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OP
OP
Anno

Anno

Member
Oct 25, 2017
6,974
Columbus, Ohio
I think their explanation of "ya'll wanted changes to RES so we're going to try this while we have time to test major changes" is fine. Individual classes could always be rebalanced individually if the change was for the best. I imagine in the end it'll be reverted and something else tried instead, though.
 

decoyplatypus

Member
Oct 25, 2017
2,617
Brooklyn
Back before Deadfire was announced, I thought we were going to see more direct iteration on PoE's final rules. And from that point of view, the uncertainty looks a little strange. But another perspective is that (1) it's not like PoE's end-state was understood to be perfect with no dump-stats or imbalanced classes or confusing relationships; (2) mutliclassing, at least as Obsidian interpreted the fans' requests, was bound to require more than mere iteration; and (3) RPGs with much longer lifespans than PoE continue to engender a lot of debate around fundamental rules, so it's not like you ever feel like it's perfect. The only way to improve the rules (or at least rule out proposed improvements) is to playtest them. I'm getting myself comfortable with the idea that Deadfire may see as many mechanical revisions over its life as PoE1 did.
 

Deleted member 6137

User requested account closure
Banned
Oct 25, 2017
1,386
In the beta, melee attackers have a big edge over spellcasters. I'd also say that multiclassed characters are WAY more effective than single class characters.

They need to make spell casters more fun to play. It would't hurt to look at how D&D spell casters work.
 

MisterShine

Banned
Oct 27, 2017
306
The Cleve
Okay so now that the game has an actual release date of April 4th....

On a scale of 1-10 how worried are we all about the state of 1.0?

I'm sitting at about a 4.5 right now, and will be playing the beta more tonight for sure to try and soothe my concern.
 

Killzig

Member
Oct 25, 2017
1,042
Okay so now that the game has an actual release date of April 4th....

On a scale of 1-10 how worried are we all about the state of 1.0?

I'm sitting at about a 4.5 right now, and will be playing the beta more tonight for sure to try and soothe my concern.
Bout the same. Then again I am fully prepared to do the same thing I did with the first game. Spend 4-5 hours with it at launch and then not touch it until the expansions are out and Sawyer has finished monkeying around with all the rules (hahah it will never end).
 
OP
OP
Anno

Anno

Member
Oct 25, 2017
6,974
Columbus, Ohio
I'm not too worried. They've had a month since the last patch (minus a bit for holidays I suppose) and will have two more months going forward to keep iterating. They managed to hit their launch target from the Fig so I have to imagine they feel comfortable about the game being good to go on this date as well.
 

StereoVSN

Member
Nov 1, 2017
13,620
Eastern US
Bout the same. Then again I am fully prepared to do the same thing I did with the first game. Spend 4-5 hours with it at launch and then not touch it until the expansions are out and Sawyer has finished monkeying around with all the rules (hahah it will never end).
Nah, I think it will be fine after say about 2-3 months worth of patches. It is a bit raw right now I would say but I guess Paradox is pushing them to release.
 

Zabojnik

Member
Oct 28, 2017
129
Waiting a month after release to start PoE1 certainly paid off, so I think I'll do the same here.
 

hemtae

Member
Oct 25, 2017
110
What was wrong with it at launch? I didn't play it until just last year, myself.

There were a few show stopping bugs. The keep sucked even more than it does now. Perception was pretty useless. It also didn't have the obsessive amount of balance patches it ended up getting. I think there were more trash mobs. Basic AI scripts were added. Some skills were made better.
 

marimo

Member
Oct 25, 2017
612
There were a few show stopping bugs. The keep sucked even more than it does now. Perception was pretty useless. It also didn't have the obsessive amount of balance patches it ended up getting. I think there were more trash mobs. Basic AI scripts were added. Some skills were made better.
Oh. Hm, it does sound like it might be worth waiting for a bit then, if this game is similar.
 

decoyplatypus

Member
Oct 25, 2017
2,617
Brooklyn
Pillars of Eternity was still really fun at launch. I don't regret playing it day one, then replaying after a few balance patches (and then again after the expansions). But with big CRPGs, I can't blame anyone for waiting at least a week or two for major bug fixes.
 
