[6. May 2021] Call to Arms Patch 4

    • The people making these "balance" decisions are so far removed from the actual gameplay that they have no idea what impact their changes will have.

      Like we already saw a week ago on the 5v5 crystal games on albiontv that basically every team had 2 or even 3 bows. Think about it, 5 players on a team, you have a healer + tank + 3 bows. And then triple nerf axe, but keep bow as is? Really? Come on.
    • I started this game 40 days ago. I like pve, so i loved greataxe. I don't realy mind it is a weak pvp weapon, cuz it is great pve weapon, so that balances it. made spec almost %100. Then comes the nerf. I am okey with %10 %15 nerf, it happens all the time in MMORPGs. I didn't read patch notes, just tried. But man it felt like %50 nerf. I was so frustrated. All my hours i spent wasted now. Deleted the game. Not gonna come back. I paid for premium as well.
    • Segenam wrote:

      I started this game 40 days ago. I like pve, so i loved greataxe. I don't realy mind it is a weak pvp weapon, cuz it is great pve weapon, so that balances it. made spec almost %100. Then comes the nerf. I am okey with %10 %15 nerf, it happens all the time in MMORPGs. I didn't read patch notes, just tried. But man it felt like %50 nerf. I was so frustrated. All my hours i spent wasted now. Deleted the game. Not gonna come back. I paid for premium as well.
      I am in the same shoes with my battleaxe. I liked vampiric strikes and I hate the new skill. I give them a few days to realize the stupidity and reverse the changes or I quit as well.
    • Hellements wrote:

      Achaikos wrote:

      PrintsKaspian wrote:

      Maces
      Camlann Mace was a bit too effective for striking big enemy clumps from the safety of the backline. The projectile range was thus reduced somewhat, so players need to get a bit closer to enemy groups and expose themselves to potential retaliation.
      • Vendetta (Camlann Mace):
        • Projectile Range 26m → 18m
        • Pull Radius: 9m → 8m

      This is such an extreme nerf, 30%+ reduction of the projectile. But in the argumentation you state it "was a bit too effective" which is more toned down statement. Why not do a more toned down nerf then? And there are items such as the Knight Helmet completely negating the camlan which people can use. I don't even play tank and find this sad.
      The projectile range is how far it can travel before it needs to connect with an enemy player to trigger the actual effect. As mentioned in the notes, this was possible from the safety of the backline. Therefore the pull radius change is more relevant.
      I mixed up the range and radius. But my point still stands. The radius reduction implies a reduction of the area of effect by 21% which is also large. And this nerf is not explained by the long reach of a tank from the safety of the backline, since you already reduced the projectile by 30%. Both together seem like quite the drastic change. And the camlan has a very good visibility and many players can easily counterplay it by either popping a knight helmet or the target can run away from his group so they don't get caught.
    • Shar0 wrote:

      As someone who only plays axes I dont really mind the changes, I just wish the animations where more pronounced.
      To me, the animation or the indicator is quite clear; there's definitely two pretty distinct red inner and outer circles, but the precision requirement is unknown and or too strict. Someone posted a screenshot of them fighting a bear in a solo DG that is an excellent illustration of the issue, which is the bear model is large and the skill indicator can effectively strike the bear so that all requirements of the skill are met simultaneously.

      The bear can be in the inner circle, the bear can be in the outer circle, and the bear can be everywhere in between all at the same time, so how does the game choose as to what damage to use or whether the bleed is applied? After a ton of testing, it seems completely arbitrary or random, and I think this is just the general issue with this change.

      It's hard to use this skill with any sort of consistency, whether that be ping related or issues with the hit box.
    • Mytherceria wrote:

      Hattenhair wrote:

      @PrintsKaspian
      These patch notes do not seem to be representative of the latest NDA update: Vile Curse cast range is still being buffed, Rending spin is still applying bleeds only 2.5m and further away and the Regular Bow resistance decrease being unstackable is not mentioned either.

      Alysandra wrote:

      NDA Axe This is from the NDA forum about axe change, in it you can see the change on bleed only applying at max range is removed, yet it's now on live? Did i miss something?

      Also on the NDA it says Distance for max damage but max damage is at 5 meters, is this just a typo?

      Sad to see this bleed change go live, bleed is a huge part of the weapon identiy just removed.
      Hey both,

      Just wanted to clarify that the text in the NDA thread which are highlighted in bold are reflective of changes that are to come with the next patch (Patch 5), which is why it may differ from the Patch 4 patch notes above.

      Hope that helps!

      - Mytherceria
      It would be somewhat better, may I ask when will the patch 5 come? Days or weeks?
    • Hi, Im a mainly fire player and i feel baited for this patch CTA 4, in test server "burning field" (second Q) ability, if this ability hit enemy or enemy touch the burning ground, keep burning DPS on enemy even when it is not in the area of effect!!! this change is OMG incredible better than trash change on "Fire Wave", this "Second Q" change means fire has mobility !! : DDD and combat dont feel "clunky", this change make two ways to play "Fire staff" "All in" (this is the only effective one now in realm server) and "Kite one": DDD pls @ 'Retroman' keep with this change on second Q "fire staff" has an incredible change will make fire a good choice in 1v1 and low scale pvp and not only in ZvZ content.


