Darian is our last content update throughout this phase of Beta- we're hoping to test several new features and changes along with a new set of spells. The team is now working in full force on preparing the next phase of beta on which you can expect more details soon.
Arcane Staffs Arcane Protection did not really shine as a slot 1 ability so far. The shield was quite weak and had a long cast. This has no been changed to an instant ability, allowing a more reactive playstyle.
The invulnerability on Enigmatic Staff was changed to a damage shield in the last content update, which fixed the staffs scaling per tier. However the damage absorbed per tick was too low, which hurt the Enigmatic Staff's core role.
The biggest change is on the Frost Shot. This spell should allow for good mobility, but the distances covered on high tiers was never intended and was actually a bug. Therefore the knockback distance is now always fixed to 11m.
Bows were also a bit too strong in dishing out instant AoE Damage, so Multishot damage was toned down a bit and the Rain of Arrows now have a 1s delay before they hit.
The Poisoned Arrows seemed a bit weak compared to the other slot 1 choices, so the DoT has now 6 ticks, making it easier to stack up the DoT as well as dealing more damage overall.
The Caltrops used to be a combination of damage and some CC. With the new spell Sunder Shot on slot 2 being now the best choice for damage, the focus of the Caltrops has been shifted more strongly onto the CC aspect.
Due to the heavy Armor reduction, the Armor Piercer has been extremely strong in group fights. To make Cursed Staffs a bit less mandatory the AR/MR reduction has been reduced and the damage increased. This way the spell's damage output stays still high, but the effectiveness doesn't multiply in groups as much.
Infiltration's long hit delay made the spell too hard to hit against other players. The hit delay has now been reduced to make the spell more viable for pvp.
With the changed, faster executions, the 2s cast time was too long to successfully resurrect an ally. So the cast time has been adjusted.
After Cador we saw less Mace line items in the game, because without the help of the old armor spells the Hammer offered the better straightforward CC. With this patch we define the sub-roles of the different Mace line items more strongly, while also offering Maces a strong CC spell on slot 2.
The Well of Life heal was a bit too low, considering how risky it is to stay in place in the circle against another player team. To make up for the risk, the heal strength has been increased.
Increased the Dash Speed of the Reckless Charge to make it easier to hit and be useful for repositioning.
The Heroic Strike charges have been buffed to give the sword line more mobility and stickiness to the target. Also, the Cleave ability now also applies the Heroic Strike charges, so it is possible to get the max out of the slot 3 abilities, independent from the Q choice.
To further increase the Swords' mobility, players can now also freely move during the whole Mighty Swing animation.
Frost Shield was making the squishy armors a bit too tanky, which outshone the other spell choices and also made the Cloth Armor users bypass their weakness too easily. Therefore the AR/MR buff strength has been reduced.
The penalty on the Speed Caster was removed, because picking this spell already has the drawback of sacrificing any defensive ability from the chest. Considering how squishy Cloth Armor is, this is already a big commitment.
The cleanse has been removed from the Ice Block, because the damage immunity alone is already a very strong choice for this slot.
The Speed Caster has been way too niche so far. With this update it also offers a 20% cast speed to make the spell more useful.
To make cleanse more valuable and encourage using cleanses in team composition the spell now also cleanses allies in close proximity.
The Shield Charge was capable of absorbing too much damage, especcially in comparison with other shielding abilities like Sprint Shield.
To allow for more possible combinations of damage buffing builds, the maximum damage buff cap has been increased.
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