Testserver Patch Notes - Call to Arms Patch 8

    • Testserver Patch Notes - Call to Arms Patch 8

      Call to Arms Patch 8

      New Statue in Conquerors' Hall

      • Congratulations to SUN, winners of Guild Season 12! Check out their brand-new statue at the entrance to Conquerors' Hall in the Royal Cities. The statue also includes guild logos of the second and third place winners, MudHouse and MAHARLIKA. Check out the new statue, visit the hall, and pay your respects to all the past winners!
      • Additionally, Season 12 statue items can now be placed as furniture.
      Mobile Improvements and Fixes
      • Added on-press tooltips for Hideouts to the zone map
      • The option to open zoom camera with double-tap is now off by default
      Marketplace Mail Changes
      • Notifications are now only sent when a Buy or Sell Order is completely fulfilled or expires
      • These mails contain a summary of all relevant transactions, and notifications are no longer sent for every single transaction
      Combat Balance Changes
      Axes
      The requirement of maintaining Adrenaline Boost with autoattacks made it too difficult to use this ability to chase enemies. In order give Axes a better chance at staying on enemies (without allowing Adrenaline Boost for free disengages), this ability will now stay active with any direct ability damage (e.g. Rending Spin, Whirlwind).
      • Adrenaline Boost (all Axes):
        • Ability damage (i.e. a successful hit with Whirlwind) has been added as a condition to keep the buff active
      Maces
      One-handed Maces are intended to be the damage-oriented "bruiser" of their weapon tree. But their current combination of damage, CC and mobility makes them too strong of an all-rounder in many fields. Hence the stun duration is shortened. Additionally, there is a bugfix for the invulnerability duration to better match the time in the air.
      • Deep Leap (One-handed Mace):
        • Stun Duration: 2.2s → 1.8s
      Faction Warfare Changes
      • The Roads of Avalon can no longer be entered while actively flagged for a City Faction
      • Faction Outposts can no longer be claimed by mounted players
      • Improved message feedback during Faction Outpost capture
      Other Changes
      • PvE Rewards in Lethal Hellgates increased:
        • 2v2: +10%
        • 5v5: +20%
        • 10v10: +30%
      • Elite Dungeons: Avalonian Mages are no longer visible on the minimap
      Fixes
      • Fixed an issue where the Corrupted Dungeon tutorial popup would appear each time a new dungeon was entered
      • Fixed an issue where numerous items were displayed on the Destiny Board as unlockable for crafting despite not having crafting requirements:
        • Elder's Command Mammoth
        • Flame Basilisk
        • Venom Basilisk
        • Spectral Bonehorse
        • Rageclaw
        • Morgana Nightmare
        • Avalonian Basilisk
        • Warhorse (all tiers)
        • Pest Lizard
        • Snow Husky
        • Frost Ram
        • Saddled Terrorbird
        • All Royal Armors, Helmets and Shoes
      • Fixed a non-functional store button in the Gold Market UI
      • Fixed an issue where the Average IP displayed incorrectly in the Party Finder
      • Fixed an issue where Lunging Strike (all Spears) could hit the same enemy twice if the enemy was in the ability's hitbox, left it, and re-entered (the hit is now only applied once per target)
      • Fixed an issue where the December 2021 Adventurer's Challenge was incorrectly displayed as a past challenge
      • Additional graphical, audio, UI, and localization fixes

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

    • PrintsKaspian wrote:

      Maces
      One-handed Maces are intended to be the damage-oriented "bruiser" of their weapon tree. But their current combination of damage, CC and mobility makes them too strong of an all-rounder in many fields. Hence the stun duration is shortened. Additionally, there is a bugfix for the invulnerability duration to better match the time in the air.


      Deep Leap (One-handed Mace):


      Stun Duration: 2.2s → 1.8s
      yea, because this was the issue. yup, yup. Totally balanced now guys pack it up. xd
    • PrintsKaspian wrote:

      Maces
      One-handed Maces are intended to be the damage-oriented "bruiser" of their weapon tree. But their current combination of damage, CC and mobility makes them too strong of an all-rounder in many fields. Hence the stun duration is shortened. Additionally, there is a bugfix for the invulnerability duration to better match the time in the air.
      • Deep Leap (One-handed Mace):
        • Stun Duration: 2.2s → 1.8s

