​ Test Server Patchnotes - Knightfall Midseason Patch (Beyond the Veil Patch 8)

    • ​ Test Server Patchnotes - Knightfall Midseason Patch (Beyond the Veil Patch 8)

      Knightfall Patch / Beyond the Veil Patch 8 - Ver. 22.080.1 - May 8, 2023
      The Mists: New Features and Improvements

      This patch brings a number of new features to the Mists, increasing the gameplay opportunities available there.

      Coffers
      Treasure Chests within the Mists are a great way to bring players together to fight for loot. However, they fail to bring smaller groups together, they don’t encourage newer players to compete, and they don’t offer conflict-averse players a chance to swipe the loot before others arrive.
      For this reason, we’ve created Coffers that can be found throughout the Mists:
      • Coffers are a new type of Open World Treasure that work exactly like other Open World Treasures, with one exception: they only make their location known to players nearby.
      • While these chests are worth less than Treasures that broadcast their location to the entire map, they will spawn much more frequently than the larger chests.
      Caches
      While we’ve wanted to add more itemized loot to Mob Camps, traditional methods of delivery don’t create the type of gameplay we’re looking for here. If a chest spawns early, then whoever gets there first wins. If we add a chest late, we create a “King of the Hill” scenario until the chest is spawned. While some may prefer that outcome, we already have Treasure Chests for that and this gets away from what Mob Camps are supposed to be about - PvE objectives that can be completed at any time rather than an objective that demands instantaneous attention.
      To solve this, we’ve created Caches that can now be found in all Mob Camps:
      • After completing a Mob Camp a Cache will be unlocked that is only lootable by the character that unlocked it. In this way they are “instanced” treasure chests, with each character having their own rewards to draw from. Rarity is instanced as well, so one Cache may be rare for one character but legendary for another.
      • As Mob Camps are completed relatively quickly, the loot is also distributed in a nontraditional fashion. The most common “Green” Caches contain nontradable Fame. This nontradable Fame scales with the lethality, tier, and rarity of the Mists you’re in, but it does not scale with the Cache’s rarity, to make sure this gives as much Fame as it can to the common Caches.
      • More importantly, however, this can significantly improve the item loot of blue, purple, and legendary Caches – all of which can potentially be found in all Mob Camps.
      Funding Caches and Coffers
      While we are happy with the average value players are able to find within the Mists, this varies greatly from player to player as high-end rewards are incredibly competitive. Caches and Coffers should offer more players opportunities to reach competitive levels of rewards, but their introduction causes an influx of value that requires adjustments elsewhere. As a result, much of their value has been migrated from Weakened Wisps, Small Treasures, and other minor sources. Weakened Wisps were found to be too competitive with open world objectives so have had their Might and Favor reduced by 40%. Small Treasures spawn on average about 20% less frequently than before. Additionally, Treasure Drones no longer spawn in the Mists and Favor is no longer awarded from Mob Camps. This value has not disappeared from the Mists, but rather been moved to these new sources. Our intention here is that the overall rewards per hour remain as before, but value is shifted from one source to another. This value may have been shifted to a different type of source in some cases (where Favor has been reduced but itemized loot is now available).

      Knightfall Abbey
      A new dungeon can now be found within the Mists. “Knightfall Abbey” was once a stronghold for Arthurian forces, but is now home to the undead created as a consequence of Excalibur’s destruction.
      The entrance to Knightfall Abbey is elusive, as the treasure you can find there is of higher value than The Mists provide on average. In this way, the dungeon is not meant to be played indefinitely, but instead creates a new high-value opportunity to discover while exploring The Mists.
      • This dungeon features an entirely new environment that allows you to explore Albion’s past, new music, and a new mechanic for unlocking rewards while clearing the dungeon.
      • Each room cleared will give either wealth through a chest, or a buff to aid in fighting enemies you may encounter. This dungeon is still within the Mists, so you’ll have a limited amount of time to clear rooms, gather wealth, and defeat your enemies. Treasures and Coffers will also spawn during the lifetime of the dungeon, allowing for higher risk opportunities as you work your way through.
      • Exits are also available throughout the dungeon, so you can attempt to find Treasure and escape if engaged by another player. If you do leave through one of these exits, you’ll find yourself back in The Mists ready to resume exploration.
      • While these dungeons do not have rarities, they do have the same tier distribution as other areas in the Mists. Higher tier areas offer increased rewards for higher risk, as more players are allowed in increasingly higher tiers.

