[14. October 2021] Call to Arms Patch 11

    • [14. October 2021] Call to Arms Patch 11

      Call to Arms Patch 11 - Version 18.110.1 - October 13, 2021
      Season Winner Statues Unveiled

      The statue for Season 13 Winners Blue Army has been unveiled in Conquerors’ Hall, and Season 13 Winner Statue Furniture Items are now placeable.
      Black Zone Map Improvements
      Hovering over Black Zone map headers now displays Zone Quality Level, which determines the following:
      • Season Point multipliers for Territories, Castles / Castle Outposts, and mobs
      • Energy Storage by Territory
      Faction Warfare UI Changes
      • Faction Warfare Player Rankings now only list players who were active within the prior week
      • Resolved a rare issue that caused Faction Warfare Player Rankings to display incorrectly
      Duel Changes
      • Duel circles now have a defined maximum height difference between participants:
        • If one player exceeds a certain height/depth, the fleeing countdown will start
        • This is intended to fix terrain obstruction duel exploits in certain areas
      Combat Balance Changes
      Arcane Staffs
      The Locus is a very strong support weapon in ZvZs. Previously it served a dual role when the frontline engaged or was engaged by removing the enemy’s buffs and cleansing all allies, thereby acting as both offensive and defensive support. To encourage more considered decisions in these situations, the Purge effect of the Void has been removed. This opens up the ZvZ meta to other support weapons, with less focus on this single item. Additionally, the max target count for Motivating Cleanse was increased to make it more useful in large-scale fights.
      • Motivating Cleanse (all Arcane Staffs):
        • Max affected targets: 5 → 10
      • Void (Malevolent Locus):
        • No longer purges enemies
      Crossbows
      Explosive Mine damage was lowered in the past to reduce the one-shot heavy meta in earlier patches. However, since AoE Escalation has been reduced since then, the damage nerf has now been reverted to make the Explosive Mine a ZvZ force to be reckoned with again.
      • Explosive Mine (Weeping Repeater):
        • Damage: 230 → 270
      Cursed Staffs
      Enfeeble Blades was a very underrepresented ability. To give it a more useful role, it has been reworked into a ground target area which purges each enemy hit. Since the Locus is now cleanse-only, Lifecurse Staff can take over the role of AoE purging in large-scale fights.
      • Enfeeble Blades (Lifecurse Staff):
        • Can now be cast at the ground and no longer requires an ally target (Blades remain on the ground area)
        • Is now a channeled ability, and the Blade area lasts for the channel duration
        • The area now also continues purging enemy buffs on every hit (doesn't purge enemy HoT)
        • Cast Range: 11m → 15m
        • Cast Time: 1s → 0.6s
        • Cast and channel are now uninterruptible
        • Area Radius: 6m → 5m
        • Area Duration: 5s → 4s
        • Damage Debuff per Stack: 5% → 4%
        • Debuff Max Stacks: 10 → 5
        • Cooldown now scales with Item Power:
          • 900 Item Power: 50s
          • 1700 Item Power: 34s

