Testserver Patch Notes - Call to Arms Patch 10

    • Aryonelli wrote:

      Durpmen wrote:

      Why not remove city plots because they're a completely outdated and redundant system now which is being exploited? If you believe it to be a big enough silver sink to keep in the game then lmao silver sinks haven't helped the games economy for years. Make static T8 npc crafting stations with a moderate tax that is reduced to a low tax with faction reputation and then make island crafting worth while and attach a big silver sink to them if people want to maintain public access for crafting islands. Y'know, like EvEs NPC stations and now citadels as player owned locations for manufacturing/refining/trading.
      Simply love how everyone comes to shittalk the plots on the forums, yet since its such a big exploit, how coming im not seeing any of your names on this HUGE money making system?You know why? It's not because the entry point isnt being able to afford the rent, otherwise small guilds would be joining in to own a few shops!
      The problem is that you guys keep complaining about the high fees YET the fees never been lower, or you expect that a npc will do a fee less than 10%??
      The city plot ONLY WORKS WHEN THE RATES ARE FIXED! Meaning, unless the rates are on what you guys complain that is being big ( the 50% mark), is the only way to actually make money out of it.
      But i might be telling a big lie, after all i am one of those shitty, exploiting a market, players, yet if we are such a big loss to the game, you can always go craft on your island, just build a shop and you know what, it doesnt even lose durability there, meaning its just the food costs!
      Everyone complains about the fees, but for months, due to multiple owners decided to exit the game with a bang, they have been low EVERY SINGLE TIME, and yet people complain...
      If SBI actually removes the plot, i only ask that they are fair and also remove the returns without focus and lower the return rates with focus, because why would crafting a item on the real world provide some sort of materials back? Have the NPC crafting on the plaza without fees and without returns, or take the hit to build on your private island to have a return if you only use focus. And then come complain the items are costing more than before, even with rates at 50% you are making more on returns that you pay, so why are you still complaining on the forums?
      Bro wtf lol

      You're projecting so much onto what I said... I never mentioned anything about the prices or about whether you can make money with the system currently.
    • PrintsKaspian wrote:

      Call to Arms Patch 10

      New Artifacts Added


      Mysterious new artifacts have begun appearing as mob and chest drops in the open world. While their exact purpose is currently unknown, and they cannot yet be used for crafting, they are certain to prove useful in the future…

      Hideout Changes


      Hideouts now require a channel to enter for players who have not set the Hideout as "Home". This change is intended to reduce the safety provided by having multiple allied Hideouts in a single zone. The following conditions apply:
      • If a player has set "Home" in a Hideout, they can still instantly enter it without a channel
      • The protection bubble granted when leaving a Hideout no longer breaks with open-world interactions, making it possible to safely channel back into a Hideout without losing the bubble
      • Additionally, players with their Home set in a Hideout within the Roads of Avalon will no longer lose their Home setting when using the Travel Planner and then traveling through a Realmgate in a Royal City
      Castle Outpost Changes
      • Removed doors of Castle Outposts to make them easier to conquer for small groups and encourage more guerilla warfare
      • Warning messages when Castle Outposts are under attack are now only displayed in the guild chat, to reduce the number of onscreen messages for guild members
      • Time until next guard wave spawns: 120 seconds → 60 seconds
      Faction Warfare Changes
      • Enlisting with a Faction with low recruitment rates now has less of a penalty for players of lower rank
      • Faction Warfare kills in red zones are now worth as much as three times as many Faction Points than knockouts in yellow zones
      • Areas previously owned by a faction other than Caerleon are now worth more Faction Points after the beginning of a Bandit Assault
      Nametag Changes
      • Added option to display guild names of other players without displaying player names
      • For Faction-flagged players, other players flagged to the same Faction now appear as allies
      New Marketplace Categories
      • Added "Tomes" category for tradable Tomes of Insight
      • Added new "Mount" subcategories (each of these also contains all mounts that can equip skins from the same Mount Skin category):
        • Swiftclaw
        • Direbear
        • Direboar
        • Direwolf
        • Stag/Moose
        • Mule
        • Swamp Dragon
      Other Changes
      • A popup message is now displayed when the Usage Fee of a player-owned crafting station was recently changed
      • Reworked login and character creation / selection screens: players can now choose "Auto-Login", "Remember Me", or neither
      • Mobile players can now begin playing with guest accounts, with the following conditions:
        • No cross-play: guest accounts are bound to a device ID
        • No shop access: guest accounts cannot make purchases in the ingame store
      Combat Balance Changes

