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[2023.03.07] Update 1.19: Changelog


Ollie

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We’re talking about new additions, improvements and fixes in version 1.19.

 

Guild Raids

In one of the last updates, brave heroes got the opportunity to fight the Destroyer, the raid boss and champion of the Crimson Arena. In the new version, we have added a more difficult version of the powerful enemy, with increased damage and health characteristics, and also with ability boosts.

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High difficulty Destroyer summons a total of 8 crimson spikes, and after their destruction, all characters within the radius of 4 meters will take damage from their fragments. The boss will also use Rock Breaker a lot more often, during which he throws a piece of rock at a random player.

In addition, we have made changes to the mechanics of summoning Crimson Spikes for both boss difficulties - now they will appear not near the characters, but in random locations, which will require the heroes to be even more coordinated in tactical movements during the boss fight.

A nice bonus for any raid will be a change in the formula for calculating rewards: we have increased the amount of gold and knowledge for defeating each boss. Now the reward increases noticeably, depending on the level of the enemy and the difficulty of the raid.

 

We are also working on fine-tuning the guild raid boss scaling mechanic to apply it to the Spider Queen and the Destroyer, allowing the whole guild to fight them. This feature will appear in one of the next updates.

 

Class Balance

After analyzing player feedback and statistics, we have made some changes to the class balance.

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General Changes

  • Effects “Root”, “Fear” and “Silence” are now stacked by intensity, not duration. This means that when applying several of the same type of control effects, the longest of them will take effect

  • Decreased bonus from the “Fission” effect from 30% to 20%.

  • Monsters will no longer be immune to damage over time abilities. Burn, Bleed, and Poison will be much more effective

Class changes

First of all, we tried to solve the main problems of each class - to give the opportunity to shine in PvE and PvP at different stages of character development, to equalize the chances and benefits of characters of different classes in different aspects of the game, and also to strengthen weak and underused abilities, both in general and their upgrades for particles of chaos.

 

We understand that full class balance is an unattainable concept, especially within a changing and interconnected system, but we will not stop trying to get as close to it as possible, and we will do it much more often, periodically making changes to the game. Now to the details:

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Guardian

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Taunt

Using the ability now not only increases the amount of aggression generated by the Guardian, but also reduces the aggression points of all participants in the battle with the enemy. Such a change will make it possible for the tank to regain the attention of the boss even when respawning after death, or to change the main tank right during the battle. The ability will only work this way in raids and guild assignments, to avoid unpleasant consequences with the “pulling” of world bosses.

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Hammer of Wrath glyph changes:

- Overwhelming Power Increases ability damage to monsters by 30%. Previously Increases ability damage by 10%.

- Victory Rage — Each second use of the ability gives the “Might” effect on you for 7 seconds. Previously, the effect was applied after every third use of the ability

- Healing Blow Each second use of the ability applies the “Regeneration” effect on you for 6 seconds. Previously, the effect was applied after every third use of the ability

- Shockwave — Inflicts additional physical damage to all enemies within a radius of 3 meters of the target. Previously, bonus damage was dealt within a 2m radius.

- Calamity — Ability damage is increased by 7% per active ability charge "Aegis". Previously — Increases ability damage to monsters by 50%

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Blade Barrier glyph changes:

- Slashing Vortex — Taking damage from basic attacks while this ability is active will cause the enemy to “Bleed” for 6 seconds. Can't be triggered more than 3 seconds per enemy. Previously, Bleeding had a 15% chance to apply.

- Storm of Swords — Glyph damage will now be dealt without delay.

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Immortal Defenders

Damage redirected to the guard is no longer reduced, but converted to physical. The active effect of the ability affects not only the groupmates, but also all the guildmates. Additionally, all allies in the area gain the Protection effect for 10 seconds. 

 

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Mage

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Doppelganger

The cast no longer requires a target, the ability casts instantly. If the character was not in combat, then the illusions are summoned and disappear.

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Frost Shield

Once every 60 seconds, the character gains a shield equal to 20% of their current health, lasting for 60 seconds or until destroyed. While the shield is active, enemies attacking the character are slowed for 5 seconds.

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Energy Wave glyph changes:

- Magic ManaclesInflicts "Root"on all enemies in the area of effect of the ability for 3 seconds. Previously, the Root effect lasted 4 seconds, but the cooldown of the ability with the active glyph was increased by 5 seconds.

- Ice Energy — Inflicts a Freeze effect on all enemies in the area of effect for 4 seconds, and “Silence” effect for 2 sec and summons an Ice Illusion instead of the normal one. Previously, the glyph did not apply the Silence effect.

