Next patch focuses mainly on improving various underused and outdated abilities. Additionally we overhaul the Quarterstaff PvE experience for new players, as well as more visual overhauls, to further improve the game-feel and readability. We also tone down some items that have been too oppressive in certain content types.
All these changes are still in testing and may vastly differ in the final patch.
Arcane Staffs
Chain Missile still puts out a lot of sustain damage in 5v5 Crystal League. To make other DPS options in this content more attractive we are reducing the group damage output of Chain Missile, but increase it’s damage on the primary target. Making this ability better for 1v1s and small scale fights. The Dark Sphere debuff is also very oppressive in Crystal League. To make it less devastating for the enemies we are reducing the debuff duration.
Realmbreaker is a very strong enabler in one-shot comps in 10v10 Hell Gates and other similar size group fights. The Aftershock Hit Points Reduction debuff is not affected by the armor reduction caps, but effectively also increases the damage taken of the target. To reduce the impact of this additional damage increase we are lowering this debuff value.
Enchanted Quiver is overhauled into an ability that keeps the auto attack playstyle theme, but is a bit more interactive. The low cooldown makes it less about single target burs and makes it less susceptible to purges. Instead the play style should feel more similar to playing an ADC in a MOBA. Mistpiercer has also dropped in usage, to make it more impactful in large scale fights, we are increasing the damage.
Deathgivers are currently very oppressive in Solo Mists. We want to nerf the item primarily in the Mists without affecting it too much in other content types. Therefore we are increasing the cooldown of Shadow Edge. The high mob density inside the Mists allows Shadow Edge much more mobility options than in other situations. To affect Shadow Edge not too much in situations with less mobs, hitting an enemy player will reduce the cooldown back to the current value.
Fire Staffs struggle in solo and small-scale fights. Since Fire Staffs lack mobility, we want them to be a bit more dangerous in open fights, that is why we are increasing the damage output of Searing Flame.
Great Frost is currently struggling to find its place. To make it more viable as a damage dealer for small and medium sized group fights we are increasing the damage of Hail. Additionally we are also increasing Frost Lance damage output, which is currently underused. The higher damage output should make it more attractive to also be used in small and medium group fights.
We are increasing the sleep duration of Knockout, the least used Hammer ability. The longer sleep duration should make it more attractive in certain situations to take an enemy temporarily out of the fight.
Adding two new abilities to improve early PvE experience and allow for more options with damage dealing bruisers playstyles for Quarterstaffs. Additionally we are buffing Separator, an ability that is rarely used. We are increasing its root duration and the cast-range, this makes it easier to reach the target and also works against enemies with Robe of Purity active.
While it is nice to finally see Dual Swords successfully being played across the game. The recent buffs also made it very hard to fight against, especially in solo and small-scale fights. The combination of the uninterruptible jump and the knock up afterwards reduces counterplay options. Since Dual Swords was struggling a lot with the interruptible jump, we keep that part but will take away the knock-up. This gives the enemy more options to react.
Mage Cowl was a very widely used ability in the game, but its core design didn’t allow for much interaction or outplay options. That is why reworked the Poison ability into a cone Firebreath, which applies a DoT. This can now be missed or dodged, but can hit multiple targets at once or invisible targets. Additionally we are buffing Immortal and Spider’s Thread which are still seeing little usage across the game.
To indirectly buff tanks in group fights we are increasing the cooldown of Break Free. This extended down time between self cleanses, allows tanks to get more value of big CC effects in longer group fights, like Crystal League.
Improved visuals and audio for these abilities to make them more satisfying to use and easier to read.
For the next season we are changing the Crystal League match rules. The Runestones will now score much less frequently. But the scoring Runestones will then reset back to neutral each round. This means the leading team can’t just get the Runestone advantage and play defensively and win over time. To make up for the longer scoring rounds the point value per rotation has been increased accordingly to keep the whole match duration roughly the same.
All these changes are still in testing and may vastly differ in the final patch.
Arcane Staffs
Chain Missile still puts out a lot of sustain damage in 5v5 Crystal League. To make other DPS options in this content more attractive we are reducing the group damage output of Chain Missile, but increase it’s damage on the primary target. Making this ability better for 1v1s and small scale fights. The Dark Sphere debuff is also very oppressive in Crystal League. To make it less devastating for the enemies we are reducing the debuff duration.
- Chain Missile (all Arcane Staffs)
- First Target Damage: 121 -> 132
- Projectile Bounce Damage: 60 -> 25
- Arcane Charge Damage: 61 -> 55
- First Target Damage: 121 -> 132
- Dark Sphere (Evensong)
- Debuff Duration: 7s -> 5s
- Debuff Duration: 7s -> 5s
Realmbreaker is a very strong enabler in one-shot comps in 10v10 Hell Gates and other similar size group fights. The Aftershock Hit Points Reduction debuff is not affected by the armor reduction caps, but effectively also increases the damage taken of the target. To reduce the impact of this additional damage increase we are lowering this debuff value.
