Testserver Patch Notes - Rise of Avalon Patch 11

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    • Testserver Patch Notes - Rise of Avalon Patch 11

      Rise of Avalon Patch 11


      Season 10 Winner Statue



      The new statue honoring the winners of Guild Season 10, Black 0rder, has been added to Conquerors' Hall. Visit the hall in all major cities and see Albion's current and past champions!


      Economic Changes


      Some of the recent changes to Hardcore Expeditions and the Black Market have led to an influx of Silver into the game economy. To ensure the value of player Silver and overall stability of the player economy are preserved, we are making the following adjustments:


      Hardcore Expeditions

      • High-level Hardcore Expeditions have, in general, been too rewarding compared to other group activities.
      • To address this, loot and Silver rewards have been reduced for Hardcore Expeditions above level 7.
      • This will decrease the rewards overall by about 25% over all levels, with lower levels being affected less than higher levels.
      Satchels of Insight

      • The change that introduced an item value to Tomes of Insight has been reverted, as their value on the Black Market was increasing too quickly for lower tiers, which in turn generated too much Silver overall.
      • Drop chances of Satchels of Insight have been adjusted to be about equal to that of normal bags.
      To offset these changes somewhat, and to incentivize players venturing into the open world more, we are making the following adjustment:


      Group Randomized Dungeons

      • All Silver and loot rewards have been increased by about 10% from both mobs and chests. (Note: Static Group Dungeons will be addressed further in a later patch.)
      Taken as a whole, these changes will reduce the overall influx of Silver into the game economy and increase its stability.


      Changes

      • Corrupted Dungeon traps now deal differing amounts of damage based on dungeon difficulty level
      Combat Balance Changes


      Axes
      • Morgana Raven (Carrioncaller):
        • Healing Reduction: 40% → 30%
      Frost Staffs
      • Frozen Crystal (Chillhowl):
        • Cast Range: 15m → 12m
      Quarterstaffs
      • Separator (Quarterstaff):
        • Root Duration: 3s → 2.5s
        • Mobs in a 6m radius around the main target are now knocked in the air for 0.9s
        • Using against mobs no longer puts you at the top of their aggro list
      Fixes

      • "Sell Order Completed" mails from the Black Market now always clearly state that they originated from the Black Market (previously would sometimes say "Caerleon Marketplace")
      • Fixed an issue where the Fast Travel UI dropdown would not work when selecting filtered elements
      • Corrected an issue where multiple players using Self Ignition (Specter Jacket) in one area dealt no damage - damage now affects enemies in overlapping areas but without stacking the damage, as intended
      • Web ability of Goliath Horseeater now slows for the full 20 seconds as intended
      • Disabled Morgana Nightmare, Spectral Bonehorse, and Rageclaw during Crystal League matches as intended
      • Fixed an issue where Royal Banner (Royal Jacket) did not buff the caster while active when more than 5 allies were present
      • Fixed an issue where Deathward Climax (Boltcasters) did not activate the purge of Purging Shield (Mage Robe)
      • [Mobile] Roads Of Avalon portals on the map and minimap can now be pressed to show their tooltip as intended
      • Additional graphical, animation, audio, terrain, and localization fixes

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

    • Please consider to reduce the price of the repair then.
      There is no balance adjustments if you only nerf the rewards on HCE and do not make the repair table more efficient.
      If we die at lvl 10 we already lose 50% of everything in the map.
      Adjust the price of the repair to make the lower lvls 7-11 more proftable.
      Because you still need good gear to do them but makes no sense reduce the silver and loot and keep the price cost for repair items since HCE is the only content that needs to repair items frequently.

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

    • PrintsKaspian wrote:

      Corrected an issue where multiple players using Self Ignition (Specter Jacket) in one area dealt no damage - damage now affects enemies in overlapping areas but without stacking the damage, as intended
      Could you please tell us the details? What if, for example, one player has Muisak and other items with damage modifiers that boost his specter damage and the other got 0 damage modifiers? Which player will deal damage to the enemy?
      Considering the specter is used mostly for ZvZs with lifesteal food we need to know what player will get burnt to death to somehow prevent it.

