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Villagers & Heroes - Final Patch Notes for 2.33.6


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Post Tue Sep 09, 2014 12:25 pm

Villagers & Heroes - Final Patch Notes for 2.33.6

This is a half-build that focuses on improving several issues that arose out of the last class balance build. After a lot of listening to player feedback, fixing, testing, testing some more, some more fixing, and then some more testing... we have finally arrived at some improvements that we think will be good for everybody.

These changes focus heavily around the warrior, but other classes have small changes as well. In addition there are a lot of bug fixes, and other various improvements that we are hoping make players happy.


The patch includes:

Warrior Improvements
Other Improvements
Bug Fixes
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Post Tue Sep 09, 2014 12:53 pm

Re: Villagers & Heroes - Final Patch Notes for 2.33.6

Warrior Improvements

As always, our goal is that all classes and class builds should be equal in value, but all different (not just different names for the same thing). Our basic concept for the warrior is that the Defender Warrior should be really TOUGH- the most durable, survivable class in the game, while the swift warrior is the fast acting, high risk, high reward build. Both of the warrior builds suffered from some of the various changes in the previous patch of 2.32, and based off of the general consensus of the feedback we received, these are all needed and hopefully welcome changes.

  • Defender Gear will now boost the warrior's chance to resist all immobilizing effects, including the stuns from rock chuckers, pelters, as well as webs, and freezes.
  • Sword damage was boosted by 25%.
  • We boosted warrior base armor back up closer to where it was before 2.32
  • The Warrior's health talent now grants more health per rank
  • Defender gear now adds to max health as well.
  • We lowered the cooldown on Thunderous Call to 25 seconds (from 45 seconds)
  • Charge! The cost was reduced to 5 spirit. The speed while Charging was increased to 3x normal speed. The refresh timer was changed from 20secs to 15secs. If a player uses their keyboard to run while charging, it will interrupt the effect (the player will return to normal speed). The speed effect now lasts 2 seconds.
  • We made some changes to help the warrior with Spirit usage and management:
    • Defender gear now reduces spirit costs by 20%
    • We reduced the cooldown on Surging Howl by 30 seconds (now a 3 minute CD instead of 3.5 min)
    • Both Challenge and Thunderous Call no longer have a spirit cost
    • Both Huzzah and Rally have had their Spirit cost reduced from 15 to 5.
  • We renamed Brutal Instinct to "Berserker's Fury"
    • We clarified the tool tip, revealing the chance to hit with a berserker's strike, and clarified the critical strike aspect.
    • We boosted the chance to hit with Berserker's strikes, prior to build 2.33 the chance was 2% at all ranks, it now starts at 3% chance and slowly increases with rank.
  • Phoenix Strike
    • We added a minimum amount of healing to Phoenix Strike. Phoenix Strike now heals for the greater of either it's percent damage leech, or a base amount. This way players can still stack damage boosts to get higher healing leeched, but lower damage warriors (like defender warriors) can still get a good benefit from the feat.
    • We fixed a bug that was not allowing Righteous drams or Holy Extracts to effect Phoenix strike, now having either one of these active will boost the warriors self healing (since the warrior is both causing the healing and receiving the healing).
    • Phoenix strike now only costs 5 spirit
    • Phoenix strike has a base cooldown of 5 seconds instead of 6.
  • The damage bonus on Swift Gear was boosted slightly. This is in addition to the unintended boost it received last patch. It should now be better than ever.
  • Sword Storm
    • We reverted the change that let players cast the feat at anytime because of player request. You now must have a target, and after launching the feat while near a target or with a target selected will cause the avatar to run and initiate combat.
  • Defiant Stand
    • We removed the damage reduction debuff associated with Defiant Stand
    • We lowered the cooldown by 30 seconds
    • We lowered the Spirit Cost
  • The warrior feat Challenge now also has the added benefit of only targeting a single mob in a group. If an enemy is "Challenged" it will run out to face the warrior alone, and not bring along its friends.
  • Two Handed Swords
    • Many players have made mention that two handed swords were just not worth the trouble, and that in general it was better to run with a shield and a one hand. We want every build to be viable, and so we have boosted two handed swords. They now do *significantly* more damage. We hope this boost gives players more choice, and have players weighing more heavily whether or not they want the damage from a two handed sword, or the protection from shields.




