Guild Conquest Bonuses We’re still working on the seasonal location buffs feature, but due to some technical issues, we can’t add it just yet.
Our goal is to have it ready before Season 4 begins. If that happens, the winners of each zone from Season 3 will enjoy the full benefit of buffs throughout Season 4.
However, if the feature isn’t ready in time for the start of Season 3, we’ll release it during the season. In that case, the Season 2 winners will start getting the buffs from the moment the update goes live, and those buffs will last until the end of Season 3.
In short:
We are aware that there are some that would like to know the rewards for winning a zone, before investing resources in the conquest mechanic.
Following on our balancing philosophy, which we have discussed, in detail, many times, we are following this exact same process with the buffs. Simply put, the buffs will likely, at the start, be low. And then, as time goes on, we will make adjustments to ensure that they're both rewarding and balanced. We’ve chosen a cautious approach to avoid causing long-term balance issues. The downside is that the buffs might feel a bit underwhelming at first.
With that in mind, these are the minimum buff values that a guild will receive for controlling a location. These buffs are meant to be supplemental only - they’re not game-changing. Their value is in the fact that they last for an entire season (2 months).
+5% Primary Skill EXP +3% Primary Skill Efficiency +2% Dungeon Magic Find +2% World Boss Magic Find +4% Dungeon EXP +5% World Boss EXP +5% Hunting EXP
There are a few things to keep in mind with this:
More Changes
This update aims to introduce various much needed adjustments across the game.
#### Guild Hall Components As we mentioned in our last update, we have slightly shifted our approach on guild all components. As the repair time has been shortened from 90 days to 60 days, this means you will need more materials over time to keep them maintained. This change will reduce the cost of the components, making them cheaper to build.
All guilds will have the difference refunded in the stockpile.
Guild Mastery EXP is also exponential, meaning it takes much more effort to level up at higher levels. Right now, level 92 is considered the “halfway point” in terms of total EXP needed to reach level 100. But before this change, players at that level were already receiving nearly the maximum bonus (14%), which didn’t feel right.
For example, if you defeat an enemy that gives 50 EXP, the Forsaken class will now earn 2 guild EXP (5% of 50 is 2.5, rounded down to 2).
Before this update, the same calculation would first give 2 EXP (from 5% of 50), then reduce it by 50%, resulting in 1.25, which would be rounded down to 1. Simply put, this change makes sure your guild EXP won't drop below the enemy’s base EXP, even with negative effects.
We’re making further reductions to the guild hall component requirements.
Any guild that has already purchased the upgrade will be refunded the difference directly to their stockpile.
We've reduced the component decay time from 90 days to 60 days
We’re slightly adjusting our approach by gradually lowering the requirements until we find the sweet spot. However, components will need more maintenance from the guild over time. (This is why we are also reducing the requirements and repair times.) Slots will not affected by this approach, as they do not require any repairs.
As always, we will keep a close eye on things and make adjustments carefully and thoughtfully to maintain good balance.
We are making some changes to the guild hall components. This will slightly change the order in which components are unlocked and make them easier to access by lowering the requirements.
Guilds will receive a refund in their stockpile for the difference. We will continue to monitor the situation and make more adjustments if necessary.
List of Changes:
We've made some changes to the guild hall foundation requirements to make it easier for everyone. The original requirements were just too tough… especially for what’s supposed to be the very first step for a guild hall.
We've lowered the overall requirements quite a lot. We’ve also made mystical bars and logs less important, since we know those can be really difficult (or even impossible) for some guilds to obtain. This requirement is quite unfair for what is supposed to be the first tier.
All guilds will be refunded the difference, and the refunded materials will go straight into your guild’s stockpile. As mentioned in the v0.38.0-PB patch notes, the high material requirements at the beginning were intentional. This update was large and complex, and we needed to take a careful approach. We know things may not feel perfect right away, but being cautious helps protect the game’s long-term balance.
The in-game market is constantly changing, and this update has had a big impact on it. Because of that, it’s hard to know exactly what the right requirements should be right now as the bar keeps shifting.
So, over the next few weeks/months, we’ll be watching things closely and making more updates if needed.
We’ve also decided that for the next 60 days, if we lower the number of materials needed for guild hall components, we’ll refund the difference. The refunded materials will go straight into your guild’s stockpile, so you can use them later for repairs or building other components.
