[28. July 2021] Call to Arms Patch 9

    • [28. July 2021] Call to Arms Patch 9

      Call to Arms Patch 9 - Version 18.090.1 - July 28, 2021

      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 personal cooldown for zone skipping: 125s → 60s
      • Overall, this should reduce wait times for zone skipping
      Marketplace Notification Improvements
      • In addition to summary mails (introduced with the last patch) 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 more energy efficient in fights, even in PvE. Chain Slash's first hit had too much value, so its damage output was adjusted to increase with each chained hit, reducing its damage in 1v1, but also adding 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 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 Q-slot skillshot 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 becomes Furious Flame and 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 Searing Flame you get a 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 significantly. 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, allowing for 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 were 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 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, inflicting another Hamstring on enemies in a 3m radius
        • 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 now offset by 3 meters. (This means the max range covers less distance for the caster, but also makes it easier to hit enemies without getting too close, making the cast 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 / Deals additional damage

      • 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, was improved: first by making it easier to complete the channel, and second by increasing the payoff 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, also underutilized, have had 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 Roads of Avalon could spawn at a Hideout if portal and Hideout were sufficiently close
      • Fixed an issue where Hideouts could be placed too close to zone exits
      • Fixed an issue where Sell Order Completed mails for 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 while member list was updating
      • 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 damage buff of Mortal Agony (Stalker Hood) could be cleansed by self or allies
      • Silence debuff of Flee (Miner Workboots) can no longer be removed by unequipping item
      • [MOBILE] Fixed an issue where the world map camera was zoomed out beyond maximum when first opened
      • Additional graphical, audio, animation, terrain, UI, and localization fixes
    • xfears wrote:

      PrintsKaspian wrote:


      • Rending Rage (all Axes):
        • 1st and 2nd Hit Standtime: 0.3s → 0.16s
        • Cooldown between hits: 1s → 0s (Now only limited by Global Cooldown)

      6 seconds CD after the combo unaffected by mistcallers, omelettes, CDs passives on gear. Is this bug?
      It's not a bug - the CD modifiers are added - I've just tested it. The visual display will still show 6, but the actual timer will count down faster than 6 seconds. It's the same for all cooldown displays (has been since they were introduced).
    • ¿Cada vez que pongais un parche voy a quedarme sin acceso al juego?
      Deberiais de trabajar en la compatibilidad con ubuntu
      ¿Recuperaré los días que pierda de premium?
      He reparado y reinstalado desde vuestro lanzador pero sigo sin poder acceder.

      ****

      Every time you put a patch on, I’m gonna lose access to the game?
      Should you work on ubuntu compatibility
      Will I recover the days I lose from premium?
      I’ve repaired and reinstalled from your launcher, but I still can’t access it.
    • kamchatka wrote:

      ¿Cada vez que pongais un parche voy a quedarme sin acceso al juego?
      Deberiais de trabajar en la compatibilidad con ubuntu
      ¿Recuperaré los días que pierda de premium?
      He reparado y reinstalado desde vuestro lanzador pero sigo sin poder acceder.

      ****

      Every time you put a patch on, I’m gonna lose access to the game?
      Should you work on ubuntu compatibility
      Will I recover the days I lose from premium?
      I’ve repaired and reinstalled from your launcher, but I still can’t access it.
      Try to use windows. I never have a problem with windows client.
    • Malkalma wrote:

      kamchatka wrote:

      ¿Cada vez que pongais un parche voy a quedarme sin acceso al juego?
      Deberiais de trabajar en la compatibilidad con ubuntu
      ¿Recuperaré los días que pierda de premium?
      He reparado y reinstalado desde vuestro lanzador pero sigo sin poder acceder.

      ****

      Every time you put a patch on, I’m gonna lose access to the game?
      Should you work on ubuntu compatibility
      Will I recover the days I lose from premium?
      I’ve repaired and reinstalled from your launcher, but I still can’t access it.
      Try to use windows. I never have a problem with windows client.
      Now i havent a windows pc to play ;(
    • Boa tarde, depois da atualização não estou conseguindo entrar no jogo porque a versão não e compatível com o meu dispositivo, tem alguma coisa que eu possa fazer?

