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PvP Diary and Pre-patch Notes #3


Barry
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Hi everyone.

 

As you probably already imagined, I’m here to talk about the next batch of changes to PvP content. Before we start, a disclaimer: these are all planned changes, and they may be postponed, modified, or scrapped entirely depending on a host of factors, including some outside our control. Still, since players have asked for more transparency, we have decided to share everything we can, even if some of it ends up being inaccurate to what exactly gets into the game.

 

To begin with I’d like to thank all of you for your patience and cooperation in embracing the new meta. I believe that we now have a much better baseline to work from than we did a month ago, and some positive effects have already appeared, particularly on WoE 1: GVGs are noticeably longer, overall kills have decreased, good positioning is rewarded, and defenders now have more tools to stop a walkthrough, resulting in longer defense times. That said, there are issues that need to be addressed, some of which we hope to tackle with this patch.

 

1. Balancing changes

 

Metallic Sound and Neutral Resistances

 

The first skill that has shown itself to clearly be overtuned in Battlegrounds and Draft is Metallic Sound. However, because this skill is not oppressive in WoE 1 and we aim to keep a consistent scene between all three, we have decided to tackle it in a different way than a simple damage nerf: next maintenance, a new headgear card will be implemented that grants 10% neutral resistance. This card will acquirable through a quest involving BG victories, Valor Badges, and certain items, and it will be unbound.

 

Tiger Cannon, Solar Burst and Union

 

The next set of skills I’d like to talk about are a pair of very controversial physical AoE skills – Tiger Cannon and Solar Burst. Many heated discussions involving these two skills have taken place over the years, and the main issue with these skills has been the same since the start: If they do not have damage to kill resist targets such as Suras and Shadow Chasers, they are not effective as ground control tools; if they do have enough damage to deal with those targets, their AoE gives them the potential to kill multiple people in stacks very quickly.

 

As such, we will be experimenting with a major change for both of these skills. In the next maintenance, they will both be buffed: Suras will get their Temporal Circlet, and Star Emperors will get critical hits on Union (with a Hatred nerf). And, at the same time, they will both be nerfed in one key way: Combo TC and Solar Burst will only deal full damage to the main target (the one hit by Dragon Combo or Prominence Kick), while all other targets will receive 50% damage.  We will keep a close eye on Star Emperor damage numbers in particular to make sure they are not overtuned by this change.

 

The goal is to make them able to function as reliable ground control while neutering their stack wiping capability, and we will be closely monitoring their damage and make adjustments on the fly if needed.

 

Gate of Hell

 

Speaking of Sura, let’s talk about Gate of Hell. When we altered this skill based on the old proposal for Siege Commissioners, we were still on 85% Siege resistance, and it turned out to be extremely strong. This is clearly no longer the case, and, as such, in our next maintenance, we will remove the custom cooldown from this skill, allowing it to be spammed much faster.

 

Dragon Breath

 

While the last patch did make Rune Knights a bit stronger, Dragon Breath continues to perform below a level that we consider healthy. As such, we are enabling the Rune Knight Temporal Circlet in the next maintenance. We will continue to monitor Dragon Breath and do more if necessary.

 

Arm Cannon

 

We believe that, following the official Arm Cannon changes that were also implemented in PvP, the 14 cell custom range has become excessive, as it allows a shield-wearing job with built-in defensive and movement skills to have the same flexibility as Ranger, perhaps the most glass cannon job currently used in WoE. Because of this, effective next maintenance, Arm Cannon’s range will be lowered to match Cart Cannon (11 cells).

 

Aside from damage, another issue was brought up concerning this skill – the inconsistent ping-based spam (similar to Soul Breaker). We cannot make any promises regarding this, but we are exploring a suggestion to address it, and hope to have more to share in the future.

 

16th Night

 

Ninja has become a staple of ground control in the current meta, and its role in WoE 1 is important to counterbalance Shadow Chasers and Suras. However, we believe the class is slightly overtuned, particularly in Battlegrounds, and so we will lower 16th Night’s MDEF ignore from 100% to 55% in our next maintenance. This means that Ninjas will now need both Expiatio (which is quite expensive on Sothis Shield) and Tempest Shadow Accessories to be able to fully ignore MDEF.

