Ivar Hill

Mad Otter Games
Developer
sugarsweet.jpg

The always luscious and delightful Sugarsweet Event Zone has once again descended upon The Seven Realms! And what is that odd pitter-patter sound? Could it be that of an uber jumping chocolate bunny hopping around those rolling pink hills? It is! This year’s Sugarsweet Summit has an array of enjoyable new items -- new mounts, toys, flair, and more!

In addition to the event zone, this weighty build contains a completely refactored Raid tier system, a lengthy list of raid improvements in general, a redesigned stat system, a slew of bug fixes, and some much needed alterations were made to the Marksman Hunter as well, to name just a few of the changes in this exciting new patch!

See patch notes here: villagersandheroes.com/patchnotes

Sugarsweet Summit will be arriving today, February 22nd.
 

Sultan

Mighty Warrior
Characters
Faisalkhan
Platform
Android
You have to purchase this with CC right?
 

sirbabbo

Guest
I know this is not about the event, but in the update for raids, are you resetting what we already achieved and back to 0? Or freezing where we at and continue on? Thanks
 

Jytal

Servant of Mallok
Platform
iOS
In the patch note under Stat System, a new power rating and a change to make stats more uniformly displayed were mentioned but nothing on diminishing returns or pool stat values returning.
The stat uniformity update sounds great but are there any notes or updates on diminishing returns and the pool stat value vs % value?
The community overwhelmingly discussed and wanted diminishing returns to be removed which was stated on stream that it was being worked on for it to be removed. And in the forum https://villagersandheroes.com/forums/threads/actual-stats-or-pool-values-player-poll.4479/ there was clear indication that the feedback from players were that we do not like the % stats. Is this being changed? When is it being changed? Is the stat system going to continue to be built upon this new % system that the devs want or something the players want?
 

Ivar Hill

Mad Otter Games
Developer
Diminishing returns remain in this update but it's definitely possible we'll be reworking this aspect as well. The reason we haven't yet, is that by its very nature it also means that the actual difficulty of the game will change for almost all players so it's a more substantial undertaking.

pool stat value vs % value
this new % system
I'd just like to clarify here that this isn't actually the difference - we haven't 'changed stats to percentages', we've changed stats to displaying what they actually do. Stats like health, health regen, mana, mana regen don't show as percentages since they aren't percentages. Most stats, however, show as percentages since they actually are. Crit chance for instance is a probability, so there isn't really a way to express that as anything but a percentage. 10% chance to critically hit tells you what the stat actually does, whereas showing it as something like "3542" doesn't actually let you know what that means. Similarly, armor absorbs a portion of incoming damage. So if your armor is 50%, you take half as much damage as otherwise. Again a percentage is the natural way to express that since it's literally what the stat is.

Sometimes the old, abstract pool values were even directly misleading. For instance, if your critical damage show as "4204" that does not mean you deal 4204 damage on critical hits - it's just plain confusing. In the new system you'd see critical damage as say, "+30%", meaning you do 30% more damage on critical hits. This reflects what the stat is actually doing.

All this being said, if you'd rather not concern yourself too much with the stats' actual effect, as you can see in the patch notes, we have added in the Power Rating for all items which *is* a whole number and works exactly like the old system - so you can use this to evaluate one item vs. another to gauge its relative strength.
 
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Jytal

Servant of Mallok
Platform
iOS
Diminishing returns remain in this update but it's definitely possible we'll be reworking this aspect as well. The reason we haven't yet, is that by its very nature it also means that the actual difficulty of the game will change for almost all players so it's a more substantial undertaking.




I'd just like to clarify here that this isn't actually the difference - we haven't 'changed stats to percentages', we've changed stats to displaying what they actually do. Stats like health, health regen, mana, mana regen don't show as percentages since they aren't percentages. Most stats, however, show as percentages since they actually are. Crit chance for instance is a probability, so there isn't really a way to express that as anything but a percentage. 10% chance to critically hit tells you what the stat actually does, whereas showing it as something like "3542" doesn't actually let you know what that means. Similarly, armor absorbs a portion of incoming damage. So if your armor is 50%, you take half as much damage as otherwise. Again a percentage is the natural way to express that since it's literally what the stat is.

