Fellowship Details November 27 Update Patch Notes
Developer Chief Rebel has released the patch notes for the November 27 update for its fantasy game Fellowship. The online multiplayer adventure title released into early access in October and has since earned a Mostly Positive rating on Steam, based on over 12,000 user reviews. Fellowship does away with the sprawling worlds and subscription model most people have come to expect from MMOs, and players seem to appreciate the change.
Fellowship offers a dungeon-crawling experience that is intended to skip the usual grind of MMORPGs and jump straight into the exploration that leads to the goodies. Basically, players beeline to the end-game loop of MMOs, coming together in 4-player co-op to participate in pick-up-and-play dungeon raids. The game is an example of another attempt to condense the popular MMORPG format into bite-sized elements that offer only the parts that players enjoy most.
How Fellowship Skips the MMO Grind
Fellowship’s mission statement is to lighten the load when it comes to the MMO and RPG grind, breaking down barriers to entry.
Fellowship Online RPG Receives a New Update
The formula seems to be working. Fellowship is receiving a positive response from players on Steam, a noteworthy achievement for Chief Rebel’s debut title. The developer has been releasing regular updates and hotfixes since the game launched into early access, and a new patch was released on November 27. The update brings a suite of balance adjustments targeting the game’s various heroes, dungeon difficulty and enemy scaling, item and weapon overhauls, as well as quality-of-life adjustments to the UI and progression clarity.
These changes include an adjustment to the scaling of enemy damage and health in Fellowship’s Eternal mode, with Eternal 50 enemies seeing a substantial 17 percent decrease to both health and damage, which should be very noticeable in endgame-level runs. These changes are in part to prepare for the highly requested Eternal Queue that is slated to arrive sometime in December. Additionally, several heroes — including Tariq, Rime, Ardeos, Vigour, and Meiko — have received buffs to certain abilities and talents to improve under-performing kits. On the other hand, damage dealers like Elarion and Mara have had some of their high-output abilities slightly nerfed.
In addition to combat-focused tuning, Fellowship’s November 27 patch reworked several weapon traits to refine how they triggered damage and healing effects. Also, in direct response to community feedback, the UI for the Reward screen has been updated to better highlight unclaimed or newly available reward nodes.
Fellowship features nine heroes to choose from, each categorized into one of three class types: tank, damage, or healer. These are further divided into classes, like a druid-style healer and a priest, or a rogue, caster, and ranger for DPS. Each character has its own kit with 16 or 17 abilities each, and players are not stuck with choosing just one. They can be leveled up separately, and players can swap between them as and when the mood strikes.
The concept is very simple. Players sign into a lobby and queue up to find a party and dive into a dungeon for gear upgrades and other loot. The Fellowship UI will be familiar to anyone who’s spent time playing World of Warcraft, with the layout of hotbars, player and target health, target’s target, and party stats laid out in a very recognizable manner. And other aspects of Fellowship have clearly been inspired by Blizzard’s long-lived and highly successful RPG, from graphics and armor sets to character stat screens and the backpack. For some people, that might seem like a lack of innovation, but for others it will be nostalgic, intuitive, and welcome.
Looking ahead, Fellowship is slated to receive a larger seasonal update sometime in mid-December. According to Chief Rebel, this update will include a full system reset, may introduce at least one new hero, and might also include adjustments to current heroes and their talents. These system resets will occur every few months and will wipe league progression, gear, materials, gems, armor trims, and the rewards map. But not all progress will be lost, as mounts, skins, and all other cosmetics will be preserved between seasons.
Fellowship November 27 Patch Notes
UI
- Updated the Rewards screen to highlight the next available, but not yet activated, nodes after receiving feedback that it was unclear visually.
- Updated several loading screen tooltips, to reflect the changes to dungeon scoring.
PROGRESSION
Due to the recent weeks of balance tuning to heroes and dungeons, we are making some adjustments to the scaling of enemies in Eternal. This is partly to prepare for the “Eternal Queue” and to solidify the current state of balancing as we direct more focus toward the patch on the 11th of December.
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Eternal enemy scaling has been reduced slightly.
- Eternal 5 enemy damage and health reduced by 0.5%.
- Eternal 10 enemy damage and health reduced by 1.2%.
- Eternal 20 enemy damage and health reduced by 2%.
