In this update15
Full notes
Full Hell Clock update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey backlanders,
What changed
- Events
- Balance
- Gameplay
- UI and audio
- Fixes
- Store
Hell Clock changes
Today we want to show the (extensive!) patch notes for our upcoming “Clockmaker’s Tools” update, coming September 29th!
By posting as much information as we can early, we hope we can have a conversation about the changes, and also allow you to prepare ahead of time.
Since this update brings significant overhauls to several systems, items and skills, we thought it would be valuable to also do our very first Design Manifesto explaining our reasoning behind each of these changes.
We believe that transparency and communication (as well as us being humble and changing things when we are wrong) are the key for us to make Hell Clock the best game it can be.
We won’t get into Crafting in this Manifesto, since we already did a deep dive on it last week, which you can read here!
So without further ado, let’s get into it!
Why are we even making changes?
The game’s been out for a relatively short time, and has done well enough in terms of reviews and sales - so why are we making such sweeping changes to the RPG systems?
What we WANT to do:
We want the game’s defenses to matter, and the challenge of building defensive layers into your builds to be fun and satisfying
We want damage taken and healing to be more of a “battle of attrition”, and less “spiky”
We want Boss fights to never devolve into boring slogs
We want more build variety in the game, with more skills and combinations being viable in both campaign and late endgame
We want our endgame difficulty scaling to be more sensible, and have a stronger foundation for the upcoming Endless Nightmares
We want the Veteran Campaign to be a bit easier, but Abyss and Oblivion to be much harder!
What we DON’T WANT to do:
We don’t want to nerf any already existing builds. Any build that is S-tier now should remain S-tier when the patch drops [Mark’s note: except for Manaloop, and Silver Bullets+Powder Bag. We absolutely had to nerf those two :( ]
We don’t want crafting to add even more power creep to the game
We don’t want Boss fights to resort to cheap one-hit kills
We don’t want S-tier builds to blow through the entire endgame like it’s nothing, leaving you bored and unfulfilled
We don’t want you to alternate between feeling immortal and suddenly getting one-shot.
Defenses Rework
Hell Clock is currently suffering from a common issue in ARPGs: the defenses start sensible enough, but as the game progresses, you become basically immortal - until something suddenly one-shots you. In our game this is happening mostly due to a couple of outliers. The first one was Lifesteal, which was reworked in 1.0.3; the other one is Conviction.
The issue with Conviction is that it is very weak if used at low values, and game-breakingly strong if invested in. There are currently many methods to get Conviction to the hundreds of thousands with minimal effort, and to millions with a bit more effort.
We are reworking Conviction from the ground up, and here are the major changes:
Conviction is now capped, and the cap starts at 100% of your maximum Mana
All “Conviction Gain” affixes have been replaced with “Max Conviction” bonuses
Conviction Decay is drastically reduced and is no longer linear: it decays fast if you are at or near your Max value, and slows down as the ratio diminishes, becoming very slow if you are in the bottom 25% of it.
Conviction Decay Resistance nodes, affixes and blessings have been slightly reduced across the board, but are still in the game
The major sources of Conviction (“Conviction from Mana”, the “Closed Body” Skill, and the “Holy Water” and “Mother of Perpetual Help” Uniques) have been reduced to be in line with the new Conviction economy
Most effects that would grant you a flat amount of Conviction (such as the “Breath Mask” or “Silver Bullets” Uniques) have been reworked to grant you a percentage of your Max Conviction instead
The UI bar that represents Conviction now makes a lot more sense, being based on your Max Conviction instead of your Life
Our goal with these changes is to stop infinitely-scaling Conviction, but also to make it more consistent at lower values than it currently is. Earning Conviction will be much harder than before, but it will also decay much less, especially at lower values.
We are also bringing Evasion down a notch by reducing most Evasion sources (as it is currently extremely easy to cap Evasion with minimal investment), and also making it not work against Area attacks and ground effects. Basically any ground effects and any attack in the game which has a ground indicator, as well as secondary area effects from attacks (such as the Headcutter's ground slam) are no longer possible to Evade.
Less Monster Damage, Less Player Recovery
The Conviction and Evasion changes, however, are not being made in a vacuum. With both Lifesteal and Conviction brought back in line, we are rebalancing all enemy damage scaling in the game from scratch. Our goal is to make the damage you take less “spiky”, and more of a battle of attrition, so all sources of effective health pool (EHP) recovery have been reduced.
This is effectively a global increase on “time to kill” against players, combining a reduction in monster damage with a reduction on players’ recovery ability.
Our goal is for you to see far less deaths where you are brought from full life down to zero in less than a second, and more often see your death approaching as you run out of options and resources instead.
