Patch Notes - June 12th, 2020

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PATCH NOTES
June 12, 2020

CLASSES
  • WARRIOR
    • Bloodlust no longer heals from spell damage.
    • Juggernaut's Rage stance and tome line have been renamed to Reckless Fury.
      • Accompanying abilities have also been renamed.
      • Juggernaut's Warcry has been renamed, and its overhaste has been reduced.
      • Reckless Strike's self-damage has been moderately increased.
      • Physical damage taken in this stance has been significantly increased.
      • Aggro generated in this stance has been moderately reduced.
    • Tales of Rapid Recovery application to Warrior cooldown reduction has been reduced.
  • PALADIN
    • A new Paladin self-heal spell has been added to the game.
    • Spells in the Blessing line (e.g., Blessing of Light, Blessing of Althuna) have been given level scaling.
ITEMS
  • Adversity has been given lore text.
  • Ambient Accumulator messages are now visible only to the owner rather than everyone in the vicinity.
  • Animation Blade worn slot has been adjusted.
  • As long as you have already added Vaporous Crystalline Key to your keyring, interacting with A Vaporous Projection no longer requires you to have the key in your inventory or bank.
  • Blade of Mimickry's proc has been modified:
    • It works only while the wearer is in his or her true form.
    • It will no longer work on gigantic, fixed-size targets (e.g., classic dragons).
    • The size component is now capped at size 3 (default GNM size) on the low and and size 10 (default OGR size) on the high end.
  • The following items have had their proc rates reduced to account for the healing spell changes (see below):
    • Chestguard of Clear Thought
    • Gelida, Tundra of the Razad
    • Sanctus, Piety of the Razad
    • Venenum, Scourge of the Razad
  • Haversack of the Winds and Gust of Wind are now usable only by classes with access to the Throwing skill.
  • Item models have been added to the following:
    • Fishing Net
    • Treble Hook
  • Many AoE weapon procs have been toned down.
  • Mug of Endless Gravy now summons gravy only for the person who clicks it (although the gravy can still be freely traded).
  • Sensei's Gift will now disappear after its charge is used.
  • Shoulder items intended to proc via Slam have, for one reason or another, never worked. As such, all procs intended to work via Slam have been removed from their respective items.
    • Items that are equippable in the shoulder slot as wlel as other valid proc slots, such as Sopping Bar Rag and Thingy of the GODS, will continue to proc from those valid slots.
  • The spell scroll for Runic: Denon's Dissonant Duet now has the correct name.
  • The spell scroll for Runic: Veil of Kaezul now has the correct name.
  • Staff of the Charismatic has been renamed Alluring Staff.
  • Triumvir has had its AC removed.
NPCs
  • A kind lady has decided to take up the traveling life once again. She no longer spawns indefinitely in certain city zones, but she will make random appearances (announced via OOC chat) and will offer her usual services for those willing to make the journey to find her.
    • Note that the kind lady's usefulness has changed in light of the ongoing buff revamp; while this may seem like a loss, bear in mind that class monopolies on certain buff lines have changed and will continue to change for the better!
  • A number of lizardman NPCs are more colorful than before.
  • The flame NPCs associated with Zir, Spirit of Fourstones should no longer have a buggy appearance determined by when or where you enter the zone.
