Patch Notes/3.11.1
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This is mainly a hotfix for two serious bugs regarding Dungeons and Skill Points, but it also contains some small adjustments that we felt would make the game a bit more consistent.
Bug Fixes
- Fixed a bug that made dungeons display the incorrect value of difficulty, so if you got two-shotted in a normal dungeon, or mobs were mega tanks in a normal dungeon, chances are that it was actually an impossible dungeon.
- Fixed a bug that allowed people to get infinite skill points using the skill altar. We have also made anyone who abused this bug get their skill points fully reset
- Fixed a bug where players would get affected by a Champion’s effect on-hit until they relogged.
- Fixed a bug that made it so Swords and Axes couldn’t get Chilling cloud crafted on to them
- Fixed a bug where magnets could not get crafted modifiers added to them
- Fixed a bug where Fireshot could trigger Lucky Hits
- Fixed a bug where Glacial Shatter could trigger Lucky Hits
- Fixed a bug where the Druid Wand transmog was Scrappy (now moved to Epic)
- Fixed a bug where Ghost Walk displayed wrong max levels
- Fixed a bug where Frost Armour had inconsistent values
- Fixed a bug where Healing Efficiency was way too common on armour pieces
- Fixed a bug where Jewels could roll legendary affinities.
Changes
- Jewel balance was changed a bit, in order to make jewel crafting and looting more valuable and exciting, and better for your current level
- Halved the chance of getting affinities after level 50, allowing jewels to be more relevant more frequently
- Removed the lowest tier of Item Quant & Item Rarity (0.5-0.9%) and started it at 1% instead, this should help early game get some buffs with these affixes
- Removed the lowest tier of Copiously (0,5-0,9%) and moved the first appearance of Copiously to level 20+. This change was made to not confuse early game with too many stats
- Hammer Size can now roll legendary (+2)
- Top tier durability can now roll 900 (up from 800)
- Changed the cost of crafting vault gear to 1 vault gold instead of 81 vault bronze, to make it easier for the players to maintain the inventory
- Removed Vault Plating as a cost for crafting gear as the plating cost for re-rolling gear was increased.
- Vault Plating cost for rerolling gear was halved
- Vanilla Shields can now be crafted with their default recipe, but their behaviour is that of a vault shield, they block 5% of the attacks passively
- Overhauled Idols, Shields & Wands
- With the implementation of Wands we needed to get some base data on how powerful/weak they were, and more importantly we needed to understand how to differentiate our 3 off-hands. In this update this has led to some rather drastic changes, in order to balance them out. While we did this we also finally said goodbye to a very old (and kind of game breaking) affix: Immunity.
- Idols
- Removed Cooldown Reduction, Immunities, Mana%, Reach
- Added Healing Efficiency and Avoidances
- Fixed Mana Regen bottom tiers to scale correctly
- Implicit now rolls Mana, Durability & Affinity
- Wands
- Added Cooldown Reduction a an affix
- Moved +Skill Level to a prefix, all wands now roll AP as their implicit
- Added Lucky Hit as a suffix
- Shields
- Added Healing Efficiency
- Idols
- With the implementation of Wands we needed to get some base data on how powerful/weak they were, and more importantly we needed to understand how to differentiate our 3 off-hands. In this update this has led to some rather drastic changes, in order to balance them out. While we did this we also finally said goodbye to a very old (and kind of game breaking) affix: Immunity.
