Battle for Britannia Update – My Thoughts and Feedback

  • Hello everyone,


    I wanted to share some observations and suggestions about the recent Battle for Britannia update. I appreciate the new content and hope this sparks more discussion so we can all share our experiences.


    First, thanks to the team for the update — it fills some long-standing content gaps, adds new upgrades for gear, and gives more ways to progress characters.

    We finally have full details on the 60 new prefixes and 40 new suffixes so we can analyse them properly.


    New Prefixes (60 total):

    • None include critical attack values, which is not great, since critical damage % was always an issue at higher levels.
    • Healing-focused stats appear way too often: 35 have healing, and 12 have critical healing.
    • Only 23 provide armour above 100, making them quite weak considering their very high levels.
    • No hardening on any new suffixes.
    • On the positive side, several offer solid flat damage and block values.


    New Suffixes (40 total):

    • Only 1 provides flat damage, which limits their appeal for many builds.
    • 8 include critical attack, though players were hoping for more (or higher values) to compensate for lack of it in the new prefixes.
    • of Wings (level 57) suffix still holds the highest critical attack value in the game.
    • No hardening on any new suffixes.
    • Healing stats are very common: 23 have healing, 24 have critical healing.
    • Only 17 provide base armour above 100, while the rest feel very weak relative to their high level.


    Suggestions for Prefixes/Suffixes:


    To make the new prefixes and suffixes more competitive across level ranges:

    • Increase base flat damage on most new suffixes (e.g., 4–12 flat damage would fit their high level).
    • Boost critical attack values overall.
    • Add hardening to suffixes/prefixes that already have block, and raise armour on lower ones (e.g., to 400–500 where it's currently 0–100).
    • Add critical attack (around 25–45 on the stronger ones) to a portion of the new prefixes.
    • Optionally reduce/replace some healing/critical healing with the above stats to balance desirability.


    New Dungeons:


    The current rewards feel low compared to the effort:

    • Low XP and gold per monster.
    • Drop quality is mostly green/blue, with rare purples and very few oranges (on my server – 301 Gallia – only 1 orange from a dungeon boss since the update went live).
    • They require more investment (5 geared characters, lower amount of points available, multiple points required to reach bosses) than expeditions, were you just farm boss over and over with every point.


    Dungeons should be a top source for high-quality loot given the effort and resource cost.


    Suggestions for Dungeons:

    • Raise XP per monster significantly (e.g., from ~3 to ~20).
    • Increase gold drops (e.g., from 1000–1500 to 10000–15000 per mob).
    • Improve drop quality — guarantee purple+ (or orange+ with Underworld Medium costume) on boss kills.

    This wouldn't hurt the economy, since expeditions still provide far more high quality items at these levels.


    Overall, the update has a lot of potential — these tweaks could make the new content feel more rewarding and overall better for the game, making it last much longer.


    Looking forward to hearing what others think and any responses from our Staff, hopefully pushing our feedback further to the production team. At the end, we all want the best for the game.


    Maeve  Nightmare

    Edited 2 times, last by Evro ().

  • The update is intended to last for at least 10 years of gameplay. During that time, we shouldn’t expect anything spectacular in terms of updates. There are positives (though definitely more negatives) from the latest update. I just don’t know why you’re tagging certain people. Neither of them has any more in common with Gladiatus than Andrea Bocelli has with one-handed sword fighting xD

    "I don't say I'm the best, I just don't think there's anyone better than me." Jose Mourinho ^^<3



  • For me, the negative part is that this new update is out of reach to so many players.


    As an older player, I have 2 main characters on speed 1x (one level 120 and another which i play now level 122) and I only get a dungeon as a new conent and i will have to play it for more than 1 year I am sure. It is little discouraging to know that you need years to see 30% of the new content. I also now level up an alt on 4x but ... it is too years of work. So I think the game needs a serious XP boost. GF can only win from more people playing at the highest levels.

  • New Scrolls Suggestion


    I suggest we compare what the players proposed with what GF offered. The game is run by people who really have nothing to do with Gladiatus. They have no knowledge, no vision and no intention of interacting with the players.

    "I don't say I'm the best, I just don't think there's anyone better than me." Jose Mourinho ^^<3



  • I believe this update brings both positive and negative aspects. However, it is important to distinguish between features introduced with this update and long-standing issues that require broader rework.

