[02. February 2021] Rise of Avalon Patch 13

    • [02. February 2021] Rise of Avalon Patch 13

      Rise of Avalon Patch 13 (Balance Patch) - Ver. 1.17.410 / REV 184451 - 02 February 2021

      Use-All Button Added


      Consumable items that commonly collect in large stacks can now be used in a single click via the new Use All Button in the item UI.
      • Stacks of Silver Bags will be consumed instantly and grant you the full amount of Silver
      • Tomes of Insight and chests use a channeled spell, meaning the items are still consumed individually and the channel can be canceled at any point.
      • The following items now have a "Use All" option:
        • All Silver Bags
        • All Tomes of Insight
        • All Reward Chests (will display an additional window showing accumulated loot): Adventurer's Challenge Chests, Crystal League Chests, etc.
      Avalonian Changes
      Overall Avalonian Changes:
      • Many high-damage Avalonian mob spells can no longer be reflected
      Lesser Avalonian Mob Changes:
      Knight:
      • Avalonian Shield reflects damage only every 0.3 seconds
      Assembler:
      • Drones will switch targets when they exceed a certain distance from their assembler
      Archer:
      • Helix Shot:
        • Now has a higher chance of striking targets
        • Cooldown: 22s → 18s
      Gate Core:
      • Attack range increased to match reset range
      Avalonian Boss Changes:
      Construct:
      • Momentum (the buff the Construct receives from each auto-attack):
        • Strength +10%
      • Colossal Swipe no longer has a blind spot, meaning you can no longer avoid the swipe by standing close to the Construct
      • Energy Discharge:
        • Damage now based on total Compensator Energy Status stacks
      • Beam:
        • Cooldown during phase 2: 10s → 8s
        • Damage now based on total Compensator Energy Status stacks
      Archmage:
      • Pursuit range: 35m → 30m
      High Priestess:
      • Shadow summons introduce their more dangerous abilities later in the fight
      • Divine Offering:
        • Duration: 29s → 35s
        • Areas now spawn closer to the High Priestess
      • Exorcism:
        • Now only summons Tainted Shadows for players within a Divine Offering area
        • Now also stacks a buff, Divine Righteousness, on the High Priestess for each player not within a Divine Offering area
        • Divine Righteousness increases the Priestess' auto attack damage, grants her healing over time, and is stackable
      • Purify:
        • Damage -25%
      Crystal Basilisk:
      • Divine Scales:
        • Defense Bonus doubled (+100%)
      • Divine Crystal Resonance now deals damage in a 3m radius around every target hit
      • Cleanse now also applies Holy Flames
      Knight Captain:
      • Avalonian Barrier reflects damage only once every 0.3 seconds
      Sir Bedivere:
      • Avalonian Bulwark reflects damage only once every 0.3 seconds
      • Sir Bedivere will drop his current target if it moves too far away
      • Earthbreaker:
        • Damage doubled (+100%)
      • Fate of the Unworthy:
        • Damage effect no longer removed immediately after leaving the aura's area of effect
      • Bladestorm:
        • Spawn position is now less predictable
      Avalonian Mob Fixes:
      • Fixed Sir Bedivere's boss "ring" visual
      • Fixed missing spell icon for Construct's swing attack
      Combat Balance Changes
      Axes
      • Rending Spin (all Axes):
        • Max Damage: 75 → 68
      • Morgana Raven (Carrioncaller):
        • Cooldown: 16s → 18s
      • Razor Cut (Bearpaws):
        • Jump Time: 0.83s → 0.55s
        • Jump Range: 15m → 12m
        • Instant Damage: 160 → 140
        • Hitting at least one enemy player decreases the ability's cooldown by 40%
      Bows
      • Lucent Hawk (Mistpiercer):
        • Cast Range: 30m → 24m
      Frost Staffs
      • Frost Nova (all Frost Staffs):
        • Reworked hit detection: it is now an instant explosion and no longer freezes enemies who touch the area after the initial teleportation
        • Damage: 85.80 → 70
        • Stun Duration: 1.26s → 1s
      Hammers
      • Iron Breaker (all Hammers):
        • Resistance Reduction: 0.2 → 0.17
      • Groundbreaker (Polehammer):
        • Stun Duration: 2.85s → 2.5s
      • Grasp of the Undead (Tombhammer):
        • Cast Range: 16m → 12m
        • Stun Duration: 2.9s → 2.48s
      Holy Staffs
      • Divine Intervention (Hallowfall):
        • Resistance Buff Duration: 7s → 4s
      Maces
