Patch Notes - March 4th, 2021

Status
Not open for further replies.
HEADLINES
  • The Dream, overhaul and zone replacement.
  • Tarhansar deity completion.
  • Sunken Cathedral announcement, 6 man experience zone.
  • Fast recovery state, an out of combat recovery enhancement.
  • Weapon Squish, a high tier rebalance to weapons and raid bosses.
  • An Enchanter class refactor.
  • Fletching, a tradeskill overhaul.
SEASON
Seasonal Characters will be converted to standard on March 31st 2021. Players will have until the start of Season 2 to spend their seasonal currency.

TARHANSAR
The final encounter for the Tarhansar Deity Quest "Tides of Blood" is finally live. Be sure to review the quest before attempting it!

THE DREAM
The Dream has gotten a complete overhaul, including a replacement to the zone itself. Changes include: a streamlined entrance to the game for old players as well as a highly detailed tutorial for new players. It is filled with great information that was previously unavailable.

SUNKEN CATHEDRAL - 6 MAN EXP ZONE
Follow the trail of Consumerist Coyote into the deep depths of the Sunken Cathedral! Keep a watchful eye in the next few weeks for this new zone's arrival!

RESTING OUT OF COMBAT RECOVERY
We have implemented a new resting recovery feature. Here are the key points:
  • The state of your character's recovery synchronizes with the client icon in the player health window:
    • Crossed Swords - You are in combat and cannot rest currently.
      • No change to in-combat recovery.
    • Poison Icon - You are weakened and cannot rest currently.
      • The player has a debuff that is preventing them from entering the fast recovery state.
    • Yellow Swirl - You are resting and recovering health, mana, and endurance at an increased rate.
      • A player will enter the resting recovery rate while sitting.
    • Hour Glass - You are recovering from combat and cannot rest currently.
      • No change to out-of-combat recovery. Indicates the player will be able to enter a rested state shortly
  • A player's out of combat status is now tracked separately from the group.
  • Raid groups will receive a lockout timer after engaging with a champion enemy, and cannot enter a rested state until this timer expires.
  • The fast recovery rate is a zone by zone setting. We will be manually adjusting this as time progresses.
AA SQUISH
To work around a client restriction, we are combining and refunding the following AAs:
  • Innate Strength and Advanced Innate Strength
  • Innate Stamina and Advanced Innate Stamina
  • Innate Agility and Advanced Innate Agility
  • Innate Dexterity and Advanced Innate Dexterity
  • Innate Intelligence and Advanced Innate Intelligence
  • Innate Wisdom and Advanced Innate Wisdom
  • Innate Charisma and Advanced Innate Charisma
  • Innate Fire and Warding Of Tarhyl
  • Innate Cold and Blessing of Shojar
  • Innate Magic and Shiri's Protection
  • Innate Poison and Shroud of Kaezul
  • Innate Disease and Gradalsh's Gift
  • Healing Gift and Advanced Healing Gift
  • Healing Adept and Advanced Healing Adept
  • Combat Fury and Fury of the Ages
  • Finishing Blow and Coup de Grace
  • Combat Ferocity and Unerring Precision
  • Combat Agility and Lightning Reflexes
WEAPON SQUISH
The next balance section consists of two parts: A linear balance pass on all tier 7 to tier 15 weapons and a reduction in health for late game content. The power of particular items was creating a roadblock for future item creation and melee class balance. By smoothing this progression, we are one step closer to allowing melee class rebalances. To offset an average raid's damage loss, the maximum health of content balanced on the existence of these items will be reduced.

