The changes in here are intended to go live for the next content update. Some of the changes have been pushed back if we want to further evaluate on them or if they are related to the Faction Warfare Rework. Some of the smaller changes are just QoL improvments, polishing and general improvements in the combat mechanics. But as more time passes we will also make more adjustments to the meta that evloves after patch 13 goes live and improve some items that are underused at the moment. If we find anything too unhealthy in the meta developing in the live game individual changes will be patched in earlier.
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
- Magic Shock
- Cooldown: 4s ->
6s-> 5s
- Cooldown: 4s ->
- Rending Strike (all Axes)
- Damage: 60.33 -> 54
- Damage: 60.33 -> 54
- Rending Rage (all Axes)
- Time Window until the combo resets: 3s -> 2.5s
- Damage: 50 -> 62
- Time Window until the combo resets: 3s -> 2.5s
- Magic Arrow (Warbow)
- Reduced the size of the hitbox of the projectile, and adjusted the projectile position better match it's actual hitbox
- Projectile Speed: 16.1 m/s -> 17.7 m/s
- Reduced the size of the hitbox of the projectile, and adjusted the projectile position better match it's actual hitbox
- Rain of Arrows (Longbow)
- Damage per Tick: 50 -> 60
- Damage per Tick: 50 -> 60
- Slit Throat (Dagger Pair)
- Cast Time: 0.4s -> 0.3s
- Standtime: 1s -> 0.4s
- Now also reduces the enemy's Healing Received by 20% while the bleed is active
- Cast Time: 0.4s -> 0.3s
- Holy Blessing (all Holy Staffs)
- Physical Resistance: 0.4 -> 0.3
- Physical Resistance: 0.4 -> 0.3
- Divine Intervention (Hallowfall)
- Resistance Buff Duration: 4s -> 2s
- Resistance Increase per Stack: 0.18 -> 0.09
- Resistance Buff Duration: 4s -> 2s
- Ruthless Nature (Blight Staff)
- Caster's move speed is now increased by 15% during the channel
- Max Ticks: 6 -> 8 (Heal value per tick stays unchanged)
- Tick Interval: 1s -> 0.8s
- Total Channel Duration: 6s -> 5.6s
- Max Healing Targets: 5 -> 10
- Caster's move speed is now increased by 15% during the channel
- Soul Link (Ironroot Staff)
- Link Duration: 10s -> 7s
- Changed the targeting so it works now with casting on different targets via shortcuts
- Link Duration: 10s -> 7s
- Vault Leap (new E-slot ability on regular Quarterstaffs)
- Vault leap to the targeted position, dealing 175 physical damage in a 5m radius. Throws all enemies for 1s into the air.
- Cast Time: 0.7s (uninterruptible) / Cooldown: 20s / Cast Range: 15m
- Damage: 148 -> 175
- Knocked into air duration: 0.8s -> 1s
- Energycost: 21 -> 15
- Cooldown: 20s -> 15s
- Removed the invincibility buff at the end
- Cast Time: 0.7s (uninterruptible) / Cooldown: 20s / Cast Range: 15m
- Empowered Slam (all Quarterstaffs)
- Now also purges any shields available on the target
- Hitdelay: 0.4s -> 0.2s
- Standtime: 0.4s -> 0.2s
- Now also purges any shields available on the target
- Separator (all Quarterstaffs)
- The ability is moved to the W-slot and now available on all Quarter Staffs
- Cooldown: 15s -> 20s
- Root Duration: 2.5s -> 1.6s
- Damage: 149.18 -> 75
- The ability is moved to the W-slot and now available on all Quarter Staffs
- Reckless Charge (one handed Spear)
- Minimum Jump Distance: 0m -> 9m
- Minimum Jump Distance: 0m -> 9m
- Spear Throw (Heron Spear)
- Damage: 148 -> 186
- Energycost: 17 -> 18
- Hitdelay: 0s -> 0.2s
- Standtime: 0.8s -> 0.6s
- Projectile Speed: 16 m/s -> 20 m/s
- Damage: 148 -> 186
- Energy Emission (Robe of Purity)
- Cooldown: 30s -> 40s
- Cooldown: 30s -> 40s
