Difference between revisions of "Patch A.1.1"

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So now that OGH is here this means the adjustments and tuning will be coming in. In this patch we get some decent sized changes to OGH based on what I've been seeing as well as some bug fixes. I'll cover the adjustments in a small section first with a brief explanation and then bug fixes at the bottom.
 
So now that OGH is here this means the adjustments and tuning will be coming in. In this patch we get some decent sized changes to OGH based on what I've been seeing as well as some bug fixes. I'll cover the adjustments in a small section first with a brief explanation and then bug fixes at the bottom.
  
==Balance Changes Explained==
+
==Balance Changes Explained (Solo Maps)==
  
 
So OGH so far as expected has been challenging for people! Many players as I expected are not fond of the challenge, but others are taking it in stride and farming the maps once they find out the intended strategies. None the less, there have been swings and MISSES as well that I've noticed. Particularly the lack of areas for mobbing classes entirely such as ME priest, GC sader, or even a high wiz. There is also a distinct problem with people feeling completely shoehorned into one map. While I wanted to strongly encourage specific builds to go to specific places, I definitely overshot here a bit on some things so I'm doing some adjustments here on some maps that I see to provide more balance.  
 
So OGH so far as expected has been challenging for people! Many players as I expected are not fond of the challenge, but others are taking it in stride and farming the maps once they find out the intended strategies. None the less, there have been swings and MISSES as well that I've noticed. Particularly the lack of areas for mobbing classes entirely such as ME priest, GC sader, or even a high wiz. There is also a distinct problem with people feeling completely shoehorned into one map. While I wanted to strongly encourage specific builds to go to specific places, I definitely overshot here a bit on some things so I'm doing some adjustments here on some maps that I see to provide more balance.  
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6.) Dark Priest: Shadow Temporal Crystal drop added at 0.05%
 
6.) Dark Priest: Shadow Temporal Crystal drop added at 0.05%
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====Prison 1====
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1.) Mutating Prisoner: Crimson Temporal Crystal drop rate increased to 0.15%
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2.) Mutating Prisoner: Ivory Temporal Crystal drop added at 0.05%
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 +
3.) Zombie Guard: Crimson Temporal Crystal drop rate increased to 0.15%
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 +
4.) Zombie Guard: Ivory Temporal Crystal drop added at 0.05%
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 +
====Sewers====
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1.) Contaminated Sting: Move Speed very slightly decreased
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 +
2.) Contaminated Sting: Viridian Temporal Crystal drop rate increased to 0.15%
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3.) Contaminated Sting: Cerulean Temporal Crystal drop rate increased to 0.05%
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4.) Frozen Gargoyle: Viridian Temporal Crystal drop rate increased to 0.15%
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5.) Frozen Gargoyle: Cerulean Temporal Crystal drop rate increased to 0.05%
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6.) Frozen Gargoyle: Casts Level 3 Aimed Bolt instead of level 1. (since aimed bolt was nerfed in the formula compared to normal)

Revision as of 02:46, 17 October 2023

Under Construction, disregard this for now

So now that OGH is here this means the adjustments and tuning will be coming in. In this patch we get some decent sized changes to OGH based on what I've been seeing as well as some bug fixes. I'll cover the adjustments in a small section first with a brief explanation and then bug fixes at the bottom.

Balance Changes Explained (Solo Maps)

So OGH so far as expected has been challenging for people! Many players as I expected are not fond of the challenge, but others are taking it in stride and farming the maps once they find out the intended strategies. None the less, there have been swings and MISSES as well that I've noticed. Particularly the lack of areas for mobbing classes entirely such as ME priest, GC sader, or even a high wiz. There is also a distinct problem with people feeling completely shoehorned into one map. While I wanted to strongly encourage specific builds to go to specific places, I definitely overshot here a bit on some things so I'm doing some adjustments here on some maps that I see to provide more balance.

The main thing you'll notice is that all mobs are getting a 2nd temporal crystal drop of an alternate type that may be desired by a class that isnt necessarily intended for the mob/map, but may be able to make it work. It will be a lower rate than normal as I really want to encourage the intended design, but at least this way you have more agency over your own destiny so to speak. You can exchange the main temporal crystal you dont want 2:1 still and you get the one you want occasionally.

This way if you find a map that works for you but wasn't intended you won't have to feel bad about it.

