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[2024.12.11] Warspear Online Update 12.7. Announcement. Part I


LeeLoo

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Warriors!

 

The end of the year is here, and with it comes our big two-part winter update for Warspear Online! While your upcoming adventures in the Snowy Bound will be revealed very soon, today we're diving into the exciting changes coming to the skills and talents of the heroes of Arinar!

 

This year, we've focused on fine-tuning class balance by addressing obvious weaknesses and giving underperforming characters the attention they deserve. Some skills have been either extensively reworked or completely redesigned, offering new tactical opportunities and more diverse combat strategies. We've also made changes to core mechanics that will significantly impact the way different classes perform, adding another layer of depth to the overall experience.

 

Please note that some adjustments may change after testing.

 

Non-Class Skill Adjustments

Sneer of Fate.png Sneer of Fate

  • Fixed a bug where the skill would not reduce the enemy's Magic Defense as intended.
  • Summoned monsters now fully inherit the character's Attack Strength.

Thirst for Life.png Thirst for Life

  • The skill will no longer remove damage over time effects from the character.

Threatening Humility.png Threatening Humility

  • Fixed a bug where the skill's effect would not activate when the Death Knight received critical healing from Health Steal.

Invisibility Adjustments

  • Invisibility will no longer be removed by dealing damage over time to an enemy.
  • Using any harmful effects, guild skills, or artifacts will now disable Invisibility.
  • Added a shared animation for entering Invisibility that is visible to enemies.

Relic Activation in Permanent Skills

 

Relics used in basic permanent skills will now automatically activate with the specified chance, occurring at regular intervals while the skill is active. The activation interval is based on the skill's cooldown time, adjusted by the Skill Cooldown attribute. However, relics will not activate while the character is under control effects. This new functionality applies to the following skills:

  • Aura of Light (Paladin)
  • Exacerbation (Seeker)
  • Combat Stance (Hunter)
  • Beast Awakening (Beastmaster)

Skill Use on Summons and Minions

 

Skills previously limited to the character or party members can now also target summoned monsters and minions as long as they belong to the character or a party member. This new functionality applies to the following skills:

  • Lightning Shield (Shaman)
  • Ancestors' Hand (Shaman)
  • Poisonous Shield (Necromancer)
  • Secret Link (Druid)
  • Dragon's Eye (Mage)
  • Gods' Aid (Priest)
  • Tribe Ritual (Shaman)
  • Otherworldly Blessing (Charmer)
  • Mantra of Healing (Templar)

Relic Mechanic Adjustments

 

Relics that activate when the character takes damage will now only activate from auto-attacks or instant damage skills. In addition, relics will only work if both the character and the attacker are within reach (i.e., can engage each other in the same location). This change affects the following relics:

  • Relic of Absolute Powerlessness
  • Relic of Physical Vulnerability
  • Relic of Magic Vulnerability
  • Relic of Sluggishness
  • Relic of Awkwardness
  • Relic of Fatigue
  • Relic of Inaccuracy
  • Lesser Relic of Absolute Powerlessness
  • Lesser Relic of Physical Vulnerability
  • Lesser Relic of Magic Vulnerability
  • Lesser Relic of Sluggishness
  • Lesser Relic of Awkwardness
  • Lesser Relic of Fatigue
  • Lesser Relic of Inaccuracy
  • Terrible Relic of Deadly Infection
  • Icy Relic of Captivity

Additionally, the following relic will now only work if both the character and the attacker are within reach (i.e., can engage each other in the same location):

  • Magic Relic of Deceptive Control

Updated Talent Branch Switching Costs

 

Update 12.7 brings significant changes to how the cost of switching your active talent branch is calculated, introducing a more consistent and transparent system that makes it easier to unleash new facets of your power!

 

First, the number of upgraded talents in your active branch will no longer affect the switching cost. Instead, the cost will now be determined by:

  • A base switching cost (1,000 Knowledge)
  • A scaling multiplier that increases by 55% with each additional switch within a 24-hour period 

This means that your first switch of the day will always cost the base amount, but subsequent switches will become progressively more expensive. Plan wisely to make the most of your talents! Every day at 23:00 CET, the switching cost will reset to its base value, giving the warriors of Arinar a fresh opportunity to maximize the potential of their class in different challenges!

 

General Fixes

  • Fixed a vulnerability that allowed talents to be toggled on and off without restriction.
  • Healing talents have been updated to align with the mechanics of final healing calculations. They now fully reflect all modifiers that increase or decrease healing effects.

 

Chosen.png Chosen

 

Paladin.png Paladin

Purifying.png Purifying

  • Now has a 40 / 45 / 50 / 60 / 75% chance to apply a damage over time effect to the enemy during an attack, causing 10 / 20 / 27 / 35 / 45 magic damage plus 35 / 40 / 45 / 50 / 55% of the character's Magic Power every 2 sec for 6 sec.
  • Damage scaling changed to 120 / 125 / 130 / 135 / 145% of Physical Power (was 115 / 120 / 125 / 130 / 135%).
  • Now, if the target is affected by Shackles of Justice, they will always receive a damage over time effect, and the total damage is increased by 8 / 10 / 13 / 16 / 20%.

Heavenly Light.png Heavenly Light

  • Critical healing chance changed to 3 / 4 / 6 / 8 / 10% (was 3 / 6 / 9 / 12 / 15%).

Illumination.png Illumination

  • Duration of Aggression and Scorch changed to 6 / 7 / 8 / 10 sec (was 6 / 7 / 8 / 9 sec).
  • Scorch now reduces healing received by 12 / 16 / 22 / 30% when applied to a player and increases critical damage taken by 8 / 12 / 16 / 20% when applied to a monster.
  • Fixed a bug where Scorch would not apply to enemies resisting the skill's movement effect.

Stunning Blow.png Stunning Blow (formerly Repellent Strike)

  • This skill will no longer knock back enemies.
  • Healing changed to 10 / 13 / 16 / 20% (was 5 / 8 / 12 / 15%).

Paladin's Prayer.png Paladin's Prayer

  • The skill's damage type is now based on the character's dominant attribute.
  • The next successful auto-attack under Paladin's Prayer will now deal additional magic damage for 100 / 110 / 125 / 140% of the character's Magic Power or 90 / 100 / 110 / 120% of the character's Physical Power.
  • The next successful auto-attack under Paladin's Retribution will now deal additional magic damage for 120 / 140 / 160 / 180% of the character's Magic Power or 105 / 120 / 135 / 150% of the character's Physical Power.

Sun Seal.png Sun Seal

  • Healing when attacking targets affected by Sun Seal changed to 12 / 16 / 20 / 25% (was 5 / 10 / 13 / 16%).

Harad's Call.png Harad's Call

  • Cooldown time reduced to 16 sec (was 20 sec).
  • Damage scaling changed to 115 / 125 / 135 / 150% of Magic Power (was 140 / 145 / 155 / 170%).
  • Stun duration changed to 1.5 / 2 / 2.5 / 3 sec (was 1 / 1.5 / 2 / 3 sec).

Shackles of Justice.png Shackles of Justice

  • Starting from level 3, the effect now also prevents targets from using skills (was level 4).

 

Sacred Teaching.png Sacred Teaching

  • Sacred Shield now additionally applies Sacred Teaching while the skill is active and for an additional 5 sec after it ends, increasing damage against monsters by 15%.

Intercession.png Intercession

  • Area of effect changed to 6 yards (was 5 yards).
  • Healing changed to 85% of the character's Magic Power (was 100%).
  • Effect cooldown changed to once per 1.5 sec (was once per 2 sec).

 

Developer's Note: Paladin continues to shine in the PvP scene, especially in large-scale battles. However, it struggles in one-on-one encounters and does not reach its full potential in PvE. These changes are designed to address these shortcomings, especially for players who prefer physical builds.

 

Mage.png Mage

Stone Shards.png Stone Shards

  • Cooldown time increased to 16 sec (was 12 sec).
  • Stun duration increased to 1.5 / 1.5 / 1.5 / 2 / 2 sec (was 1 / 1.1 / 1.2 / 1.35 / 1.5 sec).
  • Damage scaling changed to 125 / 135 / 145 / 160 / 175% of Magic Power (was 110 / 115 / 120 / 130 / 140%).

Illusionary Chains.png Illusionary Chains

  • Skill Cooldown reduction is now applied as a separate effect.

Roaring Flame.png Roaring Flame

  • Cooldown time reduced to 22 sec (was 25 sec).
  • Stun will now activate from Scorch even if it is applied by another Mage.

Aura of Fire.png Aura of Fire

  • The maximum Attack Speed reduction is now capped at 100%.

Blazing Ground.png Blazing Ground

  • Cooldown time increased to 14 sec (was 13 sec).
  • The flaming zone now causes magic damage every second to all enemies within the area of effect.
  • When enemies leave the area, they are hit with a damage over time effect for 6 sec, causing magic damage every second.
  • Damage scaling changed to 20 / 25 / 30 / 35% of Magic Power (was 15 / 20 / 25 / 30%).

Fireball.png Fireball

  • Now grants a 10 / 15 / 20 / 25 / 30% chance to apply the damage over time effect of Blazing Ground to the enemy.

Magic Ban.png Magic Ban

  • Cooldown time reduced to 22 sec (was 30 sec).
  • Number of buffs removed from enemies changed to 1 / 1 / 2 / 2 (was 1 / 2 / 2 / 3).
  • Time Absorption duration changed to 7 / 8 / 10 / 12 sec (was 8 / 10 / 12 / 14 sec).
  • Buff duration reduction changed to 5 / 10 / 15 / 25% (was 20 / 30 / 40 / 50%).
  • Removing skill buffs is no longer affected by the enemy's Resistance.

 

Crystallization.png Crystallization

  • Cooldown time changed to 10 sec (was 8 sec).

Excess Energy.png Excess Energy

  • Effect power bonus changed to 14% (was 12%).

Pyromaniac.png Pyromaniac

  • Health effect activation threshold changed to 80% (was 90%).

Spatial Manipulation.png Spatial Manipulation

  • Effect duration changed to 14 sec (was 12 sec).

Nature's Magic.png Nature's Magic

  • Effect duration changed to 14 sec (was 12 sec).

Frostbolt.png Frostbolt + (Geomancy branch)

  • Increases the power of the skill by 7.5% of the character's Magic Power.

 

Developer's Note: Mage's damage output feels well-balanced in both large-scale battles and smaller skirmishes, and we're pleased with its performance. It's worth noting that Mage has a unique toolkit that can turn the tide of battle when used strategically. The redesign of Magic Ban should highlight Mage's untapped potential and inspire players to approach the class in innovative ways.

