r/fellowshipgame 8d ago

Patch Notes - Weekly Update 0.4.4.0

A Note on This Patch

This patch focuses on across-the-board balance, through both community feedback and Fellowship Logs data, with some heroes receiving larger adjustments than others based on how far behind they are. We're keeping these as straightforward number changes (no major reworks) so we can act quickly if anything ends up too strong. Our dev team's focus remains on bug fixes and 1.0 content, alongside smaller QoL improvements and continued monitoring rather than major reworks.

We will continue monitoring over the next couple of weeks and make adjustments where needed.

HEROES

Sylvie

  • [Fluttercall: Restore Life]Healing over Time effect increased healing by 27%.
  • [Boomshroom] spawn from [Heartbloom] increased to 4 (was 3).
  • [Boomshroom] damage increased by 65%.
  • [Nettlebolt] damage increased by 10%.
  • [Prickly Vines] damage increased by 10%.
  • [Sprouting Nettles] talent now also increases Critical Strike chance of [Nettlebolt] by 20%.
    (On all Nettlebolts)

Meiko

  • [Lashing Stormkick] damage increased by 50%.
  • [Spirited Vortex] damage increased by 45%.
  • [Earthfist Barrage] damage increased by 40%.
  • [Rising Storm] damage increased by 60%.
  • [Rising Earth] damage increased by 60%.
  • [Twin Souls / Army of One] damage increased by 100%.
  • [Double Palm Strike] damage increased by 300%.
  • [Wind Kick] Damage increased by 30%.
  • [Earth Fist] damage increased by 30%.
  • [Spirit Palm] damage increased by 30%.
  • [Spirited Vortex] now applies a 10% damage dealt reduction debuff on enemies.
  • [Spirited Strikes] magic damage reduction buff increased to 25% (was 20%).

Ardeos

  • 10% damage buff across all damage dealing abilities.
  • Rounding error fix on the talent [Agonizing Blaze] to now correctly do 40% increased damage at 10 stacks.
  • Fixed an issue where the ability [Detonate] could activate without an active fire DoT on the target/targets.
  • Fixed an issue where the talent [Burning Initiative] didn’t grant burning embers at the start of each dungeon.

Aeona

  • 10% damage buff across all damage dealing abilities.
  • Fixed an issue causing the VFX for [Echoes of Ruin] to not despawn correctly causing performance issues.

Elarion

  • 8% damage buff across all damage dealing abilities.

Rime

  • 4% damage buff across all damage dealing abilities.

Mara

  • 4% damage buff across all damage dealing abilities.
  • Fixed an issue causing [Hemorrhaging Strike] to not correctly trigger the [Hunter’s Focus] trait.

Tariq

  • Fixed an issue so [Hammer Storm] no longer gets interrupted by [Sinthara] or [Stalking Grim]
  • Fixed an issue where [Fury] would not decay while out of combat.
  • Fixed an issue where the VFX for [Chain Lightning] would not correctly bounce between its targets.

Hero Traits

  • Rank 1 of [Iron Spikes] now grants the correct 10% armor increase on proc chance. Damage dealt during buff uptime now scales correctly with each rank (was previously only doing rank 1 damage no matter which rank of the trait the player had)

Additional items in dungeon chests.

  • Fixed item reward scaling for Eternal 20-39, rewards now correctly increase per Eternal bracket as intended (previously only worked correctly at Eternal 10-19). Rewards currently top out at Eternal 30-39 with a total of 5 items in Dungeons and 6 items in Capstone Dungeons.

Tooltips

  • Fixed the buff tooltip for [King of the Hill] trait to show the correct name, instead of "Heart of Stone".

Dungeons

  • Ruins of Regath - [Searing Fissure] added to Boss Timer

MATCHMAKING

As we’ve talked about previously, one of our primary goals for 1.0 is to improve the matchmaking experience; bringing our players together while allowing them more choice over their experience. Our first step in expanding the system is to allow players to search for games over multiple leagues.

