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Une tonne de changements....
System Changes
General Itemization Changes
In general, items will now have more of an increased effect on core combat statistics than before. Hit points, stamina, mana, damage, and other mechanics will be more heavily influenced by your gear – and the scale of the numbers has increased. You will no longer see items that give a fractional percentage. With the new rating system described below, you should only see whole numbers on these statistics as well as your attributes.
We have opened up for more statistics to be available to more inventory slots. Where strength, for example, previously only was available to six slots, it will now be available on all your equipment slots. This has given us the opportunity to make a much greater variation in equipment.
The DPS stat on weapons will now have a more significant impact than before and will vary more with the power level of the item. As pure casters do not need this stat, spell damage statistics found on gear has been made high enough to match the weapon DPS stat.
As such, all the gear in Hyboria has changed one way or the other. With the removal of several stats from items, such as invulnerability ratings, defense rating and the physical bonus damage statistics (piercing, crushing, slashing, poison), we have converted the items to be more meaningful to the player with our new and enhanced set of item statistics. Inevitably, some items will have slightly changed personality – going from a class agnostic setup to a more class specific setup.
Out of combat regeneration statistics have also been removed from items, but these are replaced by new trickle-down effects from attributes.
Attribute Trickle-downs
Below is the complete list of how different attributes trickle into other statistics.
1 Strength
* Increases Combat rating when using melee weapons (except daggers) by 3
* Increases Armor by 2
* Increases Natural stamina regeneration by 0.05 (0.0125 stamina per second)
* Increases OOC stamina regeneration by 0.15
* Increases Stamina by 2
* Increases OOC health regeneration by 0.15
1 Intelligence
* Increases Spell damage by 0.6 for spells with Intelligence attribute (mage spells)
* Increases Mana points by 3
* Increases Natural Mana regeneration by 0.07 (0.0175 mana per second)
* Increases OOC Mana regeneration by 0.38
* Increases Protection from Electrical/Fire/Cold magic by 0.5
1 Constitution
* Increases Health points by a number depending on class
- Soldiers get 8
- Ranger, HoX and Assassin get 6
- Other classes get 5
* Increases Stamina points by 2
* Increases Natural stamina regeneration by 0.05 (0.0125 stamina per second)
* Increases OOC stamina regeneration by 0.15
* Increases OOC health regeneration by 0.15
1 Dexterity
* Increases Evade rating by 0.5
* Increases Stamina points by 2
* Increases Combat rating with ranged weapons and daggers by 3
* Increases Natural stamina regeneration by 0.05 (0.0125 stamina per second)
* Increases OOC stamina regeneration by 0.15
1 Wisdom
* Increases Spell damage by 0.6 for spells with Wisdom attribute (priest spells)
* Increases Mana points by 3
* Increases Natural mana regeneration by 0.07 (0.0175 mana per second)
* Increases OOC mana regeneration by 0.38
* Increases Protection from Holy/Unholy magic by 0.5
Armor and Protection Mitigation
There is a new mitigation system for both physical and magical attacks. Your items (and some spells) will now give you armor, which will mitigate damage from all physical damage types (slashing, piercing, crushing, and poison damage). You can also get items and buffs that give you protection, which will mitigate damage from all spiritual and elemental damage types (holy, unholy, fire, cold, electrical).
There are some abilities and spells that still give you invulnerability amounts, but that will no longer exist on any items (all items have been converted to use armor or protections). The effect from any invulnerability bonus (for example Defensive Stance) is applied after the damage mitigation from armor or protection is applied.
In PvP, there is a special case for your mitigation value. The defender uses their level to determine their mitigation, rather than the attacker’s level. This means that if you are exceptionally geared but attacked by a player of higher level, you keep your own mitigation and don’t suffer a penalty.
Hit Table
Conan has moved to a single roll system to determine the outcome of an attack. Previously, when making an attack, you had separate rolls to determine whether you missed, whether the target evaded, and finally whether you performed a critical hit. Your hit rating is used to overcome the miss and evade chance outcomes.
Spell attacks suffered from the same problem, with individual rolls for innate resistance, immunity, and critical hits. There is now just a single roll for spell attacks as well. Your hit rating is used to overcome the immunity outcome. Innate resistance (which some classes get through feats or spells, such as the Barbarian’s Insanity feat) is not overcome with hit rating.
