Pinned NDA Balance Playtests

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  • Most changes in listed here are intended for a mid- Energy Surge Season Balance Patch. There will be more changes appearing here in the next 1-2 weeks. In the Mid-Season patch we want to improve various underused items / weapons. While also making changes to items and abilities, that are either too dominant in it's role and hurting overall variety by it or if they have playstyles that are not very fun to fight against. Big reworks, like the Black Hands, will go live with the next content update.

    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

    Already Live:

    Arcane Staffs
    The Locus is a very strong support weapon in ZvZs. At the moment it allows for a dual role whenever the frontline engages or is engaged, whereby it both removes the enemy’s buffs and cleanses all allies, thus fulfilling the role of offensive and defensive support whenever the frontlines clash. So that more considered decisions have to be made in these situations, the purge effect of the Void has been removed. This will open the ZvZ meta up to other support weapons, with less focus on this single item. Additionally, the max target count for Motivating Cleanse has been increased to make it more useful in large-scale fights.
    • Motivanting Cleanse (all Arcane Staffs)
      • Max affected targets: 5 -> 10
    • Void (Malevolent Locus)
      • Doesn't Purge enemies anymore
    Crossbows
    Explosive Mine damage had been lowered in the past to reduce the one-shot heavy meta in previous patches. However, since AoE Escalation has been reduced since then, we’ve reverted the damage nerf here in order to make the Explosive Mine a ZvZ force to be reckoned with once again.
    • Explosive Mine (Weeping Repeater)
      • Damage: 230 -> 270
    Cursed Staffs
    Enfeeble Blades is currently a very underrepresented ability in game. To give it a more useful role, it has been reworked into a ground target area which purges each enemy hit. Since the Locus is now limited to cleanse only, Lifecurse Staff can take over the role of AoE purging in large-scale fights.
    • Enfeeble Blades (Lifecurse Staff)
      • The ability can now be cast at the ground and doesn't require an ally target anymore. The Blades will then stay on the ground area instead.
      • It is now a channeled ability and the Blade area lasts for the channel duration
      • The cast and channel is now uninterruptible
      • Enfeeble Blades now keeps purging enemy buffs on every hit. (It doesn't purge enemy HoTs)
      • Cast Range: 11m -> 15m
      • Cast Time: 1s -> 0.6s
      • Area Radius: 6m → 5m
      • Area Duration: 5s → 4s
      • Damage Debuff per Stack: 5% → 4%
      • Debuff Max Stacks: 10 → 5
      • The cooldown now scales with Item Power:
        • 900 Item Power: 50s
        • 1700 Item Power: 34s


    Fire Staffs
    Wildfire Staff has been struggling to find a valuable spot in group compositions. Its core mechanic means that it is not very suitable for small-scale fights, while in large-scale combat it is outshone by other DPS options. To give it a specific DPS sub-role that is specifically suited to punishing the enemy frontline, the burning effect will now ignore armor and deal 3.75% of the player's max health per tick. This will make it more desirable against tanks and heavily-armored players. This fits the ability design better, as the rolling Magma Sphere is quite difficult to land on the enemy’s backline but much better suited to punishing an overextended frontline.
    • Searing Flame (all Fire Staffs)
      • Fixd a bug with the collision detection at max range. This means that it's effective range is now increased.
    • Magma Sphere (Wildfire Staff)
      • Projectile Speed: 7.67m/s -> 11.5m/s
      • Cast Speed: 0.6s -> 0.4s
      • Instant Damage: 267.43 -> 296
      • Ignite Damage per tick: 20.06 -> 3.75% of the targets Max Health
    Hammers
    Hammers have been the main tank in 5v5 Crystal League play for a while. To make them somewhat less powerful, the damage and armor reduction of Iron Breaker, which could generate heavy pressure over the course of a fight, has been reduced. In addition, the cooldown of Power Geyser has been increased by 2 seconds to reduce the up-time of this ranged displacement. Furthermore, the stun duration of Tackle has also been reduced slightly as this, along with its mobility on a rather low cooldown, made it more valuable than other Hammer E-abilities.
    • Iron Breaker (all Hammers)
      • Resistance Reduction: 0.14 -> 0.12
      • Damage vs Playes: 120 -> 90 (Damage vs Mobs stays unchanged)
    • Power Geyser (all Hammers)
      • Cooldown: 8s -> 10s
    • Tackle (Great Hammer)
      • Stun Duration: 2.35s -> 2.10s
    Holy Staffs
    Healers in Albion offer a very strong sustain, meaning they have the tools to prevent their group members from simply being burst down in group fights. As a result, Healers are usually designed without a lot of damage in their kit, and are thus encouraged to use their Q-slot either for full sustain or additional damage. However, there is also the option to go full sustain and get damage from other sources such as potions, capes, or armor. To balance this approach, base damage output has been reduced when equipping any healing staff. Healers can negate this penalty by using the damage ability on the Q-slot. This change should reinforce the original intention: that Healers choose between sustain and damage.
    Flash Heal is currently rarely used and has thus been reworked. Instead of a spammable heal without cooldown, a 3s cooldown has been added for a rebalanced high-impact heal, meaning Healers don’t have to remain still to get the maximum healing output of this ability. Cast Time has also been reduced to make it less susceptible to interrupts, but the hit delay has been kept in order to use the same telegraphing on the ground for allies and enemies to react to.
    Additionally, some E abilities of the Holy Line have been adjusted: Holy Explosion has high healing output and good defensive utility with its knockback - to reduce the self-sustaining quality of this ability, the energy cost per tick has been increased; Celestial Sphere is now an uninterruptible cast so that it can't be fully denied as it often is in the competitive 5v5 scene - the ability also allows for counterplay after the cast, while the sphere is still bouncing between targets; lastly, Hallowfall's cooldown Reduction now receives a slight buff when hitting an ally - this change is meant to alleviate somewhat the downside of its very long base cooldown.
    • Equipping any holy staff reduces all damage output by 50%
    • Smite (all Holy Staffs)
      • Now increases the caster's damage by 50% for 8s
    • Flash Heal (all Holy Staffs)
      • Cooldown: 0s -> 3s
      • Cast Time: 0.8s -> 0.4s
      • Hit Delay: 0s -> 0.4s
      • Heal: 34 -> 130
      • Removed the additional 10% Healing per target effect
    • Holy Explosion (Great Holy Staff)
      • Energycost per tick: 3.6 -> 4.0
    • Celestial Sphere (Redemption Staff)
      • The cast is now uninterruptible
    • Divine Intervention (Hallowfall)
      • Cooldown Reduction when Healing an ally: 35% -> 40%
    Maces
    Maces have been out of the Crystal League 5v5 meta for a while now, so to give them a potential unique tank role Guard Rune has received an overhaul to make allies immune to knockbacks and stuns. This could be used to support a caster backline like Holy, Frost or Fire, protecting them from displacement and stun-heavy enemy front lines (Casters currently have difficulty getting into the meta because of this type of frontline). To further increase the attractiveness of Mace tanks, the value of Sacred Ground has been increased with a slow effect added to it, to offer some value in reducing enemy movement too. Furthermore, Battle Howl's cooldown has been reduced so that it better fits into the faster meta that has developed over the years. The ability to remove HoTs on this item is now on a lower cooldown than the Nature Cleanse and could create a lot more value against Nature Healer comps.
    • Sacred Ground (all Maces)
      • Cast Time: 0.8s -> 0.6s
      • Enemies inside the area are now slowed by 20%
    • Guard Rune (all Maces)
      • Now allies inside the area are immune to forced movement and stun
      • Resistance Increase: 0.20 -> 0.25
      • Removed the Healing Increased bonus
    • Battle Howl (Heavy Mace)
      • Cooldown: 20s -> 15s
    Nature Staffs
    As noted above (under Holy Staffs), base damage output when equipping healing staffs has been reduced. This is to counter a workaround whereby Healers could go full sustain on the Q-slot and get damage from other sources. Now they would have to use the Q-slot damage ability to counter the reduced base damage output, in line with the original intention that they choose between sustain and damage.
    Spirit Animal is currently underrepresented in large scale fights, although it is in precisely these situations that it is meant to shine. To increase its impact, cast range has been adjusted and the cast direction can now be chosen independently. This allows the Healer to better support his army from the back line.
    • Equipping any nature staff reduces all damage output by 50%
    • Thorns (all Nature Staffs)
      • Now increases the caster's damage by 10% for 10s (stacks up to 5 times)
    • Spirit Animal (Rampant Staff)
      • Cast Range: at caster -> 12m
      • Now cast direction can be selected independent from the cast position
      • Base Heal per tick: 12 -> 13.5
    Spears
    Spears are a highly versatile weapon, offering a lot of utility and different options for different situations. This high utility, paired with its strong sustain damage, makes it difficult for weapons that are focused on pure damage and less utility to compete with spears. For this reason we have reduced the sustain damage of the Auto Attack Buff.
    • Spririt Spear Charge (all Spears)
      • Normal Attack Damage Increase: 40% -> 32%
    Swords
    As with the Weeping Repeater, Galatine Pairs were nerfed before to mitigate the one-shot heavy meta, but this has now been reverted to make them a notable force in ZvZ again.
    Crescent Slash has also not yet found widespread use since the recent rework. Since it had so many different effect possibilities per stack, the additional value of each effect was balanced very low to make up for this added utility. This was probably too low, however, so the value of 2-stack and 3-stack effects has now been increased.
    • Crescent Slash (Clarent Blade)
      • 2 stacks - Silence Duration: 0.8s -> 1.4s
      • 3 stacks - Additional Damage: 48 -> 94
    • Soulless Stream (Galatine Pair)
      • 0 Stack Damage: 75 -> 84
      • 1 Stack Damage: 119 -> 134
      • 2 Stack Damage: 179 -> 201
      • 3 Stack Damage: 254 -> 285
    Shoes
    Druid Sandals have been out of the meta for a while now. The slowing effect they provide is very strong, which is why move speed gain was limited. But the current low move speed seems too much of a disadvantage, meaning the ability is hardly used. For this reason mobility has been slightly increased, while still having something like Run provide much higher mobility.
    • Frost Walk (Druid Sandals)
      • Move Speed Increase: 30% -> 45%
    Mounts
    The Tower Chariot is currently one of the weaker Battle Mounts in the game. Since the Tower Chariot will be returning as a reward for the Energy Surge season, it has received a slight overhaul to make it a potential useful support in the modern ZvZ meta.
    • Tower Chariot
      • Health Factor: 3.6 -> 5.3
    • Energy Cloud (Tower Chariot)
      • Standtime: 0.3s -> 0s
      • Removed the reduces Energy Cost
      • Instead it restores now 3 energy per second (stacks up to 2 times)
    • Toxic Crystal Waste (Tower Chariot)
      • Standtime: 1s -> 0.6s
    • Tower Shield (Tower Chariot)
      • The shield doesn't restore energy anymore
      • The shield now also affects mounts


    Planned for next Content Update:

    Bows
    The recent change to bows allowes for more counter play on the enemies. However the short buff duration has been a bit too strict, making it now too easy to keep a bow player in check and denying the burst damage from Enchanted Quiver.
    • Enchanted Quiver (Regular Bow)
      • Attack Buff Duration: 2.5s -> 3.5s


    Daggers
    With the introduction of War Gloves, Black Hands have also been reworked into a more fitting item for the Dagger line. Black Hands previously felt somewhat out of place in that weapon tree, so a new dagger has been added that is better suited to the assassin theme. Additionally, it is now less effective to chain Disembowel into itself with multiple players, improving its burst damage but making it less useful for simply holding enemies in place.
    • Black Hands have been replaced by a one-handed dagger: Demonfang
    • Devastating Strike (E-slot) removed
    • Demonfang has a new E-slot ability, Blood Ritual:
      • Infuse your blade with blood magic and swing it in front of you, dealing magical damage to all enemies hit but also applying Damage over Time to yourself. (Self-damage stacks up to 3 times). Can be recast again a maximum of 3 times; each recast increases cooldown.

    • Disembowel (Claws)
      • Channel Duration: 2.8s → 1.9s
      • Number of Hits: 10 → 7
      • Damage per Hit: 31.26 → 45
      • The root effect is now heavily affected by Diminishing Returns, so players hit by Disembowel twice in a row are not rooted for the full channel the second time
    Fire Staffs
    With the last patch's overhaul, we saw Wildfire Staff finally come back as a deadly force to be reckoned with. However, the burst damage potential made it a bit too deadly, so we have toned down the true damage part.
    • Magma Sphere (Wildfire Staff):
      • Total Max Health Damage: 15% → 12%
    Quarterstaffs
    This update improves the general feel of auto-attacks for Quarterstaffs. Attack animations have been overhauled to make them more dynamic with a faster average hit interval. Damage-per-second and the time for passives to activate remain unchanged. Additionally, the range of auto-attacks and some targeted abilities were increased to emphasize the weapon's range. These changes are primarily intended to make Quarterstaffs more enjoyable. However, since Grailseeker is already very strong in various content types and will benefit from the range increase, the duration of its wall and root effects has been reduced.
    • Auto Attacks:
      • Auto Attack Range: 3m -> 4m
      • Auto Attack Speed: every 1s -> every 0.5s (on average)
      • Auto Attack damage per hit is halfed.
    • New Auto Attack Animations and timings for blunt Quarterstaffs:
      • 3 Hit Combo with varied attack speed and damage:
        • Quarterstaffs
        • Iron-Clad Staff
        • Staff of Balance
        • Grailseeker
    • New Auto Attack Animations and timings for bladed Quarterstaffs:
      • Constant quick 2 Hit attacks:
        • Double Bladed Staff
        • Black Monk Staff
        • Soulscythe
    • Concussive Blow (all Quarter Staffs)
      • Range: 3m -> 4m
    • Empowered Slam (all Quarter Staffs)
      • Range: 3m -> 4m
    • Soul Shaker (Grailseeker)
      • Wall Duration: 4s → 3.5s
      • Root Duration: 3.5s → 3s
    • Stunning Strikes (Passive on all Quarterstaffs)
      • # of needed Auto Attacks: 5 -> 10
    • Ebergetic (Passive on all Quarterstaffs)
      • Energy per hit: 1.24 -> 0.62
    • Dreadladen Fighting (Passive on all Quarterstaffs)
      • # of needed Auto Attacks: 4 -> 8



    Armors
    Mercenary Jacket formerly synergized extremely well with DoT weapons but less so with other weapon lines. To change this, max healing now requires fewer hits. Max healing output will remain almost the same. However, DoTs now no longer trigger the healing effect, opening up the ability to work with more weapon combinations. Additionally, the buff duration has been reduced, so countering it by denying the damage is a more effective option against it. We've also ensured that Fiend Robe and Graveguard Armor can’t be used to chain-CC enemies by multiple players using the same abilities.

