They increased the chance of finding items to 1%+2%.
Now my dog mainly finds potions, clues, and runes.... Never happened before the update.
this way we get back into the 3% but I don't think it's appreciable
Very good 



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Does the dog still work at all? I don't have the feeling that I can find more with a dog. Without dogs, I find armour almost every day.
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Same here, just potions. That 3% is a huge profit for pay 2 win players. Whole updated bonuses are ment on boosting even more pay2win, even archievements are now only obtainable by paying.
Some ideas:
-I think bonuses should happen for both free and pay2win players. If premium get a boost, base game should also have one in order to not make even more distance between p2win and rest of the players.
-There should be 2 diferent versions of update depending on server speed. Its doesnt make sense to eliminate halfed time after duel in slow server, but it does in speed server. Archievements dont make sense at old servers with 50-100 years real life to complete, while it make sense at speed servers with 10-15 years of playing to complete (a lot of time for a mortal but archievable). 2 different updates would solve that.
-Karma must be balanced there are 6-7 karma forces unused for example 5 point of strenght, is ridiculous even at level 20, etc. It should be calculated by %. double karma effect at premium is great, but not if it only serves for negative karma acid and thorn amor (I dont know thw name in english).
-Also making more upgrades aviable even if an order doesnt have a castle. It should be avoided that an order with 10 active player maintains biggest castle just because all top player are in it and use multiaccount to not loose it. To alance damage at wars and eneble low level player to really do something, Castle wars should include at least 1 npc for each level range till 70% of top player in order to be able to participate if there is no one at your level (for example triggered only if order has enough active players). This is just to avoid an order with 20 level 50, 20 level 100 an 20 level 120 be smashed by an order with only 5 play 2 win players at level 170, it shold be at least fighted and promote participation. (also good to make more players play and use castles).
-If Archievements take so many years to get, specially karma ones which take 200 years of free to play at older servers, they should give some special mounts or companions at different stages.
- Make Shadow set over level 20, proportionally by level like griffin and Dragon set.
-Make luck have more influence on earnings, and make it work like attack or defence prob to nerf it (I mean someone can hit you with 50 less attack, but why cant he make critical with 50 less luck, that make a dynamic at tournaments to be just 1 point over enemy's luck and get critical most of the time while getting none)
- Higer levels over 150 should heve revised earnings from missions or aviable sets (just one of them in order to not make too much difference between p2win and free players that can be with same amount of years playing level 150 vs 220). I understand one of those variables shoud be similar in order to not make an abism between players. But also thats why winning a tournament per week can allow you to get premium at the cost of not rising your level being tourneist. Some better ballance can be archieved here.
- I like elemental deffence to be calculated in %, but I think only 80-90% max should be archieved in order to make elemental damage usable.
-Solve all visual bugs like "undefined" title on wars, some labels with grey which lost format at previous update before 4.0 for example at auctions, be able to choose preofile image if you are at Dragon or griphon set, not able to see group stat at group missions, etc.
-Some balance at group missions, for example I have a level 50 player which should be at 200-300 stats. Easy mission has 800-850 at every stat so in order to win we need at least 3 players. Medium has 900 stats but in order to win we need 4-5 players, difficult 900 stats so we also need 4-5 players. It should be more preogressive, also the gains cause I usually get more gold from easy that from difficult. Maybe its a matter of reclassification of enemies. I cant understand why druid is difficult and unicorn medium or witch easy. Also dont really get how damage is calculated in group missions, what equipmet does mercenaries have, etc. I think mercenaries are a good thing for 1 ruby each in order to make garanticed easy mission if you only are in a group of 3 players.
I get this update was meant for speed server and pay2win players, specially if company is trying to save the finance of the game. But lot of balance could be done without loosing that players, and also taking care of those who only by rubies at 50% or once per year just to mantain premium for 30 rubies each month, free to play are also included there cause of free rubies got at events and tournaments. How many accounts are free to play or buy just 1 or twice a year, 40%? making a lot of difference with people that has whole pay2win updates will make them quit the game, and a game whre pay2win new players can only compete with other pay2win with more time of play just eliminate the sense of paying which is overtake other players, so no new pay2win. Its for that thaat I think that this update 4.0 should be followed by other update that compensate the bigger abism between players. I think this 4.0 will at first get a alot of players to pay, but long, short term will kill the game. I even prefer to have advertisements on the borders of the screen that such imbalance from pay2win.
I hope someone from GF read this and try to counterargue, cause I've being playing for 15 years and Ive think a lot about longevity of the game and cant get to other conclussions.
Have a nice day everyone!