- Overhauled Magnets
- With our new offhands we also needed to iron out what magnets are supposed to add to the gear arsenal, they have always felt like they are in a bit of a weird place and have felt, according to us, as a generic “stat stick”, more than a magnet. We wanted magnets to apply more to the lore of what the item can do, and we deem it possible to affect loot and mining, but not “the player”
- First of all we buffed magnets implicit early game so that they will come with more Range and Velocity by default
- Magnets Affix Allocation after 11.1
- Prefixes
- Velocity
- Range
- Mining Speed (Heavily Buffed range)
- Reach (Heavily Buffed Range)
- Durability (moved from suffix)
- Suffixes
- Copiously (Heavily buffed range from 1-5% to 5-40%)
- Item Rarity
- Item Quantity
- Soulbound
- Soul Chance
- Trap Disarm (New)
- Prefixes
- Magnets Affix Allocation after 11.1
- In order to make up for the “lost mana regen potential” from magnets, we have buffed all armour pieces so the range is 10-100% (prev 5-75%), netting a total of +25% mana regen potential, and we have heavily increased the legendary roll range (armours can now get +200% mana regen legendaries)
- When tabbing inside a vault the objective is now moved down based on the online player list
Abilities & Talents
Overhauls
- Rampage
- Mana cost per second is now a permanent 12
- The cooldown was changed to 40 seconds (down from 180 seconds)
- The idea here is to match rampage to Empower, a temporary buff that the player can use to clear a dungeon or a tricky POI in a Physical AD build, or use to heal instead of the heal ability, but not keep up at all time.
- Shell: Quill
- Added durability dmg reduction (30%)
- Raised mana cost per second and heavily lowered mana cost per hit
- Lowered damage increase to thorns
- Stonefall: Coldsnap
- Now makes mobs within the radius chilled (instead of slowed) and encases up to X mobs (level-scaling) in glacial prisons. Fall height determines the radius, but the radius increases with levels in ability
- Shell: Porcupine
- We want to make this a viable ability that can be useful, and also follows the consistency of the game
- Permanent 12m/s no mana per hit
- Cooldown 40 seconds (down from 60 seconds)
- Increases thorns damage by 50% per level, starting at 100% at level 1
- We want to make this a viable ability that can be useful, and also follows the consistency of the game
Buffs
- Empower: Frost Armour
- increased the strength of the chilling effect
- Totem: Spirit
- Increased the mana regen heavily to start at 100% and scale 25% per level in ability (up from 20% per level and start at 20%)
- Lowered the mana cost to 10 static (down from 30 static)
- Increased the cooldown to 240 seconds, up from 120 seconds
- Taunt: Charm
- Heavily increased the AP scaling and the amount of charmed mobs now scale past level 4 (+1 per level in ability). With this new power we also made it have a longer cooldown (60 seconds from 40 seconds)
- This ability has a lot of potential, specifically for more defensive oriented mage builds or pacifist builds, but it definitely was in need of some love
- Fireball: Fireshot
- Now conducts on-hits from both off-hands and main weapons.
- Mana cost no longer scales and is a static 20 (down from 24 on level 8)
- Javelin: Piercing
- Decreased the static mana cost to 15 (from 20)
- Javelin: Base
- Increased its damage to start at 100% of AD, and increase with 40% per level
- Knockback effect no longer scales after level 2
- Mana cost static at 15 (instead of 10)
- Cooldown static at 3 seconds (instead of 2)
- Lucky Hit: Fatal Strike
- Increased Damage to 150-450% (up from 100-200%)
- Luck Hit (without a talent)
- Increased Damage to 50% (from 10%)
Nerfs
- Hero’s Landing
- Removed the level-scaling radius and made it fully scale with fall distance
- Mana Shield
- Increased mana cost per hit from 1 to 2 on level one, and then follows that scaling all the way up to max level
- This ability in U11 was absolutely busted, we hope that it is now a bit more balanced with the amount of power the ability has.
- Javelin: Scatter
- Scatter has seen a lot of love since it got buffed in U11, which we are happy about, but doing the maths it is a bit too strong for any other javelin spec to have a chance to compete, therefore we have nerfed its damage slightly from 40% to 30%
Additions
- Bounty Tables now display an in world indicator if the player has the ability to grab a bounty, or if the player needs to hand in a bounty
- Added some more Champion & Goblin Patreons to the list
- Party Members remaining scavenger goals are now visible when holding tab inside a scavenger vault
Quest Update
- Added a new Quest: Bounty Hunter
- Added a new Quest: Trinkets (rewarding player a trinket)
- Changed some rewards of early quests to make them more fun
- Changed the Soul Shard quest to be “Looting!” and rewards the player with a pouch and upgrades