      Bows
      Regular Bows are still a very strong pick in the 5v5 Crystal League. To make the damage output a bit less explosive, the ramp-up to the max stack buff now takes slightly longer. On top of this change, the attack buff stacks now fall off more quickly if the Bow is unable to keep attacking. These changes should offer more counterplay options and a bigger reaction window for the enemy team, while still keeping the general Bow playstyle intact, where it can focus single enemies down very quickly once max attack buff stacks are reached.
      • Enchanted Quiver (Regular Bow):
        • Attack Damage Increase per Stack: 35% → 30%
        • Attack Speed Increase per Stack: 15% → 13%
        • Max Attack Buff Stack: 6 → 7
        • Attack Buff Duration: 5s → 2.5s
      Cursed Staffs
      Cursed Staffs are another top pick for the 5v5 Crystal League. With the latest buffs to Dark Matter, the ability has become a very dominant pick for 5v5s. While we are happy to see this ability back in the meta, it currently gives Cursed Staffs a little too much burst damage, which has been toned down somewhat.
      • Dark Matter (all Cursed Staffs):
        • Damage vs Players: 78 → 73
      Holy Staffs
      The combination of sustain and mobility was making Hallowfall too strong in Corrupted Dungeons. By increasing the Cooldown of Divine Intervention, while also increasing the Cooldown Reduction when at least one ally is healed, the mobility and sustain for solo Hallowfall players is reduced without impacting its effectiveness when used to heal allies in group fights.
      • Divine Intervention (Hallowfall):
        • Cooldown: 25s → 30s
        • Cooldown Reduction when hitting at least one ally: 20% → 35%
      Nature Staffs
      Nature Staffs have also become very dominant healers in the 5v5 Crystal League. As with Cursed Staffs, the buff to Cleanse Heal was introduced to help with Nature's weak point: dealing with burst damage. This makes Holy Staffs, whose main purpose is to be very good at dealing with burst damage, less attractive. As such, the cooldown of Cleanse Heal has been increased to make the burst heal and cleanse available less often and increase the potential for Nature Staff teams to be bursted down.

      The Blight Staff change is mainly intended to tone down its combination of mobility and sustain in Corrupted Dungeons, where the slow helps create distance or catch up to enemies.
      • Cleanse Heal (all Nature Staffs):
        • Cooldown: 15s → 18s
      • Ruthless Nature (Blight Staff):
        • No longer slows enemies
      Spears
      Glaive has been a very strong frontline melee DPS in the 5v5 Crystal League for some time. As the short cooldown of Fling, in particular, gives the weapon a lot of control, the cooldown of this ability was increased to make its control less oppressive to opponents.
      • Fling (Glaive):
        • Cooldown: 15s → 20s
      Swords
      With the buffs to Heroic Charge in the last patch, the Broadsword in particular became a very straightforward weapon dealing high constant damage from a very low-cooldown E-ability, which was hard to counter. To make it less dominant, the Cooldown of Mighty Blow has been increased to lengthen the gaps between the damage spikes and resistance increases.
      • Mighty Blow (Broadsword):
        • Cooldown: 10s → 12s
      Shoes
      Their recent buff made Royal Boots a top choice in Corrupted Dungeons. They offer a very strong shoe ability for chasing down opponents if not interrupted or purged, which makes the ability very risky to use for disengagements. In this way they work as intended. However, the max movement speed they were providing was slightly too high, as they were also very good for suddenly rushing to an enemy off-screen and hitting that player once to prevent them from changing abilities. Their max speed has thus been reduced to give more time to react to a player rushing in with max Royal March stacks.
      • Royal March (Royal Boots):
        • Movement Speed Increase per Stack: 9% → 8%
      Battle Mounts
      • Arrow Rain (Phalanx Beetle):
        • Cooldown 4s → 2s
        • Fix: The debuff can now be cleansed as intended
      • Omnibarrage (Phalanx Beetle):
        • Consumes all Arrow Rain stacks in a 18m radius
        • The strength of the ability now depends on the stacks consumed at cast start (independent of the amount of stacks on individual enemies)
          • Stacks: 0 / 2 / 4 / 6 / 8
          • Damage: 10 / 15 / 20 / 30 / 45 (every 0.5s)
          • Slow: 10% / 20% / 30% / 40% / 50%
        • The channel can now be canceled by the caster
        • Fix: Slow effect now stays active for the intended/whole duration on targets inside the effect area
      Fixes
      • Spell fixes:
        • The second hit of Hamstring (Swords) can no longer be executed if the Heroic Charge runs out during the activation window, as intended
        • Like all other dash abilities, Fearless Rush (Elite Lymhurst Boar) now only affects players who are below 150% of max carry weight
        • The AoE indication area of Spinning Blades (Dual Swords) is now correctly displayed for the caster, communicating the minimum distance correctly
        • Improved hit detection of second hit of Devastating Strike (Black Hands) to make it more reliable, even with high ping
        • Fixed an issue where Hoarfrost (Frost Staffs) would not deal AoE damage to surrounding targets if the main target died
        • Fixed an issue where Everlasting Spirit (Cleric Robe) triggered too frequently, especially after purge
      • Fixed an issue where Faction-flagged players could become stuck in dungeons with entrances in overcrowded zones when respawning
      • Fixed an issue where watering can was not displayed when watering plants
      • Fixed an issue where some Crystal League tokens were not visible / tradable on the Marketplace
      • Fixed an issue where large Tier 8 fiber nodes did not display their enchantment level in the Steppe biome
      • Fixed a rare case where healing debuffs did not apply correctly upon entering a zone
      • Fixed an issue where scheduling a defense payout more than 15 minutes after the previously scheduled time would generate an endless loop
      • Resolved an issue that prevented Elite Faction Mounts and the non-Elite Caerleon Faction Mount from ever being higher than normal quality
      • Additional graphical, audio, animation, terrain, UI, and localization fixes

