Open Beta #3 - Patch Notes!

Hello everyone! These are the patch notes for the open beta for the weekend of August 21st-24th.

Itemization

  • Empowerment with multiple items now properly increments the challenge for each non-catalyst item.
  • Gadget: Concentrated Anima Jet
    • Increased the heal power scaling. Baseline values unchanged.
    • Increased range to 25m.
  • Talisman: Serpent Venom Ring
    • Added safeguards to prevent the ring from applying Sap Vitality to wielder in some very specific and weird circumstances.
  • Weapons: Anima-Touched
    • To bring these weapons in line with the new self healing/soloing expectations, the amount healed is now 35% of the damage dealt.

Dungeons

  • 3rd tier mechanics (ie “Nightmare”) now start at Elite 8.
  • Several new mechanics have been added to all Elite dungeons (except The Penthouse) starting at Elite 14.
    • Warning: Some of these are fairly deadly. You may need to change the way you approach certain bosses.
    • Several of these mechanics interact with purges, and a pass has been done on player purging capabilities. Some abilities have been reduced in effectiveness while other abilities have been given purges.
  • Adjusted HP of dungeon monsters.
  • The Polaris
    • Blarbane Sorceress
      • Deathsquall
        • FX has been updated; it should be less laggy on Elite 8+
        • Now has preview FX
        • Should no longer desync the cloud and the damage area
        • Has gotten more dangerous
  • Darkness War
    • Batab Crusher
      • Adds deal significantly less damage, so they should no longer instantly 1-shot DPS and healers.
    • Nacom Warcaller (trash mob)
      • Fevered Blow now has an avoidable preview.
    • Xibalban Bloodhound
      • Increased damage done by Gaze into the Void.
      • Gaze Into the Void no longer knocks if the attack is glanced or evaded.
      • Made changes to the filth cone that should make it more reliably placed within its avoidable preview.
    • Dark House Sorcerer
      • Fixed an issue that would cause the boss to target DPS instead of the tank.
    • Unbound Ak’ab
      • Dash now inflicts damage even when the boss does not have enough space to move.
  • Hell Raised
    • Hardwired Fleshtank
      • He has had enough of your positioning shenanigans. Prepare to be burned.
    • Traumadriver
      • Molten Metal now has a preview.
  • The Ankh
    • Doctor Klein
      • Adjusted the damage dealt by Dreaming Shroud back to surmountable levels.
    • Fixed an incorrectly placed collision barrier at the first anima well
  • Hell Eternal
    • Prime Maker
      • The Prime Maker should no longer momentarily reflect damage when getting its shield back while standing in a pool of water.
      • Fixed being stuck in combat after completing the Prime Maker encounter.
  • The Penthouse
    • Fixed a geometry exploit.
    • The dungeon mission will now properly complete on Elite 17.

Dark Agartha, Seek & Preserve Scenarios

  • Dark Agartha
    • Enemies on Elite 15 no longer have unreasonable damage.
  • Seek & Preserve Scenarios
    • Enemy stats updated; the enemies should no longer be made of paper mache.

