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  • Quote from PrintsKaspian: “ - Fixed an issue where player would sometimes cast spell in the wrong direction after a dash ” This is maybe a bit too unspecific. But this change fixes the wrong rotation on Bearpaws and Realmbreaker. Cheers, Retro

  • Most changes listed here are intended for a bigger combat balance patch to go live in the middle of Seasom 10. Some changes might be patched in earlier. Especially changes that are aiming to adjust new content like the Corrupted Dungeons. 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 balan…

  • This is meant as a short term solution to adress the current Corrupted Dungeon meta in the next patch. The Guardian Helmet is a strong candidate for an overhaul in the next big combat patch. One more thing to keep in mind is the 150 is the base healing value which scales with Item Power. So a 8.3 Guardian Helmet still heals for 300. Cheers, Retro

  • There is currently a bug with the detection of players leaving the rotating area. We are working on a fix right now. Cheers, Retro

  • We have been observing the impact of Disarray in large scale battles and want to make some changes to improve the combat meta Season 10 Current problems - The damage output in large scale is reduced so much, that the fights become heavily shifted towards sustain damage. Which makes it hard to punish enemies' over-extensions. - The strong healing output reduction shifts the meta more to self sustain and devalues the impact of healers - It creates strong incentives to split into multiple NAPs to c…

  • The changes listed here are intended to go live with a patch soon to improve the meta in the corrupted dungeons. 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 not neccessarily all complete. Just because a certain item is not adjusted in the changelogs so far, doesn't me…

  • Combat Balance Changes

    Retroman - - Feedback Testserver

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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.…

  • - 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

    Retroman - - Feedback Testserver

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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

  • 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

    Retroman - - Feedback Testserver

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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

    Retroman - - Feedback Testserver

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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 …

  • 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…

  • Hey, this change from the NDA balance thread is also part of patch 16: Self Ignition (Specter Jacket) - Self Damage per tick: 3% of max health -> 2% of max health I will edit the top post. Cheers, Retro

  • 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…