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Ferocity

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Changes | Patch Notes Harbor C1

Once again, welcome to our upcoming Hardcore server Harbor C1. It's time to unveil some of the long-hidden secrets. I'm thrilled and eager to begin writing this extensive list of changes. I truly hope these changes will transform many players' perspectives on Lineage 2 as a whole because, beyond simple adjustments, we've implemented fundamental fixes that, in our opinion, will help people see Lineage 2 with fresh eyes. We aim to unlock the initially intended esports potential, which will fully manifest only in our beloved first chronicles, since part of their original foundation helps us in this direction.

I hope that all those who have never played on the first chronicles or considered them boring will finally understand how important quality is over quantity. This quality is our main focus. We've tried to take everything wonderful about the first chronicles, in our opinion, and amplify it by x2. We express immense gratitude to everyone who helped us in this challenging endeavor.
I know you're ready, so why delay?


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The ideology of our edits
Before diving into the changes
We would like to explain what inspired us to make certain edits, what problems we aimed to solve, and our manifesto and general approach principles:

  • MMO - the core foundation; we must apply as many socialization settings as possible without crossing the line where solo play becomes impossible. Our task is to find the golden mean.
  • Comprehensive complication of PVE with the addition of new alternative paths without losing the dynamics of each class.
  • A comprehensive approach to the Archetypes of each class, highlighting the main direction while slightly dimming additional roles they performed better or equally well compared to the main one.
  • Support classes should stand out from each other and become irreplaceable in a group.
  • Removing any 100% predictable outcome in PvP battles to give a chance to change the course of events, in other words, overturning a previously predictable outcome that would have occurred in the original.
  • Complicating the leveling process for classes with ranged attacks that had a significant advantage over melee classes.
  • Attempting to actualize everything lying dormant in the game client to introduce vast diversity into PVE and PvP gameplay progression.
  • Increasing overall PvP battle dynamics by adding more alternatives.
  • We shouldn't strive to make the game convenient; we don't touch what already works well, and we enhance chronicle features.
  • Complicate the AOE segment but in a way that keeps it relevant, albeit more time-consuming and resource-intensive.
  • We must not go too far in improving class Archetypes to avoid creating a precedent where a character becomes so comfortable and powerful that they can easily manage without a group at any stage of the game.
  • Under no circumstances should we add conveniences from higher chronicles that devalued many S1 mechanics.

What steps are we taking to address these issues?

  • We comprehensively complicate the entire PVE world against the player.
  • We reduce all magical control in Lineage 2, individually shortening the duration of each ability.
  • We also reduce the power of these slowdowns, indirectly boosting physical melee classes.
  • We selectively reduce some positive abilities that affected certain classes significantly more.
  • We revive useless abilities without crossing Hardcore boundaries, ensuring boosted classes don’t become much stronger against monsters. All classes should remain vulnerable in the PVE world.
  • We eliminate all beaten paths of this game, remove all known abuses, weaken the strongest and most alternative Sets, and tone down the most reckless quests that provided unprecedented profits at their level, breaking the smooth development line of the market and each character’s progress, and creating a precedent where players engaged in actions not foreseen by game designers (e.g., recreating characters to repeat the same profitable quest)
  • We do not touch specific S1 mechanics that have proven themselves best over time, allowing us to minimize the gap between Clans/Party players versus Solo players and newcomers.
    (i.e., we will definitely not introduce Epic | Enhanced mini RB drop | Enhanced enchantment | LS | Tattoos, etc., because, in our opinion, these mechanics negatively impact the server in the long run, especially for newcomers, creating a giant gap between players.)
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Fundamental edits

Now that you understand our message and the overall mood of the changes, I want to start our journey with the foundation of our changes - Fundamental Edits, which affect the entire game regardless, helping to holistically supplement our diamond’s facets.​

1 - Modified and Complicated PVE World

Welcome to the first chronicles made complex thanks to the revamped PVE world. It’s still the same C1 with its face and DNA but complicated to make your journey even more captivating and interesting, and your items more valuable.
For interest’s sake, we aren’t disclosing an enormous number of fascinating innovations micro-injected into our beloved project.
- Explore the game world in new colors filled with unexpected and new dangers.
- Forget the usual paths, get lost searching for new ones!
- Collect a vast array of revamped Sets scattered across every corner.
- Fear every rustle, as many monsters have decided to pay attention to you.
- Complete your usual quests with unpredictable rewards.
- Trade, socialize, befriend, fight earlier – we’ve multiplied some mechanics to enhance these aspects.

2 - Ban on altering Tactical Game Files

It will now be impossible to interfere with and alter some tactical game files in the client, which, in our view, completely destroyed the esports potential of Lineage 2, placing ranged classes in a much more advantageous position in situational control compared to melee classes and depriving players of the need to be attentive in any situation, as well as paying attention to obstacles and objects on the game map. Any attempts to alter these files will result in being denied access to the game. Don’t worry, you’ll still be able to modify Texture | Interface files to your liking.

The following will now be impossible on our project:

1 - Infinitely zooming out the camera into the sky; the maximum distance has been reverted to the original - 250.
2 - Increasing the distance of Monster/NPC/Player nicknames.
3 - Changing monster titles indicating their aggressiveness/passivity.

  • We are bringing back undervalued but revolutionary mechanics that fundamentally change each player’s gameplay, forcing them to be much more attentive in a world full of dangers.
  • No more infinite distances to spot enemies far away where developers didn’t intend you to see them.
  • No more abusive mechanics aiding and simplifying life for ranged attack classes – only live gameplay, only live reactions to suddenly incoming skills from unexpected directions.
  • Now you’ll need to remember which mob is aggressive, which is passive; your individual attentiveness now plays a huge role.
  • Now, due to limited nickname visibility, it will be much harder to spot a target from afar that you want to highlight; you'll have to click on it or move closer, as the developer intended.

More detailed comment on the most important change - Limited Camera:

  • Let’s recall MOBA games on which today’s entire cyber-battle market is built; they all have this crucial tactical parameter - a fixed camera limiter. With a limited field of vision, a frenzy of tactics becomes relevant, and melee classes shine as ranged attackers don’t always notice their appearance nearby.
  • Imagine a situation - what if in hypothetical Dota 2, they disable the camera limit? Correct - a huge portion of gameplay interest would simply be destroyed, many heroes would become irrelevant as people would see “once unnoticed” but now noticeable flying skill, you wouldn’t spend time scrolling the camera to see more - you’d generally devalue deep gameplay calculated during the game’s development.
  • Seems like a small detail, but it’s precisely this “small detail” that fundamentally changes the game’s foundation we’re discussing here. In Lineage 2, people got used to zooming the camera to max and controlling any situation, a norm that became fatal for some classes.
  • Yes, it’s undoubtedly convenient, but it’s precisely this “convenience” that broke a whole layer of tactical moments in the game, broke the element of surprise, and rendered attentiveness and suddenness obsolete.

  • Now if you’re PK, your heartbeat will increase x5 from normal since you no longer control the situation, you don’t see the entire game map, and your behavior isn’t as relaxed and bold as before.
  • But another gameplay scenario appears - hiding from someone. Now with a limited camera for everyone in the game, you can run away from someone and hide behind objects, mountains, trees, and risk becoming invisible, just like in MOBA games - isn’t that wonderful?
  • Skills without flight animations become even more relevant as now the enemy won’t immediately understand from where your skill is coming; they’ll need to rotate the camera to figure out the source of the attack.
  • Melee classes instantly transform with a limited camera - now you can approach ranged classes unnoticed to use your striking skills, opening up a bunch of windows for sudden and interesting tactics.
  • Now each location uniquely becomes suitable for such tactical moments. Ranged classes now benefit from more spacious locations, while melee classes benefit from areas with many tactical objects.