1 - TIER 7 TO TIER 15 WEAPON BALANCE
The following items have been balanced for raid content; to address exponential growth and class disbalance. We removed the slow spell effects from area of effect procs as the threat generated from these was too great. Overhaste was removed from all weapon procs as the power of this modifier scaled too sharply. Rogues will see the next class balance to offset the void created from this loss.
Buffed
  • Fidelity
  • Peerless Raptor Talon
  • Icegouge
  • Bludgeon of Brutal Panacea
  • Mace of the Leechblood
  • Antediluvian Axe
  • Sihk's Hidden Hand
  • Mindlash
  • Massive Beak
  • Blade of Green Mist
  • Transcendent Ritual Blade
  • Caex, Axe of Brutal Valiance
  • Mercy, Destiny of the Father
  • Flame-Forged Kalis
  • Pock Marked Obsidian Geofact
  • Aquos, Blade of Command
  • Searfist
  • Flamescar
  • Ortaninam, Fall of the Dragonkin
  • Xenelaqui, Muse of the Fallen - Weapon Proc moved to Slot 9, Rate increased
  • Elael-ihn, Massive Ember
  • Render of the False
  • Hand of Twisted Magics
  • Nail of Festering Decay - Weapon Proc increased, stun added.
  • Calcified Perfection - AC increased.
  • Fist of the Dawn
  • Curveblade of Ancient Kings
  • Bane of the Fallen God (1h) - AC Lowered
  • Ysar, Blasphemer's Bite
  • Khukri of the Plague
  • Cloudbreaker - Spell damage also increased.
  • Immorvo, Immaculate Fist - Ammo slot removed.
  • Acid Tongue
  • Ravenclaw
  • Agni
  • Ansaag's Skullsplitter
  • Divus Sicarius
  • Ragecaller
  • Halbred of Killing Frost
  • Obsidian Spiked Greatstaff
  • Confounding Sphere of the Prime Enchanter
  • Yclistinite Alloy Dreadblade
  • Tower of Deathly Cold
  • Perditrix, Truncheon of Undoing
  • Bane of the Fallen God (2h)
Shifted
  • Stoneculler - Overhaste removed. ATK and duration increased.
  • Whirlpool - Tank classes added, damage lowered.
Nerfed
  • Dagger of the Chosen
  • Baton of Frenzied Strikes
  • Sceptre of Supreme Rituals
  • Sword of Seeping Shadow
  • Unfortunate Pickaxe
  • Spirit-Harvest
  • Yclistinite Gavel
  • Galeforce, The Eye's Edge - Slow spell component removed
  • Brainsucker
  • Runeaxe of the Gruploks
  • Spear of the Szithri
  • Architeuthis Tentacle
  • Ortaninim, Rise of the Dragonkin - AC decreased.
  • Ortananoch, Custodian's Demise - Overhaste removed.
  • Blade of a Bygone Era
  • Horok, Reality's Kaleidoscope
  • Dissonatatus, Bladedancer's Enmity - Overhaste removed, proc duration and ATK increased.
  • Digger's Shovel - Pet haste spurt spell narrowed in scope, haste reduced.
  • Lute of Al'Kaba'Ng
  • Bamboo Rod of Entanglement - Slow spell component removed
  • Sanctus
  • Apocalypse - Slow spell component removed
  • Craedyl, The Frozen Blade of Shojar - Spell damage lowered.
  • Venandi, Spirit's Envy
  • Soulsong
  • Stave of Mist
  • Eo, The Tide - Overhaste removed, melee ratio increased.
  • Os, The Sword - Overhaste removed, melee ratio increased.
  • Ank'Ai, the Corporeal Curse
  • Sharn'rees Verdict - Spell damage lowered, heal component removed, self damage increased.
  • Summoned: Fist of Gurok - Stats removed from item.
  • Beguiler's Belittling Barrage - Somatic Surge proc removed.
  • Staff of Molten Rage
  • Staff of Shifting Shadows
  • Screamblade
  • Entropy's Spine
  • Windworn Boka
  • Core of Ygg'sar
JYRE
Jyre suffers from three issues we are currently addressing: Items that a player cannot discard with progression, addressing ammo slot items that are not ammo, and content having to be balanced around 100% deathsaves. As such, the following changes have been made:
  • Jyre will now only apply it's specialization penalty when worn.
  • Embodiment of Jyre's unique deathsave has been reduced to 30%.
  • Embodiment of Jyre's DS has been reduced.
  • Consuming Flame lifetap proc has been reduced.
  • Ammo slot has been removed.
2 - RAID MOB HEALTH
The following have had mob health reduced proportional to difficulty; later content will see a bigger reduction in health.
  • Silent Halls
  • Thazeran's Tower
  • Overgrowth
  • Bloodstorm Tunnels
  • Individual Bosses
    • Umbriel`Arkhe
    • Altar of Bones
    • Thenn`ayr`duun
    • Nalansar, Agent of Chaos
    • Blazewind
    • Taeshlin, the Fallen Guardian
    • Warchief Rujik Moktar
    • Sharn`Ree, Blood's Justice
  • 6-Mans
    • Rohk
    • 4.3
    • Overgrowth
    • A Gnarled Taldorian
ENCHANTER - CLASS REFACTOR
Based on player feedback and internal review, the following issues continually creep up and need to be addressed moving forward.
  • An enchanter's DPS is too high in the last few tiers of the game.
  • The play style of an enchanter is not dynamic/fun in raids.
  • The viability of an enchanter diminishes in duo and solo situations.
  • Enchanters are impacted the most from spell slot limits.
As such, the following changes have been made to the enchanter class.

