Testserver Patch Notes - Into the Fray Patch 4

    • PrintsKaspian wrote:

      Into the Fray Patch 4
      Frost Staffs
      • Removed the Q-slot Ability: Frost Bolt (all Frost Staffs)
      • Added New Q-slot Ability: Frostbite (all Frost Staffs)
        • Shoot a projectile in the targeted direction, dealing 128 magical damage upon impact with an enemy.
      • Added New Q-slot Ability: Frozen Surge (all Frost Staffs)
        • Freeze the ground in front of you along a 16m long and 3.8m wide path, dealing 80 magical damage.
        • Slows all enemies hit by 20% for 3s.
      • Frost Nova (all Frost Staffs)
        • Removed Invincibility
        • Range: 11m -> 9m
        • Stun Radius: 5m -> 3m

      GG completely made the cloth frost unplayable in 1v1s now we're gonna have an even more cancerous version of the royal jacket kite frost. But atleast the EVEN MORE cancerous swordsmen will easily be able to catch up to them and erase them since you're not going to do anything about them prestacking on mephits.

      Reef wrote:

      Defuse wrote:

      requiring skill in this game
      you want to say require low ping
      I play with 250 ping and I can assure you that all of us high ping frost users are just as mad at this change.
      • Arcane Protection (all Arcane Staffs)
        • The Shielded target is now immune to Forced Movement effects.
        • Blocking a Forced Movement effect will remove the shield.
        • The shield doesn’t effect threat generation anymore
        • Cooldown: 5s → 6s
      I never play zvz but is the shield used somewhere that it needed a nerf?

      I thought it is unplayable where it was, so increase the Cooldown is for me irrelevant, dead is dead and more as dead is not possible..

      But as i just play small scale..did someone use this competitive??
    • Trial_hard wrote:


      • Arcane Protection (all Arcane Staffs)
        • The Shielded target is now immune to Forced Movement effects.
        • Blocking a Forced Movement effect will remove the shield.
        • The shield doesn’t effect threat generation anymore
        • Cooldown: 5s → 6s
      I never play zvz but is the shield used somewhere that it needed a nerf?

      I thought it is unplayable where it was, so increase the Cooldown is for me irrelevant, dead is dead and more as dead is not possible..

      But as i just play small scale..did someone use this competitive??
      Not a nerf its a buff.
      Shield is used in ZvZ and SmallScale.
      Stolzer WC Enten Reiniger
    • Trial_hard wrote:


      • Arcane Protection (all Arcane Staffs)
        • The Shielded target is now immune to Forced Movement effects.
        • Blocking a Forced Movement effect will remove the shield.
        • The shield doesn’t effect threat generation anymore
        • Cooldown: 5s → 6s
      I never play zvz but is the shield used somewhere that it needed a nerf?

      I thought it is unplayable where it was, so increase the Cooldown is for me irrelevant, dead is dead and more as dead is not possible..

      But as i just play small scale..did someone use this competitive??

      shield is used all the time in small scale/zvz to now it will be the answer to 1 shot in 5v5 and 10v10....
      the whole trick was to chain judi boots now with forced movement effect get fuckd 1shot comp.

      + new g arcane can now be used on ally
    • Quagga wrote:

      Deeweiss7 wrote:

      Morning star was the last ganking weapon... How to dismount a bear now?
      stop using flat 6 :)
      For years, SBI has been trying to introduce risk = reward for gankers who abus CC chain in flat 4.

      start playing 8.1/2 such grizzly or other in 5 people drops in few seconds :)
      on the other hand adding weapons that would be based on % dmg vs mounts would not be a stupid idea, surely dmg > CC, being cc locked is not healthy gameplay.

      to that morning star got a buff and not a nerf... and the loss is only 1.5 sec.... but the dash is OP as fuck so yea ^^

      We dont go flat 6, because this way you cant dismount 8.3 bears. But the people doing police are overcrowding red zone and they dont loose reputation and have no cap of kills. If we kill 20 players we banned of redzone for a week.
    • Why is there no nerf for dungeons rats?

      if you by surrounded by a blob of rats with composition of full invisibility it is simply impossible to kill them or get out of the dungeon pq they cancel the A-out with the W of the bloodleder.
      Every day the same thing all over the place and it looks like the devs are eyes blindfolded.

      The experiment against rats is one of the worst sensations that this game can pass and should be fought quickly
    • SBIALBION wrote:

      Dragon Leap (all War Gloves)


      Cooldown when missing the first hit: 7s -> 14s

      Time Window to activate the Uppercut: 3s -> 19s (this makes it more attractive to keep using the first hit to increase damage and only have a long cooldown when committing to the Uppercut for the additional CC)

      Energycost: 4 -> 22
      heh good joke CDG rat
      Battle Bracers supremacy
    • SBIALBION wrote:


      • Undead Arrows (Whispering Bow)
        • Is now a Toggle ability, which means it can be purged
        • Now also increases Attack Speed by 10%
        • But while active the caster's defense is now reduced by 55%
        • Cooldown: 20s -> 35s
        • Magic Damage each Auto Attack: 50 -> 33

      your suggestion make no sense, i assume you mald because you died to it in corrupted dungeon

      SBIALBION wrote:


      • Purifying Combination (Fist of Avalon)
        • First Attack Damage: 78 -> 22
        • Third Attack Damage: 235 -> 198
        • Resilience Penetration (all War Gloves)
          • 40% -> 60%
        • Dragon Leap (all War Gloves)
          • Cooldown when missing the first hit: 7s -> 14s
          • Time Window to activate the Uppercut: 3s -> 19s (this makes it more attractive to keep using the first hit to increase damage and only have a long cooldown when committing to the Uppercut for the additional CC)
          • Energycost: 4 -> 22


      same thing above

      SBIALBION wrote:


      • Raging Strom (Bow of Badon)
        • Deal damage Interrupt REMOVED

      as said above

      perhaps you should play less cd if you mald about it that much

      The post was edited 1 time, last by Frosty3z ().

