Testserver Patch Notes - Rise of Avalon Patch 4

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    • Testserver Patch Notes - Rise of Avalon Patch 4

      Rise of Avalon Patch 4

      Mobile Improvements
      • Chat window text content can now be dragged vertically
      • Names in chat can now also be tapped to open the chat context menu, allowing for easy whisper, party, and guild invitations, as well as stats and muting / reporting players
      • Added a "Text Size" option to the Chat Settings flyout
      • Added Chat Tab Settings to options
      • Added a "Tab Settings" button inside the Chat Settings flyout, replacing the tab settings elements inside the flyout
      • [iOS] Enabled bluetooth keyboard input on iOS


      Corrupted Dungeon Changes
      • The health of Demonic Shards in Corrupted Dungeons have increased by:
        • Stalker: ~35%
        • Slayer: ~66%


      Satchels of Insight Changes
      • Fame ratio to silver increases with higher Item Power, so upgrading to a better Satchel is always more efficient
      • Bonus Fame has been increased on Satchels with higher Item Power
      • Example values:
        • 700 IP:
          • 1.85 silver to fame ratio
          • 10% Bonus Fame
        • 1100 IP:
          • 1.78 silver to fame ratio
          • 30% Bonus Fame
        • 1500 IP:
          • 1.75 silver to fame ratio
          • 64% Bonus Fame


      Changes to Duelling
      • Once the duel starts, players will not be able to equip items to empty slots
      • When a duel is offered, the duel will be cancelled if either player changes their equipment


      Other Changes
      • With the Rise of Avalon update we‘ve seen a significant increase in both player numbers and player activity. This has resulted in a corresponding increase to the amount of Silver flowing into the game. As we want to combat inflation to preserve the value and buying power of existing player and guild Silver reserves, we‘ve reduced the Silver output and Black Market order generation in a number of extremely valuable areas to compensate and bring them more in line with projected values. The resulting variance is roughly only 5%, which applies to black zone cluster bonuses and bonuses derived from black zone cluster bonuses such as Hellgates and some difficulties of Corrupted Dungeons.
      • The Guild Season 9 Reward Statues (Decoration Item) for 1st, 2nd and 3rd place are now placeable
      • The chance for a Tier 4 Solo Random Dungeon Map to drop has been increased by ~50%
      • Mounted players will now receive Combat Log messages


      Combat Balance Changes

      Potions
      • Healing Potions
        • Healing Duration: 15s → 10s
        • Heal Value per second stays unchanged
      Helmets
      • Emergency Heal (Guardian Helmet)
        • Cooldown: 30s → 40s
        • Replaced the percentage healing with a flat 150 healing, independent of the caster's max health
      Daggers
      • Deadly Swipe (all Daggers)
        • Energy Cost: 3 → 6
      • Bloodthirsty Blade (one-handed Dagger)
        • Additional magic damage vs players: 60 → 50


      Fixes
      • Fixed an issue where moving items in or out of a container while splitting the stack with SHIFT+drag did not log it in the Chest Log
      • Fixed an issue where players continued to take damage after leaving the Energy Shaper’s impact area
      • Fixed an issue where the shadows summoned by the Avalonian High Priestess would get trapped by collision
      • Fury stacks from Soldier Armor are now removed when changing zones as intended
      • Shift+clicking in hideout recovery now opens the individual item's recovery price for the player to accept as intended
      • Additional minor graphical, animation, terrain, and localization fixes

      Mytherceria#3744
    • Bogul wrote:

      Mytherceria wrote:


      • Made slight adjustments to Black Market orders

      ... like what exactly? :P

      This point has been greatly expanded:

      With the Rise of Avalon update we‘ve seen a significant increase in both player numbers and player activity. This has resulted in a corresponding increase to the amount of Silver flowing into the game. As we want to combat inflation to preserve the value and buying power of existing player and guild Silver reserves, we‘ve reduced the Silver output and Black Market order generation in a number of extremely valuable areas to compensate and bring them more in line with projected values. The resulting variance is roughly only 5%, which applies to black zone cluster bonuses and bonuses derived from black zone cluster bonuses such as Hellgates and some difficulties of Corrupted Dungeons.
    • PrintsKaspian wrote:

      This point has been greatly expanded:

      With the Rise of Avalon update we‘ve seen a significant increase in both player numbers and player activity. This has resulted in a corresponding increase to the amount of Silver flowing into the game. As we want to combat inflation to preserve the value and buying power of existing player and guild Silver reserves, we‘ve reduced the Silver output and Black Market order generation in a number of extremely valuable areas to compensate and bring them more in line with projected values. The resulting variance is roughly only 5%, which applies to black zone cluster bonuses and bonuses derived from black zone cluster bonuses such as Hellgates and some difficulties of Corrupted Dungeons.
      So basically you guys nerfed the chance of dropping items again right?
      A few months ago there was already a change on the "ticks" of the black market that wasn't really explained but for ppl who do BM transactions was very impactful.
      What you guys are saying is that you are nerfing the "ticks" again, is that correct?

      TBH i think you guys are taking the wrong approach, the result of the last change is that we have way less loot from -300% chests, and we rely too much on RNG on the chests/mob drops. +300% chests feel good because we can constantly drop good stuff, but less than that, its way common to open a chest and drop only a few bags and runes. (i'm talking about Black zone here, not even going to mention Blues and Yellows that are just ultrageos).

      I feel that the correct approch should be limiting the drops to the Tier of the Dungeon (specially equips), having a higher order generation at the BM for the lower tier items, and having a lower order generation for the high tier items.
      This would result on a better loot feeling (you actually drop stuff) but the quality of the stuff is a little lower (not as lower as to drop the useless T3 on T5 dungeons).

      here is a little more info about this:
      Loot changes