Angepinnt NDA Balance Playtests

  • NDA Balance Playtests

    Hey everyone,

    Albion Online, is a full loot PvP game and needs a good balance for all weapons and armors in the game. The best way to test if potential changes to these items are beneficial is when they are actually play tested by very good pvp players. Their practical experience has always been a very valuable source of information for us. Therefore we have been inviting a range of various guilds to internal playtests (this is nothing new and we never intended to keep this a secret, there is already threads about this from two years ago)

    We believe this form of playtesting is absolutely neccessary to fine-tune high level pvp gameplay and it makes the game better for the whole community.

    How this works is:
    1. The playtests are held on our internal server, where we provide testers with temporary accounts
    2. We contact guilds directly. (who we think are good and reliable players)
    3. You can also always contact me, if you think you are a good fit for these playtest. If you and your guild have a good track record and we have time and a new playtest is scheduled i am happy to invite fresh blood to tests as well.
    4. Everyone participating will need to have signed an NDA that covers your real life information. Please only apply if you have a team of at least five players willing to do that. Violation of the NDA can and will lead to consequences, including the possibility of being banned from the Live Server.
    5. We value quality over quantity. Meaning if you are providing valueable feedback, are reliable and ideally flexible in bringing a group in a short time, it increases your chances of getting invited again. Misbheavior in the live game, the community or during tests will lead to exclusion from future tests.
    6. Finally, we simply can't invite everyone. Because we can't do personalized tests in this quantity and the organization of playtests takes up valueable development time.
    Just keep in mind, for us it is very important to have a fast and unberaucratic solution for playtesting. We are aware that the tradeoff for the speed and flexibility can lead to situations where some guilds get a glimpse at upcoming changes earlier then others, even if they all signed NDAs. In the past we were still in beta and had plenty resets, so this possible advantage hasn't been that big of an issue so far. However now with the game beeing live, we realize we need to be more transparent with upcoming changes and prevent possible advantages for only a selection of players. Therefore we will in the future post updates about the balance changes, currently in playtest also here in the forum.

    Cheers,
    Retro
  • 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.


