Bows
To make Lucent Hawk feel more fluid, the initial buff activation has been eliminated. Instead, the first arrow is shot directly.
Two new abilities added: Anguished Soul and Cursed Tar. For Demonic Staffs, Field of Death has been replaced with Anguished Soul, which summons a ghostly creature that fears enemies. Cursed Tar is a new Q-slot ability which places cursed areas on the ground, applying Vile Curse Charges. Cursed Beam is now more threatening in PvP as it consumes Vile Curse charges more slowly and has increased guaranteed base damage. Grudge damage now depends on how quickly the ally attacks, so it works with all auto-attack speeds and has additional depth. Various other improvements and adjustments have also been made to make these staffs feel more polished.
Even after its most recent buff, Demonfang still struggled to compete with other weapons. To make it more effective as an assassin weapon, its Damage over Time effects have been removed, and instead its damage now applies instantly. The self-Bleed is now also only triggered on the third activation, which increases the incentive to attempt 1-2 hits and allows the caster to attempt two activations even when low on health. Various adjustments have also been made to make aiming and hitting opponents more reliable.
Pyroblast is now a channeled skillshot that rewards positioning and timing. Ignite has been replaced with a new ability: Flame Blast. And Infernal Staff's Contagious Fire has been replaced with Combustion, which ignites an enemy, leaving behind a flaming trail that silences. The Burn effect of Fire Bolt now triggers sooner, increasing the damage output if the same target is hit multiple times. Flame Pillar now deals significantly more damage on a higher cooldown (15s). If at least one enemy is hit, however, the cooldown is reduced back to 10s. Various other improvements and adjustments have also been made to make these staffs feel more polished.
Forge Hammers have been underrepresented recently. Their low cooldown and moderate damage on each hit in giant form meant it was too easy for enemies to evade the effect area. Therefore, Giant Smash now also knocks enemies into the air and deals more damage, making the ability more threatening and making it easier to stick to targets. To offset this buff, the cooldown between each Smash has been increased. The cooldown of Threatening Strike has been reduced further to provide a better Q-slot option for a bruiser tank, which synergizes with Giant Steps.
Healing Staffs no longer have a 50% damage reduction on the staff. Smite has been reworked for a more enjoyable solo PvE / PvP experience, and it is now possible to move while channeling Holy Beam, albeit at a reduced speed to allow for counterplay. Desperate Prayer's Healing Output has been increased and if used above the 40% health threshold it now also gives the caster a buff that increases Healing Output, creating an incentive to use the ability above the threshold. Various other improvements and adjustments have also been made to make these staffs feel more polished.
Healing Staffs no longer have a 50% damage reduction on the staff. The solo PvE / PvP experience has been improved, with a reworked Thorns spell and a new Brambleseed spell that knocks enemies airborne. Rejuvenating Mushroom has been replaced with the new Rejuvenating Flower multi-part spell: Grow multiple flowers on the ground that can be picked up and thrown to a specific spot to provide instant healing and Rejuvenation stacks. Revitalize is now on a much shorter cooldown, and is limited more by energy cost than by cooldown, to make it more useful in PvP and provide higher single-target healing output to compete with Holy Staffs in group PvE. Various other improvements and adjustments have also been made to make these staffs feel more polished.
Glaive has consistently been very strong in 5v5 Crystal League, due to its threatening kidnap potential and high sustain damage. To make it less oppressive, the Fling distance has been adjusted and the cooldown of Harpoon increased. This change on the Q and W abilities doesn't affect other spear lines' base gameplay as much as other changes would (e.g. reducing Q damage).
Dual Swords have continued to underperform since their latest rework. To improve their abilities’ utility and damage output, Heroic Charges are no longer consumed with use. These stacks help players keep up with targets with the move speed boost, and the increased auto-attack speed synergizes with the attack damage buff at the end of Spinning Blades.
Fleet Footwork's second ability had been too situational to be reliably useful, and the reduced damage output for using it once was a big drawback. To make it more effective and fun to use, it is now a ground target dash that provides an auto-attack damage buff. This buff ensures that damage output doesn’t drop too much when using the second ability. Spiked Gauntlets had been too oppressive in large scale fights when stacked. To discourage this stacking, enemies can only be hit once per second by the effect. Ravenstrike Cestus had also been dominant in large scale fights, so its damage output has been reduced to offset the often high AoE Escalation due to its large radius.
