Now that the game has officially launched and been live for around a month now, I figured it was time to give my thoughts on where the game is at now. While most of my posts regarding Devilian have been positive, it is also fair that I detail what I believe are the negative parts of the game which rears its head once a player reaches max level.
Note that the current level cap in the game is level 52. The original release of Devilian in Korea has a maximum level of 60. So first of all, why this strange level?
When the game finally went into open beta in South Korea (summer 2014), it was playable up to level 52. And in order to give beta players a taste of what the end game would eventually look like at level 60, a “mid-level” tier of gear was introduced along with dungeons that had what would be representative of end game style dungeon and boss mechanics (just all scaled back to that temporary level cap in their beta). This purple colored gear is referred to as Heroic and higher level ones drop in those higher level/difficulty dungeons from level 52 onwards.
Some of these dungeons are referred to in this western release as Archdevil dungeons where the dungeon and boss mechanics are tuned towards having several players, and there is a limit of how much they can be run per day (currently 2). The only way they can be effectively soloed is by outleveling and/or outgearing the content (this being the only way now via artifacts – more on this below). There is a lower level 46 one (Shuddering Gorge) and a level 52 one (Agony Device). The level 46 one I managed to solo clear once I had half-Heroics equipped (though at the time, my weapon was still a level 52 rare with a +4 artifact).
But all of that is still not actual end game gear (they are just a tier that would normally only drop at the real level cap) nor actual end game dungeons. The objective at level 60 is still to acquire max level versions as well as working towards the real highest end tier in the game which will likely be called Legendary in the western version and probably be gold colored. And some of higher level dungeons have amazing designs if they don’t modify them for our version.
So this level 52 in the Korean open beta presented a natural break point for Trion to utilize for several purposes. It gave Bluehole Ginno (the actual developer) a larger window to work with for getting all the remaining localization done as well as the changes that are very specific to this game (the western version differs drastically in rewards and several other systems) in order to remove “pay for gear” ones, and to move Trion’s monetization requirements to other areas.
The Korean versions “Darkgemstone” was repurposed to Archgemstones so changes needed to be made where the game utilizes certain important materials (that drop in game at a very metered pace) that are utilized as part of ones character development. Tears are something not in the original game while artifacts were one of the core modifications because the Korean version just uses socketed gems for further augmentation.
One of the main “issues” though is that no cap was implemented with how far one can raise their artifact level; ones that makes sense for specific level ranges. A +4 artifact makes sense up to level 52. At +6, that amounts to outgearing current content. At +9 or +10, that is more or less equivalent to level 56-58 content.
Basically, this is equivalent to twinking out current characters. But just like the originals gem system (our artifacts is just an outcome of a mechanic implemented to give Trion a method for the pay for convenience aspect with the the ability for players to purchase certain materials to reduce the in game grind for them but their function essentially the same), their augmentation abilities are far better balanced at level 60.
I believe this “issue” (the lack of any cap at current levels) is completely intended because it creates this feeling of a power gap which drives some players to either flat out grind or gives those players who have no problems paying to shortcut that grind, incentive to purchase either credits to use in the Marketplace for supply crates (which provides one of these essential materials along with some other random reward)/Enigma Box keys or DEX to sell for gold in order to purchase large quantities of gems. One DEX can also be converted to 1,250 credits to use in the Marketplace. The Archgemstones is another very carefully metered and indirect reward system for the western version where certain materials (as well as Enigma Box keys) can be purchased with them via an NPC vendor.
Patron (another Trion monetization system) also plays an important role since the rewards from the daily box yields 10 Archgemstones along with the rest of the Patron bonuses. One can purchase two DEX from the auction house in order to purchase a 30 day Patron subscription (2,400 credits in Trion’s store) if they are intent on not spending actual real cash and wanting to only use gold earned in-game (subject of course to fluctuations in the going rate of DEX on the auction house). Regardless, it still requires two DEX ($9.99 each) which is more expensive than the 1-month subscription for Patron which is $14.99 Note that Patron isn’t a requirement but once you have it, you do notice its absence.
I’ve already given my stance on whether or not Devilian is “pay2win”. The above still represents convenience and short cutting the grind as everything can still be earned by just playing the game. Sure, the metered pace means you won’t be able to keep up with credit card warriors. And yes, I do realize there will always be players who will call this “pay2win” so all I can say is to each their own because there is pretty much nothing I can say that will change these folks mind and nothing they will say that will change how I view Trion’s monetization efforts. I will repeat this though; in a non e-sport game that doesn’t offer any form of prizes (cash or anything that has substantial value), there is absolutely nothing to “win” except any sort of in-game rankings. And some of us do not give a rats ass about that in games of this genre.
