Pinned NDA Balance Playtests

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  • NDA Balance Playtests

    Hey everyone,

    Albion Online, is a full loot PvP game and needs a good balance for all weapons and armors in the game. The best way to test if potential changes to these items are beneficial is when they are actually play tested by very good pvp players. Their practical experience has always been a very valuable source of information for us. Therefore we have been inviting a range of various guilds to internal playtests (this is nothing new and we never intended to keep this a secret, there is already threads about this from two years ago)

    We believe this form of playtesting is absolutely necessary to fine-tune high level pvp gameplay and it makes the game better for the whole community.

    How this works is:
    1. The playtests are held on our internal server, where we provide testers with temporary accounts
    2. We contact guilds directly. (who we think are good and reliable players)
    3. You can also always contact me, if you think you are a good fit for these playtest. If you and your guild have a good track record and we have time and a new playtest is scheduled i am happy to invite fresh blood to tests as well.
    4. Everyone participating will need to have signed an NDA that covers your real life information. Please only apply if you have a team of at least five players willing to do that. Violation of the NDA can and will lead to consequences, including the possibility of being banned from the Live Server.
    5. We value quality over quantity. Meaning if you are providing valuable feedback, are reliable and ideally flexible in bringing a group in a short time, it increases your chances of getting invited again. Misbehaviour in the live game, the community or during tests will lead to exclusion from future tests.
    6. Finally, we simply can't invite everyone. Because we can't do personalized tests in this quantity and the organization of playtests takes up valuable development time.
    Just keep in mind, for us it is very important to have a fast and unbureaucratic solution for playtesting. We are aware that the trade-off for the speed and flexibility can lead to situations where some guilds get a glimpse at upcoming changes earlier then others, even if they all signed NDAs. In the past we were still in beta and had plenty resets, so this possible advantage hasn't been that big of an issue so far. However now with the game being live, we realize we need to be more transparent with upcoming changes and prevent possible advantages for only a selection of players. Therefore we will in the future post updates about the balance changes, currently in playtest also here in the forum.

    Cheers,
    Retro
  • These are the old Balance Changes for Jospeh



    Systems:
    • Reflect Damage now also reflects all AoEs, Skillshots and DoTs.
    • Exception Spells are:
      • Demon Arrow
      • Exploding Shot
      • Explosive Mine
      • Contagious Fire
      • Magma Sphere
      • Meteor
      • Hail
      • Ice Storm
      • Avalanche
    Arcane Staffs:
    • Frazzle:
      • Added a AR/MR Shredding
      • Energycost: 5 -> 4
      • Cast Time: 1.5s -> 1.2s
    Bows:
    • New W-Spell: Ray of Light
      • Shoots an arrow into the sky, which rains down at the ground after a short delay. The arrow can hit a single enemy, dealing x magical damage, and rooting them for y seconds.
    • Deadly Shot:
      • Every shot also increases your cast speed by 20% for 3s (stacks up to 4 times)
      • Reapplying at max stacks resets the cast speed increase.
      • Damage: 136.89 -> 109.51
      • Energycost: 6 -> 4
    Cursed Staffs:
    • New W-Spell: Grudge
      • The Grudge can be cast on any ally, and lasts for x. While it is active, every normal attack they make inflicts a Vile Curse on the enemy.
    • Armor Piercer
      • AR/MR Reduction: 0.18 -> 0.15
    • Field of Death
      • Healing Reduction: 70% -> 60%
      • Energycost: 26 -> 20
    Daggers:
    • New W-Spell: Shadow Edge
      • Throws a knife in front of you, pulling you behind the first target you hit. If the target is an enemy, the enemy will be rooted for x seconds.
    • Poison Coating:
      • Energycost: 18 -> 14
    • Slit Throat:
      • Instant Damage: 60% -> 75%
      • Dot Damage: 40% -> 25%
    • Devastating Strike:
      • Now also purges enemy buffs at the second hit.
      • Damage: 243.24 -> 231.66
      • Energycost: 20 -> 15
    Fire Staffs:
    • Fire Bolt:
      • Instant Damage: 107.41 -> 120.83
      • Damage per Tick: 15.44 -> 10.29
    • Fire Wall:
      • Damage per tick: 41.68 -> 36.34
    • Fire Wave:
      • Cooldown: 10s -> 15s
      • Damage per Tick: 31.49 -> 34.60
      • Number of Ticks: 2 -> 5
      • Knockback Distance: 6.63 -> 2.05
      • Energycost: 10 -> 12
    • Contagious Fire:
      • Damage: 23.12 -> 27.75
    • Meteor:
      • Damage: 385.25 -> 434.09
    Frost Staffs:
    • Freezing Wind:
      • Damage: 166.74 -> 145.41
    • Ice Storm:
      • Damage Tick Interval: 1s -> 0.5s
      • Damage vs players per tick: 45.27 -> 25.77
      • Damage vs mobs per tick: 27.86 -> 15.60
      • Base Slow Duration per Tick: 1s -> 2s
    • Frozen Hell:
      • Hit Delay: 0.2s -> 0.7s
    Hammers:
    • Removed the Threat Generation Passive
    • Added Energetic Passive
    • Ground Breaker:
      • Stun Area Width: 1m -> 1.5m
      • Stun Duration: 3.14 -> 2.85
    Holy Staffs:
    • Total Healing Output reduced by 10%
    • Removed Self Healing Sickness
    • Flash Heal:
      • Cast Time: 0.8s -> 1s
      • Heal: 38.20 -> 42.18
      • Energycost: 4 -> 4.5
      • Energy Restore on Full Stack: 2.42 -> 2
      • Received Bonus Heal: 4% -> 10%
      • Received Bonus Heal Duration: 6s -> 3s
    • Generous Heal:
      • Heal: 87.53 -> 126.69
    • Desperate Prayer:
      • Heal: 159.92 -> 177.69
      • Cooldown: 15s -> 20s
      • Energycost: 14 -> 15
    • Holy Explosion:
      • Cooldown: 20s -> 25s
      • Heal: 34.75 -> 37.28
    • Divine Protection:
      • Cooldown: 30s -> 25s
      • Energycost: 18 -> 16
      • Heal: 126.36 -> 115.30
    • Holy Touch:
      • Cooldown: 10s -> 15s
      • Energycost: 16 -> 17
      • Heal: 47.08 -> 50.35
    Maces:
    • Removed the Threat Generation Passive
    • Added Energetic Passive
    • Snare Charge:
      • Jump Movespeed: 12 -> 15 (This means jump time changed from: 0.92s -> 0.73s)
    • Shrinking Curse:
      • Area Duration: 1.5s -> 0.75s
      • The spell now also reduces the enemy's max and current hitpoints by 40%
      • Damage & Heal Power Reduction: 50% -> 40%
      • Cooldown: 20s -> 30s
      • Damage: 119.69 -> 98.28
      • Energycost: 18 -> 22
    Nature Staffs:
    • Total Healing Output reduced by 10%
    • Removed Self Healing Sickness
    • Rejuvenation:
      • Heal: 8.43 -> 7.75
      • Energycost: 5 -> 4.5
      • Energy gain on Max Stacks: 10 -> 7
    • Circle of Life:
      • Cooldown: 15s -> 25s
      • Heal: 158.23 -> 192.5
      • Energycost: 14 -> 15
    • Living Armor:
      • Cooldown: 20s -> 25s
      • AR/MR Increase: 0.31 -> 0.13
      • Heal per Damage: 14.57 -> 27.62
      • Duration: 10s -> 8
      • Energycost: 14 -> 16
    • Well of Life:
      • Heal per tick: 25.08 -> 26.89
    Quarter Staffs:
    • Removed the Threat Generation Passive
    • Added Energetic Passive
    • Tornado:
      • The knock up time is not affected by cc duration or CC resistance anymore. It is always the same duration (2s) now.
    Spears:
    • New W-Spell: Deflecting Stance
      • Spin your weapon as a shield for up to x seconds. While channeling, your resistances are increased by y, and you reflect z of the incoming damage. Additionally restores a energy every b.
    • Forest of Spears:
      • No of Ticks: 6 -> 8
      • Damage per Tick: 44.95 -> 35.96 (per tick damage decreased by 20%, total channel damage increased by 6.66%)
    • Fling:
      • Cast Range: 4m -> 3m
      • The spell doesn't slow enemies anymore
    Swords:
    • Removed the Threat Generation Passive
    • Added New Passive: Weakening
      • Every normal attack, you reduce the target's damage and heal power by 4% for 1s.
    • New W-Spell: Splitting Slash
      • Splits the earth in a straight line in front of you. Any enemy directly hit will receive x damage, and be rooted for y.
    • Spinning Blades:
      • Range: 11m -> 14m
      • Jump Movespeed: 13 -> 20 (This means jump time changed from: 0.85s -> 0.65s)
      • Cooldown: 15s -> 20s
      • Energycost: 15 -> 17
    • Fearless Strike:
      • The slow has been removed
      • Instead the spell now reduces enemy resistances, depending on active heroic charges.
      • Range: 9m -> 11m
      • Energycost: 20 -> 15
    Armors:
    • Plate Armors Now have an additional 200% Health Regen Bonus out of combat
    • Threat Bonus Factors:
      • Soldier Armor: 1.4 -> 4
      • Knight Armor: 1.45 -> 4.25
      • Guardian Armor: 1.5 -> 4.5
      • Removed the Threat Bonus from all Cloth- & Leather Armor
    • Additional Crowd Control Duration Factor:
      • Mercenary Jacket: 10% -> 20%
      • Assassin Jacket: 20% -> 10%
      • Soldier Armor: 50% -> 40%
      • Guardian Armor: 40% -> 50%
    • Inferno Shield
      • Reflected Damage: 50% -> 30%
    • Haste
      • Cooldown: 60s -> 30s

    • Ambush
      • Cooldown: 40s -> 60s
    • Fury
      • Cooldown: 40s -> 30s

    • Enfeble Aura:
      • Now also reveals invisible targets

    • Windwall:
      • Cooldown: 40s -> 50s
    • Protection of the Fiends:
      • Reflected Damage: 90% -> 45%

    • Gatherer Armors:
      • Removed Frost Shield as spell choice
      • Added Wind Wall as spell choice
    Helmets:
    • Energy Regain:
      • Cooldown: 60s -> 30s

    • Circle of Inspiration:
      • Cooldown: 30s -> 45s
    • Enegy Shield:
      • Energy per Hit: 7 -> 13.13
    • Sacrifice
      • Health Restoration: 20% -> 25%
    • Hush
      • Silence Duration: 5.83 -> 4.86
    Shoes:
    • Frost Walk:
      • Cooldown: 40s -> 30s
    • Dodge Roll:
      • Cooldown: 20s -> 25s
    • Shield Charge:
      • Shield Strength: 199.63 -> 188.74
    • Royal March
      • Now the stacking effect is only activated if you reach your destination without interruption.
      • Max Stack: 15 -> 10
      • Removed the AR/MR increase, instead each stack now decreases damage taken by flat 2%
      • Movespeed Increase per Stack: 5% -> 6%
    Offhands:
    • Eye of Secrets:
      • Highest Energy Regeneration Bonus: 30% -> 15%
      • Highest Max Energy boost: 40% -> 60%
    Potions:
    • Sticky Potions:
      • All potions now always have the 3m radius. (like the T3 Sticky Potion)
      • Area Duration: 8s -> 6s
      • Damage Reduction is now reduced by 50%
      • Cooldown: 120s -> 150s
    • Energy Potion Restoration:
      • Minor Energy Potion: 25% -> 30%
      • Energy Potion: 35% -> 50%
      • Major Energy Potion: 45% -> 70%

    The post was edited 26 times, last by Retroman ().

  • Current Balance Changes for Kay
    This post gets regularly updated with the latest changes of our internal playtests.


    Very Important:
    All these changes are still in testing and may vastly differ in the final patch. Sometimes we just try out various things, which may get reverted. Also the balance changes are not neccessarily all complete. Just because a certain item is not adjusted in the changelogs so far, doesn't mean it isn't on our 'need to be adjusted'-list. These changes are simply a snapshot of the current development and everything in there needs to be taken with a grain of salt.

    This thread is not meant to discuss these unfinished changes. It is just to give all players the same chance of guessing the direction of the next balance patch.


