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Lands Awakened Patch 4 - Ver. 19.040.1 - January 26, 2022
Quality-of-Life Improvements
New Loadouts and Wardrobe buttons added to Player Inventory Screen, replacing Stack and Sort. These buttons now appear below the items.
Static Dungeon Mob Changes
Resilience (Focus Fire Protection)
To increase survival chances of solo and small group players against bigger groups, the Resilience ramp-up curve was increased. Scale of increase depends on group size: the more attackers, the higher the increase. If 6-7 players attack a solo player, the solo player now survives about 10% longer.
AoE Escalation has been increased to have greater impact, even for smaller clumps. This favors smaller groups, since large forces are more likely to have multiple players in close proximity to each other. Increased AoE Escalation Damage in large fights will be offset somewhat by the higher Resilience values above.
CC Power now scales with ability power as CC Resistance already did, meaning CC effects are weaker on higher Item Power items. Along with fixing a bug, this generally reduces cases of very long-lasting CC effects.
To discourage stacking long-lasting hard CCs, the effectiveness of Diminishing Returns was greatly increased to avoid situations where players can become stun-locked for an extended time.
Axes
Greataxe's E-ability is an uninterruptible moving channel with very high damage, making it somewhat overwhelming. To offer more counterplay options, damage on each enemy now ramps up over time. If the enemy can escape the channel before it ends, damage will no longer be as devastating. Additionally, its overall damage against players was reduced. However, damage output in PvE was increased, now dealing the same damage against mobs as players.
With the increase in combat pacing in recent years, Rain of Arrows channel duration had become too long. To make it more useful in modern Albion, its channel duration was decreased and damage per tick increased, making it less dependent on the Explosive Arrows buff to deal significant damage.
Caltrops were improved to increase survival chances of Crossbows in open-world situations. When an enemy activates the trap, the caster now receives an additional movement speed buff. This should especially help when outnumbered.
Enfeeble Blades was recently reworked to offer an offensive purging role in large-scale fights, but its tick interval and small radius kept it unreliable. It now nullifies all enemy buffs for its entire duration. Additionally, its cooldown was reduced and cast speed increased to make it better in large-scale battles.
Since effectiveness of AoE Escalation also increases with this patch, the base armor shred of Cataclysm was reduced, as with the larger radius the increased debuff would have amplified damage too dramatically.
Wildfire Staff remains strong across multiple content types. Its burst damage remains high, and its low cast time makes it hard for enemies to avoid. The cast time has thus been reverted to 0.6s, allowing enemies to react if Magma Sphere is cast directly at them. Additionally, base damage of its first impact was reduced. The true damage DoT retains its strong impact against tanks and high HP builds, but no longer harms cloth users as quickly.
The range of Searing Flame was reduced, since it was too high for a low-cooldown, high-damage Q-ability.
Since Dawnsong is more likely to hit enemy frontlines, it was difficult to utilize the Healing Cast debuff, as enemy Healers are usually in the backline. To make this debuff more dependable, it now reduces Healing Received instead. Additionally, its cooldown was adjusted to 30s to make it easier to sync with other ZvZ forces.
Redemption Staff dominated Crystal League 5v5 since its last rework. The bouncing mechanic was intended to make it difficult to focus healing on specific targets, but teams became skilled at this anyway. With high healing output per bounce, counterplay for enemy teams was very limited. To make this ability more interesting, its base healing has been reduced, but if the Sphere keeps healing the same two targets, each consecutive bounce heals more. Interrupting this charge-up mechanic also allows more counterplay from opposing teams.
Great Holy Staff provides high offensive and defensive utility with its AoE knockback and strong Heal, which encourage good decision-making from users. However, its low cooldown and high utility outperformed other Healing Staffs in 2v2 Hellgates. Its cooldown was therefore increased to reduce its up-time.
One-handed Nature Staff has struggled to find a place in the meta. Long cast time made it easy to interrupt the E-ability and fully deny healing. Since Circle of Life already depends on Rejuvenation stacks on allies, its cast time was reduced.
The maximum damage of Bridled Fury has been reduced to make one-shots less likely with the new AoE Escalation. To further increase counterplay options, the caster is no longer immune to damage during the backward leap, so vulnerable to reflected damage.