      • Solo Max Players (Nonlethal and Lethal):
        • T5: 6 (Nonlethal only)
        • T6: 6
        • T7: 8
        • T8: 10
      • Duo Lethal Max Players
        • T6: 8
        • T7: 10
        • T8: 12
      New Items and Standing
      The Knightfall patch also brings some brand new items! New crafting components are available through in-game vendors to create these powerful new items.
      Avalonian Cape crests can now be purchased from the Energy Manipulator, and the new Brecilien trader Eralia Wayfarer sells items that are unlocked by gaining Brecilien standing. The maximum standing has also been increased, with the highest rank unlocking the purchase of a vanity frame and avatar. While many of these ranks have been renamed, point values remain the same. Players that have already acquired some standing with Brecilien will find that they can already purchase many of these new items.
      While some of these new items are available through Brecilien Standing, we wanted to use this opportunity to improve the Favor economy with additional items to spend your earnings on. This significantly expands the amount of items that you’re able to purchase with Favor in both Brecilien and at the Energy Manipulator.
      • New Crafting Resource - Faerie Fire:
        • Similar to Faction Hearts, this can be used in different recipes and is required to craft all of the new items from the Brecilien trader
      • Avalonian Capes:
        • Crafted with Avalonian Energy and Avalonian Crests
        • Ability: Force Pulse
          • Activates when you perform a normal attack
          • Collect Energy at your core and unleash it after 0.5s, dealing magical damage to enemies in a 6m radius
          • Reduces damage of enemies hit by 15% for 4s
      • Brecilien Capes:
        • Crafted with Faerie Fire and Brecilien Crests
        • Ability: Fey Barrier
          • Activates when you cast your head slot spell
          • Applies a shield that absorbs up to 200 damage (before resistances) during the next 3s
          • Removes Debuffs and grants immunity to Debuffs while the shield is active (except crowd control and damage over time effects)
      • New Owl Mounts:
        • Raised in Kennels from baby Owlets purchased in Brecilien
        • Saddled Mystic Owl
          • A very fast Tier 5 mount which reduces a player’s maximum load
        • Elite Mystic Owl
          • The Tier 8 version of the Saddled Mystic Owl, with a unique active ability, "Glide"
      • “Wanderer in the Mists” Avatar and Avatar Ring:
        • A new Avatar and Avatar Ring acquired by reaching maximum standing for Brecilien
      Roads of Avalon Adjustments and Improvements
      • Elite Camp Changes
        • Elite Camps now respawn much more frequently
        • Significantly increased the Fame of all Elite Camp bosses
        • Elite Camps in Raid Regions are always Tier 8
        • Elite Camps in other Regions are always Tier 6
        • Difficulty and enemy abilities of many Elite Camps reduced
      • Headquarters in the Roads
        • Declaring a Headquarters in the Roads no longer requires a Booster
          • As a Booster is not used during this process, no energy is applied and the HQ is not invulnerable during Phase 3
          • The HQ’s construction can still be skipped via the "Accelerate Building: process to safely complete the HQ
        • Supporting acceleration of a Headquarters can now only be performed by guild members
      • Other Changes
        • Using the Journey Back ability from the Roads of Avalon to Brecilien now costs 50% less Silver
        • To reinforce the link between the Roads of Avalon and the new Avalonian Cape, some enemies within the Roads now also have a chance to drop Avalonian Energy
        • New off-road paths have been added to all smaller Roads regions resulting in both more paths to escape and more enemies roaming the off-road areas
        • Larger Roads regions have received an overall increase in mob density, resulting in roughly +25% more enemies encountered
        • Increased the variety of recruit and standard enemies that can be found in the Roads: new Archers and Mages can be found in these ranks as well
        • To further increase the importance of Raid regions, the majority of Power Cores have been migrated to these areas to increase competition between the Guilds that reside in the temporarily connected Hideout regions
      Gender Change Option Added
      • Added the option to change character gender for Gold
      • This option is available via the Character Customization section of the Appearance UI
      • All active vanity and equipment items remain on character, and character-bound unlocks remain saved
      Region map "Travel Mode" added
      • New region map Travel Mode added to simplify traveling through Albion by overlaying a transparent version of the local region map, centered on your character
      • Travel Mode can be opened by using the selectable hotkey Shift + N on desktop, or dragging the minimap to the center of the screen on mobile
      • Once open, the transparency of the map can be manually set using the Travel Mode transparency slider
      Item Repair via Marketplace
      • Items that are too damaged to sell can now be repaired directly via the Marketplace UI
      Season Winner Statues Added

