Balance Patch 11.1.111 March 2018 (02:02) by Gamemaster Knighter
Balance Patch 11.1.1 (Release - March 16th)First and foremost, everyone has to understand these tests were done in a 'lab' environment. What that means is for each damage/sustain tests we did, we MAXED the right spells and stats accordingly. Therefore the nerfs and buffs were made based on the full potential of each class. There is a lot of diversity in the way one can build up his character. If you think your healing sucks, how come it's getting nerfed, put more stats and awakening spell points into your healing and maximum hp, you're just not building your class right. Don't build a glass cannon and expect to survive. These are the first of some changes to come and further balancing and tweaks as needed.
- Infinite SD damage +20%
- Evocations Cooldown -10% (Faster CD)
A master of long range warfare. High damge, self sustaining yet fragile.
Healing changes done to better fit the play style we see fit for an archer, and situational use of larger heals.
- Archers Grace +25% heal
- Exura San -10% heal
- Arrow Volley +35% damage
- Arrow Volley cooldown 18s > 10s
- Skyfall +40% damage
- Skyfall Cooldown 12s > 8s
- Quadshot damage -15%
- Pinpoint Shot +50% damage
- Perfect Shot base damage +35%
- High Velocity Shot +50%
A master of the buff arts with mild heals, team focused class.
Some more self healings were needed for the spellsinger class to be more focused on healing
- Harped Healing Tune +30%
A fierce warrior focused on close range combat. Well rounded self sustain, health pool and damage.
Sustain tests showed high results while lacking on damage.
- Exura Ico -15% heal
- Soulrune +25% damage (since no more stun)
- Final Showdown +20% damage
- Spinning + Strong spinning blades damage +20%, bleed damage +20%
- High Velocity Throw +40% damage
- Precision Slice +25% damage
The one one tilting the scales. Great damage in short amount of time, great health pool with good self sustain.
Healing changes done to better fit the situational use of bigger heals over spammin the instant small heals.
- Bottle of Rum +40% heal
- Flask of rum -15% heal
A team player mastering heals and area damage. Team focused class with the ability to react to a burst hit thanks to it's large mana pool.
Solo play damage wise was lacking, and the ease of use on Blossom was great.
- Blossom Cooldown from 22 seconds -> 30 seconds
- Vine Beam DoT +60%
- Frozen Tundra +40% damage
- Subzero +15% damage
The saviour of the team. High health pool with mild self sustain and high defenses. Viable solo while excels with a team.
Tested very high for damage and sustain, a class that should better excel with a team.
- Divine Intervention heal -15%
- Basic attacks -10%
A master of spirits and self sustain. Using the elements in different situations makes the monk a well rounded class for sustain, heals and damage.
Tested INSANE in sustain over all, well needed change.
- Absorb Ancient Earth Spirit bonus resistance from 30% -> 20%
- Prayer -20% heal
- Fighting Prayer -20% heal
- Spirit Spring +15% heal
A magician from the underworld. Focuses on damage over time curses with precise timing and creatures to aid their needs.
Demonic was no where to be seen, we would like to see more Necromancers focusing on their summons for safer/more solo vaible way to play.
- Ravenous Fiend base damage +100%
The assassin of the team. High constant damage, good sustain and mobility.
Insane sustain, increasing the situational healing.
- Soothing Darkness -10% heal
- Crimson Vial +10% heal
The wizards of energy and flames. Good damage in large areas and big mana pool, enough to react to a burst hit, but giving up on sustain.
Bringing back the classes unique aspects, for Thunderlord especially.
