Current Changes for the next Combat Balance Update, which will go live with the next content update. (The mount changes and a couple of ZvZ hotfixes are intended to go live with Kay patch#4.)
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 thefinal 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.
Misc:
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 thefinal 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.
Misc:
- Mobs now give a small amount of energy on death (this is also shared in groups, similiar to fame)
- Flattened the CC Duration & CC Reistance curve. This should not affect when fought on equal gear, but normalize cc duration in gear difference. i.e. a T8 weapon stun doesn't last forever on a T2 armor target)
- Halfed CC Resistance increase per IP
- Halfed CC Duration increase per IP
- Halfed CC Resistance increase per IP
- Energy Bolt
- Min Damage: 86.58 -> 97.40
- Min Damage: 86.58 -> 97.40
- Arcane Protection:
- Standtime: 0.2s -> 0s
- Standtime: 0.2s -> 0s
- Arcane Orb:
- Now Purges enemies on hit
- Cooldown: 15s -> 20s
- Radius: 7m -> 6m
- Silence Duration: 2.13 -> 1.08
- Silence Duration is doubled when used against mobs
- Now Purges enemies on hit
- Rending Strike:
- Bleed Duration: 4s -> 5s
- Bleed Duration: 4s -> 5s
- Rending Swing:
- Bleed Duration: 4s -> 5s
- Radius: 5m -> 6m
- Bleed Duration: 4s -> 5s
- Razor Cut:
- Reduced the hit area size
- Reduced the hit area size
- Removed the Passive Aggressive Rush
- Added a New Passive: Piercing Arrows - Each normal attack increases the target's damage received by 1% for 3s (stacks up to 5 times)
- Deadly Shot:
- Cast Time: 1.5s -> 1s
- Damage: 109.51 -> 82.37
- Cast Speed Increase: 20% -> 15%
- Energycost: 4 -> 3
- Cast Time: 1.5s -> 1s
- Explosive Arrows:
- Gets now activated everytime an arrow hits an enemy (can now also be activated by your abilities, i.e. while active each hit of a Multishot triggers an explosion)
- Number of Shots: 5 -> 8
- Damage: 26.30 -> 21.45
- Buff Duration: 10s -> 15s
- Cooldown: 15s -> 20s
- Energycost: 11 -> 12
- Gets now activated everytime an arrow hits an enemy (can now also be activated by your abilities, i.e. while active each hit of a Multishot triggers an explosion)
- Speed Shot:
- The buff now also increases attack speed
- Movespeed increase: 33% -> 20%
- The buff now also increases attack speed
- Ray of Light
- It can now hit multiple enemies
- Radius: 2m -> 3m
- It can now hit multiple enemies
- Deathward Climax
- Channel Duration: 5s -> 3.6s
- Damage Interval: 0.25s -> 0.3s
- Total Channel Damage: 643.50 -> 720.72
- Channel Duration: 5s -> 3.6s
- Devastating Strike:
- The Channel is now uninterruptible
- The Channel is now uninterruptible
- Fire Bolt:
- Burn Tick: 5 -> 4
- First Burn tick after: 0s -> 1s
- Burn Tick: 5 -> 4
- Fire Wall
- Duration: 6s -> 5s
- Duration: 6s -> 5s
- Flame Tornado:
- Damage per Tick: 71.41 -> 51.00
- Damage per Tick vs mobs: 71.41 -> 41.56 -> 47.23
- Damage per Tick: 71.41 -> 51.00
- Frost Bolt:
- Doesn't trigger Diminishing Returns anymore.
- Doesn't trigger Diminishing Returns anymore.
- Flash Heal:
- Energycost: 4.5 -> 4
- Energy gain on max stacks: 2 -> 4
- Energycost: 4.5 -> 4
- Generous Heal:
- Energycost: 6 -> 7
- Energycost: 6 -> 7
- Desperate Prayer:
- Max Heal Condition: 40% Health or lower -> 30% Health or lower
- Max Heal Condition: 40% Health or lower -> 30% Health or lower
- Salvation:
- Max Targets: 5 -> 10
- Max Targets: 5 -> 10
- Snare Charge:
- Jump Time: 0.73s -> 0.55s
- Standtime: 0s -> 0.5s
- Radius: 4m -> 6m
- Impact radius now also interrupts enemy spell casts
- Jump Time: 0.73s -> 0.55s
- Brute Force:
- Cooldown: 20s -> 10s
- Stun Duration: 3.02 -> 1.77
- Damage: 37.44 -> 25-07
- Energycost: 17 -> 10
- Knockback Distance: 10.08 -> 6.75
- Cooldown: 20s -> 10s
- Rejuvenation:
- Cooldown: 1.5s -> 1.3s
- Energycost: 4.5 -> 3.9 -> 3
- Number of Ticks: 8 -> 9 (first tick happens at 0s, so the HoT duration is 8s)
- Standtime: 0.2s -> 0s
- Cooldown: 1.5s -> 1.3s
- Circle of Life:
- Doesn't consume the Rejuvenation stacks anymore.
- Doesn't consume the Rejuvenation stacks anymore.
