WELCOME TO EARLY ACCESS SEASON 2!
[p]This is our first ‘seasonal reset’ and how we always designed Fellowship to be played. We see starting a new season with a fresh slate a way to approach the challenge offered anew; experimenting with new Heroes and engaging with the content that our team are working so hard to get in the hands of our community.[/p][p]We’re resetting everyone’s progression from Early Access Season 1; the Leaderboards will clear and everyone’s loot will go. The only things players will keep will be their cosmetics, their memories, and the friends they made along the way.[/p][p][/p]
Two New Heroes
[p]Aeona and Xavian join the Fellowship! Aeona is a time-slowing healer who can help calm the chaotic nature of a battle by delaying incoming damage, making it more manageable and reducing the big swings of a Dungeon. Xavian, a healer-tank hybrid protects the team with additional targeted healing, piggy-backing on Aeona’s abilities, allowing him to read the flow of battle more clearly and offer decisive heals that can turn the tide of combat, all while leading from the front.[/p]
Woodland Glade
[p]Our new solo-able area is ready for its first adventurers. The development of the Glade is intended to give new players a place to practice with new Heroes, and for returning players a place to spend time while queueing for Dungeons.[/p][p]The intention was to make a space that can be both played solo or with others, letting new players get used to supporting each other without explicitly requiring it or imposing a requirement on player roles. Since we want to see how this mode is received as the ‘starting point’ for new players, we have removed Quickplay to let this new mode breathe on its own for a while.[/p][p]We’ve filled the space with NPCs, Quests, and even a few ‘events’ in rotation that will reward players with Gold and Supplies. You can access it through the Game Finder screen in the middle of The Stronghold, or through its own station, a cart full of Stronghold Rangers recruiting adventurers.[/p]
Pathfinder’s Guidance
[p]We have added Pathfinder’s Guidance; a new Ascension that will highlight suggested packs to pull on your path through a Dungeon. This is by no means the min-maxed path through any given Dungeon but will teach players the main ideas behind our core gameplay loop with the aim of better overall onboarding for the entire Fellowship community. Whenever players are in combat with enemies marked by Pathfinder’s Guidance, they gain +20% Haste. This bonus reduces with each League as you progress. Pathfinder’s Guidance only exists in the League system but will be removed once players want to focus on climbing the Leaderboards in Eternal.[/p]
Player Blocking
[p]To increase social safety, players can now block other players, preventing them from seeing their chat messages, or receiving party or friend invites from anyone on their blocklist. Simply right-click a player to find the block option. The blocklist can be managed through a new tab in the Friends window.[/p][p][/p][p][/p]
GENERAL
NEW: In-Game Store
[p]We have added our first offering in the in-game store, allowing players to purchase exclusive skins, mounts, and eventually other cosmetics that cannot be unlocked through gameplay.[/p][p]The store provides a way to support the continued development of Fellowship and it’s important to us that what we offer is respectful of player’s time and money.[/p][p]We are committed to ensuring that the content you unlock in-game is a reflection of the hard work you’ve put in to achieve it and won’t be made available to purchase in the store at any point in the future.[/p]- [p]Added \[Al’zerak Overseer] Rime Skin[/p][/*]
- [p]Added \[Midday Majesty] Xavian Skin[/p][/*]
- [p]Added \[Midnight Conjunction] Aeona Skin[/p][/*]
- [p]Added \[Vilesoul Raptor] Mount [/p][/*]
General Changes
- [p]Quickplay has been removed.[/p][/*]
- [p]Fixed an issue where Tutorial information for the Dungeons was being shown in the Journey to Stronghold tutorial. [/p][/*]
Known Issues
- [p]Our development cycle for the season reset has been right up to the wire. Our translation efforts have had to run catch-up as a result, meaning some of the newest parts of the game will remain untranslated for the next few days as the final translations are returned to us.[/p][/*]
[p][/p]
UI/UX
NEW: Hero-Specific Input Bindings
[p]Added the option for players to make their Ability Inputs hero-specific. All Heroes will use global bindings as default but they can be overridden by unchecking ‘Use Global Ability Keybinds’ within the EditHUD main toolbox window as your chosen hero and assigning new bindings. This can be reverted by simply using global settings again.[/p]