Abilities

  • Assault Rifle
    • Mechanic: Grenades
      • Addressed an edge case where the grenade was not considered cooked when using ability queuing. This does not 100% resolve the issue but makes it less likely to happen.
      • Corrected a balancing error that did not take the energy scaling for the chance to generate grenades correctly into account when calculating grenade damage. This has resulted in a roughly 10% reduction in contribution to grenade abilities from a grenade being cooked. This is not a 10% total reduction in damage, it’s less than that.
    • Passive: Slow Burn
      • This passive again works.
    • Special: Energise
      • The next Assault Rifle attack purges 1 beneficial effect from all enemies hit. No longer purges on every Assault Rifle attack while Energise is active.
    • Special: Incendiary Grenade
      • Now purges 1 beneficial effect from targets.
    • Weapon: KSR-43
      • Fixed a display issue with the grenade timer
  • Blade
    • Mechanic: Spirit Blade
      • Spirit Blade will no longer trigger on the same hit that forged it.
      • Corrected a balancing math error - this has reduced the damage of Spirit Blade.
    • Special: Crushing Tide
      • Damage adjusted for new Spirit Blade damage.
    • Power: Swallow Cut
      • Fixed an incorrect interaction that triggered Immortal Spirit too frequently.
    • Power: Tsunami
      • Fixed this ability generating too much Chi.
    • Special: Hone
      • The next Blade attack purges 1 beneficial effect from all enemies it hits.
    • Special: Soothing Spring
      • Additionally cleanses 1 detrimental effect from team members every 2 seconds for 6 seconds.
      • Dev Commentary: Blade as a weapon did not have much in the way of team utility, making it the perfect place to add additional team-wide cleansing as an alternative to Cleanup.
    • Passive: Meditate
      • Chance to generate Chi increased to 18% every second.
    • Passive: Hardened Blade
      • Chance for Swallow Cut to not consume a Spirit Blade attack increased to 24%.
    • Passive: Deluge
      • Damage reduced.
    • Passive: Focused Breathing
      • Now generates 1 Chi every 10 seconds.
    • Passive: Warrior’s Spirit
      • Damage increased.
    • Weapon: Stormbringer
      • Now generates 1 Chi every 4 seconds, down from every 7 seconds. Chi on entering combat unchanged.
    • Weapon: Razor’s Edge
      • Chance to generate Chi increased to 50% on crit.
    • Weapon: Soviet Techsword
      • Chance to generate Chi when hitting with a non-Blade ability increased to 28%.
    • Weapon: Blade of Bloodied Silks
      • Crushing Tide’s cooldown now reduced by 3 seconds.
    • Weapon: Rhythmic Blade
      • Fixed a case where Rhythmic Blade was generating too many Spirit Blade charges.
      • KNOWN ISSUE: There is still a known oddity with this weapon on training dummies.
  • Blood Magic
    • Mechanic: Corruption
      • Corruption deals gradually increasing damage the longer the caster stays above 90 Corruption. This can be see through the buff “Tainted Blood” in the player’s buff tray.
      • Activating Blood Magic abilities while your Corruption is below 90 will remove stacks of “Tainted Blood”.
      • “Tainted Blood” is removed when you leave combat.
    • Special: Desecrate
      • Purges 1 beneficial effect from the target.
    • Elite: Communion
      • Now cleanses 1 effect on the first and the final tick.
  • Chaos
    • Special: Entropy
      • The next Chaos attack purges 1 beneficial effect from all enemies hit. No longer purges on every Chaos attack while Entropy is active.
    • Weapon: Dark Mysteries
      • Fixed Twist Fate not applying Debilitated when using this weapon.
  • Elementalism
    • Mechanic: Thermotics
      • Dev Commentary: The intention still remains to not perform a DPS rebalance at this point in time. However, changes to certain abilities in the Elementalism weapon necessitated a brief look at its performance, and making some quick tweaks.
        • 76-100 Heat: +67.6% damage
        • 51-75 Heat: +33.8% damage
        • 26-50 Heat: +16.9% damage
    • Special: Flicker
      • Fixed being recastable when cast while Overheated.
    • Special: Crystallised Storm
      • When cast, if the caster has 30 or more Heat, purges the area. After 5 seconds, if the caster has 30 or more Heat, purges the area again. No longer purges on hit.
    • Passive: Discharge
      • The damage proc now triggers 100% of the time when Crystallised Storm purges, and when it hits an enemy with a purgable buff. Still has a 33% chance to trigger against an enemy without a purgable buff.
    • Active: Crystallised Flame
      • Replaced with Living Flame
      • Summoning a Living Flame at the targeted location, which immediately casts Flame Flare.
      • The Living Flame inherits your combat stats and Thermotic heat. Its health scales with your attack power, and it attacks every 1.5 seconds.
      • Casting Crystallised Flame while you have a Living Flame active teleports the Living Flame to your targeted location and makes it immediately cast Flame Flare.
      • Flame Flare: Deals damage in a 5m radius around the Living Flare, and stuns hit targets for 3 seconds.
      • Dev Commentary: Elementalism had an unfortunate survivability problem in solo content (particularly Dark Agartha). Additionally, there was a known client crash caused by Crystallised Flame that we were unable to reproduce internally, and all prior attempts to fix it were unsuccessful. The decision was made to tackle both of these problems simultaneously while also giving Elementalism something unique and completely inline with its flavor, while also removing a source of visual ground clutter. This is the first tank pet we have introduced (or even attempted), and as such there may be some issues with it - please report any and all issues you encounter so that we can get the Living Flame performing its best!
    • Passive: Crystallised Blaze
      • Replaced with Synergetic Flames
      • Increases the damage dealt by the Living Flame pet.
      • While you have a Living Flame pet active, the cast time of Living Flame is reduced by 1 second.
      • Living Flame will provoke enemies who attack you. This effect does not work against Dungeon, Lair, or Raid monsters.
      • Your Elemental Fire and Lightning damage heal your Living Flame pet for 35% of the damage done.
    • Special: Flash Freeze
      • If you have a hostile target within 20m, Flash Freeze will cast both at your feet and at the target.
      • Flash Freeze snares targets it hits for 6 seconds.