Misc
Corrupted Dungeons
With the overhauled Magic Staffs, we want to make solo Healers feel powerful again, but we also don’t want out-sustaining strategies to dominate Corrupted Dungeons.
To make Lucent Hawk feel more fluid, the initial buff activation has been eliminated. Instead, the first arrow is shot directly.
- Lucent Hawk (Mistpiercer):
- No longer requires buff activation as first step; instead, activating the ability now directly shoots the first arrow
- No longer requires buff activation as first step; instead, activating the ability now directly shoots the first arrow
Two new abilities added: Anguished Soul and Cursed Tar. For Demonic Staffs, Field of Death has been replaced with Anguished Soul, which summons a ghostly creature that fears enemies. Cursed Tar is a new Q-slot ability which places cursed areas on the ground, applying Vile Curse Charges. Cursed Beam is now more threatening in PvP as it consumes Vile Curse charges more slowly and has increased guaranteed base damage. Grudge damage now depends on how quickly the ally attacks, so it works with all auto-attack speeds and has additional depth. Various other improvements and adjustments have also been made to make these staffs feel more polished.
- Hit and Run (Passive, all Cursed Staffs):
- Spell activations needed: 4 → 6
- Spell activations needed: 4 → 6
- Vile Curse (all Cursed Staffs):
- Hit Delay 0.2s → 0.4s
- Hit Delay 0.2s → 0.4s
- New Q-slot Ability: Cursed Tar (all Cursed Staffs):
- Create a Cursed Tar puddle with a 2.5m radius at target location lasting 4s
- Slows all enemies in the puddle by 10%
- Applies one Vile Curse Charge every second
- Cooldown: 3s
- Create a Cursed Tar puddle with a 2.5m radius at target location lasting 4s
- Cursed Beam (all Cursed Staffs):
- Vile Curse Stacks are now removed every second tick
- Channel Duration: 4.5s → 3s
- Damage with 0 stacks: 36 → 48
- Damage with 1+ stacks: 72 → 68
- Cast Range: 11m → 13m
- Vile Curse Stacks are now removed every second tick
- Grudge (all Cursed Staffs):
- Grudge hit effect delay: 1s → 0s
- The Grudge effect now stacks on the ally every 0.5s
- Each auto-attack consumes all stacks
- Grudge Stacks 0 / 1 / 2 / 3 / 4 = Damage 10 / 20 / 40 / 70 / 120
- This means Grudge triggers with all Attack Speed builds, but damage is diminished if the attack interval is too fast
- Grudge hit effect delay: 1s → 0s
- Death Curse (One-handed Cursed Staff):
- Death Curse Debuff is no longer cleansable
- Hit Delay for Projectile: 0.4s → 0.15s
- Death Curse Debuff is no longer cleansable
- Replaced the ability Field of Death (Demonic Staff) with a new E-slot Ability, Anguished Soul:
- Send an Anguished Soul in targeted direction, passing through all enemies
- Deals 175 magical damage
- Any enemy hit will be feared for a duration based on the amount of Vile Curse Charges on them
- Vile Curse Charges: 0 / 1 / 2 / 3 / 4 = Fear Duration: 0.4s / 0.8s / 1.2s / 1.6s / 2s
- Send an Anguished Soul in targeted direction, passing through all enemies
Even after its most recent buff, Demonfang still struggled to compete with other weapons. To make it more effective as an assassin weapon, its Damage over Time effects have been removed, and instead its damage now applies instantly. The self-Bleed is now also only triggered on the third activation, which increases the incentive to attempt 1-2 hits and allows the caster to attempt two activations even when low on health. Various adjustments have also been made to make aiming and hitting opponents more reliable.