    Systems:
    • Reworked Diminishing Returns:
      • Every effect now has it's own Diminishing Return, i.e. Stuns only diminish the duration of stuns, silence only of silences, ec.
        With this change Slows will trigger Diminishing Returns again.
    • Channled Movement Spells can now be canceled by pressing the button again. (i.e. Whirlwind, Hurricane, Block, Focused Run can be manually canceled)
    Cursed Staffs:
    • Grudge:
      • Grudge doesn't apply Vile Curses anmore, but has now it's own seperate DoT.
      • The new Grudge dot has it's first tick after 1s.
      • The new Dot can be stacked up to 6 times
      • Duration: 6s -> 10s
      • Cooldown: 15s -> 20s
      • Energycost: 4 -> 7
    • Area of Decay
      • Now Removes 1 Healing Stack per time. (So Nature Rejuvenation stacks get reduced by one, with each tick
    Daggers:
    • Sunder Armor:
      • Cooldown: 3s -> 2s
      • Energycost: 5 -> 4
      • Armor Reduction: 0.05 -> 0.04
    • Assassin Spirit:
      • Now decreases the armor always by flat 4% (per stack), indpendent of the weapon's Item Power
    • Shadow Edge:
      • The spell now stuns, instead of Roots
      • The player is now invisible and invulnerable during the pull.
      • Now only hits enemies, can't be used on allies anymore
    • Devastating Strike:
      • Now purges on the first hit. (instead of the second hit)
    Fire Staffs:

    • Fire Bolt:
      • Cast Time: 1.5s -> 1s
      • Energycost: 5 -> 4
      • Instant Damage: 120.83 -> 89.51
      • First Burn Damage after: 1s -> 0s
      • Base Dot Damage: 10.29 -> 2.74 -> 5.72
      • Number of Ticks: 3 -> 5
      • The Dot now stacks up to 5 times
    Frost Staffs:

    • Frost Bolt:
      • Damage: 96.67 -> 87.52
      • Slow Strength: 20% -> 25%
    Hammers:

    • Knockout:
      • Doubled Sleep Duration vs mobs
    Maces:

    • Snare Charge:
      • Doubled Root Duration vs Mobs
    Quarter Staffs:
    • Cartwheel
      • Cast Range: 4m -> 8m
      • Cooldown: 6s -> 5s
    • Forceful Swing:
      • Debuff Duration: 5s -> 8s
      • Against Mobs: Now also reduces attack speed
    Spears:

    • Spear: 1.0 -> 1.1 (Normal Attack DPS stays the same)
    • Glaive Attack Speed: 1.1 -> 0.9 (Normal Attack DPS stays the same)
    • Heron Spear Attack Speed: 1.0 -> 1.1 (Normal Attack DPS stays the same)

    • Reckless Charge:
      • Knock up time: 0.4s -> 0.6s
      • Jump Time: 0.73s -> 0.61s
    Swords:
    • Mighty Swing:
      • Hit Delay: 0.4s -> 0.3s -> 0.2s
      • Standtime: 0s -> 0.3s
    Armors:
    • Taunt:
      • Additional Aggro creation around the caster: 100 -> 200

    • Inferno Shield:
      • Armor Increase: 0.30 -> 0.25
    Helmets:
    • Smokebomb:
      • Hitdelay: 0s -> 0.4s
      • Total Duration: 4s -> 4.6s

    • Hush:
      • The target is now silenced 1s after it was attacked.
    Potions:
    • Poison Potions:
      • % based Damage has been replaced by fix amount of true damage per tick.

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

  • Current Changes for the next Combat Balance Update, which will go live end of January / early February. (The Staff of Balance change will go live with the first possible patch in January)

    This post gets regularly updated with the latest changes of our internal playtests.


    Very Important:
    All these changes are still in testing and may vastly differ in the final patch. Sometimes we just try out various things, which may get reverted. Also the balance changes are not neccessarily all complete. Just because a certain item is not adjusted in the changelogs so far, doesn't mean it isn't on our 'need to be adjusted'-list. These changes are simply a snapshot of the current development and everything in there needs to be taken with a grain of salt.

    This thread is not meant to discuss these unfinished changes. It is just to give all players the same chance of guessing the direction of the next balance patch.


    Arcane Staffs:
    • Arcane Protection:
      • If the target wears a plate armor, the target's threat generation is doubled, And if the target wears any other armor, the target's threat generation is halved.
    • Energy Bolt:
      • The ability is reworked. It is now a cast spell, which damages enemies. The damage height, depends on the target's energy left.
    • Frazzle:
      • Cast Time: 1.2s -> 1.5s
      • Cooldown: 0s -> 10s
      • Damage: 91.99 -> 103.11
      • Doesn't reduce resistances anymore, instead increases the target's damage taken by 40%.
      • Debuff Duration: 7s -> 5s
      • Energycost: 4 -> 9
    • Empowering Beam:
      • Tick Interval: 0.3s -> 0.25s (this means the beam stacks up faster)
      • Max Channel Duration: 7.5s -> 5s
    • Energy Beam:
      • Can now also be cast on allies. When cast on allies it restores their energy.
      • Enemy energy loss: 6.30 -> 5.20
    Axes:
    • Fierce Strike:
      • The ability has been reworked. It now cleaves all enemies around the player and doesn't require an enemy target anymore and applies Rending stacks to all enemies hit.
      • Cooldown: 2s -> 3s
      • Damage: 72.39 -> 50.02
      • Standtime: 0.4s -> 0s
    • Internal Bleeding:
      • Hit Delay: 0.4s -> 0.2s
      • Standtime: 0s -> 0.3s
      • Radius: 5m -> 6m

    • Rending Swing:
      • The ability is reworked, it doesn't require an enemy target anymore, It spreads Rending Dot stacks to all enemies hit.
      • The Healing Reduction is removed
      • Damage: 84.35 -> 144.60
      • Hitdelay: 0.4s -> 0.2s
      • Standtime: 1s -> 0.4s
      • Radius: 5m -> 7m
    Cursed Staffs:
    • Cataclysm
      • Armor Debuff can't be stacked anymore. (the debuff won't increase if multiple staffs cast the ability on the same target)
      • Damage: 191.95 -> 175.95
    Daggers:
    • Sunder Armor:
      • Hit Delay: 0.4s -> 0.2s
    • Assassin Spirit:
      • The spell is reworked into a toggle spell. While toggled on the caster stacks up a % damage buff. (which can also be consumed for some E abilities) But, while toggled on it also reduces the caster's resistances.
    • Dash:
      • Energycost: 8 -> 0
    • Throwing Blades:
      • The Blades now pierce through enemies and are not destroyed on enemy contact anymore.
    • Forbidden Stab:
      • Hit Delay: 0.4s -> 0.2s
      • Now reduces Healing done AND Healing Received. (so the effect is twice as strong on self heals)
    • Slit Throat:
      • Damage: 410.23 -> 430.74
    • Devastating Strike:
      • Second Hit Damage: 231.66 -> 144.79
      • Deals an additional 150 true damage on the first hit.
    • Ghost Strike
      • Now also makes the caster 3s invisible to other players, after the hit.
      • Cast Range: 9m -> 7m
      • End Distance behind the enemy: 3m -> 5m
    Frost Staffs:
    • Frost Nova:
      • The Spell is now a short range teleport, which leaves the Frost Nova at the inintial area the player came from.
      • Cooldown: 10s -> 20s
      • Energycost: 13 -> 14
      • Damage: 66.44 -> 85.80
      • Root Duration: 2.19 -> 2.44
      • Standtime: 0.4s -> 0.2s
    Quarter Staffs:
    • Hurricane
      • Now also makes you the top threat target for every mob hit.
    Swords:
    • Heroic Strike:
      • Hitdelay: 0.4s -> 0.2s
    Helmets:
    • Emergency Heal:
      • Added an addtional flat 5% Max Health restoration for the caster.
    • Mortal Agony
      • Now always reveals invisible enemies, regardless of their Health.
    Shoes:
    • Evasive Jump:
      • Cooldown: 15s -> 20s
    • Blink:
      • Cast Range: 7m -> 9m
    • Raging Blink:
      • Cast Range: 5m -> 7m
    • Mark of Sacrifice:
      • Cast Range: 11m -> 15m

    The post was edited 10 times, last by Retroman ().

  • Current Changes for the next Combat Balance Update, which will go live with the next content update. (The mount changes and a couple of ZvZ hotfixes are intended to go live with Kay patch#4.)


    This post gets regularly updated with the latest changes of our internal playtests.

    Very Important:
    All these changes are still in testing and may vastly differ in thefinal patch. Sometimes we just try out various things, which may get reverted. Also the balance changes are not neccessarily all complete. Just because a certain item is not adjusted in the changelogs so far, doesn't mean it isn't on our 'need to be adjusted'-list. These changes are simply a snapshot of the current development and everything in there needs to be taken with a grain of salt.

    This thread is not meant to discuss these unfinished changes. It is just to give all players the same chance of guessing the direction of the next balance patch.

    Misc:
    • Mobs now give a small amount of energy on death (this is also shared in groups, similiar to fame)
    • Flattened the CC Duration & CC Reistance curve. This should not affect when fought on equal gear, but normalize cc duration in gear difference. i.e. a T8 weapon stun doesn't last forever on a T2 armor target)
      • Halfed CC Resistance increase per IP
      • Halfed CC Duration increase per IP
    Arcane Staffs:
    • Energy Bolt
      • Min Damage: 86.58 -> 97.40
    • Arcane Protection:
      • Standtime: 0.2s -> 0s
    • Arcane Orb:
      • Now Purges enemies on hit
      • Cooldown: 15s -> 20s
      • Radius: 7m -> 6m
      • Silence Duration: 2.13 -> 1.08
      • Silence Duration is doubled when used against mobs
    Axes:
    • Rending Strike:
      • Bleed Duration: 4s -> 5s
    • Rending Swing:
      • Bleed Duration: 4s -> 5s
      • Radius: 5m -> 6m
    • Razor Cut:
      • Reduced the hit area size
    Bows:
    • Removed the Passive Aggressive Rush
    • Added a New Passive: Piercing Arrows - Each normal attack increases the target's damage received by 1% for 3s (stacks up to 5 times)
    • Deadly Shot:
      • Cast Time: 1.5s -> 1s
      • Damage: 109.51 -> 82.37
      • Cast Speed Increase: 20% -> 15%
      • Energycost: 4 -> 3
    • Explosive Arrows:
      • Gets now activated everytime an arrow hits an enemy (can now also be activated by your abilities, i.e. while active each hit of a Multishot triggers an explosion)
      • Number of Shots: 5 -> 8
      • Damage: 26.30 -> 21.45
      • Buff Duration: 10s -> 15s
      • Cooldown: 15s -> 20s
      • Energycost: 11 -> 12
    • Speed Shot:
      • The buff now also increases attack speed
      • Movespeed increase: 33% -> 20%
    • Ray of Light
      • It can now hit multiple enemies
      • Radius: 2m -> 3m
    Crossbows:
    • Deathward Climax
      • Channel Duration: 5s -> 3.6s
      • Damage Interval: 0.25s -> 0.3s
      • Total Channel Damage: 643.50 -> 720.72
    Daggers:
    • Devastating Strike:
      • The Channel is now uninterruptible
    Fire Staffs:
    • Fire Bolt:
      • Burn Tick: 5 -> 4
      • First Burn tick after: 0s -> 1s
    • Fire Wall
      • Duration: 6s -> 5s
    • Flame Tornado:
      • Damage per Tick: 71.41 -> 51.00
      • Damage per Tick vs mobs: 71.41 -> 41.56 -> 47.23
    Frost Staffs:
    • Frost Bolt:
      • Doesn't trigger Diminishing Returns anymore.
    Holy Staffs:
    • Flash Heal:
      • Energycost: 4.5 -> 4

