Guild boss issue and proposal

By Evo · · 15 views · 4 upvotes · 1 replies

So, quite some time passed with the guild boss, we got plenty of good addiction and fix. Now, i'm gonna do a small recap of what i think it's working, and what is not (for me, obviously)

Working

-Engagement
-Rewards (XP only)
-Another source of bronze

Not working

  1. IMHO, too much difference between F2P and VIP on XP rewards. The gap is already HUGE just with the normal benefit, giving 10x times the XP is too much and will just destroy the balance long term. I liked gmaail post on the same issue, and i hope it will be addressed sooner than later, to not further destroy everything.
Screenshot 2026-08-06 183522.png

This is just from 5 months ago, now we got for sure player that got that amount of XP on a single boss i guess. Is this how PVP will be balanced? Or did we just step forward and will not integrate any pvp feature in the game?

  1. Stash rewards of gears and resources. This for me is gamebreaking, i'm literally farming resources that should be available at most only after KT7 and with an high cost in bronze for free and in absurd quantity. There is no vision and this will only create another gap from old to new player, making them feeling like that resources are worthless (while they should). This again connect so well with gmaail post, where players just feel like progression doesnt give anything worth for, if not xp, stats and in general an easier gameplay

  2. Difference between low level player and high level player. Yes, boss are hard and low level should stay away from it. But after level 40 the difference from single player battle xp and boss xp is in favour of boss battle, making them feeling kinda useless. Also, boss attacks with the same dmg and intensity on high level and low level. This mean that a player with 100k hp feel like its nothing, but one with 10k feel like a train coming straight on them

4)When there are too many players, the guild boss is just madness. Everyone try to get their rank as high as possibile or just try to get in some battle cry/healing in between combos, the system wont let you act for 2 second and then everyone will start clicking like demon, making the game just frustrating. Cant imagine with 90 person. This is good for now when we are 10-12 at the same time. Nightmare after

Possible solution and suggestion

  1. I would prefer the XP multiplier to stick with the VIP membership a player have. So, for diamond, having 1.6x is still a good buff on almost everything. Defender loot, boss loot, stash bonuses, all multiplied. Why buff even more? This will just make the game only pay 2 play (to find it somehow engaging and fun)

2)Resources and gears should be removed and be an exclusive of solo battle. This will keep at least some "offline" part in the game (you cant do much alone with the boss with grab mechanic, could be like 1-2-3, but then you die)

3)Thought a lot since we keep seeing low level getting headshotted everytime they step in. So i think we could get back the world boss mechanic of frontline and backline, where the player in frontline should be the one with more hp and defense, and in backline the cannonglass and low level ones. Frontline take more dmg, backline less. This will help low level survive for longer and enjoy the guild boss like I do

4.1) So two options. We get like slot in the combo to be filled, like if there are 4 healers 3 warriors 2 mages and 5 archers, the combo that appears let them fill everyone in the combo, not only 1 per role, but the max amount of player at the moment. After the first one of the class hit, a 1 minute timer start, after all the class player hit the combo goes to the next step. This could act like having separate lobby for each class
4.2) We create "x"lobbies of max 5 player and you choose where to stay. Obviously, the one with more different classes have better combo and deal more dmg.
---Obviously, these 2 option need a complex and dynamic way to reduce the damage income, if not, bosses will just go down like crackers

Let me know what you think and if you have more opinion and suggestion

Replies

Bilbo The Rogue Baggins ·

I agree with most of this, but I think the bigger issue is that Guild Boss is slowly becoming the best place for everything. XP, bronze, resources... if one mode gives the best rewards in every category, players won't really have a reason to do other content.

I actually like Guild Boss a lot and I don't want it nerfed because it's probably the most fun feature in the game right now. But maybe make it the best place for XP and guild progression, while solo battles stay the main place for farming resources and gear. That way both modes have a purpose instead of one replacing the other.

One thing I've noticed over the last few months is that every time a new feature gets added, the rewards have to be better than the previous one to make people play it. That works in the short term, but eventually older content starts feeling pointless. Kingdom, solo battles, chests, etc, everything should still have a reason to log in and do it every day.

I also think it's important because of future content. PvP, raids, new KT levels, new bosses... all of that becomes much harder to balance if progression keeps accelerating. Once players get used to earning huge amounts of XP and resources, it's almost impossible to slow things down without everyone feeling like they're being nerfed.

Personally, I'd rather see every game mode have its own identity instead of one mode replacing everything else. Guild Boss should make me excited to play with my guild, solo battles should be where I farm and progress my account, and future PvP should reward having a good build rather than just whoever gained the most XP the fastest.

Just thinking long term. Guild Boss is honestly one of the best additions to the game, I just don't want it to accidentally make the rest of the game feel less important.