  • The word "Vah" is now capitalized in NPC names.
QUESTS
  • Tavax Darkblood now allows Warriors to undertake his quest as well as Shadowknights; this was the intention all along, but only the latter was able to advance his dialog. Additionally, the quest's rewards are now usable by both classes.
SPELLS
  • Apocalypse (the spell) has been changed to a single target DD with AoE debuff, as originally intended. The DD component has been raised slightly.
  • Elixir of Experience (the spell) now lists its duration as 20 minutes instead of 20 seconds.
  • The following spells (and their accompanying scrolls) have been renamed to reference Shards of Dalaya lore:
    • Atol's Spectral Shackles -> Yinazra's Spectral Shackles
    • Gangrenous Touch of Zum`uul -> Gangrenous Touch of Grindrun
    • Garrisons Mighty Mana Shock -> Galadian's Mighty Mana Shock
    • Quivering Veil of Xarn -> Quivering Veil of A`han
    • Relic: Til's Elemental Ward -> Relic: Del's Elemental Ward
    • Scent of Terris -> Scent of Dis
    • Talok's Taunting Echoes -> Mantak's Taunting Echoes
    • Til's Elemental Recomposition -> Del's Elemental Recomposition
    • Til's Intervening Enchantment -> Del's Intervening Enchantment
    • Torbas' Acid Blast -> Tishkaal's Acid Blast
    • Torbas' Poison Blast -> Tishkaal's Poison Blast
    • Torbas' Venom Blast -> Tishkaal's Venom Blast
    • Zevfeer's Theft of Vitae -> Sytha's Theft of Vitae
  • Healing spells from Minor Healing to Superior Healing have been changed to scale faster.
    • This should soften the gap between Clerics and other classes while also providing better scaling at all levels.
  • Muddy Runes of Healing is now classed as a Focus Effect instead of a PBAE, and its description now correctly lists the crit heal boost as 6 percent rather than 7.
  • Protection of the Leaf has been added to the game as a precursor to Protection of the Cabbage.
    • Its accompanying spell scroll is scribable by Druids at 44, and Rangers at 58.
  • Rangers now get Shield of Barbs at level 39.
  • Runic: Veil of Kaezul is now flagged as a level 65 spell rather than level 30.
TRADESKILLS
  • 10 Dose Alchemy potion combines have been removed. (With potions being stackable, there is no reason for these to exist anymore.)
  • Meat combines for Tinkering have been changed to preserve the Oil Press.
  • The combine for Lemonade has been added (or readded?) to the game. This has been broken for at least a decade based on the wiki.
ZONES
  • Several othmir NPCs throughout Wyvernfang Coast were previously spawning underneath the world; their spawnpoints have been fixed.
  • The Razadian statues scattered around the Mountain Crags of Tarhyl are no more.
  • Sellable items from Overgrowth Deep Tunnels have had their prices increased.
  • Bloodfire loot has had it vendor price slightly reduced.
  • Citadel of the Claw has had it rank two tome drop chance increased. The Old Veteran can now drop rank two class tomes at a higher chance.
  • Current global opus drop rates have been increased by 10%.
MISCELLANEOUS
  • Fixed a bunch of memory errors which should make the server more stable overall.
  • Fixed Death Fatigue being incorrectly removed upon resurrection.
  • Fixed vendors charging double for items.
  • Lore discrepancies over the spelling of Caretaker Torsh / Torsch have been merged into Torsch.
  • New tradeskill tables have been added to Pocket Plane for all tradeskills (except Tinkering). These act like their respective combine containers, without the need to shuffle your bags around!

