TurplePurtleOP•

+Lightning is finally viable again, and pretty fun too. +Rock wizards fear the !ASS.

5
ymOx•

I hope they remove the chat spam from emotes... make it impossible to communicate with team mates.

5
GryphonCH•

I just noticed that the bearded Axe doesn't shatter if you are freezed now. Why? Is it intended?

2
ymOx•

You sure they didn't have earth affinity?

1
GryphonCH•

Yes! Try it out in training too!

1
Online_Pajama•

Thank christ, had to fight 4 people who kept using that. I for one am happy, something you can't avoid shouldn't be a thing that kills you.

1
viking977•

You can avoid it by not being frozen. Cleave doesn't take much less time than charging a rock to be honest, and if someone else charges while another freezes than you basically have no time at all. Axe has shorter range than a rock, forces you to hold still while charge attacking (as opposed to moving ridiculously while charging DDD, so not much of a difference) and also doesn't do as much damage if you unfreeze before they ht you.

1
Online_Pajama•

But when you can only shield against two things at once, and not the two they will jump too [Ice and Fire, starting with ice, then when you shield, fire, then ice, fire, ice until your frozen / dead] , it's pointless to even attempt to avoid being frozen. I hated that while you are frozen, there is your partner fighting someone else, and someone else fighting the cleaver, but since you can't really knock someone out of that frame, your spoon fed your death. I don't care HOW long it takes, with certain robes, the attacker will still be able to kill you before dying.

Secondly, apparently you haven't been frozen, it's not something that you can see coming as your fingers are constantly doing what I said above, goin from fire shield to ice shield and back and forth until it's over, you are never going to be able to multitask enough to survive it.

Finally, as I pointed out above, people who perfected the art of mashing two buttons three times than swing, will most likely get you. It was annoying and [as far as I am concerned] pointless. And I really don't buy it being as fast as a rock charge, as at least there you could mess up and accidently put one ice in there, allowing them to survive, with the cleave, you would almost always lose.

1
viking977•

First, self casting fire removes all chill, and that's the main way to prevent freezing. I'm not going to tell you I never get frozen, because I personally have tunnel vision problems, but if you're diligent you can definitely avoid it. The most dangerous thing is when they use ice when you when have a fire ward on.

Second, it almost seems like you're saying that you could shatter people with the regular attacks from beardy, and that's definitely not the case. Cleave is all you got, and yeah, that is slightly faster than charging a rock, but still slow enough that if you start struggling immediately a solo wizard is going to have a hard time shattering you. I don't know if it's actually impossible, but I know it's dammed difficult. Thirdly, shattering people is pretty much the only reason to use cleave. Without that it's basically just a worse quick-draw.

To be honest I don't think the bearded axe is all that great even with shatter. It's pretty much a one trick pony, and anyone decent is going to notice what you're trying to do and just never let you freeze him.

So yeah, I hope this gets fixed.

1
Jadeyard•

it gets a lot easier as you get faster at the game. I very rarely get frozen.

1
ScootyPuffJunior•

New Features

*Tutorials in Training Grounds! Choose different ones from the list and learn the ropes!

*Get Emotes when purchasing Robes, and use them In-Game and in the Lobby! Press the Hotkey to trigger them (Default: P) or use chat commands!

*A new Warfare map with teleporters!

Water Affinity and Spells

*Now controls Ice and Steam Resistance, 0.75-1.25.

*Now controls size of Steam Sprays.

*Now controls amount of Ice Projectiles spawned and their velocity.

*Now controls movement speed while Water Spraying.

*Now controls Steam and Water AoE size.

*Now controls AoE range in projectiles.

*Now controls amount of Ice Barriers spawned.

*Water Spray width modifier changed from 0.9-1.1 to 0.8-1.2, length from 0.8-1.2 to 0.7-1.3

*Steam Spray has a unique size modifier, length 0.7-1.3.

*Water AoEs size modifier changed from 0.7-1.3 to 0.6-1.4.

*Water Bomb and Mine AoEs has a unique range modifier of 0.8-1.2.

*Projectile charge up changed from 0.75-1.25 to 0.8-1.2.

*Ice and Ice+Earth projectiles now always deal same damage, but Water Affinity affects range velocity and amount.

*Water Spray now has a significant movement speed slow down. (1 elements weighs 3, 2 weighs 4 and 3 weighs 5)

*QF spray has base damage and range but has highest movement. QFF has base range but deals more damage. QQF deals base damage but has longer range and Wets.

*Increased Water Spray max range from 6m to 9m. Steam remains at 6m.

*QFF and !QFF now counts as consisting of two Steam elements, for damage purposes. This allows it to be blocked by !EQF.

*Increased base push amount from Water Sprays. Min from 40-50 and max from 60-70.

*Removed Push increase by affinity since lowering push amount makes you stun someone for longer time. Walk speed is now the main boost for Pushing.

*A Half Water Ward now protects you against 50% of Steam/Ice Damage.

*Water AoEs now only Push when Water is the majority element. For example a !WWQ won't Push, but a !QQS will.