OP
OP
Anno

Anno

Member
Oct 25, 2017
6,974
Columbus, Ohio
I remember the double-clicking stat bug and some cases where people got stuck at Raedric's Keep. I think I somehow avoided all of that stuff and ended up having a surprisingly bug-free experience at launch.
 

decoyplatypus

Member
Oct 25, 2017
2,617
Brooklyn
I remember the double-clicking stat bug and some cases where people got stuck at Raedric's Keep. I think I somehow avoided all of that stuff and ended up having a surprisingly bug-free experience at launch.

I had a similarly smooth playthrough. I think the only bug I got was the one where a particular status effect's sound and visual elements persisted long after the status itself expired. It was annoying, but not game-breaking.
 
OP
OP
Anno

Anno

Member
Oct 25, 2017
6,974
Columbus, Ohio
So maybe some cross-class type weapon talents are coming back? Seems like we'll be getting news about a beta update soontm



Anyway this makes possible a drunk, unarmed and unarmored barbarian punching stuff along side his pet bear so I'm pretty satisfied.

Edit: damnit
 

Enduin

You look 40
Member
Oct 25, 2017
11,507
New York
I wonder if we'll see any other big changes/additions in the next Beta update. I know that Casting Times have still gotten a lot of flack as well as Weapon Proficiency/Modals being pretty mixed and just the fact that by lvl 20 you'll have far too many for most cases. Plus various complaints and issues people have with a number of classes.

Though some recent analysis has shown that thing like Casting Times might not be that bad when you factor in Action Speed buffs from equipment and consumables which seem to have a pretty substantial effect on reducing time compared to PoE. Massively so when you factor in the apparent bonuses Alchemy has on consumables potency and duration which also seems to be quite substantial. So coked out magic users might be flinging spells a whole lot quicker than straight edge ones.
 

decoyplatypus

Member
Oct 25, 2017
2,617
Brooklyn
Yeah, but you still don't want people to have to fiddle around with potions just for casting to feel good. I guess we'll see. I'm still cautiously optimistic that longer cast times will work out.

I don't think I've given feedback on weapon modals here or on Obsidian's forums. My main impression is that they're boring. Before armor penetration was changed, you basically just wanted more pen. Now there's a little more flexibility, but it still doesn't feel like an interesting choice or addition to a character's toolkit. And that's before we get into the surplus of proficiencies each character gets.
 

Enduin

You look 40
Member
Oct 25, 2017
11,507
New York
Yeah, but you still don't want people to have to fiddle around with potions just for casting to feel good. I guess we'll see. I'm still cautiously optimistic that longer cast times will work out.

I don't think I've given feedback on weapon modals here or on Obsidian's forums. My main impression is that they're boring. Before armor penetration was changed, you basically just wanted more pen. Now there's a little more flexibility, but it still doesn't feel like an interesting choice or addition to a character's toolkit. And that's before we get into the surplus of proficiencies each character gets.
True, but personally I'm theoretically OK with that as I have a tendency to just ignored consumables and many buffs outright and this would probably push me to be more aware and active in using them as the benefit and near need to do so will be rather substantial. Plus there will be other things like equipment and various talents which provide Action Speed bonuses too. But I'm sure we'll see some kind of tweak to that aspect of the game given how negative the response has been. I personally haven't found it to be too detrimental to my time with the Beta, but then again I haven't actually seriously tried playing as a magic user yet.
 

Anoregon

Member
Oct 25, 2017
14,109
Interesting that they are including the PoE1-style cross class skills despite actually having multiclassing. Could make for some fun builds.
 
OP
OP
Anno

Anno

Member
Oct 25, 2017
6,974
Columbus, Ohio
My guess on casting times is we see more get cut down across the board but several stay up there and balanced around it. Like fireball feels cool as a big buildup spell, I just don't know if the damage pays off quite yet. Summons probably need to get their own casting time balance rather than all being super high and very powerful. Also it feels like Ciphers should get a big cut in their casting times, either innately or through some specialization line.
 