Conclusion:
  • Overall, we’re very interested in this update as it’s a fundamental change that completely alters many aspects of the game, flipping players’ perception and behavior.
  • As funny as it may sound, we want to be innovators in popularizing and making this edit necessary among all servers, considering it extremely underrated.
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3 - Mysterious Scroll of Redemption

On our server under first chronicle conditions, a mechanic appeared through which you can cleanse your PK counter. However, we implemented this feature in our own way, not relying on future chronicles. We also fully realize that its complete absence in C1 makes the new scroll highly sought after. Therefore, to find a golden mean between Original and New Mechanic - we complicated the acquisition method as well as the amount of obtainable items.
- For equality between Solo / Clan / Party players, there will be 2 types of acquisition available.
- The scroll can be transferred / sold / lost from inventory / placed in personal, clan storages.
- Information about obtaining will be available in the game itself; explore the game world to find data on location.
  • We understand how important the original mechanic of inability to lower the PK counter is, but similarly, we understood that a character with a high counter would be extremely demotivated to PK in general, especially in the "eternity" of our server, when a character could be driven to a state where they never PK again, and we firmly oppose "ERP" gameplay, so making such a decision - we tried to look at the perspective, and the pros of this decision outweigh, however, repeat, the acquisition method - quite difficult, and as we promised - this is a PVE element, so you’ll need to uncover the acquisition secret yourselves.
  • Also, with this solution, we hope to add some form of "New Content" to the game; we are sure that a certain segment of players will hunt for it, spending a lot of time on it.

4 - Possibility to equip B Grade from level 56

We saw a series of huge pluses in adopting and motivating this decision, besides the original developer helping us in this decision, as the Low segment of B grade starts dropping from monsters at 59+, and we didn’t even need to move the drop to other levels, as according to the game’s math regarding drop - these same conditions work for other grades. Moreover, starting from C2, developers changed the drop of initial B grade pieces, moving them to earlier levels, which hints at the correctness of our decision. More detailed motivation and even more pluses from this decision can be seen under the spoiler:
  • Great work prospectively over time regarding newbies:
  • When the server is more than a year old, rich players will start leveling alts / other characters, thus at level 52 they won’t be able to use B grade items obtained by mains, putting them on par with newbie characters in the 40 to 56 level range, and in our server’s conditions - this is a huge range. Thanks to this equality, newbies primarily will find it much more interesting to compete with veterans having +- equal gear.
  • Even with such minor details, we want to make competing conditions for newbies fairer, and this is always a boost for motivation to start on our project at any point in the server’s life.
  • Besides, due to the extended activity-life span of C grade - it remains extremely relevant for a very long time, keeping its value and demand on the market consistently high.
  • Slowing down the exp process for rich alts, as characters in C grade are more vulnerable to monsters than in B.
  • Thus, we support the original style, as C grade - has always been the symbol and face of First Chronicles.
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5 - Clan Edits

- Now, War between clans can be declared at level 1.
- Significantly reduced cost of obtaining level 1 clan, however, the subtracted Adena and SP costs haven’t disappeared - they were moved and added to the next level, thereby complicating obtaining level 2 clan.
- Now at level 3 clan, Castle Sieges / CH purchase are available.
- Increased cost of obtaining level 3 clan, increased quantity of required Proof of Blood (Their acquisition is also complicated)
- Increased cost and complicated quest for obtaining level 4 clan.
- On all clan levels, maximum capacity of characters increased by +5.
- Now Alliance can be formed at level 4 clan.
- CH cost, as well as Rent cost, halved.
  • Development of clan military potential at early levels, where the leader from the start will understand which aspects to focus on.
  • More movement and mass skirmishes on aesthetically pleasing low-level locations.
  • Within Eternal and Hardcore server - original level costs / as well as clan quests - became fairly easy achievements. Therefore, we decided to significantly complicate clan life, extending their path to the top, making their gameplay more interesting, so that each achievement in the pursuit of leadership would come at a high price.
    Conclusion:
  • We move high-level clan war mechanics - to earlier levels intentionally, making it quite accessible. The decision was made due to Comprehensive Hardcoreness of our server.
  • We understood that the route 1 - 40 would be stretched more than in the original, clearly hinting at prolonged play in this range, hence an “opportunity window” for this update appears.
  • According to our plans, the change should create its own new ecosystem in the game world / provide new sensations at low game levels.
  • Thanks to initial indirect complications and path variety - this update should fit smoothly into the gameplay.
  • This is another alternative to regular farming or local skirmishes on locations.
  • To make sense of this update - we lower the entry threshold, increasing accessibility of the first clan level by reducing cost.
  • Roughly speaking, we specifically eased obtaining the first clan level so clans start participating in military politics as early as possible.

6 - Motivation and Penalty System for wearing own | non-own armor type

Due to the overall rebalancing of Heavy sets for Tanks, where practically every one of them now has increased running speed - we faced the problem that fast Light classes will inevitably want to wear these sets, gaining even faster running speed, which we didn’t foresee for them. Thus, we can balance an entire group of separate classes as needed with just sets, without worrying that a neighboring class might want to bite off a piece of bonuses not intended for their armor type.

Therefore, we introduce a new mechanic into the game, motivating each class to wear their own armor type, as well as discouraging wearing a different set, to maximally exclude abusive scenarios where, for example, fast Silver Ranger or Plains Walker might want to try on advantageous Heavy Armor with run + Dex bonuses.
This is another step towards comprehensive balancing of Tanks relative to other classes, which were the most vulnerable and useless in Lineage 2.
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  • Light Armor Mastery - Added new effect - when wearing Light Armor, you receive 5/10/15% protection from Hold/Sleep skills depending on upgrade gradation (at 20+/40+/maximum bonus only at level 58)

  • Heavy Armor Mastery - Added new effect - when wearing Heavy Armor, you receive 8/14/18% protection from Poison/Bleed skills depending on upgrade gradation (at 20+/40+/maximum bonus only at level 58)

  • Robe Mastery - Added new effect - when wearing Robe Armor, you receive 10/20/30 preserved damage dealt to you until cast cancel (similar to Concentration skill) depending on upgrade gradation (at 20+/40+/maximum bonus only at level 56)
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Now let’s talk about Penalties for wearing out-of-class armor sets:

  • All warriors are born with the ability to wear Light armor without penalty.
  • All warriors lacking a passive skill for wearing Heavy armor - receive a penalty of -14 to running speed.
  • All warriors lacking a passive skill for Robe - Receive a penalty of -14 to running speed, as well as -20% to attack speed.

Thus, equipping non-class armor - you not only acquire a penalty but also lose a positive bonus.
Nevertheless, we still left room for your experiments without giving absolutely insane penalties. That is, we didn’t want to completely ban this segment; for instance, you can risk trying on Heavy armor for a Ranger to gain coveted Dex, but you won’t achieve more running speed than available for your class, nor will you be able to blatantly abuse bonuses we prepared for certain classes via Sets.
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7 - Shields

We’ve made a fundamental adjustment to the functionality of Shields for some classes.
The goal is simple: To actualize a certain type of weapon that was always neglected.
That’s all; the rest of the information will have to be discovered in the game itself. Good luck, gentlemen.