Chat
- [p]Updated slash command functionality, so a space pressed after immediately goes over to that channel instead of having to press enter to get the new one.[/p][/*]
- [p]Updated the layout of Chat Messages to read better, added a visual cue when you can Tab to cycle between channels, and updated the look of the notifications.[/p][/*]
- [p]Fixed an issue where modifier key presses (Shift, Ctrl, and Alt) were triggering for both chat and triggering abilities, letting players accidentally trigger their abilities while typing. [/p][/*]
Game Finder
- [p]Fixed an issue where the party is stuck in queue if a player joins at the same time the queue starts.[/p][/*]
- [p]Fixed an issue where the Ready Check/Vote Confirmation popup would not show up if it was started while the player was in a loading screen.[/p][/*]
- [p]Fixed an issue where multiple Dungeons could be selected in the Game Finder. [/p][/*]
HUD
- [p]Added Size options for the Ability Castbar to EditHUD[/p][/*]
- [p]Updated our Fonts to correctly support Traditional Chinese Han and Japanese characters.[/p][/*]
- [p]Updated the Cosmetics screen, separating the Helmet, Back, Shoulders, and Weapons into sub-menus rather than a simple toggle. Players can now use the aesthetic of their current equipment in that slot as well as hiding the slot entirely, allowing for a greater amount of customization.[/p][/*]
[p][/p]
PROGRESSION
Ascensions and Curses
- [p]All Enemy advanced mechanics (Vayr's Legacy) have been moved from Adept to now activate from the Paragon Capstone Dungeon and up through Eternal. [/p][list]
- [p]The intention is to make the step into Eternal be a clear increase in challenge the game offers, as players will have gotten access to all their abilities, talents, weapons, and so on at that point.[/p][/*]
- [p]This means that in early Leagues you are no longer penalized for loot rewards for not making the timer.[/p][/*]
- [p]Since time limits are not introduced until higher Leagues, this has affected how Leagues unlock:[/p][list]
- [p]Complete the Contender Capstone to Unlock Adept.[/p][/*]
- [p]Complete the Adept Capstone to Unlock Champion.[/p][/*]
- [p]Complete the Champion Capstone Dungeon within the time limit to Unlock Paragon.[/p][/*]
- [p]Complete the Paragon Capstone Dungeon within the time limit to Unlock Eternal.[/p][/*]
- [p]Eira, the White Witch and Ghorn, the Avalanche have been added to the pool from the Winter Hearthwarming Event[/p][list]
- [p]Their exact values have been adjusted to better match the pace of Leagues.[/p][/*]
- [p]Malevolent Shade and Carnage were removed from the pool[/p][/*]
Anomalous Orbs
[p]Three Anomalous Orbs spawn near enemies periodically. The orbs are targetable and can be damaged.[/p]- [p]Once spawned, the orbs cast \[Detonate], an interruptable cast that deals heavy damage to all players if left unchecked. The Anomalous Orbs are susceptible to all forms of Crowd Control, which will also interrupt the cast of Detonate.[/p][/*]
- [p]Anomalous Orbs take 400% increased damage while not actively casting Detonate.[/p][/*]
- [p]Each Anomalous Orb a player destroys grants +480 Gem Power to the corresponding color of the Orb that was destroyed for 45 seconds.[/p][/*]
Storm Shield
[p]Periodically, players will charge up with red lightning for 8 seconds, after which a massive bolt strikes all players lethal damage.[/p]- [p]For the 8 seconds that players are charged up, players are granted Storm Shield, reducing all damage taken by 50%. In addition, damage is split with other players near you.[/p][/*]
- [p]Players who survive the massive bolt are granted Storm's Fury for 20 seconds, granting +20% critical strike chance[/p][/*]
Leagues
- [p]Players no longer are required to attain a specific item level to unlock and play in the next League. The only requirement is that you complete the previous League’s Capstone Dungeon (within the time limit if in Champion or higher).[/p][/*]
- [p]The Dungeons for each League have been shuffled around as we’ve tried to prevent creating any obvious difficulty/skill traps in early League rotations.[/p][/*]
- [p]The Capstone Dungeons have changed order:[/p][list]
- [p]Contender Capstone is now Ransack of Drakheim[/p][/*]
- [p]Adept Capstone is now Wraithtide Vault[/p][/*]
- [p]Champion Capstone is now Heart of Tuzari[/p][/*]
- [p]Paragon Capstone is now Cithrel’s Fall [/p][/*]
Eternal
NEW: Eternal Shards
[p]Players now need 2 Shards to progress to the next Eternal difficulty level. Timing each Dungeon will unlock its Shard, and timing a Capstone Dungeon will unlock two instead. Each Dungeon can only reward the player once, so they will need to try different Dungeons at each difficulty in order to unlock access to the next.[/p]
