Update 1.5 - December 20, 2012

A preview of the newest features and previous build notes.

Update 1.5 - December 20, 2012

Postby Little_Mike » Mon Dec 17, 2012 5:16 pm

Version 1.5 for iOS and 1.5.1 for Android is now live! Please download the new client from the Apple App Store or Google Play Store in order to connect to the servers.

Crafting
  • The Workshop is now open! Complete a quest chain to unlock the Workshop in order to craft various consumables and Runic Enchantments.
  • Each character is given a free workbench. Additional workbenches can be rented for Gold Shields in order to craft more items simultaneously.
  • Crafting and Enchanting takes a certain amount of time which can be sped up by using Catalysts.
  • When a project is complete, you must return to the Workshop in order to finish the task.
  • Recipes for crafting specific items or Runic Enchantments are available from a variety of sources. Some may not yet be easily obtainable.

Runic Enchantments
  • You can now apply Enchantments on your equipment in order to further improve your character at the Workshop.
  • These Enchantments are fixed to the specific piece of equipment you attach them to.
  • Having higher level Enchantments will increase your Might rating.
  • There are four options you can perform: Enchant, Empower, Disenchant, Transfer.
    • Enchant: Adds a level 1 Enchantment on a piece of equipment. There is a material cost associated with this action.
    • Empower: Increases the level of an Enchantment already on a piece of equipment. There is a material cost associated with this action.
    • Disenchant: Removes an Enchantment permanently and returns some of the materials back.
    • Transfer: Removes an Enchantment into a Transfer Plate which can be used on a different piece of equipment. There is a material cost associated with this action.
  • There are 3 different types of Enchantments: Skill, Power, and Magic.
    • Skill Enchantments can be placed on Helmets, Gloves, and One-hand/Two-hand Weapons.
    • Power Enchantments can be placed on Chest Armor, Leg Armor, and Boots.
    • Magic Enchantments can be placed on Amulets, Cloaks, and Rings.
    • Off-hand Weapons and Shields cannot be Enchanted.
  • Skill Enchantments:
    • Accuracy: Reduces the chance an enemy can dodge your attacks.
    • Armor Penetration: Increases the amount of damage that is unmitigated against your target's Armor.
    • Initiative: Increases your chance of catching your enemies off guard or surprising them.
    • One-handed Bonus: Increases One-hand weapon damage.
    • Two-handed Bonus: Increases Two-hand weapon damage.
  • Power Enchantments:
    • Block: Increases your chance to Block with a Shield.
    • Block Power: Increases the amount of damage a Block will mitigate.
    • Defense: Increases your Armor's defense.
    • Knockback Resist: Decreases the amount of time you get knocked back by abilities that have knockback.
    • Resilience: Decreases the chance that you will be hit by a critical strike.
    • Status Resist: Reduces the chance a negative effect can be placed on you.
  • Magic Enchantments:
    • Damage Bonus Fire: Increases Fire damage.
    • Damage Bonus Ice: Increases Ice damage.
    • Damage Bonus Nature: Increases Nature damage.
    • Damage Bonus Physical: Increases Physical damage.
    • Damage Bonus Spirit: Increases Spirit damage.
    • Energy Regen: Increases your Energy regeneration rate.
    • Healing Bonus: Increases the amount you get healed by potions.
    • Luck: Increases the chance to receive an additional bonus loot roll from enemies.

World Events
  • There are now limited-time events that will be opening up across Glenfort at various times.
  • Fighting in special combat locations related to these events will earn you rewards that may be used for crafting or Runic Enchantments. Higher tiers of rewards will unlock as you complete more and more combats during each event.
  • These events do not require you to be in a guild.
  • Rumors have it that an elusive Holiday Goblin has been spotted in Glenfort. For a limited time, find him to get exclusive in-game rewards including a special Tier 13 item!

Combat
  • Restructured combat to use a base of 0.01 seconds instead of 0.05 seconds. The result of this is that smaller haste rating increases will now affect your cast times and cooldown times.
  • Haste no longer affects the Defend ability and Initiative. Haste now affects the cooldowns of certain abilities.
  • Initiative (who attacks first in combat) has been refactored. There are now 3 different result types: normal, off guard, and surprise. When the player or monsters are surprised (having a disadvantage one second or more), combat text will be displayed. There is also now an Initiative stat that can affect the Initiative rolls.
  • Block now has a base mitigation of 50% damage. Along with Physical damage, Magic damage can now also get blocked. The percent amount of damage reduced can be increased by improving your Block Mitigation stat.
  • In order to compensate for the Block mitigation change, Light Shields have been improved to provide a 12% Block Chance, and Heavy Shields have been improved to provide a 24% Block Chance.
  • The Dodge stat has been changed to also affect Magic attacks. Dodging an attack that deals magic damage will reduce the damage done by 50%. This will display as "Spell Dodge" in combat.
  • Bonus Loot has been added to the end of combat. With a successful Luck roll, an additional loot roll will be made. Characters start out with 0% Luck.

