Testserver Patch Notes - Lancelot Patch #9

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    • Testserver Patch Notes - Lancelot Patch #9

      Lancelot Patch #9 - Ver. 1.11.362 / REV 119282 - 11 June 2018

      Changes

      Hellgate Changes
      • Players can now fight their own guild and alliance members in Hellgates when they appear in an enemy party
      • Yellow Zone 5v5 Hellgates have been adjusted as follows:
      • Fame Factor: 1.5 → 2.5
      • Loot Factor: 1.75 → 2.25
      • Silver Factor: 1.75 → 2.25
      • Also improved the loot table for the Hellgate Boss, so that it now drops better loot on average
      • To prevent solo and duo farming, gatekeepers for 5v5 Hellgates (red and black zones) now enrage if they have 3 or fewer targets on the aggro list


      Daily Season Points Adjustments
      The daily season points earned for Outlands territories has been adjusted as follows (the cost of placing mages, as well as the energy they drop, has also been updated accordingly):
      • Mercia: 384 → 336 (-12.5%)
      • Cumbria: 288 → 288 (no change)
      • Anglia: 192 → 240 (+25%)


      Adjustment of mount sounds: to cut down on unnecessary noise in cities, mount/dismount sounds are now only audible to the player performing them within city limits. As these sounds are an important element of PvP, they will remain audible to all players in the open world.

      Faction Warfare prep: as a teaser for the upcoming content update, the royal cities now have constructor NPCs working on faction buildings

      Added soft item power cap to red zone GvGs (Item Power = 800 / Scaling Factor = 0.2, so everything above 800 gets scaled down to 20% power)
      To prevent furniture from being used as a blockade during GvGs, outdoor furniture is now hidden during GvG matches, and new furniture cannot be placed during matches

      Balancing Changes

      Arcane Staffs
      Time Corridor (Occult Staff)
      Now also boosts attack speed of allies inside the area
      Removed the Damage Over Time effect

      Axes
      Tear Apart (Halberd)
      Instant Damage: 144.60 -> 137.37

      Bows
      Deadly Shot (all bows)
      Removed the cast Speed Increase
      It now reduces enemy resistances (stacks up to 3 times)
      Damage: 81.43 -> 86.52
      Cast Range: 11m -> 13m
      Multishot (all bows)
      Range: 11m -> 12m

      Cursed Staffs
      Haunting Screams (Cursed Skull)
      Does not require Line of Sight anymore

      Fire Staffs
      Flame Tornado (Blazing Staff)
      Damage vs Mobs: 47.23 -> 43.45

      Frost Staffs
      Frost Bomb (all Frost Staffs)
      Hit Delay: 2s -> 1.6s
      Frost Nova (all Frost Staffs)
      Hit Delay: 0.2s -> 0s
      Now completely freezes enemies (Frozen enemies can't attack or cast)
      Freeze Duration: 2.44s -> 1.26s
      Avalanche (Hoarfrost Staff)
      Cast Time: 1s -> 0.7s
      Frozen Hell (Icicle Staff)
      Cast Time: 1s -> 0s
      Standtime: 0.2s -> 0.4s

      Holy Staffs
      Holy Explosion (Great Holy Staff)
      Heal per Tick: 34.75 -> 40.67
      Holy Touch (Lifetouch Staff)
      Cast Range: 3m -> 6m
      Can now be casted when silenced / stunned
      Salvation (Fallen Staff)
      Delay after cast: 3s -> 2s
      Energy cost: 24 -> 18
      Holy Orb (Redemption Staff)
      The orb now always heals for the same amount, no matter the distance
      Min Heal: 66.36 -> 144.79
      Max Heal: 225.63 -> 144.79
      Projectile Speed: 14.67m/s -> 11.00m/s
      Cooldown: 10s -> 15s

      Nature Staffs
      Hit & Run (passive)
      Spells to trigger the effect: 4 -> 6
      Poison Thorns (all Nature Staffs)
      Number of ticks: 10 -> 7
      Damage per tick: 11.94 -> 12.83
      Spirit Animal (Rampant Staff)
      Ticks after leaving the Area: 4 -> 2

