The next patch will also include a few improvements to the corrupted dungeon meta, including the rework of Wind Wall. This patch is scheduled to be released in the Off-Season after the Crystal League Championship.
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
Frost Staffs
Just a bugfix, but it impacts the effectiveness of Freezing wind, which currently roots enemies faster than intended on live.
Cultist Cowl is meant as an item to counter fast hitting or fast casting builds, like Bow or Frost Staffs. However the long up-time of this debuff makes it currently too strong in Corrupted Dungeons, where it also incentivices gameplay styles too stall the fight until the 7s are over. Therefore the duration will be shortened to 4s an the damage per tick increased. So it can still be used too counter fast attacking builds, but the ability to stall the fight has been reduced a lot.
Reworked Wind Wall. Because in it's current state it was too strong as a tool that would create a lot of distance between the caster and the enemy player in Corrupted Dungeons, making it too strong in it's capability to reset the fight. The new Rework is a channel where the caster has commit, to a position, but it also increases the caster defenses, too keep it as an effective item for a support tank in group fights.
To reduce the impact of Healers winning 1v1 fights by just outsustaining the opponent, we are increasing the up time of Self Healing Sickness. This also means that the game now "remembers" when you last healed yourself with a Q-Ability for 60s. The Self Healing Sickness is entirely tied to the Q-Abilities of Healers, to not impact solo healers who are playing a damage Q. If the healer heals Instead it should only be a detriment to solo healers who try to win a 1v1 by purely outlasting the opponent. If the healer heals another ally with a Q (if an ally is around) the Self Healing Sickness will be removed.
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
Frost Staffs
Just a bugfix, but it impacts the effectiveness of Freezing wind, which currently roots enemies faster than intended on live.
- Freezing Wind (one-handed Frost Staff)
- Bugfix: Freezing Wind (Frost Staffs) now requires 3 stacks to root enemies, as intended.
- Bugfix: Freezing Wind (Frost Staffs) now requires 3 stacks to root enemies, as intended.
Cultist Cowl is meant as an item to counter fast hitting or fast casting builds, like Bow or Frost Staffs. However the long up-time of this debuff makes it currently too strong in Corrupted Dungeons, where it also incentivices gameplay styles too stall the fight until the 7s are over. Therefore the duration will be shortened to 4s an the damage per tick increased. So it can still be used too counter fast attacking builds, but the ability to stall the fight has been reduced a lot.
- Inner Corruption (Cultist Cowl)
- Debuff Duration: 7s -> 4s
- Damage per Tick: 61.43 -> 67
- Debuff Duration: 7s -> 4s
Reworked Wind Wall. Because in it's current state it was too strong as a tool that would create a lot of distance between the caster and the enemy player in Corrupted Dungeons, making it too strong in it's capability to reset the fight. The new Rework is a channel where the caster has commit, to a position, but it also increases the caster defenses, too keep it as an effective item for a support tank in group fights.
- Wind Wall (Knight Armor)
- The ability is now a 6-second uninterruptible channel
- Additionally, each time an enemy player enters the Wind Wall, the caster gets a buff that increases own resistances by 0.2 and Crowd Control Resistance by 0.3 for 6 seconds (stacks up to 5 times)
- The ability is now a 6-second uninterruptible channel
To reduce the impact of Healers winning 1v1 fights by just outsustaining the opponent, we are increasing the up time of Self Healing Sickness. This also means that the game now "remembers" when you last healed yourself with a Q-Ability for 60s. The Self Healing Sickness is entirely tied to the Q-Abilities of Healers, to not impact solo healers who are playing a damage Q. If the healer heals Instead it should only be a detriment to solo healers who try to win a 1v1 by purely outlasting the opponent. If the healer heals another ally with a Q (if an ally is around) the Self Healing Sickness will be removed.
- Holy Staffs
- Self Healing Sickness Duration: 20s -> 60s
- Self Healing Sickness Duration: 20s -> 60s
- Nature Staffs
- Self Healing Sickness Duration: 18s -> 60s
- Self Healing Sickness Duration: 18s -> 60s
The post was edited 3 times, last by Retroman ().