Test Server Patchnotes - Beyond the Veil Patch 9

    • Test Server Patchnotes - Beyond the Veil Patch 9

      Beyond the Veil Patch 9 - Ver. 22.090.1 - May 30, 2023
      Travel Mode Additions

      Travel Mode has been significantly expanded based on feedback:
      • Now persists through region transitions
      • Players can select whether the map should be focused on the character or remain in the center of the screen
      • The transparency of the map and map markers can now be set separately
      • Minimum transparency is now 30%
      • Button added to open Region Map
      Roads of Avalon Mob Camps
      The Knightfall patch included a technical change to resolve an issue with camp upgrades not matching mob upgrades in the Roads of Avalon. Resolving this issue unintentionally resulted in mob upgrade frequencies decreasing rather than chest upgrades increasing.
      This change was not intentional, and camps should return to the overall reward values found prior to that patch. Upgraded camps can now be found much more frequently by solo players and small groups, while camps with upgrades in the low- to mid-level range can be cleared more easily. We will continue to monitor rewards found in the Roads to ensure they're returning to their previous values.

      Changes
      • Custom Matches now send additional chat messages when:
        • A match is created
        • A player signs up for a match
        • All players are signed up for a match
        • A player registers
        • All players are registered and the match begins
      • Crystal Arena Season UI now displays player percentages up to two decimal places
      • Added a confirmation UI when clicking to exit Knightfall Abbey
      • Avalonian mobs found in the same mob camp in the Roads will now all be of the same tier
      • Mobs now reset and fully heal up when an individual player mounts up during combat
      • [MOBILE] Added ‘Share in Mail’ option to Loadout UI
      Combat Balance Changes
      Arcane Staffs
      • Time Freeze (Great Arcane Staff)
        • Mob immunity to consecutive casts: 5s → 11s (player immunity remains unchanged)
      Axes
      • Rending Spin (all Axes)
        • Damage against Enemies closer than 2.5m: 45 → 65
        • Damage against Enemies 2.5m+ away: 68 → 80
      • Deadly Chop (all Axes)
        • Standtime: 0.7s → 0.35s
        • Cast Time: 0.5s → 0.4s
        • Energy: 10 → 8
      Fire Staffs
      • Flame Tornado (Blazing Staff)
        • DoT Ticks after leaving the area: 3 → 5
        • Cooldown: 45s → 40s
      Nature Staffs
      • Well of Life (Wild Staff)
        • Healing Ticks: 6 → 5
        • Healing per Tick: 46 → 55.2
      Quarterstaffs
      • Concussive Combo (all Quarterstaffs)
        • 1st and 2nd Hit Damage: 75 → 85
        • 3rd Hit Damage: 120 → 130
      Spears
      • Spear Throw (Heron Spear)
        • Damage: 186 - > 200
      War Gloves
      • Purifying Combo (Fists of Avalon)
        • Dive Kick Jump Speed: 14m/s → 16 m/s
      Helmets
      • Purifying Smoke (Helmet of Valor)
        • Hit Delay: 0.5s → 0.4s
      Armors
      • Purging Shield (Mage Robe)
        • Cooldown: 45s → 40s
      • Speed Caster (Scholar Robe)
        • Cooldown 40s → 35s
      • Fury (Soldier Armor)
        • Max Stacks: 10 → 8
        • Damage Increase per Stack: 7% (max 70%) → 9% (max 72%)
        • CC Duration Increase per Stack: 4% → 5% (max stays unchanged)
        • Cooldown: 40s → 35s
      • Electric Field (Stalker Jacket)
        • Damage from overlapping Electric Fields no longer stacks
      • Firebreath (Mage Cowl)
        • Slightly increased hitbox size close to the caster, as well as the speed at which the hitbox expands
      Shoes
      • Swift Cut (Assassin Shoes)
        • Dash Speed: 28m/s → 34m/s
      • Vengeful Sprint (Demon Boots)
        • Reworked the scaling
        • Increase caster's Move Speed by 50% and Damage by 10%
        • For every 20% Health Missing gain additional 25% Movement Speed and 5% damage increase. (Max Stacks: 3)
        • Cooldown: 60s → 40s
      Disarray Changes
      • Disarray Level 1 Threshold: 26 players → 21 players
      • Sequential Disarray levels are adjusted to begin at 5 fewer players
        • E.g. Disarray Level 2 Threshold: 27 players → 22 players
      Crystal Arena / 5v5 Crystal League
      • At the start of a match all players receive a +100% movement speed buff which lasts 6s
        • Cannot be purged
        • No further movement speed buffs can be received while active
        • Applied once per match, when leaving the tent for the first time
      Fixes
      • UI Fixes:
        • Fixed issue with zoom not working correctly in Character Creation UI
        • Fixed issue where resetting Interface Settings would not reset Region Map default zoom
        • Fixed issue where region information would disappear when Region Map opened successively
        • Fixed issue where clicking out of a Region Map while the World Map is open would cause the World Map to shift
        • Fixed issue where World Map would not update correctly after respawning in a Hideout
        • Fixed issue where reward popups would not display
      • Spell fixes:
        • Fixed issue where Time Freeze would negate the damage immunity provided by Ice Block (Cleric Cowl)
        • Fixed issue where Time Freeze would ignore the crowd control immunity of Untouchable (Fort Sterling Cape)
        • Fixed issue where the Internal Bleeding (Axes) VFX was not visible with low frame rates
      • Siphoning Mages can once again use Ice Block more than once per fight, depending on number of attackers
      • Fixed issue where players with the Hostile Dismount debuff could still perform executions
      • Fixed issue where Avalonian Lancers could jump-attack without channeling
      • Fixed issue where Hideout Protection Bubble would not break on world interaction
        • Hideouts can be entered instantly while Hideout Protection Bubble is active
      • Fixed issue with walls not displaying correctly on Knightfall Abbey Zone Map
      • Albion East Beta Season winner poem can now be viewed by clicking the statue
      • [MOBILE] Fixed an issue where self-cast via double tap was not possible with Spell Target Preview
      • [MOBILE] Fixed issue where ground spell casts would not be cast while performing another action (queued action was not handled)
      • [MOBILE] Fixed an issue where cycling through targets could double back to the same target
      • [CONTROLLER] You can once again ping your location on the minimap
      • Additional minor graphical, animation, terrain, and localization fixes
    • please work more on weapons, the meta is too static for too long. the reworks for magic staffs were more visual rework rather than actual good changes. Fire staff is pretty good but frost staff is garbage the same Q spam gameplay or cancer kite with leather armor for 1 v 1. These changes are good, spears still require a big change on how Q works the class gets out traded by all other melees even quarterstaffs now, and it is kinda useless for group pvp.
      Quarsterstaff is decent now, good changes for the Q'es
      1h fire is strong but it has its downfalls, still the dmg may be a bit too high

