Hello Irongron / Arelith Developers.
My internet handle is Aren. I started playing Arelith back in 2017 and have enjoyed the server ever since.
I have been dedicating my last few years on Arelith to playtesting various new classes and reworks, finding and reporting bugs/exploits and providing general feedback in, hopefully, a constructive manner. I have levelled more than 20 characters to 30, in the relatively short time I have been on Arelith. I consider myself someone who has an informed understanding of the game mechanics, and at least have a decent grasp of most classes.
I would like to preface this feedback post by stating the obvious fact, that these changes have not yet been implemented, thus most of the following is speculation/theory crafting. I also want to emphasise that I do believe a nerf to certain summons is definitely warranted, if not way overdue. I have split the feedback up into different sections, touching upon concerns I have.
1.Initial idea behind the sequencer items.
As far as I understand, and please correct me if I am wrong, the original idea behind the sequencers was to remove the need to fill your spell book with buff spells. This is something I can support and get behind. The idea is great and having some sequencers to alleviate buff-dance, makes being a caster more interesting, as you can prepare more situational spells, that could potentially save your party or your own bacon. I was applauding the idea when it was aired in the development channel on the official Arelith discord.
The implementation of these items seemed to stem from this mindset, that casters should be able to cast more and have more engaging gameplay. However, to my understanding, the reason these sequencers are now being added in this particular fashion, is because Irongron really dislikes seeing mages/summoners use (some) summons to trivialize their dungeon delving. Arelith is his server and it follows his vision, so he is entirely entitled to making changes as he sees fit. I do not dispute this.
Though I am sad to see what I initially thought was going to be a great addition to the server, being implemented in a way to reign in summon strength. Forgive me for being blunt – but it seems like a very crude way to go about this, and I hypothesize that it will require an enormous amount of subsequent development work, as opposed to other solutions. I will provide further insight into this in the following paragraphs.
2. The cost / when bad things happen to good adventurers.
Looking at the sequencer items, they seem to have a decent set of spells that would be useful enough for summoners to use on their summons. However, some of the spells added to the sequencers have turns/level duration (Shield, Improved Invisibility) or even rounds/level (Mantle). Some of the spells are even subject to direct counters, such as invisibility purge (that many divine monsters/bosses use), that (often) requires the summoner to reapply the buff to the summon. This could get very costly in Sequencer charges, very quickly even at low levels.
Another thing to consider, is that Arelith, while being a very stable server, has its stability issues. If you transition servers you will, without fail, crash soon after unless you restart the game. This means that you will be spending extra charges of your sequencers if you are planning to move across servers. This can of course be alleviated by not summoning before transitioning servers – but some places, like the Duergar Fortress for instance, has an exit portal that forces you to transition servers.
A way to get around this, is either to lower the cost of the materials needed to craft these sequencer items (IE. no endgame runic materials), or to drastically increase the number of charges or even make them a onetime investment with x amount of uses per rest. Any class that relies on summons will need these items if they are to do anything remotely level appropriate on their own.
I urge you to test this before the update, by taking a level appropriate character to a place like the Slime Temple in the Underdark, go through the dungeon once without warding your summon – and then once with it fully warded. Your summon will not last unwarded. This brings me to the next concern.
3. Being Optimal/Crafting gameplay
If you want to play a caster / summoner character now, you basically have to do crafting gameplay – or hope that someone else will do it for you. I know crafting is a thing some players enjoy greatly; I personally have very little love for it and will spend great amounts of gold to avoid it entirely. To each his own, I say.
But – I often experience crafting droughts / item scarcity. Players of Skal will know what I mean. You’re not always able to get scroll cases / spell components / jewellery boxes / gem pouches / repair kits etc. as demand often outweighs supply, and not everyone who owns a shop, is interested in crafting. This will inevitably force some players to go through some “tedium” or an aspect of the game they don’t enjoy – I already heard a lot of mages complain about spell components. (I think spell components are fine). But I personally, and I think I speak for at least a moderate amount of players here, do not want to be pigeonholed into having to use a system I don’t enjoy. It’s at least something to consider, as many of our players are in their 30’s, have jobs, responsibilities to their families, children etc. and have scarce time to play – and likely don’t want to spend their playtime grinding out that sequencer item, so they can play the game “for real” next time they get to play.
4. Engaging gameplay / Spells and their usefulness in dungeons
This brings me to the next concern. If the idea behind the sequencers were to make casters more engaging, as in use more spells / be casting more, there is the issue of how useful spells are in dungeons. Having spent the past week levelling a Hemomancer from 3-27, a caster with infinite spellcasting if played right, I quickly ran into the issue of very high saving throws on monsters, very high HP pools on monsters, evasion / improved evasion, mind immunity, elemental immunities / resistances etc.
I’m not a spring chicken when it comes to grinding solo, it’s what I do 85% of the time. But seeing as some creatures have 300-500 hp, in level 18 areas – I question what buttons casters are supposed to push. An example is the Formorian dungeon in the Underdark. This place is a nice spot to get some experience at high teens – start twenties. The monsters here take 5 empowered scintillating spheres that do 80-100 damage per cast, to kill. That would be 5, 5th level spell slots for a Wizard or Sorcerer. And that is just for one pack of monsters. I could press a fear button, sure, but that would just make the monsters run away, forcing my summon to chase them, dealing less damage – making the dungeon take way more time than it needs to.
