Testserver Patch Notes - Merlyn Season 4 Patch

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    • Testserver Patch Notes - Merlyn Season 4 Patch

      Merlyn Season 4 Patch - Ver. 1.12.365 - 5 October 2018

      Fall is in the air, and Halloween is coming! Halloween decorations have returned to all of Albion's cities.

      Guild and Alliance Cooldowns
      Based on community feedback, the following cooldowns now apply:
      • After joining a guild, you may not join another guild for 48 hours.
      • After joining an alliance, your guild may not join another alliance for 48 hours.
      • LEAVING a guild or alliance does not trigger any cooldown period.
      This change has been introduced during the early phases of Season 4 to shake up GvG combat, keep the season interesting, and put smaller and newer guilds on more even footing with larger and more established ones.

      Siphoning Mages and Season Points
      Additionally, also based on community feedback, killing Siphoning Mages will now once again yield season points. In order to prevent exploits, this means that we're also removing the ability to place Siphoning and Rogue Mages for energy. This change should serve to keep the current season vital, while also leaving the possibility open that mages will be further updated or replaced with a new system in future seasons.

      Warhorses
      Warhorses are a new item available from the Vanity Merchant in major cities. These mount overlays can be combined with any T5-T8 Armored Horse to create a visual upgrade that keeps the stats of the original mount while prominently displaying the owner's guild logo.

      Combat Balance Changes
      • Fatal Blade (Black Monk Staff)
        • Cooldown now scales with item power. (Example values: 1200IP → 18s / 1700 IP → 16s)
        • Slow now always lasts the intended 6s, and no longer scales with ability power
      Other Changes
      • Numerous open-world maps now include more choke points to allow for a broader range of combat options
      • Respawn bubble behavior has been updated:
        • Players no longer receive a protection bubble on login
        • Players no longer get a protection bubble on respawn, i.e. after death
        • Expeditions now have a separate protection bubble type which lasts for 10 seconds or a distance of 10 meters, whichever ends first
      • The two final mages in the Hardcore Expedition "Preaching to the Dead" are now further from the boss to make the last encounter slightly less difficult
      • Bonecrusher Berserker (red version) no longer uses Sunder Armor, and Smash should now be easier to avoid
      • Bonecrusher Hulk's War Stomp, Boulder, and Kick skills should now be slightly easier to avoid
      Fixes
      • Fixed an issue where loot was protected during city GvGs
      • Fixed an issue where character movement would stop when a targetable spell was activated and then canceled
      • The standtime for Frazzle (Arcane Staff) has been reduced from 0.4s to 0s (i.e. eliminated) as intended
      • Fixed an issue where hitting "Esc" would not toggle game menu in upper right corner
      • Fixed Veteran Obsessed Aspirant aggro reset in Hardcore Expeditions (the mob was always resetting aggro, making it impossible to kill)
      • [iOS Version] Replaced missing fog effects Still bugged, will be fixed in a future patch
      • Numerous additional graphical, animation, texture, environmental, audio, and localization fixes
    • Respawn bubble behavior has been updated:
      • Players no longer receive a protection bubble on login
      • Players no longer get a protection bubble on respawn, i.e. after death
      • Expeditions now have a separate protection bubble type which lasts for 10s and is removed after 10m


      FINALLY!

      Now all we need is a reduced bubble timer when a player is zoning both from entering a new map and also leaving a dungeon. Yes there should be a protection bubble, but shouldn't have a protection time of being able to run 1/3 of a map before it drops.


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

    • Robinhoodrs schrieb:


      • Expeditions now have a separate protection bubble type which lasts for 10s and is removed after 10m

      This sentence has been further updated for clarity:

      "Expeditions now have a separate protection bubble type which lasts for 10 seconds or a distance of 10 meters, whichever ends first."
    • Fixed an issue where character movement would stop when a targetable spell was activated and then canceled - i was waiting for this for so long ^^ Thanks!

