[18. September 2019] Percival Patch 5

    This site uses cookies. By continuing to browse this site, you are agreeing to our Cookie Policy.

    • [18. September 2019] Percival Patch 5

      Percival Patch 5 (Midseason Patch) - Ver. 1.15.387 / REV 150212 - 18 September 2019

      Improved Guild Logs

      • Visually reworked Member Logs Screen to be more aesthetically pleasing and allow for display of longer lists
      • Added player's guild role to Member Logs Screen
      • Added Second tab, "Guild History Logs"
      • Guild History Logs now contains the following sortable log types:
        • Players who joined the guild
        • Players who left the guild
        • Players whose guild roles have changed, and who changed them
      For more about these changes, please see this forum post: forum.albiononline.com/index.p…18236-Updated-Guild-Logs/

      Crafting Station Fee Changes
      • The Associate fee for crafting and repair stations can no longer be higher than the User fee
      • If the Associate fee is set higher than the User fee, the User fee will be increased to the level of the Associate fee
      Other Changes and Improvements
      • Updated names of unlockable mount skin items to indicate which base mount they use
      • Updated Trash description to explicitly state that it is a destroyed item, as well as what tier of item it was
      • Created new spell icon for Cleanse that better matches the spell effects
      • The Morgana Raven Priestess learned to talk and now has full VO lines
      • The Keeper Earthchild got a full makeover and now has a new visual design, spell effects, and voice effects in addition to her spell reworks (see following section)
      Mob Changes
      The Elemental Lord has let himself go and is now slightly easier to defeat:
      • Speed and damage of his Fire Tornados has been reduced
      • His summons will deal more damage to him when they die
      • Once he is below 16% health, killed summons deal their original damage
      The Keeper Bear has mellowed out somewhat:
      • Enrage Cooldown: 2s → 4s
      • Charge Cooldown: 11s → 60s
      The Keeper Bolt Arrester has given some of his strength to his lightning spell:
      • Hit Points decreased by 40%
      • Getting hit by his lightning will now also slow the player
      The Keeper Witch boss has gotten trickier:
      • Added Ranged attack (range: 15m)
      • Melee and Ranged attacks have a shared cooldown
      • Reduced damage of Melee attack
      • Changed attack range to 10m
      • Explosion is now at target and not at caster
      • Explosion damage tripled: 300 → 900
      • Lastly, her visual spell effects have been cleaned up
      The Keeper Earthchild, in addition to her visual and audio makeover, has been reworked:
      • Her Earth Spirit Chant spell, which buffs allies' total HP and Damage inflicted, is now a ranged and channeled spell, which she casts at a targeted ally (the visual effects have been updated as well)
      • She also enrages irreversibly if all her nearby allies are killed
      The Keeper Stump has been working on his summoning technique:
      • His summons can now move, and leave broken ground behind them, which grasps and slows players who pass through it
      • Summons will gradually lose health and die as they move
      The Heretic Brawler boss has a few new tricks up his sleeve:
      • New Spell: Bloodhunt. Boss applies 3 stacks to himself, which he can use to inflict a cleave attack on targets in front of him.
      • Attack speed reduced, attack damage increased
      • Changed Hammer Stun behavior