Difficulty Scaling
[p]The difficulty scaling of the Leagues has been adjusted. In general the game is less punishing in the lower Leagues - and scales up faster in Eternal. We also wanted to tone down the amount of difficulties players were progressing through in Eternal. The old “+85 Eternal” difficulty is now equivalent to a “+30 Eternal” with this update.[/p]
Items
- [p]New Relic: \[Obsidian Sigil][/p][list]
- [p]Only available for Tank heroes.[/p][/*]
- [p]Grants 30% damage reduction to yourself for 9 seconds. 60 second cooldown.[/p][/*]
Traits
- [p]Many traits have had their power adjusted.[/p][/*]
- [p]Defensive Trait: Treasure Hunter’s Delight[/p][list]
- [p]This trait has been removed from the game.[/p][/*]
- [p]When you take damage that would kill you, your health is set to 1 and you are immune to damage for 5 seconds. This effect has a 480 / 420 / 360 / 300 second cooldown.[/p][/*]
- [p]When you take damage equal to 40% of your max health or more in a single hit, the damage is reduced by 25% / 30% / 35% / 40%. Can only occur once every 15 seconds.[/p][/*]
- [p]\[Sapphire Aurastone] functionality has been updated. It now is placed near your target when you activate your \[Spirit Ability], and has a duration equal to the duration of your \[Spirit of Heroism] buff.[/p][/*]
- [p]\[Diamond Strike] functionality has been updated. It now gains an additional 35% increased damage for every stack of \[Harmonious Soul] (updated Diamond Gem Bonus) you have.[/p][/*]
- [p]\[Emerald Judgement] functionality has been updated. It now also triggers your currently activated rank of \[First Strike] (Emerald Gem Bonus) when it triggers.[/p][/*]
- [p]Now resets if the player uses a targeted offensive ability on another target, as intended.[/p][/*]
Weapon Abilities
- [p]Earthbreaker[/p][list]
- [p]Damage has been increased and the stun duration has been increased to 3 seconds (was 1.5 seconds).[/p][/*]
- [p]Base Damage and Healing has been increased by 120%.[/p][/*]
- [p]Each stack now increases its power by 30% (down from 100%).[/p][/*]
- [p]The ability is no longer on the Global Cooldown.[/p][/*]
- [p]The Base Damage has been increased.[/p][/*]
- [p]The ability is no longer on Global Cooldown.[/p][/*]
- [p]Now deals 100% more Damage/Healing on the first hit.[/p][/*]
- [p]Base Damage reduced.[/p][/*]
- [p]Cooldown increased to 72 seconds (was 70 seconds)[/p][/*]
- [p]No longer grants an Expertise Bonus.[/p][/*]
- [p]The ability is no longer on the Global Cooldown. [/p][/*]
Gems
- [p]NEW - Added ‘Legendary Socketing’[/p][list]
- [p]A new material, Divine Aether, will start dropping from Paragon Capstone and higher difficulty.[/p][/*]
- [p]Players can use Divine Aether to imbue their items a +35% gem socket at the Crafter[/p][list]
- [p]This crafting recipe can only be used on items that either have a socket less than 35% or could have a socket attached. (This means the item cannot be used on set bonus gear).[/p][/*]
- [p]Players can now utilize Ingots, Aethers, and Godstones of the same rarity to create a copy of a small gem.[/p][list]
- [p]‘Monopod’ - 1x small gem is created in exchange for uncommon ingredients.[/p][/*]
- [p]‘Double Bloom’ - 2x small gems are created in exchange for rare ingredients.[/p][/*]
- [p]‘Threefold Propagation’ - 3x small gems are created in exchange for epic ingredients.[/p][/*]
- [p]Sapphire[/p][list]
- [p]\[Ancestral Surge] now grants +10/+30 to your maximum Spirit Points for your \[Spirit Ability], in addition to the +8%/+24% primary stat you gain while \[Spirit of Heroism] is active.[/p][/*]
- [p]\[Essence of the Prophet] now reduces the Spirit Point cost of your \[Spirit Ability] by 5%/15%, in addition to the +6/+18 second duration bonus to your \[Spirit of Heroism].[/p][/*]
- [p]\[Harmonious Soul] has been redesigned. It now grants +0.3%/+0.9% Critical Strike chance, Haste, Expertise, and Spirit for 5 seconds, stacking up to 10 times. Upon expiration, only 1 stack is removed.[/p][/*]
- [p]\[Stoic's Patience] now grants +500/+1500 Armor and +25/+75 Primary Stat (was +60/180 Stamina and +15/45 Primary Stat).[/p][/*]
- [p]\[Ancient's Wisdom] now grants +3%/+9% Primary Stat (was +2%/+6%).[/p][/*]
- [p]\[Sealed Fate] now grants +5%/+15% Critical Strike chance on targets above 50% health (was +10%/+30%).[/p][/*]
- [p]\[Champion's Heart] now grants +140/+420 Stamina and +15/+45 Primary Stat (was 140/420 Stamina and +8/+24 Prim Stat).[/p][/*]
- [p]\[Titan's Blood] now grants +4%/+12% Max Health (was +3%/+9%).[/p][/*]
- [p]\[Essence of the Conqueror] now grants +5%/+15% Damage, Healing and Absorb Magnitude during Boss encounters (was +4%/+12%). [/p][/*]