*Water Mines push nerfed somewhat due to bad data being repaired.

*Weight of Steam elements in Sprays increased from 2 to 3.

Shield Affinity and Spells

*Now controls the number of Barriers, Bombs, Mines and Storms spawned.

*Affinity modifiers changed from (when Earth Affinity affected Earth Barriers) 0.65-1.35 to 0.5-1.5.

*Mine Immunity to own elements have been removed.

*Effectiveness of Wards increased. Changed from 0.75-1.25 to 0.5-1.5

Lightning Affinity and Spells

*Removed duration modifier.

*Now fires off 3 bolts per default again.

*Hit angle widened from 30° to 37.5°.

*The amount of Lightning in a Lightning spell now determins its range.

*Lightning is now blocked better by Barriers. [B][I](Fixed after Test Server feedback)[/I][/B]

*Damage revamped. Lightning only used for base damage and range, Death deals most damage, Cold and Fire mostly adds effects.

*Min range is now 3m, Max range 12m.

*Force Lightning cast duration changed from 0.8sec to 1sec.

*AoE Lightning cast duration changed from 1.2sec to 1.1sec.

*AoE Lightning damage and range changed to match Force Cast.

*Made som visual tweaks to Self-Electrocuted to make it pop more.

*Lightning range kept per arc jump changed from 50% to 66%.

*Lightning Storms' Life damage increased from 35 to 50. Lightning damage reduced from 70 to 35.

*Improved AoE selection logic, bases desired targets on closest in range.

*Implemented Height Limiter, set to 3m.

*Life damage in Lightning changed from 50 to 65.

Cold Affinity

*Beams' Cold damage changed from 0.65-1.35 to 0.7-1.3, Projectile AoE's Cold damage changed from 0.7-1.3 to 0.75-1.25.

*Spray Length changed from 0.8-1.2 to 0.75-1.25. Max duration from 0.65-1.35 to 0.7-1.3.

*Now controls Cold AoE size.

*Removed affinity effect for DQR projectiles.

*Water and Cold Storms no longer weak to each other.

*Projectile charge up changed from 0.75-1.25 to 0.8-1.2.

Other Affinities

*Life and Death Ice Damage changed from 0.65-1.35 to 0.7-1.3.

*Removed Life Resistance perk from Life Affinity. A Life spec now only deal more Life damage in all aspects, they don't receive more of it. Self Heal tweaked so amount of healing made remains pretty much the same.

*Life Ward Aura effectiveness changed from 0.6-1.4 to 0.5-1.5.

*Earth Affinity now has a movement speed multiplier when wearing Earth Ward (Armor).

*Earth projectile damage changed from 0.85-1.15 to 0.9-1.1.

Weapon Abilities

*Flurry damage increased from 245 to 250.

*Quickdraw damage increased from 395 to 450. Hit boxes changed to better fit animation.

*Cleave damage decreased from 488 to 455.

*Lunge charge time changed from 0.2sec to 0.5sec.

*Valkyrier Spear now has the same damage as other Lunge weapons (420).

*Burning Inferno damage increased from 149 Fire to 165 Fire.

*Chilling Scourge damage changed from 40 Cold to 47 Cold.

*Gunfire damage changed from 412 to 422.

*Rush damage increased from 225 to 377. Push effect has been removed and hit boxes tweaked.

*Throw Weapon projectile damage increased from 250 to 340.

*Throw Annoying Thing is now a copy of Throw Weapon, AoE removed. Chain Damage changed from 122 to 195.

*Snowball damage changed from 150+75 Cold to 105+100 Cold.

Other

*Knockdown Immunity changed from 0.2sec to 0.25sec to better allow for Wards to be used.

*Chill's spellcast slowdown is back again. For each level of chill your speed value is lowered. Now 90% / 80% / 70% / Frozen.

*Removed rotation speed affinity modifier for projectiles.

*New Affinity descriptions in the Gear screen.

*Lowered Earth Projectiles initial damage at 0 charge to reduce their spam viability somewhat. From 50/75/100 to 30/40/50.

*AoE Blast cast time changed from 0.15 to 0.25. (Fixed after Test Server feedback)

*AoE Blast Damage tweaks. Death from 125 to 100, Fire from 115 to 75, Steam from 180 to 225. (Fixed after Test Server feedback)

*AoE elements in projectiles now all start at 1 damage at 0 charge time. Base projectile elements always have some damage. (Fixed after Test Server feedback)

*Ice projectile min velocity changed from 25 to 5. Max velocity changed from 80 to 65. This to reduce spam. (Fixed after Test Server feedback)

*Ice projectile damage tweaks. Ice changed from 175 to 150, Death from 40 to 50, Life from 250 to 225. (Fixed after Test Server feedback)

Bugfixes

*Fix for knockdown speed bug when chilled.

*Now print "EFFECTIVE" instead of "WEAKNESS" when susceptible to Life damage.

*Fixed !QFF not getting any additional damage. (Fixed after Test Server feedback)

2