Combat Balance Changes - Abyssal Depths Patch 4 - Version 29.040.1 - August 26, 2025
Agosto 26, 2025
Combat Balance Changes - Abyssal Depths Patch 4 - Version 29.040.1 - August 26, 2025
Arcane Staffs
Protective Beam has been made more reliable and less energy-consuming to make it more appealing to groups. A VFX circle has been added around the target to improve readability.
Cursed Tar’s cooldown has been increased to reduce ground spam and make other Q-slot options more viable.
Blood Ritual’s self-damage previously scaled with item power, but to ensure consistency across all tiers and armor types, it is now a percentage of total health instead. Since this is likely to increase self-damage, its damage output has been increased slightly.
Previously, Freezing Wind rooted almost instantly. To make the interaction more interesting for both sides, the root effect now occurs after a short delay but rewards successful hits more significantly, increasing the importance of aiming and positioning.
Salvation has long been overshadowed by other Holy Staff options, with its two-second charge offering too little payoff. To make it more valuable, it now grants a two-second damage immunity.
In group play, Nature Staffs often fall behind Holy Staffs in terms of healing output. To strengthen their role, Rejuvenating Flower’s instant healing has been increased.
Galatine Pair has been outshone by other weapons recently and doesn’t fit well with the current Ambush playstyle. To help it find its place in large-scale fights, its damage output has been increased.
Wild Magic is a versatile ability with both defensive and offensive options. To make other Cloth Armor choices more competitive, its cooldown has been increased.
Position Swap is not often used anymore. To make it more useful, it can now save team members with a damage immunity, opening room for high skill expression at the top end.
Smuggler Cape is an extremely strong defensive cape thanks to its cooldown reduction. To increase the gap between some double-potion use cases, the cooldown refunded on the potion slot has been reduced.
Healing Potion has often been used back-to-back with the Smuggler Cape, so its cooldown has been increased to widen the gap between double-potion uses.
Low-tier Transport Oxen have been very hard to kill and often used for scouting. Their speed, resistance, and health have therefore been reduced, making them easier to chase down. High-tier Transport Oxen, which previously had no real use cases, have been made much more valuable to make up for this. Oxen now stand out as dedicated transport mounts that heavily rely on group protection to move safely through dangerous areas.
Arcane Staffs
Protective Beam has been made more reliable and less energy-consuming to make it more appealing to groups. A VFX circle has been added around the target to improve readability.
- Protective Beam (Enigmatic Staff)
- Shield range: 5m → 6m
- Energy cost per tick: 6 → 5
- Shield range: 5m → 6m
- Time Freeze (Great Arcane Staff)
- Duration vs players: 3s → 2.5s
- Duration vs mobs: 4s → 3.5s
- Duration vs players: 3s → 2.5s
- Starfall (Astral Staff)
- Radius: 9m → 8m
- Resilience penetration: 35% → 30%
- Radius: 9m → 8m
- Motivating Cleanse (all Arcane Staffs)
- Cooldown: 15s → 18s
- Cooldown: 15s → 18s
Cursed Tar’s cooldown has been increased to reduce ground spam and make other Q-slot options more viable.
- Cursed Tar (all Cursed Staffs)
- Cooldown: 4s → 5s
- Cooldown: 4s → 5s
Blood Ritual’s self-damage previously scaled with item power, but to ensure consistency across all tiers and armor types, it is now a percentage of total health instead. Since this is likely to increase self-damage, its damage output has been increased slightly.
- Blood Ritual (Demonfang)
- Damage: 112 → 120
- Self-damage: 180 → 20% of total health (over 3s)
- Damage: 112 → 120
- Ring of Death (Twin Slayers)
- Elapsed time before casting Recall Daggers is now refunded
- Elapsed time before casting Recall Daggers is now refunded
Previously, Freezing Wind rooted almost instantly. To make the interaction more interesting for both sides, the root effect now occurs after a short delay but rewards successful hits more significantly, increasing the importance of aiming and positioning.
- Freezing Wind (Frost Staff)
- Damage: 174 → 150
- Slow: 15% → 40% (only while inside the area)
- After 1s inside the area the player gets rooted for 2.5s and receives 50 magical damage
- Damage: 174 → 150
Salvation has long been overshadowed by other Holy Staff options, with its two-second charge offering too little payoff. To make it more valuable, it now grants a two-second damage immunity.
- Salvation (Fallen Staff)
- Max targets: 10 → 20
- Now applies a damage immunity for 2s. The damage immunity is purgeable.
- Affected targets can’t receive immunity from Salvation again for 5s.
- Affected targets can’t receive immunity from Salvation again for 5s.
- Max targets: 10 → 20
- Sanctify (Exalted Staff)
- Cooldown: 68s → 65s
- Cooldown reduction per 100 IP: 2s
- 1200 IP: 44s → 41s
- 1700 IP: 34s → 31s
- 2000 IP: 28s → 25s
- 1200 IP: 44s → 41s
- Cooldown: 68s → 65s
In group play, Nature Staffs often fall behind Holy Staffs in terms of healing output. To strengthen their role, Rejuvenating Flower’s instant healing has been increased.
