Update Patch Notes Supplemental - All the Important Gear, Spell and Other Changes not mentioned in the actual Patch Notes!

Patch Notes for the Launch Update were recently made available here:

As always, there are a number of undisclosed changes that are not detailed in the patch notes. In this case, the number of things not discussed is huge, including wholesale changes to Gear and Spells. Here are the things I’ve identified so far (to be updated as more details emerge):

  • XP nerfed (25% of pre-update amount, includes loot tickets) THIS IS HUGE - HOW DOES IT NOT GET MENTIONED AND EXPLAINED EDIT 3/6/22 - A possible reason here
    Today's Update Patch Notes - #105 by Sibelios

  • Barrier - 50% damage reduction instead of 100%

  • Regen now appears to do 5% recovery each turn (recover 5% of max Life each turn); an improvement

  • There appears to be a Max of 43 unique minions now, but no information about what the 3 new unique minions are or where they are found

  • New Daily Shop Bundle: 1x Silver Key, 3x Wooden Key for 1,000 Gold

  • New Once a Week Shop Bundle: 1x Random Crystal for 300 Gems, 3 available (the old option was 1x Random Crystal for 500 Gems, 1 available)

  • Eveline Crafting Cost Changes

    1. Get a Random Tier I Relic: Cost Reduced - Was 200 Gems, 75 Ore; Now 500 Gold, 75 Ore
    2. Exchange Tier I Relic: No Change
    3. Upgrade Tier I Relics to Get a Random Tier II Relic: Cost Reduced - Was 400 Gems, 150 Ore; Now 100 Gem, 150 Ore
    4. Exchange Tier II Relics: No Change
    5. Upgrade Tier II Relics to Get a Random Tier III Relic: Cost Reduced - Was 1,000 Gems, 500 Ore, 1 Eveline Crystal; Now 250 Gems, 500 Ore, 1 Eveline Crystal
    6. Exchange Tier III Relics: No Change
    7. Upgrade Tier III Relics to Get a Random Tier IV Relic: Cost Reduced - Was 2,000 Gems, 1,000 Ore, 3x Eveline Crystal; Now 500 Gems, 1,000 Ore, 1x Eveline Crystal
    8. Exchange Tier IV Relics: Cost Reduced - Was 5,000 Gold, 1,500 Ore, 3x Eveline Crystal; Now 5,000 Gold, 1,500 Ore, 1x Eveline Crystal

Gear Changes - listed alphabetically
(no mention was made of the fact that virtually every Gear piece was adjusted in some manner; these I feel are the most important or had the most material changes):

