Testserver Patch Notes - Queen Patch 8

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    • Testserver Patch Notes - Queen Patch 8

      Queen Patch 8

      Gathering Changes


      This patch brings several changes to higher-tier resources intended to make high-level gathering more rewarding. Here's what's new:
      • The overall amount of T6, T7, and T8 resources in the world has been increased by 20%.
      • The overall number of T7 and T8 resource nodes has been reduced, but their respawn rate has been increased drastically. In practical terms, this means T7-8 nodes are more sparse, but once a node is found it is much more likely to have charges.
      • Additionally, the likelihood that any given resource node is a Large Node (23-27 charges, see details below) has been increased significantly.
      Here's a detailed breakdown of the changes:
      • Overall amount of Tier 6-8 spawning in the world increased by 20%
      • Small Nodes now once again behave as they did with the Queen update. As a reminder:
        • With Queen Update: Small Nodes spawned with a single charge after being depleted.
        • With Queen Patch 5: Small Nodes spawned fully charged, but respawn time was increased accordingly
        • With Patch 8: Small Nodes will again only spawn with a single charge and will charge up over time if not gathered; respawn time has been decreased accordingly
      • Shifted the overall large-to-small ratio to be more in favor of Large Nodes
      • Total number of Tier 8 nodes in the world reduced by 75%, but in turn the respawn rate has increased massively:
        • Large T8 Nodes (27 charges) respawn rate increased by 200%
        • Small T8 Nodes (2 charges) respawn rate increased by 500%
      • Overall amount of Tier 7 nodes in the world reduced by 50%, but in turn their respawn rate has increased greatly:
        • Big T7 nodes (23 charges) respawn rate increased by 180%
        • Small T7 nodes (3 charges) respawn rate increased by 290%
      • Number of T6 nodes in T8 clusters increased by 100%
      • Number of T6 nodes in T7 clusters increased by 33%
      • Chance for Tier 7 and 8 animals to drop a cub has been decreased accordingly, as they now spawn more quickly - their overall drop rates remain the same
      Changes to Faction Flagging in Yellow Zones

      Players who are flagged hostile and players who are flagged for Faction Warfare can no longer attack each other in yellow zones. This is to prevent cases where a hostile player knocks down a faction-flagged player who is then executed by other faction-flagged players. Details:
      • More specifically, hostile and faction-flagged players in yellow zones are neutral to each other. This means they cannot cast any spells on each other, whether harmful or beneficial.
      • Faction-flagged players can still kill and be killed by other faction-flagged players in all zones, including blue and yellow.
      • Hostile players in yellow zones can still attack (and be attacked by) other non-faction-flagged players, whether they are flagged or not. Knockdown rules remain in effect for all combat in yellow zones.
      • Exception: Hostile and faction-flagged players can attack each other with knockdown rules in unrestricted PvP areas in yellow zones (such as the circled areas around treasure chests). These areas effectively remove the "neutral" status from all players, allowing combat between all players. As with all areas in the game, faction-flagged players can execute players flagged to other factions in these zones.
      Hellgate Changes
      • Increased availability of Hellgates:
      • Outlands Greater (5v5) Hellgates now respawn every 10 minutes
      • Outlands Lesser (2v2) Hellgates now respawn every 6 minutes
      • The loot of the Vicious Overlord and the Demonic Chest are now protected for 2 minutes for the party dealing the most respective damage to each
      • Hitpoints of the Demonic Chest increased from 2000 to 6000
      • Demonic Chest now has the same amount of armor and magic resistance as the other demons
      • Fame of Veteran Trapped Demons reduced by 50%
      • This Fame has been moved to the Vicious Overlord and the Demonic Chest
      New Avatar Rings Available
      Added 4 new avatar rings to the vanity shop, which can be purchased with 2 Adventurer's Tokens. As a reminder, these tokens can be obtained by trading unused ring items (obtained by completing the monthly Adventurer's Challenge) at the Vanity Merchant in all Royal Continent cities.
      The available rings are:
      • Nature Spirit
      • Inferno
      • Enigma
      • Crossed Blades
      Hideout Item Recovery Fee Reduced

      Significantly reduced the cost of recovery of items from Hideouts - this applies to Hideouts that have been destroyed, as well as Hideouts to which a player no longer has access

      [Added 16 March]


      Combat Balance Changes

      A work-in-progress list of potential combat balance changes can be found in the NDA Balance Playtests thread: NDA Balance Playtests
      PLEASE NOTE: As always, the changes in this thread are work-in-progress, and may be further altered, deleted, or added to before the patch goes live.

