You will find more details in the sections for each end game system, but we wanted to give you a quick overview of our changes
We have made enemy power come less from endgame modifiers and more from the inherent strength of high level enemies and the base effect of corruption, primarily to achieve a more predictable experience in high corruption Monolith. Specific corruption values should feel like they mean something in terms of difficulty, instead of difficulty varying so wildly based on your current mods.
To achieve this enemies have been buffed globally at high levels, corruption scaling has been increased, monolith mods have shorter duration and no longer scale with corruption, and high level dungeon and arena mods have been reduced in power.
Overall we have Increased enemy health and damage globally above level 60, by around 5% at level 80 and around 25% at level 100.
Disabled bonus xp from Arena for characters below level 50
Certain arena mods, especially those specific to T3 and T4 have been adjusted to lessen the impact of the global enemy buffs. However these changes are smaller than the ones to dungeon mods, so T3 and T4 arena will now be noticeably harder than before.
Because we have buffed enemies globally overall, we expect that it will be more difficult at a baseline.
We have also changed the scaling for enemies in Endless Arena past wave 100 to be much faster. For example, wave 140 is equivalent to the old wave 200, and wave 320 is equivalent to the old wave 500. Consequently achieving high tiers of endless arena is now much harder.
Many campaign scenes have been tuned to look and perform better
New visual elements have been added to the End of Time
Encounters in chapter 4, 5, and 6 have been overhauled
Nearly all 4, 5, and 6 scenes contain semi randomized or fully randomized enemy placement.
Many enemies with old models have been removed (no more jewel spiders or old chimeras)
Many enemies with new models have been added, such as zombie hounds, undead hydras, and bone mimics.
Other enemies have been shifted around and rebalanced.
The Wraith Dunes no longer has infinitely spawning wraiths.
Various bugs with imperial era enemies have been fixed.
All scorpion enemies except for the gem scorpion boss and voidstone scorpion now use the new scorpion model.
Larger imperial enemies, such as Immortal Eyes and Desecrated Fleshes are now always rare.
Quest encounters in 4 and 5 that previously involved a rare enemy now always feature a unique miniboss (e.g. the Imperial Welryn quest has an inquisitor miniboss and the The Sapphire Quarter quest encounters have soul warden and sand lich minibosses).
Chapter 4 also has additional minibosses in various zones.
Town waypoints now automatically unlock upon entering the zone
Time rift portals now say what era it is taking you to in a transition notification
Enemies in T1 dungeons deal 35% less damage and they have 25% less health.
Removed the entrances from all Dungeons after the player has entered. You can no longer turn around and go back the way you entered.
Lightless Arbor changes
The Mountain Beneath grants 150% more experience.
Stone Titan’s Heart grants 400% more experience.
Titanspawns grant 46% more experience.
Amber Elementals grans 108% more experience.
Rotting Hollows grant 75% less experience.
Soulfire Bastion
Fire Lich Cremorus grants 350% more experience.
Immortal Incinerators grant 50% less experience.
Possessed Golems grant 25% less experience.
Temporal Sanctum
Chronomancer Julra grants 233% more experience
Temporal Hunters grant 38% more experience
Nightmares grant 27% more experience
T3 and T4 dungeon mods have been adjusted so that bosses at those tiers have a similar power to before. However this means that earlier parts of the dungeon will be more difficult, especially for Soulfire Bastion.
These changes are intended to allow for faster progression through the monolith for characters that are capable of it.
Changed the modifier from corruption to scale up more quickly. It is now larger and scales up faster, especially at high corruption. At corruption 100 it is 60% more monster damage and health (from 50%), at 200 corruption it is 170% (from 100%), at 300 corruption it is 281% (from 147%) and at 500 corruption it is 505% (from 289%).
Reduced stability requirements of 2nd and 3rd quest echoes of non-empowered timelines (e.g. level 90 timelines’ 3rd quest echoes require 400 stability instead of 650, the reduction in other cases is smaller though).
Increased the additional corruption granted by Gaze of Orobyss by around 10%
Average legendary potential and weaver’s will now also scale up slightly with corruption. For example, Uniques have around a 5% higher chance for 1+ LP at 100 corruption, 10% at 300 corruption, and 14% at 600 corruption.