Bloodfang
  • Bloodfang Breastplate - similar nerf as Serpentine Belt
    Before: Create 2/3/4/5 Blue Gems when hit with melee damage
    After: Create 1/1-2/1-3/2-3 Blue Gems instead
Bone
  • Bone Leg Armor - significant buff
    Before: Gain +10/20/30/40 Armor when matching Skulls
    After: Gain 1%/1.5%/2%/2.5% of your starting Armor when matching skull gems
  • Bone Pendant - significant buff
    Before: Gain +10/20/30/40 Resistance when matching skulls
    After: Gain 1%/1.5%/2%/2.5% of your starting Resistance when matching skull gems
  • Bone Ring - a modest nerf to an item already nerfed once before
    Before: Gain 2/3/4/5 Start Mana for each skull on the board at the start
    After: Gain 1/2/3/4 Start Mana instead
  • Bone Sickle - significant nerf
    Before: When creating big Gem via a match, also create a Skull Big Gem +5 larger (max X)
    After: When creating a big gem via a match, there is also a 10/20/30/40% chance to create a Big III Skull Gem
Dragonguard
  • Dragonguard Breastplate - significant buff; really great early level option
    Before: Gain 25/50/75/100 Armor for each different color piece of armor
    After: Gain 3%/4.5%/6%/7.5% Armor for each different elemental type of armor you are wearing
  • Dragonguard Helm - one of the most significant nerfs, 83% mana reduction
    Before: Each spell gains 6/12/18/24 starting mana for every unique spell color equipped After: gains 1/2/3/4 starting mana instead
  • Dragonguard Pauldrons - significant buff; really great early level option
    Before: Gain 25/50/75/100 Resistance for each different color accessory
    After: Gain 3%/4.5%/6%/7.5% Resistance for each different elemental type of accessory
  • Dragonguard Tome - significant nerf; ~50% reduction in utility
    Before: Add 5%/10%/15%/20% of Power to mastery
    After: Add 4%/6%/8%/10% instead
Dwarven
  • Dwarven Boots - change from flat stat to % stat increase; significant buff
    Before: Gain +10/25/40/55 Armor when you make 5+ matches in a turn
    After: Gain 2%/3%/4%/5% of your Starting Armor instead
  • Dwarven Hammer - very significant nerf for an item that was already nerfed before
    Before: 30%/40%/50%/60% chance to stun enemey for 1 turn when matching Big V gem or above (used to be 30%/50%/70%/90%)
    After: There is a 10%/15%/20%/25% chance to stun enemy for 1 turn when matching Big V or above
  • Dwarven Necklace - significant nerf
    Before: 10/20/30/40% chance to create a Barrier when matching a Big III Gem or above
    After: 4/8/12/16% chance instead
  • Dwarven Pauldrons - overall buff but a niche use item
    Before: 10%/20%/30%/40% chance to gain 50 Resistance when taking Fire Damage
    After: Gain 10%/15%/20%/25% of your starting Armor when taking Fire Damage
  • Dwarven Ring - significant nerf that gets worse at higher levels
    Before: 20/40/60/80% chance to create a Big IV red gem when matching red gems
    After: 10/15/20/25% chance instead
Elven
  • Elven Boots - Significant nerf, ~60% mana reduction
    Before: Add 10/15/20/25 green and yellow mana when making 5+ matches in a turn
    After: Add 4/6/8/10 green and yellow mana when making 5 or more matches in a turn
  • Elven Charm - Significant nerf, 60% mana reduction
    Before: Add 10/15/20/25 red and yellow mana when casting a spell
    After: Add 4/6/8/10 red and yellow mana instead
  • Elven Owl Helm - Significant nerf, 60% mana reduction and more importantly, an increased Big Gem requirement
    Before: Add 10/15/20/25 purple and blue mana when matching a Big Gem III or above
    After: Add 4/6/8/10 purple and blue mana when matching a Big Gem IV or above
  • Elven Ring - significant nerf; 60%+ reduction in benefit
    Before: Add 10/15/20/30 red and blue mana when you score a critical hit
    After: Add 4/6/8/10 red and blue mana when you score a critical hit
Esgaard
  • Esgaard Bandolier - Significant nerf
    Before: Convert 1/2/3/4 gems to Skulls when casting a spells
    After: Convert 1/1-2/1-3/2-3 gems to Skulls instead
  • Esgaard Flail - Significant nerf
    Before: Create 2/3/4/5 Skulls when matching gems
    After: Create 1/1-2/1-3/2-3 Skulls after matching gems
Firewalker
  • Firewalker Ring - 75% reduction in utility; now random
    Before: Create 1/2/3/4 red gem(s) every turn
    After: There is a 25% chance to create 1/2/3/4 red gems every turn
Guard
  • Guard’s Broadsword - change from flat stat to %stat bonus; slight buff for higher level players