Classes
  • The level cap has been increased to 30.
  • The Hero Training cap has been increased from 100 levels to 150 levels per stat. The cost per level is capped at 500 Hero Tokens.
  • Respecs now requires a Respec Token which costs 5 Gold Shields at Majerio's Shop. A certain quest will award free Respec Tokens.
  • All classes have had their combat abilities changed. As a result, ability points on all characters have been reset.
  • In general, buff type actions have been removed in favor of Passive abilities. Passive abilities increases certain stats and require no activation in combat.
  • Stat calculations and derivations have been completely overhauled.
    • Health now goes up at a significantly higher rate per level. High level characters should notice a significant increase in the amount of health they have compared to the system before version 1.5.
    • Most percentages computed from stat ratings now follow a curve with diminishing returns on excessively high ratings. This means that adding a specific amount of rating will have lower effect if your rating is already very high. It also means that adding rating will always have some kind of positive effect.
      • Crit Chance: From stat rating: 5%-50%, Hard cap: 100%
      • Crit Power: From stat rating: 150%-200%, Hard cap: 300%
      • Physical Resist: From stat rating: 0%-50%, Hard cap: 90%
      • Magic Resist: From stat rating: 0%-50%, Hard cap: 90%
      • Dodge Chance: From stat rating: 5%-50%, Hard cap: 100%
      • Haste: From stat rating: 0%-50%, Hard cap: 90%
    • Physical/Magic Resist and Armor Defense are no longer additive. They are now multiplied to determine the final amount of damage received. For example, if you have 20% mitigation (80% damage taken) due to Defense and 30% mitigation (70% damage taken) due to Physical Resist, you will take 70% x 80% = 56% damage taken.
  • Secondary stats have been exposed and can be found by tapping on the Additional Details button in the Stats screen. They are the following:
    • Physical Damage: Increase in physical damage
    • Magic Damage: Increase in magic damage
    • Physical Resist Mitigation: Total physical damage reduction
    • Fire Resist Mitigation: Total fire damage reduction (There is an issue where this is not being displayed properly in 1.5)
    • Ice Resist Mitigation: Total ice damage reduction (There is an issue where this is not being displayed properly in 1.5)
    • Nature Resist Mitigation: Total nature damage reduction (There is an issue where this is not being displayed properly in 1.5)
    • Spirit Resist Mitigation: Total spirit damage reduction (There is an issue where this is not being displayed properly in 1.5)
    • Defense Mitigation: Reduces all damage taken
    • Block Chance: Chance to block an incoming attack, reducing the damage taken
    • Block Mitigation: Amount of damage reduction when blocking with a shield
    • Energy Regen: Reduces the time it takes to regenerate energy
    • Luck: Chance to receive bonus loot after defeating monsters
    • Accuracy: Reduces your opponent's chance to dodge your attacks
    • Armor Penetration: Causes a portion of your damage to overcome enemy defenses
    • Initiative: Increases the odds that you will surprise your opponent
    • Status Resist: Grants a chance to avoid being afflicted by debuffs
    • Healing Bonus: Increases the amount of all healing done to you
    • Crit Resist: Decreases the chance that you will be hit by a critical strike
    • Knockback Resist: Reduces the amount of time added to your cast time when struck by enemies
    • 1H Damage: Increases all damage done by one handed weapons
    • 2H Damage: Increases all damage done by two handed weapons
    • Fire Damage: Increases all fire damage done
    • Ice Damage: Increases all ice damage done
    • Nature Damage: Increases all nature damage done
    • Spirit Damage: Increases all spirit damage done
    • Physical Damage: Increases all physical damage done (There is an issue where this is not being displayed properly in 1.5)