    Systems:
    • Reflect Damage now also reflects all AoEs, Skillshots and DoTs.
    • Exception Spells are:
      • Demon Arrow
      • Exploding Shot
      • Explosive Mine
      • Contagious Fire
      • Magma Sphere
      • Meteor
      • Hail
      • Ice Storm
      • Avalanche
    Arcane Staffs:
    • Frazzle:
      • Added a AR/MR Shredding
      • Energycost: 5 -> 4
      • Cast Time: 1.5s -> 1.2s
    Bows:
    • New W-Spell: Ray of Light
      • Shoots an arrow into the sky, which rains down at the ground after a short delay. The arrow can hit a single enemy, dealing x magical damage, and rooting them for y seconds.
    • Deadly Shot:
      • Every shot also increases your cast speed by 20% for 3s (stacks up to 4 times)
      • Reapplying at max stacks resets the cast speed increase.
      • Damage: 136.89 -> 109.51
      • Energycost: 6 -> 4
    Cursed Staffs:
    • New W-Spell: Grudge
      • The Grudge can be cast on any ally, and lasts for x. While it is active, every normal attack they make inflicts a Vile Curse on the enemy.
    • Armor Piercer
      • AR/MR Reduction: 0.18 -> 0.15
    • Field of Death
      • Healing Reduction: 70% -> 60%
      • Energycost: 26 -> 20
    Daggers:
    • New W-Spell: Shadow Edge
      • Throws a knife in front of you, pulling you behind the first target you hit. If the target is an enemy, the enemy will be rooted for x seconds.
    • Poison Coating:
      • Energycost: 18 -> 14
    • Slit Throat:
      • Instant Damage: 60% -> 75%
      • Dot Damage: 40% -> 25%
    • Devastating Strike:
      • Now also purges enemy buffs at the second hit.
      • Damage: 243.24 -> 231.66
      • Energycost: 20 -> 15
    Fire Staffs:
    • Fire Bolt:
      • Instant Damage: 107.41 -> 120.83
      • Damage per Tick: 15.44 -> 10.29
    • Fire Wall:
      • Damage per tick: 41.68 -> 36.34
    • Fire Wave:
      • Cooldown: 10s -> 15s
      • Damage per Tick: 31.49 -> 34.60
      • Number of Ticks: 2 -> 5
      • Knockback Distance: 6.63 -> 2.05
      • Energycost: 10 -> 12
    • Contagious Fire:
      • Damage: 23.12 -> 27.75
    • Meteor:
      • Damage: 385.25 -> 434.09
    Frost Staffs:
    • Freezing Wind:
      • Damage: 166.74 -> 145.41
    • Ice Storm:
      • Damage Tick Interval: 1s -> 0.5s
      • Damage vs players per tick: 45.27 -> 25.77
      • Damage vs mobs per tick: 27.86 -> 15.60
      • Base Slow Duration per Tick: 1s -> 2s
    • Frozen Hell:
      • Hit Delay: 0.2s -> 0.7s
    Hammers:
    • Removed the Threat Generation Passive
    • Added Energetic Passive
    • Ground Breaker:
      • Stun Area Width: 1m -> 1.5m
      • Stun Duration: 3.14 -> 2.85
    Holy Staffs:
    • Total Healing Output reduced by 10%
    • Removed Self Healing Sickness
    • Flash Heal:
      • Cast Time: 0.8s -> 1s
      • Heal: 38.20 -> 42.18
      • Energycost: 4 -> 4.5
      • Energy Restore on Full Stack: 2.42 -> 2
      • Received Bonus Heal: 4% -> 10%
      • Received Bonus Heal Duration: 6s -> 3s
    • Generous Heal:
      • Heal: 87.53 -> 126.69
    • Desperate Prayer:
      • Heal: 159.92 -> 177.69
      • Cooldown: 15s -> 20s
      • Energycost: 14 -> 15
    • Holy Explosion:
      • Cooldown: 20s -> 25s
      • Heal: 34.75 -> 37.28
    • Divine Protection:
      • Cooldown: 30s -> 25s
      • Energycost: 18 -> 16
      • Heal: 126.36 -> 115.30
    • Holy Touch:
      • Cooldown: 10s -> 15s
      • Energycost: 16 -> 17
      • Heal: 47.08 -> 50.35
    Maces:
    • Removed the Threat Generation Passive
    • Added Energetic Passive
    • Snare Charge:
      • Jump Movespeed: 12 -> 15 (This means jump time changed from: 0.92s -> 0.73s)
    • Shrinking Curse:
      • Area Duration: 1.5s -> 0.75s
      • The spell now also reduces the enemy's max and current hitpoints by 40%
      • Damage & Heal Power Reduction: 50% -> 40%
      • Cooldown: 20s -> 30s
      • Damage: 119.69 -> 98.28
      • Energycost: 18 -> 22
    Nature Staffs:
    • Total Healing Output reduced by 10%
    • Removed Self Healing Sickness
    • Rejuvenation:
      • Heal: 8.43 -> 7.75
      • Energycost: 5 -> 4.5
      • Energy gain on Max Stacks: 10 -> 7
    • Circle of Life:
      • Cooldown: 15s -> 25s
      • Heal: 158.23 -> 192.5
      • Energycost: 14 -> 15
    • Living Armor:
      • Cooldown: 20s -> 25s
      • AR/MR Increase: 0.31 -> 0.13
      • Heal per Damage: 14.57 -> 27.62
      • Duration: 10s -> 8
      • Energycost: 14 -> 16
    • Well of Life:
      • Heal per tick: 25.08 -> 26.89
    Quarter Staffs:
    • Removed the Threat Generation Passive
    • Added Energetic Passive
    • Tornado:
      • The knock up time is not affected by cc duration or CC resistance anymore. It is always the same duration (2s) now.
    Spears:
    • New W-Spell: Deflecting Stance
      • Spin your weapon as a shield for up to x seconds. While channeling, your resistances are increased by y, and you reflect z of the incoming damage. Additionally restores a energy every b.
    • Forest of Spears:
      • No of Ticks: 6 -> 8
      • Damage per Tick: 44.95 -> 35.96 (per tick damage decreased by 20%, total channel damage increased by 6.66%)
    • Fling:
      • Cast Range: 4m -> 3m
      • The spell doesn't slow enemies anymore
    Swords:
    • Removed the Threat Generation Passive
    • Added New Passive: Weakening
      • Every normal attack, you reduce the target's damage and heal power by 4% for 1s.
    • New W-Spell: Splitting Slash
      • Splits the earth in a straight line in front of you. Any enemy directly hit will receive x damage, and be rooted for y.
    • Spinning Blades:
      • Range: 11m -> 14m
      • Jump Movespeed: 13 -> 20 (This means jump time changed from: 0.85s -> 0.65s)
      • Cooldown: 15s -> 20s
      • Energycost: 15 -> 17
    • Fearless Strike:
      • The slow has been removed
      • Instead the spell now reduces enemy resistances, depending on active heroic charges.
      • Range: 9m -> 11m
      • Energycost: 20 -> 15
    Armors:
    • Plate Armors Now have an additional 200% Health Regen Bonus out of combat
    • Threat Bonus Factors:
      • Soldier Armor: 1.4 -> 4
      • Knight Armor: 1.45 -> 4.25
      • Guardian Armor: 1.5 -> 4.5
      • Removed the Threat Bonus from all Cloth- & Leather Armor
    • Additional Crowd Control Duration Factor:
      • Mercenary Jacket: 10% -> 20%
      • Assassin Jacket: 20% -> 10%
      • Soldier Armor: 50% -> 40%
      • Guardian Armor: 40% -> 50%
    • Inferno Shield
      • Reflected Damage: 50% -> 30%
    • Haste
      • Cooldown: 60s -> 30s