- Self Ignition (Specter Jacket)
- The True damage to enemies now ignores any damage modifiers
- True Damage to enemies: 45 -> 66
- The True damage to enemies now ignores any damage modifiers
- Requite (Armor of Valor)
- Channel Duration: 3s -> 2s
- Channel Duration: 3s -> 2s
- Emergency Shield (Guardian Helmet)
- Shield Value: 400 -> 300
- Shield Value: 400 -> 300
- Motivating Worker's Song (Miner Cap)
- Now also makes immune to silence
- Removed CC Resistance Increase
- Now also makes immune to silence
- Shield Charge (Knight Boots)
- Shield Value: 350 -> 250
- Shield Value: 350 -> 250
- Evasive Jump (Royal Shoes)Range: 9m -> 12m
- Jump Time: 0.9s -> 0.86s
- Jump Time: 0.9s -> 0.86s
- Flee (Miner Workboots)
- The abiltiy will now always silence the caster even if he is immune to silence by another effect
- While silenced from Flee the caster will also be unable to use potions
- Cooldown: 60s -> 120s
- The abiltiy will now always silence the caster even if he is immune to silence by another effect
- Invisibility Potions
- Invisiblity now ends when changing a cluster
- Invisiblity now ends when changing a cluster
- Morgana Nightmare
- Flaming Trail
- The fear now doesn't affect enemies on mounts anymore
- The fear now doesn't affect enemies on mounts anymore
- Flaming Trail
- Saddled Moabird
- Time to Gallopp: 4s -> 2.5s
- Time to Gallopp: 4s -> 2.5s
- Saddled Winter Bear
- Direabear skins can be applied now
- Mount Health: 2365 -> 3379
- Armor: 253 -> 304
- Magical Resistance: 253 -> 304
- CC Resistance: 505 -> 404
- Direabear skins can be applied now
- Saddled Wild Boar
- Direboar skins can be applied now
- Direboar skins can be applied now
- Saddled Bighorn Ram
- Mount Health: 1352 -> 1689
- Base Move Speed: 45% -> 60%
- Mount Health: 1352 -> 1689
- Saddled Swamp Salamander
- Swamp Dragon skins can be applied now
- Mount Health: 676 -> 1014
- Swamp Dragon skins can be applied now
- Saddled Direwolf
- Mount Health: 405 -> 681
- Gallop Move Speed Bonus: 130% -> 132%
- Mount Health: 405 -> 681
- Saddled Swamp Dragon
- Move Speed Bonus: 90% -> 103%
- Move Speed Bonus: 90% -> 103%
- Saddled Direbear
- Mount Health: 2847 -> 3797
- CC Resistance: 394 -> 526
- Mount Health: 2847 -> 3797
- Grizzly Bear
- Mount Health: 2686 -> 3582
- Mount Health: 2686 -> 3582
- Saddled Terrorbird
- Time to Gallopp: 4s -> 2.5s
- Flash
- Movespeed Bonus during Flash: 300% -> 125%
- Movespeed Bonus during Flash: 300% -> 125%
- Time to Gallopp: 4s -> 2.5s
- Rhino
- Cracked Earth
- Cast Time: 1s -> 0.7s
- Standtime: 0.4s -> 0.2s
- Cast Time: 1s -> 0.7s
- Breakthrough
- Cast Time: 1.2s -> 0.8s
- Cooldown: 50s -> 30s
- Cast Time: 1.2s -> 0.8s
- Cracked Earth
- Reflected Damage is not affected by any Damage Modifiers anymore
- To accomoadte the changed mechanic the reflect values of individual abilities have no these values:
- Deflecting Spin: 80% -> 100%
- Parry Strike: 100% (unchanged)
- Frost Shield: 10% -> 15%
- Inferno Shield: 30% -> 38%
- Protection of the Fiends: 50% (unchanged)
- Retaliate: 70% (unchanged)
- Deflecting Spin: 80% -> 100%
- To accomoadte the changed mechanic the reflect values of individual abilities have no these values:
- Reflecting True Damage will now cause the reflected damage to also act as true damage
- Healing Debuffs can't be stacked to nullify all Healing Output anymore, there is no a cap on the maximum debuff value
- Minimum Value - Healing Recieved Bonus: -70%
- Minimum Value - Cast Bonus: -70%
- Minimum Value - Healing Recieved Bonus: -70%
The post was edited 22 times, last by Retroman ().