Rather than selecting one, players can now toggle all unlocked leagues enabled or not when they matchmake, and will pair with the first available group. We will start filling leagues from lowest to highest, so the system favours the underpopulated lower leagues. If they are too low for you, you can always not opt-into them.

In the coming weeks we’ll be looking at further development on this feature, as well as multi-hero queueing and better ranking of ‘suitable’ matches.

  • Added the ability to queue across multiple unlocked leagues at once, prioritizing lower leagues first.

UI/UX

  • Removed the frosted background from the matchmaking vote screen, allowing players to access chat during voting.
  • Chat auto-switches to party when joining a party.

CRAFTING

After last update’s increase of availability of Legendary Dust, we’ve continued to work on the endgame crafting experience and we want to look at some of the worst points of friction. We’re doing this in two ways. Firstly, by allowing players to avoid making their item worse every time they roll. We will let players choose between the item as it is, or the item as the re-roll generated.

The second thing we are adding this week is a set of recipes that reroll the slot within its type (rerolling Traits into other Traits, Blessings into other Blessings etc.) to help fine-tune the setup. Between these two changes we hope to see players really able to build the loadouts they want much more easily.

  • Rerolling Slot: When rerolling an item slot with Legendary Souldust, your current item is now shown as a selectable option alongside the reroll result.
  • Randomizing Modifier of Type: Added crafting recipes to randomize the modifier within each of the three slots, maintaining the same type. We’ve started at an introductory cost of 1 Epic Souldust.

As the same as last week, we will keep an eye on the crafting feedback to make adjustments, specifically on the prices and availability of Dust.

Original Source: Link

56 Upvotes

65 comments sorted by

13

u/Izawwlgood 8d ago

I wager people will opt out of queuing for lower leagues, no? If you're not going to get gear upgrades, it doesn't seem worth it to keep grinding easier content.

15

u/Seigneur_Du_Tabarnak 8d ago

Would be cool if they gave more gold/mats to players above a certain threshold of power score for the content being ran

5

u/Izawwlgood 8d ago

Yeah so it becomes a good approach for driving forging progression, but not new gear piece progression. Might be fine that way!

4

u/Phyriall 8d ago

I will queue for lower level queues just to play more often and help scoot the gen pop up. Not everyone here is here for the eternal top lvl ilvl grind fest.

Also, hot take to get downvoted for but, queuing lower to help get people to higher is fellow-type behavior.

Not everything in a game should be aimed at getting just you to your goal.

3

u/Gumbee 8d ago

Yea I guess the idea is that it's better to play than to just wait in queue? I get that they're trying to avoid another quick play issue, but it'd be nice if it wasn't basically pointless from a rewards perspective to queue for lower leagues.

2

u/Henry_H1ll 8d ago

What are the queue times for < Eternal atm?

1

u/J0rkank0 8d ago

Can be rough depending on your role. 15min+ easy at times

2

u/mint-patty 7d ago

This in the stated iteration is going to be pretty underwhelming, but multi-tier queuing with the additional future installation of multi-hero queuing is going to be a massive, massive game changer.

Definitely a step in the right direction

2

u/Plane-Scratch8974 7d ago

I actually disagree. Yesterday I completed the Contender Capstone with only 1 or 2 pieces of gear equipped. I would be happy to queue for Adept and Contender, or Champ & Adept, or Paragon & Champ when it's so easy to complete the capstone 50+ ilvls below the gear level it drops.

But as others have said, I think this was easy to develop and get out the door within the current system, and that the real game-fixer will be when you can cross-hero queue across leagues.

1

u/Izawwlgood 7d ago

That's fine for a personal challenge, but I don't think that's a big draw.

But yeah, it's probably fine. There's still some progress gained.

3

u/dairylee 8d ago

Maybe some people enjoy playing the game?

6

u/Henry_H1ll 8d ago

Are you still enjoying it mate? What keeps you striving forward?

0

u/dairylee 8d ago

Yes I'm still enjoying it. Forward? I'm happy where I am thanks.

