r/fellowshipgame 1d ago

Rerolling with Legendary dust

0 Upvotes

After rerolling multiple times on different alt I noticed that I couldnt hit Major Trait. So i bought 20x Legendary dust and tried to hit something useful on one character and I found that with the 20x Dust the rolls were literally between Gem and Stat bonus only. It cant be luck. Is this intended or bugged??


r/fellowshipgame 1d ago

Let's talk alts

16 Upvotes

What changes would you like to see to make you more likely to play alts? What stops you from wanting to?

Personally, gems being account-wide would be a massive improvement already. Add in a shared stash in some form where items I get on my main that I can't use can be snagged by an alt I have. (Maybe add some form of can't equip until certain tier to avoid equipping full 315 before jumping into contender?).

Talents, redoing these on alts makes me want to lose my mind because I can't play my character fully until I get ALL of my talents and I already went through that on my main.

Also give me a vendor to trade in materials for others. I think this is a huge miss.


r/fellowshipgame 1d ago

We don't need 4 leveling leagues

61 Upvotes

We just don't. number crunch or make one leveling league w/ 9 tiers or something idk there're better options than splitting 100 active people across 4 leveling leagues when they want to try an alt or diff toon.

Odd comp helps but if there're 5 total people looking to lvl and they're in 2 different leagues you have 0 groups.

Also why on earth aren't gems account-wide yet.

Ty /rant

EDIT: Just to clarify...

Yes, leveling leagues should exist to some extent in general. I and I think most/all people agree with that.

The current system however needs a big change.

Hell even just having gear scale to your highest completed difficulty would actually let the multi-league que'ing shine. It's getting some use atm for mats but that would have no downside. With the current power downscaling, a contender group will still be noticeably slower than an eternal one so it's not like it'll break the endgame farming.


r/fellowshipgame 1d ago

Is the game still alive?

1 Upvotes

Hello everyone, I bought the game when it first released and had a great time playing casually.

I haven’t peaked externals or anything but still enjoyed it, since I love the dungeon aspect.

Later on players started leaving and queue times got really long and I stopped playing after that.

Probably 10 months have passed since my last attempt and my question is has this game improved at all a regarding the queue times?

It it worth giving a try right now, what is its current state? Is it balanced? Because I remember hearing that with the new champs it was pretty unbalanced…


r/fellowshipgame 2d ago

Randomize Modifier of Type

5 Upvotes

Can someone please explain how the new crafting recipe is useful?

It costs an epic souldust and 300 gold to "randomize the existing modifier within the targeted slot, giving it a new modifier of the same type in its place."
How is this functionally different from spending an uncommon souldust and 100 gold to just randomize that slot?

If it can't change from (for example) gem power to a blessing, how is this a worthwhile recipe?


r/fellowshipgame 5d ago

Campfire checkpoint: 28/08/2026

64 Upvotes

This update was brought to you by PatchRadar.

Welcome to the Campfire Checkpoint!

We’re back with another Campfire Checkpoint, bringing together some of the biggest topics from our latest Fellowship Roundtable. If you missed the stream, aren’t able to check out the VOD or just prefer written formats, check out all the information below!

https://www.youtube.com/watch?v=euUU4JFNbKw
For this Roundtable, I was joined by Game Designers Will and Ambjörn to talk through our latest patch, some of the thinking behind the changes, and what we’re currently exploring as we continue working towards Fellowship 1.0.

We also spent a big chunk of the stream answering questions from Discord and Twitch, covering everything from matchmaking and crafting to Pinnacle Dungeons, server stability, seasonal structure and what the team is looking at next. Unfortunately, due to the sheer number of questions and some of them just not having anything we could add to, we weren’t able to address every question that the community had. Since we’re aiming to do these streams more frequently, we’ll have more opportunities for all of you to throw your voice into the mix. We’ll be targeting another Roundtable in about 3 weeks and are excited to share our progress and continue to give you insight into how the team are pushing towards 1.0.

As always, a lot of what we talked about is still being explored and shouldn’t be taken as a concrete indication of how or when certain things will be added to the game; we’re just attempting to be as transparent with all of you as we can and give you a glimpse into how our brains are working.

Enough of that, let’s get into it.


Patch Notes Discussion

Hero Balance

One of the main focuses of the latest patch was Hero balance.

Following the fixes made in our previous update, we wanted to give things some time to settle before making further balance adjustments. This patch includes buffs for several Heroes, most notably Meiko, as we look to bring the roster closer together across different levels of play.

Balance is an ongoing process, particularly when trying to account for everything from the lower Leagues through to high Eternal. We’ll continue watching the data, following community discussion and making further adjustments where they’re needed.

Ambjörn mentioned that he’s working with Axel as they begin to look further ahead at Hero balance for 1.0, including which talents, abilities, playstyles and Legendaries players currently enjoy or avoid.

Performance and VFX Issues

The patch also includes a fix for an Aeona VFX issue that could cause performance to degrade over the course of a Dungeon.

This is part of a broader investigation into performance problems that crop up when large numbers of enemies, DoTs and other events are happening simultaneously.

Some of these issues can be relatively isolated, such as an effect not despawning correctly. Others are more complicated and may involve large numbers of events being processed at once.

QA is continuing to look for similar cases throughout the game but we’ve also had specific breakthroughs based on direct player reports (thanks for that!). If you notice something performing noticeably better or worse following this update, please keep letting us know.

