Pinned Testserver Patch Notes - Call to Arms Patch 7

    • Testserver Patch Notes - Call to Arms Patch 7

      Call to Arms Patch 7 (Season 13 Patch)

      Season 13 Changes


      This patch includes numerous changes for Guild Season 13, which begins on Saturday 19 June. As the next major content update later this year will focus on open-world improvements, the intention is to roll out some of these improvements now, particularly those that affect competitive guild players.
      Open-World Mobs: Additions and Changes

      New Mob: Crystal Spider
      • The Crystal Spider is a new rare boss that randomly spawns in Roaming Mob positions across the Outlands
      • Once it spawns, it will be displayed on the minimap for every player in the zone
      • The boss is suited to be fought in small groups of 3-5 players
      • Defeating it gives high-value Artifacts, including Avalonian Artifacts, as well as Season Points
      • Each Crystal Spider gives between 10 (“Outer Circle'') and 30 (“Inner Circle”) Season Points
      New Mob: Treasure Drone
      • Treasure Drones are rare mobs that transport valuable Avalonian Chests through the open world
      • They can be defeated by solo adventurers
      • The chest contains Avalonian Artifacts, Avalonian Energy, Silver, and a mix of all kinds of fragments
      • The drone comes in the same four rarity levels as dungeon chests
      • Furthermore, the tier of the drone also depends on the tier of the zone, with higher-tier drones carrying more valuable loot
      Changes to Open-World Mobs
      • Mobs at open-world spawn locations will be "rerolled" periodically and replaced with higher-value mobs
      • Higher-value mobs can include bosses, the new Treasure Drones, or even Crystal Spiders
      Mob and World Boss Changes
      • World bosses now spawn every two hours instead of every hour
      • Doubled Season Points granted for killing World Bosses (Tier 8: 15 → 30 Season Points)
      • Doubled Fame for killing all roaming mobs and Siphoning Mages
      • Changed the relative scaling of Season Points earned by killing World Bosses and Static Dungeon Bosses to match the progression of Territories / Castles, based on proximity to center of Outlands (values are from "outer" to "inner" ring):
        • Quality 1 ‘Outer Ring’ - Season Point Multiplier: 1 (unchanged)
        • Quality 2 - Season Point Multiplier: 2 → 1.4
        • Quality 3 - Season Point Multiplier: 3 → 1.8
        • Quality 4 - Season Point Multiplier: 4 → 2.2
        • Quality 5 - Season Point Multiplier: 5 → 2.6
        • Quality 6 ‘Inner Ring’ - Season Point Multiplier: 6 → 3
      Castle and Castle Outpost Changes
      • Castle layouts have been updated to make fights more balanced:
        • The narrow bridges leading to the castle gates in forest biomes have been widened to give attackers more space to breach the doors
        • A staircase has been added to the outer wall of the Lord’s room, giving defenders more positioning options
      • Doubled the loot value of Castle Outpost Chests
      Resource and Transmutation Changes
      • To increase the value of gathering resources in the open world, the overall amount of enchanted resources in the world has been increased. The spawn rate of .2 (Rare) resources has been doubled, while the spawn rate of .3 (Exceptional) resources has been quadrupled.
      • To further solidify the value of each individual resource, transmutation prices have been adjusted.
      • Transmutation prices for resources have generally been increased, with lower tiers seeing more of an increase than higher tiers.
      • To mitigate the increase in transmutation costs for resources the respawn rate of all T5+ resources in the open world has been increased by 20%.
      • Transmutation prices for upgrading Runes to Souls, Souls to Relics, and Relics to Avalonian Shards have been significantly reduced, with the goal of making high-level Artifacts cheaper to craft and more accessible to use.
      20v20 Crystal League Changes
      • To increase participation in Level 2-3 matches, these two levels have been consolidated. Level 1 and 2 matches will happen daily, and Level 3 matches will be twice a week.
      • For detailed changes to the 20v20 schedule and rewards, see this forum post: forum.albiononline.com/index.php/Thread/149987
      Disarray Changes
      • To reduce the effectiveness of trying to stack as many players into the cluster queue as possible, the Disarray curve has been adjusted to be much steeper. This especially makes a difference in groups of 100+, where previously the effective damage penalty between groups of 100v150 was very low.
      • For more information, see this forum post: forum.albiononline.com/index.php/Thread/149987
      Safety from Instances in the Open World
      • When leaving a Hideout, as well as any kind of dungeon, Hellgate, Corrupted Dungeon or Roads of Avalon Portal, the shield bubble now only has a 20m radius.
      • The longer-range shield bubble is now only given when passing through one of the main entrances to a zone.
      Hellgate Changes
      • Corpses can no longer be looted while a Hellgate PvP match is active
      • Deaths due to lava damage in Hellgates grant the other team PvP Fame
      New Avatar Rings Available

