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
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
- Now also boosts attack speed of allies inside the area
- Tear Apart (Halberd)
- Instant Damage: 144.60 -> 137.37
- Instant Damage: 144.60 -> 137.37
- Rending Bleed Stacks (all axes)
- Healing Reduction: 10% → 7%
- Healing Reduction: 10% → 7%
- 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
- Removed the cast Speed Increase
- Multishot (all bows)
- Range: 11m -> 12m
- Range: 11m -> 12m
- Haunting Screams (Cursed Skull)
- Does not require Line of Sight anymore
- Does not require Line of Sight anymore
- Sunder Armor (all daggers)
- Armor Reduction vs mobs: 0.04 → 0.06
- Armor Reduction vs mobs: 0.04 → 0.06
- Flame Tornado (Blazing Staff)
- Damage vs Mobs: 47.23 → 43.45
- Damage vs Mobs: 47.23 → 43.45
- Frost Bomb (all Frost Staffs)
- Hit Delay: 2s -> 1.6s
- 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
- Hit Delay: 0.2s -> 0s
- Avalanche (Hoarfrost Staff)
- Cast Time: 1s -> 0.7s
- Cast Time: 1s -> 0.7s
- Frozen Hell (Icicle Staff)
- Cast Time: 1s -> 0s
- Standtime: 0.2s -> 0.4s
- Cast Time: 1s -> 0s
- Ice Crystal (Permafrost Prism)
- Damage vs mobs: 184.69 → 253.70
- Damage vs mobs: 184.69 → 253.70
- Holy Explosion (Great Holy Staff)
- Heal per Tick: 34.75 -> 40.67
- Heal per Tick: 34.75 -> 40.67
- Holy Touch (Lifetouch Staff)
- Cast Range: 3m -> 6m
- Can now be casted when silenced / stunned
- Cast Range: 3m -> 6m
- Salvation (Fallen Staff)
- Delay after cast: 3s -> 2s
- Energycost: 24 -> 18
- Delay after cast: 3s -> 2s
- 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
- The orb now always heals for the same amount, no matter the distance
- Hit & Run (passive)
- Spells to trigger the effect: 4 -> 6
- Spells to trigger the effect: 4 -> 6
- Poison Thorns (all Nature Staffs)
- Number of ticks: 10 -> 7
- Damage per tick: 11.94 -> 12.83
- Number of ticks: 10 -> 7
- 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.
- 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.
- Cartwheel (all Quarter Staffs)
- Cooldown: 5s -> 6s
- Cooldown: 5s -> 6s
- Forceful Swing (all Quarter Staffs)
- Auto Attack Damage Reduction vs mobs: 30% → 50%
- Radius: 5m → 6m
- Auto Attack Damage Reduction vs mobs: 30% → 50%
- Mystic Rocks (Staff of Balance)
- Energycost: 0 -> 20% of max energy
- Slow Strength: 60% -> 50%
- Energycost: 0 -> 20% of max energy
- Hurricane (Iron-clad Staff)
- Knockback Distance: 1.91m -> 5m
- Knockback Distance: 1.91m -> 5m
- Cripple (all spears)
- Cooldown: 15s -> 20s
- Cooldown: 15s -> 20s
- Reckless Charge (Spear)
- Range: 13m -> 11m
- Enemy airborne duration: 0.6s -> 0.5s
- Damage: 235.06 -> 198.90
- Range: 13m -> 11m
- Energy Regain (all helmets)
- Channel Duration: 7s -> 10s
- Energy per tick: 7.10 -> 8.10
- Channel Duration: 7s -> 10s
- Force Field (Cloth Cowls)
- Radius: 5m -> 6m
- Knockback Distance: 11.67 -> 14.22
- Radius: 5m -> 6m
- Energy Shield (Scholar Cowl)
- Physical Resistance: 0.16 -> 0.38
- Magic Resistance: 0.16 -> 0.10
- Physical Resistance: 0.16 -> 0.38
- Perpetual Energy (Royal Cowl)
- Duration: 10s -> 15s
- Duration: 10s -> 15s
- Mortal Agony (Stalker Hood)
- Armor Reduction: 0.54 → 0.50
- Armor Reduction: 0.54 → 0.50
- Electric Discharge (Judicator Helmet)
- Cast Time: 0s -> 1.2s
- Hitdelay: 0.6s -> 0s
- Cast Time: 0s -> 1.2s
- Speed Caster (Scholar Robe)
- Energy Cost Reduction: 40% -> 70%
- Energy Cost Reduction: 40% -> 70%
- Obsessive Burst (Druid Robe)
- Damage & Heal Power Increase per Stack: 8% -> 7%
- Damage & Heal Power Increase per Stack: 8% -> 7%
- Self Ignition (Specter Jacket)
- Can't be purged anymore
- Can't be purged anymore
- Fury (Soldier Armor)
- Increased CC Duration per stack: 10% -> 6%
- Increased CC Duration per stack: 10% -> 6%
- Force Shield (Judicator Armor)
- Healing Received Increase: 50% -> 35%
- Healing Received Increase: 50% -> 35%
- Focused Run (Scholar Sandals)
- Movespeed Increase: 60% -> 100%
- 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
- It's now a toggle spell and can't be purged
- Rotten Ground (Cultist Sandals)
- The area don't deal damage anymore, it instead reduces enemy resistances
- The area don't deal damage anymore, it instead reduces enemy resistances
- Spectral Run (Specter Shoes)
- Max Channel Duration: 20s -> 16s
- Max Channel Duration: 20s -> 16s
- 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.
- Gigantify Potions:
- Duration: 10s -> 8s
- Duration: 10s -> 8s
- 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%
- Low tier Base: 100% -> 100%
- Food Effect Progression (old)
- Base Stat value from Fish Food: 75% -> 70
- Cleansing any CC effect now grants a 1-second CC immunity
The post was edited 16 times, last by Retroman ().