Justicar
  • Tier 1 Abilities:
    • Brutal Strike: A brutal attack that deals 120%/140%/160% weapon damage.
    • Cleave: A wide swing that deals 100%/120%/140% weapon damage to all enemies.
    • Wound: A vicious attack that deals 70%/85%/100% weapon damage and applies a stack of Bleeding, dealing an additional 75% weapon damage over 5 seconds.
    • Weapon Focus (Passive): Increases melee rating by 5%/10%/15%.
  • Tier 2 Abilities:
    • Stunning Blow: An overhead attack that deals 40% weapon damage and stuns an enemy for 3/4/5 seconds. Stun breaks when enemy is damaged.
    • Radiant Light: A Spirit attack that deals 40%/60%/80% weapon damage to all enemies and purges 1/2/3 beneficial effect(s).
    • Rend (Passive): Grants a 20%/35%/50% chance for any successful attack to apply a stack of Bleeding to the target, causing 75% weapon damage over 5 seconds.
    • Overkill (Passive): Increases your critical hit chance by 15%/30%/45% on your next attack following a killing blow.
  • Tier 3 Abilities:
    • Smite: A Spirit attack that deals 150%/175%/200% weapon damage. The attack cannot be avoided.
    • Seismic Slash: Deals 40%/50%/60% weapon damage to all enemies and pushes back their ability timers by 0.75/1/1.25 second(s). Cannot be used within the first 1 second of combat.
    • Brutality (Passive): Grants +15%/+30%/+45% to your critical hit power while you are wielding a two-handed weapon.
    • Stagger (Passive): Grants a 33%/67%/100% chance after blocking an attack to gain a 30% bonus to your next attack against the attacker.
  • Tier 4 Abilities:
    • Heroic Will: Reduce your ability cooldown timers by 1/2/3 second(s), allowing you to more quickly reuse your combat abilities.
    • Frenzy (Passive): Grants +5%/+10%/+15% physical damage to targets affected by Bleeding.
    • Backswing (Passive): Grants 25%/50%/75% chance to deal a bonus 100% weapon damage to a target after it dodges an attack.
    • Vengeance (Passive): 20%/35%/50% chance after being hit to gain Vengeance, increasing outgoing damage by 5%. Stacks up to 3.
  • Bleeding stack up to 3 times. Each stack deals 75% weapon damage over 5 seconds.

Shadow Walker
  • Tier 1 Abilities:
    • Toxic Blade: A Nature attack that coats your weapon in poison, dealing 110%/130%/150% weapon damage and applying a stack of Poisoned that reduces resistance to nature damage by 15%.
    • Caltrops: Litter the ground with sharp spines, dealing 20%/30%/40% weapon damage per second, slowing enemies by 15%/20%/25%, and halving their dodge chance for 3 seconds.
    • Ensnare: Trap your enemy in a net, stunning them for 3/4/5 seconds. Stun breaks when enemy is damaged.
    • Dual Wield (Passive): Increases damage from your offhand weapon attack by 33%/67%/100%.
  • Tier 2 Abilities:
    • Piercing Strike: Move in for the kill, dealing 110%/130%/150% damage with a +15%/+20%/+25% chance to deal critical damage.
    • Poison Cloud: A Nature attack that envelop all foes within a poisonous cloud and deals 60%/80%/100% weapon damage plus an additional 60%/90%/120% weapon damage over 3 seconds.
    • Maneuver (Passive): Increases dodge chance by 5%/10%/15%.
    • Assassinate (Passive): Grants 25%/50%/75% chance to deal a bonus 100% weapon damage to a random target after scoring a killing blow.
  • Tier 3 Abilities:
    • Reflexive Strike: A quick attack that deals 50%/60%/70% weapon damage.
    • Acid Spray: A Nature attack that drenches your foes in a searing acid, dealing 50%/65%/80% weapon damage and applying a stack of Poisoned that reduces resistance to nature damage by 15%.
    • Critical Eye (Passive): Grants +10%/+15%/+20% chance to deal a critical hit with physical attacks.
    • Riposte (Passive): Grants a 20%/35%/50% chance to immediately complete your current action after dodging an enemy attack.
  • Tier 4 Abilities:
    • Smoke Bomb: Create a smoke-screen, decreasing your ability cooldown timers by 1 second and increasing enemy ability timers by 0.5/0.75/1 second(s). Cannot be used within the first 1 second of combat.
    • Neurotoxin (Passive): Grants +5%/+10%/+15% chance to deal a critical hit to targets affected by Poisoned.
    • Urgency (Passive): Grants a 10%/20%/30% chance after being hit to gain +15% haste for 2 seconds.
    • Corrosive Blades (Passive): Grants a 20%/35%/50% chance for any successful attack to apply a stack of Poisoned to the target, reducing resistance to nature damage by 15%.
  • Poisoned stacks up to 3 times. Each stack reduces resistance to nature damage by 15% for 5 seconds.

