Testserver Patch Notes - Lands Awakened Patch 5

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    • Testserver Patch Notes - Lands Awakened Patch 5

      Lands Awakened Patch 5

      Changes

      • Logout countdown in yellow zones: 60s -> 10s
      • Resurrect spells are now limited to a 10 second window in which the knocked-down player can accept
      • Added furniture blockers to boss areas in World Boss zones to prevent use of furniture in boss fights
      • Guardians and Aspects, as well as Gate Cores in Avalonian Dungeons, now choose a new target instead of resetting when the current target runs away
      • Added Mountain and Steppe Energy Vortex variants to better integrate them with their environments
      • Resource Mobs:
        • Dryads, Ents, and Mistcougar ("Bleeding Claw" ability only) now remove their damage-over-time effects on death to enable instant resource gathering
        • Mistcougar "Pounce" spell: replaced damage-over-time effect with Stun


      Combat Balance Changes

      • War Gloves
        • Gravitational Collapse (Spiked Gauntlets):
          • Damage vs. Plate Armor: 450 → 380



      Fixes
      • Fixed an issue where Tier 6 Crystal Spiders (rather than Tier 7) spawned in Tier 7 zones
      • Fixed an issue where auto-respec could only be toggled while character is idle
      • Fixed an issue where Throwing Blades (Daggers) could hit target more than once when target and projectiles were moving in the same direction
      • Create Opening (War Gloves) now decreases magic resistances of target as well as physical resistances
      • Celestial Sphere (Redemption Staff) tooltip now displays the correct Healing increase
      • Whirlwind (Greataxe) now displays the correct damage increase per hit
      • Item Durability in Kill/Death Details UI now displays correctly
      • (Mobile) Fixed an issue where character or guild details would not open from Rankings UI
      • Various additional graphical, terrain, UI, and localization fixes
      • Resurrect spells are now limited to a 10 second window in which the knocked-down player can accept


      WoW and here i thought it was a legit strategy

      the videos about this trick was funny as hell

      haha
      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
    • No updates on anything balance wise. The cycle continues of posting NDA updates, tweak those same updates over 6 weeks, finally put on test for 2 weeks, and then wait 4 weeks for next patch to follow same cycle. Combat balance needs some serious overhaul time table wise. So much shit still broken or unusable.
    • @Retroman
      any sneak peak on up coming Q and W bow rework, hammer W rework, arcane Q rework , holy smite adjustment , ect?
      fyi great axe need buffs the nerfs were too strong

      these items above need adjustments and there were many threads talking about these topics

      also thank you for making Long bow usable again. its a decent weapon now
      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
    • Retroman wrote:

      Not listed yet, but tThis change will also be part of Patch 5:
      • Gravitational Collapse (Spiked Gauntlets)
        • Damage vs Plate: 450 -> 380

      modify statts will not help nothing , in zvz its easy to bring one more of those weapons with 60% penetration and still one shooting plates .if u reduce it more it become a garbage weapon . Restring to one punch from enemy in a short of time will be a better fix
    • YeSer has a valid point... the issue is not being addressed. The problem with Spiked Gauntlets is not the numbers, it is the fact that it's 'E' stacks from multiple sources. Keep the numbers as they are, and simply stop it being utilized from multiple sources. So Once a Gravitational Collapse lands, another cannot effect the target beyond a Cooldown period. That way Spiked Gauntlets still act as Plate deterrence, but can no longer be utalized alone as a means of removing the tanks.

      Don't tune them down, it would be too detrimental to single target fights, and PvE scenario's, better to simply afford them a (non-Stack) from multiple sources, with a CD, so that if teams want to use more than one or two of them, they must coordinate their use.
    • Searing Flame nerf addressed the cheesy aspects of it, but it left the same fundamental problem in place. Please fix so it’s a viable option to use again. It was meant to be a mobile skill shot spell.

      Range and projectile speed nerf was warranted.

      However, cast time needs to be removed.

      It’s a straight line skill shot that can now be easily dodged now with a cool down. There should be no cast time.

      You have to hit *3*of these skill shots in a row to proc the bonus. If you think this OK with the current nerf, go and try it in an Arena and see how good your skill shot game is when everyone gets a heads up of what you’re doing every time you cast and aim.

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

    • Giving Spiked Gauntlets some sort of damage diminishing returns very much sounds like the correct answer.

      However, I imagine instituting that kind of code takes more work and time than the balance team can afford given the current situation with them.
      That’s why a simple damage nerf can act as a short-term solution in the meantime.
      Then once they get a working version of damage diminishing returns, they can bring the damage back up so a single Spiked Gauntlet player can still be punishing and useful against enemy tanks.
      Gamer Dad. Old enough to know better, much too young to care.
    • BurnsidePDX wrote:

      Searing Flame nerf addressed the cheesy aspects of it, but it left the same fundamental problem in place. Please fix so it’s a viable option to use again. It was meant to be a mobile skill shot spell.

      Range and projectile speed nerf was warranted.

      However, cast time needs to be removed.

      It’s a straight line skill shot that can now be easily dodged now with a cool down. There should be no cast time.

      You have to hit *3*of these skill shots in a row to proc the bonus. If you think this OK with the current nerf, go and try it in an Arena and see how good your skill shot game is when everyone gets a heads up of what you’re doing every time you cast and aim.
      This is a really valid point. The cast time on top of the nerfs has made this a difficult option to choose. That said, perhaps along with the other MASSIVE cast times experienced by fire staffs, all of them could be kept if there was a valid 'SLOW' incorporated into Burning Field. It would give a viable option for fire staffs in the Q choices. So:

      - Remove cast time on Searing Flame to allow it to be an option in small scale PvP
      - ADD a small duration, high level, SLOW to Burning field ON HIT (.5-1 sec/ 50%) to allow all the fire staffs to be utilized in PvP environments.
    • Please consider extending Siegebow E range, adding an enemy slow effect, and/or making damage non-reflectable as it seems contributing any fight changing impact currently requires you to get dangerously close to enemy zerg as a clothie with low mobility to escape quickly. The only other viable crossbow ZvZ weapon is energy shaper, which is basically limited to 1 per party due to the non-stackable damage. Thank you.

      The post was edited 2 times, last by B3nZ3n ().