Enduin

You look 40
Member
Oct 25, 2017
11,507
New York
Interesting that they are including the PoE1-style cross class skills despite actually having multiclassing. Could make for some fun builds.

I'm really happy this is back as I thought those Cross-Class Talents were a fantastic addition in PoE and didn't really make any sense to remove because of Multi-Classing in Deadfire. They're still a great option for Single Class characters to choose from in order augment their main style without fully committing to a second class, especially as a choice for later in the game since the game is currently front loaded with important character choices and decidedly weak on important choices later on. As long as they're balanced right it seems like a perfectly sensible option to maintain.

My guess on casting times is we see more get cut down across the board but several stay up there and balanced around it. Like fireball feels cool as a big buildup spell, I just don't know if the damage pays off quite yet. Summons probably need to get their own casting time balance rather than all being super high and very powerful. Also it feels like Ciphers should get a big cut in their casting times, either innately or through some specialization line.

Yeah I don't ever mess with summons but they seem to be completely broken as a fight can be halfway over by the time you actually summon a weapon or the like. Ciphers from what I can tell are equally gimped and most seem to only view them as a viable supplement to other classes in order to get major damage increase via the Soul Whip and other passives.
 
OP
OP
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Anno

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Oct 25, 2017
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What I do wonder is just how much items will change things up this time around. In a combat system where even something as straightforward as Bittercut could be a weapon worth building a character around it seems like their new approach to actually unique itemization could throw in a lot more that we can't really see at the moment just looking at abilities. Even just the silly leap boots in the beta are a pretty unique thing that can change around your character a bit.
 

Enduin

You look 40
Member
Oct 25, 2017
11,507
New York
I've found the Leap boots to be very useful for my Marauder build, being able to quickly jump across a fight into an area to tear into enemies that might be harassing my magic users. So yeah I think the beta is providing a very limited and incomplete picture into the full breadth and depth of the combat and how other things will factor into stuff. Kind of like the potential impact of consumables and the like.

We might be able to level up through 7 or so, but we aren't also collecting and buying various equipment and items along the way. So it's a pretty narrow view.
 

MisterShine

Banned
Oct 27, 2017
306
The Cleve
Something about that level up ability ui screen is just.... Not hot. I dunno. At least the Pillars 1 looked nice, albeit was not terribly intuitive.
 
OP
OP
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Anno

Member
Oct 25, 2017
6,974
Columbus, Ohio
Well they weren't kidding lol. Seems like a pretty big systems patch and bug fixes rather than a balance pass.

Ahoy Backers and Watchers!



Get ready to set sail and venture into glory! We're happy to announce that we have a big update happening for the Backer Beta! We are now introducing Ship Combat, Crew Members, Items, and Enchanting/Crafting into the beta! As always, we would really appreciate on getting as much feedback as possible and have fun!



NEW CONTENT

  • Ship Crew - Crewmembers specific to Ships and Ship Combats have been added to the Backer Beta! Ship Crew will manage your ship and man specific roles during ship combat, so they're essential to your seafaring adventure. Proper crew management is the key to an effective crew. Ship crew is accessed through the Ship Management [H] Menu.


  • Ship Items - Items to aid you in combat such as cannons have been added to the Backer Beta as well. This includes components to the ship, as well as Food, Equipment, and Cargo. Ship Items are also accessed via the Ship Management [H] Menu.


  • Ship Combat - Ship Combat has been added to the Backer Beta. Ships will now sail around on the world map and can attack or be attacked by your ship. Clicking on any ship will allow the player to engage in Ship Combat in our unique Ship Combat system. We would love feedback on this!


  • Enchanting/Crafting - Enchanting and Crafting system has been added! You can access Crafting from the Inventory Menu, and with the correct recipes will be able to craft specific items to aid you in game.
    • Enchanting will be possible with unique weapons, and Right-Clicking on any item that is able to be Enchanted will display a button that will give access to the possible enchants available






    • Inventory on World Map - A quality of life change we hope you all will enjoy, Inventory is now accessible when on the world map. This is something we feel will benefit the player greatly as you travel on land or sea!