      Fire Staffs
      Wildfire Staff has struggled to find a valuable spot in group compositions. Its core mechanic meant it was not well-suited to small-scale fights, while other DPS options outshone it in large-scale combat. To give it a specific DPS sub-role specifically suited to punishing enemy frontlines, the burning effect now ignores armor and deals 3.75% of the player's max health per tick as damage. This makes it more desirable against tanks and heavily-armored players. This fits the ability design better, as the rolling Magma Sphere is quite difficult to land on the enemy’s backline but much better suited to punishing overextended frontlines.
      • Searing Flame (all Fire Staffs):
        • Fixed an issue where its collision detection was unreliable at max range - this means its effective range is now increased
      • Magma Sphere (Wildfire Staff):
        • Projectile Speed: 7.67m/s → 11.5m/s
        • Cast Speed: 0.6s → 0.4s
        • Instant Damage: 267.43 → 296
        • Ignite Damage per tick: 20.06 → 3.75% of the target's Max Health
      Hammers
      Hammers have been the main tank in 5v5 Crystal League play for a while. To make them somewhat less powerful, the damage and armor reduction of Iron Breaker, which could generate heavy pressure over the course of a fight, has been reduced. The cooldown of Power Geyser has been increased by 2 seconds to reduce the up-time of this ranged displacement. The stun duration of Tackle, meanwhile, has been reduced slightly as that, along with its mobility on a relatively low cooldown, made it more valuable than other Hammer E-abilities.
      • Iron Breaker (all Hammers):
        • Resistance Reduction: 0.14 → 0.12
        • Damage vs Players: 120 → 90 (Damage vs Mobs stays unchanged)
      • Power Geyser (all Hammers):
        • Cooldown: 8s → 10s
      • Tackle (Great Hammer):
        • Stun Duration: 2.35s → 2.10s
      Holy Staffs
      Healers in Albion offer a very strong sustain, meaning they have the tools to prevent their group members simply being burst down in group fights. As a result, Healers are usually designed without a lot of damage in their kit, and are thus encouraged to choose whether to use their Q-slot for full sustain or additional damage. However, there was also the option to go full sustain and get damage from other sources such as potions, capes, or armor. To balance this approach, base damage output has been reduced when equipping any healing staff. Healers can negate this penalty by using the damage ability on the Q-slot. This change should reinforce the original intention that Healers choose between sustain and damage.
      Flash Heal was rarely used and has thus been reworked: instead of a spammable heal without cooldown, a 3s cooldown was added for a rebalanced high-impact heal, meaning Healers don’t need to remain still to get the maximum healing from this ability. Cast Time was also reduced to make it less susceptible to interrupts, but the Hit Delay was kept in order to broadcast the same ground-based telegraphing to both allies and enemies.
      Additionally, some E-abilities of the Holy Line have been adjusted. Holy Explosion has high healing output and good defensive utility with its knockback, so to reduce its self-sustaining quality the Energy Cost per tick was increased. Celestial Sphere is now an uninterruptible cast so that it can't be fully denied (as it often is in competitive 5v5), while the bouncing sphere after the cast still allows for counterplay. Lastly, Hallowfall's Cooldown Reduction now receives a slight buff when hitting an ally, which is meant to somewhat alleviate its very long base cooldown.
      • Equipping any Holy Staff reduces all damage output by 50%
      • Smite (all Holy Staffs):
        • Now increases the caster's damage by 50% for 8s
      • Holy Flash (all Holy Staffs):
        • Cooldown: 0s → 3s
        • Cast Time: 0.8s → 0.4s
        • Hit Delay: 0s → 0.4s
        • Heal: 34 → 130
        • Removed the additional 10% Healing per target effect
      • Holy Explosion (Great Holy Staff):
        • Energy Cost per tick: 3.6 → 4.0
      • Celestial Sphere (Redemption Staff):
        • The cast is now uninterruptible
      • Divine Intervention (Hallowfall):
        • Cooldown Reduction when Healing an ally: 35% → 40%
      Maces
      Maces have been out of the Crystal League 5v5 meta for a while. To give them a potential unique tank role, Guard Rune has been overhauled to make allies immune to knockbacks and stuns. This could be used to support a caster backline like Holy, Frost or Fire, protecting them from displacement and stun-heavy enemy frontlines (which currently keep Casters out of the meta). To further increase the appeal of Mace tanks, Sacred Ground has been boosted with an additional Slow effect, to offer some value in reducing enemy movement too. Furthermore, Battle Howl's cooldown has been reduced to better fit the faster meta that has developed over the years. The ability to remove HoTs is now on a lower cooldown than Nature Cleanse, which could generate increased value against Nature Healer comps.
      • Sacred Ground (all Maces):
        • Cast Time: 0.8s → 0.6s
        • Enemies inside the area are now slowed by 20%
      • Guard Rune (all Maces):
        • Allies inside the area are now immune to forced movement and stun
        • Resistance Increase: 0.20 → 0.25
        • Removed the Healing Increased bonus
      • Battle Howl (Heavy Mace):
        • Cooldown: 20s → 15s
      Nature Staffs
      As noted above (under Holy Staffs), base damage output when equipping healing staffs has been reduced. This is to counter a workaround whereby Healers could go full sustain on the Q-slot and get damage from other sources. Now they would have to use the Q-slot damage ability to counter the reduced base damage output, in line with the original intention that they choose between sustain and damage.
      Spirit Animal is currently underrepresented in large-scale fights, although it is in precisely these situations that it is meant to shine. To increase its impact, cast range has been adjusted and the cast direction can now be chosen independently. This allows the Healer to better support his army from the back line.
      • Equipping any Nature Staff reduces all damage output by 50%
      • Thorns (all Nature Staffs):
        • Now increases the caster's damage by 10% for 10s (stacks up to 5 times)
      • Spirit Animal (Rampant Staff):
        • Cast Range: at caster → 12m
        • Now cast direction can be selected independent of cast position
        • Base Heal per tick: 12 → 13.5
      Spears
      Spears are a highly versatile weapon, offering a lot of utility and different options for different situations. This high utility, paired with its strong sustain damage, makes it difficult for weapons that are focused on pure damage and less utility to compete with spears. For this reason we have reduced the sustain damage of the Auto Attack Buff.
      • Spirit Spear Charge (all Spears):
        • Normal Attack Damage Increase: 40% → 32%
      Swords
      As with the Weeping Repeater, Galatine Pairs were previously nerfed to mitigate the one-shot heavy meta. This has been reverted to make them a notable force in ZvZ again. Crescent Slash has not yet found widespread use since the recent rework. Since it had so many effect possibilities per stack, the additional value of each was set very low to balance this. This was probably too low, however, so the value of 2-stack and 3-stack effects has now been increased.
      • Crescent Slash (Clarent Blade):
        • 2 stacks - Silence Duration: 0.8s → 1.4s
        • 3 stacks - Additional Damage: 48 → 94
      • Soulless Stream (Galatine Pair):
        • 0 Stack Damage: 75 → 84
        • 1 Stack Damage: 119 → 134
        • 2 Stack Damage: 179 → 201
        • 3 Stack Damage: 254 → 285
      Shoes
      Druid Sandals have been out of the meta for a while now. The slowing effect provided by Frost Walk was very strong, which is why its speed gain was limited. But this low move speed was too much of a disadvantage and they were hardly used. For this reason Frost Walk mobility has been slightly increased, while Run still provides considerably higher mobility.
      • Frost Walk (Druid Sandals):
        • Move Speed Increase: 30% → 45%
      Mounts
      The Tower Chariot is currently one of the weaker Battle Mounts in the game. Since it will return as a reward for the Energy Surge Season, it has received a slight overhaul to make it a potential useful support in the modern ZvZ meta.
      • Tower Chariot:
        • Health Factor: 3.6 → 5.3
      • Energy Cloud (Tower Chariot):
        • Standtime: 0.3s → 0s
        • Removed Energy Cost Reduction
        • Instead, it now restores 3 energy per second (stacks up to 2 times)
      • Toxic Crystal Waste (Tower Chariot):
        • Standtime: 1s → 0.6s
      • Tower Shield (Tower Chariot):
        • Shield no longer restores energy
        • Shield now also affects mounts
      Fixes
      • Spell fixes:
        • Fixed a rare issue where Wall of Flames triggered rapidly when cast close to a wall
        • Corrected effect area length display for Spirit Animal (Rampant Staff)
        • Activation buff of Poison (Mage Cowl) can now be purged as intended
        • Adjusted Soul Shaker (Grailseeker) tooltip and spell indicator to show correct range
        • Fixed an issue where spell slot cooldowns were sometimes wrong after failed cast attempts (e.g. in connection with Soul Shaker spell)
      • Fixed an issue where /suicide would sometimes not work when knocked down
      • Fixed an issue that prevented crafting of Ballistas when it should have been unlocked
      • Fixed an issue that prevented deleting character names with non-alphanumeric characters; corrected entry prompt to allow only alphanumeric characters
      • [MOBILE] Fixed an issue where side menus would overlap Premium and Gold menus - opening these menus now closes others
      • Additional graphical, audio, animation, terrain, UI, and localization fixes
    • JudgeNutmeg wrote:

      Call to Arms Patch 11 - Version 18.110.1 - October 13, 2021
      Season Winner Statues Unveiled

      The statue for Season 13 Winners Blue Army has been unveiled in Conquerors’ Hall, and Season 13 Winner Statue Furniture Items are now placeable.
      Black Zone Map Improvements
      Hovering over Black Zone map headers now displays Zone Quality Level, which determines the following:
      • Season Point multipliers for Territories, Castles / Castle Outposts, and mobs
      • Energy Storage by Territory
      Faction Warfare UI Changes
      • Faction Warfare Player Rankings now only list players who were active within the prior week
      • Resolved a rare issue that caused Faction Warfare Player Rankings to display incorrectly
      Duel Changes
      • Duel circles now have a defined maximum height difference between participants:
        • If one player exceeds a certain height/depth, the fleeing countdown will start
        • This is intended to fix terrain obstruction duel exploits in certain areas
      Combat Balance Changes
      Arcane Staffs
      The Locus is a very strong support weapon in ZvZs. Previously it served a dual role when the frontline engaged or was engaged by removing the enemy’s buffs and cleansing all allies, thereby acting as both offensive and defensive support. To encourage more considered decisions in these situations, the Purge effect of the Void has been removed. This opens up the ZvZ meta to other support weapons, with less focus on this single item. Additionally, the max target count for Motivating Cleanse was increased to make it more useful in large-scale fights.
      • Motivating Cleanse (all Arcane Staffs):
        • Max affected targets: 5 → 10
      • Void (Malevolent Locus):
        • No longer purges enemies
      Crossbows
      Explosive Mine damage was lowered in the past to reduce the one-shot heavy meta in earlier patches. However, since AoE Escalation has been reduced since then, the damage nerf has now been reverted to make the Explosive Mine a ZvZ force to be reckoned with again.
      • Explosive Mine (Weeping Repeater):
        • Damage: 230 → 270
      Cursed Staffs
      Enfeeble Blades was a very underrepresented ability. To give it a more useful role, it has been reworked into a ground target area which purges each enemy hit. Since the Locus is now cleanse-only, Lifecurse Staff can take over the role of AoE purging in large-scale fights.
      • Enfeeble Blades (Lifecurse Staff):
        • Can now be cast at the ground and no longer requires an ally target (Blades remain on the ground area)
        • Is now a channeled ability, and the Blade area lasts for the channel duration
        • The area now also continues purging enemy buffs on every hit (doesn't purge enemy HoT)
        • Cast Range: 11m → 15m
        • Cast Time: 1s → 0.6s
        • Cast and channel are now uninterruptible
        • Area Radius: 6m → 5m
        • Area Duration: 5s → 4s
        • Damage Debuff per Stack: 5% → 4%
        • Debuff Max Stacks: 10 → 5
        • Cooldown now scales with Item Power:
          • 900 Item Power: 50s
          • 1700 Item Power: 34s


