Test Server Patchnotes - Beyond the Veil Patch 10

    • Test Server Patchnotes - Beyond the Veil Patch 10

      Beyond the Veil Patch 10

      This patch, which includes Guild Season changes, will go live shortly after the start of the upcoming seasons. For a full rundown of these changes and the reasoning behind them, as well as the season schedules, see this forum post: forum.albiononline.com/index.php/Thread/181982

      Hideout Power and Energy Changes
      • If a guild owns a territory in the same zone as their Hideout, that Hideout's depletion rate is reduced (i.e. it holds its Energy more effectively):
        • Level 0-3: -12.5%
        • Level 4: -14.2%
        • Level 5: -16.6%
        • Level 6: -20%
        • Level 7: -25%
        • Level 8: -33.3%
        • Level 9: -50%
        • Roads Hideouts cannot gain the Territory Bonus
      • Increased HQ Hideout Power Bonus from 50% to 100%
      • Increased HQ Hideout Energy Penalty from 35% to 51%
      • Increased Energy drain rate for Hideouts and HQ Hideouts at medium-to-high levels:
        • Level 4: +16.6%
        • Level 5: +20%
        • Level 6: +25%
        • Level 7: +33.3%
        • Level 8: +50%
        • Level 9: +100%
      • Decreased Energy granted by Outlands Hideout Power Cores from 100% to 75%
      Crystal Arena and League Changes

      Crystal Arena

      Adjusted Rank Point formula to make players less likely to hit a wall where they get fewer points per win than they would lose per loss. Crystal and Iron brackets are not greatly affected, but players are less likely to be stuck in Silver and early Gold brackets if they maintain good win rates.

      5v5 Crystal League and Crystal Arena

      This season we are changing the map back to Cross. Due to the smaller and more compact map design we're decreasing the round timer and proportionally the point value per rotation to ensure exciting and fast paced gameplay.
      • Changed Map: Spade → Cross
      • Scoring Round: 150s → 120s
      • Scoring Changed:
        • 1 Runestone advantage 25 → 20
        • 2 Runestones advantage 35 → 30
        • 3 Runestones advantage 50 → 40
      Single-Server Changes
      • Albion East:
        • All Castle and Castle Outpost Treasure Spawn Times moved 30 minutes earlier, making it easier to contest Territory Fights and claim Castle Chests afterwards
        • Updated Guild Logos on Beta Season Winner Statues in open world
      • Albion West:
        • Season 18 West Statues are now placeable furniture items
      Knightfall Abbey Rewards Adjustments
      After reviewing the data from the Knightfall patch, it was found that slight adjustments were needed. While overall rewards were fine, the Silver-to-loot ratio needed adjusting. Therefore, Silver from mobs has been significantly reduced, and Silver from loot chests found in Statues and protected by bosses has been increased.

      This brings mob values more in line with those found in other dungeons, while increasing loot of affected chests by ~22.2%. Coffer and Treasure Chest values are unaffected by this change.

      Combat Balance Changes
      This patch further improves some underused spells, and adjusts some abilities and items that are a bit out of line or are frustrating to play against.

      Arcane Staffs
      Time Freeze's disruptive potential in large-scale fights is addressed by lengthening the immunity period between each freeze. This lets it remain a powerful tool to stop a single engagement, but makes it much weaker when trying to constantly cast Time Freeze into an enemy group as a distraction. Further, The Void's cleansing mechanism is reworked to instantly remove any CC and debuff effects, negating potential mini-stuns that briefly occurred between Cleansing intervals. Ground area CC effects like Sacred Ground will still hit inside the area.
      • Time Freeze (Great Arcane)
        • Immunity to another Time Freeze vs Players: 5s → 11s
      • The Void (Malevolent Locus)
        • Reworked Cleanse Logic inside the area. CC effects and debuff are now instantly removed when applied (i.e. preventing micro stuns inside the area)
      Bows
      To enhance the viability of Demon Arrow (Wailing Bow) in large-scale battles, its damage increase logic has been updated. Now this ensures that damage amplifies properly for each player hit, enhancing the spell's damage ramp up against tightly clustered enemies.
      • Demon Arrow (Wailing Bow)
        • Reworked Damage Increase logic, so the damage keeps increasing when multiple targets are hit at the same time.
      Daggers
      After the last change to Chain Slash its damage value was too heavily shifted towards the last hit, leading to underuse in small scale battles. To make Chain Slash more valuable in small scale encounters and provide more reliable damage towards focused targets, the damage spread is redistributed to downplay the fourth target.