Fixing Boss Lethality: Curse System
This brings us to the issue of Boss fights, which are an absolute pain to deal with in ARPGs. The reason for it is the sheer variety of player capabilities that the vast customization of ARPGs allows for: you can have two characters reach the same Boss at the same point in their progression, but one of these builds has 4,000 Life, uncapped Resists, and just a single defensive layer, and can kill the Boss in 50 hits; while the other one can have 10,000 Life, capped Resists, and two or even three layers, but takes 1000 hits to kill the same Boss.
We want to keep our “no one-hit kills” design ethos, and we also want to make sure that building defenses and a “tanky” playstyle is rewarding; but we also need to make sure that builds that have good defensive layers can’t just sit still and facetank every single Boss while dealing basically no damage, for 5 minutes or longer.
With these goals in mind, we are implementing the “Curse” system in all Bosses and Unique enemies. If you are familiar with the Act 3 final Boss, this is the exact same mechanic.
Every Boss attack will inflict a few stacks of Curse on you, with the more impactful and easier to dodge ones contributing far more stacks. Each Curse stack will reduce all of your Resistances, and can even bring them to negative values. Defeating the Boss/Unique monster will instantly remove all Curse stacks.
This will allow us to tune Boss damage in a way in which any appropriately-scaled character is guaranteed to not get one-hit-killed by any mechanic the first time they get hit. As the fight progresses, getting hit again (especially with the most telegraphed attacks) will make everything hurt more and more, with tankier builds of course being able to resist a lot further, but overall the challenge and tension of the Boss being maintained.
As a small indie studio, complex and intricate Boss fights are the single most expensive thing for us to create, so although we recognize that the fights in Hell Clock are much simpler than what you’d see in a AAA game such as Path of Exile 2, we hope that with a few well-placed changes we can have them do their job and provide a satisfying experience that fits our game’s structure.
Improving Build Variety
With survivability out of the way, let’s talk about damage.
Although the current build variety isn’t terrible for a 1.0 release of a new ARPG - and is bound to increase a lot more as we release all of the Constellations, new Relics and new Skills - we believe it’s far from where it should be.
If you consider the current meta, the only types of builds that can currently crush Oblivion easily are using at least one of these 3 techs:
Manaloop (as it completely breaks the game with infinite cast speed);
Scaling damage via extreme stacking of Conviction (either with Silver Bullets or Written Promise);
Stacking ungodly amounts of Projectile%
These three things were at least an order of magnitude above all other options in the game, so bringing them back in line makes everything much saner. It also allows us to reduce enemy Life scaling from Act 2 Normal onwards, which frankly could get a bit silly.
As funny as Manaloop is, it obviously needs to go. We are introducing changes to the Oxumaré Constellation and to Judgement with the goal of disabling looping. Both changes are also positive, since it aligns Oxumaré with its original design goal of reducing larger cooldowns (it was never meant to be a tool to increase cast speed of Spells), and Judgement is also getting more attention (more details on the section below).
We were also worried about how Silver Bullets triggering Powder Bag made for very dull buildcrafting, as it outperformed every way of triggering PB and was by far the less creative or interesting. Silver Bullets are no longer Physical, and now add Lightning damage to your shots. With all Constellations and Relics we have planned, the Silver Bullets + Powderbag combo will be viable again in the future, but it will take a bit more investment than it did in the previous iteration.
Apart from these two particular cases above, our goal is to NOT nerf any build that is already working and doing well in the endgame. If you are running Splitshot with loads of projectiles, clearing screens with Mark of the Vulture, and melting bosses with Summon Rosary, do not worry - our intention is not to nerf anything, we are just reducing the damage ceiling of the game and reducing the enemy scaling along with it.
Hopefully this will pave the way for far more build options being viable, even before the introduction of new content to the game. It will also give us a more solid base to work with for future updates, without losing control over our scaling and ending up with Bosses having literal trillions of Life a few months down the road.
Economy Changes
We are also introducing several changes to the Soulstone and item drop economy in general. The current iteration of the Soulstone economy incentivizes players to go back and farm earlier completed Acts instead of going as far as they can on their current Act - especially in Ascension.
Overall, later Acts will always be more rewarding now, with greatly increased drop rates and also with recycle gains from Relics scaling with higher Tiers as well. We are also updating the Campaign drop tables to ensure that Relics from Act 1 can show up as Tier 2 drops when playing Act 2 of the Campaign.
Vertical Endgame Rebalance
For 1.1 we are also reworking the scaling of the World Tiers. Abyss and Oblivion should be MUCH harder now, as it was originally intended, and will require well-rolled Relics and optimized builds to complete.
We understand that the vertical endgame will never feel fully satisfying until we have Endless Nightmares out, offering a more fleshed out experience. But still, many of you have demonstrated that you are eager to push your builds to the limit and want something right now that will allow you to do that.