Then you can run into one of these:
Even with a fully buffed Greater Planar Binding, it would take 3-4 minutes of combat to kill (if you relied on the summon entirely). Or 5 rounds if you’re hasted cleric and have 9-10 casts of harm. This is of course an outlier HP wise, but it is not uncommon to find 900hp unique monsters at late teen content. If casters are to be more reliant on spell casting, most server content would need a major overhaul to support this playstyle. If you cannot reliably buff your summon, you’ll find yourself healkit botting the summon through the entire dungeon. This is not a fun and engaging gameplay.
If these things aren't addressed, I hypothesise that you’ll start to see epic level casters doing mid-tier content, and disrupting questing areas for level appropriate characters, simply because they have no other real options.
5. Summon-centric builds are getting hit
Some classes are very reliant on their summons. There are entire builds revolving about what your summon can do as opposed to raw player character power. An example would be a caster warlock, with epic fiend summon. You sacrifice a great deal of player power to get access to a summon that most people think is overpowered. But in reality, epic fiend, while being very good in PvE content, is not really worth its feat slot in PvP. This is because it can be directly countered by many different spells, and if removed goes on a 6 minute cooldown. This feat will be worth even less after the update, as you can no longer push it’s AB / AC to heights in which it can reliably tank / fight endgame/level appropriate content. The reaction to this, will likely be that warlocks who built for summons either reroll into blasters, which actually is the optimal way to build warlocks nowadays, or just plain roll their characters. And I am not trying to be hyperbolic here, but we saw what a slight nerf to feylock blast damage did. And warlocks are not the only ones who are taking this hit – It was merely to post an example.
6. Just get a group / The bane of odd time zones
A majority of Arelith’s playerbase is localized in the US. These players will have very little issue finding a group to do writs, to help them with crafting, to get good roleplay stories going etc. Some of us, myself included, play at odd times. Usually I’ll be lucky to see more than 80 people online across all servers, unless I stay awake into the middle of the night. This is also in part why I evolved into a solo-grinding machine. There were very few players to play with. Playing casters with summons enabled me to explore everything the server had to offer, without having to sacrifice my sleep schedule. I would hate having to stay up until 3am to find a group for that runic dungeon, just for chance to get that thing I need for that item I need enchanted. While I get that Arelith is a roleplaying server, and you’re expected to interact with the world and your fellow players, not everyone has the same options in that regard.
7. Player Agency / The bane of designing challenging dungeons
I have always been very vocal about player agency, and the ability to play the game how I enjoy it, on my own terms and pursuing my own interests – all within the ruleset of Arelith of course. I cannot help but feel that this change, is somehow forcing me to do certain aspects of the game that I have no interest in, if I intend to play certain classes. This will likely result in a scenario in which I will avoid playing any class that requires me to partake in those aspects of the game (crafting for example). That’s a shame, because I really like playing caster characters. I cannot help but feel options are being taken from me, and to be honest, it doesn’t feel good.
I also understand the frustration of Irongron, putting out new content that he would like to challenge his playerbase, and then seeing a caster conjure up a pair of planar beings, pumping them full of buffs and then walking behind them as they make mincemeat of the monsters in the brand-new dungeon. But honestly, very little content on Arelith is challenging to the point where players are getting their pulse up, when adventuring. I think this is in part due to some powercreep, but mostly the fact that people are simply way better at the game than they used to be, more people play optimised builds and many players have played here for years – knowing the server and its content like the back of their hand.
But here’s the kicker, and this is just my opinion and again, Irongron is the owner, and his vision is what matters; I don’t think dungeons need to be inherently challenging or a thing players dread to do. That’s not what makes Arelith fun or engaging for me at least. Yes, some dungeons can be dangerous – if you get an unlucky knockdown from a Grimlock Reaver, most of the time it means a trip to the fugue. It is what it is, and sometimes it happens. But what I enjoy, is exploring all the wonderful new content that the developers work so hard to hand over to us, at times, ungrateful players. Skal, for example, feels like a magical place, and I go back there all the time, just to be in that atmosphere. So while I agree that some summons need a down-tuning, it’s not with PvE content in mind strictly speaking.
8. Closing remarks
I know that the Arelith playerbase generally has a tendency to be hyperbolic when sweeping changes hit the announcement tab. I have learned to lean back and watch things unfold, adapt and try something new. That being said, I cannot see how this change, in this particular iteration, can be good/fun for the players of Arelith. I believe in having more options, and this looks and feels like having options stripped away from you. Therefore, I feel as a long time player who has enjoyed Arelith for half a decade, I need to leave this post with a few alternative propositions.
8. Alternatives / Propositions
1) Add the sequencers as items that people can invest in to open up spell slots for more casting. This will give players reasons to pack more utility spells / offensive spells in their spell books.
2) Keep the ability to cast on your own summon – instead tone down stats of those particular summons you think are out of line.
3) Remove epic level scaling for Planar Conduit, which by far is the most egregious offender regarding auto-piloting through dungeons. It may not entirely fix the problem, but it may tone them down to tolerable levels. You could also look into reducing their damage by roughly 30%.
4) Make Gate an exception to the sequencers. Scurvy Cur had it right when he said that this could be a potential balance issue.
Sincerely,
Aren.
(Edited for slight grammatical errors.)