 

Priest.png Priest

Word of Power.png Word of Power

  • Curse Oath duration changed to 6 / 6 / 6 / 8 / 8 sec (was 6 sec).
  • Energy drain effect on enemies using skills changed to 100 / 115 / 135 / 155 / 180% (was 55 / 65 / 80 / 100 / 125%).
  • Now deals damage for 120 / 125 / 135 / 145 / 160% of the character's Magic Power when Curse Oath ends.

Truce.png Truce

  • While the skill is active, the character is immune to all harmful and control effects from the target.
  • While the skill is active, the character deals 50% less damage to players and 25% less damage to monsters.

Elusive Threat.png Elusive Threat

  • Effect duration changed to 4 / 5 / 6 / 7 sec (was 4 / 4.9 / 5.8 / 6.7 sec).
  • Movement damage scaling changed to 55 / 65 / 75 / 90% of Magic Power (was 25 / 30 / 40 / 65%).
  • Movement energy drain changed to 4 / 5 / 6 / 8% (was 2 / 3 / 4 / 5%).
  • Fixed a bug where the skill would incorrectly damage targets when moving between locations.

Exhausting Burden.png Exhausting Burden

  • Cooldown time increased to 18 sec (was 14 sec).
  • Now applies Under Protection to the character or ally for 3 / 3 / 4 / 5 sec in addition to Under Surveillance, reducing damage taken by 20 / 25 / 30 / 40%.

Redemption.png Redemption

  • Cooldown time increased to 34 sec (was 30 sec).
  • Healing from this skill can no longer be critical.
  • Number of harmful effects removed from targets changed to 2 / 2 / 3 / 4 (was 2 / 3 / 4 / 5).

Payback.png Payback

  • Cooldown time reduced to 22 sec (was 26 sec).

 

image.png Holy Shield

  • Shield strength scaling changed to 90 \ 100 \ 115 \ 130 \ 150% of Magic Power (was 50 \ 60 \ 85 \ 100 \ 120%).

Mystic Mark.png Mystic Mark

  • Physical and Magic Defense reduction changed to 15 / 20 / 30 / 40% (was 15 / 20 / 25 / 30%).

 

Punishment by Pain.png Punishment by Pain

  • The source of damage is now attributed to the character dealing it, rather than always being assigned to the Priest.

Illusion of Salvation.png Illusion of Salvation

  • Stun duration changed to 4 sec (was 2 sec).

Remorse.png Remorse

  • Number of removed harmful effects required to activate the talent changed to 3 (was 1).

 

Developer's Note: As a hybrid class, Priest excels at supporting allies while dealing significant damage to enemies, a dynamic we'd like to encourage. However, the lack of robust defensive mechanics has become a notable weakness in the current meta. By reworking Exhausting Burden and Truce, we aim to make Priest more resilient and adaptable.

 

Seeker.png Seeker

Vanish.png Vanish

  • Stun will now only apply from instant damage attacks.
  • Movement speed bonus changed to 15 / 20 / 25 / 32 / 42% (was 15 / 20 / 25 / 30 / 35%).

Exacerbation.png Exacerbation

  • Cooldown time increased to 22 sec (was 10 sec).

Attack Instinct.png Attack Instinct

  • Skill range changed to 2 yards (was 1 yard).

Inner Rage.png Inner Rage

  • Now increases Physical Power by 1% for every 6 / 5.5 / 4.5 / 3.5% of the character's missing health. The strongest effect remains active for 5 / 6 / 7 / 8 sec after health is restored above the threshold.

Bloodthirst.png Bloodthirst

  • Cooldown time increased to 22 sec (was 18 sec).
  • Damage scaling changed to 160 / 180 / 200 / 225% of Physical Power (was 135 / 145 / 160 / 180%).

Dangerous Blow.png Dangerous Blow

  • Bleeding damage scaling changed to 30 / 40 / 50 / 60% of Physical Power (was 45 / 50 / 60 / 70%).
     

Stupefying Pain.png Stupefying Pain

  • Inner Rage will now consistently increase Physical Power as if health is at 30% of maximum. The effect remains active regardless of health loss.
  • Damage reduction bonus changed to 60% (was 55%).

Inspiration.png Inspiration +

  • Penetration bonus changed to 0.3 / 0.6 / 1% (was 0.5 / 1 / 1.5%).

Reverse Gravity.png Reverse Gravity

  • Bonus duration changed to 6 sec (was 8 sec).

Inner Rage.png Inner Rage + (Steel Storm branch)

  • Effect power changed to 0.1% (was 2%).

Inner Rage.png Inner Rage + (Righteous Fury branch)

  • Effect power changed to 0.03 / 0.06 / 0.1% (was 1 / 1.5 / 2%).

 

омовение кровью.png Blood Ablution

  • Mechanics reworked: Now increases the damage rate of the damage over time effects from Dangerous Blow, Splitting Blow, and Scarlet Blade by 25%.
  • The duration of the damage over time effects from Dangerous Blow, Splitting Blow, and Scarlet Blade will no longer reduce.

 

Developer's Note: Seeker stands out as a damage-dealing powerhouse, and we want to reinforce that identity. One of the biggest issues was the reliance on Stupefying Pain to unlock the full potential of Inner Rage, which limited talent variety. The changes to Inner Rage are designed to make it more effective on its own, especially in PvP, and allow for more customization.

 

Templar.png Templar

Blame.png Blame

  • Stun will now activate from Mute even if it is applied by another Templar.
  • Damage scaling changed to 130 / 145 / 160 / 180 / 200% of Magic Power (was 115 / 130 / 145 / 160 / 175%).

Touch of Truth.png Touch of Truth

  • Now instantly creates an aura of suppression around the character or ally.

Reverse Flow.png Reverse Flow

  • The whirlwind will now activate independently for each enemy that enters it, but this can only occur once per 1.3 sec against each unique target.
  • After hitting 3 / 3 / 4 / 5 / 6 targets on players, the whirlwind stops affecting enemies for 1.3 sec.
  • Relics with chance-based activation on skill use will now only activate on the first hit against each unique target.
  • Relics of Multiple Spells (Great Relic of Multiple Spells and Lesser Relic of Multiple Spells) now increase the number of times the effect occurs before the skill cooldowns.

Particle of Life.png Particle of Life

  • Summoned monsters now additionally inherit 100% of the character's attributes, including Attack Strength and Stun.
  • Summoned monsters will no longer stop when they take damage.

Grace.png Grace

  • Cooldown time reduced to 20 sec (was 25 sec).

Harad's Teachings.png Harad's Teachings

  • Now, each time an enemy is stunned, they take damage for 20 / 30 / 40 / 50% of the character's Physical Power or 30 / 40 / 50 / 65% of the character's Magic Power, based on the dominant damage type. Additionally, the character is healed for 20 / 25 / 30 / 40% of Magic Power, and the party member with the lowest health is healed for 15 / 18 / 21 / 25% of the character's Magic Power.
  • The skill will now also activate even if Stun comes from a monster summoned by Particle of Life.

Mantra of Healing.png Mantra of Healing

  • Effect duration changed to 5 sec (was 3 / 4 / 5 / 6 sec).
  • Movement speed reduction increased to 50 / 35 / 25 / 15% (was 65 / 50 / 40 / 30%).
  • Healing changed to 1.5 / 2.5 / 4.5 / 6.5% of maximum health every second (was 2 / 3 / 4 / 5%).

 

боевая поддержка.png Combat Support

  • Cooldown time reduced to 22 sec (was 25 sec).

Solar Mark.png Solar Mark

  • Aggression duration changed to 6 / 7 / 8 / 10 sec (was 6 / 7 / 8 / 9 sec).
  • Stigma now ignores the Resistance check when applied.

Wisdom of Overcoming.png Wisdom of Overcoming

  • Damage and healing from Harad's Teachings will now apply even if Stun is negated.

Truth Insight.png Truth Insight

  • Mechanics reworked: The effect of Grace now also applies to all party members within 9 yards, stacking up to 3 times. The power of the effect is reduced by 80%.

Relentless Defender.png Relentless Defender

  • Summoned monsters now additionally inherit 100% of the character's attributes, including Attack Strength and Stun.
  • Summoned monsters will no longer stop when they take damage.

Harad's Teachings.png Harad's Teachings + (Stronghold of Faith branch)

  • Physical Power bonus changed to 2.5% (was 5%).

Harad's Teachings.png Harad's Teachings + (Oathkeeper branch)

  • Now only increases the character's healing power.
  • Skill bonus changed to 1 / 1.5 / 2% (was 1.5 / 3 / 4.5%).

Divine Intent.png Divine Intent

  • Effect duration changed to 14 sec (was 8 sec).
  • Skill Cooldown bonus when using skills increased to 8% (was 4%).

Blessed Step.png Blessed Step

  • Effect duration changed to 14 sec (was 10 sec).

 

небесн наковальня.png Heavenly Anvil

  • Resistance bonus changed to 2.5% (was 2%).
  • Maximum effect changed to 10% (was 8%)
  • Mechanics reworked: Heavenly Anvil now increases Resistance by 2% instead of Block chance.

  • Heavenly Anvil duration increased to 15 sec (was 12 sec)

 

Developer's Note: Templar has always been a class of extremes – dominant in some situations and severely underpowered in others. Our goal with these changes was to smooth out those extremes and make the class more reliable and versatile in different scenarios. We hope that these changes will inspire players to explore Templar's capabilities and find new ways to make it thrive.
 

Firstborn.png Firstborn

 

Blade Dancer.png Blade Dancer

Vortex Blade.png Vortex Blade

  • Bleeding will now deal 6 / 9 / 12 / 16 / 20% more damage to player targets and 15 / 20 / 25 / 30 / 40% more damage to monster targets.

Sap.png Sap

  • Effect duration changed to 8 / 9 / 10 / 12 / 14 sec (was 6 / 8 / 10 / 12 / 14 sec).

Hamstring.png Hamstring

  • Cooldown time increased to 16 sec (was 15 sec).
  • Deep Wound duration changed to 2 / 2.5 / 3 / 3.5 / 4 sec (was 3 / 3.5 / 4 / 4.5 / 5 sec).

Rush.png Rush

  • Stun duration changed to 1.5 / 2 / 2.5 / 3 sec (was 2 / 2.5 / 3 / 3.5 sec).

Spirit of Resistance.png Spirit of Resistance

  • Cooldown time reduced to 35 sec (was 40 sec).

 

Unrestrained Onslaught.png Unrestrained Onslaught

  • Mechanics reworked: Now increases the duration of Stun from Rush by 12% for each monster hit and by 8% for each player hit, capped at 60%.

Blade Dance.png Blade Dance

  • The talent's effect no longer has an activation frequency.