Rewards
- [p]Supplies now drop more reliably in League Dungeons due to Quickplay changes[/p][list]
- [p]Dungeons Drop 2 Supplies 100% of the time[/p][/*]
- [p]Capstone Dungeons Drop 4 Supplies 100% of the time[/p][/*]
- [p]A player can unlock the Hero Unlocks path by doing either quests in the Woodland Glade or completing Dungeons. [/p][/*]
- [p]The ability to Unlock Mount Access for a Hero is now accomplishable by either quests or dungeon runs across the account[/p][/*]
- [p]A New Mount (The Spirit of Akari) has been added to the Starmap as a Reward for achieving 10k Dungeon Rating.[/p][/*]
[p][/p]
HERO UPDATES
All Heroes
Jump while casting & Cancel Cast keybind
[p]We have added so that pressing “Escape” on your keyboard at any time causes your character to stop casting or channeling. We have also added a new keybind in the input menu for “Stop Cast” if you want to bind that functionality to another button as well.[/p][p]Previously, we decided to have jumping cause “cast while moving” casts to cancel, because there was no other way to cancel out of an ability cast once started in that context. With the above functionality added, we can now allow jumping while “cast while moving” (hurray for Elarions!).[/p][p][/p]Spirit Stat mechanic update
[p]The secondary stat “Spirit”, no longer increases Spirit Point generation by a %. It now instead generates a flat amount of Spirit Points each time you trigger a \[Spirit Refund]. The amount varies from Hero to Hero based on the power of their \[Spirit Ability] and the amount of access they have to \[Spirit Refunds].[/p][p][/p]Player and Enemy Health Adjustments
[p]The amount of health Heroes gain from Stamina has been increased with the intention to both make the game less punishing in the lower Leagues, and to change the primary focus of high Eternal pushing. In high Eternal pushing, this change hopefully creates less emphasis on “one-shot mechanics” outright killing players in a single hit.[/p][p]At the same time, the health of enemies has been increased as the difficulty scales up, with the intention of making damage and healing throughput more important.[/p]- [p]The amount of Health gained from Stamina has been increased by 25% for all Heroes except Helena, whose health has been increased by 20%.[/p][list]
- [p]Helena’s Health was toned slightly down relative to other Heroes due to substantial increases to her access to Armor on items. Details can be found under the “Helena” part of these patch notes.[/p][/*]
[/p][/*][/list]
Absorb Crits
[p]All absorbs now have a chance (based on your Critical Strike chance) to ignore 50% of any hit. The Absorb Crit chance is based on the source player of the absorb, not the target.[/p]
Attack Speed Reduction
[p]Attack Speed reduction no longer stacks. The highest positive and negative modifiers are active only.[/p]
Helena
Core Mechanics and Abilities
- [p]Helena’s weapons now also have a substantial amount of Armor stat on them.[/p][list]
- [p]Known Issue: This does not apply to her starter weapon or weapons purchased for Supplies at the vendor in the Stronghold.[/p][/*]
Talents and Legendaries
- [p]\[Razor Shrapnel] (2 points) has been removed.[/p][/*]
- [p]New Talent \[Unscarred Soul] (2 points): The absorb you generate from your \[Empowered Shield Slams] (granted via \[Hold The Line] or \[Sword & Board]) now grants 20% reduced damage taken and reflects 50% Strength damage to attackers while active.[/p][/*]
- [p]\[Martial Command] (3 points) no longer grants +5% Spirit passively. Now causes each cast of \[Shield Throw] to generate 2 Spirit Points toward your \[Spirit Ability] in addition to its “Shared Toughness mitigation during \[Siegebreaker]”-effect[/p][/*]
- [p]New Legendary \[Linked Heavy Metal Cloak] grants you 2 charges of \[Hold The Line] and provides the ability with Cooldown Acceleration equal to your Haste.[/p][/*]
Meiko
Core Mechanics and Abilities
- [p]\[Spirit Refunds] now generate 1 Stone for your \[Stone Shield], baseline. The Talent that had this effect has been replaced (more details in the Talents section).[/p][/*]
- [p]The Enfeebling effect has been removed from \[Spirited Vortex]. It no longer reduces the damage dealt by afflicted enemies by 10%.[/p][/*]
- [p]Meiko’s \[Earthfist Barrage] can now be channeled while jumping.[/p][/*]
Talents and Legendaries
- [p]\[Twin Souls: Army of One] now lasts 20 seconds (was 10 seconds)[/p][/*]
- [p]The \[Siblings of Wind] you conjure during \[Twin Souls: Army of One] now strike 40 times in that duration (was 20 times).[/p][/*]
- [p]The damage dealt by \[Siblings of Wind] that you conjure during \[Twin Souls: Army of One] has been reduced by 50%.[/p][/*]