      • Energy gain on max stacks: 2 -> 4
    • Generous Heal:
      • Energycost: 6 -> 7
    • Desperate Prayer:
      • Max Heal Condition: 40% Health or lower -> 30% Health or lower
    • Salvation:
      • Max Targets: 5 -> 10
    Maces:
    • Snare Charge:
      • Jump Time: 0.73s -> 0.55s
      • Standtime: 0s -> 0.5s
      • Radius: 4m -> 6m
      • Impact radius now also interrupts enemy spell casts
    • Brute Force:
      • Cooldown: 20s -> 10s
      • Stun Duration: 3.02 -> 1.77
      • Damage: 37.44 -> 25-07
      • Energycost: 17 -> 10
      • Knockback Distance: 10.08 -> 6.75
    Nature Staffs:
    • Rejuvenation:
      • Cooldown: 1.5s -> 1.3s
      • Energycost: 4.5 -> 3.9 -> 3
      • Number of Ticks: 8 -> 9 (first tick happens at 0s, so the HoT duration is 8s)
      • Standtime: 0.2s -> 0s
    • Circle of Life:
      • Doesn't consume the Rejuvenation stacks anymore.
    • Ruthless Nature:
      • The channel is now uninterruptible
      • Reflected Damage: 35% -> 40%
    Quarter Staffs:
    • Mystic Rocks:
      • Max Duration: 20s -> 15s
      • Healing Reduction: 50% -> 40%
    Spears:
    • Lunging Strike
      • Cooldown: 4s -> 3s
      • Hit Delay: 0.2s -> 0.1s
      • Standtime: 0.4s -> 0.2s
    • Cripple
      • Hit Delay: 0.2s -> 0.1s
      • Standtime: 0.4s -> 0.2s
    • Deflecting Spin
      • The caster can now move during the channel
    • Reckless Charge
      • The spell has been reworked to a forward leap, which knocks enemeis instantly up. (The caster dashs forward, similiar to the Bloodletter E)
    Swords:
    • Charge (the spell is reworked)
      • Cast Time: 0s -> 0.5s (uniterruptible)
      • Range: 9m -> 12m
      • After the cast the player is completely invincible to damage and cc for 1s (The Charge dashs through Fire Wall or Wind Wall for instance)
      • Removed the root, instead it consumes Heroic Charges for more damage
      • Max Damage: 170.27 -> 292.41
      • Standtime: 0s -> 0.8s
      • Now always stuns enemies for 0.8s, igrnoring crowd control resistance. (this doesn't apply to mounted players)
    • Soulless Stream:
      • Cast Time: 0.7s -> 0.9s
    Offhands:
    • Taproot:
      • Hitpoints Increase Factor: 20 -> 15
    Armors:
    • Levitate:
      • Cooldown: 30s -> 45s
    • Self Ignition:
      • Now also reduces Healing Received for the caster.
    • Force Shield:
      • Max affected targets: 5 -> 10
    • Ambush:
      • Max Damage Increase: 50% -> 40%
    • Scholar Robe*
      • Health Regeneration Bonus: 0% -> 80%
    • Cleric Robe*
      • Health Regeneration Bonus: 0% -> 70%
    • Mage Robe*
      • Health Regeneration Bonus: 0% -> 60%
    • Mercenary Jacket*
      • Health Regeneration Bonus: 0% -> 150%
    • Hunter Jacket*
      • Health Regeneration Bonus: 0% -> 140%
    • Assassin Jacket*
      • Health Regeneration Bonus: 0% -> 130%
    • Soldier Armor*
      • Health Regeneration Bonus: 200% -> 200%
    • Knight Armor*
      • Health Regeneration Bonus: 200% -> 210%
    • Guardian Armor*
      • Health Regeneration Bonus: 200% -> 220%
    • Gatherer Gear
      • Health Regeneration Bonus: 15% -> 215%
    • *also applies to arifact armors with the same stats
    Shoes:
    • Splash Wave:
      • Knockback distance is now normalized and doesn't scale with Item Power
    Food
    • T8 Normal Fish Buff:
      • Increased Crowd Control Duration: 15% -> 10%
    Flame Basilisk: (it's role is reworked)
    • Stats:
      • Movespeed: 120%
      • Resistance Factor: 0.8
      • CCR Factor: 1.4
    • Spells:
      • Q - A 10m radius ground attack, which increases damage taken by 15% for 10s. And deals no damage (can't be stacked)
      • E - A cone attack which instantly deals medium one time damage and reduces healing received by 35% for 7s
    Venom Basilisk: (it's role is reworked)
    • Stats:
      • Movespeed: 120%
      • Resistance Factor: 0.8
      • CCR Factor: 1.4
    • Spells:
      • Q - A 10m radius ground attack, which reduces damage dealt by 25% for 10s. And deals no damage (can't be stacked)
      • E - A cone attack which instantly deals medium one time damage and increases damage taken by 50% for 7s
    Siege Ballista:
    • Q - Low damage Dot and CC Resistance Reduction
    • E - Deals now 3% true damage per hit against mounts and 1.5% true damage vs normal players.

    The post was edited 16 times, last by Retroman ().

  • Current changes for the next Combat Balance Update, which will go live in a 'Mid-Season' patch during Lancelot.


    This post gets regularly updated with the latest changes of our internal playtests.

    Very Important:
    All these changes are still in testing and may vastly differ in the final patch. Sometimes we just try out various things, which may get reverted. Also the balance changes are not neccessarily all complete. Just because a certain item is not adjusted in the changelogs so far, doesn't mean it isn't on our 'need to be adjusted'-list. These changes are simply a snapshot of the current development and everything in there needs to be taken with a grain of salt.

    This thread is not meant to discuss these unfinished changes. It is just to give all players the same chance of guessing the direction of the next balance patch.

    Arcane Staffs:
    • Arcane Orb:
      • Removed the knockback
      • Silence Duration: 1.08 -> 1.68
      • Damage: 37.93 -> 73.01
    • Time Corridor:
      • Slow Stregth: 25% -> 30%
      • Damage per Tick: 16.05 -> 18.35
    • Void:
      • Cooldown: 30s -> 40s
    Bows:
    • Rain of Arrows:
      • Cast Range: 13m -> 15m
    Crossbows:
    • Exploding Shot:
      • Cast Time: 1s -> 0s
      • First hit damage: 59.67 -> 50.90
      • Explosion damage: 189.43 -> 201.96
      • Energycost: 17 -> 15
    Cursed Staffs:
    • Desecrate:
      • Radius: 5m -> 9m
      • Hit Delay: 0.2s -> 0.6s
      • Standtime: 0.4s -> 0,8s
      • Cooldown: 10s -> 15s
    • Death Curse:
      • Cast Time: 1.5s -> 0.6s
    • Area of Decay:
      • Delay until first hit: 1s -> 0s
      • Energycost: 24 -> 17
    • Hunting Screams: (reworked)
      • Now this spell is a 0.8s cast, instead of a channel
      • The area can be cast on the ground and has a slow forward movement.
      • Area Radius: 7m -> 6m


    Daggers:
    • Poison Coating: (reworked)
      • Is now a toggle spell (which can't be purged)
      • Each Auto Attack now also increases your attack speed by 12% and your move speed by 30% for 1s. (this can be stacked up to 3 times)
      • While toggled on it reduces the caster's max hitpoints by 3% per second. (stacks up to 8 times)
      • Additional Poison Damage: 50.90 -> 45.85
      • Duration: 5s -> 8s
    Fire Staffs:
    • Flame Pillar:
      • Damage: 153.74 -> 169.12
    • Contagious Fire:
      • Cast Time: 1.5s -> 1.2s
      • Damage per tick: 27.75 -> 34.68
    Frost Staffs:
    • Frost Nova:
      • Cast Range: 7m -> 11m
      • Energycost: 14 -> 12
    • Hail:
      • Delay until the second hail wave: 2.4s -> 1.5s
      • Cast Range: 11m -> 15m
    • Ice Storm:
      • Damage per tick: 25.77 -> 27.86
    Hammers:
    • Giant Steps:
      • The spell can't be purged anymore
      • Attack Damage Increase: 146% -> 135%
      • Slow Radius: 7m -> 5m
      • Slow Strength: 50% -> 35%
      • Standtime: 0.6s -> 0s
    Holy Staffs:
    • Salvation:
      • Cast Time: 1,5s -> 1s
      • Cast Range: 11m -> 14m
    Maces:
    • Defensive Slam:
      • Resistance Increase: 0.08 -> 0.15
      • Damage: 83.36 -> 77.81
      • Radius 4m -> 5m
      • Buff Duration: 5s -> 3s
    • Stalling Slam:
      • Reworked the Spell, it now decreases an enemy's energy on hit. And gives energy for up to 5 allies in a 5m radius
      • Cooldown: 3s -> 4s
      • Damage: 55.58 -> 36.33
    Nature Staffs:
    • Ruthless Nature:
      • The caster can now move during the channel.
      • The channel is not uninterruptible anymore. -> The Channel can't be interrupted
      • Removed the reflect damage.
      • The area now also slows enemies by 20%
      • Area Radius: 6m -> 8m
      • Heal per Tick: 27.22 -> 30.21
      • Energycost: 20 -> 18
    • Spirit Animal:
      • Heal per tick: 19.18 -> 11.51
      • Max Stacks: 3 -> 5
    Helmets:
    • Retaliate:
      • Cooldown: 60s -> 45s
    • Mortal Agony:
      • Damage Increase: 15% -> 20%
      • Resistance Reduction: 0.83 -> 0.54
    • Stone Skin:
      • Cooldown: 60s -> 45s
    Armors:
    • Fear Aura:
      • Stepping in the area now always fears for 1s (ignoring cc resistance)
      • It also makes the target immune to the area for 1.2s (giving an opportunity to activate a spell before getting feared multiple times)
    • Force Shield:
      • Cooldown: 30s -> 40s
      • Resistance Increase: 0.5 -> 0.4


    Shoes:
    • Evasive Jump:
      • Range: 12m -> 9m
    • Giant:
      • The spell can't be purged anymore.
      • Standtime: 0.4s -> 0s
      • Hitdelay: 0.3s -> 0
    Battle Mounts:
    • All Battle Mounts get a Battle Mount Gallop spell on their 'F' slot.
    • Battle Mount Gallop is a toggle spell, which makes the mount fast enough to travel with a zerg. But silences them a couple seconds after the gallop ended. (taking damage also ends the spell)
    • Base Movment Speed Adjustments:
      • Command Mammoth: 100% -> 110%
      • Flame Basilisk: 120% -> 140%
      • Venom Basilisk: 120% -> 140%
      • Siege Ballista: 90% -> 120

    The post was edited 15 times, last by Retroman ().

  • Current changes for the next Combat Balance Patch, which are planned to go live before the start of Season 3.


    This post gets regularly updated with the latest changes of our internal playtests.

    Very Important:
    All these changes are still in testing and may vastly differ in the final patch. Sometimes we just try out various things, which may get reverted. Also the balance changes are not neccessarily all complete. Just because a certain item is not adjusted in the changelogs so far, doesn't mean it isn't on our 'need to be adjusted'-list. These changes are simply a snapshot of the current development and everything in there needs to be taken with a grain of salt.

    This thread is not meant to discuss these unfinished changes. It is just to give all players the same chance of guessing the direction of the next balance patch.

    Arcane Staffs
    • Time Corridor (Occult Staff)
      • Now also boosts attack speed of allies inside the area
      • Removed the Damage Over Time effect
    Axes
    • Tear Apart (Halberd)
      • Instant Damage: 144.60 -> 137.37
    • Rending Bleed Stacks (all axes)
      • Healing Reduction: 10% → 7%
    Bows
    • Deadly Shot (all bows)
      • Removed the cast Speed Increase
      • It now reduces enemy resistances (stacks up to 3 times)
      • Damage: 81.43 -> 86.52
      • Cast Range: 11m -> 13m
    • Multishot (all bows)
      • Range: 11m -> 12m
    Cursed Staffs:
    • Haunting Screams (Cursed Skull)
      • Does not require Line of Sight anymore
    Daggers:
    • Sunder Armor (all daggers)
      • Armor Reduction vs mobs: 0.04 → 0.06
    Fire Staffs
    • Flame Tornado (Blazing Staff)
      • Damage vs Mobs: 47.23 → 43.45
    Frost Staffs
    • Frost Bomb (all Frost Staffs)
      • Hit Delay: 2s -> 1.6s
    • Frost Nova (all Frost Staffs)
      • Hit Delay: 0.2s -> 0s
      • Now completely freezes enemies (Frozen enemies can't attack or cast)
      • Freeze Duration: 2.44s -> 1.26s
    • Avalanche (Hoarfrost Staff)
      • Cast Time: 1s -> 0.7s
    • Frozen Hell (Icicle Staff)
      • Cast Time: 1s -> 0s
      • Standtime: 0.2s -> 0.4s
    • Ice Crystal (Permafrost Prism)
      • Damage vs mobs: 184.69 → 253.70
    Holy Staffs
    • Holy Explosion (Great Holy Staff)
      • Heal per Tick: 34.75 -> 40.67
    • Holy Touch (Lifetouch Staff)
      • Cast Range: 3m -> 6m
      • Can now be casted when silenced / stunned
    • Salvation (Fallen Staff)
      • Delay after cast: 3s -> 2s
      • Energycost: 24 -> 18
    • Holy Orb (Redemption Staff)
      • The orb now always heals for the same amount, no matter the distance
      • Min Heal: 66.36 -> 144.79
      • Max Heal: 225.63 -> 144.79
      • Projectile Speed: 14.67m/s -> 11.00m/s
      • Cooldown: 10s -> 15s
    Nature Staffs
    • Hit & Run (passive)
      • Spells to trigger the effect: 4 -> 6
    • Poison Thorns (all Nature Staffs)
      • Number of ticks: 10 -> 7
      • Damage per tick: 11.94 -> 12.83


    • Spirit Animal (Rampant Staff)
      • Spell has been reworked, and no longer stacks up over time. Now the healing strength depends on number of allies inside the area of each tick. It also can’t be purged anymore.
    Quarter Staffs


