Instruments should now lose their durability much less frequently as before.
There was an issue causing instruments to lose durability much faster in conjunction with running several songs at once.
The new weapon from Jack Frost, the Ice Shard, has had its slow duration reduced to 3 seconds.
Ice Shards are now only usable by level 50 characters.
Midgard’s Ice Shard is now an Axe weapon instead of a Sword.
This change allows it to be used in the offhand like the other realms.
The Underhill Stalker has had two styles removed:
Achilles Heel and Leaper
These styles caused the armor wither effect, which lead to massive hits on targets while Summon Mastery (ML9) was active. With these styles removed, the stalker's damage should be more in-line with the other melee-DPS pets in the other realms.
Otherwise, we are happy with the DPS pets' damage as these pets are extremely weak to both physical and magical attacks, and gain no defensive bonuses even while under the effects of Summon Mastery (ML9).
Arawn’s Legion pet limit has been reduced to 12, down from 16.
Please note these pets are instantly destroyed with confusion spells (Skald, Runemaster, Healer, Bard, Mentalist, Warden).
These pets are vulnerable to all forms of crowd control.
Gates of Valhalla pet limit has been reduced to 24, down from 32.
Please note these pets are instantly destroyed with confusion spells (Sorcerer, Minstrel, Friar, Bard, Mentalist, Warden).
These pets are vulnerable to all forms of crowd control.
Overall, we are very happy with the pet-based class' performance. Prior to 1.122 pet-based classes had static and uninspired pets and pet abilities that made their pets more after-thoughts than class-defining roles. With 1.122 we wanted there to be a real choice among the different pets with each pet type being useful and unique. In many ways this has been accomplished. However, the melee-DPS pets seem to be a bit too popular still. As we monitor this latest round of fixes, we are looking at some additional adjustments in the coming weeks that will help the other pet types' performance.
In addition, we would like to announce that class balance related tweaks and adjustments will be coming more frequently and more often as Hot Fixes, going forward. This allows us to more nimbly respond to your feedback to address any imbalances and allows us to perform more gradual improvements in shorter timespans. Major class balance changes will still be part of major patch versions (read: with downtime) but tweaks to classes, in the form of Hot Fixes, should be expected every 3-5 weeks throughout the year from now on.
We've addressed the stealther archetypes, light-tank archetypes, and pet-classes extensively over the previous two patch cycles and so Hot Fix adjustments between now and the next major update will be focused in those areas; however, we will be looking at hybrids and the lesser-used support lines in the next major version. Speaking of the next major version, as discussed in the end of the year podcast, one of its major focal points will be on adjusting /uses and procs on gear so that class abilities once again matter more than the procs or abilities found on a character's equipment.
Finally, we'll be outlining our full plan for the 1.123 version (and beyond) in the coming weeks with a Producer's letter and newsletter. There are some big updates on the way and we're very excited to unveil them to you!
Posted by John Thornhill | 2016 Dec 07 19:34 -0500 GMT
We've been very happy with the action and response to patch 1.122B thus far! The dynamic underpopulation bonuses, tower layout and portal keep changes have been very well received and we're loving all the awesome feedback on the pet-class changes!
Below you'll find some quick adjustments and general bug fixes. Thanks again for the feedback and we'll see you in the frontiers!
Realm vs Realm
The siege tower hookpoint on the northeast corner of Dun Crimthainn should now be visible when shift+right-clicking on the keep and showing the hookpoints.
Please note that if you're currently logged in, you will need to logout and run the patcher before this change takes effect.
The siege tent at Nottmoor Watchtower will now spawn correctly.
The teleporter NPCs at each strength relic town no longer give incorrect information about the length of the portal timer. All portal ceremonies are 60s so long as the safe port supply line is open.
Several icons have had their widgets, borders, and icons adjusted and fixed.
Please note that if you're currently logged in, you will need to logout and run the patcher before these changes takes effect.
Bonedancer “Totem” have been changed as follows:
Only one totem spawns at the target location, but effects are still radius based.
Totem effects now trigger as soon as the totem is cast, and continues to subsequently pulse as normal.
Cloak of the Loyal Druid has had its disease cure rate reduced to every 15 seconds, down from every 30 seconds.
The “Enchantment of …” spells now properly overwrite themselves on groupmates.
The Underhill Ally’s health regeneration buff has been removed.
This conflicted with the Bard’s heal song. The melee resistance buffs from the ally and its healing capability offer enough utility without needing to increase the regen buff’s value.
The level 48 PBAoE spell now does its correct damage.
The Loyal Enchanter class cloak /use add-radius ability now properly affects the group.
The Enchantment of Mana ability should properly function for all classes now.
The Revert Form ability now correctly shows up in the abilities list.
Necromancer ‘Ground’ abilities have changed as follows:
Only one ground storm spawns at the target location, but effects are still radius based.
Ground effects now trigger as soon as the ground is cast, and continues to subsequently pulse as normal.
Chthonic Form changes:
Now properly grants its parry and weaponskill buffs at all levels.
Now properly releases summoned pets at all levels.
Decrepit Form’s health regeneration has been scaled throughout level progression. The level 50 regeneration remains unchanged.
This will lower regen rates throughout the lower levels, mainly to balance out the previously very high regeneration rate in battlegrounds.
Power Lock now correctly stuns the Necromancer while grappling and draining its target’s power.
You cannot purge this stun, and it does not provide an immunity.
The first tick of the Selfless Devotion RR5 now correctly fires.