Testserver Patch Notes - Call to Arms Patch 9

    • Testserver Patch Notes - Call to Arms Patch 9

      Call to Arms Patch 9

      General Corrupted Dungeon Changes
      • The Shrine at the dungeon start (registering for PvP) must now be activated within 45 seconds of entering the dungeon
      • All Cooldowns (including capes) are now reset at the start of an invasion
      • All Healing Cast inside the Corrupted Dungeon is now reduced more (10% → 20%)
      • Spike Traps: Hit area improved to fit the visuals more closely to better communicate their damage area
      • Demented Heretic Thief: Now consistently tries to slow the target at the start of combat
      • Slag Spewer: Now casts more frequently (Cooldown 5s → 3s), and the Magma Ball moves faster but has reduced damage (900 → 750) and knockback (5m → 2.5m)
      • Incendiary Fissure and Magma Mephit: The damage effect can no longer be cleansed while inside the lava
      New Corrupted Dungeon Mob: Corrupted Mephit

      To address the "reset meta" (i.e. hit-and-run strategies where players run from fights indefinitely to reset cooldowns and switch abilities), a new mob has been introduced to Corrupted Dungeons. The goal is to still allow for a few disengages to change abilities, adjust tactics, and not have the fight narrowed to one single encounter, while also adding a penalty if players keep continuously resetting.

      This mob only spawns into Corrupted Dungeons after an invasion has gone on for some time, as the intention is to improve the quality of PvP by avoiding prolonged fights, and not to interfere with players who attempt to escape immediately.
      • During an invasion, a new mob, the Corrupted Mephit, now spawns in every corridor and applies a stacking debuff to the first player passing it
      • Mob Spawn Conditions:
        • 180 seconds have passed since the invasion began on Slayer difficulty or 300 seconds on other difficulties, AND
        • one player has damaged another player
      • Mob Behavior:
        • Appears in every corridor
        • When a player enters the mob's aggro range, the mob attacks and applies one stack of the "Corruption" debuff, killing itself in the process
        • The mob can see invisible players
        • The buff is always applied, even when invincible
        • After 30 seconds, the mob respawns
        • Mobs that respawn can immediately aggro the closest player
        • If both players go 45 seconds without damaging each other, all these mobs temporarily despawn
        • As soon as one player damages another again, the mob respawn cycle restarts
      • Corruption Debuff:
        • Reduces Max Health by 1% per stack
        • Additionally slows by 1% per stack beginning with the 6th stack
        • Max Stacks: 25
        • Duration: the entire Invasion
      Overcrowded Zone Skipping Changes
      • Zones must still be overcrowded for a minimum duration before they can be skipped, which resets regularly
      • However, if the zone becomes uncrowded for a brief time it no longer resets the counter
      • Also reduced the personal cooldown for Cluster Skipping: 125s → 60s
      • Overall, this should reduce wait times for zone skipping
      Marketplace Notification Improvements
      • In addition to the summary mails (introduced with Patch 8) sent when Marketplace orders are completely fulfilled or expire, a mail is now also sent to players who cancel their own Buy / Sell Orders, so players still get the overview for partly fulfilled orders they have canceled
      • Additional info has been added to Marketplace mails to clarify that they are summaries of full orders, and that some items / Silver may have already been received
      Faction Warfare Changes

      The behavior of the Bandit Ringleader (Caerleon Faction boss) has been updated:
      • The boss now spawns a wave of support mobs four times per fight, once for every 20% reduction in his health
      • The number of spawned mobs is now more precisely based on the number of attackers, and maxes out at 6 spawned mobs when attacked by 15 or more players (where "attacking" means being on the boss's aggro list):
        • 1-4 attackers: 1 mob
        • 5-7 attackers: 2 mobs
        • 8-9 attackers: 3 mobs
        • 10-12 attackers: 4 mobs
        • 13-14 attackers: 5 mobs
        • 15+ attackers: 6 mobs
      New Ability Icons Added

      Added four new icons to better represent the corresponding abilities:
      • Blood Bandit (One-Handed Axe, E-slot)
      • Protective Beam (Enigmatic Staff, E-slot)
      • Arcane Orb (One-Handed Arcane Staff, E-slot)
      • Ground Shaker (Maces, W-slot)
      Other Changes
      • Reduced recovery time of items from destroyed Hideouts from 28 days to 7 days, and halved the recovery fee
      • Guild Season Winner popup is now only shown for up to 3 days after the season ends, and only to characters who have unlocked Expert Adventurer
      • [MOBILE] Scaling optimizations to Character Creation, Item Details, Farming, and Laborer UIs
      Combat Balance Changes

