Season 17 Schedule and Changes

    • Season 17 Schedule and Changes

      Season 17 Schedule and Changes

      Guild Season 17 kicks off on Saturday, September 17th.

      This season will be one week shorter than a standard season to avoid Season 18 beginning on December 24, and as a result will offer tripled points during the final weeks.

      Read on for all the details:
      1. Important Dates
      2. What's New This Season
      3. Detailed Season Schedule
      1. Important Dates
      • 17.09.2022 (Saturday): Season starts, Invasion Day #1, all Territories Reset
      • 18.09.2022 (Sunday): Scoring starts (by time zone)
      • 19.09.2022 (Monday): Territory Battles Start
      • 15.10.2022 (Saturday): Invasion Day #2 - Energy/Season Point Storage Payout, all Territories Reset
      • 12.11.2022 (Saturday): Invasion Day #3 - Energy/Season Point Storage Payout, all Territories Reset, Territory scoring triples, Might and Favor for killing Siphoning Mages triples
      • 03.12.2022 (Saturday): Scoring of Territories Ends, Energy/Season Point Storage Payout
      • 04.12.2022 (Sunday): Final 5v5 Crystal League Matches
      • 05.12.2022 (Monday): Season Ends at 9:59 UTC, Offseason period begins
      2. What's New This Season
      • This season will be one week shorter than a standard season to avoid Season 18 beginning on December 24, and as a result will offer tripled points during the final weeks.
      • In order to receive guild season rewards, players must now again be a member of the qualifying guild for at least 75% of the season. Qualifying time spent with a guild will be easily visible in a new UI.
      Crystal Arena Changes
      Starting with Season 17 there will be additional substeps in the Crystal Arena ranking system. While the amount of Ranking Points needed to reach maximum rank remains the same, there will be extra steps between the ranks (Iron III, Iron IV, etc.) which makes Rank Up events more frequent. As a result, more chests are given out for ranking up in a Crystal Arena Season. Additionally, Arena rankings will not fully reset at season end. Instead, players will be partially ranked down at the start of the next season. For example, Crystal Rank players will start at Silver I. Any Rank Up Rewards skipped at the season start will be sent in an in-game mail.
      • Full list of sub-ranks starting with Season 17:
        • Iron I, Iron II, Iron III, Iron IV
        • Bronze I, Bronze II, Bronze III, Bronze IV
        • Silver I, Silver II, Silver III, Silver IV
        • Gold I, Gold II, Gold III, Gold IV
        • Crystal
      • At the start of the next Arena Season, players will be partially instead of fully down-ranked
      • Other changes:
        • Various UI improvements
        • The Arena Master now only accepts the new Arena Sigils; the old Discontinued Arena Sigils can no longer be traded for rewards. However, Discontinued Arena Sigils can now be salvaged for a 10% chance to get a T4 Royal Sigil.
      Hideout Booster Changes
      • Boosters are no longer earned at the end of a season
      • Instead, every guild always has a Booster (beginning at guild creation)
      • To use the Booster, the guild must still meet the current HQ Hideout requirements, i.e. meeting the Season Point Threshold of the current or previous season
      • After use, the Booster goes on a 90-day cooldown
      Corrupted Dungeon Changes
      Players can now directly enter a new Corrupted Dungeon after they defeat another player or are banished. This allows players who want to primarily engage in the PvP aspect of this feature to have less downtime between PvP fights.
      • If a player defeats another player or is banished by another player, the Exit Dungeon ability cast time is shortened back to 7s. (This does not apply to players who destroy the crystals during an invasion, only to those who are banished when the crystals are destroyed by an opponent.)
      • After successfully casting the Exit Dungeon ability, the player can choose to directly enter a new Corrupted Dungeon.
      • Additionally, downing an invader on Hunter level now sends the invader back into the open world.
      Treasure Chest Adjustments
      • Small Treasure Chests now open more quickly (5 min → 3 min)
      • The time they take to respawn has been adjusted accordingly
      • Adjusted ratio between small, medium and large treasure chests
      • Halved chance for a large treasure chest to spawn but increased value accordingly
      Might Level Changes
      • Crystal Spiders:
        • Might Requirement First Level: 20,000 → 10,000
        • Might Level Requirements for all subsequent levels halved (i.e. each Crystal Spider effectively gives twice the Season Points)
      • Corrupted Dungeons:
        • Might Requirement Increase per Level: 4,000 → 3,000
      • 2v2 Hellgates:
        • Might Requirement Increase per Level: 5,000 → 4,000
      • 5v5 Hellgates:
        • Might Requirement Increase per Level: 7,000 → 5,000
      3. Detailed Season Schedule

