Update 0.4
There are still improvements to be made, especially concerning the arena bosses and legendary bosses of the campaign, these improvements will come as 0.4 progresses as well as during season 2, which will normally start on November 15.
Adding content
- Adding a very large number of talents.
- 3 “doors” (or ritual to activate to be teleported) are present in the game, 2 in the guild, 1 elsewhere. To open them, you will need a certain number of elements that have been added in-game, visible from your map completion interface, knowing that the content is still being created, the elements are not all present and the doors cannot be opened yet.
- You can now merge 3 gems together to receive a higher quality one.
- Your characters in season mode will switch to off-season mode, your off-season accounts will now be merged and the season mode will start again only for season 2.
- You have new bonuses by increasing the difficulty level of the game.
- Added new powers for equipment.
- Added 4 new improvements on the guild improvement (linked to the account and unlockable with the currency recoverable in the challenge tower)
- Added 10 new statistics, which have been added to several places in the game (talent, equipment, skills).
Improvement
- Skills now gain rank thanks to honor points, which you get in the challenges of the challenge tower.
- In the challenge tower, on the waves of monsters, killing all the monsters in the current wave starts the next wave.
- Enhancement skills that can be cast automatically no longer use an animation.
- Change to the item sorting system, the best items are placed first, regardless of their rarity.
- Skills that can be cast automatically no longer have an animation for their launch and when automatic activation is enabled, you can now set how many seconds you want your skill to be used.
- The item comparison system to know if you are gaining in robustness has been removed, in fact the goal being to specialize, rather than looking for % of stats, often allows you to improve your damage, so I preferred to remove this system which diverted from the right way to play: look at the stats of your equipment and choose how you want to play.
- It is no longer possible to open the difficulty selection panel during a mission, so as not to change chest or boss rewards along the way.
- Visual improvement of several areas.
- Learned skills are put directly in the action bar.
- The description of talents that gain stats that are linked to skills make the skills visible on another infobox, for example +3% damage on targets suffering burn, or +5% chance to activate Ninja every 50 meters traveled.
- Two new advancement quests are available: “Buy a skill from the skill book” and “Guild improvement”.
Balancing
- There is no longer a statistic for out-of-combat regeneration.
- Ortharion fragments gain 2 talent points instead of 1.
- You recover gold from each monster killed, as well as from chests.
- The chances of having an item on a monster go from 30% to 20%.
- The chance of having a consumable item (which concerns potions, item upgrades, keys to the challenge tower) goes from 30% to 18%.
- Epic consumables go from 8% to 4% chance of loot.
- Several areas of the game have been redone to be done without needing to use the dash.
- Guild improvement: The level of the improvements to a maximum level of 20.
- The rank 4 advancement quest “Map exploration” for having completed a zone at 100% is now rank 2, gives less experience and gives 3 rare scrolls instead of 3 epic armor.
- By moving or using the revelation zones, you discover a larger part of the map.
- The area quests do not require as objectives to kill elites before level 5, because the chances of finding them are greatly reduced.
- Quest Rank 5 reward gives choices a divine weapon, in addition to giving a divine weapon and 3 divine armors.
Enemies and bosses
- Several bosses have changed location and rarity, the goal being to have 1 legendary boss on each large area and then only secondary bosses.
- The arena now has epic bosses at the start, instead of rare.
- The secondary bosses in the areas are now random and more powerful than before.
- The bosses have 30% more health.
- The explosive shields of the bosses now take into account the maximum health value of the boss, instead of being a fixed value.
- The enemies no longer have rotation or movement for cone attacks.
- The classic attacks of the destroyer of the group of transformed men no longer put poison.
- The kamikaze attacks of the special transformed men only trigger after 4 to 10 seconds after the start of the fight, the damage is increased by +20%.
- The minimum level of the monsters during the wave of monsters is that of the player.
Skills
- Most damage reduction and damage bonus skills have smaller level increases, some skills that were already nerfed have not been touched, it is a matter of balancing the others.
- Weakening Debuff (all classes): reduces the opponent's damage from -1.2% to -3% per stack.
- The debuffs all last 6 seconds, some had 5 or 4 seconds.
- Lightning Jet (Elementalist): Damage +100%
- Lightning Shield (Protector): Becomes a status buff for all classes, instead of an activatable buff, with 5 maximum stacks instead of 1, damage +100%.
- Sand Tornado (Gladiator): Added tornado category.
- Blade of Despair (Duellist): Cooldown reduced from 20 seconds to 8 seconds.
- Progressive Power (Thief): Becomes a skill for all classes.
- Wild Vine (Druid): Added Classic Attack category.
- Blessed Hammer (Paladin): Added Classic Attack category, the skill passes through enemies.
- Preparatory Attack (Insane): Added Classic Attack category, Breath Cost -30%, Damage -30%.
