7 new talent trees have been added with 74 talents currently working (of 84 planned) including 7 new Super Abilities and 28 passive stat pools.
You now gain 1 talent point per level instead of every 5 levels.
After investing 4 points into a tree, your 5th point may be spent on a Tier 1 talent, a unique effect that will change your character’s gameplay.
After investing 9 points into a tree (T1 talents also count toward this investment), your 10th point may be spent on a Tier 2 talent. Tier 2 talents dramatically change your character’s capabilities and include Super Abilities.
You can invest in any tree at any time. Investing in a tree does not lock you out from investing elsewhere. You can also invest all of your points into a single tree. All talents can be used together, and you can have access to up to 3 Super Abilities at a time.
Talents that affect your potion or dodge effects also stack. Your potion’s effects are also applied to an ally when you heal them. The “Talented Healer” talent in the Sendatu tree will apply all of your potion effects to all affected allies.
New Skill: Frostbolt – Deals 50% spell damage and applies Chilled to the target for 2 seconds.
New Skill: Explosive Arrow – Charge up to increase explosion radius and damage, up to 250% of your weapon damage. Charge rate is affected by attack speed.
New Skill: Channeled Lightning – Rapidly drains mana to channel lightning at an enemy. Damage and mana cost increase over time, starting at 100% weapon damage per second and 50 mana per second.
New Item – Super Boost: Increases your Super Charge by 10 points. Will only drop for you if you have a super.
Players and enemies can now be affected by hitstun. If you deal at least 10% of an enemy’s max life in a single hit, that hit will have a 20% chance to cause hitstun. This chance scales with higher damage, up to 100% if you deal 50% of their maximum health in a single hit. Targets immune to CC are immune to hitstun.
Enemies now track the player during their attack animations. No more strafing cheese! Players get hit more often now, so enemy damage has been reduced by 50% globally and will be adjusted more over time. The speed that enemies track you increases with level. Investing in movement speed helps to counter this.
All melee weapons are no longer locked to a single type of implicit mod and can now roll a variety of implicit mods.
Endeavors no longer clear all existing mods on an item on each use. If you roll fewer mod slots than you had before rolling, mods in the lost slots will be removed.
Fool’s Gambles can now add new mods to empty slots if they exist.
Player portraits now update to match your currently equipped gear. This does not currently work for party members.
5 new Staff meshes added
4 new Bow meshes added
The training dummies in town now measure DPS
Added a “Random” button at character generation
Added cross-hair customization
Character Customization now offers a color picker tool
Floating damage numbers are now colored yellow for non-crits, orange for crits, and red for super crits (possible beyond 100% crit chance).
Balance
Normalized weapon attack speed and DPS. Attack Speed ratings now more accurately reflect how many attacks per second each weapon will do. Weapons now feel more distinct and DPS is equal on average.
Wreath of Vigilance has been removed
Immolation has been removed
Lightning Bolt has been removed
Reduced the attack speed bonus for Dual Wielding from 30% to 20%.
Minion Damage mods nerfed from 5% per level to 1% per level, in line with the Damage mod nerf
Rapid Fire now fires an arrow equivalent to 80% charge instead of 100%.
Heavy Knights are now CC Immune and have a shield and charge attack.
Cryomancers will now use a slowing projectile while their target is out of melee range.
Spiders will now charge you if you attempt to backpedal cheese them.
Summons can now detonate Unstable Runes
Unstable Runes can no longer be detonated by other Unstable Runes or AoE damage effects.
Max Health per level scaling reduced from 10 to 5. Health mod implicits found on Chest Armor will roll at double intensity. Rerolling this mod with a Twist of Fate will revert the mod level to normal.
Max Mana per level scaling reduced from 10 to 5
Lower Mana Cost now only rolls on Caster weapon implicits and via Twist of Fate
Lower Mana Cost per level scaling reduced from .5 to .2, base value reduced from 1 to .2
Mana Regen per level scaling reduced from .25 to .15
Spawn rate of Loot Crystals cut in half
Price of Penance reduced from 500 to 200 gold
Improvements
Added animation for Flame Dash
Added sound on key pickup
More shop filter improvements
Improved minion follow behavior
Fixed minion bumping and other knockbacks not working on clients
Max health of training dummy increased – This was affecting damage numbers as you cannot deal more damage to an enemy than their current health
Light post height in town increased to prevent players from getting stuck
Lots of weird collision and teleport bugs in town fixed
Dramatically improved lighting performance in Town
Added more training dummies to town
Chain Lightning VFX updated
Whirlwind SFX updated
Can now exit menus with Esc (maybe?)
More loading screen images
Loading screen tips added
Fixes
Fixed potions not working on allies
Potential fix for enemy health widgets not showing properly on some enemies on client
Enemies now patrol when spawned if not aggroed
Fixed Bladecrest not working with 2H weapons
Fixed minions not dying if you unequipped the necessary equipment to summon them
Fixed charge up spells not being affected by Lower Mana Cost
Potential fix for enemy location becoming desynced in multiplayer
Removed the ability for characters to stand on player’s heads
Fixed a bug where an impact sound would play when a player dodged an attack successfully