- Eruption base damage -20%
- Thunder Shock base damage +30%, DoT +50%
Developers Livestream VOD08 March 2018 (22:33) by Gamemaster Knighter
Patch 11.1.0 + Client Build08 March 2018 (03:45) by Gamemaster Knighter
Patch 11.1.0 + Client Build - March 9th
First off, we want to address one thing, we will not be releasing bundles anymore, we appreciate all those asking about them (almost daily), but we will not be releasing bundles. Thank you to those who were interested, I know ultimately it's to support our project and team, but we wanted to make an official statement regarding it :)
3 New Backpacks Added - New Promotion
The following 3 backpacks will be available through this Friday's Promotion. Any donation of 79.99 will come with 2 Backpack Tokens, and any donation of 159.99 will also come with 4 Backpack Tokens, 3 of these tokens can be used to buy any of the three backpacks below. These tokens are redeemed automatically upon donation. These BP Tokens will be given back in future Era's instead of promotion tokens. We will not be doing another promotion until the next major content patch (3-4 weeks)
+15% Damage with all sources. -10% Resistance. No Skill Value, Gold or Essence Find
While wearing this backpack you use 20% less energy fishing, mining, skinning or farming. (Soulbound once equipped)
While wearing this backpack you will gain 10% more crafting experience from Blacksmithing, Jewelcrafting, Alchemy, Tanning and Cooking. The character's awakening experience gain from said crafts is increased by 10% as well. (Soulbound once equipped)
Otherworlds War Point Tasks
Cooldown of all tasks changed from 24 hours to 48 hours
War Points gained from all tasks increased by 250%
We feel like the pressure from completing almost 20 (short, but still 20..) otherworlds war tasks is very overwhelming, especially with all the other things daily to do on Archlight. We have thus increased the cooldown for the tasks by 24 hours (doubling) but also increased the war points earned by 250%
All Rune Emblems have now had their sprites replaced with ones Erick has made. Below you can see the three tiers (Silver, Gold and Adorned) for the Specialist Emblem.
These walls (Image) around town will no longer block spells/missiles.
The Dungeon Windows have been redone to be slightly cleaner, and also will now display your chargers + cooldown directly on the window instead of in your quest log!
Gamemaster and Event Broadcasts will now priority over other Green Messages. What this means is now these messages will appear for their entire duration instead of loot messages etc going overtop and preventing you from seeing the message.
All tutors will now have the tutor icon next to their character to show that they are a tutor ingame.
Enflaming Enchantment Tier 1 and Tier 2 have been nerfed by 33%
(Many, many, many more balances will be coming in next weeks patch, more info about this below)
Characters under level 1000 will no longer be able to enter events (Properly applied)
Characters under level 1000 will now be able to be walked through, so that players cannot block paths while being immune to pvp.
Forgotten Islands Release
Forgotten Islands release patch will be pushed back to March 16th - This is primarily due to no one being near the content yet, and we feel we can improve a few things still before release, however we feel by March 16th people will be getting near this content and thus plan to release it then. The Legendary Spell Quest is the first thing you will do before going to the Forgotten Islands (it also gives access to these islands). This is a MAJOR content expansion, and has a massive amount of new open world and very unique content. All client content is already loaded in this build, so there will be no need for another client build when we release the forgotten islands.
A small teaser of what the Archlight Developement Team is working on...
Soon we will be releasing our new Feat System. Feats are something you will be able to obtain every 50 awakening levels. There will be over 30 different feats that any class can select from and in any order. These feats are another way to further uniquely create your character and how your character will play out in the world of Archlight. Every 50 Awakening Levels you will be able to speak to a Good and Evil demigod (your choice). He will have a specific task or quest for you to complete, by completing it you will receive the ability to select a Feat. Based on the demigod you select, you will have access to a different list of Feats to select from. This will of course be retroactive as well, so if you are Awakening 300, you will have access to 6 Feat Quests.
Some example feats below (numbers are subject to change)
Blood Sense - Extra 1% lifesteal from lifestealing abilties or attacks
Mana Drain - Regen 1% mana from spell casts
Arcane Fairy- After casting a spell, there is a 25% chance a fairy will throw a magic missile at the target dealing damage based on your power.
