Build tools that help players decide what to upgrade next.
The roadmap is focused on three things: getting setup done faster, making imports and recommendations easier to trust, and building better planning tools for both solo progression and party bossing.
Goal
Help a player go from screenshot or fresh build to a clear next upgrade without a lot of manual cleanup.
Main Work
Setup, OCR cleanup, planner UX, party bossing, and more honest score/readiness tools.
Timing
Wave 1 is live as of 2026-04-19. Future items are still rough estimates and can move with feedback.
Timeline
Notes
Wave 1 shipped on 2026-04-19 and covered setup speed, OCR cleanup, validation, and planner usability.
Wave 2 is the next push: party planning, support routing, and boss-readiness checks.
Wave 3 is longer-term work around class calibration and account-wide planning. The changelog has the full shipped details for Wave 1.
Coverage
10 items match the current filters.
4 items already shipped in Wave 1.
See the changelog for shipped feature details. Planned items still carry rough timing only.
Wave 1
Live as of 2026-04-19
Setup, OCR cleanup, validation, and planner basics are live. See the changelog for full release details.
Items
4
Wave 2
Planned next
Party planning, support routing, and boss-readiness checks.
Items
3
Wave 3
Later roadmap
Class calibration and account-wide upgrade planning.
Items
3
Detailed Specs
Build notes for the next modeling work
These specs break the next roadmap items into concrete product slices. The first two are party score/support work and boss timing checkpoints. Class calibration stays visible here because it depends on more live data than the Wave 2 work.
Party Score and Support Routing
Problem
Solo score is useful for one character, but it does not answer whether a full party can clear or whether a support should boost the carry instead of being treated as generic FD.
Outcome
A static can build a party, assign supports, pick a boss, and see who is carrying, who is being boosted, and where the next meso should go.
Model Inputs
- Party members selected from saved builds or loadouts
- Role tags such as carry, support, utility, or flex
- Boss target, mode, and party size assumptions
- Support routing choices like strongest-target buffs versus party-wide buffs
- Burst or sustained scenario presets where relevant
Model Outputs
- Effective group score instead of raw score sum
- Carry-amplified output for strongest-target support classes
- Party-wide support contribution separated from personal contribution
- Weakest-link and highest-impact-upgrade callouts
- Readiness band for the selected boss scenario
Data Model
PartyComposition
- id, name, targetBossId, targetMode, partySize
- members: PartyMember[]
- scenarioPreset: "burst" | "sustained" | "balanced"
PartyMember
- sourceId, sourceType("savedBuild" | "loadout")
- displayName, className, roleTag
- rawPowerScore, calibratedScore?
- supportProfileId?, supportTargetId?
SupportProfile
- className, supportType("partyWide" | "strongestTarget" | "hybrid")
- fdContributionRules, uptimeAssumption, stackRules
PartyScoreResult
- rawScoreTotal, effectiveGroupScore, highestAmplifiedMemberId
- memberBreakdown[], supportBreakdown[], upgradePriority[]
MVP Slice
- Support up to 6 saved characters in one party
- Model party-wide versus strongest-target support separately
- Return a single readiness view plus top 3 next upgrades for group impact
Risks
- False precision if support uptime or routing assumptions are hidden
- Need clear UI language so users understand party-effective score is scenario-based, not universal