BUG FIXES

Thanks to all you wonderful gamers providing tons of feedback/bugs. We have been able to address those tons of bugs over the past month; here are some of the highlights. Be aware that the following list contains possible spoilers to some Backer Beta content for Pillars of Eternity 2: Deadfire.



General Issues:




    • (FIXED) Quicksaving and Loading on the World Map causes Character Portrait to change.
    • (FIXED) Gains 3 levels per multiclass rather than 2.
    • (FIXED) Chat Scroll bar is reversed.
    • (FIXED) Interacting with the Windswept Shrine.
    • (FIXED) Monk Shattered Pillar's Wound ability is not clear to the player.
    • (FIXED) Desert Wurm Hatchling active effect displays twice in Character Sheet
    • (FIXED) Desert Wurm Hatchling has the incorrect icon.
    • (FIXED) Killing Broodmother and Himuihi triggers a Quest Failed pop up.
    • (FIXED) Vektor has multiple duplicate barks after completing Poko Kohara.
    • (FIXED) Post level up skills are incorrect from what character spent in level up.
    • (FIXED) Battle Axe modal has temp descriptions in status bar.
    • (FIXED) Blunderbuss modal has temp description in status bar.
    • (FIXED) Godlike Body time has Temp description in Character Creation.
    • (FIXED) The Edit Grimoire button has been changed to View Grimoire.
    • (FIXED) Resting on a mat in Tikawara shows an inn cutscene.
    • (FIXED) Rod's Blast Weapon modal does not grant any bonus.



Class Specific:




    • (FIXED) Ghostheart subclass has some abilities that don't work on level up.
    • (FIXED) Corpse Eater cannot be used on Call to Slumber Kith targets.
    • (FIXED) Chanter Troubadour ability has missing strings.
    • (FIXED) Druid shapeshift forms have incorrect attack icons.
    • (FIXED) Multiclass characters can spend their additional point on one class.
    • (FIXED) Trickster subclass does not learn Dazzling Lights inherently.
    • (FIXED) It is possible to avoid the Devoted subclass penalty.
    • (FIXED) Druid's Storm Rage ability is missing Penetration bonus from Fury Subclass.
    • (FIXED) Nature's Resolve buff does not show the correct icon.
    • (FIXED) Get Over Here's ability has [TEMP] text in Character Creation.
    • (FIXED) Ascendant's Soul Whip does less damage when not at max focus.

UI:




    • (FIXED) Portrait and Voice set integers are very dark on the Character UI.
    • (FIXED) Characters can appear extremely large in the UI. It is hilarious.
    • (FIXED) Character Creation portraits are misaligned for the first row.
    • (FIXED) General Companions have a Wants to Talk icon that does not fire any dialogue.

Spells and Abilities:




    • (FIXED) Essential Phantom is casting an empty character model or bugged character.
    • (FIXED) Reflexive Mirror trigger can duplicate pets.
    • (FIXED) Arcane Veil causes weapon model to go missing.
    • (FIXED) Living Surge is not clear to user.
    • (FIXED) Reverse Pickpocket has no difficulty.

Combat:




    • (FIXED) Concelhauts staff uses modal damage.
    • (FIXED) Summoned Weapons appear to be missing some bonuses for weapon types.
    • (FIXED) Dual wielding Pistols does not reload as intended.
    • (FIXED) Corrosive damage is calculating incorrectly.
    • (FIXED) Swapping Modal allows for ranged weapons to have no recovery reload time.
    • (FIXED) Skeletal Sorcerers are attacking themselves in Engwithan Station.
    • (FIXED) Concelhaut's Parasitic Staff model disappears in combat.
    • (FIXED) Skeletal Enemies are not weak to Crush damage.
    • (FIXED) Engwithan Titan has very low deflection.

Linux:




    • (FIXED) LINUX - Character Creation appears when loading or re-entering Tikawara.
    • (FIXED) LINUX - Encounters do not disappear.

macOS:




    • (FIXED) MAC - Game will no longer crash on launch.
 