- Eternal 40 enemy damage and health reduced by 4.6%.
- Eternal 50 enemy damage and health reduced by 17%.
HEROES
Elarion
- [Heartseeker Barrage] damage reduced by 10.7%
- [Multishot] now deals reduced damage beyond 12 targets (was 15).
- [Starfall Volley] now deals reduced damage beyond 12 targets (was 15).
- The [Impending Heartseeker] Talent now increases the damage of each consecutive arrow of [Heartseeker Barrage] by 10% (was 15%).
Mara
- The [Feed the Queen] Talent now increases the damage of your next [Queen’s Fang] by 9% per stack (was 10%) and stacks up to 5 times (was 6 times).
Tariq
- The damage of [Hammer Storm] has been increased by 7%.
- The [Square Hammer] Talent now increases the damage by 20% per stack (was 16%) – and the tooltip has been updated to the correct value (was previously incorrectly stating 30%).
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The buff when triggering the [Schism] Talent is now shown on the “Important Hero Buffs”-bar.
- The icon for the [Schism] Talent proc has been changed to instead show the [Skull Crusher] or [Hammer Storm] icon, depending on which one is empowered.
- Due to performance issues, [Pneuma] now heals no more often than every 1.0 second. It accumulates the same healing amount as before this change.
Rime
- The damage of [Ice Comet] has been increased by 5%.
- The damage of [Bursting Ice] has been increased by 5%.
- The damage of [Coalescing Frost] has been increased by 10% (this change is not reflected in the tooltips until our next localization update].
- Due to performance issues, [Tundra Guard] now heals no more often than every 1.0 second. It accumulates the same healing amount as before this change.
Meiko
- The damage of [Stoneshield] has been increased by 5%.
- [Lashing Stormkick] now deals reduced damage beyond 8 targets (was 5).
Ardeos
- The damage of [Searing Blaze] has been increased by 7%.
- The damage of [Fireball] has been increased by 6.7%.
Vigour
- The damage of [Soulbrand] has been increased by 6%.
- The damage of [Radiant Blast] has been increased by 7%.
- The damage of [Dawnbreaker Orb] has been increased by 10%.
Armor Sets
- Heart of Tuzari 2-set bonus [Dark Prophecy] no longer scales the Proc Per Minute (PPM) with Haste.
Weapon Traits
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[Sapphire Aurastone] has been redesigned. The Aurastone spawns next to your target and now accumulates 7% / 8% / 9% / 10% of all damage you do for 3 seconds upon spawning and then pulses that amount out as damage on all nearby enemies. The pulse empties the accumulated damage. This repeats for a total of 3 pulses every 3 seconds over its duration.
- Healing functions the same as damage, but the first pulse occurs after a 2 second delay with 3 seconds between each pulse.
- The tooltip in game is showing the incorrect accumulation percentages. This will be updated on our next localization round.
- [Diamond Strike] now has a separate Proc Per Minute for its damage and healing procs, so that one does not “steal” procs from the other.
- [Diamond Strike] now also gains increasing Proc Per Minute value for each rank it is upgraded (was a flat Proc Per Minute value on all ranks).
- [Emerald Judgement] now deals 600% / 700% / 800% / 900% main stat damage (was 500% / 600% / 700% / 800%).
- [Kindling] now has a separate Proc Per Minute for its damage and healing procs, so that one does not “steal” procs from the other.
- [Grounded Spirit] now gains a stack every 1 second you stand still (was every 1.5 seconds).
- [Stalwart Readiness] now gains a stack every 7 seconds in combat (was every 10 seconds).
- The Expertise gained from [Patient Soul] has been increased by 20%.
Curses
- The damage dealt by [Binding Ice] has been reduced by 50%.
- Enemies now take double damage from [Binding Ice].
- Enemies are now Stunned for 2 seconds when taking damage from [Binding Ice].
DUNGEONS
We are making an overall adjustment to most enemies and bosses throughout the game with the intent to slightly reduce the amount of time spent fighting bosses, and moving that time over to the other enemies in each dungeon. We are happy with the health pools of the larger enemies, so we are putting more emphasis on bringing up enemies with smaller health pools.
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All enemy’s health has been increased by between 0% to 15%. The lower health they have, the larger relative increase in health they have gained.