BUFF REBALANCE PHASE ONE

The following changes will be the first to address buffs. Phase one will weaken class monopolies on certain vital buff lines by introducing additional class spells and alchemy recipes that achieve similar effects.​
ALCHEMY
  • New recipes have been added to the game.
HASTE
  • Most single-target haste spells now target the group.
    • Mana cost has been increased to account for this.
  • Celerity now scales from 47 to 55% haste (from 47 to 50).
  • Wonderous Rapidity increased to 69% haste (from 64).
    • Duration also increased.
  • Shaman Ancient: Gift of Celerity increased to 65% haste (from 55).
    • Range and mana cost also increased.
  • Beastlords can now scribe Quickness at Level 49.
  • Helt's Berserker Formula has had its haste increased to a range of 20 to 25% (from 10).
    • Recommended level increased to 15 (from 0).
  • Helt's Wild Berserker Formula has had its haste increased to a range of 33 to 38% (from 20).
    • Recommended level increased to 30 (from 0).
  • Helt's Beserking Insanity has had its haste increased to a range of 44 to 49% (from 30).
    • Recommended level increased to 45 (from 20).

HEALTH
  • The following Druid spells have been added to the game:
    • Heart of the Seed; available at level 19.
    • Heart of the Sprout; available at level 34.
    • Heart of the Sapling; available at level 51.
    • Heart of the Tree; available at level 65.
  • The following Shaman spells have been added to the game:
    • Inner Strength; available at level 14.
    • Inner Force; available at level 24.
    • Astral Fire; available at level 39.
    • Astral Strength; available at level 53.
    • Astral Force; available at level 65.

MANA REGEN
  • The following Enchanter spells have been adjusted:
    • All single-target mana regeneration spells (e.g., Breeze, Clarity) now target the group.
      • Mana costs has been increased to account for this.
    • Breeze increased to 2 - 3 mana regen (from 2).
    • Clarity increased to 5 - 7 (from 5 - 6).
    • Boon of the Clear Mind is 10 mana regen at all levels (wiki was incorrect).
    • Gift of Pure Thought increased to 14 mana regen (from 11).
    • Garos's Endless Intellect increased to 16 mana regen (from 14).
  • The following Charisma line of Shaman spells have been renamed and adjusted to have [Slot 2] mana regeneration:
    • Alluring Aura -> Allure of the Snake:
      • +2 mana per tick.
      • Memorization level reduced to 24 (from 29).
    • Glamour -> Allure of the Kaleidoskink:
      • +5 mana per tick.
    • Charisma -> Allure of the Frilakh:
      • +8 mana per tick.
      • Memorization level increased to 51 (from 49).
    • Talisman of the Serpent -> Allure of the Serpent:
      • +11 mana per tick.
    • Unfailing Reverence -> Allure of the Basilisk:
      • +13 mana per tick.
      • Memorization level increased to 65 (from 59).
      • The scroll now drops alongside other Level 65 spell scrolls.
  • The following Lich line of Necromancer spells have been given a group recourse, granting [Slot 2] mana regeneration with a slight health degeneration:
    • Allure of Death Recourse:
      • +2 mana per tick.
      • -1 HP per tick.
    • Call of Bones Recourse:
      • +5 mana per tick.
      • -2 HP per tick.
    • Lich Recourse:
      • +8 to +11 mana per tick.
      • -3 HP per tick.
    • Arch Lich Recourse:
      • +12 to +14 mana per tick.
      • -4 HP per tick.
      • Confers Ultravision.
    • Master of Death Recourse:
      • +16 mana per tick.
      • -6 HP per tick.
      • Confers Ultravision.
      • Confers See Invis.
    • Note that any item with a proc, clicky, or worn effect from the Lich spell line continue to use the old version of the spell without the recourse.

LOW-LEVEL REBALANCE
  • Most quests listed in the Level 1 - 5 range of the wiki's quest timeline article have had their rewards buffed. If the quest progresses to higher levels, the rewards through the entire questline have been buffed, often ending with a stronger [EXPABLE] final item.
  • Loot in the following zones has been buffed:
    • Blackburrow
    • Cesspits
    • Fearstone Keep
    • Halls of Mielech
    • Newport Sewers
    • Southern Waste of Tarhyl
    • Warrens
    • Western Badlands
  • Many adept items have been adjusted.
    • This includes a more consistent pattern for estimating how much total exp will be needed to reach the item's maximum level:
      • Adept loot from the Level 1 - 9 range requires approximately 1,000,000 total exp.
      • Level 10 - 19: 2,000,000 exp.
      • Level 20 - 29: 3,000,000 exp.
      • Level 30 - 39: 4,000,000 exp.
      • Level 40 - 49: 5,000,000 exp.
      • Level 50+: 6,000,000 exp.

KNOWN ISSUES
  • [NO DROP] items are currently appearing as [PRISTINE].
 
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does all this sweet group mana regen being sprinkled around mean that chanter is gonna be flexing into new dimensions as well?
 
edit: i didn't see it in the notes, but the removal of a kind lady takes away from my ability and desire to continue the grind as a new 65 player.

good luck with your vision, but i am not part of your target audience.
 