Also it will be listed below but there was a typo with all temporal crystals and their drop rate should have been 0.10 to begin with across the board but they released at 0.05. But I guess that doesn't matter as a balancing lever will be to increase the drop rate of these across the board.

Chivalry 1

I'll list the changes in a neat list below, but the goal with adjustments to chivalry will be to drastically tone down bulk and damage and also remove the teleport functionality from the mobs. You still won't be able to cd in mouth reflect here, but all other builds should be viable that mob. So Knights, GC Saders, Wizards, and ME priests should hopefully find a home in chivalry 1 that feels engaging. I added in drops for magic classes specifically here on the crystals for the secondary drop. Note, however, that unlike the other buffed drop rates maps the chivalry will take into account that mobbing is gonna likely be the primary way people play here so the drop rate will be lower than other maps to make up for that.

1.) Contaminated Raydric: HP > 76k

2.) Contaminated Raydric: DEF > 33, MDEF > 25

3.) Contaminated Raydric: EXP > 39k, JOB EXP > 38k

4.) Contaminated Raydric: Attack > 1450-1860

5.) Contaminated Raydric: Temporal Crystal Cerulean Added at 0.02% drop rate, (ivory unchanged at 0.05, this is a nerf however due to the buffs of other maps)

6.) Contaminated Raydric Archer: HP > 68k

7.) Contaminated Raydric Archer: DEF > 28, MDEF > 26

8.) Contaminated Raydric Archer: EXP > 73k, JOB EXP > 80k

9.) Contaminated Raydric Archer: ATK > 1315-1500

10.) Contaminated Raydric Archer: Temporal Crystal Cerulean adde at 0.02% drop rate, (ivory still 0.05)

Prison 2

Prison 2 is mostly on point with beast strafers finding a home, but the intended melee audience is still getting slapped around a bit too hard. I do like that they are bulky and threatening forcing you into more creative builds to deal with them, but I do not like that people feel they simply aren't worth the slog. As such I'll be toning these down slightly in their attack, HP, and adding in the aforementioned extra temporal crystla drop this time aimed at the beast strafers who have found a home here.

1.) Gigantes (both): HP > 88k

2.) Gigantes (type A): Attack > 2000-2700

3.) Gigantes (type B): Attack > 1900-2500

4.) Gigantes (type A): DEF > 30

5.) Gigantes (type B): DEf > 35

6.) Gigantes (both): Shadow Temporal Crystal Drop Rate increased to 0.15%

7.) Gigantes (both): Viridian Temporal Crystal added as drop at 0.05%

Staircase

1.) Temporal Crystal Cerulean drop increased to 0.15% for both mobs.

2.) Temporal Crystal Violet drop added at 0.05 replacing skel-bone. to both mobs

Churchyard

1.) Bloody Wraith: Viridian Temporal Crystal drop rate increased to 0.15%

2.) Bloody Wraith: Ivory Temporal Crystal drop added at 0.05%

3.) Standing Soul: Cerulean Temporal Crystal drop rate increased to 0.15%

4.) Standing Soul: Crimson Temporal Crystal drop added at 0.05%

5.) Dark Priest: Violet Temporal Crystal drop rate increased to 0.15%

6.) Dark Priest: Shadow Temporal Crystal drop added at 0.05%

Prison 1

1.) Mutating Prisoner: Crimson Temporal Crystal drop rate increased to 0.15%

2.) Mutating Prisoner: Ivory Temporal Crystal drop added at 0.05%

3.) Zombie Guard: Crimson Temporal Crystal drop rate increased to 0.15%

4.) Zombie Guard: Ivory Temporal Crystal drop added at 0.05%

Sewers

1.) Contaminated Sting: Move Speed very slightly decreased

2.) Contaminated Sting: Viridian Temporal Crystal drop rate increased to 0.15%

3.) Contaminated Sting: Cerulean Temporal Crystal drop rate increased to 0.05%

4.) Frozen Gargoyle: Viridian Temporal Crystal drop rate increased to 0.15%

5.) Frozen Gargoyle: Cerulean Temporal Crystal drop rate increased to 0.05%

6.) Frozen Gargoyle: Casts Level 3 Aimed Bolt instead of level 1. (since aimed bolt was nerfed in the formula compared to normal)