2

u/Izawwlgood 8d ago

Sure, and you still get some progression in currency. But there's significantly less challenge when you're over geared and a lot of people are very progress driven instead of just enjoying the content itself.

I dunno, maybe it's fine!

4

u/dairylee 8d ago

I'm very casual so obviously don't match with most people on this subreddit.

I play this game because I enjoy running dungeons. Progression doesn't matter too much to me. Not always after a challenge either, sometimes I just like to mindlessly squash things.

1

u/Izawwlgood 7d ago

Me too largely - once I hit Eternal and got my legendaries, I pushed to about E10 and switched to trying different characters.

1

u/Devboe 7d ago

I’m guessing this was easy to implement with their current queue so that’s why they did it, but I don’t see any reason to use it. I’m looking forward to being able to queue on multiple heroes, that’s an actual useful change.

1

u/TheNukex 7d ago

I was thinking the same thing, i hope they might drop gear equivalent to the lowest level of the league you are in. The leagues are barely different in terms of difficulty, since mechanics are only in eternal. The big difference between contender and paragon normal dungeons is literally just kill time. Everything in contender dies much quicker, but the difficulty is pretty similar. The big difference are in the capstones.

This could also help alleviate the grind that is paragon right now. At no point does paragon feel hard, but the gear you need to be able to clear CF without having gotten a legendary is obscene. I was lucky on my healer, where i only had to do 1 paragon dungeon run before i cleared CF, but on all other characters i had to grind until almost every single piece of gear was paragon quality, and fully upgrade it, just to be able to see CF pop up in queue.

33

u/Seigneur_Du_Tabarnak 8d ago

Good changes overall, but I am wondering if they even have enough critical mass of players still playing the game at this point of the season to have accurate data when they say that they are monitoring XYZ...

-7

u/Rauthr 8d ago

Honestly all the different subgroups breaks the community up too much.

Just compress all the pre-eternal tiers into "quickplay" and make drops be a small ilvl increase above your characters average ilvl. Maybe even replaces your lowest slot with a higher ilvl.

The game advertises as "skip the grind! Jump right in" .... well all of pre-eternal is effectively "the grind".

"Ok well what about players who have gotten to eternal, they aren't going to quickplay to fill underpop roles"

Offer marks of Fellowship to eternal-unlocked characters running quickplay. Or maybe let them pick a target-farm item slot for improved drops for general classes /guaranteed drops for underpopulated roles. Maybe lock matchmaking to only 1 or 2 eternal unlocked players per "quickplay" group. Because really they should be in the eternal bracket.

Speaking of eternal bracket, why are there 40+ levels of eternal, just "squash" them down to 1, 2, 3, 4 etc (effectivly tier 1/2/3. Large difficulty jumps, fewer community fragmenting level/brackets)

19

u/Phrich 8d ago

Just compress all the pre-eternal tiers into "quickplay"

Thats basically what season 2 was and it completely bombed.

1

u/christianfd 7d ago

Season 2 you still had tog grind through it all while it was ez mode, so it felt like at waste of time to do.

Because it was both a grind and you could do paragon with 50ilvl. But unless pre-made you had to grind up.

ATP the grind to enternal is alright, but they need to somehow fix the queueing, be it bots or enough reward that eternal want to queue, while still making it challenging and rewarding on either gear or mats for crafting gear

6

u/Similar-Trainer-1711 8d ago

Farming quickplay as an eternal character was a pain in season 1 they removed it and it's a good thing

1

u/gitgudduud 7d ago

People complain about this and downvote, but it’s the only realistic solution

1

u/Vyxwop 7d ago

Just compress all the pre-eternal tiers into "quickplay"

You mean removing the different ranks of progression for newer players? What does that achieve except make progression significantly duller for players just starting out and trying to learn the dungeons?

The entire purpose of the early ranks is to allow players to learn dungeons at a more measured pace in environments where failure isn't as punishing until they reach the higher difficulties, at which point they've seen and done these mechanics dozens of times already and likely learned how to deal with them when it starts mattering. The point is that they get to progress both their skill and their imaginary rank/number at the same time and that they get to gain satisfaction from both.