    • Fear Aura (Fiend Robe):
      • Reworked the Fear Aura immunity effect:
        • If an enemy gets hit by Fear Aura, after 3s that enemy becomes immune to Fear Auras for 5s
    • Bloodlust (Mercenary Jacket):
      • Now only heals on Direct Damage (DoTs don't trigger healing anymore)
      • Max amount of heals: 15 → 9
      • Heal per Hit: 26 → 42
      • Buff Duration: 8s → 6s
    • Soul Chain (Graveguard Armor):
      • Enemies pulled by the chain are immune to another Soul Chain for 10s
    Helmets
    Howl has been overhauled to feel more modern with no standtime and better application of its debuff. Additionally it can now be used as an ranged interrupt. So it can also be used on leather helmets as an additional utility spell to swap to. We added a small cast time to Flash of Insight to allow better counter play against builds that use double Mercenary Jacket. It also adds another layer of decision making on when to best use the ability instead of just using it everytime after using an armor ability. To make interrupts not completely devastating the cooldown when the cast is interrupted is halved.
    • Howl (all Leather Helmets)
      • Standtime: 0.6s -> 0s
      • Now also interrupts enemy spell casting
      • Range: 10m -> 12m
      • Attack Speed Reduction: 15% -> 40%
      • Attack Speed Reduction Duration: 8s -> 5s
      • Slow Strength: 30% -> 35%
      • Slow Duration: 8s -> 5s
    • Flash of Insight (Specter Hood)
      • Added a 0.5s cast time
      • Hitdelay: 0.4s -> 0s
      • Interrupting the cast will cause the ability to go on a 30s cooldown.
    Shoes
    Royal March is still dominating the shoe-meta in Corrupted Dungeons. The general playstyle of this item is good for the feature, because it is better at chasing than at escaping, However it is also not healthy if it completely outshines every other shoe item in this content and limits build variety. Therefore we keep the strong chase potential but remove the additional combat buff in terms of resistances it provided. So the item is specialized only in it's strong chase ability and no extra value in the actual fight.
    • Royal Boots
      • Removed the Bonus Defense buff
    Potions
    Poison potions have been pretty strong in a vast range of activities including PvE, ganking, and small-scale PvP. Particularly in ganking groups, poison potions bring too much value, where getting close enough to throw a poison once at the target is enough to keep them out of gallop for a fatal duration. This strategy doesn’t offer much interaction for the chased player on the mount, and as such the throw range and poison duration have been reduced to make it less easy to apply and allow mounts to regain gallop faster. This also reduces the overall damage output of poisons, which were already a very strong option for a lot of content and should still see plenty of use.
    • Poison Potions
      • Range: 11m → 9m
      • Number of Ticks: 7 → 5
      • Poison Duration: 6s → 3s
    Mount Changes
    To encourage players to explore the open world and actively fight mobs, dismounting rules have been changed. If a player dismounts with no enemy player within 40m, the player can instantly use their three weapon abilities (Q, W, and E). However, the other ability slots (head, armor, shoe, potion and food) will retain a 5s cooldown after dismounting.
    In addition, mount health for most mounts used for travel, gathering, and small-scale transport has been increased, to better their chances of surviving being hit by fully charged mobs. Mount health had generally fallen behind in relation to players’ damage potential over the years, as mounts remained with much the same health pools while that of players increased. Health for these mounts has increased by roughly 25-50%, making them better equipped to survive the new challenges introduced in this update.
    • Q, W, and E ability slots now have a 0s cooldown when no enemy player is within a 40m range
    • Unable to auto-attack players after dismount: 3s → 5s
    • Mounting up on a mount with abilities (e.g. Elite Faction Mounts) no longer places mount ability slots on a 10s cooldown
    • Time-until-gallop stat on mounts: previously, the time it took to get back into gallop was always a fixed 8s regardless of the mount. Now, the time it takes to get back into gallop after taking damage varies by mount (this is the "time-to-gallop" stat on the mount). This makes it easier to escape ganks while mounted and encourages more players to venture into the Outlands to take part in the new content added with this update. At the same time, gankers stand to benefit from this elevated overall activity, which should more than offset the fact that individual ganks might become somewhat harder.
    • Mount Base Health Factor:
      • Riding Horses: +50%
      • Armored Horses: +60%
      • Oxen: +20%
      • Rams (transport): +20%
      • Direwolves: +26%
      • Cougars: +25%
      • Direboars: +30%
      • Stags: +50%
      • Lizards: +28%

    The post was edited 21 times, last by Retroman ().

  • We are currently working on a combat balance patch with various tweaks to go live shortly after the Crystal League Championship. Mainly toning down some abilities / items that have been very dominant in certain content types. A later patch afterwards will then focus again more to overhaul some underused items and abilities.

    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


    Bows
    Regular Bows is still a very strong pick in 5v5 Crystal League. Tp make make the damage output a bit less explosive the ramp up to the max stack buff takes now a little longer. Ontop of this change the attack buff stacks now fall faster off if the bow is unable to keep attacking. These changes should offer more counter play and a bigger reaction windows for the enemy team, while still keeping the general bow playstyle in tact, where it can focus single enemies down really fast, once max attack buff stacks are reached.
    • Enchanted Quiver (Regular Bow):
      • Attack Damage Increase per Stack: 35% -> 30%
      • Attack Speed Increase per Stack: 15% -> 13%
      • Max Attack Buff Stack: 6 -> 7
      • Attack Buff Duration: 5s -> 2.5s
    Cursed Staffs
    Cursed Staffs are another top pick for 5v5 Crystal League. With the last buffs to Dark Matter, the ability has become a very dominant pick for 5v5s. While we are happy to see this ability back in the meta, it currently gives Cursed Staffs a little too much burst damage, which will be toned down a bit.
    • Dark Matter (all Cursed Staffs)
      • Damage vs Players: 78 -> 73
    Holy Staffs
    The combination of sustain and mobility makes Hallowfall too strong in Corrupted Dungeons. By increasing the Cooldown of Divine Intervention, while also increasing the Cooldown Reduction when at least an ally is healed, the mobility and sustain for solo Hallowfall players is reduced, without impacting it's effectiveness when used to heal allies in group fights.
    • Divine Intervention (Hallowfall)
      • Cooldown: 25s -> 30s
      • Cooldown Reduction when hitting an ally: 20% -> 35%
    Nature Staffs
    Nature Staffs have also become very dominant healers in the 5v5 Crystal League. Similiar to Cursed Staffs the buffed ability Cleanse Heal was introduced to help with Natures's weakpoint, dealing with burst damage. This makes Holy Staffs less attractive, whose main purpose is to be very good at dealing with burst damage.That's why we increase cooldown of Cleanse Heal, to make the burst heal and cleanse less often available and increase the potential for Nature Staff teams to be bursted down. The Blight Staff change is mainly intended too tone down it's combination of mobility and sustain in Corrupted Dungeons, where the slow also helps to create distance or can be used to catch up to enemies. To make up for the slow effect removal in group fights, Ruthless Nature now heals more when allies are around and less when used alone.
    • Cleanse Heal (all Nature Staffs)
      • Cooldown: 15s -> 18s
    • Ruthless Nature (Blight Staff)
      • Doesn't slow enemies anymore
      • Healing Output is now lower when used alone and higher when an ally is affected
        • Healing (alone): 39 → 36
        • Healing (at least another ally): 39 → 42


    Spears
    Glaive has now been a very strong frontline melee DPS in the 5v5 Crystal League. Especially the short cooldown of Fling gives the weapon a lot of control, we will increase the cooldown of Fling to make the control less oppresive.
    • Fling (Glaive)
      • Cooldown: 15s -> 20s
    Swords
    With the buffs to Heroic Charges in the last patch, the Broasword particularly became a very straight forward weapon with high constant damage output from a very low cooldown E-ability, which can be hard to counter. To make it less oppressive we are increasing the Cooldown of Mighty Blow. This will increase the gaps between the damage spikes and resistance increases.
    • Mighty Blow (Broadsword)
      • Cooldown: 10s -> 12s
    Shoes
    The buff from the latest patch made Royal Boots a top choice in Corrupted Dungeons. They offer a very strong shoe ability to chase down oponents, if they are not interrupted or purged. Which makes the ability very risky to use for disengagements. In this way they work as intended. However the max moevement speed they currently provide is just a little too high. They are also very good to suddenly rush to an enemy off-screen, hit that enemy player once to prevent the player from changing abilities. That is why we are reducing the max speed, to give more time to react to a player rushing in with max Royal March stacks.
    • Royal March (Royal Boots)
      • Movement Speed Increase per Stack: 9% -> 8%

    The post was edited 5 times, last by Retroman ().

  • We are currently started working on another patch with changes to some currently under utilized weapons. The bigger changes will be released in a later patch, but some of the smaller adjustments will go live earlier. You can expect more changes to be listed here in the next weeks.

    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

    Already Live:

    Axes
    The requirement of maintaining Adrenaline Boost with autoattacks made it too difficult to use this ability to chase enemies. In order give Axes a better chance at staying on enemies (without allowing Adrenaline Boost for free disengages), this ability will now stay active with any direct ability damage (e.g. Rending Spin, Whirlwind).
    • Adrenaline Boost (all Axes):
      • Ability damage (i.e. a successful hit with Whirlwind) has been added as a condition to keep the buff active
    Maces
    One-handed Maces are intended to be the damage-oriented "bruiser" of their weapon tree. But their current combination of damage, CC and mobility makes them too strong of an all-rounder in many fields. Hence the stun duration is shortened. Additionally, there is a bugfix for the invulnerability duration to better match the time in the air.
    • Deep Leap (One-handed Mace):
      • Stun Duration: 2.2s → 1.8s
      • The invulnerability is now lasting only during the jump animation. (on live it currently lasts a little longer than the actual animation)
    Planned for the next Patch:

    Axes
    Overhauled the Bloody Reap, it is now more of an AoE execution tool, instad of strong AoE sustain damage. To make it more distinct from the Halberd playstyle, which already focuses on AoE sustain damage. Additionally we reduced the standtime of the first two hits for Rending Rage, to make it easier to keep up with your enemies.
    • Rending Rage (all Axes)
      • 1st and 2nd Hit Standtime: 0.3s -> 0.2s -> 0.16s
      • Cooldown between Hits: 1s -> 0s (Now only limited by GCD)

    • Adrenaline Boost (all Axes)
      • Time Window for the direct damage conditon: 2.5s -> 3.5s
    • Battle Rush (all Axes)
      • Doesn't require a target anymore. It is instead a ground target dash with the AoE Effect.
    • Bloody Reap (Infernal Scythe)
      • First Hit Damage: 74.45 -> 108
      • Second Hit doesn't apply the DoT anymore
      • Second Hit does now extra damage if the enemy has below 40% health
      • Damage above 40% Health: 74.45 -> 108
      • Damage below 40% Health: 74.45 -> 240
    Daggers
    Deadly Swipe now consumes more energy when it is used purely for mobility, but it is now more energy efficient when it is used to fight another player. Currently Daggers Chain Slash has too much value making it in many situations the clear best choice, so we are reducing the damage output of it. Ontop we are overhauling Dash to ture it into a quick repositioning tool and damage buff, to make the playstyle more interesting. Forbidden Stab can now completely negate any healing and interrupts spell casting. With this new strong, but short debuff we want to put more emphasis on the timing of the ability activation.
    • Deadly Swipe (all Daggers)
      • Energycost: 6 -> 7
      • Energy Regain on hit: 2 ->4
      • Energy is now also regained when hitting mobs (not limited to enemy players anymore)
    • Forbidden Stab (all Daggers)
      • Hitdelay: 0.1s -> 0s
      • Standtime: 0.2s -> 0.1s
      • Removed the Healing Received and Healing Cast Debuff.
      • Instead the target won't be able to receive any healing for 1.5s. (this debuff is cleanseable)
      • The Abillity now also interrupts enemy spell casts.
    • Chain Slash (all Daggers)
      • Now deals more damage with each consecutive hit
        • 1st Hit Damage: 120 -> 90
        • 2nd Hit Damage: 120 -> 110
        • 3rd Hit Damage: 120 -> 130
        • 4th Hit Damage: 120 -> 150



    Fire Staffs


    Fire Staffs are currently a bit underrepresented in many types of PvP content and often outclassed by Frost Staffs in group PvP. To make Fire Staffs more attractive in groups fights we are adding a new Q-ability: Searing Flame. This ability is a skillshot on the Q-Slot, which allows dealing constant damage from the backline. The damage of each individual hit is moderate, but if the caster lands 4 hits in a row, the next projectile will turn in the Furious Flame, which then deals a big chunk of damage.
    • Added a new Q-slot Ability: Searing Flame
      • Overhauled the first prototype
      • Fire a Searing Flame in the target direction. The first enemy hit receives 94 magical damage and starts burning. Each time you hit an enemy with a Searing Flame you get a Searing Flame Charge. If you have 3 Searing Flame Charges, your next Searing Flame cast will be a Furious Flame instead, dealing 182 magical damage on impact. Burning enemies take 11 magical damage every 1s for 4s.
        Cast Time: 0.3s / Cooldown: 1.5s / Energycost 5
        • Projectile Speed: 26m/s -> 32.5m/s
        • Cast Time: 0.4s -> 0.3s
        • Cooldown: 2s -> 1.5s
        • Searing Flame Charge Duration: 8s -> 5s



    Frost Staffs


    Once one of the fearsome weapons in large scale fights, the Glacial Staff has unfortunatelly fallen off the meta quite a bit. To help this unique playstyle come back we increased the damage output and made some utility improvements with increased cast range and allowing to select the cast direction independently from the cast position.
    • Ice Storm (Glacial Staff)
      • The cast direction can now be chosen after the cast position
      • Castrange: 5m -> 10m
      • Ice Storm travel distance: 23m -> 18m
      • Damage per Tick (vs players) 60 -> 72
      • Damage per Tick (vs mobs) 20 -> 25
    Maces
    The Oathkeepers are still a very niche weapon, so far. To open up more possibilities, we increased the amount of allies it can buff, to also potentially be used in large scale fights.
    • Blessed Aurora (Oathkeepers)
      • Max affected Allies: 10 -> 20
    Nature Staffs
    We are reducing the cooldown of the Rampant Staff to 30s to be more in line with many other E cooldowns. So it can be better synchronized with the rotation of other ZvZ weapons.
    • Spirit Animal (Rampant Staff)
      • Cooldown reduced 45s -> 30s
    Swords
    Overhauling various older and rarily used abilities in the weapon line, to bring this weapon line back to the spotlight. We also gave Swords the old mobility increase back on it's Heroic Charges, to help staying on targets. While also reducing some of the E ability cooldowns to emphasize a more dynamic playstyle.
    • Heroic Charge (all Swords)
      • Movement Speed & Attack Speed Increase: 9% -> 12%
    • Interrupt (all Swords)
      • Standtime: 0.4s -> 0.3s
      • Energycost: 10 -> 7
    • Hamstring (all Swords)
      • if you have a heroic charge when casting, you can now cast a follow up attack for 3s
      • The follow up consumes 1 Heroic Charge and is a ground target 7m distance leap, which hits enemies in a 3m radius with another hamstring effect.
      • Slow Strength: 38% -> 25% (But the slow now stacks up to 2 times)

      • First Attack Standtime: 0.4s -> 0.2s
      • Follow Up Attack Range: 5m -> 7m
      • Follow Up Attack Standtime: 0.1s -> 0.2s
      • Slow Duration: 5s -> 3s
      • Damage: 60.15 -> 66
      • Energycost: 10 -> 5
      • Jump Speed: 12.5m/s -> 16m/s
    • Spinning Blades (Dual Swords)
      • Jump End Position is now offset by 3 meters. (this means the max range can cover less distance for the caster, but it also makes it easier to space the impact to be able to an enemy, without that enemy interrupting you mid-air.)
      • Cooldown: 20s -> 15s
      • Max Health Damage vs Players: 6% -> 4%
    • Mighty Swing (Clarent Blade)
      • Reworked the ability, it is now called Crescent Slash:
        • Slice the air to shoot a demonic wave in the targeted direction, piercing through all enemies and dealing 172 magical damage. Consumes all Heroic Charges for an secondary effect when the projectile hits an enemy. (You can only get one of the effects, depending on the amount of Heroic Charges, not multiple)
        • Cast Range: 18m / Cooldown: 15s / Energycost: 14

      • Base Damage: 212 -> 172
      • 1 Heroic Charge effect: slows for 20%
      • 2 Heroic Charges effect: silences for 0.8s
      • 3 Heroic Charges effect: applies a Bleed, which deals 24 physical damage per s for 2s.
    • Majestic Smash (Kingmaker)
      • Widened the hitbox of the Smash to make the follow up attack hit more reliable.
      • Cooldown: 25s -> 20s
    Armors
    Reworked the Royal Armor ability Energy Drain. While energy management should be an important part of the game, we feel that fighing enemy comps are not that much fun for the receiving end. Instead the new ability on it is a toggle ability that serves more like a soft silence. Where using abilities close to the tank gives him access to an aoe slow or root.
    • Energy Drain (Royal Armor)
      • Doesn't drain enemy energy anymore.
      • It still generates energy for the caster and allies out of the enemy's presence. But doesn't drain the enemy's energy anymore
    Helmets
    Since we are reworking Royal Armor, we also buffed the currently underused Circle of Inspiration to be used as a strong alternative to support your team with energy.
    • Circle of Inspiration (Druid Cowl)
      • Tick Interval: every 1s -> every 0.5s (The energy gain per tick stays the same, so total energy output is doubled)
    Shoes
    We are improving one of the least used shoe abilities: Royal March. First by making it easier to get the channel through and second increasing the reward, once the channel has finished. With the higher movement speed boost, it is now easier to catch up on enemies who just disengage during the channel.
    • Royal March (Royal Boots)
      • Is now immune to slow and root during the channel
      • Movement Speed per Stack: 6% -> 9%
    • Battle Frenzy (Graveguard Boots)
      • Buff Duration: 5s -> 6s
    • Premonition (Boots of Valor)
      • Cooldown: 25s -> 20s


    Corrupted Dungeon Changes
    To improve the Reset Meta in Corrupted Dungeons we will introduce a new mechanic for Corrupted Dungeons. The goal is to allow for a few disengages to change abilties, adjust tactics and not have the fight narrowed to one single engage. But also add a penalty if players keep continiously resetting the fight, without the need to dramatically reduce the escape chances of items / spells for the open world.