8 - Skills with Critical Attack Power effect Chant of Rage | Death Whisper

Buff formula reworked for targeted balance adjustment regarding specific weapons - Bow.
  • In the original C1, support buffs for critical damage had a much higher bonus, thanks to which Bows received an incredible damage boost due to the initially high base in the weapon itself, an immeasurable bonus compared to melee weapons, resulting in Archer classes becoming overwhelmingly strong, even defeating Tanks - the direct anti-class for Archers - such madness we couldn’t allow on our project.
  • Moreover, a fully buffed Archer could easily pass the final game content without even using Soulshots, such massive damage directly impacted the game’s economy, PvP and PvE balance.

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Large-scale changes AOE mechanics

We are now close to fixing one of the most broken mechanics - AOE. This mechanic was so dangerous that it could no longer exist in its original form. It negatively affected the economy, the speed of character development, and the demand for specific classes, among other things. These elements did not fit into the concept of our project, where all classes have their place.


However, simply cutting the mechanic entirely is not interesting to us. We wanted to keep this segment functional but add many risks. The temptation to drop a large group of monsters should be accompanied by a slight sense of danger. We want AOE to transform from a boring task into a challenging but interesting content where the player's attention, intuition, and personal skill play a huge role. In addition, according to our design, AOE should consume a lot of time and mana recovery. We aim to create conditions where leveling up and recovering in AOE is as costly as solo leveling.
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1 The following AOE skills received significant increases in MP cost:


| Tempest 250-300 MP
| Frost Wall 250 - 300 MP
| Flame Strike 150-220 MP
| Blazing Circle 200-385 MP
| Corpse Burst 230 - 280 MP
| Poison Cloud 100 - 250 MP
| Sleepnig Cloud 270-385 MP



The following AOE skills received moderate increases in MP cost:


| Blaze Quake 90-140 MP
| Seal of Poison 80-132 MP
| Seal of Binding 65 - 85 MP
| These nerfs affected only up to level 2 (level 20-35) (Shaman)
  • As part of the overall AOE nerf, the Shaman class was affected less because it has fewer 'single target' instant damage skills. We consider its archetype at this stage of the game to be 'semi-AOE'. Meanwhile, wizard classes received the maximum nerf in the AOE segment. Therefore, despite the significant overall nerf, the Shaman feels better. Such nerfs do not affect full AOE archetype classes [Warlord / Overlord], making them more attractive and comfortable.
  • In addition, we motivate mages to constantly improve their armor, increasing their maximum MP pool, rather than wearing the Devotion Set up to level 40 as before [xa-xa]
  • Looking ahead, another plus is that these nerfs make new skills for certain classes more relevant, which include MP regeneration, increasing their importance and demand.
  • Furthermore, we have introduced new MP regeneration sets, which will give a significant boost in this direction when combined.



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2 Limitations and Limits


  • All AOE skills now have a limited number of targets
  • Each AOE skill has individual settings within the range of 8-18 targets
  • It is now impossible to duplicate controlling AOE debuffs if they are already active on the enemy
  • The duration of all AOE control effects has been halved

Comment: With the reduced duration and limits, players will need to be very attentive and cautious, as well as track timings while leveling through AOE.


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Weakening control effects Stuns / Slows


Our primary goal during development was to balance classes with ranged attacks against melee classes in PvP, avoiding the need for extreme mechanics from other versions of the game where the goal is to rapidly reduce the distance between players. By making just this change, we successfully accomplish several tasks:

  • Eliminate 100% predictable outcomes in PvP battles, enhancing the cyber-sports feel by introducing chances for comebacks.
  • Increase the dynamics of PvP battles.
  • Weaken players against monsters.
  • Speed up the closing distance between melee and ranged classes.
  • Make mages more vulnerable in PvP.
  • Balance slowing skills so that infinite kiting without retaliation becomes impossible.
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1 Stuns and slows


| Sleep / Sleeping Cloud - Duration - 8 sec / cannot put a sleeping enemy to sleep again
| Dreaming Spirit - Duration 10 sec, effect higher than Sleep, due to increased difficulty of application
| Dryad Root - Duration 15 sec, effect stronger than any other control due to the appearance of new surrogate defenses against Root
| Seal of Binding - Duration 15 sec
| Frost / Ice Bolt - Slow power - 12%, duration - 10 sec. Effect is the weakest of all disables due to ease of applying the effect on the enemy

| Slow - Slow power 12/15/18%, duration 10 sec.
| Cripple - Slow power 13/17/22%, duration - 20 sec. Effect stronger than analogues due to difficulty of application

| Entagle - Slow power 12/15/18 %, duration 20 sec. Ability gained a new property, see Class Changes for details
| Seal of Slow - Slow power 12/15/18%, duration 20 sec.
| Hamstring - Slow power - 15/18%, duration 20 sec. Ability gained a new property, see Class Changes for details

| Silence - Duration 15 sec.
| Seal of Silence - Duration 20 sec. Effect stronger due to difficulty of application

| Freezing Strike - Constant slow effect power - 20%, duration 20 sec. Ability will get additional enhancement, see Class Changes for details
| Wind Shackle - Duration 12 sec. Ability revamped and improved, see Class Changes for details
| Lightning Strike - Duration 30 sec. Ability got an enhancement, see Class Changes for details
| Anchor - Duration 20 sec Ability revamped, see Class Changes for details


| Cancel - Let's highlight it separately, the crown of our changes, the pride of the courts and streets, as a new mechanic was created for it:


  • The ability no longer removes all positive and negative effects
  • The number of removed buffs has been significantly reduced
  • Now there is a tricky random effect hidden in the buff, which can remove both a buff and a debuff, making the ability unpredictable.
  • We significantly weakened control abilities for magical classes more than physical ones, as mages primarily relied on control for comfortable PvP play and easy progression through PvE, constantly saving themselves and dominating heavily.
  • Such dominance made a whole segment of classes practically useless. We could not allow this.
  • We solved the balance issue between mages and melee classes by making mage gameplay as vulnerable and dangerous as melee classes always were, thus putting them on the same level.
  • Thanks to the window between short Sleep effects and the prohibition of reapplying them on enemies, there is now a chance to turn around the battle, which is no longer as obvious.


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Changes in sets Harbor C1


We sincerely wanted to greatly diversify this segment of the game, balance competition between all items, and make a huge number of useless items relevant, so your choice would be more difficult and you could find a set that suits your playstyle.
In addition, we will activate many previously empty locations for mining and searching for the "now useful" set for you.