    • Cartwheel (all Quarter Staffs)
      • Cooldown: 5s -> 6s
    • Forceful Swing (all Quarter Staffs)
      • Auto Attack Damage Reduction vs mobs: 30% → 50%
      • Radius: 5m → 6m
    • Mystic Rocks (Staff of Balance)
      • Energycost: 0 -> 20% of max energy
      • Slow Strength: 60% -> 50%
    • Hurricane (Iron-clad Staff)
      • Knockback Distance: 1.91m -> 5m
    Spears
    • Cripple (all spears)
      • Cooldown: 15s -> 20s
    • Reckless Charge (Spear)
      • Range: 13m -> 11m
      • Enemy airborne duration: 0.6s -> 0.5s
      • Damage: 235.06 -> 198.90
    Helmets
    • Energy Regain (all helmets)
      • Channel Duration: 7s -> 10s
      • Energy per tick: 7.10 -> 8.10
    • Force Field (Cloth Cowls)
      • Radius: 5m -> 6m
      • Knockback Distance: 11.67 -> 14.22
    • Energy Shield (Scholar Cowl)
      • Physical Resistance: 0.16 -> 0.38
      • Magic Resistance: 0.16 -> 0.10
    • Perpetual Energy (Royal Cowl)
      • Duration: 10s -> 15s
    • Mortal Agony (Stalker Hood)
      • Armor Reduction: 0.54 → 0.50
    • Electric Discharge (Judicator Helmet)
      • Cast Time: 0s -> 1.2s
      • Hitdelay: 0.6s -> 0s
    Armors
    • Speed Caster (Scholar Robe)
      • Energy Cost Reduction: 40% -> 70%
    • Obsessive Burst (Druid Robe)
      • Damage & Heal Power Increase per Stack: 8% -> 7%
    • Self Ignition (Specter Jacket)
      • Can't be purged anymore
    • Fury (Soldier Armor)
      • Increased CC Duration per stack: 10% -> 6%
    • Force Shield (Judicator Armor)
      • Healing Received Increase: 50% -> 35%
    Shoes
    • Focused Run (Scholar Sandals)
      • Movespeed Increase: 60% -> 100%
    • Defenseless Rush (Royal Sandals)
      • It's now a toggle spell and can't be purged
      • It doesn't reduce a flat resistance value anymore. Instead while active the caster's damage taken is increased by 15%
      • Max Duration: 5s -> 7s
    • Rotten Ground (Cultist Sandals)
      • The area don't deal damage anymore, it instead reduces enemy resistances
    • Spectral Run (Specter Shoes)
      • Max Channel Duration: 20s -> 16s
    Offhands
    • Offhand scaling reworked. All offhand items now scale completely with item power. i.e. profits from destiny board masteries and item quality bonus
    • This means offhands now benefit from destiny board masteries and item quality
    • This is not a straight bonus on top, but instead the progression curve has been reworked, so offhand bonus stats should roughly stay around the same values.
    Potions
    • Gigantify Potions:
      • Duration: 10s -> 8s
    Food
    • Flattened the progression of Combat Related stats on food:
      • Food Effect Progression (old)
        • Low tier Base: 100% -> 100%
        • Low Tier Enchanted 1: 150% -> 150%
        • Low Tier Enchanted 2 / Mid Tier Base: 200% -> 190%
        • Low Tier Enchanted 3 / Mid Tier Enchanted 1: 250% -> 230%
        • Mid Tier Enchanted 2 / High Tier Base: 300% -> 270%
        • Mid Tier Enchanted 3 / High Tier Enchanted 1: 350% -> 300%
        • High Tier Enchanted 2: 400% -> 330%
        • High Tier Enchanted 3: 450% -> 350%
    • Base Stat value from Fish Food: 75% -> 70
    Misc
    • Cleansing any CC effect now grants a 1-second CC immunity

    The post was edited 16 times, last by Retroman ().

  • Current changes for the Merlyn Content Update. These Balance Changes are not finished and you can expect many more balance changes before the final version of Merlyn goes live.

    This post gets regularly updated with the latest changes of our internal playtests.

    Very Important:
    All these changes are still in testing and may vastly differ in the final patch. Sometimes we just try out various things, which may get reverted. Also the balance changes are not neccessarily all complete. Just because a certain item is not adjusted in the changelogs so far, doesn't mean it isn't on our 'need to be adjusted'-list. These changes are simply a snapshot of the current development and everything in there needs to be taken with a grain of salt.

    This thread is not meant to discuss these unfinished changes. It is just to give all players the same chance of guessing the direction of the next balance patch.


    New Items:

    Faction Capes:
    All Faction Capes have the same max energy and energy regenration benefits from normal capes. And additionally a unique ability which gets automatically triggered by certain conidtions and then goes on cooldown.
    • Sandstorm (Bridgewatch Cape)
      • Condition: Activates on auto attack
      • Creates a 4m radius sandstorm at the enemy position. Slows enemies by 50% and reduces their damage by 50%. (Sandstorm duration 5s)
      • Cooldown: scales with IP (100 IP = 73s, 1300 IP = 55s)
    • Untouchable (Fort Sterling Cape)
      • Condition: Automatically activates when you get stunned or rooted
      • Effect: Removes any movement-impairing and debuff effects from you. (Doesn't remove damage over time spells)
      • Cooldown: scales with IP (100 IP = 136s, 1300 IP 100s)
    • Energy Reserve (Lymhurst Cape)
      • Condition: Activates when you cast a spell and your energy drops below 40%
      • Effect: Restores 5% energy per second for 10 seconds.
      • Cooldown: scales with IP (100 IP = 162s, 1300 IP = 120s)
    • Shield of Protection (Martlock Cape)
      • Condition: Activates when you take damage and your health is below 25%.
      • Effect: Increases your defense by 66% for 3s
      • Cooldown: scales with IP (100 IP = 188s, 1300 IP = 140s)
    • Chain Lightning (Thetford Cape)
      • Condition: Activates on auto attack
      • Effect: Releases a Chain Lighting, dealing magic damage to up to 4 enemies. (The damage scales with Item Power)
      • Cooldown: 15s




    Arcane Staffs:

    • Added the Passive Aggressive Caster
    • Removed the Passive Magic Force
    Bows:
    • Enchanted Quiver (Regular Bow)
    • Cooldown: 30s -> 25s
    • Max Buff Duration: 25s -> 20s
    Cursed Staffs:
    • Vile Curse
      • Cast Range: 8m -> 9m
      • Number of Ticks: 4 -> 5
      • Standtime: 0.4s -> 0.2s
    • Cursed Sickle
      • Cast Range: 12m -> 13m
      • Cooldown: 4s -> 3.5s
    • Dark Matter (New W-slot spell)
      • Casts a Dark Matter onto an enemy target. This matter keeps jumping to the closest enemy in a 7m radius for up to 10 times. Dealing magic damage to every enemy it passes through. The spell can't hit the same enemy twice in a row, but keeps jumping back and forth if at least two enemies are in range.
      • Cast time: 1.2s -> 1s
      • Cast Range: 11m
      • Cooldown: 20s
      • Damage vs Players: 56.05 -> 65.88

      • Damage vs Mobs: 22.42 -> 26.35
    Fire Staffs:
    • Flame Pillar (Great Fire Staff)
    • Damage: 169.12 -> 184
    Frost Staffs:
    • Shatter (New W-slot spell)
      • Creates three areas in a row in front of the caster, each dealing magic damage.
      • instant skillshot
      • Area Range: 16m
      • Cooldown: 8s
    • Ice Storm (Glacial Staff)
      • Can now be cast in a 11m radius and then moves 23m forward from that position.
      • Cast Time: 2s -> 1.5s
    Hammers:
    • Iron Breaker (New Q-slot spell)
      • Slams the hammer in the ground in front of the caster. Reduces resistances for 5s and deals physical damage to all enemies in a 3m radius.
      • Hit Delay: 0.5s
      • Cooldown: 5s
    Holy Staffs:
    • Flash Heal (all Holy Staffs)
      • Cast Time: 1s -> 0.8s
    Maces:
    • Root Prison (Morning Star)
      • Cooldown now scales with Item Power (100 IP: 33s; 1700 IP: 25s)
    Quarter Staffs:
    • Cartwheel
      • Cooldown: 6s -> 7s
    • Hurricane (Iron-Clad Staff)
      • Cooldown now scales with Item Power (100 IP: 23.8s; 1700 IP: 19s)
    • Mystic Rocks (Staff of Balance)
      • Cooldown now scales with Item Power (100 IP: 37s; 1700 IP: 29s)
    Spears:
    • Spear Throw (Heron Spear)
      • Cooldown: 30s -> 25s
    • Harpoon (Spirit Hunter)
      • Cooldown: 30s -> 25s
    Swords:
    • Dual Swords Normal Attacks
      • Attack Interval: every 0.91s -> every 0.71s (Attack DPS stays the same)
    • Galatine Pair Normal Attacks
      • Attack Interval: every 0.91s -> every 0.71s (Attack DPS stays the same)
    • Spinning Blades (Dual Swords)
      • Radius: 4m -> 5m
    Armors:
    • Bloodlust (Mercenary Jacket)
      • Heal per tick: 29.25 -> 26.00
    • Life Steal Aura (Hellion Jacket)
      • Duration: 6s -> 10s
      • Cooldown: 60s -> 45s
      • Hitdelay: 0.4s -> 0.2s
      • Standtime: 0.6s -> 0.4s
    • Protection of the Fiends (Demon Armor)
      • The caster can now move freely during the channel.
      • Reflected Damage: 45% -> 60%
    Shoes:
    • Focused Run (Cleric Sandal)
      • Makes now fully immune to Crowd Control Effects
    • Mark of Sacrifice
      • Reworked the spell: Mark an enemy or ally and become invisible to players for 2s. After the 2s you dash to the marked target and your damage increases by 35% for 4s. You can cancel the channel at any time, which will leave you at your current position.
      • Cooldown: 30s -> 20s
    Offhands:
    • Regular Shields
      • Crowd Control Resistance Factor: 0.28 -> 0.36
    • Tower Shields
      • Bonus Defense Factor: 0.16 -> 0.15
    • Mistcallers
      • Cooldown Reduction Factor: 0.162 -> 0.15
    • Leering Canes
      • Bonus CC Duration Factor: 0.3 -> 0.4
    • Tome of Spells:
      • Now also increases Max Energy and energy regeneration (For Comparison, Tome of Spells energy factor: 0.15 / Eye of Secrets energy factor = 0.4)
    Mounts:
    • Direwolves
      • Health Factor: 0.3 -> 0.24

    The post was edited 8 times, last by Retroman ().

  • Current changes for a Balance Patch planned for the start of season 4. These Balance Changes are not finished and you can expect more balance changes before the final version goes live.

    This post gets regularly updated with the latest changes of our internal playtests.

    Very Important:
    All these changes are still in testing and may vastly differ in the final patch. Sometimes we just try out various things, which may get reverted. Also the balance changes are not neccessarily all complete. Just because a certain item is not adjusted in the changelogs so far, doesn't mean it isn't on our 'need to be adjusted'-list. These changes are simply a snapshot of the current development and everything in there needs to be taken with a grain of salt.

    This thread is not meant to discuss these unfinished changes. It is just to give all players the same chance of guessing the direction of the next balance patch.


