Patch Notes 12.1.4.1500
Prestige
Activated Season 8. All Experience and Courage Coins are deducted on regular conditions from agreement.
Achievements
- Added new achievement categories: Gathering and Crafting.
- Added 577 new achievements.
- Raid Bosses: Fixed card rewards not progressing prestige achievements.
- Updated daily prestige achievement purchase limit from 5 purchases to 25 stars.
- Added daily purchase counters to prestige achievement tooltips for 25 stars and 5 full item reward sets.
Benefits
[转换声望经验]: Added cashback when promoting via Auction House.
[NPC 消耗品]: Fixed charge consumption when selected shop was already open.
Purchasing
- Increased scroll speed of Policy Agreement window.
- Added Reward Coin purchase options for Prestige purchases.
- Improved Prestige Gift/Sale messages with subscription names and class-colored player names.
- Fixed remaining purchased Courage Coins being carried over incorrectly between Prestige seasons.
Game Engine
Vegetation
- Implemented subtle wind movement for grass, flowers and interactive objects.
- In future it will be adjusted along with dynamic wind direction based on upcoming weather system.
Shadows
- Housing: Disabled Internal styles building shadows.
- Lighting: Disabled shadows for selected light objects.
- [卡沃克之墓(觉醒)]: Disabled corridor shadow. (Note: Instance currently doesn't support object shadows)
- [喀里恩神殿(觉醒)]: Disabled corridor shadows. (Note: Instance currently doesn't support object shadows)
Performance
Rendering & Animation
- Improved character animation performance.
- Improved character attachment processing performance.
- Improved rendering performance in object-heavy scenes.
- Improved character rendering performance in crowded areas.
- Improved monster nameplate performance and visibility around water.
Character & NPC Updates
- Improved target updates in crowded areas.
- Improved nearby player lookup performance.
- Improved target blood bar update performance.
- Improved NPC movement performance in crowded areas.
- Improved performance when many buffs update at once.
- Improved character update performance when many characters and mounts are nearby.
Network & Loading
- Improved nearby player data transfer efficiency.
- Improved nearby player data transfer reliability.
- Improved loading performance when changing zones.
Stability
- Improved diagnostics for unexpected connection losses.
- Fixed possible client crash when receiving invalid player data.
- Fixed connection instability caused by invalid nearby data transfers.
Visuals
- Improved rapidly repeated skill animations and weapon handling.
- Changed travelling skill projectiles to launch immediately upon casting regardless of skill animation.
Areas
- Fixed invisible barriers appearing in irrelevant zones.
Items
Usage & Interactions
- Added the option to hold Shift to repeatedly use item-to-item consumables.
- Fixed it was possible to obtain
[自然之力] on non-druid classes when using
[奥斯自然披风]. - Added option to convert
[防御符文矩阵] and
[攻击符文矩阵] into their respective splinters with Right-Click. - Add message when already owning all PvP titles obtained when completing a Honor Quests obtained after using
[荣誉称号扩展卷轴].
Effects & Categories
- Fixed [委员会] had inverted physical damage resistance.
- Fixed
[哀嚎之戒],
[临终仪式之戒] and
[坚韧之戒] were missing
[无视恐惧] effect. - Fixed
[配方-石棺之耳坠],
[配方-哀嚎之耳坠],
[配方-临终仪式之耳坠],
[配方-坚韧之耳坠], and
[配方-静默悲伤之耳坠] had incorrect recipe categories.
Companions
- Increased pet egg slot capacity to 10 (from 6).
Areas
Kawak Tomb (Awakened)
- Added 9 new Upside Affixes.
- Added zone message when there are no affixes left to obtain.
- Added condition to re-experience the cutscene at the end should you have thrown away
[The Empty Face] between quests. - Added a chance for [印哈] to drop
[卡片-复活的木乃伊]. - Disabled card
[卡片-守墓卫士尸体] as it does not belong to any mob within the instance. - Fixed [阿努比斯] could get stuck and fail to enter phase 2.
- Increased
[制裁火拳] player detection range.