Enduin

You look 40
Member
Oct 25, 2017
11,507
New York
Soon-ish came quite soon it seems. Awesome.

Looks like cast times for long spells were reduced by 1 second from 6 to 5. Not sure about other spells or recovery periods.
 
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Enduin

You look 40
Member
Oct 25, 2017
11,507
New York
You can zoom out way more now too. Nice.
AlB8RPk.jpg


Also pretty settlement map!
pG1SEgF.jpg


They also changed the CC location from inside the ship cabin to inside an Adra stone.
cPEQvhS.jpg


Ohh and way higher performance now I'm mostly in the high 90s rather than the 40s for FPS.
 

decoyplatypus

Member
Oct 25, 2017
2,617
Brooklyn
Wow. That's the inspiration I needed to dive back into the beta.

Something about that level up ability ui screen is just.... Not hot. I dunno. At least the Pillars 1 looked nice, albeit was not terribly intuitive.

I sort of agree. I think having all a class's abilities (and the relationships between tiered abilities) on one screen is worth a losing a little flare. But maybe in an expansion they can add a prettier, more streamlined view (akin to POE's) with a toggle to see the detailed class tree?
 
OP
OP
Anno

Anno

Member
Oct 25, 2017
6,974
Columbus, Ohio
The passive ability tree in that screenshot Josh linked is like twice as many as in the current build for a fighter. So maybe there's a ton more of those going in in the near future.
 

MisterShine

Banned
Oct 27, 2017
306
The Cleve
Hot damn that Island info map is sweet. I'm also seeing a performance boost. I love the moving around the map stuff. I'm going to head out on my ship!

For the level up screen, yeah its more about the "tree" like nature of it. Just seems kinda ... ugly? Can't really put my finger on it. It is easy to understand at least!

This is a few years too late but...

I'M ON A BOAT!!


The actual boat! One of my people is in her underwear... that's fine with me I suppose, but the young lady will definitely catch a cold out in the rain.
 
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Enduin

You look 40
Member
Oct 25, 2017
11,507
New York
The passive ability tree in that screenshot Josh linked is like twice as many as in the current build for a fighter. So maybe there's a ton more of those going in in the near future.
I'm assuming there's going to be a fair bit of balancing and tweaking required for adding so many additional options in there, we might not see it in the beta till close to release for some basic feedback.
 

Deleted member 9857

user requested account closure
Banned
Oct 26, 2017
2,977
not sure if this is the best place to ask but I'm finalizing my pledge and does Ultimate Digital Edition include the season pass? what looks to be the equivalent version that non-backers can preorder, the Obsidian Edition, does
 
OP
OP
Anno

Anno

Member
Oct 25, 2017
6,974
Columbus, Ohio
not sure if this is the best place to ask but I'm finalizing my pledge and does Ultimate Digital Edition include the season pass? what looks to be the equivalent version that non-backers can preorder, the Obsidian Edition, does

To my knowledge none of the backers tiers for the Fig campaign included the DLC by default. It was an add-on item because it came in the last few days of the crowdfunding. Can you still add those in?
 

Enduin

You look 40
Member
Oct 25, 2017
11,507
New York
not sure if this is the best place to ask but I'm finalizing my pledge and does Ultimate Digital Edition include the season pass? what looks to be the equivalent version that non-backers can preorder, the Obsidian Edition, does
Looking at the Fig page doesn't seem like any Tier comes with the DLC pass. I think that's just a separate $20 add-on for everyone.
 

Deleted member 9857

user requested account closure
Banned
Oct 26, 2017
2,977
Looking at the Fig page doesn't seem like any Tier comes with the DLC pass. I think that's just a separate $20 add-on for everyone.

that's what I thought, I'll still go with the ultimate digital just disappointed it ends up costing $10 more (well $5 more because I was a super backer) than the Obsidian Edition w/ the season pass
 

MrH

Banned
Nov 3, 2017
3,995
No change in frame rate at the main hub for me, still dipping under 60fps. During combat it seems to just stay above 60fps at the worst (I have a 144Hz monitor so would like 100+ ideally). I just built a beast of a machine so I'll put it down to beta is beta for now. Also, when you guys hover over spells do they shake? Like the buttons are having a seizure, I really hate it if it's intended so I hope it's a bug.
 
