Patch v840

💡
These changes were already implemented but we didn't publish any patch notes so here they are.

[PvE] Content

Solace of Oblivion

[Exploit] artifact now works with Bleed and Dark Burn as well

Drop Changes Reward Tier A

  • Shattered Starlight 15x --> 20x

Drop Changes Reward Tier B

  • Shattered Starlight 28x --> 32x

DDNTA

  • Added another difficulty to DDNTA (Master) which has ~40% more HP than Normal and slightly more ATK, additionally drops Eternal Timepiece 40x + 20x rollable, Godly Ordinance 10x, Mirage Mirror 35x
  • Lamia spawns faster and no cutscene plays
  • Scorpion Poison Prison should be more friendly to people with high ping
  • Sand Worm now wipes projectiles at the start of sucky sucky doom mechanic

Items

Added names to the different potential rolls of the Covetous Calamity Accessories

[PvE] Class Balancing

Blood Phantom

We're reducing sustained healing across the board, first up with BP because Kozima bias

[Draw Blood] max heal reduced from 10% --> 7.5%
[Draw Blood (B)] max heal reduced from 15% --> 12.5%
[Vaporize (A)] Cooldown reduction reduced from 50% --> 25%

Rai

[Flash] no longer iframes
[Raijin] iframe has been re-added (during the spin-out at the end)
[Phase] iframe is slightly shortened

Trickster

Why did this class even have this

[Blind Revolt] no longer ice stacks

[PvP] Roey Stuff

  • Allowed Ivy Relics PVP map to be playable in other modes aside from Domination.
  • Created a Rounds 200% HP Mode useable among most regular Rounds PVP modes (thank Vahr for allowing this!)
  • Added a couple more effects to Roey's Magic Temple
  • Gear Masters and Shooting Stars now let Alfredo use the level 1 versions of the old skills that he used to have.
  • Gave Poochum from Poochum Atrium Crest 10x more HP and 10x more Dmg

Cash Shop

Red Fairy's Luminous Wings
Concentrated Magic Staff of Light
Elegant Lustering White Wings

Misc

  • Skill uses that are rejected by the server due to cooldown desync will attempt to resync the cooldown on your skill bar (so you'll be able to use it when it actually comes off CD and not the entire cooldown period later)
  • You can now make your character look/turn their head while in photo mode
  • Bosses that are under forced damage taken reduction (aka "1 HP mode") now show a lock icon next to their name for the duration (e.g. DDNTA scorpion big spin, stomp, etc; Golem barmech)
  • Energy bars are hidden while SoO artifact select is open
  • Myla Laurel's accessible area has been expanded
All these new photo locations!

Bugfixes

Classes

  • Improved the hitbox detection on Randgrid's [Counter Flare] and condensed the hit count
  • Mystic Knight's [Mystic Link] iframe should be more reliable
  • Fixed Trickster's [Class Mastery II] tooltip incorrectly stating "After not being hit for 10 sec, gain 15% MATK for 15 seconds" it should say "After not being hit for 5 sec, gain 15% MATK for 10 seconds"

Content

  • Fixed DDNTA Golem having the wrong crit resist, HP decreased to compensate
  • Fixed DDNTA Golem soft timer event sometimes triggering after restoring to checkpoint
  • Fixed DDNTA Sand Worm bomb detonation mechanic breaking if an Abyss Walker hit a bomb with certain skills
  • Sovereign Gem now properly extracts for Desert Medallion 10x

PvP

  • Fixed Spirit Gardens PVP map not having original stage initialization (teleporters and stuff work again)
  • Fixed Warden Detonating Arrow EX doing +100% damage instead of +10% in PVP

Back to regularly scheduled v841 notes!


💡
Actual v841 patch notes start here

[PvE] Content

DDNTA

  • Blaze-Bloom lava damage during bar mech increased significantly
  • Covetous Calamity Accessories can now be extracted for Covetous Dust
  • Covetous Calamity Accessories can now also be crafted using Covetous Dust and Void Essence

Snowdrift Citadel

Abyss difficulty no longer has a weekly drop limit

Vein of Sorrow

Gold Vouchers have been replaced by Vahrtite in Vein of Sorrow to prevent gold issues when exchanging lots of them

Dragon Gems

Mixing AGI and STR/INT gems is cringe and itemization choices should be made in places other than dragon gems

Dragon Gems of the wrong stat type for your class no longer grant any effect when equipped:

  • Example: equipping an AGI gem onto a Gladiator (STR class) will grant no stats
  • Equipping conversion gems on innately elemental classes (e.g. trying to equip a Abyssal gem on Guardian) will also grant no stats

The item tooltip and dragon gem slot/unslot dialogs will warn you if you try to do it:

Gems turn red and say "NOT USABLE" in the tooltip, also note the stats from the Windswept gem are not there
Trying to equip the gem will warn you in red text too

[PvE] Class Balancing

We're nerfing self-sustain even more since it's still out of hand. Also several misc changes and adjustments.
👻
By the way, we've had Dynamic Balance for many many classes (like 15+) for a while now but we've made all the Dynamic Balance icons hidden. We all know that everyone would cry and scream about being nerfed on Dynamic Balance if we showed the icon. Thus, we've made them hidden and have been ninja nerfing classes. Some of these changes below are baking in some DynBal changes that were hidden (as usual, we'll remove the DynBal after patch as the balancing goal should be reached with these changes)

All STR/AGI Classes

STR/AGI classes have been restored to scaling 0.75/0.25 STR/AGI to PDMG due to the above dragon gem changes

This has very minimal impact on your stats

/\c23\Gladiator

[Awakened Forward Thrust] self healing reduced 3% --> 1%
[Coup de Grace EX] always critically strikes

/\c26\Destroyer

[(Crash) Assault Crash] self healing reduced 3% --> 1%

/\c32\Windwalker

This prevents you from using the original non-momentum versions of the skills

While Momentum skill enhance effects are active, [Eagle Dive] and [Blooming Kick] are disabled
[Momentum Blooming Kick] self healing reduced 1% --> 0.5%
[Momentum Eagle Dive] self healing reduced 1% --> 0.5%
[Momentum Rising Storm] self healing  1% --> removed

/\c85\Black Mara

The funny thing about this is that the higher your action speed, the more you heal

[Forgotten Wraith] description wordage changed from "Total Healing" to "Heal per tick"
[Forgotten Wraith] healing per tick reduced 0.83% per tick --> 0.5% per tick

/\c51\Physician

Baking in DynBal

[Class Mastery I] Passive Dark Attack reduced 30% --> 20%

/\c62\Chaser

[Dedicate Shadow] self heal ticks reduced 5% --> 3.5%

/\c69\Abyss Walker

[Balm of Azuna] now requires SP in [Blessing of Azuna] and [Pact of Azuna].

🤔
[Bunny] (Balm of Azuna) will be unlearned from all Abyss Walkers during this patch maintenance, so be sure to update your build after patch

/\c68\Light Fury

Baking in DynBal

[Unseen Art] damage reduced 4395% --> 3735%

/\c91\Blood Phantom

Baking in DynBal

[Class Mastery I] PDMG reduced 25% --> 15%

/\c65\Jotunn

Baking in DynBal

[Class Mastery I] PDMG reduced 30% --> 20%
[Frostborne] PDMG buff increased 20% --> 30%

/\c66\Rai

[Enhanced Overload] self healing 2% --> removed
Improved linkage with [Tumble]/[Flash]/[Blink]/[Hypersonic Step] with [Coil], now will start coil a little through the animation and also can hold coils skill button to smoothly link into the skill

/\c72\Lancer

[Flag Salute] cooldown increased from 6s-3s (based on level) --> 10s-4s (based on level)

/\c73\Dragoon

[Awakened Leap] getting the same elemental buff from [Champagne] was not a good move. It doesn't make much sense for a class that has to convert to get a elemental buff to begin with. Since we don't want the benefits from [Champagne] on Dragoon, they shouldn't get al the benefits of utilizing the other tree as well.
[Stalwart Spirit] damage reduction is insane since it can be permanent uptime

Piercer skills that are used primarily by Valkyrie can no longer proc Vulnerable
[Awakened Leap] all elemental attack 25% --> removed
[Leap] damage increased 16148% --> 19378%
[Stalwart Spirit] damage reduction reduced 30% --> 10%

/\c74\Valkyrie

[Stalwart Spirit] damage reduction is insane since it can be permanent uptime

[Awakened Stalwart Spirit] damage reduction reduced 30% --> 15%

[PvP] Roey Stuff

MP changes are here!
Classes that can heal or have big group buffs/debuffs will be limited in how much they can use these (kinda). The amount healed, the value of the buff/debuff, whether its single or multi-target and other factors were considered for determining how much MP something should cost. The MP recovery skills were adjusted to allow a player that runs out of MP to still use their normal skills if they were to run out of MP.
This’ll be “wave 1” where the values may only start affecting the extreme cases (end of 5 minute match and they’re out of MP). However, the MP passives may be needed here, which at least lowers the overall damage (a tiny bit) of classes that would reach the MP limit by having to invest their SP there.
Most classes were somewhat balanced to be able to do well in a BL 1v1 environment. Meaning without heals. So, this MP cap helps limit/cap these classes in non-BL environments if they’re relying on the high MP skills. That's the main focus and goal of this MP overhaul (especially with heals).
Other skills that are still very strong buffs should still require some MP for consistency; even if it probably won’t affect MP usage of that class in a significant way.
In Respawn, having a healer continuously heal in the back of a group for even longer than Rounds mode is not the desired playstyle I have for Healers. They should still be actively pvping and once they’ve healed what they could, they should only be able to use general attacks until they die. Similarly in FFA, just constantly healing forever and running isn’t the ideal playstyle. In wipeout, relying on heals for 5 minutes to win is not the intended skillful way for a healer to win. A couple heals here and there sure.

