Coming back to guilds EXP requirements we discussed before. I guess the majority agreed the last alternative offered is the best - guilds will not derank but will be removed from the Ranking list if they are not active.
Bonuses are removed as well for now as we remove the daily requirements, but will be added in future - guilds will need to pay for them with EXP and gold to receive them (buff + access to guild bank and their improved versions) and prolong. But that will be optional, meaning, guilds will choose themselves what they want to have and what not.
Here is the full version of offered yesterday alternative, for those who missed it or forgot what we discussed:
After the discussion we also decided that weekly amount required can be reduced twice and that will still prove guild active:
level 1 - 500 EXP
level 2 - 1000 EXP
level 3 - 1500 EXP
level 4 - 2000 EXP
level 5 - 2500 EXP
level 6 - 3000 EXP
level 7 - 3500 EXP
level 8 - 4000 EXP
Will put a question for voting later today in Discord: "Should we switch to this alternative instead of originally announced in patch notes change? - Yes/No"
This is a good middle ground in my eyes, I'm hopeful this will be the final decision. Is it possible for something to be added so that we can check how much guild exp we've earned in a week? If we get to be capped out exp it will be difficult to keep track of how much exp we've earned.
You are wrong here, many people will still do Erenor, even though it got a nerf.
Erenor gear is still stronger than everything else. We say it as we operate real server numbers, not some online calculators with doubtful numbers.
We can't leave Erenor with no changes and let it be much stronger than the rest, we still want to see players on our server playing, not frightened of those few extremely strong and finally just leaving. Due to it Erenor got a nerf as it's power was close to T9 if we'd have such one. One level (T8) was skipped and that led to a gap.
Numbers were carefully calculated by us and recalculated again and again before the decision regarding the nerf % was taken. But we are not just nerfing Erenor but also making its craft much cheaper by reducing its leveling up EXP requirements by 30%.
When you do a comparison you are forgetting that you can roll stats, use unique strong Lunastones and much more.
The only exception here is Erenor jewelry as it doesn't give all Erenor bonuses. We are still looking into it, but if we'll remove a nerf on it, we'll remove leveling up EXP cut as well.
We found it reasonable to reduce leveling up EXP to 30% instead of 5% and 10% to make Erenor cheaper if we nerf it but it will not get any further changes.
Decision on Erenor jewelry will be provided soon.
I will not continue arguing on it and consider Erenor topic closed.
Is making Erenor weapons required 10-20% more exp (not 10-20% more from the 30% nerf, 10-20% more from the baseline) in exchange for no damage nerf an option? Everyone who was planning to make Erenor was fully OK with the amount of exp it took to level. It is extremely costly to make an erenor and even with the 30% exp nerf the 10% damage nerf is devastating. Erenor is supposed to be the end game highest strongest gear, it was designed to be way above anything else, the investment of time and RNG / Gold is equivalent to such. The passives on obsidian t7 weapons are extremely strong, scepters for example have very good matk/magic defense penetration and +8% godswhip damage which is HUGE given that you can evaporate raids with a good godswhip animation cancel. If you look only at base stats, the obsidian gear may be t7, but in reality it is very strong. The rollable stats on Erenor besides your main stats are a crit rate (crit rate is the only good one lol), attack speed and cast time.
The lunastones cannot be used on weapons, they are only for the armor and in fact are hardly unique as they just make up for the reduction from the 21 Ayanad sets to 3 Erenor sets. Erenor armor is also comparatively very weak obsidian gear due to the fact it lacks both the passives of obsidian and also the extremely strong lunafrosts, the synthesizable stats on erenor armor are just your main stats and then the other stats that are missing from the reduction of 21 ayanad sets to 3 erenor sets.
For example, I run an Ayanad Wave set and get Intelligence from the armor, +Received Healing and +Skill Damage as my two set effects. Additionally, I have Lunafrosts in all my pieces: Decreased Casting Delay when hit 30% decrease, Received Damage 3.0% Decrease, Magic Critical Damage 8.0% Increase, Toughness +335 x2. However, if I was to go Erenor set, I would have to use 7 Erenor Wave Lunastones to get my +Skill Damage back and then +452/+560 toughness/resilience and also +70 matk, and then I'd have to roll +Received Healing on every piece. Now with that all my lunafrost slots are taken up, I lose a MASSIVE amount of stats for a HUGE effort ontop of it being nerfed to begin with. On the other hand, every piece of obsidian has STRONG passives on it especially at t7 as well as being able to use the strong lunafrosts from the honor shop. This makes it so that Erenor armor is just not worth pursuing, in fact it was hardly even ever worth pursuing in the first place when it wasn't nerfed.
Also, the online calculators numbers are not doubtful unless you'd like to prove us wrong. Erenor gear, exp, and damage values are very well documented from all iterations of live.