Testserver Patch Notes - Into the Fray Patch 3

    • Testserver Patch Notes - Into the Fray Patch 3

      Into the Fray Patch 3

      Arena / Crystal Arena Changes
      • Improved Rank Point calculations for Crystal Arena to put more emphasis on more quickly getting players into the rank bracket that best reflects their skill level. Players that are too far ahead of the curve in their bracket will now get far more Rank Points per win, regardless of the opponent’s team strength. And players who are not successful enough in their bracket lose Rank Points faster to avoid players' Rank Points overrating their skill level.
      • Improved Crystal Arena Matchmaking to put a higher emphasis on matching players at the same (or close) rank. This change should lead to more enjoyable matches with most players on both teams in similar rank brackets.
      • Reduced Adventurer's Challenge Points gained from Arena losses by roughly 25% (rounded in steps of 50, so actual number may be somewhat higher or lower). This ensures that the Adventurer's Challenge Daily Bonus cannot be completed by only losing one Arena match.
      • Match rewards are now displayed at the end of both Arena and Crystal Arena matches (previously only appeared for Crystal Arena).
      Other Changes
      • Training Dummies now display an extra UI with detailed information when being attacked or healed. The information includes total damage dealt and DPS, or total amount healed and HPS.
      • Reduced restriction on Access Rights after a Headquarters Hideout has been undeclared to 7 days (previously 14).
      • Two major changes have been made to the Journey Back ability's cost calculation:
        • It now uses the average zone modifier for the zones you would have traveled through (previously only took into account the zone you were standing in)
        • It now uses the cheapest route instead of the shortest
        • Because this would overall lead to a decrease in Journey Back costs, it has been counteracted as follows:
          • Increased impact of all zone types (so the average zone modifier is now significantly higher)
          • Increased impact of item value
          • Decreased impact of distance

      Fixes
      • Spell fixes:
        • Fixed an issue where after the first cast of Soul Link it would display an outdated tooltip
        • Fixed issue where the last hit of the Purifying Combination (Fists of Avalon) could hit the same target twice
        • Fixed an issue where Guild Warhorses could not use the Journey Back ability
      • UI fixes:
        • The "OK" button at the end of an Arena match can now be clicked directly in the open "Arena Stats" window
        • Fixed an issue where the Marketplace UI "Completed" tab did not automatically update when orders were filled while UI was open
      • Mobile fixes:
        • Fixed issue where chat would not reconnect after bringing the app back from the background
        • Fixed issue where it was possible to drag target spells that were not ready to cast
        • Fixed issue where fishing started via tapping onscreen could not be continued with Action button
      • Gathering Masteries now include the intended Gathering Speed modifier reward
      • Spring Cottontail, Recruiter's Toad, and Recruiter's Giant Frog can no longer be used in Arena or Crystal League as they have abilities
      • Fixed an issue where Raw T5 and T7 Lurcher gave the same bonuses as T6 and T8 Lurcher Sandwiches -the raw fish now only gives the healing received increase
      • Rare Castle and Castle Outpost chests will no longer reroll their rarity and simply be Rare as intended
      • Fixed issue where mobs summoned by Siphoning Mages would not load
      • Additional graphical, UI, terrain, audio, and localization fixes
    • from Lands Awakened Patch 6

      JudgeNutmeg wrote:

      Arcane Staffs
      To make Mimic more flexible and less punishing, stealing an ability no longer triggers the cooldown if the ability is not used.

      • Mimic (all Arcane Staffs):
        • Timeout Cooldown 20s → 0s

      @JudgeNutmeg The Mimic goes on cooldown again if the ability is not used like when mounting up and dismounting (some change may have reverted the Lands Awakened Patch 6). Can this be fixed in Into the Fray Patch 3?
    • JudgeNutmeg wrote:

      Into the Fray Patch 3

      Arena / Crystal Arena Changes
      • Improved Rank Point calculations for Crystal Arena to put more emphasis on more quickly getting players into the rank bracket that best reflects their skill level. Players that are too far ahead of the curve in their bracket will now get far more Rank Points per win, regardless of the opponent’s team strength. And players who are not successful enough in their bracket lose Rank Points faster to avoid players' Rank Points overrating their skill level.
      • Improved Crystal Arena Matchmaking to put a higher emphasis on matching players at the same (or close) rank. This change should lead to more enjoyable matches with most players on both teams in similar rank brackets.
      • Reduced Adventurer's Challenge Points gained from Arena losses by roughly 25% (rounded in steps of 50, so actual number may be somewhat higher or lower). This ensures that the Adventurer's Challenge Daily Bonus cannot be completed by only losing one Arena match.
      • Match rewards are now displayed at the end of both Arena and Crystal Arena matches (previously only appeared for Crystal Arena).