Cursed Touch - Auto attacks have a 10% chance to deal damage every second for 3 seconds
Expert Negotiator - Receive 10% extra gold from selling items
Pillager - 5% chance to get an additional box from a quest/dungeon
We could talk about this for hours... and on tomorrow's livestream, i'm sure we will talk about it for the majority of the stream... But we will be introducing a massive expansion to Archlight, planned for our next large content patch in 4~ weeks after forgotten islands is released. Castle Wars will be the ultimate way of showing your dominance on Archlight. To start, there will be 2 different castles that can be owned (one guild per castle) - However in the future we will most likely add a 3rd. One castle is significantly stronger and bigger than the other. By controlling a castle, the guild will receive a % bonus of all gold looted on Archlight, a % of free dungeon boxes daily, access to a very large fishing, farming, and mining area, and... well... a massive castle and environment around it to decorate, farm, fish, mine, and... hold dinner parties in.
Every 7 days each Castle can be waged war against. To do so guilds will bid (using Gold) to challenge that guilds castle. Each castle will have its own bidding on, the bid will end each week 6 days before the siege, giving each guild 6 days to prepare.
Siege Weapons / Defense Structures
We wont say too much to this... but yea, you'll be able to use siege weapons to aid in taking over / defending your castle.
Tons more info of this will come, and discussed on tomorrow's livestream.
We have a massive balance patch coming within the next 1-2 weeks to Archlight. For those of you who dont know, several council members have spent combined 100+ hours now testing and balancing every class and spec on Archlight. This is something we usually do once per Era to further refine the balance of each Class (as new content, meta, etc changes). All numbers are recorded based on sustain and dps meter testing (also taking into account many other factors such as range, AOE/Single Target, mobility and utility). We will be posting dozens of changes within the next week
The purpose of Green Stamina is to be a boost of experience to those who can only play 1/2 hours a day. We want Archlight to be a game people can play casually at times too, and still remain competitive, especially as an Era goes on. We will be shortening Green Stamina to 1 hour (Instead of 2) and increasing the experience bonus from it to 200%. We will also be slowing down the rate at which Green Stamina is recharged. We really want to make this a powerful casual player mechanic, allowing them to get a nice burst of experience for 1 hour a day (especially with the new forgotten islands content in which creature hunting will be much more valuable) but also give the exceptionally dedicated players an advantage.
(More teased on tomorrow's livestream - details in post below this one)
Livestream Q&A + Teasers08 March 2018 (01:12) by Gamemaster Knighter
We will be doing a Q&A Livestream Tomorrow at 11:00am PST (20:00CET) (2:00pm EST). During this livestream I (Knighter) and Finkelz will be answering any and all questions, we will also be discussing Fridays Patch Notes (As they will be posted by this time) and also spending a good amount of time discussing what's coming soon to Archlight and the new things being developed by the Archlight Team. Please come with any and all questions you have, additionally, there will be a VOD if you miss the livestream so be sure to check it out. We will also be giving out 5 packs of 500 coins, 2 at the start of the livestream, 3 at the end.
When: March 8th - 11:00am PST (20:00CET) (2:00pm EST)
Hall Of Fame Additions05 March 2018 (19:04) by Gamemaster Knighter
2 Additions have been made to the Hall of Fame. 1. The new quests have been added to the Hall of Fame list (3 more will be added next week). These unfortunately wont go retroactively as one team already did one of the illusionists. We will make sure the other quests are added on the hall of fame before theyre released.
Additionally, we have added a total highscores for hall of fame, this will show the most pioneering and top PVE guilds. This hall of fame top 3 will be stored and saved moving forward and be able to look up in the future forever. Additionally, in the future we will be setting up a system to reward top guilds with Legacy Crystals for their ranking/total points.
House Contest #3 Winners!05 March 2018 (00:10) by Gamemaster Knighter
Congratulations to the 3 house contest winners!
Be sure to decorate your house for our next house contest this Saturday! 1st Place Winners from a house contest cannot win in the following week.