Weakness Suppression.png Weakness Suppression

  • Now additionally grants 1 stack of Resistance applied to the character by Spirit of Resistance.
  • Maximum chance to retain a stack of Resistance changed to 60% (was 50%).
  • Chance to retain a stack of Resistance per harmful effect on the character changed to 15% (was 10%).

Strike Onslaught.png Strike Onslaught

  • Damage bonus for equipped one-handed swords or axes changed to 1.5% (was 2.5%).
  • Maximum skill damage bonus changed to 12% (was 20%).

Warrior's Craft.png Warrior's Craft

  • Effect duration changed to 5 sec (was 4 sec).

Vortex Blade.png Vortex Blade + (Adventurer's Guild of Almahad)

  • Now only increases the effect against monsters.

 

Developer's Note: Blade Dancer has consistently performed exceptionally well in nearly every aspect of gameplay, with no major weaknesses to speak of, which naturally caught our attention. To address this, we've tweaked mechanics that were overly effective and improved less popular talent branches. These adjustments should encourage more diverse and creative builds.

 

Ranger.png Ranger

Piercing Anger.png Piercing Anger

  • Piercing Anger now increases the character's Critical Hit chance by 4 / 8 / 12 / 16%.
  • Curbed Rage no longer increases the character's Critical Hit chance.

Beast Trap.png Beast Trap

  • Traps now prioritize hitting PvP targets over others.

Explosive Trap.png Explosive Trap

  • Damage scaling changed to 115 / 130 / 150 / 170% of Magic Power (was 100 / 105 / 115 / 125%).

Hail of Arrows.png Hail of Arrows

  • Primary target damage scaling changed to 135 / 145 / 160 / 180% of Magic Power (was 110 / 120 / 135 / 150%).

Bow Strike.png Bow Strike

  • Stun duration changed to 2.5 / 3 / 4 / 5 sec (was 2 / 3 / 4 / 5 sec).

 

Increased Danger.png Increased Danger

  • Fixed a bug where the talent's effect would not be negated by effects that negate control effects.

Blood Lotus.png Blood Lotus

  • Now reduces the damage penalty of Vengeful Shot when hitting secondary targets by 2%. Vengeful Shot cannot be blocked or dodged.

Fire Volley.png Fire Volley

  • Damage bonus for each yard between the character and the target changed to 6% against player targets and 8% against monster targets (was fixed at 10%).

Bullseye.png Bullseye

  • Now increases the damage of Powerful Shot by 1.5% for each yard between the character and the target.
  • Skill damage bonus based on target's remaining health changed to 1.5% (was 3%).

Hail of Arrows.png Hail of Arrows +

  • Skill Physical Power damage bonus changed to 9% (was 7.5%).

Piercing Anger.png Piercing Anger + (Adventurer's Guild of Almahad)

  • Critical Hit chance bonus from skill's effect changed to 0.5 / 1% (was 0.15 / 0.25%).

Hail of Arrows.png Hail of Arrows + (Adventurer's Guild of Almahad)

  • Skill damage bonus changed to 4.5 / 9% of Physical Power (was 3.75 / 7.5%).

 

Developer's Note: Ranger stands out as a top-tier damage dealer, and its trademark –long-range offensive skills – has proven highly effective over the past year. Since the class relies heavily on distance for defense due to a lack of other defensive tools, we plan to further refine and emphasize this defining trait.

 

Druid.png Druid

Entangling Roots.png Entangling Roots

  • Effect duration changed to 2 / 2.5 / 3 / 4 / 5 sec (was 2.5 / 3 / 4 / 5 / 6 sec).
  • Starting from level 3, the effect now also prevents targets from using skills (was level 4).

Power of Water.png Power of Water

  • Fixed a bug where the range of the skill was less than described.
  • Effect duration changed to 4 / 5 / 6 / 8 sec (was 3 / 4 / 5 / 6 sec).

Elemental Support.png Elemental Support

  • Summoned monsters now inherit 100% of the character's attributes, including Attack Strength.
  • When leaving combat, summoned monsters will patrol an area within 3 yards of their last position.

Forest Song.png Forest Song

  • Fixed a bug where the range of the skill was less than described.

Tornado.png Tornado

  • Cooldown time increased to 24 sec (was 20 sec).
  • Movement speed reduction changed to 10 / 15 / 20 / 30% (was 20 / 25 / 30 / 40%).

Secret Link.png Secret Link

  • Skill range changed to 5 yards (was 4 yards).

Punitive Roots.png Punitive Roots

  • Physical and Magic Power reduction changed to 55 / 65 / 75 / 90% (was 35 / 45 / 55 / 70%).

Healing Barrier.png Healing Barrier

  • Cooldown time reduced to 28 sec (was 35 sec).

 

Windstorm.png Windstorm

  • Mechanics reworked: Tornado now deals 15% more damage and applies Stun for 1.5 sec to enemies affected by Power of Water.
  • Damage will no longer stop enemies.
  • Stun will no longer reapply when resisted.

Thorn Bush.png Thorn Bush

  • Now generates aggression for the character or ally under Barskin.

Myriads of the Forest.png Myriads of the Forest

  • Physical and Magic Power bonus for party members is now capped at 12.5%.
  • Now only increases Physical and Magic Power for buffs granted by class skills.

Insight.png Insight

  • Removed penalties that limited health regeneration and reduced skill's duration.

Life Source.png Life Source

  • Cooldown time changed to 14 sec (was 12 sec).

Water Spirit.png Water Spirit

  • Base movement speed of summoned monsters increased.
  • Summoned monsters will no longer receive a speed boost when they enter combat.

Power of Water.png Power of Water +

  • Effect duration bonus changed to 1 sec (was 0.7 sec).

Verdant Power.png Verdant Power

  • Now increases Physical and Magic Power for the character and party members.

Emerald Scales.png Emerald Scales

  • Missing health effect activation threshold changed to 25% (was 20%).

 

Developer's Note: This year, Druid got a lot of attention for the powerful interaction between Tornado and Windstorm. While this combo often overwhelmed opponents, we wanted to preserve its essence. Rather than overhauling it, we've made it harder to execute. With the right strategy, this combination remains a formidable weapon in Druid's toolkit.

 

Warden.png Warden

Powerful Blow.png Powerful Blow

  • Damage scaling changed to 120 / 125 / 130 / 135 / 145% of Physical Power (was 115 / 120 / 125 / 130 / 135%).

Wave of Aggression.png Wave of Aggression

  • Healing changed to 6 / 7 / 8 / 10 / 12% of maximum health (was 4 / 6 / 8 / 10 / 12%).

Punishment.png Punishment

  • Skill range changed to 1 / 1 / 2 / 2 / 2 yards (was 1 yard).

Defense Mastery.png Defense Mastery (previously Block Master)

  • Battle Thrill will now also apply for each attack parried or dodged while under Fortification.
  • Base healing changed to 5 / 6 / 8 / 10% of maximum health (was 2 / 4 / 6 / 8%).
  • Additional healing changed to 2 / 2.5 / 3 / 4% of maximum health (was 1 / 2 / 3 / 4%).

Switcheroo.png Switcheroo

  • Now additionally increases the enemy's damage taken by 8 / 10 / 13 / 16% for 6 / 7 / 8 / 10 sec.
  • Stun duration changed to 3 / 4 / 5 / 6 sec (was 4 / 5 / 6 / 8 sec).

Warden's Protection.png Warden's Protection

  • Now applies Warden's Protection to all party members in the same location.
  • The power of the effect is reduced by 10% for each additional party member. 
  • Channeled damage from allies to character changed to 50 / 45 / 35 / 25% (was 80 / 70 / 60 / 50%).

Natural Resistance.png Natural Resistance

  • Skill type changed to Passive.

Warden's Fury.png Warden's Fury

  • Aggression duration changed to 6 / 7 / 8 / 10 sec (was 6 / 7 / 8 / 9 sec).
  • Fixed an error in the skill description where the maximum number of player targets was incorrect.

Fortification.png Fortification

  • Effect power changed to 16 / 22 / 28 / 34% (was 10 / 18 / 25 / 30%).

Powerful Lunge.png Powerful Lunge

  • Cooldown time increased to 16 sec (was 13 sec).
  • Damage scaling changed to 160 / 180 / 205 / 235% of Physical Power (was 125 / 145 / 165 / 190%).
  • Damage bonus per target hit changed to 25 / 30 / 35 / 40% (was 20 / 25 / 30 / 35%).

Shield Throw.png Shield Throw

  • Skill range changed to 4 yards (was 3 yards).

 

Inner Harmony.png Inner Harmony

  • Mechanics reworked: Natural Resistance now reduces the duration of harmful effects applied to the character by 2% and the duration of control effects by 1% for every 5% of the character's Resistance.

Constriction.png Wrathweaver (formerly Constriction)

  • Mechanics reworked: Warden's Fury now also applies Coercion to enemies for 4 sec, preventing them from using skills and taunting them to attack the character.

Warden's Protection.png Warden's Protection + (Unbridled Will branch)

  • Adds 3% to the skill's effect.

 

Developer's Note: Warden has recently been perceived as a mixed bag by players, so we've been working to improve its consistency and utility, especially in team settings and large-scale PvP battles. These changes are intended to make Warden more appealing and give you new ways to maximize its potential.

 

Beastmaster.png Beastmaster

Order to Attack.png Order to Attack

  • Moon Monster movement speed bonus changed to 10 / 15 / 20 / 25 / 30% (was 5 / 10 / 15 / 25 / 30%).
  • Moon Monster Physical Power bonus changed to 10 / 15 / 25 / 30 / 40% (was 5 / 10 / 15 / 20 / 25%).

Back to the Roots.png Back to the Roots

  • Now additionally removes all harmful effects from the Moon Monster.

Beast Awakening.png Beast Awakening

  • The summoned monster will no longer stop when it takes damage.

Moon Touch.png Moon Touch

  • Increased damage taken by target from Moon Monster changed to 7 / 9 / 11 / 13 / 15% (was 5 / 7 / 10 / 13 / 15%).

Moonlight.png Moonlight

  • Maximum stacks on a single target increased to 3 (was 2).

 

Chain Lightning.png Chain Lightning +

  • Stun duration effect changed to 0.2 / 0.4 / 0.6 sec (was 0.3 / 0.6 / 1 sec).

 

Developer's Note: As a hybrid class, Beastmaster thrives on its adaptability, allowing it to remain effective regardless of meta shifts. Because of this versatility, no major changes were necessary. However, we recognize the long-standing concern about the survivability of the Moon Monster in large-scale PvP. Addressing this issue requires significant updates to the summoning mechanics, so this fix will take time. We plan to revisit it in an upcoming update.

 

Mountain Clans.png Mountain Clans

 

Barbarian.png Barbarian

Strong Blow.png Strong Blow

  • Damage scaling changed to 120 / 125 / 130 / 135 / 145% of Physical Power (was 115 / 120 / 125 / 130 / 135%).