Glaive has been very dominant in 5v5 Crystal League play for some time. To make it less oppressive and more telegraphed, its cast range has been reduced.
Since its last rework, Clarent Blade was still underperforming somewhat. To make its unique features more attractive, the strength of its additional effects have been increased, thereby increasing its maximum damage potential.
Hamstring is intended to offer a Brawler-type playstyle that sticks to targets and deals constant damage. To make the ability more useful in this role, its damage output has been increased.
Post-update adjustments improved the gameplay of the new War Gloves weapon line, but in terms of effectiveness they were still not quite where they needed to be. Various aspects have therefore been further improved.
Q-abilities with more utility like Dragon Leap and Shock Wave have been adjusted to encourage using only the first part of the ability for constant damage on a low cooldown. The second part of the ability should then be used deliberately, to commit to utility at the cost of a higher cooldown.
Additionally, various E-abilities were improved. Spiked Gauntlets were intended as a threat to enemy tanks, but their damage was insufficient to threaten plate tanks. Their damage against plate has been increased significantly to excel as tank busters. Infernal Boulder’s secondary effect was changed to a stackable DoT that reduces Healing Received, better for eliminating single targets without direct one-shots. Its debuff stacking also clarifies to new players that the boulder can hit the same target multiple times. Aggressive Rush is now called Fatal Fury, and was reworked with a damage buff that ramps up with each normal attack, giving successive auto-attack hits more impact.
With AoE Escalation buffed, the damage buff from various armor slot items was reduced to make one-shots less likely. Specifically, Everlasting Spirit has had its damage and healing increase reduced. Dynamic Defense (Jacket of Tenacity) was given a shorter cooldown to offer more reactive gameplay. Additionally, it can now be used on allies, opening up new options for this buff.
Capes with effects triggered by auto-attacks will no longer activate while Hostile Dismount status is active. The following capes are affected:
Quality-of-Life Improvements
- Party markers now persist when changing zones
- Silver piles now only show "rising particle" effect when lootable, like loot bags
- Overhead message now displays when food effects expire
- Added Elite/Mastery tooltip to items with active Elite Levels
- Updated Royal Cities’ visuals to reflect reworked biomes (Note: players in cities when patch is deployed will be relocated to nearest exit)
- Clicking "Sell Order" in Marketplace now defaults to "Sell" or "Sell Order" based on last action
- Items in "Probabilities" section of Reroll UI can be clicked to open Item Details
- Silver-per-Nutrition Reward for delivering food to crafting stations now shown per 100 Nutrition (previously per 1000)
- Party join requests now behave as "join" instead of "invite" if used on players without parties
- Multiple party join requests can be sent by a player; open requests cancel automatically after acceptance
- Using /suicide now requires second confirmation
- Added message to /stuck indicating player can still be attacked while casting
- Can now use "escape dungeon" (Hotkey: A) even while in combat, though getting hit still interrupts casting
- Forced Combat Mode now off by default (can be turned on in Settings)
- Re-ordered Appearance menu, now opens to Wardrobe by default
- Energy Surge Season statue furniture is now placeable
- Party join requests now behave as "join" instead of "invite" if used on players without parties
- Multiple party join requests can be sent by a player; open requests cancel automatically after acceptance
- Using /suicide now requires second confirmation
- Added message to /stuck indicating player can still be attacked while casting
New Loadouts and Wardrobe buttons added to Player Inventory Screen, replacing Stack and Sort. These buttons now appear below the items.