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OP
OP
Anno

Anno

Member
Oct 25, 2017
6,974
Columbus, Ohio
No change in frame rate at the main hub for me, still dipping under 60fps. During combat it seems to just stay above 60fps at the worst (I have a 144Hz monitor so would like 100+ ideally). I just built a beast of a machine so I'll put it down to beta is beta for now. Also, when you guys hover over spells do they shake? Like the buttons are have a seizure, I really hate it if it's intended so I hope it's a bug.

I had the shaking problem before but I didn't notice it tonight, so maybe it's at least decreased. I'm sure it's not intended.
 

decoyplatypus

Member
Oct 25, 2017
2,617
Brooklyn
Am I crazy or does the proficiency screen not tell you what kind of damage a weapon does (slash/pierce/crush)?

I had my first ship battle today. I'll need a few more under my belt before I can say what's missing from the UI, what's a glitch, etc. First time around I was lucky in that my maneuver left me with an advantageous wind and my enemy without it. But the tactical situation could have been a *lot* clearer. Plus the distance reading just stuck on 490m even though I closed after that (and my shot % went up accordingly).

Still, it's a very exciting addition to the game! I'm ready to get my Aubrey and Maturin on.
 

TeenageFBI

One Winged Slayer
Member
Oct 25, 2017
10,294
Performance is still pretty bad for me on a Titan X (last gen). 44 FPS in the starting area at 1440p, unchanged at 1080p. I hope some big updates are coming.
 

MisterShine

Banned
Oct 27, 2017
306
The Cleve
Framerate polishing is almost always the last thing on the docket before release.

However even the first Pillars did not have the best framerates. My 1080ti can't run the damn game at a perfectly locked 60fps at 1080p.
 
OP
OP
Anno

Anno

Member
Oct 25, 2017
6,974
Columbus, Ohio
I feel like I need to read up on the specifics of naval combat tactics lol. I'm sure this will be tutorialized on release but for now it's a little confusing. Also it really reminds me of an old game I played. Not the literal ship combat part, just the decision making. Maybe one of the Suikoden games?
 

decoyplatypus

Member
Oct 25, 2017
2,617
Brooklyn
I feel like I need to read up on the specifics of naval combat tactics lol. I'm sure this will be tutorialized on release but for now it's a little confusing. Also it really reminds me of an old game I played. Not the literal ship combat part, just the decision making. Maybe one of the Suikoden games?

"Never mind maneuvers--always go at 'em."

(But yes, I'm hoping there will be a tutorial battle of sorts in the early game)
 
OP
OP
Anno

Anno

Member
Oct 25, 2017
6,974
Columbus, Ohio
How does everyone feel about the pace of battle now? It wasn't in the patch notes (actually none of the balance stuff was??) but there seems to have been slight additional reductions in speed across most weapons, especially DWing. Two handed weapons basically stayed the same, which is good because they were quite bad in comparison before.
 

Enduin

You look 40
Member
Oct 25, 2017
11,507
New York
Yeah everything seems to have gotten an additional 1 sec of recovery time. I thought things were noticeably slower but not in a negative way. And looking at this analysis thread it seems like they've smooth out the DPS differences for each weapon and style in doing so, which is nice to not have useless weapon types and combos and clearly better weapons.
 
OP
OP
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Anno

Member
Oct 25, 2017
6,974
Columbus, Ohio
I wish there was some mention of methodology in that thread. Like are sabers scoring high just because they have high base damage? Or is their low pen somehow being factored in? And how is accuracy being scored? It just seems like there are so many variables that could change that up a lot. I guess it could be useful as a general baseline assuming good circumstances for each type, but then that devalues weapons that sacrifice something for multiple damage types?
 