Various Instances
- [达拉尼斯的噩梦]: Fixed [死亡食火兽] weren't removed when killing [费多拉克斯梦魇].
- [被遗忘的传说之境 (困难)]: Fixed
[熟悉箱子] acquisition after both correct chest choices. - [库勒奇残骸巢穴困难模式]: Fixed [巨血肉蛆] encounter mechanics stopping after repeated combat triggers.
- [镜之墓城(觉醒)]: Fixed [贺多雷恩] and [卡莫库] were getting
[共鸣] too early.
Crafting
- Improved crafting performance and responsiveness.
- Fixed flickering recipe and material counters while crafting.
- Disabled
[配方-防御符文矩阵] and
[配方-攻击符文矩阵].
Quests
- [铭先.修葛]: Restored missing quest acceptance and completion options.
- Changed [必须使用的功能] and [对我们来说无用,对你们来说却是金贵] to no longer require their respective matrixed to be completed.
- Improved various quest texts throughout the Memories of Taborea-Line.
Crafting Festival
- Added [巧匠配方大师] selling various recipes to [凡瑞娜丝城] during festival.
User Interface
Arcadia Messenger
- Delegated icon position saving to native UI anchoring functions.
- Fixed window and icon could stay off-screen after monitor changes.
Housing
- Fixed house style discount filter results.
- Fixed house style activation and sky playlist links.
Tooltips
- Fixed corruption text appearing on non-item tooltips.
- Added hoverable attribute explanations with Shift locking.
- Added target-based miss chance and auto-attack damage rates to weapon proficiency tooltips.
- Added middle-click ID copying for embedded icons.
- Fixed player information tooltips could search indefinitely instead of timing out after 5 seconds.
World Markers
- Fixed world compass markers appearing for hidden NPCs.
World Map
- Added NPC descriptions to icon tooltips.
- Restored world map coordinate search fields.
Various Frames
- Crafting: Fixed crafting quantity counter could reset while creating multiple items.
- Dialogues: Fixed empty NPC dialogues could reuse text from previously opened conversations.
Development
Classes
- Updated function
float BaseValue, float OtherValue = GetPlayerAbility(string KeyStr)with new FEINT_CHANCE and FEINT_EFFECTIVENESS. - Added function
number MissChance, number AttackBonus, int TargetLevel = GetWeaponBonus(string WeaponType)
Prestige
- Updated function
void PrestigeAchieveBuyReward(int AchieveGuid, bool IsRewardCoins) - Updated function
void PrestigeBoost_BuyRequest(int RankType, int Time, bool IsRewardCoins) - Updated function
void PrestigeAchieveBuyQuest(int AchieveGuid, int Counter, int NewStar, bool IsRewardCoins) - Updated function
void Prestige_BuyExperienceOrCoinRequest(int Experience, int Coin, int PacketCount, bool IsRewardCoins)
Various
- Updated function
bool Down = IsCtrlKeyDown() - Updated function
bool Down = IsShiftKeyDown() - Released Object Database showing all IDs and KeyStrs.
- Disabled old versions of
ItemPreview2&DungeonLootsaddons. New versions are available through launcher.
Classes
General
- Reduced AFK detection time for hold-to-cast skills to 10 seconds (from 5 minutes).
- Added support for skills remaining channeled until action key release.
Floating Texts
- Fixed damage-over-time resistance display in floating damage and combat log.
- Fixed false Miss floating text when restoring resources unavailable to target class combinations.
Equipment
Note by GD: Before we added tiers, having two of the same rune meant the second one would be reduced by 90%. This reduction was not applied when you now had the same of different tiers (ex. Bulking IX and Bulking III) in your artefacts. Once more, this reduction is applied.
- Allowed robot components to be unbound.
- Added katanas, guns, and spears matching existing weapon-shop progression.
- Fixed gear score failing to update after class or equipment proficiency changes.
- Fixed artefact rune power reduction for same rune families with different tiers not being applied.
- Added Feint Chance and Feint Effectiveness, allowing missed or dodged physical attacks to deal reduced damage.
- Fixed ammunition-saving effects to stack multiplicatively, making two 50% effects provide 75% chance instead of exceeding 100%.