Static Dungeon Mob Changes
-
Morgana:
- Mistress of Magic:
- Increased Cooldowns of Blight Rain (13s → 18s) and Mark of Corruption (11s → 13s) to give more time to act; added spell to hit tanks
- Increased Cooldowns of Blight Rain (13s → 18s) and Mark of Corruption (11s → 13s) to give more time to act; added spell to hit tanks
- Gifted Sorceress:
- Enfeeble Blade damage reduced by 33%
- Enfeeble Blade damage reduced by 33%
- Mistress of Magic:
-
Undead:
- Dread Lord:
- Decreased Sweeping Strike damage (1100 → 990)
- Increased player reaction time for Sweeping Strike
- Decreased Sweeping Strike damage (1100 → 990)
- Bone Archer:
- Cursed Arrow Cast Time increased (0.65s → 0.85s) and effect area slightly decreased
- Cursed Arrow Cast Time increased (0.65s → 0.85s) and effect area slightly decreased
- Frostweaver:
- Frozen spell now ends when mob dies
- Frozen spell now ends when mob dies
- Dread Lord:
-
Keeper:
- Earthdaughter:
- Changed Frenzy behavior to put more pressure on tanks
- Changed Frenzy behavior to put more pressure on tanks
- Earthdaughter:
-
All Factions:
- Updated numerous mob avatars with clearer visuals
- Updated numerous mob avatars with clearer visuals
- Can now use "escape dungeon" (Hotkey: A) even while in combat, though getting hit still interrupts casting
- Forced Combat Mode now off by default (can be turned on in Settings)
- Re-ordered Appearance menu, now opens to Wardrobe by default
- Energy Surge Season statue furniture is now placeable
Resilience (Focus Fire Protection)
To increase survival chances of solo and small group players against bigger groups, the Resilience ramp-up curve was increased. Scale of increase depends on group size: the more attackers, the higher the increase. If 6-7 players attack a solo player, the solo player now survives about 10% longer.
- Melee Damage Reduction Factor: 40 → 50
- Increases survivability by 5.1% vs 3 players and 12.8% vs 10 players
- Increases survivability by 5.1% vs 3 players and 12.8% vs 10 players
- Ranged Damage Reduction Factor: 20 → 25
- Increases survivability by 3.5% vs 3 players and 15.1% vs 10 players
- Increases survivability by 3.5% vs 3 players and 15.1% vs 10 players
AoE Escalation has been increased to have greater impact, even for smaller clumps. This favors smaller groups, since large forces are more likely to have multiple players in close proximity to each other. Increased AoE Escalation Damage in large fights will be offset somewhat by the higher Resilience values above.
- 2 Targets: 5% → 8%
- 3 Targets: 10% → 16%
- 4 Targets: 15% → 24%
- 5 Targets: 20% → 32%
- 6 Targets: 25% → 40%
- 7 Targets: 30% → 48%
- 8 Targets: 35% → 56%
- 9+ Targets: 40% → 56%
CC Power now scales with ability power as CC Resistance already did, meaning CC effects are weaker on higher Item Power items. Along with fixing a bug, this generally reduces cases of very long-lasting CC effects.
-
CC Power now scales more slowly with Item Power (Includes all types of CC Duration and Knockback distance)
- To compensate, base CC Duration values were increased 40%
- With this new progression, CC Power is unchanged at roughly 1000 IP.
- Below 1000 IP: CC effects become stronger
- Above 1000 IP: CC effects become weaker
- Below 1000 IP: CC effects become stronger
To discourage stacking long-lasting hard CCs, the effectiveness of Diminishing Returns was greatly increased to avoid situations where players can become stun-locked for an extended time.
- Max Diminishing Return of CC effects: 75% → 80%
- Stun Factor: 0.1 → 0.3
- Root Factor: 0.05 → 0.3
- Silence Factor: 0.05 → 0.3
- Forced Movement: 0.1 → 0.3
- Slow Factor : 0.08 → 0.3
Axes
Greataxe's E-ability is an uninterruptible moving channel with very high damage, making it somewhat overwhelming. To offer more counterplay options, damage on each enemy now ramps up over time. If the enemy can escape the channel before it ends, damage will no longer be as devastating. Additionally, its overall damage against players was reduced. However, damage output in PvE was increased, now dealing the same damage against mobs as players.
- Whirlwind (Greataxe):
- Damage now increases with each tick if same target is hit repeatedly
- First Tick Damage: 76 → 56
- Each consecutive tick: Damage +4 (6 ticks total)
- Now deals equal damage to mobs and players
- Damage now increases with each tick if same target is hit repeatedly
With the increase in combat pacing in recent years, Rain of Arrows channel duration had become too long. To make it more useful in modern Albion, its channel duration was decreased and damage per tick increased, making it less dependent on the Explosive Arrows buff to deal significant damage.