      • Earlier enrage
      The Undead Governor boss has been practicing his Whirling Strike spell:
      • Cast time: 1.8s → 1.6s
      • Added a visual effect trail to the spell
      Combat Balance Changes
      Arcane Staffs
      • Arcane Protection (all Arcane Staffs):
        • Range: 9m → 11m
      • Arcane Purge (all Arcane Staffs):
        • Range: 9m → 11m
        • Cast Time: 0.7s → 0.5s
        • Hit Delay: 0.4s → 0.2s
      • Time Freeze (Great Arcane Staff):
        • Hit Delay: 0.8s → 1.1s
      • Void (Malevolent Locus):
        • Resistance Increase: +0.78 → +0.30
      Cursed Staffs
      • Death Curse (One-Handed Cursed Staff):
        • Damage can no longer be reflected
        • Removed the small instant Damage at the start
        • Fixed the delay before the Death Curse activated at the end
      • Cataclysm (Damnation Staff):
        • Armor Reduction: 0.17 → 0.24
        • Damage: 160 → 120
      Fire Staffs
      • Added a new W-Spell, Fire Artillery:
        • After 1.5s, become stationary for up to 6s and fire a projectile on target enemy every 2s. The projectile deals 55 magical impact damage and leaves a burning area on the ground for 6s. Every second this applies an Ignite Stack on enemies inside of it that lasts 3s. (Stacks up to 4 times)
      • Pyroblast (One-Handed Fire Staff):
        • Range: 12m → 13m
        • Instant Damage: 284.31 → 300.00
      Frost Staffs
      • Ice Shard (all Ice Staffs):
        • Damage: 140 → 125
      Holy Staffs
      • Flash Heal (all Holy Staffs):
        • Heal: 46 → 48
        • Range: 12m → 13m
      • Generous Heal (all Holy Staffs):
        • Range: 12m → 13m
      • Holy Blessing (all Holy Staffs):
        • Range: 12m → 13m
      • Sacred Pulse (all Holy Staffs) reworked:
        • The spell now knocks all enemies in a 5m radius around the target 8m away. Happens once after activation.
        • The healing now affects only a single target
        • Range: 11m → 13m
        • Cast Time: 1s → 0s
        • Cooldown: 15s → 10s
        • Heal per Tick: 15.8 → 40.00
        • Standtime: 0.4s → 0.2s
      • Holy Orb (all Holy Staffs):
        • Adjusted Holy Orb projectile to make it hit close targets more reliably
      • Holy Explosion (Great Holy Staff):
        • Cooldown: 25s → 20s
      • Desperate Prayer (One-Handed Holy Staff):
        • Range: 12m → 13m
      • Divine Protection (Divine Staff):
        • Range: 12m → 13m
      Nature Staffs
      • Reworked Poison Thorns (all Nature Staffs) - the spell is now called Thorns and works as follows:
        • Moved from W to Q slot
        • You imbue yourself with 5 Thorns Stacks for 10s.
        • Thorns Stack attributes:
          • Your auto-attacks consume 1 stack and deal additional magical damage in a 3m radius.
          • Every time you get hit, you deal magical damage back to the attacker. (If the attacker is a player, getting hit also consumes a stack.)
      • Rejuvenating Breeze:
        • Cooldown 16s → 20s
      • Circle of Life (One-Handed Nature Staff):
        • If the caster has at least 3 Thorns stacks active, the spell also roots and damages enemies in an 11m radius
      • Rejuvenation (all Nature Staffs):
        • Heal per Second: 7.9 → 7.6
      Quarterstaffs
      • Concussive Blow (all Quarterstaffs) reworked:
        • Damage: 77.81 → 90.00
        • Standtime: 0.4s → 0.3s
        • Hit Delay: 0.4s → 0.2s
        • Now creates additional Threat on mobs
      • Cartwheel (all Quarterstaffs):
        • Cooldown: 7s → 8s
      • Rising Blow (all Quarterstaffs):
        • Knockup Duration: 1.25s → 1s
      • Tornado (Soul Scythe):