      • Removed the ability Interrupt (all Maces)
      • Added the new ability Guard Rune: Creates a rune on the ground that increases resistances by 0.2 and healing received by 25% for up to 5 allies. Rune has a 5m radius and lasts for 5s. Ability is interruptible.
      • Snare Charge (all Maces):
        • Jump Time: 0.55s → 0.44s
        • Standtime: 0.5s → 0.4s
      • Heavy Slam (all Maces) - reworked the ability; it is now called Ground Shaker:
        • The area is now a 4m circle in front of the caster
        • The ability now also knocks enemies in the air
        • Cooldown: 15s → 10s
        • Damage: 271.95 → 200
        • Cast Time: 1s → 0.7s
        • Hit Delay: 0.5s → 0s
        • Standtime: 1s → 0.4s
        • Energy Cost: 14 → 10
      Nature Staffs
      • Thorns (all Nature Staffs):
        • Additional Autoattack Damage vs Players: 56 → 40
        • Additional Autoattack Damage vs Mobs: 56 → 64
        • No longer reflects damage
      • Spiritual Seed (Druidic Staff):
        • Cooldown: 25s → 20s
      • Ruthless Nature (Blight Staff):
        • Delay before the first tick of the channel: 0.5s → 0s
        • The slow is now applied as long as enemies are inside the aura (independent of their CC resistance)
        • Heal per Second: 33 → 39
      Quarterstaffs
      • Soul Shaker (Grailseeker):
        • Removed delay before rooting effect; root area is now instantly active after the hit
      • Mystic Rocks (Staff of Balance):
        • Resistance Increase: 0.10 → 0.20
      Swords
      • Splitting Slash (all Swords):
        • Hit Delay: 0.6s → 0.3s
        • Standtime: 0.8s → 0.5s
      • Mighty Blow (Broadsword):
        • Resistance Increase: 0.24 → 0.18
        • Standtime: 0.8s → 0.3s
        • Jump Time: 0.43s → 0.33s
      Armors
      • Force Shield (Judicator Armor):
        • Resistance increase: 0.32 → 0.28
      • Requite (Armor of Valor):
        • Reflected Damage: 50 → 46
      Helmets
      • Reworked Emergency Heal (Guardian Helmet); it is now called Emergency Shield:
        • Removed the Healing; instead it now applies a shield that absorbs 400 base damage and lasts for 3s (Damage over Time effects are still removed after the rework)
        • Radius: 4m → 5m
        • Cooldown: 40s → 30s
      • Energy Shield (Scholar Cowl):
        • Duration: 8s → 5s
        • Energy Gain on hit: 13.14 → 16
      Shoes
      • Shield Charge (Knight Boots):
        • No longer applies a shield in a small AoE radius; instead the shield is now applied to the caster and target (if target is an ally)
        • Shield Strength: 200 → 350
        • Dash Speed: 25 m/s → 35 m/s
      Capes
      • Opening to Hell (Demon Cape):
        • No longer counts as damage over time, so its effect cannot be removed by Emergency Shield
        • Damage vs Players: 60 → 50
      Battle Mounts
      • Toxic Crystal Waste (Tower Chariot):
        • Cooldown: 25s → 15s
      • Spider's Web (Goliath Horseeater):
        • Cooldown: 8s → 6s
        • Energy Cost: 12 → 10
      • Artillery Fire (Behemoth):
        • Cooldown: 3s → 2s
        • Hit Delay: 2s → 1.5s
      Other Changes
      • Hideouts can now only be set as "Home" when owned by your current guild, OR when they are Level 3 Hideouts owned by a currently allied guild. This includes houses and guild halls inside Hideouts. For more information about this change and the reasons behind it, see this post: forum.albiononline.com/index.php/Thread/143364
      • Guild Season 10 winner statues are now placeable furniture items
      • Attack damage of all Cougars reduced by 44% to bring them in line with similar mobs
      • Morgana Ravens in Tier 4 Randomized Morgana Group Dungeons are now Tier 4 instead of Tier 6
      • [MOBILE] Updated Settings UI on mobile (replacing dropdowns with sliders, etc.)
      • [MOBILE] Added minimap opacity option; minimap is now semi-transparent by default on mobile
      Fixes
      • Fixed an issue where Estimated Market Value would display incorrect values
      • Political View is once again available on the World Map
      • The heal on hit effect of Blessed Aurora (Oathkeepers) can now be purged as intended
      • Rending Rage (Axes) tooltip now displays the correct 7m leap distance
      • [MOBILE] Fixed an issue where mobile clients would disconnect during long loading screens
      • [MOBILE] Spells that can target either self or others now allow double tapping to cast on self, even if another target is selected
      • Numerous additional graphical, animation, audio, terrain, and localization fixes
    • Bieve wrote:

