Fateless Podcast YouTube Video Recap: Should Commons and Uncommons Even Exist?
Each week, we share a direct update from the team behind Godforge, so you can see what we’re building, what’s changing, and why we’re making the calls we are. This week, Brad is joined by Tim, Vex, and Scott “UnboundSage” Wagner to talk about hero rarities, the role of commons and uncommons, the impact of early legendaries, and how different rarity tiers should matter across the game.
The discussion opens with a debate around whether commons and uncommons should exist at all. Vex argues that lower rarities can feel like resource-heavy filler if they do not have a meaningful role later in the game. Tim takes the opposite side, sharing that he enjoyed building lower-rarity heroes in Beta 1 and liked testing whether they could help solve early-game challenges.
Scott lands somewhere in the middle. He explains that lower rarities can be useful in a game where players are not expected to own every hero, especially if they provide accessible tools like attack down, defense down, or other key effects early on. But if rares immediately outclass them in every situation, then commons and uncommons risk becoming nothing more than food.
The episode also looks at quality-of-life needs around low-rarity pulls, especially with aetherstones. Scott points out that players should not have to manually convert huge batches of commons and uncommons into spirits, and the group agrees that faster unbinding or auto-spirit options would help long-term account flow.
A major section of the conversation focuses on hero validation for Beta 2. Scott explains that the QA team has grown significantly, and that heroes are being reviewed in much greater detail. The team is checking math, ability interactions, descriptions, stacking rules, edge cases, and visual issues so that Beta 2 should feel much more reliable than Beta 1.
The group also discusses legendaries and whether they should simply be stronger inside their archetype, or whether they should “go wider” by borrowing small tools from other archetypes. Scott argues that this could help legendaries feel more distinct from epics without just making them numerically stronger.
The episode closes with progression advice and rarity philosophy. Pulling a higher-rarity hero should not automatically mean replacing a lower-rarity hero if that slot is already doing its job. Instead, players should think about team roles, resources, strategy, and long-term value. The team also reinforces that rares and epics should continue to matter, not become irrelevant the moment players start collecting legendaries.
Key topics covered in this video:
- Whether commons and uncommons should exist
- Low-rarity heroes as early-game tools
- Auto-spirit and unbinding quality-of-life ideas
- Rarity balance after Beta 1
- Hero validation and QA work for Beta 2
- Fixing bugs, math issues, and ability interactions
- Whether legendaries should go wider, not just taller
- How early legendaries affect account progression
- Why higher rarity does not always mean an immediate upgrade
- Keeping rares and epics relevant long term