- [p]\[Twin Souls: Army of One] is off the Global Cooldown.[/p][/*]
- [p]\[Unwavering Will] (1 point) has been removed.[/p][/*]
- [p]\[Thundering Kicks] (2points) has been moved and is now a 1 point talent.[/p][/*]
- [p]New Talent \[Whipping Apex] (2 points): Each time your \[Lashing Stormkick] consumes \[Stormfall], it generates 1 stack for your \[Serenity] ability per target hit, up to a maximum of 5 stacks per cast.[/p][/*]
- [p]Legendary, Boots of Everlasting Spirit: The damage of \[Everlasting Spirit] has been reduced by approximately 22%.[/p][/*]
- [p]The Legendary \[Necklace of Tectonic Impact] no longer consumes 2 \[Earthfall] charges.[/p][/*]
- [p]The Legendary \[Shattering Obelisk Drape] now deals reduced damage beyond 1 target (was 5 targets). [/p][/*]
Mara
Core Mechanics and Abilities
- [p]All of Mara’s abilities and poisons have had their damage increased by 20%, the exceptions are listed below.[/p][list]
- [p]\[Queen’s Fang] damage increased by 32%.[/p][/*]
- [p]\[Hemorrhaging Strike] initial damage increased by 56%.[/p][/*]
- [p]\[Hemorrhaging Strike] bleed damage increased by 17%.[/p][/*]
Talents and Legendaries
- [p]New Talent \[Sinner’s Pride] (3 Points): For each Combo Point you spend, the cooldown of your \[Maiden of Death] ability is reduced by 0.6 seconds.[/p][list]
- [p]The old Legendary Cloak effect was updated and moved to become Mara’s new 3-pointer talent. It no longer reduces the cooldown of \[Final Stratagem], but instead provides the wearer comfortable access to her \[Maiden of Death] ability.[/p][/*]
- [p]This is to compensate for the increase to Mara’s power in her core kit. Overall, the resulting change is an increase to Mara’s power in the early game - while keeping her competitive in the late game. [/p][/*]
Tariq
Core Mechanics and Abilities
- [p]\[Heavy Strike] is no longer a queued ability that triggers at the end of the \[Swing Timer]. It is now an instant cast ability that is off the global cooldown, that you need to use while the Swing Timer is in the “Red” to get good damage out of.[/p][list]
- [p]If \[Heavy strike] is used outside of the “Red”, it deals 80% reduced damage and incurs a cooldown of 9 seconds on \[Heavy Strike].[/p][/*]
- [p]If \[Face Breaker] is used with the \[Face Breaker Proc] active, it deals +400% damage.[/p][/*]
- [p]If \[Face Breaker] is used without the \[Face Breaker Proc] - it incurs a cooldown of 9 seconds and resets the \[Swing Timer].[/p][/*]
- [p]This reduction is to compensate for the new +400% damage increase \[Face Breaker] gets when used with a \[Face Breaker Proc].[/p][/*]
Talents and Legendaries
- [p]\[Blood & Thunder] now has a 10% chance to cause \[Heavy Strike] to trigger a free cast of \[Chain Lightning] on the target (was a 2.0 Proc Per Minute).[/p][/*]
- [p]\[High Road] no longer grants a Movement Speed increase after using \[Leap Smash].[/p][/*]
- [p]\[Bloodline] now passively grants +20% Movement Speed and its passive Fury generation has been increased to 2 Fury per 1 second (was 1 Fury per 1 second).[/p][/*]
- [p]\[Them Bones] is now a 1-point talent.[/p][/*]
- [p]\[Ride the Lightning] is now a 2-point talent, and it now passively provides +5% Haste at all times.[/p][/*]
- [p]\[Square Hammer] has been updated.[/p][list]
- [p]The damage bonus to \[Heavy Strike] remains, but has been reduced to a 5% damage bonus to your next \[Heavy Strike] per stack, up to 5 stacks.[/p][/*]
- [p]While \[Thunder Call] is active[/p][list]
- [p]Each time you consume \[Square Hammer] stacks you gain an equal amount of \[Charged Up] stacks, up to a maximum of 12 stacks.[/p][/*]
- [p]The next time you cast \[Chain Lightning] with at least 5 stacks of \[Charged Up], it consumes 5 stacks, causing your \[Chain Lightning] to deal 175% more damage.[/p][/*]
- [p]Each time you consume \[Square Hammer] stacks the cooldown of your \[Thunder Call] is reduced by 0.3 seconds per stack consumed.[/p][/*]
[/p][/*][/list]
Rime
[p]While we are excited to return to Rime and make some bigger updates to her kit, we did not have time to get to every Hero this update. There are many updates to other systems in the game that will interact with Rime’s kit in new interesting ways. Be assured that next round, we will take the time to look over Rime again.[/p]Talents and Legendaries
- [p]\[Navir’s Keeper] now grants 2 stacks of \[Navir’s Keeper], allowing you to cast \[Cold Snap] regardless of the status of its cooldown, consuming 1 stack of \[Navir’s Keeper] instead of a charge of \[Cold Snap]. [/p][/*]
Elarion