      Statues in honor of Albion East Beta Season winners S I A M and runners-up SINAG and Kamikaze, and Albion West Season 18 winners Escalation, can now be viewed at the following locations:
      • S I A M (custom statue): Albion East, Redtree Enclave
      • SINAG (standard statue): Albion East, Drybasin Oasis
      • Kamikaze (standard statue): Albion East, Sunstrand Quicksand
      • Escalation: Albion West, Conquerors' Hall
      Conquerors' Hall on Albion East remains empty in anticipation of the Season 1 winners' statue.

      New Guild Logos Added

      Added 5 new publicly available guild logos, designed in cooperation with the top 5 guilds of the Albion East Beta Season:
      • S I A M - War Elephant
      • SINAG - Eagle
      • Kamikaze - Mask
      • Cat Army - Cat
      • ICBC - Dragon
      Mount Changes

      Swiftclaw
      Fixed an issue where some values of Swiftclaws scaled to a higher Tier than intended:
      • Durability: 40500 → 27000
      • Health: 845 → 797
      • Health Regen: 8.45 → 7.97
      • Base Focus Cost: 3283 → 1876
      • Weight: 53.2 → 35.4
      Husky
      Huskies remembered they are wolves at heart, and their Health now matches that of Direwolves:
      • Health: 430 → 860
      Direboar
      Fixed an inconsistency where T5 Direboars’ base speed was higher than other Direboars but gallop speed was lower than intended. The max speed of the mount has not changed, but is now slightly slower when not galloping:
      • Base Speed bonus: 0.7 → 0.6
      • Gallop Speed bonus: 0.4 → 0.5
      Additional Changes and Improvements
      • Chat improvements:
        • Default chat settings now use more intuitive channels - players using default settings will see these new channels; those with custom settings will remain unchanged
        • Stats of other players can now be displayed using the chat command /stats [playername]
        • Players using a desktop or mobile device set to an unsupported language will now default to "Global" rather than "English" chat
        • Chat rules are now posted in chat when logging in and in 30-minute intervals
      • UI improvements:
        • Character Creation and Customization now use small preview tiles instead of dropdowns
        • Clicking on a World Boss now opens a dedicated UI window with further info
        • Search and Filter options in Bank now scroll automatically to found items
        • Crystal Arena Season UI now shows percentage of players reaching each rank
        • Minimap zoom levels can be set separately for cities and open world
        • All Faction-enlisted players now receive Bandit Assault notifications, even if not actively flagged
        • Streamlined the zone transition tooltips of cities; updated exit tooltips for static dungeons and Caerleon Underway
        • Search bar and toggle added to Achievements list
        • "Ranged DPS" role added to Party UI
        • "Claim Rewards" interface is now always available to view previous rewards, even when no unclaimed rewards remain
        • [DESKTOP] Added brightness slider similar to that in mobile UI
      • Undead mobs no longer apply the Undead Decay debuff within the Mists (including Knightfall Abbey)
      • Mounting up is no longer allowed during 5v5 Arena, Crystal Arena, and Crystal League matches (still allowed for 20v20 Crystal League matches)
      • Nametags of offscreen players can now be selected via mouse or touch
        • Selectable nametags have a highlight to distinguish them
        • This behavior can be disabled in the interface settings and only works when "Show Offscreen Nametags" is enabled
      • [Experimental] Added new hotkeys for character movement: "Walk Up", "Walk Down", "Walk Left", "Walk Right".
        • These optional hotkeys are unbound by default.
        • Keyboard movement was added due to being commonly requested, we're looking forward to your feedback on this basic implementation.
      • Stalker Jacket VFX updated for improved readability
      • Added new spell icons for Dagger weapon line:
        • Q Ability 1 - Sunder Armor
        • Q Ability 2 - Deadly Swipe
        • Q Ability 3 - Assassin Spirit
        • W Ability 1 - Throwing Blades
        • W Ability 2 - Dash
        • W Ability 3 - Forbidden Stab
        • W Ability 5 - Chain Slash
        • Claws E Ability - Disembowel
        • Bloodletter E Ability - Lunging Stabs
      • Added new spell icons for Quarterstaff weapon line:
        • Q Ability 3 - Cartwheel
        • W Ability 3 - Forceful Swing
        • Quarterstaff E Ability - Vault Leap
        • Iron-clad Staff E Ability - Hurricane
        • Soulscythe E Ability - Tornado
      Mobile / Controller Improvements and Fixes