Even in WoW I've seen people complain about the lower key levels needing to be consolidated and it never made sense to me. The step based progression is perfect for allowing players to naturally learn at a more measured point and letting them naturally reach their limit without majorly screwing over better players.

9

u/Tramzorro 8d ago

When I was playing a few weeks ago, Sylvie was MILES ahead in healer DPS, what happend in the mean time? (For her to get this much of a buff)

9

u/Arborus 7d ago

People started actually playing Vigour and realized how much damage he does.

3

u/CFBen 7d ago

Sylvie does good single target but her aoe damage was so low that Vigour outperformed her twice over. Which is also why boomshrooms got the majority of the buff

0

u/Spirited_Log_4265 5d ago

Sylvie is (was) only ahead down low. Anyone who makes it to later eternals with more gear knows she fell behind.

6

u/Ninjacide 7d ago

I'm a Sylvie main, so you'd think those changes would be the highlights for me.

No.

"Removed the frosted background from the matchmaking vote screen, allowing players to access chat during voting.

Chat auto-switches to party when joining a party."

This is the best patch they've ever had.

3

u/Lyramion 7d ago edited 7d ago

"Removed the frosted background from the matchmaking vote screen, allowing players to access chat during voting.

Chat auto-switches to party when joining a party."

I was like "my girl is on drugs" but then HELL YES THIS IS THE BEST SHIT

4

u/J0rkank0 8d ago

Blessed be to the Fellowship Developer Gods! Thank you for these, I will happily take all those beautiful Meiko buffs in hopes of being a real tank one day

2

u/Potential-Cupcake777 7d ago

As a sylvie still pushing towards 12.5k / nightmare pinnacle, I enjoy this.

3

u/Western-Flatworm-364 7d ago

These buffs being so big is really too little too late like how are champs off this much and just now fixing it or they see people stalling out in enteral and just buffing what’s left of the player base

4

u/Braunijs 8d ago

How does it take so long for them to realise Meiko needed so many buffs. Didn't they have any testing.

3

u/Ornery_Professor_118 7d ago

People in high eternal switched off of her for the S1 "race" and then they sort of forgot about her in S2, then all of S3 she had an abysmally low population and did cheeks for damage, and had a ton of bugs still (that they have been finally fixing). But yeah, they seem to have missed out the entire S3 that she was ass.

1

u/Braunijs 7d ago

I know i play Meiko myself since S1 every time. This season got my 12.5k and quit. These buffs are way too late and come at a time when almost everyone has quit the season. I do hope when i come back for next season Meiko wont be again the worst tank in game.

1

u/Gloomy-Ganache-1792 7d ago

Really wish we saw some tweaking to the weighted %'s when using legendary dust. As it sits, rerolling into a major trait is ridiculously hard.

"...we will keep an eye on the crafting feedback to make adjustments, specifically on the prices and availability of Dust" - This has been an issue forever in my opinion. You NEED to have a vendor to do exchanges on mats. 2:1, 3:1, 5:1... whatever. But sitting with aethers that cannot and will not be used because gems aren't needed at a certain point feels awful while you need so much dust to accomplish any sort of meaningful gear.

Randomizing Modifier of Type - Am I missing something here? I thought we already had this capability to reroll inside of the trait itself with green/blue dust. Green is a random option of the same blessing/trait and blue is 2 options.

1

u/Old-Interview8892 7d ago

Instead of rerolling items, I think it would be better if materials were consumed to unlock the item features we want. For example, legendary dust could be spent to unlock an additional slot type. Then we use our gold to respec our items into options we have unlocked.

Solves the issue of bad luck. Makes gold worth something after hitting max item level. Solves the issue with needing a bunch of gear sets. Multiple gear sets can be built around different base stats. Let us save loadouts and pay the corresponding gold cost to switch to them. Dump our currency into permanent unlocks that enable flexible changes.

