Posts by Evro


    As the game is already. You can EASILY beat the game up to level 120 with blues purples, especially since first expedition in Britannia barely do anything.
    Cassi does less damage than expeditions below 100.

    After 120, you just need forges, you need caps, simply because:

    A - Underworld - this game revolves around UNDERWORLD COSTUME, nothing else, so you want to efficiently finish UW to get the costume.
    B - You start needing gear and caps for expedition 130 and forward.

    You are never comfortably beating the expedition you unlock after 130, no matter the gear you get, you will lose some, or in come higher level cases, you will lost most fights.


    As example of my character - 193 level, top gear, fully trained skills - still farming Togo (170 expedition), why? Because 180 expedition still gives me random losses wasting my points and 190 expedition is just 20-30% win rate.
    It's just bad game design, always been, and that's just Expedition part, Dungeons are much, MUCH harder, considering you have to gear not 1 but 5 characters.

    Material distribution with Britannia affixes isn't a bug. That's how they made it and that's how it is. We had patch in April or May fixing the new affixes, if that was a bug, it would be fixed back then, since people been complaining about it, a lot.

    For the builds, you can throw anything and do 50/50 caps, but that doesn't mean the build will be any usable.
    You need armour, A LOT of it.
    You need damage, hardening is also nice to have, having 1/4 chance to avoid crit is amazing. When you put all these points together, there is not much you can choose from, so obviously people try to forge best of the best.

    As a person who's clearly deeper into the game than you, let me explain you this...
    Currently in the game, you have around 70000-ish possible affix combinations, you can build anything you want with it, will it be good? In 99% no.
    When you shortlist the useful affixes you end up with very small pool of combinations ending at around 2.5-3k combination that matter and that's for entire spread from level 80 till 350+, when you look at them per X level, you barely have anything to chose from.

    That's why it looks like everyone wears the same stuff, it's because of bad game design, unbalanced affixes, which most of them being very insignificant if not straight up useless, but it's also a browser game that's 19 years old.

    To play around limiting how many forged items people wear, to force people relying on auction house, this and that, game would need deep rework, not only around the itemisation, but combat mechanic as well, and sorry, this won't happen, we are lucky we've got the Britannia update after so many years, because the game clearly went into idle business model - keep it alive till it brings any money, clearly it doesn't make enough to pay for staff that would create content for it, and especially fully rework it.
    At the end of the day, you can play the game however you please... I have a guy in the guild who's above 100 and never trained his skills from base 5.



    Currently, the game is so easy that you can just put together any piece of trash that gives you 50/50 caps at your level and you are good to go. At higher levels, you just forge the meta items because throughout your journey, you already have about 80% of all the resources needed to forge without major issues. This cycle needs to end


    I don't think you ever hit high enough level to speak about it...
    If people had to rely on mostly drops or items from auction house, 95% of the players would be hard stuck farming Cassi at 120 level. Even those who are 200+.
    And forget about Underworld, which was beyond difficult for those 180+ before we got set of new affixes in Britannia update, no one wants to spend 100 rubies and 60 potions to finish single Underworld Hard in a game that's been around for 19 years.
    What do you think level 220+ players been doing prior to release of new affixes? Farming level 200 expedition? Hell no, they've been hard stuck farming lower bosses due to lack of options to improve the gear.

    To touch anything about the items, limiting forge, this and that, game would need an actual rework, meaning full structural and mechanical rework + full wipe, nobody is going to do that mate.
    That would only kill already low player base, marketing is almost none, you have to literally look for this game to find it in the internet, because chance of finding it by ads it close to zero.

    For "meta" builds, that's how almost every online game works, no matter what you play. Even if you look at the best ARPG out there like Path of Exile - endless builds, yet every league there are few meta builds people keep using over and over, why? Because it makes life easier and just works.

    When it comes to Forging items itself, it already got harder for newer players because of Battle of Britannia update affixes are so dominant if you drop an item with old + new affix, materials distribution will favour new Britannia materials by like 90-95% of the entire pool.
    Meaning old, very common materials back in the day, like Crystals, Amethysts, even Soul Essence, became a hell to farm and you barely get any of those now.

    Suggestions to Improve Dungeons After the Recent Loot & XP Update

    With the latest changes to dungeon loot and XP rewards, the Underworld Medium costume feels noticeably weaker compared to Underworld Easy. It's better than it was before, but still not ideal. Here are a few suggestions to make Medium more appealing and balanced:


    1. Dungeon Equivalent of Apollo’s Blessing

    Currently, Blessing from Apollo provides a massive boost to expeditions: “You have a 10% chance of not using up any expedition points. Maximum expedition points are increased by 50%.”

    There is no equivalent for dungeons.


    Suggestion: Either convert one of the less-used pacts into a similar dungeon-focused blessing, or simply make Apollo’s Blessing work for both expeditions and dungeons.


    2. Regeneration Time for Dungeon Points

    Micro events currently offer regeneration time 25-50% bonuses for expedition points and rarely 25% for dungeons.
    Because of this, Underworld Easy costume will almost always outperform Medium due to it's regeneration advantage and amount of points from Apollo pact (my first point).

    Suggestion: Add dungeon regeneration time bonus for dungeons for every micro event increasing dungeon points, increase it from 25% to 50%, or if you implement similar pact as Apollo's Blessing add 50% bonus and rotate both, 25% and 50% just as we have for expeditions.