- Rain of Arrows (Longbow):
- Max Channel Duration: 2.5s → 1.5s
- Damage per Tick: 60 → 90
- Total Damage Ticks: 6 → 4
- Max Channel Duration: 2.5s → 1.5s
Caltrops were improved to increase survival chances of Crossbows in open-world situations. When an enemy activates the trap, the caster now receives an additional movement speed buff. This should especially help when outnumbered.
- Caltrops (all Crossbows):
- Standtime: 0.5s → 0.2s
- Hit Delay: 0.5s → 0.2s
- If trap is activated, caster's Move Speed +20% for 2s
- Slow Strength: 50% → 40%
- Cooldown: 4s → 5s
- Standtime: 0.5s → 0.2s
Enfeeble Blades was recently reworked to offer an offensive purging role in large-scale fights, but its tick interval and small radius kept it unreliable. It now nullifies all enemy buffs for its entire duration. Additionally, its cooldown was reduced and cast speed increased to make it better in large-scale battles.
Since effectiveness of AoE Escalation also increases with this patch, the base armor shred of Cataclysm was reduced, as with the larger radius the increased debuff would have amplified damage too dramatically.
- Enfeeble Blades (Lifecurse Staff):
- Enemies are now immune to all buffs while in the area
- Cooldown decreased by 5s (across all Item Power)
- Cast Time: 0.6s → 0.4s
- Enemies are now immune to all buffs while in the area
- Cataclysm (Damnation Staff):
- Armor Reduction: 0.24 → 0.18
- Armor Reduction: 0.24 → 0.18
Wildfire Staff remains strong across multiple content types. Its burst damage remains high, and its low cast time makes it hard for enemies to avoid. The cast time has thus been reverted to 0.6s, allowing enemies to react if Magma Sphere is cast directly at them. Additionally, base damage of its first impact was reduced. The true damage DoT retains its strong impact against tanks and high HP builds, but no longer harms cloth users as quickly.
The range of Searing Flame was reduced, since it was too high for a low-cooldown, high-damage Q-ability.
Since Dawnsong is more likely to hit enemy frontlines, it was difficult to utilize the Healing Cast debuff, as enemy Healers are usually in the backline. To make this debuff more dependable, it now reduces Healing Received instead. Additionally, its cooldown was adjusted to 30s to make it easier to sync with other ZvZ forces.
- Searing Flame (all Fire Staffs):
- Range: 20m → 18m
- Projectile Speed: 25m/s → 21.6m/s
- Range: 20m → 18m
- Magma Sphere (Wildfire Staff):
- Cast Time: 0.4s → 0.6s
- Instant Damage: 296 → 240
- Cast Time: 0.4s → 0.6s
- Flaming Phoenix (Dawnsong):
- Debuff now reduces Healing Received (previously Healing Cast)
- Cooldown: 40s → 30s
- Cast Time: 1s → 0.6s
- Debuff now reduces Healing Received (previously Healing Cast)
Redemption Staff dominated Crystal League 5v5 since its last rework. The bouncing mechanic was intended to make it difficult to focus healing on specific targets, but teams became skilled at this anyway. With high healing output per bounce, counterplay for enemy teams was very limited. To make this ability more interesting, its base healing has been reduced, but if the Sphere keeps healing the same two targets, each consecutive bounce heals more. Interrupting this charge-up mechanic also allows more counterplay from opposing teams.
Great Holy Staff provides high offensive and defensive utility with its AoE knockback and strong Heal, which encourage good decision-making from users. However, its low cooldown and high utility outperformed other Healing Staffs in 2v2 Hellgates. Its cooldown was therefore increased to reduce its up-time.
- Celestial Sphere (Redemption Staff):
- Heal per bounce: 90 → 60
- Reduced base healing, but every time the Sphere heals the same target within 1.5s, healing output increases by 25% (stacks up to 4 times)
- Heal per bounce: 90 → 60
- Holy Explosion (Great Holy Staff):
- Cooldown: 15s → 18s
- Cooldown: 15s → 18s
One-handed Nature Staff has struggled to find a place in the meta. Long cast time made it easy to interrupt the E-ability and fully deny healing. Since Circle of Life already depends on Rejuvenation stacks on allies, its cast time was reduced.