    Positive Aspects of the Update

    • The addition of dungeons in Britannia is certainly better than having none at all.
    • New items appear to give more resources when smelted.
    • Several new options are available, primarily targeting players at level 150+, though items such as Taliths of Fortune may also be useful for those around level 130.

    Negative Aspects of the Update

    • Most of the new scrolls are useless. The game already suffers from an excessive number of prefix/suffix combinations.
    • With even more combinations introduced, the probability of obtaining a useful expedition or dungeon drop has decreased even further.
    • As Skarsburning noted, the update is largely relevant only for players above level 150.

    Issues That Remain Unchanged and Require Rework

    • Gold loot and experience scaling in dungeons.
    • Drop quality progression.
    • On 1x servers, the pace of change is so slow that the majority of players will see little to no impact for years.
    • Other game issues already discussed in other threads.

    Suggested Solutions

    • Rework gold and experience formulas: Currently, there is almost no difference between level 50 and level 150 dungeons in terms of rewards. Both formulas should scale with enemy level. For example:



      experience_monsters = ceil(enemy_level/10 + randint(0,5))

      experience_boss = ceil((enemy_level/10 + randint(0,5)) * 1.2) // Bosses give 20% more (can be any %)

      Gold formulas should follow a similar logic but on a higher scale. This would help address the leveling problem by making dungeon runs more rewarding.
    • Improve drop quality from dungeon boss:
      • Italy dungeons: any color (including white).
      • Africa dungeons: minimum green.
      • Germania dungeons: minimum blue.
      • Britannia dungeons: minimum purple.
      This adjustment would eliminate low-tier drops (white/green/blue) from Britannia bosses, thereby increasing the probability of higher-quality items (purple, orange, and red).

      If maintaining the rarity of red items is essential, a post-processing logic could be introduced. For example, the system could track red item drops per player over a week, enforce an upper limit (for example maximum 2 red drops per week), and prevent additional red drops once that threshold is reached. This approach preserves rarity while still allowing higher-quality rewards to feel attainable.
    • Adjust expedition rewards: Experience and gold should also scale with enemy level on expeditions to support faster progression.
    • Resource availability: While some resources should remain rare, resources such as the Red Stone of Fortune are practically nonexistent. Either the resource drop logic should be reworked or new farming methods introduced. For example, an UW costume that guarantees resource drops from expeditions/dungeons.


    This list could certainly be extended further, but I will stop at this point to remain focused on the core topic.

  • Thank you all for your feedback :)


    I would like to clarify that all suggestions and feedback are regularly forwarded to the relevant teams and the game developers. This allows them to evaluate the overall impact of updates on the game, both positive and negative, so they can take it into account when making adjustments or planning future updates.


    That being said, comments that do not provide constructive input and are only intended to create controversy or unnecessary arguments will not be forwarded and may be removed in order to keep the thread clean and productive.


    Thank you!

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  • I agree with this analysis and I’m glad that Mr. Evro took the time to write it out in such detail.

    Overall, it seems to me that the new content has great potential, but at the moment it is quite unbalanced — exactly as you described.

    The proposed adjustments make sense to me and would definitely help make the new content more attractive and meaningful in the long run. Improving drops, gold, and XP in dungeons should be the priority in my opinion.

    For me, it’s definitely a YES to further adjustments — it would be a shame to leave it in this state when the foundation itself is otherwise well done.
    After all, it’s one of my favorite games :love:

  • I think that was meant for me xD
    Unblock me on Discord and I’ll be nice.

    "I don't say I'm the best, I just don't think there's anyone better than me." Jose Mourinho ^^<3



  • As we expected most of preflixes and sufflixes to be useless, it is missing few “game changers” even with high cost of rare materials. I can already see especially in range 120-140lvl when it was best time to gather porcius items for almandin that it went from rare to impossible drop rate, you get ton of items with new sufflixes which won’t be usable until like 170lvl even then it will be hard to find usefful combination as most of them are useless. It might not be bad idea to compensate it to preserve rarity of materials so it will not be impossible to gather it. To positive side of update, these graphics of dungenons are very nice looking.

