Semantic search

Jump to navigation Jump to search
Patch LinkDatePatch NamePatch Notes
28 July 2021Call to Arms Patch 9
  • Zones must still be overcrowded for a minimum duration before they can be skipped, which resets regularly
  • However, if the zone becomes uncrowded for a brief time it no longer resets the counter
  • Also reduced personal cooldown for zone skipping: 125s → 60s
  • Overall, this should reduce wait times for zone skipping
17 March 2021Call to Arms Update
  • Instanced areas (i.e. Hideouts) and tunnel zones are now included in the queue functionality, meaning players can now skip overcrowded zones outside their Hideouts and can skip into tunnel zones
  • Cluster Skipping is now possible when relogging into an overcrowded cluster
  • The Smart Cluster Queue now also activates in all Royal Continent zones:
    • This change makes large-scale Faction Warfare battles possible on the Royal Continent
    • Each Faction counts as its own contingent
    • Cluster Access Priority settings do NOT impact Faction-flagged players
    • The queue assigns at least 50 spots per Faction, even if they are vastly outnumbered
    • 50 spots are also reserved for non-Faction-flagged players, to prevent Faction players from completely blocking zones for other players
  • Improved the UI for cluster skipping:
    • Now all available zones are immediately selectable
    • Opening the world map will no longer cancel cluster selection
    • The cluster selection screen now provides more info about the cluster:
      • Tier and danger level (i.e. red or yellow) of the target cluster
      • Distance to the selected cluster (i.e. how many zones will be jumped)
17 March 2021Call to Arms Update
  • Reflected Damage is no longer affected by any Damage Modifiers, and the following Reflect Values of existing abilities have been adjusted to accommodate for this change:
    • Deflecting Spin: 80% → 100%
    • Parry Strike: 100% (unchanged)
    • Frost Shield: 10% → 15%
    • Inferno Shield: 30% → 38%
    • Protection of the Fiends: 50% (unchanged)
    • Retaliate: 70% (unchanged)
  • Reflecting True Damage will now cause the reflected damage to also act as true damage
17 March 2021Call to Arms Update
  • Players can no longer be debuffed to the point where Healing Output is entirely nullified:
    • Minimum Value of Healing Received Bonus: -70%
    • Minimum Value of Healing Cast Bonus: -70%
2 February 2021Rise of Avalon Patch 13 (Balance Patch)

Consumable items that commonly collect in large stacks can now be used in a single click via the new Use All Button in the item UI.

  • Stacks of Silver Bags will be consumed instantly and grant you the full amount of Silver
  • Tomes of Insight and chests use a channeled spell, meaning the items are still consumed individually and the channel can be canceled at any point.
  • The following items now have a "Use All" option:
    • All Silver Bags
    • All Tomes of Insight
    • All Reward Chests (will display an additional window showing accumulated loot): Adventurer's Challenge Chests, Crystal League Chests, etc.
13 January 2021Rise of Avalon Patch 12

Smart Cluster Queue

  • Updated deactivation conditions: the queue can now be deactivated in the middle of an update cycle if player numbers allow
  • Players will no longer be able to skip overcrowded clusters within the first 2 minutes of queue activation
10 December 2020Rise of Avalon Patch 11
  • Skip Overcrowded Cluster Cooldown: 30s → 125s
16 November 2020Rise of Avalon Patch 9
  • AoE Escalation:
    • 2 Targets = 8% → 5%
    • 3 Targets = 16% → 10%
    • 4 Targets = 24% → 15%
    • 5 Targets = 32% → 20%
    • 6 Targets = 40% → 25%
    • 7 Targets = 40% → 30%
    • 8 Targets = 40% → 35%
    • 9+ Targets: remains at 40%
21 October 2020Rise of Avalon Patch 7 / Brimstone & Mist Midseason Update and Hotfix 7.1
  • AoE Escalation:
    • Escalation now increases by 8% for each additional target hit and caps at 40% extra damage:
      • 2 Targets hit = 8%
      • 3 Targets hit = 16%
      • 4 Targets hit = 24%
      • 5 Targets hit = 32%
      • 6+ Targets hit = 40%
21 October 2020Rise of Avalon Patch 7 / Brimstone & Mist Midseason Update and Hotfix 7.1

The following changes give players more control over how they set up armies for the queue. Player sorting is now done on a per-party level, meaning the system will attempt to keep existing parties together:

  • Party leaders can now assign a Party Cluster Access Priority for their party as well as for individual members in the Cluster Access Priority UI (accessed via the party leader's player context menu)
  • Priority Access determines the order in which parties will enter an overcrowded cluster
  • This gives alliances more control over which forces are moved into the cluster and keeps party structures intact
  • The Preferred Cluster Access Guild Right has been removed
  • The queue now moves players from a single contingent either in or out during a given cycle, so players of the same contingent no longer replace each other
21 October 2020Rise of Avalon Patch 7 / Brimstone & Mist Midseason Update and Hotfix 7.1