So for 1.1 we are also introducing a new, final World Tier: Void. It is designed to be impenetrable to all but the most powerful builds you can come up with, and will yield no Constellation points - its purpose is purely to serve as a temporary pinnacle activity while we work on Endless Nightmares.
Void is ridiculously challenging and completely optional. We do not expect the vast majority of players to be able to clear it.
After Endless Nightmares is released early next year, we will probably remove Void and keep only Abyss and Oblivion in the game.
Other Gameplay Changes
We have made several other smaller changes that we think need some clarification about our motivations.
We are reducing all crit bonuses available in the game. This is part of our effort to reduce the overall damage scaling in Hell Clock, but it’s also because Crit felt almost mandatory in endgame, especially with how little investment was required to reach the crit cap (100% crit chance). Again, this is not intended as a direct nerf to crit-based builds, as the enemy Life scaling has also been decreased to account for it.
We are bringing some underperforming Skills up a notch, to compete with the more popular ones. This includes buffs to Bombardment, Phantom Marksmen, Summon Brute, Passage, Repeater, Matadeira, Old Bell, and a big buff to the Retaliation damage of Closed Body. This is part of the overall effort to increase build variety and creativity.
Reflexes has been reworked into “Spectral Knives” to provide better QoL as well as more damage. It now works similarly to a Prayer, with its effect always active, and the activation providing a temporary boost to damage, throw speed and knife regen speed. All Spectral Knives Uniques have been revised and buffed. It is also getting strong synergies by having a natively increased Bleed chance and by gaining the “Spell” tag.
Some Unique Relic Blessings have been removed, either to reduce the overall size of Blessings Decks (increasing their consistency over time) or because those effects could get a bit silly (in the case of Northerner’s Belt cooldown reductions, for example).
Judgment has been changed not only to avoid Manalooping, but also to make the Skill more interesting, and its Relics actually useful. The new base cooldown for Judgement makes it less of an “add to any build for free damage” tool, and requires you to make use of its Unique effects to really take advantage of the extremely powerful Resistances debuffs.We’ve also brought its Blessings down a bit, because the insane amounts of Res reduction that could be achieved with Judgement made it auto-include in all builds, which is never a good thing. To compensate for all these nerfs, we are buffing the effectiveness of Judgement for Ailment builds, giving it a more specialized role in the meta (while still being useful for Res reductions for basically any build, just to a lesser degree than previously).
We have also given enormous buffs to two “meme” techs in the game, in the hopes that you will now be able to take them and turn them into hilariously viable builds in patch 1.1.
With the new focus on increasing the “time to kill” on players, all Life draining effects (such as The Sacrificed or Wheel of Death) have been significantly reduced.
Also to keep in line with the new survivability scaling in the game, most sources of Resistances in the game have been reduced, and capping Resistances in higher World Tiers and Hell Levels will now be an actual goal instead of being basically “free”. Higher World Tiers are also reducing Defenses as well as Resistances.
Full Patch Notes
Gameplay
Added "Clockmaker's Tools" crafting system to the game. There are 9 different currencies, and some will start dropping from the middle of the Act 1 campaign. Check our dedicated Crafting blog post for in-depth information about this
Monster Life and Damage scaling changed across the board. This is an overall decrease in monster Life and Damage scaling across the entire game
- Conviction ReworkedIt now has a Max value determined by your Mana. "Conviction Gain" stat replaced by "Max Conviction". Decay is now drastically reduced, and it decays even less as your current value gets further away from your Max value
Evasion Reworked: you can no longer Evade area effects. Basically any ground effects and any attack in the game which has a ground indicator, as well as secondary area effects from attacks (such as the Headcutter's ground slam) are no longer possible to Evade
Boss damage has been reduced across the board, but all Bosses now have the "Curse" mechanic. Getting hit by Boss attacks will inflict stacks of "Curse" that will last through the entirety of the fight. Each stack of Curse makes you take more damage from attacks. The Jailer mini-boss is the only exception and cannot inflict "Curse".
"Second Wind" has been changed in endgame. Instead of paying 1 point for 100% death protection (as in Campaign), the Oblivion Bell and Infernal Bell versions now give 25% chance to trigger per point. This means Second Wind now costs 4 points instead of 1 in endgame.
"Clock Seconds" drops are now dynamically adjusted based on how much time you have remaining. Less time on the Hell Clock increases the chances of obtaining Time drops (up to 300%).
