Explosive BoltQ
All Crossbows
- Damage
- was 130now 119−8.5%
Dev noteDealt too much effective damage in small-scale PvP and PvE.
Small Ancient Lands portals in Yellow Zones now spawn about three times as often, at 30% less Fame and loot. The Maeve fight loses a boulder below 40% health, open-world Dragons stop fully healing when reset, and mobile gets targeting modes.
Every item with a balance change. Pick one to jump to the exact numbers.
All Crossbows
Dev noteDealt too much effective damage in small-scale PvP and PvE.
Rotcaller Staff
Dev noteToo dominant in 5v5. Enemy healers get a longer window before the next team-wide heal negation.
Dagger
Dev noteLess self-damage keeps the caster healthier across fights, even without 100% DPS uptime.
Twin Slayers
Dev noteThe first cast is worth more: a bigger ring that hits harder.
Great Fire Staff
Dev noteShorter stand time makes it smoother to play.
Flamewalker Staff
Dev noteOpponents get more chances to fight back, chase or escape.
All Holy Staffs
Dev noteGives opponents more room to fight through Holy Staff sustain.
All Quarterstaffs
Dev noteSpamming it now needs a dedicated energy solution in the build.
Phantom Twinblade
Dev noteSeen more since its recent buffs. Losing the slow sharpens it as a damage pick.
Stillgaze Staff
Dev noteMore offensive pressure for the Crystal Cobra form.
All Shapeshifter Staffs
Dev noteWeaker as both an engage and an escape tool.
All Swords
Dev noteMore time to use the next Q without losing the speed bonus. Swords stick to targets a little better.
Hellfire Hands
Dev noteExtra damage over time to help it back into the meta.
Cowl of Purity
Dev noteLess power as a long-range poke the enemy can't answer.
Mage Cowl
Dev noteAn unconditional pierce makes Mage Cowl worth a look for group content.
Dragonslayer Hood
Dev noteHigher uptime as an anti-stealth flank tool, and stronger in small-scale group content.
Mage Robe
Dev noteKeeps pace with enemy buffs.
Armor of Valor
Dev noteKeeps Armor of Valor focused on defense and utility.
Firewing Drake
Dev noteBetter support for open-world solo PvE.
Hellgates
Dev noteFull-stall lava comps were too strong. Comps that bring damage get a better chance to finish them before the lava does.
Yellow Zone portals become the frequent, lower-reward option. Red and Black Zone portals keep full Fame and loot.
Players asked to run Ancient Lands more often, so Small Portals in Yellow Zones now appear often enough to chain one after another. To keep Silver and item income in line with other activities, those portals give 30% less Fame and loot. Medium and Large Portals keep their rewards.
| Small Portals | Yellow Zones | Red & Black Zones |
|---|---|---|
| Average spawn time | was 45 minnow 15.5 min−66% | Unchanged |
| Chance to appear in a region | was 25%now 33%+32% | was 25%now 33%+32% |
| Lock time | was 15 minnow 5 min−67% | Unchanged |
| Time to enter after unlock | was 8 minnow 10 min+25% | was 8 minnow 10 min+25% |
| Fame and loot | −30% | Unchanged |
Ancient Lands mobs, by portal size
Patch 2 made the fight consistent. Below 40% health it was still too punishing, especially at tier 8.1 and up, so the end of the fight gets more room.
Griefers resetting a Dragon no longer wipe out a group's progress. A reset Dragon heals back to its last 20% threshold, not to full.
Choose which targets you can select when switching targets or dragging the attack button. Off by default: turn them on in Settings → Controls → Auto-Targeting, then switch modes from the HUD.
New option in Settings → Controls → General, on by default. Turn it off to stop accidental self-casts when tapping fast, and to remove the short delay used to detect a double tap.