Combat Balance Changes
[b]Cursed Staffs[/b] [quote][i]Following the previous adjustments that made the application of the first Vile Curse stack faster, Cursed Tar has become too powerful in group fights. For this reason, its cooldown has been increased.[/i][/quote]- Cursed Tar (all Cursed Staffs) [list]
- Cooldown: 3s → 4s
- Inner Shadow (Shadowcaller) [list]
- The plate effect area now follows the target
- The leather effects damage vs players: 33 → 40
- The cloth effects initial tick: 0.2s → 0.1s
- Throwing Blades (all Daggers) [list]
- Movement speed buff per stack: 25% → 15%
- Frost Lance (all Frost Staffs) [list]
- Damage: 160 → 148
- Hail (Great Frost Staff) [list]
- Added: 10% slow for 2s
- Unstable Projectile (all Shapeshifter Staffs) [list]
- Cone splash damage: 40 → 44
- Requite (Armor of Valor) [list]
- Damage: 31 → 27
- Judgment (Lightcaller) [list]
- Visuals have been updated to be more readable in large-scale fights
- Cursed Tar (all Cursed Staffs)
- Explosive Bolt (all Crossbows)
- Explosive Mine (Weeping Repeater)
- Fatal Blade (Black Monk Stave)
- Seedling’s Bloom (Rootbound Staff)
Fixes
[b]UI Fixes[/b]- Fixed issue where the Kills and Deaths tabs in Player Stats UI would show all results after reopening regardless of the selected filter
- Fixed issue where some account-wide Avatar and Avatar Ring rewards would not appear as unlocked
- Fixed issue where repairing an item after moving Siphoned Energy in the inventory could prevent it from being overcharged
- Fixed issue where taking a filled Journal manually from a Mercenary could prevent Silver from being collected and the Mercenary from being sent to work again
- Fixed issue where Marketplace offers could not be sorted by lowest price after sorting by item and then reopening the UI
- Fixed issue in Timbertop Wood where players and mobs could fall through the ground in a Dynamic Encampment