    Now during an invasion a new mob type spawns in every corridor, which applies a stacking debuff to the first player passing it. Punishing players for resetting the fight too often.
    • Mob Spawn Condition:
      • 180s have passed after Invasion start.
      • AND a player damages another player
    • Mob Behavior:
      • These Mobs are placed in every corridor
      • When a player enters it's aggro range the mob applied a stack of Corruption Debuff
      • The Mob can see invsible players
      • There should be no way to dodge the debuff with an i-frame
      • After the debuff is applied the mob vanishes. (so, the next player can pass without getting the debuff
      • After 30s the Mob respawns
      • If a mob respawns, they immediately can aggro the closest player. (to prevent players getting past a mob om respawn without getting the debuff)
      • IF both players don't damage each other for 45s all of these mobs will temporarily despawn.
      • But if a player damages another player again later, they will keep respawning again.
    • Corruption Debuff:
      • Reduces Max Health by 1% per stack
      • On 6 or more stacks it additionally slows by 1% per stack
      • Max Stacks: 25
      • Duration: The entire Invasion
    • Other corrupted dungeon changes:
      • All Cooldowns (including capes) are now reset at the start of an invasion.
      • All Healing Cast inside the Corrupted Dungeon is now reduced more (10% -> 20%)
      • Spike Traps: Hit area improved to fit the visuals more closely allowing now to move exactly between two traps without getting hit
      • Demented Heretic Thief: Now acts more consistently on the start of combat always trying to slow
      • Slag Spewer: Now casts more frequently (Cooldown 5s -> 3s) and the Magma Ball moves faster while dealing less damage 900 -> 750 and reduced knock back 5m -> 2.5m
      • Incendiary Fissure and Magma Mephit: The damage effect can no longer be cleansed when inside the affected area

    The post was edited 13 times, last by Retroman ().

  • 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.
    • Freezing Wind (one-handed Frost Staff)
      • Bugfix: Freezing Wind (Frost Staffs) now requires 3 stacks to root enemies, as intended.
    Helmets
    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
    Armors
    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)
    Misc - Self Healing Sickness
    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
    • Nature Staffs
      • Self Healing Sickness Duration: 18s -> 60s

    The post was edited 3 times, last by Retroman ().

  • The changes listed here are intended to improve the corrupted dungeon meta. These changes will probably be released in Call to Arms - Patch 6.

    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

    Quarter Staffs
    Since Soul Shaker was too strong of a tool to stop any enemy engages, it's root duration is now not a fixed duration anymore, but can instead be shorted by diminishing returns and the target's crowd control resistance. The root duration now scales with Item Power and CC modifier, BUT it can never exceed the area duration.
    • Soul Shaker (Grailseeker):
      • The Root Duration can now be shorter than the area duration
      • Entering the area now applies a 3.5 second root which scales with Item Power and Duration Modifiers, but is reduced by CC Resistance and Diminishing Returns
      • The root effect is still removed when the area ends or the player leaves the area

    Armors
    Normalized all Out of Combat Regenration for all armors, so that resetting a fight for a short duration doesn't favor any armor type. Reduced the Wind Wall duration, to reduce it's possibility to reset fights in Corrupted Dungeons. It can still be used to create space, but with the shorter up-time the enemy has a better chance at chasing the target. The Wind Wall change is postponed to a later patch and will likely be a rework into a channeled ability wiht a longer duration, AND each enemy player that hits the wall will stack up a buff that increases the caster's resistances and CCR. This way it will be not a strong tool for running away, but still have the potential to work as a support tank in group fights.
    • Wind Wall (Knight Armor)
      • Wind Wall Duration: 4s -> 2s
    • All Combat Armors now have the same Health Regeneration Bonus: 150%
      • Scholar Robe, Royal Robe, Druid Robe: 80% -> 150%
      • Cleric Robe, Fiend Robe: 70% -> 150%
      • Mage Robe, Cultist Robe, Robe of Purity: 60% -> 150%
      • Mercenary Jacket, Royal Jacket, Stalker Jacket: 150% -> 150%
      • Hunter Jacket, Hellion Jacket: 140% -> 150%
      • Assassin Jacket, Specter Jacket, Jacket of Tenacity: 130% -> 150%
      • Soldier Armor, Royal Armor, Graveguard Armor : 200% -> 150%
      • Knight Armor, Demon Armor: 210% -> 150%
      • Guardian Armor, Judicator Armor, Armor of Valor: 220% -> 150%
    Corrupted Dungeons
    All Healing Cast inside Corrupted Dungeons will now be reduced by 10%. This change should give healer builds less sustain in a 1v1, if Healers decide to fight we would rather encourage them to go for a DPS Q, then a full outsustaining build in 1v1. Life Steal abilities are not affected by this. However this Healding Debuff does weaken zhe Mercenary Jacket / Specter Hood combo, because Bloodlust is a Heal and not a Life Steal.
    • Inside Corrupted Dungeons all Healing Cast is reduced by 10%
    Misc
    Currently DoTs do only put the caster in combat at the point, when the DoT is applied on an enemy, but doesn't refresh the combat timer on each tick for the aggressor. But since the enemy takes damage, the enemy's in combat passive timer is refreshed on each tick. This leads to the caster of the DoT getting out of combat before the player that got hit by the DoT. This will be changed so both players will stay for the same time in combat
    • Each tick of a DoT now puts the original caster into combat again (currently they only get into combat on the first application of the DoT)

    The post was edited 1 time, last by Retroman ().

  • Before Call to Arms hit live we started working on improving and overhauling some older abilities and there will be more changes added over time.These overhauled abilities and improvements of older abilities will be part of a bigger balance patch, which is intended to go live around the middle of Season 12. As soon as Call to Arms hits the live server we will closely observe how the new changes affect the game. If we don't like certain meta-developments after the update, we will release individual adjustments 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
    • Black Hole (Witchwork Staff)
      • Cast Range: 11m -> 14m
    • Dark Sphere (Evensong)
      • Max Enemy targets to get an Aura: 5 -> 3
      • Healing Received Reduction: 20% -> 25%
      • Damage Reduction vs players: 20% -> 25%
      • Damage Reduction vs mobs: 8% -> 12%
    Axes
    • Battle Axe Normal Attacks
      • Attacks per second: 0.9 -> 1.1
      • Damage per attack: 50 -> 41
    • Rending Spin (all Axes)
      • Range: 6m -> 5m
      • Minimum distance for max Damage: 3m -> 2.5m
      • The Rending Bleed stack is now only applied on the max distance effect (i.e. 2.5m or further away)
    • Rending Rage (all Axes)
      • Damage: 62 -> 50
    • Rending Bleed Stacks (all Axes)
      • Damage per Tick: 5.4 -> 4.2
      • Healing Reduction on Max Stacks: 20% -> 12%
    • Adrenaline Boost (all Axes)
      • Movement Speed Bonus: 50% -> 40%
      • Now also increases Attack Speed by 40%
      • Max Duration: 5s -> 7s
      • But if the caster doesn't hit an enemy with a Normal Attack for 2.5s the Adrenaline Boost will now end early
      • Energycost: 11 -> 9
    • Internal Bleeding (all Axes)
      • Improved detection of moving and standing still on affected enemies
      • Tick Interval: 1s -> 0.5s
      • Damage per Tick: 21.97 -> 11
    • Raging Blades (all Axes)
      • Now hits in a ring around the caster, instead of a circle. (Inner Radius: 2.5m / Outer Radius 6m)
    • Vampiric Strike (Battleaxe)
      • Reworked the ability it is now called: Blood Bandit
      • Throw your axe in the tagreted direction, deals physical damage to all enemies hit and Slows by 20% for 2s. Steal a percentage of the Health the enemies have lost based on the Rending Bleed Charges on the targets.
      • Throw Range: 22m -> 17m
    • Whirlwind (Great Axe)
      • Channeling time: 4.5s -> 2.5s
      • Damage per tick vs Players: 50 -> 75 (Damage per tick vs Mobs stays unchanged)
      • Cooldown: 20s -> 25s
      • The channel is now uninterruptible and immune to slows
      • Energycost on activation = 21 -> 0
      • Instead the ability no consumes 4 energy per tick while channeling (a total of 24 energy for the full channel duration)
    • Razor Cut (Bear Paws)
      • Standtime: 0s -> 0.3s
    Bows
    • Multishot (all Bows)
      • Cooldown: 4s -> 5s
    • Enchanted Quiver (regular Bows)
      • Resistance Reduction on max stacks: 0.15 -> 0.13
      • The Resstance Reducetion debuff can't be stacked from multiple sources anymore (so two bows focusing the same target will override each other's debuffs)
    • Undead Arrows (Whispering Bow)
      • Additional Magic Damage: 45 -> 50
    Crossbows
    • Noise Eraser (all Crossbows)
      • Reduced the size of the hitbox of the projectile, and adjusted the projectile position better match it's actual hitbox
    • Knockback Shot (all Crossbows)
      • Reduced the size of the hitbox of the projectile, and adjusted the projectile position better match it's actual hitbox
      • slightly increased the projectile speed
    Cursed Staffs
    • Vile Curse (all Cursed Staffs)
      • Cast Range: 9m -> 11m
    • Armor Piercer (all Cursed Staffs)
      • Resistance Reduction: 0.2 -> 0.17
      • Debuff Duration: 5s -> 4s
    • Cursed Beam (all Cursed Staffs)
      • Now consumes Vile Curse stacks for additional AoE damage per tick.
      • Every tick a stack is consumed the beam deals 72 magic damage in a 4m radius, (instead of the base tick damage of 36 to only the beam target)
      • Tick Interval: 1s -> 0.5s
      • Number of total Ticks: 5 -> 10

      • Damage per Tick: 72 -> 36
    • Dark Matter (all Cursed Staffs)
      • Damage vs Players: 65.88 -> 78
      • Damage vs Mobs: 32.94 -> 36.7
      • Cast Time: 1s -> 0.5s
      • Cast Range: 11m -> 13m
      • Max Jump Distance to next enemy: 8m -> 9m
    • Haunting Screams (Cursed Skull)
      • The damage can't be reflected anymore
      • Magic Damage per tick: 25 -> 33 -> 28
    Daggers
    • Slit Throat (Dagger Pair)
      • Cast Time: 0.3s -> 0.4s
      • Reduced all direct and bleed damage by 7%
    • Lunging Stabs (Bloodletter)
      • Standtime: 0s -> 0.35s
    Fire Staffs
    • Fire Wave (all Fire Staffs)
      • The Cone area is now quickly swiping from left to right, covering more horizontal space
      • Enemies hit, now receive an additional 75 magic damage if any Q-Spell DoT is active on the enemy
    Frost Staffs
    • Hoarfrost (all Frost Staffs)
      • Cast Time: 2s -> 1.8s
      • Damage to the main target: 150
      • Splash Damage to other enemies in the AoE 150 -> 110
      • Radius: 4m -> 6m
      • Cast Range: 14m -> 12m
    • Freezing Wind (one-handed Frost Staff)
      • The area size is increased
      • Getting hit by the area doesn't root instantly anymore, but instead applies 3 cc stacks in quick succession.Stacks: 1 / 2 / 3
      • Effect: Slows by 15% / Slows by 30% / Roots by 2.5s
      • Stack up Interval: 0.2s -> 0.4s
      • Area Duration: 1.2s -> 1s
      • Area has made a bit slimmer, (it is still bigger than on live)
    Hammers
    • one handed Hammer Normal Attacks per Second: 0.8 -> 1
      • Damage per Attack: 49 -> 39
    • Iron Breaker (all Hammers)
      • Resistance Reduction: 0.17 -> 0.14
    • Heavy Cleave (all Hammers)
      • The Area is increased slighty, so it reaches out further, but the cone is also a bit slimmer
      • Cast Time: 1s -> 1.4s
      • Hitdelay: 0.5s -> 0s
      • Standtime: 1s -> 0.5s
      • The ability does now more damage directly at the hammer impact area
      • Damage at the center of the impact: 271.95 -> 290
      • Damage in the rest of the cone: 271.95 -> 266
      • The ability is now called Heavy Smash
    • Ground Pound (Grovekeeper)
      • Jump time: 0.5s -> 0.66s
      • Radius: 6m -> 5.5m
      • Now it displays an indication for the impact area during the jump
    Holy Staffs
    • Holy Explosion (Great Holy Staff)
      • Cooldown: 20s -> 15s
      • Tick Count: 6 -> 5
      • Heal per Tick: 40.67 -> 50
      • Energycost: 18 -> 0
      • Instead the ability consumes 3.6 energy per tick while channeling (a total of 18 energy for the full channel duration)
    • Holy Touch (Lifetouch Staff)
      • Tick Interval: 0.5s -> 0.6s (the amount of ticks stays the same, so the total channel time increased)
    • Celestial Sphere (Redemption Staff)
      • Cast Time: 1s -> 0.5s
      • Hitdelay: 0s -> 0.4s
    • Divine Intervention (Hallowfall)
      • Cooldown Reduction when healing at least one ally: 40% -> 20%
      • Removed the Resistance Increase Buff
      • Jump Range: 14m -> 11m
    Maces
    • Vendetta (Camlann Mace)
      • Projectile Range 26m -> 18m
      • Pull Radius: 9m -> 8m
    Nature Staffs
    • Rejuvenation (all Nature Staffs)
      • Heal per Tick: 7.6 -> 8.2
      • Cooldown: 1.3s -> 1s
      • Cast Range: 9m -> 11m
    • Cleanse Heal (all Nature Staffs)
      • Now has an instant heal effect instead of heal over time
      • Heal amount is dependent on Rejuvenation Stacks on each target
      • Removes one Rejuvenation Stack of each ally healed
      • Stacks: 0 / 1 / 2 / 3
      • Heal Value: 80 / 100 / 130 / 170
    • Spiritual Seed (Druidic Staff)
      • The spell can now be recast again within 2.5s
      • But stacking it twice on the same target will just override the first cast
      • Energycost per cast: 18 -> 9
    • Spirit Animal (Rampant Staff)
      • Touching the Spirit Animal itself now instantly heals 30 -> 60
      • Base Heal Value of the Area per Tick: 8 -> 12
      • Healing Increase per additional Ally: 50% -> 30%
    Quarter Staffs
    • Cartwheel (all Quarterstaffs)
      • Move Speed Bonus: 30% -> 20%
      • Buff Duration: 5s -> 3s
    • Heavy Cleave (all Quarterstaffs)
      • Adjusted the hit area into a rectangular shape that hits a bit further
      • Hitdelay: 0.5s -> 0s
      • Standtime: 1s -> 0.5s
      • Damage: 271 -> 240
    • Stun Run (all Quarterstaffs)
      • Duration: 5s -> 4s
    • Vault Attack (regular Quarterstaff)
      • Standtime: 0.2s -> 0.6s
      • Enemies knocked into air duration: 1s -> 0.7s
      • Cast Range: 15m -> 13m
      • Jump End Position is now offset by 3 meters
      • Visual fixes for the jump animation on high ping
    Spears
    • Corrupting Steel (Spirit Hunter)
      • Area Damage per Tick: 36 -> 32
    Swords
    • Broadsword Normal Attacks
      • Attacks per Second: 1 -> 1.35
      • Damage per Attack: 45 -> 33
    • Dual Swords Normal Attacks
      • Attacks per Second: 1.4 -> 1.5
      • Damage per Attack: 32 -> 30
    • Clarent Blade Normal Attacks
      • Normal Attacks per Second: 1 -> 1.35
      • Damage per Normal Attack: 45 -> 33
    • Galatine Pair Normal Attacks
      • Attacks per Second: 1.4 -> 1.5
      • Damage per Attack: 32 -> 30
    Offhands
    • Sacred Scepter
      • Crowd Control Resistance Factor: 2.5 -> 1.2
    • Astral Aegis
      • Defense Factor: 0.25 -> 0.2
    Helmets
    • Energy Shield (Scholar Cowl)
      • Duration: 5s -> 4s
    • Emergency Shield (Guardian Helmet)
      • The Shield value now depends on the ally's remaining health
      • Health Below 40%: 300 -> 300
      • Health Above 40%: 300 -> 150
    Armors
    • Life Steal Aura (Hellion Jacket)
      • Hitdelay: 0.2s -> 0s
      • Standtime: 0.4s -> 0s
    • Self Ignition (Specter Jacket)
      • The area is now limited to up to 5 enemies
      • The area now keeps damaging enemies, even if the caster is invulnerable or shielded
      • Burn Damage vs Players: 66 (true damage) 2% of the enemy's max health
      • Burn Damage vs mounted players is now the same as against mobs (no % based damage)
      • Hitdelay: 0.4s -> 0.3s
      • Standtime: 0.6s -> 0.5s
    • Protection of the Fiends (Demon Armor)
      • The effet can't be stacked anymore
    • Force Shield (Judicator Armor)
      • Resistance Increase: 0.28 -> 0.25
    Mounts
    • Toxic Reaction / Toxic Cloud (Pest Lizard):
      • Enemies hit by the Toxic Cloud will be 6s immune to Toxic Clouds of the Pest Lizards
      • The cloud now affects a maximum of 5 enemy targets
      • Becoming feared by the ability now triggers (and is properly reduced by) Diminishing Returns
    Battle Mounts:
    • Pierce Through (Siege Ballista)
      • The Damage is not reflectable anymore

    The post was edited 25 times, last by Retroman ().