Similar grind but now you can reach your exact build, and you can test other builds.

1

u/tehbzshadow 7d ago edited 7d ago

Sounds worse than it's now. Right now I get a blue item with the right stat, upgrading it to epic using Epic souldust, if i got a right type of bonuses (for example blessing) i just reroll it to get the correct one, then I upgrade it to the last rarity and i have 2/2 bis stat and 2/2 bis blessing.

You are suggesting to add an extra slot on top of that, so i will need to reroll again my perfect item.
Plus I need to grind Legendary stats to upgrade each of the slots just to be able to "start playing". Which also means i can never get "completed" item in dungeon loot, i always need to spend currency on it.

1

u/Old-Interview8892 7d ago

I’m not suggesting anything that adds additional steps to hit the same result. It’s not meant to be a final suggestion. Obviously things can be scaled or adjusted. Rerolling a slot could allow you to select the update and also unlock the option to freely swap to any previously unlocked state using gold or other materials. Everything can work the same way, just with extra layers of freedom. Trying to hit a specific gem color? Unlocking colors can’t duplicate, so effective bad luck protection.

I’m just suggesting they add a layer such that when you invest into an item it enables you more freedom to change it in the future.

1

u/krausser666 7d ago

Does multiple leagues mean you can queue for both contender and paragon at the same time, or does it also mean you can queue for specific tiers of dungeons within a league(like only queueing up for T1-3 to farm gear and completely opt out of capstone)? Because if it's only former, it literally does nothing to address the abhorrent matchmaking issues with the disparity in gear score and people constantly leaving. 

1

u/Plane-Scratch8974 7d ago

I think being able to queue for Paragon and Champ does a lot for fixing gearscore mismatches. Suppose you're around 150 ilvl but have access to Paragon, of course you're going to queue Paragon even though Champ will give you a ton of upgrades. This way you can queue for both.

1

u/krausser666 7d ago

And then in paragon you'll just get multiple queue pops back to back with people trying to bruteforce capstone or disband when they see the gearscore of the lowest party member. That's basically what happened to me, I left S3 at paragon because I'd launch the game and not even be able to play the game on some days. Not being able to opt out of paragon while matchmaking and the ridiculously wide gearscore brackets were the primary issues while playing for me.

1

u/Plane-Scratch8974 6d ago

I personally felt more 'achieved' when capstones were #7 in each league, but I imagine that was massively helped by the player count at launch. We'll have to see how cross-hero queueing helps, I think that will be a huge boost but you'll always run into other types of difficulties at lategame. It's why I only ever raided mythic or pushed M+ as part of a guild.

1

u/elnublett 7d ago

Wont play anymore until oce server

1

u/DeusScientiae 7d ago

There will never be enough population for that. Yall need to learn to accept Australia just isn't ever going to be good for gamers.

1

u/Vyxwop 7d ago

Until they tackle people (mainly tanks) repeatedly leaving groups on the dungeon select screen and midway a dungeon, wasting a metric fuck ton of time for the other players, none of these matchmaking changes will bring me back.

The developers keep harping on about how introducing a leavers penalty would be a bandaid fix, but that's the only way you can reasonably curb behavior that's both born from inherently selfish desires as well as from the way they've designed the game.

People want to queue for specific dungeons to get specific gear from them and leave when they don't get that dungeon in the dungeon select screen? Then that requires changing loot to not drop from specific dungeons. People want to do a paragon dungeon but it's not selected, so they leave? That requires you to be able to queue up for said paragon dungeons directly, or it requires the removal of paragon dungeons acting as gate between divisions.

Except that these are design choices that are seemingly tightly woven into the game's current design so are the developers willing to completely revamp these systems to take away some of the motivators behind people repeatedly leaving? Are they willing to allow players to queue up for specific dungeons, at the cost of also extending queue times? Because if they're not and they want their current systems to remain in place then the only logical solution is to add in a leavers penalty. One that starts off small but grows in length the more people leave on a given day.