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aoe weapon nerfs make me sad that I can no longer compete with casters in exp groups and my guy is worse at farming than he was 6 years ago but I'll reserve full judgment until I see the full suite of changes
 
So, if i see that right. Animation weps are now no longer equippable by pets? By not having a primary or secondary slot?

**Edit**

Got confirmation, no longer pet usuable. This change seems kind of unnecessarily, they were already lore and no rent, so I don't know how many were in use at a given time. Now outright gone, takes away some fun of being a pet class.
 
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Extremely disappointed with Kind Lady change and will not be playing until logging in dead toons to SB buff your crew for 30 minutes before going out isn't optimal.

Its a spit in the face of the playerbase to indicate Kind Lady decreases class uniqueness and then, as the first step to "Fixing" the issue, introduce replacement potions and homogenize clr/shm/dru/enc buffs.
 
Although I don't really like the Kind Lady change, I understand it.

Some of us don't sit on the computer for half a day so we don't have time to log in buff bots or beg /ooc for buffs for 30 minutes when we only have an hour or two to play.
Maybe we could make 3-boxing allowed in cities only for buffing purposes since we HAVE to box to get anything done in this game.
Or make the buff timers like 15 hours or something?
 
"Many AoE weapon procs have been toned down."

Unsure if it was intentional or oversight, but proc damage for the new version of Eos (T14) is currently less then the new version of Entropy's Spine (T13).

Math if you care:
Eos = 600 damage proc, 50 (5 second) delay, 7.5% proc rate. 600/5 x 0.075 = 9 proc dps
Entropy's Spine = base damage is slightly tricky on this, as pheonix flame is a 750 point DD when mobs health is above 50% and 1500 point DD when mob's health is below 50%. Average proc damage is (750+1500)/2 = 1125, 40 (4 second) delay, 4% proc rate = 1125/4 x 0.04 = 11.25 proc dps.

This may be intentional as Eos still has more physical dps, but wanted to mention it in case it was not intended progression.
 
You cannot see the base damage for phoenix flame, but it was lowered. It uses a tricky formula.
 
Most of my friends and I aren't on the 65 endgame so we are clueless with the KL subject. But we are interested in "Many adept items have been adjusted' part. Will there be a little more visibility on what was changed?
 
Most of my friends and I aren't on the 65 endgame so we are clueless with the KL subject. But we are interested in "Many adept items have been adjusted' part. Will there be a little more visibility on what was changed?
It's quite a big list so we didn't list all the changes individually. Essentially most of the adept items, primarily things from the newer adept mobs, had their stats cut to bring in line with the rest of the lower level progression. At the same time, we buffed a number of items across the board for low level quests and Bind on Equip items from low level dungeons.

This should help to make quests relevant again at lower levels and give people a lot more neat quests to explore since there's a lot of low level content that had previously been rendered irrelevant by the power of adept items.
 
This should help to make quests relevant again at lower levels and give people a lot more neat quests to explore since there's a lot of low level content that had previously been rendered irrelevant by the power of adept items.

Got it, overall I consider the changes wonderful to atract new players to the content. Will there be more changes in the items? We can help updating the adept items that we have (1-24) in the wiki, but it wouldn't make sense if there will be upcoming changes.
 
Got it, overall I consider the changes wonderful to atract new players to the content. Will there be more changes in the items? We can help updating the adept items that we have (1-24) in the wiki, but it wouldn't make sense if there will be upcoming changes.
I'd like to make one more pass over adept items, which I plan to do for the next patch. Unless I missed something, adept weapon ratio changes should be a done deal, so you can at least update those if you like.
 
Kinda pointless for rangers to get a lower version of WoN if the goal is to make them depend less on others for buffs, unless theres a version of focus coming.
 
Kinda pointless for rangers to get a lower version of WoN if the goal is to make them depend less on others for buffs, unless theres a version of focus coming.
Beastlords get a lower level version of focus already, so this just levels the playing field with the hybrid class getting a lower level version of the primary class buff. Protection of the Leaf is on par with Talisman of Altuna (the BST focus) progression-wise when you compare it to WoN and Ancestral Focus.
 