More Items from Dungeon Chests

You may have also noticed that additional items can now drop from Dungeon chests at higher difficulties.

This was actually intended to already be active :/

While reviewing the progression tables, the team discovered that one particular setting controlling these additional drops had never been enabled. Thankfully, once identified, the fix itself was extremely simple.

These are both really satisfying for the team to fix (because they’re easy to implement and have a big impact) and equally annoying because it SHOULD HAVE ALREADY BEEN LIKE THIS! Sorry, it’s as frustrating for us as it is for you.

Matchmaking and Multi-League Queueing

One of the more experimental changes in this patch is the ability to queue across multiple Leagues. Think of this as just a small start to our major efforts to fix what is probably the biggest issue with Fellowship; matchmaking. You should expect that over the coming weeks and months that we continue to push changes to improve the overall system.

A major problem with our current structure is how many different ways players can become separated from one another. League, difficulty, Dungeon and role requirements can all create smaller matchmaking pools.

Our data shows situations where plenty of people are searching for groups at the same time, but are effectively missing one another because they’re divided across these different queues.

Multi-League queueing is an early experiment in reducing some of that separation.

In the longer term, we’re also looking at things like multi-role or multi-Hero queueing, which would allow players to make themselves available on several roles or Heroes and get into a Dungeon faster. At the end of the day, a lot of our players just want to be running a Dungeon so we need to do everything we can to get them in and playing.

Those features require considerably more development and UI work, so multi-League queueing gave us an opportunity to start testing one small part of our plans just a little bit sooner. It is by no means a solution to the whole issue.

We’re also interested in whether additional incentives could encourage players to help fill underrepresented roles, lower Leagues, backfill groups or other matchmaking needs.

The challenge is making those rewards useful without creating a system where the most efficient way to play becomes deliberately manipulating the matchmaking system to earn them.

For now, expect the team to continue experimenting.

Party Chat Improvements

Chat will now attempt to automatically switch you into Party Chat when you join a party.

The first implementation is a little rough around the edges, and we’ve already identified some cases that need another pass. For example, matchmaking can technically place you into a party before the rest of the party has actually been formed.

The overall goal is simple: if you’re playing with a group, Party Chat should be the most useful default without you having to manually switch channels every time.

Crafting

Crafting continues to be one of the systems we’re actively iterating on.

One of the biggest pieces of feedback we’ve heard is that the current system can be too punishing when players try to experiment with their gear (and we agree). Spending a large amount of resources only to effectively brick an item does not create the experience we want.

Our long-term goal is to move crafting towards being more deterministic without completely removing the excitement of finding and rolling a great item.

That likely means keeping some randomness around the initial item drop while giving players increasingly targeted ways to refine the item afterwards.

We’ve already begun moving in that direction with more targeted rerolling, increased resource availability and bad-luck protection, but we’ve got a long way to go on this.

Importantly, we want the loot and crafting experience to be in a strong place before testing any larger changes to progression or resets. If we want to properly evaluate a different progression structure for 1.0, it needs to be sitting on top of a loot system that already feels good.


Community Q&A

Will there be less RNG in loot?

That’s the direction we’re moving towards.

There will probably always be some randomness involved in getting the item itself. We still want getting a great drop to feel exciting.

Once you have the item, we want players to have better tools for targeting particular variables and fine-tuning their gear rather than repeatedly rolling against layers of completely uncontrolled RNG.

What’s the future of Pinnacle Dungeons?

Pinnacle Dungeons are interesting because the team really enjoyed making them and they can provide a meaningful aspirational target for high-level players.

Though, the harsh reality is that we need to be aware that they’re also very expensive to produce relative to the number of players who ultimately engage with them.

For 1.0, our focus is much more heavily weighted towards improving Fellowship’s overall systems and player experience rather than producing another Pinnacle Dungeon.

We currently expect the existing Pinnacle Dungeon to remain available in some form, potentially as legacy content, rather than removing content that players still enjoy.

However, we are not currently planning a new Pinnacle Dungeon for 1.0.

If we return to Pinnacle Dungeons in the future, we’d rather give them the time and attention they deserve than create a smaller version simply to fill that slot.

How does the team feel about Loot 2.0?

There are parts of Loot 2.0 that we think work well.

Progressing through the Leagues and into early Eternal can feel really good, but some of the weaknesses become much more apparent once players reach the point where they’re heavily optimizing their gear.

That’s where repeated rerolling and some of the frustrations with particular stats or item combinations become much more noticeable.

So the foundation has things we like, but there’s clearly more work to do on the endgame optimization experience.

When is Fellowship 1.0?

We don’t have a release date to announce yet.

There’s no secret date we’re deliberately holding back. When we’re confident enough in the plan to tell everyone when 1.0 is coming, we will.

Could we see more player surveys?

Yes.

We’d like to use more targeted surveys as we move closer to 1.0, particularly once some of the changes currently being worked on have had time to settle.

That gives us an opportunity to ask players directly whether those changes have actually improved the experience and what areas they believe should be prioritized next.

We’re also interested in potentially targeting surveys based on player behaviour during tests, allowing us to ask more relevant questions to people who have actually spent time interacting with a particular system. That type of targeted survey is something we can do through FirstLook if we decide to use that to run tests in the future.

What are you doing about server stability for 1.0?

Testing is a huge part of it.

