[25.09.17] Testserver Patch Notes - Joseph Update

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    • [25.09.17] Testserver Patch Notes - Joseph Update

      New Features

      • Arena
        • Added the Arena as an instanced 5v5 combat area that can be accessed globally or via the Arena Master. Remove tickets form the enemy team by capturing Runestones or killing enemy players to win the match
        • A matchmaking algorithm matches players of equal combat performance against each other. Players can queue solo or as a group
        • A full group must have four fighters (Tank or Damage) and one healer
        • Gear requirements for the Arena are the same as for a T4 expedition (ie average of 700 Item Power)
        • Gear scaling will give players with weaker equipment a better chance to compete against better-equipped opponents
        • New Runestone mechanics: Runestone capture points are on cooldown when the match starts. After being captured, they remain uncapturable until the last Runestone in the Arena is captured; after a short cooldown they become capturable again
        • Stronger warcamps: the healing and mana regeneration in the Arena is strongly increased compared to GvG warcamps
        • Player death in the Arena doesn't remove items, item durability or silverfrom the player
        • Added the Arena Master to every major city to access the Arena, or to exchange Arena Sigils for arena-specific rewards
        • Added Arena Sigils. These can be earned for your first 3 wins each day in the Arena
        • Added Arena rewards which can be purchased with Arena Sigils. These include two unique mounts, three capes, three pieces of furniture, and a set of vanity armor. Players can also trade their Sigils for Royal Sigils
      • Destiny Board
        • Added a feature (toggleable in the top bar) that can automatically spend LPfor you when you reach the threshold to do so
        • It will only spend the LP if you reach a learning point and have sufficient LP to do so
      • Expeditions
        • Two new group expeditions have been added at Tier 6, one battling the Undead and the other pitted against the Cultists of Morgana
        • The existing T5 group expeditions now also have solo versions
      • World chest locations
        • Hourly chests now spawn at the center of treasure sites, which contain piles of silver as well as new lootable containers - some of which have interesting surprises in store
      • Controls
        • Added smart cast option in the settings menu, including a selector for cast on "key press" or "key release" (this feature is sadly not possible on mobile)
      • Enchantable potions
        • Added the ability to enchant potions of T4+ using essences, which creates a potion one step higher (eg Minor to Standard, Standard to Major, Major to a new power level of about the same step size)
      Improvements
      • Added separate options to auto-reject trade and party invites
      • Added mob healthbars, which can also be disabled in the settings menu
      • Improved the Guild member list to be sortable by name, rank, or last online time
      • Mob Chests:
        • Added many new chest spawn locations for mob camps and dungeons
        • Improved visuals of faction-specific mob chests
        • Reduced respawn time from ~2.5 hours to ~15 minutes (this is being hotfixed onto Live prior to Joseph)
        • Reduced chest silver amounts by 25% (this is being hotfixed onto Live prior to Joseph)
      • Hellgates:
        • Changed the layout of Ashen Hellgates, and gave them new lighting and some new graphics to make them more visually distinct
        • Adjusted the layout of Ignited and Infernal Hell Gates, reducing the number of chokepoints
        • Spiked Demon's Cleave ability damage reduced by around 25%
        • The Overlord activates the Hellish Firebolt at a further distance, and it travels slightly further
        • Reworked the atmosphere and lighting; each Hell Gate now has a separate color scheme
        • Invulnerability on entering hellgates has increased from 10s to 15s
      • Made a number of layout/mob improvements to Deepwood Enclave
      • Improved visual display of spell indication areas (removed the fill so they're easier to read when overlapping)
      • Improved the display of buffs in the UI; buffs and debuffs have different colors, your own spells are highlighted, and buff sorting order is improved
      • Added a "show only my damage/heal numbers" option in settings, which hides all scrolling damage/heal numbers on other players/mobs/things
      • Improved visual display of Item Quality with new icon frames and info window frames
      • Premium store button in the main UI now tells you how many days of Premium you have remaining
      • Added Trade and Recruit as separate default chat tabs for new characters (will not affect existing characters)
      • Predefined chat tabs will now switch chat input to a preset channel when you switch to them (eg the help tab will switch to the help channel)
      • Made Guild shields in GvG UI clickable
      • Added more locations for obtaining essences
      • Improved and expanded crafting sounds
      • Improved sounds for several Demon and Keeper mobs
      • Tooltips are now placed in a more consistent way, which ensures they're more readable at all resolutions
      • Added new loading screens for Lymhurst and Martlock
      Changes
      • Open world/Hellgate Fame has been increased ~10% (the following multipliers have been adjusted: safe zone/ashen hellgates - 1.25 to 1.35; yellow zone/ignited hellgates - 1.33 to 1.5; red zone - 2.25 to 2.5; black zone/infernal hellgate - 2.75 to 3.0)
      • Expeditions:
        • Now have a gear cap dependent on tier, with the soft cap kicking in around one tier above the expedition's tier
        • Now have a cooldown:
          • After starting an expedition, you cannot join another one for ten minutes
          • This timer is reduced if you join an already-running expedition: the time the expedition has already been running is subtracted from the timer
          • This is done to improve the relative attractiveness of open world gameplay vs expedition, by reducing the maximum number of expeditions a player can run per hour; this will not fully balance things on its own but it's a step in the correct direction
      • Castle spawn timers have changed:
        • Now spawning twice on Sundays, and not at all for the rest of the week
        • October 1st: 1600UTC and 2400UTC
        • October 8th: 1800UTC
        • October 9th: 0200UTC (evening of the 8th US time)
        • October 15th: 1400UTC and 2200 UTC
        • October 22nd and on: repeats the above
      • Castle rewards increased to previous levels (3x higher than present)
      • Essence drop rates (from essence mobs) adjusted to be balanced against craft/upgrade requirements of enchantable potions: T4 up, T5 about the same, T6 down, T7 up, T8 up
      • Existing essences have been renamed to "[tier] Faded Essence"; these can only be used to transmute into new essences at fairly low rates. This has been done because the old essence drop rates were not balanced against the new potion balancing, and given that they dropped from chests but had no use, there were substantial quantities stockpiled, and we need to reduce these stockpiles so they don't totally overwhelm the new balance.
      • Reduced the health and damage of all Tier 4 expedition mobs by around 15%, to ease the experience for newer players
      • Fame Farming in dungeons for small groups can easily turn into a death trap. In order to make this activity more viable, we reduced the time it takes to activate the Exit Dungeon ability, from 30s to 7s
      • Added auto-respawn in GvGs, and removed the "Respawn" button (unless you find yourself in a situation where auto-respawn doesn't work, for example if you logged out while dead)
      • The points threshold for avoiding GvG region lock on good defense has been raised from 100 points remaining to 150 points remaining (ie perfect defense)
      • Mushroom Cave now needs the players to kill three Sharpeyes instead of Druids
      • Removed T1 rock drops from Heretic Scavengers
      • Heretic Thief ability Hamstring has had its slow duration reduced significantly
      • Updated Undead Governor abilities
        • Telegraph for Fire Pillar should now make it easier to avoid
        • Enrage now starts at 33% health left
      • Adjusted Heretic and expedition chests:
        • Solo expedition chest silver values increased by around 2x
        • Group expedition chest silver values increased by around 2.5x
        • Added equipment loot drops from the Black Market
        • Increased health values to around the same health range as a T2-T3 mob (300-500)
      • Rock Giant's Rock Prison ability can now affect up to 10 players (up from 5)
      • Morgana Demon Prince has been retuned to be slightly easier:
        • Area of effect of Hell Rift has been reduced
        • It will now take the portals five seconds to start summoning demons
        • The portals' "pursuit range" has been reduced (40m, was 60m) so resetting them should be easier
      • Disallow entering from Red and Black Zone, with exception of Home-Territories
      Combat balance changes
      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
        • Shield: 456.30 -> 416.37 -> 456.30
      • 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 Gained on Max Stacks: 8 -> 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: 16 -> 15
        • Max Armor Shred: 0.24 -> 0.20
      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%
      Mounts:
      • For each mount type (horse, armored horse, ox etc), the walking speed is now the same for all mounts of that type, but the total speed while galloping remains unchanged
        • For example, after this change an Elder's Horse has the same galloping speed as before, but has the walking speed that an Expert's Horse had before; an Expert's Horse after the change has the same galloping speed as it had before, and the same walking speed as it had before
      • Your mount will now despawn if you are attacked by another player while you are temporarily dismounted (i.e. you are not on your mount, but it is still present in the world)
      • Ability cooldown after forced dismount: 3s -> 1s
      • Mount cooldown : 20s -> 30s
      Fixes
      • Fixed a visual issue with Keeper Mushroom Thrower effect
      • Fixed a bug which caused offscreen nametags to fade in slightly too late on the client
      • Fixed an issue where the maximum silver amount you could set for a market order was 10m silver (limit raised to 10bn)
      • Fixed an issue with dashing while already moving
      • Fixed an issue where clicking in chat would also click on the ground behind it
      • Fixed an issue where certain player buildings had a 100% resource return rate on downgrade
      • Fixed an issue with water sounds on Linux
      • Fixed an issue where Giant Stag and starter mounts incorrectly had a faster mount-up time than other mounts
      • Fixed a few endless sound loops
      • Fixed an issue where Royal March ability on Royal Boots was not halted by stuns
      • Fixed an issue where Fire Bomb ability on Fire Staffs was only igniting one player
      • Many smaller audio fixes
      • Many terrain and layout fixes and improvements
      Losing my insanity would mean I'm losing everything: the dreams where I can fly.

