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PvP Updates Thread

Cryptite

Elder
Staff member
Elder
PvP
  • The permissions issues that were causing potions and arrows to become duds has been fixed. PvP matches should now play as intended.

Prowess
  • The bug in which gaining prowess earned from Battlegrounds is fixed. Recovering your proper prowess points will occur after the next PvP match you play, be it arena or battleground.
 

Cryptite

Elder
Staff member
Elder
Battlegrounds
  • Stats that involve the calculating of "score" which thus updates player heads on the walls for Overload and VotA in the Sanctum of Battle should now update properly.
  • The Map of VotA in the Sanctum has been fixed.
  • Top Overload Players are now visible in the Overload wing of the sanctum.
 

Cryptite

Elder
Staff member
Elder
Support Tree Revamp Part 1

Similar to the archery tree, we felt the support tree could use some love. While this wasn't specifically done to address issues of balance, it felt prudent to provide some more excitement to the tree as well as fine tune the talents to be make them feel like they were worth the talent points. Sometimes, we've found, this involves combining talents as you'll see below.

Here're the changes.
  • Fleet Footed has been moved to the 1st tier.
  • Bouncy and Jump! have been combined into Bouncy and is in the 2nd tier.
  • Potion Slinger has been moved to the 3rd tier and now grants 1 extra harming potion, down from 2.
  • Vanish has been moved to the 4th tier and lasts for 5 seconds down from 10.
  • New: Siege Machine - Place a brewing stand at your feet. All friendly players within 5 blocks regain one Harming Potion every second for 5 seconds. This will not give you more potions than your max (2 by default, or 3 if you have Potion Slinger).

Part 2 of the revamp will involve the healing side of the Support tree and can be expected in the coming days.

An additional update, that I remember anyway, is that battleground base arrows have been increased to 32 up from 24
 

Cryptite

Elder
Staff member
Elder
VotA
  • The progress indicator for an Artifact being captured is wool representing the color of the team capturing the Artifact rather than being glowstone.
  • A captured Artifact's "rings" are now colored wool to indicate which team controls it instead of reverting to Obsidian after it's controlled. This is the same as the "floor".
  • You can no longer "steal" a cap. Instead, when you wipe a team trying to capture an artifact, you will have to revert their progress. Reverting the capture progress is twice as fast than if you were taking a fully controlled Artifact.

Inventory Preferences
  • This has now been re-enabled and should hopefully work better. To reiterate during any 'pre-match' countdown (Arenas or Battlegrounds), you can swap the items around in your inventory. The minute the doors open, your inventory order preferences will be saved. Any time you respawn, it should restore the items in your inventory in the order you specified.
 

Cryptite

Elder
Staff member
Elder
Talents
  • Fixed the bug in which right clicking a block (instead of Air) failed to activate your talent (or in the case of Resolve, launched a firework).
 

Cryptite

Elder
Staff member
Elder
Talents
  • Frost Trap can no longer be placed on top of Leaves, since apparently pressure plates can't go there.
  • You can now adjust and change your talents both in the Proving Grounds as well as during the countdown before a Battleground starts. Signs have been added to VotA (and soon Overload) to assist with this as well.
  • You can now adjust your inventory order preferences in the Proving Grounds and then use the new signs within in order to save them.
 

Cryptite

Elder
Staff member
Elder
Talents
  • Siege machine has been renamed to Potion Well and now works the following way. Every 2 seconds it will distribute Harming Potions to nearby players. A new well contains 20 potions and lasts until it distributes all 20 potions, 30 seconds or elapses, or it is destroyed.
 

Cryptite

Elder
Staff member
Elder
Talents
  • Slow has been moved from the 4th Tier to the 2nd.
  • Sword Damage has been renamed to Thrill of the Kill, moved to the 4th tier, increased from 10% to 15% and grants a speed buff when you kill a player.
 

Cryptite

Elder
Staff member
Elder
Talents
  • Last Stand has been changed to only block physical damage. In short, it protects you from all damage except for Harming Potions.
  • Holy Grenade and Grip of life have had their particle effects changed to Hearts instead of Bonemeal because, why weren't they hearts in the first place?
  • Added new Sounds for: Lifesteal, Holy Grenade heal, and Grip of Life team heal
 

Cryptite

Elder
Staff member
Elder
Time for the Support Tree Revamp Part 2!

Talents
  • Potion Well now has the additional effect of granting 25% damage for all attacks to nearby friendly units for 6 seconds.
  • Know Thy Friend and Holy Grenade have been combined into Holy Grenade into the 3rd tier.
  • Grip of Life has been moved into the 4th tier.
  • New: Freyjia's Arrow: Similar to Explosive Arrow, Load this arrow and then fire it into a group. Wherever it lands, all nearby friendly players will gain a small instant heal followed by 6 seconds of Regeneration. Conversely, all nearby enemy units will incur a Weakness debuff for 6 seconds.
  • Thrill of the Kill's sound effect has been replaced and the original is now used for Potion Well's Damage Buff

Hopefully this will add some intrigue and greater utility to the support tree. As a result of these talent changes, all talents have been wiped. You'll be notified of this upon your next login.
 