    Before: Gain +10/20/30/40/ Power when matching gems
    After: Gain 1%/1.5%/2%/2.5% of your Starting Power when matching gems
  • Guard’s Armor - change from flat stat to %stat gain; significant buff
    Before: Gain 10/20/30/40 Armor when matching 5 or more gems
    After: Gain 2%/3%/4%/5% of your Starting Armor when matching 5 or more gems in one match
  • Guard’s Gloves - small buff
    Before: Gain 1%/2%/3%/4% Crit chance when matching 5 or more gems in one match
    After: Gain 2%/3%/4%/5% Crit chance instead
Jeweled
  • Jeweled Gauntlets - small nerf
    Before: Deal 10%/20%/30%/40% bonus damage to Blinded enemies
    After: Deal 8%/16%/24%/30% bonus damage instead
  • Jeweled Pants - significant buff
    Before: Add 2/4/6/8 to Armor when you create a big yellow gem
    After: Gain 1%2%/3%4% of your starting Armor when you create a big yellow gem
  • Jeweled Tower - significant nerf
    Before: Create 2/3/4/5 yellow gems when I block
    After: Create 1/1-2/1-3/2-3 yellow gems instead
Night
  • Night Band - significant nerf
    Before: Gain 5/10/15/20% Dark Damage Bonus when matching 4 or more purple gems in one match
    After: Gain 2/3/4/5% Dark Damage Bonus instead
  • Night Wand - significant buff
    Before: Gain +2/+4/+6/+8 to all starting mana when facing enemy
    After: Gain +6/+9/+12/+15 to all starting mana when facing enemy
Royal
  • Royal Leggings - change from flat stat to % stat increase; significant buff
    Before: Gain +20/+30/+40/+50 Armor when matching Big V+ Gem
    After: Gain 2%/3%/4%/5% of your Starting Armor when matching a Big V+ Gem
  • Royal Longsword - equates to ~50-80% reduction in utility
    Before: Add 30/60/90/120 Power when matching 5 or more of the color aligned gem in a match
    After: Add 2/3/4/5% of your Starting Power instead when matching same
Runic
  • Runic Belt - buff at higher player levels
    Before: Add +2/4/6/8 to a mastery when you match a big gem of that color
    After: Add 1%/2%/3%/4% of its starting value to a mastery when you match a big gem of its color
  • Runic Mace - modest nerf
    Before: Add 10%/20%/30%/40% of Mastery to Power
    After: Add 10%/15%/20%/25% of Mastery to Power
  • Runic Ring - a modest nerf to an item already nerfed once before
    Before: Gain +2/3/4/5 mana to your Ultimate Spell when matching a Big Gem
    After: Gain +1/2/3/4 mana instead
Savior
  • Saviors Helm - one of the most significant nerfs, period. Still useful though
    Before: Create 2/3/4/5 Big V Gems at the start of battle
    After: Create 1/2/3/4 Big III Gems at the start of battle
  • Savior Pants - change from flat stat to % stat gain; very significant buff against enemies elemental casting
    Before: Gain +10/+20/+30/+40 Resistance when casting a spell
    After: Gain 2%/3%/4%/5% of your Starting Resistance when casting a spell
  • Savior Shield - very significant nerf; 70% reduction to chance for barrier (which is now 50% instead of 100% damage mitigation)
    Before: 10%/20%/30%/40% chance to gain Barrier, when taking melee damage
    After: 3%/6%/9%/12% chance to gain Barrier, when taking melee damage
Serpentine
  • Serpentine Belt - 50% reduction in mana utility
    Before: Create 2/3/4/5 green gems at the start of your turn if the enemy is poisoned; After: Create 1/1-2/1-3/2-3 green gems instead
  • Serpentine Maul - significant buff
    Before: +10/+20/+30/+40 damage for each gem on the board
    After: +1%/2%/3%/4% to melee damage for each gem on the board
  • Serpentine Pants - very significant buff
    Before: Gain 5/10/15/20 Armor the when you cast a green spell
    After: Gain 6%/8%/10%/12% of your starting Armor when you cast a green spell
  • Serpentine Pauldrons - significant buff
    Before: 10%/20%/30%/40% chance to cause poison when taking damage
    After: There is a 35%/50%/65%/80% chance to cause poison when taking damage instead
Warlord
  • Warlord’s Mantle - a modest nerf, but gets worse as the item gets better
    Before: Reflect back 10/20/30/40% of melee damage
    After: Reflect back 8/12/16/20% instead
  • Warlord’s Mask - significant nerf; 70% reduction in utility
    Before: Upgrade a big gem by 1/2/3/4 at the start of my turn
    After: There is a 30% chance to upgrade a big gem by +1/2/3/4 instead
  • Warlord’s Wrap - change from flat stat to % stat increase; significant buff
    Before: Gain +1/2/3/4 Power when matching skulls
    After: Gain 1%/2%/3%/4% of your starting Power when matching skull gems