Glancing Hits and Overwhelming Hits
Two new combat outcomes have been added for physical attacks. A glancing hit means you hit the target, but inflict reduced damage. You can overcome the glancing hit chance with high enough hit rating. Overwhelming hits occur only when you are being attacked by four or more non-minion monsters at the same time, and will cause increased damage. The more monsters that are attacking you at once, the higher the chance of suffering overwhelming hits.
Rating Stats
You will now see a number of new stats appear in the game, in the form of ratings. Some of these increase stats that you have seen before as percentages, while others are for all-new stats. Some of these ratings, like Immunity, will be introduced with this update, but heavier itemization around it will happen in later updates.
Rating stats will scale with level, meaning that if you do not improve your equipment the effect of the stat will go down as you level.
Converted ratings:
* Combat Rating – giving you increased damage with melee and ranged attacks
* Evade Rating – giving you the chance to evade melee and ranged attacks
* Immunity Rating – giving you the chance to fully resist magical attacks
* Hate Increase Rating – giving you increased threat generation
* Hate Decrease Rating – giving you reduced threat generation
* Fatality Rating – giving you increased chance to perform fatalities
* Offhand Rating – giving you increased chance to do offhand attacks
New ratings:
* Hit Rating – giving you increased chance to hit a target
* Critical Rating – giving you the chance to critically hit.
* Critical hits will now give you 50% extra damage
* Critical Damage Rating – increasing the damage of your critical hits
PvP Stats
Several stats will also have a PvP specific version that will exist on PvP gear. The effects of these stats will include the normal stat. For example, if you have 20 in evade rating and 20 in PvP evade rating, your effective PvP evade chance will be calculated from having a 40 evade rating.
PvP Stats:
* PvP Evade Rating – giving you the chance to evade melee and ranged attacks
* PvP Hit Rating – giving you increased chance to hit a target
* PvP Immunity Rating – giving you the chance to fully resist magical attacks
* PvP Armor – increasing your mitigation versus physical damage
* PvP Protection – increasing your mitigation versus magical damage
Pets Getting Gear Bonuses
The power of pets will now scale with your gear. Damage increases based on your highest magical damage bonus. Pets will fully inherit their owner’s hit rating and will inherit half of their owner’s critical rating. In addition, they gain one quarter of their owner’s protections. This will allow the reanimation necromancers, in particular, to scale correctly with their gear, although this affects all summoned pets and is not specific to the necromancer.
Heroic System Changes
We are removing the system with using heroic rating proficiencies on equipment. We are introducing a system with a similar effect, but we are instead checking against more natural statistics. The new system will only apply to raids.
For a tank being hit by a raid monster, there is a threshold value for armor being checked. If the tank meets or exceeds this value no damage adjustments are done except the normal ones. If the tank does not meet the armor threshold value the damage dealt to him is increased based on the amount of deficiency. This penalty comes in addition to the reduced amount of mitigation caused by having less armor. The value checked does not include contributions from temporary buffs, only from feats and items.
Such checks are also in place for combat rating, spell damage and protection. There is also a special case in which meeting your armor threshold also makes you automatically meet your combat rating threshold, but of course it still does not actually increase your combat rating. The actual threshold values will vary between classes.
Class changes
This article is intended to lift the veil on the core class changes that will go Live with the next major game update. As always, these changes are subject to change throughout the test server development cycle, but hopefully this article will give you an overview of some of the changes, tweaks, and additions to each of the different classes. Please bear in mind that these changes come in relation to the new core system changes, so please be sure to read the Core Systems Changes article first <<insert link here>>.
Please note, this article does not list all of the changes to each class (those can be read in the preliminary update notes). Many of the feats and abilities have been altered to use the new core systems.
So, all that having been said, let’s take a peek to see how your favorite class will be changed!
Soldiers
The headline change here is that all soldiers in Hyboria will be able to use plate armor! This means that in the future as new content comes in, heavy armor will have DPS oriented statistics and plate armor will have more defensive statistics, offering soldiers a choice as to their preferred armor set-ups.
* New ability: Irritate. Irritate is a low cooldown ability which temporarily adds threat to your current target.
Guardian
* Cry of Havoc – A new low cooldown AoE threat ability to pick up groups of mobs and salvage your team from annihilation. It also deals damage to the affected monsters.