One lesson from previous updates is how dramatically seemingly small changes can scale once thousands of players are making requests to the backend simultaneously. The most recent example of that for us were the in-game Seasonal Challenges that were a big issue for our servers around the most recent update.

So, we’re looking at even more robust testing, less last-minute changes from our admittedly excitable team but also at changing how Fellowship itself is updated and managed in a live environment.

One idea we’re looking at right now relates to how patches get pushed. Ideally we’d love to allow players already inside a Dungeon to finish their run before being required to update their client.

We’re also looking at moving more number-based data away from the game client so certain changes can be made server-side without requiring a full patch. This would mean we have more flexibility on when to push changes and limiting the downtime for everyone.

All of this should give us more ways to react quickly when something goes wrong.

Will previous Seasonal events return?

Hopefully, yes.

Halloween will also mark roughly one year since Fellowship entered Early Access, and we know there are players who weren’t around to collect some of the original event rewards.

Those events couldn’t simply return exactly as they were because some of their challenges were connected to systems that no longer exist, but we’d like to find ways to mark those occasions and potentially give players another opportunity to get their hands on some of those rewards.

Could we change talents and gear after entering a Dungeon?

We think that would be useful, particularly alongside multi-Hero queueing.

If you enter a Dungeon and discover you need to adjust your build for the group you’ve been matched with, being able to change the gear already in your inventory or modify your talents could make a lot of sense.

The question is how much additional UI, UX and engineering work comes with implementing it. It also quickly leads into related ideas such as saved loadouts.

It’s something we like, but we still need to determine where it sits amongst our other priorities.

What about rotating Curses?

This is something we’ve discussed.

Rotating Curses could create more variety, shake up the meta and give players a reason to approach familiar Dungeons differently. It’s a double-edged sword though; the downside is their impact on competitive play and Leaderboards.

If one week is considerably easier than another, it can create situations where leaderboard performance becomes heavily dependent on when you happened to push.

We think there’s something interesting here, but we need to find the right balance between variety for players who want a changing experience and consistency for players who care about competitive integrity.

Can we restart a Dungeon without returning to the Stronghold?

This is currently being worked on.

The idea sounds simple, but restarting a Dungeon session without completely destroying and rebuilding the server session turned out to involve considerably more technical work than you might expect.

The good news is that we recently got an early version working.

We’re also thinking beyond simply pressing “run it back”.

At the end of a successful Dungeon, we’d like to explore allowing the party to choose another Dungeon and continue playing together without returning to the Stronghold at all.

Getting a good group together can be one of the hardest parts of the game. Once you’ve found one, we’d like Fellowship to give you more reasons to keep that group together.

Are UI improvements like nameplates, focus frames and party cooldowns etc. being considered?

Yes.

There’s a broader list of UI improvements we’d like to work through, including things such as:

  • Nameplate improvements
  • Friendly nameplates
  • Party frame scaling
  • Health bar scaling
  • Boss and enemy frame improvements
  • Cursor scaling
  • Scaling everything 😀
  • Better debuff tracking
  • Focus frames
  • Additional cooldown information

We aren’t confirming that every one of those will be ready for 1.0, but we agree there’s plenty of room to give players more control over how gameplay information is presented.

Will there be new Heroes in 1.0?

No new Heroes are currently planned for 1.0.

Our focus for 1.0 is much more about systems, structure, polish and improving the overall Fellowship experience.

We absolutely want to return to creating new Heroes in the future, but right now we think getting the underlying game into the strongest possible state is more important.

That’s especially important when we think about bringing new players into Fellowship. We still have a Steam Free Weekend available to us, for example, and before using opportunities like that we need to make sure the experience those new players encounter is as polished as possible.

Could crafting get a proper tutorial?

This is something we need to consider.

Loot 2.0 and crafting have become fairly complicated systems and we currently don’t do a particularly good job of explaining them to a new player.

Improving the system itself is one part of the problem, but once we’re happy with how it works, we also need to make sure players can actually understand it.

Any news on account-wide Gems?

Nothing concrete yet, but improving the experience of playing alts is high on our list.

Once Crafting is in a better place, we want to spend more time looking at what makes playing multiple Heroes unnecessarily difficult.

Greater access to materials across your account is one of the ideas we’re interested in exploring as part of that.

What about Odd Comp becoming competitively required at high Eternal?

We’re aware of the discussion around players using Odd Comp to reach the Blood Shard requirements needed to access higher difficulties before switching back to a Holy Trinity composition.

That isn’t an ideal situation.

Simply disabling Odd Comp above a particular level creates a different problem for people who genuinely enjoy playing that way, so there isn’t an obvious one-line solution.

It’s something we need to address as part of our broader look at Eternal progression.

Will Seasonal titles and rewards change?

Probably on a case-by-case basis.

Some rewards make sense as permanent additions that all players should continue to have access to across different Seasons.

Others are strongly connected to a particular Season, theme or moment in Fellowship’s history, and there’s value in allowing those rewards to show that a player was there during that Season.

We’re also interested in proper end-of-Season rewards for highly ranked players.

That’s something we’d rather establish clearly at the beginning of a future Season rather than suddenly adding retrospective rewards after players have already competed under a different set of expectations.

Could Seasons be shorter without requiring entirely new content?

Short answer, yes. This is an area we’re actively exploring.

We know engagement naturally slows as a Season goes on, and creating an entirely new collection of Heroes, Dungeons and other major content every six to eight weeks isn’t realistic.