Actually almost all but 10 spells were reworked and in a few cases spells were replaced entirely.

Spell Changes - grouped by class and then listed alphabetically; for reference:

  • % chance and numerical effect ranges are based on spell level and rarity
  • X is a variable amount based on Power, Mastery, and spell level (some spells further modified by Heal modifier)
Ultimate Spells
  • Ultimate spell costs for all classes increased to 70/55/40 from 60/50/40 before
  • Berserker - Ultimate Gem effect has been nerfed
    Before: Gain Fire Mana, Explode, destroying all surrounding Gems, and grant Barbaric Rage for 2 Turns
    After: Gain Fire Mana, Explode, destroying all surrounding Gems, and grant Barbaric Rage for 1-2 Turns
  • Necromancer - Ultimate Gem effect has been nerfed
    Before: Create 2-4 Skull Gems on the board, then Destroys itself
    After: Create 2-3 Skull Gems on the board, then Destroys itself
  • Shaman - Ultimate name changed from Ancestral Blight to Good JuJu
General Spells
  • Burning Hands - Mana cost increased +10, from 125 to 135
  • Channel Darkness, Fire, Ice, Light, Poison - Mana cost increased +25, from 110 to 135; negative status effect chance increased
    Before: 50%-75% chance to Hex, Burn, Freeze, Blind, or Poison the enemy (based on spell color)
    After: 60%-110% chance instead
  • Cloudkill - Mana cost increased +10, from 110 to 120; nerf to skull creation chance
    Before: 25%-75% chance to create 4 skulls
    After: 25%-50% chance to create 4 skulls
  • Consume Souls - Mana cost increased +40, from 60 to 100; heal chance buffed, but heal amount nerfed. Heal ability is still bugged as far as I know
    Before: 20%-45% chance to heal 5% per skull removed
    After: 30%-80% chance to heal 3% per skull removed
  • Dark Ice - chance to increase extra purple gems increased
    Before: 25%-50% chance to create 5 purple gems
    After: 35%-85% chance to create 5 purple gems
  • Darkness - chance to blind enemy changed from fixed to based on spell rarity
    Before: 75% chance to Blind enemy
    After: 35%-85% chance to Blind enemy
  • Dispel Magic - Mana cost increased +5, from 65 to 70; small changes to ability
    Before: 50%-75% chance to drain their mana
    After: 60%-110% chance to drain their mana instead
  • Gravedigger - secondary ability chance increased
    Before: 25%-50% chance to destroy a second column and create 3-8 skulls
    After: 35%-85% chance to destroy a second column instead
  • Healing Word - Mana cost increased +50, from 75 to 125; secondary ability chance increased
    Before: 25%-50% chance to cleanse negative status effects
    After: 30%-80% chance to cleanse negative status effects
  • Ice Armor - Mana cost increased +45, from 55 to 100
  • Lightning Bolt - Mana cost increased +15, from 110 to 125
  • Sacred Flame - secondary ability chance for bonus damage decreased
    Before: 70%-100% bonus damage vs Dark Enemies
    After: 25%-50% bonus damage vs Dark Enemies
  • Sunburst - Mana cost increased +5, from 125 to 130
  • Vampiric Touch - Mana cost increased +5, from 120 to 125; secondary % to heal is reduced
    Before: Deal X damage as dark and receive 40-60% of it back as life
    After: Deal X damage as dark and receive 5-30% of it back as life
  • Wall of Fire - Mana cost increased +45, from 55 to 100
  • Witchbolt - mana gain % range decreased
    Before: Deal X damage as dark, with a 40%-60% chance to regain half mana
    After: Deal X damage as dark, with a 10%-60% chance to regain half mana
Assassin Spells
  • Assassinate - Mana cost increased +15, from 135 to 150; spell kill ability changed
    Before: fixed 50% chance to kill the target if they are below 25%-50% Health (based on spell rarity)
    After: 25%-35% chance to kill the target outright if they have no Resistance remaining
  • Blackjack - Mana cost increased +35, from 95 to 130; nerf to stun chance
    Before: 50%-100% chance to stun the target for 1 turn
    After: 25%-50% chance to stun instead
  • Concentrated Venom - Mana cost increased +20, from 130 to 150
  • Deadly Accuracy - Mana cost increased +5, from 120 to 125; now makes purple gems instead of skulls BIG CHANGE
    Before: Create 2-7 skulls on the board
    After: Create 3-8 purple gems on the board instead
  • Distract - this spell has been changed entirely and is now called Vital Strike costing 100 mana BIG CHANGE
    Before: Reduce the target’s Power by X amount with a 30%-80% chance to Confuse the enemy for 4 turns
    After: Deal X damage as Dark, and then convert 3-8 yellow gems to skull gems
  • Lethal Poison - Mana cost increased +15, from 85 to 100; primary ability effect increased
    Before: Increase the caster’s Critical Hit Damage by 50%-100%
    After: Increase the caster’s Critical Hit Damage by 60%-110%
  • Night Blade - Mana increased by +20, from 90 to 110
  • Nightmare Vision - this spell has been changed entirely and is now called From the Shadows costing 130 mana BIG CHANGE
    Before: Deal X damage as dark, and inflict Terror on the target for 3-8 turns
    After: Deal X damage as dark. If Shadow Gems are in play, also gain X Armor and Resistance.
  • Shadow Dash - Mana cost increased +35, from 55 to 90, secondary ability improved
    Before: Gain 5-10 Speed, and if the enemy is Confused, also gain X Resistance
    After: Gain 5-10 Speed and X Resistance
  • Smoke Bomb - Mana cost increased +70, from 80 to 150; secondary ability chance to Blind increased
    Before: 25%-50% chance to Blind the enemy for 4 turns
    After: 40%-90% chance to Blind the enemy for 4 turns instead
  • Unnerving Strike - no changes but bear in mind Nightmare Vision is no longer a valid spell so Terror will have to be generated by some other means
Berserker Spells
  • Ancestral Ferocity - Mana costs decreased, from 150 to 80 (nice change for new players)