      Whoooa, thorns not reflecting damage anymore is unexpected.
      Thorns do almost no damage agains players now.

      Softcapped in Corrupted Stalker level with all nature staffs maxed out:

      With omelette,

      Wildstaff did 89 dps each tick now 62 dps each tick

      Druidic staff did 79 dps each tick now 45 each tick

      Thats not a nerf, its almost disabling a skill.

      Congrats SBI, you created the first solo PvE only weapon in a full loot open world sandbox mmo.


      Now damage against mobs is increased, but dont go to red or black zones, remember you cant defend yourself agains players anymore except for self healing and running.


      And because you broke a whole weapon line, can i get my skillpoints spent in Nature back?
    • Jessie wrote:

      Bieve wrote:

      Whoooa, thorns not reflecting damage anymore is unexpected.
      Thorns do almost no damage agains players now.
      Softcapped in Corrupted Stalker level with all nature staffs maxed out:

      With omelette,

      Wildstaff did 89 dps each tick now 62 dps each tick

      Druidic staff did 79 dps each tick now 45 each tick

      Thats not a nerf, its almost disabling a skill.

      Congrats SBI, you created the first solo PvE only weapon in a full loot open world sandbox mmo.


      Now damage against mobs is increased, but dont go to red or black zones, remember you cant defend yourself agains players anymore except for self healing and running.


      And because you broke a whole weapon line, can i get my skillpoints spent in Nature back?
      You do realize Nature Staves’ main purpose is Healing, right? The nerf may be harsh, but it certainly overwhelmed other builds with no healing potential. Not all weapons are meant for solo PvP, just like not all weapons are made for PvE, look at our poor quarterstaffs and my poor SoB T-T
      Staff of Balance is not dead!
    • Thorns (all Nature Staffs):
      • Additional Autoattack Damage vs Players: 56 → 40
      • Additional Autoattack Damage vs Mobs: 56 → 64
      • No longer reflects damage


      SBI wtf is this?it would better if you just rebuild the skill, don´t make the healers useless. i started with nature staff because of changes to divine and now this? And the Ho´s in avalon roads are just fucked, instead of this changes, limit the time of a guild can make home in allies HOs, your patch simply sucks
    • Kugatachi wrote:

      Thorns (all Nature Staffs):
      • Additional Autoattack Damage vs Players: 56 → 40
      • Additional Autoattack Damage vs Mobs: 56 → 64
      • No longer reflects damage


      SBI wtf is this?it would better if you just rebuild the skill, don´t make the healers useless. i started with nature staff because of changes to divine and now this? And the Ho´s in avalon roads are just fucked, instead of this changes, limit the time of a guild can make home in allies HOs, your patch simply sucks
      WTF, how are they useless, there ability to heal hasn't changed.

      The ability to solo most other builds has been reduced and rightly so.

      Attack weapons dont have a viable heal, so why the hell should a heal weapon have a viable attack?.
      ItsNewbie
      ----------------------
      https://www.aoherald.com/
    • RIP avalonian dungeons until someone finds a way to do them in less than 3+ hours. I see that people crying about druid staffs is probably because it is the only thing they used and didn't play against, no weapon should be able to heal and deal as much damage as they used to do, I'm not saying they were OVERPOWERED, I think it is a matter of time to see in which content they fit better now, although it does seem that I won't be seeing many druids in corrupteds anymore so that brings up new things :)
    • Teit0 wrote:

      Fuck this shit SBI, Druidic stadd is useless now.
      Why would I use the nature for farming? I rather use any other weapon instead. I dont get why increasing the PVE. So if the PVP damage is nerf, at least dont take the reflect.
      For PVP it sucks...so, healing remaining?, great. I prefer using Holy.
      Good bye albion.
      The fact you could fame Farm quickly using a healing staff shows how utterly broken it was especially great nature and spectre jacket.
      [i][u][b]"Best not type too much I may get in trouble"[/b][/u][/i]
    • Roukken wrote:

      RIP avalonian dungeons until someone finds a way to do them in less than 3+ hours. I see that people crying about druid staffs is probably because it is the only thing they used and didn't play against, no weapon should be able to heal and deal as much damage as they used to do, I'm not saying they were OVERPOWERED, I think it is a matter of time to see in which content they fit better now, although it does seem that I won't be seeing many druids in corrupteds anymore so that brings up new things :)
      Nature has not the healing power that any holy has, are we agree on that? , it has sustain healing over time, but not a rush healing, so whats the reason anyone would use a nature now if it only has the 50% of it usability? It was on between healing and doing damage, not acompliying fully either. I guess it will only be seen in GvG..
    • Zoream wrote:

      Teit0 wrote:

      Fuck this shit SBI, Druidic stadd is useless now.
      Why would I use the nature for farming? I rather use any other weapon instead. I dont get why increasing the PVE. So if the PVP damage is nerf, at least dont take the reflect.
      For PVP it sucks...so, healing remaining?, great. I prefer using Holy.
      Good bye albion.
      "The fact you could fame Farm quickly using a healing staff shows how utterly broken it was especially great nature and spectre jacke"
      Right...Define "quickly"...there was much better options to fame farm and get healing. Or you saw a lot of nature solo farming?
      That you can famefarm doesent meant it is effective...
      But right, now the buffered the PVE its a good option right? lmfao.
    • Teit0 wrote:

      Fuck this shit SBI, Druidic stadd is useless now.
      Why would I use the nature for farming? I rather use any other weapon instead. I dont get why increasing the PVE. So if the PVP damage is nerf, at least dont take the reflect.
      For PVP it sucks...so, healing remaining?, great. I prefer using Holy.
      Good bye aalbion.
      The age of bullying with druidic staff in cd has passed. good bye, you won't be missed.