      Added Options for customizing targeting behavior
      • Target Lock Mode: Configure stickiness of current auto target or always lock it.
        • None: Unless locked manually, always picks the best target you are facing in range.
        • Sticky: Unless locked manually, the current target sticks while valid and in range.
        • Lock: Targets are always locked and must be switched manually.
      • Target Priority: Prioritize players (default), Mobs, or no targets
      • Target State Priority: Prioritize lowest health percentage, or nearest (default) targets
      • Beneficial Spell Priority: Prioritize yourself, lowest health percentage, or nearest (default) allies
      • Beneficial spells can now be always cast on self if no allies are nearby
      Mobile and Controller
      • To make auto-target selection feel more intuitive, player direction, range, and selected target now play a larger role.
      • Targets are no longer always locked by default. Your target may now change if your currently selected target is not locked and a better one is found. Locked targets will be marked by an arrow above them. You may lock your current target by manually selecting a target. Lock behavior and targeting priorities can be configured in the settings.
      • Attack and Spell ranges and targets will be previewed while their button is pressed.
      • Players now automatically dismount when attempting to auto attack mobs.
      • Self-cast damage spells can now use auto-targeting instead of being cast instantly (Heroic Cleave, Rending Spin, Force Field).
      Mobile only
      • Added Cast On Press option (Certain Spells and actions that require no targeting will be triggered immediately on button press)
      • Current target is now cleared when canceling an attack target drag
      • Weapons Attack range now shown when pressing the attack button and during attack-target drag
      Controller only
      • Added controller binding to open match scoreboards
      • Added hold-to-suicide option when knocked down
      • "Place, then aim" spells like “Phoenix” can now be targeted in all control schemes
      • Implemented context action to add/remove Loadout items with controller
      • Select, Delete and Enter World quick actions now available in Character Selection
      • Simplified canceling of spell casting with controller (stick presses)
      • Added ability to quickly apply actions to multiple items in inventory (move, equip, unequip, delete) by keeping the respective button pressed
      • Customizable deadzone settings added for each analog stick
      • Improved responsiveness and feedback when navigating menus and tooltips
      • Attack button can now be held to repeatedly attack and kite enemies
      • When using controller cursor and hovering over an element, it not only selects that element, but also switches the window context to that element's window
      Combat Balance Changes