  • Bloodlust - Mana cost increased +15, from 110 to 125; nerf to bonus damage
    Before: if Rage is active, deal 75%-150% bonus damage
    After: if Rage is active, deal 25%-75% bonus damage instead
  • Burning Fury - nerf to bonus damage
    Before: if Rage is active, deal 50%-150% bonus damage
    After: if Rage is active, deal 25%-75% bonus damage instead
  • Flaming Skulls - Mana cost decreased -25, from 300 to 275
  • Intimidate - Mana cost increased +25, from 95 to 120; secondary ability chance increased
    Before: 30%-55% chance to Stun the enemy for 1 turn
    After: 45%-70% chance to Stun the enemy for 1 turn
  • Spin Attack - Mana cost increased +10, from 90 to 100
  • Split Skulls - Mana cost decreased -15, from 135 to 120; gem creation effect has changed
    Before: Deal X melee damage and create 3-8 skull gems
    After: Deal X melee damage and create 3-8 skull gems or red gems
  • War Cry - Mana cost increased +10, from 90 to 100; spell abilities reworked BIG CHANGE
    Before: Select a skull gem and destroy its column. if Rage is active, deal X damage as light, and gain 5-10 Speed
    After: Select a skull gem and destroy its column, then gain X Armor, if Rage is active, create 4-9 red gems
  • Well of Anger - Mana cost increased +35, from 75 to 100. Critical Hit Damage bonus increased
    Before: Increase Critical Hit Damage by 20%-70%
    After: Increase Critical Hit Damage by 30%-130%
Necromancer
  • Black Ice - Mana cost increased +10, from 90 to 100; ability chance buffed
    Before: 25%-50% chance to inflict Wither for 4 turns
    After: 35%-85% chance to inflict Wither
  • Chill Touch - Mana cost increased +15, from 105 to 120; spell is now a mana converter BIG CHANGE
    Before: Drain 25%-75% enemy mana
    After: convert 3-8 yellow gems to blue gems
  • Corrosive Rain - Mana cost increased +40, from 90 to 130; spell values and ability have changed (amount reduced may have been buffed)
    Before: Decrease target’s Armor by a determined amount
    After: Decrease target’s Armor and Resistance by a determined amount
  • Grim Scythe - Mana cost increased +20, from 130 to 150; secondary ability threshold and bonus damage reduced
    Before: If the enemy is below half health, deal 100%-200% bonus damage
    After: Deal 50%-100% bonus damage if the target has no Armor remaining
  • Legion of Doom - secondary ability chance increased
    Before: 25%-50% chance to also convert all red gems to skulls
    After: 35%-85% chance to also convert all red gems to skulls
  • Mask of Terror - Mana cost increased +20, from 80 to 100; secondary stun ability chance reduced
    Before: if the target is suffering from Terror, there is a 70%-100% chance to Stun them for 1 turn
    After: if the target is suffering from Terror, there is a 25%-50% chance to Stun them instead
  • Poison Skulls - Mana cost increased +10, from 115 to 125; secondary ability chance increased
    Before: 30%-55% chance to poison the enemy
    After: 40%-90% chance to poison the enemy
  • Unseal the Tomb - secondary chance increased
    Before: Create 2-7 skulls on the board, with a 25%-50% chance to create 4 extra skulls
    After: Create 2-7 skull on the board, with a 35%-85% chance to create 4 extra skulls
Paladin Spells
  • Bow Before Me - Mana cost increased +10, from 100 to 110
  • Divine Steed - Mana cost increased +40, from 60 to 100; now gains Armor in addition to Speed, an improvement
  • Holy Avenger - Mana cost decreased -30, from 300 to 270
  • Lay on Hands - Mana cost increased +65, from 75 to 140
  • Protection from Evil - Mana cost increased +10, from 80 to 90
  • Purge - Mana cost increased +30, from 80 to 110; spell ability has changed significantly BIG CHANGE
    Before: Destroy 4-9 gems of a chosen color, and drain the enemy’s mana by 25%-50%
    After: Deal X damage as fire, +10% per yellow gem on the board, then destroy 4-9 gems of a chosen color
  • Shield of Faith - Mana Cost increased +25, from 90 to 115
  • Shield of Retribution - secondary ability chance to Stun reduced
    Before: if Shield gems are in play, there is a 50%-100% chance to Stun the enemy for 1 turn
    After: if Shield gems are in play, there is a 25%-75% chance to Stun the enemy instead
  • Smite - Mana cost reduced -5, from 125 to 120
  • Turn Undead - Mana cost increased +15, from 105 to 120. Secondary effect bonus damage significantly reduced
    Before: Deal X damage as light. If the enemy is Undead, multiply damage by 240%-300%
    After: Deal X damage as light. If the enemy is Undead, multiply damage by 50%-100%
Shaman Spells
  • Acid Cloud - Mana cost increased +10, from 120 to 130
  • Cockatrice Juju - Mana cost increased +20, from 125 to 145
  • Healing Totem - Mana cost increased +35, from 90 to 125
  • Mojo - Mana cost increased by +45, from 60 to 105; secondary ability chance decreased
    Before: reduce the enemy’s Armor by 40%-60% of the amount of increase to the caster’s armor
    After: reduce the enemy’s Armor by 10%-60% of the amount of increase to the caster’s armor
  • Poisonous Toads - Mana cost decreased -5, from 125 to 120
  • Scorpion Juju - Mana cost increased +10, from 85 to 95
  • Spider Juju - Mana cost increased +35, from 65 to 100; spell abilities have been adjusted and changed
    Before: Inflict Bad Juju on a target for 2-7 turns and drain their mana by 25%-50%
    After: Inflict 1 turn of Bad Juju for each green gem in play, and gain X Resistance with a 25%-75% chance for double.
  • Toxic Shock - this spell has been changed entirely and is now called Poison Charm costing 140 mana BIG CHANGE
    Before: Deal X damage as poison, adding +10%-30% bonus damage for each stack of Poisoned or Bad Juju on the target
    After: Deal X damage as poison. Gain X Armor and Regeneration for 2-7 turns
15 Likes

