Beta 0.8.1 Patch Notes
Patch 0.8.1 is now available for download on Windows and Linux!
Patch 0.8.1 Overview by Game Director, Judd Cobler.
Note: This update extensively changes itemization. Items changes are retroactive, so old gear will likely be suboptimal. We encourage you to have a fresh start on a new character or spend a bit of time collecting gear from slightly lower level content than you’re used to challenging. If you’d like to read more about these, check out our latest Developer Blog!
Table of Contents |
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1. Monolith of Fate |
2. Skills |
3. Tooltip DPS |
4. Skill Unlocks |
5. Arena |
6. Animation |
7. Defenses |
8. Item Bases |
9. Crafting |
10. Skill Balance |
11. Passives |
12. Mechanics |
13. Uniques & Item Sets |
14. Affixes |
15. Enemies |
16. Campaign |
17. Graphics |
18. Sound |
19. User Interface |
20. Social Features |
21. Optimization |
22. Bug Fixes |
Monolith of Fate
- Added 3 new level 90 Timelines which are unlocked after the Reign of Dragons timeline.
- There is now an Empowered version for each Timeline. They are all unlocked simultaneously after completing the standard version of the 3 new timelines.
- Empowered Timelines now also have the following effects:
- Enemies have 50% more health and damage (multiplicative with other modifiers).
- 50% increased item rarity and experience gained.
- Unlocking the Empowered version of a timeline now ends any existing run so that the Empowered one can be started immediately.
- Added 9 new Echo layouts, distributed among various Timelines.
- Updated the visuals for most pre-existing Echo layouts.
- Removed Corrupted Temple and Halls of Sorrow from the pool of Echo layouts as they were based on the old version of the Temple of Eterra.
- Rerolling echo options in the monolith can no longer give you options with any of the same mods as the options you rerolled.
- Added many new types of Blessings and re-distributed some blessing types around to different Timelines. This included adding Blessings for item types that had none, such as Bows, and adding Empowered blessings to timelines that didn’t have any.
- Adjusted the levels of pre-existing Timelines:
- The Stolen Lance is now level 60 (from level 62).
- The Black Sun is now level 65 (from level 68).
- Blood, Frost and Death is now level 70 (from level 75).
- Ending the Storm is now level 75 (from level 80).
- Fall of the Empire is now level 80 (from level 90).
- Reign of Dragons is now level 85 (from level 100).
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Skills
Skill Level Affixes
- Items can now grant skill points for particular skills, allowing you to invest an additional point into its tree.
- The effect can be limited to a single skill, such as “+1 to Meteor” or more broad, such as “+1 to Void Spells”.
- These effects are available on Uniques, Sets, and class-specific prefixes on Helmets, Body Armour and Relics.
- Each skill with a specialization tree has a corresponding hybrid prefix which grants additional skill points and rolls on one of the slots listed above.
- Unequipping an item which grants levels to a skill will remove points from its tree unless you have an equal or greater number of unspent points. Nodes which have had points removed in this way will have a red glow when the skill tree is next opened.
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Skill XP
- Increased how much XP is required to achieve higher skill levels. This has been done to reflect the larger amount of Endgame content that is now available, and the fact that skill progression now also comes from items.
- Skills below a certain level threshold now gain XP much faster than before. This allows you to respec points or change the skills you use and get back to the same level as your other skills much quicker.
- The threshold for this XP bonus scales with character level. Skills affected by the bonus will state so below the XP bar in their skill tree.
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New Skills
- Added Warcry, which is unlocked at Beastmaster level 10. Warcry knocks back all nearby enemies and stuns them for 1.5 seconds.
- Added Surge, which is unlocked at Spellblade level 40. Surge is a melee lightning dash attack that damages all enemies within its path.
- Surge shares a cooldown with Teleport. Using one will put both skills on cooldown.
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Removed Skills
- Removed Fire Shield as an active skill.
- Removed Flanking Strike as an active skill.
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Tooltip DPS
- Re-designed the tooltips for all skills, allowing us to add more information.
- Skills now display their Damage Per Second, or Average Damage if they have a cooldown.
- Minion skills, and nodes that exclusively affect sub-abilities (i.e. Increased Fire Aura Damage) are not currently supported, but will be in the future.
- DPS is very complicated to calculate, so the DPS value of a skill won’t account for absolutely every node or effect in the game.
- Conditional effects (i.e. “Your next attack deals 30% damage”) will not affect tooltip DPS as they only take effect when the skill is used.
- Tooltip DPS is very useful to help evaluate how much a piece of gear or node affects your skill, but the values can’t be directly compared between skills or other players in all situations.
- Tooltips for sub-abilities (such as Fury Leap’s Lightning Bolts) can now be accessed by holding alt while viewing the tooltip for the node which adds them.
