In this update2
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Full SpiritVale update
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What changed
- Gameplay
- Balance
- Maps
- Compatibility
SpiritVale changes
Patch got delayed due to balancing difficulties with a small testing team, and a bit of feature creep. We were also going to include some new passives (think talents) but it took a bit too long and was not included.
Patch tldr;
The game balance had gotten pretty bad, getting out of hand with each class release but not much time to address them. We've rebalanced all class damage and sustain based on several metrics. These metrics will be used to balance future classes so we don't get into the same situation.
Damage and sustain was very spikey, with one-shots and full heals being the norm. The game was becoming more like an ARPG where it only promoted solo aoe farming. The changes aim to start turning it around where combat is a bit slower, more fair, and promotes working together.
Some QOL additions and missing features.
Shared skills and passives (Heal/Haste/Cure/FreeCast) were removed, and distributed amongst base classes. This is to start give classes more of an identity/niche.
Status effects have been revamped, for better clarity and reduce status bloat for future classes. Also gives classes different niches with which status effects they have access to.
All armor sets have been revamped (late game armors were overshadowing everything else too much).
Monster & Boss Changes
Changes
Monsters now have Def and Mdef
Removed regen from Bosses
Monster damage reduced by around 25%
Removed random casting and extra cast range from bosses
Spawner Bosses now have 60s of No KS protection for the Spawner and Party. This is cleared if the Spawner leaves the map
Goals
Giving monsters certain strengths and weaknesses (therefore giving different builds/classes different niches). Much like how the introduction of Crit Defence means Crit builds are less effective in some maps. This is just the start of it, we will slowly push maps to different niches as we do map expansions
Reducing spikey-ness of incoming and outgoing damage
Threat System
Changes
Monsters target the player in range with the most threat.
The party screen shows relative threat.
[c]Threat is generated when - You deal damage - You cast a targeted skill - You cast a skill near aggressive monsters - You use a threat generating skill like Taunt[/c]
Goals
Pretty standard system in MMOs, was just missing before
Allows tanks to keep aggro and DPS to monitor their aggro generation
Status Effect Changes
Changes
Status effects have been revamped, for better clarify and reduce status bloat for future classes. Also gives classes different niches with which status effects they have access to
Many status effects and their applications were changed
Status UI has been revamped for better visualisation
[c]Roughly how status effects are displayed in UI:
- Buffs
- Self Buffs and Effects
- Debuffs[/c]
Status Effects
[c]Stagger: Disable Block, -25% def Curse: Reverse Healing, -25% mdef Burning: Stacking dmg, 3% hp dmg per second Bleeding: Stacking dmg, Disable health recovery Poison: Stacking dmg, Disable mana recovery Decay: Stacking dmg, -1% healing received per stack Slow: -50% Cast/Attack/Move speed Blind: -25% Hit/Flee/Crit Weaken: -25% Final Damage Vulnerability: +1% Physical damage taken (max 25 stacks)
Magic Exposure
+1% Magical damage taken (max 25 stacks)
Might
+1% Melee/Magic/Ranged damage (max 25 stacks)
Frenzy
+25% Attack speed, +1 Attack speed limit Focus: +25% Cast speed Haste: +25% Move speed, +10 Agi Fury: +20% Crit Vitality: +20% Health, +10 Vit Regeneration: Stacking recovery, +1% healing received (max 25 stacks)
Protection
+25% Block Defiance: +10% Final Damage Reduction Stability: No Flinch, No Knockback Blood Lust: +25 HP Siphon Grace: +100% HP/MP recovery rate Benediction: +10 Str/Int/Dex/Luk, +20 Hit Zeal: +15 Atk/Matk Guardian Spirit: Immune to ranged damage Aegis: Immune to all damage[/c]
Goals
Clearer status displays
Better set of statuses with clear effects, which are distributed to difference classes to give them a niche
Skill Scalings Changes
Changes
Stat scalings (like 5% atk per INT) has been moved to weapons e.g. staff gives you +0.5% skill damage per INT
[c]To clarify what I mean using Firebolt as example with 100 INT: Current 1000% MATK + 5% per INT = 1500% MATK New 1000% MATK x 0.5% per INT with a Staff = 1500% MATK[/c]
Goals
Makes things much easier to balance, because Lv1 vs Lv5 is truly 1/5 power, instead of being just a little bit weaker depending on your INT.
