Testserver Patch Notes - Oberon Patch 5

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    • Testserver Patch Notes - Oberon Patch 5

      Oberon Patch 5 - Ver. 1.14.381 / REV 141643 - 2 May 2019

      Outlands Expansion

      Three major new Outland regions have been added to the world of Albion: Siluria (equivalent in size and value to Cumbria) and West and East Glouvia (equivalent in size and value to West and East Anglia, respectively). While these regions will be claimable during the next Invasion Day (May 18), and will generate siphoned energy and spawn loot chests, they will not contribute season points to the current (sixth) GvG season. They will begin generating season points as normal at the beginning of Season 7.

      KNOWN ISSUE FOR TEST SERVER DEPLOYMENT: The current portal distribution (i.e. which city links to which territory) is NOT correct. For the correct list of portal/city connections for each region, see: albiononline.com/en/news/outland-expansion-incoming

      In conjunction with this expansion and the redistribution of Outlands portals, Energy Manipulator NPCs have been added close to the Outlands portal in each of the Royal Cities, allowing players to exchange Siphoned Energy without traveling to Caerleon.

      Portal Binding Reset
      Players can now remove their portal bindings (i.e. the lock to a particular city's Outlands portal) once every 30 days. This allows some flexibility with portal locks, while limiting switching to the important reasons (guild moves, major strategic changes, urgent access to a new territory, etc.). As always, the option of traveling across the Outlands to a different-colored city portal in order to switch city bindings remains in effect.

      Siege Camp Changes
      With the release of this update, the connections for the Siege Camps in No Respite and Carpet of Bones will be switched from Caerleon to Martlock and Thetford, respectively. The newly introduced Siege Camps in Desecrated Sands, Torn Earth, and Badbury Bog will enable attacks on the remaining Royal Cities. This change should make it significantly easier to compete for control of the Royal Cities.

      Favorite Islands List
      By popular demand, players can now set certain islands as favorites in the Travel Planner UI, making them easily accessible without searching.

      New Caerleon Marketplace Cluster
      To reduce overcrowding, a second Marketplace cluster has been added to Caerleon, accessed by walking directly south from within the Bank of Caerleon. Both clusters give access to the same Marketplace, including all for-sale items, buy orders, sell orders, and purchased goods, and can be used interchangeably.

      KNOWN ISSUE FOR TEST SERVER DEPLOYMENT: In the current Staging build, the second cluster is not yet linked to the main Marketplace UI. This will be correctly linked once the build is deployed to Live.