* Combat Mastery – A new purely beneficial Stratagem which increases the Guardian’s damage.
* Relentless – A passive buff to increase your resistance to stun and fear effects.
Conqueror
As the leaders of the battlefields, Conquerors will also be given more effects to strengthen their allies in combat:
* Berserk Inspiration – Normal attacks will stack up your Furious Inspiration.
* Ruthless Assault – When the conqueror performs a critical strike, subsequent attacks will have a higher chance to crit.
* Retaliation – A new medium cooldown AoE threat ability to pick up groups of mobs and bring order to chaos. This ability also places a short duration damage shield on the Conqueror.
Dark Templar
The defensive capabilities of Dark Templars will be improved with new threat abilities and buffs that increase the health of the Dark Templar, while increasing his damage. The majority of the Dark Templar’s base covenants have also increased in power:
* Seal of Chaos – A new medium cooldown AoE threat ability which also gives the Dark Templar a short duration increase to healing received.
* Dark Hand – A new instant cast lifetap spell.
* Soul Barrier – Feat changed from spell to ability. You no longer have to keep recasting this buff to have it running.
Priests
Casting times on all health buffs have been reduced to 1.5 seconds.
Priest of Mitra
Priests of Mitra are getting abilities to debuff spell protection abilities and will get increased healing power:
* Divine Halo – A new feat which makes your holy nukes build up Divine Blessings on yourself. When this reaches 5, you gain the Divine Halo effect, which will periodically heal the lowest health friendly target close to you. Each heal performed will remove one Divine Blessing from the stack. When the stack reaches zero, the pulsing heal will stop.
* Avert thine Eyes and Imperil will now give significant holy and unholy invulnerability debuffs on the target. Avert thine Eyes will still increase the miss chance on the target.
Tempest of Set
The Tempests of Set’s spells have been adjusted to better balance the rate and relative amount of their damage output. It has been shifted to force players to have to better time their spells and choose when to use certain spells. In line with these changes, several of their spells have received a faster casting time.
* Lightning Strike is going from a 3 second cast to a 2.5 second cast.
* Call Lighting has been changed to a 1.5 second cast targeted AoE spell. The Thunderhead buff is maintained, and – in addition – any cyclones nearby will receive a buff to their damage.
* Damnation and Glorification of Set have been made instant cast and will grant powerful buffs to magical protection. They are put on a shared cooldown to make them tactical spells that the Tempest will actively use in combat.
Bear Shaman
As a melee and healer hybrid, Bear Shamans will receive increased survivability versus both physical and magical damage. Some of the more important changes are:
* Their Feral totems offensive effect has been strengthened while the defensive effect from the totem has been removed.
* A new totem - Miasma - replaces the Vemon totem, increasing stamina regeneration and placing a DoT on several targets around the target. The DoT stacks up to three times and will also drain stamina.
* Improved Grizzled Hide will be replaced by Improved Scarred Hide, which will give you a chance to get extra armor if you are victim of a critical hit. The chance increases with each number of feat points allocated, and maxes out at 100% with three feat points.
* Spirit of the Bear will now also provide a team health buff.
Rogues
Rogue-like abilities have been strengthened and longevity in combat has been increased.
* The old Concealment feat has been merged into Swift Shadows, which now both increases speed while in stealth and increases your hiding skill.
* Lethalty – A new feat replacing Concealment, which increases base weapon damage. More ranks will improve the effect.
* Excellent Balance will grant stamina when knocked back in addition to the existing effect. Quick Recovery will now provide an increase to stamina regeneration. These feats have also swapped places in the feat tree.
Assassin
The assassin will have more debuffs available to lower a target's physical damage mitigation, effectively increasing damage dealt by the Assassin and his companions through-out the fight.
* Lunge has been improved to be a 10 second buff increasing the damage of all the Assassins attacks.
* Grim Corruption will lower the target’s physical mitigation. The type of damage with reduced mitigation will depend on the Assassins stances.
* Seeds of Corruption will now give attacks a chance to build a stack of debuffs on the target. When Grim Corruption is used, damage is inflicted on the target and the stack of seeds is removed.
Barbarian
The barbarian has further evolved as a master of chaotic fighting through receiving a new powerful AoE combo. They will also get a new charge ability at their disposal.