- Aftershock (Realmbreaker)
- Hitpoints Reduction: 20% -> 15%
- Hitpoints Reduction: 20% -> 15%
Enchanted Quiver is overhauled into an ability that keeps the auto attack playstyle theme, but is a bit more interactive. The low cooldown makes it less about single target burs and makes it less susceptible to purges. Instead the play style should feel more similar to playing an ADC in a MOBA. Mistpiercer has also dropped in usage, to make it more impactful in large scale fights, we are increasing the damage.
- Enchanted Quiver (Regular Bow)
- Reworked the ability:
- Enchant 6 of your arrows for the next 8s.
- While you hold enchanted arrows, your attack speed is increased by 50% and your normal attack damage is increased by 240%.
- Auto-Attacks consume 1 Enchanted Arrow.
- Recast the ability within 8s to sidestep into target direction and enchant 4 more arrows. (cannot exceed 6 arrows)
- Cooldown 12s /
15s (after multicast) - Enchanted Arrows on Activation: 5 -> 6
- Enchanted Arrows on Multicast: 3 -> 4
- Max Enchanted Arrows: 5 -> 6
- Second Activation Cooldown: 15s -> 12s
- Enchant 6 of your arrows for the next 8s.
- Reworked the ability:
- Lucent Hawk (Mispiercer)
- Damage: 145 -> 160
- Damage: 145 -> 160
Deathgivers are currently very oppressive in Solo Mists. We want to nerf the item primarily in the Mists without affecting it too much in other content types. Therefore we are increasing the cooldown of Shadow Edge. The high mob density inside the Mists allows Shadow Edge much more mobility options than in other situations. To affect Shadow Edge not too much in situations with less mobs, hitting an enemy player will reduce the cooldown back to the current value.
- Shadow Edge (all Daggers)
- Cooldown: 15s -> 20s
- Hitting an enemy player reduces this ability’s cooldown by 25%
- Cooldown: 15s -> 20s
Fire Staffs struggle in solo and small-scale fights. Since Fire Staffs lack mobility, we want them to be a bit more dangerous in open fights, that is why we are increasing the damage output of Searing Flame.
- Searing Flame (all Fire Staffs)
- Searing Flame Projectile Damage: 94 -> 99
- Furious Flame Projectile Damage: 182 -> 191
- Searing Flame Projectile Damage: 94 -> 99
Great Frost is currently struggling to find its place. To make it more viable as a damage dealer for small and medium sized group fights we are increasing the damage of Hail. Additionally we are also increasing Frost Lance damage output, which is currently underused. The higher damage output should make it more attractive to also be used in small and medium group fights.
- Frost Lance (all Frost Staffs)
- Damage: 145 -> 160
- Damage: 145 -> 160
- Hail (Great Frost Staff)
- Damage: 130 -> 142
- Damage: 130 -> 142
We are increasing the sleep duration of Knockout, the least used Hammer ability. The longer sleep duration should make it more attractive in certain situations to take an enemy temporarily out of the fight.
- Knockout (all Hammers)
- Sleep Duration vs Players: 4.36s -> 5s
- Sleep Duration vs Mobs: 8.72s -> 10s
- Hit delay: 0.4s -> 0.25s
- Standtime: 1s -> 0.5s
- Sleep Duration vs Players: 4.36s -> 5s
Adding two new abilities to improve early PvE experience and allow for more options with damage dealing bruisers playstyles for Quarterstaffs. Additionally we are buffing Separator, an ability that is rarely used. We are increasing its root duration and the cast-range, this makes it easier to reach the target and also works against enemies with Robe of Purity active.
- Added new Q-Ability: Whirling Strikes
- Whirl your staff around, dealing 38 physical damage every 0.25s in a 5m radius while channeling for up to 0.6s (can move while channeling).
- Hitting at least one enemy will reduce this ability’s cooldown by 0.5s for 5s (stacks up to 3 times)
- Cooldown 4s / Channel Duration 0.6s
- Whirl your staff around, dealing 38 physical damage every 0.25s in a 5m radius while channeling for up to 0.6s (can move while channeling).
- Added new W-Ability: Gale Dance
- Swing your weapon up to 3 times into the target direction, dealing 80 physical damage each hit.
- Hitting an enemy with all three swings increases your Move Speed by 30% and Normal Attack Damage by 50% for 4s
- Cooldown: 12s / Channel Duration: 1s
- Swing your weapon up to 3 times into the target direction, dealing 80 physical damage each hit.