      Cursed Staffs
      The damage output of Vile Curse is reduced to make it weaker in 1v1 combat, because these fights don’t offer many interactions and counter play against the Q damage for both sides. Additionally, we want to make the other Q-Slot options more attractive and enable a more diverse range of Cursed Staff playstyles.
      The forward speed of the Cursed Sickle projectile has been increased to make it more reliable at hitting an enemy once. But the projectile is slower on the way back to keep it possible to dodge the second hit. Cursed Tar has had its radius and cast range increased, to make it more effective at hitting enemies multiple times from the backline.
      Demonic Staff had been hit too hard by recent nerfs, so it now consumes no more than two stacks. In other words, damage will still be reduced when hitting with your E, but not to the same degree as before. Furthermore, to help it in the role of DPS / support in group fights, the scaling of fear duration with stacks has been changed, so it has a longer guaranteed fear when hitting multiple enemies with 0 stacks.
      • Vile Curse (all Cursed Staffs)
        • Cooldown: 2s → 2.4s
      • Cursed Sickle (all Cursed Staffs)
        • Projectile Speed flying in cast direction: 10.4m/s → 15.3m/s
        • Projectile Speed flying back to the caster: 10.4m/s → 7.9m/s
        • The total up-time of the projectile stays unchanged
      • Cursed Tar (all Cursed Staffs)
        • Radius: 2.5m → 3m
        • Cast Time: 0.3s → 0.2s
        • Cast Range: 13m → 15m
      • Anguished Soul (Demonic Staff)
        • 0 Stack Fear Duration: 0.4s → 1s
        • 1 Stack Fear Duration: 0.8s → 1.25s
        • 2 Stacks Fear Duration: 1.2s → 1.5s
        • 3 Stacks Fear Duration: 1.6s → 1.75s
        • 4 Stacks Fear Duration: 2s (unchanged)
        • Now consumes up to 2 Vile Curse Charges on the enemy. (instead of all charges)
      Daggers
      Deadly Swipe's low energy cost added unconditional constant mobility to all Daggers. To reduce the impact of Deadly Swipe’s mobility, its energy cost has been increased, while the energy refund when hitting an enemy has also increased so as to not impact the ability when used to attack.
      • Deadly Swipe (all Daggers)
        • Energy Cost: 7 → 9
        • Energy gain on hit: 4 → 6
      Fire Staffs
      Pyroblast’s aiming mechanic has been removed, since it was often unreliable under high ping. Instead, it will automatically be aimed towards a targeted enemy. The projectile will remain a skillshot that can be body-blocked or dodged with a dash.
      Infernal Staff’s flaming trail has been reworked. Rather than silencing enemies who remain still, it applies a fear to each enemy that touches it.
      • Pyroblast (one-handed Fire Staff)
        • Removed the aim rotation mechanic
        • Is now a targeted ability that always shoots the projectile towards the targeted enemy (the projectile can still be body-blocked or dodged with a blink)
        • Targeting Range: 15m
        • Cast Time / Damage
          • 0.4s / 240 -> 0s / 200
          • 0.8s / 300 -> 0.6s / 280
          • 1.2s / 360 (unchanged)
        • Increased Projectile Speed and hitbox
      • Combustion (Infernal Staff)
        • After cast the targeted enemy is feared for 0.75s (but is immune to the fear after the first)
        • Removed the silence effect of Flame Trail
        • Flame Trail fears enemies for 0.75s instead
        • Improved hit detection of Flame Trail on the ground
      Frost Staffs
      Frost Lance is a versatile damage ability that has been underused. To make this fun playstyle more attractive, we have removed its cast time, making it more reliable at hitting enemies and therefore more suited to a kiting playstyle.
      • Frost Lance (all Frost Staffs)
        • Cast Time: 0.35s → 0s
      Hammers
      Forge Hammers are still quite oppressive in 5v5 content, with the combination of strong defense and repeated Giant Smash casts. This patch reduces their slow strength, making them more clearly tank-like front line bruisers.
      • Giant Steps (Forge Hammers)
        • Slow Strength: 50% → 20%
      Maces
      Sacred Ground’s uptime made Maces particularly difficult for opponents to deal with, as it allowed Maces to excel at area denial while making their long, constant CC very frustrating to fight. Therefore its area duration has been reduced.
      Defensive Slam now has increased range and is more responsive. Furthermore, it now grants a Crowd Control resistance boost to allies as well, providing another way to support allies against Crowd Control effects in group fights.
      • Defensive Slam (all Maces)
        • Now also increases Crowd Control Resistances by 0.2 (for reference Displacement Immunity currently increases CCR by 0.3)
        • Range: 3m → 3.5m
        • Hit Delay: 0.3s → 0.2s
        • Standtime: 0.5s → 0.2s
      • Sacred Ground (all Maces)
        • Area Duration: 6s → 5s
      Helmets
      The head slot selection in solo and small-scale fights had become a bit stale. Hunter Hood is heavily used, so its reflect damage is toned down. To resolve the stalemate in a Hunter Hood vs Cultist Cowl fight, Inner Corruption’s damage is no longer reflectable.
      Underused helmets like Cowl of Purity and Hellion Hood are also buffed, and the new Brecilien Cape should encourage players to try new helmet combinations.
      Knight Helmet has been particularly effective in large-scale fights, as it provided immunity to forced movement while increasing Crowd Control resistance. This boost in Crowd Control resistance is therefore removed, increasing the value of tanks with classic CC effects like stuns, roots and silences against Knight Helmets.