      Fire Staffs
      Wildfire Staff has struggled to find a valuable spot in group compositions. Its core mechanic meant it was not well-suited to small-scale fights, while other DPS options outshone it in large-scale combat. To give it a specific DPS sub-role specifically suited to punishing enemy frontlines, the burning effect now ignores armor and deals 3.75% of the player's max health per tick as damage. This makes it more desirable against tanks and heavily-armored players. This fits the ability design better, as the rolling Magma Sphere is quite difficult to land on the enemy’s backline but much better suited to punishing overextended frontlines.
      • Searing Flame (all Fire Staffs):
        • Fixed an issue where its collision detection was unreliable at max range - this means its effective range is now increased
      • Magma Sphere (Wildfire Staff):
        • Projectile Speed: 7.67m/s → 11.5m/s
        • Cast Speed: 0.6s → 0.4s
        • Instant Damage: 267.43 → 296
        • Ignite Damage per tick: 20.06 → 3.75% of the target's Max Health
      Hammers
      Hammers have been the main tank in 5v5 Crystal League play for a while. To make them somewhat less powerful, the damage and armor reduction of Iron Breaker, which could generate heavy pressure over the course of a fight, has been reduced. The cooldown of Power Geyser has been increased by 2 seconds to reduce the up-time of this ranged displacement. The stun duration of Tackle, meanwhile, has been reduced slightly as that, along with its mobility on a relatively low cooldown, made it more valuable than other Hammer E-abilities.
      • Iron Breaker (all Hammers):
        • Resistance Reduction: 0.14 → 0.12
        • Damage vs Players: 120 → 90 (Damage vs Mobs stays unchanged)
      • Power Geyser (all Hammers):
        • Cooldown: 8s → 10s
      • Tackle (Great Hammer):
        • Stun Duration: 2.35s → 2.10s
      Holy Staffs
      Healers in Albion offer a very strong sustain, meaning they have the tools to prevent their group members simply being burst down in group fights. As a result, Healers are usually designed without a lot of damage in their kit, and are thus encouraged to choose whether to use their Q-slot for full sustain or additional damage. However, there was also the option to go full sustain and get damage from other sources such as potions, capes, or armor. To balance this approach, base damage output has been reduced when equipping any healing staff. Healers can negate this penalty by using the damage ability on the Q-slot. This change should reinforce the original intention that Healers choose between sustain and damage.
      Flash Heal was rarely used and has thus been reworked: instead of a spammable heal without cooldown, a 3s cooldown was added for a rebalanced high-impact heal, meaning Healers don’t need to remain still to get the maximum healing from this ability. Cast Time was also reduced to make it less susceptible to interrupts, but the Hit Delay was kept in order to broadcast the same ground-based telegraphing to both allies and enemies.
      Additionally, some E-abilities of the Holy Line have been adjusted. Holy Explosion has high healing output and good defensive utility with its knockback, so to reduce its self-sustaining quality the Energy Cost per tick was increased. Celestial Sphere is now an uninterruptible cast so that it can't be fully denied (as it often is in competitive 5v5), while the bouncing sphere after the cast still allows for counterplay. Lastly, Hallowfall's Cooldown Reduction now receives a slight buff when hitting an ally, which is meant to somewhat alleviate its very long base cooldown.
      • Equipping any Holy Staff reduces all damage output by 50%
      • Smite (all Holy Staffs):
        • Now increases the caster's damage by 50% for 8s
      • Holy Flash (all Holy Staffs):
        • Cooldown: 0s → 3s
        • Cast Time: 0.8s → 0.4s
        • Hit Delay: 0s → 0.4s
        • Heal: 34 → 130
        • Removed the additional 10% Healing per target effect
      • Holy Explosion (Great Holy Staff):
        • Energy Cost per tick: 3.6 → 4.0
      • Celestial Sphere (Redemption Staff):
        • The cast is now uninterruptible
      • Divine Intervention (Hallowfall):
        • Cooldown Reduction when Healing an ally: 35% → 40%
      Maces
      Maces have been out of the Crystal League 5v5 meta for a while. To give them a potential unique tank role, Guard Rune has been overhauled to make allies immune to knockbacks and stuns. This could be used to support a caster backline like Holy, Frost or Fire, protecting them from displacement and stun-heavy enemy frontlines (which currently keep Casters out of the meta). To further increase the appeal of Mace tanks, Sacred Ground has been boosted with an additional Slow effect, to offer some value in reducing enemy movement too. Furthermore, Battle Howl's cooldown has been reduced to better fit the faster meta that has developed over the years. The ability to remove HoTs is now on a lower cooldown than Nature Cleanse, which could generate increased value against Nature Healer comps.
      • Sacred Ground (all Maces):
        • Cast Time: 0.8s → 0.6s
        • Enemies inside the area are now slowed by 20%
      • Guard Rune (all Maces):
        • Allies inside the area are now immune to forced movement and stun
        • Resistance Increase: 0.20 → 0.25
        • Removed the Healing Increased bonus
      • Battle Howl (Heavy Mace):
        • Cooldown: 20s → 15s
      Nature Staffs
      As noted above (under Holy Staffs), base damage output when equipping healing staffs has been reduced. This is to counter a workaround whereby Healers could go full sustain on the Q-slot and get damage from other sources. Now they would have to use the Q-slot damage ability to counter the reduced base damage output, in line with the original intention that they choose between sustain and damage.
      Spirit Animal is currently underrepresented in large-scale fights, although it is in precisely these situations that it is meant to shine. To increase its impact, cast range has been adjusted and the cast direction can now be chosen independently. This allows the Healer to better support his army from the back line.
      • Equipping any Nature Staff reduces all damage output by 50%
      • Thorns (all Nature Staffs):
        • Now increases the caster's damage by 10% for 10s (stacks up to 5 times)
      • Spirit Animal (Rampant Staff):
        • Cast Range: at caster → 12m
        • Now cast direction can be selected independent of cast position
        • Base Heal per tick: 12 → 13.5
      Spears
      Spears are a highly versatile weapon, offering a lot of utility and different options for different situations. This high utility, paired with its strong sustain damage, makes it difficult for weapons that are focused on pure damage and less utility to compete with spears. For this reason we have reduced the sustain damage of the Auto Attack Buff.
      • Spirit Spear Charge (all Spears):
        • Normal Attack Damage Increase: 40% → 32%
      Swords
      As with the Weeping Repeater, Galatine Pairs were previously nerfed to mitigate the one-shot heavy meta. This has been reverted to make them a notable force in ZvZ again. Crescent Slash has not yet found widespread use since the recent rework. Since it had so many effect possibilities per stack, the additional value of each was set very low to balance this. This was probably too low, however, so the value of 2-stack and 3-stack effects has now been increased.
      • Crescent Slash (Clarent Blade):
        • 2 stacks - Silence Duration: 0.8s → 1.4s
        • 3 stacks - Additional Damage: 48 → 94
      • Soulless Stream (Galatine Pair):
        • 0 Stack Damage: 75 → 84
        • 1 Stack Damage: 119 → 134
        • 2 Stack Damage: 179 → 201
        • 3 Stack Damage: 254 → 285
      Shoes
      Druid Sandals have been out of the meta for a while now. The slowing effect provided by Frost Walk was very strong, which is why its speed gain was limited. But this low move speed was too much of a disadvantage and they were hardly used. For this reason Frost Walk mobility has been slightly increased, while Run still provides considerably higher mobility.
      • Frost Walk (Druid Sandals):
        • Move Speed Increase: 30% → 45%
      Mounts
      The Tower Chariot is currently one of the weaker Battle Mounts in the game. Since it will return as a reward for the Energy Surge Season, it has received a slight overhaul to make it a potential useful support in the modern ZvZ meta.
      • Tower Chariot:
        • Health Factor: 3.6 → 5.3
      • Energy Cloud (Tower Chariot):
        • Standtime: 0.3s → 0s
        • Removed Energy Cost Reduction
        • Instead, it now restores 3 energy per second (stacks up to 2 times)
      • Toxic Crystal Waste (Tower Chariot):
        • Standtime: 1s → 0.6s
      • Tower Shield (Tower Chariot):
        • Shield no longer restores energy
        • Shield now also affects mounts
      Fixes
      • Spell fixes:
        • Fixed a rare issue where Wall of Flames triggered rapidly when cast close to a wall
        • Corrected effect area length display for Spirit Animal (Rampant Staff)
        • Activation buff of Poison (Mage Cowl) can now be purged as intended
        • Adjusted Soul Shaker (Grailseeker) tooltip and spell indicator to show correct range
        • Fixed an issue where spell slot cooldowns were sometimes wrong after failed cast attempts (e.g. in connection with Soul Shaker spell)
      • Fixed an issue where /suicide would sometimes not work when knocked down
      • Fixed an issue that prevented crafting of Ballistas when it should have been unlocked
      • Fixed an issue that prevented deleting character names with non-alphanumeric characters; corrected entry prompt to allow only alphanumeric characters
      • [MOBILE] Fixed an issue where side menus would overlap Premium and Gold menus - opening these menus now closes others
      • Additional graphical, audio, animation, terrain, UI, and localization fixes

