Testserver Patch Notes - Lancelot Midseason Patch

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    • Testserver Patch Notes - Lancelot Midseason Patch

      Lancelot Midseason Patch - Ver. 1.11.358 / REV pending - Staging date pending

      Features

      Re-Spec: Players can now trade skill masteries between different skill paths, allowing them to adapt their specializations as needed. The system allows players to convert fame on a by-level basis into Fame Credits [name updated from "re-spec points" on 20 April], which in turn can be used to unlock other nodes on the Destiny Board. For more details on this system, please see this forum post.

      GvG Training Battles: Players can now conduct zero-cost, zero-risk GvG training battles in a choice of settings. This system will give newer guilds the chance to practice GvGs free from risk, and more experienced guilds the chance to test out new strategies and builds. For more details on this system, please see this forum post.

      Changes
      • Increased the one-time Learning Points reward by 150 points for anyone buying 30 days of Premium for the first time - this will also apply retroactively to all players who have activated Premium status in the past. [Rephrased for clarity]
      • Greater Hellgates accessed from yellow zones are now full-loot. [Updated for clarity, 23 April] The item power cap and rewards are unchanged. (Item power cap in Yellow Hellgates stays at 800 IP and everything above is scaled down by 80%.)
      • In addition, a soft item power cap was added to Red/Black Zone Hellgates: IP above 1000 is now scaled down by 50%, meaning equipment with a total of 1400 IP would have an effective IP of 1200 in these Hellgates. [Rephrased for clarity]
      • To prevent accidental spending of Learning Points, we have deactivated Automatic Spending for all players. You can reactivate Automatic Spending at any time on your Destiny Board. (Note: nodes with Fame at 20-29% will have to be activated manually even if Automatic Spending is reactivated.) [Added 20 April]
      • Halved the respawn speed of Siphoning Mages (but doubled their drop value) to make mage raiding more attractive compared to other activities.
      • The GvG buff for owning mages prior to a GvG has been removed for both attackers and defenders. [Rephrased for clarity]
      • Decreased the threshold for being able to spend LP on Destiny Board nodes from 30% to 20% completion. LP costs remain the same at 30% (but costs are 14.28% higher at the 20% threshold).
      • Activation times of siege camps now occur twice per day, with half the camps activated at 3:00 UTC and the other half at 18:00 UTC.
      • (German Version) Localization changes:
        • Guild rank "Zahlmeister" is now "Schatzmeister"
        • Ability "Heiliges Spalten" is now "Schweres Spalten"
      Balancing Changes

      Rebalanced the cost of buying Runes, Souls and Relics with Siphoned Energy:
      • Adept's Rune: 1 (unchanged)
      • Expert's Rune: 1 (unchanged)
      • Master's Rune: 1 (unchanged)
      • Grandmaster's Rune: 2 (from 3)
      • Elder's Rune: 6 (from 13)
      • Adept's Soul: 1 (unchanged)
      • Expert's Soul: 1 (unchanged)
      • Master's Soul: 2 (from 5)
      • Grandmaster's Soul: 6 (from 25)
      • Elder's Soul: 18 (from 125)
      • Adept's Relic: 1 (from 2)
      • Expert's Relic: 2 (from 10)
      • Master's Relic: 6 (from 50)
      • Grandmaster's Relic: 18 (from 250)
      • Elder's Relic: 54 (from 1250)
      We are aware this is quite a drastic change. However, the current market situation combined with our data showed that our initial balancing for the energy conversion was way too conservative and energy was barely ever converted into anything but Adept's Relics.
      In particular the values for high end Runes, Souls and Relics were way off the market reality.
      • The new balance should slightly bring down the market price of Relic Level Artifacts as using energy to convert into Relics becomes viable.
      • Impact should be limited, however, as it's only slightly more attractive than the current Relic prices on the market in most cases.
      • The market situation for runes and souls, despite the value changes, should be mostly unaffected, as using energy for this conversion remains unattractive in the current market situation.
      Changed siphoned energy costs for Battle Mounts:
      • Command Mammoth: 83000 -> 10000
      • Flame Basilisk: 16600 -> 5000
      • Venom Basilisk: 16600 -> 5000
      • Ballista: 4500 -> 2500
      IMPORTANT:
      • All Battle Mounts already existing in the game will become Legacy versions.
      • Legacy versions are the same item, but with the old crafting costs.
      • Players can transmute the Legacy versions back into their original energy value at the season shop.
      • Transmuting back for the original energy value will only be available until the next big content update goes live. After the next content update, the Legacy items will become ordinary items with the new crafting costs.