      • Inner Corruption (Cultist Cowl)
        • Damage can no longer be reflected
        • Damage vs Players: 67 → 63
      • Avalonian Beam (Cowl of Purity)
        • The Beam now expands much faster
        • Increased the hitbox size
        • Standtime: 0.8s → 0.4s
      • Retaliate (Hunter Hood)
        • Reflected Damage: 100% → 85%
      • Smokebomb (Hellion Hood)
        • Cooldown: 60s → 40s
      • Displacement Immunity (Knight Helmet)
        • Does not increase Crowd Control Resistance anymore
      Armors
      Mist Cloud’s long-lasting invulnerability allowed players to react to their enemy’s burst or DoT damage. However, there were almost no downsides to this very strong defensive effect. Therefore the caster will now be slowed while in Cloud Form, to keep them from using it as a free chase or disengage.
      Mercenary Jacket’s healing has also been reduced somewhat.
      • Bloodlust (Mercenary Jacket)
        • Heal per Tick: 54 → 50
      • Mist Cloud (Mistwalker Jacket)
        • Caster is now slowed by 20% while turned in Mist Cloud
        • Energy Cost: 9 → 16%
      Capes
      Bridgewatch Capes will now create a sandstorm aura that moves together with the caster, making it useful for melees to stick with the target. Crowd Control resistances are also reduced within the Sandstorm aura, making it useful for tank engagements.
      Morgana Capes’ ability is now activated at the start of casting, so the E-slot spell now will be sped up by activation, helping abilities with long cast times such as Meteor and Snipeshot.
      • Sandstorm (Bridgewatch Cape)
        • Now activates when you cast an E-slot Ability
        • Creates a 5m sandstorm around the caster for 6s
        • This slows unmounted enemies by 20%
        • Reduces Crowd Control resistances by 0.2.
      • Mark of the Raven (Morgana Cape)
        • The cape now activates at cast start of a E-slot ability (i.e. when casting Meteor the cape will now activate at cast start and speed up the remaining cast time)
      Crystal League
      • 5v5 Crystal League and Crystal Arena matches
        • Mounts can no longer be used
      Fixes
      • Spell / buff fixes:
        • Food buffs from Seaweed Salad and Grilled Fish now persist after knockdown
        • Deadly Shot armor reduction can now be purged as intended
        • Breakthrough (Daybreaker) now Purges before dealing damage
        • Fixed rare issue where instant casts could be interrupted
        • Giant Steps aura is now removed when mounting up
        • Pierce Through (Siege Ballista) no longer moves towards enemy targets after the channel is finished
      • Mob fixes:
        • Mobs no longer alert their groups while they are retreating - corrects an unintended effect where partial group pulls were too easy to achieve
        • Splitting Strike (Undead Knight attack) is now more accurate and should only hit where the indicator is placed
        • Undead Archers no longer create distance while under the effect of stuns, roots, or similar CC effects
        • The stun from an Undead Archer's shot is now considered crowd control and can be removed by anti-CC spells
        • Fixed issue where Heretic Lumberjack boss would sometimes teleport during spin attack
        • Fixed issue where Great Mystic Owl had Tier 6 stats - it is now easier but also rewards less Fame
        • Misthide Maulers now have intended values (+ approx. 50% Health and Fame) and now also drop Direbear babies
        • Grand Foglands Hart now drops Giant Stag babies
        • Ferocious Misthide Mauler now drops Direbear babies instead of Direboar babies
        • Regal Dragonhawk no longer drops Direbear babies
      • UI fixes:
        • Fixed issue where Tier filter did not work in Marketplace UI
        • Fixed issue where "Buy Journey" button in Travel Planner UI could become grayed out
        • Fixed issues where Non-Lethal Crystal League "deaths" were still overwriting the Lost Equipment Loadout and Lost Equipment hint showed in Expeditions
        • Fixed issue where placing an item to be enchanted in the Artifact Foundry UI and walking away would make it grayed out
        • Fixed issue where quest markers in player's current zone would display in all zones selected on world map
        • Fixed issue where crafting recipes would move down screen with successive craftings of same item
      • Fixed issues where players could be kicked from parties in Hellgates, Expeditions, and Arena matches
      • [MOBILE / CONTROLLER] Fixed issue where Holy Orb would auto-target enemies instead of allies
      • [MOBILE / CONTROLLER] Fixed issue where character would twitch when attack button was pressed while moving.
      • [MOBILE] Fixed issue where invisible mobs could be targeted in Expeditions
      • Additional graphical, UI, animation, audio, terrain, and localization fixes
      • [CONTROLLER] Fixed issue where UI navigation would not automatically select another element when selected element was removed
      • [CONTROLLER] Fixed issue where window animations could delay user inputs
      • [CONTROLLER] Fixed next targeting mode selectable when target selection context not set
      • [CONTROLLER] Spell casting now ends attack targeting mode as intended
      • [CONTROLLER] Fixed issue where right stick continued to scroll with controller turned off in Settings
      • [CONTROLLER] Fixed issue where info buttons in Destiny Board were not selectable
      • [CONTROLLER] Fixed Issue where casting of Armor and Head Spells would be switched while using the self cast modifier
      • Numerous additional graphical, animation, terrain, UI, localization, and audio fixes