      I have played healer since the beginning and I do mean the first year this game was created. I have gone into dungeons to get up my skill and was absolutely stunned at the crap you did to holy healers. Really, I’m now crap in a dungeon, so Ill be mincemeat in pvp. I dont know if any of you actually play healer but if a new player was trying to fame up in a blue, the new 50 percent cut , even with smite on sucks. I went in to a t6 blue, and was worried about rats. I quit the game last year, because you seem to listen to the 5v5 cry babies, and not the people who play the game in different ways. I normally can get out of danger when attacked by 2 players, but today I was dead and felt like a nubie. My attack used to kill a rat, now a rat, takes 3 hits with t7 gear on. and 1300 are you kidding me. Please Please get rid of this stupid change. Please stop killing the healer. I dont want to quit, but not every healer wants to play in groups all the time, and we need to be able to protect ourselves, as we are the one ALWAYS attacked first. This is the worst change I have felt you make in the game, and just makes me so frustrated. The crap 8 second bull is crap. This is the most unfair attack on one player type. Please remember some of us are not out to PVP every minute, but I do want to be able to stay in a fight if I’m attacked,
      Live, Laugh, Play :)
    • @LadyDaisy

      Sorry to be VERY HARSH but i have to DENY you
      Denied because Hallowfall exist in corrupted dungeons
      Denied because how powerful healing is and how resistance work in this game

      the people like you who play DPS holy healer to solo fame farm is so small that is almost non-existant.
      and when i mean non existant as in less than people who play arcane in the open world kind of non existant
      not even 0.001 percent of players kind of non existant

      and it is always more efficient to group fame farm as a healer and always has been the main way healers get spec
      you can ask any new player friendly guild out there and i can assure you they would give their time of day help you level up healing

      while i agree they overdid it by screwing the PvE portion of the weapon in this case
      but healers should not be able to 1vx players as they did pre rise of avalon patch and the way they did in the first 3 months of corrupted dungeons release

      that resulted in guardian helm nerf, health stacking nerf , hallowfall reduced to a shell of its former glory, throns nature nerf, % healing reduction to corrupteds and many more other nerfs all in effort to balance the corrupted dungeons

      and you said something about listen to the 5v5 cry babies? they are the main competitive content of the game generating massive season points for the guild
      along side corrupted dungeons which is mostly covered by streamers and youtubers which provide the game many highlights and moments
      unlike your DPS holy staff in blue dungeons which is built for your own ROLE PLAY

      it is only common sense to balance those content first before looking at minority
      https://forum.albiononline.com/index.php/Thread/155980-The-Forums-Could-Use-a-Night-Mode-Theme/

      Contribute to Night Mode with the link above

      FYI here is a picture me hugging Night Mode
    • RIP Lifecurse you were a good weapon and friend for the last 3 years.