* Blitz – New charge ability with medium cooldown replacing the Hand Weapon Expert feat. Barbarians can spend feat points to increase the amount of damage dealt when charging.
* Devastation – Feat which replaces Great Weapons Master. Every time the barbarian attacks without getting a critical hit there is a chance to increase the critical hit chance. More feat points spent will increase the chance of this happening.
* Savage Rage has been turned into a passive buff which increases damage after performing a critical hit.
* Whirlwind – New area combo which hits all the enemies around the barbarian.
Ranger
The ranger has received some new tactical abilities to add to their toolset.
* Terror Totem – New ability that gives the ranger a totem to place which will fear minions and the weakest Necromancer pets.
* Splintering Puncture’s damage has been significantly increased, at the expense of the radius, which has been reduced. The duration of the debuff has been increased and will be consumed when the target is hit by Bleeding Puncture.
Mages
The most significant change here is that pets will now scale in power with the caster, inheriting a portion of their damage, critical hit, and magical protection bonuses.
The Archmage feat will change to increase amount of mana gained from mana potions. Additional feat points in this feat will increase the effect. School specific buffs have been removed and mages are no longer restricted to one school.
Herald of Xotli
Visually, players of the Herald are in for a treat as Avatar of Xotli has a new and even more frightful look!
* Arcane Abatement has been made instant, and grants a powerful buff to cold damage protection. This is a short duration tactical buff intended for active use in combat.
* Lingering Hell - The debuff has been removed from this feat, and it now increases the duration of the Hellstep AoE. Touch of Hell will now decrease the cooldown on Hellstep.
* Fiery Enervation has been merged into Inferno Curse. It applies debuffs to magical protection and damage.
Demonologist
* Chaotic Blast is now a ground targeted AoE spell. It applies an invulnerability debuff and does fire damage by default. If you have Cursed by the Heavens running, the damage will be electrical.
* Mystic Suppression has been made an instant cast powerful unholy protection buff with a short duration, making it tactical buff to use in combat.
* Shock and Shockstrike will build up Empowered Shock Lance stacks on the caster, increasing the critical hit chance and lowering the casting time of Shock Lance.
* Shock Lance – New spell replacing the old Demonic Wrack feat. Shock Lance will consume Empowered Shock Lance stacks and deal column damage. For each Shock Lance cast, the mana cost of the next will be increased.
Necromancer
The bigger change for the necromancer is how their pets will improve in strength as the Necromancer improves their stats, but we’ve also modified several of their abilities due to the changes to invulnerability ratings in this update.
* Spell rotation has changed, Flesh to Worms is now a long-duration DoT, and the cooldown has been removed from Ice Strike.
* Chill has changed to consume Pestilential Blast to inflict damage.
* Wither Soul has been converted to Withered Soul which gives you an instant cast Ice Strike when you get a critical hit.
Pestilential Blast has had its duration increased to 15 seconds.
Gem Revamp
Introduction
The next major game update sees a total overhaul of the gem system with a new, more flexible system for augmenting your equipment with gems.
Addressing the Issues
The first task we set ourselves when looking at the gem system was to identify why the original gem system had not lived up to player’s expectations and why it had ended up being difficult to balance correctly.
Firstly, there were too many gems (both uncut, and cut – which did not stack), and this greatly stressed player inventory. The random element of gem cutting did not allow players to make the gems they wanted. Gem stacking lines were unclear as was which uncut gems could ultimately yield which cut gems, and where these gems could be socketed. The latter issue was further exacerbated by the large number of gems in existence.
In addition, the crafted items themselves have also been improved and enhanced to be more flexible and better balanced. The initial three gem slots on crafted items meant a player had a total of 42 gems socketed on equipped gear at any given time. For balance reasons, this necessitated very low fractional values on any individual gem. Since crafted gear had no inherent mods (just 3 gem slots), so we concluded that the system itself was probably too fragile in that changes to the Gemcutter profession had full impact on two other professions. This is something we want to avoid in the future to minimize the occurrence of what players might perceive as ‘drastic’ changes as happened after launch.
The City and Culture crafted items released in Patch 3 were designed with knowledge of the goals of this Revamp, while the Progression crafted items (from recipes taught by the trainer) will require greater changes.
