Bug Fixes
- Found and dealt with the cause of the dodge queue bug.
- Fixed a case where the downed state HP of the necromancer would be less than intended.
Rewards
[Work in progress]
Design
- Changed all elite skills to be more similar to build defining skills rather than add-ons. Elite skills from this patch onwards will generally have much lower recharge rates (less than sixty seconds) and will greatly impact the focus of a players build. For example, ‘Epidemic’ is now an elite skill and many of the previous elite skills have been changed to heavily modified utilities. In addition, the use of an elite skill is now optional and players may use a utility within the elite slot if they so wish. We feel this will allow players to make more practical use of elite skills and make more varied builds.
- Changed a few previously AoE type skills to single player targeted skills.
- Reduced the pervasiveness of AoE particle effects greatly.
- Started a general move towards reducing the number of evades, teleports, immunes and gap closers. This is intended to make gameplay less chaotic, but will be done over the course of the next few patches in order to both gauge community reactions and ensure that combat does not become too slow-paced.
- Greatly increased the effectiveness of conditions across the board and also greatly increased the downtime for condition application. Multiple auto attacks that previously applied conditions have had their condition application removed and their damage changed to reflect this. Greatly reduced passive as well as active condition removal to complement this change.
- ‘Passive’ condition removal has been changed to be both more active and give more control to the player. Traits that remove a condition every 10 seconds have been changed so that an extra ‘F’ skill(e.g F5) is added upon selection, which will have a cooldown of ten seconds. The UI for certain classes has been changed to accommodate this. The condition removal skill will appear at the end of your other class specific skills(Virtues, etc).
- Modified all classes in order to bring each class to the same level of overall battle effectiveness.
- Effected changes intended to make each class more unique and varied, as well as increase the number of viable builds therein.
- Increased the selection of non-RNG sigils and runes.
Quality of life improvements
- Added multiple banks, trading posts and merchants to the heart of the mists.
- Added a build save/load system which allows players to keep track of previously used builds via template codes. When loading a build template, the game will attempt to adorn each piece of saved armour and skill, leaving the slot empty if the player does not possess the armour piece or skill.
- Added basic voice commands to help with team communication. These voice commands will be added to at a later date, subject to community desires.
- Added a new hotkey that will cancel skills that are currently being used (casted).
- Added a ‘dishonor’ system to sPvP wherein players who leave during a ranked game or fail to participate will be first forced to wait for a variable time period before being able to enter another game and at worst, prevented from entering a game at all. The more that a player fails to participate in ranked games, the more severe the consequence.
Balance changes
- Changed the blind condition so that it increases the chance of missing an attack by 50% during its duration. Changed smoke fields to have generally longer cool downs but stack the duration of blinds each tick. It should be noted that durations will generally be short to begin with, with the duration increasing as necessary in future patches. We feel that this will make the use of blind more effective as a support condition.
New Game modes
- Added King of the Hill, Deathmatch, Capture the flag and Relic Run. More information about these new game modes will be outlined in an upcoming blog post.
Queue System Revamp
- Separated the solo and team queues. To complement this change, the leaderboards will be changed so that there is both a solo ladder and a team ladder. The current rankings will be lost, though your personal statistics will remain as they were before and will be viewable in game. No personal progress will be lost.
Tell me If I missed anything, I’ll edit this post and add it in. I don’t want to detail every change for every class which is why I won’t elaborate on the ‘bring in line’ stuff.
Edits(28/05/2013):
- Clarified AoE changes
- Changed reward system changes to “work in progress”
- Clarified the sigil and rune changes
Edits(29/05/2013):
- Added a skill cancelling hotkey
- Changed the elite system completely
- Added a build save/load system
- Added basic voice commands
(edited by Paradoxine.8192)