safe fall back for people who wanted their more vanilla experience.
1.) Contaminated Raydric: HP: 76k > 60k
2.) Contaminated Raydric: DEF: 30, MDEF: 20
3.) Contaminated Raydric: VIT: 40 > 70
4.) Contaminated Raydric: Oridecon drop > 8.6%
5.) Contaminated Raydric: Coagulated Spell drop > 60%
6.) Contaminated Raydric: Temporal Crystal Ivory drop > 0.10%
7.) Contaminated Raydric: Temporal Crystal Cerulean drop > 0.04%
8.) Contaminated Raydric Archer: HP: 68k > 58k
9.) Contaminated Raydric Archer: Coagulated Spell drop > 60%
10.) Contaminated Raydric Archer: Temporal Crystal Ivory drop > 0.10%
11.) Contaminated Raydric Archer: Temporal Crystal Cerulean drop > 0.04%
12.) Contaminated Raydric Archer: Elunium drop > 10%
13.) Contaminated Raydric Archer: Sharp Arrow drop removed
14.) Contaminated Raydric Archer: Cursed Water drop added at 30%