[20. June 2022] Into the Fray Patch 1

    • [20. June 2022] Into the Fray Patch 1

      Into the Fray Patch 1 - Ver. 20.010.1 - June 20, 2022

      Arena / Crystal Arena Changes

      • Vastly improved matchmaking; 5-player pre-made matchmaking in particular should be much faster and do a better job at finding opponents on a similar skill level
      • Players are now automatically healed at the start and end of Arena / Crystal Arena matches, and all cooldowns (including capes) are reset
      • Players’ max load is now increased when in an Arena match
      • Highest Crystal Arena Rank Points for the season are now visible in the Character Stats UI
      • Arena limited rewards now always reset during maintenance instead of the current 22-hour cooldown
      Other Changes
      • Players can now travel to Royal Cities and islands from Portal Towns while carrying items / baggage
      • Increased time for treasure chests in Castles and Castle Outposts to despawn from 5 minutes -> 30 minutes
      • "Enrage" buff of Elite Castle Guards no longer stacks
      • Clicking on a capturable orb (eg. in Crystal League) now auto-dismounts the player
      • Picking up a Power Core or Energy Crystal now removes the shielding effect from invisibility shrines (target will still be silenced and can't attack for 10s)
      Combat Balance Changes
      Fire Staffs
      • Pyroblast (one-handed Fire Staffs):
        • Adjusted the aiming mechanic:
          • Significantly increased rotation speed
          • The aiming area is no longer displayed to other players
      • Fire Bolt (all Fire Staffs):
        • Instant Damage: 70 → 62
        • DoT Damage per Tick: 5.5 → 5
      • Flame Blast (all Fire Staffs):
        • Cooldown: 8s → 12s
        • Explosion Damage: 150 → 140
        • Instant Damage: 45 → 40
      Daggers
      • Blood Ritual (Demonfang):
        • Damage: 140 → 126
      Fixes
      • Spell fixes:
        • Fire Artillery areas no longer stack from multiple players
        • Area of Combustion (Infernal Staff) now correctly dissipates if the debuff is purged or ends on the primary target
        • Fixed an issue where canceling Pyroblast channel would lead to jumpy movement
        • Fixed an issue where Shadow Edge and Chain Slash (All Daggers) would reposition the caster even when at more than 150% of carry capacity
      • UI fixes:
        • Fixed an issue where using a Gathering Tome while affected by a Fame buff (e.g. Hideout Home buff) incorrectly showed too much Fame in combat log, despite correct amount of Fame actually being awarded
        • Fixed an issue where the default sender ("Player" or "Guild") defaulted to the incorrect option in the Compose Mail UI
        • Fixed an issue where pagination did not work in shop UI
        • Fixed display issues with Faction Warfare UI
        • Fixed an issue where disbanded alliances were not removed from an Island’s access rights
        • Fixed an issue where Castle icon on minimap would remain in place when zooming in
        • Arena queue can no longer be accepted while in knockdown state
      • Regular offseason Level 1 Crystal League matches are now lethal as intended
      • No-Show wins will now reward the correct token for Lethal 5v5 Crystal League Level 2 and 3 matches
      • Fixed an issue where characters would be frozen after using Smart Cluster Queue UI in some cases
      • Castle chests now have the intended protection time of 60 minutes (previously 40)
      • Weekend Castle chests now show their correct rarity
      • Fixed an issue where the Corrupted Dungeon entry channel would break when under the influence of an Invisibility Shrine
      • [MOBILE] Fixed an issue where the Item Crafting UI content was incorrectly clipped
      • [MOBILE] Fixed an issue where spell tooltips were sometimes missing the spell name
      • Additional graphical, animation, terrain, audio, UI, and localization fixes
    • Fire Staffs
      • Pyroblast (one-handed Fire Staffs):
        • Adjusted the aiming mechanic:
          • Significantly increased rotation speed
          • The aiming area is no longer displayed to other players
      • Fire Bolt (all Fire Staffs):
        • Instant Damage: 70 → 62
        • DoT Damage per Tick: 5.5 → 5
      • Flame Blast (all Fire Staffs):
        • Cooldown: 8s → 12s
        • Explosion Damage: 150 → 140
        • Instant Damage: 45 → 40







      FUCK YES YO UGUYS LISTENED 20 POINS TO GRYFINDOR
    • Achiolli wrote:

      R.I.P fire staff the weapon the SBI hates the most
      This... although the Pyro had ease of life improvements, the cast times and skill shot designation still make it an inferior iteration of it's predecessor. Every other firestaff is now WORSE than it was before aside from Great Fire Staff, which had a buff for dungeon clearance speed PvE purposes.

      As a PvP tree, fire is dead.

      Infernal, which had promise, was nerfed and killed in the second hotfix, because finally fire had an effective spell that could be utilized in PvP, still countered of course by clerics hood, or Boots of Valor, but at least utilizable... but no, lets kill it because players cant work out how to counter a fire spell so lets kill it.

      Just give Fire a High Percentage low duration SLOW in Burning field ON HIT, and allow the tree to be played in PvP.