Enduin

You look 40
Member
Oct 25, 2017
11,507
New York
Yeah, not sure if they factor that in or not, seems like they do at least some things like singing out Fast Accurate, Hatchets, though not Stilettos.

But yeah I think it's best case scenario for all as just a base line which is still useful to see a general comparison between different weapons and combos. Then you can factor in the other elements and to needs/wants
 
OP
OP
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Anno

Member
Oct 25, 2017
6,974
Columbus, Ohio
So I guess here's all the system/balance changes that were included in the patch but not somehow called out lol. Josh mentioned yesterday on SA that there were a bunch of balance changes that didn't make it in the patch, so either there's a lot more or maybe they did? Who knows.

General Changes:

  • Very Fast, Fast, Average, and Slow Recovery times have been increased by 1s each
  • Slow and Very Slow Cast Times have been reduced by 1s each
  • Dual Recovery bonus has been reduced from -50% to -30% Recovery
  • Armor Recovery Penalty changed across all three armor types
    • Heavy Armor changed from 67% to -38%
    • Medium Armor changed from -82% to -45%
    • Light Armor changed from -50% to -30%
  • Whisper of Treason's Duration has been doubled (10s -> 20s)
  • Wounding Shot has again been reduced, now from 33% damage per tick to 20% damage per tick
  • Flames of Devotion has been reduced from +50% burn proc to +30% burn proc
  • Lightning Strikes has been reduced from +50% shock proc to +30% shock proc
  • Assassinate Critical Hit damage reduced from +100% damage to +50% damage
  • Very Fast, Fast, Average, and Slow Recovery Times have been increased by 1s each
  • Slow and Very Slow Cast Times have been reduced by 1s each
  • Dual Wield Recovery bonus has been reduced from -50% to -30% Recovery
  • Beckoner now also reduces summon duration by roughly (~25%)
  • Many chanter summons that had base durations above 30s have had their base duration reduced
  • Armored Grace has had its effect halved, because of how Armor Speed factor functions, this equates roughly to the following:
    • With Heavy Armor: Was -67% of Armor Recovery Penalty, is now -38% reduced penalty
    • With Medium Armor: Was -82% of Armor Recovery Penalty, is now – 45% reduced penalty
    • With Light Armor: Was -100% of Armor Recovery Penalty, is now -65% reduced penalty
  • Berserker Frenzy Hit to Crit bonus reduced from +50% to +30%
  • Marked Prey now only provides Accuracy, reduced from +15 to +10
  • Sworn Enemy now only provides Damage at +20%
  • Thrust of Tattered Veils damage reduced down to 10-18
  • Almost all Slow and Very Slow cast speed spells that dealt direct damage have had their damage increased by roughly 30% (pulse effects were mostly omitted)
  • Corpse Eater and Flesh Communion now state that the barbarian must consume "deceased" corpses, unconscious does not suffice.
  • Ascendant has been redesigned to "Ascend" at maximum focus, which causes all cipher powers to cost 0 focus and gain bonus power level until the effect fades, at which point the cipher will fall to 0 focus.
  • Race tooltips in character creation should no longer display missing strings.
  • Power Pool now has a glossary entry that matches the Power Pool tutorial.
  • Paladin's Glorious Beacon (and its upgrades) now has a base duration of 8s (up from 4s)
  • Considerably increased the duration of the debuffs from Barbaric Yell and its upgrades.
  • Mule Kick's Discipline cost is lowered from 3 to 2.
  • Hobbling Shot's Hobble effect increased to 10s base duration.
  • Evasive Fire now uses the Strength Attribute for scaling.
  • Ranger's Predator Sense damage bonus increased from +20% to +50% on target's with DoT effects.
  • Strike the Bell and its upgrades are reduced from 3 guile cost to 2.
  • Torment's Reach now uses Strength to calculate damage.
  • Priest's Halt duration raised from 10s to 15s base.
  • Devotions for the Faithful will now roll against Will defense for the hostile portion of its attack (previously wasn't rolling defense)