1st Place - Ruddie Ihaka - 1000 Coins + House Decoration Contest Sword
2nd Place - [b]Riff Raff (Different user from last week)
House Decoration Contest Sword
Patch 11.0.427 February 2018 (04:14) by Gamemaster Knighter
Patch 11.0.4 (Date TBA)
One problem with intergrating custom bosses with a what we consider weak tibia combat system and more than 1 (knight) melee vocation is creature re-targetting, and the nature of AOE's in a 2d game. We have been working hard to make neccesary steps and balances to help melee vocations still participate in very dificult boss fights, without the bosses being so weak that tanks just breeze through tanking them, but also not increasing the DPS/Sustain melee vocations health to the point where they are exceptionally broken in PvP.
In Patch 11.0.4 we will be nerfing the small AOE damage of all bosses by up to 75%. Additionally, retargetting (without a boss enraging) will be completely removed from any largescale bosses. Bosses will receive a boost to their other damages to keep a healthy balance to how they once were (especially for the main tank). We believe this will allow melee vocations to truly thrive in close combat in even the most dificult boss fights - assuming your tank does his job ;)
Elixirs no longer share cooldown with Rune Emblems
Exhaustion on Elixirs increased from 5 seconds to 15 seconds.
Rifts have been added to the Event Timer, and will now hold their time even if the server reboots.
PvP Level is now 1000 (Changed from 80). This is to somewhat prevent people from suiciding low levels to frag someone.
Experienced Gained from Hunting Monsters for For awakening 100+ has been increased by 15-22.5%
Rusty Chests have been replaced with Royal Feathers in hardcore dungeon boxes.
Necromancers awakened heal will now properly add a healing regen rather than mana regen.
Seven Trials now requires a Gold Pickaxe to destroy the crystals to summon Lodestone.
Supreme Health Elixir has been removed from game, Ultimate Health elixir has been buffed to have the same stats as Supreme Health Elixirs.
Ultimate Health Elixirs have replaced Supreme Health Elixirs in the ArchShop.
Archlight Crates no longer give a player a BP to hold the items (causing players to have to sort through dozens of backpacks), Items opened in Crates now go directly to a players inbox and will auto sort.
Mastercraft Tools, Mastercraft Blueprints and Dream Matter can now all be turned in at the awakening exp NPC for awakening exp.
Auto Reply has been added ingame as well. To use - /autoreply on/off/phrase, (your phrase here)
So something we overlooked when we developed the new Bed Kits for Tanning was the energy regen of each bed. When making the new upgradable bed kits, we only actually increased the amount of energy they can Hold, not the rate at which they gain that energy back. So far, this would affect very few, with only the low tiers of beds. However due to this oversight, we also never actually nerfed the default beds, only the amount of energy they hold as well, not the regen rate.
The regen rate has now been properly modified on all beds (please note, the amount they gain doesn't change, but the frequency in which they gain that energy is changed - stronger beds regen energy more frequently, AND can also hold more energy).
Here is a breakdown of the regen from each bed and the amount of energy they can hold.
We will also be adding a way to remove your bed kit, so that it doesn't completely go to waste when you upgrade your bed, allowing you to sell it, or potentially enhance it in the future!
Normal Bed - 120 Energy 5 Energy/Hour
Green Bed - 180 Energy / 7 Energy/Hour
Yellow Bed - 240 Energy / 10 Energy/Hour
Red Bed - 300 Energy / 15 Energy/Hour
Royal Bed - 360 Energy / 20 Energy/Hour
??? - 480 Energy / 30 Energy/Hour
We will also be working on more beds to be added to tanning in our next professions expansion! :)
Archer Attack Spells have all been nerfed by 5%
Archer Auto Attack Damage has been buffed by 30%
Archer Soul Rune Attack Speed Bonus increased from 30% > 40% (This also means it will scale harder/higher as well)
Threat Reduction from the following spells has been modified
Shield Bash - 5 > 4
Command Attention - 25 > 15
Challenge - 10 > 7
Ultimate Challenge - 15 > 10
Healing of all classes (mana and health healing spells) have been nerfed by 20%. (Bards and Druid heals on friendly targets were not lowered)
The Following Max Health Per Level changes have been made
Necromancer 45 > 55
Archer 45 > 55
Rogue 60 > 65
Monk 60 > 65
Berserker 75 > 85
Profession "Perks" have been renamed and slightly repriced.