      Dieser Beitrag wurde bereits 2 mal editiert, zuletzt von flyn ()

    • isnt the combat changelog already outdated to what retroman posted, should be mentioned somewhere that its not final/latest version to be looked at.

      also less than 1h notice till arena opens, hopefully people see this!
      Proud owner of the T8 Offhand book Rosalia's Diary. Feel free to pm me once you have your own item named in Albion.
    • Change auto use LP. I clicked it, immediately 200 LP gone, most of it to stuff I haven't done or used in weeks. Can't find any option, if there is one, to have LP automatically spent on a specific line (like Arcanist) instead of everywhere. I don't see any reason to use auto use LP in it's current form, where it would waste my LP on masteries I don't want.

      Edit: Some way to get items on the PTS too. I don't have crafting masteries in anything besides blocks and I'm certainly not going to grind crafting on the PTS. Maybe some NPC who sells armor and weapons.

      Edit 2: Seems like there's no queue pop noise for arena, missed a few queues that way. Also would be nice to see damage/healing done in the stat screen. The assist column in the stat screen is zero at the end of every game too.

      Dieser Beitrag wurde bereits 2 mal editiert, zuletzt von Winterwater ()

    • Winterwater schrieb:

      Change auto use LP. I clicked it, immediately 200 LP gone, most of it to stuff I haven't done or used in weeks. Can't find any option, if there is one, to have LP automatically spent on a specific line (like Arcanist) instead of everywhere. I don't see any reason to use auto use LP in it's current form, where it would waste my LP on masteries I don't want.

      Edit: Some way to get items on the PTS too. I don't have crafting masteries in anything besides blocks and I'm certainly not going to grind crafting on the PTS. Maybe some NPC who sells armor and weapons.
      Probably the stuff you're tracking?
    • A few points and questions.

      Talion schrieb:

      To join the arena, interact with the Arena Master in any major city or simply use the new Arena button in the upper right corner of the interface

      Talion schrieb:

      Added the Arena as an instanced 5v5 combat area that can be accessed globally

      Does that mean that someone, anywhere in the open world, can queue up for an Arena and be instantly teleported to an instance? Or am I reading this wrong? If it is the case, it's going to be a major problem. People will definitely abuse that mechanism to get out of bad open world situations.

