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Retroman

Game Designer

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Hello and Happy New Year, everyone,
we are planning on a balance patch in a couple of weeks with various adjustments to improve the meta in various content. Over the next weeks this thread will fill up with various changes, once we start looking a bit more into the current item meta for various types of content. Some other changes, for instance anything related to Faction Warfare, will be released later together with the next big content update.

This post gets regularly updated with the latest changes of our internal playtests.

Very Important:
All these changes are still in testing and may vastly differ in the final patch. Sometimes we just try out various things, which may get reverted. Also the balance changes are not neccessarily all complete. Just because a certain item is not adjusted in the changelogs so far, doesn’t mean it isn’t on our ‘need to be adjusted’-list. These changes are simply a snapshot of the current development and everything in there needs to be taken with a grain of salt.

This thread is not meant to discuss these unfinished changes. It is just to give all players the same chance of guessing the direction of the next balance patch

Axes

  • Rending Swing (all Axes)
    • Max Damage: 75 -> 68
  • Morgana Raven (Carrioncaller)
    • Cooldown: 16s -> 18s

Hammers

  • Iron Breaker (all Hammers)
    • Resistance Reduction: 0.2 -> 0.17
  • Groundbreaker (Polehammer)
    • Stun Duration: 2.85s -> 2.5s
  • Grasp of the Undead (Tombhammer)
    • Stun Duration: 2.9s -> 2.48s

Holy Staffs

  • Divine Intervention (Hallowfall)
    • Resistance Buff Duration: 7s -> 4s

Nature Staffs

  • Spiritual Seed (Druidic Staff)
    • Cooldown: 25s -> 18s

Maces

  • Removed the Ability Interrupt (all Maces)
  • Added the new Ability Guard Rune:
    • Creates a Guard Rune on the ground. It increases resistances by 0.2 and healing received by 35% for up to 5 allies. The rune has a 5m radius and lasts for 5s.
  • Snare Charge (all Maces)
    • Jump Time: 0.55s -> 0.44s (this means the jump is faster)
    • Standtime: 0.5s -> 0.4s
  • Heavy Slam (all Maces)
    • Reworked the ability it is now called Shield Breaker
    • Now it also reduces resistances by 0.21 and removes enemy damage shields
    • The area is now a 5m circle in front of the caster
    • Cooldown: 15s -> 10s
    • Damage: 271.95 -> 177
    • Casttime: 1s -> 0.7s
    • Hitdelay: 0.5s -> 0s
    • Standtime: 1s -> 0.4s
    • Energycost: 14 -> 10

Swords

  • Splitting Slash (all Swords)
    • Hitdelay: 0.6s -> 0.3s
    • Standtime: 0.8s -> 0.5s
  • Mighty Blow (Broadsword)
    • Standtime: 0.8s -> 0.3s
    • Jump Time: 0.43s -> 0.3s (this means the jump is faster)
    • Resistance Increase: 0.24 -> 0.12

Armors

  • Force Shield (Judicator Armor)
    • Resistance increase: 0.32 -> 0.28

Helmets

  • Motivating Worker’s Song (Miner Cap)
    • Now also makes immune to silence
    • Removed CC Resistance Increase
  • Energy Shield (Scholar Cowl)
    • Duration: 8s -> 5s
    • Energy Gain on hit: 13.14 -> 21[/b]

Shoes

  • Shield Charge (Knight Boots)
    • Doesn’t apply a shield in a small AoE radius anymore
    • Instead the shield is now applied to the caster and the target (if it is an ally)
    • Shield Strength: 200 -> 350
    • Dash Speed: 25 m/s -> 35 m/s

Mounts

  • Saddled Winter Bear
    • Direabear skins can be applied now
  • Saddled Wild Boar
    • Direboar skins can be applied now
  • Saddled Swamp Salamander
    • Swamp Dragon skins can be applied now

Battle Mounts

  • Tower Chariot
    • Toxic Crystal Waste
      • Cooldown: 25s -> 15s
    • Tower Shield
      • Bonus Defense vs Players: 30% -> 60%
  • Behemoth
    • Artillery Fire
      • Cooldown: 3s -> 2s
      • Hit Delay: 2s -> 1.5s
  • Goliath Horseeater
    • Spider’s Web
      • Cooldown: 8s -> 6s
      • Energycost: 12 -> 10

The post was edited 4 times, last by Retroman (Friday, 10:23am).

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