    3. Loot Quality & Drop Rates

    From my experience farming level 150 Marshes of Death and level 165 The Final Bastion dungeons with Underworld Medium active, the loot quality feels underwhelming, compared to Underworld Easy, I see significantly fewer orange items and red drops. I've seen similar feedback from players doing higher level dungeons as well.
    Since dungeons already have very high base drop rates (it’s common to get 20–25 items from 25 attacks even without the Underworld costume active), the Medium costume currently doesn’t feel rewarding enough to justify using it over the one for expeditions from Underworld Easy.

    Suggestion: Drop rate for orange and red items should get a little boost, especially in new Britannia dungeons, considering dungeons require much more from the player to complete than just killing the same expedition monster over and over again.


    4. Dungeon - Boss Items Highscore

    It was already suggested in one of the topics in this forum --> LINK
    Currently we can sort drops from Standard to Orange quality. Red drops only shows in Standard category and they get lost very quickly because of other drops like blue, purple, orange.

    Suggestion: Add Red quality option for checking the dungeons boss item drops Highscore.



    Overall the update is very positive especially for lower levels with these dopamine hits when they drop something orange or red from time to time, dungeons have finally adjusted values for XP and Gold, just slight tweaks adjusting pacts/micro-events/quality of loot and we will finally have something to choose from besides constant farm of Underworld Easy or Hard.

    Feel free to add more suggestion to this thread.

    EXP lock is a terrible idea, because of your second point actually - Arena and Circus Turma leagues and #1 pot.
    There are already dozens of accounts, mostly multis from high level players occupying these leagues and doing nothing besides that, completely killing the competitions in those leagues.
    New player without huge money investment won't be able to complete with someone's multi having access to basically unlimited amount of materials for always best red items or even 1% forges like top weapons and stuff...

    It would do much more harm than positive changes to the game, plus every player abusing that would hurt servers economy in the long term.


    This loot looks actually quite bad, only one orange with UW2 costume at 140?... I expected way more. There are tabs where I have 3-5 orange items with UW1 and a red from time to time. I guess my point stands the same about UW2 costume, not worth using over UW1.

    I swear no matter what they do now, there always be some people not happy. Why you so pressed about finally having xp gain in the dungeons?
    It's still FAR from what you get from expeditions considering no pact, less points and less regeneration.

    Expeditions are still on top experience and gold wise, even though they are much easier to farm and require 5 times less resources.
    Even with that event I'm pretty sure the outcome will stay the same, expeditions > dungeons.

    You have either people crying that leveling is so slow they will never reach level 200, or people crying leveling is too fast, just play the game and be happy for once :rolleyes:


    Nothing about the update is really harmful to be fair. Lower levels on x5 are very irrelevant, especially below 100, you level up so fast these low lvl items don't matter that much, you don't have to be bothered about it. You shouldn't even be able to see 99% of them on the auction below 100-120 because the entry level for new suffixes is 85, for prefixes 155.

    Dungeons waited for a proper update on their XP/GOLD scaling very long time, they require much more resources and points to complete and they should be much more rewarding than expedition mobs.
    You should be happy you level up faster now, proper gameplay starts way above 100, where you gain access to Underworld and can finally farm decent amount of gold so upgrading your character becomes more affordable.

    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

    Lepidus, we already have such a prefix at level 94


    For Darius`, I have Dexterity +13, you report Dexterity +11. I can't remember if the source for Darius is me or someone who reported it. Someone to confirm if it's 11 or 13.



    I have updated the list with your additions

    Because they messed up naming.
    We have Lepidus 94 and Lepidus' 159. There were supposed to rename the new version to Plinius but no clue when they plan to push that update.

    That is not the point. We screamed for new dungeons in every post the last years and I give up to believe in it. And now we got an Update and the only thing you can do, is to criticize it. Of course not everything is perfect and there are some improvements to do, but enjoy the new content and be happy that we got an update.

    How do you expect something to change if you don't provide any feedback?



    Right now I'm doing Marshes of Death, which is the dungeon unlocked at 150 level.

    Single monster gives 3 XP and around 1500 Gold (WITH UNDERWORLD MEDIUM COSTUME ACTIVE, believe it or not, that's 100% more gold bonus :D).

    Compared to the 25-30 XP and 15000-24000 Gold from 150 Expedition boss Camp Cassivellaunus - Cassivellaunus. (That's without even costume buffing the expeditions..)


    Difference is mental, completely kills any incentive towards using Underworld Medium costume or even going there to complete it, besides going through it on your way towards unlocking Underworld Hard.


    Now, why should dungeons loot, drop quality, amount of XP and gold be drastically buffed?


    A) It takes much more points to complete SINGLE dungeon and kill SINGLE dungeon boss, than just kill the same expedition boss over and over, which costs just 1 point, not 10-18 like some dungeons in the game.


    B) We get much less dungeon points than expeditions (no apollo pact support for dungeons), only 24 points with Centurio, 48 with Centurio + Underworld medium costume.


    C) Dungeons require much more from a player to complete - clone of character + 4 mercenaries, that's 5 different characters to gear... For what? Bunch of useless green-blue items and laughable amount of XP and Gold...


    D) Underworld Medium is harder to complete to gain Underworld costume for dungeons, than it's Expedition counterpart which has lower level mobs than the player.


    E) That would completely change the current meta of just doing Underworld Normal or Hard, giving players more ways to play the game, finally Underworld Medium costume would have a use for anything.

    For now you are better not using it at all, there are plenty non-Underworld costumes which will give you so much better results at the game.