      50% - 1 sec ON HIT.

      Nature and Curse both have it, Frost has slows, so why will you not give one to Fire....

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

    • Something is weird with the balance. I don’t understand the nerfs to our only purpose per the development team.

      Can we buff / debuff? Nope.

      Can we gank? Nope.

      Can we chase down a target? Nope.

      Can we avoid a damage train through the use of fire ability spells? Nope. (Aside from cheesy wall of flames, but that’s an entirely different crutch that needs to be addressed).

      Can we escape a gank through fire abilities? Nope.

      Can we we get a damaging ability that literally doesn’t just root us in place every time we use it. Nope… Oh we did, it was flame blast… oh wait It just got nerfed (lol)

      So what can we do? We can only turret extreme damage. That’s literally it. No one ‘fears’ a fire user. They can literally just walk away from one if you don’t want to fight.

      SBI Into the Frey: Let’s pump the damage so Fire has to be actually accounted for in small group pvp encounters instead of ignored.

      SBI a week after the change: Nerf it.


      SBI seems resigned to leaving fire as a skill shot class exclusively used in large scale pvp for its cheese spells.

      It boggles the mind we have 6/7 E skill shots that do major damage and minor forces movement and not one weapon that’s E was built to counter a melee train or chase down an opponent.

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

    • Oh wait.. we had 1... ONE spell that finally addressed those issues Burnside... Inferno Staffs new combustion spell... then they Nerfed it and made it's silence incapable of silencing the target it was placed on ! 8| I shit you not! LOL

      Give Burning Field a SLOW on HIT, and allow the other skills shots with insane cast times a chance of actually landing so that fire actually matters.
    • BurnsidePDX wrote:

      not one weapon that’s E was built to counter a melee train
      Fire is "theoretically" a weapon class that should focus on a mix of 3 things: zoning, high range, and damage (mix and match for any given skill).
      The main purpose is either to overwhelm the enemies with massive sustain damage so that they wish to immediately leave your proximity or to secure an area from the enemies ever getting to engage without being somehow punished in response. All of the above is, again, theoretically obtained through a lack of mobility, defensives, and reliable CC.

      Aside from the obvious Firewall crutch, neither of the abilities let you effectively defend an area, there are abilities that complement the style such as Searing flame, but they simply fall apart without Firewall being slotted in. There's also Burning field, which should be threatening as a zoning tool, yet it is not because of the relatively small AoE radius and overreliance on allied CC to be effective at all; It deals solid damage if you manage to pull off a combo with your tank but that's about it.
      To be honest, nobody asked for silence on a Fire weapon, this line does not need this type of CC, what fire really needs is some slows to help with zoning. The burning trail can deter one melee from engaging to allow its allies to engage a bit more safely, but that said, it's not a reliable method of zoning and easily counterable at that. The fire artillery plays a similar parallel to zoning, if you don't want to cause trouble to your allies - just walk away.

      IDK, maybe some medium-sized caster-centric AoE to help with zone control, slap a minor slow on it (like ~25%) give it a medium damage DoT, name it something badass like "Magma Plains" and let it rip. Besides partially dealing with the skillshot obsession, it will also create a justification to alter Firewall to be slightly less annoying on the receiving end, as the class will receive more reliable zoning options beside it.
      - You're a monster.
      - Am I?
    • Oh yeah, the turning speed on 1H fire is still garbage, I get to turn only 75 degrees?
      You're also unable to aim within the last 0.5s of the channel, you just freeze in place after the first 2s.
      The same half-second freeze happens when you attempt to cancel the channel early, it's as if there's an unneeded buffer to inputs.
      - You're a monster.
      - Am I?

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

    • BurnsidePDX wrote:

      Something is weird with the balance. I don’t understand the nerfs to our only purpose per the development team.

      Can we buff / debuff? Nope.

      Can we gank? Nope.

      Can we chase down a target? Nope.

      Can we avoid a damage train through the use of fire ability spells? Nope. (Aside from cheesy wall of flames, but that’s an entirely different crutch that needs to be addressed).

      Can we escape a gank through fire abilities? Nope.

      Can we we get a damaging ability that literally doesn’t just root us in place every time we use it. Nope… Oh we did, it was flame blast… oh wait It just got nerfed (lol)

      So what can we do? We can only turret extreme damage. That’s literally it. No one ‘fears’ a fire user. They can literally just walk away from one if you don’t want to fight.

      SBI Into the Frey: Let’s pump the damage so Fire has to be actually accounted for in small group pvp encounters instead of ignored.

      SBI a week after the change: Nerf it.


      SBI seems resigned to leaving fire as a skill shot class exclusively used in large scale pvp for its cheese spells.

      It boggles the mind we have 6/7 E skill shots that do major damage and minor forces movement and not one weapon that’s E was built to counter a melee train or chase down an opponent.
      Man. 60% games HG 2vs2 against fire + priest.. 30% against fire + druid..
      Also corrupted games 1v1 - 20% games against firestaff.
      Press giant boots + qweqweqweqw 100% aimtarget spells = win.
      Not good if you can play with your left foot standing still and win.