Combat Balance Changes - Realm Divided Patch 5 - Version 30.050.1 - March 11, 2026
2026年3月11日
Combat Balance Changes - Realm Divided Patch 5 - Version 30.050.1 - March 11, 2026
Arcane Staffs
Enigmatic Staff has been given a slightly larger area and its self-slow has been reduced to enable it to be more effective in large-scale PvP.
Many bows have been overperforming, mostly due to the new Multishot being too powerful, so its damage has been reduced.
Following Realm Divided Part II’s DPS increase, Dark Matter has received some usability-focused improvements.
Demonfang has caught a few stray resilience penetration nerfs, so some flat damage has been added to compensate.
Frozen Hell has been given an additional effect to help it function better as a powerful defensive tank in PvP.
Since its previous buff, Holy Beam has been steadily dominating across many different group sizes. Therefore, its maximum healing output has been reduced, with a greater reduction applied to the earlier ticks.
An amazing 10,000% damage increase has been applied to Bedrock Mace, alongside a change to how the knock-up functions against mobs, making it significantly more functional in PvE.
Since the Crystal League now has proper double healer protection, Protection of Nature’s direct healing has been replaced with a stronger healing received buff, allowing Nature healers to support allies again without contributing to healing sickness.
Pounce has been given CC immunity to make some of Prowling Staff’s worst match-ups more playable. Cartwheel will no longer be able to deny every Pounce.
Forest of Spears’ cooldown has been reduced to match Impaler, making it clearer what the damage-focused option should be.
Taunt’s hit delay and stand time have been reduced to make it feel smoother to use in both PvE and PvP.
The recent damage reduction has been a good first step, but Assassin Shoe users have still been too sticky for many builds to deal with. Their high range has been enabling new builds that were not otherwise viable, yet the consistency and reliability of Swift Cut have been too high for many other builds to handle, pushing them out of the meta.
Command Mammoth has been too powerful as a backline bomb buffer. Its high overcap damage buff has been allowing bomb squads to kill opponents too quickly and too reliably, so the maximum damage increase has been reduced.
Arcane Staffs
Enigmatic Staff has been given a slightly larger area and its self-slow has been reduced to enable it to be more effective in large-scale PvP.
- Protective Beam (Enigmatic Staff)
- Area size: 6m → 6.5m
- Self-slow: 50% → 30%
Many bows have been overperforming, mostly due to the new Multishot being too powerful, so its damage has been reduced.
- Multishot (all Bows)
- Damage vs players: 100 → 94
- Damage vs players: 100 → 94
- Raging Storm (Bow of Badon)
- Damage per tick: 23 → 21 (maximum damage: 552 → 504)
- Damage per tick: 23 → 21 (maximum damage: 552 → 504)
Following Realm Divided Part II’s DPS increase, Dark Matter has received some usability-focused improvements.
- Dark Matter (all Curse Staffs)
- Hit delay: 0.2s → 0.1s
- Stand time: 0.4s → 0.2s
- Energy cost: 16 → 13
Demonfang has caught a few stray resilience penetration nerfs, so some flat damage has been added to compensate.
- Blood Ritual (Demonfang)
- Damage: 120 → 130
- Damage: 120 → 130
- Chain Slash (all Daggers)
- Chain range: 6m → 7m (initial cast range unchanged at 6m)
- Chain range: 6m → 7m (initial cast range unchanged at 6m)
- Shadow Edge (all Daggers)
- Adjusted VFX to more accurately match the hitbox
- Adjusted VFX to more accurately match the hitbox
Frozen Hell has been given an additional effect to help it function better as a powerful defensive tank in PvP.
- Frozen Hell (Icicle Staff)
- Now has a 3.5m radius area in the center where an additional 30% slow is applied
- Now has a 3.5m radius area in the center where an additional 30% slow is applied
Since its previous buff, Holy Beam has been steadily dominating across many different group sizes. Therefore, its maximum healing output has been reduced, with a greater reduction applied to the earlier ticks.
- Holy Beam (all Holy Staffs)
- Initial healing: 60 → 50
- Healing increase per tick: 5 → 6
- Total healing: 525 → 476
An amazing 10,000% damage increase has been applied to Bedrock Mace, alongside a change to how the knock-up functions against mobs, making it significantly more functional in PvE.
- Force of Nature (Bedrock Mace)
- Damage: 1 → 100
- No longer taunts mobs
- Knockback → Knock up for 0.6s (mobs only, player knockback unchanged)
Since the Crystal League now has proper double healer protection, Protection of Nature’s direct healing has been replaced with a stronger healing received buff, allowing Nature healers to support allies again without contributing to healing sickness.
- Protection of Nature (all Nature Staffs)
- No longer applies direct healing
- Healing received buff: 35% → 40%
- Rejuvenating Breeze (all Nature Staffs)
- Max targets: 10 → 20
- Max targets: 10 → 20
Pounce has been given CC immunity to make some of Prowling Staff’s worst match-ups more playable. Cartwheel will no longer be able to deny every Pounce.
- Pounce (Prowling Staff)
- Immune to CC (not damage) while dashing
- Immune to CC (not damage) while dashing
Forest of Spears’ cooldown has been reduced to match Impaler, making it clearer what the damage-focused option should be.
- Forest of Spears (all Spears)
- Cooldown: 15s → 12s
- Cooldown: 15s → 12s
Taunt’s hit delay and stand time have been reduced to make it feel smoother to use in both PvE and PvP.
- Taunt (all Plate Armors)
- Hit delay: 0.4s → 0.2s
- Stand time: 0.4s → 0.2s
The recent damage reduction has been a good first step, but Assassin Shoe users have still been too sticky for many builds to deal with. Their high range has been enabling new builds that were not otherwise viable, yet the consistency and reliability of Swift Cut have been too high for many other builds to handle, pushing them out of the meta.
- Swift Cut (Assassin Shoes)
- Dash speed: 34 → 30
- Cooldown: 12s → 14s
Command Mammoth has been too powerful as a backline bomb buffer. Its high overcap damage buff has been allowing bomb squads to kill opponents too quickly and too reliably, so the maximum damage increase has been reduced.
- Charge! (Command Mammoth)
- Damage vs. players buff: 20% → 15%
- Damage vs. players buff: 20% → 15%
- High Command (Command Mammoth)
- Damage vs. players buff: 40% → 30%
- Damage vs. players buff: 40% → 30%
- Earth Shatter (Command Mammoth)
- 16m (0.533s duration) knockback → 1.2s knock-up
- 16m (0.533s duration) knockback → 1.2s knock-up