      The Resilience Penetration of Demonfang and Bridled Fury is toned down, bringing it closer to other weapons with large area attacks in large scale fights. This accompanies a fix for the missing AoE escalation on Merciless Finish (Bridled Fury), which is offset by a reduction in base damage.
      • Chain Slash (all Daggers)
        • 1st Hit Damage: 90 → 110
        • 2nd Hit Damage: 110 → 125
        • 3rd Hit Damage: 130 → 140
        • 4th Hit Damage: 150 → 155
      • Merciless Finish (Bridled Fury)
        • Fixed missing AoE escalation, reduced base damage to make up for this change
        • 0 Charge Damage: 79 → 63.2
        • 1 Charge Damage: 126 → 100.8
        • 2 Charge Damage: 189 → 151.2
        • 3 Charge Damage: 250 → 200
      • Demonfang
        • Resilience Penetration: 50% → 40%
      • Bridled Fury
        • Resilience Penetration: 75% → 50%
      Fire Staffs
      Due to the low usage in PvP scenarios Burning Fields initial damage hit was significantly increased. This change further promotes hitting the initial damage aspect of the spell instead of relying on the burning effect lasting on the ground. This should lead to more engaging fights with and against the spell.

      Flame Blast currently competes with a heavy utility lineup of other available W-Spells on the Fire Staffs. We’re adding a mobility component to Flame Blast strengthening its playability in the Open World and other solo content while also promoting cooperation with other players.
      • Burning Field (all Fire Staffs)
        • Damage of initial hit: 52 → 70
      • Flame Blast (all Fire Staffs)
        • When cast on yourself or an ally target the target gains a 60% move speed bonus for 1.6s.
      Holy Staffs
      To reinvigorate the use of Holy Touch (Lifetouch Staff), its channel time has been shortened without reducing the healing output. This makes it possible to heal faster and guarantees more healing output gets through, even when interrupted.
      • Holy Touch (Lifetouch Staff)
        • Tick Interval: 0.6s → 0.5s
        • Amount of Ticks: 6 → 5
        • Heal per tick: 64 → 76.8
      Maces
      In response to the decline in Camlann Mace's usage in large-scale fights, both the range and projectile speed have been increased for its E-ability.
      • Vendetta (Camlann Mace)
        • Projectile Range: 18m→ 21m
        • Projectile Speed: 19.23 m/s → 23.07 m/s
      Nature Staffs
      Recently, unintended ganking strategies were used by linking Soul Link with a mount and a player to completely negate the mount's armor. To prevent this strategy, and any similar attempts in the future, Soul Link can no longer be cast on mounted players.
      • Soul Link (Ironroot Staff)
        • Can no longer target mounted players
      Spears
      Considering the game’s faster pace in recent years, the channel time of Forest of Spears feels a bit outdated. The channel time has thus been reduced while keeping the total damage the same, making it faster to get more damage through.
      • Forest of Spears (all Spears)
        • Number of Ticks: 8 → 6 (This reduces the max channel duration by 0.6s)
        • Damage per Tick: 35.96 → 47.94 (total channel damage stays the same)
      Swords
      Carving Sword has a strong presence inside the Mists, as well as many other forms of group fighting. The strong resistance reduction, paired with good mobility and damage, made it slightly too powerful. To balance its strength without changing how it plays and feels, its Resistance Reduction is slightly decreased.
      • Fearless Strike (Carving Sword)
        • Resistance Reduction:
        • 0 Stacks: 0.07 → 0.05
        • 1 Stack: 0.11 → 0.10
        • 2 Stacks: 0.17 → 0.15
        • 3 Stacks: 0.24 → 0.2
      War Gloves
      Create Opening was often outshined by other Q-options in PvP. To make it a more viable option, its cast range is increased, making it easier to keep on enemy targets.
      The Resilience Penetration of Spiked Gauntlets and Ravenstrike Cestus is toned down, bringing it closer to other weapons with large area attacks in large scale fights. Further, Earth Crusher (Ravenstrike Cestus) self slow is reduced to make it more responsive and threatening during the charging time. And Earth Crusher’s base damage is increased as a counterbalance to the Resilience Penetration change. Spiked Gauntlet's damage remains unchanged, as it is already very strong.
      • Create Opening (all War Gloves)
        • Cast Range: 2m → 2.5m
      • Earth Crusher (Ravenstrike Cestus)
        • Self Slow: 50% → 25%
        • 0 Charge Damage: 160 → 166
        • 1 Charge Damage: 170 → 176
        • 2 Charge Damage: 180 → 187
        • 3 Charge Damage: 190 → 198
      • Spiked Gauntlet
        • Resilience Penetration: 60% → 50%
      • Ravenstrike Cestus
        • Resilience Penetration: 60% → 50%
      Shoes
      Although After Image provided some fun outplay options, it remained underused. To give players options to utilize its unique effect better and to make it less susceptible to be completely countered by a single CC Effect, the time window for the reactivation is increased.
      • After Image (Mistwalker Shoes)
        • Recast time for return teleport: 4s → 6s
      Capes
      Sandstorm (Bridgewatch Cape) did not find its way into the meta after the latest rework. To make it more attractive, the slow value of the area is increased.

