Testserver Patch Notes - Nimue Patch #3

    • Testserver Patch Notes - Nimue Patch #3

      Nimue Patch #3 - Ver. 1.13.369 - 12 13 December 2018

      The Yuletide season has come to Albion! Presents and decorated trees can now be seen throughout Albion's cities and towns. Beyond that a new building is being constructed next to the Realmgate. Rumors say that it will honor the most powerful guilds in Albion.

      Changes and Improvements
      • Adjusted the Realmgate area to make space for an upcoming building
      • Added the option to use Shift + Mousewheel to rotate items during placement
      • Changed building durability progression for player houses and guild halls to their intended values (they are now as tough as other buildings on their respective tier and can't be easily destroyed)
      • In the buildings settings, if 'Building attackable' is set to false then even the owner cannot attack the building anymore
      • Players cannot attack buildings while being inside the building
      • Disabled furniture placement in main city areas and city exits
      • Territory guards' Warcry spell no longer buffs the target's damage
      • While the Goldmarket or the Premium store are open the background darkens for better readability
      • All resource mobs (mobs that can be harvested after being killed) that take longer than one day to re-spawn had their decay time (time until an un-harvested corpse disappears) increased to one day
      Balancing
      • Changed the amount of Season points generated daily by the following castles:
        • Mercia Castle: 1152 -> 648
        • Cumbria Castle: 864 -> 504
        • Anglia Castle: 576 -> 360
      • Combat Balance Changes:
        • Cursed Staffs:
          • Cataclysm (Damnation Staff)
          • Resistance Reduction: 0.14 -> 0.17
          • Damage: 111.97 -> 120.00
        • Holy Staffs:
          • Salvation (Fallen Staff)
          • Cooldown: 25s -> 30s
          • Holy Orb:
          • Heal: 144.79 -> 135.00
        • Dash (all Daggers)
          • Cooldown now scales with Item power
          • Cooldown 100 IP: 18s
          • Cooldown 1700 IP: 10s
          • Energycost: 0 -> 5
        • Swords:
          • Spinning Blades (Dual Swords)
          • Additional Damage against Players: 3% -> 5% of max Health
          • Fearless Strike (Carving Sword)
          • Range: 11m -> 13m
          • Now Shreds armor before dealing damage. (so the damage is amplified by the armor reduction)
          • Max Armor Reduction: 0.20 -> 0.24



      • Heretic Cape:
        • Cooldown 100 IP: 150.8s -> 110s
        • Cooldown 1300 IP: 110s -> 80s



      Fixes
      • Fixed an issue where guild member UI would not update correctly when players joined or left
      • Fixed an issue where Crystal GvG registration would be cancelled after maintenance/restart
      • Fixed an issue with flickering text in Arena UI
      • Audio fixes:
        • Adjusted volumes of auto attack sounds for magic weapons
        • Updated ambient sounds in Caerleon Bank and Auction House
        • Fixed missing blue firework audio
        • Adjusted volume ranges for some mounts and the christmas tree ambience sounds
      • Reactivated missing roof in Caerleon Underway
      • Players can now execute while silenced as intended
      • [iOS version] Fixed fog effects
      • Fixed collision issues on several bridges
      • Fixed visual issues on T7/T8 trees
      • Fixed an issue where the mouse over effect in itemdetails UI could stayed open even when item was not in focus anymore
      • Fixed an issue where guilds without an alliance could take over a territory from each other without having to kill the mages and wait for the respawn
      • Fixed a visual issue on environment heights in expeditions
      • Fixed an issue where the amount of crafted items in stores were not properly displayed (e.g. “Fireworks (x5)”)
      • Additional minor graphical, audio, UI, localization, and bug fixes
    • All really great changes, although I think the damnation staff still needs more buffing/reworking and the dagger change isn't the right approach to fixing the current open world meta.

      Increasing the CD on dash is more of a nerf to gatherers and solo pvper's. Gank squads are getting buffed because by nature they only need one bloodletter to tag their target with a double dash and poison pot, and from their it's easy for the rest of the group on direwolves to leap frog and catch the target. With longer cooldowns on dash, anyone who is dismounted will be even less likely to get away.
      AO Quick Reference Guide
      Discord: Grimhawke#9254

    • Flyn wrote:

      Dash (all Daggers)
      • Cooldown now scales with Item power
      • Cooldown 100 IP: 18s
      • Cooldown 1700 IP: 10s
      • Energycost: 0 -> 5

      1700 IP? Why not make it something reasonable like 1500IP at the top end. 100 spec bloodletter 300/400 daggers at 6.1 is around 1330IP. 8.1 is around 1460IP. This could've been a good change.