      17.09.2022: Start of Season
      • The Guild Season and the season-long Conqueror's Challenge and Guild Challenge start at 11:00 UTC
      • Ownership of territories in the Outlands is reset, and they can be reclaimed by guilds starting at the following times:
        • Saturday at 18:00 UTC for territories with primetimes of 12:00, 15:00, 18:00, or 21:00 UTC
        • Sunday at 01:00 UTC for territories with primetimes of 00:00, 03:00, or 05:00 UTC
      • Guardian bosses must be defeated to claim a territory (balanced for about 5 players)
      18.09.2022: Territory Scoring Begins
      Territory Scoring:
      • Owned territories give points at the end of their primetime
      • Exact values vary based on zone quality (proximity to center of Outlands) and can be viewed in each zone's local map
      • Territory points can be further increased by leveling up towers. Details: forum.albiononline.com/index.php/Thread/122485
      • Clicking a territory on the world map shows its daily point value
      Siphoning Mages:
      • Territory points are generated by Siphoning Mages, which spawn dynamically (1.5h, 2h, 3h, 6h) until the maximum of four are present
      • Mages can be killed by any player outside the territory owner's alliance
      • Since the beginning of Season 14, killing Mages no longer gives Season Points directly, but instead gives Might (which generates Season Points indirectly via the Conqueror's Challenge)
      Note on Castles:
      • Beginning with Season 16, Castles and Outposts no longer generate passive Season Points and are not tied to the season calendar
      • Instead, opening Castle and Outpost chests grants Might to all players from the guild in proximity to the objective
      • Castles and Outposts also have a new Might Level in the Conqueror’s Challenge, which is how they now generate Season Points
      19.09.2022: Territory Battles Start
      • For details of open-world territory control, see: forum.albiononline.com/index.php/Thread/122485
      15.10.2022: Invasion Day #2
      • All territory claims are dropped at 10:00 UTC
      • Territories become reclaimable and Guardian Bosses spawn
      • Territories with a primetime starting at 12:00, 15:00, 18:00, 21:00 UTC become claimable at 18:00 UTC on Saturday
      • Territories with a primetime starting at 00:00, 03:00, 05:00 UTC become claimable at 01:00 UTC on Sunday
      12.11.2022: Invasion Day #3, POINTS TRIPLED
      • TRIPLE POINTS for Territories, and triple Might and Favor for killing Mages, for the rest of the season
      • All territory claims are dropped at 10:00 UTC
      • Territories become reclaimable and Guardian Bosses spawn
      • Territories with a primetime starting at 12:00, 15:00, 18:00, 21:00 UTC become claimable at 18:00 UTC on Saturday
      • Territories with a primetime starting at 00:00, 03:00, 05:00 UTC become claimable at 01:00 UTC on Sunday
      03.12.2022: Last Call for Territory Battles
      • Point scoring ends for each territory at the end of its downtime, and territories cannot be challenged afterward
      • Final 20v20 Crystal League Matches
      04.12.2022: Final 5v5 Crystal League Matches
      • Final 5v5 Crystal League Matches of the season
      05.12.2022: Season Ends, Offseason Period Begins
      • The season officially ends right before maintenance (9:59 UTC) and a winner is declared

      4. Crystal League schedule

      Schedule 5v5 Non-Lethal:



      Schedule 5v5 Lethal:



      Schedule 20v20 League:



      5. Conqueror's Challenge Rewards

      Might RequirementReward Item
      1,500,000Crystal Avatar Set
      1,000,000Crystal Ancient Ent
      650,000Gold Avatar Set
      430,00010% Fame Buff (90 days)
      330,000Gold Ancient Ent
      260,0008% Fame Buff (90 days)
      200,000Silver Avatar Set
      145,0006% Fame Buff (90 days)
      100,000Silver Ancient Ent
      60,0004% Fame Buff (90 days)
      30,000Bronze Avatar
      10,0002% Fame Buff (90 days)

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

    • great CD change.

      The arena change is good but only if paired with something more akin to an ELO system and removing the win streak modifier to rp gained / lost. If not resetting rank to 0 really no need for the winstreak modifier, which has resulted in some bizarre / nonsense rankings and removed alot of the competitive factor from crystal arena this season.