New Disarray parameters ensure the ZvZ meta plays out in a similar way across a wide range of fight sizes, while still offering smaller groups protection from large armies:

  • Disarray is no longer a flat debuff
  • Instead, it reduces damage output and CC Duration when attacking targets with a lower Disarray level
  • Against targets with the same or higher Disarray level, Disarray has no impact on your stats
  • Damage reduction depends on the difference of Disarray levels between attacker and target - the higher the difference, the greater the effect
  • Increased Disarray player cap; debuff now caps at Level 50 for 450 players
27 August 2020Rise of Avalon Patch 2

Disarray (zerg debuff) curve is flattened further and now hard caps at 30% (150 or more players). Example values:

  • 50 Players: Disarray Strength 18%
  • 100 Players: Disarray Strength 28%
  • 150 Players: Disarray Strength: 30% (hard cap)
12 August 2020Rise of Avalon Update and Hotfix 1, 2

The In-Match Scoreboard for the Arena, Crystal League, and City Fights has been completely revamped. Changes include:

  • Visual overhaul to match current UI style
  • Shows each player's full equipment, including consumables
  • After match completion, players can change to a second page containing tracked per-player match statistics about Kill Fame, Damage dealt/received, and Healing dealt/received
  • After the match, pages can also be sorted by category
12 August 2020Rise of Avalon Update and Hotfix 1, 2
  • AoE Escalation max bonus: 100% → 70%
  • Maximum Ability Damage Increase from buffs: +150% → +100%
22 June 2020Queen Patch 14 and Hotfix 14.1, 14.2, 14.3

Healing Sickness (2 sources of Healing)

  • The penalty for receiving Healing from 2 sources has been increased:
    • Reduction in Healing Received: 30% → 35.3%
4 June 2020Queen Patch 13 and Hotfix 13.1

Additionally, the effects of Disarray, AKA the zerg debuff, no longer accelerate as quickly with higher player numbers. The new debuff thresholds can be seen in the chart below.

As a reminder, the following 3 attributes are affected by the debuff:

  • Bonus Damage vs. Players
  • CC Duration vs. Players
  • Received Healing
4 June 2020Queen Patch 13 and Hotfix 13.1
  • Adjusted Arena Rewards:
    • Fame Bonus per win: 20,000 → 40,000
    • Healers now get an additional 10,000 Fame per win via an additional Tome of Insight
    • An Arena win now also gives 1,000 Adventurer's Challenge points
  • Improved Arena Signup UI:
    • Now shows all daily rewards and the different rewards for healers vs. other roles
    • Shows time until new daily rewards can be won
    • Style synced with Crystal League Signup UI
    • Clarified and shortened wording
  • Improved appearance and wording of "Match Ready" popup
  • Fixed an issue where Arena registration would sometimes cancel before the current countdown ended
  • Fixed an issue where the Arena UI would not display more than one queued player
4 June 2020Queen Patch 13 and Hotfix 13.1

Players waiting to enter a cluster via the Smart Cluster Queue now also add to the total Disarray headcount in the cluster for which they are queueing. For example:

  • Alliance X has 100 players in Cluster A
  • Alliance X also has 80 players in Cluster B, 50 of whom are waiting to enter Cluster A via the Smart Cluster Queue
  • All Alliance X players in Cluster A would receive a Disarray debuff based on 150 players (100 in cluster + 50 in queue)
  • All Alliance X players in Cluster B would receive a Disarray debuff based only on the 80 players in the cluster
5 May 2020Queen Patch 11 (Season 9 Patch) and Hotfixes 11.1, 11.2, 11.3

The following adjustments affect guilds and alliances that own 10 or more territories in the first case, and 20 or more in the second.

Siphoned Energy Drain:

The penalty still starts at 10 Territories, but now increases in increments of 3%:

  • 10 Territories - 3% less total Siphoned Energy
  • 11 Territories - 6% less total Siphoned Energy
  • 12 Territories - 9% less total Siphoned Energy, etc.

Fame and Silver Penalty:

The penalty now starts at 20 Territories and increases by 1% per additional territory:

  • 20 Territories - 1% reduction in Silver and Fame earned from open-world PvE and activities
  • 21 Territories - 2% Penalty
  • 22 Territories - 3% Penalty, etc.
5 May 2020Queen Patch 11 (Season 9 Patch) and Hotfixes 11.1, 11.2, 11.3
  • Item durability loss now scales based on the number of players who attacked the victim. This change will only apply in areas where player vs player combat is lethal, and does not apply in the following cases:
    • When all players involved in the kill are faction flagged
    • During Crystal League Battles
    • In Hellgates
  • The chart below shows the increase in durability loss per additional attacker. (Note: items with durability loss are not destroyed, but are also not usable until they are repaired.)