Warrior
General
- Changed
[虚击] to always have 100% feint chance on misses.
Warrior / Mage
Note by GD: We want to add an interaction between Moon Cleave and the recently added magical form of Morale Slash. This way, you will have some kind of proper rotation for your AoE spells, instead of spamming everything wildly.
- Changed
[士气斩] to also reset
[圆月斩] cooldown. - Reduced
[电能斗气] magic damage per stack to 6% (from 8%) and attack speed per stack to 2% (from 3%). - Increased
[圆月斩] wind damage to 4073.5% (from 3542.2%).
Mage
General
Note by GD: We want to enable more variety in magical weaponry while keeping staff builds viable and giving selected Mage combinations stronger alternatives to cooldown-focused builds.
- Added 50% wand magic damage to
[法杖精通].
Mage / Priest
Note by GD: Instead of the clunky Magic Drain mechanic, we want to give the class another very unique mechanic that directly plays into the new Tide Shift mechanic: Sinking Tides (consumed stacks) recovers your mana, as if the blue water of the ocean fills up your blue mana bar. But there will also be a massive downside if your mana drops too low, as if you could strand on low tides.
- Reworked
[法能夺取],
[激流冲击], and
[狂流] MP-state interactions. - Changed
[法能夺取] into a passive skill: at or above 50% MP, MP costs are reduced by 50% and magical damage is increased by 25%; below 50% MP, MP costs are increased by 500%; consuming Wild Current restores 12% MP. - Changed
[激流冲击] to grant 1 Wild Current stack, reduced its cooldown to 1 second (from 3), and changed its MP cost to 2% (from a flat cost). - Added passive 25% wand magic damage to
[神圣涌入].
Mage / Druid
Note by GD: We noticed the class wasn’t performing well anymore, so we want to buff it and add the possibility to use a wand with a talisman instead of only a staff. This way you can increase your cast speed of your long casts with an additional Curse rune in your talisman, but doing so is not mandatory, as staff will still be viable.
- Added 75% wand magic damage to
[滚烫巨石]. - Increased
[精灵秘法] magic damage and cast speed to 7% (from 5%).
Mage / Scout
Note by GD: We decided to change Fire Rose Explosion to become a global cooldown spamable CPS single target spell, so the class has some better alternative for cooldown build variants than Static Field spam. Also Flame Spirit now summons with just a global cooldown trigger instead of a cast. The class should still be viable as a caster, don’t worry, but it wasn’t able to compete in the paced paced meta at all.
- Changed
[爆烈] to trigger global cooldown, removed its 5-second cooldown, and changed its damage to 450% + 0.8 × INT CPS (from 3745 + 0.8 × INT). - Changed
[炎灵] to trigger global cooldown instead of having a 3-second cast time. - Increased reflected fire damage from
[射击] and
[火之玫瑰] to 2788.2% + 0.125 × INT (from 2230.6% + 0.1 × INT). Reflected damage now spreads
[火之玫瑰]. - Reduced
[火风暴] cooldown to 8 seconds (from 12). - Changed
[火之玫瑰] to make targets receive 4% more fire damage.
Mage / Champion
Note by GD: We want to push the single target potential, so the class performs better at bosses and single target situations. By letting Voltage Seize spread the Electric Current debuff, you don’t need to spam Electric Current anymore to get Voltage Seize procs.
- Increased
[电能爆发] wind damage to 5911 + 0.46 × INT (from 5140 + 0.4 × INT) and its additional wind damage to 1077.8% (from 937.2%). - Changed
[高压电攫] to spread
[电流].
Mage / Warrior
- Clarified
[智勇双全] conversion soft cap between approximately 85,000 and 90,000 in its tooltip.
Mage / Rogue
Note by GD: The class needs a major buff, so we decided to increase the damage of the minions and shorten the cooldown of Demoralize, which is the center class mechanic and should be pushed for that reason
- Increased
[召唤暗影] dark damage to 3125 + 0.375 × INT (from 2500 + 0.3 × INT). - Reduced
[心灵冲击] cooldown to 30 seconds (from 60).
