Patch Log - b.1.0h - Revert & Rebalance


  • DymStudios - CEO

    ===> REVERTED CHANGED <===

    TL;DR no more monster AOE pulls. TL;DR

    The AOE pull mechanic added to Ogres, Jotunns and Legends has been reverted. It did the job, but it did it in a way that felt glitchy, with the infamous “yo-yo” effect in full force. We need to take our time to implement this properly instead of releasing a half-baked solution like this one.

    Summoned Legends now also spawn fewer monsters in a smaller area, and they respawn more slowly. As told in the previous point, the Legend no longer pulls them all towards the targeted player. What this means in practice is that you can now clear your way towards the Legend, and sometimes when you fight it, you’ll have a newly respawned monster you have to deal with, but far from the extremes of the previous version.

    Last but not least, Axe Fighting and Swordsmanship abilities that apply Bleed stacks do it again scaling on STR, the main attribute of the school, instead of DEX.

    ===> RELOCATE REWORK <===

    TL;DR the balance of Relocate vs Battle Jump is now that the former moves faster and has up to 2 charges, while the latter has a shorter cooldown and applies Slow and damage, but they can reach exactly the same places. TL;DR

    The main change in this patch is Relocate, which turned PvP battles into a teleport-fest, and gave a massive advantage to its users over the users of other mobility spells because of how it could reach locations other spells could not.

    Relocate now has 1 charge below 15 INT and 2 charges otherwise, while it could previously have up to 4. Moreover, it’s mechanically different – it no longer behaves like a teleport, but like an extremely quick dash from your current location to your destination. This means it now follows the same rules as all other mobility spells (jump and dashes), in that it doesn’t allow crossing areas that could not be crossed on foot (e.g. if you try to relocate through a chasm or a cliff, you character will stop at the edge of the latter).

    ===> OTHER CHANGES <===

    A handful of changes to some mage spell and effects are listed below. We are taking a more conservative approach to rebalancing now, changing spells little by little. Once we are sure there are no more "broken" spells that create low TTK, we'll get to buffing abilities that are underused, to allow as many "fair" character builds as possible.

    • Glass Barrier. Bleed stacks are now fixed at 0.6xINT instead of [0.6-0.9]xINT.
    • Ember Dragon Breath. The guaranteed Critical on this ability vs Burning targets meant it could deal more than 5,000 damage over 3 seconds. This type of guaranteed crit just doesn’t work. The spell now deals 25% more damage than other breaths (so it’s gone up from [16-24]xINT to [20-30]xINT damage), as common for Pyromancy abilities vs other schools, and applies again 1xINT Warm stacks instead of 0.5xINT, but it’s no longer a guaranteed Critical.
    • The Slowed status now reduces Attack Speed by 20% instead of 40%. We found such a strong AS debuff was a major annoyance in PvE for warriors, particularly in areas where it’s common to be Slowed.
    • Hailstorm. This spell was seriously bugged, adding way more Chill stacks to creatures in its AOE than it should have, insta-freezing anyone. It has been changed and now works as Firestorm, i.e. it no longer applies Chill in the whole AOE, but it’s the hail drops that do so. Having fixed the bug that mislead us, we have raised the number drops back to 0.4xINT like Firestorm, instead of 0.32xINT.

    ===> BUG FIXES <===

    • Dragging items from processing stations into a full inventory slow no longer deletes the content of the inventory slot.
    • Fixed an issue with long-distance teleports (e.g. harbors) where they could fail to teleport you.
    • Using the Take All function with a full inventory no longer breaks the UI of the marketplace.
    • It’s no longer possible for guilds to declare a conquest on Terra. The conquest would not work anyway, but it could be declared.
    • Fixed various minor marketplace UI glitches.

  • TF#12 - PEOPLE'S HERALD

    Thank you. Glad to see yall adopting a more conservative approach. Slow and steady wins the race.


  • TF#1 - WHISPERER

    Good changes for relocate/battle jump and bleeds scaling off str again. Excited to see the info on endgame changer patch 🙂


  • TF#12 - PEOPLE'S HERALD

    The firestorm and hailstorm, should have the previous scale to the amount of balls.
    Now its RNG spell, and its not fun or good.



  • Thank you for these updates and solid communication.



  • Any plans on inventory sorting?


  • TF#12 - PEOPLE'S HERALD

    @Prometheus said in Patch Log - b.1.0h - Revert & Rebalance:

    Last but not least, Axe Fighting and Swordsmanship abilities that apply Bleed stacks do it again scaling on STR, the main attribute of the school, instead of DEX.

    The ability in the axe tree, Strike Down, is that being changed back to STR instead of PER??


  • TF#1 - WHISPERER

    Seems the patch did a small rollback? I moved a few items on my plot and they are back at their old locations. I also put a few crystals in the distillery and it was processing, and those are back in my forge where I took them from. Does every patch like this create a small rollback?


  • Moderator

    Yes, there was a very short rollback.


  • TF#12 - PEOPLE'S HERALD

    Relocate was a lot of fun in PvE. 😞 I really wish Terra had a separate rules system, so that our builds and playstyles weren't constantly being wrecked by PvP rebalancing.


  • TF#11 - PROCONSUL

    That's what I was proposing as well—abilities being split across Arboreus, Syndesia, and Tartaros, @Roccandil.

    It seems like Jacopo showed interest in splitting a majority of abilities between PvE and PvP though kind of like how Guild Wars 1 and 2 does it. For example, "Word of Power: Kill" is already split between PvE and PvP.



  • Balance seems to be in an "ok" spot between the attributes now, in time that will improve, as long as we avoid being too heavy handed in the future. Slow and steady will yield the best results there.

    Now we just need content, incentives, things to do. Game has a great foundation. Better then Albions foundation when it started. So lets see where it goes.


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