      You're breaking your game. If you don't stop, you're going to cause your crafting system to become rigged. Here's a video that I made to help you understand the potential effects of the entering HO change. If you don't remove it, it will cause monopolies.


      Your one stop shop when considering game economics. ign: Latenightpizzas

      Youtube: https://www.youtube.com/c/Latenightpizzas

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

    • PrintsKaspian wrote:


      Holy Staffs
      The combination of sustain and mobility was making Hallowfall too strong in Corrupted Dungeons. By increasing the Cooldown of Divine Intervention, while also increasing the Cooldown Reduction when at least one ally is healed, the mobility and sustain for solo Hallowfall players is reduced without impacting its effectiveness when used to heal allies in group fights.
      • Divine Intervention (Hallowfall):
        • Cooldown: 25s → 30s
        • Cooldown Reduction when hitting at least one ally: 20% → 35%

      how many nerfs will be given to healers? now u heal 20% less in corrupted plus 40% if you heal 6 times so you heal 60% less like 240, when an spear hits over 300 each basic hit, you cant run because the new nephirs stacks make you 20% slower and 25% less max hp and now 5 more sec cooldown for the e? its a joke right?
      The hallowfall is not a cheap item u have to use it tier 6 almost no one use it tier 8 and u will encounter a lot of other builds with 100 150 more ip, and got nerfed in every patch.
    • XradamanthisX wrote:

      PrintsKaspian wrote:

      Holy Staffs
      The combination of sustain and mobility was making Hallowfall too strong in Corrupted Dungeons. By increasing the Cooldown of Divine Intervention, while also increasing the Cooldown Reduction when at least one ally is healed, the mobility and sustain for solo Hallowfall players is reduced without impacting its effectiveness when used to heal allies in group fights.
      • Divine Intervention (Hallowfall):
        • Cooldown: 25s → 30s
        • Cooldown Reduction when hitting at least one ally: 20% → 35%

      how many nerfs will be given to healers? now u heal 20% less in corrupted plus 40% if you heal 6 times so you heal 60% less like 240, when an spear hits over 300 each basic hit, you cant run because the new nephirs stacks make you 20% slower and 25% less max hp and now 5 more sec cooldown for the e? its a joke right?The hallowfall is not a cheap item u have to use it tier 6 almost no one use it tier 8 and u will encounter a lot of other builds with 100 150 more ip, and got nerfed in every patch.
      Obviously healers are way too op in corrupted people. Hallowfall still rank1 in win rate after nerf what you think buddy, you reckon people that play hallowfall are all good players ? nope they can make several mistakes during the fight and still survive but most other build they cant, eventually tortured to death with the 8.3 thetford and 8.3 mage cowl auto attack, even if they were to run they get the debuff and hallow just spam heals who ever is running or getting out sustains loses in general.
      On top of that numbers and win rates wont lie when the win rates are significantly higher than other builds by that much you know its a op build and to balance it you need to nerf it. can remove the invincibility on the e should be nice nerf
    • I appreciate that we are slightly addressing Royal Boots but the upside of these being broken is that we dont have to deal with Forcefield abusers anymore. What is being done to address this extremely broken skill if we are nerfing speed again? Its been the #1 thing people are complaining about for multiple seasons.
    • thank you ironroot fix and nature staff changes in last patches! i will not buy no one skin in your shop anymore and not will buy no one premium for my money anymore! you broken this game for me! i demand your game designer to be fired
    • Moesephh wrote:

      i would say these combat balance changes are cool but imagine u stopped nerfing stuff strictly because it's broken in CDs

      kinda insane right

      even more insane actually maybe weapons have special rules inside cds kinda crazy right
      Pretty much this. Also, if healing is such an issue in CDs rather then nerfing each staff that sees some success in CDs maybe just bad usage of healing staffs in CDs all together? Simply lock holy and druid trees for CDs usage and there we go. People will find other things to play and we can stop seeing staff nerfs each patch.
    • Chefffff486 wrote:

      FIX THE SUICIDE SYSTEM IN CDs get no kill fame problem plzzzzzzzzzzzzzzzzzzzzz


      I already lost 50m kill fame this season, they just abuse this system and rush to mobs and suicide there, we cant never get thefammeeeeeeeeeeeee
      I agree. Although PvP fame is just flex fame it is still very annoying when you are denied the very thing you came in to obtain.
      Especially annoying when they die in the middle of traps and mobs and you can't even clear enough to loot them in 30 sec if you were the invader.

      At very least provide the player who lives some immunity bubble that only brakes if you attack the mobs and that it lasts for those 30 sec.

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

    • PrintsKaspian wrote:

      Spears
      Glaive has been a very strong frontline melee DPS in the 5v5 Crystal League for some time. As the short cooldown of Fling, in particular, gives the weapon a lot of control, the cooldown of this ability was increased to make its control less oppressive to opponents.


      Fling (Glaive):


      Cooldown: 15s → 20s
      I think 5 more seconds to Glaive because its broken in Crystal League its a bit too much, it would probably destroy them in corrupted dungeons, Glaive is such a important cd in 1v1 that adding 5 more seconds to the E would make the weapon drastically worse. a 33% more cd nerf its just too much and its gonna hit the weapon hard.
    • PrintsKaspian wrote:

      Call to Arms Patch 10

      Hideout Changes


      Hideouts now require a channel to enter for players who have not set the Hideout as "Home". This change is intended to reduce the safety provided by having multiple allied Hideouts in a single zone. The following conditions apply:
      • If a player has set "Home" in a Hideout, they can still instantly enter it without a channel

      This is a great change and will help to SOME extent... Will SBI be placing a cooldown timer on the number of times you can change your home though?? I mean it would make sense right? You don't just MOVE homes ya know?

      Let's take RedTree for example and the billion hideouts that it has. If I was in ARCH and I was running around the zone doing solo dungeons or gathering or w/e activity may it be I'm just gonna always go to the nearest Hideout and set it as my "Home" so in the event I get jumped on I can just go to the HO and poof I'm safe which completely negates this whole change. It's a great change for sure and it'll stop the pesky random travelers who're moving between zones and get caught in an off zone where their home isn't set and haven't had time to get into a zone and set a HO as their home but beyond this, it doesn't solve a thing sadly.. only gives a band-aid to a problem, not a real solution.

      IDK just a thought I had is all. You even mention it in your post "This change is intended to reduce the safety provided by having multiple allied Hideouts in a single zone"

      ok.. but if there are multiple hideouts and they can just as easily go around and set the HO as their home with no repercussion then what does it fix? and sure there will be some people who get caught still and such which is great but at the same time I don't know if you guys can keep an eye on the stats that come along with this somehow? maybe see how often people are changing/setting their home? See if it's still a problem and if it is then implement "cooldowns" on how often you can change your home even if it's just like 12 hours or 6 hours or something.. just something to stop people from being like "Heyy I'ma just change my Home every time I move to an opposite side of the map so if I get jumped I'm still safe!" otherwise you might as well not even really implement this change.