      Fixes
      • Spell fixes:
        • Animations and audio for numerous spells updated for more accurate spell effect feedback
        • Devastating Strike (Black Hands): second hit now strikes targets more reliably
        • Raging Storm (Bow of Badon): now interrupts enemy casts as intended
        • Fire Artillery (Fire Staffs): damage over time effect can now be removed by Emergency Heal as intended
      • Additional minor graphical, terrain, animation, UI, audio, and localization fixes

      The post was edited 2 times, last by Dagother ().

    • PrintsKaspian wrote:

      Queen Patch 8

      Gathering Changes


      This patch brings several changes to higher-tier resources intended to make high-level gathering more rewarding. Here's what's new:
      • The overall amount of T6, T7, and T8 resources in the world has been increased by 20%.
      • The overall number of T7 and T8 resource nodes has been reduced, but their respawn rate has been increased drastically. In practical terms, this means T7-8 nodes are more sparse, but once a node is found it is much more likely to have charges.
      • Additionally, the likelihood that any given resource node is a Large Node (23-27 charges, see details below) has been increased significantly.
      Here's a detailed breakdown of the changes:
      • Overall amount of Tier 6-8 spawning in the world increased by 20%
      • Small Nodes now once again behave as they did with the Queen update. As a reminder:
        • With Queen Update: Small Nodes spawned with a single charge after being depleted.
        • With Queen Patch 5: Small Nodes spawned fully charged, but respawn time was increased accordingly
        • With Patch 8: Small Nodes will again only spawn with a single charge and will charge up over time if not gathered; respawn time has been decreased accordingly
      • Shifted the overall large-to-small ratio to be more in favor of Large Nodes
      • Total number of Tier 8 nodes in the world reduced by 75%, but in turn the respawn rate has increased massively:
        • Large T8 Nodes (27 charges) respawn rate increased by 200%
        • Small T8 Nodes (2 charges) respawn rate increased by 500%
      • Overall amount of Tier 7 nodes in the world reduced by 50%, but in turn their respawn rate has increased greatly:
        • Big T7 nodes (23 charges) respawn rate increased by 180%
        • Small T7 nodes (3 charges) respawn rate increased by 290%
      • Number of T6 nodes in T8 clusters increased by 100%
      • Number of T6 nodes in T7 clusters increased by 33%
      • Chance for Tier 7 and 8 animals to drop a cub has been decreased accordingly, as they now spawn more quickly - their overall drop rates remain the same
      Changes to Faction Flagging in Yellow Zones

      Players who are flagged hostile and players who are flagged for Faction Warfare can no longer attack each other in yellow zones. This is to prevent cases where a hostile player knocks down a faction-flagged player who is then executed by other faction-flagged players. Details:
      • More specifically, hostile and faction-flagged players in yellow zones are neutral to each other. This means they cannot cast any spells on each other, whether harmful or beneficial.
      • Faction-flagged players can still kill and be killed by other faction-flagged players in all zones, including blue and yellow.
      • Hostile players in yellow zones can still attack (and be attacked by) other non-faction-flagged players, whether they are flagged or not. Knockdown rules remain in effect for all combat in yellow zones.
      • Exception: Hostile and faction-flagged players can attack each other with knockdown rules in unrestricted PvP areas in yellow zones (such as the circled areas around treasure chests). These areas effectively remove the "neutral" status from all players, allowing combat between all players. As with all areas in the game, faction-flagged players can execute players flagged to other factions in these zones.
      Hellgate Changes
      • Increased availability of Hellgates:

      • Outlands Greater (5v5) Hellgates now respawn every 10 minutes
      • Outlands Lesser (2v2) Hellgates now respawn every 6 minutes

      • The loot of the Vicious Overlord and the Demonic Chest are now protected for 2 minutes for the party dealing the most respective damage to each
      • Hitpoints of the Demonic Chest increased from 2000 to 6000
      • Demonic Chest now has the same amount of armor and magic resistance as the other demons
      • Fame of Veteran Trapped Demons reduced by 50%
      • This Fame has been moved to the Vicious Overlord and the Demonic Chest
      New Avatar Rings Available
      Added 4 new avatar rings to the vanity shop, which can be purchased with 2 Adventurer's Tokens. As a reminder, these tokens can be obtained by trading unused ring items (obtained by completing the monthly Adventurer's Challenge) at the Vanity Merchant in all Royal Continent cities.
      The available rings are:
      • Nature Spirit
      • Inferno
      • Enigma
      • Crossed Blades
      Combat Balance Changes

      A work-in-progress list of potential combat balance changes can be found in the NDA Balance Playtests thread: NDA Balance Playtests
      PLEASE NOTE: As always, the changes in this thread are work-in-progress, and may be further altered, deleted, or added to before the patch goes live.