Beastlords get a lower level version of focus already, so this just levels the playing field with the hybrid class getting a lower level version of the primary class buff. Protection of the Leaf is on par with Talisman of Altuna (the BST focus) progression-wise when you compare it to WoN and Ancestral Focus.
Okay, it makes sense from that perspective but no ranger would take WoN or a WoN like buff over focus for the 35 attack.

Guess it doesn't really matter, I wouldn't bother with anything but the better buffs from the different classes. With the kind lady nerfed, unless shes in the town I log into or have a gate neck for Ill just logout if I don't feel like cycling buffers. If she gets what buffs she has nerfed logging in will become a matter of do I want to load buffers.
 
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Re: Loot changes:

I like the direction this is going. I think it's a good decision, and even if the specific implementation isn't perfect as long as it gets retouched as necessary it was what needed to happen.

Frankly, you should consider just removing placeholders before 60. There's no need to pad the duration of of play at 60 or lower, and it's long spawn timers and placeholders that actually ruin the quality of gameplay the most. Above 60 I understand why placeholders exist, but even then there's a lot of places that just have excessive PH probabilities.

Re: Kind Lady:

I get that Kind Lady isn't where the devs want to go. I get that it feels kind of kludgy. I get that the idea that relics are readily available from an NPC and that means buff relic spells feel like dead slots is kind of gross from a character progression standpoint. But... this doesn't solve that problem, yet.

The problem of buffs isn't that they're overly necessary or they're particularly unique to a class. It's that the mechanics and fundamental design behind 2+hr buffs are not good design. That isn't the Dev's fault (it's a problem with EQ overall) but it is the Dev's problem. The play cycle behind buffing is terrible. If a buff lasts 2+hrs, there's no reason for you to invite that character to the group. You just beg for a drive by buff. These effects are baked into zone balance, and they feel necessary to play the game at a reasonable pace.

Good buffs are like the BST buffs or bard buffs. Aura of Thunder is a good buff, even if it's not desired by half the classes in the game. It's still *well designed*.

How do you best tell a good buff from a bad buff? Simple: ask yourself - would I keep this buff memorized all the time in a spell gem for at least some in game content? If the answer is yes, that buff doesn't suck, and should be fine. If the answer is "No, I'd mem it, cast it, and clear the gem slot"? The buff sucks and is bad for gameplay, and needs to be restructured.

So Cole, here's some specific crazy suggestions to solve the problem, which you're probably way too far into the dev cycle to even consider implementing but here ya go anyway:

1) Remove every 2+ hour buff from the game.
2) Roll some partial amount of those buffs into all class base stats so the balance of the game doesn't self-destruct.
3) Make spell gems refresh instantly on memorization unless the spell was actually cast recently.
4) Replace all old buffs with group cooldown abilities with similar functions. Make Raego a 10 minute buff that you cast before a serious boss fight, with a 10 minute cooldown, instant cast, and no mana cost. Same with WoN, JB, etc.

Turn buffing into an active choice to be made on an encounter by encounter basis, and you've got a recipe for gameplay that is engaging AND the kind lady is no longer a problem anymore.
 
Re: Kind Lady:

I get that Kind Lady isn't where the devs want to go. I get that it feels kind of kludgy. I get that the idea that relics are readily available from an NPC and that means buff relic spells feel like dead slots is kind of gross from a character progression standpoint. But... this doesn't solve that problem, yet.

The problem of buffs isn't that they're overly necessary or they're particularly unique to a class. It's that the mechanics and fundamental design behind 2+hr buffs are not good design. That isn't the Dev's fault (it's a problem with EQ overall) but it is the Dev's problem. The play cycle behind buffing is terrible. If a buff lasts 2+hrs, there's no reason for you to invite that character to the group. You just beg for a drive by buff. These effects are baked into zone balance, and they feel necessary to play the game at a reasonable pace.

I agree with this. I personally would prefer the current effort going towards putting in more buffs instead be put towards removing longterm buffs.
 
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