      Brecilien Capes have also not seen much usage so far. However, we want to avoid straight up giving it better defensive values, to not overshadow other defensive capes (e.g. Martlock Capes). Instead, we want to put more focus on a secondary utility effect. The debuff immunity is therefore replaced with purge immunity while the shield is active. This should open up more opportunities for different build compositions as well as different playstyles that are currently hard-countered by purges, e.g. builds relying on Speed Caster, Haste, etc.

      Avalonian Capes had a bug where cooldown scaled with Item Power, though it was intended to always be 25s. Based on the popularity of the item and its wide usage range with that dynamic cooldown, we decided to adjust the cooldown to 30s. This change will result in a small improvement for lower IP capes and a longer cooldown on higher IP capes.
      • Fey Barrier (Brecilien Cape)
        • While the shield is active the caster becomes immune to purges.
        • Removed the debuff removal and Debuff Immunity
      • Sandstorm (Bridgewatch Cape)
        • Slow Strength: 20% → 40%
      • Force Pulse (Avalonian Cape)
        • Cooldown: 37s (700 IP), 26.5s (1400 IP), → 30s (across all IP)
      Fixes
      • UI Fixes:
        • Fixed issue where zone map could not be closed by clicking outside
        • Fixed issue where interacting with Island Merchant with Social UI open caused overlap
        • Fixed issues where searching in Guild Season Rankings did not function correctly and window could become stuck when logging out with UI open
        • Fixed issue where emptied Coffers still showed on minimap
        • Added error message when attempting to execute players while in Hostile Dismount state
      • Spell fixes:
        • Fixed issue where Ethereal Form (Feyscale Sandals) reduced its channel time when hit
        • Ethereal Path (Harvester Workboots): Removed incorrect lingering invisibility text from tooltip; revealing the invisibility no longer interrupts dash or removes forced movement immunity
      • Improving quality of Brecilien Owl mounts no longer increases the negative carry weight effect
      • Improved behavior of keyboard (WASD) movement: While channeling spells, any new movement keypress will cancel the channel
      • Fixed issue where character models could appear and disappear
      • Fixed issue where Brecilien could not be selected as a destination at the Travel Planner when having Home set to a Mists Island
      • Fixed issue where downing yourself with Bloodthirsty Blade (Dagger) would expel you from the Mists
      • Fixed issue where chests in Castles and Outposts would display incorrect rarity
      • Fixed issue where reflecting damage could put a player into an active combat state
      • Undead Archers can now be rooted or slowed as they run away
      • [CONTROLLER] Fixed issue where fishing would cancel on bite
      • Additional graphical, audio, UI, terrain, and localization fixes
    • PrintsKaspian wrote:

      Merciless Finish (Bridled Fury)


      Fixed missing AoE escalation, reduced base damage to make up for this change

      0 Charge Damage: 79 → 63.2

      1 Charge Damage: 126 → 100.8

      2 Charge Damage: 189 → 151.2

      3 Charge Damage: 250 → 200



      Bridled Fury


      Resilience Penetration: 75% → 50%


      AOE escalation enabled

      PrintsKaspian wrote:

      Earth Crusher (Ravenstrike Cestus)


      Self Slow: 50% → 25%

      0 Charge Damage: 160 → 166

      1 Charge Damage: 170 → 176

      2 Charge Damage: 180 → 187

      3 Charge Damage: 190 → 198


      Ravenstrike Cestus


      Resilience Penetration: 60% → 50%
      AOE escalation enabled
      Why use Bridled Fury now, if Raven Cestus does almost the same thing, but also throws up?
      hellfire hands enjoyer
      700/700 daggers
      500/700 nature
    • one is instant and the other
      one has more Aoe + CC but slower

      i would like to see the jump back on bridles increased though
      the jump kina weak to get out after clapping

      Also currently in live demon fang has more damage output and 0 utility
      but people still use it more frequently then bridled for some reason.
      got to ask dagger mains for this one
      The Tank Who Bonks

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

    • Hello, good morning/afternoon/evening, for 4 days now I have tried to enter the sever you testing and it still does not let me enter, wait for the new update to detect my account with my new password and even so it tells me that my password is the wrong one and I can't access the server
    • Can i ask why the change for carving sword isn't just applying the E damage before the shred so it goes
      E Damage -> Shred
      where currently it does
      Shred -> E damage.

      this way you can leave identity of the weapon alone in terms of shred potential and slide it back to where it was originally suppose to be a mobile damage utility weapon and not highest damage weapon in the tree which it is now. Since in current for the E damage is basically doubled if it's 500 it's really like 1000 etc since u do the 500 after u shred by like 78-90 pending spec.
    • AceMayc wrote:

      Qq wrote:

      This change will result in a small improvement for lower IP capes and a longer cooldown on higher IP capes.
      • Force Pulse (Avalonian Cape)
        • Cooldown: 37s (700 IP), 26.5s (1400 IP), → 30s (across all IP)

      I’m confused. It’s literally vise versa. 700<1400 with CD 37>26.5.
      after the change, everyone has the 30s so before 700ip 37 now 30 its less cd for low IP, it a nerf to 1900ip mists player with this cape and a buff for corrupt, Hellgate player with the cap.
    • iRawn wrote:

      Can i ask why the change for carving sword isn't just applying the E damage before the shred so it goes
      E Damage -> Shred
      where currently it does
      Shred -> E damage.

      this way you can leave identity of the weapon alone in terms of shred potential and slide it back to where it was originally suppose to be a mobile damage utility weapon and not highest damage weapon in the tree which it is now. Since in current for the E damage is basically doubled if it's 500 it's really like 1000 etc since u do the 500 after u shred by like 78-90 pending spec.
      Because shred is always applied before damage in this game.

      Which is OK. It’s just that weapon gets overwhelming at high IP’s. It’s a powerhouse by itself and it’s godly in group combat.

      Carving sword is fairly balanced against leather and plate armors, but how it’s armor shred scales against cloth is just filthy. You effectively nearly double your damage. Use it in conjunction with cultist and high ip on a 3 stack e, you effectively take out 150 armor. 1700-1800 ip cloth only has 160-180 armor.