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Chain Lightning

Ability cooldown was lowered by 5 seconds.

Chain lightning glyph changes:

- Cleansing — The ability removes all "Regeneration" effects from enemies and prevents them from receiving the "Regeneration" effect for the next 3 seconds. The effect does not stack. Previously, the buff did not have the 3 second effect.

- Overload — When hitting an enemy with the Burning effect, the ability will deal additional damage. Previously, the buff had a chance to apply an additional Burning effect to the enemy.

 

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Hunter

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Acid Rain

The duration of the “Silence” effect applied by the ability has been reduced from 4 to 3 seconds. The cast time has been increased to 1 second. The area of effect of the ability has been increased to 3 meters.

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Spiritual Connection

Percentage of health restored by attacks of summoned spirits reduced from 30% to 15%.

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Summon Spirit

Wolf Spirit damage reduced by 10%.

Summon spirit glyph changes:

- Spiritual Ties — When summoning the wolf you receive the "Might" x2 effect for 5 seconds. Previously the character received the "Might" x4 effect.

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Survival Tactics

The ability now triggers when a character takes lethal damage and heals them for 20% of their current health. Ability cooldown increased to 5 minutes.

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Alchemist

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Directional Transformation glyph changes:

- Clean ShotIncreases ability damage to monsters by 30%. Previously Increases ability damage by 10%.

- Depletion — Applies a "Depletion" effect on the enemy for 5 seconds. Previously, "Depletion" lasted 7 seconds and had a chance of 50% to trigger.

- Attenuation — Applies a "Vulnerability" effect on the enemy for 5 seconds. Previously, "Vulnerability" lasted 7 seconds and had a chance of 50% to trigger.

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Arsonist

Damage from all sources (including other characters) against targets with your “Burning” effect increases by 10%. The effect does not stack. Your auto attacks have a 15% chance to inflict "Burning" on the target for 5 seconds.

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Distortion Seal glyph changes:

- Complete StandstillWhile in the area of effect of the ability, enemies get the “Root” effect for 2 seconds. Each opponent cannot receive the effect more than once every 5 seconds. Previously, Root had a 20% chance to trigger on enemies.

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Healing Elixir glyph changes:

- Restorative Concoction —  Applies the "Protection" effect on the target for 5 seconds. Previously, the “Protection” effect was not applied to the owner of the ability when applied to oneself.

- Salutary Draft — Applies the Regeneration effect on the target for 6 seconds. Previously, the “Regeneration” effect was not applied to the owner of the ability when cast on oneself.

- Detoxification — Removes all damage over time effects from the target. The target is immune to periodic effects for 3 seconds. Previously, the effect did not affect the owner of the ability when cast on himself, and there was also no immunity for 3 seconds. Glyph now requires 3 Chaos Shards instead of 2.

- Resuscitation — Removes all control effects from the target. Now the owner of the ability will be able to remove the "Root" effect when applied to themselves.

- Fifth Element — The glyph now costs 2 instead of 3 Chaos Shards.

- Accelerated RegenerationWhen you use an ability on an ally, you restore yourself 30% of the restored health to them. When used on an enemy, you heal yourself for 50% of the damage dealt. Previously, the glyph did not work when applied to an enemy.

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Potion Making

Creates 3 health bottles in the target area that last for 15 seconds (previously 7 seconds). Allies within a radius of 1.5 meters automatically (previously you had to tap on them) pick up bottles to heal themselves for 25% (previously 20%) of their maximum health. Allies at full health cannot pick up bottles. Now the bottles cannot be destroyed.

Potion Making glyph changes:

- Surprise Bottle — Inflicts the Burn (x2) effect on all enemies in the area of application of the ability, but reduces the number of bottles created by 1. Previously, enemies received the Poison effect.

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Forbidden Component

All damage you deal is increased by 20% (was 15%), but damage you take is increased by 15% (was 20%).

 

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Shadow

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Shadow Strike glyph changes:

- Poisoned Blade —  Inflicts the "Poison" effect on the enemy for 3 seconds. Previously, Poison lasted 6 seconds, but had only a 30% chance to apply.

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Invisibility glyph changes:

- Nightmares Applies the "Fear" effect on all enemies within a radius of 5 meters for 2 seconds. Previously, enemies were affected by the “Sleep” effect for 4 seconds.

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Fan of Blades glyph changes:

- Poison Gust Each enemy hit by this ability will be afflicted with Poison for 4 seconds. Previously, the Poison effect had a 50% chance to apply.