Mage / Bard
Note by GD:
- Increased Tinnitus damage over time from
[低音提琴] and
[音律冲击] to 13455 (from 4485).
Mage / Warden
Note by GD: Since the class needs a buff as well, we decided to increase the passive damage bonus while your pet is around, while also increasing the received damage while it’s not there.
- Increased
[追随者的恩惠] magic damage bonus to 25% (from 15%) and damage received penalty to 25% (from 20%).
Mage / Knight
Note by GD: We are changing the Holy Light Strike single target cast spell to become a short-time buff that empowers your next casted spell. This way, it’s up to you what skill you want to cast, may it be for example Electric Bolt for quick damage with low cast time, or Flame for some additional damage, or should it be Static Field for your cooldown reduction build? The choice is up to you!
- Reworked
[圣光灌注],
[白昼之光], and
[圣者强韧] interactions. - Removed
[白昼之光] internal cooldown and limited its effect to
[光之冲击]. - Changed
[圣者强韧] to enable one-handed hammers and added 35% hammer magical damage. - Renamed [Holy Light Strike] to
[圣光灌注] and changed it to empower the next offensive spell within 3 seconds with 8500 + 0.2 × INT additional light damage. It has a 1-second cooldown, costs 2% MP, and does not trigger global cooldown. - Reduced
[光华绽放] channel time to 1.25 seconds (from 1.5).
Warlock
General
Note by GD: We are bringing Warlock combinations closer together so each retains distinct advantages and disadvantages.
Warlock / Bard
Note by GD: We replaced Ethereal Blade spam with an interaction between Ethereal Blade and Ruthless Judgment, while strengthening Dark Blast and replacing its stun.
- Changed
[以太之刃] and
[无情宣判] to reset each other's cooldowns. - Increased
[以太之刃] cooldown to 10 seconds (from 1), added global cooldown, and added a 1 PSI cost. - Changed
[恶魔圣歌] so
[以太之刃] and
[无情宣判] reset each other's cooldowns. - Increased
[虚空爆发] dark damage to 5232.6% + 0.24 × INT (from 4360.5% + 0.2 × INT) and replaced its stun with an interrupt.
Warlock / Warden
Note by GD: A little push for both the offtank and dps variant, as both were lacking a little power recently, compared to other warlocks. We also change Puzzlement to always recover Psi, as this class almost never leaves the willpower states and has its own version of this skill.
- Increased
[绝对意志] dark damage to 20% (from 10%) and aggro to 100% (from 75%). - Changed
[惑心谜题] so
[惑心谜题] always restores 2 PSI.
Warlock / Rogue
Note by GD: We want to additionally push the Throw damage as it’s a major mechanic of the class now and wasn’t dealing as much damage as intended by far. We also want to enable a dual dagger variant by increasing dagger damage further.
- Increased
[投掷] dark damage to 2963.4% + 0.25 × INT (from 1185.4% + 0.1 × INT) and added a 50% chance to not consume a projectile. - Reduced
[罪行清算] cooldown to 3 seconds (from 6). - Increased
[切中灵魂] dagger magic damage to 150% (from 100%).
Warlock / Champion
Note by GD: Energy Influx Strike wasn’t as good as intended for the combo skill rotation, so we decided to slightly buff it, in order to make it more useful.
- Changed
[充能打击] to deal 2114 additional dark damage to targets affected by Electrocution.
Warlock / Mage
Note by GD: We decided to drastically push the burst power of the class by changing Thinking Overload to become a kind of Elemental Catalysis variant. This way, the sustain damage will be reduced while burst damage is increased, which should balance the class properly.
- Renamed [Thinking Overload] to
[元素过载], increased its cooldown to 180 seconds (from 90) and elemental damage to 75% (from 35%), reduced its duration to 20 seconds (from 30), and added 15% cast speed. - Fixed
[灵魂刻印] enhanced Warp Charge could be overwritten by other Warp Charge effects or similar buffs.
Warlock / Warrior
-
Reworked combination into physical dark-damage hybrid with weapon-dependent passives.