      Seriously why couldn't you use Demonic or Great Curse for this purge rework. Only weapon I've fell in love with in this game from the start and got to 100 first is now not useable for any content I do.

      - Used for Soloing group dungeons since season 5 in the blackzone
      - To date, only boss I've never successfully soloed was earth daughter.
      - Used for 2v2 hellgates
      - Used for 5v5 Hellgates
      - Used for 20v20 Crystal
      - Used for solo and group ganking in red and black zones
      - Used for HCE when my guildmates ask me to come for 15-20
      - Soloed up to lvl 8 HCE as well
      - Killed every faction boss Solo when the call to arms patch changed.
      - Best Mage raiding weapon.
      - Used for Open world FvF as a main tank
      - Used for the Lawlroflcopter
      - Used for the invisibitch gank squad (before it was cool)
      - Used for the last 3ish years to make myself and my guilds life the best. You will be missed.

      Yo Dev's hope you take the time to read this so you know that at least me and my guild used and heavily relied on this weapon for a lot of our gameplay and we may be the minority here but this really is the worst to have all our dedication to a weapon like this only for it to be stripped away.
      Files
    • Ko557 wrote:

      RIP Lifecurse you were a good weapon and friend for the last 3 years.

      Seriously why couldn't you use Demonic or Great Curse for this purge rework. Only weapon I've fell in love with in this game from the start and got to 100 first is now not useable for any content I do.

      - Used for Soloing group dungeons since season 5 in the blackzone
      - To date, only boss I've never successfully soloed was earth daughter.
      - Used for 2v2 hellgates
      - Used for 5v5 Hellgates
      - Used for 20v20 Crystal
      - Used for solo and group ganking in red and black zones
      - Used for HCE when my guildmates ask me to come for 15-20
      - Soloed up to lvl 8 HCE as well
      - Killed every faction boss Solo when the call to arms patch changed.
      - Best Mage raiding weapon.
      - Used for Open world FvF as a main tank
      - Used for the Lawlroflcopter
      - Used for the invisibitch gank squad (before it was cool)
      - Used for the last 3ish years to make myself and my guilds life the best. You will be missed.

      Yo Dev's hope you take the time to read this so you know that at least me and my guild used and heavily relied on this weapon for a lot of our gameplay and we may be the minority here but this really is the worst to have all our dedication to a weapon like this only for it to be stripped away.
      nice you were like the only one using lifecurse for any content in the game cause it was dogshit, stop whining dude
    • The_Support_God wrote:

      unlike your DPS holy staff in blue dungeons which is built for your own ROLE PLAY
      I would happily play a bruiser-caster hybrid if they weren't just a gimmick that gets attacked multiple patches in a row because of all the wrong reasons. They also exist in other MMORPG's (Take TESO or WoW, for example).

      I will now go on a small rant:
      • Smite - 1.5s cast time; In a time where devs reduce 0.4s hitdelays to 0.3s a cast time this long is nothing but laughable. Don't forget about the cast-lock (You CAN NOT cancel spells which went through by 60%, essentially making you a big target for the remaining 40% of the cast, or 0.6s in this case).
      • Rejuvenate (Druid W1) - became garbage because of CRD's, you cant even use this shit in PvE anymore because it gets interrupted by a single DoT tick or a stray hit. Do not forget about the 0.5s of introduced hitdelay, which in combination with the damage disruption modifier makes it possible to get literally 0 value from this spell. What a massive discount: 2 weapon spells at the cost of 3 weapon spell slots.
      • Great nature - W1 died and brought this staff down along with it. I had some fun times in the old 2v2 hellgates using it in a resource drain comp alongside an arcane staff, the latter of which got mauled by lym cape introduction. At the very least you can still use GN in group dungeons to some extent.
      • 1H nature - Attempts to create a hybrid E for both damaging and healing Q's ended right here, shame.
      • And now the 50% damage reduction passive, which made damaging Q's unusable; they might have aswell just staight up deleted them at this point.
      The framework is there, healers have W's that complement a bruiser playstyle (Druids have Rejuvenate, Holy has Pulse), and attempts to expand it were made (Pulse rework #3, Thorns Q having reflect in it's first iteration, 1H druid having a hybrid E), yet instead of being worked on, this playstile just lays there beneath a plethora of other balance adjustments, completely forgotten, just like the energy drain mechanics from arcane staves.
      - You're a monster.
      - Am I?
    • ladydaisy wrote:

      ... you seem to listen to the 5v5 cry babies, and not the people who play the game...
      i also was on and off because of this bullshit (since it all started and it was 2d :P) ... i know you have statistics ... what % of the whole player base dose 5v5 every day or every week for that matter ...
      --if i wanted to play a instanced game i would of done that !!! i`m here for the open world adventure-- like the intro video ...
      I talk for myself , and most of the people i know in game (who don`t cry on the forums all day like the instanced pvp cry babies ... shit isn`t fair ... take any isometric moba ... they have to patch the game and make changes every week or so (majos changes) and it will never be balanced it is impossible ... I HAVE A SOLUTION stop gutting stuff (not talking bout heals in particular) - healers are 2 strong ? -give dps more dmg ! or -give wepons a option to sacrifice a portion of dmg to reduce healing ...
      there are so many options... and I THINK gutting heals like this should b the last one ...