Base Critical Chance reduced from 5% to 4%
Base Ignite damage increased from 60% to 85%
Base Ignite duration increased from 5 to 6
Bleed chance scaling with enemy Life reduced by 50% (enemies having large Current Life pools relative to hit damage now impacts the Bleed chance 50% less than before)
Bleed chance now has a reduction floor of 10%. This means that no matter how much Life your target has, your chance to bleed on hit will never be less than 10% of your listed Bleed Chance. (i.e. if you character sheet says you have 50% Bleed Chance, it can never be reduced to less than 5%)
Blighted attack speed reduction reduced from 20% to 8%
Player starting base damage increased from 100 to 180
Life Drain effects now count as taking damage for the purposes of gaining Vigor Stacks
Projectile Amount Reworked: after reaching Projectile breakpoints, any excess Projectile% left over will be rolled as a chance to get an additional projectile*.
* For example, if your Skill shoots 3 projectiles and you have +60% Projectile Amount, it will always shoot 4 projectiles and have an 80% chance of shooting a 5th one on each use
Relics now yield more Soulstones when Recycled based on their Tier and on how many affixes they have
Act 2 (in all difficulties and game modes) now has approximately +25% Soulstones gained, +10% Relic drops and +15% Currency drops
Act 3 (in all difficulties and game modes) now has approximately +50% Soulstones gained, +20% Relic drops and +30% Currency drops
Reduced bonus chance to find Potions when in low quantity by 25%
Memory Level's progression curve has been changed to accommodate the changes in the Soulstone economy (in general it will take a bit more Soulstones to reach higher Levels than it did before this patch, but it should take about the same play time due to the increased Soulstone gains)
Infernal Bell (Ascension) can now only reach a maximum Skill Level of 7 (down from 8), to accommodate for the new +Skill Level items.
Minor Mana Nodes in Oblivion Bell and Infernal Bell reduced from 75 to 50
Enemy Barriers are now considered extra Life for the purposes of calculating Ailment thresholds
Enemies with Barriers are no longer immune to Ailments
Ignite and Bleed damage now bypass Barriers and deal damage straight to enemy Life
Enemy Barrier values increased across the board in endgame
Players' default Loot Pickup Range increased from 5 to 6
All Summon Damage affixes on Relics and Skill Trees increased by 40% across the board
Quality of Life
New Feature: "Death Recap" - you can now see the damage breakdown from the last 5 hits you took before dying
New Feature: The "Blessed Stash" now stores your Blessed Gear in town!
- New FeatureAdded Loadouts to Relics
- New FeatureAdded Loadouts to Gear
- New FeatureAdded a "Search" function to the Reliquary and Stash
New Options added to customize how you want to handle your Blessed Gear pickups
Blessed Gear pop-up window now has protection against accidental clicks
New Item Drop labels added to make it easier to see what you are getting
Added new Relic art to represent each Tier
Improved the visuals of Relic rarities
Prayer of Vengeance's tooltip now displays accurate and up-to-date values of Crit Chance and Crit Damage, separately
You can now skip the splash screens at the game startup
Capped Resistances now show the uncapped values in parenthesis
"Additional Damage" affixes renamed to "Bonus Damage" for clarity, and tooltip explanations improved as well
Righteous Blade damage and scaling information now dynamically added to Prayer of Health's tooltip
Added new visuals and sound for item drops, including the new Tools currency drop
Improved the sound of casting the Old Bell
Improved the visual clarity of Ignite - it is now way easier to tell when an enemy has been Ignited
Added the following settings to the Options menu:
Low Life HUD Feedback
Damage HUD Feedback
Restore Life on Level Up
Restore Mana on Level Up
Use Potion on Full Pickup
World Tiers
Abyss and Oblivion completely rebalanced to provide a significantly greater challenge
Added new World Tier: Void. It contains no Constellation points and will serve as temporary "pinnacle challenge" for your builds until Endless Nightmares is released
Added the following effects to Abyss World Tier: -20% Evasion, Endurance and Anti Magic; -20% Experience Gain; +40% Crafting Tools Drop Rate;
Added the following effects to Oblivion World Tier: -40% Evasion, Endurance and Anti Magic; -40% Experience Gain; +80% Crafting Tools Drop Rate;
Skills
Basic Attack now supports Skill Level scaling
Bombardment Base Damage increased from 1.0 to 1.45
Closed Body Conviction Gain from Max Mana reduced from 100%-290% to 40%-104%
Closed Body base cooldown increased from 15 to 30
Closed Body cooldown scaling with Skill Levels reduced to match the gain on Conviction
Closed Body Retaliation base damage increased from 100% to 250%
