Addressing Community Feedback & Anticipated Changes
[p]Hello Dragon hunters,[/p][p][/p][p]We want to start with a huge thank you to all new and recurring players who are currently playing to our first major update: Nurõrgartt.[/p][p][/p][p]
[/p][p]Honestly, we’re really pleased to see that the new content sparked interest and it’s always exciting to see new people getting on board daily as well as returning players.[/p][p]We truly appreciate all the feedback you share on Discord. While we may not answer every message, please know that we read everything you post and consider every possibility on the major points you raised.[/p][p][/p][p]We’ve been teasing the content of the Tracker update already and this time we’d like to talk about:[/p][p][/p][h3]What are the major points we want to work on and address?[/h3][p][/p][p]But before we break into it, let’s take a look at what you can expect.
[/p][h2]Tracker Update Overview[/h2][p][/p]
[/p][p]
[/p][p]Now let’s take a look at not only new content we never mentioned before and the major points we’d like to address and will be our focus for the following months.[/p][p][/p][h3]More interesting enemies to fight: the Champions[/h3][p][/p][p]The Champions are a new kind of elite enemies you’ll hunt during endgame hunts. Some Champions also are entirely new foes you haven't encountered before.[/p][p][/p][p]Our intention is to offer more interesting and challenging encounters, making fights more strategic at key moments of hunts and the story.[/p][p][/p][p]We’ll be sharing more details about them in the following weeks, as we’re hoping to release a few of those new enemies in our next Update, planned for Summer 2025. It’s something we think will be deeply appreciated.[/p][p][/p][h3]Loot Filter is on Its way[/h3][p][/p][p]As requested by the community since the start of EA, we’ve been working on it a few weeks ago.[/p][p][/p][p]We know that wading through piles of loot just to find that one useful item isn’t a fun experience. That’s why we’ve begun working on a loot filter that will help you spot the most interesting items quickly and target farm more efficiently.[/p][p][/p][p]If you actually want more info on it such as how it works, we dedicated a DevBlog on the Loot Filter.[/p][p][/p][h3]Getting One Shot isn’t fun + Death Recap[/h3][p][/p][p]Let’s be honest, getting one shot out of nowhere definitely isn’t fun and neither an interesting player experience. Specifically the ones that kill you out of nowhere.
[/p][p]That’s not the kind of difficulty we want. We’re reviewing the one-shot mechanics, to make sure damage spikes feel fair and avoidable. Because you should always feel like you could have dodged or blocked, not like the game just rolled a dice behind your back.[/p][p][/p][p]Enemies will no longer deal massive chunks of damage to the character (with some exceptions), and likewise, it’ll take a bit more effort for the player to take them down.[/p][p][/p][p]Overall, fights will last longer. We hope this will make combat more strategic and engaging. On a side note, we are working on a Death Recap to help the players to understand what happened and improve on the next encounter.[/p][h3]
More transparency in Tooltips[/h3][p][/p][p]One thing you’ve been pointing out, and you’re absolutely right, is that many of our tooltips are just too vague. Sentences like “Grants a temporary evasion bonus upon use” just don’t give you enough info when you’re trying to theorycraft or build around specific effects.[/p][p][/p][p]We’re changing that.[/p][p]
We’ve started revising tooltips to be clearer. For example, that same line would become: “+X% Evasion for a brief time upon use.”. That said, terms like temporary, brief, or short are still going to be displayed. Ideally, we’d love to show exact durations.[/p][p][/p][p]Why don’t we just do that now?[/p][p][/p][p]In a lot of cases, durations aren’t fixed.[/p][p]They can scale with many effects and as of now, showing the duration could lead to inaccurate or misleading information, which we think could be worse than being vague. That’s why we’re approaching this carefully.[/p][p][/p][p]We also want to remove the Item Score (item level) from tooltips.[/p][p][/p][p]At first glance, Item Score seems helpful. It gives a quick idea of an item’s “power,” right? But in practice, it's more complicated than that. The score is meant to guide players by showing that an item generally has higher stats. However, they can also nudge players into equipping gear that may actually be worse for their specific build.[/p][p]Meanwhile, experienced players often see flat scoring systems as misleading and tend to ignore them altogether. Ultimately, we’d rather players evaluate gear based on what it actually does, the stats, the affixes, the synergy with their build, rather than judge on a single abstract number.[/p][p][/p][h3]Character Progression & More obtainable skills in the story[/h3][p][/p][p]Due to the randomness, it can be frustrating for new players to progress through the story without discovering new skills. This often makes the experience feel dry, especially during the early levels when players are still exploring the game's systems and want to experiment.[/p][p][/p][p]To address this, players will be guaranteed to find skill Fragments at key moments in the story, typically after major quests, similar to how the Gift of the Eternal is awarded.[/p][p][/p][p]We've previously discussed our goal of adding more "wow" moments to the player's progression, and we hope this change contributes to that experience.[/p][p][/p][h3]Prologue & Onboarding[/h3][p][/p][p]Since Early Access launched, we’ve been going through a ton of feedback, and one thing that came up a lot is the prologue and the initial walk through Montescail.