Note by GD: We finally release the first part (of two) of the physical warlock! At least something that deals physical damage by casting its magical spells for now, summoning ethereal weapons that hit physically. Whirlwind now is a proper spin-to-win spell that scales off attack speed through execution time. We hope you all enjoy our new warlock hybrid! And before we forget, this class can be played with both leather and chain gear (and still cloth, of course)!
-
Changed
[斩击] so its cooldown scales with main-hand weapon attack speed (from 3 seconds) and reduced its range to 100 (from 150). -
Changed
[心体合一] to enable 2-H swords, katanas, leather armor, and chain armor. Katanas grant 50% damage dealt and 20% attack speed; 2-H swords grant 45% damage dealt and 20% movement speed. -
Renamed [Heart Fence] to
[灵能之怒] and made it passive, changing
[回旋] into
[灵能旋风]: 9 hits over a 4-second execution time, each inflicting 1200 + 0.5 × INT dark damage within 100, for 2 PSI. Execution time scales with main-hand weapon attack speed. -
Changed
[贯心击] to an instant skill that triggers the global cooldown. -
Changed
[心之殇] so
[编结恶咒] becomes instant but triggers the global cooldown. -
Changed
[通灵战士] so magical spells manifest ethereal weapons that inflict physical dark damage. Area spells summon a 250% main-hand DPS Ethereal Hammer, while single-target spells manifest a 1.050% main-hand DPS Ethereal Sword.
Scout
Scout / Warlock
Note by GD: We buffed Blood Arrow, made Snipe more comfortable to use, and rewarded maintaining high focus with faster cooldowns.
- Increased
[血箭] magic damage to 55% (from 43.5%). - Changed
[毒矢狙击] to make
[狙击] instant with global cooldown and reduce
[狙击] cooldown by 1 second whenever
[灵素规约] hits an enemy, up to 10 seconds per second. - Changed
[灵素规约] to reduce skill cooldowns by 0.5 seconds while above 80% focus.
Scout / Bard
- Changed
[专注乐章] physical damage gain to raw damage dealt. - Changed
[反弹射击] to be executed for 3 hits for 1s. - Changed
[重要一击] to reset cooldown of
[狙击].
Druid
Druid / Rogue
Note by GD: We noticed the class was underperforming heavily, so we decided to drastically buff it again, especially in single target, so it can be more viable against bosses.
- Increased
[毒寡妇之拥] initial dark damage to 374.3% + 0.15 × INT (from 249.6% + 0.1 × INT) and each subsequent hit to 1123% + 0.15 × INT (from 748.7% + 0.1 × INT). - Increased
[法力动荡] magic damage to 35% (from 23.5%).
Druid / Warlock
-
Reworked combination into faster poison rotation with Focus-driven
[毒性灌注].Note by GD: You always wanted to get rid of the nasty 3 seconds cast combo that was way too slow in fast paced raids? We solved it by a full revision of the class! Now it has become a melee damage dealer with a much smoother rotation and no more clunky long casts or channels.
-
Renamed [Sandstorm] to
[腐蚀风暴], removed its cooldown and repeated hits, added global cooldown, and changed it to inflict 750% CPS poison damage to the target and enemies within 75. It costs 5% MP and 2 Nature's Power. -
Changed
[毒物附身] into a global-cooldown toggle that reduces healing done by 100% and increases movement speed by 20%. Removed its healing-cancel behavior and 25% magical attack reduction, reduced aggro increase to 50% (from 100%). -
Increased
[权力意志] wand magical damage to 120% (from 99.2%) and removed its talisman equipment permission. -
Changed
[毒性箭头] to an instant global-cooldown skill with 75 range, 1% MP cost, 2 Nature's Power cost, and 950% CPS poison damage (from 3027.8 + 1 × INT). -
Changed
[自然之毒] to an instant global-cooldown skill with 75 range, 2% MP cost, and 1875% CPS poison damage (from 4305.5 + 0.45 × INT). Reduced its damage bonus per Fatal Toxin stack to 30% (from 312%), made it require Toxic Possession, and increased Nature's Power gained per consumed stack to 2 (from 1). -
Renamed [Earth Arrow] to
[瘟疫箭] and changed it to an instant skill with a 1-second cooldown, no global cooldown, and a 2% MP cost (from 204 MP). -
Renamed [Focused in Nature] to
[毒性灌注]. It consumes all Focus and, for every complete 10 Focus consumed, restores 10% MP and grants 2 Nature's Power. Added a 5-second cooldown with no global cooldown.
