Corrupted Dungeon Patch 2 Changes

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    • Corrupted Dungeon Patch 2 Changes

      Hello! I hope everyone is having fun with the new Rise of Avalon update we brought to Albion last week. :) We wanted to give you an update on changes we’re making to the Corrupted Dungeons based on the first week of data analysis and feedback. Over a million dungeons have been played now, so we’ve got lots to work with!

      First of all, we’d like to address the feedback on the 20% Infamy loss on PvP defeat. The intent of this loss is to keep Infamy values in check, but we now feel the 20% loss is too significant. We’re changing the current values of 10% on a win and 20% on a defeat to 8% on a win and 10% on a defeat. This will make defeats much less significant, and require less wins to make up for a single loss.

      Also, we’ve heard many of you suggest that you’d like to see escaping disincentivized, and a commonly proposed solution to this is to have escapes penalize the Infamy of the escapee. We don’t feel this is ideal, as we would then create situations where players who don’t want to fight also don’t want to destroy the Demonic Shards, thereby creating a stalemate where one player tries to bore the other into destroying the shards themselves. This would be an incredibly frustrating result, so for now we want to instead positively reinforce the opposite action: defeating the other player. We’ll be adding a flat bonus to PvP wins that scales with the difficulty of the dungeon. This bonus is triple the clear value of that difficulty, so 300 on Hunter, 1500 on Stalker, and 6000 on Slayer. This will also help build up the Infamy value of newer players more quickly, which we feel benefits everyone by putting more points into the pool and creating more of an incentive for PvP players to attack. Currently, more than 75% of invasions in Stalker and Slayer result in the death of either the defender or the invader. We’ll continue to monitor this metric and others, and will make carefully planned steps toward escape rates we’re happy with.

      Both of these changes will obviously create a much larger Infamy pool for players participating in the Corrupted Dungeons, so we’ll need to readjust the loot scaling to match the increased expectations. Our goal for this change will be to try to provide an accelerated loot progression for newer players that results in larger obtainable values, while tapering the curve off some at the top end to provide more meaningful progression to Corrupted Dungeon veterans.

      These larger Infamy pools will also impact the ease in which the Slayer difficulty unlocks, so we’ll increase that unlock to 100k Infamy. However, this will now be a permanent unlock, so if you lose your first Slayer match you’re not automatically kicked back to Stalker. Anyone that has previously unlocked Slayer will retain that unlock, even if they’ve since lost the unlock prior to this update.

      We’d also like to increase the health of Demonic Shards soon, but don’t feel it’s the right time to do so yet. Due to the two changes we’re making to lower infamy points on loss and increase the gains on a win, it’d be difficult to quantify exactly what impact a third simultaneous change really has. Therefore, we’ll do this separately in a future update.

      Finally, we’ve evaluated how people are playing Corrupted Dungeons and will make some slight changes to matchmaking. This will all be happening behind the scenes, but our goals are to maintain a consistent chance of invasion for PvE players, while simultaneously guaranteeing that a PvP player can find a match. If you’ve been having trouble finding a match, this should improve things significantly. :)

      You can expect all of these changes in the Rise of Avalon Patch 2 that’s coming next week!
    • Yea. Nice...NO. When you Will understand that we dont need everyday patches/fixes/update. Understand me correctly, we Love your update and how operative you fixing bugs. But we are tired to load whole game everyday! Last 24 hours I was on work. Im working as surgeon. At home I have children 1 year old. So my work, especially at night its my free time, that I want to spend in game. And guess what? Right, I need to redownload game. Pretty good job.
    • Obelis wrote:

      Also, we’ve heard many of you suggest that you’d like to see escaping disincentivized, and a commonly proposed solution to this is to have escapes penalize the Infamy of the escapee. We don’t feel this is ideal, as we would then create situations where players who don’t want to fight also don’t want to destroy the Demonic Shards, thereby creating a stalemate where one player tries to bore the other into destroying the shards themselves.
      Lots of better suggestions on this matter were made over the past months, you were warned pre-release of this content that it would incentivise running over fighting. You finally act now with that quick fix that wont solve the root of the problem, i'm disappointed.
    • Gugusteh wrote:

      Obelis wrote:

      Also, we’ve heard many of you suggest that you’d like to see escaping disincentivized, and a commonly proposed solution to this is to have escapes penalize the Infamy of the escapee. We don’t feel this is ideal, as we would then create situations where players who don’t want to fight also don’t want to destroy the Demonic Shards, thereby creating a stalemate where one player tries to bore the other into destroying the shards themselves.
      Lots of better suggestions on this matter were made over the past months, you were warned pre-release of this content that it would incentivise running over fighting. You finally act now with that quick fix that wont solve the root of the problem, i'm disappointed.
      Corrupted dungeons aren´t supposed to be 1 v 1 arena to death. It´s like solo dungeons with optionable pvp content - like if you dive someone in a dungeon.

      It´s similar to diving solo dungeons - if you go there with no mobility, it´s unlikely you will catch anyone. If you go there with high mobility, there is a rather high chance you can catch people ! But if they have fighting build, you will certainly put yourself at risk, since it´s like ganking someone in open world.