Open up more build variety based on weapon choice, instead of locked by class
Essence System & Substats
Added essence system for altering gear substats
Added new substat types to items
[c]Essence System Each item comes with a random amount of potential (15-25). Each essence consumes potential. When reaching 0 potential essences can no longer be used. Weapons can have a max of 5 substats, other gear has a max of 4 substats. Essence drop chance from monsters based on level: 0.1%-0.5% When dropping an essence it has a chance to be one of the following types: - Rebirth (cost 2-3): removes all substats and adds 3-4 new substats (30% drop chance). - Flow (cost 3-4): rerolls value of a selected substat (25% drop chance). - Destruction (cost 4-5): removes a selected substat and adds a new substat (20% drop chance). - Growth (cost 5-6): adds a new substat (15% drop chance). - Chaos (cost: remaining): ?? (10% drop chance). Chaos has an even chance to do one of the following: - Do nothing - Multiply the value of each substat by 0.7-1.3x (substats can go beyond the max value this way). - Add a random substat at minimum value (substats can double up this way). - Convert the implicit stat of a weapon (15% cast speed > +1 matk per str). - Rebirth effect (recycling all stats and ruining the item).[/c]
Goals
More build variety and a longer gear chase
At the same time more control of your gear drops instead of pure RNG
Fixes / Improvements
Increased monster lure drop rate: 0.1% > 0.3%
Fan of Knives reverted to leap over type (same as Aerial)
Clones should no longer have animation or aftercast delays
Fix clones having pets
Fix clones getting stuck in movement
Fix salvation not working
Moved party UI so it doesn't get blocked by monster UI
Added hold V to pickup (1s cooldown)
Mousewheel can now be assigned as hotkey, added camera zoom hotkeys
Now teleports back to previous location after a PVP match
Now shows red circles for enemies in a PVP match
Revive is now fixed cast time (unaffected by CTR), starting at 2s
Arcanum ward is now fixed duration
Optimised character select screen
Added barrier display on health bar (party / self)
World Map UI
Monster stats have been added to hover over tooltips
Search bar has been added which allows searching for any item, highlighting maps that drop them
Vending Search UI
New UI which allows you to search for all items currently being vended.
Clicking on an item will 'pin' it, highlighting the vendor if they are on the same map
Party Search UI
New UI which allows you to look at a full list of public parties
Parties are default public, you can change this in party settings, as well as Name and Level Range requirements
Controller Support
You can now switch between Auto / Keyboard & Mouse / Controller schemes in Settings
Auto will switch between the two scheme depending on last input
Autotarget system added for Controller
Separate Hotkey rebinds for Controller
Most functions work with Controller, but UI navigation is not supported yet
Item Changes
All armor sets have been revamped (late game armors were overshadowing everything else too much)
Notably Stat Legs / Shoes were reduced (+10 > +5)
Added new early items for Revive, Cure, Haste
Reduce mount drops
Reduced granted lv of autocast hats (gunk shot)
Replaced all MP leech with MP siphon (mana leech scaling with damage wasn't balanced)
Holy Staff now turns Exorcism into a burst skill
[c]Some details of armor set revamps Novice: Grants Lv1 Heal/Haste/Cure Skystrider: +30% neutral resist, Anti Flinch Direwolf: +15% def pierce Spellthread: Grants Lv5 FreeCast Eternal: Grants Lv1 Revive Ashwalker: +30% aspd, +1 max aspd limit Weaver: All Stats +5 Cleric: -10% mp cost Breezeguard: +10% spell dodge Stormplate: +1% max MP regen Island Spirit: Grants Lv5 Haste[/c]
Balance Changes
Goals
Improving class identity
Promoting party play, by reducing individual sustain and damage
Classes have been rebalanced based on a number of metrics, such as survivability, party support and mechanical difficulty.
