Updated Testserver Patchnotes - 2 March 2018 (Lancelot)

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    • Hey everyone,
      the last patch for Staging server also included the following balance changes:


      Holy Staffs:
      • Salvation:
        • Max Targets: 5 -> 10
      Maces:
      • Brute Force:
        • Cooldown: 20s -> 10s
        • Stun Duration: 3.02 -> 1.77
        • Damage: 37.44 -> 25-07
        • Energycost: 17 -> 10
      Swords:
      • Soulless Stream:
        • Cast Time: 0.7s -> 0.9s
      Offhands:

      • Taproot:
        • Hitpoints Increase Factor: 20 -> 15
    • @Retroman
      Please investigate the serious impact on Fire mage's main spell.
      Here's some calculations (authored by Sohrab), Ill just leave it here:
      For everyone that doesn't realize how serious this nerf is against fire mages:
      Theoretically if you did 160 per Q and 40 per Fire burn... a 5 spam Q would go as the following:
      160-40-160-40-160-40-160-40-160-40-40-40-40-40
      total dmg: 1160

      Following the nerf patch it will go
      160-160-160-160-160-40-40-40-40
      total dmg: 960

      that's an 18.3% dmg nerf

      The longer you spam, the less damage output you will have because the burn only starts when you stop Q'ing.

      This is a bigger hit than they did to frost mage Q's. Frost mages are completely useless now.

      Lowering the fire wall to 5s makes sense.

      Lowering the ticks to 4 makes sense

      Increasing the first burn tick after: 0s -> 1s does NOT make sense.
    • Retroman schrieb:

      Hey everyone,
      the last patch for Staging server also included the following balance changes:


      Holy Staffs:
      • Salvation:
        • Max Targets: 5 -> 10
      Maces:
      • Brute Force:
        • Cooldown: 20s -> 10s
        • Stun Duration: 3.02 -> 1.77
        • Damage: 37.44 -> 25-07
        • Energycost: 17 -> 10
      Swords:
      • Soulless Stream:
        • Cast Time: 0.7s -> 0.9s
      Offhands:

      • Taproot:
        • Hitpoints Increase Factor: 20 -> 15

      Taproot is easily the most broken relic in the meta right now, you can safely go beyond a 25% nerf and it'll still be stupidly strong. It's really silly how tanky some ranged DPS can get just because of taproot + gigantify. They can even drop defensive CDs from helmets, for example, because of that relic, without being too squishy (which they were supposed to be to start with). It also makes the 1h weapons so much stronger than the 2h options. This offhand has to be seriously looked at.

      On a similar way, a 0.2s increase in cast time is not exactly a real nerf to galantine. I don't understand why bother doing that. This weapon has pushed most of melee dps out of meta alone, so I'm sure you'd agree the problem with galantine goes beyond 0.2s of cast time. There's no point in playing other weapons, specially non-artifact, if you just have this huge instant aoe damage that almost 1shots people. It does too much with too little effort. It's almost boring honestly, considering entire enemy team has to play around it (purging, crippling etc) but it's still a matter of time before it wombocombo and end the fight. Really silly mechanic that removes any depth from the 5vs5 meta.

      Also, @Retroman, no word at all on SoB? After a 90% (90%!) nerf it's still so OP other tanks are not even close.

      Just, please, consider actually nerfing relics so meta becomes less stale than it is right now. It's really not fun to have one relic tank, one ranged dps with relic offhand, same 2 relic melee dps etc.Game has 100+ weapon choices but 10% of that is used competitively in GvGs. Things are actually worse than beta 2 right now because of relics.
      Youtube channel (GvGs, OW-PvP etc): youtube.com/c/Nietz
    • nicolas2162 schrieb:

      is the change of the deadly shot will be applicable on lancelot?
      yes.

      The full Lancelot balance changes look like this:


      Misc:
      • Mobs now give a small amount of energy on death (this is also shared in groups, similar to fame)
      • Flattened the CC Duration & CC Resistance curve. This should not affect fights with equal gear, but will normalize cc duration in gear difference (i.e. a T8 weapon stun doesn't last forever on a T2 armor target)
        • Halved CC Resistance increase per IP
        • Halved CC Duration increase per IP
      Arcane Staffs:
      • Energy Bolt
        • Min Damage: 86.58 -> 97.40
      • Arcane Protection:
        • 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
      Axes:
      • Rending Strike:
        • Bleed Duration: 4s -> 5s
      • Rending Swing:
        • Bleed Duration: 4s -> 5s
        • Radius: 5m -> 6m
      • Razor Cut:
        • Reduced the hit area size
      Bows:
      • 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%
        • Energy Cost: 4 -> 3
      • Explosive Arrows:
        • Now activated each time 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 -> 10
        • Damage: 26.30 -> 21.45
        • Buff Duration: 10s -> 15s
        • Cooldown: 15s -> 20s
        • Energy Cost: 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
      Crossbows:
      • Deathward Climax
        • Channel Duration: 5s -> 3.6s
        • Damage Interval: 0.25s -> 0.3s
        • Total Channel Damage: 643.50 -> 720.72
      Daggers:
      • Devastating Strike:
        • The Channel is now uninterruptible
      Fire Staffs:
      • Fire Bolt:
        • Burn Tick: 5 -> 4
        • First Burn tick after: 0s -> 1s
      • Wall of Flames
        • Duration: 6s -> 5s
      • Flame Tornado:
        • Damage per Tick: 71.41 -> 51.00
        • Damage per Tick vs mobs: 71.41 -> 47.23
      Frost Staffs:
      • Frost Bolt:
        • Doesn't trigger Diminishing Returns anymore.
      Holy Staffs:
      • Flash Heal:
        • Energy Cost: 4.5 -> 4

        • Energy gain on max stacks: 2 -> 4
      • Generous Heal:
        • Energy Cost: 6 -> 7
      • Desperate Prayer:
        • Max Heal Condition: 40% Health or lower -> 30% Health or lower
      • Salvation:
        • Max Targets: 5 -> 10
      Maces:
      • Snare Charge:
        • Jump Time: 0.73s -> 0.55s
        • Standtime: 0s -> 0.5s
        • Radius: 4m -> 6m
        • Impact radius now also interrupts enemy spell casts
      • Brute Force:
        • Cooldown: 20s -> 10s
        • Stun Duration: 3.02 -> 1.77
        • Damage: 37.44 -> 25-07
        • Energy Cost: 17 -> 10
        • Knockback Distance: 10.08 -> 6.75
      Nature Staffs:
      • Rejuvenation:
        • Cooldown: 1.5s -> 1.3s
        • Energy Cost: 4.5 -> 3
        • Number of Ticks: 8 -> 9 (first tick happens at 0s, so the HoT duration is now 8s instead of 7s)
        • Standtime: 0.2s -> 0s
      • Circle of Life:
        • No longer consumes Rejuvenation stacks
      • Ruthless Nature:
        • The channel is now uninterruptible
        • Reflected Damage: 35% -> 40%
      Quarterstaffs:
      • Mystic Rocks:
        • Max Duration: 20s -> 15s
        • Healing Reduction: 50% -> 40%
      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 instantly knocks all enemies into the air.
      Swords:
      • Charge (the spell is reworked)
        • Cast Time: 0s -> 0.5s (uninterruptible)
        • Range: 9m -> 12m
        • After the cast the player is completely invincible to damage and cc for 1s (The Charge dashes 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, ignoring crowd control resistance. (Doesn't apply to mounted players)
      • Soulless Stream:
        • Cast Time: 0.7s -> 0.9s
      Offhands:
      • Taproot:
        • Hitpoints Increase Factor: 20 -> 15
      Armors:
      • Ambush:
        • Max Damage Increase: 50% -> 40%
      • 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% -> 150%
      • Hunter Jacket*
        • Health Regeneration Bonus: 0% -> 140%
      • Assassin Jacket*
        • Health Regeneration Bonus: 0% -> 130%
      • 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 Artifact Armors with the same stats


      Flame Basilisk: (its role is reworked)

      • Stats:
        • Movespeed: 120%
        • Resistance Factor: 0.8
        • CCR Factor: 1.4
      • 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
      Venom Basilisk: (its role is reworked)
      • Stats:
        • Movespeed: 120%
        • Resistance Factor: 0.8
        • CCR Factor: 1.4
      • 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
    • I don't understand the change of the deadly shot. There is no synergy at all with any other skill. Why deadly shot doesn't increase physical damage for auto attack (10% example) for 10 sec and you can stack it 4 time. (auto attack dmg is very low for the bow)

      My cloth and leather are t8 so i don't mind but with the new change, it's gonna be only bow with cloth because attack speed build is not gonna be viable anymore. It is very easy to cap the attack speed with hunter jacket / speed shot / passive etc. But physical damage will stay very low.