Cryptite

Elder
Staff member
Elder
Talents

  • Reflexes now lasts 3 seconds down from 5. More appropriate for a Tier 1 talent.
  • Vanish's Glass Bottle should now return to the proper slot in your inventory instead of in the first available slot after it comes off cooldown.
 

Cryptite

Elder
Staff member
Elder
Vale of Conquest

  • Towers are now harder to take at higher levels.
  • Level 2 towers now spawn team-specific monsters in their immediate vicinity.
  • Level 3 towers now shoot primed TNT at enemies, ala Overload.
  • Possession of a Level 3 tower now grants you a Speed buff so long as you're in that specific Tower's biome.
  • Resources now properly reset to 0 after each tower level upgrade (this was a bug before).
  • The Savannah's natural resource is no longer killing (practically nonexistant) passive mobs. Instead the resource is Pumpkins.
  • The Iron Hoe now yields 2x pumpkins, instead of Melons.
  • To balance the above, an Iron Axe was added that can be used to yield 2x Melons in the Jungle.
  • Resources were balanced throughout the entire map so that certain towers like the Quarry weren't so unbalanced in terms of resource richness.
  • Players are now re-arranged while players are joining the match to ensure that when the match starts. Everyone is much more equally spaced out.
 

Cryptite

Elder
Staff member
Elder
Vale of Conquest
  • Pre-match player resorting now works.
  • More chests have been added to the Jungle
  • The chance for a tool to spawn in a chest has been increased from 25% to 33%.
 

Cryptite

Elder
Staff member
Elder
Vale of Conquest
  • The respawn length of chests and blocks has been increased and fixed (chests were respawning extremely rapidly)
  • The number of resources required to upgrade a tower to level 4 has been increased from 30 to 45
  • Further increased the time it takes to capture an enemy tower when the enemy team controls the entire biome.
 

Cryptite

Elder
Staff member
Elder
Vale of Conquest
  • Towers now have added visual and audio flare when you upgrade them. Enjoy :)
 

Cryptite

Elder
Staff member
Elder
Talents
  • Frost Trap's item has been changed from snow layer to Sugar to help with its littering problem.
  • Groove's max damage stack has been reduced from 40% to 30%.

Vale of Conquest
  • You can now change your Talents during the countdown period like the other BG's.
  • Monsters no longer drop their armor
  • Players now drop any resources they were holding in addition to a percentage of their Arrows.
  • Chests now contain a random resource from any biome, rather than just their own biome's resource.
  • Upgraded tool durability is a little different now. Instead of being "mostly broken" when you find them, they now start at full durability, but lose about 10% durability each time you use them. They're not intended to last you an entire game, instead, they should yield about 10 or so resource blocks before breaking. The change is to better show the tool breaking, instead of it just sitting at "barely visible red" the whole game.
 

Cryptite

Elder
Staff member
Elder
Vale of Conquest
  • Towers will slowly tick back up to fully captured if an enemy team fails to neutralize it and they are owned by another team.
  • Only the Iron tools found in chests will now suffer the resource-mining durability hits. This should prevent ability items from breaking, etc.
  • Added a Cornucopia, basically. At the beginning of the match and then periodically throughout the match, three chests with a random assortment of arrows, potions, resources, and tools will spawn, giving those who have avoided death a chance to recuperate some of their required weapons and tools.
  • Not yet added, but a cap of maximum players per town will be added soon. The math of it goes as such: If the game only has 3 teams and one town has only 2 members in the game, the max players any other team can have is 3. If there are 4 teams, then teams can have 2 players more than the smallest team. This will be to prevent such matchups as a 2v3v5, etc, where having 5 players is an extraordinary advantage.
 

Psychedelic98

Member
Slicer
Cryptite said:
  • Not yet added, but a cap of maximum players per town will be added soon. The math of it goes as such: If the game only has 3 teams and one town has only 2 members in the game, the max players any other team can have is 3. If there are 4 teams, then teams can have 2 players more than the smallest team. This will be to prevent such matchups as a 2v3v5, etc, where having 5 players is an extraordinary advantage.
Ouch, don't do this. VoC is about the strength of towns, not individuals. Reducing the numbers down to individuals sort of ruins the game. Part of a town's strength is the fact that it can call on so many members. One of the considerations of VoC was that it wouldn't be a 100% pvp game, even if it was pvp based.
 
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