War Mage
  • Tier 1 Abilities:
    • Incinerate: Hurl a fireball at your enemy for 120%/140%/160% weapon damage.
    • Flaming Pyre: Surround your enemies in flame, dealing 100%/120%/140% fire damage to all enemies.
    • Frozen Shard: A fast ice attack that deals 75%/100%/125% weapon damage and inflicts Chilled, slowing the target's movements.
    • Inner Focus (Passive): Increases your Magic rating by 5%/10%/15%.
  • Tier 2 Abilities:
    • Icy Grasp: Encase your enemy in ice, dealing 40% weapon damage, stunning them and increasing damage from Ice spells by 15% for 3 seconds. (Higher ranks only reduces activation time)
    • Ice Storm: An ice storm that deals 70%/85%/100% weapon damage to all enemies and inflicts Chilled, slowing their movements.
    • Deep Freeze (Passive): Increases slow effect of Ice spells by 5%/10%/15% and gives Ice spells a 5%/10%/15% chance to Freeze.
    • Ignite (Passive): Adds a 25%/50%/75% chance to add a stacking Burning effect from Fire spells, dealing an additional 100% weapon damage over 5 seconds.
  • Tier 3 Abilities:
    • Time Void: Fracture the very fabric of time and space, interrupting all enemy attacks. (Higher ranks only reduces activation time)
    • Ice Lance: Send a powerful spike of ice at your enemy, inflicting 100%/125%/150% weapon damage and delaying their next attack by 0.75 seconds.
    • Fire Mastery (Passive): Increases the critical hit power of Fire spells by 15%/30%/45%.
    • Ice Mastery (Passive): Increases damage of Ice spells by 5%/10%/15%.
  • Tier 4 Abilities:
    • Fire Blast: A quick Fire attack that deals 40%/50%/60% weapon damage, doing double damage against Burning enemies.
    • Volatility (Passive): Increases chance for periodic damage effects to critically hit by 10%/20%/30%.
    • Snap Cast (Passive): Gives 2%/4%/6% chance for a spell to cast instantly.
    • Ice Shield (Passive): After being hit, you get a 15%/30%/45% chance to gain an Ice Shield that absorbs 90% of the next attack.
  • Burning stacks up to 3 times. Each stack deals 100% weapon damage over 5 seconds.
  • Chilled reduces enemy haste and dodge chance by 15% for 5 seconds.
  • Frozen stuns an enemy and reduces resistance to Ice damage by 15% for 3 seconds.

Monsters
  • Monster stat calculations and derivations have been completely overhauled.
  • Monster health and damage increase with level more quickly than before.
  • In general, monsters that are lower level than you are significantly easier. Conversely, monsters that are higher level than you are significantly harder.
  • There are now elite type monsters in some areas that are more difficult than normal enemies.

Items
  • You can now activate consumables out of combat from your inventory.
  • Blessings have been replaced with consumable Elixirs which can be stored in your inventory. All in-game text referencing Blessings have been changed appropriately.
  • Weapon and armor stats have been changed in accordance with the new health and damage scales and in most cases have been increased.
  • The Tier 9 set that was previously sold for Gold Shields is now sold for Silver Coins.
  • There is a new Tier 11 set available for sale at Majerio's Store for Gold Shields.
  • The old Tier 11 raid set (Champion's) has been upgraded in power and is now Tier 12.
  • There is a new Tier 14 raid set sold for Captain's Valor.
  • The price for Tier 3 Gems for Gold Shields has been reduced.
  • Tier 4 Gems can now be purchased for Gold Shields.
  • The Alchemist's Lockbox loot table has completely changed with new return rates and quantities. In particular, Captain's Valor has been added.

Zones
  • Energy costs to enter a grind zone is now 2, however for most of the earlier zones, the continue cost is still 1.

