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Posted by PrintsKaspian 2 years ago

Rise of Avalon Patch 10 / Season 11 Patch - Ver. 1.17.406 / REV 180488 - 02 December 2020

20v20 Crystal League Battles

With Guild Season 11, 20v20 Crystal Realm battles will be available with their own seasonal league. Details:
  • Levels 1 and 2 20v20 tokens can be bought at the Energy Manipulator for 150,000 and 300,000 Silver respectively
  • The signup process and match schedule follow a similar pattern to the 5v5 League
  • However, matches will have the same ruleset and similar map layout to the former 20v20 city fights
Due to the high number of players needed per match, these fights will be less frequent (all times UTC):
  • Level 1: daily at 01:00, 12:00 and 19:00 (non-lethal)
  • Level 2: daily at 01:30, 12:30 and 19:30 (Lv.2 and above are full loot)
  • Level 3: every Saturday at 12:00 and 19:00 and every Sunday at 01:00
  • Level 4: every second Saturday at 12:30 and 19:30 and every second Sunday at 01:30
  • Level 5: 3 Saturdays over the course of the season at 17:00
  • The final Level 6 match will take place on the last Saturday of the season at 18:00
For full details of Season Points and Item Power, see this post:

City Fights will no longer happen, and guilds will no longer be able to control cities. Guilds with Town Hall storage chests when the patch is deployed can retrieve their items from the City Bank "Recovery" tab in the same city.
Siege Camps will be removed from the game. Items in their chests will move as follows:
  • Outlands Siege Camps: these have been replaced with new Outlands Banks. Items can be recovered from these banks for free; creating a new usable tab requires the usual Silver fee.
  • Royal Continent Siege Camps: items can be retrieved from the Recovery tab at the Bank of Caerleon.
Crystal League Season Points / Daily Point Limits

In Season 10, mid-level Crystal League matches gave too many Season Points, making it possible to dominate a season primarily via these matches. Season Points for these matches have been decreased for Season 11:
  • Level 3: 25→ 15
  • Level 4: 75→ 40
  • Level 5: 200→ 100
  • Level 6: 500→ 250
  • Level 7: 1000→ 600
  • Level 8: 2500→ 1600
Additionally, there is now a daily limit for Season Points earned from the Crystal League. This limit makes it less desirable to accumulate elite Crystal League teams in one guild and instead creates an incentive for top teams to spread across various guilds.
  • Daily limits vary based on which match types are available on a given day
  • Daily limits for 5v5 and 20v20 are independent and separate from each other
For further details, see this post:

Smart Cluster Queue Changes

When a cluster is overcrowded and the Smart Cluster Queue activates, players can now either join the queue or skip the overcrowded cluster entirely. Additionally, the distance players can move from the entrance before being kicked from the queue has been greatly increased, allowing queued armies to spread out further and avoid being ambushed by players leaving the main battle.

Castle Scoring Changes
  • Castle scoring now starts at 00:00 UTC regardless of a zone's prime time
  • Castles give Season Points every 6 hours
  • Castle Outposts give season points every 3 hours
  • Castle Chests appear on Saturdays at 12:00 and 18:00 UTC and Sundays at 00:00 UTC
  • Castle Outpost Chests appear every 6 hours
  • Season Point payouts have been scaled accordingly
World Boss and Raid Zone Changes
  • Fame for all Elite mobs in World Boss Raid Zones, including World Bosses themselves, has been massively increased
  • World Bosses now spawn once per hour instead of once per day
  • Other elite mobs in Raid zones respawn approximately 30 minutes after being killed
  • Season Points from World Bosses have been adjusted accordingly:
    • Tier 7: 40→ 12
    • Tier 8: 50→ 15
  • Defeating a major World Boss (Demon Prince, Earthmother, Harvester) now grants an hour-long buff that increases Fame for killing mobs within the same zone by 20%. Buff is limited to 20 allies and is lost upon dying, leaving the zone, or logging out.
  • The following Homebase zones are now better defended (Elite encounters are tougher, former Veteran encounters are now Elite):
    • Undead: Camlann, Black Monastery, Unhallowed Cloister, Deathreach Priory
    • Keeper: Inis Mon, Eye of the Forest, Eldersleep
    • Morgana: Astolat, Citadel of Ash, Wailing Bulwark, Daemonium Keep
Stats for Elite mobs in Raid Zones have increased:

Lower Elite mobs
  • Fame: +320%
  • Damage: +90%
  • Health: +100%
  • Armor: +50%
Standard Elite mobs
  • Fame: +430%
  • Spell Damage: +30%
  • Health: +100%
  • Armor: +50%
  • Fame: +220%
  • Damage: +10%
  • Spell Damage: +20%
  • Health: +50%
  • Armor: +100%
Rare Bosses
  • Fame: +580%
  • Damage: +10%
  • Spell Damage: +20%
  • Health: +10%
  • Armor: +100%
Additional adjustments:
  • All Raid Zones:
    • Adjusted staging of mob groups and added more variety
    • Removed some groups to avoid accidentally pulling multiple groups

  • Keeper:
    • Druids no longer appear in pairs
    • Elite versions of Keeper Bear and Keeper Earthchild may now appear with the World Boss
    • Keeper Axe Thrower attack range: 15m→ 9m
    • Keeper Knifeling attack range: 15m→ 12m
    • Elite Keeper Axe Throwers have stronger regular spells and a new Jump attack
    • Elite Keeper Druids now use a lightning explosion that knocks enemies away
    • Elite Keeper Seers' Lightning spell damage increased significantly
  • Morgana:
    • Fewer encounters with double mages, none with triple mages
    • Elite versions of the Morgana Raven and Morgana Molten Demon may now appear with the World Boss
    • Attack range of Morgana Cultists: 14m→ 15m
    • Attack range of Morgana Squires: 11m→ 12m
    • Attack range of Morgana Crossbowmen: 11m→ 9m
    • Elite Morgana Soldiers now also use the same Jump spell they use in Randomized Dungeons
    • Elite Morgana Cultists now use a Demonic Sickle spell: a projectile that flies in a straight line and then returns
    • Elite Morgana Knights now use Shield Charge to knock enemies airborne
  • Undead:
    • Elite version of the Undead Knight may now appear with the World Boss
    • Attack range of Undead Archers: 11m→ 15m
    • Attack range of Undead Mages: 11m→ 9m
    • Elite Undead Archers now Enrage on low health, significantly increasing damage, knocking close enemies away, and firing Poison Arrow as a fan-shaped volley
    • Elite Undead Ghouls now jump at targets, inflicting high damage
    • Elite Undead Shades no longer drain energy, and instead select a target and teleport behind it; additionally, their normal attack damage is lower but now deals splash damage too
    • Elite Undead Mages now use stronger Frost Bombs in quick succession
Castle Distance Changes

Minimum travel distances between Castles in the Outlands have been increased by removing or changing various zone connections and passageways. Castles are now at least 4 zones apart, making it harder for one guild to defend numerous castles simultaneously.

Players in these zones (as well as any deleted passageways) when the patch is deployed will be moved to the nearest entrance:
Drownfield Course, Drownfield Sink, Longfen Marsh, Longfen Arms, Runnelvein Sink, Deathwisp Bog, Black Monastery, Driftwood Glen, Eldersleep, Rivercopse Fount, Sunfang Ravine, Sunfang Cliffs, Sunstrand Shoal, Skysand Ridge, Citadel of Ash, Wailing Bulwark, Daemonium Keep, Murdergulch Gap, Razorrock Passage, Razorrock Edge, Razorrock Chasm, Razorrock Gulch, Stonemouth Bay, Stonemouth Southbluff, Thunderrock Ascent, Highstone Mound, Avalanche Ravine, Avalanche Incline, Iceburn Firth, Iceburn Peaks, Iceburn Tundra, Glacierfall Canyon, Flammog Valley, Everwinter Expanse, Glacierfall Pass, Glacierfall Fissure

Other Changes
  • Timers for point scoring and treasures in Castles and Castle Outposts now display as both countdowns and fixed UTC time
  • Damage of some boss spells in Hardcore Expeditions can no longer be reflected to make fights more balanced
  • Corrupted Dungeons: Cleaned up projectile indicators for Demonic Warlock and Demonic Underlord
  • Visually polished Divine Intervention (Hallowfall) by removing unnecessary buff icon during the jump and adding visual cooldown reduction effect
  • Added social tab to Options, moved profanity filter and chat channel settings to it
  • Added font and background slider to chat flyout settings
Combat Balance Changes