Closed Body Retaliation Aura base duration increased from 5 to 10
Closed Body higher Skill Levels now also increase the duration of the Retaliation Aura proportionally
Closed Body cooldown time scaling with Skill Level reduced by 50%
Double Knives base damage decreased from 0.75 to 0.55
Double Knives damage scaling with Skill Level increased from 0.225 to 0.375
Holy Rosary base damage increased from 1 to 1.2
Holy Rosary projectiles now pierce up to 3 enemies by default
Holy Rosary base Mana cost reduced from 180 to 170
Holy Rosary base projectile duration reduced from 3.8 to 3.1
Holy Rosary base damage increased from 0.45 to 0.6
Judgement Ailment Duration Global Buff increased from 3% to 4% per Rank
Judgment now has as a 9-second Base Cooldown
Judgement minimum cooldown increased from 0.2 to 0.3
Judgment Mana cost reduced from 300 to 210
Judgment base Resistances reduction decreased from 0.4 to 0.2
Judgment added effect: enemies affected by Judgement take 20% additional Ignite and Bleed damage
Matadeira base damage increased from 2.4 to 3.0
Matadeira base cooldown increased from 5 to 6 seconds
Matadeira damage scaling with Skill Levels increased from 1.0 to 1.5
Passage base cooldown increased from 3.5 to 4.8
Phantom Marksmen base damage increased from 0.8 to 1.3
Phantom Marksmen base cooldown increased from 0.5 to 1.5
Phantom Marksmen min cooldown increased from 0.16 to 0.3
Phantom Marksmen Mana cost reduced from 350 to 145
Phantom Marksmen Global Buff synergy is now "+2.2% Damage[x] per Rank"
Phantom Marksmen per-shot damage now scales linearly with Projectile Amount
Phantom Marksmen base range increased from 15 to 22
Prayer of Health base regen scaling reduced from 4%-9% to 3%-5.5%
Prayer of Vengeance base crit values reduced to be in line with the new global rebalance, new base crit chance and crit damage bonus is 18%
Reflexes Reworked: it is now called "Spectral Knives". The skill is now always active. The active effect instantly regenerates all Spectral Knives and provides a buff that gives +20% damage, attack speed and regen speed to the Spectral Knives for 5 seconds. Spectral Knives now have double the Chance to Bleed naturally.
Reflexes (Spectral Knives) base damage reduced from 0.75 to 0.5
Reflexes (Spectral Knives) base throw speed increased from 0.3 interval to 0.2 interval
Reflexes (Spectral Knives) damage scaling with Skill Levels increased from 0.375 to 0.45
Reflexes (Spectral Knives) base cooldown increased from 8 to 11
Reflexes (Spectral Knives) now has the "Spell" tag
Repeater base damage increased from 0.66 to 0.8
Summon Brute Global Buff per Rank now provides +2%[+] for both Life and Mana
Summon Brute base Life increased from 6000 to 12000
Summon Brute Life gain per Skill Level increased from 30% to 40%
Summon Brute base damage increased from 1.0 to 3.0
Split Shot base damage increased from 0.6 to 0.8
The Old Bell base cooldown increased from 0.5 to 1.3
The Old Bell base damage increased from 2.5 to 4
The Old Bell damage scaling per Skill Level reduced from 0.3 to 0.25
Veil of Quills base damage increased from 0.6 to 0.7
Veil of Quills base Mana cost reduced from 200 to 175
Veil of Quills Wither Buildup Rate Global Buff decreased from 1.5% to 0.5% per Rank
Veil of Quills Stun Buildup Rate Global Buff decreased from 1.5% to 0.5% per Rank
Blessings
Reduced Constitution III Life on Kill from 1.5% to 0.75%
Reduced Constitution IV Life on Hit from 3% to 1.5%
Increased Constitution IV Life to Melee Damage conversion from 2.5% to 7%. Max damage bonus from this conversion is now 500
Constitution IV Life Leech increased from 1% to 5%
Increased Spirit IV Mana converted to Spell Damage from 2% to 7%. Max damage bonus from this conversion is now 500
Bombardment's Magic Rarity "Duration" Blessing of Proficiency removed
Summon the Guard's "Attack Speed" Blessing of Proficiency reduced by about 45%
Judgement Blessing of Proficiency "Intensity" scaling reduced from 10%-80% to 10%-40%
Northerner's Belt Activation Cooldown Blessing of Proficiency removed
Feathered Dagger's Projectile Duration Blessing of Proficiency removed
Blessing of Alacrity II - Evasion reduced from 10% to 6%
Blessing of Alacrity III - Evasion reduced from 15% to 9%
Blessing of Spirit IV - Current Mana to Spell Damage ratio reduced from 7% to 6.66%
Blessing of Force III - Ignite Damage increased from 30% to 50%
Relics
Relics can now sometimes drop already "Imbued" with one Imbued implicit
Relics can now rarely drop already "Corrupted", always rolling with one Corrupted implicit (there's also a small chance for Relics to drop both Imbued AND Corrupted)
Grand Relics (4x1) and Exalted Relics (2x2) now roll "Major" versions of +Damage% affixes, which have increased values
Due to the changes in the Soul Stone economy, Relic Upgrade costs have been increased from Rank 3 onwards by 20-30%
- Added a new Rare Affix"Split Shot's Mana cost reduced". Can be crafted on Small Relics.
