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  • In the next patch we mainly focus on improving the feeling and audio- / visual feedback of many early game items. To improve the first impression of the game and bring some older items up to our modern standards. So many changes are not primarily intended to address the current end game meta, but rather meant to improve the foundation of our gameplay. All these changes are still in testing and may vastly differ in the final patch. Arcane Staffs Time Freeze was a very dominant item across mid- an…

  • In the next patch we will improve some of the currently underperforming items and abilities like Dual Swords or Dagger Pair. And other adjustments aimed at the 5v5 Crystal League meta. Improving options to potentially break through very defensive strategies like Iron Breaker being able to break shields and blinks protecting against purges to pair with offensive builds like regular bows. While toning down some of the strongest defensive options like Iron-clads and Druid Staffs. In the next patch …

  • We are working right now on balance changes which are intended to go live in the the Off Season after the CLC, between S17 and S18. The aim is to tone a few items down that are very dominant in certain content types, like Great Arcane. Further tone down some mobility outliers in the Mists, Royal Jacket and Claymore. While bringing some new options for the meta, like a new Holy Staff passive and a new effect for Gigantify Potions and some improvements for items that are currently underused or out…

  • These changes are intended to go live with the first patch of Beyond the Veil. This will not be a big balance patch but a couple of adjustments to react to the current meta on the game. The main goal is to tone down the biggest mobility outliers and have a few adjustments and buffs for currently underused abilities. All these changes are still in testing and may vastly differ in the final patch. Axes - Razor Cut (Bearpaws) - Range: 12m -> 10m - Energycost: 20 -> 16 Bows - Frost Shot (all Bows) -…

  • If certain mobs are too good to pre-stack on. We can additionally iterate on those mobs, to make sure there is a certain cost associated if you use them for pre-stacking, i.e. guaranteed damage. But we don't intend to rework the entire Sword mechanic. i.e. stacking on an enemy target. Swords stacking a speed buff on themselves is part of their identity and we would like to keep that and just reduce the advantage of pre-stacking in Corrupted Dungeons. From our perspective the non-hostile mobs are…

  • Fey Armor

    Retroman - - Feedback Testserver

    Post

    Updates on the new Fey Armor abilities: This is the latest list of changes (not on Staging yet): - Wild Magic (Fey Cloth Armor) - Full Spell Rotations before the selection times out: 2 -> 4 -> 5 - (i.e. the amount of times the spell selection cycles through all spells before going on cooldown) - Ring of Fire - Fear Duration: 0.5s -> 0.75s -> 1s - Etherial Form (Feyscale Sandals) - Damage Reduction per Stack: 15% -> 10% - Removed the CC Effect Duration Reduction on the caster - Immortal (Mistwalk…

  • For pre-stacking we have a change in our pipeline that non hostile mobs won't give stacks anymore. (i.e. mobs that don't fight back like crystals, traps or the watcher) However for this change we need a new feature, so player spells can react differently on non-hostile mobs. But to finish this update in time, we had to delay this code change and focus the majority of the team on the completion of the new features for this update. The pre-stacking adjustment will likely happen in a patch after th…

  • We have been very busy working on the next update. But apart from all the new content we have also tried to get some balance adjustments into the works to tone down and change some items and abiliteis that are too good in certain situations and also giving some improvements to a few skills, which are currently under performing. As a bigger meta shift we intend to make Cleanses in the game more broadly available for players to have more possible options to defend against CC. All these changes are…

  • How to become an NDA tester

    Retroman - - Announcements

    Post

    Hello Albion Community, We are currently looking again for more new playtesters, who are interested in providing constructive feedback for upcoming new items and ability changes. If you are interested please read about the requirements and application process in the post above. Cheers, Retro

  • Just as a heads up for everyone waiting for the next round of adjustments. The next Patch with Balance Changes will be Patch 7. Since Patch 6 has a lot of changes to a wide range of features in the game, we will first focus on finsihing patch 6. Among various other changes, you can also expect changes to Evensong and Chain Missile's total damage output in group fights. Arcane Staffs Arcane Staffs have become very popular after the latest reworks, but also introduced a few problems that we want t…

  • Siince the last patches had a short turn around for the balance changes and the chages directly went to the staging server, there was no need for a NDA change because it was public information at that point. However since many players seem to use this thread as a quick reference for the latest Balance Changes. I also added the latest changes for Patch 5 in here. Arcane Staffs - Enigma Blade (all Arcane Staffs) - Damage: 200 → 180 - Dark Sphere (Evensong) - Base Cooldown: 48s → 42s - Cooldown Red…

  • Hey everyone, thanks for all your feedback through the various feedback channels. Here are a set of changes to the magic staff reworks: - Chain Missile (all Arcane Staffs) - Projectile Bounce Range: 6m -> 8m - Mimic (all Arcane Staffs) - Cast Range: 11m -> 15m - Mimimicked Ability: - Axes: Raging Blades -> Adrenaline Boost -> Battle Rush - Frost Staffs: Frost Nova -> Glacial Obelisk - Maces: Snare Charge -> Guard Rune - Arcane Orb (one-handed Arcane Staff) - Projectile Speed: 14.4 m/s -> 17.7 m/…

  • Quote from Kanra.zip: “the dps UI popups for the training dummies are AMAZING unknown.png ” This is unfortunatelly not completely finished yet and will not launch with patch 2. Consider it a sneak preview for an upcoming change, which likely goes live in patch 3. Cheers, Retro

  • 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