  • My thoughts on the update:

    Advantages:

    * An update that actually brings something new to the game rather than just fixing bugs

    * Something new = new bugs (the guild market – it was hilarious for a while)

    * New scrolls (413 → 513 – this extends the fun of completing the collection)

    * new dungeons in a region where there weren’t any, and where they should have been long ago

    * mercenaries with a level higher than 231 (because mercenaries are prefix+suffix)

    * 100 new non-Hades scrolls mean greater variation in the appearance of mercenaries (because we don’t encounter Hades warriors)

    * finally, something to compensate for the lack of a true healer-blocker (a combination of dexterity and intelligence) thanks to new scrolls (e.g. Darius providing fixed values for key stats affecting warriors’ appearance but also scroll quality – lots of healing + block)

    * new ingredients – something that will make images of Soul Essence in quantities of 99,999 increasingly rare among new high-level players


    Disadvantages:

    * Quality of the new scrolls

    The prefixes are interesting, but it’s a shame that none of them have ‘Critical attack value’. The levels are also quite restrictive – but if the intention is for this to last for the next decade, it will probably be enough.

    Suffixes are very underdeveloped.

    * All scrolls are generally available (non-UW).

    Some should appear exclusively in UW, which would make them more exclusive, more valuable, and more desirable even with average stats

    * Most new scrolls require new ingredients, and these from items are found in fairly large quantities. That’s why we look at scrolls in terms of their stats rather than the ingredients that make them up

    * The conversion of ingredient fragments into ingredients from this update is very ill-conceived in terms of the required levels. For example, Blood Garnet creates prefixes (those from 155–242). Druid’s Potions create suffixes (those from 85–132) xD



    * Hellstones appear in the new suffixes, making it easier to obtain these ingredients (previously, this was the only ingredient found exclusively in UW items).

    Simply melt down of Destiny items and remagus them. You might also get a high-quality item directly (easier crafting, not to mention colouring).

    * No new expeditions in Britain (Expeditions 200+, Dungeons 250+). There are generally fewer dungeon points, their regeneration rate is much lower, and the UW outfit for dungeons is terrible. Finally, the drop rate in dungeons is poor. Everyone can guess what’s going on xD

    * Poor-quality loot in dungeons (orange items drop in dungeons from level 102 onwards. Everyone expected red items at some point. There aren’t any)

    * In the 9 new dungeons, 8 bosses were defeated on the very first day in some provinces. The last one is still unreachable, but that’s probably due to the lack of a class-specific healer using the new scrolls. It’s only a matter of time.


    PS. The feedback provided may sometimes be unfavourable. You’ll soon see the event: “The Rise of the Forgotten” in a revised form.


    One more thing: we’re all excited about the new graphics, but here’s a word of warning:

    This creature also appears in 112+ expeditions and 112+ dungeons under the name Lemures. There are plenty of similar instances of duplicate graphics in the game. The funniest one is the Pyro in blue and red, of course.



    These are ideas for new creatures in expeditions and dungeons. You don’t need to be a graphic designer to create images. Just as you don’t need to be a programmer to create new scrolls in Gladiatus. The AI will do the same job xD

    "I don't say I'm the best, I just don't think there's anyone better than me." Jose Mourinho ^^<3



  • In the final dungeon “Grand Ritual” (level 250), there is either a bug or a hidden mechanic during the boss fight that is not mentioned in the text log. According to GCA, my manual calculations, and Gemini, the boss should have had 7,382 HP remaining at the end. However, according to the final display and the statistics table, the boss had 47,720 more HP.

    I don’t understand where the boss got that much additional health at the end. The text log does not mention any healing on that scale as shown in the statistics. Based on the correct calculations, the boss should have only received 5,975 healing. According to the statistics, however, the boss received 53,695 healing.

    Is this a bug? Or did the developers simply forget to mention a special healing mechanic in the text log?




    Edited once, last by misoo37 ().

  • It's nice to have a big updates. Im happy about new dungeons, but i really wish they would have changed some stuff and not just add more with the same exact formula as before.


    - Dungeon loot is absolute garbage compared to expedition. Loot is still 95+% green and blue even at 130+ compared to expeditions, where oranges and reds are quite common.

    - UW2 costume is still useless. No gold loot in dungeons and items are low tier.