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Poisonous Trace

If there is an enemy with a "Poison" effect within a radius of 6 meters, you will gain the "Might" effect for 5 seconds every 5 seconds (previously 10 seconds).

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Poisoned Blood

When applying a "Poison" effect, you have a 15% chance (was 10%) to apply an additional Poison effect for 6 seconds. Your poison reduces healing by an additional 10%.

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Shadowstep

The character can now deal critical damage to a monster when casting an ability.

At the moment, these are all the changes that we have made to the balance of classes. We definitely have other changes planned, but first we need to make sure that the ones described above work as intended. We look forward to your feedback, as well as the opportunity to collect new statistics for further adjustments and changes.

 

Activity Center

We have redesigned the Activity Center interface, making it more convenient and informative.

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Along with this, of course, a new season of activities became available — Revealing the Secrets of the Stars.

Complete small tasks and get valuable resources for character development and equipment, and Skypass owners this month will be able to get not only more resources, but also a new unique outfit — Astrologer's Mantle.

You can read the history of this costume on our forum —

In addition, SkyPass owners will now be able to receive even more rewards during the season: after completing the last reward stage, you can purchase a special chest with the earned activity points.

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Inside you are guaranteed gold and knowledge, as well as additional rewards in the form of diamonds, adamantine crystals, Soul/Shadow shards (depending on the character's level) and extremely rare items - Flame Tamer Armor, as well as Fire Oracle Costume and Arsenal. You can learn about the history of these items here —

The cosmetic contents of the chest with bonus rewards will be available for several seasons of activity, and after that they will be changed to other, but no less stylish items.

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We have also abandoned the mechanics of buying stages in a season, replacing it with the possibility of buying a certain number of activity points. You will be able to purchase each of the 4 available lots once during the season.

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You can also speed up your progress in the season in another way - by purchasing SkyPass+. Purchasing an improved version of the pass includes immediate bonus diamonds and activity points, as well as an accelerator that allows you to get even more points when completing activities. This way you can not only get to the final reward of the season faster, but also unlock chests with bonus rewards earlier.

 

Other changes

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There were also some small changes in other mechanics and aspects of the game, here are the main ones:

- Now, as you level up, an interface is shown showing the stat changes.

- The "Arrive" stage has been removed from the quests of the Path of the Faceless - now the objective of the quest can be read from any location.

- The principle of operation of internal interfaces has been changed, now they are shown as separate small pop-up windows, and do not replace the interface in which the button for calling them is located.

- Long nicknames in the Dungeon Mode window are now contracted instead of resizing.

- A number of changes have been made to the system of invitations to the "Dungeons" mode, thanks to which an active invitation does not restrict you in interactions with other players and modes.

- The premium calendar will no longer be shown after purchasing and collecting all the rewards.

- Removed restrictions on the level of skill to activate the PvP mode in the location Path of the Faceless: Level One.

- Increased the number of rewards (gold and knowledge) for characters of mastery level 21 and above in all sources where the reward depends on the level of the character: tasks, chests from modes, bags and chests in the store, rewards from the battle pass, farming monsters, chests of the Path of the Faceless and other.

- Changed the reward for defeating the "Judge" boss: the chance of getting the item "Blasting Drill" has been increased, and a new item has been added - "Code of Law", which contains several new consumables with unique buffs that will strengthen your character in modes (except for battlefields) and any locations. The effect does not disappear after the game exits or the character dies.

 

***

These are all the changes and novelties that we managed to complete as part of the current update. We will be glad if you share your opinion and impressions of the innovations.

 

In the next version, we will introduce redesigned Paths of the Faceless locations, a character customization system, as well as other new features and changes. We will tell you the details very soon.

 

Good luck, and see you in the game!

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other changes not noted by the devs

1) The model of the sandals that you get at the beginning of the game as your starting shoes got reworked. Now the "sandals" have a model of the brown boots. They looked like green boots before. Way to go. Few more updates and I am sure you will manage to use an actual picture of sandals

2) The sharp "whoosh" sound that you heard whenever you claimed reward from seasonal activities is gone. Why? why? WHYYY? Was it not obvious that the sound effect that was in place for so long and became so sweet to the ear because it is associated with receiving a reward, should not be removed? Right now you click on reward and it silently goes into your inventory. Do you even understand that it was essential? There is no way it could be justified.