    • Ambush
      • Cooldown: 40s -> 60s
    • Fury
      • Cooldown: 40s -> 30s

    • Enfeble Aura:
      • Now also reveals invisible targets

    • Windwall:
      • Cooldown: 40s -> 50s
    • Protection of the Fiends:
      • Reflected Damage: 90% -> 45%

    • Gatherer Armors:
      • Removed Frost Shield as spell choice
      • Added Wind Wall as spell choice
    Helmets:
    • Energy Regain:
      • Cooldown: 60s -> 30s

    • Circle of Inspiration:
      • Cooldown: 30s -> 45s
    • Enegy Shield:
      • Energy per Hit: 7 -> 13.13
    • Sacrifice
      • Health Restoration: 20% -> 25%
    • Hush
      • Silence Duration: 5.83 -> 4.86
    Shoes:
    • Frost Walk:
      • Cooldown: 40s -> 30s
    • Dodge Roll:
      • Cooldown: 20s -> 25s
    • Shield Charge:
      • Shield Strength: 199.63 -> 188.74
    • Royal March
      • Now the stacking effect is only activated if you reach your destination without interruption.
      • Max Stack: 15 -> 10
      • Removed the AR/MR increase, instead each stack now decreases damage taken by flat 2%
      • Movespeed Increase per Stack: 5% -> 6%
    Offhands:
    • Eye of Secrets:
      • Highest Energy Regeneration Bonus: 30% -> 15%
      • Highest Max Energy boost: 40% -> 60%
    Potions:
    • Sticky Potions:
      • All potions now always have the 3m radius. (like the T3 Sticky Potion)
      • Area Duration: 8s -> 6s
      • Damage Reduction is now reduced by 50%
      • Cooldown: 120s -> 150s
    • Energy Potion Restoration:
      • Minor Energy Potion: 25% -> 30%
      • Energy Potion: 35% -> 50%
      • Major Energy Potion: 45% -> 70%

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