      Also in realm server "burning field" does not show the indicator "Debuff" on enemies (Mobs and Players)


      Thanks.

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

    • It is meaningless the switch to axes. The impact zones where you can bleed are very small, if you have a normal ping, you never bleed them.
      Not bleeding in any area of impact is a mistake, it is what maintains normal damage in a fight, it is like removing burn damage or curse damage from those skill branches.Thanks
    • The Axe was so nerfed it made it almost useless.

      Besides the fact that when you see the hitbox of rending bleed to give your target a stack and it never gets it its just stupid.

      Makes no sense not only to nerf all axe skills but also nerf all its damage.

      I hate this patch, axe was my favorit weapon and now it suks...

      Hope you refix the axe bcs this was a OVERnerf
    • Great, I'm a big ax player. You have already nerfed the axes previously but there you have clearly made the weapon asmatic. I have a frustration in making my favorite content with this weapon which was my favorite too.

      today i spent over 9 million fame on another weapon and i'm just disgusted because i can't find the fun i had with the big ax.

      Thanks to the great developer for doing everything to reduce my fun in game and those update after update.

      have a good day.
      Best Regards.
    • Okay guys, this is my last whining post on the forums about the axe changes. Again: developers did not nerf, nor buff anything in the axe line, they completely changed skills, removed existing skills and added brand new skills. I leveled up the battleaxe line for a reason, now it's totally changed. You destroyed my gameplay. I tried to use other weapons, I literally tried all of them (I had everything T4) with mulltiple armor combinations. I don't like any, I chose my previous build for a reason. I left my clan, ended my sub and deleted my character.

      Good job and good bye!
    • Heimdarm wrote:

      Okay guys, this is my last whining post on the forums about the axe changes. Again: developers did not nerf, nor buff anything in the axe line, they completely changed skills, removed existing skills and added brand new skills. I leveled up the battleaxe line for a reason, now it's totally changed. You destroyed my gameplay. I tried to use other weapons, I literally tried all of them (I had everything T4) with mulltiple armor combinations. I don't like any, I chose my previous build for a reason. I left my clan, ended my sub and deleted my character.

      Good job and good bye!
      don't u see what your doing sbi, your losing players because of your god damn axe nerf
    • Why not fix the bugs right away? Dagger pair are completely useless now and all SBI has to say is "oh well we'll fix it in the next patch" no time frame or anything they just release a buggy broken patch and then expect everyone to be cool with it while they provide no info on when it will be fixed. Makes me not want to play anymore
    • Yeah, I think they definitely need to Hotfix dagger pair. I also they think they should consider the following in their hotfix too:

      Retroman wrote:

      Axes
      • Rending Spin (all Axes)
        • Range: 6m -> 5m
        • Minimum distance for max Damage: 3m -> 2.5m
        • The Rending Bleed stack is now only applied on the max distance effect (i.e. 2.5m or further away)
      Cursed Staffs
      • Vile Curse (all Cursed Staffs)
        • Cast Range: 9m -> 11m
      • Haunting Screams (Cursed Skull)
        • The damage can't be reflected anymore
        • Magic Damage per tick: 25 -> 33 -> 28

    • Calesvol wrote:

      Yeah, I think they definitely need to Hotfix dagger pair. I also they think they should consider the following in their hotfix too:

      Retroman wrote:

      Axes
      • Rending Spin (all Axes)
        • Range: 6m -> 5m
        • Minimum distance for max Damage: 3m -> 2.5m
        • The Rending Bleed stack is now only applied on the max distance effect (i.e. 2.5m or further away)
      Cursed Staffs
      • Vile Curse (all Cursed Staffs)
        • Cast Range: 9m -> 11m
      • Haunting Screams (Cursed Skull)
        • The damage can't be reflected anymore
        • Magic Damage per tick: 25 -> 33 -> 28


      Of course we need ... I don't understand, they did a hotfix last time for bear paws within eight hours and for the dagger it is still not fixed (so one week).

      Whats wrong seriously ? Do the devs read this forum ?
    • Let me make it very clear, i think it was necessary to nerf the quarterstaff because it was a bit too good. The cartwheel nerf was okay, its still one of the best Q abilities in the game. A friend of mine suggested to remove the movement speed buff from cartwheel entirely and let the resistance buff stay, and i think that would be a pretty good balance to the ability. 1 second less duration on stun run is pretty insignificant.

      With this said, i think reducing the cc time, adding standtime, and effectively reducing the range on the base quarterstaff E was too much. With the goal of reducing reset potential in corrupted dungeons, its now nerfed out of the game. There is no reason to play it in any type of content.

      I was very excited about the ability when CTA came, and i returned from a few months break just because i knew from patch notes that this would be a nice ability. It was so much fun to play with, especially in open world content. It was good, maybe too good, but most importantly it felt good to use, and the ability felt impactful and rewarding. Having that taken away feels bad. So i really hope there is a way to make the ability feel good to use again without it being too good. Because honestly using an ability that stuns me for the same amount of time as my opponent, and that stun is .7 seconds when my W ability can be 1 full second instead is just really really bad.