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
  • These are the old Balance Changes for Jospeh



    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%

    Dieser Beitrag wurde bereits 26 mal editiert, zuletzt von Retroman ()

  • Current Balance Changes for Kay
    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:
    • Reworked Diminishing Returns:
      • Every effect now has it's own Diminishing Return, i.e. Stuns only diminish the duration of stuns, silence only of silences, ec.
        With this change Slows will trigger Diminishing Returns again.
    • Channled Movement Spells can now be canceled by pressing the button again. (i.e. Whirlwind, Hurricane, Block, Focused Run can be manually canceled)
    Cursed Staffs:
    • Grudge:
      • Grudge doesn't apply Vile Curses anmore, but has now it's own seperate DoT.
      • The new Grudge dot has it's first tick after 1s.
      • The new Dot can be stacked up to 6 times
      • Duration: 6s -> 10s
      • Cooldown: 15s -> 20s
      • Energycost: 4 -> 7
    • Area of Decay
      • Now Removes 1 Healing Stack per time. (So Nature Rejuvenation stacks get reduced by one, with each tick
    Daggers:
    • Sunder Armor:
      • Cooldown: 3s -> 2s
      • Energycost: 5 -> 4
      • Armor Reduction: 0.05 -> 0.04
    • Assassin Spirit:
      • Now decreases the armor always by flat 4% (per stack), indpendent of the weapon's Item Power
    • Shadow Edge:
      • The spell now stuns, instead of Roots
      • The player is now invisible and invulnerable during the pull.
      • Now only hits enemies, can't be used on allies anymore
    • Devastating Strike:
      • Now purges on the first hit. (instead of the second hit)
    Fire Staffs:

    • Fire Bolt:
      • Cast Time: 1.5s -> 1s
      • Energycost: 5 -> 4
      • Instant Damage: 120.83 -> 89.51
      • First Burn Damage after: 1s -> 0s
      • Base Dot Damage: 10.29 -> 2.74 -> 5.72
      • Number of Ticks: 3 -> 5
      • The Dot now stacks up to 5 times
    Frost Staffs:

    • Frost Bolt:
      • Damage: 96.67 -> 87.52
      • Slow Strength: 20% -> 25%
    Hammers:

    • Knockout:
      • Doubled Sleep Duration vs mobs
    Maces:

    • Snare Charge:
      • Doubled Root Duration vs Mobs
    Quarter Staffs:
    • Cartwheel
      • Cast Range: 4m -> 8m
      • Cooldown: 6s -> 5s
    • Forceful Swing:
      • Debuff Duration: 5s -> 8s
      • Against Mobs: Now also reduces attack speed
    Spears:

    • Spear: 1.0 -> 1.1 (Normal Attack DPS stays the same)
    • Glaive Attack Speed: 1.1 -> 0.9 (Normal Attack DPS stays the same)
    • Heron Spear Attack Speed: 1.0 -> 1.1 (Normal Attack DPS stays the same)

    • Reckless Charge:
      • Knock up time: 0.4s -> 0.6s
      • Jump Time: 0.73s -> 0.61s
    Swords:
    • Mighty Swing:
      • Hit Delay: 0.4s -> 0.3s -> 0.2s
      • Standtime: 0s -> 0.3s
    Armors:
    • Taunt:
      • Additional Aggro creation around the caster: 100 -> 200

    • Inferno Shield:
      • Armor Increase: 0.30 -> 0.25
    Helmets:
    • Smokebomb:
      • Hitdelay: 0s -> 0.4s
      • Total Duration: 4s -> 4.6s

    • Hush:
      • The target is now silenced 1s after it was attacked.
    Potions:
    • Poison Potions:
      • % based Damage has been replaced by fix amount of true damage per tick.