      Make also Crystal Arena be hard cap IP or 10% only, people are running too much gear to get advantage from new players. It should be a skill based and not depend on your gear.
    • Haut wrote:

      JudgeNutmeg wrote:

      Into the Fray Patch 3

      Arena / Crystal Arena Changes
      • Improved Rank Point calculations for Crystal Arena to put more emphasis on more quickly getting players into the rank bracket that best reflects their skill level. Players that are too far ahead of the curve in their bracket will now get far more Rank Points per win, regardless of the opponent’s team strength. And players who are not successful enough in their bracket lose Rank Points faster to avoid players' Rank Points overrating their skill level.
      • Improved Crystal Arena Matchmaking to put a higher emphasis on matching players at the same (or close) rank. This change should lead to more enjoyable matches with most players on both teams in similar rank brackets.
      • Reduced Adventurer's Challenge Points gained from Arena losses by roughly 25% (rounded in steps of 50, so actual number may be somewhat higher or lower). This ensures that the Adventurer's Challenge Daily Bonus cannot be completed by only losing one Arena match.
      • Match rewards are now displayed at the end of both Arena and Crystal Arena matches (previously only appeared for Crystal Arena).

      Make also Crystal Arena be hard cap IP or 10% only, people are running too much gear to get advantage from new players. It should be a skill based and not depend on your gear.
      It does some counter intuitive to have low IP gear cap non-lethal for new players yet make it a soft cap so new players still have a disadvantage against try hards using 8.3 in newbie content. Beginner level content would probably make much more sense to just be hard capped. Soft cap can begin when the full loot content starts.
    • When are u going to fix a bug in which the skills of mobs ceased to be displayed? If you don’t know, I go to the dungeons of Avalon every day and there are always some bugs with the display of skills, they appear and disappear, this greatly interferes with the overall enjoyment of the game.
      If required, I can provide proof of the existence of the problem.
      Although in fact the last few days, I have not encountered this, but I noticed that in small raids such graphical errors may not occur at all. Probably from a large number of skills for a long time
    • Some much needed fixes. The warhorse one was annoying, so thank you for the fix.

      Also. Arcane (with Mimic) Frost, Curse, and now Nature (triple) have a SLOW.

      Please can you implement a High Percentage low duration SLOW to Burning Field, (.5 sec/ 50% Slow on HIT) so that ALL fire staves can be utilized in PvP content.

      Thank you <3

      P.S. you will note that the community has been asking for this for well over a year now, and numerous threads have discussed it in full. Nature has a triple slow, even Curse got one with tar, so why wouldn't fire gain one? Especially with the ridiculously long cast times for many of their 'E' spells. It just makes sense, and has been understood for a long time that Fire needed a short duration, high percentage slow ON HIT to be incorporated into the mage staff kit to bring it into parity with other ranged weapons.
    • Fabrizziou wrote:

      Asheraxia wrote:

      you will note that the community has been asking for this for well over a year now
      The community = Asheraxia
      kekw
      I resemble that remark!... strongly! :P

      Lets face it I am only giving a voice to the nameless multitude of shamed Fire Users who have for eons been driven into the wilderness by mindless melee peons... what chance have we against even a 4.1 bloodletter without a slow? Every man and his donkey can waltz right through a Firewall... and with cast times ranging in the mid to high temporally obscure regions with landing sights to match... every E is an opportunity for every Melee to stand around and start a bonfire, roast some marshmallows and chuckle over stories of when they managed to evade yet another fire staff E, before actually hoping on mass out of the way and avoiding yet another firestaff E.

      I thought we had cracked it with Inferno Staffs demi-demon-helm addition silence, only for it to be unceremoniously taken away, making it about as useful as a pyroblast. To top it off, Nature ... yes NATURE, a healing staff, gets a TRIPLE slow last patch, and curse, the bane of many actually get the SLOW on Tar that none of them were actually asking for and fire has desperately needed. So every other magic staff has multiple CC sources, but fire apparently is the only one that is STILL without a slow... and consequently, simply Melee bait!

      For the Love of all things good and holy give fire the necessary tools for it to become a pvp weapon in it's own right... We, the 'community' :P aren't asking for much... simply parity, with every other mage range weapon line and parity on the battlefield against the uber dominated melee classes that dominate right now.