All Base Classes

Attuned Mind MP recovery rate increased by 5x on each level. (level 1 is 250 MP per 2 seconds, level 4 is 1000 MP per 2 seconds).
This way, Attuned Mind kinda competes with how much MP Mental Fortitude instantly adds due to having 500k MP

Warrior

Brush Off MP cost changed to 10k

Mercenary

Iron Skin MP cost changed to 30k
Taunting Howl MP cost changed to 10k
Enervating Howl MP cost changed to 10k
Subjugate (Devastating Howl) MP cost changed to 10k
Subjugate (Devastating Howl) description fixed to indicate the debuff the skill has.

Dark Avenger

Fatal Impact and Nightmare Fatal Impact MP cost changed to 10k
Transform MP cost changed to 50k

Grand Master

Wind Breaker (EX) MP cost changed to 15k
Arrogance MP cost changed to 30k

Acrobat

Spirit Boost MP cost changed to 50k

Windwalker

Show Time MP cost changed to 30k

Sharpshooter

Sylph's Aid MP cost changed to 30k
Ankle Shot MP cost changed to 10k

Hunter

Trap Master MP cost changed to 30k
Summon Falcon MP cost changed to 10k

Silver Hunter

Transform MP cost changed to 50k

Elementalist

Elemental Shield MP cost changed to 10k

Ice Witch

Ice Barrier is already at 10k MP

Mystic

Fast Forward MP cost changed to 80k
Time Stop MP cost changed to 10k

War Mage

Force Mirror EX MP cost changed to 10k

Mara

Shadow Shell MP cost changed to 10k

Black Mara

Transform MP cost changed to 50k

Cleric

Aura of Healing MP cost changed to 10k
Block MP cost changed to 10k

Priest

Healing Relic MP cost changed to 10k
First Aid MP cost changed to 10k
Cure Relic MP cost changed to 10k
Bind Relic MP cost changed to 10k
Updated Chain Lightning's description to indicate it has a 100% shock chance, not 20%.

Saint

Great Heal MP cost changed to 80k
Healing Relic EX MP cost changed to 20k
Cure Relic EX MP cost changed to 20k
Bind Relic EX MP cost changed to 20k

Paladin

Iron Will MP cost changed to 30k
Divine Punishment MP cost changed to 30k

Guardian

Divine Punishment MP cost changed to 40k

Heretic

Land Corruption MP cost changed to 10k
Soul Steal MP cost changed to 10k

Arch Heretic

Transform MP cost changed to 50k

Tinkerer

Slip N Slide MP cost changed to 10k
Yum-A-Tron MP cost changed to 10k
Alfredo Drop MP cost changed to 10k

Alchemist

Slime Sacrifice MP cost changed to 20k
Slime Shake MP cost changed to 50k

Physician

Good Vibrations MP cost changed to 80k
Antidote MP cost changed to 20k
Lovesick MP cost changed to 10k
Toxic Spill EX:
 Heal Split into 3 levels just like the attack. At 0-2 bubbles, heal 1x Mdmg for 10k MP. At 3-4 bubbles, heal 2x Mdmg for 20k MP, consume all bubbles. At 5+ bubbles, consume all bubbles to heal 3x Mdmg for 30k MP (up to 15 bubbles consumed).
This should nerf some of the healing Physician's can do for now. I know that having 5 bubbles as a requirement to do the full 3x heal isn't difficult by any means. However, the consumption of all bubbles does have a couple small additional effects that can help lower how well Physicians perform in group by a little bit. Plus, this plays into the MP limiting as well (if they run out of MP, no more heals). This bubble requirement will most likely be expanded on if the healing is still way too much for Physicians.