      Axes
      Bloody Reap has been reworked into an AoE execution tool, to give it a more distinct role that doesn’t overlap with the AoE sustain damage the Halberd already offers. Additionally, Rending Rage and Adrenaline Boost have been buffed to make it easier to stick to an enemy target. Rending Rage now also offers more potential burst damage, with the decreased cooldown between hits. Battle Rush is no longer restricted to requiring a target and can instead be used more freely as a ground target dash with an AoE effect.
      • Rending Rage (all Axes):
        • 1st and 2nd Hit Standtime: 0.3s → 0.16s
        • Cooldown between hits: 1s → 0s (Now only limited by Global Cooldown)
      • Adrenaline Boost (all Axes):
        • Time window for direct damage condition: 2.5s → 3.5s
      • Battle Rush (all Axes):
        • Doesn't require a target anymore. It is instead a ground target dash with the AoE Effect.
      • Bloody Reap (Infernal Scythe):
        • First Hit Damage: 74.45 → 108
        • Removed the Damage over Time effect
        • Second Hit does now extra damage if enemy health is below 40%:
          • Damage above 40% Health: 74.45 → 108
          • Damage below 40% Health: 74.45 → 240



      Daggers


      Deadly Swipe now consumes more energy when used purely for mobility, but is now more energy efficient when used to fight, even in PvE. Chain Slash's first hit had too much value, so its damage output has been adjusted to increase with each chained hit, which reduces Chain Slash's damage in 1v1, but also adds a more interesting dynamic by rewarding multiple hits in group fights. Forbidden Stab can now completely negate any healing and interrupts spell casting. This new strong-but-short debuff places more emphasis on the timing of the ability activation.
      • Deadly Swipe (all Daggers):
        • Energy Cost: 6 → 7
        • Energy Regain on hit: 2 → 4
        • Energy is now also regained when hitting mobs (no longer limited to enemy players)
      • Forbidden Stab (all Daggers):
        • Hit Delay: 0.1s → 0s
        • Standtime: 0.2s → 0.1s
        • Removed the Healing Received and Healing Cast Debuff
        • Instead, the target won't be able to receive any healing for 1.5s (this debuff is cleanseable)
        • The ability now also interrupts enemy spell casting
      • Chain Slash (all Daggers):
        • Damage now increases with each consecutive hit:
          • Damage 1st Hit: 120 → 90
          • Damage 2nd Hit: 120 → 110
          • Damage 3rd Hit: 120 → 130
          • Damage 4th Hit: 120 → 150



      Fire Staffs


      Fire Staffs are currently a bit underrepresented in many types of PvP content and are often outclassed by Frost Staffs in group PvP. To make Fire Staffs more attractive in group fights, a new Q-ability, Searing Flame, has been added. This ability is a skillshot on the Q-Slot which allows users to deal constant damage from the backline. The damage of each individual hit is moderate, but if the caster lands 3 hits in a row, the next projectile will become Furious Flame, which deals far greater damage.
      • Added a new Q-slot Ability, Searing Flame:
        • Fire a Searing Flame in the target direction. The first enemy hit receives 94 magical damage and starts burning. Each time you hit an enemy with a Searing Flame you get a Searing Flame Charge. If you have 3 Searing Flame Charges, your next Searing Flame cast will be a Furious Flame instead, dealing 182 magical damage on impact. Burning enemies take 11 magical damage every second for 4 seconds.
      Frost Staffs
      Once one of the most feared weapons in large-scale fights, the Glacial Staff has unfortunately fallen off the meta quite a bit. To help bring back this unique playstyle, the damage output has been increased, and some utility improvements have been made including increased cast range and making cast direction independent of cast position.
      • Ice Storm (Glacial Staff):
        • The cast direction can now be chosen after the cast position
        • Cast range: 5m → 10m
        • Ice Storm travel distance: 23m → 18m
        • Damage per Tick (vs players): 60 → 72
        • Damage per Tick (vs mobs): 20 → 25


