Repeated intro
What changed
0 fixes3 additions5 changes0 removals
addedThis week we are coming to you with the next batch of changes related to combat, the introduction of the questboard feature to the middle of the map, changes in the Nation Points system, a new and interesting recipe, as well as a few more skins for horses!
changedChanges in the damage of the orange (red) powerbar attacksWe are happy that the changes in movement that we have implemented thanks to our Community feedback were warmly welcomed, and following your feedback we are now moving to another important topic - TTK (Time to kill) and the "green attack spam".
changedChanges in the damage of the orange (red) powerbar attacksDecreasing the TTK is a very important change that decreases the advantage of a “zerg” against a smaller group of players. Not only does it prevent the zerg from “spamming” down their opponent with green attacks, as the smaller group can respond with fully charged attacks that will not only cancel the spam attacks but also deal significant damage.
changedChanges in the damage of the orange (red) powerbar attacksWhat is more, with the TTK being lower, a smaller group of players will be able to win fights against bigger groups of less skilled, making the number advantage less important than the skill of the players. This will help a small, but skilled group to defend themselves against the zerg, as it gives a chance to kill one group of enemies before another part of the zerg arrives.
changedChanges in the damage of the orange (red) powerbar attacksAs these are very important topics, we didn't want to completely rework the rules of our combat in order not to destabilize the balance. We want the green attack to still be a viable part of the gameplay, letting players deal a quick final blow or perform a very quick attack to catch the opponent off guard, however, we also want to make it a less viable tactic for everyday use. This is why we have decided to significantly increase the damage dealt with the red (orange) powerbar. This change required us also to change damage values and some modifiers of certain weapons, as well as the armor reductions, as without these changes weapons that are already dealing big damage would become too strong.
changedChanges in the damage of the orange (red) powerbar attacksPlease note, that the above-mentioned changes will affect solely the melee combat, as the damage of the red (orange) powerbar attack for bows and throwables will not change.
— Changed the overhead damage modifier for the Crusher's Sword1.3→1.25↓— Changed the overhead damage modifier for the Crusher's Sword decreased, nerf— Changed the damage modifier of axes1.2→1.15↓— Changed the damage modifier of axes decreased, nerfGloria Victis: Medieval MMORPG changes
addedThis week we are coming to you with the next batch of changes related to combat, the introduction of the questboard feature to the middle of the map, changes in the Nation Points system, a new and interesting recipe, as well as a few more skins for horses!
changedWe are happy that the changes in movement that we have implemented thanks to our Community feedback were warmly welcomed, and following your feedback we are now moving to another important topic - TTK (Time to kill) and the "green attack spam".
changedDecreasing the TTK is a very important change that decreases the advantage of a “zerg” against a smaller group of players. Not only does it prevent the zerg from “spamming” down their opponent with green attacks, as the smaller group can respond with fully charged attacks that will not only cancel the spam attacks but also deal significant damage.
changedWhat is more, with the TTK being lower, a smaller group of players will be able to win fights against bigger groups of less skilled, making the number advantage less important than the skill of the players. This will help a small, but skilled group to defend themselves against the zerg, as it gives a chance to kill one group of enemies before another part of the zerg arrives.
changedAs these are very important topics, we didn't want to completely rework the rules of our combat in order not to destabilize the balance. We want the green attack to still be a viable part of the gameplay, letting players deal a quick final blow or perform a very quick attack to catch the opponent off guard, however, we also want to make it a less viable tactic for everyday use. This is why we have decided to significantly increase the damage dealt with the red (orange) powerbar. This change required us also to change damage values and some modifiers of certain weapons, as well as the armor reductions, as without these changes weapons that are already dealing big damage would become too strong.
This week we are coming to you with the next batch of changes related to combat, the introduction of the questboard feature to the middle of the map, changes in the Nation Points system, a new and interesting recipe, as well as a few more skins for horses!
Without a longer wait, let’s see what today’s update brings!
The screenshot’s authors were awarded. Komodor, Jorwet and IsvRada – check your Ambers!
Changelog v.0.9.9.8.2 Beta
Changes in the damage of the orange (red) powerbar attacks
We are happy that the changes in movement that we have implemented thanks to our Community feedback were warmly welcomed, and following your feedback we are now moving to another important topic - TTK (Time to kill) and the "green attack spam".
Decreasing the TTK is a very important change that decreases the advantage of a “zerg” against a smaller group of players. Not only does it prevent the zerg from “spamming” down their opponent with green attacks, as the smaller group can respond with fully charged attacks that will not only cancel the spam attacks but also deal significant damage.
What is more, with the TTK being lower, a smaller group of players will be able to win fights against bigger groups of less skilled, making the number advantage less important than the skill of the players. This will help a small, but skilled group to defend themselves against the zerg, as it gives a chance to kill one group of enemies before another part of the zerg arrives.
As these are very important topics, we didn't want to completely rework the rules of our combat in order not to destabilize the balance. We want the green attack to still be a viable part of the gameplay, letting players deal a quick final blow or perform a very quick attack to catch the opponent off guard, however, we also want to make it a less viable tactic for everyday use. This is why we have decided to significantly increase the damage dealt with the red (orange) powerbar. This change required us also to change damage values and some modifiers of certain weapons, as well as the armor reductions, as without these changes weapons that are already dealing big damage would become too strong.
Please note, that the above-mentioned changes will affect solely the melee combat, as the damage of the red (orange) powerbar attack for bows and throwables will not change.
Changes: — Changed the formula for the damage done with red (orange) powerbar attacks. This change should significantly increase the damage gap between green and red (orange) attacks. — Changed the overhead damage modifier for the Crusher's Sword from 1.3 to 1.25, as its damage would be too big compared to other weapons. — Changed the damage modifier of axes from 1.2 to 1.15, due to the damage balance between weapon types. — Slightly increased the slashing and piercing reductions for light armor. These changes will not make light armor users more "tanky", but rather adjust their reductions to the new damage model.
We believe that our solution will fix the issue with the "green attack spam" better than the old staggering mechanics, as the old solution was not user-friendly as the not-loaded attack that caused a stagger was actually of the same duration as a light attack that did not cause it. What is more, the old system caused random staggers to happen when players’ ping or fps worsened for a moment while charging the attack. The new solution is