[p]With Elarion, we have adjusted his kit and his Talents and Legendaries to provide him with some fresh build variations. One major change to his core kit is to Lunarlight Salvo and how it interacts with Heartseeker Barrage, allowing Heartseeker Barrage to do respectable multi-target damage by consuming Lunarlight Marks with its damage. As a result, we have made some adjustments across the board to Elarion to keep his balancing in check with the new changes. More details below.[/p]Core Mechanics and Abilities
- [p]All Elarion’s ability damage was reduced by 3%. The exceptions are listed below.[/p][/*]
- [p]Elarion’s \[Spirit Refunds] now apply 5 stacks of Lunarlight Mark on your target and up to 2 stacks on up to 2 additional enemies near them.[/p][/*]
- [p]Whenever damage dealt by \[Heartseeker Barrage] triggers a Lunarlight Salvo on an enemy, it has a 20% chance to erupt, dealing 100% of Lunarlight Salvo damage to up to 12 enemies in a radius around it.[/p][/*]
- [p]\[Multishot] damage has been reduced by 12.7%.[/p][/*]
- [p]\[Highwind Arrow] damage has been reduced by 4%.[/p][/*]
- [p]\[Starfall Volley] now has reduced damage beyond 10 targets (was 12 targets).[/p][/*]
- [p]\[Celestial Impetus] now causes your next \[Celestial Shot] to have no Focus cost, in addition to its existing effects.[/p][/*]
Talents and Legendaries
- [p]\[Lethal Shots] now have a 40% chance (was 30%) to cause your \[Highwind Arrow] to have +100% Critical Strike chance.[/p][/*]
- [p]\[Lunar Fury] (1 point) is now a 2-point talent. In addition to increasing the damage of your \[Lunarlight Salvos] by 30%, it also doubles the chance for \[Heartseeker Barrage] damage to trigger \[Lunarlight Salvo] on targets with \[Lunarlight Mark].[/p][/*]
- [p]\[Last Lights] now increases your critical strike chance by 20% (was 30%) when dealing damage to targets at or below 30% health.[/p][/*]
- [p]\[Lunarlight Affinity] (2 points) is now a 1-point talent.[/p][/*]
- [p]\[Fusillade] (2 points) is now a 1-point talent.[/p][/*]
- [p]\[Piercing Seekers] (1 point) is now a 2-point talent.[/p][/*]
- [p]\[Fervant Supremacy] damage bonus to \[Empowered Multishot] was reduced to +25% (was +50%).[/p][/*]
- [p]\[Resurgent Winds] now causes Lunarlight Mark to grant you 1 charge of \[Highwind Arrow] in addition to its existing effects (Changed from previously granting a buff that caused your next \[Highwind Arrow] to ignore its cooldown and cost).[/p][/*]
- [p]The Legendary \[Chain of Starstriker’s Ascent] has been redesigned. It now causes your \[Spirit Refunds] to have a 50% chance to reset the cooldown of your \[Heartseeker Barrage] and grant you \[Impending Heartseeker].[/p][/*]
Ardeos
Core Mechanics and Abilities
- [p]All of Ardeos’ ability damage has been reduced by approximately 5%. The exceptions are listed below.[/p][/*]
- [p]\[Detonate] now deals an average of the next 2.5 (was 2.0) seconds of Ardeos’ fire damage over time effects on the target.[/p][/*]
- [p]\[Fireball’s] direct damage was increased by 105%, but it now only applies 20% (was 70%) of the direct damage as damage over time.[/p][/*]
- [p]\[Fireball] damage over time now has a 50% chance to generate 2 Cinders (was 100%)[/p][/*]
- [p]\[Incinerate] direct damage while channeling was reduced by 43%.[/p][/*]
- [p]Multiple \[Engulfing Flames] can now be applied to targets, as their own parallel debuffs, each with their own durations and dealing their damage individually to the target.[/p][/*]
Talents and Legendaries
- [p]\[Flickering Cinders] (1 point) has been removed.[/p][/*]
- [p]\[Ouroboros] (2 points) has been removed.[/p][/*]
- [p]\[Flare Up] (1 point) now deals 50% of \[Infernal Wave’s] damage to all enemies with \[Searing Blaze].[/p][/*]
- [p]\[Frog Squad] (2 points) in addition to its previous effects now also increases the damage of all Fire Frogs by 10%.[/p][/*]
- [p]New Talent \[Backdraft] causes your \[Detonate] casts to extend the duration of all your active \[Searing Blaze] effects by 1.5 seconds, up to their maximum duration.[/p][/*]
- [p]New Talent \[Crash and Burn] causes your \[Searing Blaze] damage to reduce the cooldown of \[Fireball] by 0.1 seconds.[/p][/*]
- [p]\[Agonizing Blaze] now increases damage dealt by \[Searing Blaze] by 4% per stack (was 3%), up to a maximum of 40% (was 30%) at 10 stacks.[/p][/*]
- [p]\[Undying Flame] (2 points) is now a 2 point talent. now grants you 2 charges of \[Engulfing Flame] in addition to its previous effect of increasing \[Engulfing Flame] duration by 3 seconds.[/p][/*]
- [p]\[Rolling Flames] now also reduces the cooldown of \[Engulfing Flames] by 1.0 seconds each time you cast \[Infernal Wave].[/p][/*]
- [p]\[Rolling Flames] cooldown is now reduced by 0.25 seconds each time \[Searing Blaze] deals damage (was 0.4 seconds).[/p][/*]
- [p]\[Reign of Fire] (3 points) now has 1.5 procs per minute (was 1.0).[/p][/*]