Arcane Staffs
  • Magic Shock (all Arcane Staffs):
    • Damage: 125→ 150
  • Mimic (all Arcane Staffs):
    • Energy cost to mimic abilities: 3→ 0
    • Time window to cast mimicked ability: 8s→ 20s
    • Casting on self (or Arcane Staff) now mimics the ability Magic Shock on the W-slot, allowing Magic Shock on Q and W slots with separate cooldowns
  • New Q-slot ability: Rending Rage (all Axes):
    • Unleashes attacks hitting enemies up to 3 times in a cone in front of you. Each hit deals 50 physical damage. On the third hit, leap up to 9m forward and root enemies hit for 1s. After the third hit the ability goes on cooldown; waiting 3s between attacks causes Rage to time out and restart with the first hit. In this case, cooldown is cancelled.
  • Rending Strike (all Axes):
    • Standtime: 0.3s→ 0.2s
    • Hit Delay: 0.2s→ 0.15s
  • Vampiric Strike (Battleaxe):
    • Cooldown: 15s→ 10s
    • Hit Delay: 0.4s→ 0.3s
    • Standtime: 0.8s→ 0.4s
    • Energy cost: 18→ 12
    • Damage: 136.01→ 150
  • Auto-attack (Bear Paws):
    • Auto-attacks per second: 0.8→ 1.4
    • Auto-attack Damage: 56→ 32
  • Aftershock (Realmbreaker):
    • Cone no longer reduces Max Energy
    • Instead it reduces enemy Max Health by 20% for 3s
    • Debuff Duration: 3s→ 5s
  • Caltrops (all Crossbows):
    • Removed damage-over-time effect (was 4 ticks, each dealing 14.38 damage)
    • Instead now instantly deals 34 physical damage
  • Auto-attack (Forge Hammers):
    • Attacks per second: 0.8→ 1.4
    • Damage: 49→ 28
Nature Staffs
  • Rejuvenating Breeze (all Nature Staffs):
    • Cast Range: 12m→ 9m
  • Mystic Rocks (Staff of Balance):
    • Heal Reduction: 30%→ 35%
  • Spirit Spear (all Spears):
    • Auto-attack Damage Increase: 30%→ 40%
  • Impaler (all Spears):
    • Damage: 140→ 155
  • Heroic Charge buff (all Swords):
    • Movement Speed & Attack Speed Increase: 12%→ 9%
  • Heroic Strike (all Swords):
    • Standtime: 0.3s→ 0.2s
    • Hit Delay: 0.2s→ 0.15s
  • Majestic Smash (Kingmaker):
    • First AoE swing now also deals 44 physical damage
  • Magic Rune (Royal Robe):
    • Cooldown: 60s→ 40s
    • Buff Duration after leaving area: 2s→ 5s
    • Hit Delay: 0.4s→ 0s
    • Standtime: 0.4s→ 0s
  • Energy Drain (Royal Armor):
    • Cooldown: 60s→ 30s
    • Hit Delay: 0.4s→ 0s
    • Standtime: 0.6s→ 0s
    • Duration: 8s→ 6s
    • Enemy Energy loss per second: 3.6→ 2.5
    • Ally Energy gain per second: 3.6→ 5
    • Stolen energy is now distributed to allies within 15m
  • Setting "Show Effects" to "Off" now works as intended
  • Smart Cluster Queue prompts no longer close when opening Fullscreen UIs such as the World Map
  • Resolved an issue where Demonic Harbinger would sometimes lose aggro when its dash attack ended near a wall
  • Numerous additional graphical, animation, audio, terrain, and localization fixes

Posted by Thorn-Delwyn 2 years ago (Source)

Robinhoodrs wrote:


The Raid Zone section talks about the fame rewards being improved greatly, but no mention of the loot being changed? Is this overlooked in the patch notes or has the loot not changed?

Also, have the T8 chests that spawn in the zone that are protected by mobs be reverted back to their old loot table? (This was changed because people could rat them as they were guarded by lower tier mobs)
Loot for open world encounters has been balanced around their availability.
This has been covered by their increased spawn rate.

The chests haven't been touched.

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