      Combat Balancing Changes
      Arcane Staffs:
      • Arcane Orb:
        • Removed the knockback
        • Silence Duration: 1.08 -> 1.68
        • Damage: 37.93 -> 73.01
      • Time Corridor:
        • Slow Strength: 25% -> 30%
        • Damage per Tick: 16.05 -> 18.35
      • Void:
        • Cooldown: 40s -> 30s
      Bows:
      • Rain of Arrows:
        • Cast Range: 13m -> 15m
      Crossbows:
      • Exploding Shot:
        • Cast Time: 1s -> 0s
        • First hit damage: 59.67 -> 50.90
        • Explosion damage: 189.43 -> 201.96
        • Energy cost: 17 -> 15
      Cursed Staffs:
      • Desecrate:
        • Radius: 5m -> 9m
        • Hit Delay: 0.2s -> 0.6s
        • Standtime: 0.4s -> 0,8s
        • Cooldown: 10s -> 15s
      • Hunting Screams:
        • The channel is now cast onto an enemy target
        • The channel can now be interrupted

      • Area of Decay:
        • Delay until first hit: 1s -> 0s
        • Energycost: 24 -> 17
      Daggers:
      • Poison Coating:
        • Is now a toggle spell (which can't be purged)
        • When toggled on it reduces the caster's max hitpoints by 6% per second
        • Each Auto Attack deals additional magic damage and increases your attack speed by 12% and your move speed by 30% for 1s. (this can be stacked up to 3 times)
        • Additional Poison Damage: 50.90 -> 41.68
        • Duration: 5s -> 8s
        • Cooldown: 15s -> 10s
      Fire Staffs:
      • Flame Pillar:
        • Damage: 153.74 -> 169.12
      • Contagious Fire:
        • Cast Time: 1.5s -> 1.2s
        • Damage per tick: 27.75 -> 34.68
      Frost Staffs:
      • Frost Nova:
        • Cast Range: 7m -> 11m
        • Energycost: 14 -> 12
      • Hail:
        • Delay until the second hail wave: 2.4s -> 1.5s
        • Cast Range: 11m -> 15m
      • Ice Storm:
        • Damage per tick: 25.77 -> 27.86
      Hammers:
      • Giant Steps:
        • The spell can't be purged anymore
        • Attack Damage Increase: 146% -> 150% -> 135%
        • Standtime: 0.6s -> 0s
      Holy Staffs:
      • Salvation:
        • Cast Time: 1,5s -> 1s
        • Cast Range: 11m -> 14m
      Maces:
      • Defensive Slam:
        • Resistance Increase: 0.08 -> 0.15
        • Damage: 83.36 -> 77.81
        • Radius 4m -> 5m
        • Buff Duration: 5s -> 3s
      • Stalling Slam:
        • Reworked the Spell, it now decreases an enemy's energy on hit. And gives energy for up to 5 allies in a 5m radius
        • Cooldown: 3s -> 4s
        • Damage: 55.58 -> 36.33
      Nature Staffs:
      • Ruthless Nature:
        • The caster can now move during the channel.
        • The channel is not uninterruptible anymore.
        • Removed the reflect damage.
        • The area now also slows enemies by 20%
        • Area Radius: 6m -> 8m
        • Heal per Tick: 27.22 -> 30.21
        • Energy cost: 20 -> 18
      • Spirit Animal:
        • Heal per tick: 19.18 -> 14.38 -> 11.51
        • Max Stacks: 3 -> 4 -> 5
      Armors:
      • Fear Aura:
        • Stepping in the area now always causes Fear for 1s (ignoring CC resistance)
        • It also makes the target immune to the area for 1.2s (giving an opportunity to activate a spell before Fear is activated multiple times)

      • Force Shield:
        • Cooldown: 30s -> 40s
      Shoes:
      • Evasive Jump:
        • Range: 12m -> 9m
      • Giant:
        • The spell can't be purged anymore.
        • Standtime: 0.4s -> 0s
        • Hit delay: 0.3s -> 0s
      Battle Mounts:
      • All Battle Mounts get a Battle Mount Gallop spell on their 'F' slot.
      • Battle Mount Gallop is a toggle spell, which makes the mount fast enough to travel with a zerg. But silences them a couple seconds after the gallop ended. (taking damage also ends the spell)
      Command Mammoth:
      • Base Movespeed: 100% -> 110%
      Flame Basilisk:
      • Base Movespeed: 120% -> 140%
      Venom Basilisk:
      • Base Movespeed: 120% -> 140%
      Siege Ballista:
      • Base Movespeed: 90% -> 120%



      For the most up-to-date info on balance changes currently being tested, please see this forum post.

