Patch Notes 31/7/2014

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Patch Notes 31/7/2014

Citation :
With today's maintenance we are applying a new patch.

This patch contains the following:

HUD Changes



  • Added new option to the HUD cross-hair component to hide the display of the critical hit indicators
  • Changed HUD targeting information component option for “show Prowess indicator”, so now when the Prowess indicator is hidden from the target information component, it displays, as it used to, at the bottom-right of the screen (in the description bar)


General Fixes


  • Fixed a bug where moving mouse over a friend and then over a monster or grave you would see the "Friend" social icon on those too
  • Fixed an issue with the revive bar displaying in place of the charge bar after death/revive


New item in Shop

D.U.E.L : An item that can be purchased with selentine that adds 30 days of subscription time to your account when you double click it in your backpack.

General changes


  • Stamina regeneration enabled while sprinting.
  • Stamina cost for sprint has been significantly increased.
    Note that:
    • Spells that affect regeneration such as invigoration, as well as food, are affected by this change.
    • Eating food while sprinting should yield the same stamina results as before. Wearing Primalist robes on top of that will have your stamina increased.
      (These values are subject to change depending on your feedback.)
  • Jump delay in water has been significantly reduced.


Skill Changes

Soul Flay

  • Target is no longer instantly ganked. Instead, a countdown timer is placed on him and when it runs out, the target is ganked.


Resuscitation

  • Target is no longer instantly revived. Instead, a countdown timer is placed on him and when it runs out, the target is revived.


Attunement to Water
The cold protection bonus on caster has remained unchanged. The attack slow effect on the target has been replaced by a mana shield effect that converts a percentage of health damage to mana damage.


  • Duration has been increased by 186%
  • Cooldown has been reduced by 20%


Stoic Defense

  • Duration has been reduced by 40%


Heigthened Reflexes

  • Duration has been increased by 43%


Thunderbolt
Its functionality changed to a 'bolt' type spell, which was missing from a spellcaster's arsenal, especially in group combat situations.


  • Cooldown has been removed.
  • AoE size reduced to 'bolt' (smallest possible).
  • Range has been increased by 155%
  • Missile speed has been increased by 160%.
  • Magnitude has been reduced by 10%.
  • Mana cost has been reduced by 25%.
  • Stamina cost has been reduced by 44%.
  • Casting time has been reduced by 25%.


Lunge

  • Range has been reduced by 11%


Lacerate

  • Bleeding damage has been reduced by 43%


Magma Bomb

  • Cooldown has been increased by 63%
  • Casting time has been reduced by 10%
  • Knockback has been reduced by 17%


Attunement to fire

  • Duration has been increased by 133%
  • Cooldown has been increased by 73%


Heat Stroke

  • Additional functionality: Debuffs target's fire resistance for a short amount of time.
  • Cooldown has been increased by 50%
  • Stamina drain has been increased by 25%
  • Health damage has been reduced by 10% (This % represents the same absolute value as the stamina drain change)


Fireball

  • Casting time has been reduced by 17%
  • Missile speed has been increased by 12%


Frostbite

  • Casting time has been reduced by 14%
  • Lightning protection penalty duration increased by 98%
  • Slow effects duration reduced by 55%


Puncture

  • Angle increased to 0.5 degrees.


Exalted sacrifice

  • Angle increased to 0.5 degrees.


Tornado

  • Reduced knockback effect duration.


Repel

  • Reduced knockback effect duration.



Armor Changes

Metal armor at dread level:

  • Slashing protections increased by 3%
  • Piercing protections increased by 12%
  • Elemental protections increased by 8% (Lightning protection increased by 9%)
  • Holy/Unholy protections increased by 7%


Leather armor at intricate level:

  • Elemental protections reduced by 2%


Light Robes at extravagant level:

  • Damage magnitude bonus reduced by 22% (14% damage increase down from 18%)
  • Slashing protection increased by 36%.
  • Impact protection increased by 72%.
  • Bludgeoning protection increased by 2%.
  • Elemental protections reduced by 6%.


Heavy Robes at Imperious level:

  • Slashing protections increased by 21%.
  • Piercing protections increased by 11%.
  • Bludgeoning protection increased by 14%.
  • Impact protection increased by 12%.
  • Elemental protections increased by 23%.
  • Holy/Unholy protections increased by 2%.
The stamina issue

Citation :
The stamina issue

In the spirit of transparency and open communication we would like to explain the process that led to the stamina issue.

Firstly, Primalist robes were the least used armours in the game, so we were trying to find a way to increase their desirability. While exploring possible solutions, we came across the stamina regeneration being disabled while sprinting issue, and thought that enabling this would also have a bonus effect of increasing Primalist armor usage. So we experimented with enabling this option, and we had mixed results.

On one end characters that were wearing Primalist armours and used food, had a net gain on stamina even while sprinting. While this may be desirable for these armours, we were unsure if that change would make them an overwhelmingly popular choice. On the other end, characters without food and without wearing Primalist armours would see their stamina bar, especially when it was full, drop much faster than before.

We experimented with some values in combat situations in the allotted testing time, and came to the, in retrospect, premature conclusion that these values were an acceptable initial implementation. As we mentioned in the patch notes, these values were subject to change depending on your feedback, so today we will be applying a patch to address the issue.

In light of your feedback and of the complexity of the problem as well as the upcoming siege engines patch, we decided to alleviate the issue by setting stamina consumption for sprinting to 40% cheaper than its pre-patch value, as well as revert the change done to stamina regeneration while sprinting.

Please regard this change as a temporary necessity, while we thoroughly explore possible options and values for this issue.

We would also like to address the issue of the changes that were presented to the MVP forum but did not make it in this patch. As stated in the relevant thread, perhaps not too clearly, all the proposed changes were presented as discussion topics and to gather player feedback. We included what we could in this patch with the rest of the changes being in the evaluation/implementation phase at the moment.

In closing, we regret causing distress to the community, but do believe us when we say that all changes done were due to our eagerness to please you, even though in this case it seems that the effect was the exact opposite.

Thank you.
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