Testserver Patch Notes - Beyond the Veil Patch 7

    • Testserver Patch Notes - Beyond the Veil Patch 7

      Beyond the Veil Patch 7

      Changes and Improvements

      • Minimap can now be collapsed and re-expanded in main HUD
      • "Select / Unselect All" button added to Marketplace UI
      • "Dying" in non-lethal instances now no longer overwrites Last Equipment Loadout (Arena/Crystal Arena, Nonlethal Crystal League, Expeditions)
      • Streamlined and improved guild logo creation
      • Added item icons to tooltips of harvestables
      • [MOBILE] Map tooltips now offset from point of touch
      • [ALBION EAST] System-provided Carrot Soups and Mules removed from Marketplaces
      • [REFERRALS] Referral seasons are now one month long (previously two) and may include older skins - see this forum post for details: forum.albiononline.com/index.php/Thread/178077
      Combat Balance Changes

      Spears
      Daybreaker is still a bit underused. To make it more deadly, the ability Breakthrough now purges first before dealing damage, which increases its damage output when used to remove an enemy defensive buff.
      • Breakthrough (Daybreaker)
        • Now purges before dealing damage
      Helmets
      Feyscale Hat is still a very nice item, which can be used to secure a singular very important cast or channel. Its buff duration has been increased to also make it more attractive to combine with constant-casting builds like Fire and Frost Staffs. Additionally the buff now also makes the caster immune to Cast Disruption, meaning spells like Revitalize are not reduced by damage while this buff is active.
      • Hyper Focus (Feyscale Hat)
        • Buff Duration: 5s -> 7s
        • Now also makes immune to Cast Disruption (i.e. channel or cast durations getting affected by damage)
      Armors
      Dynamic Defense is another underused ability. To make it more reliable to use, the ability can now be cast on self.
      • Dynamic Defense (Jacket of Tenacity)
        • Can now also be cast on self
      Battlemount Abilities
      Recently, players have brought multiple Behemoths to a single large-scale battle. In general, battles should mainly be fought by players without mounts: the intent of Battlemounts is to be a strong support of ground forces without becoming the main fighting force themselves. The Behemoth currently breaks that rule, so its abilities have been changed to make it less effective to stack multiple Behemoths into one army, while having a single Behemoth still brings enough value to the fight. Siege Ballista is also buffed to have more options to counter enemy Battlemounts.
      • Pierce Through (Siege Ballista)
        • Cast Time: 2s -> 0.5s
      • Artillery Fire (Behemoth)
        • Max Stack: 3 -> 5
        • DoT Damage vs Players per stack: 10% -> 8%
      • Flamboyant Defense (Behemoth)
        • No longer purges or applies direct damage
        • Instead applies an Artillery Fire stack to each enemy hit
      • Smokescreen (Behemoth)
        • Casting the ability now dissolves all ally Smokescreen areas in a 20m radius
      Increased health differences between Battlemount ranks:
      • Gold-rank mounts are unchanged
      • Health regen adjusted to remain 10% Max Health per second
        • Battle Rhino
          • Crystal: 6644 → 7973
          • Silver: 5913 → 4731
          • Bronze: 5578 → 3347
        • Tower Chariot
          • Crystal: 10061 → 12073
          • Silver: 8954 → 7163
        • Battle Eagle
          • Crystal: 6075 → 7289
          • Silver: 5406 → 4325
        • Colossus Beetle
          • Crystal: 9871 → 11845
          • Silver: 8785 → 7028
        • Behemoth
          • Crystal: 9871 → 11845
          • Silver: 8785 → 7028
        • Ancient Ent
          • Crystal: 8732 → 10479
          • Silver: 7772 → 6217
        • Goliath Horseeater
          • Crystal: 7593 → 9112
          • Silver: 6758 → 5406
        • Roving Bastion
          • Crystal: 10441 → 12529
          • Silver: 9292 → 7434
        • Juggernaut
          • Crystal: 10251 → 12301
          • Silver: 9123 → 7299
        • Phalanx Beetle
          • Crystal: 9491 → 11390
          • Silver: 8447 → 6758