      Maces
      Oathkeepers have thus far remained a very niche weapon. To open up more possibilities, the number of buffable allies of Blessed Aurora has been increased, to allow the possibility of use in larger-scale fights.
      • Blessed Aurora (Oathkeepers):
        • Max affected Allies: 10 → 20
      Nature Staffs
      Cooldown of Spirit Animal has been reduced to 30 seconds to be more in line with many other E cooldowns, allowing it to be better synchronized with the rotation of other ZvZ weapons.
      • Spirit Animal (Rampant Staff):
        • Cooldown: 45s → 30s
      Swords
      Various older and rarely-used abilities in this weapon line have been overhauled to bring it back into the spotlight. The former mobility increase has been returned to Heroic Charge to help stay on targets. Various E-ability cooldowns have also been reduced to emphasize a more dynamic playstyle. Hamstring has been reworked to be able to consume stacks for an additional effect. The new Clarent Blade ability, Crescent Slash, has a secondary effect that depends on the number of Heroic Charges. This offers an interesting synergy with the new Hamstring, where the caster can consume a single Heroic Charge. This means Heroic Charges can now be increased or decreased, which allows for more versatility with Crescent Slash’s secondary effect.
      • Heroic Charge (all Swords):
        • Movement Speed & Attack Speed Increase: 9% → 12%
      • Interrupt (all Swords):
        • Standtime: 0.4s → 0.3s
        • Energy Cost: 10 → 7
      • Hamstring (all Swords):
        • If you have a Heroic Charge when casting, you can now cast a followup attack within 3 seconds
        • The followup consumes 1 Heroic Charge and is a ground-targeted 7m leap, which hits enemies in a 3m radius with another Hamstring effect
        • Slow Strength: 38% → 25% (but the slow now stacks up to 2 times)
        • Slow Duration: 5s → 3s
        • Damage: 60.15 → 66
        • Energy Cost: 10 → 5
      • Spinning Blades (Dual Swords):
        • Jump End Position is now offset by 3 meters. (This means the max range covers less distance for the caster, but also makes it easier to hit an enemy without getting too close, making the cast a bit harder to interrupt in midair.)
        • Cooldown: 20s → 15s
        • Max Health Damage vs Players: 6% → 4%
      • Mighty Swing (Clarent Blade):
        • Reworked the ability; it is now called Crescent Slash:
          • Slice the air to shoot a demonic wave in the targeted direction, piercing through all enemies and dealing magical damage. Consumes all Heroic Charges for a secondary effect. (You can only get one of the effects depending on the amount of Heroic Charges, not multiple.)
            • Heroic Charges: 1 / 2 / 3
            • Effects: Slows by 20% for 2s / Silences for 0.8s / Applies an additional Bleed



      • Majestic Smash (Kingmaker):
        • Widened the hitbox of the Smash to make the followup hit more reliable
        • Cooldown: 25s → 20s
      Armors


      Energy Drain (Royal Armor) no longer steals enemy energy. While energy management should be an important part of the game, fights with energy-draining comps are not very fun for the receiving end. Energy Drain will thus now be a purely supportive ability that generates Energy for the user and allies, and be renamed Energy Source.
      • Energy Drain (Royal Armor):
        • Reworked the ability, it is now called Energy Source and no longer reduces enemy energy
      Helmets
      Along with the Royal Armor change, the currently underused Circle of Inspiration has been buffed to offer a strong alternative for supporting a team with energy.
      • Circle of Inspiration (Druid Cowl):
        • Tick Interval: every 1s → every 0.5s (Energy gain per tick stays the same, so total energy output is doubled)
      Shoes
      One of the least used shoe abilities, Royal March, has been improved: first by making it easier to complete the channel, and second by increasing the reward once the channel finishes. With the higher movement speed boost, it is now easier to catch up to enemies who attempt to disengage during the channel. Battle Frenzy and Premonition are also underutilized and getting their effective uptime increased, which increases the value of their defensive aspects, as well as boosting their mobility.
      • Royal March (Royal Boots):
        • Now immune to slows and roots during the channel
        • Movement Speed per Stack: 6% → 9%
      • Battle Frenzy (Graveguard Boots):
        • Duration: 5s → 6s
      • Premonition (Boots of Valor):
        • Cooldown: 25s → 20s
      Fixes
      • Corrected an issue where players leaving the Roads of Avalon could spawn at a Hideout if the Hideout was sufficiently close to the portal
      • Fixed an issue where Hideouts could be placed too close to zone exits
      • Fixed an issue where Sell Order Completed mails for Treasure items (Luxury Goods) showed incorrect total price
      • Fixed an issue where chain spells could hit invisible targets
      • Fixed issues with Loadout and Guild UIs blocking other windows
      • Fixed an issue where incorrect guild member could be kicked from guild if member list changed
      • Chat command /wiki now searches for unknown pages instead of immediately giving "page not found" error
      • Corrected buff description for T8 common fish (River Sturgeon / Steelscale Swordfish)
      • Fixed an issue where the damage buff of Mortal Agony (Stalker Hood) could be cleansed by self or allies
      • The silence debuff of Flee (Miner Boots) can no longer be removed by unequipping them
      • [MOBILE] Fixed an issue where the world map camera was zoomed out beyond the maximum the first time it was opened
      • Additional graphical, audio, animation, terrain, audio, UI, and localization fixes
    • @Equart You dont think this change on Dual Swords are a nerf on the Jump distance and dmg? Btw they can still interupt it.