      Regarding the Brecilien Cape. I’m not sure this change change is going to bring the cape into the meta still assuming you do not add additional defensive stats - before and after the change - near completely useless with a lot of helms.

      Maybe I’ll take this moment and combine both the topics I was mentioning here: Armor shred has long been an issue, how about the cape rework ties into the armor shred issue: Brecilien Cape adds a finite amount of physical and magical resistances to cape wearer (depending on cape IP) for 5 seconds if they are afflicted with with an armor shred? 1 minute cd. (I’m thinking the scale be 20 to 45 additional resistance scaling from 700-1600 ip). That would bring a valuable, but situationally useful defensive cape to cloth wearers and offer some strategy against the instant gib the clothies armor shred zergs.

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

    • PrintsKaspian wrote:



      Nature Staffs
      Recently, unintended ganking strategies were used by linking Soul Link with a mount and a player to completely negate the mount's armor. To prevent this strategy, and any similar attempts in the future, Soul Link can no longer be cast on mounted players.
      • Soul Link (Ironroot Staff)
        • Can no longer target mounted players

      Instead of nerfing gank again and again, when is sbi going to do something for the ganking community ? when ?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????

      IT's been years there hasn't been any changes favorable to gankers, stop being so clueless and remember this is a feature you guys intended when creating albion
    • Vaelyyn wrote:

      PrintsKaspian wrote:

      Nature Staffs
      Recently, unintended ganking strategies were used by linking Soul Link with a mount and a player to completely negate the mount's armor. To prevent this strategy, and any similar attempts in the future, Soul Link can no longer be cast on mounted players.
      • Soul Link (Ironroot Staff)
        • Can no longer target mounted players

      Instead of nerfing gank again and again, when is sbi going to do something for the ganking community ? when ?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????
      IT's been years there hasn't been any changes favorable to gankers, stop being so clueless and remember this is a feature you guys intended when creating albion
      Oh this is priceless....I remember the days I would be told to just "Git Gud" when i complained about getting 10vs1 ganked. Funny how the tables have turned now isn't it? I still get ganked enough so that tells me it isn't the game's fault. Sounds more like a personal problem to me....Maybe I dunno "Git Gud"?
      So we get a Yuletide event IG, but my religion's holiday of All You Can Eat Pasta Friday's isn't allowed? All hail The Flying Spaghetti Monster: Our Lord and Savior of all you can eat!

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

    • This is one of the more unique ganking methods i have seen in a while
      and personally i dont mind dying to that

      i have seen how much lock down and coordination they need to pull off such stunt
      2 iron roots
      one Dps
      and one Target dummy out of guild to be the "sacrifice"

      where is the Catch and CC potential?
      Add one more tank i guess

      a total of 5 players to pull off this combo

      reminds me of the old times where small ganking groups like these in Actual ganking weapons just run around and make bank
      The Tank Who Bonks
    • Vaelyyn wrote:

      PrintsKaspian wrote:

      Nature Staffs
      Recently, unintended ganking strategies were used by linking Soul Link with a mount and a player to completely negate the mount's armor. To prevent this strategy, and any similar attempts in the future, Soul Link can no longer be cast on mounted players.
      • Soul Link (Ironroot Staff)
        • Can no longer target mounted players

      Instead of nerfing gank again and again, when is sbi going to do something for the ganking community ? when ?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????
      IT's been years there hasn't been any changes favorable to gankers, stop being so clueless and remember this is a feature you guys intended when creating albion
      git gud.

      It's been years every part of the game is getting nerfed or killed (HCE) other than ganking and y'all crying about them fixing a bug? Bring one more person if you are not good enough. For the ganked it does not matter it has to run from 7 or because of this 8 gankers...
      Deathskills says 150m silvers is too much for 84-112 hours of active gameplay out of 168 hours a week has. Does not answer how much a ganker does under that time. This player is a joke.
    • PrintsKaspian wrote:

      Fey Barrier (Brecilien Cape)


      While the shield is active the caster becomes immune to purges.