      Talion schrieb:

      Fame Farming in dungeons for small groups can easily turn into a death trap. In order to make this activity more viable, we reduced the time it takes to activate the Exit Dungeon ability, from 30s to 7s
      I get it. I famefarm as a small group in T7 dungeons. However, you're clearly not thinking this through. 7 seconds is WAY too fast. The 30 seconds mark was already easy to use and abuse for anyone with half a brain cell. Making it 20s would have been more than sufficient.

      Again, this will be another mechanism that will be abused as it goes both ways. It'll be even easier for big zergs (who tend to have multiple smaller groups famefarming a single dungeon at once) to reinforce their friends. If you wanted to avoid death traps in dungeons, you merely had to limit the number of members from a single alliance allowed inside a given dungeon.


      Talion schrieb:

      The points threshold for avoiding GvG region lock on good defense has been raised from 100 points remaining to 150 points remaining (ie perfect defense)
      Big change. Will be interesting to see how it plays out in practice and what effects it has on the composition of the other GvGs.


      Talion schrieb:

      Adjusted Heretic and expedition chests:


      Solo expedition chest silver values increased by around 2x

      Group expedition chest silver values increased by around 2.5x

      Added equipment loot drops from the Black Market

      Increased health values to around the same health range as a T2-T3 mob (300-500)
      This is the main change that I do not understand. What's the point, here? Why do you insist on turning your game into an instanced themepark? You're massively increasing the expeditions drops when expeditions are already a cancer and the number of players in the open world has never been so low.

      Oh well. Most of the other changes are alright. Hopefully the new silver piles are enough to compensate.
    • It already takes long enough to heal a tank up with Flash Heal. Now you've nerfed it even more so I will literally have to mash Q foreverrrrrr.

      These holy changes are really not good and unnecessary. AND have you ever heard of the Divine Staff? Can you please start acting like it exists in your game? :/

      EDIT: oh I see, flash heal now has a longer casttime... awesome! Now we will be less mobile than we already are! Who thought of these changes?

      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von Saiph ()

    • Meanie schrieb:

      Winterwater schrieb:

      Change auto use LP. I clicked it, immediately 200 LP gone, most of it to stuff I haven't done or used in weeks. Can't find any option, if there is one, to have LP automatically spent on a specific line (like Arcanist) instead of everywhere. I don't see any reason to use auto use LP in it's current form, where it would waste my LP on masteries I don't want.

      Edit: Some way to get items on the PTS too. I don't have crafting masteries in anything besides blocks and I'm certainly not going to grind crafting on the PTS. Maybe some NPC who sells armor and weapons.
      Probably the stuff you're tracking?
      I'm tracking a ton of stuff because everytime I log in, it resets everything I'm tracking and I'm sick of hitting "untrack" 100 times.
    • Winterwater schrieb:

      Meanie schrieb:

      Winterwater schrieb:

      Change auto use LP. I clicked it, immediately 200 LP gone, most of it to stuff I haven't done or used in weeks. Can't find any option, if there is one, to have LP automatically spent on a specific line (like Arcanist) instead of everywhere. I don't see any reason to use auto use LP in it's current form, where it would waste my LP on masteries I don't want.

      Edit: Some way to get items on the PTS too. I don't have crafting masteries in anything besides blocks and I'm certainly not going to grind crafting on the PTS. Maybe some NPC who sells armor and weapons.
      Probably the stuff you're tracking?
      I'm tracking a ton of stuff because everytime I log in, it resets everything I'm tracking and I'm sick of hitting "untrack" 100 times.
      I think the auto spend LP should be set per item/line.
    • Talion schrieb:


      • Destiny Board
        • Added a feature (toggleable in the top bar) that can automatically spend LP for you when you reach the threshold to do so

      The way it's implemented, this is an awful feature.
      It must be a toggle, but at the skill level and with a tooltip , and you should add a easily visible list of skills with the toggle on.
      Like it is now, LP are spent everywhere and the spending starts as soon as we click on the toggle, without even asking for confirmation.

      If you put this in game like this, be prepared for many reclamations because the option wasted slowly gained LPs ...