The changes listed here are intended to go live with a patch soon to improve the meta in the corrupted dungeons.
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.
Crossbows
Armors
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.
Crossbows
- Knockback Shot (all Crossbows)
- Is now a skillshot, instead of a direct enemy targeted cast.
- Range: 8m -> 14m
- Hitdelay: 0.1s -> 0.2s
- Standtime: 0.2s -> 0.4s
- Cooldown: 8s -> 12s
- Is now a skillshot, instead of a direct enemy targeted cast.
- Exploding Shot (Light Crossbow)
- Doesn't count as a DoT anymore, thus it can't be removed by Emergency Heal
- Explosion Damage: 201.96 -> 180.00
- Doesn't count as a DoT anymore, thus it can't be removed by Emergency Heal
- Deadly Swipe (all Daggers)
- Energycost: 3 -> 6
- Energycost: 3 -> 6
- Shadow Edge (all Daggers)
- Stun Duration: 1.47s -> 1s
- Stun Duration: 1.47s -> 1s
- Bloodthirsty Blade (one-handed Dagger)
- Additional magic damage vs players: 60 -> 50
- Additional magic damage vs players: 60 -> 50
Armors
- Everlasting Spirit (Cleric Robe)
- The activation phase doesn't count as a buff anymore and thus can't be purged
- The activation phase doesn't count as a buff anymore and thus can't be purged
- Purging Shield (Mage Robe)
- The purge now is only activated by direct damage, either by an ability or auto attack. DoTs or Reflected damage do not trigger the purge anymore
- The purge now is only activated by direct damage, either by an ability or auto attack. DoTs or Reflected damage do not trigger the purge anymore
- Emergency Heal (Guardian Helmet)
- The Healing value now doesn't scale with healing modifiers anymore
- Replaced the percentage healing with a flat 150 healing, independent of the caster's max health (this also doesn't scale with healing modifiers)
- Cooldown: 30s -> 40s
- The Healing value now doesn't scale with healing modifiers anymore
- Taproot
- Max Health and Health Regen Factor: 0.42 -> 0.3
- Max Health and Health Regen Factor: 0.42 -> 0.3
- Healing Potions
- The Healing value now doesn't scale with healing modifiers anymore
- Healing Duration: 15s -> 10s (Heal Value per second stays unchanged, so the total healing output is reduced)
- The Healing value now doesn't scale with healing modifiers anymore
The post was edited 9 times, last by Retroman ().