50 Is the New 65
Following on last week's Lightning Bolt change, Sidony and Rion will be swimming in a pool of mana this week as the other crowd-control variants see their costs reduced to a more appropriate 50 mana. We also reduced the Walking Bomb cost to 50 (for the second time!).
Flashfire (Necromancer, Elementalist)
- Mana cost reduced from 65 to 50
Walking Bomb (Necromancer)
- Mana cost reduced from 65 to 50
Winter's Grasp (Necromancer, Elementalist)
- Mana cost reduced from 65 to 50
The True Master of the Elements
Rion, an Elementalist? More like an Elemental-ish, am I right?
The Skywatcher's elemental attunement from the Korth's Might upgrade has seen a drastic increase in effectiveness. This is intended to play up his reliance on being attuned to the correct element for the appropriate situations.
Elemental Affinity (Korth's Might upgrade) (Avvar)
- Duration increased from 10 seconds to 24 seconds
- Fire: Damage multiplier increased from 25% to 50%
- Cold: Damage taken reduction increased from 10% to 35%
- Elec: Damage multiplier increased from 50% to 75%
Additionally, we've cut the cost of using Korth's Might in half to ensure that you have the stamina to switch attunements as needed. His defensive buff, Rage of the Avvar, also received this treatment so you can keep fighting after using it rather than having to choose between high defense and offense.
Korth's Might (Avvar)
- Stamina cost reduced from 30 to 15
Rage of the Avvar (Avvar)
- Stamina cost reduced from 65 to 35
Perception Is Nine-Tenths of the Law
This was a hot topic for the last little while, about how much better the wolves were than the generic creatures. While it's not possible to remove their Perceptive buff with these weekly tweaks, we brought their health down to be more in line with the units they're replacing. They now should have the same health pool as an even-level foot soldier.
Wilderness Black Wolf
- Health reduced from 1.5x to 1x
Wilderness Hyena
- Health reduced from 2x to 1x
Which Way Is the Beach?
Both the pride demon and the behemoth have been hitting the gym to get ready for summer attire. The behemoth is seeing the cooldown time on its melee attacks heavily reduced, and the pride demon is getting the same treatment for all of its attacks, as well as a heavy boost to its survivability.
Behemoth
- Closing attack cooldown time reduced from 15 seconds to 4 seconds
- Left and right attack cooldown times reduced from 10 seconds to 4 seconds
Pride Demon
- Health increased from 2x to 3x
- Guard increased from 40% of health to 100% of health
- Whip cooldown time decreased from 6 seconds to 4 seconds
- Double whip cooldown time decreased from 25 seconds to 12 seconds
- Ranged attack cooldown time decreased from 10 seconds to 4 seconds
And while we're talking about beach bodies, we might as well throw in some love for everyone's favorite nudist, the demon commander, who is seeing a slight increase to the damage dealt with the teleport attack. Now that it can be easily dodged, we figured it was okay to start ramping the damage back up to make him more of a threat again.
Demon Commander
- Teleport attack damage increased from 200% to 300%
Ice, Ice, Baby
If there was a problem, yo, I'll solve it. Check out the hook while ZITHER! revolves it.
The ice dragon is getting hikes to both damage and debuff to put her more in line with the strength of her sisters.
Ice Dragon
- Cold breath damage increased from 70% to 100%
- Cold breath chilled duration increased from 1 second to 8 seconds
- Cold spit damage increased from 125% to 150%
- Cold spit chilled duration increased from 3 seconds to 8 seconds
(I'd just like to say that some days, the hardest part of my job is deciding whether to make a joke based on Vanilla Ice or Mr. Freeze.)
My Love for You Is like a Truck
Berserker risk/reward is now a little more forgiving as we've normalized the incoming and outgoing damage boosts to 50% for all three ranks for this item effect.
Berserker
- Damage boost (all tiers) is now 50%
- Damage taken (all tiers) increase is now 50%
Tune Down for What?
The next round of shots from enemy archers (both Venatori and red templar) will be slightly watered down as their primary attack takes a minor damage reduction.
Creature Archer
- Basic attack damage decreased from 100% to 90%
As for the despair demon: unfortunately, due to some frosty witchcraft, we were unable to reduce the cooldown time on her evade without a patch, soooo to make her a bit easier, we've reduced her barrier strength.
Despair Demon
- Barrier health multiplier decreased from 2x to 1.5x