  • Priest Prayers and Litany spells can now be used on Charmed or CC'd party members to counter affliction effects.
  • Her Revenge Swept Across attacks are no longer Slow Recovery and have the same penetration as the base ability "Thrice Was She Wronged"
  • Lowered the base duration of Paralyze and Frighten on "At The Sound of His Voice the Killers Froze Stiff" from 8s to 6s.
  • Reny Daret's Ghost Spake and its upgrade have had their debuff durations increased from 12s to 15s.
  • Doubled the Disengage Accuracy penalty on "The Fox From the Farmer Did Leap" phrase, from -10 to -20.
  • Aefyllath now is restricted to weapon attacks only.
  • Cipher's Mind Wave Raw Damage increased from 8-10 to 10-15.
  • Amplified Thrust damage increased from 16-24 to 30-38.
  • Soul Ignition base damage per tick raised from 14 to 16.
  • Brutal Backlash's base damage increased from 12 Raw to 20.
  • Cipher "Keen Mind" passive now grants more focus at the beginning of combat, from +5 to +10.
  • Autumn's Decay initial damage increase to 20-28 Corrode to differentiate it more from Touch of Rot.
  • Round shields and Heater shield icons hooked up.
  • Nature's Balm base duration lowered from 18s to 15s.
  • Form of the Delemgan now uses a Stride Mult rather than deprecated additive movement, set at (+25%).
  • Form of the Delemgan typed AR bonuses lowered from +8 to +6.
  • Cleansing Wind's base heal value increased from 28 to 48.
  • Deleterious Alacrity of Motion self-damage lowered from base 8 to 6.
  • Confusion's base duration increased from 20s to 30s.
  • Arkemyr's Wondrous Torment base duration increased from 10s to 30s and cast time reduced to Average with Average Recovery.
  • Form of the Helpless Beast base duration increased from 10s to 15s.
  • Ninagauth's Bitter Mooring's base damage lowered from 18-22 per tick down to 8-10 and the duration lowered from 15s to 12s.
  • Ringleader's Charm and Dominate increased from base 10s to 20s.
  • Puppetmaster and Ringleader are no longer combat only.
  • Tactical Meld is now combat only.
  • Carnage's damage attribute is now Strength.
  • Beckoner summons now mention in their stat blocks that they are increased in summon count due to Beckoner.
  • Strike the Bell and its upgrades now all properly apply their effects and also gain the inherent penetration bonus. Also added custom strings so this reads more cleanly.
  • Wrath of the Five Suns is now shown as an upgrade to Sworn Enemy on the talent tree and Sworn Enemy is not removed.
  • Lingering Echoes now uses a custom string for its numerous bonuses.
  • Hunter's Instincts now references the new Graze changes.
  • Bleeding Cut, Destructive Channeling, Wild Mind, Ascendant, and Mage Slayer effects all have custom strings to be human readable.
  • Call to Slumber now uses a unique "Asleep" affliction and no longer refers to this as "Unconscious".
  • Conjure Familiar now only mentions summoned creatures in the stat block, so there should be no more confusion about what kinds of creatures it summons.
  • Conjure Familiar bonuses have all been tuned up. (more tuning coming)
  • Unarmed Proficiency has been created and should be available soon, (Pending a code change with weapon proficiency restrictions) - It will be auto-granted to everyone.
  • Withering Strike, Perishing Strike, Toxic Strike, and Mule Kick all have 25% bonus damage and it is visible on their stat block.
  • Druid Fury no longer references Regeneration as a keyword and will only reference "Rejuvenation".
  • Mage Slayer now actually gains their "Spell Resistance" rather than the temp spell defense bonus.
  • Stag Carnage, Shattered Pillar, Wild Leech now all have human readable strings.
  • Maura Tentacle no longer has a recursive loop on its immobilize on hit effect.
  • Unbroken subclass string now clearly mentions "Shield Mastery".
  • Brand Enemy now properly ticks damage again.
  • Evoker "Echo" effect reduced from a 30% proc chance to 15%.
  • Fury Druid Storm's Rage now benefits from Fury's passive penetration bonus.
  • And lots more...