The Gem Revamp will address the issues above, and also provide a solid foundation for allowing the Gemcutting profession to grow in future updates.
So what’s been done?
Now we get to the details. This article hopefully covers the changes relatively comprehensively so that you get a good overview of the changes and what they mean for tradeskills and using gems. So let’s start by taking a look at the gems themselves and how they are changed.
Gem Colors
With the Gem Revamp, the number of Gem Colors has been reduced from 8 to 6. Additionally, we have removed the concept of Flawless uncut gems. All uncut gems introduced with the Gem Revamp will be of the same quality level, and will remain world-drops. Higher quality levels of uncut gems will be reserved for future updates to denote new uncut gem drop types. Some examples might be: dungeon, raid, bosses, PvP, etc.
Thus, the total number of uncut gems in Conan has been reduced from 96 to 36.
Alchemical Transformation and Gem Families
Every gem has been given a Gem Family. There are 6 Gem Families, with one gem of a different color assigned to each tier. Every gem within a tier has a unique color and unique family at that tier.
Transformation Recipes will be introduced with the Gem Revamp that will enable alchemists to transform uncut gems across colors and tiers. For example, a higher level uncut gem may be transformed to multiple lower level uncut gems within its Gem Family. This is to allow higher level players a method to obtain uncut gems at lower tiers (should they choose) without having to farm humanoids at that lower tier.
Gem families have no bearing on the actual cutting or socketing of gems, and solely exist for the purpose of converting different uncut gems within a group.
Why Alchemists? One over-arching goal of tradeskill improvements has been to provide synergies between any two crafting professions a player may choose. This is so any combination of crafting professions a player pursues has some added convenience when taken together. With this in mind, we felt that alchemists were the best profession for the transformation recipes. Keep in mind that any alchemist will be able to obtain these recipes, but there's just more convenience if the player also happens to be a gem cutter. Since each gem family contains 6 different colors, Alchemical Transformation will help to stabilize the uncut gem market if there's a greater demand for some colors over others.
Pre-Patch Uncut and Flawless Gems
When a player logs in after the Gem Revamp hits the live servers, the total number of uncut gems in his/her inventory will be greater than or equal to the number (plus flawless) prior to the Gem Revamp.
An uncut gem of tier X will remain an uncut gem of tier X. The color will be different if that color was removed. The name will also likely change to accommodate its new gem family, as we wanted the gem transformations to make some sort of fictional sense within the Conan universe. Flawless uncut gems will be converted at a favorable ratio, so one pre-revamp Flawless gem will yield more than one post-revamp uncut gem of the appropriate tier and color. We decided on a ratio of 1 flawless gem yielding 3 uncut gems.
Cut Gems
The following concepts have been removed from cut gems: stacking lines, gem size, and the random element. The number of cut gems has been reduced from around 1380 to under 100 (It's currently 70, but this may change slightly). Additionally, cut gems will now stack.
Socket Colors
Socket colors are how we enforce “soft” stacking rules in the Gem Revamp. Every gem socket has a color, which matches one of the 6 gem colors. A gem of color X may only be added to a socket of color X. The color of a socket and gem is clearly indicated in the tool-tip. Any crafted item type may have gem sockets of any color. But players should never see a crafted item with multiple sockets of the same color, and this creates a conceptual “soft” stacking line.
For the cut gems, each color loosely follows a theme, and related mods tend to be in the same color. So for some material types/weapon types, sockets of certain colors tend to make more sense than others, and this is represented in the distribution of socket colors to those types.
The goal is to create meaningful choices for players within each color line. Examples of some meaningful choices are: DPS v damage mitigation, burst DPS v sustained DPS, generic damage v specific damage, magic damage mitigation v physical damage mitigation, hit rate v critical rate, & etc.
Many of these choices exist within the same color line, but some choices may be more relevant to certain specs and certain classes than others. Generally speaking, for hybrid classes or specs, since more mods are useful this also means more of the choices have meaning. However, great care has been taken to ensure that for all major specs of a given class at least one meaningful choice existed in the color lines favored by the material type/weapon type used by that class.
Most classes should find useful gems in most colors lines, but each class has at least two colors that are absolutely relevant, and provide a range of options. Some classes/specs have more. Therefore players should always have a viable choice for what to socket, and this opens up a new degree of customization possible with the gem system.