Combined with the rebalanced class system, a large number of new and improved sets will give a huge sense of freedom and diversity. Moreover, sets allow us to balance entire groups of classes precisely, which is another indirect help in deep class rebalance. We also encourage non-standard gameplay to allow you to choose the simplest path that distinguishes you from others.
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We were motivated to take such steps not just by the desire to fix overly strong and unfair sets - but more by setting and concept of our server under the sign of "Hardcore", where due to slow progression and increased difficulty, you will likely change several sets while going through this long and challenging path, and to make this path very diverse - we prepared a whole range of diverse sets, which we do not want to reveal to you in this article, as this segment concerns PvE adventures that you need to investigate yourself.
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Let's highlight the main points - what awaits you in this segment of adventure:


  • A huge number of new sets
  • Bonuses of non-alternative strong sets - were replaced / deleted / or their bonuses became weaker
  • A hybrid type of sets for non-standard players appeared in the game
  • Most sets are balanced towards PvP rather than PvE
  • Many sets will have in addition to bonuses - 1 negative effect:
  • (Remember our rule - the player must always be weaker than monsters, to ensure that the PvE world always gives you resistance, and some sets now significantly boost certain intended classes, so 1 penalty skill slightly balances this moment)


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Class Changes Harbor C1

Here we have reached the most important, the most secret part of our changes - Class Changes.
Everything that came before this moment indirectly helped us tune the classes in the desired segment or direction. When these adjustments were not enough for a complete balance of Diamond, we moved on to point-by-point changes for each class.
Before making a deep analysis before the changes, we referred to the basis - Archetypes.

What is our understanding of the Archetype of each class?

  • We identify the main direction of each class and analyze how well or poorly it performs its duties, how accurately it lives up to the name of its profession, considering that the class should have flaws and cannot be stronger than everyone else, yet the class should perform its main role and essence.
  • We unambiguously refer to early videos by NCSoft to the original developer and try to find out what they intended to embed in each archetype, as the demonstration of classes through videos is in a way the developers' view of how they envisioned them.
  • If we see that the archetype crosses the allowed limit and has several roles performing better than the main one, we intervene either comprehensively or point-wise, striking at the most problematic area to align it with others.

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What problem do we solve next?

  • After solving the main problems, our next task is to diversify the gameplay of too narrowly directed classes by adding a bit of color and new alternative actions to their gameplay.
  • These can be new debuffs, modified useless positive abilities, or even new abilities, but in any case, we change them so that the class complements its main role with a new palette of alternatives during battles / skirmishes. We strive to make the gameplay brighter, more diverse, so that players press more buttons, finding unconventional solutions using all their character management skills.
  • At the same time, we do not go into crazy numbers; we take into account the boundaries of our favorite Chronicles and consider the concept of our project.
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Well dear players and forum, are you ready?
Introducing - Summoners
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Changes Summoners Harbor C1

Summoners are one of the most problematic and broken classes in C1, which is why we started with them.
The main problem with the class is that it did not work at all in mass skirmishes. This is a super-concentrated class only for solo gameplay, and moreover, during the work on this class, it turned out that a huge number of mechanics that should have worked simply did not work with the summoner, and also many internal and external fixes allowed this class to return to life.
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Enhanced, actualized, and improved - all PvP Summons (90%) Mew the Cat / Unicorn Mirage / Silhoulette

  • Increased the speed of casting their attacking ability
  • Increased the range of their attacking ability from 600 to 750 (Wizard) 900 (Summoner)
  • Significantly increased P. Def / M. Def
  • Increased HP
  • Greatly increased running speed
  • Now the strength of the attacking ability increases proportionally to the level of the summon (like the Wizard classes)
  • (Previously their main attacking ability improved by 40/48 levels which resulted in misses on 55+ levels)
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Enhanced Combat Summons (30%) Kat the Cat / Unicorn Boxer / Summon Shadow

  • Slightly increased P. Def / M. Def
  • Slightly increased running speed
  • Summon Shadow - Added a unique passive skill for C1 Chronicles, allowing the return of % of damage dealt back to the enemy
  • Completely useless and never used summoner "battle mages" in virtually any version of Lineage 2.
  • Please note that we are not raising the class in the PvE segment of the game, nor helping it earn more by disrupting the economy of classes. We are merely reviving its completely useless ability, which will now be used as an alternative ability for important PvP events.

  • Of course, in PvE, the summoner did well with regular combat summon (30%), but we needed a scenario where the summoner at least had the opportunity to apply an alternative, could fight against classes with a ranged type of attack (or during sieges) thanks to the magical attacking ability, which we improved. Thanks to the increased range of action - the summoner can afford to "shoot from afar" at a relatively safe distance during PvP activities, which he could not do before. And stronger defense and running speed will cement this result.
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Added cubes to all Summoner classes :

  • Level of acquisition - secret, but not chosen arbitrarily, there is a very objective motivation behind this decision.
  • Human - Summon Storm Cubic
  • Dark Elf - Summon Poltergeist Cubic
  • Elf - Summon Life Cubic (there is currently a visual bug when the cube heals a friendly character - the animation plays on your character)

  • Cost of all cubes reduced
  • Adjusted the magic level of the cubes, making them better pass through
  • Fixed the operation of all cubes - now it works unlimitedly and the cube works as long as it exists (previously the cube had a limited number of charges, resulting in a meaningless floating animation after they ran out)
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Improved Self-buffs of all Summoners

  • Servitor Might - In addition to P. Atk - increases Crit Chance/Crit Power
  • Servitor Fast - In addition to Speed - increases Evasion
  • Bright Servitor - In addition to M. Atk - increases Cast. Spd

  • Servitor Shield - In addition to P. Def - increases weapon defense Bow
  • Servitor Magic Shield - In addition to M. Def - increases defense from Root / Sleep
  • Now self-skills of summoners have a dominant priority on +1 level (Conditionally - if on your summon you have an ability from PP Shield 3 lvl - You override this effect with your Servitor Shield 2 lvl)
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Motivation for changes and conclusion :

After extensive testing in the format of "Siege" it turned out that strengthening PvP (90%) summoners alone was not enough; they were still vulnerable. We enhance their combat characteristics once again, but this time the focus is on protection from effects and against the strongest ranged weapon - Bow. Our goal is not to over-enhance them to the point where the PvE world becomes an easy path for them.
Now Summoners stand out from each other more than before, highlighting the uniqueness of each class, emphasizing the archetype of each of them more, and making the choice between them even harder. Additionally, we fixed the classes for large-scale battles where the updated and corrected classes will show their best side.
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5 Fixed Bugs

  • Fixed the original low display bug of the nickname Summon Silhouette, which obscured her face.
  • Fixed the original visual client bug where odd levels of all summoners consuming 90% Exp were called without animation and sound.
  • Fixed the original missing level Summon Recharge lvl 7 on the last level learned (56 lvl) due to which on the learning levels 40/44 the strength of the Skill was duplicated, i.e., on level 44 the strength of Recharge was the same as on level 40.
  • Fixed the original bug of skeletal animation for the use of Recharge skill by summons, previously they did not move when using Recharge
  • Fixed the original bug of animation when casting Wind Strike / Vampire Strike for PvP Summons, where they did not reproduce the animation and just stood idle.
  • Fixed a critical bug where Summons did not receive AOE buffs / dances / songs

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Changes Bishop Harbor C1

Here we have reached the most interesting class that changed perhaps the most, with which it was a pleasure to work.
In our opinion, this is one of the most underrated classes by the developers in C1, in the work on which they made a crazy amount of mistakes (including mathematical ones), completely failing to unlock the potential of its wonderful and unique abilities.
First and foremost, the huge problem with the Bishop is that he goes out of range incredibly quickly, a few flicks of the wand and the class becomes useless, left completely drained of energy, and this we are discussing about the King of support classes with an archetype fully aimed at saving allies?
In our opinion, he deserves to look like no other "half-healers" - an absolute leader, and we have done everything to make this amazing class take its rightful place. We highlight all his special skills and emphasize their superiority over other support characters to such an extent that you won't want to replace him in your group with anyone else, you will definitely feel his absence like never before.