      • Flash Freeze’s damage is now calculated before the caster’s heat is reduced.
      • Dev Commentary: With the cold abilities requiring close proximity to deal damage, using them was too risky in a group setting. This change should provide a lower risk long-range cooling option while also keeping a snare effect in Elementalism’s toolkit.
    • Passive: Thermocoupler
      • This passive now functions as described, allowing weaving back and forth between fire and lightning abilities.
      • Its damage has been updated for the new frequency of its damage trigger; average damage over the course of a fight unchanged.
    • Weapon: Cryo-Charged Conduit
      • Should no longer trigger off a Flicker cast that increases your heat.
    • Weapon: Frozen Figurine
      • Should no longer trigger off a Flicker cast that increases your heat.
    • Weapon: Totemic Hell Lord
      • Fixed the debuff from this weapon sometimes not properly applying to hit enemies.
  • Fist Weapons
    • Special: Ferocity
      • When used to consume Fist DoTs from a hostile target, additionally purges 1 beneficial effect from the target.
      • When used to consume Fist HoTs from a friendly target, additionally cleanses 2 detrimental effects from the target.
    • Passive: Vigour
      • Can no longer be purged.
      • Buff is now visible.
      • Dev Commentary: The first passive in each weapon’s passive tree is intended to be a source of mitigation/survival when soloing. However, the weapons with a HoT effect suffered unfairly in encounters where the enemy had purges (Dark Agartha, Ghouls in Scenarios, etc). There was no other advantage to compensate for this weakness, so to balance out these passives we elected to make all “soloing” passives immune to purge.
    • Passive: Natural Remedy
      • This passive no longer causes Regeneration to not benefit from effects that increase Elite healing.
      • The overhealing that is redistributed to the lowest health team member is no longer incorrectly buffed a 2nd time by global healing modifiers.
  • Hammer
    • Passive: Forged in Fire
      • Can no longer be purged.
    • Elite: Raging Volcano
      • Reduced CD to 50 seconds.
      • Radius increased to 10m.
      • Damage reduction removed. Now grants a large amount of temporary health while channeling.
      • When healed while channeling Raging Volcano, you heal again for 85% of the healing received.
    • Passive: Molten Armor
      • Reworked.
      • Now causes Raging Volcano’s defensive effect to persist for 4 seconds after you stop channeling Raging Volcano.
    • Signature: Blazing Fury
      • Fixed an issue where it could cause significant server lag in an Equal Footing environment.
  • Pistols
    • Passive: Bamboozle
      • Now causes Trick Shot to purge 1 beneficial effect from hit targets.
      • Damaging effects now work against enemies who are immune to crowd control, and multiple players using Bamboozle will no longer overwrite each other’s damaging effects.
  • Shotgun
    • Special: Reinforce Shells
      • Redesigned
      • 60 sec cooldown, 2 Shotgun Energy, off GCD, does not swap during reloading
      • Increases protection by 20400 for 6 seconds, and cleanses 1 detrimental effect.
      • Dev Commentary: The previous iteration of this ability (shell-specific effects) was an experiment meant to provide utility to both tanks and damage dealers. Unfortunately, by trying to fulfil both roles it created too many problems for tanks, and the lower cooldown compared to other defensive cooldowns made it too strong in some encounters and too weak in other encounters. To address these problems, and ensure Shotgun’s toolkit is not lacking compared to other tanking weapons, we have redesigned this ability to be a more typical tanking cooldown.
    • Passive: Resupply
      • Redesigned
      • Increases chance to be glanced by 30% while Reinforce Shells is active.
    • Special: Cleanup
      • Now cleanses 2 detrimental effects plus 1 for every 2 unloaded shells.
      • No longer consumes or requires Shells.
      • Can be activated while reloading (does not swap during reloading).
      • The next Shotgun attack will purge 1 beneficial effect from hit targets.
      • Dev Commentary: The previous iteration of Cleanup was too powerful when used as an offhand, too weak when used as the mainhand, and so focused that much of its utility was lost in average use. The redesign aims to make it still useful as an offhand, but no longer overwhelmingly the single best option. Additionally, the purge on the caster’s next attack was added as part of the purge pass, and serves to widen the utility of this ability.
    • Passive: Cleanup Crew
      • Now applies the buff to all group members whenever Cleanup cleanses or purges any effect.
      • Damage increased.
      • Damage now comes from the player that cast Cleanup.
      • Multiple players with Cleanup Crew no longer overwrite each other’s Cleanup Crew effects.
    • Passive: Combat Reload
      • No longer loads shells while the Reload abilities are active.
      • Timer for loading shells now starts on entering combat.
  • General
    • Healing Potion
      • No longer triggers the global cooldown.
      • Changed from % max health to a scaling value based on your character’s power and anima allocation. The healing when soloing should be about the same.
      • Dev Commentary: This change was made to retain the potion’s usefulness in solo content but bring it in line for tanks.
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Sunday August 23rd surprise update!

Dungeons

  • Hell Raised
    • Recursia
      • Triggerthings now have a new passive effect: Sole Purpose
      • This creature’s sole purpose is to be consumed. Failure to fulfil that purpose is death. When Stunned, Rooted or Knocked, this creature will die.
      • Recursia’s reflect shield area is now properly tagged as a dungeon reflect shield.
  • The Ankh
    • Fixed Dimensional Arachnid using Tier 4/Elite 14+ mechanics on lower Elites.
    • Boss 6 (Klein/Melothat) has been given an additional mechanic.
  • Hell Eternal
    • Occluding Lens
      • Duration is now 10 seconds, down from 15

Abilities

  • Blade
    • Mechanic: Chi
      • Effects that trigger off Chi generating will no longer erroneously activate while out of combat.
    • Special: Soothing Spring
      • Fixed giving cleanse effect to teammembers while in the anima well
  • Shotgun
    • Special: Cleanup
      • Fixed giving cleanse effect to teammembers while in the anima well
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