  • 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
    • Magic Shock
      • Cooldown: 4s -> 6s -> 5s
    Axes
    • Rending Strike (all Axes)
      • Damage: 60.33 -> 54
    • Rending Rage (all Axes)
      • Time Window until the combo resets: 3s -> 2.5s
      • Damage: 50 -> 62
    Bows
    • 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
    • Rain of Arrows (Longbow)
      • Damage per Tick: 50 -> 60
    Daggers
    • 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
    Holy Staffs
    • Holy Blessing (all Holy Staffs)
      • Physical Resistance: 0.4 -> 0.3
    • Divine Intervention (Hallowfall)
      • Resistance Buff Duration: 4s -> 2s
      • Resistance Increase per Stack: 0.18 -> 0.09
    Nature Staffs
    • 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
    • Soul Link (Ironroot Staff)
      • Link Duration: 10s -> 7s
      • Changed the targeting so it works now with casting on different targets via shortcuts
    Quarterstaffs
    • 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
    • Empowered Slam (all Quarterstaffs)
      • Now also purges any shields available on the target
      • Hitdelay: 0.4s -> 0.2s
      • Standtime: 0.4s -> 0.2s
    • 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
    Spears
    • Reckless Charge (one handed Spear)
      • 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
    Armors
    • Energy Emission (Robe of Purity)
      • Cooldown: 30s -> 40s
    • Self Ignition (Specter Jacket)
      • The True damage to enemies now ignores any damage modifiers
      • True Damage to enemies: 45 -> 66
    • Requite (Armor of Valor)
      • Channel Duration: 3s -> 2s
    Helmets
    • Emergency Shield (Guardian Helmet)
      • Shield Value: 400 -> 300
    • Motivating Worker's Song (Miner Cap)
      • Now also makes immune to silence
      • Removed CC Resistance Increase
    Shoes
    • Shield Charge (Knight Boots)
      • Shield Value: 350 -> 250
    • Evasive Jump (Royal Shoes)Range: 9m -> 12m
      • 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
    Potions
    • Invisibility Potions
      • Invisiblity now ends when changing a cluster
    Mounts
    • Morgana Nightmare
      • Flaming Trail
        • The fear now doesn't affect enemies on mounts anymore
    • Saddled Moabird
      • 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
    • Saddled Wild Boar
      • Direboar skins can be applied now
    • Saddled Bighorn Ram
      • Mount Health: 1352 -> 1689
      • Base Move Speed: 45% -> 60%
    • Saddled Swamp Salamander
      • Swamp Dragon skins can be applied now
      • Mount Health: 676 -> 1014
    • Saddled Direwolf
      • Mount Health: 405 -> 681
      • Gallop Move Speed Bonus: 130% -> 132%
    • Saddled Swamp Dragon
      • Move Speed Bonus: 90% -> 103%
    • Saddled Direbear
      • Mount Health: 2847 -> 3797
      • CC Resistance: 394 -> 526
    • Grizzly Bear
      • Mount Health: 2686 -> 3582
    • Saddled Terrorbird
      • Time to Gallopp: 4s -> 2.5s
      • Flash
        • Movespeed Bonus during Flash: 300% -> 125%


    Battle Mounts
    • Rhino
      • Cracked Earth
        • Cast Time: 1s -> 0.7s
        • Standtime: 0.4s -> 0.2s
      • Breakthrough
        • Cast Time: 1.2s -> 0.8s
        • Cooldown: 50s -> 30s


    Misc
    • 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)
    • 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%

    The post was edited 22 times, last by Retroman ().

  • Hello and Happy New Year, everyone,
    we are planning on a balance patch in a couple of weeks with various adjustments to improve the meta in various content. Over the next weeks this thread will fill up with various changes, once we start looking a bit more into the current item meta for various types of content. Some other changes, for instance anything related to Faction Warfare, will be released later together with the next big content update.

    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


    Axes
    • Rending Spin (all Axes)
      • Max Damage: 75 -> 68
    • Morgana Raven (Carrioncaller)
      • Cooldown: 16s -> 18s
    • Razor Cut (Bearpaws)
      • Jump Range: 15m -> 10m -> 12m
      • Jump Time: 0.83s -> 0.55s
      • Instant Damage: 160 -> 140
      • If you hit at least one enemy player, this ability's cooldown is decreased by 30% -> 40%
    Bows
    • Lucent Hawk (Mistpiercer)
      • Cast Range: 30m -> 24m
    Frost Staffs
    • Frost Nova (all Frost Staffs)
      • Damage: 85.80 -> 70
      • Stun Duration: 1.26s -> 1s
      • Reworked the Frost Nova hit detection, it is now an instant explosion and it won't freeze enemies anymore which touch the area after the intitial teleportation.
    Hammers
    • Iron Breaker (all Hammers)
      • Resistance Reduction: 0.2 -> 0.17
    • Groundbreaker (Polehammer)
      • Stun Duration: 2.85s -> 2.5s
    • Grasp of the Undead (Tombhammer)
      • Stun Duration: 2.9s -> 2.48s
      • Cast Range: 16m -> 12m
    Holy Staffs
    • Divine Intervention (Hallowfall)
      • Resistance Buff Duration: 7s -> 4s
    Maces
    • Removed the Ability Interrupt (all Maces)
    • Added the new Ability Guard Rune:
      • Creates a Guard Rune on the ground. It increases resistances by 0.2 and healing received by 25% for up to 5 allies. The rune has a 5m radius and lasts for 5s.
      • Cast Time: 0.4s / Cast Range: 14m
      • Healing Received Bonus: 35% -> 25%
      • The cast is now interruptible
    • Snare Charge (all Maces)
      • Jump Time: 0.55s -> 0.44s (this means the jump is faster)
      • Standtime: 0.5s -> 0.4s
    • Heavy Slam (all Maces)
      • Reworked the ability it is now called Shield Breaker -> Ground Shaker
      • Now it also reduces resistances by 0.21 and removes enemy damage shields
      • Now knocks enemies into the air
      • The area is now a 5m -> 4m circle in front of the caster
      • Cooldown: 15s -> 10s
      • Damage: 271.95 -> 177 -> 200
      • Casttime: 1s -> 0.7s
      • Hitdelay: 0.5s -> 0s
      • Standtime: 1s -> 0.4s
      • Energycost: 14 -> 10
    Nature Staffs
    • Thorns (all Nature Staffs)
      • Additional Auto Attack Damage vs Players: 56 -> 40
      • Additional Auto Attack Damage vs Mobs: 56 -> 64
      • Reflected Damage: 8 -> 6
      • Removed the Reflect Damage
    • Spiritual Seed (Druidic Staff)
      • Cooldown: 25s -> 18s -> 20s
    • Ruthless Nature (Blight Staff)
      • Delay before the first tick of the channel: 0.5s -> 0s
      • The slow is now applied as long as enemies inside the aura (independent of their CC resistance)
      • Heal per Second: 33 -> 39
    Quarter Staffs
    • Mystic Rocks (Staff of Balance)
      • Resistance Increase: 0.10 -> 0.20
    • Soul Shaker (Grailseeker)
      • Removed the delay before the rooting effect. The root area is now instantly active after the hit.
    Swords
    • Splitting Slash (all Swords)
      • Hitdelay: 0.6s -> 0.3s
      • Standtime: 0.8s -> 0.5s
    • Mighty Blow (Broadsword)
      • Standtime: 0.8s -> 0.3s
      • Jump Time: 0.43s -> 0.3s (this means the jump is faster)
      • Resistance Increase: 0.24 -> 0.12 -> 0.18
    Armors
    • Force Shield (Judicator Armor)
      • Resistance increase: 0.32 -> 0.28
    • Requite (Armor of Valor)
      • Reflected Damage: 50 -> 46
    Helmets
    • Energy Shield (Scholar Cowl)
      • Duration: 8s -> 5s
      • Energy Gain on hit: 13.14 -> 21 -> 16
    • Emergency Heal (Guardian Helmet)
      • Reworked the ability, it is now called Emergency Shield
      • Removed the Healing
      • Instead it now applies a shield for up to 5 allies that absorbs 400 base damage and lasts for 3s
      • It still removes Dots
      • Radius: 4m -> 5m
      • Cooldown: 40s -> 30s
    Shoes
    • Shield Charge (Knight Boots)
      • Doesn't apply a shield in a small AoE radius anymore
      • Instead the shield is now applied to the caster and the target (if it is an ally)
      • Shield Strength: 200 -> 350
      • Dash Speed: 25 m/s -> 35 m/s
    Capes
    • Opening to Hell (Demon Cape)
      • Damage vs Players: 60 -> 50
    Battle Mounts
    • Tower Chariot
      • Toxic Crystal Waste
        • Cooldown: 25s -> 15s
    • Behemoth
      • Artillery Fire
        • Cooldown: 3s -> 2s
        • Hit Delay: 2s -> 1.5s
    • Goliath Horseeater
      • Spider's Web
        • Cooldown: 8s -> 6s
        • Energycost: 12 -> 10

    The post was edited 9 times, last by Retroman ().

  • The changes listed here will primarily go live for the start of Season 11, so this includes all new abilities, reworks or overhauls of underused abilities / items. Changes that are made to fix more problematic interactions, or what we consider unfun gameplay or things that are straight up way too strong will be patched 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
    • Magic Shock (all Arcane Staffs)
      • Damage: 125 -> 150
    • Mimic (all Arcane Staffs)
      • Energycost to mimic the ability: 3 -> 0
      • Time Window to cast the mimiced ability: 8s -> 20s
      • Casting on self (or Arcane Staff) now mimics the ability Magic Shock on the W-slot (allows to have Magic Shock on Q and W with seperate cooldowns)
    Axes
    • Bearpaws
      • Auto Attacks per second: 0.8 -> 1.4
      • Damage per Auto Attack: 56 -> 32
    • Rending Strike (all Axes)
      • Hitdelay: 0.2s -> 0.15s
      • Standtime: 0.3s -> 0.2s
    • Rending Spin (all Axes)
      • Reworked the animation and visual effect
    • Added a new Q-Slot Ability: Rending Rage (all Axes)
      • A series of attacks hitting enemies up to 3 times in in a cone in front of you. Each hit deals 50 physical damage. On the third hit you will leap up to 9m forward and additionally enemies hit will be rooted for 1s. After the third hit the ability will go on cooldown, If you wait for 3s between attacks the Rage times out and begins with the first hit again, in this case the ability doesn't go on cooldown.
      • Each hit also inflicts a Rending Bleed. / Cooldown: 7s / Energycost: 2 (per hit)
      • Reduced the width of the cone area of first two hits
      • Radius of the last hit: 4m -> 5m
    • Vampiric Strike (Battleaxe)
      • Cooldown: 15s -> 10s
      • Hitdelay: 0.4s -> 0.3s
      • Standtime: 0.8s -> 0.4s
      • Energycost: 18 -> 12
      • Damage: 136.01 -> 150
    • Morgana Raven (Carrioncaller)
      • Healing Reduction: 40% -> 30%
    • Aftershock (Realmbreaker)
      • The cone area now doesn't reduce Max Energy anymore
      • The cone instead now reduces enemy max health by 20% for 5s
    Crossbows
    • Caltrops (all Crossbows)
      • Replaced the DoT (was 4 ticks, each dealing 14.38 damage)
      • Instead it now deals instantly 34 physical damage
    Frost Staffs
    • Frozen Crystal (Chillhowl)
      • Cast Range: 15m -> 12m
    Hammers
    • Forge Hammers
      • Auto Attacks per second: 0.8 -> 1.4
      • Damage per Auto Attack: 49 -> 28
    Holy Staffs
    • Sacred Pulse (all Holy Staffs)
      • Cooldown: 8s -> 12s
      • Heal Value: 56 -> 40
    • Divine Intervention (Hallowfall)
      • Cooldown: 18s -> 25s
      • If you heal at least one other ally the cooldown of the ability decreases by 40%
    Nature Staffs
    • Rejuvenating Breeze (all Nature Staffs)
      • Cast Range: 12m -> 9m
    Quarterstaffs
    • Seperator (Quarter Staff)
      • Root Duration: 3s -> 2.5s
      • Mobs in 6m radius around the main target, will now get knocked up for 0.9s
      • Removed the aggro switch effect vs mobs
    • Mystic Rocks (Staff of Balance)
      • Heal Reduction: 30% -> 35%
    Spears
    • Spirit Spear Charge (all Spears)
      • Auto Attack Damage Increase: 35% -> 40%
    • Spirit Spear (all Spears)
      • Auto Attack Range Increase: 30% -> 35%
    • Impaler (all Spears)
      • Damage: 140 -> 155
    Swords
    • Heroic Stack (all Swords)
      • Movement Speed & Attack Speed Increase: 12% -> 9%
    • Heroic Strike (all Swords)
      • Hitdelay: 0.2s -> 0.15s
      • Standtime: 0.3s -> 0.2s
    • Majestic Smash (Kingmaker)
      • The initial swing now also deals 44 physical damage
    Helmets
    • Force Field (all cloth helmets)
      • The knockback doesn't scale with IP anymore
      • The ability now knocks enemies always 16m -> 14m away (ignoring crowd control resistance)
      • Knockback distance: 16m -> 14m
    Armors
    • Magic Rune (Royal Robe)
      • Cooldown: 60s -> 40s
      • Buff Duration after leaving the area: 2s -> 5s
      • Hitdelay: 0.4s -> 0s
      • Standtime: 0.4s -> 0s
    • Energy Drain (Royal Armor)
      • Cooldown: 60s -> 30s
      • Hitdelay: 0.4s -> 0s
      • Standtime: 0.6s -> 0s
      • Duration: 8s -> 6s
      • Enemy Energy loss per second: 3.6 -> 2.5
      • Ally Enegy gain per second: 3.6 -> 5
      • The stolen energy is now distributed to allies in a 15m radius
    • Self Igniton (Spectre Jacket)
      • True Damage vs Players: 50 -> 45
    Shoes
    • Motivating Pain (Quarrier Workboots)
      • Cooldown: 50s -> 150s
    Misc
    • AoE Escalation
      • 2 Targets = 8% -> 5%
      • 3 Targets = 16% -> 10%
      • 4 Targets = 24% -> 15%
      • 5 Targets = 32% -> 20%
      • 6 Targets = 40% -> 25%
      • 7 Targets = 40% -> 30%
      • 8 Targets = 40% -> 35%
      • 9+ Targets = 40% -> 40%

    The post was edited 12 times, last by Retroman ().

  • Most changes listed here are intended for a bigger combat balance patch to go live in the middle of Seasom 10. Some changes might be patched in earlier. Especially changes that are aiming to adjust new content like 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.