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

    • JudgeNutmeg wrote:

      To further increase the importance of Raid regions, the majority of Power Cores have been migrated to these areas to increase competition between the Guilds that reside in the temporarily connected Hideout regions
      OK, what about raid region connections then? You can go a week without one currently. If you move majority of cores there, then at least one raid connections should always be present in rests, don't you think?

      Other than that, pretty cool patch, lots of QoLs.

      New capes look kinda op.

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

    • Played new dungeon a bit. So it's basically a mist within mist. More enclosed map, same chests spawning around (if there is a bigger treasure, i didn't find it). Exits lead to different mist than you entered, and closure timer is probably independent.

      One big thing to note - it's a mist without mounts, a lot people asked for. Let's see how they actually like it in reality (i think i already know the answer)

      UPD: Brecilien speed boosters now work on dismounted people, good qol. Would be great is spawn point was also adjusted closer to shop/bank (or is it? i didn't check)

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

    • JudgeNutmeg wrote:

      Removes Debuffs and grants immunity to Debuffs while the shield is active (except crowd control and damage over time effects)
      in-game tooltip says "except damage over time effects"

      EDIT:

      the blessings (for the Knightfall Abbey) do not have timers. Both the blessing and the buff (the one that stacks). The icon ticks down, but it does not show what the count down is (def a bug or a missed feature)

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

    • Schmellow wrote:

      Played new dungeon a bit. So it's basically a mist within mist. More enclosed map, same chests spawning around (if there is a bigger treasure, i didn't find it). Exits lead to different mist than you entered, and closure timer is probably independent.

      One big thing to note - it's a mist without mounts, a lot people asked for. Let's see how they actually like it in reality (i think i already know the answer)
      I am curious to test these. I am hoping the multiple exits are not easy to reach otherwise mobility has it easy again like they already do everywhere else in game.
    • Schmellow wrote:

      Played new dungeon a bit. So it's basically a mist within mist. More enclosed map, same chests spawning around (if there is a bigger treasure, i didn't find it). Exits lead to different mist than you entered, and closure timer is probably independent.

      One big thing to note - it's a mist without mounts, a lot people asked for. Let's see how they actually like it in reality (i think i already know the answer)

      UPD: Brecilien speed boosters now work on dismounted people, good qol. Would be great is spawn point was also adjusted closer to shop/bank (or is it? i didn't check)
      sounds like a new place for 8.3's to hang out so they can bully harder.. but we shall see.
    • JudgeNutmeg wrote:

      Weakened Wisps were found to be too competitive with open world objectives so have had their Might and Favor reduced by 40%. Small Treasures spawn on average about 20% less frequently than before. Additionally, Treasure Drones no longer spawn in the Mists and Favor is no longer awarded from Mob Camps. This value has not disappeared from the Mists, but rather been moved to these new sources.
      Another thing: so, favor from wisps is nerfed, and camps don't give favor. Chests still only give might. Where exactly favor rewards were moved to?
    • Tabor wrote:

      Schmellow wrote:

      Played new dungeon a bit. So it's basically a mist within mist. More enclosed map, same chests spawning around (if there is a bigger treasure, i didn't find it). Exits lead to different mist than you entered, and closure timer is probably independent.

      One big thing to note - it's a mist without mounts, a lot people asked for. Let's see how they actually like it in reality (i think i already know the answer)
      I am curious to test these. I am hoping the multiple exits are not easy to reach otherwise mobility has it easy again like they already do everywhere else in game.
      Corridors are empty, so daggers don't get free 20m dashes, but mobility will still have a big big advantage. It's more like corrupted dungeon, with mobs localized inside rooms. I think if you go non mobile build (like curse) vs something like gloves, daggers or bows, they still can run away easily if you win, and if you don't you are not reaching shit either
    • Schmellow wrote:

      JudgeNutmeg wrote:

      Weakened Wisps were found to be too competitive with open world objectives so have had their Might and Favor reduced by 40%. Small Treasures spawn on average about 20% less frequently than before. Additionally, Treasure Drones no longer spawn in the Mists and Favor is no longer awarded from Mob Camps. This value has not disappeared from the Mists, but rather been moved to these new sources.
      Another thing: so, favor from wisps is nerfed, and camps don't give favor. Chests still only give might. Where exactly favor rewards were moved to?
      This is a big concern, i figured that favor would give given from the coffer at the end of the camp, and the caches. however I'm not able to test that on the server. Since the notes say "funding for coffers and caches" moved over from wisps.

