News Liste Fellowship

Pre-Season 2 Q&A
Fellowship
Heute 00:41 Community Announcements
[p]Big thanks to all of you that sent in your questions! There were so many that we had to group them into themes and dive right in. The below video is a podcast format, since people seemed to enjoy that last time, but I know not everyone has an hour to wade through the video for all the key details.

If you're short on time, check out the below summary to get a top-level idea of the main points. Keep in mind that the full interview includes all of the context and nuance that a bulleted list cannot provide.

Now that the build is getting to a more shareable state, next week we'll be showing off more in-game footage of what you can expect on February 19th with the Pre-Season 2 update.

Enjoy!

[/p][previewyoutube="p2jBG1vGf7s;full"][/previewyoutube][p] [/p]

Q: What’s changing with the Gem system in Pre-Season 2?

[p]A: The team intends to make targeted improvements to the gem system rather than a full overhaul. Key changes include:[/p]
  • [p]Faster gem progression for alts compared to mains.[/p][/*]
  • [p]Bug fixes where some dungeons were not dropping gems at all.[/p][/*]
  • [p]More interesting gem track bonuses.[/p][/*]
  • [p]Weapon traits tied to gems[/p][/*]
  • [p]Legendary Aether is being added as a high-end crafting material, allowing players to:[/p][list]
  • [p]Add empowered sockets to normal items[/p][/*]
  • [p]Add non-empowered sockets to set items (as a deliberate tradeoff)[/p][/*]
[/*][/list][p]Importantly, gems are still intended to be late-game progression. The goal isn’t to make them trivial to acquire, but to reduce unnecessary friction.

We agree that gem acquisition may have taken too long previously, and some tuning is likely. However, gems are still meant to take time, particularly on your main character. Alts will see the biggest benefit.[/p]

Q: What’s in it for veteran players in Pre-Season 2?

[p]A: Systemic changes now, bigger endgame focus later.[/p][p]Pre-Season 2 is primarily focused on improving onboarding and progression clarity for newer players. That said, veterans can expect:[/p]
  • [p]Major weapon trait updates[/p][/*]
  • [p]Large-scale Hero and Talent tuning[/p][/*]
  • [p]A reworked difficulty curve that emphasizes survivability and time pressure instead of one-shots[/p][/*]
  • [p]New Curses and retired underperforming ones[/p][/*]
  • [p]Two new Heroes[/p][/*]
[p]More high-end focused systems are planned for future resets once this foundation is in place.[/p]

Q: Is there a new 10k mount reward?

[p]A: Yes.[/p][p]There will be a new 10k mount to chase in Pre-Season 2. However, most star map rewards (Hero skins, other mounts) will not be refreshed this season. Previously unlocked rewards remain unlocked.[/p]

Q: Are profile customization and titles coming?

[p]A: Yes, very soon.[/p][p]Profile customization is either landing at Pre-Season 2 launch or shortly after. This includes Titles and account flair focused on self-expression and recognition. The system will launch with a modest set of rewards, then expand over time based on feedback.[/p]

Q: What about loadouts?

[p]A: Not for Pre-Season 2 but it’s on the radar.[/p][p]We agree that experimenting with builds (especially gems and weapon traits) is currently cumbersome. Loadouts and better refund/experimentation systems are actively being discussed for the future.[/p]

Q: How is the League structure changing?

[p]A: Difficulty is being re-paced.[/p]
  • [p]Dungeon timers and advanced mechanics now activate at Paragon Capstone, not earlier Leagues.[/p][/*]
  • [p]Early Leagues focus more on learning and execution, with complexity ramping up later.[/p][/*]
  • [p]Eternal Dungeons will clearly stand apart in difficulty and coordination requirements.[/p][/*]
[p]This change aims to help more players reach Eternal without removing challenge for experienced groups.[/p]

Q: What is Pathfinder’s Guidance?

[p]A: A new Ascension to help with the onboarding process.[/p][p]Pathfinder’s Guidance highlights a clear path through dungeons, ensuring 100% kill completion and smoother runs. It also provides a temporary haste buff that scales down as players climb through the Leagues and turns off entirely in Eternal.[/p][p]This system is designed to:[/p]
  • [p]Reduce early-game confusion[/p][/*]
  • [p]Improve Tank and group coordination[/p][/*]
  • [p]Make early gameplay feel less sluggish[/p][/*]

Q: How is Hero balance shifting?

[p]A: From burst survival to sustained output.[/p]
  • [p]Less emphasis on one-shot mechanics[/p][/*]
  • [p]More focus on damage optimization and time pressure[/p][/*]
  • [p]Melee DPS gaining slightly higher maximum potential than ranged to compensate for uptime risks[/p][/*]
  • [p]Some overperforming ranged Heroes being tuned down[/p][/*]
[p]Build diversity is expected to change significantly as a result.[/p]

Q: What’s happening with Tariq and Heavy Strike?

[p]A: Higher skill ceiling, less automation.[/p][p]Heavy Strike and Face Breaker now punish incorrect usage, preventing macro-based play. The goal is to make Tariq more reactive, engaging, and skill-driven.[/p]

Q: Who are the new Heroes?

[p]A: A support-focused Tank and a time-manipulating Healer.[/p]
  • [p]Sune (codename) is a support tank who can heal allies and make meaningful tradeoffs between self-survival and group support.[/p][/*]
  • [p]Lisa (codename) is a damage-driven healer who converts incoming damage into delayed effects and heals allies through her own damage output.[/p][/*]
[p]Both Heroes are designed to feel fundamentally different from existing roles.[/p]

Q: What’s the long-term direction of Fellowship?

[p]A: More variety, more ambition.[/p][p]Looking ahead, the team wants to explore:[/p]
  • [p]Non-humanoid and “weird” heroes[/p][/*]
  • [p]Raids (with proper scope and support)[/p][/*]
  • [p]New game modes[/p][/*]
  • [p]Expanded cosmetic systems, including weapon skins[/p][/*]
[p]The guiding principle is depth first, breadth second.[/p]
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