- Poison Blade (Berzerker): Added Classic Attack category, Breath Cost -35%, Damage -20%.
- Winning Parry (Duelist): Added “Single Target” category.
- Blood Spray: Renamed Blood Flood and gains the Tornado category.
- Explosive Skull (Necromancer): Becomes a Priest skill.
- Pure Energy Bolt (Bard): Becomes a skill available to all classes.
- Regenerative Wait (Gladiator): Life regeneration as a % of total no longer increases as you level up, down from 10% per second to 5% per second at max level.
- Shield of the Weak (Archer), +50% absorption.
- Elemental Shield (Battlemage): No longer grants maximum elemental resistance and the absorption amount has been increased by +50%, cooldown reduced from 30 seconds to 20 seconds.
- Improved Defense (Warrior): Increased from 12% to 20% damage reduction at level 1 and from 36% to 33% at max level.
- Paper Demon (Brawler): Increased from 20% to 40% bonus damage at level 1 and from 60% to 80% at max level.
- Familiar of Eternal Cold (all classes): When leveling up, it correctly increases the chance to activate the absorption shield with cold damage, increasing from 10% to 30% at maximum level.
- Blood Pact (Paladin) and Lich (Necromancer) also increase the damage bonus below 40% health when leveling up.
- Cold Storm: Cooldown reduced from 16 to 12 seconds.
- The “Storm of X” skills are now in the storm category, 4 classes are affected: Blade Master, Cleric, Sorcerer, Elementalist.
- Several skills have had their resource type changed to mana: Explosive Ball (Pyromancer), Acid Blade (Chaos Manipulator), Bramble (Forester)
- Several skills that were previously rare have reduced usage conditions.
- Your satellite skills are no longer destroyed if you touch walls or the ground.
Equipment
- Equipment effect: 75% of the effects have been improved, the goal being to have almost all the effects on the same power, you only have to really choose what you want to play as a character, rather than building around a few very powerful effects compared to the rest.
- The bonus level thanks to consumables goes to +10 at most, this is retroactive, so your items with an item level higher than 10 will now have a bonus level of +10.
- Equipment now has statistics with Tier, ranging from 1 (the best), to 7 (the worst), reducing the power of the items, except tier 1 which is an improvement, tier 2 corresponds to the power of the items before this patch.
- Durability on low rarity items has been reduced.
- The selling price of the items you have when you start the game has been set to 20.
- The number of stats that a piece of equipment can have is now random: Rare 3 to 4, Epic 3 to 5, Legendary 4 to 6, Divine 5 to 6.
- Weapons have 1 less stat, in addition to having a random number of stats.
- The blocking time with a shield goes from 6 seconds to 2 seconds at level 100 (this was partly a bug).
- The power on equipment that allows you not to use endurance out of combat has been modified, it now allows you to increase the maximum amount carried, as well as to increase breath regeneration.
Talent
- Talents for the protector: He no longer has a talent related to energy shield, which have been replaced by talents for blocking.
- Talent: Blocking talents go from 0.4% per point to 1% per point.
- Druid Talent: No longer has talents related to blocking.
- Power talents for the beginning of the game have been removed, these talents were too powerful at the beginning, leaving no room for diversification of choices.
- Defense talents against a type of element go from 0.5% to 1% per point.
- Forester talents no longer have anything to do with using cold skills, but with physical skills instead.
bug fix
- Godly rarity items dropped on the ground are red instead of white.
- Satellite projectiles are no longer destroyed by loot bags on the ground, as well as life globes.
- Uncontrollable Tornado (Chaos Manipulator): Correctly shows the total damage at the end of the description.
- Fixed a bug on the absorption shield when you were not equipped with an item with the effect that does damage when the shield disappears.
- The acrobat and hunter classes have their categories correctly visible on the class description.
- Berserker's Rage (Berserker): Leveling up is correctly taken into account.
- Talent 980 (Insane) is correctly visible.
- Talent 1281 (Duelist) is correctly visible and works correctly.
- The button to change class is correctly visible if you have the maximum number of classes learned.
- The skill “Rain of Arrows” can only be cast with a bow and uses a bow animation.
- Special gems such as -5% damage received and +10% damage dealt by divine item are calculated correctly, no longer making your character invulnerable.
- Set bonuses: Bonus 2 life globes and bonus 4 classic attack are correctly added separately, they were previously merged, not allowing you to benefit from both bonuses at the same time.
- Set bonus text information is correctly visible at the top of your action bar.
- Fixed a visual effect on a legendary dagger that could slightly reduce the number of FPS.
- It is no longer possible to open the gem management interface on equipment present in the improvement interface (crafting), avoiding a bug to have infinite gems.
- Passing an item from your character sheet to the crafting interface correctly removes the item's statistics from your character.
- Elemental Symbiosis regeneration is no longer triggered by enemies.