Source: https://forum.albiononline.com/index.php/Thread/189261-27-November-2023-Wild-Blood-Patch-2/
Wild Blood Patch 2 - Ver. 23.020.1 - November 27, 2023
Season Winner Statues Added
Visit Conquerors' Hall on each server to see the new statues in honor of last season's winners:
Awakened Item Scaling Changes
Axes
Raging Blades had been somewhat undervalued, so it now deals slightly more damage at a lower Energy cost.
Ganking groups would often use multiple Bear Paws, as they had strong mobility, good damage, and a long bleed. The bleed duration has therefore been reduced to make them less effective at preventing mounted players’ gallops for an extended time.
As Wailing Bow had been underrepresented in combat, its projectile speed and hit detection have been improved to better suit modern-day Albion. Furthermore, its damage curve has been increased to put more emphasis on its ability to punish enemy backlines and clumped groups. This should help it to shine in large-scale fights once more.
Enfeeble Blades had seen some performance issues in large-scale fights so, to mitigate this somewhat, its damage can no longer be reflected. As its damage is not particularly high, this should not overly affect gameplay, while potentially improving its large-scale fight performance.
Assassin Spirit had gone unchanged and underused for a long time, so its Charge Interval has been decreased, reducing its vulnerable period and making it easier to use.
As Hail had been overshadowed by other Frost Staff abilities, its damage output has been increased to make it more competitive compared with other abilities.
Distortion is the baseline damage spell for Shapeshifter Weapons, which alone offers very high damage. This has therefore been reduced to limit Shapeshiters’ damage potential in human form.
Adapting Matter had been too weak as a support ability, so the strength of its shield and its max ally count have been increased to make it more effective in groups.
The Runestone Golem could feel quite oppressive and hard to counter due to its long uptime. To mitigate this, its transformation duration has been reduced and its Shift Charge consumption speed increased.
Ambush was frequently used with other invisibility spells, allowing travel over long distances without being seen. To weaken this strategy in large-scale battles and ganking, a Hit Delay has been added to Ambush. This briefly makes the caster visible if cast when invisible, allowing attentive enemies to react. To compensate for the Hit Delay, its cooldown has been reduced to make it more useful on its own in combat.
To allow for a greater variety of tanks in PvE, the Threat Generation of Protective Instinct has been increased, which should make tanks less reliant on additional Threat Generation from weapons.
Spider’s Thread is a very fun ability that has seen too little use. To make it more attractive, its cooldown has been reduced, providing increased mobility. Alongside this, however, an Energy cost has been introduced so that it can’t be used to run forever.
The Avalonian Cape’s damage output, combined with its enemy damage reduction, was somewhat too effective, especially when paired with melee weapons without much damage output of their own. Its damage has thus been toned down slightly.
Season Winner Statues Added
Visit Conquerors' Hall on each server to see the new statues in honor of last season's winners:
- Albion East Season 2: Winter
- Albion West Season 20: Escalation
Awakened Item Scaling Changes
- Hellgates and Corrupted Dungeons now scale the power of Awakened Item Traits down to match the IP scaling in each location:
- 2v2 Hellgates: 100% → 20%
- 5v5 and 10v10 Hellgates: 100% → 35%
- Stalker Corrupted Dungeons: 100% → 20%
- Slayer Corrupted Dungeons: 100% → 50%
- 2v2 Hellgates: 100% → 20%
- The Item Power trait is not affected as it is already subject to IP scaling
- The Mob Fame trait is not affected as it does not provide a combat advantage
- Note that Traits that scale with Item Power will be scaled back twice - this is intentional as the purpose for this location-based scaling is to scale bonus Traits relative to the power already allowed in the area
- Farm Animals now display their favorite food as overhead icons when hungry (other animals without a favorite food use the original carrot / meat icons)
- Controller changes:
- Target direction of spells that can change target while casting can now be adjusted via right stick on gamepad
- Added custom controller navigation, preview window, and quick actions to Destiny Board
- Using right stick to scroll window content with controller now only scrolls parent window of selected element
- Target direction of spells that can change target while casting can now be adjusted via right stick on gamepad
- Mobile changes:
- Added proximity tooltips to Wisps
- When targeting skill shots and ground spells manually, closest enemy/ally to target area will be selected and locked if no other target is locked
- Claim Rewards UI now scales up larger for smaller devices
- Added proximity tooltips to Wisps
- Adventurer Vanity Skins (Rogue, Knight, Mage) are now available for Gold via Appearance UI - each piece can be purchased individually
- Updated translations of Victory Emote names for some languages
Axes
Raging Blades had been somewhat undervalued, so it now deals slightly more damage at a lower Energy cost.