- Blood Ritual (Demonfang):
- Hit Delay: 0.3s → 0.15s
- Instant Damage: 100 → 140
- Fixed AoE Escalation
- Removed the DoT Damage on enemies
- The Self Damage is now only applied after the third cast
- Self DoT Base Damage: 12 → 60
- Hit Delay: 0.3s → 0.15s
Pyroblast is now a channeled skillshot that rewards positioning and timing. Ignite has been replaced with a new ability: Flame Blast. And Infernal Staff's Contagious Fire has been replaced with Combustion, which ignites an enemy, leaving behind a flaming trail that silences. The Burn effect of Fire Bolt now triggers sooner, increasing the damage output if the same target is hit multiple times. Flame Pillar now deals significantly more damage on a higher cooldown (15s). If at least one enemy is hit, however, the cooldown is reduced back to 10s. Various other improvements and adjustments have also been made to make these staffs feel more polished.
- Fire Bolt (all Fire Staffs):
- Burn Damage over Time Delay: 1s → 0.3s
- Hit Delay: 0.2s → 0.12s
- Burn Damage over Time Delay: 1s → 0.3s
- Burning Field (all Fire Staffs):
- Hit Delay: 0.1s → 0.15s
- Hit Delay: 0.1s → 0.15s
- Removed the ability Ignite (all Fire Staffs)
- Added a new W-Slot ability, Flame Blast (all Fire Staffs):
- Select a target (Ally, Enemy, Self) - after 1.6s an explosion occurs around the target, dealing 150 magical damage to all enemies in a 5m radius.
- If the main target is an enemy they also take an additional 45 magical damage immediately.
- Select a target (Ally, Enemy, Self) - after 1.6s an explosion occurs around the target, dealing 150 magical damage to all enemies in a 5m radius.
- Wall of Flames (all Fire Staffs):
- Standtime: 0.6s → 0.4s
- Standtime: 0.6s → 0.4s
- Fire Wave (all Fire Staffs):
- Fire Wave area Duration: 0.8s → 1s
- Fire Wave area Duration: 0.8s → 1s
- Fire Ball (all Fire Staffs):
- Renamed the ability to Raging Flare
- Cast Range: 18m → 22m
- Instant Damage: 124.63 → 135
- Projectile Speed increased by 10%
- Renamed the ability to Raging Flare
- Fire Artillery (all Fire Staffs):
- Hit Delay: 0.1s → 0s
- Projectile Hit Delay: 0.5s → 0.2s
- Hit Delay: 0.1s → 0s
- Pyroblast (One-handed Fire Staff) has been completely reworked:
- Pyroblast is charged while channeling for up to 2s (can aim while channeling)
- Deals magical damage in a 4m radius upon impact with an enemy, dependent upon the length of the channel
- Charge Up: 0.5s / 1s / 1.5s / 2s = Damage: 240 / 280 / 320 / 360
- (Previous Pyroblast instant Damage: 300)
- Charge Up: 0.5s / 1s / 1.5s / 2s = Damage: 240 / 280 / 320 / 360
- If channeled for the full duration, the Pyroblast also knocks targets back 2.5m
- Pyroblast is charged while channeling for up to 2s (can aim while channeling)
- Flame Pillar (Great Fire Staff):
- Damage: 184 → 218
- Cooldown: 10s → 15s
- If at least one enemy is hit the cooldown is reduced to 10s
- Energy Cost: 13 → 9
- Hit Delay: 1s → 0.8s
- Damage: 184 → 218
- Removed the ability Contagious Fire (Infernal Staff)
- Added a new E-slot Ability, Combustion (Infernal Staff):
- Ignite the targeted enemy, dealing 143 magical damage over 5s
- After a short delay, the burning enemy leaves a continuous fiery trail that lasts 4.6s
- Deals 28 magical damage vs. players / 26 magical damage vs. mobs every 0.5s
- Enemy players on the trail are silenced
- Ignite the targeted enemy, dealing 143 magical damage over 5s
Forge Hammers have been underrepresented recently. Their low cooldown and moderate damage on each hit in giant form meant it was too easy for enemies to evade the effect area. Therefore, Giant Smash now also knocks enemies into the air and deals more damage, making the ability more threatening and making it easier to stick to targets. To offset this buff, the cooldown between each Smash has been increased. The cooldown of Threatening Strike has been reduced further to provide a better Q-slot option for a bruiser tank, which synergizes with Giant Steps.