      I wish I was surprised you listened to the people complaining about getting ganked, but won't touch chain slash to increase it's dmg and effectiveness in fame farms or zvz's? Among the many other slight improvements here and there that could be made. Feelsbadman.
    • Bad change on Fallen staff, they already nerfed it once from 20s -> 25s. Now that it's 30s, people are already running knockback counter (cloth helm) and it's finished.

      Stupid idea to remove Fallen staff from 5v5 meta....

      I guess the Devs want to nerf holy back into equality with nature, rather than buff nature (which would be the right way to go).
    • Gaheris wrote:

      Flyn wrote:

      Dash (all Daggers)
      • Cooldown now scales with Item power
      • Cooldown 100 IP: 18s
      • Cooldown 1700 IP: 10s
      • Energycost: 0 -> 5

      1700 IP? Why not make it something reasonable like 1500IP at the top end. 100 spec bloodletter 300/400 daggers at 6.1 is around 1330IP. 8.1 is around 1460IP. This could've been a good change.
      I wish I was surprised you listened to the people complaining about getting ganked, but won't touch chain slash to increase it's dmg and effectiveness in fame farms or zvz's? Among the many other slight improvements here and there that could be made. Feelsbadman.
      yes 1700 is unreasonable to be max cap and 100 ip is reasonable? stop looking at what suits you and look at the big picture... if 1700 ip is too much min IP should be 700
    • Saya wrote:

      wow that dagger change is really good xD
      Agreed!

      Not sure tho if it will be sufficient against current OW overpowered bloodletter tactics:

      wolf gets under you -> dismount -> follow up during dismount CD -> dash + E -> poison -> pop stacking sprint -> get to the mount again before poison wears off.

      There's absolutely no skill shot in it - once you get timing down it's going to work 100% of time. But maybe it will be sufficient to either not let them get to you again or force them to bring 8.1 bloodletter to pull it off.
    • flyn wrote:

      All resource mobs (mobs that can be harvested after being killed) that take longer than one day to re-spawn had their decay time (time until an un-harvested corpse disappears) increased to one day
      Wait, so we're just going to see corpses from all the resources bosses and aspects for a whole day, not to mention t8 nodes? For what reason would that be helpful? Seems like more clutter than it's worth... (EDIT: Hoping this is just for the test-server, but ya never know)

      flyn wrote:

      Energycost: 0 -> 5
      Come on! I'm genuinely pleased you're finally changing the dash to cost energy, but at least make it somewhat impactful. Five energy is laughable for a W spell, it's less energy than either Q on daggers. This is like putting a kid on time out in a room full of all of his favorite toys. This literally doesn't mean anything, but I'm hoping it's just a place-holder for test-server.

      Gaheris wrote:

      but won't touch chain slash to increase it's dmg
      I think there's other ways to make chain slash more viable than increasing it's damage. You have to keep things in perspective: it has the potential of 300-350 damage on 4 targets that is instant and with 8m range of each other with a very short cooldown.

      For more perspective, I think it's worth noting that only daggers and holy have six W spells to choose from (re-awaken is very situational). The rest of the weapons have four or five spells if lucky.

      The post was edited 1 time, last by Eternalhaze ().

    • letwolf wrote:

      ineffective nerf, that wont affect gankers at all. they would still doubledashpoison just as before.
      You're not getting the point here. Professional gatherers don't waste time faming. Gankers usually have good if not high specs. It means that gankers will always have the edge over gatherers... Now that T8 is concentrated on a few zones (that gives a LOT of advantages to ganking parties) dashing out will be a lot harder.

      Sheep for wolves again.
      /Arghun [SMM]
    • Can we have some acknowledgement on if Chain Slash is ever getting improved? Either against mobs so it gives daggers more viability in fame farms. Or in it's energy cost? Right now it's energy consumption is still too high. On my 6.1 weapon it's using 36 energy.

      Can we have some sort of energy regain passive added to the dagger line if there are no plans to touch on the high energy costs of the other spells in the W line? An energy passive. 4 energy per auto attack. Or tack on some energy regain to "Life Leech" if making a new passive isn't in the cards?