Ganking groups would often use multiple Bear Paws, as they had strong mobility, good damage, and a long bleed. The bleed duration has therefore been reduced to make them less effective at preventing mounted players’ gallops for an extended time.
- Raging Blades (all Axes)
- Energy Cost: 11 → 9
- Damage: 24 → 28
- Energy Cost: 11 → 9
- Razor Cut (Bear Paws)
- Bleed Damage Ticks: 6 → 3
- Bleed Damage Duration: 7s → 4s
- Bleed Damage Ticks: 6 → 3
As Wailing Bow had been underrepresented in combat, its projectile speed and hit detection have been improved to better suit modern-day Albion. Furthermore, its damage curve has been increased to put more emphasis on its ability to punish enemy backlines and clumped groups. This should help it to shine in large-scale fights once more.
- Demon Arrow (Wailing Bow)
- Projectile Speed: 24 m/s → 28 m/s
- Improved Hit Detection on max range
- Damage:
- 1 Hit: 189.19 → 189
- 2 Hit: 229.73 → 236
- 3 Hit: 270.27 → 283
- 4 Hit: 310.81 → 331
- 1 Hit: 189.19 → 189
- Projectile Speed: 24 m/s → 28 m/s
Enfeeble Blades had seen some performance issues in large-scale fights so, to mitigate this somewhat, its damage can no longer be reflected. As its damage is not particularly high, this should not overly affect gameplay, while potentially improving its large-scale fight performance.
- Enfeeble Blades (Lifecurse Staff)
- Damage can no longer be reflected
- Damage can no longer be reflected
Assassin Spirit had gone unchanged and underused for a long time, so its Charge Interval has been decreased, reducing its vulnerable period and making it easier to use.
- Assassin Spirit (all Daggers)
- Assassin Spirit Charge Interval: 3s → 2.5s
- Assassin Spirit Charge Interval: 3s → 2.5s
As Hail had been overshadowed by other Frost Staff abilities, its damage output has been increased to make it more competitive compared with other abilities.
- Hail (Great Frost Staff)
- Damage: 142 → 160
- Damage: 142 → 160
Distortion is the baseline damage spell for Shapeshifter Weapons, which alone offers very high damage. This has therefore been reduced to limit Shapeshiters’ damage potential in human form.
Adapting Matter had been too weak as a support ability, so the strength of its shield and its max ally count have been increased to make it more effective in groups.
The Runestone Golem could feel quite oppressive and hard to counter due to its long uptime. To mitigate this, its transformation duration has been reduced and its Shift Charge consumption speed increased.
- Reality Fissure (all Shapeshifter Staffs)
- Shift Charges gained on 2nd hit: 2 → 1
- Shift Charges gained on 2nd hit: 2 → 1
- Adapting Matter (all Shapeshifter Staffs)
- Max Allies: 3 → 5
- Shield: 140 → 150
- Max Allies: 3 → 5
- Wild Onslaught (Primal Staff)
- 1st Cast Cooldown: 12s → 15s
- 2nd Cast Shift Charges needed: 0 → 1
- 2nd Cast Cooldown: 15s → 18s
- 1st Cast Cooldown: 12s → 15s
- Distortion (all Shapeshifter Staffs)
- Damage per tick: 80 → 70
- Damage per tick: 80 → 70
- Runestone Golem
- Transformation Duration: 20s → 18s
- Transformation Duration: 20s → 18s
- Giant Consumption (Runestone Golem Passive)
- Shift Charge Consumption: every 3.5s → every 3s
- Shift Charge Consumption: every 3.5s → every 3s
- Return from Hell (Imp Passive)
- Now immune to healing while resurrecting
- Now immune to healing while resurrecting
Ambush was frequently used with other invisibility spells, allowing travel over long distances without being seen. To weaken this strategy in large-scale battles and ganking, a Hit Delay has been added to Ambush. This briefly makes the caster visible if cast when invisible, allowing attentive enemies to react. To compensate for the Hit Delay, its cooldown has been reduced to make it more useful on its own in combat.
