Overall Changes

Overall changes:
Balance:
  • Amnesia will not put the target player in combat (and thus break speed) if he is in a group with less players than the player who casted amnesia.
  • Cure disease/poison range increased to 2000.
  • Nearsight spell effect duration reduced from 120s to 70-90s (+5s increments).
  • Added Cure Nearsight to Warden, Shaman, Friar, 7 second cast time, affected by cast speed, 2000 range.
  • Greater Heal cast speed improved.
  • Spec Group Heal cast speed improved (to 2.8, 2.6, 2.4, 2.2s).
  • Bolts hit more reliably at long range. [+1% flat hit chance every 25 above 1375. Doesn’t affect block / guard.]
  • Damage shield spells no longer break roots and snares.
  • All melee snares have their value reduced from 60% to 50%.
  • Single target damage spells with secondary effects have been lowered from 3.0s cast time to 2.8s cast time increase their appeal.
  • Albion baseline lifetap spells have their cast time increased to 2.6s.
  • Defense penetration for Blademasters, Mercenaries and Berserkers against shields is 50%, 25% for other dual wield classes. Savages do not gain defense penetration against shields.
  • No cap on block chance in RvR. For PvE, block chance cap is 80% for small shield, 90 for medium (up to 2 attackers) and 99% for large shield (up to 3 attackers).
  • Blocked and intercepted hits do not trigger an interrupt timer for the protected player.
  • Shields block for the full block chance when attacked by multiple attackers. However, a successful block now 'consumes' the ability to block until the attacker's swing speed timer passes.
    • Small shields have 1 consumable block. Medium shields have 2 consumable blocks. Large shields have 3 consumable blocks.
      In this way, Large shields for example can block against 3 unique enemies. This means that if he has blocked 3 times he will no longer have a chance to block against different enemies until the swing speed timer of the first attacker has passed, upon which he regains his first out of three potential consumable blocks.
      This only affects blocks for the shield wearer. Guard chance is not affected by shield size.` Blocking multiple hits from dual, triple or quad wielding attackers only counts as one consumption.
  • Class specific Stat Attribute scaling adjusted to make more sense across the board.
  • Poisoned weapons are no longer tradable to classes without the Envenom specialization.
  • Pets no longer follow and unstealth players who stealthed after they are send to be attacked by the pet. Hunter are an exception to this change.
  • Minimum melee stun immunity is 30 seconds. 6, 7, 8, 9 and 10s stun immunities have 6x adaptive scaling. ⇒ 6s stun = 36s 7s stun = 42s immunity 8s stun = 48s immunity 9s stun = 54s immunity 10s stun = 60s immunity
  • Lowered the level of all demezz spells by 10 (Thidranki balance).
  • Pets no longer clear status effects when released from charm.
  • Added a 3s delay on the Minstrel charm, starting after cancellation of the pulse.
  • All classes who gain access to Parry will now do so at level 5.
  • Level 34 anytimers’ endurance cost reduced from 15 to 12.
  • The natural fumble chance has been removed. You can still fumble from effects, melee strafing in RvR, etc.
  • Front and back arcs (for melee positionals: 76 degrees (up from 60 on Live).
    • Side Arcs are 104 degrees.
  • Endurance: We are aiming to make endurance matter, while providing more QoL than the classic DAoC experience:
    • Each rank of Tireless adds 1 endurance regen and stacks with other sources (to a max, see below).
    • All classes get Tireless 1 at level 5, and Tireless 2 at level 36.
    • Classes without styles do not benefit from Tireless when in combat.
    • Endurance regen (Tireless + Buffs) is capped at 5.
    • Endurance regen potions (invigoration) provide the following:
      • Tier 1 (Level 10): Endurance 1
      • Tier 2 (Level 20): Endurance 1 + Long Wind 1 (stacks with your own LW ranks).
      • Tier 3 (Level 30): Endurance 2
      • Tier 4 (Level 40): Endurance 2 + Long Wind 1
  • Poisons: The classic assassin experience involved manually swapping weapons, carrying multiple bags of weapons, and a very big skill gap. Due to the prevalence of things like AHK, we have made the following changes to find a good middle ground that improves the QoL without stripping assassins of the ability to reapply poisons in combat:
    • DoT poisons do damage on application (classic accurate).
    • Assassins can apply poisons in combat, but at the cost of endurance:
      • TODO: Provide more specifics
    • In combat, equipping a weapon from your inventory with a poison on it, will remove the poison.
    • Majestic Will lowers poison resist chance.
 
 
 
QoL:
  • Caster movement speed increased to max 167%. (for classes like Enchanter, Runemaster etc) Overall new values: 123 134 145 156 167
  • Maximum number of concentration buffs increased to 50.
  • /buff commands in border keeps.
  • Pets no longer take XP.
  • Mana no longer has a regen penalty under 50%.
  • Harps are available for bards/minstrels.
  • All auto-training points are granted automatically as the character levels.
  • Casting Realm Targeted timed buffs will cast them on your whole group if you have your own character targeted. This does not apply to Bubble spells.
  • All level 2 melee styles now are available at level 1 to the base classes.
  • Veil Recovery: Converted to activated ability that removes resurrection sickness (10min RUT, 5pt cost)