Testserver Patch Notes - Lands Awakened Patch 1

    • Testserver Patch Notes - Lands Awakened Patch 1

      Lands Awakened Patch 1

      Headquarters Hideout Requirements Updated

      With this patch, the requirements for declaring a Headquarters Hideout have been updated. The changes can be summarized as follows:
      • The Top 600 Season rank requirement is removed
      • A Headquarters can now be declared immediately after the necessary Season Point requirement has been reached
      This means that a guild can declare a Headquarters based on Season Points earned in the last or current season. For more details, as well as the current point requirements by zone quality and tier, see this forum post: forum.albiononline.com/index.php/Thread/157670

      Energy Surge Season Winner Statues Placed


      Congratulations to the winners of the unique standalone Energy Surge Season! You can check out their winner statues in the following zones:
      • First Place: The Lonely Men, Redtree Enclave
      • Second Place: Hadoop, Drybasin Oasis
      • Third Place: Be Careful, Sunstrand Quicksands
      New Guild Invite Spam Protections
      • Sending too many declined guild invitations in a short amount of time now applies a guild-wide cooldown on sending more invitations, as well as a limit to how many invitations can be sent out at a time
      • Guild invites now give clearer feedback if they are rejected or ignored
      Other Changes
      • Clicking on Static Dungeons on the world map now opens a UI window showing mob types and tiers, as well as other information when in closer proximity
      • The Adventurer's Challenge Daily Bonus now gives an Adept's Tome of Insight (10,000 Fame) instead of a Novice's Tome of Insight (2,000 Fame)
      • Increased channel time required to open open-world treasure chests from 3 seconds to 5 seconds
      • Picking up a Power Core or Energy Crystal now removes the invulnerability buff received when leaving a Hideout
      • Furniture can no longer be placed on Power Cores or Energy Crystals to block them from being picked up
      • Hideout Power Levels are now viewable in the Guild Estates UI

      Combat Balance Changes


      Axes

      Since the Whirlwind channel can no longer be interrupted, the counterplay options are either rooting/slowing the Greataxe player, or creating enough distance. However, with the movement speed increase built into the ability, it was very difficult to escape the Whirlwind damage. The movement speed increase has thus been removed from the ability.

      • Whirlwind (Greataxe):
        • Removed the movement speed increase
      Daggers

      To make Blood Ritual less dependent on blocking the self damage with an additional defensive like Cleric Robe, its self-damage has been reduced.

      • Blood Ritual (Demonfang)
        • Self Damage per Tick: 20 → 12
      Maces

      One-handed Maces have been very strong in a variety of content types. With the combination of high damage, stun, and mobility, they outperform many similar weapons, making them very strong. The damage output and mobility of Deep Leap have thus been decreased.

      • Threatening Smash (all Maces):
        • Damage 157 → 146
      • Deep Leap (One-handed Mace):
        • Damage: 203 → 156
        • Range: 14m → 11m
      War Gloves

      Since War Gloves are an entirely new line that offers a lot of utility, outplay potential and combo setup, we wanted to make sure they don’t dominate the meta at launch and made sure that the kit has enough drawbacks. However it seems we were a bit overcautious, and while they seemed in a good place in test cases, they somewhat underperformed in various areas in the Albion live world. Therefore we are currently implementing various improvements to get them in a better place in patch 1.

      • Base Stats (all War Gloves):
        • Now increase Max health by 50 (base value); for reference, this is the same amount of Max Health given by Swords and Axes
      • War Glove Auto-Attacks - 3 Hit Attack Chains:
        • Time factor of the third hit: 3 → 2 (this makes the third attack faster, but overall DPS stays the same)
        • Canceling the third auto-attack is now possible earlier, to enable more responsive repositioning and ability usage between attacks
      • Create Opening (all War Gloves):
        • Cooldown when using the second hit: 4s → 3s
      • Dragon Leap (all War Gloves):
        • Cooldown: 8s → 7s
        • Time Window to activate the Uppercut: 4s → 3s
        • Removed the delay until the 2nd activation can be used. (this means you can instantly recast it, after the first hit)
      • Cross Step (all War Gloves):
        • Buff Duration: 6s → 8s
      • Shock Wave (all War Gloves):
        • Range: 10m → 11m
      • Triple Kick (all War Gloves):
        • Damage vs Players per hit: 30 → 37
      • Backhand Strike (all War Gloves):
        • The ability no longer requires an enemy target - instead, it can now be cast in a direction
        • The Strike then hits all enemies in a 6m range in the cast direction, knocking them back and applying the knockback effect and corresponding damage to all targets hit
      • Blazing Geyser (Brawler Gloves):
        • Cooldown: 20s → 15s
      • Falcon Smash (Battle Bracers):
        • Inner Circle Damage: 242 → 264
        • Range: 12m → 15m
      • Gravitational Collapse (Spiked Gauntlets):
        • Cooldown: 25s -> 20s
        • Damage vs Cloth Armor: 100 → 140
        • Damage vs Leather Armor: 200 → 240
      • Purifying Combination (Fists of Avalon):
        • First Attack Damage: 35 → 78
        • Third Attack Damage: 215 → 235
      • Aggressive Burst (Passive):
        • Normal Attacks needed to Activate: 16 → 11 (for 2-hit auto-attack chain War Gloves)
        • 3 hit auto attack chain War Gloves are unchanged, because the 3-hit attack chain is now faster (see "Base Stats" above)
      • Rushdown (Passive on all War Gloves):
        • Movement Speed Increase Duration: 1s → 2s
      Miscellaneous

