Maybe it’s me but holy moly is it hard to get fallen embers now. I’ve been playing the new update since it dropped adding another 100 hours on top of my already 1000hours+ playing but I don’t know man, resources that are needed to “make a build work” has gotten too scarce. Prior to the update I was a berserk big dick Guts great sword kinda guy; so I figured I’d try lightweight lightning bow this time around but the RNG gods must hate me. For the life of me I couldn’t respec to save my life. After 100 hours of gameplay and fishing at every pond around, crucible, chests, pestilence areas; I couldn’t come up with enough fallen embers to get enough dexterity and faith to wield any of the bows I see online and reroll the affixes to a decent build just keep getting the same bs stats so I gotta reroll and hopefully not get “dmg increased by x% for 30 seconds after backstab” over & over again. I don’t know the solution to this problem since prior to the update we were showered with embers but I think this overcorrection is a bit harsh.
On another note, please do not nerf range builds. It’s already clunky enough to mage properly and bow effectively without the right affixes. swords(melee) are fine and all but range builds are actually pretty fun; especially bows. Mage/wizards are kinda clunky since I’m still required to melee to build enough focus to kill but aside from that range is king.
Fallen embers are indeed rare at higher level, where as on a new character, you get showered in them. That’s honestly the quickest way to get more - make a new character on a new realm.
Otherwise you have a few vendors that can have them which reset daily
Yeah I’m realizing that fallen embers aren’t ideal for rerolling stats on gears. Thanks for that heads up for sure. But question for you, does creating a new character in a new realm(or perhaps current realm) help my main(first) character? I don’t wanna pump another 1k+ hours on a new character.
Sooooo many steps gaaaad damn. Have the devs say anything about the whole fallen embers ordeal? So far everything I see online were duplicate exploits and sketchy file manipulations.
You either cheese multiple servers and do fishing runs and pray Grinnich and Finley on each server you create have embers as well as the Seneschal in Crucible.
Or you have to mod them in if you don’t have time or desire for that grind.
These are sadly the incentives they have created with this bad approach to gearing and the excessive amount of RNG and systems layering saturation around gearing.
Somehow there is a lot of hate for Diablo 4 and PoE combat but somehow the tedious gearing slot machines these games are modeled after are totally OK, and this game has an even more annoying RNG layer to them.
I don’t think tedious gearing should be synonymous with ARPGs.
Amen brother, for all the efforts the devs have put into separating themselves from the lots of PoE & D4; they’re slowly turning this game into a farming simulator. Say what you want about D4 though the “sanctification” system in season 11 is pretty rad. But even the D4 dens have realized they’ve cornered themselves with that mechanic.
I think NRFTW will eventually become like them other ARPGs if they keeps fudging the RNG numbers every patch.
Players will always follow incentives over game mechanics and dev’s wishes.
I’ve gone down a rabbit hole of exploits around essence and fallen embers, it’s nuts. I see an overhaul incoming. The devs must know players are cheesing the system.
The only slot machine you have to deal with is if you want to use plagued items and control the negative enchant. I really like the together update when it comes to gearing. Before with fallen embers being the only option, new gear was basically all trash. Now with essence embers, any new gear you get may have a better enchant than what you currently have. And if you find a new facet you want, you can at least transfer over one enchant from what you used to use.
In regards to creating new characters to farm fallen embers, realms and characters are not tied together. You can use any character on any of your realms. So you create a new realm and character, get a bunch of embers, then put them in a chest on the same realm or a different one. Then you simply grab them out of that chest on your other character. Personally, I have a realm which has all my storage and crafting. I put everything I find there.
I think if you only play on one realm and with just one character, the drop rates are too low for experimenting with new builds. But if they raised them, there would be no way to balance that against people using multiple realms and characters. You don’t need a perfect build to be strong. Once you get that perfect build, the game becomes way too easy. I quite like the leveling experience, so I have many characters with many builds. By the time you reach max level, you naturally have a build which is pretty fleshed out anyway. It’s when you want to try a new build without making a new character that the drop rates really hurt.
Well I think what’s happening is that at low level, you don’t get anything other than fallen embers, i.e. void embers, essence embers, etc do not drop, so it seems like when you would get one of those other embers, you get a fallen ember instead. Once you are high enough level to get the others, that’s where you see a huge drop off in fallen embers. So it’s not really about the realm as much as it is realm + character level. If you start a new realm with a max level character, the areas start at lv 9 rather than lv 1. That’s why you would create a new character as well rather than just a realm.
