Testserver Patch Notes - Into the Fray Patch 4

    • Hi @Retroman, with the recent changes to Arcane Q2 Shield (+1 Sec longer cooldown, immunity to forced movement but ur whole shield gets removed if u get hit once by it),
      I feel like its more of a small nerf than a buff.

      Suggestion:

      If I get hit by a forced movement f.e Knockup, I wont lose the whole shield instantly, but I will lose the forced movement buff, so that buff only works once, next knockup will knock me up again.
    • so do the balance team actually plays the game or? why are they hard destroying weapons because of diferent contents? ice shard frost playstyle was strong in 2x2 and 5x5 , and they literally killed it in corrupted dungeons.

      now they are putting frost into more rat run away build abilities... makes sense.

      just separate balance in diferent contents already


      E from one handed frost literally doesnt root anymore and they put more cooldown on it , frost nova nerfed once again. ice shard damage nerfed and still with insane mana cost.

      meanwhile we have gloves with a billion mobility and dmg , melee weapon (swords) with 1000% attack and move speed while 3 stacks ,with a bunch of sustain from the puremist food and mercenary jacket., healers with dmg and sustain , now we say just play frost with puremist or mercenary... yeah doesnt work. the build is way to one dimensional in terms of items and the balance team just kills it for no reason


      even the ice shard animation from frost was so much better, please revert it

      The post was edited 3 times, last by ok1235 ().

    • Sethis wrote:

      The_Support_God wrote:

      T8 equivelent + moderate spec 700/700 would give your about 1500 IP++

      and according to patchnotes you would break even at 1400IP++ to reach 30 sec
      any more ip and it would reduce cooldown

      after testing on live servers 5.2 with 700/700 would just be enough to reach 1400IP

      its a good buff for High end users and a slight buff for casual players for going out in normal IP
      but a huge nerf for those who just spam lower tier just for mobility buff
      It is a bad design when skills cd reduced by IP. It makes many weapons much stronger on low IP. I would understand this broken mechanic if there was no softcap for pvp activities, but it is.Particularly for occult staff: E cd should be 25 sec on any IP. Without E abilities rework it is the only useful arcana staff in small scale and 1v1. Blackhole has a joke damage, purge flying very slow.

      @Sethis
      how is the weapon stronger on Low IP?
      you literaly have more cooldown if you did not invest into the Tree

      in live server occoult has 30sec cooldown regardless of tier and spec. people would buy flat 4 and minimal spec to help run cores into HO
      or use by zergs to break HO
      it does not see much use in actual pvp or any where else with 0 spec

      now people are forced to spec it up and use T8 with this change to get equal or better performance with the item
      this would make 8.3 occult staff viable as its power would scale with higher IP
      and would also stimulate the economy for higher tier item occoult staff
      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
    • Some support weapons are used for their effect but not value. So, the high ip and low ip are the same for these weapons. The cooldown time becomes the only difference.
      Usually, 30s cooldown is a potential requirement for weapons, which is decided by the cooldown of your boots. In samll-group fight, it is not necessary.
      eg. The locus in 1400ip earns a cooldown about 39s. If you use pork omelet, it becomes 34s. It stiil exceeds 30s. You cant promise the locus is ready for every attack. Therefore, you need an assassin helmet. The 30s refers to the cooldown of your callers' boots. In small-group fight, we dont need to use boots for an attack. Thus, it will be different.
      So, we need some spec for support weapons to meet the lowest requirement. If you get a really high ip, you can abandon the assassin helmet or pork omelet.

      Sethis wrote:


      The_Support_God wrote:

      T8 equivelent + moderate spec 700/700 would give your about 1500 IP++

      and according to patchnotes you would break even at 1400IP++ to reach 30 sec
      any more ip and it would reduce cooldown

      after testing on live servers 5.2 with 700/700 would just be enough to reach 1400IP

      its a good buff for High end users and a slight buff for casual players for going out in normal IP
      but a huge nerf for those who just spam lower tier just for mobility buff
      It is a bad design when skills cd reduced by IP. It makes many weapons much stronger on low IP. I would understand this broken mechanic if there was no softcap for pvp activities, but it is.Particularly for occult staff: E cd should be 25 sec on any IP. Without E abilities rework it is the only useful arcana staff in small scale and 1v1. Blackhole has a joke damage, purge flying very slow.
    • The_Support_God wrote:

      @Sethis
      how is the weapon stronger on Low IP?
      you literaly have more cooldown if you did not invest into the Tree

      in live server occoult has 30sec cooldown regardless of tier and spec. people would buy flat 4 and minimal spec to help run cores into HO
      or use by zergs to break HO
      it does not see much use in actual pvp or any where else with 0 spec

      now people are forced to spec it up and use T8 with this change to get equal or better performance with the item
      this would make 8.3 occult staff viable as its power would scale with higher IP
      and would also stimulate the economy for higher tier item occoult staff

      DummyRobert wrote:

      Some support weapons are used for their effect but not value. So, the high ip and low ip are the same for these weapons. The cooldown time becomes the only difference.
      Usually, 30s cooldown is a potential requirement for weapons, which is decided by the cooldown of your boots. In samll-group fight, it is not necessary.
      eg. The locus in 1400ip earns a cooldown about 39s. If you use pork omelet, it becomes 34s. It stiil exceeds 30s. You cant promise the locus is ready for every attack. Therefore, you need an assassin helmet. The 30s refers to the cooldown of your callers' boots. In small-group fight, we dont need to use boots for an attack. Thus, it will be different.
      So, we need some spec for support weapons to meet the lowest requirement. If you get a really high ip, you can abandon the assassin helmet or pork omelet.
      You look in the wrong direction. You write about zvz and ow like it is the only source of pvp in the game. But it is not true, there are crystal league, hg, cd and all of them IP capped. And in many cases IP capped much LOWER than 1400 IP. There are a lot of ow activities where ppl wear average IP around 1200.
      Devs try to reinvent broken mechanic with CC duration when it was balanced around 1500 IP and on 1000IP cc did not exist and on 1800IP tombhammer destroyed everything. Then this shitty mechanic has been changed on shittier when you can say that cc does not exist. When you have exponential progression and balance something for particular point on this progression - it is a bad design. Every setup should work the same way on any IP while there is IP cap.
      Speaking of frost and its q3. Frost has been overpowered only on high IP. Why? Because it had two exponential progressions: damage and cast speed and damage of one hand staffs raised faster than others weapons. Moreover, faster cast speed gave more chances to hit someone with a shard. Add to this a fact that average amount of casts depended from your ping. Maybe it is a revelation to someone but player with 50 ping casted faster than player with 250 ping. Add cast cancelation mechanic where you cannot cancel your cast with high ping. It was another broken mechanic. Off course I want to believe that it has been changed because someone in dev team realized how broken it was but looking on some last changes, I think no:) it is just a coincidence.
    • SBI can you please do Not remove Energy bolt from Arcane staffs and leave it as forth option? Removing it just kills the build with Scholar's robe speed casting ability and its synergy with Morgana cape (and passive on staffs). Yes its kinda rare speed caster build, but still. Arcane was unique and now it works the same as Nature actually.

      Thank you.
    • Sethis wrote:

      Add cast cancelation mechanic where you cannot cancel your cast with high ping. It was another broken mechanic. Off course I want to believe that it has been changed because someone in dev team realized how broken it was but looking on some last changes, I think no:) it is just a coincidence
      The 60% cast cancel restriction is still there. I honestly see no reason why it's still a thing considering that cast and stand times were lowered consistently over the last 2 years or so, making the inability to cancel casts at higher pings that much more prominent.
      - You're a monster.
      - Am I?
    • @Sethis


      Sethis wrote:

      The_Support_God wrote:

      @Sethis
      how is the weapon stronger on Low IP?
      you literaly have more cooldown if you did not invest into the Tree

      in live server occoult has 30sec cooldown regardless of tier and spec. people would buy flat 4 and minimal spec to help run cores into HO
      or use by zergs to break HO
      it does not see much use in actual pvp or any where else with 0 spec

      now people are forced to spec it up and use T8 with this change to get equal or better performance with the item
      this would make 8.3 occult staff viable as its power would scale with higher IP
      and would also stimulate the economy for higher tier item occoult staff

      DummyRobert wrote:

      Some support weapons are used for their effect but not value. So, the high ip and low ip are the same for these weapons. The cooldown time becomes the only difference.
      Usually, 30s cooldown is a potential requirement for weapons, which is decided by the cooldown of your boots. In samll-group fight, it is not necessary.
      eg. The locus in 1400ip earns a cooldown about 39s. If you use pork omelet, it becomes 34s. It stiil exceeds 30s. You cant promise the locus is ready for every attack. Therefore, you need an assassin helmet. The 30s refers to the cooldown of your callers' boots. In small-group fight, we dont need to use boots for an attack. Thus, it will be different.
      So, we need some spec for support weapons to meet the lowest requirement. If you get a really high ip, you can abandon the assassin helmet or pork omelet.
      You look in the wrong direction. You write about zvz and ow like it is the only source of pvp in the game. But it is not true, there are crystal league, hg, cd and all of them IP capped. And in many cases IP capped much LOWER than 1400 IP. There are a lot of ow activities where ppl wear average IP around 1200.Devs try to reinvent broken mechanic with CC duration when it was balanced around 1500 IP and on 1000IP cc did not exist and on 1800IP tombhammer destroyed everything. Then this shitty mechanic has been changed on shittier when you can say that cc does not exist. When you have exponential progression and balance something for particular point on this progression - it is a bad design. Every setup should work the same way on any IP while there is IP cap.
      Speaking of frost and its q3. Frost has been overpowered only on high IP. Why? Because it had two exponential progressions: damage and cast speed and damage of one hand staffs raised faster than others weapons. Moreover, faster cast speed gave more chances to hit someone with a shard. Add to this a fact that average amount of casts depended from your ping. Maybe it is a revelation to someone but player with 50 ping casted faster than player with 250 ping. Add cast cancelation mechanic where you cannot cancel your cast with high ping. It was another broken mechanic. Off course I want to believe that it has been changed because someone in dev team realized how broken it was but looking on some last changes, I think no:) it is just a coincidence.

      If you are talking about the philosophy of static cooldown vs something that scale based on ip but is capped by IP cap
      then i would believe you are somewhere in the right direction where weapons should perform similarly at different IP

      but here is the thing we are talking about occult staff a staff for open world (no IP cap) and rarely see play else where
      this is one of those times where i say we have to see on a case by case basis on where it should be buffed and else should be left out

      time corridor is a skill that has very strong Base values for utility and had no scaling what so ever
      this has made spaming flat 4 for its strong utility the only viable option for the weapon
      this makes most its uses in Open world but people are not using it for combat but for its Utility instead

      the change to make it scale cooldown with IP is a buff to open world players willing to take out expensive gear and invest in spec
      other changes have also made arcane staffs in general scale better with IP as well
      and made it a more viable open world pvp staff

      also talking about progression there are some weapons that just have insane progression or need progression to be viable
      examples are dual dagger, one shot pike and 1h curse or most famous case is frost
      these weapons deal insane amounts of damage at max spec but in IP cap senarios they are hard to fill their intented fantasy of one shotting
      so why cant occult staff have that fantasy of being strong at High IP

      if 44 sec starting cooldown is too much for 1000 IP cap activities then reducing the cooldown to something like 40 sec for it to have 30 sec at 1k IP
      and maybe adjusting the progression speed
      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
    • Meeres wrote:

      Arcane was unique and now it works the same as Nature actually.
      Energy bolt unique?

      ah yes unique like fire Q1, old frost Q1 and old smite, all single target turret attacks with different cast speeds

      Nobody used the mechanic of increased dmg by lower mana, it just never had an smart way to burn ur enemie's mana and take value from this spell

      Not to mention that aggresive caster passive was removed

      By last idk how u felt it like nature when the only thing that they share is having a cleanse
      Battle Bracers supremacy
    • JoeyTabonio wrote:

      Catorcoffee wrote:

      Frost Nova will nerf range and radius,so I hope will reduce Cd to 15s .
      Dont you think an enormous buff defeats the purpose of the original nerf....?
      Enmm about balance,bow W2 frost shot have 15s cd and can jump more far than Frost Nova.

      Qs 1 can knocking back
      Pass 1 can slowdown enemy 10 %
      W2 can jump 15m
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    • Catorcoffee wrote:

      JoeyTabonio wrote:

      Catorcoffee wrote:

      Frost Nova will nerf range and radius,so I hope will reduce Cd to 15s .
      Dont you think an enormous buff defeats the purpose of the original nerf....?
      Enmm about balance,bow W2 frost shot have 15s cd and can jump more far than Frost Nova.
      Qs 1 can knocking back
      Pass 1 can slowdown enemy 10 %
      W2 can jump 15m
      Yes but frost is not bow and bow is not frost. Frost is already gonna be insane after the patch.

      If you're gonna compare individual abilities as if they have to all be identically balanced instead of looking at the full package then they might as well release only one weapon.