The changes listed here are intended to improve the corrupted dungeon meta. These changes will probably be released in Call to Arms - Patch 6.
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
Quarter Staffs
Since Soul Shaker was too strong of a tool to stop any enemy engages, it's root duration is now not a fixed duration anymore, but can instead be shorted by diminishing returns and the target's crowd control resistance. The root duration now scales with Item Power and CC modifier, BUT it can never exceed the area duration.
Armors
Normalized all Out of Combat Regenration for all armors, so that resetting a fight for a short duration doesn't favor any armor type. Reduced the Wind Wall duration, to reduce it's possibility to reset fights in Corrupted Dungeons. It can still be used to create space, but with the shorter up-time the enemy has a better chance at chasing the target. The Wind Wall change is postponed to a later patch and will likely be a rework into a channeled ability wiht a longer duration, AND each enemy player that hits the wall will stack up a buff that increases the caster's resistances and CCR. This way it will be not a strong tool for running away, but still have the potential to work as a support tank in group fights.
All Healing Cast inside Corrupted Dungeons will now be reduced by 10%. This change should give healer builds less sustain in a 1v1, if Healers decide to fight we would rather encourage them to go for a DPS Q, then a full outsustaining build in 1v1. Life Steal abilities are not affected by this. However this Healding Debuff does weaken zhe Mercenary Jacket / Specter Hood combo, because Bloodlust is a Heal and not a Life Steal.
Currently DoTs do only put the caster in combat at the point, when the DoT is applied on an enemy, but doesn't refresh the combat timer on each tick for the aggressor. But since the enemy takes damage, the enemy's in combat passive timer is refreshed on each tick. This leads to the caster of the DoT getting out of combat before the player that got hit by the DoT. This will be changed so both players will stay for the same time in combat
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
Quarter Staffs
Since Soul Shaker was too strong of a tool to stop any enemy engages, it's root duration is now not a fixed duration anymore, but can instead be shorted by diminishing returns and the target's crowd control resistance. The root duration now scales with Item Power and CC modifier, BUT it can never exceed the area duration.
- Soul Shaker (Grailseeker):
- The Root Duration can now be shorter than the area duration
- Entering the area now applies a 3.5 second root which scales with Item Power and Duration Modifiers, but is reduced by CC Resistance and Diminishing Returns
- The root effect is still removed when the area ends or the player leaves the area
- The Root Duration can now be shorter than the area duration
Armors
Normalized all Out of Combat Regenration for all armors, so that resetting a fight for a short duration doesn't favor any armor type. Reduced the Wind Wall duration, to reduce it's possibility to reset fights in Corrupted Dungeons. It can still be used to create space, but with the shorter up-time the enemy has a better chance at chasing the target. The Wind Wall change is postponed to a later patch and will likely be a rework into a channeled ability wiht a longer duration, AND each enemy player that hits the wall will stack up a buff that increases the caster's resistances and CCR. This way it will be not a strong tool for running away, but still have the potential to work as a support tank in group fights.
Wind Wall (Knight Armor)
Wind Wall Duration: 4s -> 2s
- All Combat Armors now have the same Health Regeneration Bonus: 150%
- Scholar Robe, Royal Robe, Druid Robe: 80% -> 150%
- Cleric Robe, Fiend Robe: 70% -> 150%
- Mage Robe, Cultist Robe, Robe of Purity: 60% -> 150%
- Mercenary Jacket, Royal Jacket, Stalker Jacket: 150% -> 150%
- Hunter Jacket, Hellion Jacket: 140% -> 150%
- Assassin Jacket, Specter Jacket, Jacket of Tenacity: 130% -> 150%
- Soldier Armor, Royal Armor, Graveguard Armor : 200% -> 150%
- Knight Armor, Demon Armor: 210% -> 150%
- Guardian Armor, Judicator Armor, Armor of Valor: 220% -> 150%
- Scholar Robe, Royal Robe, Druid Robe: 80% -> 150%
All Healing Cast inside Corrupted Dungeons will now be reduced by 10%. This change should give healer builds less sustain in a 1v1, if Healers decide to fight we would rather encourage them to go for a DPS Q, then a full outsustaining build in 1v1. Life Steal abilities are not affected by this. However this Healding Debuff does weaken zhe Mercenary Jacket / Specter Hood combo, because Bloodlust is a Heal and not a Life Steal.
- Inside Corrupted Dungeons all Healing Cast is reduced by 10%
Currently DoTs do only put the caster in combat at the point, when the DoT is applied on an enemy, but doesn't refresh the combat timer on each tick for the aggressor. But since the enemy takes damage, the enemy's in combat passive timer is refreshed on each tick. This leads to the caster of the DoT getting out of combat before the player that got hit by the DoT. This will be changed so both players will stay for the same time in combat
- Each tick of a DoT now puts the original caster into combat again (currently they only get into combat on the first application of the DoT)
The post was edited 1 time, last by Retroman ().