Roar.png Roar

  • Cooldown time increased to 18 sec (was 15 sec).
  • Effect duration changed to 8 / 9 / 10 / 12 / 14 sec (was 6 / 7 / 8 / 9 / 10 sec).

Stone Skin.png Stone Skin

  • Parried attacks now also accelerate the effect.

Last Wish.png Last Wish

  • Fixed a bug where switching skill sets would reset the cooldown of the skill's effect.
  • Damage reduction bonus changed to 30 / 40 / 50 / 60% (was 50 / 65 / 80 / 95%).
  • Effect cooldown time changed to 70 sec (was 90 sec).
  • The cooldown for the effect will now begin after it ends and will be reduced by the character's Skill Cooldown.

Warcry.png Warcry

  • Aggression application range changed to 3 yards around the character.
  • The skill will no longer reduce the cooldown of Last Wish for each enemy hit.
  • Aggression duration changed to 6 / 7 / 8 / 10 sec (was 6 / 7 / 8 / 9 sec).
  • Mountain Protection duration changed to 6 / 7 / 8 / 10 sec (was 6 / 7 / 8 / 9 sec).

Defeat.png Defeat

  • Skill description corrected: Targets affected by Bleeding now take an additional 20 / 25 / 35 / 50% damage. Actual damage remains unchanged.
  • Damage to targets within 1 yard of the primary target changed to 80 / 90 / 105 / 125% (was 70 / 75 / 85 / 100%).

Scream of Fury.png Scream of Fury

  • Cooldown time reduced to 14 sec (was 16 sec).
  • Burst Ears duration changed to 6 / 7 / 8 / 10 sec (was 6 / 8 / 10 / 12 sec).

 

Durable Plates.png Durable Plates

  • Fixed a bug where changing equipment would incorrectly change the character's remaining health.

Furious Cry.png Furious Cry

  • When reactivated, Roar will now prioritize new targets when applying the harmful effect.
  • Reactivation of Roar can now also activate relics.

Demoralization.png Demoralization

  • Mechanics reworked: Scream of Fury now also applies Coercion to enemies for 1.5 sec, preventing them from using skills and taunting them to attack the character.

Persistent Resistance.png Persistent Resistance

  • Now modifies the Barbarian Nature skill.
  • Mechanics reworked: While Barbarian Nature is on cooldown, its cooldown is reduced by 2 sec if the character receives a non-control harmful effect, and by 3 sec if the character is hit by a control effect.

Bastion.png Bastion

  • Fixed a bug where the talent would continue to affect allies after they left the party.
  • Area of effect changed to 6 yards (was 5 yards).

Buffering.png Buffering

  • Effect duration changed to 14 sec (was 10 sec).

Last Wish.png Last Wish + (Adventurer's Guild of Almahad)

  • The skill's effect reduces damage taken by the character by an additional 5%.

Nemesis.png Nemesis

  • Minimum damage bonus changed to 4% (was 3%).

 

 AD_4nXf1WHG4KhsCjHKaOftb-vL2dSngOKG8Y5GL Grim Resolve

  • Fixed a bug where healing from the Stun bonus wouldn't apply.

 

Developer's Note: Barbarian has long been one of the most consistent classes, delivering strong performance year after year. Recent improvements to its defensive capabilities have further solidified its effectiveness. However, this year's tweaks focused on a different area: enhancing Barbarian's role in massive PvP battles. We're hopeful that these changes will reinforce its standing and improve its contribution to large-scale combat scenarios.

 

Rogue.png Rogue

Dodging.png Dodging

  • Now, when activated while Stealth is active, the duration of the effect is increased by 2 / 3 / 4 / 5 / 6 sec.

Poison Blades.png Poison Blades

  • Poisoning now applies to all enemies hit.
  • Poisoning damage is reduced by 10% (up to 60%) for each additional target hit.

Ruthlessness.png New Skill: Ruthlessness (replaces Sinister Strike)

  • Type: Passive
  • Increases the character's damage by 1% for every 6 / 5 / 4 / 3% of the target's missing health.

Elusive Jump.png Elusive Jump

  • Skill damage bonus against targets affected by Poison Blades changed to 15 / 20 / 30 / 40% (was 5 / 10 / 20 / 40%).

Ricochet.png Ricochet

  • New skill animation added.

 

Blade Shard.png Blade Shard

  • Additional Steel Flurry attacks now prioritize hitting random PvP targets over others.

Tirelessness.png Tirelessness

  • Fixed a bug where the Accuracy reduction effect would not work as intended.

Murderous Thirst.png Murderous Thirst

  • The talent will now activate when the character has Ruthlessness.

Blade Tornado.png Blade Tornado

  • Fixed animation bug when attacking additional targets.

Quick Kill.png Quick Kill

  • Critical damage bonus attrition changed to 4% (was 6%).
  • Minimum critical damage bonus changed to 8% (was 6%).

Ruthlessness.png Ruthlessness + (replaces Sinister Strike +)

  • Increases the damage bonus of the skill by 0.05% (was 0.1%).

 

Developer's Note: Renowned for its ability to quickly take down single targets, Rogue is the essence of a high-damage assassin, and we love that aspect of the class. Our goal is to further refine this role, making Rogue the ultimate choice for precision strikes. At the same time, we've taken steps to improve its impact in larger battles, particularly PvP skirmishes, so that it feels more versatile and valuable in those situations.

 

Shaman.png Shaman

Lightning Blast.png Lightning Blast

  • Cooldown time increased to 16 sec (was 15 sec).
  • The target will now wander within 2 yards.
  • Effect duration changed to 2.5 / 3 / 3.5 / 4 / 4.5 sec (was 1 / 1.9 / 2.8 / 3.7 / 4.6 sec).

Earthquake.png Earthquake

  • Cooldown time increased to 16 sec (was 15 sec).
  • Damage scaling changed to 120 / 125 / 135 / 145 / 160% of Magic Power (was 115 / 120 / 125 / 135 / 145%).
  • Attack Speed reduction changed to 16 / 19 / 22 / 26 / 30% (was 12 / 14 / 16 / 18 / 20%).

Totem of Weakness.png Totem of Weakness

  • Totem no longer reduces Critical Hit chance. Instead, it reduces healing received by 10 / 12 / 16 / 20% for all enemies within 3 yards.

Ancestors' Hand.png Ancestors' Hand

  • Cooldown time reduced to 22 sec (was 25 sec).
  • This skill can now target the user. When used on yourself, Protective Cascade is applied to the character and party members within 6 yards for 8 / 10 / 12 / 14 sec, absorbing damage equal to 90 / 105 / 120 / 140% of the character's Magic Power.
  • Protective Field duration changed to 8 / 10 / 12 / 14 sec (was 6.2 / 7.9 / 9.6 / 11.3 sec).

Lightning Shield.png Lightning Shield

  • Effect duration changed to 9 / 11 / 13 / 16 sec (was 10 / 12 / 16 / 20 sec).

Shamanic Cleansing.png Shamanic Cleansing

  • Effect duration changed to 4 / 5 / 6 / 7 sec (was 5 / 6 / 7 / 8 sec).

 

Deathly Silence.png Deathly Silence

  • Fixed a bug where the talent's effect would activate even if the skill's effect was resisted.

Ancestral Generosity.png Ancestral Generosity

  • The effect of Tribe Ritual is now reduced by 6% for each party member, instead of a fixed 30% reduction regardless of party size.

Favor of the Spirits.png Favor of the Spirits

  • Mechanics reworked: Healing Totem now has a 1% chance to heal twice for every 3% of the target's missing health.

Viscous Shell.png Viscous Shell

  • The talent's effect will now generate aggression on the character affected by Earth Protection.

Lightning Blast.png Lightning Blast + (Occultism branch)

  • Fixed a bug where the talent would not work properly.

Stormkeeper.png Stormkeeper

  • Effect duration changed to 14 sec (was 12 sec).

Lunar Eclipse.png Lunar Eclipse

  • Cooldown reduction changed to 16% (was 18%).

Heaven's Fury.png Heaven's Fury

  • Skill Cooldown required to activate the bonus changed to 30% (was 35%).

 

Developer's Note: This year has been a strong one for Shaman, who has excelled as both a support and damage-dealing class. Its damage potential is impressive, and we want to make sure it stays that way. While no major changes to the class were necessary, we focused on making it more intuitive, especially in its support role.

 

Hunter.png Hunter

Sapping Shot.png Sapping Shot

  • Cooldown time increased to 22 sec (was 21 sec).

Mountain Blessing.png Mountain Blessing

  • Health effect activation threshold changed to 80 / 70 / 60 / 50% of maximum health (was 90 / 80 / 70 / 60%).

Arrow of Confusion.png Arrow of Confusion

  • Skill range changed to 3 yards (was 4 yards).
  • Effect duration changed to 2.5 / 3 / 4 / 5 sec (was 1.5 / 2.5 / 3.5 / 4 sec).

Arrow of Silence.png Arrow of Silence

  • Skill range changed to 5 yards (was 4 yards).

Combat Stance.png Combat Stance

  • Cooldown time increased to 22 sec (was 8 sec).

Pathfinder's Arrow.png Pathfinder's Arrow

  • Cooldown time reduced to 18 sec (was 22 sec).

Forester's Trap.png Forester's Trap

  • Skill damage changed to 75 / 85 / 95 / 110% (was 60 / 65 / 70 / 80%).

 

Streamlined Shot.png Streamlined Shot

  • Now additionally reduces the damage penalty of Pathfinder's Arrow when hitting secondary targets by 2%. Pathfinder's Arrow cannot be blocked or dodged.

Double Profit.png Double Profit (Self-Propelled Artillery branch)

  • Increases the damage of Sapping Shot against players by 50% and against monsters by 70%, scaling with the character's Skill Cooldown.

Arrow of Confusion.png Arrow of Confusion +

  • Effect duration bonus changed to 0.2 / 0.4 / 0.6% (was 0.3 / 0.6 / 1 sec).

 

Developer's Note: Hunter is designed to deal steady, effective damage, and use its wide range of skills to wear down opponents. However, one combo – Sapping Shot paired with Double Profit – stood out as being too strong, especially in one-on-one PvP encounters. Its overwhelming burst damage often ended fights prematurely, which disrupted the balance and enjoyment for other players. To address this, we've adjusted the combo's effectiveness to maintain a fair and enjoyable PvP environment.