 

Disabled items

 

In our next maintenance, we will enable another batch of disabled items. I will not list them all here, but, aside from the previously mentioned RK and Sura circlets, the most notable additions will be the Brilliant Light/Sinful accessories. The accessories themselves will be fully enabled, however the Horror and Happiness enchants will remain disabled for now, as we do not think magic classes need extra firepower at the moment. All other enchants will be enabled.

 

Even after this patch, many items will unfortunately remain disabled in Siege content, and we are working on an automated method to add a note to all disabled items in their in-game descriptions, which we hope to deploy together with the next maintenance, but, if not, as soon as possible.

 

2. WoE 2

 

I am happy to share that WoE 2 will be implemented in our next maintenance. While I cannot confirm when the maintenance will be, I can announce that the first WoE 2 will take place in the second Sunday after the patch. This means that, should the maintenance take place on May 5th, the first WoE 2 will happen on May 15 (for example).

 

As previously announced, it will take place on KoE’s old time slot (Sunday 06:00-07:00), have disabled MVP cards and refines capped to +15, and use the Horn, Himmin and Vidblainn castles. The maximum amount of players will be 18.

 

The rewards for WoE 2 will be the following:

  • 1 track point for participation + 1 track point for last hold (track points will be subject to a weekly cap).
  • Siege tokens:
    • 800 for participation
    • +200 for last hold
    • +20 (castle owners)/12 (other guilds) per minute held
    • Capped at 1400
    • Ability to earn Siege tokens in Battlegrounds
  • Castle owners: 1h Mega Orlean's / 1h Guyak Pudding / WoE Weapon Box (same as WoE 1 rewards, but no Highlander's)
  • Longest hold: 15 million zeny

 

Also, unlike the old version of WoE 2, these rewards will not be mutually exclusive with WoE 1 rewards. That means that if you play both WoEs, you will get both sets of rewards. We hope this will encourage players to enjoy both WoEs.

 

3. Battlegrounds

 

Following the stabilization of WoE 1, WoE 2, and Draft WoE, we will be shifting some of our efforts to Battlegrounds and providing a fun BG scene. The first part of this will come next maintenance, with some quality of life changes.

 

In addition, we will alter the Valor Badge calculation in Triple Inferno, Stone Control and Guardian Battle so that the losing team gets more badges depending on how well they performed. This will give losing teams a reason to continue trying even after it is clear that they will lose, rather than just hope that the match ends as quickly as possible.


 

Finally, here are the pre-patch notes for the PvP changes coming in the next maintenance. I will reiterate the disclaimer made in the opening of this post: all of this is subject to delays, changes, or even cancellation, and is being disclosed in the interest of transparency. And, depending on how long it takes until the next maintenance, some more changes may also be included which are not planned at this time.

 

General Changes:

  • WoE 2 will now occur on Sundays at 6:00 server time (old KoE timeslot). The first WoE 2 will happen on the second Sunday after the maintenance.
  • Battlegrounds spawn points are now periodically cleared from ground hazards in every BG mode except KvM and Conquest (for defenders).
  • Increased the walking speed for stone/supply carriers in Battlegrounds.
  • In Guardian Battle, Stone Control, and Triple Inferno, the amount of badges earned by the losing team will now increase depending on their score (similar to Conquest when the defender loses).

 

 

Item changes:

  • Enabled the next batch of disabled equipment. This batch includes, among other items, the following:
    • Rune Knight Circlet & Sura Circlet
    • Brilliant Light / Sinful accessories (without the Horror/Happiness enchants)
  • Added 10% neutral resist headgear card that can be obtained via a quest involving Valor Badges and BG wins
  • (Player Suggestion) WoE Robe now grants 10% HP and no flat HP. Recruit's Robe now also grants HP percentage instead of flat HP.
  • Enabled Mechanic to wear the rental GTB Shield and added the corresponding ATK bonus to match Purified Knight's Shield.

