[UPDATE 29.01.2018] Testserver Patch Notes - Kay Patch #3

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    • [UPDATE 29.01.2018] Testserver Patch Notes - Kay Patch #3

      [UPDATE] Kay Patch #3 / Ver. 1.10.351 - REV 109215 / 26 January 2018

      Text in red was updated on January 29th.


      Improvements
      • Added a search bar to Season Rankings
      • Increased Chat mute list limit from 10 -> 30
      • Ongoing server performance improvements


      Changes
      • Changed the names of 2 items to honor players for their continued support over the years:
        • Renamed the T8 off-hand book to 'Rosalia's Diary'
        • Renamed the T8 Great Fire Staff to 'Vendetta's Wrath'

      • Mobs no longer aggro the player while the spawn bubble is active
      • Reduced the amount of Royal Sigils needed for T7 and T8 armor pieces:
        • T7 Sigils needed for a chest piece: 32 -> 16
        • T7 Sigils needed for helmet/shoes: 16 -> 8
        • T8 Sigils needed for a chest piece: 64 -> 16
        • T8 Sigils needed for helmet/shoes: 32 -> 8





      Balancing Changes



      • Arcane Staffs:
        • Arcane Protection:
          If the target wears any plate armor, the target's threat generation is doubled. If the target wears any other armor, the target's threat generation is halved.
        • Energy Bolt:
          The ability is now an active spell that damages enemies. Damage dealt is based on the target's remaining energy.
          Min. Damage: 68.18 -> 86.58
          Max Damage: 126.62 -> 140.69



        • 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
          Energy Cost: 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



      Changed Arcane Staff spell unlocking order:

      • Base Spells: Frazzle, Energy Bolt & Energy Beam
      • Other spells unlock in this order:
        • Arcane Protection
        • Empowering Beam
        • Motivating Cleanse
        • Arcane Purge


      • Axes:
        • Bleeding effects from axes can no longer be cleansed

        • Rending Swing: (formerly Fierce Strike)
          The ability has been reworked: it now cleaves all enemies around the player and no longer requires an enemy target. Rending stacks apply to all enemies hit.
          Cooldown: 2s -> 3s
          Damage: 72.39 -> 50.02
          Standtime: 0.4s -> 0s

        • Tear Apart: (formerly Rending Swing)
          The ability has been reworked, it no longer requires an enemy target. Rending DoT stacks apply to all enemies hit.
          Healing Reduction has been removed.
          Damage: 84.35 -> 144.60
          Hit Delay: 0.4s -> 0.2s
          Standtime: 1s -> 0.4s
          Radius: 5m -> 7m
        • Internal Bleeding:

      [list]
      • Hit Delay: 0.4s -> 0.2s
        Standtime: 0s -> 0.3s
        Radius: 5m -> 6m

      • Morgana Raven:
      [/list]
      [list]
      • Hit Delay: 0.2s -> 0.4s
      [/list]
      • 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). However, while toggled on it also reduces the caster's resistances.
          Cooldown: 0s -> 1s
        • Dash:
          Energy cost: 8 -> 0
        • Throwing Blades:
          Blades now pass through enemies and are no longer destroyed on enemy contact
        • 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 invisible to other players for 3 seconds following 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 -> 15s
          Damage: 66.44 -> 69.64
          Root Duration: 2.19 -> 1.88
          Standtime: 0.4s -> 0.2s

      • Quarterstaffs:
        • Hurricane
          Now also makes you the top threat target for every mob hit.
      • Swords:
        • Heroic Strike:
          Hit Delay: 0.4s -> 0.2s

        • Soulless Stream::
          Enemy's Max Hitpoint Reduction: 20% -> 10%

      • 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

      • Removed the CC immunity from the regular Swamp Dragon mount


      Fixes
      • Advancing to the next bracket during a GvG Season no longer gives rewards for advancing to the previous bracket as well
      • Several active and passive abilities were fixed:
        • The passive abilities Hit & Run and Adrenaline Driven Charity now work as intended
        • The knockback effect of Wind Shield now works
        • The Void now cleanses allies
        • Enchanted Quiver now reduces enemy resistances

      • T3 Hammers, Daggers, Frost Staffs, Cursed Staffs, Crossbows and Quarterstaffs now drop from and are bought by the black market
      • Spirit of Vengeance now applies the Gathering buff upon activation
      • Throwing smoke bombs, while annoying, no longer makes you a criminal on the Royal Continent
      • Vanity Armor sets are now visible in the Marketplace
      • The second hit of Bloody Reap now deals damage
      • Additional graphical, sound, UI, and localization fixes

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

    • digital88 schrieb:

      PrintsKaspian schrieb:

      Changed the names of 2 items:


      Renamed the T8 off-hand book to 'Rosalia's Diary'

      Renamed the T8 Great Fire Staff to 'Vendetta's Wrath'
      Can you explain this please? What's the point?
      I always wanted an item named after me... i like it :3
      Proud owner of the T8 Offhand book Rosalia's Diary. Feel free to pm me once you have your own item named in Albion.
    • PrintsKaspian schrieb:



      • Blink:
        Cast Range: 7m -> 9m

      This still leaves cleric sandals as strictly worse than mage sandals. 9m cast range + 4.8m movement over 1s = 13.8m vs. 15m cast range of mage sandals.

      As far as balancing the two goes I'd personally like to see the delay on mage sandals increased from 1 to 2 seconds. With global cooldown at about .5 seconds there's virtually no time to set up a good combo with the mage sandals. This would open up more combos for the mage sandals and make cleric a better choice for builds that need to distance or to respond quickly.
    • letwolf schrieb:

      * Removed the CC immunity from the regular Swamp Dragon mount

      Better leave it immune to CC, this mount not very fast and it had it niche. Or increase speed to ~110% without gallop. Or increase armor significantly.

      If you remove cc immunity and leave speed as it is it become just another useless mount.
      You're right, without this the mount need urgent improvement or nobody will use it.
    • PrintsKaspian schrieb:

      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). However, while toggled on it also reduces the caster's resistances.
      Cooldown: 0s -> 1s
      Guys should really think about adding move speed to the stacks as well since what daggers suffer the most is staying in range of a target for your auto attacks just sayin.
    • just use the w(throwing blades) for movespeed or maybe dash and wanderlust on boots is also nice for autohit builds.
      assassin spirit for its own stats is useless (18% bonus dmg and 9% more dmg recieved), but its good for some dagger pair action, cause you can chain it all into a massive dmg boost. failing the combo will fail the fight, but you have 1 chance :)
      never stop pretending
    • Kezia schrieb:

      just use the w(throwing blades) for movespeed or maybe dash and wanderlust on boots is also nice for autohit builds.
      assassin spirit for its own stats is useless (18% bonus dmg and 9% more dmg recieved), but its good for some dagger pair action, cause you can chain it all into a massive dmg boost. failing the combo will fail the fight, but you have 1 chance :)
      yeah but then you trade your w when it's better to use a hard cc or reduce healing idk how theme behind daggers is to be mobile and also king in ganking mine as well put move speed on so you can try to escape while having a dmg debuff lol
    • When assassin spirit is toggled off the dmg buff gets canceled and stacks removed on the test server.

      Is that broken on the test server, and once you get 3 stacks you can de-toggle it and have those stacks still active for 7s? Wasn't that how it was mentioned at one point. But I guess the 9% dmg against the user is meant to stick through the whole thing.

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