Added a new Rare Affix: "Increase Anti-Magic, reduce Max Life". Can be crafted on Large Relics.
Reduced "Life on Kill" and "Mana on Kill" affixes by about 50% across the board
"Chance to Apply Ignite" affixes increased by about 25%
"Ignite Damage" affixes increased by about 25%
Critical Chance affixes reduced by about 50% across the board
Critical Damage affixes reduced by about 30% across the board
Elemental Resistance affixes reduced by about 50% across the board
Physical Resistance affix is now 2 times rarer to roll in every Relic
Physical Resistance affixes reduced by about 50% across the board
Mana Regen affix scaling reduced from 1.1-1.3 to 1.08-1.24
Mana Regen affix upgrade scaling changed to custom scaling (this is an overall reduction in scaling)
Life on Kill and Mana on Kill can no longer be rolled in small (1x1) Relics
Life on Kill and Mana on Kill are now 3 times rarer to roll in every Relic
Attack Speed affix on small (1x1) Relics is now 4 times rarer
Chance to Bleed and Chance to Ignite affixes on small (1x1) Relics are now 2 times rarer
Rare affix "Potion gives Elemental Resistance" reduced from 10%-50% to 10%-30%
Rare affix "Potion gives Physical Resistance" reduced from 10%-35% to 8%-18%
Rare affix "All Resistances" reduced from 8%-20% to 4%-10%
Rare Bleed Chance affix changed from multiplicative additive to flat, new scaling from 4%-12%
Rare affix "Projectile Amount" changed from Multiplicative Additive to Flat
Rare affix "Projectile Amount" reduced from 10%-50% to 10%-30%
Rare affix "Evasion on hit with Marksman skills" bonus reduced from 10-35% to 10-25%
Rare affix "Take less damage from Close Enemies" scaling reduced from 5%-15% to 3%-7%
Rare Affix "Move Speed when affected by a Prayer" scaling reduced from 7.5%-17% to 5%-9%
Rare Affix "Bleed Chance" changed to "Bleed Damage"
Rare Affix "Critical Hits With Melee Skills will Leech Life" drastically reduced
Uniques
(New Unique) Added new Unique to Act 2: Tiriri's Law (Exalted): Gain Ignite damage. Killing Ignited monsters will make their loot always attract to you, with no range limitations.
- (New Unique) Added new Unique to Act 1Labaredas (Grand): Whenever you Ignite an enemy, gain a stack of Labaredas. For each stack of Labaredas, Split Shot gains Projectile Amount. Split Shot base damage is reduced.
(New Unique) Added new Unique to Act 2: Headless Doll (Large): Gain Summon Damage for each Summon you have active.
Ancestral Memory added effect: "Converts Feitor's Lash to Physical".
Ashes of Mourning base cooldown reduction increased from 2%-6% to 4%-10%
Barbed Wire reworked to "Lasso always applies Bleed. Global Bleed Duration increased by X%[+]."
Banner of Faith scaling changed to 2.5%-4%
Bead Necklace steps increased from 10-20 to 16-32
Bloodied Doll scaling changed from 4%-9% to 6.5%-8.5%
Bloodied Doll changed from base additive to Spell Damage additive
Blue Calcite reworked to "Reflexes is converted to Lighting and deals +X%[x] damage."
Blunderbuss Damage Scaling changed from 120%-160% to 140%-160%
Blunderbuss damage multiplier per projectile reduced from 150%-210% to 120%-160%
Blunderbuss added effect: "Pierces 2 additional enemies"
Bundle of Syringes damage bonus scaling reduced from 1.075-1.21 to 1.05-1.15
Burning Shackles reworked: Lash hits on Ignited monsters consume Ignite to deal X% of all pending Ignite damage as a Fire hit.