    Arcane Staffs:
    • Energy Bolt (all Arcane Staffs)
      • Standtime: 0.4s -> 0s
    • Frazzle (all Arcane Staffs)
      • Standtime: 0.4s -> 0s
      • Cast Range: 9m -> 11m
    • Arcane Orb (normal Arcane Staff)
      • Projectile Speed: 5.75 m/s -> 14.3 m/s
    Axes:
    • Rending Bleed (all Axes)
      • Multiple players can't stack the bleed on the same target. Instead they will now override each other's debuffs.
    • Whirlwind (Great Axe)
      • Damage per tick: 40.10 -> 46.00
    • Tear Apart (Halberd)
      • Damage: 137.37 -> 125.00
    Bows:
    • Deadly Shot (all Bows)
      • Standtime: 0.2s -> 0s
    • Enchanted Quiver (normal Bow)
      • Cooldown: 30s -> 20s
      • Time for Arrows to expire: 20s -> 30s
      • Buff Duration per hit: 4s -> 5s
    • Undead Arrows (Whispering Bow)
      • Duration: 8s -> 10s
    Crossbows:
    • Auto Fire (all Crossbows)
      • Channel Duration: 4s -> 3s
      • Damage per hit: 31.98 -> 28.01
      • The last hit now triggers an explosion on the target, dealing an additional 67.22 damage in a 5m radius
      • Energycost: 7 -> 5
    • Snipeshot (Crossbow)
      • Cast Time: 3s -> 2.5s
      • Standtime: 1s -> 0.6s
    • Explosive Mine (Weeping Repeater)
      • The mine is now inactive for the first 2 seconds
      • Damage: 142.56 -> 270
      • Cast Range: 13m -> 15m
    Cursed Staffs:
    • Desecrate (all Cursed Staffs)
      • Can now be cast in a 13m radius on the ground
      • Radius: 9m -> 4m
      • Root Duration: 1.84 -> 2.60
      • Removed the instant base damage (now only deals damage through the Vile Curse)
      • Hitdelay: 0.6s -> 0.4s
      • Standtime: 0.8s -> 0.6s
    • Dark Matter (all Cursed Staffs)
      • Damage vs Mobs: 26.35 -> 32.94
    • Area of Decay (Great Cursed Staff)
      • Radius: 4m -> 5m
      • Cooldown: 30s -> 25s
      • Tick interval: every 1s -> every 0.8s
    • Field of Death (Demonic Staff)
      • Damage vs Mobs: 11.40 -> 25.53
    Daggers:
    • Added new W-Slot Spell: Chain Slash (all Daggers)
      • Quickly slash through multiple enemies. You keep jumping to the closest enemy in a 8m radius for up to 4 times, dealing physical damage to each enemy. While you are slashing though the enemies you are invisible to players.
    • Assassin's Spirit (all Daggers)
      • Self Armor Reduction per stack: 0.09 -> 0.04
    • Slit Throat (Dual Daggers)
      • Cast Time: 0.6s -> 0.4s
    Fire Staffs:
    • Fire Bolt (all Fire Staffs)
      • Standtime 0.2s -> 0s
    • Fire Bomb (all Fire Staffs)
      • Standtime: 0.2s -> 0s
    Frost Staffs:
    • Frostbolt (all Frost Staffs)
      • Standtime: 0.2s -> 0s
    • Hoarfrost (all Frost Staffs)
      • Standtime: 0.2s -> 0s
    • Frost Beam (all Frost Staffs)
      • Cast Range: 11m -> 12m
      • Move- & Attack Speed Reduction per tick: 10% -> 15%
    • Shatter (all Frost Staffs)
      • Damage: 86.91 -> 93.60
    • Freezing Wind (normal Frost Staff)
      • Damage: 145.41 -> 160.00
    • Ice Storm (Glacial Staff)
      • Slow Duration per tick: 1s -> 3s
      • Slot base strength: 30% -> 15%
      • Cast Range: 11m -> 5m
      • Damage against Players: 27.86 -> 35.0
      • Damage against Mobs: 15.60 -> 16.7
    Hammers:
    • Giant Steps (Forge Hammers)
      • Slow Strength: 35% -> 50%
    Holy Staffs:
    • Added a new E-slot Spell to Redemption Staff: Celestial Sphere
      • Can be cast on an ally, the Sphere will keep jumping to the closest ally in a 10m radius for up to 12 times. Healing every ally hit. The spell can't hit the same target twice in a row, but keeps jumping back and forth if at least two allies are in range.
    • Removed the spell Enlightenment (all Holy Staffs)
    • Moved Holy Orb to the W-slot (all Holy Staffs)
    • Flash Heal (all Holy Staffs)
      • Standtime: 0.2s -> 0s
      • Heal Value: 42.18 -> 45.00
    • Generous Heal (all Holy Staffs)
      • Standtime: 0.2s -> 0s
    • Smite (all Holy Staffs)
      • Standtime: 0.2s -> 0s
    • Holy Beam (all Holy Staffs)
      • First Tick: 13.01 -> 30.00
      • The last hit now doesn't tick twice anymore
    • Holy Orb (all Holy Staffs)
      • Hitdelay: 0.3s -> 0s
      • Standtime: 0.8s -> 0.4s
      • Projectile Speed: 12.5 m/s -> 16.7 m/s
    • Desperate Prayer (Holy Staff)
      • Health Threshhold for max heal: 30% -> 40%
    • Salvation (Fallen Staff)
      • Cooldown: 30s -> 25s
      • Heal Value: 236.20 -> 270.00
    Maces:
    • Removed the spell Brute Force (Bedrock Mace)
    • Added a new E-slot Spell to Bedrock Mace: Force of Nature
      • Cracks the earth open in a line in front of you, releasing an impregnable wind wall, which lasts for 4s. Enemies hit will be knocked 18m away (ignoring crowd control resistance) and taunts creatures.
    Nature Staffs:
    • Circle of Life (normal Nature Staff)
      • Cooldown: 25s -> 20s
    Quarter Staffs:
    • Entirely reworked the spell Fatal Blade (Black Monk Staff)
      • New Behavior: Throw your weapon to a ground target location. While you keep channeling the weapon will keep spinning at that position dealing physical damage every 0.5s in a 5m radius. Each hit also reduces enemy damage by 24% and movespeed by 8% for 6s. (stacks up to 4 times) - uninterruptible channel
    Spears:
    • Reckless Charge (normal Spear)
      • Range: 11m -> 13m
    • Spear Throw (Heron Spear)
      • Stun Duration: 1.63 -> 1.75
      • Damage: 132.03 -> 148.00
    • Harpoon (Spirit Hunter)
      • Now purges enemies on hit
    Swords:
    • Removed Passive: Life Leach
    • Added new Passive: Heroic Fighting
      • Get a Heroic Charge every 4 normal attacks
    • Weakening (Passive)
      • Effect Duration: 1s -> 2s
    • Interrupt (all Swords)
      • Hit Delay: 0.2s -> 0s)
    • Iron Will (all Swords)
      • Now also applies a Heroic Charge on activation
    • Charge (Claymore)
      • Cast Time: 0.5s -> 0.4s
      • Range: 12m -> 15m
    Armors:
    • Royal Banner (Royal Jacket)
      • Standtime: 0.6s -> 0.2s
    • Fury (Soldier Armor)
      • Damage Increase: 10% -> 6% -> 7%
      • CC Duration Increase: 6% -> 10% -> 7%
    • Wind Wall (Knight Armor)
      • Cooldown: 50s -> 40s
    • Protection of the Fiends (Demon Armor)
      • Max targets: unlimited -> 10
      • Reflected Damage: 60% -> 50%
    • Force Shield (Judicator Armor)
      • Cooldown: 40s -> 50s
      • Resistance increase: 0.4 -> 0.35
    Helmets:
    • Circle of Inspiration (Druid Cowl)
      • Cooldown: 45s -> 60s
    • Retaliate (Hunter Hood)
      • Duration: 5s -> 4s
    • Ballista Support Fire (Royal Helmet)
      • Hit Delay: 1.5s -> 1s
    Shoes:
    • Focused Run (Scholar Sandals)
      • Now makes only immune to movement-impairing effects (can still be knocked back or silenced)
    Potions:
    • All Sticky Potions
      • Hit Delay: 0.4s -> 0.2s
    • All Gigantify Potions
      • Duration: 8s -> 6s

    The post was edited 13 times, last by Retroman ().

  • Current changes for the next content update. These Balance Changes are not finished and you can expect more balance changes before the final version goes live.

    This post gets regularly updated with the latest changes of our internal playtests.

    Very Important:
    All these changes are still in testing and may vastly differ in the final patch. Sometimes we just try out various things, which may get reverted. Also the balance changes are not neccessarily all complete. Just because a certain item is not adjusted in the changelogs so far, doesn't mean it isn't on our 'need to be adjusted'-list. These changes are simply a snapshot of the current development and everything in there needs to be taken with a grain of salt.

    This thread is not meant to discuss these unfinished changes. It is just to give all players the same chance of guessing the direction of the next balance patch.



    New Items:

    Mob Capes:
    All Mob Capes have the same max energy and energy regeneration benefits from normal capes. And additionally a unique ability which gets automatically triggered by certain conidtions and then goes on cooldown.
    • Devious Trap (Heretic Cape)
      • Condition: Activates when you cast a shoe slot spell
      • Effect: Drops a trap below your feet, which is activated once an enemy steps onto it. Roots and deals physical damage.
        • 100 IP = 150.8s -> 110s
        • 1300 IP = 110s -> 80s
      • Cooldown: scales with IP

    • Vanisher (Undead Cape)
      • Condition: Activates when you take damage and your health is below 20%.
      • Effect: Turns you invisible for 6s
      • (you can still use abilities while invisible, but your damage and heal power is reduced by 50%)
      • Cooldown: scales with IP (100 IP = 164.3s, 1300 IP 120s)
    • Berserk (Keeper Cape)
      • Condition: Activates when your health drops below 60%
      • Effect: Increases your damage by 40% for 6s.
      • Cooldown: scales with IP (100 IP = 137.2s, 1300 IP = 100s)
    • Mark of the Raven (Morgana Cape)
      • Condition: Activates when you use an E-slot ability
      • Effect: Increases your cast- and attack speed by 50% for 8s.
      • Cooldown: scales with IP (100 IP = 150.8s, 1300 IP = 100s)
    • Opening to Hell (Demon Cape)
      • Condition: Activated by normal attack
      • Effect: Creates a 3m radius lava area below the enemy. Deals magic damage every 0.5s.
      • Cooldown: 60s
    Arcane Staffs;
    • Removed the spell Magic Sphere (Great Arcane Staff)
    • Added the new spell Time Freeze (Great Arcane Staff)
      • Freezes time for all enemies in a 5m radius for 3.5s. (ignoring crowd control resistance) Frozen enemies can't move or cast and are immune to all types of spells. Enemy players are also immune to damage.
      • Cooldown scales with Item Power: 1200 IP: 34s / 1700 IP: 30s
      • Targets can't be chain frozen (they are shortly immune to another freeze)
      • The freeze can be cleansed
      • Hit Delay: 0.6s -> 0.8s
    • Arcane Orb (Arcane Staff)
      • Now purges only buffs, but no Heal Effects anymore.
    • Protective Beam (Enigmatic Staff)
      • Shield Area: 4m -> 5m
      • Cast Range: 9m -> 12m
    Bows:
    • Reworked the Deadly Shot ability:
      It is now an instant skillshot with 3s cooldown: Shoots an arrow in a staright line, which pierces through all enemies in it's way, dealing physic damage.
      • Range: 22m -> 18m
      • Damage: 86.52 -> 80.00
      • Also reduces enemy resistances for 6s (stacks up to 3 times)
    • Frost Shot (all Bows)
      • Hit Delay: 0.4s -> 0.2s
      • Standtime: 0.4s -> 0.2s
      • Jump Range: 9m -> 13m
      • Cooldown: 10s -> 15s
    Frost Staffs:
    • Avalanche (Hoarfrost Staff)
      • Freeze Duration: 2s -> 2.5s
    Hammers:
    • Giant Steps (Forge Hammers)
      • Now ignores Crowd Control Resistance
    Holy Staffs:
    • Salvation (Fallen Staff)
      • Cooldown: 20s -> 25s
    • Celestial Sphere (Redemption Staff)
      • Jump Interval: 0.8s -> 0.6s
      • Max Number of Jumps: 12 -> 14
    Maces:
    • Removed the spell Threatening Strike (all Maces)
    • Added the new spell Threatening Smash (all Maces)
      • After a 0.7s windup you swing your mace and hit every enemy in front of you. Dealing physic damage and also creating threat on all creatures hit. Cooldown: 5s
        • Adjusted area size
        • Damage: 225 -> 157
    • Removed the spell Silencing Strike (Mace)
    • Added the new spell Deep Leap (Mace)

      • You jump to a ground target location, dealing physical damage to all enemies in a 5m radius. The furhter away the target was the more damage you deal.
        • Cooldown: 25s
        • Energycost: 14 -> 16
        • Flattened the damage escalation (Max Damage: 258.00)
        • Range: 14m



    Nature Staffs:

    • Circle of Life (Nature Staffs)
      • Cooldown: 20s -> 18s
    • Spiritual Seed (Druidic Staff)
      • Doesn't count as Healing buff anymore and thus can't be purged anymore
    • Ruthless Nature (Blight Staff)
      • Heal per Tick: 27.22 -> 29.50
    Quarter Staffs:
    • Seperator (Quarter Staff)
      • Now knocks enemies in the area into the air for 0.9s, instead of knocking them away.
    Armors:
    • Removed the spell Berserker (Mage Robe)
    • Added the spell Purging Shield (Mage Robe)
      • Creates a purging shield on you. Increases your resistances for 6s. While the shield is active, enemies lose all buffs whenever they damage you. (Does not remove enemy heal effects)
        • (Cooldown: 60s)
    • Electric Field (Stalker Jacket)
      • Damage: 24.42 -> 26.70
      • Hit Delay: 0.4s -> 0s
      • Standtime: 0.6s -> 0s
    • Force Field (Judicator Armor)
      • Increased Healing: 35% -> 30%
    Helmets:
    • Electric Discharge (Judicator Helmet)
      • Cast Time: 1.2s -> 0.9s
    Shoes:
    • Removed the spell Inspiring Charge (Demon Boots)
    • Added the new spell Vengeful Sprint (Demon Boots)
      • Your damage and move speed is increased for 6s. Each stack grants 5% addiotional damage and 20% speed increase. The less health you have upon activation, the more stacks you gain. (max 8 stacks) - Cooldown 30s
    • Shield Charge (Knight Boots)
      • Cooldown: 30s -> 25s
      • Shield Strength: 188.74 -> 200.00
      • Range: 11m -> 15m
    Potions:
    • All Healing Potions
      • Cooldown: 120s -> 90s
    • All Energy Potions
      • Cooldown: 120s -> 90s
    • All Poison Potions
      • Does not trigger effects that are activated by damage dealt. (doesn't trigger Bloodlust healing for instance)
      • Number of Ticks: 15 -> 7
      • Tick Interval: 0.5s -> 1s
      • Debuff Duration: 7.5s -> 7s
      • Damage vs Players per tick: 0.5% -> 1%
      • Damage vs Mobs per tick: 75 -> 90
    Misc:
    • Strong Sip (Beer Mug)
      • Cooldown: 20s -> 5

    The post was edited 13 times, last by Retroman ().

  • Current changes are meant to go live in a small Balance patch in the middle of December.

    This post gets regularly updated with the latest changes of our internal playtests.

    Very Important:
    All these changes are still in testing and may vastly differ in the final patch. Sometimes we just try out various things, which may get reverted. Also the balance changes are not neccessarily all complete. Just because a certain item is not adjusted in the changelogs so far, doesn't mean it isn't on our 'need to be adjusted'-list. These changes are simply a snapshot of the current development and everything in there needs to be taken with a grain of salt.

    This thread is not meant to discuss these unfinished changes. It is just to give all players the same chance of guessing the direction of the next balance patch.