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Main changes

Restore Life
  • Added a new mechanic to the skill property - Now it also restores 10% of the total MP of the target
  • Casting speed reduced (cast faster)
  • Base cooldown slightly increased
  • Application on self restores MP
  • Recolor skill icon
Anti-abuse system:
The skill can no longer be used on Siege Golems | Siege Flags | Castle Gates (Due to % HP restoration)
  • Unattractive class in random groups
  • Frequent replacement of Bishops with other support classes
  • Expected improvements: New class possibilities, new scenario combinations, opening new interactions and applications of different tactics, increased multifunctionality of the class. Due to the percentage of MP recovery, there are no analogs for the class, it opens up even more at late levels due to the large amount of MP of other players, making it even more attractive.
  • Due to the high cost in MP and long cooldown - abuse is excluded.
1739384581981.pngRegeneration Bishop | EE | PP

Regeneration is completely revamped, now it is a powerful temporary healing ability that will help you in the most dangerous situations, this is another new ability in your healer's arsenal, making you even more useful than before, adding you more possibilities and diversity of actions in conflicts.
A portion of new mechanics has been added to the functioning of the ability.
The description of the ability for your interest is secret:

  • New consumption mechanic - Percentages of your MP. The higher the level of advancement - the lower the cost.
  • Cooldown on first level - high, however the higher the level of advancement - the lower the cooldown.
  • The ability moved to another advancement level
  • Range of application increased
  • Casting speed reduced (cast faster)
  • Levels 2 and 3 of the ability are now advanced only by Bishop
  • The ability has a series of restrictions to eliminate anti-abuse maneuvers
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Secret Completely revamped Ability

For a short time, you reach out to the forces of Light in your last hope, directing your gaze to the sky, seeing the last rays of the sun,
Increasing your Resistance to Magic and Evading the most dangerous enemies.
Motives for Changes :
  • We added to the Bishop the ability to dodge death, which is exactly what his unique Archetype lacked.
  • We wanted to give the class a scenario where it could survive and absorb a large amount of damage at least once per battle
  • Thus, we emphasize the uniqueness of his Archetype, in whose arsenal there will be a unique mechanic among all Healers
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Improved Greater Quick Heal

MP cost reduced (found a logical error in the calculation formula)
Increased Range of application
Motives for Changes :
  • The crown ability of Bishop, which with reduced consumption no longer takes Bishop out of the battle quickly, leaving him longer on the battlefield
  • By the range we emphasize another unique ability of the class, brightly distinguishing it among all, which rightfully fits into the Archetype of the Leader of Healers
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Improved Greater Heal | Greater Group Heal

MP cost reduced starting from level 10 advancement | Bishop 40+
Reduced correlation of MP increase starting from level 10 advancement
Motives for Changes :
  • Similar situation as in the previous post - after level 10 advancement, these abilities continue to advance only for Bishop, so in the context of improving the Archetype, we have the right to improve these levels of the ability - again highlighting Bishop as the King of Healing
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Improved Resurrection | Mass Resurrection

Resurrection - Reduced MP costs | 3/4/5 lvl - Bishop / EE
Mass Resurrection - Very much reduced MP costs
Motives for Changes :
  • We solve the most important problem - After a mass resurrection, the Bishop completely went out of order
  • We are categorically against a scenario where a tactically important ability makes the entire class almost useless after one use
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Improved Purify Bishop | SE

Now application removes Root / Sleep effects from the target
MP costs increased
Motives for Changes :
  • We give the Shillien Elder | Bishop class another function to express itself in battle, we expand their capabilities and usefulness.
  • We also increase the activity and diversity in PvP gameplay of support classes
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Elven Elver Harbor C1 Changes

Let's move on to the Elven Elder class, whose Archetype is essentially almost finished from the original and does not need significant changes, as it is a Clan class. However, one aspect of its Archetype we consider lacking, which doesn't fully allow the EE to become more in demand in different groups. We want to slightly expand these boundaries.
In addition to the clan direction - EE has an interesting branch in its Archetype - Healer with a set of "neutral" buffs that do not have a significant impact, and their set is completely unique; they are only available to the EE. And it is this direction in the EE Archetype that we wanted to complete by adding another similar "neutral" ability but more useful, giving the class a concise completeness so that it becomes more useful not only in a Clan group.
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Redesigned Kiss of Eva

Goddess Eva blesses you, granting accelerated recovery of your MP
Now this is a unique Elven Elder skill
Skill icon recolor
MP cost reduced
Previous effect removed
Result:
  • This is another "neutral" but at the same time unique skill that will be useful for most classes since all classes have MP
  • With this solution, we complete the concept of the EE archetype by expanding the pool of such "neutral" buffs
  • We also wanted to emphasize this conceptual solution by the fact that the name of the skill hints to us that its rightful place is in the arsenal of the children of Eva - Elves.
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Regeneration Bishop | EE | PP

The EE class has access only to the first level of the skill, however, this is another difference from Shillien Elder, who was prioritized over EE in different groups, so this is a kind of indirect improvement for the EE class with a new and very useful skill.
A more detailed description is available above, in the section Bishop
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Improved Wind Shackle EE | SE

- The skill now has a multitasking effect - in addition to Physical Attack Speed - it also reduces the speed of Casting Spells
- Skill range increased
- Slightly increased chance of application
- Base cast speed reduced (skill became faster)
Reasons for changes:
We are adding another active debuff button to the arsenal of SE/EE to make them even more useful in PvP skirmishes and mass events. The skill was always originally unidirectional - now it is universal, expanding its boundaries for use. However, the initial effect was very strong, we fragmented it, successfully splitting it in half with the new effect.
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Weakened Agility

- Dodge effect slightly reduced
- However, the skill still gives more Dodge than in future chronicles
Reasons for changes:
Unfortunately, in its original form, the buff could no longer exist; we could not allow some Light Armor type classes under the influence of this skill to avoid damage from monsters as it was in the original version.
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Tank Changes Harbor

So here we are at the pinnacle of our changes - Tanks.
An Archetype that in C1 does not fully perform its tasks according to the laws of the MMO genre. Working on Tanks, we faced, I dare say, a gigantic number of problems; the number of skills and mechanics requiring intervention is literally overwhelming. They were killed even by Archers, when Tank is their direct Anti-class, think about this madness.
Even after comprehensive fixes / weakening of some strong classes - Tanks remained very vulnerable, their gameplay suffered literally in all parameters - No mobility, few alternatives, too linear, not needed on sieges.
Since class fixes on our server are more focused on PvP - We did not turn the class into a pure Tank archetype, some thick immobile bulk that just takes damage or only holds in control - such a class would simply be boring to play. Therefore, we tried to find a golden mean, where the Tank in our reality would be Dynamic and Diverse, impossible to constantly kite, but also not too thick - otherwise, we would cross the line, we need to choose only one path of development, and we did it.