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

    • Ashoracky wrote:

      PrintsKaspian wrote:

      Corrected an issue where multiple players using Self Ignition (Specter Jacket) in one area dealt no damage - damage now affects enemies in overlapping areas but without stacking the damage, as intended
      Could you please tell us the details? What if, for example, one player has Muisak and other items with damage modifiers that boost his specter damage and the other got 0 damage modifiers? Which player will deal damage to the enemy?Considering the specter is used mostly for ZvZs with lifesteal food we need to know what player will get burnt to death to somehow prevent it.
      The first area hitting the enemy, will keep dealing damage. If a second area starts to hit the same enemy, the second area won't deal any damage. Independent of which area deals more damage, the first to hit will keep dealing damage.

      Cheers,
      Retro
    • PrintsKaspian wrote:

      Hardcore Expeditions



      High-level Hardcore Expeditions have, in general, been too rewarding compared to other group activities.

      To address this, loot and Silver rewards have been reduced for Hardcore Expeditions above level 7.

      This will decrease the rewards overall by about 25% over all levels, with lower levels being affected less than higher levels.

      Jazgier wrote:

      Ah yes, nerf HCE... Lets destroy the market completely.



      transformar foto online
    • @Retroman

      Ok, clear, thank you. But have you ever considered, for example, following solution to bring it to the game?

      We have 3 players, A and B in one alliance and 1 enemy player called C. A is dealing 60 dmg with his jacket, B is dealing 40 damage with his jacket (because of damage modifiers). They are atacking enemy player C and C is in the overlapping area of A's and B's jackets. The player C receives average damage so 50 dmg. Player A and B is using lifesteal food so they will get healed however player A will be healed more because his jacket deals more damage. In this case:

      Player C - damage received: (60 + 40) / 2 = 50
      Player A - damage to calculate lifesteal: 0,6 * 50 = 30
      Player B - damage to calculate lifesteal: 0,4 * 50 = 20

      So player A will heal with food as if his jacket deals 30 damage, and player B - 20 damage respectively. This way we don't punish players that comes in with jackets as second, third and so on.

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

    • A small step in the right direction.

      A small win for the open world MMO this game is supposed to be.

      Looking very much forward to you working on static dungeons, they have been irrelevant for a very long time now (both inside and outside).


      PS: Randomized dungeons (solo and 5-man) are technically small-scale, instanced content too. I hope that SBI share the viewpoint that large, open world FF zones are better for the game (world boss zones, large static dungeons) and will prioritize those, as they generate the best open world conflict.

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

    • PrintsKaspian wrote:

      Rise of Avalon Patch 11


      Season 10 Winner Statue


      The new statue honoring the winners of Guild Season 10, Black 0rder, has been added to Conquerors' Hall. Visit the hall in all major cities and see Albion's current and past champions!


      Economic Changes


      Some of the recent changes to Hardcore Expeditions and the Black Market have led to an influx of Silver into the game economy. To ensure the value of player Silver and overall stability of the player economy are preserved, we are making the following adjustments:


      Hardcore Expeditions

      • High-level Hardcore Expeditions have, in general, been too rewarding compared to other group activities.
      • To address this, loot and Silver rewards have been reduced for Hardcore Expeditions above level 7.
      • This will decrease the rewards overall by about 25% over all levels, with lower levels being affected less than higher levels.
      Satchels of Insight

      • The change that introduced an item value to Tomes of Insight has been reverted, as their value on the Black Market was increasing too quickly for lower tiers, which in turn generated too much Silver overall.
      • Drop chances of Satchels of Insight have been adjusted to be about equal to that of normal bags.
      To offset these changes somewhat, and to incentivize players venturing into the open world more, we are making the following adjustment:


      Group Randomized Dungeons

      • All Silver and loot rewards have been increased by about 10% from both mobs and chests. (Note: Static Group Dungeons will be addressed further in a later patch.)
      Taken as a whole, these changes will reduce the overall influx of Silver into the game economy and increase its stability.


