Season 1 Update #2
[p]Hey Adventurers![/p][p][/p][p]In this update, we’ve focused on two major goals: improving the path to higher-tier gear and refining the balance across our combat systems.[/p][p][/p][p]Players will now have more reliable ways to earn epic and legendary equipment through new vendor options, improved drop rates, and updated upgrade systems. At the same time, we’ve made targeted adjustments to class abilities, weapon performance, and battlefield mechanics to ensure more competitive and enjoyable encounters.[/p][p][/p][p]I hope you all enjoy our Update 2, and we will be back later this month with our 3rd one... which will have our Wizard's new weapon![/p][p][/p][p][/p][h2]World [/h2]
Combat[/h2][h3]Global Mechanics [/h3]
Rogue[/h3][p]Weapons[/p]
Hunter[/h3][p]Weapons[/p]
Warrior[/h3][p]Mechanics[/p]
Wizard[/h3]
- [p]Fixed the Crypt's statue extract not moving correctly on the client[/p]
- [p]Fixed the splashing effect in Mor'Thog's layer happening while the player was on dry ground[/p]
- [p]Fixed duplicate overlapping coffins in Seraph's Rest in Greenwood[/p]
- [p]Fixed some inconsistent interaction behavior with ores and trees when they were scaled or rotated.[/p]
- [p]Slightly brightened lighting in Greenwood Night[/p]
- [p]Added a new Goblin Voucher to the weekly Mor'thog crate that can be traded in for a random piece of epic equipment for a specific class[/p]
- [p]Added basic materials that are sold by vendors, selling more as they increase in reputation level (ore, scraps, and logs)[/p]
- [p]Improved chance to find higher rarity trees and ore nodes in Greenwood Night and Crypts[/p]
- [p]Improved loot for creatures and chests in Greenwood Night and Crypts[/p]
- [p]Re-added upgrades for epic to legendary items. These upgrades only require legendary crystals and no other materials[/p]
- [p]Legendary crystals can rarely be found in the Dawnhammer Crypts from enemies, and even more rarely from chests[/p]
- [p]Reduced the healing bonus from gems and food to match damage bonuses[/p]
- [p]Today's Special cooking ingredient now grants an extra serving and disease resistance instead of a healing bonus[/p]
- [p]Enchantress now sells transmute recipes for all crystals and the elder darkrune. These are unlocked from level 3 to 6[/p]
- [p]Fixed a bug that prevented the Steelsheel Beetle and Gem Dust from being placed in the Transmutation Device input[/p]
- [p]Increased the amount of common armor sold by the Armorer when they reach level 3[/p]
- [p]Enchantress now has a better chance to sell rare gems at higher reputation levels[/p]
- [p]Tavernmaid now sells more food, but charges more for the good stuff [/p]
- [p]Fixed some players not showing up on Friends list or Block List[/p]
- [p]Added an "Add All" button for the Tanner, Loom, Forge, Fireplace, Critter Habitat, and Transmutation that will transfer all crafting inputs for the module from your stash to the module.[/p]
- [p]Fixed an issue where "Undroppable" items were droppable[/p]
- [p]Fixed Ctrl+Click not working in the lodge.[/p]
- [p]Updated Simplified and Chinese localization[/p][p][/p]
- [p] Improved game performance
[/p]
Combat[/h2][h3]Global Mechanics [/h3]
- [p]Resilience[/p]
- [p]Resilience effect now includes immunity to Silence effects[/p]
- [p]Roots[/p]
- [p]Fixed an issue where Affliction damage proc effects, like Combustion and Hemorrhage, would not break roots[/p]
- [p]Audio
Increased volume of footsteps for enemies that are offscreen [/p][p][/p]
- [p]Guided Star[/p]
- [p]Explosion damage reduced to be the same as Gleaming Star at all levels[/p]
- [p]Reduced damage dealt when passing through a target by 15%[/p]
- [p]Mending [/p]
- [p]Costs 30 spirit to use, updated the tooltip to reflect this [/p]
- [p]Spiritual Heal [/p]
- [p]Fixed to cost 30 spirit to use again, matching the tooltip [/p]
- [p]Cleanse [/p]
- [p]Fixed issue where cleanse would not work consistently [/p]
Rogue[/h3][p]Weapons[/p]
- [p]Daggers[/p]
- [p]Backstab (Charged LMB Attack) [/p]
- [p]Reduced damage by 10% [/p]
- [p]Backstab (Charged LMB Attack) [/p]
- [p]Venomfang Daggers [/p]
- [p]Fixed Blinding Powder perk [/p]
- [p]Disorient [/p]
- [p]Fixed Root effect not being applied with the backwards double dodge [/p]
Hunter[/h3][p]Weapons[/p]
- [p]Swiftbow[/p]
- [p]Doubled the speed of the Block startup animation[/p]
- [p]Longbow [/p]
- [p]Thunder Arrow (Weapon Skill) [/p]
- [p]Reduced the radius of explosion effect to 2.5 meters, down from 3 [/p]
- [p]Reduced damage by 30% [/p]
- [p]Reduced projectile speed by 33% [/p]
- [p]Thunder Arrow (Weapon Skill) [/p]
- [p]Bramble Trap [/p]
- [p]Reduced damage by 15%[/p]
- [p]Reduced Hemorrhage buildup per tick to 65, down from 75 [/p]
- [p]Blessing of the Wind [/p]
- [p]God Fixed Wolf altars to be interactable again [/p]
- [p]Fixed the Altars not locking movement during the interact animation [/p]
Warrior[/h3][p]Mechanics[/p]
- [p]Fixed Rage Regen to the minimum of 20 being stopped by periodic damage effects[/p]
- [p]Evade [/p]
- [p]Increased the number of Evade frames on Forward Evade to 14, up from 8[/p]
- [p]Increased the number of Evade frames on Backward Evade to 14, up from 8 [/p]
- [p]Axe[/p]
- [p]Fixed an issue where whirlwind damage would double up when held down[/p]
- [p]Mace[/p]
- [p]Sprint Attack [/p]
- [p]Reduced knockback by 50% so that a normal attack follow up can land [/p]
- [p]Sprint Attack [/p]
- [p]Warpath [/p]
- [p]Fixed issue where the looping sound effect would play infinitely [/p]
Wizard[/h3]
[p]Only one bug fix right now, many more changes are planned for the Frost Orb update in late June[/p][p]Mechanics [/p]
- [p]Fixed an issue where the Wizard's evade without a directional input would cause the Wizard to move in an unpredictable direction [/p]