General Tank Changes

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Redesigned Ultimate Defence

- Level 1 of the skill - movement restriction replaced with partial movement restriction
- Level 2 of the skill (All Tanks) - Free movement without restrictions
- Added a negative effect reducing Atk. Speed and P. Atk
- Added a secret effect during the skill's duration (Not related to stats)
- Learning level changed
Reasons for changes:
  • There is now the possibility to avoid obvious death, more scenarios of use appeared, and at the same time, we could not help but add new restrictions, otherwise tanks would use the skill not for its intended purpose; after all, the skill is defensive - it should remain so, without restrictions on speed and attack power - it would turn exclusively into an offensive one, and we would turn tanks into an imbalanced class.
  • The penalty for running speed at the first level is intentional - as the skill will be used by SwS | BladeDancer - and according to our ideas, free movement should only be given to the Tank archetype so that they can realize themselves on sieges as breakthrough classes.
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Temple Knight

We worked with great pleasure on the refinement of TK, we wanted to somehow especially highlight this tank, because against the background of others, from a conceptual point of view, he looked rather pale. The main problem of the light tank - Lack of unique control, as well as his own special visual hook to complete the image. That's why we quickly found what we needed, although the implementation of this beauty - cost us many nerves and efforts, however, the result of polishing - was worth it. Now TK plays with new colors, even more distinguishing itself from its brethren.
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New Skill Eva Roots

Anyone who dares to touch the children of Eva - will immediately feel the power of her wrath.
For a short time, it envelops the enemy with powerful roots, holding him in place.
The roots are so strong that it's hard to protect yourself from them.
The skill has a unique mechanic under the hood
Comment:
  • A new long-awaited control skill for TK incredibly fitting to him visually and conceptually. Now he is worthy to stand in the 1st row with other tanks having control, while control effects differ, which means now the choice between them is even harder.
  • Moreover, with this skill, we add more alternative behavior during battles, and this is the basis of our fixes.
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Improved: Entangle | Elemental Heal | Summon Life Cubic |

- Entangle - Cast time reduced, additional property added - Also reduces the enemy's Magic Attack
- Elemental Heal - Reduced casting time / Reduced MP consumption
- Summon Life Cubic - Healing power slightly increased
- At this place, there should be a skill that was also improved (left for your investigation)
To polish this diamond, we would like to finish these pleasant fixes, giving TK a second wind during battles.
Now more relevant skills for diverse gameplay and alternative applications
Moreover, we would like to emphasize the added effect in Entangle - not chosen randomly, in our opinion, this is a conceptual move, since Elf warriors have a self-skill for magic protection, which directly hints to us the right direction we chose.


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Paladin

The least popular among all tanks, thanks to the fact that his role is completely unclear to anyone, it feels like the developers wanted to make a symbiosis out of three directions at once - undead killer, warrior healer, semi-tank, and as a result, exactly that happened - uncertainty, the class has no clear direction, which means opportunities will be equally spread out.
We found a point of contact with this class by removing one of the strange directions, focusing attention on the other two.
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Redesigned Sanctuary

The pride of our fixes, a skill that conceptually fits him incredibly well and emphasizes his essence:
The Paladin appeals to the forces of light and for a short time illuminates the entire space around, increasing his power.
- Protects against any kind of control
- Increases running speed
- Increases defense against Magic and Arrows
- Skill moved to another level of advancement
Motivation for changes:
  • We wanted the beautiful NCSOFT trailers showing the Paladin running ahead of everyone, the leader, running ahead of his allies - to be somehow justified by the game itself, because in the original game, the Paladin is presented only as an Effective undead fighter, which completely contradicts their official demonstrations of the class in trailers.
  • We saw a direct discrepancy and wanted to fix this inconsistency. Now, thanks to the new skill in conjunction with the new Ultimate Defense, Paladins of the Lineage 2 world will be able to show themselves in a new role, which, oddly enough, the Lineage 2 developers so persistently tried to demonstrate but did not implement it at all. In a way, we finalized their vision of the character, transferring this behavior and mindset from trailers into the Game.
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Improved: Divine Heal | Holy Blessing | Remedy

- Divine Heal | Holy Blessing - Increased casting speed, reduced MP cost
- Remedy - Can now remove Root
The direction of the Paladin archetype we chose - Tank-healer, which is why we are making all his healing skills relevant, which in practice had quite a modest functionality.
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Dark Avenger

Tank - Summoner - A Unique Tank in the game, which from the original is quite well balanced and tuned. He will receive very small changes - as touching his Archetype is quite dangerous, since he is a great PvE fighter 2 in 1. And overall - he is logical, understandable, and justifies the title of his profession, here the developers made the least mistakes in our opinion, so we will just make a couple of brush strokes to complete.
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Improved: Hamstring | Life Scavenge | Summon Dark Panter

- Hamstring - Skill casting speed significantly reduced, New effect added lowering your enemy's P. Atk
- Life Scavenge - MP cost reduced
- Summon Dark Panter - Crystal consumption reduced
To beautifully complete the branch, we would like to make similar fixes - New Hamstring as an analog of Entangle for Light warriors - each now has its own new additional property, making Tank classes even more distinguishable.
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Shillien Knight
The dark tank - One of the most refined Tanks in Lineage 2 C1. You can immediately see which class was their favorite in the company.
Thanks to our general fixes that indirectly affected him - the class became incredibly attractive. However, some important skills that simply didn't work - we had to refine.
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Lightning Strike | Hex | Freezing Strike | Power Break | Poison

- Lightning Strike - Increased base chance of application
- Freezing Strike - Reduced casting time
- Power Break - Reduced casting time
- Poison - Increased range, Chance of application, reduced casting time
- Hex - Reduced casting time, significantly increased chances of application
Besides Lightning Strike which needed improvement - the rest of the skills are common to all Dark Elf warriors. Therefore, we have a comprehensive improvement of an entire squad of classes, where now there are many more skills for gameplay diversity, which we actively strive for
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Dagger Changes
Daggers are delicate yet powerful warriors capable of destroying their enemies in a matter of seconds, but the same can happen to them. The only thing holding them back was their close-range attack type, which was considered helpless in C1 conditions against strong slowdowns. Indirectly, we solved this problem by weakening all Disable effects, after which Daggers started to perform much better. However, there was another issue that will be discussed in this article.

General Changes

Mortal Blow | Deadly Blow | Backstab
- Mortal Blow - Formula slightly reworked, partially utilizing Attack/Critical Power modifiers
- Deadly Blow | Backstab - Formula significantly reworked:
The multiplier modifier now fully depends on Attack/Critical Power
Motivation:
Now Dagger users are more useful in groups, which is the direction we wanted to improve. They now gain boosts through buffs.
This way, we aimed to make them more relevant in sieges and mass skirmishes, as previously any opponent gaining multiple defensive skills would become increasingly resilient against Dagger users, while the Dagger user couldn't ramp up their damage.
The formula has been reworked so that without buffs and with weak weapons, you're weaker than in the original C1; however, by enhancing your stats with good gear and buffs, your damage will be much higher than before.

