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.
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)
- Condition: Activates on auto attack
- 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)
- Condition: Automatically activates when you get stunned or rooted
- 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)
- Condition: Activates when you cast a spell and your energy drops below 40%
- 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)
- Condition: Activates when you take damage and your health is below 25%.
- 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
- Condition: Activates on auto attack
- Added the Passive Aggressive Caster
- Removed the Passive Magic Force
- Enchanted Quiver (Regular Bow)
- Cooldown: 30s -> 25s
- Max Buff Duration: 25s -> 20s
- Vile Curse
- Cast Range: 8m -> 9m
- Number of Ticks: 4 -> 5
- Standtime: 0.4s -> 0.2s
- Cast Range: 8m -> 9m
- Cursed Sickle
- Cast Range: 12m -> 13m
- Cooldown: 4s -> 3.5s
- Cast Range: 12m -> 13m
- 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
- 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.
- Flame Pillar (Great Fire Staff)
- Damage: 169.12 -> 184
- 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
- Creates three areas in a row in front of the caster, each dealing magic damage.
- 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
- Can now be cast in a 11m radius and then moves 23m forward from that position.
- 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
- 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.
- Flash Heal (all Holy Staffs)
- Cast Time: 1s -> 0.8s
- Cast Time: 1s -> 0.8s
- Root Prison (Morning Star)
- Cooldown now scales with Item Power (100 IP: 33s; 1700 IP: 25s)
- Cooldown now scales with Item Power (100 IP: 33s; 1700 IP: 25s)
- Cartwheel
- Cooldown: 6s -> 7s
- Cooldown: 6s -> 7s
- Hurricane (Iron-Clad Staff)
- Cooldown now scales with Item Power (100 IP: 23.8s; 1700 IP: 19s)
- 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)
- Cooldown now scales with Item Power (100 IP: 37s; 1700 IP: 29s)
- Spear Throw (Heron Spear)
- Cooldown: 30s -> 25s
- Cooldown: 30s -> 25s
- Harpoon (Spirit Hunter)
- Cooldown: 30s -> 25s
- Cooldown: 30s -> 25s
- Dual Swords Normal Attacks
- Attack Interval: every 0.91s -> every 0.71s (Attack DPS stays the same)
- 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)
- Attack Interval: every 0.91s -> every 0.71s (Attack DPS stays the same)
- Spinning Blades (Dual Swords)
- Radius: 4m -> 5m
- Radius: 4m -> 5m
- Bloodlust (Mercenary Jacket)
- Heal per tick: 29.25 -> 26.00
- 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
- Duration: 6s -> 10s
- Protection of the Fiends (Demon Armor)
- The caster can now move freely during the channel.
- Reflected Damage: 45% -> 60%
- The caster can now move freely during the channel.
- Focused Run (Cleric Sandal)
- Makes now fully immune to Crowd Control Effects
- 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
- 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.
- Regular Shields
- Crowd Control Resistance Factor: 0.28 -> 0.36
- Crowd Control Resistance Factor: 0.28 -> 0.36
- Tower Shields
- Bonus Defense Factor: 0.16 -> 0.15
- Bonus Defense Factor: 0.16 -> 0.15
- Mistcallers
- Cooldown Reduction Factor: 0.162 -> 0.15
- Cooldown Reduction Factor: 0.162 -> 0.15
- Leering Canes
- Bonus CC Duration Factor: 0.3 -> 0.4
- 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)
- Now also increases Max Energy and energy regeneration (For Comparison, Tome of Spells energy factor: 0.15 / Eye of Secrets energy factor = 0.4)
- Direwolves
- Health Factor: 0.3 -> 0.24
- Health Factor: 0.3 -> 0.24
The post was edited 8 times, last by Retroman ().