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

    • Forge Hammers are still quite oppressive in 5v5 content, with the combination of strong defense and repeated Giant Smash casts. This patch reduces their slow strength, making them more clearly tank-like front line bruisers.
      • Giant Steps (Forge Hammers)

      • Slow Strength: 50% -> 20%


        Fixes
      • Spell / buff fixes:
        • Giant Steps aura is now removed when mounting up


          These two changes, are very compounding for the broader part of the game, I do agree that giant steps and stalker jacket etc should not be active after you mount up.
          But after the armor and magic resistance nerf, reducing the slow as well will likely cripple the forge hammer out of use for most content.

          Alternative suggestion targeting giant steps would be to make the auto attacks have the knock up every six attack's to trigger a aoe knock-up, instead of it being a AOE with cool down cast. Also would enable more build variety again.

      [/list]
    • Schmellow wrote:

      JudgeNutmeg wrote:

      To further increase the importance of Raid regions, the majority of Power Cores have been migrated to these areas to increase competition between the Guilds that reside in the temporarily connected Hideout regions
      OK, what about raid region connections then? You can go a week without one currently. If you move majority of cores there, then at least one raid connections should always be present in rests, don't you think?
      totally agree. My alliance map have 8 hideouts, I mantain 2 hideouts (the hideouts leaders) with cores purple/blue, and the inactive hideouts or few members with green cores. Is a bit harder to send green cores to all hideouts, but with current system is ok... if they nerf green cores and I dont have an raid connection, maybe these hideouts can go down :(
    • I like the Mist updates a lot, but i don't get what the new dungeons are there for.
      From what I've seen so far, 99% of the rooms give blessings.
      I had two full dungeon runs. In the first run i found only one boss with a loot chest, in the second one no boss at all, so i got absolutely nothing out of it.
      Feels like a Mist within a Mist with no mounts and less rewards.
    • Ko557 wrote:

      Forge Hammers are still quite oppressive in 5v5 content, with the combination of strong defense and repeated Giant Smash casts. This patch reduces their slow strength, making them more clearly tank-like front line bruisers.
      • Giant Steps (Forge Hammers)
      • Slow Strength: 50% -> 20%


        Fixes
      • Spell / buff fixes:
        • Giant Steps aura is now removed when mounting up


          These two changes, are very compounding for the broader part of the game, I do agree that giant steps and stalker jacket etc should not be active after you mount up.
          But after the armor and magic resistance nerf, reducing the slow as well will likely cripple the forge hammer out of use for most content.

          Alternative suggestion targeting giant steps would be to make the auto attacks have the knock up every six attack's to trigger a aoe knock-up, instead of it being a AOE with cool down cast. Also would enable more build variety again.

      I believe this nerf had to happen because of the change to bridgewatch cape.

      The orginial NDA first pass had it at 30% which if you add the bridgewatch cape in you are back to 50%. Then they dropped it to 20% so with the bridgewatch cape it's 40%. If they never did anything then with a bridgewatch cape you would be at 70%.
    • Tabor wrote:

      Schmellow wrote:

      Played new dungeon a bit. So it's basically a mist within mist. More enclosed map, same chests spawning around (if there is a bigger treasure, i didn't find it). Exits lead to different mist than you entered, and closure timer is probably independent.

      One big thing to note - it's a mist without mounts, a lot people asked for. Let's see how they actually like it in reality (i think i already know the answer)
      I am curious to test these. I am hoping the multiple exits are not easy to reach otherwise mobility has it easy again like they already do everywhere else in game.
      you are combat locked and can't use the exit (assuming you're mid fight), basically works same way as OW combat. But yeah, with enough speed (or the new speed buffs from shrines) - technically you could run away and escape.

      But that is still 200% better than what we have now in Corrupted Dungeons. If they escape - you both get to live another day. No the stupid reset mechanic all over the place.

      It feels more like the original solo random dungeons which I liked a lot...