      Removed the debuff removal and Debuff Immunity
      can we get a different kind of purge immune, for example "buffs other than boots cannot be purged"?
      this cape will remove solo ganking from the game....

      the only real way to gank without purge boots was dot + mount, but ya removed that type of ganking with the dot combat change (check my signature).

      PrintsKaspian wrote:

      Fearless Strike (Carving Sword)


      Resistance Reduction:

      0 Stacks: 0.07 → 0.05

      1 Stack: 0.11 → 0.10

      2 Stacks: 0.17 → 0.15

      3 Stacks: 0.24 → 0.2
      this is a poorly addressed problem, you are going to nerf small scale and other open world/hg players.
      the problem with carving and its oppressive dominance is splitting slash, not armor shred..

      Insta cast with super low cooldown and cc with ridiculous amount of dmg


      PrintsKaspian wrote:

      Ethereal Path (Harvester Workboots): Removed incorrect lingering invisibility text from tooltip; revealing the invisibility no longer interrupts dash or removes forced movement immunity
      I think it supposed to fix this

      Harvester boots’ ability bug

      but it doesn't make sense...
      Do it for instance content only!

      Each tick of a DoT now puts the original caster into combat again (currently they only get into combat on the first application of the DoT)

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

    • Quagga wrote:

      PrintsKaspian wrote:

      Fearless Strike (Carving Sword)


      Resistance Reduction:

      0 Stacks: 0.07 → 0.05

      1 Stack: 0.11 → 0.10

      2 Stacks: 0.17 → 0.15

      3 Stacks: 0.24 → 0.2
      this is a poorly addressed problem, you are going to nerf small scale and other open world/hg players.the problem with carving and its oppressive dominance is splitting slash, not armor shred..

      Insta cast with super low cooldown and cc with ridiculous amount of dmg
      While I agree it is poorly addressed I think that nerfing splitting slash would be bad idea, as it would hurt all swords in general, and besides carving, swords aren't really top tier to deserve that.
      I think that carving should instead have it's dmg on E lowered or general DPS slightly tonned down to lower duel potential.
    • Why nerf demonfang again so hard? You already nerfed or better yet pretty much deleted stalker jacket from the zvz meta which was the majority of the dps on it. The demonfang nerf math is below.

      Before Nerf: 50% Resilience pen * 76 Melee reduction = 38% Penetration

      After Nerf: 40% Resilience pen * 76 Melee reduction = 30.4% Penetration

      Demonfang essentially loses 20% of its damage in the only meta where it is used while Carving barely gets a nerf? Carving is S tier. Demonfang is not even S tier yet you keep nerfing it and this one is a big nerf too

      It's like you're forcing us to have max 840 all spec to do any close to decent damage now on demonfang. It doesn't make sense. Please just delete the weapon at this point and give us back our dagger credits

      The post was edited 5 times, last by TBE ().

    • I’m surprised there are no mentions or adjustments to the channel time to enter Mists, currently when you are Ganking a player in Red Zone or Black Zone, the player you are actively chasing is able to dismount in front of you and channel into a Mist before you are able to use your skills or attack the player since the channel time is shorter than the cooldown time to attack a player.

      It takes less than 3 seconds to channel into the mists, while it takes 5 seconds for you the player to initiate any action. I believe increasing the channel time to 7-10 seconds would make it a more reasonable for ganking instead of it being the ultimate get out of jail free card for players that are participating in PvP content zones.
    • Looking at patch notes, SBI is nerfing demonfang to a worse state than it was when they clearly said it couldn't keep up with other weapons. It was buffed from 100 to 140 damage because no one used it and now it's back to 106. With this 20% damage nerf, it will be even worse than before when it struggled to compete with other weapons. This nerf will put it worse than before when it was trash and no one used it. You should refund people's dagger credits