Thanks for being the best “employee” at 505 servicing the community!

Edit: I actually appreciate a lot of these balancing changes, although i think many items were nerfed to the point that they wont feel relevant in an average fight.

That said, i have no inventory space to try out these new builds.

7 Likes

This is a pretty sobering list when looking at my loadout:

Bloodfang Twinblade (untouched)
Guard’s Pauldron (untouched)
Royal Armor (untouched)
Warlord’s Mask (nerfed)
Guard’s Gloves (buffed)
Royal Leggings (buffed)
Dwarven Boots (buffed)
Savior’s Shield (nerfed)
Dwarven Necklace (nerfed)
Dwarven Ring (nerfed)
Firewalker’s Belt (untouched)
Firewalker’s Ring (nerfed)

Spells:
Smite (buffed)
Channel Light (nerfed)
Gravedigger (buffed)
Burning Hands (nerfed)

…with about half of my gear significantly nerfed, and minor buffs. If mob damage was not decreased, I’m expecting to die on the first or second mob better than half the time with my current build.

That in mind, the buffs across the board were mainly to armor and resistance restoration, which is survivability. For those playing with the update, has that survivability boost allowed you to win as often, or substantially less often?

1 Like

Removed reference to the adjusted scoring as it has been “fixed” - (the rewards scores are obtainable but the leaderboard scores are still off for those that have updated):

Updated changes with two new shop bundles, both positive changes.

Updated Ultimate spells to indicate nerfs to Ultimate Gem effect of Barbarian and Necromancer ultimates

Fully one-third of my gear, 4 pieces, were what can be charitably described as “significantly” nerfed.

We’re talking 50-85% reduction in utility. ENORMOUS. 3 of these 4 were pieces that I had spent significant time and money getting to Legendary. Literally my only pieces of Legendary gear.

