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Sedy Admin Sedy
posted on Sunday, February 14 2021, 11:45 PM in Updates
Just a few corrections from the previous update and some changes to Golden Temple after receiving player feedback.

MONSTERS
Golden Temple (all modes)

Due to the changes to Movement Speed reducing AoE skills and the reduction in Boss Damage, the Typhoonus encounter has been modified.

Typhoonus
Initial phase where Vipers are summoned has been shortened to make up for the loss of Boss Damage. BEWARE: REFLECT will be earlier! :P

Twister knockback skill on random target cooldown increased.

Vipers
Damage reduced on all skills.
Critical chance reduced on all skills.
Defense Penetration on their 3rd skill reduced and is now single target, not area around the target.
Their poison dot no longer stacks.

Just to clarify. All of the Viper's skills are random target - meaning they cannot really be tanked - threat doesn't make any difference. They can be provoked temporarily, but they can and will change target every time they use a skill if there is another target in range of them. They need to be controlled and taken down quickly.

The changes mentioned above should now allow for different tactics when dealing with them.

Garden of Baphomet (all modes)
Baphomet Max HP reduced taking into consideration that it's generally soloed - so the loss of Boss Damage in the previous update is felt a lot more on this boss.


CLASS SKILLS
A few of the changes in the previous update didn't get applied properly - just a few skill MP cost and cooldown changes, and the new debuff for Barbed Shot 1.


CONSUMABLES
Sesame Rice Cake
Now has Cast Time & Attack Speed instead of Movement Speed and Attack Speed.

Bill's Eggs
Type corrected back to Tasty.


MECHANICS
Dismount

The default chance of being dismounted has been reduced down from 20% to 5%.

Each time you are hit by damage from a PLAYER or PET, the chance will increase by 1%. Skills that do multiple hits (like most skills of dagger and dual sword classes, and some pets) will now count as one hit.

Damage over time debuff (DoT) damage will no longer increase the chance by 1% each tick of damage - they no longer have any affect on dismounting you.

The dismount duration however, remains at 3s.

The result of these changes means monsters now have a fixed chance of 5% to dismount you each time they damage you (not misses) and that 5% will not be increased every time they hit - so it should be far less annoying - but you will still get dismounted often if you have large packs of monsters hitting you. Players and Pets have the same 5% chance but it will increase by 1% each time they successfully damage you with a direct attack - not DoT debuff damage.

The purpose of dismount, and the recent changes to it, is to give players and monsters a way to remove you from your mount - to counter the additional Movement Speed it gives you and also the immunities from runes. If you are using a mount to run through a huge group of monsters with them all hitting you (hits, not misses), you should fully expect to be dismounted - even with the low 5% chance.

If you are getting annoyed by being dismounted running through field maps - don't run through packs of monsters :D

Anyway, to summarise. It should be far less annoying now, but mounts and runes can still be countered in PvP.
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