      this might b asking 2 much ... but u could make a server wide survey (just give somethin as a reword for completing it...) also make it only for premium accounts or ppl with a certain amount of fame ...or the cry babies will just use all they`re scouting alts to manipulate the results ...

      catering to a small portion of the playerbase has the potential to break the game and i think this issue should have itz own dedicated thread ...
    • I don't mind balance changes, even sweeping balance changes. The thing that soured me on Albion is respec costs. SBI can not stop tinkering with sweeping balance changes, they take a build you spend upwards of hundreds of millions of silver on the fame for between the farming supplies, the auto respec fees, the backpack fees, efame books, etc. Hundreds of hours of your time, and SBI doesn't just make major balance changes, they remake your items into completely different items that you've never used before. Why are we expected to eat these costs and just deal with it? It costs ~350M silver to respec a normal 100 spec build. You force us to change builds constantly. Why do you do nothing? Is there really so many whales blowing cash to respec every patch that it is worth all this bad will? If you significantly modify an item tree, disable respec costs for that item for a time. What is so hard about doing right by your customers? A balance shakeup could be a time of excitement, but instead it is a millstone of your customer's sanity.
      https://steamcommunity.com/id/asgaeroth/
    • Asgaeroth wrote:

      I don't mind balance changes, even sweeping balance changes. The thing that soured me on Albion is respec costs. SBI can not stop tinkering with sweeping balance changes, they take a build you spend upwards of hundreds of millions of silver on the fame for between the farming supplies, the auto respec fees, the backpack fees, efame books, etc. Hundreds of hours of your time, and SBI doesn't just make major balance changes, they remake your items into completely different items that you've never used before. Why are we expected to eat these costs and just deal with it? It costs ~350M silver to respec a normal 100 spec build. You force us to change builds constantly. Why do you do nothing? Is there really so many whales blowing cash to respec every patch that it is worth all this bad will? If you significantly modify an item tree, disable respec costs for that item for a time. What is so hard about doing right by your customers? A balance shakeup could be a time of excitement, but instead it is a millstone of your customer's sanity.
      please don't spew bs tho. i understand you might be frustrated with some of those changes but be real, it doesn't cost 350m to get 1 weapon 100 spec.
      To get full spec, it cost 33.85m of fame. at 30k per fame tome that would be 3385 tomes or so. AKA 101.55million silver. And that excludes any respec you get which is way cheaper per fame than a tome. and the satchel of insight when used (if using the 8.3mp) it's about 1.23 silver per fame so that means 12.3k silver per 10k fame (instead of the 30k per tome i used).

      So get your math straight.
      So if you include respec, it's probably like 70m to get 100 spec in a weapon and this excludes the upcoming OW changes which make it way easier to gain specs by fame farming in OW.

      Fame farming is ridiculously easy to do in Albion currently compared to 2 years ago. so HCE is more accessible than ever due to "noob meta" (that's my opinion regarding the state of hce), Corrupted dungeons give so much fame for cheap that it is insane and almost competitive to hce and ava dungeons.
      Roads of Avalon are amazing to fame farm(if you can find a t8 rest zone and gather).

      You might want to address your concern to the Testserver feedback section since your comments probably regard BlackHands being changed and this post is unrelated.


      Yes, there must be a shit ton of whales on the game imo but those type of updates addresses people who've played the game for 1-2years+ mostly since those people are the most at risk of being maxed out and having no reason at all to fame farm except getting the PVP encounters (which diving/counter-diving group dungeons is dead currently and doesn't happen which next update might fix that).

      Please don't complain about having to "change" build when it's just a meta shift, get used to this. Again it's a PVP game and the successful ones have meta shifts every 3 to 6months.

      And to finalize this, welcome to playing a PVP-oriented game. Sounds like it might be your first time on that but drastic changes on meta to the point it renders some items useless and others op happens once in a while. lots of games do this. SBI does value their customers since when they change/replace a weapon or their spell they don't put it back to 0. You just have to learn how to use it.
    • I dont know about you guys but 100 mil is not an easy amount to put down even for me much less the general public

      10 mil can get you a 8.3 set

      and 1 mil can get you 2 cheap T7 sets for open world
      https://forum.albiononline.com/index.php/Thread/155980-The-Forums-Could-Use-a-Night-Mode-Theme/

      Contribute to Night Mode with the link above

      FYI here is a picture me hugging Night Mode
    • The_Support_God wrote:

      I dont know about you guys but 100 mil is not an easy amount to put down even for me much less the general public

      10 mil can get you a 8.3 set

      and 1 mil can get you 2 cheap T7 sets for open world
      Start doing HCE. You can do 150 mill under a week.
      Deathskills says 150m silvers is too much for 84-112 hours of active gameplay out of 168 hours a week has. Does not answer how much a ganker does under that time. This player is a joke.
    • Deathskills wrote:

      Asgaeroth wrote:

      I don't mind balance changes, even sweeping balance changes. The thing that soured me on Albion is respec costs. SBI can not stop tinkering with sweeping balance changes, they take a build you spend upwards of hundreds of millions of silver on the fame for between the farming supplies, the auto respec fees, the backpack fees, efame books, etc. Hundreds of hours of your time, and SBI doesn't just make major balance changes, they remake your items into completely different items that you've never used before. Why are we expected to eat these costs and just deal with it? It costs ~350M silver to respec a normal 100 spec build. You force us to change builds constantly. Why do you do nothing? Is there really so many whales blowing cash to respec every patch that it is worth all this bad will? If you significantly modify an item tree, disable respec costs for that item for a time. What is so hard about doing right by your customers? A balance shakeup could be a time of excitement, but instead it is a millstone of your customer's sanity.
      please don't spew bs tho. i understand you might be frustrated with some of those changes but be real, it doesn't cost 350m to get 1 weapon 100 spec.To get full spec, it cost 33.85m of fame. at 30k per fame tome that would be 3385 tomes or so. AKA 101.55million silver. And that excludes any respec you get which is way cheaper per fame than a tome. and the satchel of insight when used (if using the 8.3mp) it's about 1.23 silver per fame so that means 12.3k silver per 10k fame (instead of the 30k per tome i used).

      So get your math straight.
      So if you include respec, it's probably like 70m to get 100 spec in a weapon


      You might want to address your concern to the Testserver feedback section since your comments probably regard BlackHands being changed and this post is unrelated.


      Yes, there must be a shit ton of whales on the game imo but those type of updates addresses people who've played the game for 1-2years+ mostly since those people are the most at risk of being maxed out

      Please don't complain about having to "change" build when it's just a meta shift, get used to this. Again it's a PVP game a

      And to finalize this, welcome to playing a PVP-oriented game.
      • buddy asgaeroth is right he has a point here regarding weapon changes and other set changes.By the way albion online is not only entirely pvp last time i checked it is full risk pvp and pve.even during the corrupted dungeons intro it said pve and pvp pve has same importance as well ur just dumb on the top floor thinking its only pvp.pvp is enjoyable yes i do accept it,but ur notion of making ur own thoughts as opinion by saying its only pvp oriented is quite funny lol.

      The post was edited 1 time, last by BOOMSHINEKING: mistake ().

    • BOOMSHINEKING wrote:

      Deathskills wrote:

      Asgaeroth wrote:

      I don't mind balance changes, even sweeping balance changes. The thing that soured me on Albion is respec costs. SBI can not stop tinkering with sweeping balance changes, they take a build you spend upwards of hundreds of millions of silver on the fame for between the farming supplies, the auto respec fees, the backpack fees, efame books, etc. Hundreds of hours of your time, and SBI doesn't just make major balance changes, they remake your items into completely different items that you've never used before. Why are we expected to eat these costs and just deal with it? It costs ~350M silver to respec a normal 100 spec build. You force us to change builds constantly. Why do you do nothing? Is there really so many whales blowing cash to respec every patch that it is worth all this bad will? If you significantly modify an item tree, disable respec costs for that item for a time. What is so hard about doing right by your customers? A balance shakeup could be a time of excitement, but instead it is a millstone of your customer's sanity.
      please don't spew bs tho. i understand you might be frustrated with some of those changes but be real, it doesn't cost 350m to get 1 weapon 100 spec.To get full spec, it cost 33.85m of fame. at 30k per fame tome that would be 3385 tomes or so. AKA 101.55million silver. And that excludes any respec you get which is way cheaper per fame than a tome. and the satchel of insight when used (if using the 8.3mp) it's about 1.23 silver per fame so that means 12.3k silver per 10k fame (instead of the 30k per tome i used).
      So get your math straight.
      So if you include respec, it's probably like 70m to get 100 spec in a weapon


      You might want to address your concern to the Testserver feedback section since your comments probably regard BlackHands being changed and this post is unrelated.


      Yes, there must be a shit ton of whales on the game imo but those type of updates addresses people who've played the game for 1-2years+ mostly since those people are the most at risk of being maxed out

      Please don't complain about having to "change" build when it's just a meta shift, get used to this. Again it's a PVP game a

      And to finalize this, welcome to playing a PVP-oriented game.
      • buddy asgaeroth is right he has a point here regarding weapon changes and other set changes.By the way albion online is not only entirely pvp last time i checked it is full risk pvp and pve.even during the corrupted dungeons intro it said pve and pvp pve has same importance as well ur just dumb on the top floor thinking its only pvp.pvp is enjoyable yes i do accept it,but ur notion of making ur own thoughts as opinion by saying its only pvp oriented is quite funny lol.

      Core design of the game and economy of design is based around the lost form full loot. so yes it is a pvp oriented game with some elements of pve.

      You'll notice any activity "worth" doing apart of HCE are all in full loot pvp zones which prouves my point.

      Marketing can't go full hardcore since that turns away more people than trying to say it is a missmatch. sadly i do not think the pve is "good" in albion, at least not compared to many other mmo. But they shine because of the pvp aspect.
    • Malkalma wrote:

      Deathskills wrote:

      You'll notice any activity "worth" doing apart of HCE are all in full loot pvp zones which prouves my point.
      Crafting? Trading? Laborer empires?
      Laborer empire is more expensive and time consuming than HCE could ever get and you only get silver, no fame from it.

      trading is meh, harder and limited to do and harder since they added the estimated value to inventories.

      Crafting you are limited by your 10k focus a day or how deep the HO you have in the roads/BZ.

      So again entry points way higher than just a 10-20m set...