      A mensagem que aparece é éssa : versão do cliente iincorreta! O servidor espera a versão 1.18.424.198478, mas seu cliente só é compatível com 1.18.422.196293.

      Me ajudem
    • omg!!!! No puedo conectarme por que la version es incompatible, no puede ser acabo de pagar premium, perdere dias? No podre completar el evento de zombies? Ya me faltaba poco para la montura, para cuando estara disponible en play store? Es urgente!!!!! Como pueden lanzar una actualizacion y no colocarla para descargar? No es justo con los jugadores, cuanto demoraran e colgar la nueva actualizacion en play store? Solo quedan 3 dias del evento y ademas yo pierdo tiempl de PREMIUM recien adquirido, pido a los desarrolladores su pronta ayuda y preocupacion en este tema, por que ya somos muchos los que forman parte de la comunidad de albion en moviles. Muchas gracias.
    • Vidlar wrote:

      omg!!!! No puedo conectarme por que la version es incompatible, no puede ser acabo de pagar premium, perdere dias? No podre completar el evento de zombies? Ya me faltaba poco para la montura, para cuando estara disponible en play store? Es urgente!!!!! Como pueden lanzar una actualizacion y no colocarla para descargar? No es justo con los jugadores, cuanto demoraran e colgar la nueva actualizacion en play store? Solo quedan 3 dias del evento y ademas yo pierdo tiempl de PREMIUM recien adquirido, pido a los desarrolladores su pronta ayuda y preocupacion en este tema, por que ya somos muchos los que forman parte de la comunidad de albion en moviles. Muchas gracias.
      No esta en play store?
      Esto huele a mitad irresponsabilidad, mitad prisas...
      No es normal que suelten una actualización que va a dejar fuera a quien no la instale y no te preocupes antes de ponerla en todos los canales y asegurarte de que funcione...
      Con ubuntu se instla pero se ve que luego, a la hora de acceder no redireccione bien hascia el parche o algo xq se queda cargando con el mensaje "buscando parches" cuando estos ya estan descargados.
      Si con play store no esta ni disponible...
      Chicos... Que no pasa nada x sacarlo dos dias mas tarde... Comprobar primero las cosas...
    • No permite el acceso ya que no está el parche en play store. No pienso regalar días de mi premium por un error de ustedes al no verificar que el parche esté disponible en todas las plataformas.

      It does not allow access since the patch is not in the play store. I am not giving away days of my premium due to a mistake made by you not to verify that the patch is available on all platforms.
    • Clarent Blade E slow and silence is not working on Mobs and Bosses in general, others weps DOTS can be aplied on mobs but not this new E.

      Can explain if this is an issue or the E dots full charge only works against players???

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

    • PrintsKaspian wrote:



      • Spinning Blades (Dual Swords):
        • Jump End Position now offset by 3 meters. (This means the max range covers less distance for the caster, but also makes it easier to hit enemies without getting too close, making the cast harder to interrupt in midair.)
        • Cooldown: 20s → 15s
        • Max Health Damage vs Players: 6% → 4%

      I don't understand this change. I think it only makes it different, not make it better.
      First of all, it's the dual blade, but at the end of the E, the character doesn't utilize both swords.
      I think that 3m offset is a bad idea, it reduces the potential mobility to move and attack an enemy on the back at the same time.
      And it still gets easily interrupted, it's just doesn't make any sense when you get stunned you go back in time to your first position before jumping.

      OK, it's slightly better for chasing now, but overall it's worse than before.
      I think just make the character immune to stun while in the air is the easiest solution to make it better.
    • Coferosa wrote:

      PrintsKaspian wrote:


      • Spinning Blades (Dual Swords):
        • Jump End Position now offset by 3 meters. (This means the max range covers less distance for the caster, but also makes it easier to hit enemies without getting too close, making the cast harder to interrupt in midair.)
        • Cooldown: 20s → 15s
        • Max Health Damage vs Players: 6% → 4%

      I don't understand this change. I think it only makes it different, not make it better.First of all, it's the dual blade, but at the end of the E, the character doesn't utilize both swords.
      I think that 3m offset is a bad idea, it reduces the potential mobility to move and attack an enemy on the back at the same time.
      And it still gets easily interrupted, it's just doesn't make any sense when you get stunned you go back in time to your first position before jumping.

