Guild boss issue and proposal

By Evo · · 51 views · 7 upvotes · 3 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.

Septimus ·

In general I agree with you, but I have a few differences.

The rewards for dedicating the amount of time required for defeating a Guild boss seem appropriate to me. It is a massive team effort and a significant time investment. The fact that other aspects of the game have lower rewards only points out the need for those aspects to garner reevaluation. The single player mode of battle seems mundane compared to the awesome new guild team battles and I don't blame people for ignoring it. Even if the rewards for solo were the same I would still prefer the guild battle. Then the issue of "chests" I have always believed that this was a place holder mechanic and it will be replaced with something much more interesting. The entire gear system really needs to be addressed in addition to the solo battles, I will post another separate thought on those issues later.

The Guild Boss battles should focus on engaging the entire guild and ensure that all members able to participate. Excluding "low" level players just because the guild has defeated X amount of mobs seems counter productive. I believe that the guild boss should get more and more difficult, but scaled so that the entire guild eventually cannot withstand the boss. Ideally every level player should feel the difficulty increase at the same pace, so when the level 10, 20, 30 players feel it is difficult, the level 50, 60, 70, 100 players also feel that it is equally difficult. This way the entire guild feels the agony of defeat together, not just the players with less HP.

I have looked at my own battle logs and a few of my guild mates and after 200 mobs it seems there are some patterns that have emerged.

1 . Uneven group composition creates uneven survival odds
The boss has a special attack (Class Strike) that hits players of one class regardless of the class of the attacking player. That's a fine idea on paper, the problem shows up when a raid isn't evenly distributed with classes.

I compared many raids but here are two recent raids:

  1. A small, perfectly even group (one of each of three classes). Everyone took the Class Strike at almost the same rate, and nobody was especially disadvantaged. This raid lasted 1 hour and everyone received a reasonable amount of damage that could be mitigated with judicious use of defensive skills and healing. However when the lvl 58 player left the raid, the level 33 player was nearly dead in 3 turns from full health.

  2. A larger raid group with several players of one class and just one player of another. In that raid, the lone player ended up eating roughly 5x the per-person damage than an average player in the bigger group took. It's simple math: when the attack lands on a group of six, the attack chooses randomly among the six class members and delivers damage to one 1 or 2 players in the class. When it lands on a group of one, that one player takes the hit every time. This is exacerbated when each of the 6 other player attacks have a chance to trigger the Class Strike on the solo player. However today I did notice that as a single member of a class I was spared a few times from the Class Strike, this must be a new addition because I have not seen it before in the hundreds of lines of logs I have.

There is also a major tempo problem related to this unbalanced and Large scale raids. I timed how often this attack can land back-to-back. In one fight, I noted two hits just 6 seconds apart on several occasions. In another battle, a single player took three of these hits within 11 seconds and didn't survive it — not from one big hit, but from the combined damage arriving faster than any defensive ability could keep up with. Player skills have a 45 second cooldown, so there's no way to play around a burst like this. This player in question was level 33 so not really a "low level" player, as it takes months of grinding to reach levels above 30.

These devastating rapid fire hits are taking upwards of 20% of the player's max health per hit. Receiving that much damage in less than the 45 second cool down is really problematic. This leads me to why aren't level 50 and up players complaining about losing 20% of their health in each hit of rapid fire mod hits. The small 3 person battle I logged had one player at lvl 33, one at lvl 58, and one at lvl 110.

Level 33 (41,672 HP) avg 3,274/hit 8% of total HP
Level 58 (167,204 HP) avg 3,328/hit 2% of total HP
Level 110 (466,379 HP) avg 4,163/hit 1% of total HP

Despite a massive difference in player HP the damage received by each player barely moves. These hits are a near-fixed amount, and survival comes purely from having a bigger HP pool to absorb it with.
These class strikes are barely a mosquito bite for 2 of those players while for one of them it is 8% of their total HP.

Some suggestions that might be helpful.

  1. Scaling the Class Strike to some something level-aware like % of target Max HP.
  2. Adding a short per-player cooldown on this attack, or a cap on how many times it can hit the same person in a short window, so back-to-back bursts like the one above aren't possible.
  3. Reduce the overall frequency of Class Strikes
  4. My personal preference would be to make Class Strikes "threat based." Track the damage done by players of each class in the raid. As that class stacks damage in a short period of time, a threat meter builds up. When the threat level is sufficient the Mob is angry at "that class" and delivers a "Class Strike." Currently class strikes are seemingly random. Adding this threat level mechanic would really add a new level of strategy to the battle. This threat meter should be visible to all players participating in the raid so they can plan accordingly.
Septimus ·

I agree, The Guild Boss is a fantastic addition! I don't think it's rewards should be nerfed at all at this stage of development.

The success of this new feature should be the foundation of the sort of quality we can expect from the new versions of the various other aspects of the game. This guild boss highlights how far the development has come and that the Kingdom, Solo battles, and chest mechanic can reach for similar success. I totally agree that each of the aspects of the game need to acquire an "identity" so it drives player activity in each of those directions. This takes time and careful design to build, but some depth needs to be created in order to develop these new identities. RPG games typically have rich lore, lots of statistics for gear, player attributes, and skills. Most of this has yet to reach the released version of the game. I'm hopeful I can, along with many of the great people in this community, help Tokenlord develop these fine details build these identities.