- Threatening Strike (all Hammers):
- Hit Delay 0.4s → 0.1s
- Standtime: 0.4s → 0.1s
- Cooldown: 3s → 2s
- Hit Delay 0.4s → 0.1s
- Giant Steps (Forge Hammers):
- Giant Smash:
- Cooldown: 1.2s → 3s
- Now knocks players airborne for 0.6s
- Damage: 75 → 110
- Cooldown: 1.2s → 3s
- Giant Smash:
Healing Staffs no longer have a 50% damage reduction on the staff. Smite has been reworked for a more enjoyable solo PvE / PvP experience, and it is now possible to move while channeling Holy Beam, albeit at a reduced speed to allow for counterplay. Desperate Prayer's Healing Output has been increased and if used above the 40% health threshold it now also gives the caster a buff that increases Healing Output, creating an incentive to use the ability above the threshold. Various other improvements and adjustments have also been made to make these staffs feel more polished.
- Base Stats (all Holy Staffs):
- Removed the 50% Damage Reduction
- Removed the 50% Damage Reduction
- Smite (all Holy Staffs) has been completely reworked:
- Smite all enemies at the targeted location, dealing magical damage in a 2.5m radius
- The next time any enemy hit takes damage within the next 3s, they will take an additional magical damage
- Hitting at least one enemy will reduce this ability’s cooldown by 50%
- Smite all enemies at the targeted location, dealing magical damage in a 2.5m radius
- Sacred Pulse (all Holy Staffs):
- When used against mobs, they are now knocked into the air rather than knocked back
- When used against mobs, they are now knocked into the air rather than knocked back
- Holy Beam (all Holy Staffs):
- The caster can now move while channeling, with 30% reduced movement speed
- The caster can now move while channeling, with 30% reduced movement speed
- Desperate Prayer (One-handed Holy Staff):
- Heal Value below 40%: 200 → 220
- Heal Value above 40%: 82 → 100
- Additionally, if Desperate Prayer is cast on a target above 40% health, the caster receives a buff which increases Healing Cast by 5% for 15s (stacks up to 3 times)
- Energy Cost: 15 → 12
- Heal Value below 40%: 200 → 220
- Holy Touch:
- Heal per Tick: 55 → 59
- Heal per Tick: 55 → 59
- Celestial Sphere:
- Base Heal: 60 → 85
- Healing the same target twice no longer increases Healing Output
- Initial Hit Delay: 0.4s → 0.15s
- Base Heal: 60 → 85
Healing Staffs no longer have a 50% damage reduction on the staff. The solo PvE / PvP experience has been improved, with a reworked Thorns spell and a new Brambleseed spell that knocks enemies airborne. Rejuvenating Mushroom has been replaced with the new Rejuvenating Flower multi-part spell: Grow multiple flowers on the ground that can be picked up and thrown to a specific spot to provide instant healing and Rejuvenation stacks. Revitalize is now on a much shorter cooldown, and is limited more by energy cost than by cooldown, to make it more useful in PvP and provide higher single-target healing output to compete with Holy Staffs in group PvE. Various other improvements and adjustments have also been made to make these staffs feel more polished.