      OK, it's slightly better for chasing now, but overall it's worse than before.
      I think just make the character immune to stun while in the air is the easiest solution to make it better.
      I agree on this the only good thing on Duals is the - 5 sec CD but anything and everything can Interrupt still this ability so is like nothing happen....
    • can i beg u guys fix the cdgs suicide problem? Everytime the enemy has low hp and think they can't get the win so they rush to the mobs and let the mobs knockdown him then he sucicde, so winner can never the kill fame from them. It is not fair to the winner, so please fix it like before, let us can have enough time to cut their head, please.
    • Coferosa wrote:

      PrintsKaspian wrote:


      • Spinning Blades (Dual Swords):
        • Jump End Position now offset by 3 meters. (This means the max range covers less distance for the caster, but also makes it easier to hit enemies without getting too close, making the cast harder to interrupt in midair.)
        • Cooldown: 20s → 15s
        • Max Health Damage vs Players: 6% → 4%

      I don't understand this change. I think it only makes it different, not make it better.First of all, it's the dual blade, but at the end of the E, the character doesn't utilize both swords.
      I think that 3m offset is a bad idea, it reduces the potential mobility to move and attack an enemy on the back at the same time.
      And it still gets easily interrupted, it's just doesn't make any sense when you get stunned you go back in time to your first position before jumping.

      OK, it's slightly better for chasing now, but overall it's worse than before.
      I think just make the character immune to stun while in the air is the easiest solution to make it better.
      what this change has done for dual swords is make a viable, while not meta, sword for people to finally try more often.

      What this change has given the community a spell interaction where you can get free 3 q stacks at any time. You not only need to know when to use it but how to land it, and with what w spell is best in what content, and if you learn that well you gave yourself an advantage over most players. You now can initiate with dual sword e, without having any previous stacks mind you, use any q and with something like a caerleon cape for another q you've just gained 3 stacks, in 1-2 seconds. If landing in the middle of 2-3 enemies at least that's a full 3 stack sword running around dealing damage while the rest of the team come in to help. Use an omelette and you'll have another E in 12-13 sec to keep pressure constantly or simply the damage from having q stacks so readily available in any situation, at any time.


      What you guys want is another mace because fighting all in isn't your style and/or it got nerfed just recently. I predicted dual swords would possibly replace mace as a rat weapon or be considered one after the eventual mace nerf in a place like 1v1 cds, but that isn't how the devs wanted to make the sword play out.

      Go play mace if baiting and running is your style, dual swords are for the ones who want to spend time learning when the best time to really use its e is instead of being immune to the world for 1 second like a mace.

      better yet go play great hammer the same exact way you'd use a mace, you can't interrupt a great hammer's E so there you go. Believe it or not ghammer is actually meta for uses in 5v5s right now so there you go

      leave dual swords the way they are devs, I love the change.

      yakojesus wrote:

      better changes for dual swords - reduce time animation and stun immune
      So mace became meta until devs obviously were going to nerf it & now you want mace again but with a 15 sec (or 12-13 sec with omelette) cd for the e by using dual sword instead? While also being able to do a lot more damage during the entire fight than a mace would ever do head to head?

      Are you also forgetting that dual sword can use rooting smash? A stun that has a longer range than mace? A stun that can catch 2-4 people at the same time if lined up correctly? 15 sec cooldown, 14m range compared to mace 3m q range range? Oh only 12-13 second cd too with an omelette while being able to stun more people in a further range without being forced to wait for the devastating long cooldowns of a mace to keep constant pressure.

      Seriously? Come on bro you can't have it both ways. Mace has its own purpose same was as dual sword now has its own purpose. The kind of change you're mentioning will eventually lead the devs to nerf dual swords after 1-2 months because it will 100% replace mace and honestly a lot of other weapons for how aggressively they can be used now. Then they'll be useless again after the nerf for most content like so many other lost half viable half meta builds. Please no.
      Don't forget capes are purge-able, this means if you're using martlock cape for example against a black hands that he may simply purge the capes ability. Also keeper cape is purgeable etc.