- [p]New Legendary \[Exquisite Flaming Toad Cloak] causes your \[Fire Frogs] ability to also summon a giant \[Fire Toad] that leaps to your enemies and explodes for 800% of normal \[Fire Frog] damage onto it and nearby enemies. Any \[Fire Frog] you conjure also has a 15% chance to turn into a \[Fire Toad].[/p][/*]
- [p]New Legendary \[Draconic Boots of the Devouring Flame] causes your \[Engulfing Flames] to also increase all your damage to the target by 6% per active application.[/p][/*]
- [p]New Legendary \[Boomtastic Explosivo Choker] causes your \[Fire Ball] casts to reduce the cooldown of \[Apocalypse] by 8 seconds and increases the damage of \[Apocalypse] by 150%, based on their health. Higher health enemies take more damage. [/p][/*]
Vigour
Core Mechanics and Abilities
- [p]Vigour’s absorbs from \[Luminous Barrier] and \[Meticulous Runesmith] now take 10% reduced damage. This value scales as Vigour gains Intellect.[/p][/*]
- [p]\[Luminous Barrier] absorb value was increased by 37%.[/p][/*]
- [p]\[Luminous Barrier] now has a 10 second cooldown.[/p][/*]
- [p]\[Luminous Barrier] duration was increased to 12 seconds (was 10 seconds).[/p][/*]
- [p]\[Circle of Light] healing was increased by 30%.[/p][/*]
- [p]\[Circle of Light] mana cost was increased by 15.6%.[/p][/*]
- [p]\[Greater Heal] healing was increased by 79%.[/p][/*]
- [p]\[Greater Heal] mana cost was increased by 16%.[/p][/*]
- [p]\[Dawnbreaker Orb] healing was increased by 12%.[/p][/*]
- [p]\[Dawnbreaker Orb] Rune generation was reduced to 5% (was 10%) per hit ally or enemy.[/p][/*]
- [p]\[Dawnbreaker Orb] now has dynamic damage and healing based on the maximum health of the target. The larger their maximum health of a target, the stronger the damage or healing.[/p][/*]
- [p]\[Levitate’s] duration was reduced to 4 seconds (was 6 seconds).[/p][/*]
- [p]\[Levitate’s] movement speed bonus was increased to 70% (was 40%).[/p][/*]
- [p]\[Avatar of Faith’s] initial heal increased by 132%.[/p][/*]
Talents and Legendaries
- [p]\[Shimmering Brand] (2 Points) has been removed.[/p][/*]
- [p]\[Enduring Light] (2 points) has been removed.[/p][/*]
- [p]New talent \[Ceremony of Light] causes your \[Circle of Light] to place a persistent circle on the ground that lasts for 5 seconds, reducing all damage taken by allies within it by 5%. Once the circle disappears, it triggers a second \[Circle of Light] in that area with 50% of the power.[/p][/*]
- [p]\[Sacred Barrier] has been redesigned. It now grants you 2 charges of \[Luminous Barrier] and provides Cooldown Recovery for the ability equal to your Haste.[/p][/*]
- [p]\[Master of Triage] was reduced to 20% (was 30%) of the \[Greater Heal] being cast when generating a Radiant Rune.[/p][/*]
- [p]\[Master of Triage] can no longer trigger \[Rune of Renewal] healing.[/p][/*]
- [p]New talent \[Preserved Illumination] causes Vigour’s absorbs to be refilled by an amount equal to 100% of damage dealt by \[Dawnflare] and 40% of damage dealt by \[Radiant Blast].[/p][/*]
- [p]New Legendary \[Dawnbreaker’s Cloak of Reverence] causes \[Dawnbreaker Orb] to stop when it reaches its destination, and then return to where you first cast it - healing and damaging enemies a second time on the way back.[/p][/*]
Sylvie
Core Mechanics and Abilities
- [p]Sylvie now has a passive aura, \[Natural Selection], which increases all party members maximum health by 20% while in it.[/p][/*]
- [p]Many issues causing \[Enfeebling Rootsap] to apply its enfeebling effect on enemies in unexpected ways (sometimes increasing the power of the ability, sometimes making it weaker) have been addressed.[/p][/*]
- [p]\[Heartbloom] now pulses healing every 2 seconds (was 3 seconds) over 16 seconds (was 15 seconds).[/p][/*]
- [p]\[Heartbloom] healing accumulation factor reduced to 7.5%.[/p][/*]
Talents and Legendaries
- [p]\[Flutterswift] duration is now tracked on your ability button. This can only track 1 duration, and so it shows the duration of the latest application of Flutterswift.[/p][/*]
- [p]\[Flower Power] healing accumulation factor reduced to 5%.[/p][/*]
- [p]\[Natural Protector] absorbs have been reduced in size by 20%.[/p][/*]
- [p]\[Natural Protector] absorbs now have 20% damage reduction.[/p][/*]
- [p]New Legendary \[The Mad Gardener’s Shawl] passively increases the healing of your \[Fluttercall:Heal] by 50% and causes your \[Heartbloom] to no longer accumulate \[Flutterfly healing]. Instead it accumulates damage you deal with \[Nettlebolt], \[Prickly Vine], and \[Boomshrooms] - and turns that into healing.[/p][list]
- [p]\[Boomshroom] accumulation is reduced to 50% of the normal value. [/p][/*]
[p][/p]
DUNGEONS
