[28.11.2016] Test Server Patch Notes (Faye Patch #1)

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    • [28.11.2016] Test Server Patch Notes (Faye Patch #1)

      TEST SERVER / Faye Patch #1 / Version 1.0.303 / REV 67577 / 28 November 2016
      Improvements

      • Halved weight of Essences, Runes, Souls and Relics (pending further balancing in future patches).
      • Changed the impact audio of Enfeeble Blades ability, and Nature Staff Heal-over-Time abilities, to be more user-friendly.
      • Added a slider for adjusting the audio level of ambient sounds.
      • Guard towers have been conducting firing drills, and can now reload much more quickly.
      • Added a few new environment animations, to make the world feel a little more alive.
      • Made some changes to generic AoE hit impact effects, which should improve combat performance a little.
      Combat Balance Changes

      Cursed Staffs
      Haunting Screams
      • Extra damage versus players: 3% of max health -> 2% of max health
      • Damage reduced by 14%
      • Energycost reduced by 14%
      Swords
      In the last content update the Claymore damage output was reduced a bit too much. Therefore with this patch the damage is adjusted to be a bit higher again, it is now in between Elaine and Faye.

      Charge
      • Damage increased by 15%
      Fearless Strike
      • Damage increased by 7%
      Fixes
      • Fixed an issue where minus buttons for audio levels didn't work.
      • Recalculated nutritions and weights of T1 and T2 consumables to take into account the fact that they don't consume nutrition on crafting; this results in a slight reduction in both stats.
      • Fixed some issues with Demon Bosses that made them too easy to kill in certain situations.
      • Fixed an issue where the Artifact Foundry was unable to transmute essences.
      • Fixed an issue where Ore Elementals were imploding people too often.
      • Fixed an issue with the Haunting Screams ability having too much range.
      • Fixed an issue where reconnecting during a duel would not allow you to continue the duel in some cases.
      • Fixed an issue where some rare mounts would stop animating after dismount.
      • Fixed an issue where enchantment filter in the marketplace did not work for resources.
      • Fixed enchantment filter in the marketplace to only show exact match (rather than this enchantment or lower).
      • Fixed an issue where the quality filter in the offers page of the marketplace was not showing higher-quality items, as the rest of the pages do.
      • Fixed some audio issues with Forest Spirits.
      • Fixed an issue where Master's Smelter could not smelt Runite Steel Bars.
      • Fixed an issue with the Enfeeble Blades ability not working when cast on yourself.
      • Fixed an issue with emotes not working with party members selected.
      • Fixed an issue with mob camp audio not starting at the correct time.
      • Fixed an issue with mount audio not working correctly after cluster changes.
      • Fixed an issue where dashing while moving towards an ability target location would desync your character's location.
      • Fixed an issue with some mobs mistargeting abilities.
      • Fixed an issue where moving towards an ability target location would not stop once the ability was activated.
      • Fixed various localisation and art issues.
    • Another thing, I know this is not your primary concern atm but the T7 DireBoar mount needs a buff. After doing some testing today, it became evident that the Direboar mount is way worse than a T7 horse which is a mistake considering the rareness of the Direboar.

      Mount speed the same.
      Time to get to Gallop, the same.
      It took about twice as many hits to take down a T7 horse than it did a T7 DIREBOAR, this made no sense at all.
      Price (time relative): T7 horse ~ 300k, T7 Direboar ~ 6kk.
      Drop rate: T7 horse - craftable with a skilled character, T7 Direboar - Fairly Rare.
      The only + a Direboar has on a T7 horse atm is the fact that it provides slightly more carry on weight.

      The point is, that the benefits of a T7 Horse outweigh the benefits of a T7 Direboar yet it costs about 20 time less. Even though the extra carry weight is nice in some cases, it will never justify the rarity and the price of the mount.
      Death at my hands is an honor.
    • law7 schrieb:

      Another thing, I know this is not your primary concern atm but the T7 DireBoar mount needs a buff. After doing some testing today, it became evident that the Direboar mount is way worse than a T7 horse which is a mistake considering the rareness of the Direboar.

      Mount speed the same.
      Time to get to Gallop, the same.
      It took about twice as many hits to take down a T7 horse than it did a T7 DIREBOAR, this made no sense at all.
      Price (time relative): T7 horse ~ 300k, T7 Direboar ~ 6kk.
      Drop rate: T7 horse - craftable with a skilled character, T7 Direboar - Fairly Rare.
      The only + a Direboar has on a T7 horse atm is the fact that it provides slightly more carry on weight.

      The point is, that the benefits of a T7 Horse outweigh the benefits of a T7 Direboar yet it costs about 20 time less. Even though the extra carry weight is nice in some cases, it will never justify the rarity and the price of the mount.
      In last beta direboard had more cc resistance
    • Seriously schrieb:

      BRiCK schrieb:

      Taftaf schrieb:

      This patch hit live pretty fast and has decent content, that's good to see for once that SI can be reactive.
      I know you're new around here, but when it comes to expansion patches, they have always been good about hotfixing issues rapidly after the major updates...
      You must be trolling, SI is glacial at best at hotfixing serious issues.
      Show me one major update that didnt have atleast 2 hotfixes dished out within 2 weeks. Ill wait.