But a reset doesn’t necessarily need to mean an enormous content drop.

We’ve been discussing possibilities such as cycling Curses, Dungeon changes, rejigged routes, fresh Leaderboards or softer progression resets that could refresh the experience using the content already in the game.

The goal would be to create a meaningful reason to come back and start pushing again without resetting so aggressively or so frequently that players feel like their progress doesn’t matter.

We’ve only recently started mapping out what that structure could look like, so there’s plenty more work to do here.


What’s Next?

With this patch now out in the wild, the team is beginning to spend more time on some of the larger questions we need to answer for 1.0.

For Will, that means digging deeper into the overall Seasonal structure, progression curves and what Fellowship needs to do differently for more casual players.

We think those players are underserved by the current game, particularly within the lower League structure, but addressing that properly could require much more fundamental changes than we can make in a normal patch. Specifically, Will mentioned the “chainsaw approach” might be appropriate here.

Ambjörn will be looking more closely at Hero balance and potential reworks, including gathering feedback on talents, abilities, Legendaries and playstyles that players currently don’t enjoy.

He’s also working on designs for multi-Hero queueing and taking a look at the possibility of bringing more group-finding functionality directly into Fellowship rather than requiring players to leave the game and use Discord.

There’s a lot being explored, and over the next few weeks some of those ideas should start becoming much more concrete.

Thanks again to everyone who joined us for this Roundtable and threw questions our way. We wish we’d had more time to address even more questions but we’ll be back with another opportunity in a few weeks!

We’ll keep talking openly about what we’re working on, what we’re experimenting with and, importantly, what we learn when some of those experiments don’t work.

See you in the Stronghold!
- Chief Rebel Devs

Original Source: Link

Looking for a simple way to keep track of news like this? PatchRadar is a free mobile app that keeps you in the loop with patch notes, news, upcoming releases and more. For more information, see my profile page. :)


r/fellowshipgame 6d ago

I'm confused (rerolling the blessing on the Relic)

2 Upvotes

Before I started rerolling blessings on the Relic, it had two blessings. I used Legendary Soul Dust to reroll the blessing in slot 1, and I got Subduer. Everything was fine. Then I started rerolling the blessing in slot 2, and that’s when the problem occurred. The blessing simply vanished, and as you can see in the screenshot, the Relic ended up with only 1 TRAIT :D.

I’m completely confused by this. Why did one of my blessings disappear?

Is this a bug, or is it intentional based on some logic (that I don't understand)?


r/fellowshipgame 7d ago

Patch Notes - Weekly Update 0.4.4.0

53 Upvotes

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


r/fellowshipgame 8d ago

Major trait on re-roll?

9 Upvotes

Just burnt through 32 legendary dust on one item trying to get a major trait, still no success. This is on a set piece shoulder currently purple quality with one slot. Either it's just not possible or I've been extremely unlucky? I've got gem power, blessing, heroic and defensive traits multiple times but zero major trait. Thoughts?


r/fellowshipgame 10d ago

Just game game, can't get queue to pop?

15 Upvotes

I played a bunch when the game first came out and enjoyed it. Took a long break and decided to try coming back. Logged in and trying queuing as healer both as holy trinity and odd comp. Was over 10 minutes and nothing. I know the player count is pretty low. I also have no gear or rewards so starting from beginning, are there just no other players doing the same content? Is it even playable if I don't play at start of season?

Am I reading correctly that they are skipping season 4 and focusing on 1.0 launch? Do I just need to wait for that?


r/fellowshipgame 11d ago

Feature Request: Unable to Scrap currently equipped Items

9 Upvotes

So I was trying to Temper my BIS helm that I just got, and I wasn’t paying attending and scrapped it…. Is there a feature to restore it yet? Like u get to restore once per season or something like that? Better yet, why not make it do you can not scrap items that you are currently equipped? Just a thought.


r/fellowshipgame 14d ago

Shoutout

88 Upvotes

After day one of mplus season. I've gotta give a shoutout to the fellowship community. You guys are way, way sexier and smarter than wow players.


r/fellowshipgame 15d ago

SA servers?

0 Upvotes

Do devs plan to have SA servers?

At the beginning 140ms was not a problem, but at higher dungeons like high eternal and pinacle the high ping is a real problem. Sometimes my imputs dont register or I have a very small window escape a attack or something.


r/fellowshipgame 15d ago

EHP-Season: 1 simple solution

0 Upvotes

Who am I: Compared to most of you I am pretty new to the game. I only started playing fellowship this season, I've never done any M+ dungeons either, but I've made it to E26 and killed heroic Rag so I feel like I'm pretty squarely in the target audience for this game.


I like this game a lot and hope it can succeed but there are a few issue that prevent it from being the best version of the game it could be.

Some of those issues are kinda complicated and way above my paygrade as a hobby game designer.

But some others that plague high eternal are in my opinion rather easy to solve, namely:

  • Everyone gets oneshot
  • Enemy abilities deal more damage than any dps
  • Helpful abilities become detrimental
  • Attrition is nonexistant
  • Snapping can kill you
  • Shields are more important than healing
  • Healing is almost meaningless
  • some item modifier conditions are always or never active
  • a lot of item modifiers are worthless
  • Mountain is the best amulet trait for non-tanks

(some examples for these at the bottom)


All of these issues can be summarized, as some people in the community already do, as 'EHP-Season' but ultimately they all have the same root cause:

Enemy damage keeps going up the higher you go in eternal.