      With the dismounting changes introduced in the new content update, it became very difficult to prevent a player from entering a Hideout, as enemy players now cannot be attacked for 5 seconds. The channel time to enter Hideouts not set as "Home" has therefore been increased.
      • Hideout Enter Channel Time (if not set as Home): 3s → 4s
      Fixes
      • [MOBILE] Chat and UI fixes:
      • Marketplace Loadout search now searches for same or higher quality items with "Same or Higher" setting checked, as intended
      • Fixed an issue where world map overlays would reset when changing zones
      • Fixed an issue where Static Dungeon minibosses appeared as Crystal Spiders on the minimap
      • Fixed an issue that prevented Hideout Power Cores and Territory Energy Crystals from being carried through Passages in the Outlands
      • All Q and W spells are now available on T4-5 Demonfang as intended
      • Respec is now available for Elite Levels as intended
      • Caerleon faction capes can now be sold in the Black Market, and found in the open world as intended
      • Fixed an issue where Power Cores and Energy Crystals did not have a tooltip while being carried
      • Fixed an issue where Guild Season Reward Battle Mounts had no item value, which lead to them having no repair cost - new values:
        • T5: value 5060, max repair cost 75,900 Silver
        • T6: value 7156, max repair cost 107,340 Silver
        • T7: value 10120, max repair cost 151,800 Silver
        • T8: value 14312, max repair cost 214,680 Silver
      • Fixed an issue where guild logos were not displaying correctly on mounts with a guild logo option
      • Fixed an issue where Guild Might Level rankings would sometimes show incorrect data when scrolling
      • Fixed an issue where dungeon bosses were dropping piles of Silver that gave "+0 Silver" when picked up - bosses now drop no Silver when killed, as intended
      • Fixed an issue where the weekly Faction Warfare report was not sending a notification when ready
      • Fixed an issue where hostile dismount status was displayed to neighboring players, rather than just to the affected player
      • Resolved an issue with an incorrect error message that displayed when attempting to change the access rights of a Hideout that recently lost its Headquarters status.This message now properly shows the cooldown when this access rights restriction will be lifted.
      • The "Counter" ability (all War Gloves) can no longer be used to dash to targets if caster is overburdened, as intended
      • Fixed an issue where Treasure Drones did not display a rarity until killed
      • Fixed an issue where T5 Sticky Potion recipe required twice the number of eggs it should have
      • Fixed AoE Escalation not working for the following abilities:
        • Infernal Boulder (Hellfire Hands)
        • Earth Crusher (Ravenstrike Cestus)
        • Purifying Combination - Divekick (Fists of Avalon)
      • Additional graphical, audio, animation, terrain, UI, and localization fixes

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

    • Fabrizziou wrote:

      Also the Blazing Geyser and Gravitational Collapse cooldown reduction mentioned in NDA balances aren't noted here
      The latest two changes you mentioned are part of Patch 1.
      But they came in pretty late so they still have to be merged into the patch and will probably be on the staging server in the next days.

      Cheers,
      Retro
    • " Since the Whirlwind channel can no longer be interrupted, the counterplay options are either rooting/slowing the Greataxe player, or creating enough distance. However, with the movement speed increase built into the ability, it was very difficult to escape the Whirlwind damage. The movement speed increase has thus been removed from the ability.


      • Whirlwind (Greataxe):
        • Removed the movement speed increase"


      This changes nothing. People use E generally with shoes and adrenaline boost W. If it´s really bad, people will just start using refreshing sprint, royal boots, or even hunter shoes and nothing will change.