- Circle of Life (One-handed Nature Staff):
- Cast Time: 0.7s → 0.5s
- Cast Time: 0.7s → 0.5s
The maximum damage of Bridled Fury has been reduced to make one-shots less likely with the new AoE Escalation. To further increase counterplay options, the caster is no longer immune to damage during the backward leap, so vulnerable to reflected damage.
- Merciless Finish (Bridled Fury):
- The backward leap is no longer immune to damage (now only immune to CC)
- 3-Stack Damage: 267 → 250
- The backward leap is no longer immune to damage (now only immune to CC)
Glaive has been very dominant in 5v5 Crystal League play for some time. To make it less oppressive and more telegraphed, its cast range has been reduced.
- Fling (Glaive):
- Cast Range: 5m → 3m
- Cast Range: 5m → 3m
Since its last rework, Clarent Blade was still underperforming somewhat. To make its unique features more attractive, the strength of its additional effects have been increased, thereby increasing its maximum damage potential.
Hamstring is intended to offer a Brawler-type playstyle that sticks to targets and deals constant damage. To make the ability more useful in this role, its damage output has been increased.
- Crescent Slash (Clarent Blade):
- 1 Stack Slow Strength: 20% → 30%
- 2 Stack Silence Duration: 1.4s → 2s
- 3 Stack Additional Damage: 94 → 130
- 1 Stack Slow Strength: 20% → 30%
- Hamstring (all Swords):
- Damage 66 → 78
- Damage 66 → 78
Post-update adjustments improved the gameplay of the new War Gloves weapon line, but in terms of effectiveness they were still not quite where they needed to be. Various aspects have therefore been further improved.
Q-abilities with more utility like Dragon Leap and Shock Wave have been adjusted to encourage using only the first part of the ability for constant damage on a low cooldown. The second part of the ability should then be used deliberately, to commit to utility at the cost of a higher cooldown.
Additionally, various E-abilities were improved. Spiked Gauntlets were intended as a threat to enemy tanks, but their damage was insufficient to threaten plate tanks. Their damage against plate has been increased significantly to excel as tank busters. Infernal Boulder’s secondary effect was changed to a stackable DoT that reduces Healing Received, better for eliminating single targets without direct one-shots. Its debuff stacking also clarifies to new players that the boulder can hit the same target multiple times. Aggressive Rush is now called Fatal Fury, and was reworked with a damage buff that ramps up with each normal attack, giving successive auto-attack hits more impact.
- Resilience Penetration (all War Gloves):
- 40% → 60%
- 40% → 60%
- Dragon Leap (all War Gloves):
- Cooldown when first hit misses: 7s → 4s
- Time window to activate Uppercut: 3s → 2s (makes it more attractive to keep using first hit to increase damage, and trigger longer cooldown when committing to Uppercut for additional CC)
- Energy Cost: 4 → 3
- Cooldown when first hit misses: 7s → 4s
- Shock Wave (all War Gloves):
- Cooldown for the first attack: 6s → 4s (using dash still triggers 6s cooldown)
- Energy Cost: 5 → 4
- Cooldown for the first attack: 6s → 4s (using dash still triggers 6s cooldown)
- Counter (all War Gloves):
- Hit after Counter now knocks enemies airborne for 0.76s instead of 3m back
- Hit after Counter now knocks enemies airborne for 0.76s instead of 3m back
- Falcon Smash (Battle Bracers):
- Close Range Damage Radius: 3m → 4m
- Max Range Damage Radius: 5.5m → 6m
- Close Range Damage Radius: 3m → 4m
- Gravitational Collapse (Spiked Gauntlets):
- Damage vs Plate: 300 → 450
- Damage vs Plate: 300 → 450
- Hundred Striking Fists (Ursine Maulers):
- Delayed Damage can no longer be reflected
- Delayed Damage can no longer be reflected
- Infernal Boulder (Hellfire Hands):
- No longer applies Slow effect
- Each hit instead applies DoT that ticks for 4s
- Deals magic damage every second and Reduces Healing Received by 20% (stacks up to 3 times)
- No longer applies Slow effect
- Earth Crusher (Ravenstrike Cestus):
Knocking enemies airborne now makes them immune to being knocked airborne again by Earth Crusher for 1.5s
- Aggressive Rush (Passive) is now Fatal Fury:
- 3 Hit Attack Chain: Every normal Attack increases your Damage by 2% for 3s (stacks up to 9 times)
- 2 Hit Attack Chain: Every normal Attack increases your Damage by 1.5% for 3s (stacks up to 12 times)
- On max stacks, the buff can't be refreshed and will run out
- 3 Hit Attack Chain: Every normal Attack increases your Damage by 2% for 3s (stacks up to 9 times)
- Growing Rage (Royal Hood):
- Damage Increase per Stack: 5% → 4%
- Damage Increase per Stack: 5% → 4%
- Mortal Agony (Stalker Hood):
- Damage Increase: 20% → 15%
- Damage Increase: 20% → 15%
With AoE Escalation buffed, the damage buff from various armor slot items was reduced to make one-shots less likely. Specifically, Everlasting Spirit has had its damage and healing increase reduced. Dynamic Defense (Jacket of Tenacity) was given a shorter cooldown to offer more reactive gameplay. Additionally, it can now be used on allies, opening up new options for this buff.