I will say this though as a side tangent to the above; GGG (Path of Exile) got their entire model correct in terms of microtransactions being purely cosmetic along with just a few functionality ones (like additional character slots and account wide stash tabs). For Devilian, most cash shop cosmetics and functionality purchases are character bound. As far as I am concerned, I find that it makes me focus on just one character more as opposed to freely playing multiple character classes. Almost everything (except the mount and shareable Talismans) from my Obsidian pack is associated with the character I decided to make my main. Things like the Blessings should be account and not character bound IMHO.
Basically, the current system now creates little incentive to put time into alt characters except once you’ve more or less capped out on that main. For someone like myself who is okay with the slower pace of soloing, the only time I jump on my alt is to do some quick dailies including the Abyssal Tower (basic) which is how I am slowly leveling them.
Digressing though, the current level 52 cap isn’t optimal and it doesn’t help that Trion plans to get to level 60 in increments as a way to gate those higher levels as additional content. IMO, besides this current level 52 one, gating the rest of the game this way will be a big mistake because most every system (classes, skills, items, etc) are balanced/tuned for level 60.
You see general progression issues being complained about by players because up until level 52, that progress is fairly smooth. But given the artificial level 52 cap from the original Korean BETA, the game runs into what feels like a progression brick wall for many players. It doesn’t help that there was a longstanding bug in the Party Matchmaking System that was just fixed in the patch that was
released on January 5th where the HP on monsters in Hell dungeons were set to “Heroic”; this was the source of no Heroic (Butchery) gear when using that system to party up with other players.
Sidenote: Our (western) version dungeon difficulty system was another thing changed from the Korean version where most all dungeons can be scaled between what is our Heroic and Hell dungeons. Furthermore, their conquest system also has a larger range (like +7 for example). In our case, only a few dungeons are currently Normal/Heroic/Hell varieties with only to +3 conquest. I can guess why this was done though as it has everything to do with the current level cap and the loot tables at those higher conquest levels (which would end up dropping higher level grand and rare loot). The continual incremental increases just creates more problems which is why there have been issues with the dungeons match making systems as this is all a deviation from the original design.
Digressing though, there is a sharp gap between level 52 rares (Falling Star) and the gear that is required to run a starter Hell dungeon effectively without being carried until you have a few starter pieces of Heroic (not counting the Heroic accessories one can acquire via the Abyssal Tower vendor). That is unless you concentrated on artifacts and talismans first since both have no caps for current levels and both taken together can “outgear” level 50 monsters in Hell dungeons.
With that said, once you have at least 3 Heroic armor pieces, survival increases dramatically. The real break point though is 5 items (for the extra stat boost plus 5-piece bonus) and weapon. Hell +0 solo becomes much easier and allows moving to +1 where the drop rates also begin to improve. And then rinse and repeat as you get to +3 solo. Groups again allow much easier progression especially now that the matchmaking system has been fixed and there is no need to go through the hoop jumping with making a pre-made group (something that most players won’t always know about it).
The drops also aren’t smart so it will be common to get pieces for the other classes. These are all also bind on pickup so they can’t be traded to your other characters. I get the rationale behind it (you should get those items while playing those classes). The problem is the drop rate is on the low side requiring a large number of runs. Sure, if run in a group, the possibility of trading exists (within a limited 15 minute time frame). Alternatively, salvaging results in 3 Butchery Coin tokens that can eventually be used at the vendor in Asperon (once you gotten enough of them as well as Stormfront Invasion Coins that are gotten from salvaging level 52 rares).
I’ve been doing this completely solo and understand the slower pace of progress that will be involved; the key is running all 4 Hell dailies (as each rewards a Butchery Soul coin), running basic Abyssal Tower every day and purchasing any Heroic accessory (once you reach 720 essences) for salvaging to Butchery Soul coins. I would actually say this is where having alternates (need to be at least level 23) comes in handy as you can run them once each day through the basic tower to both level, and also get Abyssal Essences since those are warehouse access (tradable to your other characters).
But this doesn’t mean I don’t understand the frustration some players are expressing with the progression wall and how unmotivated they feel to not come away with anything after a large number of runs. It is worse when some of these players are saying it has driven them away from logging in every day (that is despite the daily login rewards and attendance incentives). That is not something you want to hear. Rewards are always a complicated deal with balancing them properly as too high a rate (like how it is now in Reaper of Souls) can be annoying while being too low (like how it was when Diablo III first launched) can drive players away fairly quickly.