      Fixes
      • Fixed an issue where home and farm territories were claimable outside of their cluster primetimes during the claimable territories season event
      • Fixed an issue where auto-spawned Siphoning Mages were hostile to allied characters
      • Fixed an issue where, after a GvG, the defending team saw an incorrect final scoreboard UI
      • Fixed an issue where the Piercing Arrows passive was usable without being unlocked
      • Fixed an issue where reopening the chest log UI repeatedly could display an error message
      • Fixed an issue where opening the guild access rights UI after deleting entries without saving would cause entries to overlap
      • Fixed an issue where the contents of a siege camp bank would be blank the first time the chest was opened
      • Numerous additional graphical, UI, audio, animation, and localization fixes

      Dieser Beitrag wurde bereits 10 mal editiert, zuletzt von Dagother ()

    • PrintsKaspian schrieb:

      ( ... )

      Changes
      • Yellow Zone Hellgates are now full-loot. The item power cap and rewards are unchanged.

      (...)

      Arcane Staffs:
      • Arcane Orb:
        • Removed the knockback
        • Silence Duration: 1.08 -> 1.68
        • Damage: 37.93 -> 73.01

      (...)
      Have time to explain why by chance? @Retroman
      -

      AlbionInformer.com - Podcast & Community News Blog

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      I offer third party services. Check the trade forums or PM me.

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

    • gmatagmis schrieb:

      PrintsKaspian schrieb:

      Siphoning Mages in place before a GvG battle no longer provide a bonus for the team that owns the territory.
      Uncover this a bit better please.Let's say defending team loose (with no bonus), and then go counterattack/retaliate, on not own territory anymore, they will get the bonus then?
      This was not clearly phrased in my original post. I've updated it as follows: "The GvG buff for owning mages prior to a GvG has been removed for both attackers and defenders."

      Essentially, the GvG buff from Siphoning Mages no longer exists for attackers OR defenders.
    • Good Day to you!
      I was interested about this point:

      PrintsKaspian schrieb:

      Increased Learning Points reward for buying 30 days of Premium by 150 points.
      Just to be clear, At the new patch, will it be possible to obtain extra 150 LP, for each monthly bought Premium? Or, is it as one time thing, when you buy premium for the first time?

      Also, I am looking forward to hear more about the "Re-spec" system.

      -GunCha
    • I am little bit confused.

      • Yellow Zone Hellgates are now full-loot. The item power cap and rewards are unchanged.
      • Added a Soft Item Power cap to all full-loot Hellgates: everything above 1000 Item Power will be scaled down by 50%, meaning 1400 IP equipment will only have 1200 IP inside a Hellgate.

      This means that YHG will have HARD CAP (current IP cap) or SOFT CAP?
    • Reiben schrieb:

      I am little bit confused.

      • Yellow Zone Hellgates are now full-loot. The item power cap and rewards are unchanged.
      • Added a Soft Item Power cap to all full-loot Hellgates: everything above 1000 Item Power will be scaled down by 50%, meaning 1400 IP equipment will only have 1200 IP inside a Hellgate.
      This means that YHG will have HARD CAP (current IP cap) or SOFT CAP?
      Yellow Zone Hell Gates will keep their current IP cap starting to scale very harsh from 800 IP onwards.
      All Hell Gates in Red & Black zones get the Soft Item Power cap. (everything above 1000 Item Power scaled down by 50%)
    • Bogul schrieb:

      PrintsKaspian schrieb:

      Arcane Staffs:

      • Arcane Orb:
        • Removed the knockback
        • Silence Duration: 1.08 -> 1.68
        • Damage: 37.93 -> 73.01

      Have time to explain why by chance? @Retroman
      The one handed Arcane Staff is still heavily under-used by the player community. I am aware that by removing the knockback it's application is changed. However this change is intended to make it more viable for an aggressive push, where you purge a group of enemies fom their buffs and defensives / hots without spreading them out. Allowing your team to follow up with offensive AoEs at the weakened enemies. By supporting this playstyle I suppose it will potentially increase the weapon's popularity.

      Cheers,
      Retro