I spent a very large amount of time testing this update (upwards of 24 hours) and I have a bit of a giant text wall of feedback.
I’ll start off with the fame rework. ParabolicalX on reddit did a great job of expressing everything I think is good and bad about this, so I’ll just link his post instead of writing about it at length.
Now, onto the weapons.
Firstly, Oppressor’s Staff feels far too weak for it’s disadvantages. I would suggest an increase in the ROF to 80% along with the changes on testing, allowing it to narrowly beat t14 at low DEF (and get progressively better at high DEF).
Now onto Predator Bow - I think the point of this weapon should be to function like a bow version of EP. It was only broken because landing 3 shots let it beat every other bows dps. The changes on testing do help bring it more in line with other bows, but it still beats tier 14 at every defense level only hitting 3 shots. Along with the current changes, I would lower it’s ROF to 70% but add an extra projectile. This would make it’s 3-shot dps lower than t14, but leave it’s 6-shot dps about equal to current levels.
Henchmen’s Claymore probably got the largest buff out of all the items, but I still think it is a little too weak. It feels very much like a slightly worse pixie sword, only passing it in dps past 90ish DEF. I think a straight damage buff to (80-110) per shot would bring it more in line with the dps it should have, still losing to pixie at low def but beating it a bit before 50 defense, giving it a more useful niche.
Finally, Bounty Hunter Dagger got a solid buff, but it still isn’t a particularly useful or interesting item. With the testing changes, it effectively functions as a slower t13 dagger with obstacle pierce* added on. I really don’t know how I would go about changing it because there are already daggers for basically every role, and any changes to bounty hunter would just power creep already existing daggers. I think the best option would be to keep it at 3 shots but hugely increase the shot spread (up to maybe 15 degrees), while buffing the fire rate back up a bit so that it slightly outdamages cutter.
*I think part of the reason this dagger is so hard to balance is that it’s primary gimmick is only marginally useful in a very small portion of content.
Next up, I will cover the abilities that received changes.
Blacklight Artifice is actually somewhat usable now, but I still think it isn’t quite where it should be. On a maxed divine pet, it has very slightly more dps than vile trap, but because of the cooldown it lacks the burst damage capability. I ultimately don’t think this item needs a cooldown at all (if this is in place for performance reasons, just buff the damage).
Cursed Spire Spell - Frankly, I already thought this spell was incredibly strong. Thankfully, adding boomerang shots doesn’t do too much to make it even better, so I think it is still well-balanced, with a few more opportunities to make use of it.
Siege Scepter - After the buff, this actually feels somewhat useful. I still don’t think the daze is super reliable, but having it trigger every few ability uses actually does noticeably effect gameplay. However, I think the bigger issue with this scepter is actually external; Scepter of Devastation is too strong. There is a reason that devastation is effectively a must-have for sorcerer, and I think a nerf to it’s supreme power is well-deserved. I think the only real problem with it is how spammable it is, so I would increase the MP cost drastically (70MP->110MP). With devastation less overwhelmingly good, other scepters should be able to shine a bit more.
Seal of the Battle God now feels like a swapout worth carrying. The slightly longer duration of the attack increase and the stats on equip make it into the item it always should have been; a dps-oriented seal trading survivability for damage. The change to a percentage-based threshold is also a good one.
Tyrant’s Toxin having it’s -SPD proc removed is a wonderful change that doesn’t hurt the balance of the item much, but makes using it much less annoying.
Tome of the Tarnished Gods and Brutal Buckler were both changed to percentage-based triggers, which helps them act more consistently with other threshold-based procs.
Finally, I would like to suggest a buff to Helm of Exalted Might. This item, while it looks good on paper, is very underwhelming to actually use. First of all, I would remove the chance-based explosion proc entirely as it serves very little purpose. Then, I would increase the duration of the DEX increase to 4 seconds from 3. This should give the helm a more solid role as a dps monster that requires good timing to use well, instead of only increasing average damage by a tiny amount.
In order of slots, armors are up next. This section will be very brief.
I think all 3 armors were changed for the better here, and I wouldn’t make any changes to any of them. They all function very well as a good in-between for dps and survivability, largerly performing worse in terms of dps than their more damage oriented counterparts (mercy’s bane, centaur shielding, tenne, and vesture), without being too survivable.
Now, the rings.
Firstly, Ring of Wrath is a strong but not overwhelming survivability ring, offering a good mix of HP, DEF, and VIT. The stats are spread nicely across the partial set bonuses and all-in-all I think this ring is probably the best balanced of the 3.
Autarch Amulet is also quite well balanced, but I feel like it focuses a bit too much on defense. Changing the +5 DEF granted at the 3 piece bonus into +5 SPD would make this ring a bit more useful, especially since many of the agents of oryx items require good positioning on the part of the user.
Lastly, Mayhem Medallion feels like too many of the bonuses are locked behind the full set. Expecting people to always equip full AOO sets is ridiculous because of the situational nature of the weapons/abilities. I would first move the +2 ATT from the 4-piece bonus to the 2-piece bonus. The other issue with this item is that wearing it on most classes leaves them incredibly squishy, since it only offers 80 hp. I would potentially consider swapping the +5 SPD at the 4-piece bonus to +5 DEF instead, to help offset the fact that the entire AOO set offers very little survivability.
Wooh, that was a lot of text. There is just 1 section left: The Bugs. I will leave out the obvious UI bugs present with characters (white name, 0 stars, etc.)
This one was absolute hell to correct (I had to manually drop more than 15k items to get my vault to function again, a process that took ~10 hours). Having a very large number of items in the gift chest causes disconnects/long loads into the nexus. Obviously this isn’t a pressing issue (I doubt anybody has anywhere near 15k+ items), but still something that should probably be fixed.
A little bug - Dragging items around in your inventory very rarely leaves the slot number visible behind the item.
Clicking the up arrow on the server select screen scroll bar causes the bar to disappear https://www.youtube.com/watch?v=75KdqJ9Cl1g (footage is from prod but bug also occurs on testing).
A rather annoying bug is that spamming the Cursed Spire Spell reliably causes DCs if it hits enemies.
To finish this whole thing off, there is a small error in the Seal of the Battle God’s description - it displays as having a 0.4 second ATT buff, when in reality it lasts 0.6 seconds.
That’s the end of my massive text wall. I think the changes are overall very good, but there are still a few items that I think could use some work.