Caatinga Hunters bonus per stack reduced from 0.06 to 0.03
- Death Notary changed to"Enemies affected by Slow Time become Exposed (take +30%[x] damage from all sources). Slow Time Duration is reduced by X%[x]"
Death Notary's "Exposed" effect increased from 20% to 30%
Delicate Rosary mana recovery significantly reduced to be in line with the Reflexes rework
Disorientation Life-to-Damage scaling increased from 35%-80% to 280%-400%
Energy Box damage scaling increased from 80%-220% to 180%-300%
Feathered Dagger now pierces a maximum of 3 enemies. Damage lost per each pierce reduced from 70-50% to 40-25%
Final Reckoning damage scaling increased from 1000%-3000% to 5000-15000%
Garrisson Supplies Projectile Amount changed from Multiplicative to Flat
Holy Water Life-to-Conviction conversion reduced from 350%-620% to 180%-300%
Last Prayer base explosion damage scaling significantly increased to 300%-500%
Last Prayer base explosion radius increased by 80%
Mark of the Vulture explosion now requires 12 stacks instead of 7
Peace and Quiet reworked: "Casting Passage gives you X%-X% of your Max Conviction if there's an enemy Near you"
Poem Never Recited no longer reduces the duration on Slow Time
Powderbag damage scaling reduced from 160%-310% to 160%-260%
Righteous Blade base Life degen reduced from 0.15 to 0.05
Righteous Blade damage area now has the "Area of Effect" Skill tag
Righteous Blade damage now scales with the Skill Level of Prayer of Health
Righteous Blade life degen now scales with the Skill Level of Prayer of Health
Saviour's Shield damage reduction scaling reduced from 10%-25% to 10%-15%
Silver Bullets now add Lightning damage instead of Physical, and the added damage is now multiplied by the triggering skill's Damage%
Silver Bullets now drain 10% of current Conviction when used
Silver Bullets damage scaling is now fixed at 10% of current Conviction. New roll is a flat damage limit from 150-300
Silver Bullets can now be used by eligible Summons. It uses your Conviction value, but does not drain your Conviction when Summons use it.
- Skull of the Vulture reworkedIt is now a 2x1 Relic (if you have the original 1x1 Relic, treasure it, because no one will be able to ever drop it after 1.1 releases) . New effect is: "Shadow Dash hits on Bleeding monsters deal X% of all pending Bleed damage as a small Physical explosion. Consumes all Bleed stacks on the monster."
- Spearhead Reworkchanged to "Split Shot pierces 2 additional enemies. Gain +X%[x] damage per pierce"
Spiked Chains damage reduction scaling reduced from 5%-20% to 5%-15%
Stolen Weapons base damage scaling reduced from 20-44% to 18%-26%
Tempest Move-Speed-to-Damage scaling increased from 8%-34% to 10%-40%
Tempest Electric Wave damage increased from 20% to 30%
The Sacrificed now allows you to cast The Old Bell even if you don't have enough Life
The Sacrificed Life Drain reduced from 20% to 7%
The Sacrificed damage bonus is now fixed at 7% of Max Life. New roll is a flat damage limit from 120-230
Toll of the Dead cooldown penalty reduced from 3 seconds to 1 second
Toll of the Dead now summons a maximum of 4 spirits
Unshakable Faith now scales with Current Mana instead of Maximum Mana
Unshakable Faith damage bonus is now fixed at 7% of current Mana. New roll is a flat damage limit from 120-230
Voice of War changed to Multiplicative instead of Multiplicative Additive
Voice of War base damage bonus scaling reduced from 30%-80% to 15%-40%
Wheel of Death Life drain scaling reduced from 10%-5% to 5%-2.5%
Worker's Tools rework: no longer scales with Summon damage, Holy Rosary projectiles maximum Pierce is 1.
Written Promise damage bonus is now fixed at 6% of current Conviction. New roll is a flat damage limit from 150-300
Gear
Added a new Blessed Armor archetype with Life + Mana Shield
Evasion scaling from Blessed Armor reduced from 7.5%-30% to 7.5%-25%
Evasion scaling from Blessed Headgear reduced from 3%-15% to 3%-10%
Evasion scaling from Blessed Shoulder reduced from 5%-22% to 4%-11%
Blessed Weapon base damage reduced by 20% across the board
Reduced Elemental Resistance affixes on Blessed Gear by about 30% across the board
Blessed Rings (Left) can now roll with "Chance to Bleed" instead of "Chance to Apply Ailments"
Blessed Weapons of tier 5 and above now roll "Bleed Damage" and "Ignite Damage" as separate variants instead of pure "Ailment Damage"
Monsters
Electric Beetle base damage reduced from 48 to 40
Electric Beetle Mini base damage reduced from 40 to 32
Reduced Loot Goblin Life scaling in Veteran difficulty
Matriarch
Increased linear projectile velocity
Reduced anticipation time for Unburrow Explosion by half
Increased Unburrow explosion arched projectile speed
Reduced anticipation time for arched projectiles
Increased Unburrow animation speed
Area damage reduced by 50% on all attacks
Wraith
- SummonCooldown reduced from 20s to 15s, and the Wraith can summon minions at the very start of the battle
- Soul Arrow BurstProjectile count increased from 5 to a random value between 5 and 7.
- Small Homing ProjectilesIncreased fire rate and added movement noise to projectiles.
