Testserver Patch Notes - Lancelot Patch #7

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    • Testserver Patch Notes - Lancelot Patch #7

      Lancelot Patch #7 - Ver. 1.11.358 / REV 117521 - 23 May 2018

      [Added 24. May]
      Improvements
      • Group Fame bonuses now display in the combat log and floating popup messages. Fame earned now displays as follows: total fame gained displays first, followed by a breakdown of modifiers in brackets (zone type bonus, group bonus, and Premium bonus). As always, the following group bonuses apply to Fame earned:


        • Party of 2: no bonus
        • Party of 3: 17% Fame bonus
        • Party of 4: 33% Fame bonus
        • Party of 5-20: 40% Fame bonus

      Changes

      • When a territory changes owners, any attack sent from that territory will now be cancelled and will not trigger a counterattack.


      Combat Balance Changes
      • Helmets:
        • Electric Discharge (Judicator Helmet):
          • Area Radius: 14m -> 11m
          • Stun Duration: 2s -> 1.5s


      • Harvester Gear:
        • Magic Pollen (Harvester Cap):
          • Now inflicts Sleep instead of Fear
          • Fear Duration: 4.84s -> 0s
          • Sleep Duration: 0s -> 3.87s


      • Shoes:
        • Rotten Ground (Cultist Sandals):
          • Damage vs Players: 34.07 -> 28.79


      • Nature Staffs:
        • Spirit Animal (Rampant Staff):
          • Heal per Tick: 11.51 -> 10.39



      Fixes
      • Fixed an issue where, when a toggle spell was untoggled immediately after casting it, the effect was sometimes not removed
      • Fixed an issue where eating fish incorrectly displayed a message about getting combat fame in the combat chat channel
      • The following items should now benefit from their corresponding crafting specialization regarding quality:
      • Relic armors
      • Nature Staffs
      • Undead Tridents
      • Facebreaker Shield
      • Ghastly Candle Torch
      • Additionally, Facebreaker Shield and Ghastly Candle Torch should now correctly benefit from combat specialization and thus gain the correct amount of item power
      • Fixed an issue where the orientation of arrows was incorrect for the Multishot spell Still bugged - will be addressed in a future patch
      • Numerous additional graphical, texture, animation, UI, and localization fixes
    • nerfing rampant staff is the wrong way to try and diversify the healing meta, it'll still be used, healing in general is really weak with amount of damage people do, better to buff all the other healing staffs.

      Cultist sandals could do with another 10% nerf aswell as solider armor being nerfed to 8% per stack.

      Pollen cap nerf is great, and helm nerf seems reasonable.

      Brusiers in general could do with a nerf, best way would probly be to reduce the damage bonus on all leather chests by 5-10%.
    • [Added 24. May]

      Improvements

      Group Fame bonuses now display in the combat log and floating popup messages. Fame earned now displays as follows: total fame gained displays first, followed by a breakdown of modifiers in brackets (zone type bonus, group bonus, and Premium bonus). As always, the following group bonuses apply to Fame earned:

      Party of 2: no bonus
      Party of 3: 17% Fame bonus
      Party of 4: 33% Fame bonus
      Party of 5-20: 40% Fame bonus
    • Headstrong6666 schrieb:

      nerfing rampant staff is the wrong way to try and diversify the healing meta, it'll still be used, healing in general is really weak with amount of damage people do, better to buff all the other healing staffs.
      This is so true. Nerfing Rampant is a mistake, it’s in a good place. What you need to do is buff the other healing staves that suck!

      EDIT: oh, and lessen the mana usage on Holy staves, they use entirely too much mana!
    • letwolf schrieb:

      Additionally, Facebreaker Shield and Ghastly Candle Torch should now correctly benefit from combat specialization and thus gain the correct amount of item power
      Finally! Offhand specs are starting to matter!!Very glad to read this!!
      :thumbsup: :thumbsup:
      Its not what you think it is...

      Theyre just fixing an item power issue with those 2 items. The percentages are going to stay the same. Spec wont matter
    • Playing healer is just masochism at this point. As holy 1 class completely craps all over you and its balance staff. As soon as balance staff is on other team you are done. As druid , all the 1shot mechanics and crowd control mechanics without any diminishing returns on helmets are just broken , ppl runing 3 stun helmets , cant cleanse , cant distance or anything , if you get cought in any form of cc , you get judicator stun and die , if you survive to outheal that is impossible before next 7sec cooldown ability hits you for 1/3 of your hp and with all the healing debufs that are in the game. So overall complete cancer for healers and you still want to nerf only thing that somehow is capable to recover your group
    • Yes, healing is really cancer. It’s very frustrating as a Holy Healer because you can really only keep ONE person alive when your team is taking HEAVY damage. You either run out of mana or there are too many people taking damage and you can’t get around to Qing everyone... Lol.

      And with Rampant, it’s awesome when your team is taking heavy damage BUT the moment it goes down and more than one enemy targets your ally, your little 90 tick HoT isn’t keeping them alive.

      Don’t get me started on healing a HCE as a Druid that’s 8+.

      It’s really just a mess...