      Quarterstaffs
      Cartwheel (all Quarter Staffs)
      Cooldown: 5s -> 6s
      Mystic Rocks (Staff of Balance)
      Energy cost: 0 -> 20% of max energy
      Hurricane (Iron-clad Staff)
      Knockback Distance: 1.91m -> 5m

      Spears
      Cripple (all spears)
      Cooldown: 15s -> 20s
      Reckless Charge (Spear)
      Range: 13m -> 11m
      Enemy airborne duration: 0.6s -> 0.5s
      Damage: 235.06 -> 198.90

      Helmets
      Energy Regain (all helmets)
      Channel Duration: 7s -> 10s
      Energy per tick: 7.10 -> 8.10
      Force Field (Cloth Cowls)
      Radius: 5m -> 6m
      Knockback Distance: 11.67 -> 14.22
      Energy Shield (Scholar Cowl)
      Physical Resistance: 0.16 -> 0.38
      Magic Resistance: 0.16 -> 0.10
      Perpetual Energy (Royal Cowl)
      Duration: 10s -> 15s
      Electric Discharge (Judicator Helmet)
      Cast Time: 0s -> 1.2s
      Hit delay: 0.6s -> 0s

      Armors
      Speed Caster (Scholar Robe)
      Energy Cost Reduction: 40% -> 70%
      Obsessive Burst (Druid Robe)
      Damage & Heal Power Increase per Stack: 8% -> 7%
      Self Ignition (Specter Jacket)
      Can't be purged anymore
      Fury (Soldier Armor)
      Increased CC Duration per stack: 10% -> 6%
      Force Shield (Judicator Armor)
      Healing Received Increase: 50% -> 35%

      Shoes
      Focused Run (Scholar Sandals)
      Movespeed Increase: 60% -> 100%
      Defenseless Rush (Royal Sandals)
      It's now a toggle spell and can't be purged
      It doesn't reduce a flat resistance value anymore. Instead while active the caster's damage taken is increased by 15%
      Max Duration: 5s -> 7s
      Rotten Ground (Cultist Sandals)
      The area don't deal damage anymore, it instead reduces enemy resistances
      Spectral Run (Specter Shoes)
      Max Channel Duration: 20s -> 16s

      Offhands

      Offhand scaling reworked: all offhand items now scale in exact relation to item power, i.e. they profit from Destiny Board masteries and item quality bonuses. This is not a straight bonus on top, but instead the progression curve has been reworked, so offhand bonus stats should remain roughly around the same values.

      Potions
      Gigantify Potions
      Duration: 10s -> 8s

      Food
      Flattened the progression of Combat Related stats on food:
      Food Effect Progression (old)
      Low tier Base: 100% -> 100%
      Low Tier Enchanted 1: 150% -> 150%
      Low Tier Enchanted 2 / Mid Tier Base: 200% -> 190%
      Low Tier Enchanted 3 / Mid Tier Enchanted 1: 250% -> 230%
      Mid Tier Enchanted 2 / High Tier Base: 300% -> 270%
      Mid Tier Enchanted 3 / High Tier Enchanted 1: 350% -> 300%
      High Tier Enchanted 2: 400% -> 330%
      High Tier Enchanted 3: 450% -> 350%
      Base Stat value from Fish-based foods: 75% -> 70

      Miscellaneous
      Cleanse effects now grant 1s immunity to CC and debuffs

      [Reworded, removed debuffs function] Miscellaneous
      Cleansing any CC effect now grants a 1-second CC immunity