Scaling Mechanic
In order to avoid unnecessary duplication of gem effects, a scaling mechanic was invented. This allows us to have a single gem scale its value depending on the tier of the gear it's being socketed into.
As an example, the strength gem is the Tier 5 cut black gem. This is the only strength gem. When socketed into Tier 5 gear, its value is fixed at 10 strength. When the same cut gem is socketed into Tier 10 gear, its value is fixed at 20 strength. Thus, the cut gem scales with the gear.
Gems only scale up. A Tier 6 gem may be socketed into Tier 6 up to Tier 10 gear, but never into Tier 5 gear. The tool-tip of a cut gem displays its value at all valid tiers. In the maximum case (a Tier 5 gem) the tool-tip has entries for 6 tiers. At Tier 10, there is one entry in the tool-tip.
The “sexiness” of gems within a color line generally increases with the Tier. In many cases this translates to how specific the mod is, especially when many mods contribute to the same underlying stat. For example, specific weapon damage types are offered at higher tiers than generic weapon damage types. Which, in turn, are offered at higher tiers than base attributes that ultimately trickle down into physical DPS. In a general sense, what's increasing with tier is the ability to min/max (and to many players, this is what a “sexy item” often means).
An important point to note is that Tier 5 gems will still be useful at Tier 10. For Tier 5 gear, there is one option for a given color socket – that color's gem at Tier 5. At Tier 10, all tiers within that color provide gems of varying utility to the player. The usefulness of the Tier 5 gem is greatly diluted, but sometimes players will want to forgo all the fancy options and just socket the more generic gem, depending on what they are trying to achieve with their crafted gear.
This ties into Alchemical Transformation, as higher level players deliberately seeking the lower level gem need not farm lower level mobs to obtain its uncut version.
Other Mechanics
Some gems will be marked in the tool-tip as “Armor Only” or “Weapon Only.” Such gems will generally be seen at Tier 9 and Tier 10. Reactive and Active procs are a good example of gems that require this sort of mechanic for us to allow them in game.
Cut Gem Power Tiers
Gem recipes learned from the trainer will yield gems of power-tier green (not to be confused with the gem color green). A handful of recipes will drop from encounters. These will yield gems of power-tier blue. The blue gems are not necessarily better than green gems in terms of pure numeric values, but they will provide more choices, especially in cases where we want to offer mods outside of their normal color association. These gems exist to increase the usefulness of crafted gear to more classes and builds that can equip the item, when that item has a color slot which otherwise doesn't offer a clear choice given the spec of the character.
Changes with Existing Gear
With the revamp, existing socketed gems should be left mostly as they are. This should be true even if the gem would otherwise be invalid given the socket color (as all existing gear will be given colored sockets). However, the new gems are definitively better, so players will naturally cycle out the old gems using the gem solvent introduced with Patch 4.
In cases with progression items, which formerly had 3 gem slots, we have reduced the gem slots to 1 and given the armor normal innate mods. Players wanting to socket one of the new gems will have to delete the 3 existing gems down to 0. However, the new gems are balanced around a greatly reduced number of slots, and this is reflected in their power. For any cases that crop up where 3 old gems are better than 1 new gem, you may find the old gems reduced a little in power so they do not surpass the power of the new gems.
Base items will continue to have no gem slots, and thus are unaffected by the gem revamp. City & Crafted Culture/Regional items will retain the same number of gem slots. In general, all crafted items will greatly benefit from the re-itemization project which is being released along-side the revamp.
Leftover Cut Gems
Players will be compensated for leftover cut gems from before the revamp, as they would obviously not be able to socket these gems given all the changes to the system. These gems will be converted over to their uncut versions, with power-tier blue cut gems converted in the same 1-to-3 ratio as the flawless uncut gems.
Gemcutter Progression Quest
The gemcutter progression quests will need to be updated to reflect the new gems. Many gem recipes will be removed from the game, and what's left will be modified to fit the revamp. Players with a gem cutting quest in an incomplete state when the Revamp goes Live will have to re-acquire the quest. We will try to make this as painless as possible for players in the middle of a gemcutter profession tier, but that simply won't be achievable for all scenarios given the scope of the revamp.