- Ruthless Nature:
- The channel is now uninterruptible
- Reflected Damage: 35% -> 40%
- The channel is now uninterruptible
- Mystic Rocks:
- Max Duration: 20s -> 15s
- Healing Reduction: 50% -> 40%
- Max Duration: 20s -> 15s
- Lunging Strike
- Cooldown: 4s -> 3s
- Hit Delay: 0.2s -> 0.1s
- Standtime: 0.4s -> 0.2s
- Cooldown: 4s -> 3s
- Cripple
- Hit Delay: 0.2s -> 0.1s
- Standtime: 0.4s -> 0.2s
- Hit Delay: 0.2s -> 0.1s
- Deflecting Spin
- The caster can now move during the channel
- The caster can now move during the channel
- Reckless Charge
- The spell has been reworked to a forward leap, which knocks enemeis instantly up. (The caster dashs forward, similiar to the Bloodletter E)
- The spell has been reworked to a forward leap, which knocks enemeis instantly up. (The caster dashs forward, similiar to the Bloodletter E)
- Charge (the spell is reworked)
- Cast Time: 0s -> 0.5s (uniterruptible)
- Range: 9m -> 12m
- After the cast the player is completely invincible to damage and cc for 1s (The Charge dashs through Fire Wall or Wind Wall for instance)
- Removed the root, instead it consumes Heroic Charges for more damage
- Max Damage: 170.27 -> 292.41
- Standtime: 0s -> 0.8s
- Now always stuns enemies for 0.8s, igrnoring crowd control resistance. (this doesn't apply to mounted players)
- Cast Time: 0s -> 0.5s (uniterruptible)
- Soulless Stream:
- Cast Time: 0.7s -> 0.9s
- Cast Time: 0.7s -> 0.9s
- Taproot:
- Hitpoints Increase Factor: 20 -> 15
- Hitpoints Increase Factor: 20 -> 15
- Levitate:
- Cooldown: 30s -> 45s
- Cooldown: 30s -> 45s
- Self Ignition:
- Now also reduces Healing Received for the caster.
- Now also reduces Healing Received for the caster.
- Force Shield:
- Max affected targets: 5 -> 10
- Max affected targets: 5 -> 10
- Ambush:
- Max Damage Increase: 50% -> 40%
- Max Damage Increase: 50% -> 40%
- Scholar Robe*
- Health Regeneration Bonus: 0% -> 80%
- Health Regeneration Bonus: 0% -> 80%
- Cleric Robe*
- Health Regeneration Bonus: 0% -> 70%
- Health Regeneration Bonus: 0% -> 70%
- Mage Robe*
- Health Regeneration Bonus: 0% -> 60%
- Health Regeneration Bonus: 0% -> 60%
- Mercenary Jacket*
- Health Regeneration Bonus: 0% -> 150%
- Health Regeneration Bonus: 0% -> 150%
- Hunter Jacket*
- Health Regeneration Bonus: 0% -> 140%
- Health Regeneration Bonus: 0% -> 140%
- Assassin Jacket*
- Health Regeneration Bonus: 0% -> 130%
- Health Regeneration Bonus: 0% -> 130%
- Soldier Armor*
- Health Regeneration Bonus: 200% -> 200%
- Health Regeneration Bonus: 200% -> 200%
- Knight Armor*
- Health Regeneration Bonus: 200% -> 210%
- Health Regeneration Bonus: 200% -> 210%
- Guardian Armor*
- Health Regeneration Bonus: 200% -> 220%
- Health Regeneration Bonus: 200% -> 220%
- Gatherer Gear
- Health Regeneration Bonus: 15% -> 215%
- Health Regeneration Bonus: 15% -> 215%
- *also applies to arifact armors with the same stats
- Splash Wave:
- Knockback distance is now normalized and doesn't scale with Item Power
- Knockback distance is now normalized and doesn't scale with Item Power
- T8 Normal Fish Buff:
- Increased Crowd Control Duration: 15% -> 10%
- Increased Crowd Control Duration: 15% -> 10%
- Stats:
- Movespeed: 120%
- Resistance Factor: 0.8
- CCR Factor: 1.4
- Movespeed: 120%
- Spells:
- Q - A 10m radius ground attack, which increases damage taken by 15% for 10s. And deals no damage (can't be stacked)
- E - A cone attack which instantly deals medium one time damage and reduces healing received by 35% for 7s
- Q - A 10m radius ground attack, which increases damage taken by 15% for 10s. And deals no damage (can't be stacked)
- Stats:
- Movespeed: 120%
- Resistance Factor: 0.8
- CCR Factor: 1.4
- Movespeed: 120%
- Spells:
- Q - A 10m radius ground attack, which reduces damage dealt by 25% for 10s. And deals no damage (can't be stacked)
- E - A cone attack which instantly deals medium one time damage and increases damage taken by 50% for 7s
- Q - A 10m radius ground attack, which reduces damage dealt by 25% for 10s. And deals no damage (can't be stacked)
- Q - Low damage Dot and CC Resistance Reduction
- E - Deals now 3% true damage per hit against mounts and 1.5% true damage vs normal players.
The post was edited 16 times, last by Retroman ().