Damage Order: Shinobi/Gunslinger > Berserker/Wizard/Necro > Priest/Weaver > Paladin
Changes
Rebalanced advanced class damage, overall it has been reduced significantly
Rebalanced healing, leech and regen, overall it has been reduced significantly
Removed Heal/Haste/Cure/FreeCast and HP/MP passives from all classes, they have been redistributed among specific classes
Removed Mass Heal/Haste/Cure, they have been merged with the base versions
Maximum attack speed (Atk Spd Limit) now scales with AGI as well as some items. (185 + 1 per 30 AGI + items, up to 193). Some Atk Spd sources have been reduced: Atk speed was worth maxing out for majority of builds, we've made it harder to reach max ASPD so its not always the best choice
Reflect damage now also scales with ATK: more build options for reflect
Single Target spell reflect now affects any offensive targeted spell, including absolution
Scout / Gunslinger
Goals
More synergy with weapon swap, for better build diversity with 2-weapon builds
Better survivability
Less spammy gameplay
Changes
Strafing Volley: 300% > 350% Total, scales with Multistrike
Force Shot: 300% > 500% Total
- Fan Fire90% > 40%. Removed cooldown, scales with Multistrike
Panic Burst: 90% > 100%. 3 charges, scales with Multistrike
Suppressive Shot: 150% > 100%. 2 charges, applies Marked
Sniper Shot: 2 charges, 6s cd, projectile (30 range)
Piercing Shot: 75% > 150%. Range 20 > 30 (the projectile lasts 50% longer)
Rifles have 25% more damage at 12+ range
- Aerial Shot200% > 100%. Added 1s Elusive. 6s cooldown.
Point Blank: 250% > 150%
Shrapnel: 200% > 150%
Slow Trap / Poison Grenade pool / Piercing Shot / Jump Shot applies Vulnerability
- Gatling GunNow useable by all classes, reduced Multistrike and Chain
- LauncherNow useable by all classes, added autocast Explosive Grenade
- Shock Absorberremoved self slow
Lockdown: AtkSpdLimit +1
- Trigger Happyremoved Multistrike, added Flee
Grenades: Now element locked
Swap Bonuses
Weapon Swap: Fury (+20% crit)
Fan Fire: Sniper Shot +20%
Panic Burst / Freeze Grenade: Point Blank +20%
Piercing Shot / Point Blank: Panic Burst +20%, and Panic/Fan Fire aoe +3
Shrapnel: Explosive Grenade +20%
Mage / Wizard
Goals
Arcane sigil change to work better with Might
Exposures to be more of a mage class niche, instead of easily accessible to all via cards
Damage was already close to target, only EO was reduced
Changes
Added True Sight/Free Cast/Increased Recovery
Thunderstorm: 200% > 250%
Firewall: 125% > 500% total
Fire Pillar: 40% > 120%, Cooldown 0 > 3 (max 1 instance)
Hydro: 120% > 100%
Elemental Overload: 1600% > 1000%
Arcane Sigil: +25% damage magic / matk > +50% matk
Exposures: now -4% per level instead of -20% all levels
Weaver
Goals
More build diversity
Tighten gap between builds (AA autocast and caster)
Buffed up mage skills also helped put Weaver in a better spot DPS wise
Changes
Added Whirlwind, Slow Trap, Impale, Strafing Volley (replaced previous passive skills)
Added Heal, Haste, Cure, Free Cast 5
Acolyte / Priest
Goals
Bring damage to new balance
Fit the class with new Buff/Debuff standardization
Change skill point spread to try and create meaningful choices across all builds
Change healing cadence to better match a less spiky damage environment (HPS vs heal spikes)
Make High Heal a more present skill on overall gameplay
Introduce more space to counterplay Absolution on PvP
Changes