Sometimes the old, abstract pool values were even directly misleading. For instance, if your critical damage show as "4204" that does not mean you deal 4204 damage on critical hits - it's just plain confusing. In the new system you'd see critical damage as say, "+30%", meaning you do 30% more damage on critical hits. This reflects what the stat is actually doing.

All this being said, if you'd rather not concern yourself too much with the stats' actual effect, as you can see in the patch notes, we have added in the Power Rating for all items which *is* a whole number and works exactly like the old system - so you can use this to evaluate one item vs. another to gauge its relative strength.
Previously, an item would have would have the pool value and right under it, it would say how much % stat it gave it as seen https://villagersandheroes.com/forums/threads/actual-stats-or-pool-values-player-poll.4479/page-4#post-59907
And on the overall character screen the pool value was shown on the left and to the right had the % shown as seen https://villagersandheroes.com/forums/threads/actual-stats-or-pool-values-player-poll.4479/page-4#post-60899
This is purely an example with made up numbers, if I am trying to min/max my armor to have magic resist and cooldown reduction, one has a pool value of 5200 magic resist and cooldown reduction of 5250 while the other has 5150 and 5300 respectively. Due to how close in stats they are, they both say 5.5% magic resist and 3.1% cooldown reduction, logically speaking, since the stat totals are the same, the power ratings are the same. I can't tell the difference in stats since the % shown are the same so there is no way to discern which armor I want to keep because there is nothing in the current system that helps with small changes in stats compared to the old one which did.

The old system had more information that was useful for all players, min/maxers or people who just want the % what it does. The stat uniformity is great which could've been incorporated into the old UI and had tool tips further improved to give all players a better understanding of the stat system.
Some of my questions did not get answered as I would like to know the future path of the stat system,
Is this being changed? When is it being changed? Is the stat system going to continue to be built upon this new % system that the devs want or something the players want?
 

Helos

Citizen
Characters
Helos, Helox, Heloq
Platform
iOS
Still wondering about the raid reset! If it goes to 0 a lot of people will not be happy. Just checking in on this again. Thank you
With this also....ducat reset will make people mad as well....
 
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Casti

Grand Priestess
Characters
Aria Aeris
Platform
Android, PC
Last edited
1614026953388.png
This tooltip is wrong regarding Health

I think its buffing base health instead of Vitality, which means the real buff is way smaller.

For my level 95 character the "13%" buff is actually only 2.5%!

1614027470915.png
This is wrong too since spell power is different from damage and healing but since its in the patch notes its not as big a problem.

Maxed toons get over 230% spell power so adding 10% from dungeoneering would only be about ~4% extra damage, not 10.
 
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sirbabbo

Guest
Best me to the punch casti! I noticed those too in the raids on the buffs.

Also it only shows gold, bronze etc tier leveling but to know how many you need to do you would have to click on the small !

Some might find it difficult.
 

Casti

Grand Priestess
Characters
Aria Aeris
Platform
Android, PC
I think its buffing base health instead of Vitality(Bonus Health) or Total Health.
Just confirmed it in game, example with my lvl 95 priest:

Total Health: 235k
Buff: 13%
Expected health: 235 * 1.13 = 265.55k
In game health: 241k

Base Health: 49k
Buff: 13%
Expected health: 49 * 1.13 = 55.37k
In game health: 55k

So either change it to base health in the tooltip or make it buff Vitality(Bonus Health) or Total Health instead.
 

Helos

Citizen
Characters
Helos, Helox, Heloq
Platform
iOS
We have extended Season 2 of Raids until April 5th. You will not have lost any progress, nothing was reset.
That's not what we mean. We mean that when the season changes. People don't want their tiers or ducats to reset. Has anything been discussed about this? Either that you get lowered to a certain tier based on highest tier gotten?
 
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Casti

Grand Priestess
Characters
Aria Aeris
Platform
Android, PC
I think the new tier system works well, less raids required to progress and easier grouping. but found a problem regarding this point:

1614042398311.png

Just got an inferior:
1614042454148.png
 

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