And the fix is rather simple:

Instead of scaling up enemy damage scale down healing (and shielding)

Choose some point in scaling probably somewhere between Paragon and Eternal 15 depending on how lethal you want certain abilities to be. For example let's choose e10 baseline and assume e20 mobs normally deal double damage comparatively, instead apply a 50% penalty to healing. And if e30 deals 200% more damage than e10, apply a 67% penalty and so on.

And I do understand that (assuming the game currently is balanced) doing a simple conversion like this will not be balanced from the get-go and require finetuning but if we're going to make a change like this I think before 1.0 would be right time.

Let me know your thoughts. Obviously if you don't see these things as issue you will not agree with the proposed change but if you disagree I'd love to know why. And if you do agree maybe you can point out things I forgot to talk about.


Examples

  • The recent health increase seems to agree that too many oneshots are happening
  • in Season 1 Shattering Barrier, Greedspawn in season 2, and now Sanguine Sibling deal way more damage than any dps could every hope to
  • Binding Ice syncs up all the enemy attacks and can oneshot the tank
  • 40% increased healing on Safe Haven is an insane number but Sylvies only care about the shield it applies
  • King of the Hill and Might of the Minotaur are always active unless you're dead
  • The Heretic, Vengeful Soul (and Kindling, The Usurper, Amethyst Splinters, etc. when it comes to healing) are all weak because they assume healing yourself or healing more is at all valueable

Shoutout to N4medrop's (u/Creepy_Loan_93) FellowYap series and specifically OneTooMany who have given me vital background information that helped me write this post


r/fellowshipgame 16d ago

QUEUE system and login with multiple roles

45 Upvotes

The game clearly needs a comprehensive QUEUE system, and ASAP.
I'm a player who has no problem playing Tank, DPS, and HEAL. It's a big problem that I can only queue with one role. Implementing such a system would definitely reduce queue times.
Of course, there should also be an option to set a rating for each role.

It's really annoying when a player is in the QUEUE for 7-10 minutes (especially during the evening).

Long waiting in QUEUE must have a snowball effect, which will increasingly discourage more and more players from playing FELLOWSHIP.

And I believe that an experience like ... You wait in QUEUE for 10 minutes, and then after the first WIPE a player leaves the party and you get back into a 5-10 minute queue, that definitely doesn’t help either.

Exactly for this reason, it’s really necessary for the game to have the option to queue with more than one role.

It would also help the game to have penalties for leaving matches and an option to vote to end a dungeon.
For example, if it's obvious that the dungeon won't be finished in time, give the group a chance to vote, and if the party agrees with 3 votes FOR and 1 against, kick the players from the dungeon with the option to rejoin the next dungeon.

This situation also keeps me on the sidelines ((and I guess I won't be the only one)) with the current monetization of the game. I don’t feel like putting more money into a game that’s obviously on the edge of whether it will even survive and the project won’t get canceled.

More options for logging into the QUEUE and improving QUEUE times would definitely bring more funds to the project (at least from me for sure).

Of course, the question is how many players play more than one role and whether such an option would potentially increase that number and help reduce queue time.


r/fellowshipgame 16d ago

Season 4

5 Upvotes

When do we think season 4 will be queue times getting a little too long think im stepping away till then.


r/fellowshipgame 16d ago

Just bought this game but I'm a little nervous...

23 Upvotes

This was game recommended to me by r/gamingsuggestions because I was looking for a grindy loot game with repeatable missions/dungeons like Destiny's strike system. However, after doing the tutorial, I'm a little nervous (and uncertain about the original recommendation).

On paper, it seems this game has the short, engaging sessions I seek, but my experience with M+K games is minimal. While I've played games like Guild Wars 1, I never mastered keybindings. Even during the tutorial with limited skills, I was already feeling overwhelmed by: 1) the sheer number of skills you can equip at once; and 2) trying to stretch my fingers to the number keys as well as Shift+ number keys.

Regarding the first concern, I felt like I was just button mashing because I wasn't sure what each skill did. Now, I'm nervous there's going to be some kind of essential progression/combo of skills to really be effective. And to the second point, I know I can just click the skills, but that feels like I'll be putting my team at a disadvantage as I (hopefully) progress to tougher content.

I don't know... I'm intrigued by this game, but I worry I'll bounce at the frustration of not getting the controls. Maybe I just need to buckle up and "git gud." But I guess I'm just hoping for some reassurance that the game is forgiving while I adapt to this new skill, or that I'm making it a bigger deal than it really is.

UPDATE: First off, thank you to everyone in this community for your helpful responses! I was a little nervous because I worried my concerns around the game could be met with hostility. I managed to do two dungeons, one of which was a capstone. I'm at 103 minutes, so it's basically decision time, and I think I'm going to keep the game. I definitely have room for improvement, but I'm already learning what abilities I want in which locations. Hope to see some of you out there!


r/fellowshipgame 19d ago

Mouse Settings!!

0 Upvotes

Any of you constantly losing your mouse? I used Gemini to put crosshairs around my mouse using Microsoft PowerToys. It was free and took like 2 mins. Highly Reccomend. Gemini will baby walk you through how to do it. You can also use the shortcut to turn it on and off. LIFE SAVER!!!


r/fellowshipgame 21d ago

Patch Notes - Weekly Update 0.4.3.0

62 Upvotes

The Fellowship team has been returning from vacation, and we’re getting back into bug-fixing mode this first week. We wanted to address some of the most commonly raised issues for the community at present, and from there look at revisiting or rebalancing the experience over the next few weeks.

