Testserver Patch Notes - Percival Update

    • no IP cap in yellow / blue

      With the addition of Randomized Dungeons that are mainly targeting solo players and small groups we are introducing enchanted maps for those as well.
      But especially tier 4 level 3 maps have been way to hard on Royal with an IP cap.

      Thus we took a step back and reevaluated the IP cap in blue and yellow.
      The result was that we completely removed them for open world content.

      We are convinced that the PvE upsides outweigh any possible griefing potential.
      However IF griefing turns out to become a bigger problem we would consider reintroducing an item power cap.
    • What's the plan for static dungeons, Astalot, CV etc. ? How much longer they will be useless ?

      No one doing them because fame compared to RD and now solo RD is so shitty.
      What is the problem to increase fame from them? I bet all pvpers will choose them then RD.

      You guys killing old content with new one content.
      @Thorn-Delwyn

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

    • skillazor wrote:

      What's the plan for static dungeons, Astalot, CV etc. ? How much longer they will be useless ?
      Also, I did not get a moment to check, but did the 25% fame boost to "roaming mobs" affect these as well?

      Thorn-Delwyn wrote:

      The result was that we completely removed them for open world content.
      Well Solo Random Dung and Group Random Dung are also OW - and the IP cap in YZ and BlueZ is now removed. Does this also affect 2v2 HGs then?
    • Captainrussia wrote:

      EDIT: Im going to take a wild guess, but just "eyballing it" - these changes will nerf solo RDG farming, because:

      1) Poison pots got nerfed by 60% (DMG reduced to 30% of whats on live) - so good luck soloing RDG bosses
      2) "Cheese" builds (like 1h holy) don't have armor pierce...so with higher armor = SOLO clear speed will slow down

      The damage done to mobs by poison potions needed to be nerfed because those completely ignore armor.
      The amount of damage done relative to their health hasn't changed that much.

      Captainrussia wrote:

      Well Solo Random Dung and Group Random Dung are also OW - and the IP cap in YZ and BlueZ is now removed. Does this also affect 2v2 HGs then?

      2v2 yellow zone Hellgates will still be under effect of an IP cap. The same is true for Territory and City GvGs.
    • Thorn-Delwyn wrote:

      Captainrussia wrote:

      EDIT: Im going to take a wild guess, but just "eyballing it" - these changes will nerf solo RDG farming, because:

      1) Poison pots got nerfed by 60% (DMG reduced to 30% of whats on live) - so good luck soloing RDG bosses
      2) "Cheese" builds (like 1h holy) don't have armor pierce...so with higher armor = SOLO clear speed will slow down
      The damage done to mobs by poison potions needed to be nerfed because those completely ignore armor.
      The amount of damage done relative to their health hasn't changed that much.

      Captainrussia wrote:

      Well Solo Random Dung and Group Random Dung are also OW - and the IP cap in YZ and BlueZ is now removed. Does this also affect 2v2 HGs then?
      2v2 yellow zone Hellgates will still be under effect of an IP cap. The same is true for Territory and City GvGs.
      Please clarify, how about 2v2 and 5v5 hellgates in red zones. those are also affected by soft cap of 1000
    • Two final comments on random dungeons:

      1. Killing the boss in a solo static dungeon should open a next higher tier SRD just like group static dungeons have GRDs. I checked 2 Anglia solo dungeons but no dice right now.

      2. The sarcophagi near treasure lockers should only drop solo dungeon maps. Currently they occasionally drop group maps. The sarcophagi are as close as anything to solo content so this would solidify that.

      Also thank you for the bank tabs I desperately need them.