      Fixes
      • Spell fixes:
        • Animations and audio for numerous spells updated for more accurate spell effect feedback
        • Devastating Strike (Black Hands): second hit now strikes targets more reliably
        • Raging Storm (Bow of Badon): now interrupts enemy casts as intended
        • Fire Artillery (Fire Staffs): damage over time effect can now be removed by Emergency Heal as intended
      • Additional minor graphical, terrain, animation, UI, audio, and localization fixes

      Since you already nerfed the dagger dash and the bloodletter E you could also nerf Frost Shot
    • PrintsKaspian wrote:

      Queen Patch 8

      Gathering Changes


      • Overall amount of Tier 6-8 spawning in the world increased by 20%
      • Small Nodes now once again behave as they did with the Queen update. As a reminder:
        • With Queen Update: Small Nodes spawned with a single charge after being depleted.
        • With Queen Patch 5: Small Nodes spawned fully charged, but respawn time was increased accordingly
        • With Patch 8: Small Nodes will again only spawn with a single charge and will charge up over time if not gathered; respawn time has been decreased accordingly

      My question in here is while all the gathering types are getting a buff , why skinning is getting a nerf in here?

      Single charge, more mobs, more time and more chance to get ganked, please consider skinners as well..
    • @PrintsKaspian


      No matter what you do to improve t7 t8 gathering , big guilds will get more .

      Casual people can not gather high tiers in sustainable way because , people are waiting 24/7 to gather in a specific map.

      Not only the gatherers but also the gankers in both sides waiting for the resources in same specific map .

      Example , after reset over 15 gatherers in our alliance spread out in the t8 t7 maps and now we are gathering high resources which will respawn in hours .

      If you increase the spawn rate will be good for us again because we are in same map anyway.

      This updates for gathering is not beneficial for casual gatherers in long run, PEOPLE HAVE TO UNDERSTAND THAT THERE IS A PURPOSE OF HIDEOUT, and people who has the hideout will gather most of the resources, its that simple( as long as its a big guild with gatherers)

      High tier resources occupied by high tier guilds,
      High tier terries occupied by high tier guilds.
      Best positions in the map occupied by high tier alliance.

      If you dont change this which you can not , there is no sustainable long run with any upcoming update for gatherers.
    • To the above posters yes more warcamps 100% need t0 be added. They have already discussed doing so. We need some added about every 3 zones or so in my opinion. Hideouts are far to much of an advantage to zergs and more WCs would at least help that a bit.

      Also add fucking stations to BZ cities so small and medium guilds can actually live in the BZ! Over half the game has to deal with constant running through gank city because of the need to run from Royal cities.
    • PrintsKaspian wrote:



      New Avatar Rings Available
      Added 4 new avatar rings to the vanity shop, which can be purchased with 2 Adventurer's Tokens. As a reminder, these tokens can be obtained by trading unused ring items (obtained by completing the monthly Adventurer's Challenge) at the Vanity Merchant in all Royal Continent cities.
      The available rings are:
      • Nature Spirit
      • Inferno
      • Enigma
      • Crossed Blades

      any fix on this?

      Medardo_Sempai wrote:

      Hello everyone, a few days ago I made a post where I was looking for a bit of information about Avatar and rings and why they are not implemented by accounts instead of characters, without much success since I did not get much information, only people who thought what same as me. so hereby formally form a suggestion for this to be implemented.
      It is something that I know that many want to be on their own, such as the skin of the mounts or the vanity equipment and character modifications.

      after seeing the thinking of some players I agree with @Midgard

      Midgard wrote:

      I agree with chieftain. Things that are for the account (founders rings/avatars and recruiter) should be account wide. Anything else should show what that character has achieved and not be account wide.
      I feel that these Avatar and rings should be added to the wide account

    • Eternalhaze wrote:

      Hideouts are like the equivalent safety of home plot territories prior to Queen, except you can place many of them wherever you want in any zone. The safety they provide is actually insane for an open world sandbox pvp game - more so than territories ever have.

      Hideouts do provide great safety for individuals, but the hideouts themselves are incredibly vulnerable to the N+1 mega-NAP zergs (even more so now that respawn was nerfed).

      In short, small guilds can't expect to keep hideouts without being vassals of a mega-NAP. That diminishes competition, since it forces the small guilds to align to one of the top power blocs in order to survive, and there are of course fewer such blocs than small guilds that would like to put hideouts in the Outlands.