Tweaks are okay. Expected even. But nerfing them to outright uselessness is bullshit. To do it via undocumented “stealth” nerfs is cowardly and malicious.

Dwarven Hammer – Significant Nerf
Saviors Helm – Significant Nerf
Firewalker Ring – Significant Nerf
Dwarven Ring – Significant Nerf

2 Likes

Oh well, that’s me nerfed into oblivion. :cry:

These changes are now live to those who have already updated. Original post updated with the following:

Gem and Eveline Crystal cost reductions on a number of actions, so this change is a positive one. Crafting times have overall been reduced (the last two are now only 12 hours) although the Tier I and II Exchange has increased in time.

1 Like

Thanks for the awesome info, Sibelios!!!

The barrier nerf is pretty huge… Completely changes the playing dynamics for me… Anybody have any recommendations?

Given the wholesale amount of changes I think it’s going to take everyone a bit to adjust. I think it’s ok to accept that it’s not worth trying to do Level 100 skirmish/dungeons all the time; go for 70-75 instead. Start building out your gear and refigure your citadel bonuses for additional survivability. Over time it will balance out again.

1 Like

After playing with the changes a bit, agreeing with Sibelios that survivability needs to be a priority. I’ve experienced green “Normal” opponents that have all but one-shotted me through full Legendary gear.

On the other hand, there are new combinations of things that have powerful synergy because of the gear changes.

Case in point, big numbers that were not previously possible:

image

Also, watch out for enemies that used to cast a debuff before an attack spell. These have been reversed where the attack spell now comes first before the debuff. Further, many opponents have had their mana costs on spells drastically decreased (looking hard at you dragons).

2 Likes

Discovered more unannounced balance changes:

  • Many PvP defense spells have had their costs significantly reduced. Beware.

  • The effects of attacking elemental strengths and weaknesses have been significantly diminished. Attacking an elemental weakness now only generates a 20% damage bonus (this amount no longer displays as a red critical damage number, but as a normal white damage number with the critical !! identifier). Attacking an elemental strength now only results in a 16% damage reduction.

2 Likes

This spell does meele damage now. Acording to this change can you confirm that they need to have Resistance 0 and not the Armor?

That is the way it reads. It does seem to be a disconnect in terms of the type of damage it is doing and the type of damage that needs to have already been done (spell/gem damage)

Interesting, I’ve only just started playing with the new patch and hadn’t noticed that; that’s a big change.

Question for you @Lyrian: do you recall discussing how the BLOCK stat worked? I thought I remembered that the citadel Block % was a direct % but it looks like it is now a % modifier to the BLOCK stat on a shield. For instance, if I have a Level 45 Legendary Shield with a BLOCK value of 414, and I have a citadel Block % stat of 21%, then the resulting value is 497 BLOCK, or 49.7% Block Chance and Block Damage Mitigation. I was thinking previously the 21% was added to the 41.4% but I could be mistaken. I was just trying to remember if this was a “nerf” change because block was inconsistently working and being displayed properly in the past

The shield formulas did not change in 1.0.

Block Chance % = [(ShieldBlockRating / 1000) * (1 +CitadelBlockPercentage)] + TotalGuardAttributePercentage

Block Amount % = [(ShieldBlockRating / 1000) * (1 +CitadelBlockPercentage)] + TotalSolidAttributePercentage

Ok thanks for confirming.

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50%-100% ???
Turn Undead Turn Undead Turn UndeadTurn Turn Turn !!!
100%-150%√

Additional addendum:

As others have mentioned, some new shop bundles have been added. Of particular note:

  • Newbies can now trade 100 wood marks for 50 food. ← This is a really bad deal.
  • There are multiple new VIP bundles. Most are meh in general, but if one’s wallet is open…
    • VIPs can purchase 1 random Legendary relic for 500 Crowns, or 3 at once for 800 Crowns.
    • The $50 USD Mythic Bundle has been reduced to ~$35 and now gives 4 random Mythic relics instead of just one.

It will be interesting to see if there are new VIP versions of the weekend special bundles or not.

Not sure what this means. I’ve rechecked and the range on the new spell is 50%-100%. If you are seeing differently please post a screenshot so we can report it as a bug.

EDIT: it was pointed out that perhaps the issue is the word choice “multiply”; the better word choice would be “increase”