Now can also attack with multiple small projectiles after teleporting
Small projectiles now apply 4 Curse Stacks per hit (was 8)
Soul Arrow hitbox size increased from 0.5 → 0.6
Machinist
Increased Tendril attack animation speed by 20%
Tendril attacks now hit you more consistently at close range
Added a secondary tendril attack to counter "hugging" strategy
- Tendril SkillsReduced anticipation time for most tendril abilities
Added a more dangerous Tendril attack combo to the attack pool
- Overloadinterval between explosions reduced from 0.5s to 0.25s
Battle camera angle is now diagonal for better visibility
- Urubu's Dive AttackIncreased radius and reduced anticipation time, drastically reducing its invulnerability phase
Changed Tamarindo's shadow clones damage from Physical to Lightning
Changed Doctor's Lackey Ground Stomp damage from Physical to Fire
Reduced Doctor's Lackey Ground Stomp damage by 50%
Starved Beast area damage reduced by 50% on all attacks
Starved Beast
Reduced damage of area attacks by 50%
Reduced jump attack hitscan radius from 4 → 3.5
Removed idle delay after the second Plague Bomb projectile
Plague Bomb projectiles now apply Curse Stacks
Plague Bomb projectiles no longer deal damage after the boss dies
Regular Vulture increased takeoff and landing speed, now fires a ranged homing attack with two projectiles
Drops
Global chance of Magic Relic drops reduced from 0.32 to 0.21
Global chance of Rare Relic drops reduced from 0.18 to 0.11
Relics have a 9% chance to drop already Imbued
Relics have a 4% chance to drop already Corrupted
Removed "The Sacrificed" from the Merchant drop table in Act 1
Increased the drop rates for early game build-defining Uniques in the Act 1 Merchant: Blunderbuss, Spearhead, Molten Relic, Tempest, Unshakable Faith
Act 1 Relics are now significantly more likely to drop as Tier 2 Relics in Act 2 (but the Act 2 Relics are still more common)
Constellations
Made 8 new Constellations available: Boitatá, Caipora, Ceuci Star-Mother, Irôko, Nanã, Ossain, Xangô, Yaci Yateré.
Oxumaré's "Never-Ending Cycle" now recovers 18% of active cooldowns OR 1 second (whichever is lowest)
Oxumaré's "Spell Transformation" text fixed to correctly represent what the Constellation does: gain Multiplicative Additive damage per Agility Orb (not multiplicative per Power Orb, as it wrongly stated before).
Oxumaré Spell Transformation damage bonus reduced from 10% to 7.5%
Oxumaré Projectile Transformation damage bonus reduced from 10% to 7.5%
Oxóssi Constellation Crit Chance node changed from Multiplicative to a flat +4% bonus
Oxóssi Constellation Skill Speed nodes changed from multiplicative to flat
Oxóssi flat crit damage node reduced from 20% to 12%
Oxóssi Skill Speed nodes reduced from 10% to 5%
Oxóssi's "Arrows of Oxóssi" now provides +30% Projectile Amount per Agility Orb
Child of Ogum duration increased from 2 seconds per stack to 4 seconds per stack
St. Expeditus Constellation "Quick Sagacity" Evasion node reduced from +20% to +15%
Tupã's Power Orbs base mana regen reduced from 1% to 0.5%
Caupé Critical Hit Damage nodes reduced from 15% to 7.5%
Caupé's "Critical Damage per Agility orb" node red
Oxum's Reward node reduced from +15%[x] to +10%[+]
Expeditus' Evasion node reduced from 20% to 12%
Ossain Physical Resistance nodes increased from 2% to 4%
Guaraci's capstone "The Sun" damage now scales with Lasso's Skill Level
Fixes
Fixed an issue where "Elemental Damage" bonuses were not properly showing up on the Character Sheet
Fixed an issue where more Cursed Shrines than intended would spawn in Act 3 (each Act should have only 4 Cursed Shrines in total)
Fixed Holy Water Upgrade scaling using the wrong scaling multiplier
Fixed an issue with Phantom Marksmen not receiving Marksman bonuses correctly (such as projectile amount, Powder Bag triggers, etc.)
Fixed an issue with Garrison Supplies where the damage reduction was being applied with the wrong operation
Fixed an issue where the Prayer of Vengeance tooltip would display the bonus as "flat" instead of "multiplicative additive", leading to confusion
Fixed an issue where Feitor's Lash Critical Damage blessing was actually lowering the damage instead of increasing it
Fixed an issue where Rare affix "Evasion on hit with Marksman skills" would use the wrong scaling configuration
Fixed an issue where Unshakable Faith Unique was not scaling with the Skill Damage when converting Mana to The Old Bell damage
Fixed an issue where the Spirit IV and Constitution IV conversion blessings were not scaling with Skill Damage
Fixed an issue where Written Promises would roll with one less affix than it should
Fixed an issue where Skull of the Vulture would not properly scale with multiple Bleed stacks
Fixed an issue where Feitor's Lash hit detection would be inconsistent at some angles and/or target distance
Fixed an issue where some Uniques would not spawn in endgame shops
Fixed an issue where sometimes Phantom Marksmen or the Echo from Feitor's Lash would start moving around
Source
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