Early Access - Hotfix #7
- Fixed Gems giving their bonuses to players based on the item level of the parent item, not the gem itself.
- Gems will now give the stats they say they give.
- Fixed an issue where Dormant AI would get stuck in dormancy if they were stunned or hit reacted while dormant
- Fixed an issue where players would lose the ability to jump if they were rapidly jumping in high latency situations
- Fixed some abilities applying their resource costs inconsistently
- Fixed Snare effects scaling the movement of Mantle
- Fixed Traits not working after respawning in Deathmatch
- Fixed an issue where Blade Rush could summon multiple phantoms for the Dunestalker perk if animation canceled by Phantom Veil
[h2]Warrior[/h2]
[h3]Skills[/h3]
Iron Grip
- Increased the distance of the fully charged version to 20 meters, up from 15
- Attempted fix at Battle Frenzy still not breaking the player out of Incapacitate
[h3]Weapons[/h3]
Axe
- Removed hit reaction from the Giant's Guillotine aftershock damage
Developer Note: The goal of Giant's Guillotine is more damage, but was becoming used more as a way to chain stun unintentionally.
- Attempted fix at the Quake weapon swapping
[h3]Class Tools[/h3]
Sickle
- Reduced Wound and Missing Health damage scalars by 30%
Developer Note: The long-term goal with this ability is to have a cooldown, but this is tricky for us to implement in a hotfix at the moment so we are temporarily reducing its effectiveness by a large margin.
[h3]Skills[/h3]
Cyclone
- Increased cooldown to 8 seconds
Developer Note: We love that Cyclone has been a popular choice for Hunters and creates a lot of exciting gameplay moments, but its frequency and ease of use is a bit too high which can cause Hunters to "kite" too easily.
We've been adjusting the cooldown and observing changes, and will continue to adjust until we feel like its right. Previously the cooldown was 5, and now we are adjusting to 8 sec.
[h3]Weapons[/h3]
Swift Bow
- Fixed the swift bow Evade Attack not consuming special arrows
[h3]Skills[/h3]
Gleaming Star
- Damage increased by 30%
- Damage increased by 6.5%
- Damage increased by 10% on the explosion and bounce hits
Developer Note: We want to create an interesting decision between Heaven's Fury and the Stars, as well as encourage them to be used as a combo together. Heaven's Fury (and its alternates) are great choice because of its strong stun, and we'd like to encourage more use of the Stars because of its damage, so we are increasing its damage.
- Fixed an issue where Heaven's Ward was not costing Energy
[h3]Weapons[/h3]
Scepter
- Restored the total follow distance of charged Scepter projectiles to 45 meters, up from 30
Developer Note: The Scepter Charge Attacks (Press and Hold), like many mechanics in Legacy during Early Access, are a work in progress design. Currently, the Charged Attack (called Light Array Volley) will home onto targets, following them around terrain and the environment until they deal damage. If a player Evades, the projectile will fizzle and won't continue to follow the player.
We are adjusting with the distance and power of this effect, but based on your feedback have realized that a mid-season hotfix isn't the right time to experiment with this and are reverting it back.
[h3]Traits[/h3]
Redemption
- Fixed Redemption to once again restore 30% of the target's max HP on reviving a downed player
- Attempted fix at an issue where Heaven's Ward and Heaven's Wrath Consecration areas would not work with the Star Burst traits