Testserver Patch Notes - Queen Patch 12

    • Testserver Patch Notes - Queen Patch 12

      Queen Patch 12 (Season 9 Balance Patch)

      Mobile Improvements and Fixes

      • Joystick control improvements:
        • Virtual joystick now scales its touch area size based on UI scaling
        • Moved mount button to the right of the joystick and decreased its size
        • Enabled "Double press to attack" in joystick control settings
      • Added option to ignore low-tier resources while gathering using the action button
      • Added option to disable "Double-Tap Opens Zoom Mode"
      • Added on-press tooltips to buff/debuff effects
      • Adjusted Destiny tracker in HUD to show more entries depending on screen space
      • Added conditional keyboard shortcut displays for bottom layout spells when mouse present
      • Tap-control bottom layout now more closely resembles desktop layout
      • Improved carry capacity indicator readability
      • Fixed an issue where Marketplace category submenus were offscreen at 100% scaling
      • Fixed an issue where spell buttons could appear slightly rotated when switching vanity/combat spells and moving spell bar
      • Fixed an issue where mount button appearance was not updated when pressed
      Mail UI Improvements
      • Updated timers: expiration timer in read view, received timer in inbox
      • Bought/sold items now appear in bold
      • Increased font size in read view
      • Item icons now clickable in messages
      • Improved alignment and readability of messages
      Other Changes
      • Damage from yourself or allies is no longer lethal, and now results only in knockdown
      • Crystal Realm Orb claim time: 10s → 7.5s
      Combat Balance Changes
      Arcane Staffs
      • Added New Q-Ability: Magic Shock (all Arcane Staffs):
        • 3m radius ground target area. Enemies hit receive 150 Magic Damage and are silenced for 0.85s.
        • Cooldown: 5s
        • Cast Time: 0.5s
      • Motivating Cleanse (all Arcane Staffs):
        • Can now be cast on the ground
        • Move Speed increase is now applied to up to 5 allies in range
        • Can be cast when stunned
        • Range: 9m → 11m
        • Energy Cost: 10 Energy → 10% of Max Energy
        • Move Speed Increase: 20% → 40%
        • Move Speed Increase Duration: 5s → 3s
      Axes
      • Rending Strike (all Axes):
        • Energy Cost: 2 → 1.6
      • Raging Blades (all Axes):
        • Energy Cost: 15 → 11
      • Morgana Raven (Carrioncaller):
        • Projectile Range: 15m → 20m
        • Projectile Speed: 13.68m/s → 20.00m/s
        • Hit Delay: 0.2 → 0.3
        • Standtime: 1s → 0.6s
        • Healing Reduction: 35% → 40%
      Crossbows
      • Sunder Shot (all Crossbows):
        • Armor Reduction per Stack: 0.03 → 0.027
      Cursed Staffs
      • Armor Piercer (all Cursed Staffs):
        • Hit Delay: 0.4s → 0.2s
        • Standtime: 1s → 0.7s
        • Damage: 77.11 → 130.00
        • Armor reduction: 0.15 → 0.20
        • Debuff Duration: 8s → 5s
      Daggers
      • Deadly Swipe (all Daggers):
        • Standtime: 0.2s → 0.1s
      • Chain Slash: (all Daggers):
        • Max Range for jumping to next target: 8m → 6m
        • Caster now invulnerable while dashing between targets
        • Damage: 106 → 150
        • Cooldown: 12s → 15s
      Fire Staffs
      • Fire Bolt (all Fire Staffs):
        • Cast Time: 1s → 0.7s
        • Impact Damage: 87.52 → 70.00
        • DoT Damage: 5.72 → 5.50
        • Energy Cost: 4 → 3
      • Ignite (all Fire Staffs):
        • Hit Delay: 0.3s → 0s
        • Standtime: 0.4s → 0.2s
        • Instant Damage: 96.23 → 140.00
        • Removed Damage Over Time effect - instead, hitting a target below 20% Health now gives the caster a 40% Move- and Cast Speed buff for 3 seconds
      Hammers
      • Power Geyser (all Hammers):
        • Cooldown: 10s → 9s
        • Hit Delay: 0.5s → 0.45s
        • Standtime: 0.8s → 0.6s
      • Earth Shatter (One-handed Hammer):
        • Standtime: 1.2s → 0.8s
      • Groundbreaker (Polehammer):
        • Hit Delay: 0.5s → 0.3s
        • Standtime: 1s → 0.6s
      Holy Staffs
      • Holy Blessing (all Holy Staffs):
        • Physical Armor Increase: 0.85 → 0.40
        • Duration: 5s → 4s
      Maces
      • Threatening Smash (all Maces):
        • Hit Delay: 0.5s → 0.4s
        • Standtime: 0.6s → 0.5s
        • Area Range: 5m → 6m
      • Deep Leap (One-handed Mace):
        • Reworked the effect; damage no longer scales based on distance
        • Stun Area: 2m → 3m
      Nature Staffs
      • Cleanse Heal (all Nature Staffs):
        • Can now be cast at the ground
        • The Heal over Time and Cleanse is applied to up to 5 allies in range
        • Can be still cast when stunned
      Quarterstaffs
      • Separator (Quarterstaff):
        • Knockback Range: 7m → 6m
        • Slow Duration: 5s → 3s
        • Root Duration: 3.83s → 3.00s
      Spears
      • Lunging Strike (all Spears):
        • Hitbox range extended by 1m
      • Fling (Glaive):
        • Hit Delay: 0.4s → 0.2s
        • Standtime: 1s → 0.85s
        • Range: 3m → 5m
        • No longer consumes Spirit Spear stacks
      • Spectral Trident (Trinity Spear):
        • Maximum buff targets: 5 → 10
      Swords
      • Parry Strike (all Swords):
        • Cooldown: 15s → 18s
      Armors
      • Ice Block (Cleric Cowl):
        • While enclosed in Ice Block, incoming Healing reduced by 50%
      • Purifying Smoke (Helmet of Valor):
        • Hit Delay: 1s → 0.7s
        • Standtime: 0.4s → 0s
      • Premonition (Boots of Valor):
        • Triggering the cleanse now also grants 4s immunity to stun, root and slow
      Mounts
      • Command Mammoth:
        • Base Move Speed Bonus: 10% → 0%
      • Colossus Beetle:
        • Base Move Speed Bonus: 10% → 0%
      • Tower Chariot:
        • Armor Factor: 0.8 → 1.6
        • Magic Resist Factor: 0.8 → 1.4
      Fixes
      • ADDED 18 MAY: Fixed an issue where visual effects were missing from enchanted and overcharged weapons
      • Fixed gaps in terrain in Watchwood Precipice, Whitecliff Peak, and Drownfield Rut (NOTE: Players in these zones when the patch is deployed will be moved to the nearest exit upon re-login)
      • Visuals now more effectively show spell area for Lifecurse Staff
    • tabooshka wrote:

      leave guardian helm alone, its dogshit already
      that mad my day...we talk both about albion right???

      and you not mean accidentially soldier helm?

      We talk about the helm that on 2 dps heals in total 2 K life per minute?, clears curse stacks, clears bombs clears burning, and that all in AOE???

      and it heals around 480 life in mage robe...instant, without stand time, rightm without mana costs??

      we talk about this "dogshit"???
    • tabooshka wrote:

      Hollywoodi wrote:

      and it heals around 480 life in mage robe
      damn heals the same per minute as healer does in one q, must be op
      dont even mention the helmets that do twice the dmg or have cc
      You can't be irrationally angry about things, if you are rational. It's against the rules.
      Discord: Piddle#7413 "The purpose of existence is simple: everything is fuel for the magmaw." —Jaji, magmaw worshipper
    • As for the guardian helmet IMO scaling should remain, but the effect should apply only to the owner, the end of AoE both healing and dot removal. In addition, I would increase the treatment from 10% to 20% and double the skill CD - then total healing would remain unchanged, it would also be a counter to cursed staff etc, but not as strong as it is now.
    • Niefart wrote:

      As for the guardian helmet IMO scaling should remain, but the effect should apply only to the owner, the end of AoE both healing and dot removal. In addition, I would increase the treatment from 10% to 20% and double the skill CD - then total healing would remain unchanged, it would also be a counter to cursed staff etc, but not as strong as it is now.
      as always - I wish someone would listen to you... balance would be in a much better state
    • tabooshka wrote:

      Hollywoodi wrote:

      and it heals around 480 life in mage robe
      damn heals the same per minute as healer does in one q, must be op
      dont even mention the helmets that do twice the dmg or have cc
      I have no issue if people have a different opinion that is fine

      But blatant wrong information completely confident with zero knowledge..

      It is Not 480 heal per minute. It is 1k heal per minute..
    • Hollywoodi wrote:

      tabooshka wrote:

      Hollywoodi wrote:

      and it heals around 480 life in mage robe
      damn heals the same per minute as healer does in one q, must be opdont even mention the helmets that do twice the dmg or have cc
      I have no issue if people have a different opinion that is fine
      But blatant wrong information completely confident with zero knowledge..

      It is Not 480 heal per minute. It is 1k heal per minute..

      ok you got me there, 2 healer qs(which is 2 secs instead of 0)
    • tabooshka wrote:

      Hollywoodi wrote:

      tabooshka wrote:

      Hollywoodi wrote:

      and it heals around 480 life in mage robe
      damn heals the same per minute as healer does in one q, must be opdont even mention the helmets that do twice the dmg or have cc
      I have no issue if people have a different opinion that is fineBut blatant wrong information completely confident with zero knowledge..

      It is Not 480 heal per minute. It is 1k heal per minute..
      ok you got me there, 2 healer qs(which is 2 secs instead of 0)
      sorry man, again wrong..

      It is not 2s.. the no cd q - flashbeal heals for around 150-180

      The big q, has a significant cd..