      Changes and Improvements
      • Adjusted Hellgate spawn settings to compensate for the Outlands expansion:
        • Spawn waves now produce more Hellgates throughout the world (50 → 80)
        • Hellgate Guardian mobs no longer despawn after 29 minutes, and instead remain in place indefinitely
        • 2v2 Greater Hellgates now spawn only in odd-tier red and black zones (i.e. T3,T5,T7)
        • 5v5 Greater Hellgates now spawn only in even-tier red and black zones (i.e. T4,T6,T8)
      • Performance improvement: Optimized overhead text messages (damage numbers, etc.) for massive simultaneous use (as in ZvZ fights)
      • Reduced objective item value of Arena Sigils from 64 to 6, which will decrease repair costs for crafted Arena items
      • Updated animation for Artifact Foundry NPC
      • Removed gallop sounds in cities
      • Adjusted and polished sounds for all Sword, Bow, and Crossbow spells according to their intensity and fixed several missing sounds
      • Rites of Spring items have been removed from the Vanity Merchant
      Combat Balance Changes
      Arcane Staffs
      • Time Freeze (Great Arcane Staff):
        • Freeze Duration: 3s → 4s
        • Cooldown 1200 IP: 34s → 30s
        • Cooldown 1700 IP: 30s → 26s
      Axes
      • Life Leech (Passive):
        • Heal per Attack: 5.10 → 6.10
      Bows
      • Poisoned Arrow (all Bows):
        • Range: 11m → 13m
      • Speedshot (all Bows):
        • Range: 11m → 13m
      Crossbows
      • Auto Fire (all Crossbows):
        • Damage per Tick: 37.00 → 30.00
      Cursed Staffs
      • Cataclysm (Damnation Staff):
        • Damage: 120 → 160
        • Debuff Duration: 8s → 6s
        • Cast Range: 10m → 12m
        • Cooldown: 45s → 30s
      Daggers
      • Life Leech (Passive):
        • Heal per Attack: 3.73 → 4.50
      Fire Staffs
      • Flame Tornado (Blazing Staff):
        • Tick Damage vs Players: 51.00 → 60.00
      Frost Staffs
      • Freezing Wind (one-handed Frost Staff):
        • Damage: 160 → 174
        • Standtime: 0.6s → 0.2s
        • Root Duration: 1.57s → 2.00s
      • Ice Storm (Glacial Staff):
        • Damage vs Mobs: 16.70 → 20.00
        • Damage vs Players: 35.00 → 45.00
      • Ice Crystal (Permafrost Prism):
        • Cooldown: 45s → 30s
      Hammers
      • Iron Breaker: (all Hammers):
        • Hit Delay: 0.5s → 0.4s
        • Standtime: 0.6s → 0.5s
        • Resistance Reduction: 0.12 → 0.15
      • Ground Breaker (Polehammer):
        • Stun Area Width: 1.5m → 2m
      • Life Leech (Passive):
        • Heal per Attack: 5.86 → 7.00
      Maces
      • Threatening Smash (all Maces):
        • Hit Delay: 0.6s → 0.5s
        • Standtime: 0.7s → 0.6s
      • Vendetta (Camlann Mace):
        • Now also stuns all pulled enemies
        • Damage: 113.96 → 62.00
      • Removed the spell Stalling Slam; added the new spell Sacred Ground in its place:
        • Creates a 3m radius area in front of you. The area lasts for 8s and silences all enemy players within (ignoring crowd control resistance). Creatures in the area are silenced for up to 2.8s.
        • Cast Time: 0.8s, Cooldown: 6s, Energy cost: 6% of max energy
      • Life Leech (Passive):
        • Heal per Attack: 5.86 → 7.00
      Nature Staffs
      • Revitalize (all Nature Staffs):
        • Health per Tick: 60 → 75 → 80
        • Revitalize (all Nature Staffs)
        • Energy cost per tick: 8 → 6
        • Energy Gain per tick: 10 → 8
        • Health per Tick: 60 → 75
      Quarterstaffs
      • Separator (basic Quarterstaff):
        • Standtime: 1s → 0.6s
      • Life Leech (Passive):
        • Heal per Attack: 4.17 → 5.00
      Spears
      • Life Leech (Passive):
        • Heal per Attack: 4.81 → 5.80
      Armors
      • Haste (Hunter Jacket):
        • Damage Increase: 10% → 20%
      Helmets
      • Emergency Heal:
        • The effect is now applied to up to 5 allies in a 4m radius
      Fixes
      • Fixed an issue where items could become invisible after being moved from one container to another during high ping
      • Fixed an issue where chests in Randomized Dungeons had no loot when the party had "Free Loot" enabled or when loot protection wore off
      • Master's Fawn is now tradable in the Marketplace as intended
      • Additional minor graphical, UI, terrain, animation, audio, and localization fixes
    • Vendetta (Camlann Mace):
      • Now also stuns all pulled enemies
      • Damage: 113.96 → 62.00


      ... How long is the stun?

      And the nameplate issue, is that what's causing the massive FPS drops and stutter that can only be fixed by restarting your client every hour? If so, we have to wait 16 days of having to deal with this issue? Really guys?


      clap

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

    • Crossbows
      • Auto Fire (all Crossbows):
        • Damage per Tick: 37.00 → 30.00
      guys,really?