- Example: In Cithrel’s Fall the Ice shardling’s health has been increased by 11.3%, while the Eldrin Sentinel’s health has been increased by 1.16%, and finally the Arcane Scholar’s health has not been increased (0%).
- We have not increased the health of Shackle Shot chains, Everdawn Grove totems, Empyrean Sand orbs, or similar – unless listed below.
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The Spirit Point Value of most bosses has been increased by 50%.
- The largest contributor to Spirit Point generation in boss encounters was previously due to the passive Spirit Point gain over time. We increased the amount generated from dealing damage to bosses to increase the active contribution.
- There are a few exceptions to the above due to some bosses having had higher Spirit Point values than intended. The exceptions are listed below.
Note: Any changes to health mentioned in the below list of tuning changes are manual adjustments where we saw a need for it. The changes listed below are instead of the above mentioned global adjustments.
Cithrel’s Fall
- Ancient Koros’ health has been reduced by 2%.
- Commander Noor’s health has been reduced by 7%.
- Cithrel’s health has been reduced by 7%.
Heart of Tuzari
- Cultist Initiate’s health has increased by 30%.
- Invoker’s health has increased by 25%.
- Invoker’s [Wither] no longer deals damage on application.
- Moar’Gore’s health has been reduced by 7%.
- Vun’Kahr’s health has been reduced by 4%.
- Prophet Ez’rath’s health has been reduced by 2%.
Wraithtide Vault
- First Mate Marrow’s health has been reduced by 7%.
- Deathless Katrine’s health has been reduced by 7%.
- Deathless Katrine’s Spirit Point Value was already high due to having “2 lives”, and was reduced in this patch to be in line with the other bosses’ new spirit point values.
- Bael’Aurum’s health has been reduced by 7%.
Ransack of Drakheim
- Nightmist Cutthroat’s health has been reduced by 7%.
- Craven Hiisi’s health has been reduced by 10%.
- Frenzied Looter’s health has been reduced by 10%.
- Fodir Kaldur’s health has been reduced by 7%.
- Fodir Kaldur’s Spirit Point Value was high and has now been reduced slightly to match other bosses.
- Chilgar the Drowned’s health has been reduced by 3%.
- Auga Handhafi the Blind’s health has been reduced by 2%.
Godfall Quarry
- Godfall Wardstone health has been increased by 9.4%.
- Dredge’s [Throw Stone] ability now properly blocks their [Auto Attack] while casting and for a short duration after the cast has completed.
- Task Master’s Kill Score and Spirit Point value has been increased by 100%.
- Quarry Stalker’s Kill Score and Spirit Point value has been reduced by 33%.
- Nezari Bolter’s Kill Score and Spirit Point value has been reduced by 33%.
- Godfall Wardstone’s Kill Score and Spirit Point value has been reduced by 50%.
- Godfall Titan’s health has been reduced by 9%.
Everdawn Grove
- Outrunner’s [Bola Throw] ability damage has been reduced by 25%.
- Malgut the Fetid’s health has been reduced by 6%.
Urrak Markets
- Outrunner’s [Bola Throw] ability damage has been reduced by 25%.
- Drazhul the Fleshbroker’s health has been reduced by 11%.
- Drazhul the Fleshbroker’s Spirit Point value has been reduced by 24.5%.
- Slavetrader Brull’s health has been reduced by 11%.
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Slavetrader Brull’s Spirit Point value has been reduced by 26.6%.
- Drazhul and Brull were generating more Spirit Points previously than intended and have now been adjusted to be in line with the new, increased value of other bosses.
Silken Hollow
- Rotheart Recluse’s health was not adjusted in the global tuning pass this patch.
- Vexira, Mother of Nightmare’s health has been reduced by 7%.
Sailor’s Abyss
- Hallowed Corsair’s health has been reduced by 15%.
- Vengeful Shade’s health has been reduced by 20%.
- Sinthara’s health has been reduced by 2%.
Wyrmheart
- Frozen Remnant’s health has been reduced by 20%.
- Apostate Veras’s health has been reduced by 4%.
Stormwatch
- Warlord Brogg’s health has been reduced by 5%.
Empyrean Sands
- Sandsworn Husk’s base attack speed has been reduced by 15%.
- Sin-Magir’s health has been reduced by 9%.