      Changes

      • Corrupted Dungeon traps now deal differing amounts of damage based on dungeon difficulty level
      Combat Balance Changes


      Axes
      • Morgana Raven (Carrioncaller):
        • Healing Reduction: 40% → 30%
      Frost Staffs
      • Frozen Crystal (Chillhowl):
        • Cast Range: 15m → 12m
      Quarterstaffs
      • Separator (Quarterstaff):
        • Root Duration: 3s → 2.5s
        • Mobs in a 6m radius around the main target are now knocked in the air for 0.9s
        • Using against mobs no longer puts you at the top of their aggro list
      Fixes

      • "Sell Order Completed" mails from the Black Market now always clearly state that they originated from the Black Market (previously would sometimes say "Caerleon Marketplace")
      • Fixed an issue where the Fast Travel UI dropdown would not work when selecting filtered elements
      • Corrected an issue where multiple players using Self Ignition (Specter Jacket) in one area dealt no damage - damage now affects enemies in overlapping areas but without stacking the damage, as intended
      • Web ability of Goliath Horseeater now slows for the full 20 seconds as intended
      • Disabled Morgana Nightmare, Spectral Bonehorse, and Rageclaw during Crystal League matches as intended
      • Fixed an issue where Royal Banner (Royal Jacket) did not buff the caster while active when more than 5 allies were present
      • Fixed an issue where Deathward Climax (Boltcasters) did not activate the purge of Purging Shield (Mage Robe)
      • [Mobile] Roads Of Avalon portals on the map and minimap can now be pressed to show their tooltip as intended
      • Additional graphical, animation, audio, terrain, and localization fixes


      I think all the Nerfs so far are fine, but as asked before in the thread - what about CD ?

      Let me put this into perspective:

      The game, since corrupted dungeons came out, has been outright easy, especially with people ratting them with great success rate. Nobody does group dungeons anymore, because why would they ? You can earn around 5m/hour when ratting in CD's and it takes:

      1. 0 Effort - no need to wait for guild members, no need to search for a healer, no need to travel far or to buy/use map etc.
      2. 0 Teamplay - it's all solo land, nobody cares about the group aspects, because they're better off fame farming and making money off CD's
      3. 0 Knowledge about the game outside CD's - people ratting CD's get to know how to run from enemies and how to efficiently break crystals, but that's about it.

      The long term effects on this are:

      You can't convince newer players that group content is actually worth it ( even avalonian dungeons drop laughable amount, compared to CD's and are way harder to organize and execute ).
      You're creating this influx of new players that go do CD, produce a lot of items ( that come from BM yes, but still - they do that faster and way more efficiently than in any other way ) which in turn flood the markets
      You're discouraging group play - no one looks for group dungeons anymore, at least no one that knows( and it's not afraid to) do CD's or even better - rat CD's.

      The whole premise of the game ( and the end game goal of the game ) is people working as a team and/or large groups, but the beginner steps guide you towards CD's. So while the older/veteran players don't need to FF as much and have other, established ways of making money, newer players start the game, play for a while, realize CD's are the best way as new player to earn money and then after a month or two they quit, cuz they "achieved" everything.

      What you need is a carrot...and a stick. And what you need is increasing difficulty and sense of progression beyond solo play. Right now - there is none. And with the entry for HCE being high ( for newer players at least ), they are funneled into CD's and they contribute nothing to the end game goal of the game.

      Make something that is harder and more profitable than CD's that requires people to group up and fame farm and/or earn money or increase the risk of people dying in CD's...or just nerf the loot/fame in there.

      And no, i don't do either HCE's nor CD's - i did my famefarms in group dungeons and i earn my money in other ways, so i am completely unaffected by HCE nerfs or w/e.
    • sh1ny wrote:

      or increase the risk of people dying in CD's.
      This is the solution. CD rewards are completely balanced in the context of taking a risky 1v1. The fame is good for sure, but honestly the loot dropped isn't even that great if you aren't speed clearing them as a rat. One player kill will almost always net you more loot then all the chests in a CD, but that involves risk, skill, and time.