Engineer

Quackum Crash MP cost changed to 5k
Summon Towers MP cost changed to 10k

Gear Master

Quackum Crash EX MP cost changed to 10k

Mechanic

Plasma Boost MP cost changed to 30k

Ray Mechanic

Plasma Mastery A MP cost changed to 0.3%/sec
Transform MP cost changed to 50k

Kali

Phantom Guard MP cost changed to 50k

Screamer

Ghost Gate MP cost changed to 10k

Soul Eater

Ghost Gate EX MP cost changed to 20k

Dark Summoner

Shadow Euphoria MP cost changed to 10k

Dancer

Dance of Ecstasy MP cost changed to 80k
Illusion Dance MP cost changed to 15k
Windcall Twirl MP cost changed to 15k

Oracle

Providence MP cost changed to 50k

Oracle Elder

Transform MP cost changed to 50k

Assassin

Feint MP cost changed to 10k

Chaser

Dedicate Crow MP cost changed to 50k
Dedicate Shadow MP is already at 30k

Bringer

Balm of Azuna MP cost changed to 40k
Energetic Chakra MP cost changed to 30k
Healing Chakra MP cost changed to cost 1k and 0.2% MP per tick
Chakra Cure MP cost changed to 10k

Light Bringer

Miraculous Chakra MP cost changed to 80k
Energetic Chakra EX MP cost changed to 40k
Healing Chakra MP cost changed to cost 2k and 0.4% MP per tick

Bleed Phantom

Transform MP cost changed to 50k

Arashi

Decrystallize MP cost changed to 10k

Knightess

Fighting Spirit MP cost changed to 10k

Randgrid

Brave Heart MP cost changed to 0.3%/sec

Plaga

Flow Down MP cost changed to 10k

Vena Plaga

Ego Defense B MP cost changed to 0.2%/sec
Transform MP cost changed to 50k

Patrona

Overclock MP cost changed to 50k

Defensio

Aerial Parry EX MP cost changed to 10k
Auto-Repair MP cost changed to 10k
Pressure Release Defense MP cost changed to 10k
Description for: [Pressure Release Defense]'s cooldown reduction effect on Ducking fixed to say 50% instead of 85%.

Ruina

Pressure Release Attack MP cost changed to 10k

Launcher

Carnival Rush +25% damage
Stunt Rush +75% damage
With the damage fix to Laser Piercer EX and how these skills to underwhelming damage for 32s, this seemed appropriate. Stunt Rush being near impossible to fully land (especially the EX) while the max damage being 300% seemed ridiculous.

Lustre

Enhanced Eternal Light Soul MP cost changed to 80k
Eternal Light Soul MP cost changed to 50k
CM1 lets Entangle Trigger do the intended ~15k-20k damage.

Vandar

Kanna Therapy MP cost changed to 15k

Cosmetics

Our custom costume team is bigger and better than ever, so expect to see more recolors and brand new custom content soon!
Lucky Red Cat Tail
Baby Girl Cat Tail
Onii-chan Rose Package (Headpiece, One-Piece, and Spear)

Other

  • Thunderbane SFX updated for Lunar Knight

Misc

UI

  • Item roll window now shows the proper item prefix
  • Item obtainment messages and item links now include the proper item prefix
  • Dropped items now show the proper item prefix
  • Drops that aren't rollable and don't belong to you are now much more transparent
  • Added a search box to the title picker
  • Replaced old logos on login and channel change dialogs with the proper modern PDN logo

Gameplay

  • Added a setting to disable Crusader [Struck by Lightning] spacebar input

DPS Meter

  • Big hit damage tracker now includes overkill (overkill does not count towards your DPS)

Bugfixes

Classes

  • Fixed Chaser [Augment of Crows] buff duration crest only increasing the duration of the buff on allies and not yourself
  • Fixed Guardian abnormal skill lockout after using [Awakened] Divine Barrier and [Holy Kick](lvl 6+ only)
  • Attempted to fix [Stance of Faith] sometimes failing to chain properly
  • Fixed Lunar Knight [Awakened Moon Fall] description incorrectly stating that it grants 2 Twilight per hit
  • Fixed Lunar Knight [Awakened Flash Step] descrption incorrectly stating that it grants 10 Twilight on hit

Content

  • Fixed an issue where Solace of Oblivion would sometimes forget about what artifacts you had or how many rerolls you had
  • Fixed an issue where artifacts would fail to restore after you died or reconnected
  • Fixed an integer overflow bug with sand trap status that can cause you to get one shot by negative damage in certain circumstances
  • Players are now immune to certain damaging status effects while in sand trap status

UI

  • Fixed Solace of Oblivion Slow Start artifact description not updating with level

Misc

  • Fixed an issue that caused game server regions further away from NA Central to experience server tick rate stutter
  • Fixed an issue where terrain had weird lighting issues on low quality settings (no more radioactive SdC or RuDNHC)

PvP

  • Fixed Laser Piercer EX doing +100% damage instead of +30% damage in PVP.
  • Fixed Impactor doing 5x the damage intended on Entangle Trigger in PVP.
  • Fixed PVE's Ducking being called sometimes in PVP.
  • Fixed Chain Lightning EX having double the bounce range in PVP.
  • Fixed Roey's Magic Temple permanently binding when the bind effect occurred.
  • Fixed Puppet Battlefield not applying 200% HP in 200% HP mode.
  • Fixed a couple Defensio skills not being completely disabled in PVP when they should've been.