      Please add relevant and consistent Q aoe abilities for both fire and frost, just like curse staff has, fire has an aoe zoning tool and frost has a turret Q spam ability that requires morgana cape and scholar robe, do something about it

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

    • JudgeNutmeg wrote:

      Fire Staffs


      Flame Tornado (Blazing Staff)


      DoT Ticks after leaving the area: 3 → 5

      Cooldown: 45s → 40s
      6x46=276
      5x55=275

      Wild staff is basically a dead staff - and this change is not a buff - is Retroman actually trolling nature healers??

      I'm trying to understand what's the purpose of this change?

      Great Holy is still superior to Wild Staff by miles.

      The post was edited 2 times, last by Ranald0 ().

    • Ranald0 wrote:

      JudgeNutmeg wrote:

      Fire Staffs


      Flame Tornado (Blazing Staff)


      DoT Ticks after leaving the area: 3 → 5

      Cooldown: 45s → 40s
      6x46=2765x55=275

      Wild staff is basically a dead staff - and this change is not a buff - is Retroman actually trolling nature healers??

      I'm trying to understand what's the purpose of this change?

      Great Holy is still superior to Wild Staff by miles.
      You know it's
      55.2 not 55 right?

      and both equal 276.
    • When will we finally see work on the Avalon Dungeons? All the changes that are going through indirectly affect them, but the content is dead, as well as other group dungeons, Static dungeons were certainly a successful solution, but over the years, I have not seen anything directly related to raids. Yes, working with mobs in ava roads led to their change in the raid, which by the way looks terrible and disgusting. Changes in the time stop lead to the complexity of the Avalon without pulling. I don't know what you did with the bosses in the raid, but they behave very brokenly, give your abilities right and left, ignoring the tank in front of them. Priestess of Avalon as a boss is generally dead for small groups, it can be killed, but it takes a lot of time and effort, it should not be in the game. At least because for this there are such tricks that even the developers did not think about similarly. Have you played this content yourself? Previously, a raid could be closed from 7 to 20 people, tactics and so on depended on this, but it seems to me that you didn’t even think about it, passionate people come up with it themselves, change it themselves, and the developers remain either indifferent or try to “fix” something which we never asked for. In the end, either everything breaks, or something else.
      I've been doing this content for about three years, it's about raids. We're just adjusting the balance of weapon changes. And your attempts to fix something, where we are just trying to survive in the end. Because most of your efforts complicate the process. Gather feedback at least once, find out how it goes, let us know how it should work if you change something. You do not want this content to be available to groups of up to 10 people? Why such hatred? Regular group dungeons, like the hardcore expeditions themselves, are pitch black. People just do the same thing for years. Nothing happens. Only indirect nonsense.
    • Will Veteran Avalonian Monk's targeted ability be addressed ?
      Both with glowing and non-glowing version applies the strong unavoidable dmg, stun and purge.
      But Elite or Solo monks don't have that. For improval of PvE experience, i recommend to remove targeted abilities from them all.
      For difficulty compensation, their attack/ability damage could be increased instead.

      Targeted CC skills in PvE shouldn't be a thing anywhere, as it decreases the overall enjoyment.
      OW Heretic Archers
      OW avalonian monk (non-enchanted)
      Undead Group/Solo dungeon scorpion
      Earthkeeper's Group dungeon druid miniboss

      It could be great, if these abilities were reworked.

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