    Holy Staffs:
    • Holy Orb (all Holy Staffs)
      • Heal: 144.79 -> 135.00
    Swords:
    • Spinning Blades (Dual Swords)
      • Additional Damage vs players: 3% -> 5% of max health
    • Fearless Strike (Carving Sword)
      • Range: 11m -> 13m
      • Now reduces resistances before the damage is dealt
      • Max resistance reduction: 0.20 -> 0.24

    Capes:
    • Devious Trap (Heretic Cape)
      • Cooldown 100 IP: 150.8s -> 110s
      • Cooldown 1300 IP: 110s -> 80s
  • Current changes are for a bigger Balance Patch early 2019, within Nimue. These Balance Changes are not finished and you can expect more balance changes before the final version goes live.

    This post gets regularly updated with the latest changes of our internal playtests.

    Very Important:
    All these changes are still in testing and may vastly differ in the final patch. Sometimes we just try out various things, which may get reverted. Also the balance changes are not neccessarily all complete. Just because a certain item is not adjusted in the changelogs so far, doesn't mean it isn't on our 'need to be adjusted'-list. These changes are simply a snapshot of the current development and everything in there needs to be taken with a grain of salt.

    This thread is not meant to discuss these unfinished changes. It is just to give all players the same chance of guessing the direction of the next balance patch.

    Arcane Staffs:
    • Frazzle (all Arcane Staffs)
      • Damage Taken Increased: 40% -> 30%
    • Time Freeze (Great Arcane Staff)
      • The freeze can't be cleansed anymore
      • Duration: 3.5s -> 3s
    Axes:
    • Rending Strike (all Axes)
      • Energycost: 3 -> 2
      • Healing Reduction per stack: 7% -> 5%
      • Hit Delay: 0.4s -> 0.2s
      • Standtime: 0.4s -> 0.3s
    • Rending Swing (all Axes)
      • Hit Delay: 0.2s -> 0.3s
      • Energycost: 2 -> 3
      • Healing Reduction per stack: 7% -> 5%
    • Deadly Chop (all Axes)
      • Damage: 174.04 -> 152.00
    • Adrenaline Boost (all Axes)
      • Movement Speed Increase: 40% -> 50%
      • Damage Increase: 20% -> 25%
    • Removed the ability Battle Frenzy (all Axes)
    • Added the new ability: Battle Rush
      • Charge toward a target (ally or enemy). Enemy Healing Received is reduced 20% for 4s in a 5m radius. Ally Healing Received is increased by 20% for 4s in a 5m radius.
      • Buff & Debuff Duration: 3s -> 4s
      • Area Size: 4m -> 5m
    Bows:
    • Enchanted Quiver (Bow)
      • Auto Attack Damage Increase per stack: 25% -> 35%
    • Magic Arrow (Warbow)
      • Projectile Speed: 15.33 m/s -> 16.08 m/s
    Cursed Staffs:
    • Cursed Sickle (all Cursed Staffs)
      • Is now a skillshot with a boomerang-like trajectory.
      • Hitdelay: 0.5s -> 0.2s
      • Standtime: 0.3s -> 0.4s
      • Range: 21m -> 16m
      • Cooldown: 3.5s -> 5s
    Daggers:
    • Sunder Armor (all Daggers)
      • Hit Delay: 0.2s -> 0.1s
      • Standtime: 0.4s -> 0.2s
    • Slit Throat (Dagger Pair)
      • Damage: 430.74 -> 443.05
    • Lunging Stabs (Bloodletter)
      • Damage for targets below 40%: 306.63 -> 330.00
    Fire Staffs:
    • Replaced the spell Fire Bomb (Q-Slot)
    • Added new spell Burning Field (Q-Slot)
      • Sets the ground in a 3m radius for 4s on Fire. Dealing magic damage on ignition and additional damage for enemies inside the area. This is a ranged spell, which you can cast on the ground.
      • Cooldown: 5s -> 4s
      • Cast Time: 0.8s -> 0.7s -> 0.5s
      • Range: 11m -> 15m
      • First Damage Tick of the area happens now earlier
      • Damage per Tick vs Mobs: 18 -> 20
      • Damage per Tick vs Players: 50 -> 55
      • Energycost: 4.5 -> 6
    Hammers:
    • Power Geyser (all Hammers)
      • Hit Delay: 0.6s -> 0.45s
    • Grasp of the Undead (Tomb Hammer)
      • Reworked the ability: A giant Undead Hand comes out of the ground, hitting enemies in a 2.5m radius. Dealing 110 physical damage and stunning for 2.9s.
      • Hitdelay: 0.6s -> 0.4s
      • Standtime: 0.8s -> 0.6s
      • Cooldown: 15s -> 14s
    Holy Staffs:
    • Desperate Prayer (Holy Staff)
      • Max Heal Value: 177.69 -> 200.00
      • Cooldown: 20s -> 17s -> 15s
    • Salvation (Fallen Staff)
      • Radius: 6m -> 5.5m
    • Celestial Sphere (Redemption Staff)
      • Max Number of Jumps: 14 -> 10
      • Heal per Jump: 51.5 -> 80.00
    Nature Staffs:
    • Rejuvenation (all Nature Staffs)
      • Heal per tick: 7.75 -> 7.9
    • Revitalize (all Nature Staffs)
      • Instant Heal: 57.59 -> 75.00
      • Removed the Heal Over Time effect, instead it now instantly restores 15 energy of the target
      • Cooldown: 7s -> 10s
      • Energycost: 9 -> 10
    • Circle of Life (Nature Staff)
      • Zero Charge Heal: 56.62 -> 91.00
      • One Charge Heal: 90.60 -> 114.00
      • Two Charge Heal: 135.89 -> 148.00
      • Three Charge Heal: 192.52 -> 193.00
    • Ruthless Nature (Blight Staff)
      • Cooldown: 30s -> 25s
      • Heal per Tick: 29.50 -> 33.00
      • Energycost: 18 -> 15
    Quarter Staffs:
    • Separator (Quarter Staff)
      • Cooldown: 20s -> 15s
      • Energycost: 17 -> 13
    • Hurricane (Iron-Clad Staff)
      • Doesn't knock mobs away anymore
      • It interrupts Mob spell casts instead
      • Damage per tick: 23.20 -> 32.00
      • Cooldown 100 IP: 23.8s -> 36s
      • Cooldown 1700 IP: 19s -> 20s
    • Overpower (Double Bladed Staff)
      • Reworked the Overpower animation, it is now a jump with a fixed duration
      • Cast Range: 11m -> 15m
      • Standtime: 0s -> 0.3s
      • Damage: 69.64 -> 80.00
      • Radius: 5m -> 6m
      • The ability is now renamed to Crescent Slash
    Spears:
    • Inner Focus (all Spears)
      • Movement Speed Increase per stack: 6% -> 10% -> 8%
      • Buff Duration: 5s -> 6s
    • Reckless Charge (one handed Spear)
      • Range: 11m -> 13m
    Swords:
    • Heroic Cleave (all Swords)
      • Reworked the ability: It doesn't require a target anymore. Instead it is now instead an AoE attack around the player.
      • If you hit at least one enemy, this ability also creates a Heroic Charge on you.
      • Hitdelay: 0.4s -> 0.3s
      • Standtime: 0.4s -> 0.2s
      • Radius 4m -> 5m -> 6m
      • If you hit 3 enemies or more, two Heroic Charges are created on you.
      • Now also gives a 10% Attack Speed bonus per stack
      • Energycost: 3 -> 3.5
    • Heroic Strike (all Swords)
      • Now also gives a 10% Attack Speed bonus per stack
      • Standtime: 0.4s -> 0.3s
    • Iron Will (all Swords)
      • While the buff is active the caster becomes now immune to purges
      • Activating this ability doesn't give an extra Heroic Charge stack anymore
      • Resistance Increase: 25% -> 35%
      • Duration: 5s -> 4s
    • Mighty Blow (Broadsword)
      • The ability now jumps towards the target.
      • Range: 3m -> 8m -> 10m
      • Hitdelay: 0.4s -> 0.3s
      • Standtime: 1s -> 0.8s
      • Damage: 267.84 -> 276.00
      • Removed the Resistance Increase
      • Energycost: 14 -> 11
      • Resistance Increase: 0.36 -> 0.24
    • Spinning Blades (Dual Swords)
      • Max Hitpoint Damage: 5% -> 8%
    • Soulless Stream (Galatine Pair)
      • Max Hitpoint Reduction: 10% -> 6%
    Armors:
    • Purging Shield (Mage Robe)
      • Cooldown: 60s -> 45s
      • Duration: 6s -> 5s
      • Energycost: 12 -> 10
    • Life Steal Aura (Hellion Jacket)
      • Now also increases Healing Received by 10%
      • Duration: 10s -> 8s
    • Windwall (Knight Armor)
      • Cooldown: 40s -> 30s
    • Force Shield (Judicator Armor)
      • Resistance Increase Factor: 0.35 -> 0.32
    Helmets:
    • Ice Block (Cleric Cowl)
      • Cooldown: 60s -> 40s
    • Inner Corruption (Cultist Cowl)
      • Cooldown: 50s -> 30s
    • Meditation (Assassin Hood)
      • Channel Duration: 2s -> 3s
      • Max Cooldown Reduction: 10s -> 15s
    • Growing Rage (Royal Hood)
      • Damage Increase per stack: 10% -> 8%
    • Stoneskin (now available on all Plate Helmets)
      • Removed the damage and healing penalty. It is now a straight resistance increase
      • Resistance Increase: 60% -> 50%
    • Emergency Heal (Now only available on Guardian Helmets)
      • Reworked the ability:
      • Instantly heals 10% of your max health and removes any damage over time effects.
      • Cooldown: 60s -> 40s
      • Instant Heal: 5% -> 10%
    • Electric Discharge (Judicator Helmet)
      • Cooldown: 60s -> 45s
      • You can now keep moving durating the activation of this skill
    Shoes:
    • Vengeful Sprint (Hellion Boots)
      • Damage Increase per stack: 5% -> 4%
    • Defensive Sprint
      • Removed from Graveguard Boots
      • Added new ability Battle Frenzy instead:
        • Increases your movement speed by 80% and makes you immune to any movement impairing effects for 5s. Does not make you immune to forced movement effects like knockbacks.


    Passives:
    • Efficiency (Cloth Armors)
      • Energycost Reduction: 8% -> 12%
    • Efficiency (Cloth Helmets & Shoes)
      • Energycost Reduction: 3.5% -> 6%
    Offhands:
    • Normal Shields:
      • Crowd Control Resistance Factor: 0.36 -> 0.60
    • Mistcaller:
      • Cooldown Reduction: 15% -> 14% (on 1700 IP)
    • Leering Cane:
      • Cooldown Reduction: 0% -> 6% (on 1700 IP)
    • Eye of Secrets:
      • Max Energy Factor: 0.4 -> 0.5
    • Muisak:
      • Bonus Damage: 0% -> 20% (on 1700 IP)
      • Bonus Healing: 0% -> 20% (on 1700 IP)
      • Energy Cost Increase: 0% -> 25% (on 1700 IP)
    • Taproot:
      • Max Health Factor: 0.5 -> 0.42
    Capes:
    • Heretic Cape
      • Root Duration: 4s -> 6s
    • Keeper Cape
      • Health Threshhold for activation: 60% -> 70%
      • Cooldown: 100s -> 80s (on 1300 IP)
    • Lymhurst Cape
      • Cooldown: 120s -> 130s (on 1300 IP)
    • Martlock Cape
      • Cooldown: 140s -> 160s (on 1300 IP)
      • Bonus Defense: 66.66% -> 50%
    • Thetford Cape
      • Damage (80.44 -> 92.00)
    • Undead Cape
      • Health Threshhold for activation: 20% -> 25%
    Mounts:
    • Ox:
      • Base Speed: 35% -> 40%
    • Pest Lizard:
      • Base Speed: 120% -> 110%
    • Morgana Nightmare / Spectral Bonehorse:
      • Gallop Bonus: 60% -> 58%
    • Direwolf Mounts (includes special mounts with the same stats)
      • Gallop Bonus: 55% -> 45%
    • Spectral Bat / Husky:
      • Gallop Bonus: 65% -> 57%
    • Moabird Mounts:
      • Gallop Bonus: 65% -> 57%
    • Cougar Mounts:
      • Gallop Bonus: 50% -> 45%
    • Swiftclaw:
      • Gallop Bonus: 65% -> 52%
    • Husky Sled:
      • Gallop Bonus: 55% -> 53%
    Misc:
    • Increased player hitpoint pool by 20%
    • Increassed player energy pool by 20%
    • Base Movement Speed: 4.8 m/s -> 5.5 m/s
    • In Combat Duration: 30s -> 20s
    • Cap for Auto Attack Max Damage Increase: 200% -> 300%

    Disclaimer:The balance patch will not go on the live server before February, that is why we are currently testing some bigger changes. These are just being tested and if we don't like the results we might revert a lot of these changes.

    The post was edited 23 times, last by Retroman ().

  • Current changes are intended to go live with the Patch on the 10th April. These Balance Changes are not finished and might change before the final version goes live.

    This post gets regularly updated with the latest changes of our internal playtests.


    Very Important:
    All these changes are still in testing and may vastly differ in the final patch. Sometimes we just try out various things, which may get reverted. Also the balance changes are not neccessarily all complete. Just because a certain item is not adjusted in the changelogs so far, doesn't mean it isn't on our 'need to be adjusted'-list. These changes are simply a snapshot of the current development and everything in there needs to be taken with a grain of salt.