    Arcane Staffs
    • Magic Shock (all Arcane Staffs)
      • Range: 12m -> 13m
      • Cooldown: 5s -> 3s -> 4s
      • Damage: 150 -> 125
      • Silence Duration: 1s -> 0.85s
    • Empowering Beam (all Arcane Staffs)
      • Damage Increase per stack: 10% -> 8%
    • Dark Sphere (Evensong)
      • Healing Reduction: 15% - 20%
      • Damage Reduction vs Players: 15% -> 20%
    Axes
    • Rending Swing (all Axes)
      • The ability is now called Rending Spin and deals more damage to enemies further away
      • Damage against Enemies closer than 3m: 50.02 -> 45
      • Damage against Enemies 3m+ away: 50.02 -> 75
    • The new abiltiy Rending Rage will be released in a later patch
      • Added a new Q-Slot Ability: Rending Rage (all Axes)
        • A series of attacks hitting enemies up to 3 times in in a cone in front of you. Each hit deals 50 physical damage. On the third hit you will leap up to 9m forward and additionally enemies hit will be rooted for 1s. After the third hit the ability will go on cooldown, If you wait for 3s between attacks the Rage times out and begins with the first hit again, in this case the ability doesn't go on cooldown.
        • Each hit also inflicts a Rending Bleed. / Cooldown: 7s / Energycost: 2 (per hit)
    • Rending Bleed Duration: 5s -> 6s
    • Morgana Raven (Carrioncaller)
      • Cooldown: 20s -> 16s
    Bows
    • Multishot (all Bows)
      • Casttime: 0s -> 0.3s
      • Cooldown: 3s -> 4s
      • Damage: 66.30 -> 105 -> 115
      • Cone Arc: 55° -> 40°
      • The Shot now also knocks enemies 5m -> 4m away
    • Rain of Arrows (Longbow)
      • Delay for each wave of arrows: 0.75s -> 0.5s
      • Damage: 46.53 -> 50.00
    • Undead Arrows (Whispering Bow)
      • Is now a Toggle ability, which means it can't be purged anymore
      • Now also increases Attack Speed by 20%
      • But while active the caster's defense is now reduced by 25%
      • Cooldown: 20s -> 12s
      • Magic Damage each Auto Attack: 50 -> 45
    • Demon Arrow (Wailing Bow)
      • Projectile Speed: 15m/s -> 21m/s
    • Lucent Hawk (Mistpiercer)
      • Damage per hit: 145 -> 130 -> 145
      • The shot now doesn't count as a physical arrow and won't trigger Explosive Arrows anymore
    Crossbows
    • Explosive Bolt (all Crossbows)
      • Range: 15m -> 13m
    • Explosive Mine (Weeping Repeater)
      • Damage: 270 -> 230
    Daggers
    • Deadly Swipe (all Daggers)
      • You now restore 2 energy, If the ability hits at least one enemy player
    • Ghost Strike (Deathgivers)
      • Invisibility Duration: 2s -> 1s
    Frost Staffs
    • Ice Storm (Glacial Staff)
      • The slow is now doesn't ramp up over timem instead all are always slowed by 30% while in the area (ignoring crowd control resistance)
      • Damage vs Players: 45 -> 52 -> 60
      • Cast Time: 1.5s -> 1s
    • Frozen Hell (Icicle Staff)
      • Hitdelay: 0.7s -> 0.3s -> 0.7s
      • Cast Range: 11m -> 14m
      • The slow is now applied independent of CC reduction. All enemies stay slowed while in the area
    Hammers
    • Iron Breaker (all Hammers)
      • Resistance Reduction: 0.15 -> 0.20
      • Debuff Duration: 5s -> 4s
      • Damage: 77.08 -> 120.00
      • Cooldown: 5s -> 6s
      • Hit Delay: 0.35s -> 0.4s
      • Standtime: 0.45s -> 0.5s
    • Slowing Charge (all Hammers)
      • Slow Duration: 3s -> 4s
    • Onslaught (Hand of Justice)
      • Cooldown: 40s -> 30s
    Holy Staffs
    • Generous Heal (all Holy Staffs)
      • Cast Range: 13m -> 14m
      • Cast Time: 1s -> 0.7s
      • Heal: 126.69 -> 132.00
    • Holy Flash (all Holy Staffs)
      • Radius: 4m -> 5m
      • Heal: 34 -> 40 -> 34
    Maces
    • Defensive Slam (all Maces)
      • Buff Radius: 5m -> 8m
    • Battle Howl (Heavy Mace)
      • Radius: 4.5m -> 5m
      • Hitdelay: 0.4s -> 0.25s
      • Standtime: 0.6s -> 0.35
    Quarterstaffs
    • Hurricane (Iron-Clad Staff)
      • The knockback does not scale with Item Power anymore, instead it always knocks enemies 10m -> 12m away.
      • Knockback fly speed: 15m/s -> 18m/s
    Spears
    • Lunging Stab (all Spears)
      • Damage: 70.61 -> 78.00
    • Harpoon (now available on all spears)
      • Moved to the W-slot
      • Removed the purge
      • Cooldown: 20s -> 15s
      • Energycost: 16 -> 13
      • Damage: 92.14 -> 75
      • Root Duration 1 stack: 1.39s -> 1.04s
      • Root Duration 2 stacks: 2.08s -> 1.55s
      • Root Duration 3 stacks: 2.95s -> 2.20s
      • Doesn't consume the Spirit Spear stacks anymore
      • Projectile Speed: 16.6 m/s -> 20 m/s
      • Distance to caster after getting pulled: 2m -> 4m
      • Standtime: 0.8s -> 0.6s
      • Hitdelay: 0s -> 0.15s
      • Range: 22m -> 16m
    • Removed Harpoon from Spirithunter's E-Slot
    • Added new E-slot Ability Corrupting Steel to replace it
      • Throws your spear which pierces through enemies dealing 80 physical damage and reducing thier resistances by 0.12 for 4s. The thrown spear will leave a trail behind, corrupting the area below it. This area lasts for 4.2s and deals deals 36 magic damage every 0.5s.
      • Cooldown: 30s / Energycost: 20
      • Fixed a bug with it's AoE Escalation. (The AoE Escalation was not working correctly on the version of staging and would amplify the damage way too much)
    • Resilience Penetration:
      • One-handed Spear: 15% -> 40%
      • Pike: 15% -> 30%
      • Heron Spear: 15% -> 40%
      • Spirithunter: 15% -> 30%
      • Trinity Spear: 15% -> 30%
      • Daybreaker: 15% -> 40%
    Swords
    • Iron Will (all Swords)
      • Duration: 4s -> 3s
    • Charge (Claymore)
      • Range: 15m -> 13m
    • Soulless Stream (Galatine Pair)
      • 0 Stack Damage: 84 -> 75
      • 1 Stack Damage: 134 -> 119
      • 2 Stack Damage: 201 -> 179
      • 3 Stack Damage: 285 -> 254
    Armors
    • Mend Wounds (all armors)
      • Healing value is now independet of any heal modifiers
      • Heal per tick: 5% -> 6%
    • Levitate (Cultist Robe)
      • Healing value is now independet of any heal modifiers
      • Heal per tick: 5% -> 7.5%
    • Life Steal Aura (Hellion Jacket)
      • Now limited to hit a maximum 5 enemies at once per tick
    Helmets
    • Circle of Inspiration (Druid Cowl)
      • Cooldown: 45s -> 30s
      • Hitdelay: 0.4s -> 0s
      • Standtime: 0.4s -> 0s
    • Purifying Smoke (Helmet of Valor)
      • Cooldown: 40s -> 45s
      • Cast Range: 12m -> 9m
    Food
    • Roasts (all types)
      • Life Steal now has a limit how much it can heal per second
      • This limit depends on the strength of the food:
        • T3 Roast Pork: Can heal up to 4% of the caster's max health per second
        • T7.3 Roast Pork: Can heal up to 14% of the caster's max health per second
      • Reflected damage doesn't trigger life steal anymore
      • Life Steal value depends on the health a target has: i.e if a mob has only 1 HP, you can steal only 1 HP independent of the strength of your attack
    Misc
    • AoE Escalation
      • The Escalation now increases by 8% for each additional target hit and caps at 40% extra damage
        • 2 Targets hit = 8%
        • 3 Targets hit = 16%
        • 4 Targets hit = 24%
        • 5 Targets hit = 32%
        • 6+ Targets hit = 40%




    • Eating Food
      • Hitdelay: 0.8s -> 0s
      • Standtime: 0.8s -> 0s
      • Casttime: 0s -> 0.8

    The post was edited 18 times, last by Retroman ().

  • 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
    • 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
    • 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
    Daggers
    • Deadly Swipe (all Daggers)
      • Energycost: 3 -> 6
    • Shadow Edge (all Daggers)
      • Stun Duration: 1.47s -> 1s
    • Bloodthirsty Blade (one-handed Dagger)
      • 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
    • 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
    Helmets
    • 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
    Offhands
    • Taproot
      • Max Health and Health Regen Factor: 0.42 -> 0.3
    Potions
    • 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 post was edited 9 times, last by Retroman ().

  • The changes listed here are mainly intended to go live with the next big content update. However we will likely patch some changes earlier into the live game, whenever we think we need to adress specific problems on 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.


    Arcane Staffs
    • Removed the ability Arcane Purge
    • Added new W-slot ability: Mimic (all Arcane Staffs
      • Temporarily get access to a W-Slot ability of another player. The ability you can mimic depends on the target's equipped weapon.
      • List of abilities:
        • Arcane Staffs: Mimic
        • Axes: Raging Blades
        • Bows: Ray of Light
        • Crossbows: Noise Eraser
        • Cursed Staffs: Armor Piercer
        • Daggers: Chain Slash
        • Fire Staffs: Wall of Flames
        • Frost Staffs: Frost Nova
        • Hammers: Inertia Ring
        • Holy Staffs: Holy Orb
        • Maces: Snare Charge
        • Nature Staffs: Protection of Nature
        • Quarter Staffs: Forceful Swing
        • Deflecting Spin
        • Swords: Splitting Slash



    Bows

    • Frost Shot (all Bows)
      • Added a 0.3s cast time
    • Ray of Light (all Bows)
      • Cooldown: 10s -> 14s
    • Magic Arrow (Warbow)
      • Standtime: 0.2s -> 0.4s
      • Damage vs Mobs (close range): 156.11 -> 184.00
      • Damage vs Mobs (maxrange): 211.21 -> 257.00
    Daggers
    • Chain Slash (all Daggers)
      • Damage: 150 -> 120
    • Bloodthirsty Blade (Dagger)
      • Lifesteal vs Mobs: 100% -> 50%
    • Lunging Stabs (Bloodletter)
      • Range: 13m -> 11m
      • The cooldown reduction is now only applied when hitting an enemy player below 40% (can't be triggered by a mob anymore)
    • Ghost Strike (Deathgivers)
      • Invisibility: 3s -> 2s
      • Invisibility is now canceled when activating any ability
    Fire Staffs
    • Ignite (all Fire Staffs)
      • Enemy Health Threshhold for the buff: 20% -> 40%
    • Pyroblast (one handed Fire Staff)
      • Cast Time: 2s -> 1.5s
    Hammers
    • Iron Breaker (all Hammers)
      • Hitdelay: 0.4s -> 0.35s
      • Standtime: 0.5s -> 0.45s
    • Power Geyser (all Hammers)
      • Cooldown: 9s -> 8s
      • Hitdelay: 0.45s -> 0.4s
      • Standtime: 0.6s -> 0.5s
    • Grasp of the Undead (Tombhamer)
      • Hitdelay: 0.5s -> 0.35s
      • Standtime: 0.6s -> 0.5s
    Holy Staffs
    • Removed Flash Heal (all Holy Staffs)
    • Added a new Q-slot ability: Holy Flash
      • Heals 40 to 5 allies in a 4m radius. The healing gets stronger the more allies are healed. Each additional ally increases the healing by 10%
      • Cast Time: 0.8s
      • Cooldown: 0s
    • Moved Smite from the W-slot to the Q-slot (all Holy Staffs)
    • Sacred Pulse (all Holy Staffs)
      • Removed the Heal over Time
      • The area now instantly heals up to 5 allies for 56 and also deals 112 magic damage to enemies
      • Hitdelay: 0.2s -> 0s
      • Standtime: 0.2s -> 0.5s
    • Adjusted spell unlock order
      • Always Unlocked:
        • Generous Heal
        • Smite
        • Sacred Pulse
      • Level 3: Holy Beam
      • Level 15: Holy Flash
      • Level 40: Holy Blessing
      • Level 70: Holy Orb
      • Level 100: Resurrection
    • Self Healing Sickness
      • It now requires less casts to activate
      • Debuff Duration: 10s -> 18s
      • Healing Reduction: 25% -> 40%
    Nature Staffs
    • Thorns (all Nature Staffs)
      • Damage on normal attacks: 52 -> 56
      • Reflected damage: 12 -> 8
    • Revitalize (all Nature Staffs)
      • Added a 0.5s delay before the first tick
      • Damage now decreases the channel time stronger (Disruptionfactor: 5 -> 10)
    • Circle of Life (one handed Nature Staff)
      • Cast Time: 1s -> 0.7s
    • Well of Life (Wild Staff)
      • Area Duration: 10s → 6s
      • Heal per tick: 26.89 → 46.00
      • Energy cost: 20 → 18
    • Self Healing Sickness
      • It now requires less casts to activate
      • Healing Reduction: 25% -> 40%
    Quarter Staffs
    • Fatal Blade (Black Monk Staff)
      • Hit Interval: every 0.5s -> every 0.75s (this means the debuff stacks up slower on enemies)
    Spears
    • Harpoon (Spirit Hunter)
      • Cooldown: 25s -> 20s
    Helmets
    • Obsessive Burst (Royal Hood)
      • Damage increase per stack: 6% -> 5%
    • Retaliate (Hunter Hood)
      • Reflected Damage: 100% -> 70%
    Armors
    • Purging Shield (Mage Robe)
      • Duration: 5s -> 4s
    • Obsessive Brust (Druid Robe)
      • Max Stack: 8 -> 6
      • Buff strength per stack: 7% -6%
      • Cooldown: 60s -> 45s
    • Levitate (Cultist Robe)
      • Removed the physical damage immunity
      • Instead now physical & magic resistance are increased by 0.50 during the channel
      • The channel duration is now also reduced when taking damage
      • Added a 0.5s delay before the first tick
      • Tick Interval: 0.5s -> 1s
      • Heal & energy per tick: 3% -> 5%
      • Number of ticks: 10 -> 5
    • Self Ignition (Specter Jacket)
      • Self Damage per tick: 50 true Damage -> 2% of max health
      • The auras can't be stacked anymore. If multiple auras hit the same target, they override each other)
    • Taunt (all Plate Armors)
      • Bonus Damage when used on players: 30% -> 10%
      • Bonus Defense when used on players: -20% -> -10%
    • Requite (Armor of Valor)
      • The effect doesn't stack up anymore
      • Removed the Healing Reduction debuff
      • Instead the reflect now silences enemies for 2s and slows them by 20% for 3s
      • Removed the DoT, instead every reflect deals directly 50 damage
      • Channel Duration: 7s -> 3s
    Shoes
    • Vengeful Sprint (Demon Boots)
      • Cooldown: 30s -> 60s
    Capes
    • Vanisher (Undead Cape)
      • Activation Health Treshhold: 25% -> 15%
    Potions
    • Sticky Potions
      • Cooldown: 120s -> 100s
      • Projectile Speed: 25 -> 40
      • Removed the indication area before the impact
    • Invisibility Potions
      • Now also reduces damage by 50%, which lasts two seconds longer than the invisibility
      • Invisibility Duration increased by 1s
    Mounts
    • Raven Scream and Reactive Scream (Morgana Raven):
      • No longer inflict Fear on mounted enemies
    Misc
    • Bonus AoE Escalation per player: 10% -> 7%
    • AoE Escalation max bonus: 100% -> 70%
    • Maximum Ability Damage Increase from buffs: 150% -> 100%

    The post was edited 8 times, last by Retroman ().

  • Currently started to prepare some more balance changes, which are intended for a patch in the Off-Season. So will probably go live between Season 8 and before the start of Season 9.

