v0.3.4.7 (b26 hotfix 2)
ATTENTION FRENETIC THROW BUILDS:
This is causing some confusion but Phantasmal Blades has been reworked so that the previous transmuted version, Frenetic Throw, is now the base skill. If you want to restore your no-cooldown Phantasmal Blades build, just use the skill reclaimer to remove the point from the new transmuter Focused Throw, which adds a cooldown. Focused Throw essentially transforms the skill into the original Phantasmal Blades. This swap was made for balancing purposes, as it was impossible to appropriately balance the no-cooldown and cooldown versions of the skill by just applying negative bonuses to the transmuter.
Tech
- Pet bonuses from suffixes/prefixes are now properly added on items that also had a base Pet bonus
- Fixed a bug where stun jacks/phantasmal blades would be unable to hit targets
- Fixed a crash which could occur when creating a character failed due to problems with file storage
- Fixed a crash which could occur if projectiles exited the loaded area of the game world
- Fixed a bug where Chthonian Rifts did not work properly in multiplayer
- Quest reward window now takes into account a player’s faction mandates for displayed reputation gain
[Animation]
- Fixed a bug where running with dual wield pistols would occasionally cause them to disappear
[Game]
- Increased the max level in Cronley’s Hideout to 50 during Early Access so players can continue to earn reputation from Outlaws during this phase of development
- Slightly increased Hero and Boss monster Defensive Ability scaling with level and hitpoints
- Element-based Hero archetypes now have a high resistance to their element
- Faction reputation rewards have been rearranged to be earned at a level for which they would be desirable: Armor and weapons are now available at Respected. Accessories are now available at Honored. The first tier of Augments has been moved up to Honored. This change will not impact any rewards already purchased.
- Increased infamy gained from killing Champion, Hero and Boss monsters. This is relevant for reaching Nemesis status.
- Increased reputation gained from killing Champion and Hero monsters. This is relevant for reaching Revered status.
- Increased reputation rewards from Bounties. This may cause your currently active Bounties to reset.
- Increased max level of Bounty targets to 50+, from 40+
- Updated text on several Kymon’s Chosen and Order of Death’s Vigil bounties to correctly direct you to Fort Haron
- Bounty: Wrought from Obsidian has been renamed. Target changed to the boss in the Ashen Wastes. Reputation reward increased.
- Increased bonus from Writs to 50%. If you used one already, you will have to purchase and use another for the new bonus to take effect.
- Fixed the disabled riftgates at Fort Haron. You may now open personal Riftgates in that dungeon as normal.
- Fixed the blurry map at Fort Haron and Stonerend Quarry
- Fixed Sen’Thel Voidbringer and Bolvar Bloodbinder casting their Chaos Barrage spells in melee range
- Fixed a visual bug with Chthonian Devourer vomit skills
- Non-Hero and Boss monster debuffs now have icons and brief descriptions of the effects that will appear over your Energy Bar. The goal is to extend this to all monster debuffs with future updates.
[Itemization]
- Updated stats on several level 50 Epic items
- Updated the skills granted by level 50 Transcendent Relics: Ancestor, Blight, Desolation, Sacrifice, Zeal
- Reduced the health, attack speed and damage of the Stormhound summon
- For Community Translators: Corrupted prefix has been renamed to Void-Touched
[Class & Skills]
Demolitionist
- Stun Jacks: stun duration now scales with rank to a higher max. Lightning damage and Explosion radius increased. Physical damage has also been added to allow for higher total damage scaling for default use without it being too powerful for Quick Jack builds. 4 points have also been added to the level cap to provide more scaling for Quick Jack builds with further investment.
- Full Spread: Electrocution damage increased and 4th projectile added back at level cap
- Quick Jacks: Now has three levels, offering reduced lightning dmg penalty in exchange for higher energy cost and reduced physical damage. This should help make energy cost more manageable early on while providing another means to upgrade damage later when energy regeneration is more available. To further support this build, I’ve added Lightning damage bonuses to Flame Touched and Ulzuin’s Chosen, tying Stun Jacks back into the latter. Rebalance of this is a work in progress but the previous ultra-nerf was not intentional. It was partially the result of a bug on multi-projectile skills with modifiers that has been fixed. With the bug fixed, it is hard to know where I should set the damage now, so I’ve made my best attempt and will adjust it in the future if it proves to be too little or too much. My goal is to end up with a viable, powerful quickjack build but one where the power curve is paced out a little more with investment.
- Ulzuin’s Chosen: now also works with Stun Jacks and only requires investment in any one of the skills it affects. % Lighting bonus has been added along with % Electrocute damage and % Burn damage. Bonuses scale slightly higher. % Pierce damage was removed.
- Blackwater Cocktail: Fire and Burn damage increased slightly. Instead of reducing target’s Physical damage, now reduces enemy Offensive Ability. Projectile angle lowered to reduce the throw slow-down at short ranges - ultimately hope to revisit the physics on this but this should at least improve it for now.
- Blackwater Cocktail now has a Transmuter: High Potency, which adds a cooldown in exchange for higher damage, longer duration and reduction to enemy physical resist
- Demon Fire: Chaos damage increased slightly
- Agonizing Flames: % Damage bonuses increased and Resistance Reduction removed. I felt the resist reduction was not interesting here because, given the nature of the skill, it was just self-reinforcing and not really much different than upping the damage.
- Blast Shield lost 4 points to Stun Jacks (probably no one will weep over that) but I’ve upped the damage absorption somewhat to compensate and I swapped the % Fire retaliation with flat Fire retaliation
- FlameTouched: Added a moderate % Lightning damage bonus and flat Fire retaliation has been swapped out for % Fire retaliation
Occultist
- Blood Burst: added % Weapon damage
- Armor of the Guardian: added % Acid damage
- Familiar Mend Flesh: Healing frequency increased
- Familiar Lightning Strike: cast frequency increased
- Hellhound: innate damage scaling moderately reduced, resistances reduced
- Hellhound Infernal Breath: Damage scaling increased
Nightblade
- Belgothian’s Shears: reduced the stun duration to 0.7s from 1.5s
- Dual Blades: slight reduction in damage bonus scaling
- Phantasmal Blades has been totally overhauled such that it now functions like Frenetic Throw, with no base cooldown. All damages have been adjusted accordingly. Frenetic Throw has been replaced by Focused Throw, which adds a cooldown and significantly ups the damage, transforming it to be more like the original Phantasmal Blades. This change was made to allow for better balancing of both versions of the skill. Previously, it was impossible to configure the bonuses in such a way that the base skill could be sufficiently powerful without Frenetic Throw getting out of control. The result was a lackluster Phantasmal Blades and a Frenetic Throw that could become moderately overpowered with the right gearing. In the new incarnation, both the cooldown and non-cooldown versions should each now feel powerful but reasonably balanced.
- Elemental Awakening: increased duration of Frostburn to 3s from 2s
Arcanist
- Panetti’s Replicating Missile and Proliferation energy cost scaling reduced. This is a stop-gap measure to make the skill a little more viable right now until I have more time to devote to it. I will be evaluating it for additional improvement in the future.
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