Pinned NDA Balance Playtests

  • 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 ().

  • 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 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 ().

  • 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 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 ().

  • 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 ().