The recent adjustment to the nergal guild tanking minions came as a significant
shift, and I believe many players who have invested time and effort in nergals
(and triad) may feel disheartened. The sudden nature of this change, without
intermediate downtuning steps, left some of us feeling overlooked.
I’d also like to highlight a common challenge many players face: with
limited playtime (often just 30-60 minutes), finding a party of players at a
similar power level can be difficult, especially given the smaller player base.
For those who cannot reliably find a group, the recent limitations on solo play
have made the game feel less accessible and enjoyable. Solo capabilities are
essential for keeping the game engaging for those with shorter play windows and
fewer party options.
I understand that balancing can be challenging, especially if there
weren’t enough insights into the guild's mechanics beforehand. With that
in mind, I’d like to offer a few constructive suggestions that might
address some of the issues that led to this recent change.
1) Essence collector node in nergal evolution tree:
Currently, the Essence Collector node provides a substantial amount of SP and
EP to players when minions attack a diseased monster. When combined with
another node, it further boosts SP gains when minions use a skill or spell with
a diseased monster in the room. This mechanism is particularly powerful in
parties with front-row minions, allowing players to sustain near-infinite SP
and EP. Making this effect obey influx (or removing it altogether) would go
quite far in balancing nergal (over)performance in parties.
2) Minion healing adjustments:
Disable minions healing each other, though they could still heal players to
keep some versatility. Give nergals "cure serious wounds" or
something similar to "regenerate rift entity", so they'd actually
need to go out of combat and spend time to heal minions when soloing. Would
also affect solo engagements with bigger monsters, limiting extended battles.
3) Adjustments to special ticket holders:
People with special tickets were allowed to cast spells like flex shield and
major inner circle prots. Take that tune back and let them use minor prots
like everyone else.
The steps above might serve as gradual adjustments to consider if further
tuning is needed. I hope this feedback is helpful and taken in the spirit of
fostering a positive player experience. Thank you for your hard work and
consideration of the community's voice in these matters.