Raids
  • There are now tiered raid rewards based off completion time. Each raid now has three target completion times (Bronze, Silver, and Gold) that provide increasingly better rewards.
    • The Bronze Reward level typically provides 25% more time than previous raid durations at approximately 75% the original Valor/Hero Token rewards.
    • The Silver Reward level maps closely to the previous raid durations and Valor/Hero Token rewards. The Valor/Hero Token rewards are +33% over the Bronze Reward level.
    • The Gold Reward level has more aggressively set raid completion times (varies by raid) and provides +67% over the Bronze Reward level.
  • Existing raids now have longer cooldown times to accommodate the longer durations of the Bronze Reward level.
  • Gobblin' Goblins has been shortened in length (compared to Silver Reward level completion time) and had its reward modified accordingly.
  • Two new raids have been added which introduce a new Valor currency called Captain's Valor. 20 Knight's Valor can be exchanged for 1 Captain's Valor at Majerio's Shop.

Guilds
  • Individual guild members can now disable the raid push notifications and the raid result mail in the guild options.
  • Most guild favors now affect a percentage of a stat rating instead of the percentages themselves.
  • You must now be at least level 10 to create a guild.

User Interface
  • Changed the in-combat fonts and changed how they animate.
  • Cooldown times for abilities are now displayed in the ability popups and in the abilities screen in the character management menu.
  • Negative status effects now appear with a gray frame. Positive status effects appear with a gold frame.
  • There are now thumb indicators for scrolling lists to better indicate how far down you have scrolled.
  • There is now a confirmation dialog when Reviving in combat.
  • The global leaderboards no longer displays ties as the same rank. As an example, if multiple characters have the same hero score, characters who have obtained that hero score first will be ranked higher.
  • Fixed the global leaderboard screen so that the page number can be entered manually.
  • Improved the performance of Chat.
  • Additional fixes have been made in order to address mail messages not appearing properly.
  • Long guild names will now word wrap properly in the account info context menu.
  • The battery saver option now defaults to off.

Bug Fixes
  • Fixed an issue which would cause RPP to reset when logging off your character in the Leave/Continue state in combat.
  • Fixed an issue with the W3i offer redemption where the popup for receiving Gold Shields would appear but not actually award you properly.

iOS
  • Rotation has been fixed for devices running iOS6+.

Android
  • Fixed an issue where the wrong error message is displayed when the servers are down for maintenance.

Known Issues
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Re: Patch 1.5 - December 20, 2012 [PREVIEW]

Postby Hotasfire0Coolasice » Mon Dec 17, 2012 5:41 pm

*Jawdrop*

Just one more LOOONNNGGG and painfuł days to go. :/

Congratulations VENAN! The new release should make this game more famous than ever. And thanks VENAN, for the hard work that hopefully everyone will enjoy. Sincerely, Can't Wait
Questions------------------------------

Does Luck and Energy Regen have a cap?

How many enchantments can each item wield?

Since health and damage have been scales upward, does magic and melee have a higher increment?

Does haste decrease the cooldown on abilities by the haste %, or is it half of the haste % to keep you from using spells more repeatedly than usual?
Last edited by Hotasfire0Coolasice on Tue Dec 18, 2012 8:44 pm, edited 2 times in total.
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Re: Patch 1.5 - December 20, 2012 [PREVIEW]

Postby Little_Mike » Mon Dec 17, 2012 5:59 pm

Hotasfire0Coolasice wrote:Does Luck and Energy Regen have a cap?


There is a cap because of the maximum number of enchants that you can have.

Hotasfire0Coolasice wrote:How many enchantments can each item wield?


At the moment, one, but this may increase in the future.

Hotasfire0Coolasice wrote:Since health and damage have been scales upward, does magic and melee have a higher increment?


Yes, we also revamped damage numbers, hence why all weapons have also been updated.

Hotasfire0Coolasice wrote:Does haste decrease the cooldown on abilities by the haste %, or is it half of the haste % to keep you from using spells more repeatedly than usual?


It will decrease the cooldowns on abilities by the haste %. The intent of this change is so that players do not have to keep changing their rotations due to haste changes. However, haste does NOT affect some abilities like Smoke Bomb and Seismic Slash.
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Re: Patch 1.5 - December 20, 2012 [PREVIEW]

Postby Hotasfire0Coolasice » Mon Dec 17, 2012 6:15 pm

Little_Mike wrote:
Hotasfire0Coolasice wrote:Does Luck and Energy Regen have a cap?


There is a cap because of the maximum number of enchants that you can have.

Hotasfire0Coolasice wrote:How many enchantments can each item wield?


At the moment, one, but this may increase in the future.

Hotasfire0Coolasice wrote:Since health and damage have been scales upward, does magic and melee have a higher increment?