    • Love that frost has more options now instead of a NA weapon :thumbup:

      I'm expecting zvz rats to bring more BLs but anyways this is def the right direction to go. I have to say it took a bit too long for SBI to make the loot mechanism change tho.

      Overall an exiting patch to look forward to. GJ!
    • Hey everyone, thanks for all your feedback through the various feedback channels.

      Here are a set of changes to the magic staff reworks:
      • Chain Missile (all Arcane Staffs)
        • Projectile Bounce Range: 6m -> 8m
      • Mimic (all Arcane Staffs)
        • Cast Range: 11m -> 15m
        • Mimimicked Ability:
          • Axes: Raging Blades -> Adrenaline Boost -> Battle Rush
          • Frost Staffs: Frost Nova -> Glacial Obelisk
          • Maces: Snare Charge -> Guard Rune
      • Arcane Orb (one-handed Arcane Staff)
        • Projectile Speed: 14.4 m/s -> 17.7 m/s
      • Frostbite (all Frost Staffs)
        • Cast Time: 0.5s -> 0.4s
        • Now the player also recieves a buff when hitting an enemy
        • This buff increases all damage by 4% for 2.5s (max stack 3)
      • Frost Nova (all Frost Staffs)
        • Added the invincibility back


      Cheers,
      Retro
    • Retroman wrote:

      Hey everyone, thanks for all your feedback through the various feedback channels.

      Here are a set of changes to the magic staff reworks:
      • Chain Missile (all Arcane Staffs)
        • Projectile Bounce Range: 6m -> 8m
      • Mimic (all Arcane Staffs)
        • Cast Range: 11m -> 15m
        • Mimimicked Ability:
          • Axes: Raging Blades -> Adrenaline Boost -> Battle Rush
          • Frost Staffs: Frost Nova -> Glacial Obelisk
          • Maces: Snare Charge -> Guard Rune
      • Arcane Orb (one-handed Arcane Staff)
        • Projectile Speed: 14.4 m/s -> 17.7 m/s
      • Frostbite (all Frost Staffs)
        • Cast Time: 0.5s -> 0.4s
        • Now the player also recieves a buff when hitting an enemy
        • This buff increases all damage by 4% for 2.5s (max stack 3)
      • Frost Nova (all Frost Staffs)
        • Added the invincibility back


      Cheers,
      Retro
      Not a single bad change here. Good job!
    • When are we getting a corrupted dungeon rework ?? please hear me out, the major problem of corrupted isnt holy staffs, it wasnt tombhammer or hallowfall. THE MAIN ISSUE IS ITS BAD DESIGN, allowing a guy to enter with 8.3 is nice, but he only does it because he knows that his build can outrun everything so he can just skip ( bad layout design with no punishment for skipping ).

      Now when it comes to black zone loot its a disaster what u guys doing. Its a MMO FULL LOOT. Why cant someone comes and loot whatever he wants from a dead body ?
      Since you guys closed SRD to prottect PVE players, since that time albion is turning each time more into a farming simulator, a carebear place where being in a large guild compensates you more than actually knowing about PVP and OW mechanics. It really hurts...
    • Suggesting to revert Frost Nova range back to 11m and add 2-3m range to Flicker.

      Reason: Both Frost Nova and Flicker are (dis)engagement tools, and with such short range they won't provide enough value.
      Because melee weapons have almost all the mobility in the game - 8m teleport will not help mage to run away or chase the opponent.
      While Frost Nova has stun, that gives bit more time for the next attack or to save yourself, Flicker doesn't really help.
      Melee player will just use leap/dash/harpoon/shadow edge/throwing blades or such.
      I've done several pvp tests.
      Tested these abilities in pve as well - sometimes 8m range is not enough to escape mob/boss ability.

      Also, please consider adding 2-3m to other teleport abilities on Cleric and Fiend sandals. For Mage sandals it's worth to reduce "Delayed Teleport" delay to 0.5-0.6s). Reasoning is mostly the same as above.

      Suggested changes will slightly increase chances of successful attack or escape, without breaking the game balance:

      Flicker (all Arcane Staffs):
      • Range: 8m -> 11m
      Frost Nova (All Frost Staffs):
      • Range: 8m -> 11m
      Blink (Cleric Sandals):
      • Range: 10m -> 12m
      Position Swap (Fiend Sandals):
      • Range: 8m -> 11m
      Delayed Teleport (Mage Sandals):
      • Teleport delay: 1s -> 0.5s

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