- Fixed a bug where a player's resilience roll would fail if it was equal to their resilience stat
- Do not apply durability damage to the cosmetic slot when giving up.
- Back end adjustments to the hunting log data structure. Please just make sure it's operating as expected.
- Expanded mobs & resources into an empty section in Grizzled Peaks
- Added titles to certain mobs in Meadowlands and Grimstone Canyon to better identify which ones are for specific tasks. For example: a previous task asking you to go down to the Lake in Meadowlands and Kill Bears now specifies the bears as Foraging Bears and the bears around the lake have the title of "Foraging" to better communicate that they are the intended target for the task.
One thing discussed with the community recently is the leveling experience and the impact of leveling and we believe we can offer additional character growth to align more with player expectations. For one part of this we have adjusted the character's health gained per level, and aligning the other numbers of the game to increase likewise, being NPC damage, healing abilities, consumables, durability loss and health regeneration.
For content of the same level, the game should feel exactly as it was before, mobs should seem as dangerous and downtime should be the same. The impact is mostly felt for those above level 25 and when doing content of lower or higher level by a substantial margin. For example a lvl 40 fighting lvl 30 mobs. There is a larger advantage for your character in these situations with greater health pools. Fighting mobs 1-4 levels above you deal more damage, but the most pronounced differences are felt in the mid-40s where a lvl 50 mob would be notably more dangerous to a lvl 45 player.
As we are adjusting health pools we are taking this opportunity to address some other feedback we have received.
- Widened the gap between Defender and non-Defender health, providing Defenders an additional advantage when compared to non-Defender roles to consider for tanking.
- Widened the gap between Defender specialization roles, making the health advantage of the Juggernaut feel like a reasonable tradeoff for the reduced armor compared to the Knight.
- Taking a balance pass on healing and regen potions. These should be stronger than before, at least for non-Defenders.
- Reduced mob damage at certain levels to ensure solo capabilities of the lower health pool characters was still as viable as before.
- Changed the scaling so the health pool increases would be more pronounced at higher levels and create more separation in character growth when compared to earlier mobs.