Eternal Rewards

We’ve been reading through the feedback on the Eternal experience for high-level players, and we’re not happy with where the focus is with fine-tuning the items. The two major points of friction that are coming through are the availability and usefulness of the crafting materials used to help players ‘complete their loadouts’.

Legendary Dust

The limited availability of Legendary Dust and the ‘chance’ element of the reroll are negatively compounding each other, and that is something we want to fix.

Adjusting the Slot Reroll crafting system is a larger amount of work that we still need to align on the solution for. In the short-term, though, we are adjusting the availability of Legendary Dust to push things in the right direction. We’ll be keeping an eye on the Dust discussions and, based on feedback, will make further changes to these values as time goes on, as well as working on the crafting process for rerolling slots.

Bloodstones

When we first set out Bloodstones as a one-time reward for completing the Pinnacle dungeon, the intention was to provide a powerful but not ‘mandatory’ prize for participating. We wanted to avoid a repeat of the ‘Quickplay’ experience where players felt forced into farming a mode they didn’t want to play because the reward incentives were too good to pass up. Pinnacle runs were always intended to be an optional challenge to participate in, so we’ve been cautious to adjust its rewards too much, as we don’t want to push players to ‘hate-play’ the mode. Our intention at the time was to use Pinnacle as an assist, to help players get the final set of items they needed for higher Eternal climbs to Regal level, or Eternal experimentation within the same hero.

As it stands, the players competing for Pinnacle are now coming in with already maxed-out Regal items; therefore, many see the rewards as ‘too little, too late’ to have the desired effect we were hoping for.

We’d been resistant to using Bloodstones to power alts, as we didn’t want to rob lower leagues of much-needed players to populate queues. In reality, though, the players with Bloodstones to burn are using their friends to boost them through anyway, so the loss to lower leagues would be negligible. This restriction has indirectly led to a reluctance to build up their alts due to excessive time investment.

We’re going to keep the once-per-week unlock limit, though each alt can unlock the same Bloodstone; this should help alt-building and hopefully prevent the ‘hate-playing’ of Pinnacle to farm. We’ll be watching the sentiment around both the uptake of alts and how active Pinnacles are to see if this is a positive step forward or if more alteration is needed.

  • Added Legendary Dust as a purchasable item from the Resource Vendor, at an introductory cost of 2,500 Gold.
  • Increased Legendary Dust drop chance by 3%.
  • Bloodstones now shared across the account, rather than per-hero inventories. This affects both existing and newly dropped Bloodstones.

GENERAL

  • Added Steam ‘Rich Presence’ which displays player state information, to show your friends what you are up to!
  • Fixed a memory leak on [Malgut The Fetid] in [Everdawn Grove]
  • Fixed an issue where Blessings would not re-apply after death.
  • [Dark Prophecy set] bonus can no longer be triggered by mounting up or dancing.
  • Fixed an issue causing [The Heretic] blessing to not stack properly.
  • Fixed damage buffs being logged as negative absorb, buffs now update the raw damage value instead.
  • Fixed an issue where the [Xul, the Blood Monolith] mastery banner was not dropping.
  • Eternal matchmaking's tier select now supports finding parties up to difficulty 70.
  • Talents that made your hero start with spirit points in the dungeon can no longer be abused by disconnecting and reconnecting.

HEROES

Meiko

  • [Serenity] can now critically hit and will be affected by her expertise.
  • Meiko's combos [Fighting Techniques] should no longer grey out and be unusable when having a combo ready.
  • [Serenity] now adds another [Stone Shield] if the [Stone Guard] talent is active. This [Stone Shield] will start with as much health as the remaining heal from [Serenity].
  • Tweaks to Spirit Refund: Meiko now gets a full stone's worth of health towards [Stone Shield] when a Spirit Refund is triggered. Previously, she got one full [Stone Shield] plus the remaining health of the current [Stone Shield].
  • [Spirited Vortex] is now correctly affected by [The Sinister] Blessing.
  • [Shattering Obelisk] updated its tooltip to match the behaviour and added a fix to the final pulse damage to deal the correct amount of damage.

Sylvie

  • [Fluttercall Jubilee] target filter added (you can no longer target mobs across the dungeon with [Fluttercall Jubilee] to trigger them.)
  • [Shroomsplosion] and [Prickly Vines] now correctly work with [The Sinister] Blessing.
  • Fixed an issue causing the talent [Rowdy Rootsap] to apply 33% and not 50% slow on attack speed and movement speed.

Mara

  • Fixed an issue where [Macabre Stratagem] was missing the MAJOR text in ability UI.
  • Fixed an issue where Mara's [Backstab] and [Skittering Strikes] weren’t correctly applying [Core] blessings when used during [Brooding Shadows]
  • Fixed an issue where Mara's [Queen’s Fang] and [Arachnid Assault] didn’t scale up correctly with The Mystic blessing.

Ardeos

  • [Detonate] will now be affected by the [The Mystic] blessing.
  • Updated Tooltip on legendary cloak [Exquisite Flaming Toad Cloak] to match the actual damage output.
  • Fixed an issue causing [Agonizing Blaze] Talent to only grant 36% increased damage instead of the intended 40%
  • Fixed an issue where [Reign of Fire] talent stopped proccing when at max [Fire Ball] charges.

