AdventureQuest 3D keeps getting better every week!
This week we debut our new PvP system, Battle Arenas! Fight with your party or with strangers in this five vs five team PvP with lots of new exclusive content, rewards, and skills.
--- GENERAL CHANGES ---
Players will no longer be transferred out of maps while dead
Queued spells will no longer cast after reviving
Fixed target arrow incorrectly appearing after changing maps
Spells now appear disabled while under the effects of Crowd Control
Duels now end when a player visually dies instead of at the start of the spell
Players no longer get stuck alive when killed in a duel by certain spells
Fixed area/single target auto-run settings for some spells
Fixed chat bubbles not appearing if a nameplate is fully disabled
--- PVP ---
PvP has officially made its way to AQ3D! This has been a huge team effort for us and we're really excited to share PvP with you. *Remember to be kind on and off the fighting grounds.* Thanks for joining us in this journey and we'll see you in battle!
Game Mode
Our first PvP mode is Capture, and takes place in Battle Falls!
Battle Falls is a 5v5 map
Score points over time by capturing and controlling the three main zones, or getting kills. A respawning Bounty Zone can also be captured for immediate points.
First team to 750 points is the winner!
Battle Hall
The Battle Hall is a place to prepare for matches with your fellow heroes, view rewards, or have some friendly duels to brush up on your combat skills
You can visit the Battle Hall from the Battleon Scholar District
Talk to Firebrand in Battleon for a brief introduction and directions to enter
You may also teleport to the Battle Hall from your new PvP menu
Queues
PvP matches will use a new queueing system
Once 10 people have entered queue, it will check that everyone is ready, then start the match if everyone says yes
Players that fail to respond or say no will be automatically removed from the queue
You may enter queue as a party or solo
Enter the queue by visiting the Battle Hall and talking to Firebrand, or from your PvP menu
Players must be at least level 5 to participate in PvP matches
Rewards
Each match will grant you a measure of Character XP, Gold, and Marks of Glory
You will also gain Class XP and Class Glory split among the classes you played during the match
You will gain double the rewards on a win, so work together to attain victory!
Marks of Glory are a PvP-specific currency that can be spent at Firebrand in the Battle Hall
Class Glory allows your classes to gain Glory Levels. Your Total Glory Level from all your classes will unlock new items for purchase at Firebrand
PvP Spells
In PvP maps (and duels), your item slots are replaced by a Travel Form slot, and two PvP Spell slots
Items are otherwise disabled during PvP
PvP Spells are extra actions available automatically during PvP
Visit the Battle Hall to look through and equip your PvP Spells
Current PvP Spells
Recover: Restore your Health. Restores more as your Health decreases
Dash: Rush forward a short distance
Block: Briefly prevent all damage while being unable to take any actions
Refresh: Fully restore your Resource bar
Swiftcast: Greatly increase casting speed and skill speed
Mark: Single out a target to take extra damage
--- BALANCE CHANGES ---
Note
We'll be keeping an eye on balance for both PvE and PvP
We have methods to adjust PvP balance without affecting PvE, but we do want to maintain the feel of the classes across both whenever possible
General
Global random damage spread: ±15% ➔ ±5%
Leaving travel forms now triggers the Global Cooldown
PvP-Only Changes
Player stats are equalized in PvP for all levels and gear
All classes you have unlocked are treated as Rank 10
All travel forms move at standard speed
Taking damage while in a travel form will remove you from the form
Time to exit combat: 5 seconds
Respawn time: 5 seconds
Changing classes does not refill your Health/Resource bar
All targeted spell casts now require a target to prevent wasted casts
PvP Class Buffs
Each class can have a buff that is active only during PvP
We can use these to balance classes for PvP without changing them in PvE
Current buffs:
All melee classes have +10% run speed
All melee classes (except Moglomancer) have +15% Health
Protection
Protection is a new term to clarify damage reduction from buffs/debuffs
1 point of Protection is 1% reduction to damage taken
Spells like Holy Shield and Twilly's Blessing (and now Whirlwind) provide Protection
The Armor Break debuff (from spells like Rend and Dark Decay) now also affects the target's current Protection, making it effective both against high Armor, and against Protection buffs
Warrior
The change to Whirlwind is intended to push Warrior to being more of the bruiser we intend it to be. It is now easier to reach full Whirlwind stacks, and each stack should provide significantly more damage reduction.