      This thread is still relevant. The new passive and all others won't be usefull with this deadly shot.

      forum.albiononline.com/index.p…ed-Bow-skill-Deadly-Shot/

      I can't hardly see a good bow build (hunter jacket) with a lot of attack speed for the next patch. At least with the rush attack, you get a good burst with your 30% attack speed to attack a backlane while you use your E on the whisp. So the new passif is not very usefull for a whisp bow because you poke often somebody alone behind ...

      Now there is no good passive anymore for whisp bow if you remove that rush and the new one is useless because you poke cloths behind alone and this 5% damage will not be use by your partners

      Dieser Beitrag wurde bereits 5 mal editiert, zuletzt von nicolas2162 ()

    • PrintsKaspian schrieb:

      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
      @Retroman

      What is the reasoning behind this change? Are we trying to lower the average gear IP of people across the board in the open world? This literally does nothing but make higher gear even less relevant to wear in open world than it already is.

      Do we want to reward flat t4 gankers more by allowing them an easier time ganking players wearing higher level gear? Is it to make lower IP gear more attractive to bring to zvzs? If the answer is no to these questions - what's the reason for the change?
    • Marduk-dk schrieb:

      Have you not fixed firestaf´s Q´s dots clipping at high cast speeds?

      Damn... this smells of hotfixe andi have to just wait doing hellgates till u fix it :(
      This...
      @Retroman
      There is a bug with fire now, if your cast speed of Q less than 1s, burning will NOT TICK until you finish spamming Q's

      AND

      still no attention to curse staff's Q range?(it is very small, all others ranged spells, fire, frost are 11m range and only curse 8m) and reworking to second curse Q? Hope it's planned at least.

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

    • letwolf schrieb:

      Marduk-dk schrieb:

      Have you not fixed firestaf´s Q´s dots clipping at high cast speeds?

      Damn... this smells of hotfixe andi have to just wait doing hellgates till u fix it :(
      This...@Retroman
      There is a bug with fire now, if your cast speed of Q less than 1s, burning will NOT TICK until you finish spamming Q's

      AND

      still no attention to curse staff's Q range?(it is very small, all others ranged spells, fire, frost are 11m range and only curse 8m) and reworking to second curse Q? Hope it's planned at least.

      I'm not convinced that's a bug. I think it's the intentional change they are making with the tick timer 1s. Every time you Q you are refreshing the dot before it starts ticking.

      Agreed on curse Q range being 11m.

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

    • @Retroman @PrintsKaspian

      Need to consider the book prices vs returns for mercenary journals & laborers.

      I can go on making a chart for each tier but I will stick to mid range which is T5

      T5 book price as per last time I logged on test server is 2777-2780 silver.

      The silver return of the t5 merc book from the laborer is RNG between 2008, 3012, 4016 silver..

      I have about 15 of these laborers and on a good day I might get away with two of them coming back with 2008 silver or on occasions more than half of them returning with 2008 silver and only a few returning with 3012 or 4016..

      Might have to rethink about this increasing of book prices or better keeping it that way or improving silver returns for the mercenary laborers and might as well take into consideration the other laborers...

      And take note people are gonna break the market by buying a lot of books before patch and selling them for below SRP

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

    • EdrisViernes schrieb:

      @Retroman @PrintsKaspian

      Need to consider the book prices vs returns for mercenary journals & laborers.

      I can go on making a chart for each tier but I will stick to mid range which is T5

      T5 book price as per last time I logged on test server is 2777-2780 silver.

      The silver return of the t5 merc book from the laborer is RNG between 2008, 3012, 4016 silver..

      I have about 15 of these laborers and on a good day I might get away with two of them coming back with 2008 silver or on occasions more than half of them returning with 2008 silver and only a few returning with 3012 or 4016..

      Might have to rethink about this increasing of book prices or better keeping it that way or improving silver returns for the mercenary laborers and might as well take into consideration the other laborers...

      And take note people are gonna break the market by buying a lot of books before patch and selling them for below SRP
      Ok, the amount you pay for the purchase of the book can be a bit high.
      But the return values you speak of is for each of the times you return the book to the worker, that is, every day the worker will give you back that value, right?
      Doest that mean the amount we pay for the book is easily compensated for by the return within a few days?

      I with the current value of the books already spent 2kk, (6kk in Lancelot) and they are more than paid, only with the return of the workers, (be it resources or silver) they are already paid. and even if I need to buy more, I will not worry about it!

      The books are paid for themselves


      Unless you use them in your workers and are only selling books in the market, then you have no profit and the new prices are very hard.

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