Other Improvements

  • Gear, and especially weapons, will not wear out as quickly now.
  • Chat Improvements
    • Added an "All Chat" channel, and changed "Local Chat" to only show zone chat.
    • Added an option to toggle between showing whispers in all tabs, and only showing them in the whisper tab.
    • Added an option to toggle between showing full source (e.g. [Guild], [Village]) and a shortened source (e.g. [G], [V]).
    • The [MOD] tag is now shown in all channels, not just zone chat channel.
    • The "LFG" and "Trade" channels were combined into a single "Looking For" channel, and a new general "World" channel was added.
  • Combat Speed and Refresh Timers
    • There was some unintended bonuses of combat speed in that certain feats and proficiencies that boosted or lowered attack speed of players was also lowering / increasing the refresh rates on feats and spells. This was creating a whole slough of imbalances. We have seperated out the bonuses of attack speed and refresh time reduction. Swift Gear, Swift Robe, and Rapid fire will remain unchanged for now.
    • We added refresh reduction to Spirit Essence of Fury (Lightning Bolt), and Spirit Essence of Regeneration (Heart).
    • Player will notice then when they are affect by monster spells like condemn, or ice javelin, or other combat speed slowers, their refresh timers will no longer take longer than normal.
  • Temporarily, healing no longer causes aggro. This is a temporary change! We plan to add aggro messaging to combat later, and make aggro and threat more clear. When we do this we will add healing aggro back in. From multiple tests and debugging we have determined that the current healing aggro system is working correctly, but because of lack of messaging (the game doesn't tell the player what is happening) there is a lot of confusion surrounding healing aggro. So for now it is removed. This does not affect damage aggro for priests, if healing priests are casting spells like corrupting plague or shadow bolt, they still have a chance to pull aggro.
  • Priest Absorb Shields
    • Several players made the suggestion that we change how absorb shield works. Prior to this build, the damage that hit the absorb shield was raw, meaning it did not account for the players defenses. This created a less intuitive system, that made the shields feel very weak. Several players suggested that it *should* take into account the players defenses. So we have made this change.
    • However, this causes several balance issues, suddenly with defenses being calculated into the shield, both priest shields became very powerful. However we didn't want to change the amount of damage absorbed.
    • Instead, we have changed the length of the shield effect. Before the shield had a cooldown of 30 seconds, and a duration of 30 seconds. This is now a cooldown of 30 seconds (unchanged) and a duration of 15 seconds. This way we can have the shields be very tough and powerful, but not have the ability to make the players almost invulnerable.
    • Consequently, Mass Absorb Shield had its shield amounts balanced, and its shield duration lowered to 15 seconds as well (from 20 seconds)
    • Since Absorb Shield is mainly limited by its cooldown, we have lowered the Spirit Cost to 5 spirit.
  • The priest spell condemn now has the added benefit of condemning the target to a 1v1 fight. Casting condemn on an enemy in a group will cause that one enemy to run out and attack without its friends.
  • Clarified the following tooltips: Condemn, Challenge, Divine Hammer, Darkfrost, Censure, Sleep, Invisiblity, True Shot, Thunderous Call, Calming Charm, and Retreat.
  • Added an option to disable health point number scrolling.
  • We made a change to normal monster experience. This is for experience gained from monsters that are not bounties, Venerables, elders, or Zingara.
    • Before this change, all normal XP for monsters was a flat 100, and then adjusted based on various factors. We have changed this to now scale with level. Players will see much larger base XP from normal monsters in all zones, particularly at higher levels.
    • Our hope is that with the increased reward for killing monsters, situations that require wading through thick groups of monsters will have more benefits. And now that all classes have a way to pull a single monster (or bounty) from a group, the increased experience will reward those who choose to fight everything.
    • As before, this XP will be boosted by all Hero Xp boosting effects, including pies, village buffs, hero xp potions, and holiday hero xp potions.
  • Changes to Crush and Stun (effects from Critical Strikes)
    • Crush is a 10 second stun that causes the target to take 20% extra damage. Everytime a critical hit strikes, there is a chance to get a crushing blow. We have changed this from 10 seconds to 5 seconds if the crushing blow was against the player. If the player lands a crushing blow against a monster, it will still be a 10 second duration. This should make stun lock situtions much less frequent.
    • Stun is a 5 second stun that can be applied during a critical strike (more of a chance than Crush). We have changed this duration from 5 seconds to 2 seconds while against a player, but have left the duration 5 seconds against a monster. This should make stun lock situations much less frequent.
  • We made slight tweaks and changes to Pyrron group monsters, to make killing and surviving groups a little easier.
    • Goblin Camps
      • Redcap Wizards attack a little bit slower
      • Redcap archers boost their damage a little bit slower, giving players more opportunity to manage them. Archers also will no longer cast snaring shot or true shot and we lowered their base damage slightly.
      • Bloodletters attack a bit slower and have fewer resistances
      • Goblin Sappers bombs do a bit less damage, and their explode does less damage
      • Sindahl do slightly less damage than before
    • Gargoyle Camps
      • Slicers attacks a bit slower
      • Stone Elementals have a longer cooldown on their stun, so they wont stun as often during combat (however they will still start the fight with the stun)
      • Stone Drakes take a bit longer to boost their damage, giving players more opportunity to manage them.
      • When Winged Gargoyles enter the red power mode, they do a bit less damage than before, and attack a bit slower.
    • General Monsters:
      • Fire Wizard enemies won't cast fire burst as often (chain stunning players). Example would be Haunted Bone wizards in Corkle Woods.
      • Warrior enemies that can charge will charge more often during the start the fight, but less often during the fight, this way they will be stunning players less. An example again is Haunted Bones in Corkle Woods.
      • The monster spell confuse now reduces attack speed by smaller amount




Bug Fixes

  • Hopefully fixed a bug causing health number to not match max health.
  • Fixed a bug that could stop players from accepting the Benefactress' quest, "Beginning of the End."
  • Fixed a bug in the condemn and challenge tooltips that wasn't showing the correct effective level.
  • Fixed a bug that was making Splinter Shot refresh in 1 second instead of 12.
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Post Tue Sep 09, 2014 6:27 pm

Re: Villagers & Heroes - Final Patch Notes for 2.33.6

Wow! They did a lot. Thanks for posting this Rav. Two handed swords sound so cool. I might need to make a warrior. :)
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Yacking Yeti

Post Thu Sep 25, 2014 4:57 am

Re: Villagers & Heroes - Final Patch Notes for 2.33.6

Thanks rav for thise! :)

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