See what Retroman has to say about this topic.

Posted by PrintsKaspian 3 years ago

Rise of Avalon Patch 9

Corrupted Dungeon Mob Changes

Demonic Harbinger abilities:
  • Decreased the damage dealt by Forceful Swing and Reckless Swing
  • Slightly reduced the damage dealt by Furious Outburst
  • Infernal Chains:
    • Cast time: 1.4 → 1.45
Bewildered Heretic Brawler abilities:
  • Rip and Tear:
    • Cooldown: 8 → 9.5
  • Groundsmash:
    • Cast time: 1.3 → 1.4
    • Time between double attacks: 1.6 → 1.8
Infernal Horror:
  • Adjusted spell area to better match visual effects
Other Changes
  • Added a new Marketplace subcategory for Battle Mounts
  • Satchels of Insight on the Black Market are now closer to their previous value, and their prices will increase more quickly
  • Adjusted behavior of Pathfinder Great Mage (Roads of Avalon boss) to better fit the terrain
  • Enchanted Stone added to Adventurer's Challenge weekly chests, bringing stone in line with other resources in these chests
Combat Balance Changes

Frost Staffs
  • Frozen Hell (Icicle Staff):
    • Slow Strength: 75% → 50%
  • Force Field (all cloth helmets):
    • Knockback no longer scales with IP
    • Instead, the ability now always knocks targets 16m away (ignoring crowd control resistance)
  • AoE Escalation:
    • 2 Targets = 8% → 5%
    • 3 Targets = 16% → 10%
    • 4 Targets = 24% → 15%
    • 5 Targets = 32% → 20%
    • 6 Targets = 40% → 25%
    • 7+ Targets = 40% → 30%
  • All tiers of Snapper (new Roads of Avalon fish) now give the correct Fame when eaten raw, and can now also be made into Chopped Fish as intended
  • Fixed missing minimap information showing water and ability to fish in Caerleon Underway
  • Various dungeon and open-world terrain fixes
  • Additional minor graphical, animation, and localization fixes

Posted by Retroman 3 years ago (Source)

KickinMACHINE wrote:

@Retroman, what have u done with this game dude. U are basically removing the best ZvZ mechanic. Why you constantly keep making this game less skill-based and more number-based? I dont even mention "queued map dodge" which is gonna be deadly for smaller forces, just because bigger blobs gonna zone straight into them and wipe them with overwhelming forces. Do you even think about consequences of those changes? Why u let smaller part of community that is advicing u on NDA deciding about the game look? Once u've been making global polls about the disarray, etc. Make another poll for current zvz state and ask WHOLE community if they're fine with aoe escalation nerfs or not...

Hey, the current changes are stil in testing. And we are still evaluating on them.

If you disagree with this change, it would be helpful if you can explain more detailed why you prefer the current values and in what scenarios you think it is better and how this change will be negatively affect the gameplay. Do you think the new cap is too low? Or do you think the ramp up is too slow with the new values?

The main change we noticed after patch 7 is that the ramp up when hitting 2-4 targets is pretty high right now. Increasing the average damage, which hits a few enemies too much.


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