      And the KingMaker buff is mehhhh still have the same problem of 0of mobility,dmg, hitbox.... No one gonna use this wep in any content because there is much better options arround also no offer something special like ava axe - ava mace - ava bow ava ETC ETC.. Even normal and cheap to craft weps have better E.

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

    • Not a fan of this one
      • The Shrine at the dungeon start (registering for PvP) must now be activated within 45 seconds of entering the dungeon
      Seemed like a good way to get fights, rather than to deal with people who break crystals Not like i am playing CD after axes were nerfed, but still..




      MrDaS wrote:

      @Equart You dont think this change on Dual Swords are a nerf on the Jump distance and dmg? Btw they can still interupt it.

      And the KingMaker buff is mehhhh still have the same problem of 0of mobility,dmg, hitbox.... No one gonna use this wep in any content because there is much better options arround also no offer something special like ava axe - ava mace - ava bow ava ETC ETC.. Even normal and cheap to craft weps have better E.
      You dont play the game ? :P

      It´s massive buff to dual swords and it will be a new rat weapon probably :D Very very stronk.

      Kingmaker hitbox widened and reduced cd, so will see.
      My YT channel - Solo greataxe killing everything https://www.youtube.com/user/DhaosNK/video=7

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

    • I think they had to make that change Borbarad. To many players were abusing the weird mechanic where they could just clear their dungeon perfectly first then click shrine to guarantee perfect fight environment at all times. Overall though I am curious if shard breaking will become more common as the endless reset cancer will not be able to do that anymore safely. I think the Devs should introduce the shard change I have seen recommended along with these new changes where shards do not spawn until players first get within visual distance of one another.

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

    • Tabor wrote:

      I think they had to make that change Borbarad. To many players were abusing the weird mechanic where they could just clear their dungeon perfectly first then click shrine to guarantee perfect fight environment at all times. Overall though I am curious if shard breaking will become more common as the endless kite shits will not be able to do that anymore safely. I think the Devs should introduce the shard change I have seen recommended along with these new changes where shards do not spawn until players first get within visual distance of one another.
      Here's to hoping that kite builds' efficiency are severely handicapped in corrupted dungeons so that "reset meta" will no longer force "nerfs" that can impact weapons and ruin it for other types of content such as open world. The environment should be limited but still allow a very small amount of resets before an inevitable fight happens so to prevent an endless amount of "ring around the rosey" gameplay that nobody really enjoys.
      • Jump End Position is now offset by 3 meters. (This means the max range covers less distance for the caster, but also makes it easier to hit an enemy without getting too close, making the cast a bit harder to interrupt in midair.)

      Borbarad wrote:

      You dont play the game ?

      It´s massive buff to dual swords and it will be a new rat weapon probably Very very stronk.
      You dont play the game? You dont see daggers can do this in the Q every 3 secs? Rat wep yea but the diference is 3 secs the other 15 secs...
    • @MrDaS In terms of mobility - it is good buff. (from 20 to 15 sec) But in combat it will be same useless , as it was before, even worse at some point.
      You still can ez interupt, or avoid, already tested it. Plus animation on dualsword E jump become buggy a bit.

      I know Retro wanted to change it so it would become playable, but it was bad decision even on paper. Let's wait for another Dualsword change , maybe in 2 years :D
    • Could've just given dual swords the iframe like 1h mace instead of this weird shit. Without the bugged iframe lingering of course.

      Also the clarent blade just tries to be everything, i like the ranged attack, dislike what you did to the stacks interaction, really makes no sense especially the last one ( Bleed ) which is an Axe user trait. Could've doubled the size of the spell on 3 stacks and give it more flat damage or something, this just isn't it.

      or; 0 stack : small frontal attack
      1: wider frontal attack
      2: even wider(!) frontal attack
      3: it will now shoot a full circle around you!

      very epic

      seriously tho reconsider the stacks interaction!