To allow for a greater variety of tanks in PvE, the Threat Generation of Protective Instinct has been increased, which should make tanks less reliant on additional Threat Generation from weapons.
- Ambush (Assassin Jacket, all Gathering Armors)
- Cooldown: 60s → 50s
- Invisibility Duration: 8s → 7s
- Hit Delay: 0s → 0.2s
- Invisibility Radius: 14m → 15m
- Added Visual Indication for Invisibility Radius (only visible to caster)
- Cooldown: 60s → 50s
- Protective Instinct (all Plate Armors)
- Threat Generation: 300% → 400%
- Threat Generation: 300% → 400%
Spider’s Thread is a very fun ability that has seen too little use. To make it more attractive, its cooldown has been reduced, providing increased mobility. Alongside this, however, an Energy cost has been introduced so that it can’t be used to run forever.
- Spider's Thread (Duskweaver Helmet)
- Cooldown 1st Cast: 20s → 15s
- Energy Cost 1st Cast: 0 → 3% max energy
- Cooldown 2nd Cast: 25s → 20s
- Energy Cost 2nd Cast: 0 → 5% max energy
The Avalonian Cape’s damage output, combined with its enemy damage reduction, was somewhat too effective, especially when paired with melee weapons without much damage output of their own. Its damage has thus been toned down slightly.
- Force Pulse (Avalonian Cape)
- Damage: 160 → 144
- Damage: 160 → 144
- Fixed issue with loot protection where PvP-flagged players could temporarily lock players out of their loot in red and yellow zones
- Fixed issue where Power Cores, Energy Crystals, and Wisps could move into unreachable areas
- Fixed issue where skillshots sometimes cast in wrong direction when rooted
- Fixed issue where Runestone Fragments would stay alive longer than intended after the Runestone Golem was already dead
- Runestone Golem no longer re-casts invincible state, including summons, on subsequent encounters if the health threshold was reached in a previous encounter
- Fixed issue where the Cook could create fishing bait at a higher tier than its own
- Some Morgana Cultists that didn't use their summon imp spell will now do so again
- Fixed issue where players could walk around and switch windows with Gold Market UI open
- Fixed issue where Hellfire and Sticky Potions thrown by multiple enemies that were not allied could stack
- Other faction enemies (Undead, Keeper, Morgana) will no longer appear in Tier 3 Heretic Randomized Dungeons, as the tiers of these other Factions were too high
- Fixed issue where Farming Territories did not give their yield bonus to crops
- Initial heal of Spirit Animal (Rampant Staff) now also heals the caster
- Fixed issue where thrown snowballs were sometimes invisible
- Fixed the following controller issues:
- Dynamic action hint would not reappear after opening UI via cursor
- Death Recap quick action did not show when first entering death screen
- First UI selection did not show cursor even when toggled on
- Initial UI window selections did not move cursor to selection
- HUD "Settings" button not working using mouse when Nintendo Switch Pro controller connected
- Character Inspect Hint in targeting UI would appear when a mob was selected
- [iOS] App would remain open after being closed via controller from main menu
- Dynamic action hint would not reappear after opening UI via cursor
- [MOBILE] Fixed issue where "Changelog" notification showed in every session even after viewing
- Additional minor graphical, animation, audio, terrain, UI, and localization fixes