GENERAL
  • Enchanters now have access to the Group Invisibility spell at level 40.
  • Enchanters can purchase three ranks of a new memory blur AA at level 65, Becloud Memories.
  • Trickster's Augmentation has had it's levitation component removed.
AVATAR, BOND, BOON
The following spells now have a 1 minute duration, and a 1 minute shared cooldown.​
  • Incarnate Bond - A new level 44 spell, replacing Boon of the Vulfwere.
  • Somatic Bond
  • Corporeal Bond I - A new spell, replacing Lycanthropic Bond I.
  • Corporeal Bond II - A new spell, replacing Lycanthropic Bond II.
  • Avatar of Destruction - Mimicry has been lowered to 50%.
MAGIC DIRECT DAMAGE
The following spells all have had their cast time lowered to 1.6s:​
  • Chaotic Feedback
  • Sanity Warp
  • Chaos Flux
  • Anarchy
  • Discordant Mind
  • Dementia
  • Dementing Vision - 0.001 stun added.
  • Insanity - Base damage increased to 990.
  • Chaotic Visions - 0.001 stun added, base damage increased to 1360, Recovery time lowered to 2.5s.
MAGIC DAMAGE OVER TIME
The following changes have been made to smooth out the spell line progression:​
  • Suffocate damage over time increased. A Reverse damage shield effect has been added.
  • Gasping Embrace mana cost and cast time lowered.
  • Torment of Gnyrt damage over time and mana cost increased.
  • Asphyxiate direct damage and damage over time increased, cast time lowered. A Reverse damage shield effect has been added.
  • Chokehold direct damage and damage over time increased
MESMERIZE
The following changes have been made to mesmerize spells:​
  • Glamour of Astris is a new level 24 Enchanter mesmerize with the additional effect chance to memory blur your target.
  • Glamour of Nalia now has an additional effect chance to memory blur your target. Max enemy level increased to 59.
  • Minimum duration increased to 4 ticks for Enchanters on all mesmerize spells.
  • Overpowering Calm properly reduces enemy mitigation to mesmerize duration rather than adding a flat duration before mitigation.
CONTROL ENHANCEMENT
  • Control Enhancement is now applied to mesmerize spells against all mob levels (previously below level 63 only).
  • Control Enhancement now grants a dual effect to charm spells:
    • Adds a flat duration to charm effects on durations less than or equal to 19 ticks.
    • Adds a percentage duration to charm effects on durations greater than or equal to 20 ticks.
  • Transfixiating Armlet Control Enhancement focus effect lowered to IV.
JINX
The following changes have been made to the jinx line of spells:​
  • Hex - A new jinx spell available at level 34. Curses the target's next melee round to miss, diverting a portion (50%) of the potential power back into them.
  • Vex - Curses the target's next melee round to miss, diverting a portion (90%) of the potential power back into them.
DISPELL DETRIMENTAL
Enchanters now have access to the dispel detrimental spell line. These powerful spells allow a chance to dispel a snare, root, fear, and mesmerize from your ally. Stronger spells increase the success of removal but require more expensive reagents.​
  • Taper Tethers - Available at level 24. Successful against detrimental spells up to level 44.
  • Cancel Constraints - Available at level 44. Successful against detrimental spells up to level 63.
  • Break Bindings - Available at level 63. Successful against detrimental spells up to level 70.
CHROMATIC REPERCUSSION
Enchanters now have access to the chromatic repercussion spell line, featuring the new resist type: Chromatic. These spells nuke your target with a chromatic nuke, dealing direct damage against your targets lowest resist. This spell line will also cast a shimmering rune on the target of your target. These spells are learnable at the following levels:​
  • Chromatic Gleam at level 20.
  • Chromatic Burst at level 29.
  • Chromatic Barrage at level 39.
  • Chromatic Refraction at level 49.
  • Chromatic Fusillade at level 58.
  • Chromatic Aberration at level 65.
Chromatic focus effects and worn chromatic damage have been implemented and will become available to players in the future.