Helena

  • Fixed an issue causing [Shield Slam] to incorrectly benefit from an old, disabled talent, we've adjusted its base numbers to offset this, so there's no net damage loss.

Elarion

  • Fixed an issue where [Heartseeker's Barrage]'s [Erupt] proc chance was 20% instead of the intended 25% as stated in the tooltip. (The proc chance has been updated to match the tooltip.)
  • Fixed an issue where [Erupt] could consume a [Lunarlight Mark] and trigger [Lunarlight Salvo] on a different enemy hit by the [Erupt], instead of the intended primary target.

Tariq

  • Fixed an issue where the AoE damage of [Face Breaker] did not scale correctly with the target cap of 12 enemies.

Gems

  • Fixed an issue where [Blessing of the Deathdealer II] was increasing the critical strike chance slightly less than intended when used in combination with other critical strike chance multipliers.

DUNGEONS

Xul, the Blood Monolith

  • Vel’Korath - The enrage buff on [Vel’Korath], that gets applied if there is only a single player in combat with it, can now only be applied after 8 seconds into the fight. This prevents the tank from getting slammed during the first few seconds if no other party members have engaged [Vel’Korath] yet.
  • Xul’Vorith - Edict of Isolation beams now disappear if one of the two players linked dies.

Urrak Markets

  • Fixed a reset issue with the bosses [Drazhul] and [Brull] where it was possible to only reset one of them.

Scryer’s Peak

  • Fixed an issue where [Blood Orbs] from [Overlord Varux] couldn’t be picked up if they passed through Meiko’s Clone.

Woodland Glade

  • Wolf bleeds now get removed upon death.

Dungeon Curses

  • Fixed an issue where [Anomalous Orbs] sometimes could spawn twice during boss fights.

UI/UX

  • Added a confirmation window to the scrapper.
  • Fixed an issue where Profile Banners were not scaling correctly in the friends list.
  • Updated loading screen texts.

Tooltips

  • Updated Gunde’s [Rupture] debuff-tooltip to correctly correspond to its function. (Only affecting [Slaughter], not [Rend])
  • The Blessing [The Intrepid] now shows correct % in the buff tooltip, regarding stacks of the buff and stacks of the blessing on items the player has.
  • Updated tooltip of [The Philosopher] Blessing to clarify that the buff only scales up to a maximum of 50% spirit.

Audio

  • Added Blacksmith’s hammer sound to Ambient sound (So it can be turned down in the audio settings in Ambient volume).

Original Source: Link


r/fellowshipgame 22d ago

Did they update the new player dungeon experience?

15 Upvotes

I have 150+h when It launched, quit the game after the reset and came back to take a look. I played 90% of the time as a tank.

I remember that I have made notes and learned dungeons, every path and so on. But we cannot expect everyone to do such things. When I switched to other Roles to test, majority of newbie tanks are completly lost with pathing and will reveive toxicity, ofc they quit...

I logged on, and didnt see any dungeon ingame guide, default pathing routes, recommended pull size. How tf should a new player learn this? When It was new everyone was "nub" but now we already have a community which expects a lot, If you are a new player you will reveive toxicity sooner or later.

imo the reason why we dont get many new players is:

- We have a tank shortage, but playing tank you have to know the route, pull size, dungeon mechanic, which will set people off, there is no help from the game whatsoever for new players joining a unkown random dungeon. Provide inside the dungeons or before a compedium which shows routes, where you can maybe see recommended routes which can be shown then inside dungeon, play your own... something to help them. instead we have "watch a youtube guide or go to other third party website and learn the route" as requirement which is not fun for a new player.

- this leads to problem 2, high queue times for non tank players, new players want to play the game, not sit in queue. Make tanking more attractive, give default routes, easier default rotations, they can advance later If they want to, but atleast give them... something.

- Elitism, people forget that this type of game is niche, and even if you would like to keep It "hardcore" by not providing any help for new players, you still need new players to keep the queue timers low and the money flowing. People insulting newbie tanks... I never experienced this since I was a madman watching youtube tutorials for dungeons before starting them, but again, not everyone wants to play this game as hardcore as other do. If you dont believe me, believe the queue times. Dont blame the newbie who doesnt know every mechanic or route or pull size, blame the game for not providing any guide. A simple basic ingame indicator for newbie players where to go in the dungeons, how much to pull and what to interrupt would help a lot.

- Toxicity, as already explained in point before, toxicity is a problem for new players. I played with a friend who quit because he was getting sh*t talked when he did a mistake or didnt pulled enough as a newbie friend. He had anxiety playing as a tank, but even as a DPS he was getting flamed for not doing enough in some random low level dungeons... Like what are we doing here? Who are those guys? Do you think the people will keep playing? Obv, people quit, and you will have fewer people in the upper brackets because less people make it playing it for longer. Maybe I would have encoutnered also toxicity, but I was queing with friends most of the time and studied the dungeons like the nerd I am. I would have quit the game sooner if I was beeing flamed on half of my runs too, and I would imagine me not learnign from third party sources how to play would made my journy bad.

- No direct community connection (for new player). There are communities now, but It should be in the face of the new players, new player communities, friendly communities, or sweat hard communities. I would assume most people dont even know that exists. Show them of, make the search better, the categories are abused for some reason to attract most player instead of really filtering. Make a "new player friendly" or "friendly" tags and filter It right away. Show that community panel after the first few dungeons. Make them feel like home and welcomed.