      Suggestion: Change spin from 2.5 sc to 4 sc. And leave the movement speed.
      That will give people plenty of time to evade and getting higher value will make it much harder.
      My YT channel - Solo greataxe killing everything https://www.youtube.com/user/DhaosNK/video=7
    • @Borbarad

      Uh borbarad 4 sec of cannot be CC is kina you know broken? with move speed to boot?

      i like the current change of remove move speed because although it does not do much when the axe full run at you / groups
      it some cases it is for the best where great axe dont use E as a move speed steroid to run instead

      just food for thought. might want to go back to the drawing board on those nerfs
      Embrace the Risk Vs Reward. Do not deny it
      For it will only bring you pain

      #RiskVSRewardCult

      Currently aiming for 120 on all Armors related to Morningstar Build
    • The_Support_God wrote:

      @Borbarad

      Uh borbarad 4 sec of cannot be CC is kina you know broken? with move speed to boot?

      i like the current change of remove move speed because although it does not do much when the axe full run at you / groups
      it some cases it is for the best where great axe dont use E as a move speed steroid to run instead

      just food for thought. might want to go back to the drawing board on those nerfs
      the damage would be same, just spread to 4 seconds instead of 2.5 seconds. It´s quite easy to move away from it now, and even additional 0.5 sc makes a huge difference.

      And its not " move speed steroid run " - it´s 20% movement speed. And it made it more interesting. This will not impact usefulness of greataxe, neither it will be easier to avoid.

      And greataxe is not like other axes - u need to stay on target for the value, and if people pop even basic shoes, you arent getting much value. And if they are CCed, the momvenet speed doesnt matter much, so -
      My YT channel - Solo greataxe killing everything https://www.youtube.com/user/DhaosNK/video=7

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

    • The_Support_God wrote:

      @Borbarad

      Uh borbarad 4 sec of cannot be CC is kina you know broken? with move speed to boot?

      i like the current change of remove move speed because although it does not do much when the axe full run at you / groups
      it some cases it is for the best where great axe dont use E as a move speed steroid to run instead

      just food for thought. might want to go back to the drawing board on those nerfs
      Borbarad is correct to a certain extent. Axes first and foremost are pressure bruisers, whereas Greataxe and Realmbreaker kinda ruin the whole harmony playing into your regular "clap"-type weaponry.
      The tools which a pressure bruiser should posess are quite obvious - those which let him stick to the target. Yet the uninterruptibble channel with the absurd burst damage added on top just makes it guaranteed burst and not a tool to get in.

      So in theory it would be wise to reduce the burst and increase the strength of tools allowing Greataxe to get in, hence the channel duration increase suggestion - less burst and slightly less dps, same damage per cast, yet more uninterruptibble channel time.
      One thing I dont agree with is leaving the movement speed increase after the channel. It should only persist during the spin, perhaps with a slightly lower percentage due to the channel time increase, say 15% instead of the 20%.
      - You're a monster.
      - Am I?
    • Does it includes fixes for the UI for the guild season overview?
      Right now when scrolling through the deatils of Guild might per category such as PVE.
      the ranks and might numbers changes while scrolling. (Check attachments both took from same category after scrolling down and then backup)

      PS: It would be very nice to be able to see a summarize view not being reset everytime we reach a level.
      Also the progression bar for the guild might challenge for each activities are blue while I think they should be grey. It seems my guild has gathered 3.8m season points, when in fact it's might (well I think), and we only at 30k season points.
      Images
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      Veloester
    • veloester wrote:

      Does it includes fixes for the UI for the guild season overview?
      Right now when scrolling through the deatils of Guild might per category such as PVE.
      the ranks and might numbers changes while scrolling. (Check attachments both took from same category after scrolling down and then backup)
      I can confirm that the issue with the Guild Might Levels UI will be fixed, and the patch notes will be amended to state this.
    • is mercenary jacket working as intended or you are just ignoring fixing its interactions with other E spells like shadowcaller and lifecurse ?

      and again what exactly is ''direct damage'' and how come it works with skull E and not with other similar spells like shadowcaller?
    • Lockemup wrote:

      my friend is a big greataxe fan and bummed about move speed removal. I think reducing damage out put by 10% in pvp or somesuch may be better alternative, not a big fan of removing synergy between axe skills.
      yeah the movement speed nerf doesnt change anything when it comes to evading the weapon, and takes a lot of identity from the weapon.

      Increasing spin from 2.5 sc to 4 sc would work perfectly.
      My YT channel - Solo greataxe killing everything https://www.youtube.com/user/DhaosNK/video=7

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

    • What's the point of those mace adjustment, because all I see is palpable desperation to be able to say "Look, we did something" without even attempting to touch the core issues that is CC Online: even after this patch a single mace user just has to hit 1 Deep Leap/Snare Charge and he can CC you almost indefinitely with next to no counter-play possible.

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