DRUID
Druids can now purchase the following spells:
  • Call to Shojar at level 65.
  • Call to Tarhansar at level 61.
BEASTLORD
Beastlords will now get an introductory pet in The Dream (also available on the spell vendor):
  • Spirit of the Dream at level 1.
FROGLOK
Racial bonus while in rain has been lowered to 2%.

FLETCHING
Fletching has been reworked as follows:
  • The cost of fletching materials has increased.
  • The number of combines per skill-up has been decreased.
  • The container "Quiver" has been replaced with a new stackable item "Empty Quiver"
  • All recipes that previously combined inside "Quiver" now combine in a fletching kit, but require the additional "Empty Quiver".
  • All quiver recipes have had their required large quiver quantity reduced to one.
  • Small quivers no longer produce arrows.
Example combine in a Fletching Kit:​
Large Bundle of Varnished Arrows + Mild Humanoid Monster Agent + Empty Quiver = Quiver of Humanoid Monster Arrows​
ITEMS
  • Bangle of the Sleepless Night vendor price reduced.
  • Wand of Altered Mana delay has been increased, but ratio remains the same.
  • The clicky effect on Benediction of Zeshan has been removed.
  • Deepmetal Plate, Deepmetal Chain, Imphide, and Shadow Silk tradeskill items have received a balance pass.
  • Robe of Flowing Water, Mantle of the Forest, Torment-Forged, and Searing Deepmetal items have received a balance pass.
  • Mid tier and above tailoring and blacksmithing armor has received a cosmetic overhaul.
SPELLS
  • Elemental Swagger is now flagged as a beneficial spell and should work as intended.
  • Ranger level on Soothe has been correctly set to level 25.
COSMETIC
All of the tradeskilled creations will have armor textures and weapon graphic updates to go with their improved stats. Anything higher than 100 skill will display the 'velious' textures on old model player characters. In cities across the land look for newly dressed citizens and bartenders to appear in these stylish velious textures as well! So far you can see evidence of this in Athica, Oggok and Grobb. In the coming weeks, look for this trend to spread to more cities, quest items, and older loot! There is a beta test fix for the long-standing issue of robes not displaying on some of our races. Drape of Virulent Scales and Thrice-Woven Mesh Robe should now show as a velious Chain Tunic on races which cannot display a robe. If an illusion is cast you may re-equip your item to refresh the appearance. Be aware that purposefully clicking the item on and off rapidly will cause a disconnection on your character.
 
It would have been interesting to rework enchanters to make their self melee dps stronger rather than giving them a line of nukes. This is already in-line with how they can potentially be played, and doesn't give you a new set of spells to cast (reducing spell gem usage) .. it's also a very unique direction for the class to go, and would be a cool / interesting playstyle to have a unique caster melee dps with its own cool mechanics
 
Last edited:
It would have been interesting to rework enchanters to make their self melee dps stronger rather than giving them a line of nukes. This is already in-line with how they can potentially be played, and doesn't give you a new set of spells to cast (reducing spell gem usage) .. it's also a very unique direction for the class to go, and would be a cool / interesting playstyle to have a unique caster melee dps with its own cool mechanics
Having casters designed to melee is about as reasonable as having rogues designed to tank.
 
right. that's not what i'm saying. i'm saying that the patch's first chanter nerf statement was:


was it suddenly too high in those tiers because the air was fresher in those raids? or was it too high because itemization enhanced the DPS of the people they were avataring and moonchimping were pushing to new heights and the chanter was riding that? was it too high because the chanter's itemization allowed for loads of mana so that you can AFFORD to literally cast a cycle of chimp > Aod > chimp > aod > SB > SB (self) the entire fight and thus keep that plateau of high dps?