Mass Heal/Haste/Cure replaced with Heal/Haste/Cure. Area scales with level
Heal: cooldown 3s > 1s. Rebalanced
Added Increased Recovery/True Sight
Moved Absolution to Priest
Benediction: Now casted from the player
High Heal: 1000% > 600%. Also recovers 20% max HP
Divinity: Now grants Vitality
Sacrament: Now grants Focus
Fanaticism: Now grants Frenzy
Guardian Spirit: Now grants Guardian Spirit (Immune to ranged damage). Converted to short targetted buff like Arcanum Ward
Smite: 50% > 60%. No longer crits
Holy Wrath: Cooldown 3 > 5. Applies Magic Exposure
Absolution: Cooldown 5s at lv5
Rogue / Shinobi
Goals
Bring damage to new balance
Limit break was throwing off balance in our tests, and also not fun to constantly toggle on/off. So it will be removed and revamped for future classes
Changes
Added Haste/Cure
Venom Strike: 300% > 200%. Hits 3 > 2. Now scales with Multistrike
Smoke Screen: now applies cloak to allies
Venom Coating: poison duration now scales with level, up to level 5
Flame Orb: 100% > 80%
Binding Spiral: 50% > 30%
Flash Step: 200% > 150%
Black Blade: 150% > 100%
- Releasesreduced by half
- Shuriken/Twist of Fate/Fan of Knivesreduced by half
Removed Limit Break
Knight / Paladin
Goals
Bring damage to new balance
Fit the class with new Buff/Debuff standardization
The new reflect formula meant also reducing reflect skills a bit
Reduce the amount of buff upkeep to match other classes
Changes
- Tauntnow applies Threat / Increased Threat generation for the new system
Reflect Shield and Fortify converted to passives
Knight attack skill apply Vulnerability
Defiance: Now grants +10% final damage reduction
Vitality Aura: Now grants Vitality
Conviction Aura: Now grants 10 Might
Grand Cross: 200% > 100%
Consecration: 25% > 50% (damage). 12.5% > 10% (healing).
Shield Throw: 200% > 150% Total
Shield Bash: 500% > 300% Total
Gryphon Riding: Auto unlocked
Warrior / Berserker
Goals
Bring damage to new balance
Fit the class with new Buff/Debuff standardization
Tighten gap between builds (AA and caster)
More synergy with AA and Tomahawk
Changes
Mighty Roar: Now grants 10 Might
Furious Shot: Now grants Fury
Blood Howl: Now grants Blood Lust
Blood Frenzy: +2 atk spd limit, +100% Multistrike instead of AA damage
Axe Throw: 450% > 200%. Scales with Multistrike
Dark Claw: 750% > 400%
Cyclone: 150% > 125%
Execute: 250% > 175%
Wild Charge/Earth Splitter: 300% > 150%
Fearsome Cry: 300% > 100%
Summoner / Necro
Goals
Bring damage to new balance
Moved skill points from mandatory basic Summon control to deliberate Summon focus choices on the early game
Changes
Added True Sight
Summon Command/Recall/Swap/Mount: Auto unlocked
Summon skills now max out at Lv3, determining their 'stage' (which means you can mount them at Lv3)
Summons have +500 base health
Summon base stats have been reduced by around 30%. Removed penalty in PVP
Summons always have Combo Ready
Reduced mana cost of summon skill casts by half, matching Clones
Soul Strike: 100% > 60%
- Resonance25% > 15%. Removed buff effect
- Dissonance100% > 75%. Removed buff effect
Fury Bond: Now gives 5 Might + Fury
Guardian Bond: Now gives 5 Regen + Vitality
Grave Chill/Necrotic Presence effects: 20% > 10%
Reap healing reduced
Turtle King now casts the real Elemental Overload
Thank you for all your support, we will continue working hard to deliver the best experience in the game! Wishlist SpiritVale! SpiritVale
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