      Are you kidding with players? You think all the problem about maces is "0.4s stun duration"? Sometimes we feel that you gibes us. Very funny nerf. Good job. Keep it up!
    • they are just giving 1 h mace the tomb hammer treatment

      the 0.4 duration is when scaled with ip becomes 1 sec less duration at flat 8

      which is massive for 5v5 fights and the like considering you can further boost it with leering cane

      they cannot nerf mace any more then that or else mace will not have a main damage weapon as most other maces cannot be use to fame farm with or is under represented in other content with exception of camnlan which was heavily nerfed 2 patches ago
      Check out My new Albion Online Expansion idea 4 thread:
      https://forum.albiononline.com/index.php/Thread/143592-Albion-Online-Expansion-Idea-4/
    • At this point instead of nerfing things like mace,hammers and the like completely for their cc which is only causing problems in instanced content such as corrupted dungeons and hell gates

      why not just put a debuff which reduce duration of all cc like you did for all healing
      Check out My new Albion Online Expansion idea 4 thread:
      https://forum.albiononline.com/index.php/Thread/143592-Albion-Online-Expansion-Idea-4/
    • moking wrote:

      PrintsKaspian wrote:

      Maces
      One-handed Maces are intended to be the damage-oriented "bruiser" of their weapon tree. But their current combination of damage, CC and mobility makes them too strong of an all-rounder in many fields. Hence the stun duration is shortened. Additionally, there is a bugfix for the invulnerability duration to better match the time in the air.


      Deep Leap (One-handed Mace):


      Stun Duration: 2.2s → 1.8s
      yea, because this was the issue. yup, yup. Totally balanced now guys pack it up. xd
      ya - that makes my day..

      Eh, 1 handed mace build is OP - okay..i work hard change it...changes one random stat.. done..hard but good work..
    • PrintsKaspian wrote:

      Faction Warfare Changes


      The Roads of Avalon can no longer be entered while actively flagged for a City Faction
      A player faction flagged can't be target by another player pvp flagged ... Not even if the faction player goes inside a Dungeon.

      Is that working as intended??? Meaning that a faction flagged player can only be knock or killed by another faction player!

      (The situation - a faction flagged player invade my dungeon , I was pvp flagged and couldn't attack him! )

      'Spin to win'
    • There was a change way back before call to arms that reds couldn't hit faction flagged in yellow zones. That was to work around a ganking strategy to have a group of reds in yellow zones to knock down faction people and have 2 members flagged to different factions nearby to perform executed. That mechanic seems unnecessary now that yellow/blue was mad non lethal for faction content.
    • SirusX715 wrote:

      There was a change way back before call to arms that reds couldn't hit faction flagged in yellow zones. That was to work around a ganking strategy to have a group of reds in yellow zones to knock down faction people and have 2 members flagged to different factions nearby to perform executed. That mechanic seems unnecessary now that yellow/blue was mad non lethal for faction content.
      They should change that for dungeons! People invade dungeons flagged run over your mobs and you cant do anything. Very annoying!
      You should be able to knock down and doing it so the person get ported out of your dungeon like in corrupt dungeons.

      'Spin to win'
    • PrintsKaspian wrote:



      Marketplace Mail Changes
      • Notifications are now only sent when a Buy or Sell Order is completely fulfilled or expires
      • These mails contain a summary of all relevant transactions, and notifications are no longer sent for every single transaction


      Please, please make this an optional choice in settings or in the mail UI, and not a global mandatory change to how market mail works.

      I personally like knowing when things are partially selling or partially filling my buy orders. It keeps me informed on what's going on.

      Removing the option to see partial sales means I'll never know if my buy order of 30 potions has been overbid by 10,000 for 1 silver more without heading back to the market.

      Being able to see my purchases come in as they do, or my sell orders go out means I know it's not a mystery gamble of what has or hasn't been sold/bought every time I make my way back to the market.



      Again, please PLEASE make this an *option* rather than a global change.
    • Gacox wrote:

      @Logan547

      you're wrong, bad people drop swords, look aitislayer, 12m of infamy playing claymore
      yeah maybe it working for few people,in top infamy 100 how many sword?
      did work on ZVZ small size pvp maybe carving swordsometimes
      its a melee weapon but it dont Reward this risk
      he can play swords yes if he chose mace or ice mage he will get Instantly infinitely better
      thats the problem
    • honestly, the issue with the mace is the cooldown you either nerf the w root or e cd or the cloth helmet knockback,
      like I mean the problem is having them do a full combo and wait 10-15 sec and do it again when using pork om and mistcaller, exact same shit as past quarterstaff, make it pretty difficult to chase or run away

      The post was edited 1 time, last by GLENN2223 ().