Here is a list of just a few of the most recent changes we have made for Archlight 2.0.
1. The dungeons were an obvious attraction for a lot of players of Archlight, however were somewhat limited during boss fights as an either win/loss based on – If the tank doesn’t get 1 shot, you basically win the boss fight, otherwise you don’t. There’s no battle of healing vs damage from the boss. To somewhat combat this, and further increase the role of the Guardian as a primary tank we have changed the guardians hp from 20 > 30 per level. Furthermore we have also increased berserkers hp gain from 15 > 20 per level. We have also increased Mages mana per level from 30 > 40. Monks and Archers will however remain at the same mana/hp per level as we want to keep these classes remaining as a specific role, Archer being Heavy single target damage and Monks as an efficient healer/low global caster. Guardians will not receive any buff to their healing despite their increase in health pool as we want to encourage the need for healers for boss fights and hunting. This will lead to a more gradual increase/decrease in hp during a boss fight etc.
2. Changes to Monks Kicks. A primary concern for Monks was that they we’re either insanely strong, or very weak. This was based on them landing their kicks. If their target was standing still and they snuck up on them and spam’d their kicks then their flurries it could drop a level 300 guardian almost instantly. However if the target was running circles around them they could barely land a hit on them. We will be changing their kicks from a small spray infront of the target, to a spinning circle around the user. This will allow the user to hit targets easier, similar to exori. This should make Monk less aggravating to play at times. We will however be nerfing the damage of kicks slightly to keep this access of hitting balanced with the damage of their 800MS global cooldown kicks. (Less than half of a normal vocations global cooldown). We will also be creating a new healing spell that will be based off fist instead of ML to replace exura san for Monks.
3. Archers damage across the board will be buffed. We acknowledged that Archers damage was too low for their role in Archlight. Their overall scaling with levels will be increased on all damage maps. This will mean a level 500 Archer will hit significantly harder than a 200 Archer compared to in 1.0 where they hit only slightly more.
4. Adding in many many many more quests. A notable need in Archlight was a way to get some low tier equipment (better than plate, but before you bought archlight token sets). We will be adding in equipment pieces to low level dungeons and to some other spawns. This will help low levels get geared fairly early on and not get lost in the rat race.
5. Making Dungeon Boxes more valuable and dungeons in general. Yes dungeon medals we’re important, and the tokens from the boxes. However the rest? Kinda useless. We do plan to keep some crappy rewards in the boxes, this is to keep medals etc being somewhat rare. The idea behind the boxes is that you may get something good, you may get something you don’t want (5x great mana potions). However we will be reworking some of the items and also allowing gear to be dropped in some of these boxes (Including rare/high level gear – very rare chance).
6. Minimum Level to ALL DUNGEONS and ALL BOOSTERS (exp/skill boosters) removed from chests, these will be obtainable through dungeon chest boxes.
7. Maximum IP Connections to Archlight Online to avoid MC Token Farming.
8. Added Last Man Standing event to get points for shop in-game.
9. Berserkers Life Steal changed from 4-7% per hit to 9-13% per hit. Berserkers we’re intended to be a savage melee class that healed through combat. To promote this we have buffed their lifesteal per hit (matched with their attack speed this should make them more fit the vocation idea they we’re intended to be. This should also allow them to stay more relevant in melee combat and continue to be a strong solo class like they we’re made to be.