      Also separate solo que / group que and associated ratings would be amazing but you all have the data to know if que numbers can support it

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

    • PrintsKaspian wrote:

      Players can now directly enter a new Corrupted Dungeon after they defeat another player or are banished. This allows players who want to primarily engage in the PvP aspect of this feature to have less downtime between PvP fights.
      Can you guys get rid of (or shorten) knockdown time if one player is killed? This happens from time to time, and for invader means no loot, while for host it's just a wasted 3 minutes
    • PrintsKaspian wrote:

      Corrupted Dungeon Changes
      Players can now directly enter a new Corrupted Dungeon after they defeat another player or are banished. This allows players who want to primarily engage in the PvP aspect of this feature to have less downtime between PvP fights.


      If a player defeats another player or is banished by another player, the Exit Dungeon ability cast time is shortened back to 7s. (This does not apply to players who destroy the crystals during an invasion, only to those who are banished when the crystals are destroyed by an opponent.)

      After successfully casting the Exit Dungeon ability, the player can choose to directly enter a new Corrupted Dungeon.

      Additionally, downing an invader on Hunter level now sends the invader back into the open world.
      This is a good QoL change for our CD players
      thanks SBI
      The Tank Who Bonks
    • The_Support_God wrote:

      PrintsKaspian wrote:

      Corrupted Dungeon Changes
      Players can now directly enter a new Corrupted Dungeon after they defeat another player or are banished. This allows players who want to primarily engage in the PvP aspect of this feature to have less downtime between PvP fights.


      If a player defeats another player or is banished by another player, the Exit Dungeon ability cast time is shortened back to 7s. (This does not apply to players who destroy the crystals during an invasion, only to those who are banished when the crystals are destroyed by an opponent.)

      After successfully casting the Exit Dungeon ability, the player can choose to directly enter a new Corrupted Dungeon.

      Additionally, downing an invader on Hunter level now sends the invader back into the open world.
      This is a good QoL change for our CD playersthanks SBI
      now u get a feeling for turnaround times - I suggested that 2+ years ago
    • Did you realy. i must have miss the post
      times have changed so much

      but look at it this way. if i cant make those hallowfall kite builds from a year ago do some PvE after i kick them from dungeon i feel unsatisfied
      the broken builds of the time have very bad PvE clear speed.
      i take pleasure in making them do PvE

      now that weapons are mostly "balanced" (please Rework Bows as you did with frost)
      this is a good change

      now if only they can improve Loot for killing players in CD then maybe it would be worth doing CD again

      maybe i am too used to the open world Loot and HUGE Fame numbers that i become numb to pityful loot CD
      The Tank Who Bonks

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

    • Good change on CGD, the PVE is really annoying, maybe i ill try more after those changes.

      Hope that SBI guys didnt forget about other PVP contents like HG x2/x5, that will have to compete against CDG on player queues since the biggest advantage of Hellgates above CDG are the PVE clear speed. (Now there is no advantage on doing other contents than CDG, except if you like to, because you depend on more people to do a content that didnt compensate that trought increase on loot)

      The loot and trashrate on Hellgates x2 are quite fucked in comparsion to other contents, i have watched and played for a while and the loot are pretty garbage on comparsion to other PVP stanced contents.

      Since the IP on HG is the lowest of all the contents, and there is nothing like the "death loot" from CDGs, the only thing you got at max is a bad purple chest and a garbage loot (T6/T8 at max) from the bodies.

      Please give some love to HG x2, there are a plenty of changes needed to pump this content, but the patchs never seem toward changes on x2/x5/x10, only towards 1v1 balance (thats is quite dumb).
    • i wish there was an option for T8 2v2 HG with increased IP requirement like slayers CD

      5 and 10 HG is in right place with correct loot quantity

      only 2 HG and CD abit lacking in loot because competitive players bring 1 mil worth of silver sets (T8 equiv sets)
      but loot is only about 250k on average per player (HG x2) and 100k (CD) for winning

      you could go in cheaper sets aka flat 6 for HG x2 and CD to just barely meet the requirements
      which is worth 500k but sometimes the 100 IP diff makes an impact which made you wish you used higher gear

      Note that the IP reduction only starts above certain IP so going in as bare minimum IP will make your IP gap larger
      The Tank Who Bonks
    • 야 18롬아 채집에 관한건 없냐 채집 하는사람들 맨날죽어나가는데 채집물도없는대 개새끼야 아니 위험을 감수 하면 그만한 보상이 잇어야 돼는데 채집물은 없고 갱커는 많고 이게 뭐냐고 오픈월드 갈이유가 없어
      그리고 녹던에 나비좀 없애 보상늘리고 좀보상 너프 시켜놓고 복귀를 안시키네 이게 rpg 게임인지 걍 사람 죽이는 게임인지 모르겟다
      게임 장르를 바꾸던지 개발자 병신같은 새끼야