      Miscellaneous
      To make 2v2 content more accessible for a wider range of players, it is essential that duo teams without a healer have a good chance of success. This is a problem for the game: if one out of two players per team must be a healer, 50% of the population must be healers, which does not reflect the player base at all. To boost the winning chances of teams without healers, the Healing Debuff in certain content types has been further reduced.
      • 2v2 Hellgates
        • Healing Reduction: 20% → 30%
      • Mists
        • Healing Reduction: 20% → 30%
      Fixes
      • UI fixes:
        • Adjusted Mists local maps so that exits are always visible
        • Fixed issue where party order would reset on zone change and party roles would not update for new members
        • Fixed issue where Treasure tooltip of Hideout Power Cores and Territory Energy Crystals on the world map displayed "Unlocks in 00s"
        • Fixed rare issue where laborer rewards could disappear when clicking away too quickly
        • Fixed issue where crafting recipe would creep downward with multiple craftings of the same item
      • Spell fixes:
        • Rejuvenating Flower (Nature Staff) is no longer destroyed by enemies walking over it
        • Nature Staff spells that apply multiple Rejuvenation Stacks simultaneously now only trigger the initial heal once (Rejuvenating Flower, Rejuvenating Breeze)
        • Fixed issue where Sandstorm (Bridgewatch Cape) could activate twice with high attack speeds
      • Resolved issues affecting the Fishing minigame on devices with low performance
      • Fixed issue where getting disconnected for too long in Arena could trigger overburdened debuff
      • Fixed issue where, when catching fish with full inventory, loot bag would be dropped in the water
      • Lymhurst Direboar Piglets are no longer vegetarian
      • The debuff that reduced Health Regeneration to 50%, caused by Poison areas in Veteran Hidden Keeps, no longer lasts 60 minutes and now falls off when leaving the area
      • Mobile fixes:
        • Fixed issue where aiming a spell's direction while channeling could be unresponsive
        • Divine Intervention (Hallowfall) now targets allies instead of enemies on mobile controls
        • Fixed issue where animations would deactivate during character creation
      • Additional graphical, UI, animation, audio, terrain, and localization fixes
    • Yeah, duck it, delete healers at all in next patch. There is problem when meta is around healers in 2v2 content, meanwhile healers can't gank or they are not good at corrupt, but it's perfectly fine, fuck healers.
      Waiting for changes in 5v5 content, cuz 20% of all players ain't healers :))))
    • PrintsKaspian wrote:

      Miscellaneous
      To make 2v2 content more accessible for a wider range of players, it is essential that duo teams without a healer have a good chance of success. This is a problem for the game: if one out of two players per team must be a healer, 50% of the population must be healers, which does not reflect the player base at all. To boost the winning chances of teams without healers, the Healing Debuff in certain content types has been further reduced.

      2v2 Hellgates
      Healing Reduction: 20% → 30%
      This doesn't make any sense, this change is adjusting heal+dps vs heal+dps matchups, not double dps vs heal+dps ...
    • Why would you nerf heals in 2s? Matchups without heals are literally just a question of who does more dmg faster, without any real strategy to it, and balancing it will be near impossible. Not to mention the only thing this change does is make Heal+DPS vs Heal+DPS feel like absolute shit, considering it will most likely still win against any non heal comp
    • Seczel wrote:

      Why would you nerf heals in 2s? Matchups without heals are literally just a question of who does more dmg faster, without any real strategy to it, and balancing it will be near impossible. Not to mention the only thing this change does is make Heal+DPS vs Heal+DPS feel like absolute shit, considering it will most likely still win against any non heal comp
      if dps + dps is braindead and just why don't you play it?

      uAchapCe wrote:

      did you mean the healing debuff is increased? (30% > 20%)
      .... Yes
      hellfire hands enjoyer
      700/700 daggers
      500/700 nature
    • VseOtlichno wrote:

      Seczel wrote:

      Why would you nerf heals in 2s? Matchups without heals are literally just a question of who does more dmg faster, without any real strategy to it, and balancing it will be near impossible. Not to mention the only thing this change does is make Heal+DPS vs Heal+DPS feel like absolute shit, considering it will most likely still win against any non heal comp
      if dps + dps is braindead and just why don't you play it?

      uAchapCe wrote:

      did you mean the healing debuff is increased? (30% > 20%)
      .... Yes
      Because its not fun to play? as i said, non heal comps into each other are just about who does more dmg first, and against heal dps its just praying the enemies dont know what they are doing and you get a good engage, if that doesnt work kite and go again. Compared to heal+dps vs heal+dps there is 0 strategy to it
    • Could we actually see balance changes instead of idk nothing? Healing reduction in hellgates and battlemounts hp increase is this all you can come up with?

      What about The not-exagerated spam of people in forum about the lack of viability of some weapons or is that irelevant to you? Do you think you have a good game because you add animations to spells? Like is this all an art contest?

      Still waiting for completly useless weapons and abilities to be useful after at least 2 years. Still waiting to this day SBI. Maybe hire an actual balance team or something? What do you think people come in this game for? To look at your new animations on sword and axe or to have fun playing a role and a game that actually has so much diversity that you say it does. Tf is this? You guys putting patches on just so you are done with the "beyond the veil" title? And make a new one that will have half of the "patches" completly worthless? I don't get it

      Warbow E, heavy crossbow E, Hoarfrost, glaive, pike, heron, quality of life for bows/spears/maces/quarterstaffs/froststaffs/ etc.

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

    • VseOtlichno wrote:

      Seczel wrote:

      Compared to heal+dps vs heal+dps there is 0 strategy to it
      Are we sure we're playing the same game? When I play with a friend on dd + dd, we have to replay a bunch of saves, cleanse, res pot, etc. In this case, you must not die on the first engage.
      Considering youre playing an absolute shit comp compared to stuff like grail dagger or double gloves ofc you have to play perfect and still die, that wont change with the changes either
    • Seczel wrote:

      Considering youre playing an absolute shit comp compared to stuff like grail dagger or double gloves ofc you have to play perfect and still die, that wont change with the changes either
      I'm sorry, what combination of two dds did you mean when you mentioned that?

      This game now has cleanse on mercenary boots, leather hood, w4 druid. Playing as heal + dd has become incredibly easy against dd+dd.
      hellfire hands enjoyer
      700/700 daggers
      500/700 nature
    • VseOtlichno wrote:

      Seczel wrote:

      Considering youre playing an absolute shit comp compared to stuff like grail dagger or double gloves ofc you have to play perfect and still die, that wont change with the changes either
      I'm sorry, what combination of two dds did you mean when you mentioned that?
      This game now has cleanse on mercenary boots, leather hood, w4 druid. Playing as heal + dd has become incredibly easy against dd+dd.
      im not talking about heal+dps vs dd being hard, heal+dps vs heal+dps requires more skill than anything else you can play in 2s, double dps vs heal+dps in general is braindead just go all in and hope enemy fucks up, stun+dps vs heal+dps is just doing the same engage over and over again and hoping enemy fucks up, or kiting, and dps+dps vs dps+dps is literally just who does more dmg faster with no real strategy behind it
    • VseOtlichno wrote:

      Seczel wrote:

      Considering youre playing an absolute shit comp compared to stuff like grail dagger or double gloves ofc you have to play perfect and still die, that wont change with the changes either
      I'm sorry, what combination of two dds did you mean when you mentioned that?
      This game now has cleanse on mercenary boots, leather hood, w4 druid. Playing as heal + dd has become incredibly easy against dd+dd.
      I mean it really is just to throw literally every ability down as double dps and hope the enemy falls over in like 0.5 seconds lol. You're literally just gambling playing it.