Update Notes for Update 1.05
**These notes do not necessarily reflect the final version that will be deployed on Live**
PLEASE NOTE! This update includes many changes to the game. Before reading through this list of changes, we strongly encourage you to read through the posted articles that explain each change more in-depth : Class Changes, System Changes, and Gem Revamp.
TESTLIVE
* Fate should now have a separate option for spawning the same items you get when she boosts your character. Please note that Fate will now give out a different item set. If you have obtained generic equipment (items containing class names etc.), you need to visit Fate for an upgrade since these items are now deprecated.
* Fate will also now hand out gems.
GENERAL
* The debuffs for death have changed in which stats they affect. The net change is not big, but they now reduce your damage done a bit more, and increase your damage taken a bit less than before.
* Fixed several causes of crashes and memory leaks.
* Fixed several exploits.
* You should no longer sit on the floor when attempting to sit on a bench in the Armsman's Tavern.
COMBAT
* Base HP for all characters has been increased. The HP gain per Constitution has been greatly increased.
* All combos have had their damage and stamina cost re-calculated.
* All spells and abilities have had their damage and mana cost re-calculated.
* The Rest ability will now correctly give the 10th "tick" at the end of the channeling.
* The out of combat regeneration granted by food and drink (for health, mana and stamina) has been increased to account for the increases to those stats players have received.
* Fixed animations for instant cast spells.
* If a high level in a team with lower level characters contributes damage to an NPC, he will cap/diminish the XP for the lower level characters, even if he leaves the team.
* Pets now inherit 50% of the critical rating and 100% of the hit rating from their owner.
* If you select a character after he has started to do an action, you will now always see their casting bar.
* Positive magic effects will now continue after resurrecting from a PvP death.
* The distance check for cone spells is now adapted to work the same way as for melee and normal spells.
* Archer NPCs will no longer give up chasing you when line of sight is broken.
* Offhand attacks now deal 50% of normal damage.
* The same buff, if applied to different characters at different times, should display different timeouts.
CLASSES - General Info
* All classes : You can now use all weapons open to your class from level 1.
* All classes : Updated descriptions of feats referring to Invulnerabilities to refer to Protection and Armor where appropriate.
* The Dark Templar and Conqueror classes are now able to equip full plate armor.
* You will now lose all buff effects from spells given by feats when you untrain those feats.
* Herald/Tempest/Demonologist/Necromancer/Bear Shaman - The long duration spells Arcane Abatement, Damnation of Set, Glorification of Set, Rune of Resistance, Rune of Resilience, Mystic Suppression and Quell the Ether have been changed. These are now instant-cast short duration tactical spells, rather than long duration buffs. Their effect has been vastly increased, now giving a large amount of protection against the damage type (or types) they protect against. For the Bear Shaman, Rune of Resistance and Rune of Resilience will place each other on short cooldowns when used. For the Tempest of Set, Damnation of Set and Glorification of Set will place each other on short cooldowns when used.
* Soldiers/Priest - Fixed a bug where Vindicator would not update properly when you entered Defensive Stance.
* The formula used for calculating hitpoints gained from leveling has been modified.
* The following buffs are removed from the game. Contribution from these buffs have been moved elsewhere :
Grizzled Hide (Bear Shaman)
Infernal Knowledge (Demonologist)
Diabolic Insight (Demonologist)
Mark of Dagon (Demonologist)
Sign of Xotli (Herald of Xotli)
Vile Insight (Necromancer)
Dark Knowledge (Necromancer)
Bone Ward (Necromancer)
Shielding Litany (Priest of Mitra)
Set's Armor (Tempest of Set)
Mage – General
* The natural mana regen given by the general feat Mage Blood has been significantly reduced.
* With the removal of the magic rating buffs for your class, the Archmage feat has been redesigned. It now increases the amount of mana you gain when using mana potions, by 2% per rank.
* Crimson Shield HP bonus increased to be in line with new health pools. Increased the bouns for rank 2 and 3 of this feat.
* Dark Meditation has been moved to tier 2 in the general tree. This spell will now also give you stamina each tick, so the Herald can get full benefit from it.
Priest - General
* Bear Shaman/Tempest of Set/Priest of Mitra - the power of your rank 1
cone heal (both on the target and on yourself) has been increased pre-level 24.
* Cast time for team health buffs has been significantly reduced.
* The natural mana regen given by the feat Ether Flow has been significantly reduced.