 

Chieftain.png Chieftain

Wolf Alacrity.png Wolf Alacrity

  • Cooldown time reduced to 12 sec (was 18 sec).
  • The skill will now only go on cooldown when the effect ends or the skill is manually deactivated.
  • The next successful auto-attack under this effect will now additionally apply Stun to the enemy for 1 / 1 / 1.5 / 1.5 / 1.5 sec.
  • The duration of Bleeding will no longer increase based on the remaining duration of Wolf Alacrity.
  • Wolf Alacrity duration changed to 6 7 / 8 / 10 / 12 sec (was 4 / 5.5 / 7 / 8.5 10 sec).
  • Bleeding will now cause physical damage for 20 / 25 / 30 / 35 / 40% of the character's Physical Power or 25 / 30 / 35 / 40 / 45% of the character's Magic Power every 2 sec, based on the dominant damage type.
  • Slowdown duration changed to 3 / 3 / 4 / 5 / 6 sec (was 2 / 2 / 3 / 4 / 4 sec).
  • Movement speed bonus changed to 20 / 25 / 30 / 37 / 47% (was 10 / 20 / 30 / 40 / 50%).

Blow of the Spirits.png Blow of the Spirits

  • Now deals magic damage equal to the combined percentage of the character's Magic and Physical Power.
  • Damage scaling changed to 45 / 50 / 55 / 65 / 75% of Physical Power (was 110 / 115 / 120 / 125 / 130%).
  • Damage scaling changed to 125 / 130 / 135 / 145 / 155% of Magic Power (was 130 / 140 / 150 / 165 / 175%).

Thrashing.png Thrashing

  • Attack Speed penalty changed to 8 / 12 / 16 / 22 / 30% (was 10 / 15 / 20 / 30 / 40%).
  • Physical Power and Magic Power penalty changed to 10 / 15 / 20 / 25 / 30% (was 10 / 15 / 20 / 25 / 35%).

Eagle Eye.png Eagle Eye

  • Cooldown time increased to 16 sec (was 14 sec).
  • Now additionally deals instant magic damage for 30 / 40 / 45 / 50 / 60% of the character's Magic Power to all enemies within 1 yard.
  • Eagle Eye duration is now capped at 10 sec.
  • Relics with chance-based activation on damage will now only activate on the first hit against each unique target.

Frenzy.png Frenzy

  • Number of attacks in the series changed to 3 / 4 / 4 / 5 (was 3 / 3 / 4 / 5).

Plague Curse.png Plague Curse

  • Skill damage will no longer interrupt PvP targets.

Rugged Hide.png Rugged Hide

  • Skill type changed to Passive.
  • Damage reduction changed to 8 / 10 / 12 / 14% (was 8 / 12 / 16 / 20%).

Spiritual Purification.png Spiritual Purification

  • The skill will no longer restore a percentage of maximum energy. 
  • Now additionally applies Spiritual Purification to the character for 8 / 9 / 10 / 12 sec, increasing the duration of skill and relic buffs by 5 / 7 / 10 / 15%.
  • Skill buffs removed from enemies changed to 1 / 1 / 2 / 2 effects (was 1 / 2 / 2 / 3 effects).
  • Buff removal will now bypass the Resistance check.

Cat Reflexes.png Cat Reflexes

  • Accuracy bonus changed to 4 / 6 / 8 / 10% (was 6 / 7 / 8 / 9%).
  • Critical Hit chance bonus changed to 8 / 10 / 12 / 14% (was 10 / 12 / 14 / 16%).
  • Additional Accuracy bonus changed to 6 / 8 / 10 / 12% (was 7 / 8 / 9 / 10%).
  • Additional Accuracy bonus duration changed to 6 sec (was 4 / 5 / 6 / 7 sec).

 

Ignition.png Ignition

  • Swooping Army will now additionally apply Slowdown to affected enemies for its duration.
  • Slowdown reduces movement speed by 20%.
  • Burning application chance on enemies increased to 100% (was 30%).

  • Burning damage scaling changed to 15% of Magic Power (was 25%).

Bloody Rain.png Bloody Rain

  • Eagle Eye can now apply a maximum of 3 stacks of Bleeding per target.

Wildlife Ferocity.png Wildlife Ferocity

  • Now additionally increases Penetration by 2%, Critical Hit chance by 3%, and Physical and Magic Defense by 6%, based on relevant clans.

Wolf Alacrity.png Wolf Alacrity +

  • The skill's effect increases movement speed by an additional 1 / 2 / 3%.

Resonating Strikes.png Resonating Strikes

  • The talent will no longer interact with Wolf Alacrity.
  • Number of auto-attacks required to activate the effect changed to 1 (was 2).
  • Physical and Magic Power bonus changed to 12% (was 15%).

Blow of the Spirits.png Blow of the Spirits + (Assassin's Guild of Almahad)

  • Physical Power damage bonus changed to 2.25 / 4.5% (was 4.5 / 9%).

Rugged Hide.png Rugged Hide + (Assassin's Guild of Almahad)

  • Adds 1 / 2% to the skill's effect.

 

Developer's Note: Chieftain has been a hot topic among players and developers due to its mixed performance, especially when combined with the non-class skill Magic Extension. This attention was well-deserved, as the class had unique strengths that sometimes overshadowed others. We've worked to balance these elements while maintaining Chieftain's distinctive appeal and ensuring that it remains fun to play. These changes are designed to provide new ways to approach character development, encourage experimentation with lesser-used talent branches, and promote different strategies for success. Notably, Chieftain is introducing a new mechanic that limits the maximum duration of certain effects, and we're looking forward to expanding this system to other classes in the future.

 

Forsaken.png Forsaken

 

Death Knight.png Death Knight

Dark Shield.png Dark Shield

  • Every attack is now guaranteed to activate the skill's effect.
  • Damage reduction is now capped at 35 / 40 / 45 / 55 / 70% of the original damage.

Thorn of Death.png Thorn of Death

  • Damage scaling changed to 120 / 125 / 130 / 135 / 145% of Physical Power (was 115 / 120 / 125 / 130 / 135%).

Secret Reserves.png Secret Reserves

  • Mechanics reworked: When the character's health drops to 20 / 25 / 30 / 35% of maximum, now heals for 25 / 30 / 40 / 50% of Health Steal every 2 sec for 8 sec.
  • Effect cooldown changed to once per 70 sec (was once per 90 sec).
  • Cooldown now begins after the effect ends and is further reduced by the character's Skill Cooldown.

Knight's Curse.png Knight's Curse

  • When Kiss of Death ends, all enemies within 1 yard of the target take additional physical damage for 100 / 115 / 135 / 160% of the character's Physical Power.

Death Call.png Death Call

  • Stun will no longer reapply when resisted.
  • Duration of Aggression and Death Call changed to 6 / 6 / 8 / 10 sec (was 6 sec).
  • Stun interval and duration changed to every 2 sec for 0.5 sec (was every 1.5 sec for 0.3 / 0.35 / 0.4 / 0.5 sec).
  • Removed the effect that reduced the cooldown of Secret Reserves by 0.3 / 0.4 / 0.5 / 0.6 sec for each Stun applied.

Sharp Shadow.png Sharp Shadow

  • Skill range changed to 2 yards (was 3 yards).
  • Healing scaling changed to 7 / 9 / 11 / 14% of maximum health (was 8 / 10 / 13 / 16%).
  • Damage scaling changed to 135 / 145 / 160 / 180% of Magic Power (was 125 / 135 / 145 / 160%).
  • Damage scaling changed to 50 / 55 / 65 / 80% of Physical Power (was 55 / 65 / 75 / 90%).

 

Bounty of Death.png Bounty of Death

  • The effect of Aura of Hatred is now reduced by 6% for each party member affected, instead of a fixed 75% reduction regardless of party size.

Unyielding Bulwark.jpg Unyielding Bulwark (previously Embodiment of Power, Unshakeable Darkness branch)

  • Mechanics reworked: Now reduces the duration of control effects applied to the character by 0.5% for every 600 Physical Defense while wielding a shield. The character's Physical Defense is increased by 15%.

Echo of the Forsaken.png Echo of the Forsaken

  • Mechanics added: Knight's Curse will no longer deal physical damage when Kiss of Death ends.

Dark Shield.png Dark Shield +

  • Increases the maximum damage reduction cap by 5% of the damage taken.

Parry Rank II.png Health Regeneration: Rank II (Unshakeable Darkness branch) replaced with Parry: Rank II

  • Increases the character's Parry chance by 0.5 / 0.75 / 1 / 1.25%.

Thorn of Death.png Secret Reserves + (Unshakeable Darkness branch) replaced with Thorn of Death +

  • Increases the power of the skill by 2.5 / 5 / 7.5% of the character's Physical Power.

Blood Protection.png Blood Protection + (Unshakeable Darkness branch)

  • Bonus to the skill's effect changed to 1 / 2 / 4% (was 2 / 4 / 6%).

Secret Reserves.png Thorn of Death + (Vampiric Nature branch) replaced with Secret Reserves +

  • Increases the healing power of the skill by 1 / 1.5 / 2.5%.

 

Developer's Note: Death Knight has become one of the most durable tanks in the game, sometimes performing too well in certain scenarios. Previously, the class relied on two different defensive parameters: Health Regeneration and Health Steal. To simplify character builds and reduce the reliance on Health Regeneration for a single skill, we've removed it from the class's mechanics. Moving forward, Health Steal will be the foundation of its defensive toolkit. On the offensive side, physical builds have lacked a cornerstone skill to define their playstyle. Knight's Curse now fills that void, adding much-needed depth. These updates aim to refresh the class and provide a smoother, more versatile experience.

 

Warlock.png Warlock

Spirit Steal.png New Skill: Spirit Steal (replaces Bloody Tribute)

  • Type: Passive
  • Drains 3 / 4 / 5 / 6% of the target's maximum energy when dealing instant damage, and 1 / 1.25 / 1.5 / 2% of the target's remaining energy when dealing damage over time, restoring 100% of the drained energy to the character. Skill progression increases the power of the effect.

Wither.png Wither

  • Mechanics reworked: Now applies Wither to the enemy for 5 sec, reducing their movement speed by 5 / 10 / 15 / 20% every second. When the effect ends, the target receives Stun for 2 / 2.5 / 3 / 4 sec. If the target is affected by Pool of Darkness, Wither ends prematurely and applies Stun to the character, increasing the duration by 0.2 / 0.3 / 0.4 / 0.5 sec for every 25% of the target's missing energy. Skill progression increases the power and duration of the effect.

Shadow Sphere.png Shadow Sphere

  • Removed the effect where the character would also drain an additional 20 / 25 / 30 / 35% of the enemy's maximum energy when affected by Restful Might.

Weakness Zone.png Weakness Zone

  • Defense reduction is now applied as a separate harmful effect.