      Btw i got a question @PrintsKaspian , if i understood correctly. In my example - when enemy is low HP and you are using any target spell with long animation or cast time on him,but he dies before animation or cast time ended(or he goes invisibility) - your character starts lagging a bit,circling from side to side(during this bug you cant use spells or move for 1 - 1.5 seconds)

      So this bug was fixed?Or it's another bug?
      Youtube/Equart
    • Funstealer schrieb:

      I see nothing on the mages changing respawn timer.. please don't say the mages are gonna be on the same timer they are alrdy on with the change

      PrintsKaspian schrieb:

      This change should serve to keep the current season vital, while also leaving the possibility open that mages will be further updated or replaced with a new system in future seasons.
      DarthMagus - T8 Stone;
      Solo Bloodletter PVP
    • I like removing the length of login bubbles and respawn bubbles. However, these should be changed to disappearing on movement. If I have to logout for a restroom break in a dungeon I should at least be able to officially login before the mobs start attacking me.

      Also, we are desperately in need of changes to territory guards. At this point the guards are so weak they might as well not be there. Everyone can easily afford t8 and routinely wear it. The guards should be buffed to Elite guards from cob/cv/astolat inside strength. You shouldn’t be able to just run past them like you can atm. This would allow better territory defense and require concentrated offense.

      Also, the tower range or damage should be increased or entirely removed. The tower is supposed to reward the guild that owns it with safety. However, it is quite simple to kill people under the tower. Guilds should be rewarded for holding territories not punished.
    • TenBaRosh schrieb:

      Which part you didn't get in my sentence ?
      To be honest - i don't care, you just love spamming nonsense BS.
      you're supposed to elaborate what (and why) "something for bow" is needed... otherwise you're actually the one who is spamming nonsense BS.


      QuickSwipe schrieb:

      Who's idea was this an in response to what concerns?
      Was too easily exploitable on bosses and watchtowers and other things...
      DarthMagus - T8 Stone;
      Solo Bloodletter PVP
    • FrozenIce schrieb:

      I like removing the length of login bubbles and respawn bubbles. However, these should be changed to disappearing on movement. If I have to logout for a restroom break in a dungeon I should at least be able to officially login before the mobs start attacking me.
      Agreed, mob aggro is something that should be separate from bubble mechanics when logging in. And territory bubbling naked has been so silly for so long, I'm pretty happy that is being removed.


      FrozenIce schrieb:

      Also, we are desperately in need of changes to territory guards. At this point the guards are so weak they might as well not be there. Everyone can easily afford t8 and routinely wear it. The guards should be buffed to Elite guards from cob/cv/astolat inside strength. You shouldn’t be able to just run past them like you can atm. This would allow better territory defense and require concentrated offense.
      I disagree with this. Regardless of whatever tier gear you are wearing, the guards are significant enough as is. You can't just run past them, you have to clear them even in zerg fights. They aren't meant to keep everything protected for 20 minutes for the defending guild to form a group. It's still open world and giving territories elite guards will only encourage more ZvZ rather than small group fights - something the game needs more of and not less. What your suggesting to provide more defense would prevent small man raids almost entirely making the wealthier guilds receive virtually uncontested passive income outside of large scale fights.
    • Territories are in a good place right now. Not easy to dive with a handful of players, but easy enough for a group of dedicated gankers.
      Savage is recruiting: https://discord.gg/SvEdqvW

      https://forum.albiononline.com/index.php/Thread/61084-Savage-Structured-PvP-Veterans-Limited-Recruitment-Pirates-Mercenaries/?pageNo=1
    • PrintsKaspian schrieb:

      Guild and Alliance Cooldowns
      Based on community feedback, the following cooldowns now apply:


      After joining a guild, you may not join another guild for 48 hours.

      After joining an alliance, your guild may not join another alliance for 48 hours.

      LEAVING a guild or alliance does not trigger any cooldown period.
      This change has been introduced during the early phases of Season 4 to shake up GvG combat, keep the season interesting, and put smaller and newer guilds on more even footing with larger and more established ones.
      This is a good direction for block mercenary's GVG. This is make more difficult effects after GVG, but when 3 the most biggest alliance live in peace, all Mercia and Coombria don't have any GVG and every strong GVG team have about 3 twinks... it will not solve the problem. Beter was ban on joining to GVG after join to guild or alliance. When you get GVG you can fight only if you already have team. And maybe delete function where guild can invite players with another guild inside alliance. At now more than 70% location protects 3-4 team with their twinks.