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

    • verry nice very nice changes to melee. it makes an impact now when they get close

      my poor reg bow build feels useless now in 1v1 due to how bursty axes and how sticky swords would feel

      good change to over all melee weapons spear(last patches), dagger ,mace, axes and swords

      but now can you give some love to hammers, bows and crossbows?
      not asking for damage buffs but utility buffs or maybe aoe buffs to make them more viable?

      reworking speed shot in bow tree perhaps?
      https://forum.albiononline.com/index.php/Thread/154632-Put-more-Static-Solo-Random-dungeons-in-roads-of-avalon/

      take a look in the thread above and give your likes and comment to make this a reality
    • single target skill shot Q with small cast time and cooldown

      if played like frost ice shard and hit every single Q including the empowered ones the damage output is insane

      very good for small scale or 5-10 for harassing and being a uh... turret. if Q1 is ak47 then Q3 is like magnum and 1h fire staff E is like dragonov sniper rifle

      problem is its very hard to consistatly hit same target cause it can be body blocked by tanks/ other players in team fights

      but in solo vs solo in the hands of decent players it is like mini war bow E
      https://forum.albiononline.com/index.php/Thread/154632-Put-more-Static-Solo-Random-dungeons-in-roads-of-avalon/

      take a look in the thread above and give your likes and comment to make this a reality
    • Juneight wrote:

      Could've just given dual swords the iframe like 1h mace instead of this weird shit. Without the bugged iframe lingering of course.

      Also the clarent blade just tries to be everything, i like the ranged attack, dislike what you did to the stacks interaction, really makes no sense especially the last one ( Bleed ) which is an Axe user trait. Could've doubled the size of the spell on 3 stacks and give it more flat damage or something, this just isn't it.

      or; 0 stack : small frontal attack
      1: wider frontal attack
      2: even wider(!) frontal attack
      3: it will now shoot a full circle around you!

      very epic

      seriously tho reconsider the stacks interaction!
      BLeer is a dream with merc and a mob pack..
    • Welcome to melee online, nature staff already weak ,now dagger have new skill Forbidden Stab (all Daggers):
      • Hit Delay: 0.1s → 0s
      • Standtime: 0.2s → 0.1s
      • Removed the Healing Received and Healing Cast Debuff
      • Instead, the target won't be able to receive any healing for 1.5s (this debuff is cleanseable)
      • The ability now also interrupts enemy spell casting


      So thought developer is really hate nature staff
      .
    • I completely agree that while the cooldown reduction on dual swords may be nice, thats not what people are looking for, what we want is for the weapon to not be so easily interruptable the second you get close to the enemy. if im already close to the enemy and im about to use my E, this new change doesnt make any difference. i dont see why busted weapons such as the great axe can be completely un-interruptable and not dual swords.
    • Tabor wrote:

      I think they had to make that change Borbarad. To many players were abusing the weird mechanic where they could just clear their dungeon perfectly first then click shrine to guarantee perfect fight environment at all times. Overall though I am curious if shard breaking will become more common as the endless reset cancer will not be able to do that anymore safely. I think the Devs should introduce the shard change I have seen recommended along with these new changes where shards do not spawn until players first get within visual distance of one another.
      Sure, this change will be useful in case you will end up diving someone, then yes.

      However, this will hurt those that want to pvp.

      For those that wanted pvp usually just popped shrine when they were like 1600 /2000 points + to get 100% chance to be dived. That means that whoever dives you Wants to fight.

      But now that you will have to click shrine, you won´t encounter those that want to fight anymore. You will encounter rats - lot of rats.
      If this change was done during this week, it would be crazy, cause it will be a rat fest and everyone will be grinding fame hard in CD.
      My YT channel - Solo greataxe killing everything https://www.youtube.com/user/DhaosNK/video=7

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

    • This is typical SBI, they add retarded shit like ava beef stew to the game and then do some crazy butchering of the game to deal with the "reset meta." How stupid and unaware of your own game do you have to be. People are gonna be knocking people into this new mob, and what's the point of this shit anyway to fuck over kite builds like frost/bow when BLs and Maces can easily run them down in the first place?

      And forcing people to use the shrine in 45 seconds or less is also retarded, there shouldn't even be a shrine. CDs are essentially a solo hellgate, if you go in there you should be expecting PVP. The crystals are easy enough to break as it is, I don't see who this change really helps besides crybaby rats who are too stupid to use the map.

      Also i find it funny that you're nerfing healing once again, when healers were never a problem for me in the first place. This whole thing stems from a bunch of healers who suck at the game crying about dieing to quick in 5's, so you added a holy staff that is almost impossible to actually die with. Imagine that, you put a broken healing staff into the game that can leap straight into the enemy team and play like a tank in 5v5s and it ends up being broken in 1v1s, WHO WOULD HAVE THOUGHT? You guys are idiots & its sad that I have to state the obvious for you.