I’m not sure what you mean by ranged build nerf. The bows have been expanded quite a bit now being a dedicated 2h rather than off hand. They now have dodge and running attacks as well, with a lot more runes to play with. They don’t hit particularly hard in my opinion, especially while leveling up, but at end game they can be effective. Lacquer bow is OP.
Most of my builds so far are melee and I enjoy them. Feels like I get to interact a lot more with the combat system vs just playing keep away. For my bow build I stacked as much movement speed as possible. I can just run away from every attack, even on bosses. Why learn movesets when you can just avoid them entirely? I’m glad it wasn’t my first build.
Yeah same, my first build a thousand hours plus was berserker heavy damage fat roll barged build. I was pushing bosses around with barge to catch my stamina then whack em with some rune attack for maximum damage whilst they were staggered. In a way it was cheesing the game the same way lightweight bow builds do.
The devs are in a pickle here, melee is the bulk of this game but I’m pretty sure once players switch to mage or arching it’s GG. No need to learn move sets indeed; just spam tip die off in a safe distance.
That’s what I was referring to when I mentioned nerf. Not that range was nerf or anything but rather will they nerf them.
They literally render melee obsolete once you got a decent bow/mage build going.
Bows are easier earlier on but once you bring builds online with optimized affixes, bows don’t match the damage of melee builds, and melee builds either endgame affixes optimized can reach 70%+ DR across all resistances. With lifesteal and regain health gems in a couple of slots you become way more durable than any ranged player while dealing more damage.
The only boss you sort of can’t facetank is Echo Knight on higher difficulties and even then with some consumables or the right echoes you can still eat a bunch of his attacks.
It’s just that melee takes a lot more stat optimizations to not feel so bad fighting multiple enemies compared to ranged playstyles.
I’m playing a plate 2H hammer build and I’m pretty much trampling most stuff now since I’ve stacked 50%+ fire damage and damage increase amps on top of healing increase.
By comparison my leather armor monk is really squishy though he deals a bit more damage.
Bow is just simpler to use, but this is highly contingent on bows like Lacquered bow because they nerfed Siren’s Call by a lot and now that bow is trash. Shortbow is probably what you use otherwise, and it’s not good for the damage but rather for how mobile it allows you to be while plinking away.
The supposed OP mage builds are all abusing the ring that lets you use health instead of focus and pairing it with lifesteal. Once that ring cheese gets fixed they will take quite a hit because you’ll be squishy and unable to spam spells at a rate that you can easily sustain yourself through the risk of having to either melee or lock yourself casting a weak stamina spell for focus generation.
I wouldn’t call melee obsolete to ranged. Melee can be just as powerful as ranged. I personally don’t have as much fun kiting. My parry build shreds bosses for instance, but it does require learning their movesets. Some people don’t like learning the movesets, or have trouble recognizing patterns, so I’m glad they have options to still enjoy the game.
I hope the devs honor the versatility and variety of builds in the game and not force to only use melee.
Like PoE’s “the vision” where the devs wanted us to play slowly & methodically whilst the players wanted to simply blast the game whilst they had a second monitor on.
Thomas did say balance passes have been left low prio since the class system is coming.
And that makes sense because classes will change so much that it’d be a waste of time to balance and then shortly have to do so again when class traits come out.
I do hope they will do away with % damage/resistance increase affixes and the % enchant increase gems and replace them with fixed number effects that make the game much more reasonable to balance.
Because right now in this game based on the amount of %s you have stacked your character can either feel like a total wet noodle or like a god.
I think most people don’t want a game where you or the mobs are 2-3 shotting each other or dying in a stunlock. Most people want a happy medium of reasonable recovery leeway but still have mobs play out their attack sequences and have the expectation of you as the player having to strategize around it rather than pure brute force through stats.
I understand their vision/philosophy on movesets, pattern recognition and reactive gameplay. I genuinely feels good to clear mobs without having to nuke an entire area code of enemies with a 1-button build.
The class system however is interesting indeed. Final fantasy did a decent job with it but I’m curious to see how it plays out in NRFTW.
Personally, in every other ARPG(isometric) I play necromancy, with how mobs play out in this game, I’m eager to see if necromancy in this game give us skeletons, mages & golems and how many or will they do a “raised” dead version.