* Spiritual Aegis - Changed to increase the mage/priest magical protection. This feat will increase in power when the player levels.
* Spiritual Armament - Changed to increase the mage\priest armor. This feat will increase in power when the player levels.
Rogue - General
* Natural Protection - Changed to increase the rogues magical protection. This feat will increase in power when the player levels.
* Toughness - Changed to increase the rogues armor. This feat will increase in power when the player levels.
* Assassin/Barbarian/Ranger - Swift Shadows now increases your hiding skills. Concealment has been replaced by Lethality and will now increase your base weapon damage by 3.5% per rank. The dependency between Lethality and Swift Shadows has been removed.
Soldier – General
* Irritate: New innate taunt ability to all Soldiers. This ability is received at level 15.
* The natural health regeneration given by the general feats Recovery and Lifesaver has been significantly reduced.
* Stone Skin - Changed to increase the soldiers magical protection. Iron Skin has been changed to increase the soldiers armor. The bonuses from these feats scale with the player's level.
* Guardian/Conqueror/Dark Templar - The way that Sadism/Vengeance/Furious Inspiration triggers has been tweaked, and you will now gain these bonuses when the person in your team being attacked is your own class (previously if you were grouped with a Soldier of the same class, you would not gain your appropriate buff - now you will).
ASSASSIN
* Arcane Backlash has been augmented. If you are affected by the Corrupted Body effect and Arcane Backlash triggers, it will change into Corrupted Backlash. This inflicts poison damage against the attacker, in addition to the normal Arcane Backlash effects. Further ranks increase the Corrupted Backlash damage.
* The feat Burden to Bear has been changed. It now gives you a chance of triggering the heavy physical invulnerability debuff (-15% to slashing/piercing/crushing/poison). Additional ranks increases the chance for the debuff to proc from your attacks.
* The Corrupted Body feat has been changed. This feat now gives you a 10/20/30% chance of gaining the Corrupted Body effect when hit with a hostile spell effect. The Corrupted Body effect increases your protection value by 10% for 15 seconds and can stack up to 3 times.
* Flesh Necrosis has been augmented. In addition to existing effects, each feat now also passively increases the damage of Corrupted Backlash.
* Fixed an issue with Flesh Necrosis where it would appear that the ability would sometimes not work. This ability no longer has a cast time, so can be used while moving, where previously it would fail silently if used while you were moving.
* Every rank of Grim Corruption will give -10% to Slashing, Piercing, Crushing, and Poison Invulnerability Rating in Poison Stance. In Unholy Stance, it will be -10% to Holy and Unholy invulnerability rating.
* Seeds of Corruption has been changed. It now gives your attacks a chance to build a stacking debuff on the target. When you use Grim Corruption, this stack is consumed and the target is struck with unholy damage. More feat points increase the proc chance, the maximum stack size and the damage inflicted.
* Unholy Armor now gives 20/40/60/80/100% armor bonus when in Unholy Stance.
* The power of Life Leech has been greatly increased.
BARBARIAN
* Barbarians now have a new innate ability from level 1 called Savage Rage. Whenever the Barbarian performs a critical hit, he will gain bonus damage for 15 seconds. This damage bonus can stack up to 3 times.
* The Great Weapons Master feat has been changed, and is now called Devastation. It gives you a chance to increase your critical rating if you haven't performed a critical hit recently. Once you perform a critical hit, this buff will be consumed.
* Hand Weapon Expert has been removed. It has been replaced with the feat "Ability - Blitz". This grants you a charge ability. Putting more points into this feat increases the damage of the charge.
* Rampage and Rampaging Horde have had their positions swapped on the feat tree. We felt that it was a little contradictory having an ability increasing your strength based on dead people be dependent on one increasing your strength based on living people.
* The Savage Rage combo line is now called "Whirlwind." This combo hits all enemies around the Barbarian. This combo has a 1 minute cooldown across all ranks.
* The Boiling Blood feat now reduces the cooldown of Whirlwind by 5 seconds per rank.
* The Cyclone of Razors feat now increases the damage of Whirlwind by 1% per rank.
* The Gushing Wounds feat has been renamed to Tempered Steel. This feat now increases the damage of Cyclone of Steel by 1% per rank.
* Wreck Armor now inflicts a stacking armor debuff on the target.
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