- Tooltips for skills mentioned on Uniques (both normal player skills and skills that are only granted by that item) can now be accessed by holding alt while viewing the item’s tooltip.
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Skill Unlocks
Beastmaster Skill Unlocks
- Frenzy Totem is now unlocked at Beastmaster level 20 (from 15).
- Summon Scorpion is now unlocked at Beastmaster level 30 (from 10).
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Mage Skill Unlocks
- Fireball is now unlocked at character level 2 (from level 7).
- Snap freeze is now unlocked at character level 3 (from level 4).
- Elemental Nova is now unlocked at character level 4 (from level 2).
- Flame Ward is now unlocked at character level 7 (from character level 9).
- Disintegrate is now unlocked at character level 10 (from 15 points in Sorcerer passives).
- Static is now unlocked at character level 15 (from 20 points in Spellblade passives).
- Static Orb is now unlocked at 5 points in Sorcerer passives (from character level 3).
- Ice Barrage is now unlocked at 15 points in Sorcerer passives (from 5 points).
- Enchant Weapon is now unlocked at 15 points in Spellblade passives (from 10 points).
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Arena
- Added 5 new Arena layouts.
- Meruna Sirens can no longer spawn in Arena with variable elevation.
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Animation
- Overhauled animations for the Primalist base class. This does not include Werebear Form and Spriggan Form, which we plan to update in the future (likely to coincide with a 3d model update).
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Defenses
Aims
- Specializing in a specific secondary defense should feel achievable and rewarding.
- Secondary defenses should have associations with specific classes, but still function as viable options for other classes.
- For most secondary defenses, gaining large amounts should help you disregard damage from most packs of small enemies, even at high arena waves so that survival for a tanky character is more dependent on avoiding telegraphed attacks.
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Endurance
Added a new secondary defense, Endurance.
- Endurance reduces all damage dealt to your health below your Endurance Threshold.
- Endurance is capped at 60%. Endurance Threshold is not capped.
- You start with 20% Endurance and 40 Endurance Threshold and gain 2 Endurance Threshold per level.
- For example, if you have 50% Endurance and an Endurance Threshold of 100, all damage dealt to your last 100 health will be reduced by 50%.
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Armor
- Mitigation from Armour is now capped at 85% (from 60%).
- No longer has bonus mitigation when reducing damage dealt to your health below a threshold (this mechanic has been moved to Endurance).
- Scales more linearly than before, so gaining a chunk of armour more consistently results in a substantial increase in mitigation.
- Is now only half as effective against non-physical damage.
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Dodge
- Dodge chance is now capped at 85% (from 75%).
- Dodge chance is lower than before unless you have very high dodge rating (around 4000 at high levels).
- Scales more linearly than before.
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Armor and Dodge Affixes
Armour and Dodge Affix Changes- Increased armour is now a suffix and can no longer roll on belts.
- Added armour can no longer roll on rings, amulets, belts, or relics, but has higher values from T3 onwards.
- Increased dodge rating is now a suffix and can no longer roll on relics.
- Added dodge rating can no longer roll on shields.
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Block Effectiveness
- Block Effectiveness is now capped at 85% (from 75%). Block chance can still reach 100%.
- Mitigation is lower than before unless you have high block effectiveness (around 2400 at high levels).
- Scales more linearly than before.
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Block Availability
- There is now a hybrid block effectiveness + block chance suffix that rolls on rings and gloves.
- Nodes that gave block chance per point on the Sentinel base class and mastery trees now give a flat amount of block chance when you invest your first point in them, and that amount does not increase with additional points invested.
- Gladiator grants 3% block chance - not scaling (from 1% block chance per point).
- Steel Aegis grants 2% block chance - not scaling (from 1% block chance per point).
- Flawless Defender grants 3% block chance - not scaling (from 1% block chance per point).
- Honour grants 2% block chance - not scaling (from 1% block chance per point).
- Shield Wall now grants 5% block chance (from 3%), 100% less dodge rating (from 25%), and also grants 10 health gained on block, but can have 1 point allocated (from 4).
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Item Bases
Relics
- Added 9 new Relic base types for each base class, completed with brand new 2d art and implicits.
- Relics can now have class-specific affixes, like body armor and helmets. Relics currently only have “+ level of skill” class-specific affixes.
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Shields
- All Shield base types have been replaced. This includes new 2d art, 3d art and implicits.
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Wands and Scepters
- All sceptre base types have been replaced. The new base types also have new 2d and 3d art.
- -3 spell mana cost implicit has been moved to wands from sceptres.
- Wand adaptive spell damage reduced slightly to compensate.
- The Spell Damage and Mana Cost affix now rolls on sceptres rather than wands. Existing instances of this affix on wands will be changed to spell damage.
- The Mage now starts with a Brass Sceptre rather than a Burning Branch.
