Testserver Patch Notes - Lancelot Patch #3

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    • Testserver Patch Notes - Lancelot Patch #3

      Lancelot Patch #3 - Ver. 1.11.357 / REV 115208 - 4 April 2018

      The Rites of Spring have now ended! Thanks to all the egg hunters and bunny slayers who participated in the event.
      • Fool's Golden Eggs no longer drop from mobs, and are no longer awarded in the Arena or Expeditions.
      • Egg chests no longer appear in the open world or in mob camps.
      • Spring event items are no longer available at the Vanity Merchant. (As with all limited-time items, they will not be removed from the game - they will simply stop being sold by the Vanity Merchant).


      Changes
      • All players, even those not yet eligible to use the Gold Market, can now view the price chart in the Gold Market UI
      • Chest Log UI is now able to display 100 entries per page, and all 100 entries can be copied to the clipboard


      Balancing Changes
      Plate Armors:
      • Removed the Threat Regeneration Bonuses
      • Added a second Passive Slot where one of the following options can be chosen:
        • Each Normal Attack reduces a mob's maximum health by 12%
        • Threat Generation increased by 300%
      • T2 & T3 Plate Armor: Replaced Taunt with Fury to improve the early game experience


      Fixes
      • Fixed an issue that was causing mob health bars and character nameplates to not display
      • Corrected numerous terrains and textures to optimize fishing and other resource gathering
      • Fixed an issue where silver rewards were not working for mercenaries from allied guilds who joined a GvG fight
      • Fixed an issue where Ghost Strike's cooldown was not reset when a target was killed with three Sunder Armor stacks
      • Channeling sounds now stop when the caster cancels the channel (affects Disembowel spell sound)
      • Expedition fixes:
        • Raised the Expedition join timeout to 60 seconds to fix an issue where players were kicked from Expeditions if their cluster loading time was higher than 20 seconds
        • Replaced the “internal error” error message that occurred when signing up for an Expedition with too low of a reputation with a proper error message
      • Delayed Teleport spell no longer cancels an ongoing cast or channel (error was introduced with the Lancelot update)
      • Toggle spells are now terminated when mounting up
      • Fixed an issue in the Vault/Bank UI where more than 10 tabs would not display correctly
      • Fixed an issue where the Siege Camp UI would sometimes fail to open when approaching the camp
      • Fixed an issue where all fishing rods in a stack would lose durability when only a single rod was used
      • Limited transfer UI to a maximum of 2,000,000,000 units (Silver, etc.) to avoid slider reset issues
      • Numerous additional graphical, animation, audio, UI, and localization fixes
    • 8 Normal attacks for someone with plate to kill a mob?

      LFG HCE with 4 x Great Nature in Plate + 1 holy normal..

      That is .. all Klick the mob and within the next 2 seconds it is dead??

      Is that intendet?? On any mob? That includes bosses?

      And mages? And guards?

      Do I missread?

      I need 8 people in plate to Klick the mage and I have the energy??

      And a battle mount ist a mob, too?

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

    • aurian schrieb:

      8 Normal attacks for someone with plate to kill a mob?

      LFG HCE with 4 x Great Nature in Plate + 1 holy normal..

      That is .. all Klick the mob and within the next 2 seconds it is dead??

      Is that intendet?? On any mob? That includes bosses?

      And mages? And guards?

      Do I missread?

      I need 8 people in plate to Klick the mage and I have the energy??

      And a battle mount ist a mob, too?
      I believe it reduces the max health by -12% one time, it doesn't do damage per itself.
    • Seyif schrieb:

      aurian schrieb:

      8 Normal attacks for someone with plate to kill a mob?

      LFG HCE with 4 x Great Nature in Plate + 1 holy normal..

      That is .. all Klick the mob and within the next 2 seconds it is dead??

      Is that intendet?? On any mob? That includes bosses?

      And mages? And guards?

      Do I missread?

      I need 8 people in plate to Klick the mage and I have the energy??

      And a battle mount ist a mob, too?
      I believe it reduces the max health by -12% one time, it doesn't do damage per itself.
      I agree with Seyif. The skill probably doesn't stack. Plus percentages tend to be multiplicative and not additive so you'd never truly hit 0. Certainly not after 8 hits etc.
    • Have you taught about working on the deadly shot Q for the bow? This Q should be used for 5v5 but is very bad.
      This Q should give something else than cast speed because it's very useless for a bow player. Plz, look at this because bow is still not viable and fire/xbow have just to much to offer versus bow for 5v5.

      idea :

      • Cooldown reduction of 1sec for all the skills
      • + 100 damage on hit on the next attack 3 attacks
      • + % physical damage for 10 sec



      @Retroman

      Poison shot should have a cast time to avoid this ugly kiting.
      Let bow player be strong for gvg like fire and xbow are.
    • The Q abilities for bow need to be made into toggles.

      Poison Shot changed to a toggle that makes your auto attacks also poison the target and makes other abilities (like rain of arrows) also poison.
      Multi-Shot changed to a toggle that makes your auto attacks also hit up to 2 additional targets within a small radius and makes other abilities (like rain of arrows) also hit a near by target.
      Deadly shot changed to a toggle that increases your auto attacks range by 30% and also increases the range of other abilities (like rain of arrows) to be casted further away.

      Explosive shots could then be changed to simply increase your auto attack damage by 50% for X seconds and interact with the above abilities too.

      But ignoring all of that, what bow needs is a way to hit from further away and increase the range of abilities like rain of arrows so it can be used out of harms way. Given how the only bows used currently are warbow, bodan, and wailing; this change would have almost no impact on them at all because all 3 use skill shot abilities on their Es which already travel the full length of the screen. So this wouldn't make them more powerful. But being able to pressure the back line with auto attacks may help make bows more valuable in ZvZ and GvG settings.
    • hate to say this bow players nothing really wrong with your bows it's the meta atm it's filled with heavy I frames aka soldier helms royal boots etc to allow burst comps to reign go in blow all your shit and back up with I frames no harmed done not a sustain game bows were never a "gvg" wep from the start they was the roamed in old gvg cause maps were different and longer range to the point you had to fight 4v4 but the map is a moba layout super basic and no strat put into it besides who can blow who up the fastest but yes giving bows a shit ton of burst would then end up in gvg but then they would roam king in every way cause of there range.
    • Bow is not better for gvg...

      this is so shitty when you play a very very low tier class and this class stay low tier for the end game content (GvG). The new Ws of the bow don't allow any bow player to be pick for a team instead of a fire or xbow with equivalent skill/spec.

      Please work on the deadly shot on the next patch ... this is ridiculous right now.

      bow is now stronger for zvz than before ....