After those 60 days, though, any changes to guild components will just be part of the normal game balancing, and refunds won’t be given anymore.
This means your guild can keep building during this "adjustment phase" without worrying about missing out.
Update: To clarify, the change in requirements may take up to 12 hours for it to propagate due to caching.
This update introduces a large increase to idle times, various new guild mechanics, a new skill, quality-of-life adjustments, and much more.
This is the biggest update we’ve ever released across all our games. Because of that, the next few days might be a little bumpy as things settle down and we work through any bugs that appear. We’ve done our best to make the roll-out as smooth as possible, but sometimes unexpected issues still slip through. Thanks in advance for your patience - we really appreciate it!
This change means the following idle limits:
You can read more about this change here: https://blog.galahadcreative.com/lets-talk-about-idle-times/
## Wiki
## Essence Crystal Changes Due to the significant increase in idle time, Essence Crystals have received an unintended boost, allowing them effectively last five hours longer than before the update.
To compensate for this, we’ve made major adjustments to Essence Crystals:
PLEASE NOTE: We are intentionally reducing the essence crystals by a significant amount so that we can effectively "reset the playing field" and re-adjust after we have monitored how things play out. Our approach to balancing is all about playing it safe at first - starting with cautious changes and gradually buffing if necessary as we gather more data.
We fully acknowledge that this is a significant nerf, possibly more than necessary. However, this change helps prevents Essence Crystals from becoming overpowered due to the increased idle time. It also gives us the flexibility to fine-tune their balance moving forward without causing major disruptions to the market.
You can read more about our balancing approach here: https://blog.galahadcreative.com/our-balancing-approach/
For the same reason as the essence crystal changes, we are making the following changes to potions:
Again, we are aware that these changes may be more than necessary. Please see the Essence Crystal change for more information on our approach.
Bartering is one of the most powerful skills in the game for two main reasons: it's easy to level up, and it significantly boosts the gold you earn when selling items to vendors.
But there are some issues. Since the bonus is percentage-based, it creates big gaps in value when selling high-priced items. This makes balancing a nightmare and limits our ability to introduce more valuable items in the future - because with the percentage boost, their sell price could end up way too high.
To tackle the issues mentioned above, we're dialing back the impact of the Bartering skill. Here's what's changing:
Vendors are the main source of gold generation in the game. Aside from Raids and World Bosses, it's the only way characters can create gold - so any change here has a ripple effect on everything, including the market.
We expect the market to shift as a result, and we’ll keep a close eye on things. If the change turns out to be too drastic - or not enough - we’ll make further adjustments once things stabilize.
Because shrine boosts apply for your entire idle session, the recent update has ended up giving them a pretty big buff - mainly thanks to longer idle times. Before, shrine boosts could last up to 3 hours (not counting refreshes), but now they can stick around for up to 8 (or even longer if you refresh before the shrine effects expire).
To keep things balanced, we're slightly dialing back the skill bonuses you get from the shrine. We’re also trimming the base duration of the boosts from 3 hours to 2 hours, since their overall potential has effectively jumped from 3 hours to 8 hours.
On top of that, we've noticed the shrine is hitting tier 3 (T3) more often than it used to. It’s not an everyday thing, but T3 was specifically designed to be a target that is only hit once every so often. It's supposed to be a special milestone. To help manage this, we’re introducing a dynamic gold requirement for each shrine tier based on trends over the past 30 days.
In simple terms: the cost to reach each tier will automatically adjust depending on how often the shrine is being activated. If T3 suddenly becomes too rare, the cost will go down. If it’s happening too frequently, the cost will gradually go up. This system applies to all tiers - not just Tier 3 - and helps keep things balanced as the game evolves over time. You will likely not see any chances to the shrine cost immediately.
This update brings a lot of changes (especially with how idle times work) which is why we’re being very careful at first. Our usual approach is to start safe, then slowly adjust things over time. It’s better to go slowly than to make big changes we can’t undo.
Because this update is so large, we know everything won’t be perfect right away. Some parts might feel too strong. Others might feel too weak. If you think, “This is too much,” or “This has been nerfed too heavily,” please don’t worry. We know. That’s expected. It's by design. We’re being cautious on purpose to protect the balance of the game.
This update is huge and complex, which makes it even more important for us to move carefully and cautiously - despite knowing that some things might be slightly overtuned.
As always, we’ll keep an eye on everything and make improvements over time.