- Arch Mage Wand
- Renamed to Arcane Wand.
- Grants 17 to 22 adaptive spell damage (from 18 to 24).
- Now also grants -3 spell mana cost.
- Necromancer Wand
- Renamed to Profane Wand.
- No longer grants increased minion damage or adaptive spell damage.
- Now grants 4 to 6 spell necrotic damage.
- Now grants -3 spell mana cost
- Silver Wand
- Now has no level requirement (from requiring level 4).
- Grants 3 adaptive spell damage (from 3 to 5).
- Now also grants -3 spell mana cost.
- Ruby Wand
- Now also grants -3 spell mana cost.
- Obsidian Wand
- No longer adds 2 to 5 physical spell damage.
- Now also grants -3 spell mana cost.
- Now also grants 2 to 5 intelligence.
- Golem Eye Wand
- Adds 10 to 14 adaptive spell damage (from 10 to 15).
- Now also grants -3 spell mana cost.
- Burning Branch
- Now requires level 27 (from having no level requirement).
- No longer grants melee fire damage or adaptive spell damage.
- Now grants 12 to 16 spell fire damage.
- Now grants 10% to 20% ignite chance.
- Now grants -3 spell mana cost
- Storm Priest Wand
- Grants 20 to 24 adaptive spell damage (from 25 to 32).
- Now also grants 5 to 12 spell lightning damage.
- Now also grants -3 spell mana cost.
- Imperial Wand
- Grants 30 to 35 adaptive spell damage (from 33 to 40).
- Now also grants 30% to 70% increased necrotic damage.
- Now also grants -3 spell mana cost.
- Infernal Wand
- Now also grants -3 spell mana cost.
- Prophecy Wand
- Grants 50 to 62 adaptive spell damage (from 50 to 65).
- Now also grants -3 spell mana cost.
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Resistance Implicits
- Overall aims:
- Increase the power of resistance implicits.
- Enable the use of an end-game resistance implicit as a replacement for a T5 resistance suffix.
- Minimise the availability of physical resistance implicits while levelling, as these can crowd out other base types due to their power when physical resistance is not already capped.
- Ruby Circlet grants 10% to 18% fire res (from 5% to 10%).
- Nomad Cowl grants 14% to 22% cold res (from 7% to 14%).
- Kelthan Mask grants 18% to 36% poison res (from 10% to 24%).
- Icewolf Pelt grants 32% to 44% cold res (from 10% to 20%).
- Boiled Leather grants 12% to 24% lightning resistance (from 10% to 20% physical resistance).
- Scalebane Armour grants 31% to 43% poison resistance (from 16% to 36%).
- Oak Armor grants 32% to 42% poison resistance (from 18% to 30%).
- Heretic Armour grants 15 to 33 mana (from 6% to 16% poison resistance).
- Burial Plate grants 30% to 45% cold resistance (from 15 to 33 mana).
- Nomad Garb grants 14% to 28% cold resistance (from 8% to 14%).
- Lagonian Gauntlets grants 15% to 45% lightning resistance (from 10% to 20%).
- Engraved Gauntlets grant 5% to 15% endurance (from 10% to 20% physical resistance).
- Solarum Greaves grant 30% to 45% fire resistance (from 10% to 20%).
- Heoborean Boots grant 10% to 40% cold resistance (from 10% to 20%), but require level 45 (from 43).
- Bone Amulet grants 13% to 40% physical resistance and necrotic resistance (from 13% to 20%).
- Gold Ring grants 5% to 18% elemental resistance (from 5% to 12%).
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Other Changes
- The Profane Hood base type has been renamed to Profane Mask. It now grants 89 armor (from 61) and has new 3d art.
- The Profane Robes base type has been renamed to Profane Armor. It now grants 149 armor (from 89) and has new 3d art.
- Added a Gold Amulet base type which grants 18% to 42% lightning and fire resistance.
- Added a new end game base type, Crusader Gaunlets, which grant armour and void resistance.
- Replaced Lagonian Gauntlets with Outcast Gloves, which grant armour and necrotic resistance.
- Horned Cowl grants 3% to 5% health leech (from 2% to 4%) and adds 142 armour (from 124).
- Immortal Plate grants 11% to 15% endurance (from 6% to 12% chance to receive a glancing blow).
- Iron Gauntlets grants 36 armour (from 28).
- Arcane Boots grants 15% to 30% ward retention (from 10% to 15%).
- Svalnir Quiver grants 15% to 30% crit multi (from 25% to 40%).
- Umbral Visage grants 15% to 25% crit multi (from 20% to 35%).
- Crimson Garb grants 30% to 63% increased physical damage (from 30% to 93%).
- Brigandine Armour grants 18% to 36% increased dodge rating (from 28% to 50%).