Sever
Power 100 ➔ 110
Width 90 ➔ 120 degrees
Whirlwind
Total Power 90 ➔ 105
Each stack gives +2% Armor ➔ +2 Protection
Max stacks 20 ➔ 12
Protection duration 4 ➔ 5s
Now immune to incoming CC for the duration
Mage
Fireball Combo Power: 30/30/165 ➔ 60/60/165
Ice Spear Combo Power: 30/30/50 ➔ 40/40/60
Rogue
We felt that Rogue needed a few adjustments to make it more cohesive, while also bumping its damage a bit to match other damage-oriented classes.
New Passive: Finish Them
Damage over time effects do 40% more damage to enemies under 25% Health
Auto Attack
Combo Power 10/10/15% ➔ 15/15/20%
Poison Strike Poison stacks: 3 ➔ 4
Affliction (Cross Skill) removed
Rogue's Cross Skill is now Swift Kick
New skill: Toxic Surge
Stab an enemy, consuming up to 4 stacks of Poison for up to 220% Power
Venom Dance Power: 250 ➔ 200
Healer
The time to get Healing Wave off felt unnecessarily long, so we're bringing it down a bit.
Healing Wave
Cast time 2 ➔ 1.5s
Ranger
Ranger is intended to excel at area damage and control, so we're increasing its area effect sizes and passive to help reflect this.
Release the Braken tooltip now shows Snare info and correct damage
Release the Braken Power: 375% ➔ 325%
Paladin
Paladin's damage and survivability were very high, mostly due Holy Shield and its ability to reflect an unlimited number of Auto-Attacks.
Sanctify
Damage radius 5 ➔
Total Power 120% -> 100%
Holy Shield
Duration 6 ➔ 4.5s
Defense 30% ➔ 25%
Mana regen per hit 25 ➔ 30
No longer reflects damage or regains mana when hit by Auto Attacks
Dragonslayer
Dragonslayer's Silence was simply too long, and chaining it could completely shut down targets. We pushed Shatterscale to be specifically better against targets with a lot of damage reduction.
Fang Breaker
Silence duration 7 ➔ 3.5s
Shatterscale
Power at 50 Determination 150% ➔ 140%
Defense ignore 60% ➔ 80%
Berserker
We wanted to make the very high damage potential of Berserker a bit more risky.
Savage Flames damage now increases as your Health decreases instead of getting a flat bonus at lower Health
Necromancer
We wanted to take the time to improve Necromancer's playstyle. Previously there was little reason not to cast every spell the moment it was off cooldown. Summoning should now be a bit more thoughtful
Now starts with 40 Souls after reviving/changing classes
Can now see damage dealt by summons
Out-of-combat Souls: 3 ➔ 5 per tick
Soul Transfer (Passive)
Soul gain: 15 ➔ 20
Soul Siphon
Heal Power when consuming Soul Tether: 1 ➔ 1.5
Dark Decay
Cooldown: 4 ➔ 3s
Decay max stacks: 1 ➔ 3
Decay max Power: 100 ➔ 150
No longer grants Souls on Decay ticks
Consumes Decay at max stacks to grant 20 souls
Now consumes Soul Tether to apply Armor Down
Armor Down duration: 4 ➔ 6s
Soul Tether
Now only applied by summon's non-auto-attack spells
Duration: 4 ➔ 5s
Skeleton (Summon Skeleton)
Soul cost: 30 ➔ 40
Auto Attack Power 80 ➔ 50
New Skeleton spell: Bone Shatter, Power 150
No longer resets cooldown if Skeleton dies early
Big Bones (Grand Summon)
Auto Attack Power 80 ➔ 50
Ground Crunch Power 175 ➔ 200, now generates 2x aggro
Taunt duration 3.5 ➔ 4s
Ultimate Charge cannot be gained for a short time after Grand Summon