3) Character remains in party after clearing the dungeon. Again - why? These are random people! We are not talking about party you gathered intentionally. It's random! Why would I want to be in that party again? All parties are now the same party comp of 2 dd, one tank one healer. And there is no guarantee that all three teammates will need ANOTHER run through the dungeon. The previous version where our characters were assumed to be socially awkward and immediately broke free from any random party after the dungeon made more sense. If i need one of those teammates again, I will make sure to contact them during the first run through the dungeon.

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4) the requirements for activities changed. Hoarder now needs 12 white items instead of 15, adventurer duty needs 4 quests instead of 6. this is bad.

hoarder is a cheap task that only gives 100 points. most players will want to replace it to get task for 200 points or more. but you need to open chests every three hours and there are other sources of loot. with 15 items it was easier to delay this task long enough to have it replaced. you can only replace once per 24 hours. same for adventurer duty. its a cheap 100 point task and now doing just one full quest in dynamic area is more than enough to complete it.

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the new interface for seasonal activities is horrible. Previous interface looked like a scroll, like an actual piece of paper with tasks to do. It felt really authentic and fantasy-like. Now it is more gamified, arcade-looking. And presenting activities in the form of a list one under the other made more sense. Humans make lists of things to do in that specific format. one line per task! Now we have tasks in small rectangles from left to right. This doesn't look like a list of tasks. I wish there was a way to return the old style. you can still have the new features like buying activity points on the progress tab. but why butcher the list of tasks?

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Did you play around with the class before making such a ridiculous nerf? All wolf control and damage reduction nerfs are acceptable except for 2 things, if this is not fixed it will be impossible to continue playing.

 

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Acid Rain

The duration of the “Silence” effect applied by the ability has been reduced from 4 to 3 seconds. The cast time has been increased to 1 second. The area of effect of the ability has been increased to 3 meters. 

 (The skill takes 3 seconds because of the same animation it used to be before the old rework, there's no way to play that way).

 

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Survival Tactics

The ability now triggers when a character takes lethal damage and heals them for 20% of their current health. Ability cooldown increased to 5 minutes.

(We have no escape in the class and the shield is our only protection, and now we don't even have that anymore. Is activating the shield 1 time per match in the arena a joke? It has always been 1 minute for over 12 months and now all of a sudden it increases to 5 minutes?)

 

I think the nerf in the damage of the wolf, reduction in the steal of life from 30% to 15% and in general of the archer by the reduction of the percentage of the decision from 30% to 20% is very valid. OK, I could still play! However, as the skill and passive mentioned are not, it is literally unplayable in this class.

We have several skills and passives that don't work, the archer's jump is useless, passive with a 10% chance of bleeding when the target has 50% life that is useless, if I stopped to list all the defects of the class I would give it a go book.

Sometimes I wonder if you guysplay the game, I don't understand.

The mage was already a very strong class with clones using taunt, the fastest class in the game with teleportation, escape, invincibility. We were all expecting a nerf for the class, but we're not pleased that you improved it further. Hahaha really?

You guys literally don't play your own game!

 

YOU DIDN'T NERF THE ARCHER! FINISHED WITH HIM!

-

Quote

 

1 - It's impossible to hit acid rain even on monsters and players.

2 - Our ability to survive was non-existent. The green contract is almost impossible.

3 - In PVP with a shield every 5 minutes it can only be a joke with our face.

4 - The Hunter is like a piece of brick, has no mobility or escape.

5 - In foreigners we have a high ping compared to Russians. It was already difficult to hit acid rain on them, now it's impossible.

6 - All damage nerfs are acceptable.

 


Suggestion:

Quote

 

1 - Leave the shield as it was before, it's always been like this for over 12 months and no one has ever complained. There's no reason for them to do what they did.

2 - Go back to acid rain like it was before without this ridiculous interval and leave the silence with 2 seconds.

3 - Just keep the damage nerfs which was the only thing exaggerated in the hunter.

 

Do something, if it gets like this 90% of all archers will leave the game. 

Изменено пользователем Secrett
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I will leave my formal opinion here as a sole Main Alchemist player..

No signifcant changes were made to improve the performance in contracts besides the changes on pasive skills above lv32 and a small improvement on the 1rs skill.

The Potion making skill is now broken beyond repair. Instant healing from 1% to 100% with just one skill is way too abusive. And because of that it became mandatory to use that skill, limiting any posibility of having diverse builds forcing players to equip the "meta" skill set.

If skills are not balanced the game becomes dull and predictable.

 

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The ability has not changed, it still has the buff. Increases ability damage to monsters by 50%, they must be corrected, please

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Hammer of Wrath glyph changes:

- Calamity — Ability damage is increased by 7% per active ability charge "Aegis". Previously — Increases ability damage to monsters by 50%

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