      The fundamental issue is CDs are built as a series of loops which is ideal for running away. Mobility builds also have an advantage getting by mobs and traps, helping them even more. I think SBI should essentially add 3-5 walls in every CD that block routes, and change the map from several loops to a series of branches with deadends. These walls could even change over time, shifting every minute or so and changing the layout. That would be an interesting mechanic.

      This would still give players space to kite down tunnels which is important. I don't think people want CDs to act like a duel, but infinite kiting shouldn't happen. Honestly a lot of builds could probably backtrack at a deadend and run past the enemy without dying, but it gives an opportunity for the aggressor to make a play. With the risk of CDs heavily increase, rewards would be fair and less noobs would use it as an easy/safe farming method.
    • PrintsKaspian wrote:

      Hardcore Expeditions



      High-level Hardcore Expeditions have, in general, been too rewarding compared to other group activities.

      To address this, loot and Silver rewards have been reduced for Hardcore Expeditions above level 7.

      This will decrease the rewards overall by about 25% over all levels, with lower levels being affected less than higher levels.
      This is pretty disappointing to hear since a major part of the economy is built up around high tier HCE gear, and removing the incentive to pay high prices for best in slot items will reduce the amount of tax paid through the auction house. Also if the intention is to end up completely removing HCE from the game at one point, which seems like a trend of continual nerfs and changes to how HCE is played, then killing your most popular form of PVE, and the only place in which high tier gear can be effectively used, I wonder what would happen to the economy as a whole when t8.3mp gear is effectively irrelevant but still far to expensive to be rationalised using. This also is a big nerf to crafters as removing the bonus profits from t8.3exc/mp, when most t8.3 items that are meta will lose you silver even with focus crafting in bonus areas because of a highly saturated market with not enough new weapons being released. I hope a more realistic way can be reached to balance HCE with open world, but as of now, I don't see nerfing HCE to incentivize open world as a viable option as lots of players aren't here for the open world, they are here for the high tier PVE, and the ability to "flex" your expensive sets, which can only be achieved through HCE. Maybe add more statics and boost fame and silver from them? Maybe add more difficult mob patterns in random dungeons so they aren't just rinse and repeat with 0 difficulty? I can appreciate the need to reduce inflation from too much silver being in the game, but surely a solution can be found that doesn't kill content?
    • BigKoala wrote:

      PrintsKaspian wrote:

      Hardcore Expeditions



      High-level Hardcore Expeditions have, in general, been too rewarding compared to other group activities.

      To address this, loot and Silver rewards have been reduced for Hardcore Expeditions above level 7.

      This will decrease the rewards overall by about 25% over all levels, with lower levels being affected less than higher levels.
      This is pretty disappointing to hear since a major part of the economy is built up around high tier HCE gear, and removing the incentive to pay high prices for best in slot items will reduce the amount of tax paid through the auction house. Also if the intention is to end up completely removing HCE from the game at one point, which seems like a trend of continual nerfs and changes to how HCE is played, then killing your most popular form of PVE, and the only place in which high tier gear can be effectively used, I wonder what would happen to the economy as a whole when t8.3mp gear is effectively irrelevant but still far to expensive to be rationalised using. This also is a big nerf to crafters as removing the bonus profits from t8.3exc/mp, when most t8.3 items that are meta will lose you silver even with focus crafting in bonus areas because of a highly saturated market with not enough new weapons being released. I hope a more realistic way can be reached to balance HCE with open world, but as of now, I don't see nerfing HCE to incentivize open world as a viable option as lots of players aren't here for the open world, they are here for the high tier PVE, and the ability to "flex" your expensive sets, which can only be achieved through HCE. Maybe add more statics and boost fame and silver from them? Maybe add more difficult mob patterns in random dungeons so they aren't just rinse and repeat with 0 difficulty? I can appreciate the need to reduce inflation from too much silver being in the game, but surely a solution can be found that doesn't kill content?
      I totally agree with you, what they did is not the best way to regulate HCE
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