[p]The following is an incomplete list of some of the more important updates to Fungeons.[/p]
Curses In Dungeons
- [p]Fixed an issue causing some curses to not trigger in specific boss encountered[/p][list]
- [p]Encounters[/p][list]
- [p]Malgut in Everdawn Grove[/p][/*]
- [p]Vexira in Silken Hollow[/p][/*]
- [p]Vaerith in Godfall Quarry[/p][/*]
- [p]Meteor Rain[/p][/*]
- [p]Binding Ice[/p][/*]
Cithrel’s Fall
- [p]All Cithrel's ability damage has been reduced by 10%.[/p][/*]
- [p]Cithrel's "Shrinking Arena" now shrinks by 10% per Path of Oblivion cast (was 15%).[/p][/*]
The Heart of Tuzari
- [p]Increased kill score required for Heart of Tuzari by 20%. [/p][/*]
Silken Hollow
- [p]Fixed an issue where patrols would occasionally snap to the player once the party dies.[/p][/*]
- [p]Fixed an issue in Silken Hollow where killing the Eggbearer would cause it to explode.[/p][/*]
- [p]Fixed an issue in Silken Hollow where the Venom Spray VFX was not removed once the boss was defeated.[/p][/*]
- [p]Fixed an issue in Silken Hollow where the Gravesnare Kidnapper’s \[Razorlace Web] spawned in the air.[/p][/*]
Sailor’s Abyss
- [p]Updated enemy placement and pack compositions on the right path.[/p][/*]
- [p]Fixed an issue in Sailor’s Abyss where the mast tether VFX sometimes went to the world origin.[/p][/*]
- [p]Fixed an issue in Sailor’s Abyss where the siren incorrectly selected secondary targets when casting \[Bubble].[/p][/*]
Ransack of Drakheim
- [p]Fixed an issue in Ransack of Drakeheim where Running Civilians would rubber-band if the player moved the camera too quickly.[/p][/*]
- [p]Fixed an issue in Ransack of Drakeheim where the Ice Tomb effect persisted upon respawn if the player died being frozen in the tomb.[/p][/*]
- [p]Fixed an issue in Ransack of Drakeheim where "Invalid Ability Data" was being shown during the troll fight.[/p][/*]
- [p]Fixed an issue in Ransack of Drakeheim where the Icebite Reaver’s slam ground indicators do not disappear when interrupted mid-cast.[/p][/*]
- [p]Fixed an issue in Ransack of Drakheim where \[Silence] and \[Binding Fear] debuffs were not getting removed when the targeted player died.[/p][/*]
Wraithtide Vault
- [p]Greedspawn Sentinel’s debuff now stacks up to 10 times.[/p][/*]
- [p]Fixed an issue on Wraithtide Vault where the Orb of Bael'Aurum would get stuck inside the boss.[/p][/*]
- [p]Fixed an issue on Wraithtide Vault where a second Orb of Bael'Aurum would spawn when one was already out.[/p][/*]
- [p]Fixed an exploit in Wraithtide Vault where players could walk under cannons to avoid \[Severed Soul].[/p][/*]
- [p]Fixed an issue on Wraithtide Vault where the \[Ghostly Grasp] persists after detonating.[/p][/*]
Godfall Quarry
- [p]Updated enemy placement and pack compositions.[/p][/*]
- [p]Fixed an issue in Godfall Quarry where the Task Master’s \[Sweeping Hook] did not interrupt the player’s cast or channels.[/p][/*]
Empyrean Sands
- [p]Greedspawn Sentinel’s debuff now stacks up to 10 times.[/p][/*]
- [p]Fixed an issue in Empyrean Sands where \[Lunar Soulsear] did not target the player correctly.[/p][/*]
- [p]Fixed an issue in Empyrean Sands where the Dunesnare Hunter’s \[Dunesnare Trap] persists after the hunter is killed.[/p][/*]
Stormwatch
- [p]Fixed an issue in Stormwatch where Facestabber would not detach when the dungeon is completed.[/p][/*]
[p][/p]
MORE FEATURES ON THE WAY
[p]There’s so much that we are aiming to include in this update cycle but won’t be landing on Day 1 of Early Access Season 2. Including, but not limited to:[/p]
Account Flair
- [p]Titles, banners, and more ways to express yourself and your in-game achievements.[/p][/*]
“Communities”
- [p]Find your people, by creating or joining your own meeting place. If you like to push, looking for tips on tanking, or just need to find cool people in your timezone to help farm, communities will be the place to do it.[/p][/*]
Leaver Penalties
- [p]We’re putting the finishing touches on our first iteration of a time-out feature for those who abandon others that want to keep playing. We know that this can't exist in a vacuum and voting to leave and/or voting to restart a Dungeon will need to be part of the whole picture. We'll provide more information when we have details to share.[/p][/*]
Bad-luck Protection
- [p]We’ve implemented several ways to craft the items that aren’t dropping for the most unlucky in the community, but we’re looking further at improving our drop logic as well. Unfortunately, changing this low-level math means there are far too many potential knock-on issues, and we want to work through that overhaul properly. It’s coming but it is unfortunately taking longer than we’d have hoped.[/p][/*]
[/p]