"basic" perks are now called Apprentice
"intermediate" perks are now called Skilled
A new tier has been added called Artisan, this has replaced Masterclass, and Masterclass now requires 95 Skill to unlock. This additional tier has added an additional tier to the buffs (masterclass is now a higher buff than before). The cost for the skilled tier has gone from 250k > 500k (remember this is a permanent unlocking), expert has gone from 750k > 1kk, and artisan has gone from 1kk to 3kk, additionally masterclass being added for 5kk (as the final tier).
This ultimately unlocks the potential for +30% healing from Rune Emblems + Elixirs for Alchemy, +15% Weapon Damage for Blacksmithing, +30% Speed for Tanning, +30% Food Buffs for Cooking and 25% Boost to Gems from Jewelcrafting.
Alchemy - 100 of the same elixir can now be used to combine into 10 of the next larger elixir. This craft will provide the user with Skill Experience for doing so. This was added to make Alchemy less of a waste at lower levels (making elixirs you wont need/use at all). Alchemy is currently one of the more/most expensive and dificult professions to level up, we feel this is fine though based on how powerful the perk benefit from it is.
Required Skill to create Ultimate Health, Mana and Spirit Elixirs has been increased from 70 > 80. This change was made due to the nature of this being essentially one of the endgames to Alchemy, it was introduced that early when elixirs had small value.
The Experience earned from crafting all Elixirs has been increased by 22.5%
The Experience earned from crafting all Vials has been increased by 20%
Experience Gained from Crafting Red and Royal Bed Kits increased by 20%
Experience Gained from Crafting Mythril and Dragon Ingots increased by 15-20%
Experience Gained from Crafting Charged Gems increased by 12.5%
Farming Changes -
Watering plants no longer requires energy, and no longer gives farming experience. Harvesting plants is now the only needed use of energy for farming, the amount per plant has been lowered from 20 energy to 10, the skill experience gained and crop yield will remain the same! This means you get the same amount of crops, and experience, for 1/4 the energy (from 40 total to 10).
Farming definitely felt inefficient to us and the players, this change will massively aid farming to be a very viable profession, additionally, the 75% lowering of energy will also make cooking 75% more efficient than before (and you also wont lose energy when the server goes down for a patch having to re-water plants..) =)
Profession Level Scaling Modified
We have made some changes to high end crafting, essentially the formula we use for our profession levels (and required exp to advance to the next level) we feel gets extremely "steep". In where the required experience for a further advancement starts growing exponentially too fast. We have now lowered the scaling of the formula to be a lot more mainline and less steep. This will make higher profession skills still difficult, but very much obtainable by anyone with time. In the near future we will also be adding even further more depth to the profession system (primarily the endgame of it) as a whole. Please note, this will hardly affect professions from skill 1-65~70, and primarily only affect 65~70+.
Here is an example graph of our old formula, and our new one.
As we mentioned before the Rise Of The Otherworlds begun, every month we would release 1 large content patch, with minor patches between then primarily focusing on balance and fixes. Patch 11.1.0 will arrive after this patch, and will contain a massive amount of new open world content for players to explore after having completed the Otherworlds Storyline and content. By fully defeating the Otherworlds a new world will be available for those players to explore, freely, with little to no teleporters, and challenge over 50 new missions, tasks, mini dungeons and full fledged quests. Additionally, your legendary spell will be unlocked ;)
Full teaser for Patch 11.1.0 will come soon after this patch goes live.