- Base Stats (all Nature Staffs):
- Removed the 50% damage Reduction
- Removed the 50% damage Reduction
- Thorns (all Nature Staffs) has been completely reworked:
- Conjure Thorns with a 3m radius at the targeted area, lasting 4s
- Deals magical damage and applies one Thorns Charge to all enemies within the area every 0.5s (stacks up to 5 times)
- Slows by 25%
- The ability goes on cooldown if you either cast it the maximum of 3 times or don't recast it for 3s
- Thorns Charges can be consumed by your normal attacks and deals additional magical damage
- Conjure Thorns with a 3m radius at the targeted area, lasting 4s
- Removed the ability Rejuvenating Mushroom (all Nature Staffs)
Added a new Q-slot Ability: Rejuvenating Flower (all Nature Staffs):
- Plant a magical flower at the targeted position, lasting 20s; the flower grows stronger over time
- Collecting the flower gives you the ability to throw it at a targeted location; on impact it heals and applies Rejuvenation Charges on up to 5 allies within a 3m radius based on grow time (only the caster can collect the flower)
- Grow Time: 0s / 2.5s/ 5s = Heal: 17 / 41 / 70 = Rejuvenation Charges: 1 / 2 / 3
- Plant a magical flower at the targeted position, lasting 20s; the flower grows stronger over time
- Added a new W-slot Ability: Brambleseed (all Nature Staffs):
- Throw seeds along a 16m line in targeted direction, dealing 54 magical damage
- After a 1s delay, brambles grow along the line, dealing 162 magical damage
- Throws all enemies hit in the air for 0.71s
- Throw seeds along a 16m line in targeted direction, dealing 54 magical damage
- Revitalize:
- Cooldown: 15s → 7s
- Channel Duration: 4.5s → 3s
- Energy Cost per Tick: 6 → 9
- Cooldown: 15s → 7s
- Living Armor (Great Nature Staff):
- Cast Time: 1s → 0s
- Cooldown: 25s → 15s
- Duration: 8s → 4s
- Heal Value on each hit: 27 → 40
- Can no longer be stacked from multiple casters
- Cast Time: 1s → 0s
- Ruthless Nature (Blight Staff)
- Renamed the ability to Elevated Nature
- Renamed the ability to Elevated Nature
Glaive has consistently been very strong in 5v5 Crystal League, due to its threatening kidnap potential and high sustain damage. To make it less oppressive, the Fling distance has been adjusted and the cooldown of Harpoon increased. This change on the Q and W abilities doesn't affect other spear lines' base gameplay as much as other changes would (e.g. reducing Q damage).
- Harpoon (all Spears):
- Cooldown: 15s → 20s
- Cooldown: 15s → 20s
- Fling (Glaive):
- Pull Distance: 10m → 7m
- Pull Distance: 10m → 7m
Dual Swords have continued to underperform since their latest rework. To improve their abilities’ utility and damage output, Heroic Charges are no longer consumed with use. These stacks help players keep up with targets with the move speed boost, and the increased auto-attack speed synergizes with the attack damage buff at the end of Spinning Blades.
- Spinning Blades (Dual Swords):
- No longer consumes Heroic Charges
- No longer consumes Heroic Charges
Fleet Footwork's second ability had been too situational to be reliably useful, and the reduced damage output for using it once was a big drawback. To make it more effective and fun to use, it is now a ground target dash that provides an auto-attack damage buff. This buff ensures that damage output doesn’t drop too much when using the second ability. Spiked Gauntlets had been too oppressive in large scale fights when stacked. To discourage this stacking, enemies can only be hit once per second by the effect. Ravenstrike Cestus had also been dominant in large scale fights, so its damage output has been reduced to offset the often high AoE Escalation due to its large radius.
- Fleet Footwork (all War Gloves):
- Kick:
- Step can now always be used as a follow-up, even without hitting an enemy first
- Damage: 50 → 64
- Slightly increased Hitbox
- Step can now always be used as a follow-up, even without hitting an enemy first
- Step:
- Range: 5m → 7m
- No longer requires a target; it is instead a ground target Dash
- Increases Attack Damage by 100% for 5s
- Removed the Damage Reduction during the quick Step animation
- Range: 5m → 7m
- Kick:
- Gravitational Collapse (Spiked Gauntlets):
- Enemies hit become immune to being hit by another Gravitational Collapse for 1s
- Enemies hit become immune to being hit by another Gravitational Collapse for 1s
- Earth Crusher (Ravenstrike Cestus):
- 0 Charge Damage: 188 → 160
- 1 Charge Damage: 200 → 170
- 2 Charge Damage: 212 → 180
- 3 Charge Damage: 224 → 190
- 0 Charge Damage: 188 → 160
Misc
- Self Healing Sickness Duration: 60s → 120s
Corrupted Dungeons
With the overhauled Magic Staffs, we want to make solo Healers feel powerful again, but we also don’t want out-sustaining strategies to dominate Corrupted Dungeons.
- Healing Reduction inside Corrupted Dungeons: 20% → 30%
- Casting any Holy or Nature Q-slot Healing spell inside Corrupted Dungeons reduces caster's damage by 50% for 60s
The post was edited 3 times, last by Retroman ().