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Crafting
- Added a new rune which re-rolls the values for all implicits on an item within their tiers, adding instability.
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Skill Balance
Stat Standardization
- We’ve re-visited all skills to ensure that they grant stats in a consistent way, both for maintainability and to aid the implementation of tooltip DPS. This has also increased the power of many older skills to better match newer ones.
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Minion Scaling
Part of the affix changes in this patch have been to move minion damage affixes out of the way of player defense affixes and crucial weapon damage affixes. This is intended to help minion hybrid builds, but also results in a drop in overall availability of increased minion damage. On top of that, minion survivability in endgame has been lacking and that can get frustrating.
- From level 21 onwards you gain 0.5% minion power per level.
- Minion power increases the damage that minions deal and reduces the damage they take (both effects are multiplicative with other modifiers).
- This means that by level 100 your minions will deal 40% more damage and take 40% less damage.
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Dancing Strikes
- Dancing Strikes now deals 1% more damage (multiplicative with other modifiers) per 3% increased attack speed.
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Dark Quiver
- Dark Quiver now gains 2% mana efficiency per point of Dexterity.
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Death Seal
- Mortal Pulse reduces Death Wave damage by 60% (from 50%).
- Tachycardia grants 60% increased critical strike chance (from 1% base critical strike chance).
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Devouring Orb
- All Void Rifts created by Devouring Orb or its sub-skills (such as Abyssal Orb) now benefit from the Void Rift nodes on Devouring Orb’s tree.
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Disintegrate
- Inferno has new functionality: 15% chance per point to cast Fire Aura while channeling Disintegrate each second.
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Earthquake
- Staggering Force no longer grants a guaranteed stun, but now grants 20% more damage, 80% increased stun chance, and 80% increased stun duration.
- Shattered Resolve now grants 50% increased stun duration per point (from 40%).
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Eterra’s Blessing
- You can now move again more quickly after casting Eterra’s Blessing.
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Flame Reave
- Flame Reave now has a different visual effect after taking its lightning damage node.
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Forge Strike
- Deals 17% more damage.
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Hail of Arrows
- Hail of Arrows deal 20% more damage and mentions its damage effectiveness per second in the ability tooltip (which is now 300%).
- Tear Flesh now grants +40% bleed chance per point (from +20%).
- Venom Arrows now grants +40% poison chance per point (from +20%).
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Lunge
- Lunge now shares a cooldown with Shield Rush (using one causes both to go on cooldown).
- Using Lunge will put Shield Rush on cooldown for 3 seconds instead of the usual 4 seconds. If Shield Rush had 1 second of cooldown remaining, its cooldown would then be 3 seconds.
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Puncture
- The melee version of Puncture no longer has auto aim if you have the node which causes it to create mirages to attack with you. The auto aim did not take these into account, causing it to be incorrect at times.
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Rip Blood
- Re-balanced many nodes in the Rip Blood tree. Characters with Rip Blood specialized will receive a free respec for its tree.
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Sacrifice
- Re-balanced many nodes in the Sacrifice tree. Characters with Sacrifice specialized will receive a free respec for its tree.
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Shadow Cascade
- Fight In The Shadows now grants 3 mana on use per active Shadow (from 4) and can only have 2 points allocated (from 3).
- Leveraged Momentum now grants 0.2% more damage per attack speed (from 0.25%) and can only have 3 points allocated (from 4).
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Shadow Daggers
- Shadow Daggers deals ~17% less damage and no longer scales with spell damage.
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Shield Rush
- Shield Rush now shares a cooldown with Lunge (using one causes both to go on cooldown).
- Using Shield Rush will put it on cooldown for 4 seconds, and Lunge on cooldown for 3 seconds (its normal cooldown duration).
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Smelter’s Wrath
- Deals 17% more damage.
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Soul Feast
- Deals 7% more damage.
- Added a new node that converts poison chance from all sources to armour shred chance and increases the effect of armour shred.
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Static
- Deals 25% more damage.
- Unlimited Power now adds 5 to Overload’s charge cost.
- Empower adds 3 spell lightning (from 1 base lightning damage). This results in a 650% larger damage boost than before.
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Synchronized Strike
- Wave of Darkness node now consumes 5 mana on use per active Shadow.
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Tempest Strike
- Modifiers to attack speed now apply to tempest strike’s crit chance at twice their normal value
- Fixed a bug where Hailstorm did not scale with increases to damage over time.
- Fixed a bug where Tempestuous did not scale with increases to spell damage.
- Charged Stone no longer incorrectly says it scales with damage over time.
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Vengeance
- Fixed a bug where Iron Blade scaled with increases to spell damage instead of melee damage.
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Lightning Sub-abilities
- Mage and Primalist skills now use different Lightning sub-abilities so that they can scale with Intelligence or Attunement based on the class.
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