    This thread is not meant to discuss these unfinished changes. It is just to give all players the same chance of guessing the direction of the next balance patch.


    Bows:
    • Auto Attacks (all Bows)
      • Attack Range: 11m -> 13m
      • Auto Attacks per Second: 1 -> 1.3
      • Damage per Auto Attack: 29 -> 23
    • Piercing Arrows (Passive)
      • Damage Reduction per Stack: 1% -> 2%
    • Attack Speed (Passive)
      • Buff Duration: 3s -> 5s
    • Frost Shot (all Bows)
      • Hit Delay: 0.2s -> 0s
      • Standtime: 0.2s -> 0s
    • Enchanted Quiver (regular Bow)
      • Number of Arrows: 15 -> 18
    • Undead Arrows (Whispering Bow)
      • Damage per Hit: 39.31 -> 55.00 -> 50.00
      • Duration: 10s -> 8s
      • Range Increase: 50% -> 35%
    Crossbows:
    • Removed the Passive 'Aggressive Caster'
    • Added the New Passive 'Well Prepared'
      • Every 4 activated spells, your Q-slot spell cooldown is instantly reseted
    • Auto Fire (all Crossbows)
      • Shot interval: 0.5s -> 0.3s
      • Damage per Tick: 28.01 -> 37.00
      • Explosion Damage: 67.22 -> 89.00
      • Range: 11m -> 13m
    • Explosive Bolt (all Crossbows)
      • Energycost: 4 -> 3.5
      • Hitdelay: 0.5s -> 0.4
      • Standtime: 0.5s -> 0.4
    • Knockback Shot (all Crossbows)
      • Now also increases Atttack- and Cast Speed by 50% for 4s
      • Cooldown: 10s -> 8s
      • Knockback Distance: 5.27 -> 10.00
      • Damage: 41.13 -> 62.00
      • Hit Delay: 0.2s -> 0.1s
      • Standtime: 0.4s -> 0.2s
    • Snipeshot (regular Crossbow)
      • Damage: 380.25 -> 418.00
      • Range: 15m -> 16m
      • Standtime: 0.6s -> 0.4s
    • Sweeping Bolt (Heavy Crossbow)
      • Hit Delay: 0.4s -> 0.3s
      • Standtime: 1s -> 0.7s
      • Cooldown: 20s -> 18s
    Daggers:
    • Rapier Stabs (Bloodletter)
      • Cooldown: 20s -> 30s
      • Hitting an enemy below 40% now also reduces all your cooldowns by 10s
    Fire Staffs:
    • Contagious Fire (Infernal Staff)
      • Damage per tick: 65.00 -> 60.00
    Holy Staffs:
    • Holy Beam (all Holy Staffs)
      • Cooldown: 10s -> 16s
    • Celestial Sphere (Redemption Staff)
      • Heal per tick: 80.00 -> 90.00
    Nature Staffs:
    • Reanimate (all Nature Staffs)
      • Is now a channel instead of a cast ability:
        Revitalizes an ally, restoring 60 health and 10 energy per second. The ability can be channeled up to 5 times. (15s Cooldown, each tick consumes 8 energy)
    • Well of Life (Wild Staff)
      • Cooldown: 30s -> 25s

    Quarter Staffs:
    • Forceful Swing (all Quarter Staffs)
      • Cooldown: 15s -> 18s
    • Hurricane (Iron-Clad Staff)
      • Cooldown increased by 4s
    Swords:
    • Mighty Blow (Broadsword)
      • Damage: 276 -> 287
    • Spinning Blades (Dual Swords)
      • Max Health Damage: 8% -> 6%
    Helmets:
    • Emergency Heal (Guardian Helmet)
      • Cooldown: 40s -> 30s
    • Displacement Immunity (Knight Helmet)
      • Buff Duration: 10s -> 6s

    The post was edited 7 times, last by Retroman ().

  • Current changes are intended to go live with a patch early May. These Balance Changes are not finished and might change before the final version goes live.

    This post gets regularly updated with the latest changes of our internal playtests.


    Very Important:
    All these changes are still in testing and may vastly differ in the final patch. Sometimes we just try out various things, which may get reverted. Also the balance changes are not neccessarily all complete. Just because a certain item is not adjusted in the changelogs so far, doesn't mean it isn't on our 'need to be adjusted'-list. These changes are simply a snapshot of the current development and everything in there needs to be taken with a grain of salt.


    This thread is not meant to discuss these unfinished changes. It is just to give all players the same chance of guessing the direction of the next balance patch.


    Arcane Staffs:
    • Time Freeze (Great Arcane Staff)
      • Freeze Duration: 3s -> 4s
      • Cooldown 1200 IP: 34s -> 30s
      • Cooldown 1700 IP: 30s -> 26s
    Axes:
    • Life Leech (Passive)
      • Heal per Attack: 5.10 -> 6.10
    Bows:
    • Poisoned Arrow (all Bows)
      • Range: 11m -> 13m
    • Speedshot (all Bows)
      • Range: 11m -> 13m
    Crossbows:
    • Auto Fire (all Crossbows)
      • Damage per Tick: 37.00 -> 30.00
      • Explosion Damage: 89.00 -> 82.00
    Cursed Staffs:
    • Cataclysm (Damnation Staff)
      • Damage: 120 -> 160
      • Debuff Duration: 8s -> 6s
      • Cast Range: 10m -> 12m
      • Cooldown: 45s -> 30s
    Daggers:
    • Life Leech (Passive)
      • Heal per Attack: 3.73 -> 4.50
    Fire Staffs:
    • Flame Tornado (Blazing Staff)
      • Tick Damage vs Players: 51.00 -> 60.00
    Frost Staffs:
    • Freezing Wind (one handed Frost Staff)
      • Standtime: 0.6s -> 0.2s
      • Damage: 160 -> 174
      • Root Duration: 1.57s -> 2.00s
    • Ice Storm (Glacial Staff)
      • Damage vs Mobs: 16.70 -> 20.00
      • Damage vs Players: 35.00 -> 45.00
    • Ice Crystal (Permafrost Prism)
      • Cooldown: 45s -> 30s
    Hammers:
    • Life Leech (Passive)
      • Heal per Attack: 5.86 -> 7.00
    • Iron Breaker: (all Hammers)
      • Hit Delay: 0.5s -> 0.4s
      • Standtime: 0.6s -> 0.5s
      • Resistance Reduction: 0.12 -> 0.15
    • Ground Breaker (Polehammer)
      • Stun Area Width: 1.5m -> 2m
    Maces:
    • Life Leech (Passive)
      • Heal per Attack: 5.86 -> 7.00
    • Removed the spell Stalling Slam
    • Added the new Spell: Sacred Ground instead
      • Creates a 3m radius area in front of you. The area lasts for 6s and silences all enemy players in the area (ignoring crowd control resistance). Creatures in the area are silenced for up to 2.8s
      • Cast Time: 0.8s, Cooldown: 7s, Energycost: 6% of max energy
    • Threatening Smash (all Maces)
      • Hit Delay: 0.6s -> 0.5s
      • Standtime: 0.7s -> 0.6s
    • Vendetta (Camlann Mace)
      • Now also stuns all pulled enemies.
      • Damage: 113.96 -> 62.00
    Nature Staffs:
    • Revitalize (all Nature Staffs)
      • Energycost per tick: 8 -> 6
      • Energy Gain per tick: 10 -> 8
      • Health per Tick: 60 -> 80
    Quarter Staffs:
    • Life Leech (Passive)
      • Heal per Attack: 4.17 -> 5.00
    • Separator (base Quarter Staff)
      • Standtime: 1s -> 0.6s
    Spears:
    • Life Leech (Passive)
      • Heal per Attack: 4.81 -> 5.80
    Armors:
    • Fury (Soldier Armor)
      • CC Duration Increase per stack: 7% -> 4%
    • Haste (Hunter Jacket)
      • Damage Increase: 10% -> 20%
    • Electric Field (Stalker Jacket)
      • Cooldown: 60s -> 45s
    • Life Steal Aura (Hellion Jacket)
      • Minimum Heal: 7.02 -> 8.80
      • Maximum Heal: 23.09 -> 29.09
    Helmets:
    • Emergency Heal (Guardian Helmet)
      • The effect is now applied to up to 5 allies in a 4m radius

    The post was edited 4 times, last by Retroman ().

  • These changes are intended for the next content update. Since there is more time until these changes hit live, I want to try out various prototypes for completely new spells to spice up the variety in the meta, These spells may change quite a bit during the testing process.

    This post gets regularly updated with the latest changes of our internal playtests.


    Very Important:
    All these changes are still in testing and may vastly differ in the final patch. Sometimes we just try out various things, which may get reverted. Also the balance changes are not neccessarily all complete. Just because a certain item is not adjusted in the changelogs so far, doesn't mean it isn't on our 'need to be adjusted'-list. These changes are simply a snapshot of the current development and everything in there needs to be taken with a grain of salt.


    This thread is not meant to discuss these unfinished changes. It is just to give all players the same chance of guessing the direction of the next balance patch.

    Arcane Staffs:
    • Arcane Purge (all Arcane Staffs)
      • Cast Time: 1s -> 0.7s
    • Void (Malevolent Locus)
      • Cast Time: 0s -> 0.5s
    Axes:
    • Added new W-Spell: Spinning Blades
      • The caster gets surrounded by magic blades for 2.5s. Every 0.5s the blades deal magic damage to all enemies in a 6m radius. Each hit also increases the caster's damage by 4% for 3se. (stacks up to 10 times)
      • Damage per Tick: 27.82 -> 27.00 -> 24.00
    • Life Leach (Passive)
      • 15% Life Steal on all your auto attack damage (for more details see life steal changes at the bottom)
    • Vampiric Strike (one-handed Axe)
      • Removed the self Heal, instead the ability now uses the new life steal mechanics
      • One Rending Strike: Life Steals 30% of the damage dealt
      • Two Rending Strikes: Life Steals 60% of the damage dealt
      • Three Rending Strikes: Life Steals 100% of the damage dealt
    Cursed Staffs:
    • Enfeeble Blades (Lifecurse Staff)
      • Cast Time: 1.5s -> 1s
      • Hit Delay: 0.4s -> 0s
      • Standtime: 0.6s -> 0s
      • Damage per tick: 31.3 -> 33.0
    Daggers:
    • Life Leach (Passive)
      • 15% Life Steal on all your auto attack damage (for more details see life steal changes at the bottom)
    Fire Staffs:
    • Magma Sphere (Wildfire Staff)
      • Cast Time: 1s -> 0.6s
    Frost Staffs:
    • Added new Q-Spell: Ice Shard
      • Drop a big Ice Shard at a ground target. The impact deals magic damage to all enemies in a 3m radius.
      • Cast Time: 1.2s
      • Damage: 130 -> 140
    • Shatter (all Frost Staffs)
      • First Area Damage: 93.60 -> 80.00
      • Second Area Damage: 93.60 -> 100.00
      • Third Area Damage: 93.60 -> 120.00
    • Avalanche (Hoarfrost Staff)
      • Cast Time: 0.7s -> 0s
      • Hit Delay: 0s -> 0.2s
      • Standtime: 0s -> 0.4s
    Hammers:
    • Added new W-Spell: Ring of Tar
      • Cracks the earth open and creates a ring of tar in a 8m around the caster. This ring lasts for 4s and has a 2.5m width. When enemies are inside the ring their movespeed is reduced by 90% (ignores crowd control resistance)
      • Cast Time: 0.5s
      • Area Duration: 2.5s -> 4s
      • Area Width: 2m -> 2.5m
      • Reworked the visual effect (because it was hurting the visibillity of a battle)
    • Life Leach (Passive)
      • 15% Life Steal on all your auto attack damage (for more details see life steal changes at the bottom)
    • Bash Knee (all Hammers)
      • Slow Strength: 32% -> 30%
      • Slow Duration: 3s -> 4s
    • Giant Steps (Forge Hammers)
      • Now also increases attack range by 50%
    Holy Staffs:
    • Holy Blessing (all Holy Staffs)
      • Removed the Heal Over Time Effect
      • Added a Physical Armor increase by 0.85
      • The Buff now makes immune to any displacement effects
      • Duration: 8s -> 5s
      • Cooldown: 10s -> 15s
    • Desperate Prayer (one-handed Holy Staff)
      • Cooldown: 15s -> 12s -> 10s
    Maces:
    • Life Leach (Passive)
      • 15% Life Steal on all your auto attack damage (for more details see life steal changes at the bottom)
    • Deep Leap (normal Mace)
      • Close Range Damage: 147
      • Mid Range Damage: 184 -> 203
      • Max Range Damage: 258 -> 275
    • Vendetta (Camlann Mace)
      • Stun Duration: 1s -> 0.8s
    Nature Staffs:
    • Added new W-Spell: Rejuvenating Breeze
      • Increases the resistances of an ally by 0.44 for 2s and spreads Rejuvenating stacks to up to 10 allies in a 15m radius. The amount of Rejuvenation stacks depends on the amount of stacks active on the targeted ally.
      • Cooldown: 10s -> 16s
      • Energycost: 11 -> 15
      • Fixed the spell now working on 10 targets
    • Protection of Nature (all Nature Staffs)
      • Healing Increase: 50% -> 40%
    Quarter Staffs:
    • Added new W-Spell: Rising Blow
      • Hit enemies in a frontal cone, knocking them in the air for 0.9s and dealing physical damage
      • Knocked up duration: 0.9s -> 1.25s
      • Damage: 35 -> 50
    • Life Leach (Passive)
      • 15% Life Steal on all your auto attack damage (for more details see life steal changes at the bottom)
    • Cartwheel (all Quarter Staffs)
      • Armor Increase: 0.2 -> 0.1
    • Separator (Quarter Staff)
      • Removed the knock up.
      • Now enemy players are knocked back 14m instead (not applied to creatures). And a 40% slow is applied, which lasts for 5s
      • Radius: 5m -> 7m
    • Hurricane (Iron-Claded Staff)
      • Channel Duration: 3.5s -> 3s
    Spears:
    • Added new W Spell: Impaler
      • After 0.4s a giant spear will pierce through the ground. Dealing 170 physical damage and slowing enemies by 50% for 3s within the 2.5m radius impact area.
      • Damage: 170
      • Slow Duration: 40% -> 50%
    • Life Leach (Passive)
      • 15% Life Steal on all your auto attack damage (for more details see life steal changes at the bottom)
      • Life Steal: 10% -> 15%
    • Rooting Smash (Pike)
      • Doesn't consume the Spirit Spear charges anymore
      • Cast Range: 4m -> 5.5m
      • Standtime: 1.4s -> 0.7s
      • Energycost: 16 -> 14
    Swords:
    • Added new W-Spell: Parry
      • For 0.8s you become immune to damage and reflect all incoming damage back at the attacker. At the end of the channel you hit all enemies around you in a 6m radius, dealing 104 physical damage and silencing for 0.80s
      • The caster now can't accidently cancel the channel anymore
      • Silence Duration: 0.94 -> 0.80
    • Heroic Charge:
      • Move Speed Increase: 10% -> 12%
      • Attack Speed Increase: 10% -> 12%
    Armors:
    • Frost Shield (all Cloth Armors)
      • Cooldown: 60s -> 40s
    • Inferno Shield (all Leather Armors)
      • Cooldown: 60s -> 40s
    • Life Steal Aura (Hellion Jacket)
      • Now the lower the health of the caster, the more damage the aura deals to enemies. The caster now directly steals all the damage dealt. (see also life steal changes below)
      • Min Damage: 20 -> 20
      • Max Damage: 60 -> 40
    • Fury (Soldier Armor)
      • Cooldown: 30s -> 40s
    Shoes:
    • Wanderlust (Soldier Boots)
      • Duration after Max Stack: 9s -> 7s
    • Spectral Run (Specter Shoes)
      • Now IF the caster moves 20 meters or more, he can't attack other players for 3s after getting out of invisibility.
    Misc:
    • Reworked Life Steal Mechanics:
      • Life Steal now steals a percentage of the damage dealt.
      • Life Steal now doesn't count as healing. i.e. is unaffected by Heal Modifier or Healing Sickness.

