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  • Combat Balance Changes

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    - Misc: AoE Escalation: 10% -> 7% -> 10% - Arcane Staffs: - Void (Malevolent Locus) - Channel Duration: 6s -> 5s - Area Starting Radius: 3m -> 2m - Area End Radius: 10m -> 8m - Cursed Staff: - Haunting Screams (Cursed Skull) - After selecting the cast position, the move direction can now be selected independently - Area Duration: 6s -> 5s - Area Move Distance 5m -> 15m - Area Move Speed: 0.83 m/s -> 2.26 m/s - Cast Time: 0.8s -> 0.4s - Tick Interval: every 1s -> every 0.5s - Damage per tick: 43.…

  • Avalonian Weapons & Offhands

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    - Dark Sphere (Evensong) - Slow Strength: 20% -> 25% - Aura Radius: 5m -> 6m -> 7m - Frozen Crystal (Chillhowl) - Slow Strength: 20% -> 30% - Damage: 189 -> 230 - Breakthrough (Daybreaker) - Cast Range: 20m -> 16m - Divine Intervention (Hallowfall) - Cooldown: 20s -> 18s - Majestic Smash (Kingmaker) - 0 stack damage: 96 -> 67 -> 79 -> 87 - 1 stack damage: 153 -> 107 -> 127 -> 140 - 2 stacks damage: 230 -> 160 -> 190 -> 210 - 3 stacks damage: 325 -> 227 -> 269 -> 297

  • Combat Balance Changes

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    Next Changes: Holy Flash: Changed Holy Flash visual feedback to make it not clutter the screen too much in bigger fights - Removed the Indication Area - Instead there is now a smaller visual effect at cast start to indicate the target area Fatal Blade (Blackmonk Staff) - Cooldown 1200 IP: 18s -> 22s - Cooldown 1700 IP: 16s -> 20s

  • Avalonian Weapons & Offhands

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    Here is the next batch of changes: - Divine Engine (Energy Shaper) - The Cast & Channel are now uninterruptible - Frozen Crystal (Chillhowl) - The crystal now only freezes allies in the caster's party. (You can still cast on friendlies outside of your party, but they are not frozen inside the crystal) - Explosion Radius: 7m -> 8m - Explosion Damage: 189 -> 210 - Blessed Aurora (Oathkeeper) - Movespeed buff: 50% -> 30% - Shield Strength: 500 -> 400 - Soul Shaker (Grailseeker) - The root area now …

  • Hey everyone, after reviewing the version on the test server we will adjust the split of the armor artefact specialization nodes a bit. Combat We will adjust it to make sure that players keep the same IP mastery bonus from the destiny board, they had before the patch. This means if you had the combined Armor Artefact Specialization Node on 100/100, the 5 split individual Armor Artefact Specialization nodes will be on 88/100. This way players keep the exact same IP mastery bonus for every artefac…

  • Combat Balance Changes

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    Quote from keyfouyr: “Is the 1h dagger damage 60 -> 30 referring to the auto-attack damage of the 1h dagger? ” The additional magic damage on each auto attack, while Bloodthirsty Blade is active.

  • Combat Balance Changes

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    Hey everyone, please use this thread to post feedback about the Balance Changes. We will still reiterate on a few changes before they go live. And I will also keep posting changes, we make in this thread. Here are the first batch of changes: - Daggers: - Bloodthirstyblade: - Lifesteal vs Mobs: 100% -> 50% -> 35% - Damage vs Mobs: 60 -> 30 - Holy Staffs: - Holy Flash (all Holy Staffs) - Heal: 40 -> 34 - Nature Staffs: - Circle of Life (one-handed Nature Staff) - 0 Stack Heal: 91 -> 107 - 1 Stack …

  • Avalonian Weapons & Offhands

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    Hey everyone, please use this thread to post feedback about the new Avalonian Weapons & Offhands. We are still tuning the weapons/offhands before they go live. And I will use this thread to keep you updated about what we are chaning. So, to get started here are the first batch of changes: - Arcane Staffs: - Dark Sphere (Evensong) - The cooldown now scales with item power: - 1200 IP: 30s - 1700 IP 22.5s - Bows: - Lucent Hawk (Mistpiercer) - Damage per shot: 160 -> 145 - Daggers: - Merciless Finis…