      Fixes
      • ADDED: Fixed an issue where spells that were simultaneously cast by a player and canceled by another player or mob (via stun, knockback, silence, or other countereffects) were still subject to cooldown time
      • ADDED: Fixed a similar issue where the toggle spell button would become stuck if the toggle spell failed due to knockback, silence, or other countereffects
      • ADDED: Fixed an issue where the passive skill Weakening could be used without unlocking the corresponding Destiny Board node
      • ADDED: Fixed an issue where Desecrate would sometimes fail to inflict DoT on struck enemies
      • Improved performance of fishing minigame on clients with low FPS
      • Fixed an issue where ghoul mobs were immune to CC damage while channeling Acid Waste
      • Fixed an issue for some spells where the graphical spell indicator was bigger than the actual spell effect
      • Fixed an issue where the combat log sometimes listed the source of an effect as "unknown"
      • Fixed an issue where DoT effects would keep you in passive combat even when the mob had reset
      • Improved hit detection for the Claymore charge spell
      • Cripple now removes the move speed buff for Rotten Ground and Frost Walk
      • Damage vs. Players and Damage vs. Mobs stats have been removed from Enchanted Facebreaker Shield
      • Numerous additional graphical, animation, texture, audio, UI, and localization fixes
    • <3

      PrintsKaspian schrieb:

      Offhands
      Offhand scaling reworked. All offhand items now scale completely with item power. i.e. profits from destiny board masteries and item quality bonus
      This means offhands now benefit from destiny board masteries and item quality
      This is not a straight bonus on top, but instead the progression curve has been reworked, so offhand bonus stats should roughly stay around the same values.
      <3
    • Frost Staffs
      Frost Bomb (all Frost Staffs)
      Hit Delay: 2s -> 1.6s ------> HIT DELAY STILL TOO LONG

      I cant see frost staff in GvG yet... these changes aren't enough... :(

      With these it could be ok:

      Freezing Wind :

      Damage ---> increased

      rooting duration---> increased



      Ice Crystal:

      Cool down ---> reduced

      Damage ---> increased

      Dieser Beitrag wurde bereits 2 mal editiert, zuletzt von Wayne840 ()

    • Wayne840 schrieb:

      Frost Staffs
      Frost Bomb (all Frost Staffs)
      Hit Delay: 2s -> 1.6s ------> HIT DELAY STILL TOO LONG

      I cant see frost staff in GvG yet... these changes aren't enough... :(

      With these it could be ok:

      Freezing Wind :

      Damage ---> increased

      rooting duration---> increased



      Ice Crystal:

      Cool down ---> reduced

      Damage ---> increased
      they are already in gvg prism frost is in couple teams they just needed to nerf the dumb shit that nukes people aka like a tank 1v3 high end teams lol shows you hey little broken
    • letwolf schrieb:

      Good changes to bow&frost, but curse gets no love again. These Low-damage, short-durated vile curses are nothing in current "burst ppl in 3 sec"meta.

      Please revise the original Cursed underpowered, with damage calculations post where described the core problems of cursed mage gameplay
      curse will have to be changed completely since they keep making armor and wep do what curse does lol like cult boots reduced heals aka what curse does oh wait let's nerf it to res shread oh wait that's what curse does too haha feel your pain brother and I don't even play curse
    • letwolf schrieb:

      Good changes to bow&frost, but curse gets no love again. These Low-damage, short-durated vile curses are nothing in current "burst ppl in 3 sec"meta.

      Please revise the original Cursed underpowered, with damage calculations post where described the core problems of cursed mage gameplay
      I have still good hopes that @Retroman is going to test cursed and see that the damage output can be a little more. Or a revamp to cursed staves in general.

      Edit; In our guild (300 Players+) we only have 5-8 cursed players, I think this also gives an insight how bad the cursed staves are performing.
    • Changes as of Friday 15 June:

      Balance Changes
      Miscellaneous
      Cleanse effects now grant 1s immunity to CC and debuffs

      [Reworded, removed debuffs function] Miscellaneous
      Cleansing any CC effect now grants a 1-second CC immunity

      Fixes
      • ADDED: Fixed an issue where spells that were simultaneously cast by a player and canceled by another player or mob (via stun, knockback, silence, or other countereffects) were still subject to cooldown time
      • ADDED: Fixed a similar issue where the toggle spell button would become stuck if the toggle spell failed due to knockback, silence, or other countereffects
      • ADDED: Fixed an issue where the passive skill Weakening could be used without unlocking the corresponding Destiny Board node
      • ADDED: Fixed an issue where Desecrate would sometimes fail to inflict DoT on struck enemies