Pool of Darkness.png Pool of Darkness

  • The smoldering zone now deals magic damage over time for 15 / 20 / 25 / 30 / 35% of the character's Magic Power every second to all enemies within the area of effect.
  • When enemies leave the area for the first time, they are hit with a damage over time effect for 5 sec, causing magic damage for 15 / 20 / 25 / 30 / 35% of the character's Magic Power every second.

Grimoire.png Grimoire

  • Increased healing from Life Drain will now activate regardless of the sequence in which skills are used.

Stone Body.png Stone Body

  • Effect duration changed to 6 sec (was 4 / 6 / 8 / 10 sec).
  • Healing changed to 9 / 11 / 13 / 18% (was 6 / 8 / 10 / 12%).
  • Energy restoration changed to 16 / 18 / 21 / 24% (was 12 / 14 / 16 / 20%).

Dark Seal.png Dark Seal

  • Skill range changed to 5 yards (was 4 yards).

 

Dark Alchemy.png Dark Alchemy

  • Now additionally increases the character's maximum energy by 1 point per character level.
  • Bonus from enchanting cloaks, helmets, and armor with the Crystal of Wisdom changed to 6 levels (was 12 levels).

Energy Barrier.png Energy Barrier

  • Automatic effect deactivation threshold changed to 15% of maximum energy (was 20%).

Acid Tread.png Acid Tread

  • Skill damage penalty changed to 30% (was 35%).

Inevitable Demise.png Inevitable Demise

  • Bypassed enemy's Resistance changed to 30% (was 35%).

Underworld Flame.png Underworld Flame

  • Damage scaling changed to 40% of Magic Power (was 25%).

Spirit Steal.png Spirit Steal + (replaces Bloody Tribute +)

  • Increases the energy drained from the target by an additional 0.6%.

 

Developer's Note: Warlock's reliance on energy as a core resource continues to be a defining feature. Each year, we've worked to refine these mechanics, and this time we focused on revising how the class interacts with enemy energy. As part of this effort, Warlock now has a new passive skill designed to frustrate enemies in both duels and large-scale PvP battles.

 

Necromancer.png Necromancer

Fateful Link.png Fateful Link

  • Channeled damage is now only affected by the target's defensive attributes.
  • Channeled damage reduced to 5 / 7 / 9 / 12% (was 8 / 10 / 12 / 15%).
  • The skill's effect now ignores the Resistance check when applied.

Infection.png Infection

  • Targets affected by Fateful Link are now guaranteed to receive the skill's effect.
  • The skill will now affect targets under Fateful Link even if it is applied by another Necromancer.
  • Damage to additional targets affected by Fateful Link is now reduced by 70 / 65 / 60 / 50%.
  • Infection duration changed to 14 sec (was 8 / 10 / 12 / 14 sec).

Dead Soldier.png Dead Soldier

  • Totem's lifespan changed to 8 / 12 / 16 / 20 sec (was 11 / 16 / 21 / 26 sec).
  • Monster summoning interval changed to every 4 sec (was every 5 sec).
  • Summoning range changed to 2 yards around Totem (was 3 yards).
  • Summoned monsters now inherit 100% of the character's attributes, including Critical Hit, Critical Hit Strength, Penetration, Ferocity, Attack Strength, Depths' Fury, Piercing Attack, Resilience, Resistance, Solidity, and Dodge.
  • Summoned monsters will no longer stop when they take damage.
  • Aggression radius of summoned monsters reduced to 4 yards (was 5 yards).
  • Damage and health of regular summoned monsters increased by approximately 40%.
  • Damage and health of enhanced summoned monsters increased by approximately 40%.

Panic.png Panic

  • Fixed a bug where the skill would activate in the wrong area.
  • Effect duration changed to 2.5 / 3 / 4 / 5 sec (was 1.5 / 2 / 3 / 4.5 sec).

 

image.png Bone Shield

  • Shield strength scaling changed to 90 \ 100 \ 115 \ 130 \ 150% of Magic Power (was 50 \ 60 \ 85 \ 100 \ 120%).

ядов щит.png Poisonous Shield

  • Maximum stacks on a single target changed to 1 (was 2).

  • When a Necromancer applies an effect to a target that already has it, the effect is now extended instead of overwritten. 

Poison Spittle.png Poison Spittle

  • Duration of Poisoning changed to 8 sec (was 6 sec).

Acid Rain.png Acid Rain

  • Cooldown time reduced to 22 sec (was 25 sec).
  • Movement speed reduction changed to 20 / 25 / 30 / 40% (was 20 / 30 / 40 / 50%).

 

Pleasure of Pain.png Pleasure of Pain

  • The source of damage is now attributed to the character dealing it, rather than always being assigned to the Necromancer.

Cleansing Filth.png Cleansing Filth

  • The talent will no longer remove damage over time effects from the target.

Undead Army.png Undead Army

  • Summoned monsters now inherit 100% of the character's attributes, including Critical Hit, Critical Hit Strength, Penetration, Ferocity, Attack Strength, Depths' Fury, Piercing Attack, Resilience, Resistance, Solidity, and Dodge.
  • Damage and health of regular summoned monsters reduced by approximately 35%.
  • Base movement speed of summoned monsters increased.
  • Summoned monsters will no longer receive a speed boost when they enter combat.
  • The damage and health of enhanced summoned monsters remain unchanged.

Pestilence.png Pestilence

  • No longer increases the chance to apply the effect to targets affected by Fateful Link.
  • Now reduces the damage penalty to additional targets affected by Fateful Link by 25%.

Undead Obedience.png Undead Obedience

  • Fixed a bug where summoned monsters would not attack the target affected by the talent.
  • Summoned creatures will now focus on marked enemies even if the effect is resisted.
  • Damage bonus changed to 20% (was 15%).

Ruthless Extermination.png Ruthless Extermination

  • Mechanics reworked: Applies Ruthless Extermination to all monsters within 5 yards every 2 sec for 6 sec, increasing the critical damage they take by 15%.

Engulfing Cold.png Engulfing Cold

  • The talent's effect is now classified as a control effect.

 

Developer's Note: Necromancer has consistently shined as a reliable support class, but has struggled with uneven performance in other areas. To address this, we've made improvements across the board, especially for both small-scale and large-scale combat scenarios. One key change is the redesign of the summoned skeletons, which are now much stronger and pose a much greater threat to enemies.

 

Charmer.png Charmer

Call.png Call

  • Summoned monsters now fully inherit the character's Attack Strength.
  • When leaving combat, summoned monsters will patrol an area within 3 yards of their last position.
  • Summoned monsters will no longer stop when they take damage.

Dark Prism.png Dark Prism

  • Damage scaling changed to 105 / 110 / 115 / 120 / 125% of Physical Power (was 115 / 120 / 125 / 130 / 135%).
  • Damage scaling changed to 120 / 125 / 130 / 135 / 140% of Magic Power (was 110 / 115 / 120 / 125 / 130%).

Oppression.png Oppression

  • Damage scaling changed to 65 / 70 / 75 / 85 / 100% of Magic Power (was 50 / 55 / 60 / 65 / 70%).

Chaotic Assistance.png Chaotic Assistance

  • Summoned monsters now fully inherit the character's Attack Strength.
  • Base movement speed of summoned monsters increased.
  • Summoned monsters will no longer receive a speed boost when they enter combat.

Dead Man's Knowledge.png Dead Man's Knowledge

  • Skill damage can now critically strike.

Otherworldly Blessing.png Otherworldly Blessing

  • Cooldown time reduced to 28 sec (was 35 sec).

Otherworldly Fire.png Otherworldly Fire

  • Damage scaling changed to 60 / 65 / 75 / 90% of Magic Power (was 50 / 55 / 65 / 80%).

Goading.png Goading

  • Aggression duration changed to 6 / 7 / 8 / 10 sec (was 6 / 7 / 8 / 9 sec).
  • Heavy Load duration changed to 6 / 7 / 8 / 10 sec (was 4 / 5 / 7 / 9 sec).

 

Spawn of Gloom.png Spawn of Gloom

  • Summoned monsters now fully inherit the character's Attack Strength.
  • Maximum stacks on a single target increased to 2 (was 1).
  • Summoned monsters will no longer stop when they take damage.
  • Base movement speed of summoned monsters increased.
  • Summoned monsters will no longer receive a speed boost when they enter combat.

Demonic Ties.png Demonic Ties

  • Now additionally reduces damage taken by monsters summoned by Call and Chaotic Assistance by 1% for every 10% of the character's remaining health.

Plagued Minion.png Plagued Minion

  • Now, when a monster summoned by Call dies or disappears, it additionally deals physical damage for 45% of the character's Physical Power to all enemies within 1 yard.
  • The cursed area now causes magic damage for 25% of the character's Magic Power to all enemies within the area of effect every 2 sec.

Bonds of Life.png Bonds of Life

  • Redirected damage multiplier to monsters changed to 250% (was 300%).

Darkness Embrace.png Darkness Embrace

  • Skill damage bonus changed to 100% (was 80%).

Claw Swarm.png Claw Swarm

  • Talent's effect chance changed to 10% (was 8%).

Unwavering Devotion.png Unwavering Devotion

  • Fixed a bug where the talent's effect would incorrectly apply to the character when summoned monsters died from damage caused by Bonds of Life.

 

Developer's Note: Charmer had an impressive showing last year, highlighting the strength and flexibility of physical builds that outshined their magical counterparts. To bring more balance to the class, we've focused on increasing its magic potential, with a particular emphasis on improving the magic-based talent branch to make it more appealing.

 

Reaper.png Reaper

Black Spot.png Black Spot

  • Cooldown time reduced to 22 sec (was 28 sec).
  • Mechanics reworked: Now applies Black Spot to the enemy for 5 sec. When the effect ends, the target receives Stun for 2 / 2.5 / 3 / 4 sec, and when it wears off, Black Spot spreads to 2 additional enemies within 2 yards of the target, repeating twice. Affects up to 7 targets.
  • In demonic form, the duration of Black Spot is reduced to 0.2 sec.

Revenge.png Revenge

  • Channeled damage is now only affected by the target's defensive attributes.
  • Reflected damage changed to 30 / 35 / 40 / 50% (was 50 / 56 / 62 / 70%).

Approaching Madness.png Approaching Madness

  • The skill's effect now generates 1 (up to a total of 4 / 5 / 6 / 8) Hate when the character takes instant damage once per 2 sec.
  • Hate gained from using the skill changed to 3 / 4 / 5 / 6 points (was 4 / 5 / 6 / 7 points).

Explosion of Chaos.png Explosion of Chaos

  • Damage scaling changed to 130 / 135 / 145 / 160% of Physical Power (was 120 / 125 / 130 / 140%).

 

Demonic Charm.png Demonic Charm

  • The talent will no longer remove damage over time effects from the character.
  • Fixed a bug where deactivating this talent would reset its cooldown timer.

