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Patch Notes/3.11.1

From Vault Hunters Official Wiki


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
  • 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)
  • 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

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