Blizzard’s games have a larger bigger leeway though since it takes a lot to get players to stop being constantly engaged in terms of logging in (a state I’ve reached several times, but is now currently the worse as I really don’t know if I can return to even playing Diablo III after playing this) and/or sure fire repeat customers for expansions or even new franchises. But in a free2play title like this (one that also has a complex relationship being a licensed one that Trion is also paying to have modified for our market), driving away players is pretty much a done deal (those players are likely never to return again and translates into a potential revenue stream loss).
That is not healthy for the long term prospects because the game has content developed only to level 60 plus the new Death Scythe class that was created for the Chinese and Thai versions (and will thus also be available as future content for Trion). The game require a consistent revenue stream (for operations and staff) as well as for continuous licensing and more so, future content design and development (not available in the original Korean release).
Again, I’m not advocating for loot fountains. What I’m saying is that the rate needs to be adjusted a little OR that some starter gear has a chance of dropping in Heroic +3 dungeons. I’m actually advocating using the original Korean versions conquest difficulty system where it goes above +3. This will allow players to push Heroics first to find that spot where they can at least obtain some gear that allows a smoother transition into Hell dungeons.
Again, this gear isn’t actually even end game either. It’s just low level (relative to the original level cap) items that have drop rates tuned to try and slow down the general progression except for the less than casual players who continually grind the game. These players are more the exception than the rule though. This is something that needs to be tuned quickly not for just the current content, but as they increase the level cap too (where slightly better items will again drop but also, isn’t actual end game gear). As I keep mentioning, the real end game is only going to begin once we get to level 60 as every piece of Heroic (and possibly Legendary) gear before then is just transitory.
And there’s a reason why many players who were really enjoying the initial pre-level 52 game, have sort of disappeared or expressed their frustration; as I mentioned up top, it was a consistently smooth progression that came to a sudden grinding halt for the next incremental tier of gear once they hit level 52. We’ve got several more of these temporary level caps to get through but there may not be really a huge amount of players left sticking around to see these through. If Trion is ok with this, then the game will end up being an echo chamber of hardcore end game raiders with a stagnant economy.
Myself, since I’m playing the game solo as much possible (and not really interested in the MMO side including guild wars, guild dungeons, etc), I can continue to play the game in that capacity until I hit those limits where I know it will require being part of those. But I also won’t sink any additional money into the game beyond the credits I have remaining from my Obsidian Founders pack if the game ends up stringing out the grind to milk the content out to level 60.
The other annoying thing with Devilian is the sheer amount of clutter from way too many difference currencies, gem tiers, potions (level range specific), branding runes (currently mostly level 52 ones), Devilian form weapon/armor spirits, materials, etc. Thus doesn’t include the Trion specific stuff like blessings and tears. And some of these come in the forms of non-tradable rewards versus ones that are tradable; they don’t stack either which increases the clutter.
The saving grace in all of this is that everything takes up one slot; no multiple slots depending on item type like how it is in Path of Exile and to a lesser extent, Diablo III. Stash in Devilian (referred to as the Warehouse) isn’t comprised of tabs; it’s just columns (8 across) and rows that can expand based on inserting expansion runes into one of six slots. These expansion runes come in +8, +16, +24, +32, and +40 varieties but only the first two are actual in-game rewards that can be earned either from a learning quest or via the dungeon roulette rewards. The remainder can only be purchased in the Marketplace.
These are character specific (thus stash space for that character only). There are 16 non-expandable slots below that which is used for shared stash space (referred to as Server Warehouse) in order to move non character bound items across characters. Each character also has an expandable personal inventory that yields 88 slots when fully expanded with inventory tickets.
I mentioned “saving grace” because unlike Diablo III’s very limited shared stash system (where you have to manage that across 6 different classes if you enjoy playing them all), even with all of this clutter, hoarding isn’t an issue because you quickly sell, salvage, or destroy things that you don’t need. Basically, that part feels more ARPG like than D3 where you feel forced to hold onto certain items due to really wild RNG on top of the standard and ancient tiers; you quickly dispose of a portion of this clutter before you feel compelled to begin making those tough decisions (which are also part of the old style tension when it came to loot).
I realize a part of this is common across all variants of Devilian; it’s a monetization opportunity for the highest end expansion runes. The +16 reward version is completely reasonable as that can yield 128 slots + 16 shared. So long as they aren’t equipped, these reward versions are also tradable and can be sold on the auction house.
So what I’m getting at isn’t about the stash/warehouse space; what I’m annoyed with is the sheer clutter of stuff the game generates (and we aren’t even at level 60 where more clutter of different items and tiers spawn from 53-60).
There are several other specific problem areas that I’m going to create separate entries for since this one is already getting a bit long.