|4 posts found|
OP 10/08/13 7:16:14 AM#1
Patch Notes, October 8th
<blockquote restore="" "=""> Here are the patch notes for today's patch. I've kept the original commentary from our recent update so that there's context as far as the balancing changes go.
Balancing at high skill-tier while addressing Time-To-Kill (TTK)
This was quite tricky to address because we have the Warrior role whose nature is partially that of an “easy” entry-level role, that provides new and averagely skilled players a decent vehicle to viability. A consequence of this also made Warrior the dominant role at high skill-tiers, in most situations.
At the same time, Skirmishers and Elementalists were receiving too much damage from ranged attacks as a percentage of their health pool, which resulted in much shorter TTK compared to warriors.
To address both of these issues, we begin by:
You can find links to details for the armor protection changes below:
Additionally, In order to encourage other roles to counter attack or engage warriors in melee combat, the relevant protections in warrior armors were slightly reduced.
Sustainability and Transfers
In order to help with sustainability, transfer spells are moderately increased in magnitude, while their cooldown is slightly reduced.
This obviously affects roles differently, and we felt we needed to implement this change now, together with all the combat gameplay changes.
This change also helped towards a better TTK for the ranged DPS roles, as a slightly stronger "stamina-to-health" transfer was often the difference between life and death while getting nuked.
The bottom line of this change is that it will add extra depth to the game at no cost to complexity. We do believe that player skill, before numbers, should be the primary factor in a fight. This change will help when fighting outnumbered, or recovering from a bad spot after an ambush.
We also addressed the wobble mechanic, as we felt it wasn't serving its intended purpose. To that extent, the “shrinking” time for all roles has been greatly reduced, with the skirmisher’s being even faster as they heavily rely on perfect aiming. Additionally, the reticle shrinking was tweaked in order to have it start as soon as the projectile is ready to be released. The delay until the shrinking began, we feel is a big reason why players did not withhold their arrows until their reticle became more accurate, thus rendering the mechanic irrelevant.
Skill Changes: Warriors
We tried to address the issue of the role relying too much on archery damage to compete. Because of this, as mentioned earlier, warrior archery damage was reduced by increasing the relevant armor protections. At the same time however, we decreased the cooldown of stampede and reduced its duration. This change turned the skill into more of a distance closer, intended to balance out the reduction in ranged damage. The magnitude of the knockback of the skill was also reduced but not removed, in order to preserve the baresark spirit of the school.
We also increased survivability of Battle Brand School:
In the Slayer School, the stamina drain for the Polearm Power attack was reduced by 36% , as it was deemed a bit excessive
Skill Changes: Skirmishers
Some of the skirmisher's skills were too costly, causing this role to run out of stats fast. Also some cooldowns were tweaked. The DPS for deadeye school were also slightly increased.
Skill Changes: Duelist
The Duelist school has been slightly rebalanced in many areas, to counter strong advantages the Duelists have vs. other roles.
This, so that players have few more seconds of breathing room after managing to escape the duelist in melee range.
These, so that players have a bigger window of opportunity against a duelist, especially when engaged in melee combat.
Duelist offensive abilities have also had their cooldowns slightly increased, so that duelist relies more on in-and-out burst damage, than the "sustained burst" he had before. This was hurting mostly the Primalists, yet we don't expect to see much difference in the outcome against other roles such as Warrior and Elementalist.
Skill Changes: Elementalists
Having addressed one of elementalists main concerns, survivability, means they will now have more time to use their high damage skills.
Some other tweaks include:
Skill Changes: Primalists
As you can probably understand, your feedback is critical in regards to this patch. Thank you in advance for your input.
OP 10/08/13 8:57:23 PM#2
Updated Original post with the actual official patch notes from https://forums.darkfallonline.com/showthread.php?381175-Patch-Notes-October-8th
The changes makes combat worth it. All ex player should sub and have fun for next 30 days!
10/08/13 9:01:46 PM#3
Cool. I hope this game thrives for years. I haven't played for a couple of months because it's not quite sandboxy enough for me, but I still love the game. For the type of game it is, it's really great. I just wish there were more professions and different things to do other than pvp. More sandbox elements basically.
Hard Core Member
10/11/13 1:51:37 AM#4
Originally posted by Holophonist
Now is the time to come back. This last patch was awesome.
If you want more sandbox stuff, you should post about it on the suggestion forums. I would also like more sandbox stuff, but I am still having fun exploring, sailing, pvping, sieging, grinding mobs, doing dungeons, treasure hunting, and crafting.