Normalized mob density. It is now 4% lower than before in Reign of Dragons, 8% lower than it was before in the level 90 timelines, and 10% higher in all other timelines (previously Reign of Dragons was 15% higher than most other timelines and the level 90 timelines were 20% higher).
Regular monolith echoes contain 5% more enemies (this does not change the number of enemy types in the echoes)
Monolith mods’ values are now static and no longer scale up with corruption or distance from the center of the echo web. Additionally their duration now scales up to a maximum of 3 echoes (from 6). The baseline values of various monolith mods have been changed.
Mods that scaled invisibly, but no longer scale:
Enemies enrage at half health (the size of the buff scaled up at the same pace as things like the increased damage mod)
Enemies gain Frenzy and Haste when hit (the size of the buff scaled up at the same pace as things like the increased damage mod)
Enemies have high speed and crit chance until approached (the size of the buff scaled up at the same pace as things like the increased damage mod)
Enemies are deadly if not damaged recently (the damage buff from Deadly scaled up at half the pace as things like the increased damage mod)
Enemies are heal if not damaged recently (the rate of healing scaled up at half the pace as things like the increased damage mod)
Enemies have a chance to dodge (the amount of dodge rating scaled up at the same pace as things like the increased damage mod, but was capped at twice its base value.)
Rare enemies regenerate health (the amount of health regen scaled up at the same pace as things like the increased damage mod)
Added Solo Character Found challenge mode to Online play (continues to exist in Offline play). This functions the same as the previous Offline Solo challenge, where characters cannot party and their stash is isolated from all other characters on that account.
We have temporarily disabled the option to abandon Solo challenges due to a bug that we’re working on fixing. We plan to address this with a hotfix, where abandoning the challenge transitions the character to Solo Account Found and deletes their current stash.
Removed Masochist challenge mode and replaced with an item that replicates the functionality. The item can be found in the first area of the game.
Added Parry as a new defense type and as a new Affix type
Parry is a defensive mechanic that grants a chance to negate all damage taken from hits. However, unlike Dodge, Parrying does still count as being hit and as a result of that ailments can still be applied to you when you parry a hit
Parry has no effect against Damage over time effects and is capped at 75%
It is not currently possible to reach this cap with available sources
Changed how stun avoidance affects chance to be stunned.
It now adds to the flat percentage reduction in chance to be stunned that’s applied after the rest of the calculation (i.e. stun threshold), rather than to health
100 Stun Avoidance now adds 1% to your stun threshold
By default a hit must deal more than 5% of your health to stun you, if you have 100 stun avoidance, that becomes 6%, and if you have 1000 stun avoidance it becomes 15%.
The chance that hits above this threshold will stun you is reduced correspondingly.
A hit that deals 20% of your health when you have 1000 stun avoidance has the same stun chance as a hit that deals 10% of your health when you have 0 stun avoidance.
This means that stun avoidance is no longer additive with health and is now particularly effective against hits that had a small non-zero stun chance, and raises the percentage of your max health that a hit must deal before it can have a chance to stun you.
Subsequent stun avoidance related changes:
Players’ inherent stun avoidance has been changed from a static 25 to 250 + 5 per character level. This results in the threshold of damage required to stun a player with no stun avoidance from items going from 5% of health + ward + 25 to 7.5%-12.5% of health + ward.
The Stun Avoidance suffix has higher values, especially at lower tiers, and can now only roll on rings (from body armor and catalysts)
The Hybrid Stun Avoidance prefix has been replaced by a Health and Stun Avoidance suffix. It rolls amulets and belts (from only amulets) and gives slightly more added stun avoidance than the old hybrid stun avoidance affix did and it gives about 20% less health than a health suffix at higher tiers. It starts dropping from level 46 onward (from 13).
Improved experience for skills with special requirements such as channeled skills, skills with weapon requirements, or movement skills by adjusting elements like auto targeting
The Grace Period after changing zones is now also interrupted by using an instant cast ability or using a potion
Bosses are no longer pushable
When a player dies, their minions are now unsummoned
Added a cooldown to prevent player from opening portals rapidly
Portals can now only be interacted with by their creators
Optimized skill tree vfx to reduce loading times when the game is launched
Polished follow speeds of NPCs to more realistically follow you
Increased Summoned Bee speed (from 7 to 12) and acceleration (from 12 to 18)
Added the Kickstarter Graveyard zone connected to The Soul Wardens’ Road