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- = *GENERAL MECHANIC CHANGES MOST RELEVANT TO NECROMANCER* =
- In-Combat Speed
- * Player movement speed while in combat increased from 71% normal speed to 85% normal speed.
- Water fields
- * Base blast healing reduced from 1,320 (0.2) to 926 (0.2).
- * Blasting a water field now has diminishing returns: after a water field is blasted once, each subsequent blast in that same water field will yield 25% less healing. This healing reduction does not apply to the healing modifier (0.2) but rather to the base healing amount (926). This reduction is not multiplicative, but additive: after 3 blasts on a single water field, that water field will no longer yield healing if it is blasted throughout the remainder of its duration.
- * Base leap healing reduced from 1,300 (0.5) to 606 (0.1).
- “Delay”
- * The tool-tip “Delay” describes how long after a skill's cast-time is successfully resolved until the skill's effect triggers; typically denotes how long until the first pulse of damage or effect.
- * Many skills already have delays, but they are not well-conveyed in any sort of tool-tip.
- [Super Jump]
- * Aspect of Wind [Assissted Leap] jump effect and audio cue are temporarily applied to the user's jump key.
- * Super jump stacks in intensity up to 5 times, allowing for multiple back-to-back super jumps (1 super jump per stack)
- * Duration denotes how long any given super jump stack lasts before it fades away from non-use.
- * Super Jump is not considered a boon.
- [Haste]
- * “Haste” now replaces “super speed” in tool-tips when describing a large movement speed buff; “super speed” movement increase reduced from +100% to +75%.
- * Haste stacks in duration up to 2 times.
- * Haste is not considered a boon.
- * Haste can be removed prematurely by applying crippled, chilled or immobilize; gaining haste while already under the effects of crippled, chilled or immobilize will have no premature removal effects on that instance of haste.
- Signets
- * Not all signets have passive effects anymore. This helps with screen clutter, and in any case, most signet passives are either largely irrelevant/wasted (the signet is taken entirely for the active) or blatantly overpowered. Retaining only a few signet passives can also help with making each one unique and influential on combat decision-making.
- Elite skills
- * This skill type has been removed.
- * The last four slots to the right of the health pool are now entirely available for “utility skills.”
- * Elite skills have been rebalanced and re-incorporated as utility skills.
- [Energy]
- * New resource available to all professions; sometimes used to activate certain abilities; sometimes scales the effects of certain skills.
- * Each profession has a varied maximum energy pool.
- * Each profession spawns/zones into areas with various levels of energy that may or may not regenerate over time at defined intervals; energy can be built up manually through the use of skills (sometimes in conjunction with traits).
- * A player's energy is displayed as a number within a blue orb positioned below the weapon swap button's location.
- [Hex] (new de-buff)
- * Hexes stack in intensity to denote a given number of potential triggers over a set duration (current example: Necromancer Signet of Vampirism). Certain skills can remove hexes.
- * When a given hex is removed, all stacks of that hex are immediately lost.
- * Hexes do not stack with each other in intensity or duration. Casting a specific hex over a target that is already affected by the same hex will simply overwrite the old hex's current duration and stacks.
- * Something will have to be done about how the game will probably attempt to read the same hex differently in the case of hexes affected by traits (i.e. the redesigned [Epidemic] and its trait counterpart). Ideally, if someone casts the traited [Epidemic] over a target that has a regular [Epidemic] on it already, the traited [Epidemic] should just overwrite the regular version for the sake of balance (and vice versa).
- [Enchantment] (new buff)
- * Enchantments stack in intensity to denote a given number of potential triggers over a set duration. Certain skills can remove enchantments.
- * When a given enchantment is removed, all stacks of that enchantment are immediately lost.
- * See above regarding overwriting principles and concerns.
- [Immobilize]
- * No longer stacks in duration.
- [Weakness]
- * Now decreases all outgoing damage by a flat 33% and reduces a target's ferocity stat by up to 450 (at level 80; scales flatly with the level of the affected target: (player level / 80) * 450 = ferocity reduction.
- * Still reduces endurance regeneration by 50%.
- [Protection]
- * No longer stacks in duration.
- * Now stacks in intensity up to 10. Each stack grants an 8% reduction to incoming damage.
- * *Unique stacking mechanic*: stacks do not increase additively; rather if a single packet of this boon were to be applied to a character already under the effects of this boon, the game will determine which packet is larger (with respect to stack total): if the applicant packet is larger than the current packet, the applicant packet will overwrite the current packet; if the current packet is larger, the applicant packet will have no effect.
- * There will very rarely (if even ever) be a skill that applies 10 stacks of protection. The limit of 10 stacks is simply there to establish a maximum.
- [Stability]
- * Now only stacks in intensity up to 5; many current skills reworked to provide drastically less stability stacks.
- [Fear]
- * No longer stacks in duration.
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