    Dieser Beitrag wurde bereits 3 mal editiert, zuletzt von Retroman ()

  • Current Changes for the next Combat Balance Update, which will go live end of January / early February. (The Staff of Balance change will go live with the first possible patch in January)

    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:
      • If the target wears a plate armor, the target's threat generation is doubled, And if the target wears any other armor, the target's threat generation is halved.
    • Energy Bolt:
      • The ability is reworked. It is now a cast spell, which damages enemies. The damage height, depends on the target's energy left.
    • Frazzle:
      • Cast Time: 1.2s -> 1.5s
      • Cooldown: 0s -> 10s
      • Damage: 91.99 -> 103.11
      • Doesn't reduce resistances anymore, instead increases the target's damage taken by 40%.
      • Debuff Duration: 7s -> 5s
      • Energycost: 4 -> 9
    • Empowering Beam:
      • Tick Interval: 0.3s -> 0.25s (this means the beam stacks up faster)
      • Max Channel Duration: 7.5s -> 5s
    • Energy Beam:
      • Can now also be cast on allies. When cast on allies it restores their energy.
      • Enemy energy loss: 6.30 -> 5.20
    Axes:
    • Fierce Strike:
      • The ability has been reworked. It now cleaves all enemies around the player and doesn't require an enemy target anymore and applies Rending stacks to all enemies hit.
      • Cooldown: 2s -> 3s
      • Damage: 72.39 -> 50.02
      • Standtime: 0.4s -> 0s
    • Internal Bleeding:
      • Hit Delay: 0.4s -> 0.2s
      • Standtime: 0s -> 0.3s
      • Radius: 5m -> 6m

    • Rending Swing:
      • The ability is reworked, it doesn't require an enemy target anymore, It spreads Rending Dot stacks to all enemies hit.
      • The Healing Reduction is removed
      • Damage: 84.35 -> 144.60
      • Hitdelay: 0.4s -> 0.2s
      • Standtime: 1s -> 0.4s
      • Radius: 5m -> 7m
    Cursed Staffs:
    • Cataclysm
      • Armor Debuff can't be stacked anymore. (the debuff won't increase if multiple staffs cast the ability on the same target)
      • Damage: 191.95 -> 175.95
    Daggers:
    • Sunder Armor:
      • Hit Delay: 0.4s -> 0.2s
    • Assassin Spirit:
      • The spell is reworked into a toggle spell. While toggled on the caster stacks up a % damage buff. (which can also be consumed for some E abilities) But, while toggled on it also reduces the caster's resistances.
    • Dash:
      • Energycost: 8 -> 0
    • Throwing Blades:
      • The Blades now pierce through enemies and are not destroyed on enemy contact anymore.
    • Forbidden Stab:
      • Hit Delay: 0.4s -> 0.2s
      • Now reduces Healing done AND Healing Received. (so the effect is twice as strong on self heals)
    • Slit Throat:
      • Damage: 410.23 -> 430.74
    • Devastating Strike:
      • Second Hit Damage: 231.66 -> 144.79
      • Deals an additional 150 true damage on the first hit.
    • Ghost Strike
      • Now also makes the caster 3s invisible to other players, after the hit.
      • Cast Range: 9m -> 7m
      • End Distance behind the enemy: 3m -> 5m
    Frost Staffs:
    • Frost Nova:
      • The Spell is now a short range teleport, which leaves the Frost Nova at the inintial area the player came from.
      • Cooldown: 10s -> 20s
      • Energycost: 13 -> 14
      • Damage: 66.44 -> 85.80
      • Root Duration: 2.19 -> 2.44
      • Standtime: 0.4s -> 0.2s
    Quarter Staffs:
    • Hurricane
      • Now also makes you the top threat target for every mob hit.
    Swords:
    • Heroic Strike:
      • Hitdelay: 0.4s -> 0.2s
    Helmets:
    • Emergency Heal:
      • Added an addtional flat 5% Max Health restoration for the caster.
    • Mortal Agony
      • Now always reveals invisible enemies, regardless of their Health.
    Shoes:
    • Evasive Jump:
      • Cooldown: 15s -> 20s
    • Blink:
      • Cast Range: 7m -> 9m
    • Raging Blink:
      • Cast Range: 5m -> 7m
    • Mark of Sacrifice:
      • Cast Range: 11m -> 15m