    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
    • Added new Ability: Magic Shock (Q-slot / all Arcane Staffs)
      • A Magic Shock in a 3m radius ground target. Enemies hit receive 150 magic damage and are silenced for 0.85s
      • Cooldown 5s
      • Cast Time: 0.5s
      • Range: 14m -> 12m
      • Hitdelay: 0.1s -> 0.15s
    • Motivating Cleanse (all Arcane Staffs)
      • Can now be cast on the ground (can still be cast when stunned)
      • The movement speed increase is now applied to up to 5 allies in the area
      • Range: 9m -> 11m
      • Energycost: 10 -> 10% of Max Energy
      • MoveSpeed Increase: 20% -> 40%
      • MoveSpeed Duration: 5s -> 3s
    • Void (Malevolent Locus)
      • Cooldown Scaling:
        • 900 Item Power = 48.6s -> 46s
        • 1200 Item Power = 45s -> 40s
        • 1700 Item Power = 39s -> 30s


    Axes
    • Rending Strike (all Axes)
      • Energycost: 2 -> 1.6
    • Raging Blades (all axes)
      • Energycost: 15 -> 11
    • Morgana Raven (Carrioncaller)
      • Projectile Range: 15m -> 20m
      • Projectile Speed: 13.68m/s -> 20.00m/s
      • Hitdelay: 0.2 -> 0.3
      • Standtime: 1s -> 0.6s
      • Healing Reduction: 35% -> 40%
    Crossbows
    • Sunder Shot (all Crossbows)
      • Armor Reduction per stack: 0.03-> 0.027


    Cursed Staffs
    • Armor Piercer (all Cursed Staffs)
      • Hitdelay: 0.4s -> 0.2s
      • Standtime: 1s -> 0.7s
      • Damage: 77.11 -> 130.00
      • Armor reduction: 0.15 -> 0.20
      • Debuff Duration: 8s -> 5s
    Daggers
    • Deadly Swipe (all Daggers)
      • Standtime: 0.2s -> 0.1s
    • Chain Slash: (all Daggers)
      • Max Range for dashing to the next target: 8m -> 6m
      • Now the caster is invulnerable while dashing between targets
      • Damage: 106 -> 150
      • Cooldown: 12s -> 15s
    Fire Staffs
    • Fire Bolt (all Fire Staffs)
      • Cast Time: 1s -> 0.7s
      • Impact Damage: 87.52 -> 70.00
      • DoT Damage: 5.72 -> 5.50
      • Energy Cost: 4 -> 3
    • Ignite (all Fire Staffs)
      • Hitdelay: 0.3s -> 0s
      • Standtime: 0.4s -> 0.2s
      • Instant Damage: 96.23 -> 140.00
      • Removed the Dot
      • Now, Hitting a target below 20% Health gives a 40% Move- and Cast Speed buff for 3 seconds.
    Hammers
    • Power Geyser (all Hammers)
      • Cooldown: 10s -> 9s
      • Hitdelay: 0.5s -> 0.45s
      • Standtime: 0.8s -> 0.6s
    • Earth Shatter (one handed Hammer)
      • Standtime: 1.2s -> 0.8s

    • Groundbreaker (Polehammer)
      • Hitdelay: 0.5s -> 0.3s
      • Standtime: 1s -> 0.6s


    Holy Staffs
    • Holy Blessing (all Holy Staffs)
      • Duration: 5s -> 4s
      • Physical Armor Increase: 0.85 -> 0.40
    Maces
    • Deap Leap (one handed Mace)
      • The ability now always deals the same amount of damage: The current mid range damage
      • The 2m -> 3m center now stuns enemies for 2.2s
      • The 5m area slows enemies by 30% for 3s
    Quarter Staffs
    • Separator (regular Quarter Staff)
      • Root Duration: 3.83s -> 3.00s
      • Damage: 149.18 -> 180.00 -> 149.18
      • Knockback Area: 7m -> 6m
      • Slow Duration: 5s -> 3s
    Nature Staffs
    • Cleanse Heal (all Nature Staffs)
      • Can now be cast at the ground (can still be cast when stunned)
      • The Heal over Time and Cleanse is applied to up to 5 allies in the area
    Spears
    • Lunging Strike (all spears)
      • Hitbox range extended by 1m
    • Fling (Glaive)
      • Range: 3m -> 5m
      • Doesn't consume the Spirit Spear Charges anymore
      • Hitdelay: 0.4s -> 0.2s
      • Standtime: 1s -> 0.85s
    • Spectral Trident (Trinity Spear)
      • Maximum Allies Affected: 5 -> 10
    Swords
    • Parry Strike (all Swords)
      • Cooldown: 15s -> 18s
    Helmets
    • Iceblock (Cleric Cowl)
      • While in Iceblock, incoming Healing is reduced by 50%
    • Purifying Smoke (Helmet of Valor)
      • Hitdelay: 1s -> 0.7s
      • Standtime: 0.4s -> 0s
    Shoes
    • Premonition (Boots of Valor)
      • Triggering the cleanse now also grants 4s immunity to stun, root and slow
    Mounts
    • Command Mammoth
      • Bonus Move Speed: 10% -> 0%
    • Tower Chariot
      • Armor Factor: 0.8 -> 1.6
      • Magic Resist Factor: 0.8 -> 1.4
      • Tower Shield
        • Cast Time: 1s -> 0.6s
        • Cooldown: 60s -> 30s
    • Collosus Beetle
      • BonusMove Speed: 30% -> 10% -> 0%
      • Beetle Fly
        • Increased Speed Bonus by 20%
        • Cast Time: 0.5s -> 0.8s




    Misc

    • Crystal GvG Orb Claim Time: 10s -> 5 -> 7.5s

    The post was edited 5 times, last by Retroman ().

  • Over the coming weeks we will gather more changes and release them as a bigger Mid-Season Balance patch later. However some of the changes might also be pushed to live earlier, if we want to adress any pressing issues 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
    • Void (Malevolent Locus)
      • Energycost: 21 base energy -> 20% of Max Energy (independent of Item Power)
      • Cooldown now scales with Item Power
        • 1200 Item Power: 48s -> 45s
        • 1700 Item Power: 42s -> 39s





    Bows:



    • Normal Attacks (all Bows)
      • Increased projectile speed of all normal attacks (This doesn't change Attack Inteval or DPS. it is only how much time it takes for the projectile to hit the target once it has been shot)
    Crossbows:
    • Normal Attacks (all Crossbows)
      • Increased projectile speed of all normal attacks (This doesn't change Attack Interval or DPS. it is only how much time it takes for the projectile to hit the target once it has been shot)
    • Explosive Mine (Weeping Repeater)
      • Added an indication area, which shows where the mine is deployed
      • Projectile Speed of the mine: 30 -> 50
    Daggers
    • Normal Attacks
      • One handed Dagger:
        • Attack Interval: every 0.91s -> every 0.5s
        • Damage per Attack: 1.31 -> 0.72
      • Dual Daggers & Deathgivers:
        • Attack Interval: every 0.91s -> every 0.4s
        • Damage per Attack: 43 -> 19
        • Attack Range: 2m -> 1.5m
      • Claws & Black Hands:
        • Attack Interval: every 0.91s -> every 0.5s
        • Damage per Attack: 43 -> 23
      • Bloodletter Auto Attack:
        • Attack Interval: every 0.83s -> every 0.6s
        • Attack DPS stays unchanged
        • Damage per Attack: 1.15 -> 0.83





    • Removed Ability: Infiltration (W-slot / all Daggers)
    • Added new Ability: Deadly Swipe (Q-slot / all Daggers)
      • Leap towards the targeted area and deals 75 physical damage to all enemies in a 3m radius. Applies one stack of Assassin Spirit on yourself per enemy hit.
      • Standtime: 0.4s -> 0.2s
      • Cooldown: 4s
    • Dash
      • Cooldown: 14s -> 18s (The cooldown doesn't scale with Item Power anymore)
      • Reintroduced the Cooldown scaling with Item Power
      • Cooldown:
        • 1200 IP: 12.5s -> 17.5s
        • 1700 IP: 10s -> 15s
      • Energycost: 5 base energy-> 5% max energy
      • Range: 11m -> 8m
      • At the end of the Dash the player now gets a 15% damage increase, which lasts for 4s
    • Forbidden Stab: (All Daggers)
      • Hitdelay: 0.2s -> 0.1s
      • Standtime: 0.4s -> 0.2
    • Throwing Blades (all Daggers)
    • Damage per Blade: 21.21 -> 35.00
    • Chain Slash (all Daggers)
      • Cooldown: 15s -> 12s
    • Poison Coating (one Handed Dagger)
    • Reworked the ability, it is now called 'Bloodthirsty Blade'
      • While active every normal attack deals an additional 60 magic damage. You receive 100% of this inflicetd damage as Life Steal. Addtitionally your move speed is also increased by 30%,But as long as the ability is active you also lose 4% of your max health every second. The ability can last up to 6s, but you can deactivate it earlier.
        • Max Duration: 10s -> 6s
        • Removed the Max HP Redution
        • Now every second you lose 4% of your max health
        • Added a 30% Move Speed Bonus
        • Damage per Hit: 50 -> 60
        • Lifesteal: 40% -> 100%
        • Cooldown: 15s -> 20s
    • Lunging Stabs (Bloodletter)
      • Range: 13m -> 9m -> 13m
    Frost Staffs
    • Hoarfrost Bolt (all Frost Staffs)
      • Damage: 103.41 -> 150
      • Cast Time: 1.5s -> 1.8s -> 2s
      • Radius: 3m -> 4m
      • Hit Delay: 0.2s -> 0.1s
      • Cast Range: 11m -> 14m
    • Ice Shard (all Frost Staffs)
      • Damage vs Mobs: 125 -> 90
    Hammers
    • Ground Pound (Grovekeeper)
      • Stun Duration: 3.25 -> 2.5
    Holy Staffs
    • Holy Explosion (Great Holy Staff)
      • Now only the first hit knocks back
      • Knockback Distance: 6.36 -> 15.00
      • Knockback speed: 8m per s -> 10m per s -> 15m per s
      • Hitdelay: 0.1s -> 0s -> 0.4s
    Nature Staves
    • Revitalize (all Nature Staffs)
    • Disruption Factor: 0 -> 5
      (This means the channel gets reduced by incoming damage)
    Quarter Staves
    • Fatal Blade (Black Monk Staff)
      • Removed the Channel. It is now an instant ability which leaves the swinginging blade on the ground, while the player can keep moving

      • Area duration: 3s -> 5s
    Spears
    • Inner Focus (all Spears)
      • Move Speed Bonus per stack: 8% -> 5%
    Swords
    • Soulless Stream (Galatine Pair)
      • Increased the gaps in the hitbox
      • Hitbox Range: 13m -> 12m
      • Hitbox is now visible in game
    Helmets
    • Nasty Wounds (Hood of Tenacity)
      • Now also reduces Healing Output by 50%
    Armors
    • Fear Aura (Fiend Robe)
      • Channel Duration: 4s -> 3s
    • Levitate (Cultist Robe)
      • Heal per Tick 4% -> 3%
      • Eneryge per Tick 4% -> 3%
    • Energy Emission (Robe of Purity)
      • Duration: 7s -> 5s
    • Requite (Armor of Valor)
      • The channel is now uninterruptible
    Gathering Gear
    • Flee (Miner Workboots)
      • Buff Duration: 7s -> 10s
      • Silence Duration: 12s -> 13s
    • Ethereal Path (Harvester Workboots)
      • Now cleanses yourself upon activation
      • Cast Range: 14m -> 16m
      • Sprint Duration: 4s -> 7s
    • Sprint Shield (Lumberjack Workboots)
      • Shield Strength: 131.51 -> 250 -> 300
      • The ability is now a channel (this means it can't be purged anymore)
    • Motivating Pain (Quarrier Workboots)
      • Duration: 8s -> 10s
    Mounts
    • All regular mounts now give their carry weight bonus, just by beeing equipped, even outside of the mount circle.
      This means, players keep the load bonus after getting dismounted, or when entering a dungeon, etc.
    • This effect is achieved by a new passive on the mount which scales with Item Power. This new system also adjusts the load progression over tiers.



    Affected Mounts:
    MountTierkg (old)kg (New)
    Giant Stag4466464
    Frost Ram6594748
    Mule26050
    Horse3156106
    Horse4232188
    Horse5268244
    Horse6314310
    Horse7374394
    Horse8450494
    Spectral Bonehorse8.1436494
    Giant Horse7284310
    Direboar726222520
    Wild Boar514781562
    Spectral Direboar725042406
    Swamp Dragon71126630
    Swamp Salamander5246390
    Avalonian Basilisk7358600
    Pest Lizard7376630



    Mount Abilities
    • Ballista - Large Multishot
      • Cast Time: 1s -> 0.6s
    • Frost Ram - Leap
      • Cooldown: 30s -> 15s
    • Colossus Beetle - Beetle Buzz
      • Cast Time: 0.5s -> 1s
      • Radius: 10m -> 9m


    Disarray
    We are currently testing a different version of the Debuff. The reason we want to change it is, the current iteration makes large fight very much focused on one shots. Also if two zergs fight each other the current iteration allows you to deal more than 100% damage against your opponent if you split a group to get rid of the debuff. So we will remove the defense reduction and replace it with reduced CC duration and reduced Received Healing. However to keep the debuff effective we increased the speed in which the debuff escalates. (This is still in testing and might go live with different values)




    Debuffed Attributes:
    • Bonus Damage vs Players
    • CC Duration vs Players
    • Received Healing


    Debuff StrengthPlayer Threshold (New)Player Threshold (Old)
    -1%-26
    -2%2627
    -3%2728
    -4%29
    -5%2830
    -6%31
    -7%2932
    -8%3033
    -9%3135
    -10%3236
    -11%38
    -12%3340
    -13%3442
    -14%3544
    -15%3646
    -16%3748
    -17%3851
    -18%3953
    -19%4155
    -20%4258
    -21%4361
    -22%4564
    -23%4667
    -24%4871
    -25%5075
    -26%5279
    -27%5484
    -28%5689
    -29%5895
    -30%60101
    -31%63106
    -32%66110
    -33%69115
    -34%73120
    -35%77127
    -36%81132
    -37%85139
    -38%91146
    -39%96153
    -40%103158
    -41%111163
    -42%119169
    -43%129174
    -44%141181
    -45%152187
    -46%156194
    -47%160201
    -48%165210
    -49%170217
    -50%175226
    -51%180235
    -52%186245
    -53%191255
    -54%198
    -55%204
    -56%211
    -57%218
    -58%226
    -59%234
    -60%243
    -61%252

    The post was edited 22 times, last by Retroman ().

  • These balance changes are intended for some adjustments in an upcoming patch, will launch soon.

    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:
    • Arcane Protection (all Arcane Staffs)
      • Duration: 4s -> 2s
      • Shield Strength: 169.59 -> 280.00 -> 300.00
    Axes:
    • Rending Bleed Stacks (all Axes)
      • Multiple players can now stack the bleed on the same target
      • Healing Reduction per stack: 5% -> 4%

      • Damage per Tick: 5.2 -> 5.4

    Crossbows:
    • Exploding Bolt (all Crossbows)
      • Damage: 102.73 -> 120 -> 130
      • Hit Delay: 0.4s -> 0.2s
      • Standtime: 0.4s -> 0.3s
    Hammers:
    • Giant Steps (Forge Hammers)
      • Physical Resistance: 0.59 -> 0.35
    Holy Staffs:
    • Sacred Pulse (all Holy Staffs)
      • Cooldown: 10s -> 8s
      • Knockback Distance: 8m -> 12m

    • Flash Heal (all Holy Staffs)
      • Max Stacks: 2 -> 3
      • Healing a target on Max Stacks don't give energy anymore
      • Instead Max Stacks triggers an AoE Heal on the target; healing up to 5 allies for 50 in a 5m radius
      • Base Heal: 48 -> 45
    Nature Staffs:
    • Thorns (all Nature Staffs)
      • You won't lose stacks when attacked by enemy players anymore

    • Spiritual Seed (Druid Staff)
      • Cooldown: 20s -> 25s
    Swords:
    • Iron Will (all swords)
      • Now you directly gain a Heroic Charge on you, upon activation
    • Parry Strike (all Swords)
      • Parry Strike now doesn't silence enemies anymore
      • Cooldown: 15s -> 20s
    • Spinning Blades (Dual Swords)
      • Max Healh Damage vs Players now only hits unmounted players
    • Soulless Stream (Galatine Pair)
      • Cast Time: 0.9s -> 1.1s
    Shoes:
    • Focused Run (Scholar Sandals)
      • Movement Speed Increase: 100% -> 70%
    • Mark of Sacrifice (Hellion Shoes)
      • Cast Range: 15m -> 12m
    Mounts:
    • Pierce Through (Siege Ballista)
      • Damage vs Players per tick: 1.5% -> 2%
      • Damage vs Mounts: 3% -> 5%
      • Cooldown: 10s -> 20s
    Misc:
    • Healing Sickness for 2 Healers: 25.9% -> 30%
    • Healing Sickness for 2 Healers or more

      • Debuff Duration: 2s -> 5s

    The post was edited 12 times, last by Retroman ().

  • These balance changes are intended for a mid season patch during Season 7. However the new spells are still early prototypes and might probably go into the game at later point, like the next content update.