Defiance of Death.png Defiance of Death

  • The talent will now also remove Imminent Death when Demonic Appearance is activated with the Partial Metamorphosis talent enabled.

Devastating Flash.png Devastating Flash

  • Bonus damage caused by Explosion of Chaos changed to 20% (was 15%).

Black Spot.png Black Spot +

  • Increases the duration of the skill's Stun by 0.5 sec.

Revenge.png Revenge +

  • Skill power bonus changed to 5% (was 7%).

 

Developer's Note: While Reaper has excelled at its core role, it struggled with two underwhelming expert skills that saw limited use. This lack of diversity led to repetitive builds and limited the class's potential, which contradicted our goal of offering multiple progression paths for each class. To address this, we've reworked Revenge and Black Spot to make them more powerful and viable, and we hope these changes will inspire you to explore new builds and unlock the full power of Reaper in different situations.

 

While the test server is live, your feedback will be invaluable in ensuring that all updated class skills and talents work as intended. The feedback and data collected during this phase may lead to further adjustments as needed. Your input and active participation in the testing process are greatly appreciated!

 

See you in the game!

The Warspear Online Team

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3 hours ago, LeeLoo said:

Harad's Teachings.png Harad's Teachings

  • Now, each time an enemy is stunned, they take damage for 20 / 30 / 40 / 50% of the character's Physical Power or 30 / 40 / 50 / 65% of the character's Magic Power, based on the dominant damage type. Additionally, the character is healed for 20 / 25 / 30 / 40% of Magic Power, and the party member with the lowest health is healed for 15 / 18 / 21 / 25% of the character's Magic Power.
  • The skill will now also activate even if Stun comes from a monster summoned by Particle of Life.

 

Getting a 25% nerf to self healing when its already impossible to stay alive on a magic templar with everyone "resisting ur heals" will kill off every single magic and hybrid templar.

 

3 hours ago, LeeLoo said:

Truth Insight.png Truth Insight

  • Mechanics reworked: The effect of Grace now also applies to all party members within 9 yards, stacking up to 5 times. The power of the effect is reduced by 90%.

 

This also seems good on paper but it should give higher damage buff to the templar himself to keep it to around the same as the old grace

if these changes go on templar will have 0 chances in both pvp and pve :peace:

 

3 hours ago, LeeLoo said:

Touch of Truth.png Touch of Truth

  • Now instantly creates an aura of suppression around the character or ally.

 

Will the image_2024-12-11_114558137.png.a6ccf21c3f82d438427e5ebabbea752c.png talent get changed too?

since this is the only thing the talent does at the moment, or will templars just have a dead talent that does nothing? 

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wtf is that, u remove the best skill from rogues, sinister strike was best pvp skill that remove life steal from enemies, why u destroy? rework useless kick in the back and dodge 

 

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4 hours ago, LeeLoo said:

 Wolf Alacrity

  • Cooldown time reduced to 14 sec (was 18 sec).
  • The skill will now only go on cooldown when the effect ends or the skill is manually deactivated.
  • The next successful auto-attack under this effect will now additionally apply Stun to the enemy for 1 / 1 / 1.5 / 1.5 / 1.5 sec.
  • The duration of Bleeding will no longer increase based on the remaining duration of Wolf Alacrity.
  • Bleeding will now cause physical damage for 20 / 25 / 30 / 35 / 40% of the character's Physical Power or 25 / 30 / 35 / 40 / 45% of the character's Magic Power every 2 sec, based on the dominant damage type.
  • Slowdown duration changed to 3 / 3 / 4 / 5 / 6 sec (was 2 / 2 / 3 / 4 / 4 sec).
  • Movement speed bonus changed to 15 / 20 / 25 / 32 / 42% (was 10 / 20 / 30 / 40 / 50%).

If you can't run all the time, what are the characteristics of this profession? This is like removing the stealth of a rogue.

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4 minutes ago, BlacklistEU said:

wtf is that, u remove the best skill from rogues, sinister strike was best pvp skill that remove life steal from enemies, why u destroy? rework useless kick in the back and dodge 

 

[Satire alrert] It is called Quantum-Reworking. They rework things that don't get any complaints because the ones that do are things players can still use (that's why people complain). "Hmmm this skill doesn't get any complaints so far, better fix this".

 

I wonder what they meant by Tirelessness's accuracy reduction did not work as intended. I always had that talent activated when I check market to feel a bit safer. Was that all placebo? Lol

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4 hours ago, LeeLoo said:

Skills previously limited to the character or party members can now also target summoned monsters and minions as long as they belong to the character or a party member.

Can the name of the minion at least be highlighted to party members? It's impossible to see which minion belongs to who.

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1 minute ago, Toad Sage said:

I wonder what they meant by Tirelessness's accuracy reduction did not work as intended. I always had that talent activated when I check market to feel a bit safer. Was that all placebo? Lol

Yeah im thinking the same. Was always running it in PvP just to find out it was not working :))))

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4 hours ago, LeeLoo said:

Spirit Steal.png New Skill: Spirit Steal (replaces Bloody Tribute)

  • Type: Passive
  • Drains 4 / 5 / 6 / 8% of the target's remaining energy when dealing instant damage, and 1 / 1.25 / 1.5 / 2% of the target's remaining energy when dealing damage over time, restoring 100% of the drained energy to the character. Skill progression increases the power of the effect.

First thing i want to say thanks for the rework devs put lot effort into it🫶

Now i would like to ask about this new skill, so the healing is removed from "Spirit Steal"? Or am I missing something. Because of bloody tribute (for me) was the only skill that allowed wlock to survive in arena in interaction with energy barrier (although it was a buggy skill). 

 

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2 minutes ago, pawned said:

Yeah im thinking the same. Was always running it in PvP just to find out it was not working :))))

It could have been worse, don't worry. Because on the other side, there is a possibility that the talent was actually more effective than intended so they nerf it now. They need to elaborate.

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So shaman is getting some love but definitely not enough. Earthqueak area should be buffed to 5x5 area, lightning shield should be buffed i don't know why it's being nerfed. "Lightning shield chance to occur from 15% to 40% (55% at max level + with talent 70%), magic damage from 85% to 110% (135% at max level), stun being applied to the target along with damage for 2 sec (with talent)" something like this could be nice. Healing totem could also apply increasing physical and magic defense by 10% (25% at max lvl) affects up to 3 target (6 at max lvl) for 8 sec (14 sec at max lvl) and the last but not least FIRE TOTEM. Damage dealt by the fire totem from 105% to 135% (165% at max level), “Burning” instead of dealing damage to a single target now deals area damage to a maximum of 6 people around the totem (at max level) - Critical hit chance removed - deals magic damage equal to 35% (60% at max level) of the character's magic power every 1 sec to enemies within the totem's area of effect and reduces their movement speed by 20% (30% at max level) the effect can be applied once every 4 sec. These are the changes that a shaman needs, even more so when looking at the fact that a druid doesn't get a great weakening, which is quite funny.

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On 10.12.2024 at 03:00, LeeLoo said:

черная метка.png Черная метка +

  • Теперь талант увеличивает длительность отрицательного эффекта "Оглушение" от навыка на 0.5 сек.

отмщение.png Отмщение +

  • Скорректирован бонус к силе навыка: было 7%, стало 5%.

 

We've talked a million times about why we don't use this skill, and we're going to continue not using it for the simple reason that it's NOT EFFECTIVE because it's used on the ENEMY and is easily RESISTED. If you really want us to use this, change it. They will continue to be USELESS skills.

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4 hours ago, LeeLoo said:

New Skill: Ruthlessness (replaces Sinister Strike)

  • Type: Passive
  • Increases the character's damage by 1% for every 6 / 5 / 4 / 3% of the target's missing health.

 

Why to remove highest and best DMG skill from rogue and not just make this as extra effect to furiousness or extermination ? 

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12 minutes ago, pawned said:

Yeah im thinking the same. Was always running it in PvP just to find out it was not working :))))

 

15 minutes ago, Toad Sage said:

[Satire alrert] It is called Quantum-Reworking. They rework things that don't get any complaints because the ones that do are things players can still use (that's why people complain). "Hmmm this skill doesn't get any complaints so far, better fix this".

 

I wonder what they meant by Tirelessness's accuracy reduction did not work as intended. I always had that talent activated when I check market to feel a bit safer. Was that all placebo? Lol

Now rogue is still weak 😭 😭 😭 

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1 minute ago, pawned said:

Why to remove highest and best DMG skill from rogue and not just make this as extra effect to furiousness or extermination ?

Quantum-Reworking baby. But idk, we need test server for this one. Because maybe by dealing more damage, we can outdamage enemy's healing (instead of reducing it like before). It's hard to imagine from this update.

 

Tbf I predicted they would give us another passive skill this year but I thought it would be one of our queationably useless skills like Kick in The Back lol

 

Also another downside to update is we are now forced to buy THE Mythical Apathy Relic.

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The damage dealt by the Reaper's Hand of the Underworld could be slightly increased from 55% to 80% and the cooldown reduced by 2 seconds, also Unwavering Will doesn't always work as it should, or maybe it's just me? It seems to me that it doesn't always work as it should. I don't know if the “Harmful Effects” are all effects or just some, so it would be worth changing.

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„Blade Dancer hasconsistently performed exceptionally well in nearly every aspect of gameplay, with no major weaknesses to speak of“

 

did u guys ever play bd in big figths?

or how can u say that?

i cant even move becoz of all the control effects

our resist skill sucks🤣🤣🤣

 

Edited by Higgings
Just a little adjustment
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4 hours ago, LeeLoo said:

Dead Soldier

  • Totem's lifespan changed to 8 / 12 / 16 / 20 sec (was 11 / 16 / 21 / 26 sec).
  • Monster summoning interval changed to every 4 sec (was every 5 sec).
  • Summoning range changed to 2 yards around Totem (was 3 yards).
  • Summoned monsters now inherit 100% of the character's attributes, including Critical Hit, Critical Hit Strength, Penetration, Ferocity, Attack Strength, Depths' Fury, Piercing Attack, Resilience, Resistance, Solidity, and Dodge.
  • Summoned monsters will no longer stop when they take damage.
  • Aggression radius of summoned monsters reduced to 4 yards (was 5 yards).
  • Damage and health of regular summoned monsters reduced by approximately 2 times.
  • Damage and health of enhanced summoned monsters reduced by approximately 

 

May I ask for the last two, 2 times. Does it mean 50%;
Is there still a single skeleton tower or a maximum of summoning 4 skeletons

 

Edited by Higgings
Just a little adjustment
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3 minutes ago, Finalsuse said:

did u guys ever play bd in big figths?

or how can u say that?

i cant even move becoz of all the control effects

our resist skill sucks🤣🤣🤣

Hmmmm this is a really interesting statement. Let's say, I am stunned by it

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If the Skeleton Tower CD remains unchanged, the duration has decreased, which means the time without skeletons has become longer

Edited by ddddz
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45 minutes ago, BRMC-Sun said:

If you can't run all the time, what are the characteristics of this profession? This is like removing the stealth of a rogue.