        • Knockup Duration: 2s → 1.4s
      Spears
      • Impaler (all Spears):
        • Damage: 170 → 140
      Swords
      • Parry Strike (all Swords):
        • Cooldown: 12s → 15s
        • Damage: 104 → 80
      • Fearless Strike (Carving Sword):
        • Range: 13m → 11m
      • Soulless Stream (Galatine Pair):
        • 0 Stack Damage: 88.89 → 84.00
        • 1 Stack Damage: 142.22 → 134.00
        • 2 Stack Damage: 213.34 → 201.00
        • 3 Stack Damage: 302.22 → 285.00
      Armors
      • Crowd Control Resistance Factors modified as follows:
        • Scholar Robe 0.00 → 0.24
        • Cleric Robe 0.00 → 0.22
        • Mage Robe 0.00 → 0.20
        • Mercenary Jacket 0.20 → 0.30
        • Hunter Jacket 0.15 → 0.28
        • Assassin Jacket 0.10 → 0.26
        • Soldier Armor 0.40 → 0.40 (unchanged)
        • Knight Armor 0.45 → 0.45 (unchanged)
      • Taunt (all Plate Armors) reworked as follows:
        • When used against Creatures: Makes you the target of that creature
        • When used against Players: Increases your Damage by 30% and reduces your defense by 20% for 3s
      • Everlasting Spirit (Cleric Robe):
        • Cooldown: 60s → 50s
      • Tenacity (on all Plate Armors):
        • CC Resistance Increase: +0.1 → +0.2
      • Tenacity (on all Plate Shoes & Helmets):
        • CC Resistance Increase: +0.05 → +0.1
      Helmets
      • Iceblock (Cleric Cowl):
        • Can now be used after being stunned or silenced
        • Cooldown: 40s → 50s → 60s
      • Circle of Inspiration (Druid Cowl):
        • Cooldown: 60s → 45s
      • Growing Rage (Royal Hood):
        • Damage increase per stack: +8% → +6%
      • Emergency Heal (Guardian Helmet):
        • Heal: 10% → 15%
      • Sacrifice (Graveguard Helmet):
        • Can no longer be cast on self
        • Cooldown: 60s → 50s
      • Mortal Agony (Stalker Hood):
        • Resistance Reduction: 0.5 → 0.35
      Shoes
      • Blink (Cleric Sandals):
        • Range: 9m → 10m
      • Raging Blink (Stalker Shoes):
        • Range: 7m → 10m
        • Cooldown: 20s → 25s
      • Battle Frenzy (Graveguard Boots):
        • Move Speed Increase: +80% → +40%
      • Elbow Smash (Judicator Boots):
        • Knockup Duration: 1s → 0.8s
      Miscellaneous
      • Self-Healing Sickness:
        • Healers who heal themselves constantly will now be inflicted with a Self-Healing Sickness debuff, which reduces all incoming healing by 25%
        • Self-Healing Sickness is not triggered if the Healer heals any other target with a Q ability, and thus should only impact solo Healers
      Fixes
      • Fixed an issue that prevented some players from respawning at nearest city after dying in a Randomized Dungeon
      • Fixed an issue where player corpses were invisible while under loot protection
      • Fixed a bug where channeling would continue after delay-teleporting out of range during channeling and spell would not go on cooldown
      • Fixed a bug where channeling bar on player did not disappear after channelled invisibility
      • Fixed an issue where a player would get stuck in combat mode when their duel partner was disconnected
      • Soulless Stream Debuff can now be cleansed as intended (was unintentionally not cleanse-able)
      • Energy Regeneration Bonus of Greenmoor Clam Soup is now 5.3% as intended (was 0.53%)
      • Concussive Blow (Quarterstaffs) now stacks as intended
      • Additional graphical, UI, audio, animation, terrain, and localization fixes
    • That soulscythe nerf was too harsh. Groovekeeper gets to keep it's 6 second aoe stun, but 2 second knockup? no we can't have that.