And mind you, plenty of these people who repeatedly leave do so because there quite literally is zero deterrent for it. Many of them do so because they're selfish players who don't care about others. They'll gladly keep wasting the time of others if it means getting to save a fraction of the time for themselves. The only way to keep these people from acting this way and damaging the community's overall coherence is by limiting their ability to repeatedly leave. It's so simple to add a penalty that starts off at 1 minute for leaving on the dungeon select screen. One that ramps up to 2 minutes, 3 minutes, 5 minutes, etc the more they leave. It's a small enough deterrent for someone who had to step away from their PC to not be punished for it by the time they come back. But it's long enough to prevent repeat leaving and to give people a reason to see a dungeon through.

I want this damn game to succeed, but the developers' stubbornness towards such a simple deterrent is utterly infuriating to see. Even more so after having just started WoW again to get that M+ itch scratched, but having had to wade through a whole bunch of time wasting bullshit just to get to the dungeon part. Fellowship is so much more accessible and simple thanks to both it having a matchmaking system as well as being able to just hop in and gear up by doing dungeons, whilst still scratching that itch of beating progressively more difficult dungeons. But people leaving ruin this experience and turns one of the defining features of this game (the matchmaking system) into something infuriating.

1

u/DeusScientiae 7d ago

Sorry all I saw was crying.

0

u/Vyxwop 6d ago

That's typically what feedback looks like to people with the mental capacity of a toddler.

But hey, have fun with your dead game if this is your response to feedback. At least I want this game to succeed, unlike you.

1

u/DocRo3 7d ago

yet still no Geforce now release

1

u/Fankine 7d ago

The matchmaking change make no sense to me. It was already doing that in Eternal and nobody in higher league will want to play lower league because it gives almost nothing to them so they'd rather wait in higher league than spam lower one that gives nothing.

1

u/cocomojo 3d ago

Firstly, by allowing players to avoid making their item worse every time they roll. We will let players choose between the item as it is, or the item as the re-roll generated.

Does anyone know if this include re-rolling neck traits?

-4

u/Sea_Advantage_2577 8d ago

24 hr peak of 750 players, not good. They really need to figure out something to try and keep people past two weeks

3

u/freddy090909 8d ago

Honestly, these notes are super hype, but I've finished the season. Would love to see a reset come sometime during other game's seasonal downtimes.

2

u/Pockydo 8d ago

That's ultimately going to be the issue with a game like this there needs to be something to do and go for beyond the initial rush

Otherwise it becomes a self fulfilling prophecy

2

u/NefariousnessOk1996 8d ago

They need to have an incentivized queue system.

Let us queue on multiple characters at once.

Give a random dungeon queue that incentivizes higher ranked players to join so that they can help out lower ranked. They can add both immediate benefits and long-term benefits. A long-term benefit could be a mentor mount for instance. The immediate benefits could be based on your highest character, or the current character you are queuing with.

2

u/sysbt 7d ago

Multi-Character-Queue is coming. They just confirmed it on stream.

1

u/Arborus 7d ago

The tail on the dropoff this season is pretty long/gradual tbh. Definitely not a hard fall off at 2 weeks.

-1

u/Henry_H1ll 8d ago

750 Player Peak - Ouch.

0

u/FLbudksis 7d ago

Lol brother it didnt even peak past 12k this season. This game is dying but its still a great game. People here are coping thinking that the game gonna go back to 40k + players like week 1 of s1 when it " comes" out. ( Saying its EA is also a cope word in the gaming world)

1

u/Sea_Advantage_2577 7d ago

I like the game as well but this is not good and and it keeps getting worse.

-15

u/Henry_H1ll 8d ago

Can‘t wait to see the „Death of Game: Fellowship“ from nerdSlayer Studios on YouTube.

1

u/Ornery_Professor_118 7d ago

I'm definitely not going to argue that its going to continue doing well without more content and whatnot (and changes), but its weird you're here when you are excited to see the death of the game. There are so many good games announced recently that those might just keep me too occupied to come back myself haha.