- Rejuvenating Flower (all Nature Staffs)
- Max targets: 10 → 15
- Direct heal
- After 0s: 17 → 20
- After 1.5s: 41 → 49
- After 3s: 70 → 84
- After 0s: 17 → 20
- Max targets: 10 → 15
- Circle of Life (Nature Staff)
- Max targets: 10 → 15
- Max targets: 10 → 15
- Well of Life (Wild Staff)
- Max targets: 10 → 20
- Max targets: 10 → 20
- Spirit Animal (Rampant Staff)
- Now removes damage-over-time effects on players the animal touches
- Now removes damage-over-time effects on players the animal touches
Galatine Pair has been outshone by other weapons recently and doesn’t fit well with the current Ambush playstyle. To help it find its place in large-scale fights, its damage output has been increased.
- Soulless Stream (Galatine Pair)
- 0 stack damage: 90 → 95
- 1 stack damage: 145 → 152
- 2 stack damage: 215 → 226
- 3 stack damage: 305 → 320
- 0 stack damage: 90 → 95
- Charge (Claymore)
- Pass-through damage: 33% → 66%
- 0 stack damage: 81→ 85
- 1 stack damage: 130 → 137
- 2 stack damage: 195 → 204
- 3 stack damage: 276 → 290
- Pass-through damage: 33% → 66%
Wild Magic is a versatile ability with both defensive and offensive options. To make other Cloth Armor choices more competitive, its cooldown has been increased.
- Wild Magic (Feyscale Robe)
- Cooldown: 30s → 40s
- Cooldown: 30s → 40s
- Everlasting Spirit (Cleric Robe)
- Cooldown: 50s → 45s
- Cooldown: 50s → 45s
- Fear Aura (Fiend Robe)
- Fear duration: 1s → 2s
- Fear duration: 1s → 2s
- Purging Shield (Mage Robe)
- Removed the resistance increase
- Added defense vs players: 0% → 33%
- Added defense vs mobs: 0% → 33%
- Removed the resistance increase
- Wind Wall (Knight Armor)
- Resistences per stack: 0.2 → 0.1
- Crowd control resistance per stack: 0.3 → 0.15
- Resistences per stack: 0.2 → 0.1
- Ambush (Assassin Jacket)
- Radius: 15m → 13m
- Radius: 15m → 13m
Position Swap is not often used anymore. To make it more useful, it can now save team members with a damage immunity, opening room for high skill expression at the top end.
- Position Swap (Fiend Sandals)
- Added: Immunity now also applies to ally target
- Added: Immunity now also applies to ally target
- Spectral Run (Specter Shoes)
- Energy cost: 3% per tick → 2% per tick
- Energy cost: 3% per tick → 2% per tick
Smuggler Cape is an extremely strong defensive cape thanks to its cooldown reduction. To increase the gap between some double-potion use cases, the cooldown refunded on the potion slot has been reduced.
- Smuggler Cape
- Cooldown reduction on potion slot: 90s → 80s
- Cooldown reduction on potion slot: 90s → 80s
Healing Potion has often been used back-to-back with the Smuggler Cape, so its cooldown has been increased to widen the gap between double-potion uses.
- Healing Potion
- Cooldown: 90s → 105s
- Cooldown: 90s → 105s
Low-tier Transport Oxen have been very hard to kill and often used for scouting. Their speed, resistance, and health have therefore been reduced, making them easier to chase down. High-tier Transport Oxen, which previously had no real use cases, have been made much more valuable to make up for this. Oxen now stand out as dedicated transport mounts that heavily rely on group protection to move safely through dangerous areas.
- Journeyman's Transport Ox
- Base speed: 50% → 35%
- Gallop speed: 75% → 60%
- Carry weight: 1058kg → 1503kg
- Crowd control resistance: 1 → 0.5
- Resistances: 1 → 0.5
- Health: 1702 → 1123
- Base speed: 50% → 35%
- Adept's Transport Ox
- Base speed: 50% → 40%
- Gallop speed: 80% → 70%
- Carry weight: 1165kg → 1655kg
- Crowd control resistance: 1 → 0.5
- Resistances: 1 → 0.5
- Health: 1804 → 1190
- Base speed: 50% → 40%
- Expert's Transport Ox
- Base speed: 50% → 45%
- Gallop speed: 85% → 80%
- Carry weight: 1338kg → 1901kg
- Crowd control resistance: 1 → 0.5
- Resistances: 1 → 0.5
- Health: 1913 → 1262
- Base speed: 50% → 45%
- Master's Transport Ox
- Base speed: 50% → 50%
- Gallop speed: 90% → 90%
- Carry weight: 1574kg → 2237kg
- Crowd control resistance: 1 → 0.5
- Resistances: 1 → 0.5
- Health: 2027 → 1337
- Base speed: 50% → 50%
- Grandmaster's Transport Ox
- Base speed: 50% → 55%
- Gallop speed: 95% → 100%
- Carry weight: 1876kg → 2667kg
- Crowd control resistance: 1 → 0.5
- Resistances: 1 → 0.5
- Health: 2149 → 1418
- Base speed: 50% → 55%
- Elder's Transport Ox
- Base speed: 50% → 60%
- Gallop speed: 100% → 110%
- Carry weight: 2252kg → 3200kg
- Crowd control resistance: 1 → 0.5
- Resistances: 1 → 0.5
- Health: 2278 → 1503
- Base speed: 50% → 60%