    Dieser Beitrag wurde bereits 10 mal editiert, zuletzt von Retroman ()

  • 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:
    • 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
    Arcane Staffs:
    • Arcane Protection:
      • Standtime: 0.2s -> 0s
    Axes:
    • Rending Strike:
      • Bleed Duration: 4s -> 5s
    • Rending Swing:
      • Bleed Duration: 4s -> 5s
      • Radius: 5m -> 6m
    Bows:
    • 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
    • Speed Shot:
      • The buff now also increases attack speed
      • Movespeed increase: 33% -> 20%
    • Ray of Light
      • It can now hit multiple enemies
      • Radius: 2m -> 3m
    Fire Staffs:
    • Fire Bolt:
      • Burn Tick: 5 -> 4
      • First Burn tick after: 0s -> 1s
    • Fire Wall
      • Duration: 6s -> 5s
    • Flame Tornado:
      • Damage per Tick: 71.41 -> 51.00
      • Has now seperate damage values vs mobs
    Frost Staffs:
    • Frost Bolt:
      • Doesn't trigger Diminishing Returns anymore.
    Holy Staffs:
    • Desperate Prayer:
      • Max Heal Condition: 40% Health or lower -> 30% Health or lower
    Maces:
    • Snare Charge:
      • Jump Time: 0.73s -> 0.55s
      • Standtime: 0s -> 0.5s
      • Radius: 4m -> 6m
      • Impact radius now also interrupts enemy spell casts
    Nature Staffs:
    • Rejuvenation:
      • Cooldown: 1.5s -> 1.3s
      • Energycost: 4.5 -> 3.9
      • Number of Ticks: 8 -> 9 (first tick happens at 0s, so the HoT duration is 8s)
      • Standtime: 0.2s -> 0s
    Spears:
    • Lunging Strike
      • Cooldown: 4s -> 3s
      • Hit Delay: 0.2s -> 0.1s
      • Standtime: 0.4s -> 0.2s
    • Cripple
      • Hit Delay: 0.2s -> 0.1s
      • Standtime: 0.4s -> 0.2s
    • Deflecting Spin
      • 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)
    Swords:
    • 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)
    Armors:
    • Scholar Robe*
      • Health Regeneration Bonus: 0% -> 80%
    • Cleric Robe*
      • Health Regeneration Bonus: 0% -> 70%
    • Mage Robe*
      • Health Regeneration Bonus: 0% -> 60%
    • Mercenary Jacket*
      • Health Regeneration Bonus: 0% -> 130%
    • Hunter Jacket*
      • Health Regeneration Bonus: 0% -> 140%
    • Assassin Jacket*
      • Health Regeneration Bonus: 0% -> 150%
    • Soldier Armor*
      • Health Regeneration Bonus: 200% -> 200%
    • Knight Armor*
      • Health Regeneration Bonus: 200% -> 210%
    • Guardian Armor*
      • Health Regeneration Bonus: 200% -> 220%
    • Gatherer Gear
      • Health Regeneration Bonus: 15% -> 215%
    • *also applies to arifact armors with the same stats
    Flame Basilisk: (it's role is reworked)
    • Stats:
      • Movespeed: 130%
      • Resistance Factor: 0.4
      • CCR Factor: 1.4
    • Spells:
      • Q - A 10m radius ground attack, which reduces Healing Received by 35% for 10s. And deals no damage (can't be stacked)
      • E - A cone attack which instantly deals medium one time damage and halving enemy damage output for 7s
    Venom Basilisk: (it's role is reworked)
    • Stats:
      • Movespeed: 120%
      • Resistance Factor: 0.8
      • CCR Factor: 1.4
    • Spells:
      • Q - A 10m radius ground attack, which reduces Damage by 25% for 10s. And deals no damage (can't be stacked)
      • E - A cone attack which instantly deals medium one time damage and applies a 50% Damage Received Increase Debuff. lasts 7s

    Dieser Beitrag wurde bereits 10 mal editiert, zuletzt von Retroman ()