      The first Q skill maybe the only choice for crossbow users

      The second one is so weak:a low dmg and annoying frequent use

      and compared to other weapons Qskills,auto fire is no that strong,lower dmg and no extra buf effect like other weapons

      plz,u should strengthen Explosive Bolt to make it more competitive instead of weaken auto fire.

      wish im not having a lower DPS when using crossbow in the dungeon....:(

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

    • kamilasd1 wrote:

      Robinhoodrs wrote:

      Vendetta (Camlann Mace):
      • Now also stuns all pulled enemies
      • Damage: 113.96 → 62.00


      ... How long is the stun?

      And the nameplate issue, is that what's causing the massive FPS drops and stutter that can only be fixed by restarting your client every hour? If so, we have to wait 16 days of having to deal with this issue? Really guys?
      4.0 - 1.42s8.0 - 1.78s
      Really bad change, because you can't combo it with a grovekeeper stun no more, since there's a cooldown between being CC'd.

      So if you clump them with Camlann Mace, they're CC'd by the stun, so if a grovekeeper lands on top of the clump instantly it's stun timer isn't taken into account. Unless you wait it out, but even at 8.0 1.78's they'll be free to move.


      clap
    • Robinhoodrs wrote:

      kamilasd1 wrote:

      Robinhoodrs wrote:

      Vendetta (Camlann Mace):
      • Now also stuns all pulled enemies
      • Damage: 113.96 → 62.00


      ... How long is the stun?

      And the nameplate issue, is that what's causing the massive FPS drops and stutter that can only be fixed by restarting your client every hour? If so, we have to wait 16 days of having to deal with this issue? Really guys?
      4.0 - 1.42s8.0 - 1.78s
      Really bad change, because you can't combo it with a grovekeeper stun no more, since there's a cooldown between being CC'd.
      So if you clump them with Camlann Mace, they're CC'd by the stun, so if a grovekeeper lands on top of the clump instantly it's stun timer isn't taken into account. Unless you wait it out, but even at 8.0 1.78's they'll be free to move.
      what if they make it a root instead?
    • Valkie wrote:

      Robinhoodrs wrote:

      kamilasd1 wrote:

      Robinhoodrs wrote:

      Vendetta (Camlann Mace):
      • Now also stuns all pulled enemies
      • Damage: 113.96 → 62.00


      ... How long is the stun?

      And the nameplate issue, is that what's causing the massive FPS drops and stutter that can only be fixed by restarting your client every hour? If so, we have to wait 16 days of having to deal with this issue? Really guys?
      4.0 - 1.42s8.0 - 1.78s
      Really bad change, because you can't combo it with a grovekeeper stun no more, since there's a cooldown between being CC'd.So if you clump them with Camlann Mace, they're CC'd by the stun, so if a grovekeeper lands on top of the clump instantly it's stun timer isn't taken into account. Unless you wait it out, but even at 8.0 1.78's they'll be free to move.
      what if they make it a root instead?
      Then it'll be a very useful weapon in ZvZ's and people would run it.


      clap
    • Torthur wrote:

      @PrintsKaspian You know that almost no one in game uses life leach passive because if a healer heals you, while your life leaching, you give yourself healing sickness. If you want people to use this, for more than just soloing, you will need to find a way to make it **NOT** proc healing sickness.

      Great changes otherwise.
      Its clearly for solo rd in the future, cause your right its worthless for 5v5
    • went on the test server. the timers for almost all these gvgs need adjusting. all the terrys that connect to the northen part of the map are attack/retal times of like -4 to 6 hours u need to make it so the timers that connect to the top part match the ones that exsist and revert it back to EU timers going north if u understand what im trying to say
    • Funstealer wrote:

      went on the test server. the timers for almost all these gvgs need adjusting. all the terrys that connect to the northen part of the map are attack/retal times of like -4 to 6 hours u need to make it so the timers that connect to the top part match the ones that exsist and revert it back to EU timers going north if u understand what im trying to say
      I don't think that is the idea. They want to make it harder for established guilds controling zone of the game to extend their control.
      I think what they want to accomplish is give new guilds chance to own territories and force the established guilds to have to walk longer distance if they want to control terries in both Anglia and new anglia.
    • then how does said guild make their way into Anglia or crumbia or merica if they decide too they have gvg timers that don't line up proper
      the whole map jumps 1hour timers each zone these timers are about 5 hours out and don't line up proper its like a EU team can fight at 22 buf ithey want to attack flintslice for example its a 2utc fight

      we had this problem before with mudpool when it was a 5utc fight and darkroot and everything around it were much earlier and the devs adjusted and fixed it after almost a year

      trying to avoid any problems ahead of time with gvg timers
    • The portal system as it is now is, with one word, awful, Devs should remove it all together.. Helps no one..does not benefit anyone, it is just there to annoy and make you feel bad about your self having to ride for ages to have shit done. It destroyed the economy and crippled the markets. This system makes me feel bad for playing albion.

      It adds no value to the game or to the experience, it is just one more think to worry about, and there is plenty to worry about in this game.

      Royal city markets are a mess, things just dont sell, and prices make no sense.

      Before i could play with anyone, anywhere and in no time..Now im in locked in a single place not having the will to just see my character ride a freaking horse for 15 minutes at a time just to get a tiny bit of fun and then having to ride for 15 minutes again, and again, and again, and guess what.....AND AGAIN.
    • Kainoren wrote:

      The portal system as it is now is, with one word, awful, Devs should remove it all together.. Helps no one..does not benefit anyone, it is just there to annoy and make you feel bad about your self having to ride for ages to have shit done. It destroyed the economy and crippled the markets. This system makes me feel bad for playing albion.

      It adds no value to the game or to the experience, it is just one more think to worry about, and there is plenty to worry about in this game.

      Royal city markets are a mess, things just dont sell, and prices make no sense.

      Before i could play with anyone, anywhere and in no time..Now im in locked in a single place not having the will to just see my character ride a freaking horse for 15 minutes at a time just to get a tiny bit of fun and then having to ride for 15 minutes again, and again, and again, and guess what.....AND AGAIN.
      it is here to stay... live with it

      It is much healthier for the endgame and the smaller alliances
    • Valkie wrote:

      Kainoren wrote:

      The portal system as it is now is, with one word, awful, Devs should remove it all together.. Helps no one..does not benefit anyone, it is just there to annoy and make you feel bad about your self having to ride for ages to have shit done. It destroyed the economy and crippled the markets. This system makes me feel bad for playing albion.

      It adds no value to the game or to the experience, it is just one more think to worry about, and there is plenty to worry about in this game.

      Royal city markets are a mess, things just dont sell, and prices make no sense.

      Before i could play with anyone, anywhere and in no time..Now im in locked in a single place not having the will to just see my character ride a freaking horse for 15 minutes at a time just to get a tiny bit of fun and then having to ride for 15 minutes again, and again, and again, and guess what.....AND AGAIN.
      it is here to stay... live with it
      It is much healthier for the endgame and the smaller alliances
      I dissagree on that..there is no evidence of that what so ever. The only evindence is the pleb cities have shitty markets and that BZ players feel burned out..wont be long until ppl realise that f2p and the portal changes helped make the game a little bit worse for everyone than beforee. We will be looking at the days before F2P and Portals like the days of BETA 1 and ask our selves...."how the f did we get here? The game was perfect and now....!".. At least i hope we will get a freaking BLACKZONE CENTRAL HUB at some point before the core bz players leave due to this running simullator business

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

    • With some many guilds and alliances now you can find action anywhere... you do not need to own all terris and castles on a map... you choose to do so.... The current system gives smaller guilds and alliances a chance to own a piece of Albion.. and that is good for the health of the game.... All cities are populated now and markets are crazy everywhere because demand is crazy and supply is short. There has been not enough time for new players to get crafting in par with the gear they need to wear