So what's worth playing Chieftain? Explorer = Rogue + Chieftain. When setting up the profession, isn't the characteristic of Chieftain the ability to run all the time? I believe most players choose Chieftain because of this, just like choosing Rogue for his stealth mechanism. I think this change has deviated from the characteristics of the profession and is very unreasonable.
 

 

4 hours ago, LeeLoo said:

Vanish

  • Stun will now only apply from instant damage attacks.
  • Movement speed bonus changed to 15 / 20 / 25 / 32 / 42% (was 15 / 20 / 25 / 30 / 35%).


To sum up, Chieftain = Explorer without stealth

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The explanation of the Seeker's life reduction ability was a bit confusing, so regardless of the Seeker's total life, will the Seeker have the bonus of 30% more damage?

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42 minutes ago, pawned said:

 

Why to remove highest and best DMG skill from rogue and not just make this as extra effect to furiousness or extermination ? 

The old sinester strike also useless becuz of resistance, i prefer this new passive offense skill.

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The blade dancer's shield should also get a nerf and the chief should not be nerfed so much to the ground since rugged is now passive could reduce 25% damage because 14% is way too low by today's standards especially where every class has practically increased percentages on attacking skills.

I'm also puzzled by seeker buff where it already has a very high dmg, so what's the point?

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49 minutes ago, pawned said:

 

Why to remove highest and best DMG skill from rogue and not just make this as extra effect to furiousness or extermination ? 

i think this is devs way of saying rogue should get tf out of arena or any pvp content. Obviously they dont play their own game 

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5 hours ago, LeeLoo said:

Secret Reserves.png Secret Reserves

  • Mechanics reworked: When the character's health drops to 20 / 25 / 30 / 35% of maximum, now heals for 25 / 30 / 40 / 50% of Health Steal every 3 sec for 12 sec.
  • Effect cooldown changed to once per 70 sec (was once per 90 sec).
  • Cooldown now begins after the effect ends and is further reduced by the character's Skill Cooldown.

 

This part led me to confusion, precisely about its new scaling. I understood that it scales with Life Steal now, but if before we had a Flat Number (HP regen) being multiplied by 400%, how can now a percentage Number (Life Steal) be converted into HPs? Does it depend now on the damage we do to our opponent? 

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5 minutes ago, Higgings said:

 

This part led me to confusion, precisely about its new scaling. I understood that it scales with Life Steal now, but if before we had a Flat Number (HP regen) being multiplied by 400%, how can now a percentage Number (Life Steal) be converted into HPs? Does it depend now on the damage we do to our opponent? 

HP based I assume? so 30% LS will heal you 15% of your HP.

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10 minutes ago, White17 said:

The blade dancer's shield should also get a nerf and the chief should not be nerfed so much to the ground since rugged is now passive could reduce 25% damage because 14% is way too low by today's standards especially where every class has practically increased percentages on attacking skills.

I'm also puzzled by seeker buff where it already has a very high dmg, so what's the point?

 

Agreed. Could be a bit higher, even with 20% it didn’t feel like much. 

 


I am also little concerned about the nerf of Thrashing skill. Why not just remove all the debuffs from it, give us plain and simple AoE silence like Paladins have. 

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On 10/12/2024 at 02:00, LeeLoo disse:

 

храмовник.png Храмовник

порицание.png Порицание

  • Теперь отрицательный эффект “Оглушение” будет срабатывать от эффекта “Немота”, примененного любым Храмовником.
  • Скорректирован урон навыка: было 115 \ 130 \ 145 \ 160 \ 175% от магической силы персонажа, стало 130 \ 145 \ 160 \ 180 \ 200% от магической силы персонажа.

касание истины.png Касание истины

  • Теперь навык мгновенно создаёт зону подавления вокруг персонажа или союзника.

обрат поток.png Обратный поток

  • Теперь вихревая зона активируется отдельно для каждого зашедшего в нее противника, но не чаще, чем 1 раз в 1.3 сек. для каждой уникальной цели.
  • Теперь при срабатывании зоны 3 \ 3 \ 4 \ 5 \ 6 раз она не будет действовать на противников в течение 1.5 сек.
  • Теперь реликвии, срабатывающие с некоторым шансом при срабатывании навыка, будут срабатывать только при первом срабатывании для каждой уникальной цели.

частиц жизни.png Частица жизни

  • Теперь призываемому монстру дополнительно передается 100% следующих параметров персонажа: “Сила атаки”, “Оглушение”.
  • Теперь призванный монстр не останавливается при получении урона.

благодать.png Благодать

  • Уменьшено время перезарядки навыка: было 25 сек., стало 20 сек.

учения харада.png Учения Харада

  • Теперь навык каждый раз при оглушении противника наносит ему урон в размере 20 \ 30 \ 40 \ 50% от физической силы персонажа или 30 \ 40 \ 50 \ 65% от магической силы персонажа и восстанавливает здоровье персонажу в размере 20 \ 25 \ 30 \ 40% от магической силы персонажа и члену группы с наименьшим количество здоровья в размере 15 \ 18 \ 21 \ 25% от магической силы персонажа. Тип урона зависит от преобладающей физической или магической силы персонажа.
  • Теперь навык срабатывает в том числе на применения отрицательного эффекта “Оглушение” от призванного навыком “Частица жизни” монстра.

мантра исцел.png Мантра исцеления

  • Скорректирована длительность действия эффекта от навыка: было 3 \ 4 \ 5 \ 6 сек., стало 4.5 сек.
  • Скорректирована сила эффекта, уменьшающая скорость передвижения у цели навыка: было 65 \ 50 \ 40 \ 30%, стало 50 \ 35 \ 25 \ 15%.
  • Скорректировано количество лечения от навыка: было 2 \ 3 \ 4 \ 5% от максимального здоровья, стало 1.5 \ 2.5 \ 4.5 \ 6.5% от максимального здоровья каждую 1 сек.

солнеч клеймо.png Солнечное клеймо

  • Скорректирована длительность отрицательного эффекта “Агрессия”: было 6 \ 7 \ 8 \ 9 сек., стало 6 \ 7 \ 8 \ 10 сек. 

 

мудр преод.png Мудрость преодоления

  • Теперь урон и лечение от навыка “Учение Харада” срабатывает даже, если эффект “Оглушение” был проигнорирован.

озарение исти.png Озарение истиной

  • Изменена механика работы таланта: теперь эффект от навыка “Благодать” дополнительно применяется ко всем членам группы в радиусе 9 ярдов вокруг персонажа. Сила эффекта уменьшена на 90%. Максимальное количество эффектов - 5.

неистов заступ.png Неистовый заступник

  • Теперь призываемому монстру дополнительно передается 100% следующих параметров персонажа: “Сила атаки”, “Оглушение”.
  • Теперь призванный монстр не останавливается при получении урона.

учения харада.png Учения Харада + (ветка Твердыня веры)

  • Скорректирован бонус к силе навыка от физической силы персонажа: было 5%, стало 2.5%.

учения харада.png Учения Харада + (ветка Хранитель клятвы)

  • Теперь талант увеличивает силу лечения только персонажу.
  • Скорректирован бонус к силе навыка: было 1.5 \ 3 \ 4.5%, стало 1 \ 1.5 \ 2%.

божеств замысел.png Божественный замысел

  • Скорректирована длительность действия эффекта от таланта: было 8 сек., стало 14 сек.
  • Скорректирована сила эффекта, увеличивающая бонус к параметру “Перезарядка навыков” при использовании навыков: было 4%, стало 8%.

освещен поступь.png Освещённая поступь

  • Скорректирована длительность эффекта от таланта: было 10 сек., стало 14 сек.

 

Комментарий разработчиков: О Храмовнике в текущий момент можно было сказать “либо все, либо ничего”. Класс действительно был очень силен в ряде игровых ситуаций, но в тоже время был и крайне слаб в ряде других. Мы постарались выровнять силу класса и сделать его более стабильным и применимым в большинстве игровых ситуаций. Надеемся, эти изменения позволят переосмыслить использование класса и сделают его эффективнее.

 

 

 

Where is the templar located in pve? the class with these changes remains a little irrelevant, especially in relation to all classes. where is a buff in pve of physical skills separate from pvp/pve like they did with the swordsman's vortex

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Pelo que eu entendi, você não fez nenhuma alteração para mudar o summoner, nem no ranger, ou seja, o ranger ganhou mais buff e é bom, ao invés de um Nerf, você só melhorou ele? Foi o que eu entendo MC once again broke down as always, this is nothing new, you tied up the chief, MC always gets hurt 

Edited by Mewtwo
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Reverse Gravity

  • Bonus duration changed to 6 sec (was 8 sec).

 

why do this even seeker so suck in pvp now?? it just make seeker pvp even suck than anyone

 

Edited by Higgings
Just a little adjustment
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I understand that adding 100% of the character's attributes to the Necromancer's skeletons was significantly good, but reducing their HP and DMG by 35% was very high. I do believe that there could be. Please reconsider this reduction as it is too high. I believe 20% would be enough.

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Ulalah... So much to say. I'm a legion player so all my opinions are from my point of view.

First things first the developer's notes shows us that the developers are either ignoring our complaints or they don't have some good game testers. Some things here are straight dumb (sorry for the offence, but I don't know any other word to it). 

Not convinced? You buffed mages dmg and stun and even buffed the debuff skill magic ban. There was no rework in this class only buffs like they lack dmg, dmg, mage lacking dmg lol. You buff vanish speed (normal) and nerf alacritys one lol. you even buffed Brbs and buffed summons like they're not hard enough to deal with.

I don't know if this will reach your entire team because I know it's not only the developers that condoned with these, there's an entire team. Reaper is still a dummy, bows are still useless, the game is dying because the fun threshold is very high so it repels new players, items don't sell because the great disparity with the meta, people even prefer to sell the items on npc now, raid bosses and wars monopolized, the reputation mechanics was hard enough you added knowledge (very hard/lengthy to get if you have a life outside the game even if you have money) to make it worse you made it so in Almahad reputation must be used to upgrade talents lol. Most of the remaining players are the addicted ones or the business ones, I don't know the numbers you have there but make it 1/3 at least because everyone has 2/3 accounts. 

I just wanted to release my frustration because I returned to the game recently and it remembered me why I left. i got some ideas on how to improve the game lifestyle but it doesn't matter because the next update is next year and I doubt I'll be still playing.

 

Edited by necrotp1
a word
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