      Personally, i have been playing crossbow and it´s alright, but you can ´t catch people with it, nor you can catch bloodletter fight rats. But if i play with crossbow, it´s rather painful to clear ( i am a bit lazy, and it´s fast, but not as fast it could be with other builds).

      So you can go there with 3 optional builds, or a mix of those.

      1) Full fight build, low mobility.
      2) More like pve build, i suppose some mobility for escaping
      3) Fight / mobility build that gives you chance to fight against fighting builds, and chance to catch rats or fighting rats like bloodletter.

      Also, bloodletter is god damn cancer there - since i can jump through traps with Q.
      My YT channel - Solo greataxe killing everything https://www.youtube.com/user/DhaosNK/video=7
    • Brizi wrote:

      yiconomics wrote:

      Nerf crossbow, and unnerf dagger. OR get one of your devs to try to do corrupted dungeon with a dagger and put the video on youtube.
      wut, the rank1 guy of all corrupted runs 1handed dagger build along with plenty of other high ranked.They even pride themsleves of taking more or less all PVP fights.
      Why wouldn´t you since you almost can´t lose lol.

      There isn´t much pride to have when the fight is easy.
      My YT channel - Solo greataxe killing everything https://www.youtube.com/user/DhaosNK/video=7
    • Gugusteh wrote:

      Obelis wrote:

      Also, we’ve heard many of you suggest that you’d like to see escaping disincentivized, and a commonly proposed solution to this is to have escapes penalize the Infamy of the escapee. We don’t feel this is ideal, as we would then create situations where players who don’t want to fight also don’t want to destroy the Demonic Shards, thereby creating a stalemate where one player tries to bore the other into destroying the shards themselves.
      Lots of better suggestions on this matter were made over the past months, you were warned pre-release of this content that it would incentivise running over fighting. You finally act now with that quick fix that wont solve the root of the problem, i'm disappointed.
      this is a good summary.

      U knew the issue from 2 hg. People reported it on test a lot of times for corrupted.

      That it needs over a million corrupted played and a shockwave of negative feedback on forum is in my oppinion really dissapointing.

      It is okay that you don't give this feedback a like..but that's my feeling.
    • It looks like the real reason to allow escaping builds and a way to avoid the fights with those crystals is just to make them played for as many players as possible which would mean more trashed items which at the end makes the game earn money. I can understand that but it is just a purely business approach.

      I mean, if random solo DG r now just not diveable because all what players have to do is to get in and stand by the entrance for 90 seconds before going ahead, why is it so bad and unviable to make corrupted DGs a forced pvp enviroment?

      No one can claim that people should be able to avoid nonconsensual pvp in corrupted DGs since it would not be nonconsensual at all. If u get in a forced pvp stance then it just IS NOT nonconsensual because u know it before hand.

      When i first heard about 1v1 dungeons what came to my mind was duels to death every 10 minutes with some pve and it is all the opposite.

      There is way too much pve in between pvp encounters and it is so easy to escape that more than half the pvp matches end up with one of the players running and breaking the crystals.

      I thought it would be something like 2 players spawning at 2 corners of the same DG, and they both would only have to kill some mobs while making their ways as they look for each other, then players would fight to death and a final boss would appear after one of the players die. The winner would then just kill it for some loot reward and thats it.

      No crystals or any way to vanish the other players or urself from the figh and maybe a progressive colapse of the DG to reduce its size to the central area so it would be possible to run away back and forth for some time but not forever.

      The post was edited 3 times, last by Guilefulwolf ().

    • The mechanics are pretty well thought out. The problem is item balance and the oppressive nature of certain builds that counter everything and have no counter. With slow or no response to nerfing these bad faith unfair builds, corrupted will not be interesting or fun for most players. Weapons with top tier mobility and/or CC need to have their damage stripped or the game will never go forward.

      It feels like whoever finalized the current state of dagger was not involved in much or any previous weapon balance and design. Most of the weapons are designed with concessions in mind to contrast their strengths, and a lot of previous balance changes really obviously had that in mind. The dagger overhaul was really different. It essentially broke and invalidated all of season 9. People were mass solo and 2 man farming Avalonian raids and 8.3 maps, there's a lot of dagger E exploiting billionaires in the game now. Why is the highest utility weapon in the game also the highest damaging weapon in the game, and also the highest healing output weapon in the game? It's such bad balance it almost seems like some kind of ulterior motive behind it. The game feels arrested by these bad decisions and inactions, it's a PVP MMO and we're dealing with the same fundamental problems for multiple seasons.
      https://steamcommunity.com/id/asgaeroth/

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

    • Well, it was discussed endless times just repeating:

      Option 1:
      food Regen on CD. After a food health Regen triggered it is on CD for 60 seconds - so works for pve but doesn't insta heal you while reset

      Option 2: we have healing sickness, you could add kind of a movement sickness if u run from someone in hg or corrupted

      Option 3:
      Battle royal with area shrink over time if second player in

      Option 4: movement speed buff cd doubled after first broken crystal. Movement speed buff disabled on 2. Broken crystal. And you need 4 crystal.