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Enhanced Ultimate Evasion AW | PW | TH | SR | PR | Hawk
- A new property added during its effect: also increases Casting Speed
-
Cooldown reduced for 2nd level skill (Daggers)
- Learning level for 2nd level skill moved to another advancement stage
Reasons for changes:
We faced a difficult task: How to boost specifically and unlock the potential of many skills of Light and Dark Dagger users without touching TH, who is much stronger in C1, and without adding new skills?
By just adding Casting Speed, we hit several targets at once:

1 | A large number of magical skills from PW | AW - instantly become highly relevant during Ultimate Evasion
2 | We specifically boosted two Dagger classes without strengthening TH - which is what we aimed for
3 | In a way, it's even a conceptual move - in the original version, a huge number of skills were simply not used - primarily because they were magical. Why did developers give so many magical skills that cannot be boosted by a Physical class? We saw a big gap here and didn’t artificially increase the casting speed of all these skills "just because." It was important to us that you activate this property as if it’s an ultimate button.
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Improved Bleed
In addition to the bleeding effect, it now also applies a minor negative effect reducing the enemy's Speed
An innovation from the realm of "reality" - where have you seen an enemy running fast with a bleeding wound?

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Treasure Hunter

Changed Dash
-
At level 2 of the skill, a Dispel Root effect has been added
- Other numerous changes - kept secret

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Abyss Walker

Improved Hex
In addition to all the previously described improvements:
A new third level of advancement has been added exclusively for Abyss Walker with a secret enhancement
Since the STR parameter is one of the most underdeveloped in C1 - damage wasn’t highlighting AW as much, although it is one of the most fragile DDs, and Hex - being the priority skill to reduce defense to deal maximum damage - is precisely what we’re improving personally for Abyss Walker, distinctly setting them apart from all other dagger users, for the highest damage output


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Changes Gladiator | Tyrant


In this branch, we combine two similar classes, with some nuances.
Gladiator - when we completed Fundamental | Indirect fixes, with comprehensive changes to Heavy sets, weakening Magic slowdowns, etc., Gladiator unexpectedly blossomed. He benefited enough from indirect "general" fixes to stand alongside strong competitors. We only had to slightly improve his purely "professional" unique skill, which just needed a little push to fit our concept.


Tyrant - things are a bit different with him. Developers forcibly "tied" him to short-term buffs, without which playing him is impossible - Totems. They certainly give variability to change playstyle mid-battle, but their original C1 setup didn’t allow frequent tactical changes, so some adjustments were necessary for class dynamism. Other issues disappeared just like with Gladiator after indirect and fundamental fixes.


General Fixes Gladiator | Tyrant


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Fixed Charges


- Fixed a critical fundamental error:
- Skills now consume exactly the number of charges required for activation.
- Previously - any skill requiring charges would consume all charges completely.
A crucial fix that allows Tyrants and Gladiators to continuously alternate their charged skills, drastically changing the situation within the First Chronicles, where every second in battle plays a significant role.

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Tyrant Category: General Changes


- Cooldown of all totems significantly reduced
- Spirit Totem Orge | Bear - reduced movement speed penalty
- Totem Spirit Wolf - Skill enhanced with a secret property
- Iron Punch | Burning Fist - Skills cast faster
- Force Blaster - Range increased depending on the level of advancement
- Stunning Fist | Soul Breaker - A conceptual mechanic with a secret property has been added to the stun effect, during which - a specific skill deals increased damage.
Comment:
Class dynamics improved
An interesting conceptual link between several skills has appeared
Moreover, an important update is the increased range of Force Blaster, which will unlock Tyrant in ranged combat. We are extremely interested in such updates as they help the class perform better in mass battles, especially in sieges, where this class has always been vulnerable.

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Gladiator


Sonic Blaster - Similar to Force Blaster - Increased range
We similarly enhanced his ranged capabilities for successful performance in sieges or mass battles, with the range increase chosen considering archetypes where we cannot cross the line, as both have dangerous ranged and melee skills.
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Swordsinger | Bladedancer

Overall, the developers managed to handle the archetypes of Bards in the original version, but the problem was with strong mages and archers, against whom it was impossible to offer any resistance. On our server, where these "indirect" problems are resolved by reducing the potential of overly powerful classes - BD and SWS can become quite competitive fighters.
However, there was another huge problem in C1 - their Songs and Dances made other DD players too powerful.
Therefore: We introduced an interesting compensation mechanic that gives BD and SWS an enhanced version of their buffs, while everyone else in the group receives a weakened version. This way, we solve the global issue of overly strong classes without nerfing the Bards themselves.

Changes Swordsinger

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Improved Song of Life

- The skill has been completely reworked
- Now increases incoming healing by 20%
Comment :
We are again following the concept and reworking a completely useless skill.
Moreover, with this introduction, we are eliminating a fundamental flaw of the First Chronicles by adding the ability to enhance incoming healing, which wasn't available before. We hope that this skill will fit perfectly into your buff composition, enhancing the potential of your fellow healers.
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Fundamental fix Song of Water

- Effect significantly reduced to balance the overall game
- The lost effect is partially compensated for SWS through passive skills upon leveling up
Comment :
We are fixing a global fundamental error of C1 - where at maximum levels the skill made entire Light classes almost invulnerable to physical damage from monsters and players, which absolutely does not fit into the framework of our concept where the PVE world should provide resistance to the player at any level.
However - we did not want the SWS himself to suffer because of the developers' mistake, as it is important for us not to make Bards useless dolls. Therefore, we devised a compensation system - where SWS gives his group a weakened version, but he himself gets an enhanced one, and this effect is constant as it is added passively after learning the skill.
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Adjusted Song of Hunter

- Critical attack chance effect reduced
- Lost effect partially compensated for SWS through passive skills upon leveling up
Comment :
A similar situation, but for a different reason - After comprehensive nerfs to strong magical classes - this skill started to stand out sharply after long tests, making some physical classes too strong when grouped with SWS, which unfortunately could not remain in its original form within our concept. Similar to Song of Water - We partially compensate SWS for the lost bonus to Critical Chance and give it back to him as a passive permanent skill.
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Ultimate Sword of Symphony

« The fragile mood of the musician is like a dry oak branch, that in a burst of anger unknowingly - his voice no longer extracts notes, but only eternal wheezing, destined for enemy ears »
- Skill completely reworked:
- For a short time, with a swing of your sword, you stop time around you, significantly lowering Movement Speed of everyone around.
- The skill has a unique mechanic under the hood
- Radius slightly increased
Comment :
Now, when the entire game world received weakened versions of their slowing skills - SWS gets a short-term ultimate-enhanced slow, which will make him stand out from the crowd. We are giving SWS a new additional alternative role in sieges and mass battles. Again, we are fulfilling our promise to diversify gameplay for too narrowly focused classes.

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Changes | Bladedancer

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Ultimate Poison Blade Dance

« Looking at you disdainfully, he reached out - grabbed you tightly and took you into the abyss of dances without blinking, and when descending down, he turned around as always, seeing only a crowd of corpses that fell silent forever... »
- Now also applies for a short time:
- Significant reduction in M. Atk and slight reduction in P. Atk within the radius of effect
- Base chance increased
Comment :
Never before have Bard classes been so harmonious; now they have two ultimate skills with impressive effects, yet with significant differences. We are developing their behavior tree at high levels so that the symphony of skills shows the Classes from a new perspective in sieges and mass events. This is perhaps the only attempt to steer the Archetype in a slightly new direction, just so that Sieges become a place of the most diverse fauna of classes.
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Adjusted Dance of Fire

- Reworked skill formula - Critical Attack Power reduced for Bow weapons (More details in the first post of Fundamental fixes)
- Lost effect partially returned to BD through passive skills upon leveling up
Comment :
Similar situation as with SWS - Weakening the deadliest skill in C1 that affected all classes, while returning part of the lost Critical Power percentages to BD as a constant passive skill after learning the skill.