[/p][p]Some of you liked being able to try out different classes early on (which is awesome), but overall, we’ve heard that the prologue felt just too long for many of our players. The constant voice-over and up to 20 minutes of dialogue were often mentioned as overwhelming.[/p][p][/p][p]During that time, the player is basically unkillable, one-shotting everything, and loot is disabled for story purpose. While it’s not a big issue, when it stretches out for that long, it just isn't fun.[/p][p][/p][p]That’s why we’re already working on reducing the length of the prologue.[/p][p][/p][p]Another major point of feedback concerns the very first walk through the City of Montescail.[/p][p][/p][p]When players arrive in the City for the first time, they’re required to walk through the City while listening to dialogue before reaching the next quest point. Although our goal was to introduce the City in an immersive way, we now understand that this part feels tedious and not engaging.[/p][p][/p][p]As a result, we’ve decided to completely remove that initial walk.[/p][h3]
New Modifiers[/h3][p][/p][p]Alongside the new skills we’ve been working on, we’d like to introduce a total of 9 modifiers.[/p][p][/p][p]Some of these new modifiers are a bit special as each one is unique to a specific class.[/p][p]They're designed to complement each class’s core identity and should open to more interesting build paths, making theorycrafting more flexible.[/p][p][/p][p]If you're curious, we shared a preview of these new modifiers on our Discord.[/p][p][/p][h3]To learn more about the Tracker update:[/h3][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][h2]Looking ahead[/h2][p][/p][p]We really hope you’ll like these changes and are eager to learn more about all these future features and changes.[/p][p]We are committed to keeping you informed as we implement these updates and are actively working to ensure that these changes are positive for both new and experienced players.[/p][p][/p][h3]Sharing Your Experience[/h3][p][/p][p]We want to know how you get on with the Nurõrgartt update, join us on Discord.[/p][p]And with that, we’ll catch you next time.[/p][p]
[/p]
[/p][h2]Tracker Update Overview[/h2][p][/p]
- [p]New Class: Qara Tani, the Tracker[/p]
[p]Named Qara Tani, she is a tracker from the Qhongirat, using the advanced archery techniques of her clan along with a deadly poison derived from the blood of a Green Dragon.[/p][p]As a Dragon hunter, she is able to wield all the martial techniques of her clan, ranging from formidable close-combat skills to powerful ranged attacks.[/p][p]Her specialty: striking without being struck.[p][/p]
[/p][p]Coming with a total of 17 skills, she has both melee and ranged abilities.[/p]
- [p]New Biome: Erde-nòr[/p]
[p]2 new regions: The Volcanic Plains of Koleos & The Resurgence Stronghold.[/p][p][/p]
- [p]New Skills for each classes[/p]
[p]2 new skills for each class, including the Knight, the Barbarian, and the Oracle.[/p][p]17 skills for the Tracker.[/p][p][/p]
- [p]New Modifiers[/p]
[p]9 new modifiers, for each class, including the Knight, the Barbarian, Oracle and the Tracker.[/p][p][/p]
- [p]New Endgame content & Draconic Tarot[/p]
[p]New endgame hunts, dungeons, enemies and bosses.[/p][p]With the Draconic Tarot, you will be able to customize your Chaos Hunts modifiers.[/p][p][/p]
- [p]New Enemies : Champions[/p]
[p]The Champions are new enemies you’ll be able to find in quests.[/p][p][/p]
- [p]New City feature: The Draconic Atlas[/p]
[p]The Draconic Atlas is designed to help you learn more about the enemies you encountered during your hunts, while also providing passive bonuses that apply to all characters tied to the same City.[/p][p][/p]
- [p]New Quality of Life (QoL) features: Loot Filter, Death Recap, and more…[/p]
[p]With the loot filter, you’ll be able to create templates, set rules, and sort them by priority. But also, hide, display, or highlight specific types of items.[/p][p][/p][p]The Death Recap will help you to interpret what caused you to die.[/p][p][/p][p]Our Roadmap:[/p][p]
[/p][p]That’s not the kind of difficulty we want. We’re reviewing the one-shot mechanics, to make sure damage spikes feel fair and avoidable. Because you should always feel like you could have dodged or blocked, not like the game just rolled a dice behind your back.[/p][p][/p][p]Enemies will no longer deal massive chunks of damage to the character (with some exceptions), and likewise, it’ll take a bit more effort for the player to take them down.[/p][p][/p][p]Overall, fights will last longer. We hope this will make combat more strategic and engaging. On a side note, we are working on a Death Recap to help the players to understand what happened and improve on the next encounter.[/p][h3]