Bard
Bard / Mage
Note by GD: The class was still lacking single target damage, so we decided to buff Fiery Magic that you can use with both cooldown and cast builds and change Lost Sanity to deal magical fire damage as well, so that cooldown builds are as viable as cast builds.
- Increased
[炽烈魔音] fire damage to 4085% + 0.125 × INT (from 3268% + 0.1 × INT) and added an instrument requirement. - Changed
[吟游诗人的魔韵] so
[失控的乐师] deals 2000 + 0.1 × INT magical fire damage and gains 150 range.
Bard / Warlock
Note by GD: The class wasn’t performing very well, so we decided to push its own magic damage while Cruel Harvester is active. This should engage the class more to keep the buff running as much as possible which adds support for the raid - not only group anymore.
- Added 35% personal magical damage to
[巫魂收割曲].
Bard / Druid
-
Reworked combination into poison-focused Voodoo Shaman with
[召唤图腾] support and
[神秘死亡之舞] channel mechanics.Note by GD: We introduce our new Voodoo Shaman! Have you ever dreamed of tormenting your enemies with terrifying voodoo arts, dancing around a totem while spinning around your staff? Then your dreams came true! The idea of this class is a “spin-to-win” poison element class that synergizes very well with other poison classes. Future adjustments may happen soon.
-
Renamed [Troubadour's Wisdom] to
[神秘魔法知识]. It changes
[音律冲击],
[音梦幻念],
[八度律怖], and
[融合音籁] to magical poison damage and increases poison damage by 75%. -
Renamed [Knowledge of Depths] to
[召唤图腾]. It summons a stationary Totem for 10 seconds that grants raid members within 100 4% poison damage, restores 150 HP per second, and recovers 3% HP, MP, Rage, Focus, and Energy per second. It has a 1-second cast time and 60-second cooldown. -
Renamed [Elven Magic] to
[巫毒]. It applies a caster-owned curse for 5 seconds that inflicts 5000 poison damage every second, with a 2-second cast time, 1-second cooldown, 100 range, and 2% MP cost. -
Renamed [Natural Music] to
[萨满秘术]. It increases area damage by 80%, area damage resistance by 30%, staff magical damage by 40%, reduces aggro by 40%, and enables staff equipment. -
Renamed [Earthy Splash] to
[萨满药剂] and changed [Antidote] into
[解毒术]. Occult Antidote affects raid members within 100, costs 50% HP, has a 3-second cast time, and has a 90-second cooldown (from 10 seconds). -
Renamed [Rock Resonation] to
[神秘死亡之舞]. It channels for 5 seconds, inflicting 3500 poison damage every second within 100. It costs 25 Focus and 25% MP initially, then 5 Focus and 5% MP each second; successful hits against a Voodoo target spread Voodoo to all enemies hit. -
Renamed [Rapid Stone Shot] to
[萨满祭礼]. For 15 seconds, it increases damage over time by 100% and area damage by 50%, sacrifices 4% HP per second without killing the caster, and reduces its cooldown by 3 seconds when a caster-owned Voodoo target dies. It has a 60-second cooldown and costs 12% HP. -
Renamed [Druid Rune] to
[死亡行军]. For 5 seconds, the next
[神秘死亡之舞] becomes single-target and inflicts 300% increased damage. The effect is consumed when Occult Death Dance is cast and has a 5-second cooldown. -
Renamed [Rock Storm] to
[剧毒瘟疫]. It summons a toxic cloud for 10 seconds that makes enemies within 50 receive 4% more poison and damage-over-time damage. Each second spent near
[召唤图腾] increases the debuff duration by 1 second, up to 10 seconds. -
Renamed [Like the Rock] to
[神秘死亡咏唱]. Completing the full channel of
[神秘死亡之舞] inflicts a final 8000 poison damage, pulls enemies within 75, resets
[召唤图腾], and restores 100% Focus and MP.