      I'm curious to see what others think too :)

      @PrintsKaspian thoughts?
    • Dimmizer wrote:

      PrintsKaspian wrote:

      Call to Arms Patch 10

      Hideout Changes


      Hideouts now require a channel to enter for players who have not set the Hideout as "Home". This change is intended to reduce the safety provided by having multiple allied Hideouts in a single zone. The following conditions apply:
      • If a player has set "Home" in a Hideout, they can still instantly enter it without a channel

      This is a great change and will help to SOME extent... Will SBI be placing a cooldown timer on the number of times you can change your home though?? I mean it would make sense right? You don't just MOVE homes ya know?
      Let's take RedTree for example and the billion hideouts that it has. If I was in ARCH and I was running around the zone doing solo dungeons or gathering or w/e activity may it be I'm just gonna always go to the nearest Hideout and set it as my "Home" so in the event I get jumped on I can just go to the HO and poof I'm safe which completely negates this whole change. It's a great change for sure and it'll stop the pesky random travelers who're moving between zones and get caught in an off zone where their home isn't set and haven't had time to get into a zone and set a HO as their home but beyond this, it doesn't solve a thing sadly.. only gives a band-aid to a problem, not a real solution.

      IDK just a thought I had is all. You even mention it in your post "This change is intended to reduce the safety provided by having multiple allied Hideouts in a single zone"

      ok.. but if there are multiple hideouts and they can just as easily go around and set the HO as their home with no repercussion then what does it fix? and sure there will be some people who get caught still and such which is great but at the same time I don't know if you guys can keep an eye on the stats that come along with this somehow? maybe see how often people are changing/setting their home? See if it's still a problem and if it is then implement "cooldowns" on how often you can change your home even if it's just like 12 hours or 6 hours or something.. just something to stop people from being like "Heyy I'ma just change my Home every time I move to an opposite side of the map so if I get jumped I'm still safe!" otherwise you might as well not even really implement this change.

      I'm curious to see what others think too :)

      @PrintsKaspian thoughts?
      issue with your idea is what happens when you lose home from leaving from a bz protal? get stuck for 6-12hours without able to set home again because your guild mass up from town instead of ho and ho isn't on the road to go to the content?

      apart of the situation mentioned, i think it could be a decent idea
    • Deathskills wrote:

      Dimmizer wrote:

      PrintsKaspian wrote:

      Call to Arms Patch 10

      Hideout Changes


      Hideouts now require a channel to enter for players who have not set the Hideout as "Home". This change is intended to reduce the safety provided by having multiple allied Hideouts in a single zone. The following conditions apply:
      • If a player has set "Home" in a Hideout, they can still instantly enter it without a channel

      This is a great change and will help to SOME extent... Will SBI be placing a cooldown timer on the number of times you can change your home though?? I mean it would make sense right? You don't just MOVE homes ya know?Let's take RedTree for example and the billion hideouts that it has. If I was in ARCH and I was running around the zone doing solo dungeons or gathering or w/e activity may it be I'm just gonna always go to the nearest Hideout and set it as my "Home" so in the event I get jumped on I can just go to the HO and poof I'm safe which completely negates this whole change. It's a great change for sure and it'll stop the pesky random travelers who're moving between zones and get caught in an off zone where their home isn't set and haven't had time to get into a zone and set a HO as their home but beyond this, it doesn't solve a thing sadly.. only gives a band-aid to a problem, not a real solution.

      IDK just a thought I had is all. You even mention it in your post "This change is intended to reduce the safety provided by having multiple allied Hideouts in a single zone"

      ok.. but if there are multiple hideouts and they can just as easily go around and set the HO as their home with no repercussion then what does it fix? and sure there will be some people who get caught still and such which is great but at the same time I don't know if you guys can keep an eye on the stats that come along with this somehow? maybe see how often people are changing/setting their home? See if it's still a problem and if it is then implement "cooldowns" on how often you can change your home even if it's just like 12 hours or 6 hours or something.. just something to stop people from being like "Heyy I'ma just change my Home every time I move to an opposite side of the map so if I get jumped I'm still safe!" otherwise you might as well not even really implement this change.

      I'm curious to see what others think too :)

      @PrintsKaspian thoughts?
      issue with your idea is what happens when you lose home from leaving from a bz protal? get stuck for 6-12hours without able to set home again because your guild mass up from town instead of ho and ho isn't on the road to go to the content?
      apart of the situation mentioned, i think it could be a decent idea
      Use the same settings being applied to Roads Hideouts 'home' set, I dunno why they haven't done this already tbh.
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