  • Quote from Calesvol: “Can we get a Dev clarification on this? @Retroman Based on the only information we have, it seems as though armor artifact specialization will be split between the 5 existing artifact armors into their own separate nodes post-update, and since the total fame required for this node today is 3X the basic item node instead of 5X, it stands to reason that post-update, these 5 new nodes will have less than 100 (most likely 83). Is this the intended outcome? ” Yes. The fame of th…

  • Quote from Kyrw: “Can you please state what will happens to armor?Avalonian will start at 0? What about Royal? Are they going to be 0.1 Ip pe level also? @Retroman ” The armors are getting the same treatment, but the amount of nodes is different: - The fame of an exisisting Armor artifact specialization node is taken out and split evenly among the 5 specific artifact armor nodes. - Every base armor grants 0.2 IP to all of it's category per level - Every artifact armor grants 0.1 IP to all of it'…

  • To clarify what happens with the Item Power bonus on the specialist nodes. We want to keep the cross bonus to add a meaningful progression, but also we don't want the power gain to get too vertical at the top end. So this is how we will adjust this bonus: The 3 base nodes of a tree stay at +0.2 IP per level Each artifact node will give +0.1 IP per level What that means in an example for swords Broadsword, Claymore, Dual Swords Specialization grant 0.2 item power for all swords per level Clarent …

  • Smart Cluster Queue

    Retroman - - Developers' Statements

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    Hello everyone, we will make some changes to the cluster queue, to prevent strategies that gave a big advantage by playing around the system. That strategy was based on zoning in via the queue and then immediately leaving the zone again, to get enemy players zoned out and then prevent them from re-queuing again by camping all entrances. Changes: - Players who are removed from a zone via the cluster queue will receive a special Queue Removal Protection: As long as they stay close to the entrance …

  • The changes listed here are mainly intended to go live with the next big content update. However we will likely patch some changes earlier into the live game, whenever we think we need to adress specific problems on live. This post gets regularly updated with the latest changes of our internal playtests. Very Important: All these changes are still in testing and may vastly differ in the final patch. Sometimes we just try out various things, which may get reverted. Also the balance changes are no…

  • Quote from xGunner: “You don't lost items but you are still getting pvp fame on lvl 1 crystals ” This is a bug and will be fixed. Cheers, Retro

  • Quote from OceanSpirit: “@Starseed Not only that, but the no loot on T1 Crystals guarantees people will be running T8.3 Master Pieces 400/400 spec just to wreck newbies and make some quick money. ” The non-lethal match in level 1 is hardcapped at 900 IP. So you don't get any additional IP if you bring 8.3. Cheers, Retro

  • Quote from Equart: “@Retroman When we can expect combat balance changes? ” Some smaller adjustments with the Season 9 Patch. But a bigger balance update is planned for the first patch after the one mentioned in the article. So there is no exact ETA for the balance patch yet, but it will likely hit live shortly after the start of Season 9 to keep the meta in the next seaon fresh. Cheers, Retro

  • Quote from Avendable: “What's the difference between these new 'Outland Banks' and current war chests, other than having to pay for access? ” There are way more zones with Outland Banks scattered through the Outlands. Allowing for more options to store some items when venturing out into the black zones. Cheers, Retro

  • Crystal League Season 9

    Retroman - - Developers' Statements

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    Quote from SkuzKabel: “@Retroman Any posibility to change EU Timers to 19 and 19:30 as we talked in the RT Conference? ” After the call I checked our survey results on Crystal League timers again, to see if swapping them to 19 UTC would be justified, but the majority of survey replies prefered the 20 UTC time slot. Additionally we also have a higher player activity at that time in general. Because of these reasons we decided to keep the 20 UTC time. Cheers, Retro

  • Crystal League Season 9

    Retroman - - Developers' Statements

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    Hey everyone, I am excited to announce the following changes to the Crystal League in Season 9 Changes - Level 1 Match is now not full loot anymore. Instead players respawn on death with their gear, like in arena - Level 1,2 & 3 tokens can now be directly bought from the energy manipulator - Silver & Season Point Payout has been adjusted to have more focus on the mid level matches, instead of the top end - Match Frequency of level 4+ matches has been increased - Level 1 & Level 2 Item Power Thre…

  • We checked the logs and the money generated in this case came mainly from silver bags. Cheers, Retro