Voir toutes nos modifications dans un formal minimal.
Trié par ordre chronologique.
Général
[Chronomancer] Incarnation of Duality is now called Incarnation of Chaos and has a reworked effect
[Chronomancer] Hourglass of Eternity now triggers increased haste on periodic damage dealt
[Chronomancer] Chronological has been reworked
[Chronomancer] All Chronobeam talents have been repurposed to work with Chaos Shard
[Chronomancer] All order oriented talents have been repurposed to only work with the previous Chaos spells
[Chronomancer] Null Orbs is now a capstone and has a reworked effect focusing on Chaos Shard
[Chronomancer] Warped Reality has been swapped with Erasion and it now also works with Waves of Time
[Chronomancer] Duality is now called Infinite and focuses on the previous Chaos Empowerment gameplay. The nodes have all been overhauled or changed with this gameplay loop in mind.
[Chronomancer] Chaos Shard is no longer a capstone and has been moved into Tier 1
[Chronomancer] Chronobeam, Tome of Time, and all Order spell transforms deprecated
[Chronomancer] Added Unmade node to the Infinite tree
[Chronomancer] Temporal Anomaly now reduces damage taken by 40% up from 30%
[Chronomancer] Stillness of Time is now called Expediting Time and has a reworked effect for Time Out!
[Chronomancer] Truly Infinite deprecated and its effect for Ripple has been baked in baseline
[Chronomancer] Waves of Time no longer deals damage and now also triggers the knockback an additional time after 2 sec
[Chronomancer] Time Guard now reduces damage dealt by 25% for 5 sec when it procs
[Bloodmage] Dissipate now only requires Blood Rituals on the target to grant them additional movement speed and is otherwise usable all the time
[Bloodmage] Hemoglobe now has a 1 min cd down from 2 min
[Bloodmage] Animated Blood no longer requires Mortal Form
[Bloodmage] Shadow Bond is now a switch node with Dark Mending
[Bloodmage] Endure the Curse and One Man’s Curse… are no longer capstones. The Accursed tree capstone row pathing has been adjusted.
[Bloodmage] Veinburst now has a 1.5 sec cast time when used in Mortal Form
[Bloodmage] Gory Fangs added as a switch node with Puncturing Fangs
[Bloodmage] Rending Slash and Bloodstalker deprecated
[Bloodmage] Barely Human reworked and now has Marrowbite synergy
[Bloodmage] Blood Loss is now called Bloodlord’s Curse and has a new effect, Puncturing Fangs has been adjusted with this effect in mind
[Bloodmage] Sanguine Scripture now also gives spell haste alongside movement speed
[Bloodmage] Fang Over Fang, Veinburst and its associated talents, and Killer Instinct reworked
[Bloodmage] Cooldown of Veinburst reduced to 15 sec from 20 sec
[Bloodmage] Each spec will now transform Blood Curse into their respective Curse, except for Eternal which will have 2 Cursed Forms
[Bloodmage] Dark Blood talent adjusted to now turn Sanguine Essence into a Cursed Form, which transforms the associated abilities. This means with Dark Blood active you will transform your Cursed abilities into melee variants, but you will still be able to use your Mortal Form abilities
[Bloodmage] Dark Embrace has been reworked into Final Embrace, it is essentially the same ability but with a unique twist
[Bloodmage] Hunt has been reworked into Accursed Summoner
[Bloodmage] Savagery no longer works with Dark Embrace
[Bloodmage] Blood Pact can now also proc off of Bloodmoon Blast and now stacks 4 times up from 3
[Bloodmage] Vital Shred now deals 150% of the damage dealt as Shadow Damage for each condition met up from 100%
[Bloodmage] Added an additional effect to Blood Scent
[Bloodmage] Everhungry now works with any direct critical strike, but now only lasts 5 sec down from 8 sec
[Barbarian] Berserker Rush now roots instead of stuns
[Barbarian] Reduced the attack power scaling of Blood Hunt by 10%
[Barbarian] Berserker Rush is now a switch node with Impaling Leap
[Barbarian] Added a new node called Rage Tosser to Headhunting
[Barbarian] Issue where Berserker Axe and Javelin Toss were not receiving their full AP scaling value fixed.
[Barbarian] Disembowel duration increased by 3 sec.
[General] Added a vertical line of free passives for each Specialization that are learned at specific benchmark levels (10/15/20/30/40/50). Each specialization receives their own count of these passives, some having more than others. These were added to smooth out pacing while you level and attempt to remove some non-choice nodes from the tree, while also providing clarity on the acquisition of Conversion passives (ex: X% of Strength becomes Hit Rating).
[General] Issue fixed where you could downrank persistent ground AoEs and stack their damage. (This applies to things like Primalists Earthquake, Runemasters Earthen Winds, Venomancers Miasma, etc).