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Changes Warlord | Overlord

The first AOE archetype characters in our list, receiving indirect strengthening due to their skills not being weakened, unlike all those whose archetype had nothing to do with AOE. That is, to some extent, even without touching them personally - the classes became stronger.
This will allow Warlord and Overlord to remain leaders in their segment, thanks to which they did not undergo significant changes. However, there are a couple of points we had to address:
Warlord - An AOE direction that desperately lacks interesting skills for... Siege, exactly. We want to make many classes relevant for this massive event and constantly talk about it, and this branch is what we want to develop in it. Of course, this will indirectly affect some other aspects, but the main message - Mass PvP battles.
Overlord - Unfortunately, since we cut many AOE skills - Overlord suffered the most from this, even considering that we did not touch his MP costs, which were significantly increased for other characters. Just within the framework of our concept where there is no place for 100% wins and universal weakening of Disable effects - his long negative skills from the original - would have put a cross on our ideas. Such a thing unfortunately could no longer exist, otherwise, there would be a strong skew in his favor.
Therefore, we will do the same with Overlord as we did with those classes that unfairly suffered from "indirect" general weakenings - We will compensate for the losses and improve some of the affected skills.

Changes | Warlord

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Fundamental change Weapon Pike

- Removed unlimited targets for Pike weapon
- Now the number of targets is tied to a passive skill and its levels
- Without a passive skill - the number of targets is minimal
- Now only Warlord has the maximum number of targets when equipped with a Pike.
A comment here is probably unnecessary, Warlord is a full-fledged AOE archetype and only he has the right to stand out in this regard.
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Reworked Thrill Fight

- Now it no longer reduces but instead increases Movement Speed
-
Duration of the effect has been changed
- Cooldown has been increased
Comment:
The skill was reworked precisely with this goal in mind - we want to make Warlord more relevant in mass battles, so that his ability to close distance with enemies happens faster, especially during Sieges. This is excellent compensation for the limitations that indirectly affected him as an Archetype. Moreover, the increased cooldown will prevent frequent use of the skill in PVE.
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Improved Thunder Storm

- The radius of the skill has been increased
- MP cost has been increased
- Cooldown slightly increased
This is our key change for the Warlord aimed at mass battles. The Archetype lost infinite target caps but gained burst/siege potential.


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Changes | Overlord

1739546405493.pngReworked Seal of Scourage

- Previous effect removed
- Now reduces incoming healing effects
- Skill level requirement changed
- MP cost increased
- Spirit Ore consumption added
With the introduction of skills that boost healing, this negative skill has been added to counterbalance them, expanding the arsenal of the Overlord.
1739546414581.pngImproved Seal of Winter

- Similar to Wind Shackle:
- Reduced Attack Speed effect to add a second property - reduction in Casting Speed
-
MP consumption increased
A dangerous multi-target skill designed to make the Overlord a powerful AOE disabler. The skill was developed with the aim of making the Overlord even more useful in mass skirmishes and sieges. He generally excelled at this task better than anyone else, but now, when all AOE skills have short durations, additional measures never hurt. This is yet another compensatory skill due to the overall weakening of all AOE abilities, which hit the Overlord harder than anyone.
1739546418778.pngThe following skills now have an increased chance of application:

| Seal of Flame
| Seal of Poison
| Seal of Binding
| Seal of Winter
The motivation behind these changes remains unchanged - Due to new restrictions on target limits and reduced duration of all AOE skills, the Overlord lost half of his power. With these actions, we are gradually restoring his Archetype piece by piece, adapting him to the new realities of our concept.
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Fixed Bugs:


Seal of Flame - Fixed the original voice-over bug where the hit effect had the wrong sound cue from another type of debuff
Chill Flame - Fixed the original voice-over bug where the hit effect had no sound

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In this topic, we will gather those who are difficult to dedicate a separate topic to, as the changes are minor. However, some of them are truly impressive and quite fundamental.
This is the final message showcasing the modified skills.
Stay tuned for our updates, as the project will continue to evolve.


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Elven Fighters | Human Fighters | Dark Fighters | Orc Fighters

Power Strike : Damage increased. Now it can be leveled up further after changing to the 1st profession Human Knight | Elven Knight | Palus Knight
Iron Punch
: Damage increased

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Silver Ranger | Phantom Ranger | Hawkeye

Stunshot : The skill is now unique - only for the Archer class and can be leveled up after switching to the 2nd profession.
After global nerfs to all magical control effects - a deep and long testing phase followed, which yielded the following results: Dagger users began killing magical classes without any chance, thanks to the fact that closing the distance with them became much easier, leaving them unable to counter. Our concept opposes 100% predictable outcomes in PvP, so a Dagger user with massive damage and control against slow mages with weakened control no longer fit into the framework of our changed world.
Moreover, we worked within the Archetypes: Stun - an Archer skill, so it rightfully transitions into their arsenal.

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Changes | Orc Rider

Power Smash : Skill damage reworked - Now scales with weapon stats
- Skill damage increased


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Changes | Destroyer

Destroyer - DD with the ability to wear Heavy armor - which is already a significant bonus considering our enhanced sets for Tank classes, as well as the majority of indirect adjustments.
Frenzy : Can now be used at 2/5 of spent HP (previously 1/5).
Damage formula changed:
Bow weapon damage reduced (similar to the large-scale adjustment of Death Whisper / Chant of Rage)

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Improved | Guts

Can now be used at 2/5 of spent HP (previously 1/5).
A certain % of physical defense is borrowed - to transfer it to a new effect - Magic Defense.
The goal is to make the skill multi-purpose, without pulling new numbers out of thin air, so we borrowed part of the physical defense - to transfer the same number into magic defense.

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Changes | Necromancer

Modified | Anchor
Chance of success increased
Skill casting speed significantly increased
Now paralyzes and increases P/M. Def of the target
Within our concept against 100% predictable fights where there should be room for a comeback - the skill no longer fit us. Now it paralyzes and strongly protects the target.
The skill has shifted its focus towards "disabling" the opponent for a period of time.

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Spellhowler | Necromancer

Fixed the original bug of the skill Surrender to Poison , whose level 2 was supposed to be leveled up at level 44.
Also, the skill now includes Wizard (25lvl) / Necromancer (44lvl)
MP cost significantly reduced
Increased chance of success

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PP | SE | EE | Bishop | Overlord | Shaman | Warcryer

The following Buffing Skills were nerfed under the same General Buff Nerf Program as SWS/BD, which had too much influence on DD classes and could no longer fit into the concept framework.
However - so that Buffer classes do not suffer from weakened buffs as in the case with SWS/BD - Support classes PP | EE | SE | Bishop regain part of the lost effect - as a permanent passive skill after learning the ability.


The following Skills were affected by the nerf:
- Acumen | Chant of Flame | Wisdom of Paagrio
-
Haste | Chant of Fury
-
Mental Shield
- Empower


Overlord | Warcryer - are not part of this program and do not receive compensation, as they are not Support classes, and unlike Supports - they can fend for themselves.


In addition to the compensation program discussed above - the update also helps to actualize our Hybrid sets intended for Supports who decided to play unconventionally through Physical combat builds.
To put it simply - now in the game world, all DD classes receive a weakened version of buffs from buffers, while Support classes - do not lose Dynamics thanks to new compensating passive skills.

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