    The post was edited 10 times, last by Retroman ().

  • These balance changes are intended for a mid season patch during Season 7. However the new spells are still early prototypes and might probably go into the game at later point, like the next content update.

    This post gets regularly updated with the latest changes of our internal playtests.


    Very Important:
    All these changes are still in testing and may vastly differ in the final patch. Sometimes we just try out various things, which may get reverted. Also the balance changes are not neccessarily all complete. Just because a certain item is not adjusted in the changelogs so far, doesn't mean it isn't on our 'need to be adjusted'-list. These changes are simply a snapshot of the current development and everything in there needs to be taken with a grain of salt.


    This thread is not meant to discuss these unfinished changes. It is just to give all players the same chance of guessing the direction of the next balance patch.

    Arcane Staffs:
    • Arcane Protection (all Arcane Staffs)
      • Range: 9m -> 11m
    • Arcane Purge (all Arcane Staffs)
      • Range: 9m -> 11m
      • Cast Time: 0.7s -> 0.5s
      • Hit Delay: 0.4s -> 0.2s
    • Time Freeze (Great Arcane Staff)
      • Hit Delay: 0.8s -> 1.1s
    • Void (Malevolent Locus)
      • Resistance Increase: 0.78 -> 0.45 -> 0.30
    Cursed Staffs:
    • Death Curse (one handed Cursed Staff)
      • The damage can't be reflected anymore
      • Removed the small instant Damage at the start
      • Fixed the delay before the Death Curse activated at the end
    • Cataclysm (Damnation Staff)
      • Armor Reduction: 0.17 -> 0.24
      • Damage: 160 -> 120
    Fire Staffs:
    • Added new W-Spell: Fire Artillery
      • After 1.5s become stationary for up to 6s and start to fire a projectile on target enemy every 2s. The projectile deals 55 magical impact damage and leaves a burning area on the ground for 6s. Every second this applies an Ignite Stack on enemies inside of it that lasts 3s. (Stacks up to 4 times)
    • Pyroblast (one handed Fire Staff)
      • Range: 12m -> 13m
      • Cooldown: 15s -> 14s
      • Instant Damage: 284.31 -> 300.00
    Frost Staffs:
    • Ice Shard (all Ice Staffs)
      • Damage: 140 -> 125
    Holy Staffs:
    • Flash Heal (all Holy Staffs)
      • Heal: 46 -> 48
      • Range: 12m -> 13m
    • Generois Heal (all Holy Staffs)
      • Range: 12m -> 13m
    • Holy Blessing (all Holy Staffs)
      • Range: 12m -> 13m
    • Sacred Pulse (all Holy Staffs)
      • Now, The spell knocks all enemies in a 5m radius around the target for 8m away, happens once after activation
      • Now: The healing affects only a single target
      • Cast Time: 1s -> 0s
      • Cooldown: 15s -> 10s
      • Heal per Tick: 15.8 -> 40.0 -> 35.00
      • Standtime: 0.4s -> 0.2s
      • Range: 11m -> 13m
    • Holy Orb (all Holy Staffs)
      • Adjusted Holy Orb projectile, to make it hit close targets more reliable
    • Desperate Prayer (One Handed Holy Staff)
      • Range: 12m -> 13m
    • Holy Explosion (Great Holy Staff)
      • Cooldown: 25s -> 20s
    • Divine Protection (Divine Staff)
      • Range: 12m -> 13m
    Quarter Staffs:
    • Concussive Blow (all Quarter Staffs)
      • Reworked the spell:
      • Damage: 77.81 -> 90.00
      • Standtime: 0.4s -> 0.3s
      • Hit Delay: 0.4s -> 0.2s
      • Now creates Threat on mobs
    • Cartwheel (all Quarter Staffs)
      • Cooldown: 7s -> 8s
    • Rising Blow (all Quarter Staffs)
      • Knock Up Duration: 1.25s -> 1s
    • Tornado (Soul Scythe)
      • Knock Up Duration: 2s -> 1.4s
    Nature Staffs:
    • Rejuvenation (all Nature Staffs)
      • Heal per Second: 7.9 -> 7.8 -> 7.6
    • Reworked Poison Thorns, (all Nature Staffs)
      • The spell is now called Thorns
      • Upon activation you imbue yourself with 5 Thorns Stacks for 10s.
      • Thorns Stack consumption: If you hit an enemy with your autoattack, you deal an additional 60 magical damage in a 3m radius (consuming 1 stack)
      • If an enemy hits you, you deal 30 magical damage to them (consuming 1 stack)
        • The spell is now moved to the Q-slot
        • Cast Time: 0.6s
        • Cooldown: 5s
        • Damage on Attack: 45 -> 60 -> 52
        • Damage on Reflect: 30 -> 12
        • Getting hit by mobs, doesn't remove stacks anymore. (only getting hit by other players)
    • Rejuvenating Breeze (all Nature Staffs)
      • Cooldown: 16s -> 20s
    • Circle of Life (one handed Nature Staff)
      • If the caster has at least 3 Thorns stack active, the spell also roots and damages enemies in the 11m radius
    Spears:
    • Impaler (all Spears)
      • Damage: 170 -> 140
    Swords:
    • Parry Strike (all Swords)
      • Cooldown: 12s -> 15s
      • Damage: 104 -> 80
    • Fearless Strike (Carving Sword)
      • Range: 13m -> 11m
    • Soulless Stream (Galatine Pair)
      • 0 Stack Damage: 88.89 -> 84.00
      • 1 Stack Damage: 142.22 -> 134.00
      • 2 Stack Damage: 213.34 -> 201.00
      • 3 Stack Damage: 302.22 -> 285.00
      • Bugfix: The debuff can now be cleansed
    Armors:
    • Crowd Control Resistance Factor:
      • Scholar Robe 0.00 -> 0.24
      • Cleric Robe 0.00 -> 0.22
      • Mage Robe 0.00 -> 0.20
      • Mercenary Jacket 0.20 -> 0.30
      • Hunter Jacket 0.15 -> 0.28
      • Assassin Jacket 0.10 -> 0.26
      • Soldier Armor 0.40 -> 0.40
      • Knight Armor 0.45 -> 0.45
      • Guardian Armor 0.50
    • Everlasting Spirit (Cleric Robe)
      • Cooldown: 60s -> 40s -> 50s
    • Taunt (all Plate Armors)
      • Reworked the spell:
        • When used against Creatures: Makes you the target of that creature
        • When used against Players: Increases your Damage by 30% and reduces your defense by 20% for 3s
    • Tenacity (Passive on all Plate Armors)
      • CC Resistance Increase -> 0.1 -> 0.2
    • Tenacity (Passive on all Plate Shoes & Helmets)
      • CC Resistance Increase -> 0.05 -> 0.1
    Helmets:
    • Iceblock (Cleric Cowl)
      • Can now be used after beeing stunned or silenced
      • Cooldown: 40s -> 60s
    • Circle of Inspiration (Druid Cowl)
      • Cooldown: 60s -> 45s
    • Mortal Agony (Stalker Hood)
      • Resistance Reduction: 0.5 -> 0.35
    • Growing Rage (Royal Hood)
      • Damage Increase per stack: 8% -> 6%
    • Emergency Heal (Guardian Helmet)
      • Heal Value: 10% -> 15%
    • Sacrifice (Graveguard Helmet)
      • Heal Value: 25% -> 20%
      • Can't be cast on self anymore
      • Cooldown: 60s -> 40s -> 50s
      • Cast Range: 9m -> 11m
    Shoes:
    • Blink (Cleric Sandals)
      • Range: 9m -> 10m
    • Raging Blink (Stalker Shoes)
      • Range: 7m -> 10m
      • Cooldown: 20s -> 25s
    • Battle Frenzy (Graveguard Boots)
      • Move Speed Increase: 80% -> 30% -> 40%
    • Elbow Smash (Judicator Boots)
      • Knock Up Duration: 1s -> 0.8s
    Misc:
    • If healers are constantly healing themselves they get a Self Healing Sickness. Which reduces all incoming healing by 25%
    • Healing Sickness is not triggered if the Healer heals any other target with a Q ability (should only impact solo Healers)
    • Healing Sickness is removed, as soon as another ally is healed with a Q ability

    The post was edited 13 times, last by Retroman ().

  • These balance changes are intended for some adjustments in an upcoming patch, will launch soon.

    This post gets regularly updated with the latest changes of our internal playtests.


    Very Important:
    All these changes are still in testing and may vastly differ in the final patch. Sometimes we just try out various things, which may get reverted. Also the balance changes are not neccessarily all complete. Just because a certain item is not adjusted in the changelogs so far, doesn't mean it isn't on our 'need to be adjusted'-list. These changes are simply a snapshot of the current development and everything in there needs to be taken with a grain of salt.

    This thread is not meant to discuss these unfinished changes. It is just to give all players the same chance of guessing the direction of the next balance patch.


    Crossbows:
    • Exploding Bolt (all Crossbows)
      • Damage: 102.73 -> 115.00
    Cursed Staffs:
    • Cataclysm (Damnation Staff)
      • The damage is now applied as a damage over time effect, which can't be stacked and can't be relfected anymore
      • Damage per tick: 27 -> 18
      • DoT Interval: 0.5s -> 1s
    Hammers:
    • Giant Steps (Forge Hammers)
      • Magic Resistance: 0.59 -> 0.35
    Holy Staffs:
    • Sacred Pulse (all Holy Staffs)
      • Cooldown: 10s -> 8s
    Nature Staffs:
    • Thorns (all Nature Staffs)
      • Cooldown: 6s -> 5s
      • Cast Time: 0.6s -> 0.4s
      • Standtime: 0.2s -> 0s
      • Can't be accidentally canceled by holding mouse button while casting
    Helmets:
    • Emergency Heal (Guardian Helmet)
      • Heal Value: 15% -> 10%
    Shoes:
    • Motivating Pain (Quarrier Workboots)
      • Can now only triggered by enemy damage (ally damage doesn't count anymore)
    Mounts:
    • Pierce Through (Siege Ballista)
      • Damage vs Players per tick: 1.5% -> 2%

    The post was edited 6 times, last by Retroman ().