More transparency in Tooltips[/h3][p][/p][p]One thing you’ve been pointing out, and you’re absolutely right, is that many of our tooltips are just too vague. Sentences like “Grants a temporary evasion bonus upon use” just don’t give you enough info when you’re trying to theorycraft or build around specific effects.[/p][p][/p][p]We’re changing that.[/p][p]
We’ve started revising tooltips to be clearer. For example, that same line would become: “+X% Evasion for a brief time upon use.”. That said, terms like temporary, brief, or short are still going to be displayed. Ideally, we’d love to show exact durations.[/p][p][/p][p]Why don’t we just do that now?[/p][p][/p][p]In a lot of cases, durations aren’t fixed.[/p][p]They can scale with many effects and as of now, showing the duration could lead to inaccurate or misleading information, which we think could be worse than being vague. That’s why we’re approaching this carefully.[/p][p][/p][p]We also want to remove the Item Score (item level) from tooltips.[/p][p][/p][p]At first glance, Item Score seems helpful. It gives a quick idea of an item’s “power,” right? But in practice, it's more complicated than that. The score is meant to guide players by showing that an item generally has higher stats. However, they can also nudge players into equipping gear that may actually be worse for their specific build.[/p][p]Meanwhile, experienced players often see flat scoring systems as misleading and tend to ignore them altogether. Ultimately, we’d rather players evaluate gear based on what it actually does, the stats, the affixes, the synergy with their build, rather than judge on a single abstract number.[/p][p][/p][h3]Character Progression & More obtainable skills in the story[/h3][p][/p][p]Due to the randomness, it can be frustrating for new players to progress through the story without discovering new skills. This often makes the experience feel dry, especially during the early levels when players are still exploring the game's systems and want to experiment.[/p][p][/p][p]To address this, players will be guaranteed to find skill Fragments at key moments in the story, typically after major quests, similar to how the Gift of the Eternal is awarded.[/p][p][/p][p]We've previously discussed our goal of adding more "wow" moments to the player's progression, and we hope this change contributes to that experience.[/p][p][/p][h3]Prologue & Onboarding[/h3][p][/p][p]Since Early Access launched, we’ve been going through a ton of feedback, and one thing that came up a lot is the prologue and the initial walk through Montescail.
[/p][p]Some of you liked being able to try out different classes early on (which is awesome), but overall, we’ve heard that the prologue felt just too long for many of our players. The constant voice-over and up to 20 minutes of dialogue were often mentioned as overwhelming.[/p][p][/p][p]During that time, the player is basically unkillable, one-shotting everything, and loot is disabled for story purpose. While it’s not a big issue, when it stretches out for that long, it just isn't fun.[/p][p][/p][p]That’s why we’re already working on reducing the length of the prologue.[/p][p][/p][p]Another major point of feedback concerns the very first walk through the City of Montescail.[/p][p][/p][p]When players arrive in the City for the first time, they’re required to walk through the City while listening to dialogue before reaching the next quest point. Although our goal was to introduce the City in an immersive way, we now understand that this part feels tedious and not engaging.[/p][p][/p][p]As a result, we’ve decided to completely remove that initial walk.[/p][h3]
New Modifiers[/h3][p][/p][p]Alongside the new skills we’ve been working on, we’d like to introduce a total of 9 modifiers.[/p][p][/p][p]Some of these new modifiers are a bit special as each one is unique to a specific class.[/p][p]They're designed to complement each class’s core identity and should open to more interesting build paths, making theorycrafting more flexible.[/p][p][/p][p]If you're curious, we shared a preview of these new modifiers on our Discord.[/p][p][/p][h3]To learn more about the Tracker update:[/h3][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][h2]Looking ahead[/h2][p][/p][p]We really hope you’ll like these changes and are eager to learn more about all these future features and changes.[/p][p]We are committed to keeping you informed as we implement these updates and are actively working to ensure that these changes are positive for both new and experienced players.[/p][p][/p][h3]Sharing Your Experience[/h3][p][/p][p]We want to know how you get on with the Nurõrgartt update, join us on Discord.[/p][p]And with that, we’ll catch you next time.[/p][p]