Bard / Warrior
- Changed
[战火旋律] to no longer inflict Fear, instead it just interrupts targets, reduced radius to 100 from 300, removed cooldown speed effect. - Changed
[动感三抨击] to be executed infinitely as you hold the skill action button, removed cooldown, enabled global cooldown trigger, reduced damage to 785% from 968%, changed rage cost to 3 per channel (from 10 per cast). - Increased
[惊悚重击] cooldown to 10s from 3. - Removed
[悲苦绝唱] cooldown, changed it to require your own
[眩晕] effect on target.
Bard / Scout
- Changed
[惊悚重击] to be channeled infinitely as you hold the button, changed focus cost to 12 per channel (from 30 per cast). - Changed
[灵魂烈风] to be channeled infinitely as you hold the button, added focus cost as 12 per channel, reduced ammo cost to 2 per channel (from 10 per cast), increased base execution interval to 0.5s (from 0.375s).
Champion
General
- Changed
[暴虐拆卸] to apply
[拆解阶段] to self instead of target. - Added
[灼热动能] skill thats learnt at level 34: As you hold the button, it will inflict 365% fire damage every 0.25s and apply 144.8 fire damage over time for 6 seconds. - Fixed
[符能牵引] wasn't pulling target towards you.
Champion / Bard
Note by GD: The class wasn’t affected enough by cooldown reduction, so by adding a flat 0.5s cooldown reduction, we want to increase the benefit by a lot. Also Electrocution shall help with some better single target potential that the class was lacking. Let’s be fair, the class was performing very badly, it might even deserve a bigger buff.
- Changed
[环绕波] to two 642% wind damage hits over a 1-second channel (from one instant 642% hit). - Increased
[电刑] CPS wind damage to 1340% (from 1072%). - Added a 0.5-second skill cooldown reduction and 25% attack speed to
[音律风暴] while active, and increased its cooldown to 60 seconds (from 30).
Champion / Mage
- Changed
[急速扩散] to pull affected enemies to caster instead of distributing them along piercing line. - Changed
[威压攻势] to target selected location, deal damage between caster and selected position, and display actual line area before casting.
Champion / Rogue
- Increased
[暗影爆发] 1-H hammer damage gain to 80% from 50%. - Changed
[死刑降临] to be passive, removed 1-H hammer damage gain. - Changed
[执行] to replace existing
[禁锢脉冲] instead.
Knight
General
- Fixed
[真理盾击] condition high-aggro hit wasn't working properly. - Changed
[十字剑印] to provide the buff even if skill doesn't inflict damage to any target initially.
Rogue
General
- Added
[Hyperfocus] as level-30 Rogue passive granting one stack each second without dealing damage. Each stack increases physical damage by 2%, up to 10 stacks. Damaging skills remove one stack, normal attacks and ignored trigger effects only reset its timer, and
[绝对击杀] prevents stack loss.
Rogue / Scout
- Changed
[邪影攻势] to pull affected enemies to caster instead of distributing them along piercing line. - Changed
[急速连击] to target selected location, deal damage between caster and selected position, and display actual line area before casting. - Changed
[精通枪支] to recover 30 Focus every 3 seconds.
Rogue / Bard
- Reduced
[压卷之作] focus cost to 30 from 40. - Increased
[歌颂风暴] focus recovery to 20 from 10.
计划中的更改
No Planned Patch Notes now. Follow patch notes to find out.
路线图
Updates
| Roadmap Creation | Previously Updated | Last Updated | Changes |
|---|---|---|---|
| October 28, 2025 | November 8, 2025 | June 24, 2026 |
New — Added since last update. |
Status Legend
| In Planning | → | Work in Progress | → | Scheduled | → | Polishing | → | Completed |
|---|
Development
Quick preview of the major initiatives multiple groups in our team are currently working on:
Introduced
Overview of the major initiatives that have already been introduced:
Gear Score — Grouping gears and adjusting their values.
