over 1 year ago - Obelis - Direct link
Hello! I hope everyone is having fun with the new Rise of Avalon update we brought to Albion last week. :) We wanted to give you an update on changes we’re making to the Corrupted Dungeons based on the first week of data analysis and feedback. Over a million dungeons have been played now, so we’ve got lots to work with!

First of all, we’d like to address the feedback on the 20% Infamy loss on PvP defeat. The intent of this loss is to keep Infamy values in check, but we now feel the 20% loss is too significant. We’re changing the current values of 10% on a win and 20% on a defeat to 8% on a win and 10% on a defeat. This will make defeats much less significant, and require less wins to make up for a single loss.

Also, we’ve heard many of you suggest that you’d like to see escaping disincentivized, and a commonly proposed solution to this is to have escapes penalize the Infamy of the escapee. We don’t feel this is ideal, as we would then create situations where players who don’t want to fight also don’t want to destroy the Demonic Shards, thereby creating a stalemate where one player tries to bore the other into destroying the shards themselves. This would be an incredibly frustrating result, so for now we want to instead positively reinforce the opposite action: defeating the other player. We’ll be adding a flat bonus to PvP wins that scales with the difficulty of the dungeon. This bonus is triple the clear value of that difficulty, so 300 on Hunter, 1500 on Stalker, and 6000 on Slayer. This will also help build up the Infamy value of newer players more quickly, which we feel benefits everyone by putting more points into the pool and creating more of an incentive for PvP players to attack. Currently, more than 75% of invasions in Stalker and Slayer result in the death of either the defender or the invader. We’ll continue to monitor this metric and others, and will make carefully planned steps toward escape rates we’re happy with.

Both of these changes will obviously create a much larger Infamy pool for players participating in the Corrupted Dungeons, so we’ll need to readjust the loot scaling to match the increased expectations. Our goal for this change will be to try to provide an accelerated loot progression for newer players that results in larger obtainable values, while tapering the curve off some at the top end to provide more meaningful progression to Corrupted Dungeon veterans.

These larger Infamy pools will also impact the ease in which the Slayer difficulty unlocks, so we’ll increase that unlock to 100k Infamy. However, this will now be a permanent unlock, so if you lose your first Slayer match you’re not automatically kicked back to Stalker. Anyone that has previously unlocked Slayer will retain that unlock, even if they’ve since lost the unlock prior to this update.

We’d also like to increase the health of Demonic Shards soon, but don’t feel it’s the right time to do so yet. Due to the two changes we’re making to lower infamy points on loss and increase the gains on a win, it’d be difficult to quantify exactly what impact a third simultaneous change really has. Therefore, we’ll do this separately in a future update.

Finally, we’ve evaluated how people are playing Corrupted Dungeons and will make some slight changes to matchmaking. This will all be happening behind the scenes, but our goals are to maintain a consistent chance of invasion for PvE players, while simultaneously guaranteeing that a PvP player can find a match. If you’ve been having trouble finding a match, this should improve things significantly. :)

You can expect all of these changes in the Rise of Avalon Patch 2 that’s coming next week!