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The Balance Changes for the next patch are mainly focused on improving the values of some underused abilities. All these changes are still in testing and may vastly differ in the final patch. Arcane Staffs - Time Freeze (Great Arcane Staff) - Mob immunity to consecutive casts: 5s → 11s (player immunity remains unchanged) Axes - Rending Spin (all Axes) - Damage against Enemies closer than 2.5m: 45 → 65 - Damage against Enemies 2.5m+ away: 68 → 80 - Deadly Chop (all Axes) - Standtime: 0.7s → 0.35s…
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Quote from The_Support_God: “Cultist cowl change having "cannot be reflected" mod but not stated in description ingame ” Hi, the tooltips and item descriptions are not fully updated in this version yet. That is also the case for some of the abiltiy descriptions, like Pyroblast, which is still reflectable, despite the tooltip currently stating otherwise. All the abiltiy descriptions and other missing text will probably be updated with the next update of the staging server. Cheers, Retro
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Like you all know from our latest Dev Talk, we are currently busy working on various new items and other changes. However we still want to make a couple of adjustments in the next patch to improve some items & spells that are currently not used a lot and toning down some items that currently provide too much value. And we are also removing the ability to mount up in 5v5 Crystal League & Crystal Arena, to make it less safe to backcap the enemy team. All these changes are still in testing and may …
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Next patch focuses mainly on improving various underused and outdated abilities. Additionally we overhaul the Quarterstaff PvE experience for new players, as well as more visual overhauls, to further improve the game-feel and readability. We also tone down some items that have been too oppressive in certain content types. All these changes are still in testing and may vastly differ in the final patch. Arcane Staffs Chain Missile still puts out a lot of sustain damage in 5v5 Crystal League. To ma…
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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…
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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 …
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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…
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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) -…
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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…
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Fey Armor
PostUpdates 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…
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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…
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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…
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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…
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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…
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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/…
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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…
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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…
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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…