      Another cartwheel nerf... why you do this, now i can't even run away as easily when people inevitably f**k me with their better weapons.

      Please work some more on the quarterstaffs. Black monk staff and staff of balance and base quarterstaffs are not being played, even less now with the cartwheel nerf. I hope to god you didn't remove the stun on concussive blow too in favor of a mediocre threat generator. It was long overdue to give quarterstaff tanks some help in pve, keeping threat was a pain in the ass, but without that stun small scale pvp is going to be a pain in the ass.
    • Smackcheeks wrote:

      That soulscythe nerf was too harsh. Groovekeeper gets to keep it's 6 second aoe stun, but 2 second knockup? no we can't have that.

      Another cartwheel nerf... why you do this, now i can't even run away as easily when people inevitably f**k me with their better weapons.

      Please work some more on the quarterstaffs. Black monk staff and staff of balance and base quarterstaffs are not being played, even less now with the cartwheel nerf. I hope to god you didn't remove the stun on concussive blow too in favor of a mediocre threat generator. It was long overdue to give quarterstaff tanks some help in pve, keeping threat was a pain in the ass, but without that stun small scale pvp is going to be a pain in the ass.
      There are no counters to knock up besides knight helmet.

      I can cleanse the stun, reduce it via cc resistance and now i can even use cleric cowl to become invincible while stunned.

      But not with knock up. I cant reduce it, remove it, freeze myself, nothing. It was 2 sec in the air for the E, 1.25 from W and 1 more from judicator boots. If chained correctly i would be in the air for more than 4 seconds without having ways to react.

      With this patch, the combo got reduced to 3.2 seconds, which is still strong, but less opressive.
    • You have taken the nature healer, which I play and made it so I cannot play by myself. I am so upset, why would you do this. NO other player has lost there ability to play the game they work on for hours and hours. You just made it impossible for me to play. It sucks. Do you even think about the key sets we set up. Now I can hardly heal myself.

      You make it so gankers have all the power. WHY. Defense is just as important as Offense, and you have taken so much away. I've played since the beginning, and worked to get my player at this level. I play alot by myself, in solo dungeons and other areas. You just ruined the game for me, and I cannot believe how much this has hurt my ability to enjoy my play. WHY WHY WHY. Because nature healers can escape a two bit lazy ass ganker. Im just pissed beyond measure. Come on. Put the dam thorns on the W again. YOU are making me want to quit and I just want to play.
      Live, Laugh, Play :)
    • I have to get my 2 cents in here.. These changes to Nature healer make it impossible to do any solo content.. either have damage or no healing.. or have healing and get a penalty for healing with sickness. You have always tried to balance nature healer and every time it's so drastic you end up destroying it.. then reworking it. It is a shame due to a few people abusing mechanics in hellgates it has come to this. I also play solo and by absolutely making nature healers absolute garbage, I'd say good luck with the future of the game.. Players will sadly drop off like flies with changes such as this especially long term players. Having 400/400 spec and grinding all I can say is thank you for wasting my time as a dedicated healer/solo player.



      @LadyDaisy I to share your discomfort and displeasure for such an update.. which is why I think maybe it is time to throw in the towel...
    • The following have been updated as of 19 September:

      Helmets
      • Iceblock (Cleric Cowl):
        • Cooldown: 40s → 50s → 60s
      (Was always intended to be 60 seconds, patch notes were incorrect)

      Armors
      • Crowd Control Resistance Factors modified as follows:
        • Soldier Armor 0.40 → 0.40 (unchanged)
        • Knight Armor 0.45 → 0.45 (unchanged)
      (Added "unchanged" to show these were intentionally included on the list)

      Bogul wrote:


      PrintsKaspian wrote:

      (...)

      Mob Changes
      The Elemental Lord has let himself go and is now slightly easier to defeat:
      • (...)
      • (...)
      • Once he is below 16% health, killed summons deal normal damage
      (...)
      ... what is "normal damage" ?
      This has been updated to say the following:
      • His summons will deal more damage to him when they die
      • Once he is below 16% health, killed summons deal their original damage
      So the damage dealt to the boss by killing his summons is slightly increased, until he is down to 16% health, at which point they deal the same damage they did prior to the patch.
    • LadyDaisy wrote:

      You have taken the nature healer, which I play and made it so I cannot play by myself. I am so upset, why would you do this. NO other player has lost there ability to play the game they work on for hours and hours. You just made it impossible for me to play. It sucks. Do you even think about the key sets we set up. Now I can hardly heal myself.