 

 

Skill changes:

  • Removed Gate of Hell’s cooldown.
  • Tiger Cannon’s combo now deals 50% damage to all targets except the enemy hit by Dragon Combo. This does not affect hardcast TC or Flash Combo.
  • Solar Burst now deals 50% damage to all targets except the enemy hit by Prominence Kick.
  • (Player Suggestion) Removed the customization of Star Emperor's Union effect, allowing it to grant critical hits in PvP.
    • As a counterbalance, lowered the effectiveness of Hatred skills by 50%.
  • (Player Suggestion) Arm Cannon range lowered from 14 to 11 cells
  • 16th Night MDEF bypass lowered from 100% to 55%
Mass, L V K, Amarez and 8 others like this
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I would prefer adding neutral resist to prismatic protection card (not to the procs effect, just base effect) because it is very used and common among all resist sets. Im not sure if players would like to sacrifice headgear slot for that, also if you can wear 2 of these cards getting 20% neutral resist seems oppressive for some builds inside BG and will make 100% neutral resist builds more common and stronger (less sacrifices for reaching it). About dragon breath i think is better removing damage nerf first since players will be able to test it faster instead of spending billions gambling on a circlet which could take more time.

CheeseOmelette likes this

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hai Barry , 

 

Thanks for the info.


Regardings the WOE2 . will we able to use BG Consumable such as Guyak / Orleans for it ?

since it also will be really helpfull for newcomer to experience WOE2 aswell , and without so much investment for it. 

 

thanks

Mass likes this

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Congratulations on listening to the comunity and acting on it Barry, all these changes are things that have been brough up by the players and its good to see that you're moving on it.

 

Some will argue that there are still stuff to be looked at and for sure there is,  but from what it seens nothing is being left out and eventually you will get there, can't change all at once.

 

Ty for the bringing these news in advance, hope to see it in action soon!

Edited by reformed user

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4 minutes ago, Ciam said:

I would prefer adding neutral resist to prismatic protection card (not to the procs effect, just base effect) because it is very used and common among all resist sets. Im not sure if players would like to sacrifice headgear slot for that, also if you can wear 2 of these cards getting 20% neutral resist seems oppressive for some builds inside BG and will make 100% neutral resist builds more common and stronger (less sacrifices for reaching it). About dragon breath i think is better removing damage nerf first since players will be able to test it faster instead of spending billions gambling on a circlet which could take more time.

 

Hi Ciam. As stated on my post, our intention is to provide options to deal with Metallic Sound on Draft and BG, without hurting it significantly on WoE 1. Adding neutral resistance to Prismatic would be too much of an overreaction at this point. As for 100% neutral builds, while they were a staple of the last meta, I do not feel like they will become oppressive in this meta, considering the large variety of elemental damage.

 

Regarding Rune Knight Circlet, we don't want only to make Dragon Breath stronger but also to make the build as close as possible between PvM and PvP. This is the reason why we decided to enable Circlet before reverting the nerf.

 

4 minutes ago, polegise said:

hai Barry , 

 

Thanks for the info.


Regardings the WOE2 . will we able to use BG Consumable such as Guyak / Orleans for it ?

since it also will be really helpfull for newcomer to experience WOE2 aswell , and without so much investment for it. 

 

thanks

Hi polegise. Unfortunately, BG consumables will not be available for WoE 2.

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I think which made metallic sound strong on draft is having access to free fbh, now dps performers will feel kinda forced to get this rental item every week due to more neutral resist, also good luck killing shadow chasers on bg now /heh

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16 minutes ago, Ciam said:

I think which made metallic sound strong on draft is having access to free fbh, now dps performers will feel kinda forced to get this rental item every week due to more neutral resist, also good luck killing shadow chasers on bg now /heh

Hi Ciam. We expect that with the changes to Sura and Star Emperor, as well as more physical damage being available from disabled items, Shadow Chasers will be able to be properly dealt with on BG. But, as always, we will monitor them closely and react with changes as needed should they become oppressive.

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Headgeads cards bringing 10% neutral resist is kinda weird because its favorising medium gears over woe set once again

Since medium gears have access to middle slotted without reducing their main resist unlike woe set with challenger blindfold

They will get 20% neutral resist from headgears wich is insanely strong

Especially if coupled with guard cap

32% neutral resist in headgears while keeping maximum medium reduction (75%)

Maybe limit that card to upper headgear is a good idea ?

 

Kev, memeislife, Ciam and 5 others like this
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