      Four new Avatar Rings are now available at the Vanity Shop for Adventurer's Tokens. These tokens can be acquired by trading in unused Adventurer's Challenge rings. New rings available:
      • Farmer Ring
      • Crossed Axes Ring
      • Fisherman Ring
      • Necromancer Ring
      Other Changes
      • Players can no longer be knocked, pulled, or feared into zone exits
      • [MOBILE] Improved precision of drag controls on larger devices
      Combat Balance Changes

      Holy Staffs
      • Self Healing Sickness Debuff (all Holy Staffs):
        • Duration: 20s → 60s
      Nature Staffs
      • Self Healing Sickness Debuff (all Nature Staffs):
        • Duration: 18s → 60s
      Armors
      • Wind Wall (Knight Armor):
        • The ability is now a 6-second uninterruptible channel
        • Additionally, each time an enemy player enters the Wind Wall, the caster gets a buff that increases own resistances by 0.2 and Crowd Control Resistance by 0.3 for 6 seconds (stacks up to 5 times)
      Helmets
      • Inner Corruption (Cultist Cowl):
        • Debuff Duration: 7s → 4s
        • Damage per Tick: 61.43 → 67
      Fixes
      • Fixed an issue where Guild and Alliance chats would disappear when resetting chat settings
      • Removed obsolete Level 3 20v20 Crystal League tokens from the Energy Manipulator's store
      • Removed incorrect "non-tradable" symbol from Level 6 20v20 Crystal League tokens
      • Freezing Wind (Frost Staffs) now requires 3 stacks to root enemies, as intended
      • Additional graphical, audio, UI, and localization fixes
    • The Crystal spider seems to be easily solo-able, i believe the difficulty should be increased where you are required to have 3+ players to kill them, you dont want this to just be camped by solo players the second they spawn especially when they give season points, making the fight last longer will give other groups a chance to come across players killing them. The loot can be adjusted where its worth it for a 5 man group to go out and look for them, maybe the fame as well, once again the objective of these are to get players out of instanced content and into the BZs, make the spiders give like 300k fame per player for a 5 man party and decent loot.
    • Chadpreet wrote:

      The Crystal spider seems to be easily solo-able, i believe the difficulty should be increased where you are required to have 3+ players to kill them, you dont want this to just be camped by solo players the second they spawn especially when they give season points, making the fight last longer will give other groups a chance to come across players killing them. The loot can be adjusted where its worth it for a 5 man group to go out and look for them, maybe the fame as well, once again the objective of these are to get players out of instanced content and into the BZs, make the spiders give like 300k fame per player for a 5 man party and decent loot.
      Like we need more ganker groups and big groups.
      And if you try to solo it, i dont know how much hp it has, but i imagine you might be easy target to kill - as whoever will see crystal will not go there mounted, but dismounted, ready to engage the enemy. Especially big groups that will surround it from all sides i imagine.
      My YT channel - Solo greataxe killing everything https://www.youtube.com/user/DhaosNK/video=7
    • New

      This change of fame in the open world is a good start to reviving the black zone.However, it needs to give more lucrative incentive to those who perform these activities for a while.

      I would remove this increase in the loot drop rate for loot bonus per activity performed during a period of time.

      Suggest:
      - World Boss/ Mobs fixed Dungeons: For each dead mob besides giving 1% fame pve also grant a bonus of 2% more silver /loot
      - Sinphoning mages - For each Sinphoning mage killed increase the bottled energy drop by 50%.

      Faccion & Oupost:
      - Facction Point: Put a bonus of 25% faction points multiplier per outpost captured during a certain time.
      - Oupost Loot: Put a 25% bonus on silver and loot per castle outpost taken.


      These changes will give a little more life to the black zone. Simply doubling the loot of a Castle Outpost will only throw big zerg to dominate cluester and expel smaller blobs.


      Stop encouraging rats.
    • New

      The crystal spider should have some time-gating mechanic, like the siphoning mage's iceblock, that stops them from being quickly zerged down and creates more fights.
      Right now soloing the spiders is just a check to see if you can outheal their autoattacks (most high dps weapons + roast food do the trick) and it doesn't take much time to clear them as a group; I fear that these issues might cause the spiders to be zerged down or just speed cleared by solos/duos without generating any actual open-world fights and content.

      I think a invulnerability + reflect mechanic would be really interesting, forcing players to pay attention to when they're dealing big damage (You could also just make it cast it's chillhowl-like ability on itself).
      Like siphoning mages, these invulnerability periods would become more frequent as more players hit the spider to prevent them from being done efficiently by big groups.

      I LOVE all the changes in this patch and it's a great start to season 13 <3
      p.s. buffing the silver/drops from the chests in the ow mobcamps would be an amazing incentive, as they currently give very little