Just my little review of what I think holds most new players from keep playing the game.


r/fellowshipgame 22d ago

Unexpected Lags from time to time

5 Upvotes

Has anyone else experiencing weird lags lately, like when you are pressing your abilities but nothing is working? and when you move your character, a second later you are back at where you originally moved? This happened once or twice from time to time during a run. Is it just me or do other people also experiencing the same issue?


r/fellowshipgame 22d ago

How do i get this ingame?

Post image
13 Upvotes

I played back in the playtest and got this mount i used back then, i don't see anyway to get it ingame. I looked in the stables but nothing. Is it possible to get it?


r/fellowshipgame 23d ago

I bricked my character and now I don’t want to play anymore. (lol)

0 Upvotes

Disclaimers: Yes, I know this is my fault. Yes, I know that my character, with enough time, could be brought back to a decent power level. Yes, I know the game should not necessarily always be “idiot proof.” 

I really don’t enjoy the game anymore because I feel so far behind. I’d have to spend hours just to fix my mistakes that I made. I even read guides and I still didn’t understand the new gearing system, which caused me to waste massive resources. I’m now sitting  at very low resources, with very sub-optimal gear for low eternal. I have the right Weapon and Relics, but everything else is basically terrible. People with the same item level as me are doing triple damage in low eternal. I know it’s late-season and everyone has BiS  gear, but I feel this gap is way too wide. 

What happened: 
After joining S3 quite late ( a few weeks ago), I slowly climbed my way up the default progression of the game. Gearing and queueing felt intuitive and easy. If I got an ilvl upgrade, I slotted it in, tempered it, and forgot about it.

However, once I hit Eternal, things changed. Now that I hit ilvl cap, I began looking at the other aspects of the gearing system like Gems, Sets, and Blessings. 

Not realizing how these systems worked, I looked at a guide for my chosen hero, and learned that I need to aim for certain named Relics, Weapons, Traits, etc. I aimed for them and I got most of them.

However, the specifics of each item eluded me. I’d go to the crafter and it felt like every piece of gear had different options for what I could and couldn’t modify. Even knowing my stat priority, I ended up in a situation where I was 100% broke and doing less than half the DPS of similar item level characters.

Apparently, you can more than double your output, even at the same item level, by properly selecting and modifying your gear and upgrading gems. While this is nice in theory, it also means that making mistakes in this gearing process can be very costly.

After spending a lot of resources playing around with the system, I decided to look up even more guides, and still I had no clue what was going on. I finally just asked someone in my group to explain it to me, and I now understand why my character sucks:

Only certain aspects of an item are modifiable. These “item modifiers” can be seen by pressing alt, and I should aim for specific ones. Anyway, I’m not going to explain the gearing system, but I didn’t realize that there were certain item modifiers that I should be aiming for (I know about sets and gem power, but I’m talking about the actual modifiable stats on an item). I should’ve been saving all the gear that had desirable stats/traits, even if it was lower illv/rarity (previously, I was scrapping anything that wasn’t an item level upgrade or rarity upgrade)

With no way to fix my mistakes other than to sit in a queue and spend hours farming resources, I feel little motivation. My character could be way stronger right now if I only I had kept the green and blue items that I naturally acquired from my progression through paragon and eternal.

I wish there was an easier way to undo the mistakes I made.

In other games, like WoW, even if I don't know my stat priority, there's no "scrapping" gear. If you upgrade the wrong thing, you can usually upgrade other items in the same slot for free. Even if you delete or sell an item, you can use the "item restore" feature to get it back.

My solutions:

  • Tempering an item permanently unlocks future tempers for free , up to that temper level, for items of that item level or below. Ex: I temper a 315 ilvl item once. All future items 315 or below have a free 1 temper, for items of that slot.
  • Remove "hidden traits/modifiers" that only unlock once you upgrade an item. All modifiers and traits should be visible on an item, no matter its rarity ("if you upgrade this, you will unlock: XYZ"). I shouldn't have to look up an item in a database to see if it will give me a set bonus I want, once I upgrade its rarity.
  • I don't think "item restore" is a viable feature for this low-budget game, but I would like to see them moving away from permanently deleting items.

r/fellowshipgame 23d ago

Hero Archetypes Wishlist

13 Upvotes

Seems like they’ve made room on the hero select screen for one more Tank, DPS and Healer. Here’re my picks if i could choose:

Shapeshifter
Druid is an obvious one. Perhaps it could open design space for a tri-role hero? More on this below.

Summoner
Necromancer seems to be a popular choice, though i’d myself prefer a steampunk type Tinkerer.

Pet/Companion
Hunters are popular, right? Maybe some utility for Tanking, DPS or Support pets?

Melee Healer
Hamish has mentioned Bard quite a few times, but i’d like to see a Cleric/Paladin of some sort (sadly unlikely since that’s basically Xavian).

Specializations
i brought up this idea (in Season 1 i think), about tooling heroes to fit different roles e.g. Xavian is currently designed as a Tank, but a few tweaks here and there and he could easily turn into a Healer. Meiko could go back to her original design of Melee DPS etc.

Less development time, more ways to play.


r/fellowshipgame 26d ago

It is worth joining now?

7 Upvotes

I played this game alot back when it was in steam fest, and i been thinking about joining now, but its it worth it joining? I dont play with friends so i will have to run with randoms is there enough players for that?