I'm saying that nerfing, then butchering a whole class, then reassembling it as some strange franken-nuker is not a good response to


I'd certainly agree that if they want those numbers to line up better there must be a good way to address it. I do actually like the one chimp idea, it makes chanters flex into smaller groups better than needing five high tier and good players in order to be their best. I just don't think that adding nukes in place of slicing the DPS down to a quarter or less is a good direction for the class. I think there is a lot of wiggle room in how that one target's damage is expressed.
enchanter DPS skyrockets by the time you're in spires gear and only requires your raid be spires geared as well.

the being said the current rework is really really really bad. could've just nerfed AoD to only replicate spells at 1/2 to 2/3rds value as a temporary fix until someone has an actual idea on what the fuck the class is supposed to do or how its supposed to play.
 
Last edited:
Please don't put even more focus on enc melee. Why you would push a caster class into a melee role is something I will never understand. The people who wanted to play a melee class surely made a melee class right?
 
Last edited:
No to enc melee besides cheese in exp farm groups and we shouldn't balance classes' core mechanics around exp groups. As a guy who played enc in open world and raiding and boxed just about every tank and priest with my enc to try and find a workable duo for exp, everything besides the change to bond stacking is a nice thing. The mem blur AA is nice. Chromatic nuke sounds nice. But if you're going to pare down excellent enchanter raid dps by making the dps bootstrap mechanic work on one target at a time you have to streamline the spells so we really feel the benefit from casting on that one target. This implementation feels like devs wanted a flat nerf but encs just aren't compelling enough in the rest of their toolkit for a flat nerf to their coolest thing without equity made up somewhere else. The somewheres elses in this patch aint it.

My idea is that the enc casts bond, the target gets a buff, the enc gets a recourse, the target does massively increased dps for the duration, and the enchanter cannot cast damaging spells as long as the target is bonded or else the recourse is triggered and the bond on target breaks. Means that all the enc dps is funnneled through that target while the enc casts slows, stuns, mezzes, etc. Charm pet dps breaks bond also.
 
Chromatic nuke is ~1/2 the dps of relic nukes, and the rune from it mostly bounced off full buff tanks. After having them click a slot for testing, it didn't noticably affect healer mana / fight flow. So our 2-3 enc just went to trying the modified relic - it's still bad dps/mana ratio, and the stun triggered certain bad fight mechanics as well as pushing mobs around/into walls. We just stopped nuking. Also, new focus to chase but not added to any existing gear (yet?). Full worn focus (vs swapping) optimization is already pretty tough.

Only able to moonchimp one target left a lot of stand around time.... the raid experience felt pretty tedious - it's gone from busy/active with aod/LB (spamming 2 macros on cd, or doing 4-5 manually for lunatics) to spamming vex on cool down (1 button) and then standing there, dampening / curse as needed. A couple hours of that got really monotonous. I ended up just spamming relic rune on the tank, since by then they'd cleared a buff to test chromatic. That helped out healers that didn't need helping since their mana was fine, probably blocked other buffs/procs/regens though. It used a lot of mana so I was empty by mid fight, but not a big deal since I didn't have any other use for it.

Placid focus isn't useful with recovery changes.

Gurok nerf I don't get - it's only usable by clr/dru/shm/enc. Maybe I could see reducing the +offense I guess, but we're talking healers/casters. As for enc using it, melee enc is pretty high risk anyway since casters don't tank well. Even the 210/60 ratio didn't seem OP, given what classes can use it. Especially now that CB is only 1 target if there's ANY other melee class in the group/raid it's not worth the enc blowing CB on themselves. The giantkin tome/aa line should be made passive, or a toggle like the illusion one.

Still really difficult in solo/duo, acknowledged by patch but unaddressed. Overall current changes / state of enchanter feels really, really bad for an already not well rounded class.

I appreciate the time and attention devs are giving to Enc, so whoever efforts have gone into this please don't feel put out. I know it was said these changes are only part 1 - if part 2 just builds on these changes, please also be open to the feedback here and reconsider some of these changes.
 