Général
There is a picture with how many raiders commendation each boss is supposed to drop in the discord changelog channels
Raider's Commendations had not been updated since its original inception. Raider's Commendations are now also available from many other sources like World Bosses since the original implementation and with that in mind: prices of many items have been rebased with this in mind.
Raider's Commendations now provide a boost from conquering the last boss of the raid. Additionally, the total amount of commendations rewarded for each instance has been increased.
Raid Cache loot has been tailored to every single class and specialization.
Raider's Commendations have been overhauled with how they are obtained.
Raid Caches will have equippable gear in them always.
Last Boss of every raid now drops 2 caches and Raid Caches exclusively drop from the last boss now.
Raid Caches no longer have a 60% chance to only contain Runes of Ascension in them.
Raider's Commendations and Raider's Cache:
Helps address item inflation by reducing the volume of unwanted gear entering the economy.
Eliminates the tedious process of opening dozens of Callboard Caches filled with vendor items.
Reduces inventory management burden from excessive low-quality loot
Daily and weekly quest completions are reset upon reaching new Callboard Cache level unlocks
Players with lower item levels will find it easier to earn Callboard Cache points, which still allows for it to be quicker for catch-up.
Quest completion progress resets when you unlock a new Callboard Cache tier, eliminating the need to wait for new content releases to turn in accumulated quests
The point system helps undergeared players progress faster while preventing the Callboard from overshadowing other ways of gearing.
Callboard Cache quality scales with both current content and your item level - the better your gear, the better your cache rewards become
Callboard Cache contents are determined at the moment you obtain the cache, ensuring relevance to your current progression
No more receiving 2-4 pieces of unusable gear per Callboard Cache that immediately gets vendored
Callboard Caches now provide gear that is guaranteed to be equippable by your character
Loot is more likely to be favorable and appropriate for your current specialization
You'll receive fewer Callboard Caches overall, but each cache will contain significantly better and more relevant loot
You can now see your progress toward your next Callboard Cache, making the reward system feel more meaningful
Callboard quests now award points toward your next Callboard Cache instead of giving a cache for every single quest completion
Quest organization has been streamlined to make finding and tracking available quests easier
The Callboard & Callboard Caches have been Overhauled:
Général
[Witch Hunter] Boltslinger tree restructured.
[Witch Hunter] Giantslayer value up by 5%. Improved health check logic.
[Witch Hunter] Mechanized Crossbows no longer provides armor ignore (never actually worked)
[Witch Hunter] Lucky Shot armor ignore up by 5%.
[Witch Hunter] My Trusty Arbalest now provides damage increase instead of crit damage increase.
[Witch Hunter] Arbalest Mastery now provides same value to all affected spells.
[Witch Hunter] Kingdom Hearts now provides haste.
[Witch Hunter] Heartless now increases ranged critical damage.
[Witch Hunter] Heartstop Bolt now provides a healing reduction baseline.
[Witch Hunter] Dark Intent now also works with Pommel Smash
[Witch Doctor] The Shadowhunting Spec passive will now also reduce the mana cost of all spells and abilities.
[Venomancer] Cycle of Decay damage increase reduced by 15%.
[Venomancer] Serpent’s Embrace now increases damage instead of critical damage, value down by 5%.
[Venomancer] Intoxicating Venoms reducing Inoculate cast time even without conditions being met fixed.
[Venomancer] Envenom value reduced by 0.1.
[Venomancer] Mushroom scaling reduced by 12%.
[Venomancer] Prophetic Speaker value down by 10%.
[Venomancer] Catalyst instant Rage generation up by 5, periodic generation up by 2, cooldown increased by 15 sec. Now prevents out of combat rage decay while active.
[Venomancer] Venomancy Expert now also causes successful interrupts with Nullifying Poison to generate Rage.
[Venomancer] Sublime Extraction added as a switch node with Venom Fanatic
[Venomancer] Venom Fanatic up to 10 sec from 5 sec
[Venomancer] Big Mushrooms no longer apply Lethargy
[Venomancer] Spirit of the Jungle now increases the proc chance of Rejuvenating Venom by a significant amount instead of increasing the base healing of Gift of Shadra
[Tinker] Explosive Expert now procs from direct ability critical strikes instead of Sticky Bomb Explosions and restores base mana instead of maximum mana.
[Tinker] Tinker abilities now generally have a 40yd range and cannot be cast while moving
Talents & Compétences
[Necromancer] Skeletal Archers no longer apply the standardized armor % debuff and instead reduce armor by a flat amount as well as shadow resistance
[Tinker] Backup Fuel now refreshes all charges of Rocket Boots but now has a 60 sec icd up from 20 sec
[Necromancer] Soulfreeze now has a 15 sec base cooldown down from 20 sec