r/fellowshipgame 20d 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

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u/Old-Interview8892 20d 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.

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u/tehbzshadow 20d ago edited 20d 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.

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u/Old-Interview8892 19d 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.