Last edited:
So our 2-3 enc just went to trying the modified relic - it's still bad dps/mana ratio, and the stun triggered certain bad fight mechanics as well as pushing mobs around/into walls. We just stopped nuking
Thats why one of you has to stand behind the mob to ping pong him back and forth. its called dynamic gameplay you just dont get it.
 
Thats why one of you has to stand behind the mob to ping pong him back and forth. its called dynamic gameplay you just dont get it.
Tweak curse to have a duration and ramp up damage. Whichever enchanter the mob is by when it dies detonates and can't be rezed, put some real skin in the game.
 
Weapon nerfs have almost always been viewed by the player base as bad. How will the weapon nerfs impact the xp/farm game?

I was thinking of rolling an enchanter for the next season, so I'm excited to see those changes in action.
 
Coming up next: Cleric class refactor. Obviously their healing output is through the roof and their raid game is boring. The solution will be to put big heal and quick heal on the same 30 sec cooldown. In addition, they will get a new special AA that allows them to bind wound while in combat. This change is on the same sanity level as current ENC changes, so expect it to go live by the end of season!
 
I just want to be an enc, not a wizard. Except that encounters with enc mechanics don't seem popular. The bandaid was r33+ dps, now gone. Most of our core abilities (charm, mes) phase out or are borderline worthless with higher tank/healing ability and everything procing an ae (or immune).

Healers - heal/utility
Tanks - tank
Melee - dps (and hybrids have utility)
Wiz - top dps
Mage - dps/utility
NEC - top dps/little less utility than mages, but amazing mana back etc.
Enc - utility. Only. Except that it's mostly not needed. The good stuff is mostly us standing there (buffs/shared mind) or cast once per fight (curse). Rely almost entirely on groups, but groups are hard to find. No class duos well with them, need a box powerful enough to basically solo + enc leech. Turn them into bad mages or wizards? Yuck.
 
Last edited:
I haven’t played in years and I’m still butthurt that rogue TOT weapon caught a nerf. I worked hard for that weapon 8 years ago and I don’t plan on using it ever again but COME ON!

Ok on a serious note it’s great to see such activity around this game that was one of my all time favorites. Cheers to you guys!
 
RESTING OUT OF COMBAT RECOVERY
We have implemented a new resting recovery feature. Here are the key points:
  • The state of your character's recovery synchronizes with the client icon in the player health window:
    • Poison Icon - You are weakened and cannot rest currently.
      • The player has a debuff that is preventing them from entering the fast recovery state.

Is Death Fatigue supposed to help increase mana regen? I wasn't sure if it did even before the resting changes, but now it definitely prevents you from entering a rested state.
It'd be nice to know what's the intended feature here.

1617928388217.png
 
Is Death Fatigue supposed to help increase mana regen? I wasn't sure if it did even before the resting changes, but now it definitely prevents you from entering a rested state.
It'd be nice to know what's the intended feature here.

View attachment 616
This could use some transparency. Resting changes were a very good thing to happen to the game and fixed recovery times greatly. Death Fatigue still being in the game is a direct counter to it. Prevents you from medding, lasts 4 minutes, and when you factor in rez/zone times - you're already 5 minutes in the hole before you can finally meditate again.

Please, please remove Death Fatigue, or if it has to stay - reduce its duration and make its intended purpose of regaining mana at an accelerated rate a thing.
 
We spoke about death fatigue, it is remaining. I will update the description to remove the mana regeneration portion. Your meditation bonus should still provide pre-patch regeneration levels during fatigue, and not accelerated rates.
 
We spoke about death fatigue, it is remaining. I will update the description to remove the mana regeneration portion. Your meditation bonus should still provide pre-patch regeneration levels during fatigue, and not accelerated rates.

Is there a reason behind not giving it the quicker regeneration? Having to wait 5 minutes and then having to wait even longer to med after death fatigue fades really adds up. What exactly are we trying to prevent by not having death fatigue provide the accelerated meditation rate? With how unstable the server routing seems to be for people, if someone dies, goes linkdead trying to reconnect to the server, and has trouble zoning/getting in, it can easily add 10 minutes to an already long wipe recovery.
 
Status
Not open for further replies.
Back
Top Bottom