    - Monthly microevents still mostly dont apply to dungeons. Why are tool, ruby and scroll drop events expedition only? When worse events apply to dungeons as well.

    - New suffixes are full of healing and critical healing. Of course most can't be top tier, but nearly all of them are literally useless only giving lots of heal buffs. Basically zero damage and critical hit suffixes in the whole update.

  • It’s been over a month since the update, and it’s time to draw some conclusions.

    We know that all our suggestions are most likely going in the bin and nothing will be improved.

    The scrolls that have appeared will most likely remain unchanged for the next decade. Admittedly, this allows you to play practically up to level 360, but let’s be honest – no one will reach that level without breaking the game’s rules along the way, which are outdated.

    New ingredients are dropping in bulk, and crafting new items with new prefixes/suffixes is a breeze. Due to the addition of 100 scrolls unrelated to UW, it’s becoming increasingly difficult to find valuable UW scrolls (and this is the level range of, say, 120–160, so the most common one). The distribution of ingredients at specific levels has also changed, as Lucius items are dropping less frequently in favour of items containing new suffixes, etc.


    The bug with the latest dungeons still hasn’t been fixed.

    The medium UW set is still useless.

    As for the community, the response has been poor too, as even Skarsburning’s site hasn’t been updated regarding dungeon creatures, etc. There’s also a lack of a list of ingredients for certain prefixes.

    Overall, the Gladiatus community has thinned out incredibly over the last month (I currently see 2,900 online, whereas a month ago there were 4,000+). The update hasn’t led to players returning, but only to more of them quitting the game (of course, the administration has also contributed to this recently).

    As usual, the admins seem to be taking a passive stance when it comes to user comments, whether on the forum or on Discord.

    The return of the Turkish currency for a short while caused more of a stir than the aforementioned Britania update (probably unintentionally, as is GF’s wont). All in all, it was a positive development, albeit a short-lived one.

    If you’ve made it this far, ask yourself this: why are you still here? On this forum, they just spam with numbers; on Discord, nothing happens. All players’ ideas are ignored; all enthusiasm is stifled. It’s probably only the licence period that will keep us anchored to this game for a little while longer.

    "I don't say I'm the best, I just don't think there's anyone better than me." Jose Mourinho ^^<3



  • Write to me where the information about prefixes is missing. PM. I'll see if I have it.

  • The update is quite surprising. However, there is a slim chance that suffixes will gain additional damage and critical hit points. And if that happens, the build at level 359 could be even more impressive.


    At the moment, this seems to be the peak of what’s possible:

    Character level 359 + maxed-out training stats + protective mechanisms + grindstone

    2061–2285 damage

    730 / 1671 (22% critical hit)

    111,668 armour

    1,365 / 2,005 (34% block)

    "I don't say I'm the best, I just don't think there's anyone better than me." Jose Mourinho ^^<3



  • Truskaweczka :) Igazad van. De a tiltás is jogtalan és amit Művel velem maeve. Az is durva főlleg hogy minden szerveren botoznak több 100ember.. akkor miről beszélünk. Update ide vagy oda.. semmi értelme így ennek. Ha ez szabály szegés akkor tiltsanak ki mindenkit nem egységes ez az egész.. főlleg hogy Románok botoznak s59 szerveren. 95% csak Román játékosbol áll... a legmocskosabb nép... és engedik őket csalni?? Térjetek már észhez....

  • Truskaweczka :) Igazad van. De a tiltás is jogtalan és amit Művel velem maeve. Az is durva főlleg hogy minden szerveren botoznak több 100ember.. akkor miről beszélünk. Update ide vagy oda.. semmi értelme így ennek. Ha ez szabály szegés akkor tiltsanak ki mindenkit nem egységes ez az egész.. főlleg hogy Románok botoznak s59 szerveren. 95% csak Román játékosbol áll... a legmocskosabb nép... és engedik őket csalni?? Térjetek már észhez....

    That’s a bit beside the point. Bans are always a contentious issue. Only a few people are penalised, yet the rules apply to everyone. That’s why I’ve written many times that they should be changed to bring them into line with current standards.

    "I don't say I'm the best, I just don't think there's anyone better than me." Jose Mourinho ^^<3