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  • Hey everone, we recieved a lot of feedback from the players and we will make some adjustments to the Crystal League Tokens and Time Slots. The main goal is to split the experienced from the inexperienced players more in the 5v5 League by synchronizing the lethal and non-lethal timers and allowing to directly buy level 2 and level 3 tokens again. Additionally we change 20v20 timers to not overlap with ZvZ timers and make low level matches abit more fequent, so it is less confusing when matches ar…

  • The listed changes are intended to go live with Into The Fray Patch 2. The focus of the changes is to improve some of the reworked Magic Staff abilities and improve the Corrupted Dungeons meta by making the reset bats more effective at punishing enemies for kiting too much, as well as toning down some of the most successful items in this content This post gets regularly updated with the latest changes of our internal playtests. Very Important: All these changes are still in testing and may vastl…

  • Quote from Lockemup: “very cool and thanks for more details. only real question i have is can groups of 1, 2 or 3 players queing be placed against full 5 man premades? ideally 5 mans would only play other 5 man teams like with current arena, but at a minimum there should be some kind of scaling factor in the win / loss ranking points so that if you random que and lose to a 5 man premade you lose less rank points than if you lost to another random team, and the 5 man should get less points for be…

  • Hello Albion Community, Let me introduce you to one of our cool new features in detail: The Crystal Arena The Crystal Arena is intended as a way to introduce as many players as possible to the exciting gameplay of competitive 5v5 Crystal League. It is a full ranked Arena game mode directly available from the in-game menu, like with the current arena. You can queue up solo or with a party and you will automatically end in a 5v5 scenario with Skill Based Matchmaking. You will also Rank Up and Rank…

  • Made the new smite smoother and faster to play, with less downtime between casts. - Smite (all Holy Staffs) - Cast Time: 0.6s -> 0.5s - Hitdelay: 0.2s -> 0s - Standtime: 0.2s -> 0s - Cooldown: 3s -> 2s - Instant Damage: 120 -> 100 - Mark Damage: 40 -> 30 - Mark Duration: 5s -> 3s Cheers, Retro

  • Thanks all for reporting of bugs and problems. They help us with bug fixing and finalizing some of the rough edge's of the feature A couple of other adjustments: invisibility Shrine Buff in Portal Cities: - Duration: 180s -> 120s - Silence after the buff is removed: 5s -> 10s - Additionally The buff is instantly removed when entering: - Any Dungeon - Corrupted Dungeon - Hell Gate - Expedition - Arena / Crystal Arena - Avalonian Roads Training Dummies: - Have been adjusted so they don't instantly…

  • - Cursed Staff Spell Unlock Order - Swapped Desecrate and Cursed Tar (So Desecrate is available from T3 on - Living Torch (Infernal Staff) - Fixed a bug where mobs wouldn't take area damage if they just stood still - Cast Range: 14m -> 12m - Area Damage vs Players: 45 -> 28 - Area Damage is not reflectable anymore - Thorn Growth (all Nature Staffs) - Area Damage vs Players: 10 -> 20 - Consumed Thorn Stack Damage: 30 -> 35

  • Hello players of Albion, I would like to introduce you to all the upcoming changes for Season 16. We are completely overhauling castles, with new layouts and treasure chests spawning through the entire week. And we are also adding an additional 5v5 non-lethal Crystal League, which in conjunction with the new Crystal Arena should lower the entry barrier for Crystal League and bring in more players. Castle / Castle Outpost Overhaul For Season 16 we overhauled Castles completely, and vastly improve…

  • Here are some more changes: - Cursed Tar (all Cursed Staffs) - Added the 10% slow back to the ability - Grudge (all Cursed Staffs) - Max Charges: 7 -> 4 - Auto Attack 0.0s: 5 -> 10 - Auto Attack 0.5s: 7 -> 20 - Auto Attack 1.0s: 10 -> 40 - Auto Attack 1.5s: 14 -> 70 - Auto Attack 2.0s: 19 -> 120 - Searing Flame (all Fire Staffs) - Standtime: 0.15s -> 0s - Pyroblast (one-handed Fire Staff) - Increased the projectile speed - (we are looking into increasing the aim-rotation speed, but that requires…

  • Thanks for the feedback. We already made the following adjustments, these are mainly aimed at keeping the Self Sustaining Healer and new endless kiting builds with magic staffs in check in Corrupted Dungeons: - Cursed Tar - Removed slow - Casttime 0s -> 0.3s - Curse Passive Hit and Run - activates after every 4 -> 6 Casts - Thorn Growth - Area Damage 40 -> 10 (vs. players) - Area Damage 40 -> 30 (vs. mobs) - Rejuvenating Flower - Grow time 3s -> 2.5s - Throwing a level 1 flower now causes a 2s c…

  • Bows To make Lucent Hawk feel more fluid, the initial buff activation has been eliminated. Instead, the first arrow is shot directly. - Lucent Hawk (Mistpiercer): - No longer requires buff activation as first step; instead, activating the ability now directly shoots the first arrow Cursed Staffs Two new abilities added: Anguished Soul and Cursed Tar. For Demonic Staffs, Field of Death has been replaced with Anguished Soul, which summons a ghostly creature that fears enemies. Cursed Tar is a new …

  • These are the changes for the next content update, Into the Fray. This includes the new and overhauled abilities for Fire, Holy, Cursed and Nature Staffs. Other balance changes focus primarily on improving recently reworked abilities, which are still not performing well enough. 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…

  • Hello Albion Community, We are currently looking for new playtesters, who are interested in providing constructive feedback for upcoming content and ability changes. We are especially looking for players experienced in small scale open world content. If you are interested please read about the requirements and application process in the post above. Cheers, Retro

  • We are currently working on another balance patch that is intended to go live somewhere around the middle of this season. From our latest Dev Talk you probably know that we have been primarily working on the Magic Staff Rework. But we still want to bring you a balance patch, before the Rework hits live. However since our resources are mainly occupied with the rework we will focus on a smaller amount of changes and try to avoid changes to the magic staffs in the balance patch. And instead do bigg…

  • For the start of Season 15 we are working on a patch with improvements for the next season. This is not intended as the next big balance patch, but instead will focus on some adjustments and imrpovements on currently underused abilities and items. This patch will go live after the CLC, but before the start of Season 15. 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 patc…

  • Not listed yet, but tThis change will also be part of Patch 5: - Gravitational Collapse (Spiked Gauntlets) - Damage vs Plate: 450 -> 380

  • We are currently working on another bigger balance patch. One of the main topics is the rework of CC Duration scaling and how Diminishing Returns affect the game. We also want to improve the open world experience for small to mid-scale fights, putting more emphasis on survival chances when smaller groups encounter a bigger group. We will also keep working on the War Gloves and make them more attractive to use in different types of content, as well as other general adjustments for various content…

  • Quote from Fabrizziou: “Also the Blazing Geyser and Gravitational Collapse cooldown reduction mentioned in NDA balances aren't noted here ” The latest two changes you mentioned are part of Patch 1. But they came in pretty late so they still have to be merged into the patch and will probably be on the staging server in the next days. Cheers, Retro

  • Thank you for your report. We are investigatng it. Cheers, Retro

  • These changes are planned for the first patch of the new update. Making some adjustments to a few weapons which are out of line. And making sure the new content is in a good state. 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…