Lancelot Patch 9 - Known Issues and Clarifications [UPDATED]

    Diese Seite verwendet Cookies. Durch die Nutzung unserer Seite erklären Sie sich damit einverstanden, dass wir Cookies setzen. Weitere Informationen

    • Lancelot Patch 9 - Known Issues and Clarifications [UPDATED]

      Lancelot Patch 9: Known Issues / Clarifications
      • Spirit Animal (Rampant Staff): The base heal value displayed in the skill description is incorrect - the number shown is actually the maximum heal value, i.e. when 10 players are affected. This is a localization issue, and will be fixed in a future update. Description text may also appear in English for non-English languages until then.
      • Offhand scaling clarification: Under the new scaling curve, some offhands will have increased stats, some will have decreased stats, and some will be relatively unchanged. As it is based on a larger Mastery range, this adjustment is NOT a bonus, and is instead more of a recalibration.
      • UPDATED - One-handed scaling also in effect: Along with offhands, one-handed weapons are also affected by the new scaling curve. As with offhands, some users will see slight stat increases, some will see slight decreases, and some will see no change. These changes may be more apparent (for both offhands and one-handed weapons) in IP-capped scenarios such as the Arena, Hellgates, Red-Zone GvGs, etc.
      • Red Zone GvG IP scaling clarification: Participants with up to 800 IP will not see any change. For participants above 800 IP, the amount by which they exceed 800 IP will only be 20% effective. This means, for example, that a player with 900 IP will have an effective Red Zone GvG IP of 820, a player with 1200 IP will have an effective Red Zone GvG IP of 880, and so on.
    • PrintsKaspian schrieb:


      • UPDATED - One-handed scaling also in effect: Along with offhands, one-handed weapons are also affected by the new scaling curve. As with offhands, some users will see slight stat increases, some will see slight decreases, and some will see no change. These changes may be more apparent (for both offhands and one-handed weapons) in IP-capped scenarios such as the Arena, Hellgates, Red-Zone GvGs, etc.


      Zalrenic schrieb:

      I ran some numbers.. You would have to be standing still spamming Q for 24 seconds before a 1h holy with mistcaller beats the healing output of a 2 handed staff that has 230 less IP. (comparing 8.2MP 1h, and 8.1 outstanding divine; with a substantially lower divine spec).
      This can't be intended....
    • PrintsKaspian schrieb:


      • UPDATED - One-handed scaling also in effect: Along with offhands, one-handed weapons are also affected by the new scaling curve. As with offhands, some users will see slight stat increases, some will see slight decreases, and some will see no change. These changes may be more apparent (for both offhands and one-handed weapons) in IP-capped scenarios such as the Arena, Hellgates, Red-Zone GvGs, etc.

      About the change to the one handed weapons:
      Part of fixing the offhands was also fixing the scaling of one-handed weapons. Because they were not scaling correctly with the destiny board bonuses on live before this patch. This inconsistency was noticable if you compared a T4.3 to a T5.2 weapon. They would both have the same item power, but the T4.3 weapon would actually deal more damage. Due to this bug one-handed weapons where also not correctly scaled down in IP-capped zones. The higher in tier the one-handed weapon was the less impact this discrepancy was causing. But weapons in T4 with high masteries where getting more ability power than intended.

      Sorry for the confusion we caused by not having it explicitly listed on the changelog. But with patch 9 we reworked the scaling to now correctly scale solely on item power. This is actually a bug fix. Especially on lower tiered weapons, the destiny board masteries were having more impact than intended. And of course we will closely watch how the meta on livenow evolves after all these changes, like this bug fix, the new offhand scaling and all the ability changes, and will continue to make adjustments in future patchs if we see items falling behind.

      Cheers,
      Retro
    • Retroman schrieb:

      PrintsKaspian schrieb:


      • UPDATED - One-handed scaling also in effect: Along with offhands, one-handed weapons are also affected by the new scaling curve. As with offhands, some users will see slight stat increases, some will see slight decreases, and some will see no change. These changes may be more apparent (for both offhands and one-handed weapons) in IP-capped scenarios such as the Arena, Hellgates, Red-Zone GvGs, etc.

      About the change to the one handed weapons:Part of fixing the offhands was also fixing the scaling of one-handed weapons. Because they were not scaling correctly with the destiny board bonuses on live before this patch. This inconsistency was noticable if you compared a T4.3 to a T5.2 weapon. They would both have the same item power, but the T4.3 weapon would actually deal more damage. Due to this bug one-handed weapons where also not correctly scaled down in IP-capped zones. The higher in tier the one-handed weapon was the less impact this discrepancy was causing. But weapons in T4 with high masteries where getting more ability power than intended.

      Sorry for the confusion we caused by not having it explicitly listed on the changelog. But with patch 9 we reworked the scaling to now correctly scale solely on item power. This is actually a bug fix. Especially on lower tiered weapons, the destiny board masteries were having more impact than intended. And of course we will closely watch how the meta on livenow evolves after all these changes, like this bug fix, the new offhand scaling and all the ability changes, and will continue to make adjustments in future patchs if we see items falling behind.

      Cheers,
      Retro
      Hey, thanks for taking your time to explain it is indeed a bug fix =] .

    • Dagother schrieb:

      digital88 schrieb:

      Any clarifications about 2v2 Hellgates ? "bug fix" nerfed them pretty hard.
      From [20. June 2018] Lancelot Patch #9"Fixed a loot table bug for chests in black and red zone 2v2 Hellgates - their rewards were sometimes much higher than intended, and should now be in line with comparable Hellgates"
      Very helpful post - i do not think he read the patch notes at all. I mean, where would he get an idea about a "2v2 Hellgate 'bug fix'" from? /s

      I hope that 10-20 T4 runes is not the intended drops for red/bz 2v2. Rewards don't even pay for half of cheap HG gear. I agree that getting crazy amounts of t7 relics needed to be fixed, so perhaps adjust the quantity of higher tier rewards by -30-40% or something, not 99%.
    • Dagother schrieb:

      digital88 schrieb:

      Any clarifications about 2v2 Hellgates ? "bug fix" nerfed them pretty hard.
      From [20. June 2018] Lancelot Patch #9"Fixed a loot table bug for chests in black and red zone 2v2 Hellgates - their rewards were sometimes much higher than intended, and should now be in line with comparable Hellgates"
      We understand that this was intended to be a a bug fix, however, now that there is a chance of the loot from winning being a single t4 rune, there is almost no motivation for doing these.
      And before you talk about the point being the controlled pvp, when you walk in with 2-300k worth of gear, half the time you kill a solo or even a duo wearing flat t4, not fun, and the other half you get an even fight or out tiered.
      When taking into account the amount of gear trash, you could win 5 or more and still not make up for what you lose if you die once.

      This isn't a risk/reward balance. This is telling people to forget this part of the game.

      I agree the loot was a bit much, but when you said nerfing the loot I assumed you were removing the chance of dropping 50 t8 souls, not reducing the max loot value to 25k and more often around 5k.