- Concussive Combo (all Quarter Staffs)
- Improved Hit Detection of the first two hits
- Improved Hit Detection of the first two hits
- Separator (all Quarter Staffs)
- Cast Range: 3m -> 5m
- Root Duration: 1.6s -> 2.5s
- Removed the Slow on knocked back enemies
- Cast Range: 3m -> 5m
- Removed the Ability: Empowered Slam
- Removed the Ability: Heavy Cleave
- Adjusted Ability Unlock Order:
- Always Unlocked:
- Concussive Combo
- Whirling Strikes
- Gale Dance
- Concussive Combo
- Level 3: Stun Run
- Level 15: Forceful Swing
- Level 40: Cartwheel
- Level 70: Rising Blow
- Level 85: Separator
- Always Unlocked:
While it is nice to finally see Dual Swords successfully being played across the game. The recent buffs also made it very hard to fight against, especially in solo and small-scale fights. The combination of the uninterruptible jump and the knock up afterwards reduces counterplay options. Since Dual Swords was struggling a lot with the interruptible jump, we keep that part but will take away the knock-up. This gives the enemy more options to react.
- Spinning Blades (Dual Swords)
- Doesn't knock enemies into the air anymore
- Doesn't knock enemies into the air anymore
Mage Cowl was a very widely used ability in the game, but its core design didn’t allow for much interaction or outplay options. That is why reworked the Poison ability into a cone Firebreath, which applies a DoT. This can now be missed or dodged, but can hit multiple targets at once or invisible targets. Additionally we are buffing Immortal and Spider’s Thread which are still seeing little usage across the game.
- Poison (Mage Cowl)
- Reworked into the new ability: Firebreath
- Breathe fire in a 13m cone in front of you. Any enemy hit catches fire and takes 160 magical damage over 3s.
- (For reference DoT Damage of the old Poison was 180)
- Breathe fire in a 13m cone in front of you. Any enemy hit catches fire and takes 160 magical damage over 3s.
- Reworked into the new ability: Firebreath
- Immortal (Mistwalker Hood)
- Cooldown: 45s -> 30s
- Cooldown: 45s -> 30s
- Spider's Thread (Duskweaver Helmet)
- Standtime: 0.1s -> 0s
- Thread Projectile Range: 15m -> 17m
- Standtime: 0.1s -> 0s
To indirectly buff tanks in group fights we are increasing the cooldown of Break Free. This extended down time between self cleanses, allows tanks to get more value of big CC effects in longer group fights, like Crystal League.
- Break Free (Mercenary Shoes)
- Cooldown: 25s -> 30s
- Cooldown: 25s -> 30s
Improved visuals and audio for these abilities to make them more satisfying to use and easier to read.
- Quarter Staffs
- Stun Run (all Quarter Staffs)
- Stun Run (all Quarter Staffs)
- Swords
- Interrupt (all Swords)
- Interrupt (all Swords)
- Armors
- Speed Caster (Scholar Robe)
- Electric Field (Stalker Jacket)
- Speed Caster (Scholar Robe)
- Shoes
- Energetic Sprint (all Cloth Sandals)
- Rotten Ground (Cultist Sandals)
- Mark of Sacrifice (Hellion Shoes)
- Rejuvenating Sprint (all Plate Boots)
- Energetic Sprint (all Cloth Sandals)
For the next season we are changing the Crystal League match rules. The Runestones will now score much less frequently. But the scoring Runestones will then reset back to neutral each round. This means the leading team can’t just get the Runestone advantage and play defensively and win over time. To make up for the longer scoring rounds the point value per rotation has been increased accordingly to keep the whole match duration roughly the same.
- 5v5 Crystal League & Crystal Arena
- At the end of each Round, all scoring Runestones reset. Meaning the team that holds more Runestones at the end of each Round loses their Runestones.
- Scoring Round: 60s -> 150s
- Scoring Changed:
- 1 Runestone advantage 10 -> 25
- 2 Runestones advantage 10 -> 35
- 3 Runestones advantage 20 -> 50
- 1 Runestone advantage 10 -> 25
- Runestone Channel Range: 4m -> 8m
- Changed Map: Cross → Spade
- At the end of each Round, all scoring Runestones reset. Meaning the team that holds more Runestones at the end of each Round loses their Runestones.
- 20v20 Crystal League
- At the end of each Round, all scoring Runestones reset. Meaning the team that holds more Runestones at the end of each Round loses their Runestones.
- Scoring Round: 120s -> 180s
- Scoring Changed:
- 1 Runestone advantage 10 -> 30
- 2 Runestones advantage 10 -> 45
- 3 Runestones advantage 20 -> 60
- 4 Runestones advantage 20 -> 75
- 5 Runestones advantage 60 -> 90
- 1 Runestone advantage 10 -> 30
- Runestone Channel Range: 4m -> 8m
- At the end of each Round, all scoring Runestones reset. Meaning the team that holds more Runestones at the end of each Round loses their Runestones.
The post was edited 9 times, last by Retroman ().