Yes, we also revamped damage numbers, hence why all weapons have also been updated.

Hotasfire0Coolasice wrote:Does haste decrease the cooldown on abilities by the haste %, or is it half of the haste % to keep you from using spells more repeatedly than usual?


It will decrease the cooldowns on abilities by the haste %. The intent of this change is so that players do not have to keep changing their rotations due to haste changes. However, haste does NOT affect some abilities like Smoke Bomb and Seismic Slash.


Thanks for the speedy response! Alright, fantastic, Thursday will be a great day because of many more reasons now. Thanks for easing my curiosity. :)
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Re: Patch 1.5 - December 20, 2012 [PREVIEW]

Postby Harryfat » Mon Dec 17, 2012 6:56 pm

Thanks for the info on the update. Will take awhile to digest all the new info. Guess that is what people will do during the 12 hours of server downtime.

Few questions off the top:

1 – No tier 13 equipment? You mentioned 12 and 14 only.

2 – There is no “grace period” for respecs such that each change costs 5 gold shields? With all these changes, people are bound to experiment/make mistakes in misinterpreting what the new abilities can do and it will be very costly to keep making changes to find the one that fits their laying style. Perhaps the 5 gold shields can be waived for first 72 hours for people to see what all the abilities can do in actual game play situation.

3 - What is the might requirements for the 2 new CV raids? In case people are borderline in entering the new raids, they can spend the next couple days buffing up for them.
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Re: Patch 1.5 - December 20, 2012 [PREVIEW]

Postby Shekka » Mon Dec 17, 2012 7:00 pm

So when the update comes out does this mean that any blessing a toon currently has will be cancelled? If so will there be any compensation given for those that may purchase two or three weeks worth of blessings at a time?

Can't wait to try the new update!
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Re: Patch 1.5 - December 20, 2012 [PREVIEW]

Postby Celestial_LordOfBlades » Mon Dec 17, 2012 7:36 pm

Will there be increased energy or sigils?
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Re: Patch 1.5 - December 20, 2012 [PREVIEW]

Postby Lord_Venan » Mon Dec 17, 2012 7:40 pm

Harryfat wrote:Thanks for the info on the update. Will take awhile to digest all the new info. Guess that is what people will do during the 12 hours of server downtime.

Few questions off the top:

1 – No tier 13 equipment? You mentioned 12 and 14 only.

2 – There is no “grace period” for respecs such that each change costs 5 gold shields? With all these changes, people are bound to experiment/make mistakes in misinterpreting what the new abilities can do and it will be very costly to keep making changes to find the one that fits their laying style. Perhaps the 5 gold shields can be waived for first 72 hours for people to see what all the abilities can do in actual game play situation.

3 - What is the might requirements for the 2 new CV raids? In case people are borderline in entering the new raids, they can spend the next couple days buffing up for them.


1. Nope! Not normally, at least...
2. There will be a relatively trivial quest that awards a few respec tokens to each player, for this purpose.
3. Not finalized yet. But over 10000 for sure.
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Re: Patch 1.5 - December 20, 2012 [PREVIEW]

Postby Little_Mike » Mon Dec 17, 2012 7:53 pm

Harryfat wrote:3 - What is the might requirements for the 2 new CV raids? In case people are borderline in entering the new raids, they can spend the next couple days buffing up for them.


Since Tier 11 equipment will be changing to Tier 12, your Might may increase when the patch goes live. As Lord Venan said, the requirements for the new raids will be over 10000.

Shekka wrote:So when the update comes out does this mean that any blessing a toon currently has will be cancelled? If so will there be any compensation given for those that may purchase two or three weeks worth of blessings at a time?

Can't wait to try the new update!


Your blessings will still be in effect, they will just be renamed to elixirs.

CeIestial_Being wrote:Will there be increased energy or sigils?


There will be no increase in energy.
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Re: Patch 1.5 - December 20, 2012 [PREVIEW]

Postby Grnm » Mon Dec 17, 2012 8:11 pm

Whoa.. A few immediate concerns
What will happen to unclaimed rewards attached to top xxx finisher letters?
Will the inventory max items be increased?
Any new gems?
Will the health increase be applied retroactively?
Re alchemist boxes, are you just adding captain valor or more serious nerfing is meant?
Any changes to the prices of, say, t4 gems?
Thanks!
Last edited by Grnm on Mon Dec 17, 2012 8:37 pm, edited 1 time in total.
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