      You make it so gankers have all the power. WHY. Defense is just as important as Offense, and you have taken so much away. I've played since the beginning, and worked to get my player at this level. I play alot by myself, in solo dungeons and other areas. You just ruined the game for me, and I cannot believe how much this has hurt my ability to enjoy my play. WHY WHY WHY. Because nature healers can escape a two bit lazy ass ganker. Im just pissed beyond measure. Come on. Put the dam thorns on the W again. YOU are making me want to quit and I just want to play.

      Lemgineer wrote:

      I have to get my 2 cents in here.. These changes to Nature healer make it impossible to do any solo content..
      lulwut?

      New nature is absolutely strong, in solo as well as in group (group play unchanged) and can easily solo RDGs.
    • Captainrussia wrote:

      New nature is absolutely strong, in solo as well as in group (group play unchanged) and can easily solo RDGs.
      To be fair. I did notice last night that it does take a fairly significant shift in playstyle/thought from what previously worked best before. I'm not saying it's good or bad yet, (as I'm more of a casual nightly player,) but it is different, and needs to be approached differently.
    • ImaDoki wrote:

      Smackcheeks wrote:

      That soulscythe nerf was too harsh. Groovekeeper gets to keep it's 6 second aoe stun, but 2 second knockup? no we can't have that.

      Another cartwheel nerf... why you do this, now i can't even run away as easily when people inevitably f**k me with their better weapons.

      Please work some more on the quarterstaffs. Black monk staff and staff of balance and base quarterstaffs are not being played, even less now with the cartwheel nerf. I hope to god you didn't remove the stun on concussive blow too in favor of a mediocre threat generator. It was long overdue to give quarterstaff tanks some help in pve, keeping threat was a pain in the ass, but without that stun small scale pvp is going to be a pain in the ass.
      There are no counters to knock up besides knight helmet.
      I can cleanse the stun, reduce it via cc resistance and now i can even use cleric cowl to become invincible while stunned.

      But not with knock up. I cant reduce it, remove it, freeze myself, nothing. It was 2 sec in the air for the E, 1.25 from W and 1 more from judicator boots. If chained correctly i would be in the air for more than 4 seconds without having ways to react.

      With this patch, the combo got reduced to 3.2 seconds, which is still strong, but less opressive.
      That would be a fair point, except it isnt true. Holy W can counter, scholar sandals can counter, iceblock can counter. Most immunities can counter. Fair enough its not like cleanse where you can use it after it hits you, but the tornado is significantly slower than the groovekeeper and other stuns, which gives you plenty of time to react and counterplay.

      I totally get the point, if you hit all knockups its really OP and it shouldnt be. But lets imagine im running around healing a dungeon, or doing hellgates, or arena. Often times i pick something, anything that isnt merc hood. If i'm matched up against a groovekeeper in any of those situations without a merc hood im completely fucked. Without that one possible cleanse ability and the stun hits its 2 full seconds longer CC with one ability than it would be with 3 abilities over 2 different items (ss and jud boots).

      It would be fair to nerf the soulscythe if groovekeeper was also nerfed. With the graveguard nerfed everyone is going to run scholar sandals which is equally a counter to both weapons. You got cleanse for groovekeeper and knight helmet for SS. Additionally i will have an easier time saving myself from a tornado when i'm going holy due to the W, whereas the cleanse heal on nature counters groovekeeper. Both items are essentially equal in terms of counter, only difference being cleanse can be done mid stun, knight helmet lasts for longer. And even if you can argue a minescule advantage for the SS i dont think 6s vs 1.4s is a fair distribution of power. Additionally groovekeeper gets increased by CC modifiers such as plate armor, passives and hunter shoes. Groovekeeper is far superior, i even think it has higher base damage.