    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:
    • Arcane Protection (all Arcane Staffs)
      • Range: 9m -> 11m
    • Arcane Purge (all Arcane Staffs)
      • Range: 9m -> 11m
      • Cast Time: 0.7s -> 0.5s
      • Hit Delay: 0.4s -> 0.2s
    • Time Freeze (Great Arcane Staff)
      • Hit Delay: 0.8s -> 1.1s
    • Void (Malevolent Locus)
      • Resistance Increase: 0.78 -> 0.45 -> 0.30
    Cursed Staffs:
    • Death Curse (one handed Cursed Staff)
      • The damage can't be reflected anymore
      • Removed the small instant Damage at the start
      • Fixed the delay before the Death Curse activated at the end
    • Cataclysm (Damnation Staff)
      • Armor Reduction: 0.17 -> 0.24
      • Damage: 160 -> 120
    Fire Staffs:
    • Added new W-Spell: Fire Artillery
      • After 1.5s become stationary for up to 6s and start to fire a projectile on target enemy every 2s. The projectile deals 55 magical impact damage and leaves a burning area on the ground for 6s. Every second this applies an Ignite Stack on enemies inside of it that lasts 3s. (Stacks up to 4 times)
    • Pyroblast (one handed Fire Staff)
      • Range: 12m -> 13m
      • Cooldown: 15s -> 14s
      • Instant Damage: 284.31 -> 300.00
    Frost Staffs:
    • Ice Shard (all Ice Staffs)
      • Damage: 140 -> 125
    Holy Staffs:
    • Flash Heal (all Holy Staffs)
      • Heal: 46 -> 48
      • Range: 12m -> 13m
    • Generois Heal (all Holy Staffs)
      • Range: 12m -> 13m
    • Holy Blessing (all Holy Staffs)
      • Range: 12m -> 13m
    • Sacred Pulse (all Holy Staffs)
      • Now, The spell knocks all enemies in a 5m radius around the target for 8m away, happens once after activation
      • Now: The healing affects only a single target
      • Cast Time: 1s -> 0s
      • Cooldown: 15s -> 10s
      • Heal per Tick: 15.8 -> 40.0 -> 35.00
      • Standtime: 0.4s -> 0.2s
      • Range: 11m -> 13m
    • Holy Orb (all Holy Staffs)
      • Adjusted Holy Orb projectile, to make it hit close targets more reliable
    • Desperate Prayer (One Handed Holy Staff)
      • Range: 12m -> 13m
    • Holy Explosion (Great Holy Staff)
      • Cooldown: 25s -> 20s
    • Divine Protection (Divine Staff)
      • Range: 12m -> 13m
    Quarter Staffs:
    • Concussive Blow (all Quarter Staffs)
      • Reworked the spell:
      • Damage: 77.81 -> 90.00
      • Standtime: 0.4s -> 0.3s
      • Hit Delay: 0.4s -> 0.2s
      • Now creates Threat on mobs
    • Cartwheel (all Quarter Staffs)
      • Cooldown: 7s -> 8s
    • Rising Blow (all Quarter Staffs)
      • Knock Up Duration: 1.25s -> 1s
    • Tornado (Soul Scythe)
      • Knock Up Duration: 2s -> 1.4s
    Nature Staffs:
    • Rejuvenation (all Nature Staffs)
      • Heal per Second: 7.9 -> 7.8 -> 7.6
    • Reworked Poison Thorns, (all Nature Staffs)
      • The spell is now called Thorns
      • Upon activation you imbue yourself with 5 Thorns Stacks for 10s.
      • Thorns Stack consumption: If you hit an enemy with your autoattack, you deal an additional 60 magical damage in a 3m radius (consuming 1 stack)
      • If an enemy hits you, you deal 30 magical damage to them (consuming 1 stack)
        • The spell is now moved to the Q-slot
        • Cast Time: 0.6s
        • Cooldown: 5s
        • Damage on Attack: 45 -> 60 -> 52
        • Damage on Reflect: 30 -> 12
        • Getting hit by mobs, doesn't remove stacks anymore. (only getting hit by other players)
    • Rejuvenating Breeze (all Nature Staffs)
      • Cooldown: 16s -> 20s
    • Circle of Life (one handed Nature Staff)
      • If the caster has at least 3 Thorns stack active, the spell also roots and damages enemies in the 11m radius
    Spears:
    • Impaler (all Spears)
      • Damage: 170 -> 140
    Swords:
    • Parry Strike (all Swords)
      • Cooldown: 12s -> 15s
      • Damage: 104 -> 80
    • Fearless Strike (Carving Sword)
      • Range: 13m -> 11m
    • Soulless Stream (Galatine Pair)
      • 0 Stack Damage: 88.89 -> 84.00
      • 1 Stack Damage: 142.22 -> 134.00
      • 2 Stack Damage: 213.34 -> 201.00
      • 3 Stack Damage: 302.22 -> 285.00
      • Bugfix: The debuff can now be cleansed
    Armors:
    • Crowd Control Resistance Factor:
      • Scholar Robe 0.00 -> 0.24
      • Cleric Robe 0.00 -> 0.22
      • Mage Robe 0.00 -> 0.20
      • Mercenary Jacket 0.20 -> 0.30
      • Hunter Jacket 0.15 -> 0.28
      • Assassin Jacket 0.10 -> 0.26
      • Soldier Armor 0.40 -> 0.40
      • Knight Armor 0.45 -> 0.45
      • Guardian Armor 0.50
    • Everlasting Spirit (Cleric Robe)
      • Cooldown: 60s -> 40s -> 50s
    • Taunt (all Plate Armors)
      • Reworked the spell:
        • When used against Creatures: Makes you the target of that creature
        • When used against Players: Increases your Damage by 30% and reduces your defense by 20% for 3s
    • Tenacity (Passive on all Plate Armors)
      • CC Resistance Increase -> 0.1 -> 0.2
    • Tenacity (Passive on all Plate Shoes & Helmets)
      • CC Resistance Increase -> 0.05 -> 0.1
    Helmets:
    • Iceblock (Cleric Cowl)
      • Can now be used after beeing stunned or silenced
      • Cooldown: 40s -> 60s
    • Circle of Inspiration (Druid Cowl)
      • Cooldown: 60s -> 45s
    • Mortal Agony (Stalker Hood)
      • Resistance Reduction: 0.5 -> 0.35
    • Growing Rage (Royal Hood)
      • Damage Increase per stack: 8% -> 6%
    • Emergency Heal (Guardian Helmet)
      • Heal Value: 10% -> 15%
    • Sacrifice (Graveguard Helmet)
      • Heal Value: 25% -> 20%
      • Can't be cast on self anymore
      • Cooldown: 60s -> 40s -> 50s
      • Cast Range: 9m -> 11m
    Shoes:
    • Blink (Cleric Sandals)
      • Range: 9m -> 10m
    • Raging Blink (Stalker Shoes)
      • Range: 7m -> 10m
      • Cooldown: 20s -> 25s
    • Battle Frenzy (Graveguard Boots)
      • Move Speed Increase: 80% -> 30% -> 40%
    • Elbow Smash (Judicator Boots)
      • Knock Up Duration: 1s -> 0.8s
    Misc:
    • If healers are constantly healing themselves they get a Self Healing Sickness. Which reduces all incoming healing by 25%
    • Healing Sickness is not triggered if the Healer heals any other target with a Q ability (should only impact solo Healers)
    • Healing Sickness is removed, as soon as another ally is healed with a Q ability



    Changes in a patch afterwards:

    Cursed Staffs:
    • Cataclysm (Damnation Staff)
      • The damage is now applied as a damage over time effect, which can't be stacked and can't be relfected anymore
      • Damage per tick: 27 -> 18
      • DoT Interval: 0.5s -> 1s
    Nature Staffs:
    • Thorns (all Nature Staffs)
      • Cooldown: 6s -> 5s
      • Cast Time: 0.6s -> 0.4s
      • Standtime: 0.2s -> 0s
      • Can't be accidentally canceled by holding mouse button while casting
    Helmets:
    • Emergency Heal (Guardian Helmet)
      • Heal Value: 15% -> 10%
    Shoes:
    • Motivating Pain (Quarrier Workboots)
      • Can now only triggered by enemy damage (ally damage doesn't count anymore)

    The post was edited 14 times, last by Retroman ().

  • These changes are intended for the next content update. Since there is more time until these changes hit live, I want to try out various prototypes for completely new spells to spice up the variety in the meta, These spells may change quite a bit during the testing process.

    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:
    • Arcane Purge (all Arcane Staffs)
      • Cast Time: 1s -> 0.7s
    • Void (Malevolent Locus)
      • Cast Time: 0s -> 0.5s
    Axes:
    • Added new W-Spell: Spinning Blades
      • The caster gets surrounded by magic blades for 2.5s. Every 0.5s the blades deal magic damage to all enemies in a 6m radius. Each hit also increases the caster's damage by 4% for 3se. (stacks up to 10 times)
      • Damage per Tick: 27.82 -> 27.00 -> 24.00
    • Life Leach (Passive)
      • 15% Life Steal on all your auto attack damage (for more details see life steal changes at the bottom)
    • Vampiric Strike (one-handed Axe)
      • Removed the self Heal, instead the ability now uses the new life steal mechanics
      • One Rending Strike: Life Steals 30% of the damage dealt
      • Two Rending Strikes: Life Steals 60% of the damage dealt
      • Three Rending Strikes: Life Steals 100% of the damage dealt
    Cursed Staffs:
    • Enfeeble Blades (Lifecurse Staff)
      • Cast Time: 1.5s -> 1s
      • Hit Delay: 0.4s -> 0s
      • Standtime: 0.6s -> 0s
      • Damage per tick: 31.3 -> 33.0
    Daggers:
    • Life Leach (Passive)
      • 15% Life Steal on all your auto attack damage (for more details see life steal changes at the bottom)
    Fire Staffs:
    • Magma Sphere (Wildfire Staff)
      • Cast Time: 1s -> 0.6s
    Frost Staffs:
    • Added new Q-Spell: Ice Shard
      • Drop a big Ice Shard at a ground target. The impact deals magic damage to all enemies in a 3m radius.
      • Cast Time: 1.2s
      • Damage: 130 -> 140
    • Shatter (all Frost Staffs)
      • First Area Damage: 93.60 -> 80.00
      • Second Area Damage: 93.60 -> 100.00
      • Third Area Damage: 93.60 -> 120.00
    • Avalanche (Hoarfrost Staff)
      • Cast Time: 0.7s -> 0s
      • Hit Delay: 0s -> 0.2s
      • Standtime: 0s -> 0.4s
    Hammers:
    • Added new W-Spell: Ring of Tar
      • Cracks the earth open and creates a ring of tar in a 8m around the caster. This ring lasts for 4s and has a 2.5m width. When enemies are inside the ring their movespeed is reduced by 90% (ignores crowd control resistance)
      • Cast Time: 0.5s
      • Area Duration: 2.5s -> 4s
      • Area Width: 2m -> 2.5m
      • Reworked the visual effect (because it was hurting the visibillity of a battle)
    • Life Leach (Passive)
      • 15% Life Steal on all your auto attack damage (for more details see life steal changes at the bottom)
    • Bash Knee (all Hammers)
      • Slow Strength: 32% -> 30%
      • Slow Duration: 3s -> 4s
    • Giant Steps (Forge Hammers)
      • Now also increases attack range by 50%
    Holy Staffs:
    • Holy Blessing (all Holy Staffs)
      • Removed the Heal Over Time Effect
      • Added a Physical Armor increase by 0.85
      • The Buff now makes immune to any displacement effects
      • Duration: 8s -> 5s
      • Cooldown: 10s -> 15s
    • Desperate Prayer (one-handed Holy Staff)
      • Cooldown: 15s -> 12s -> 10s
    Maces:
    • Life Leach (Passive)
      • 15% Life Steal on all your auto attack damage (for more details see life steal changes at the bottom)
    • Deep Leap (normal Mace)
      • Close Range Damage: 147
      • Mid Range Damage: 184 -> 203
      • Max Range Damage: 258 -> 275
    • Vendetta (Camlann Mace)
      • Stun Duration: 1s -> 0.8s
    Nature Staffs:
    • Added new W-Spell: Rejuvenating Breeze
      • Increases the resistances of an ally by 0.44 for 2s and spreads Rejuvenating stacks to up to 10 allies in a 15m radius. The amount of Rejuvenation stacks depends on the amount of stacks active on the targeted ally.
      • Cooldown: 10s -> 16s
      • Energycost: 11 -> 15
      • Fixed the spell now working on 10 targets
    • Protection of Nature (all Nature Staffs)
      • Healing Increase: 50% -> 40%
    Quarter Staffs:
    • Added new W-Spell: Rising Blow
      • Hit enemies in a frontal cone, knocking them in the air for 0.9s and dealing physical damage
      • Knocked up duration: 0.9s -> 1.25s
      • Damage: 35 -> 50
    • Life Leach (Passive)
      • 15% Life Steal on all your auto attack damage (for more details see life steal changes at the bottom)
    • Cartwheel (all Quarter Staffs)
      • Armor Increase: 0.2 -> 0.1
    • Separator (Quarter Staff)
      • Removed the knock up.
      • Now enemy players are knocked back 14m instead (not applied to creatures). And a 40% slow is applied, which lasts for 5s
      • Radius: 5m -> 7m
    • Hurricane (Iron-Claded Staff)
      • Channel Duration: 3.5s -> 3s
    Spears:
    • Added new W Spell: Impaler
      • After 0.4s a giant spear will pierce through the ground. Dealing 170 physical damage and slowing enemies by 50% for 3s within the 2.5m radius impact area.
      • Damage: 170
      • Slow Duration: 40% -> 50%
    • Life Leach (Passive)
      • 15% Life Steal on all your auto attack damage (for more details see life steal changes at the bottom)
      • Life Steal: 10% -> 15%
    • Rooting Smash (Pike)
      • Doesn't consume the Spirit Spear charges anymore
      • Cast Range: 4m -> 5.5m
      • Standtime: 1.4s -> 0.7s
      • Energycost: 16 -> 14
    Swords:
    • Added new W-Spell: Parry
      • For 0.8s you become immune to damage and reflect all incoming damage back at the attacker. At the end of the channel you hit all enemies around you in a 6m radius, dealing 104 physical damage and silencing for 0.80s
      • The caster now can't accidently cancel the channel anymore
      • Silence Duration: 0.94 -> 0.80
    • Heroic Charge:
      • Move Speed Increase: 10% -> 12%
      • Attack Speed Increase: 10% -> 12%
    Armors:
    • Frost Shield (all Cloth Armors)
      • Cooldown: 60s -> 40s
    • Inferno Shield (all Leather Armors)
      • Cooldown: 60s -> 40s
    • Life Steal Aura (Hellion Jacket)
      • Now the lower the health of the caster, the more damage the aura deals to enemies. The caster now directly steals all the damage dealt. (see also life steal changes below)
      • Min Damage: 20 -> 20
      • Max Damage: 60 -> 40
    • Fury (Soldier Armor)
      • Cooldown: 30s -> 40s
    Shoes:
    • Wanderlust (Soldier Boots)
      • Duration after Max Stack: 9s -> 7s
    • Spectral Run (Specter Shoes)
      • Now IF the caster moves 20 meters or more, he can't attack other players for 3s after getting out of invisibility.
    Misc:
    • Reworked Life Steal Mechanics:
      • Life Steal now steals a percentage of the damage dealt.
      • Life Steal now doesn't count as healing. i.e. is unaffected by Heal Modifier or Healing Sickness.

    The post was edited 10 times, last by Retroman ().

  • Current changes are intended to go live with a patch early May. These Balance Changes are not finished and might change before the final version 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.


    Arcane Staffs:
    • Time Freeze (Great Arcane Staff)
      • Freeze Duration: 3s -> 4s
      • Cooldown 1200 IP: 34s -> 30s
      • Cooldown 1700 IP: 30s -> 26s
    Axes:
    • Life Leech (Passive)
      • Heal per Attack: 5.10 -> 6.10
    Bows:
    • Poisoned Arrow (all Bows)
      • Range: 11m -> 13m
    • Speedshot (all Bows)
      • Range: 11m -> 13m
    Crossbows:
    • Auto Fire (all Crossbows)
      • Damage per Tick: 37.00 -> 30.00
      • Explosion Damage: 89.00 -> 82.00
    Cursed Staffs:
    • Cataclysm (Damnation Staff)
      • Damage: 120 -> 160
      • Debuff Duration: 8s -> 6s
      • Cast Range: 10m -> 12m
      • Cooldown: 45s -> 30s
    Daggers:
    • Life Leech (Passive)
      • Heal per Attack: 3.73 -> 4.50
    Fire Staffs:
    • Flame Tornado (Blazing Staff)
      • Tick Damage vs Players: 51.00 -> 60.00
    Frost Staffs:
    • Freezing Wind (one handed Frost Staff)
      • Standtime: 0.6s -> 0.2s
      • Damage: 160 -> 174
      • Root Duration: 1.57s -> 2.00s
    • Ice Storm (Glacial Staff)
      • Damage vs Mobs: 16.70 -> 20.00
      • Damage vs Players: 35.00 -> 45.00
    • Ice Crystal (Permafrost Prism)
      • Cooldown: 45s -> 30s
    Hammers:
    • Life Leech (Passive)
      • Heal per Attack: 5.86 -> 7.00
    • Iron Breaker: (all Hammers)
      • Hit Delay: 0.5s -> 0.4s
      • Standtime: 0.6s -> 0.5s
      • Resistance Reduction: 0.12 -> 0.15
    • Ground Breaker (Polehammer)
      • Stun Area Width: 1.5m -> 2m
    Maces:
    • Life Leech (Passive)
      • Heal per Attack: 5.86 -> 7.00
    • Removed the spell Stalling Slam
    • Added the new Spell: Sacred Ground instead
      • Creates a 3m radius area in front of you. The area lasts for 6s and silences all enemy players in the area (ignoring crowd control resistance). Creatures in the area are silenced for up to 2.8s
      • Cast Time: 0.8s, Cooldown: 7s, Energycost: 6% of max energy
    • Threatening Smash (all Maces)
      • Hit Delay: 0.6s -> 0.5s
      • Standtime: 0.7s -> 0.6s
    • Vendetta (Camlann Mace)
      • Now also stuns all pulled enemies.
      • Damage: 113.96 -> 62.00
    Nature Staffs:
    • Revitalize (all Nature Staffs)
      • Energycost per tick: 8 -> 6
      • Energy Gain per tick: 10 -> 8
      • Health per Tick: 60 -> 80
    Quarter Staffs:
    • Life Leech (Passive)
      • Heal per Attack: 4.17 -> 5.00
    • Separator (base Quarter Staff)
      • Standtime: 1s -> 0.6s
    Spears:
    • Life Leech (Passive)
      • Heal per Attack: 4.81 -> 5.80
    Armors:
    • Fury (Soldier Armor)
      • CC Duration Increase per stack: 7% -> 4%
    • Haste (Hunter Jacket)
      • Damage Increase: 10% -> 20%
    • Electric Field (Stalker Jacket)
      • Cooldown: 60s -> 45s
    • Life Steal Aura (Hellion Jacket)
      • Minimum Heal: 7.02 -> 8.80
      • Maximum Heal: 23.09 -> 29.09
    Helmets:
    • Emergency Heal (Guardian Helmet)
      • The effect is now applied to up to 5 allies in a 4m radius

    The post was edited 4 times, last by Retroman ().