- Everlasting Spirit (Cleric Robe):
- Damage & Healing Increase: 30% → 20%
- Damage & Healing Increase: 30% → 20%
- Dynamic Defense (Jacket of Tenacity):
- Can now also be cast on allies
- Cooldown: 30s → 20s
- Buff Duration: 5s → 4s
- Can now also be cast on allies
- Defenseless Rush (Royal Sandals):
- Damage Increase: 20% → 15%
- Damage Increase: 20% → 15%
Capes with effects triggered by auto-attacks will no longer activate while Hostile Dismount status is active. The following capes are affected:
- Bridgewatch Cape
- Thetford Cape
- Demon Cape
- Spell fixes:
- Frost Bolt's slow effect now subject to Diminishing Returns
- Fixed an issue where skillshots would travel in the wrong direction when aimed over deep chasms
- Fixed an issue where Blazing Geyser did not damage targets with knockback immunity
- Fixed an issue where each hit of Dragon Leap was multiplied by number of targets
- Fixed an issue where Cleanse did not cancel the root effect of Disembowel
- Divine Protection now displays the target range indicator
- Fixed visual issues with super short dashes, e.g. in Spinning Blades spell
- Deathward Climax (Boltcasters): now triggers mercenary jacket Bloodlust heal; Damage per tick increased but last tick removed, so overall damage remains unchanged
- Frost Bolt's slow effect now subject to Diminishing Returns
- UI fixes:
- Fixed an issue where resource return rate would sometimes not display during crafting/refining
- Fixed an issue with the Black Market not sending notifications for sell/buy orders when instantly and completely fulfilled
- Fixed an issue where Marketplace notifications did not include correct amounts for sell/buy orders if part of the order was instantly fulfilled
- Fixed an issue where fetching items from the Marketplace at 800% carry capacity behaved as if 1600% cap was reached
- Fixed an issue where consumables showed as "better than original" when buying Loadouts, even when they were not
- Fixed an issue where Season Point Breakdown and Territory Attack lists in Guild UI would self-scroll
- Fixed an issue where the inspect UI cleared when changing zones
- Fixed an issue where locked chat window unlocked after server reset
- Removed unnecessary "Bid Value" line from land auction UI
- Fixed an issue where resource return rate would sometimes not display during crafting/refining
- Corrected default role for War Gloves to "offensive" – will select a defensive role only when used with plate armor (similar to Swords)
- Randomized Dungeon Maps no longer suggest routes through Static Dungeons
- Fixed an issue where Laborers could not be moved within buildings
- Laborers can now be placed in houses in Outlands towns
- Fixed an issue where multiple crops could be watered with the same timed channel
- Fixed an issue where enchanted T7 Wood Treasures did not show enchantment effects
- Fixed an issue where scenery in some Castle Outposts could block mob attacks
- Fixed an issue where displayed guild logo reverted to older version when dismounting
- Fixed a rare Hellgate bug where teammates lost party status and became attackable
- Bank of Caerleon banners now display correct Guild Season winner logo
- Castle Bosses now have intended boss music
- Removed an unintended invisibility shrine that found its way into a blue zone
- [MOBILE] Fixed an issue where resources were sometimes not gatherable after server restart
- Numerous additional graphical, audio, animation, terrain, UI, and localization fixes