  • Current changes are intended to go live with the Patch on the 10th April. These Balance Changes are not finished and might change before the final version 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.


    Bows:
    • Auto Attacks (all Bows)
      • Attack Range: 11m -> 13m
      • Auto Attacks per Second: 1 -> 1.3
      • Damage per Auto Attack: 29 -> 23
    • Piercing Arrows (Passive)
      • Damage Reduction per Stack: 1% -> 2%
    • Attack Speed (Passive)
      • Buff Duration: 3s -> 5s
    • Frost Shot (all Bows)
      • Hit Delay: 0.2s -> 0s
      • Standtime: 0.2s -> 0s
    • Enchanted Quiver (regular Bow)
      • Number of Arrows: 15 -> 18
    • Undead Arrows (Whispering Bow)
      • Damage per Hit: 39.31 -> 55.00 -> 50.00
      • Duration: 10s -> 8s
      • Range Increase: 50% -> 35%
    Crossbows:
    • Removed the Passive 'Aggressive Caster'
    • Added the New Passive 'Well Prepared'
      • Every 4 activated spells, your Q-slot spell cooldown is instantly reseted
    • Auto Fire (all Crossbows)
      • Shot interval: 0.5s -> 0.3s
      • Damage per Tick: 28.01 -> 37.00
      • Explosion Damage: 67.22 -> 89.00
      • Range: 11m -> 13m
    • Explosive Bolt (all Crossbows)
      • Energycost: 4 -> 3.5
      • Hitdelay: 0.5s -> 0.4
      • Standtime: 0.5s -> 0.4
    • Knockback Shot (all Crossbows)
      • Now also increases Atttack- and Cast Speed by 50% for 4s
      • Cooldown: 10s -> 8s
      • Knockback Distance: 5.27 -> 10.00
      • Damage: 41.13 -> 62.00
      • Hit Delay: 0.2s -> 0.1s
      • Standtime: 0.4s -> 0.2s
    • Snipeshot (regular Crossbow)
      • Damage: 380.25 -> 418.00
      • Range: 15m -> 16m
      • Standtime: 0.6s -> 0.4s
    • Sweeping Bolt (Heavy Crossbow)
      • Hit Delay: 0.4s -> 0.3s
      • Standtime: 1s -> 0.7s
      • Cooldown: 20s -> 18s
    Daggers:
    • Rapier Stabs (Bloodletter)
      • Cooldown: 20s -> 30s
      • Hitting an enemy below 40% now also reduces all your cooldowns by 10s
    Fire Staffs:
    • Contagious Fire (Infernal Staff)
      • Damage per tick: 65.00 -> 60.00
    Holy Staffs:
    • Holy Beam (all Holy Staffs)
      • Cooldown: 10s -> 16s
    • Celestial Sphere (Redemption Staff)
      • Heal per tick: 80.00 -> 90.00
    Nature Staffs:
    • Reanimate (all Nature Staffs)
      • Is now a channel instead of a cast ability:
        Revitalizes an ally, restoring 60 health and 10 energy per second. The ability can be channeled up to 5 times. (15s Cooldown, each tick consumes 8 energy)
    • Well of Life (Wild Staff)
      • Cooldown: 30s -> 25s

    Quarter Staffs:
    • Forceful Swing (all Quarter Staffs)
      • Cooldown: 15s -> 18s
    • Hurricane (Iron-Clad Staff)
      • Cooldown increased by 4s
    Swords:
    • Mighty Blow (Broadsword)
      • Damage: 276 -> 287
    • Spinning Blades (Dual Swords)
      • Max Health Damage: 8% -> 6%
    Helmets:
    • Emergency Heal (Guardian Helmet)
      • Cooldown: 40s -> 30s
    • Displacement Immunity (Knight Helmet)
      • Buff Duration: 10s -> 6s

    The post was edited 7 times, last by Retroman ().

  • Current changes are for a bigger Balance Patch early 2019, within Nimue. These Balance Changes are not finished and you can expect more balance changes before the final version 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.

    Arcane Staffs:
    • Frazzle (all Arcane Staffs)
      • Damage Taken Increased: 40% -> 30%
    • Time Freeze (Great Arcane Staff)
      • The freeze can't be cleansed anymore
      • Duration: 3.5s -> 3s
    Axes:
    • Rending Strike (all Axes)
      • Energycost: 3 -> 2
      • Healing Reduction per stack: 7% -> 5%
      • Hit Delay: 0.4s -> 0.2s
      • Standtime: 0.4s -> 0.3s
    • Rending Swing (all Axes)
      • Hit Delay: 0.2s -> 0.3s
      • Energycost: 2 -> 3
      • Healing Reduction per stack: 7% -> 5%
    • Deadly Chop (all Axes)
      • Damage: 174.04 -> 152.00
    • Adrenaline Boost (all Axes)
      • Movement Speed Increase: 40% -> 50%
      • Damage Increase: 20% -> 25%
    • Removed the ability Battle Frenzy (all Axes)
    • Added the new ability: Battle Rush
      • Charge toward a target (ally or enemy). Enemy Healing Received is reduced 20% for 4s in a 5m radius. Ally Healing Received is increased by 20% for 4s in a 5m radius.
      • Buff & Debuff Duration: 3s -> 4s
      • Area Size: 4m -> 5m
    Bows:
    • Enchanted Quiver (Bow)
      • Auto Attack Damage Increase per stack: 25% -> 35%
    • Magic Arrow (Warbow)
      • Projectile Speed: 15.33 m/s -> 16.08 m/s
    Cursed Staffs:
    • Cursed Sickle (all Cursed Staffs)
      • Is now a skillshot with a boomerang-like trajectory.
      • Hitdelay: 0.5s -> 0.2s
      • Standtime: 0.3s -> 0.4s
      • Range: 21m -> 16m
      • Cooldown: 3.5s -> 5s
    Daggers:
    • Sunder Armor (all Daggers)
      • Hit Delay: 0.2s -> 0.1s
      • Standtime: 0.4s -> 0.2s
    • Slit Throat (Dagger Pair)
      • Damage: 430.74 -> 443.05
    • Lunging Stabs (Bloodletter)
      • Damage for targets below 40%: 306.63 -> 330.00
    Fire Staffs:
    • Replaced the spell Fire Bomb (Q-Slot)
    • Added new spell Burning Field (Q-Slot)
      • Sets the ground in a 3m radius for 4s on Fire. Dealing magic damage on ignition and additional damage for enemies inside the area. This is a ranged spell, which you can cast on the ground.
      • Cooldown: 5s -> 4s
      • Cast Time: 0.8s -> 0.7s -> 0.5s
      • Range: 11m -> 15m
      • First Damage Tick of the area happens now earlier
      • Damage per Tick vs Mobs: 18 -> 20
      • Damage per Tick vs Players: 50 -> 55
      • Energycost: 4.5 -> 6
    Hammers:
    • Power Geyser (all Hammers)
      • Hit Delay: 0.6s -> 0.45s
    • Grasp of the Undead (Tomb Hammer)
      • Reworked the ability: A giant Undead Hand comes out of the ground, hitting enemies in a 2.5m radius. Dealing 110 physical damage and stunning for 2.9s.
      • Hitdelay: 0.6s -> 0.4s
      • Standtime: 0.8s -> 0.6s
      • Cooldown: 15s -> 14s
    Holy Staffs:
    • Desperate Prayer (Holy Staff)
      • Max Heal Value: 177.69 -> 200.00
      • Cooldown: 20s -> 17s -> 15s
    • Salvation (Fallen Staff)
      • Radius: 6m -> 5.5m
    • Celestial Sphere (Redemption Staff)
      • Max Number of Jumps: 14 -> 10
      • Heal per Jump: 51.5 -> 80.00
    Nature Staffs:
    • Rejuvenation (all Nature Staffs)
      • Heal per tick: 7.75 -> 7.9
    • Revitalize (all Nature Staffs)
      • Instant Heal: 57.59 -> 75.00
      • Removed the Heal Over Time effect, instead it now instantly restores 15 energy of the target
      • Cooldown: 7s -> 10s
      • Energycost: 9 -> 10
    • Circle of Life (Nature Staff)
      • Zero Charge Heal: 56.62 -> 91.00
      • One Charge Heal: 90.60 -> 114.00
      • Two Charge Heal: 135.89 -> 148.00
      • Three Charge Heal: 192.52 -> 193.00
    • Ruthless Nature (Blight Staff)
      • Cooldown: 30s -> 25s
      • Heal per Tick: 29.50 -> 33.00
      • Energycost: 18 -> 15
    Quarter Staffs:
    • Separator (Quarter Staff)
      • Cooldown: 20s -> 15s
      • Energycost: 17 -> 13
    • Hurricane (Iron-Clad Staff)
      • Doesn't knock mobs away anymore
      • It interrupts Mob spell casts instead
      • Damage per tick: 23.20 -> 32.00
      • Cooldown 100 IP: 23.8s -> 36s
      • Cooldown 1700 IP: 19s -> 20s
    • Overpower (Double Bladed Staff)
      • Reworked the Overpower animation, it is now a jump with a fixed duration
      • Cast Range: 11m -> 15m
      • Standtime: 0s -> 0.3s
      • Damage: 69.64 -> 80.00
      • Radius: 5m -> 6m
      • The ability is now renamed to Crescent Slash
    Spears:
    • Inner Focus (all Spears)
      • Movement Speed Increase per stack: 6% -> 10% -> 8%
      • Buff Duration: 5s -> 6s
    • Reckless Charge (one handed Spear)
      • Range: 11m -> 13m
    Swords:
    • Heroic Cleave (all Swords)
      • Reworked the ability: It doesn't require a target anymore. Instead it is now instead an AoE attack around the player.
      • If you hit at least one enemy, this ability also creates a Heroic Charge on you.
      • Hitdelay: 0.4s -> 0.3s
      • Standtime: 0.4s -> 0.2s
      • Radius 4m -> 5m -> 6m
      • If you hit 3 enemies or more, two Heroic Charges are created on you.
      • Now also gives a 10% Attack Speed bonus per stack
      • Energycost: 3 -> 3.5
    • Heroic Strike (all Swords)
      • Now also gives a 10% Attack Speed bonus per stack
      • Standtime: 0.4s -> 0.3s
    • Iron Will (all Swords)
      • While the buff is active the caster becomes now immune to purges
      • Activating this ability doesn't give an extra Heroic Charge stack anymore
      • Resistance Increase: 25% -> 35%
      • Duration: 5s -> 4s
    • Mighty Blow (Broadsword)
      • The ability now jumps towards the target.
      • Range: 3m -> 8m -> 10m
      • Hitdelay: 0.4s -> 0.3s
      • Standtime: 1s -> 0.8s
      • Damage: 267.84 -> 276.00
      • Removed the Resistance Increase
      • Energycost: 14 -> 11
      • Resistance Increase: 0.36 -> 0.24
    • Spinning Blades (Dual Swords)
      • Max Hitpoint Damage: 5% -> 8%
    • Soulless Stream (Galatine Pair)
      • Max Hitpoint Reduction: 10% -> 6%
    Armors:
    • Purging Shield (Mage Robe)
      • Cooldown: 60s -> 45s
      • Duration: 6s -> 5s
      • Energycost: 12 -> 10
    • Life Steal Aura (Hellion Jacket)
      • Now also increases Healing Received by 10%
      • Duration: 10s -> 8s
    • Windwall (Knight Armor)
      • Cooldown: 40s -> 30s
    • Force Shield (Judicator Armor)
      • Resistance Increase Factor: 0.35 -> 0.32
    Helmets:
    • Ice Block (Cleric Cowl)
      • Cooldown: 60s -> 40s
    • Inner Corruption (Cultist Cowl)
      • Cooldown: 50s -> 30s
    • Meditation (Assassin Hood)
      • Channel Duration: 2s -> 3s
      • Max Cooldown Reduction: 10s -> 15s
    • Growing Rage (Royal Hood)
      • Damage Increase per stack: 10% -> 8%
    • Stoneskin (now available on all Plate Helmets)
      • Removed the damage and healing penalty. It is now a straight resistance increase
      • Resistance Increase: 60% -> 50%
    • Emergency Heal (Now only available on Guardian Helmets)
      • Reworked the ability:
      • Instantly heals 10% of your max health and removes any damage over time effects.
      • Cooldown: 60s -> 40s
      • Instant Heal: 5% -> 10%
    • Electric Discharge (Judicator Helmet)
      • Cooldown: 60s -> 45s
      • You can now keep moving durating the activation of this skill
    Shoes:
    • Vengeful Sprint (Hellion Boots)
      • Damage Increase per stack: 5% -> 4%
    • Defensive Sprint
      • Removed from Graveguard Boots
      • Added new ability Battle Frenzy instead:
        • Increases your movement speed by 80% and makes you immune to any movement impairing effects for 5s. Does not make you immune to forced movement effects like knockbacks.


    Passives:
    • Efficiency (Cloth Armors)
      • Energycost Reduction: 8% -> 12%
    • Efficiency (Cloth Helmets & Shoes)
      • Energycost Reduction: 3.5% -> 6%
    Offhands:
    • Normal Shields:
      • Crowd Control Resistance Factor: 0.36 -> 0.60
    • Mistcaller:
      • Cooldown Reduction: 15% -> 14% (on 1700 IP)
    • Leering Cane:
      • Cooldown Reduction: 0% -> 6% (on 1700 IP)
    • Eye of Secrets:
      • Max Energy Factor: 0.4 -> 0.5
    • Muisak:
      • Bonus Damage: 0% -> 20% (on 1700 IP)
      • Bonus Healing: 0% -> 20% (on 1700 IP)
      • Energy Cost Increase: 0% -> 25% (on 1700 IP)
    • Taproot:
      • Max Health Factor: 0.5 -> 0.42
    Capes:
    • Heretic Cape
      • Root Duration: 4s -> 6s
    • Keeper Cape
      • Health Threshhold for activation: 60% -> 70%
      • Cooldown: 100s -> 80s (on 1300 IP)
    • Lymhurst Cape
      • Cooldown: 120s -> 130s (on 1300 IP)
    • Martlock Cape
      • Cooldown: 140s -> 160s (on 1300 IP)
      • Bonus Defense: 66.66% -> 50%
    • Thetford Cape
      • Damage (80.44 -> 92.00)
    • Undead Cape
      • Health Threshhold for activation: 20% -> 25%
    Mounts:
    • Ox:
      • Base Speed: 35% -> 40%
    • Pest Lizard:
      • Base Speed: 120% -> 110%
    • Morgana Nightmare / Spectral Bonehorse:
      • Gallop Bonus: 60% -> 58%
    • Direwolf Mounts (includes special mounts with the same stats)
      • Gallop Bonus: 55% -> 45%
    • Spectral Bat / Husky:
      • Gallop Bonus: 65% -> 57%
    • Moabird Mounts:
      • Gallop Bonus: 65% -> 57%
    • Cougar Mounts:
      • Gallop Bonus: 50% -> 45%
    • Swiftclaw:
      • Gallop Bonus: 65% -> 52%
    • Husky Sled:
      • Gallop Bonus: 55% -> 53%
    Misc:
    • Increased player hitpoint pool by 20%
    • Increassed player energy pool by 20%
    • Base Movement Speed: 4.8 m/s -> 5.5 m/s
    • In Combat Duration: 30s -> 20s
    • Cap for Auto Attack Max Damage Increase: 200% -> 300%

    Disclaimer:The balance patch will not go on the live server before February, that is why we are currently testing some bigger changes. These are just being tested and if we don't like the results we might revert a lot of these changes.

    The post was edited 23 times, last by Retroman ().