Standardized non universal blades at 35%. Universal blades set to 25%
Standardized traps at 30%
Standardized damage bubbles at 25%
Standardized school specific pierce spears at 20%
Standardized heal accuracy to match school accuracy. Fairy/Pixie remain at 100% accuracy
Balance
Precision- increased accuracy charm from 10% to 25%
Weakness- increased spell accuracy from 90% to 100%
Elemental Spear- increased pierce charm from 6% to 20%
Spirit Spear- increased pierce charm from 6% to 20%
Elemental Trap- increased damage trap from 25% to 30%
Spirit Trap- increased damage trap from 25% to 30%
Ninja Piglets was modified from 425-505 damage to 420-510 damage
Supernova- decreased from 535 Balance damage to 405 Balance damage
Helping Hands- increased from 50 + 490 heal over 3 rounds to 125 + 465 heal over 3 rounds; spell accuracy decreased from 90% to 85%
Availing Hands- spell accuracy decreased from 90% to 85%
Chimera- decreased from 345 Death, Myth and Life Damage to 290 Death, Myth and Life Damage
Donate Power- decreased cost from 3 pips to 1 pip
Death
Curse- increased damage trap from +20% to +30%
Death Spear- increased pierce charm from +10% to +20%
Death Blade- decreased damage blade from +40% to +35%
Dark Pact- modified from 300 Death damage(self) and +30% universal damage blade to 250 moon damage(self) and +25% universal damage blade x2
Empower- modified from 300 Death damage (self) to 250 Moon damage (self)
Mass Death Prism- modified cost from 2 pips to 1 pip
Sacrifice- modified from 250 Death damage (self) to 250 moon damage (self); spell accuracy decreased from 100% to 85%
Doom and Gloom- reduced healing debuff from 65% to 50%
Virulent Plague- reduced pip cost from 3 pips to 2 pips
Poison- reduced DoT damage from 40+435 over 3 rounds to 35+ 435 over 3 rounds
Vampire- reduced drain damage from 350 to 335
Mass Infection- reduced heal debuff from 50% to 45%, decreased cost from 3 pips to 1 pip
Fire
Fire Trap- increased damage trap from +25% to +30%
Fire Spear- increased pierce charm from +10% to +20%
Mass Fire Prism- modified cost from 2 pips to 1 pip
Steal Charm- increased spell accuracy from 80% to 100%
Fuel- increased damage traps from +25% to +30%
Immolate- reduced damage to self from 250 to 200
Scald- increased damage from 495 damage over 3 rounds to 525 damage over 3 rounds
Ice
Ice Spear- increased pierce charm from +10% to +20%
Mass Ice Prism- modified cost from 2 pips to 1 pip
Ice Blade- decreased damage blade from +40% to +35%
Legion Shield- increased incoming damage shield from +30% to +45%
Balefrost- decreased damage global from +35% to +25%
Steal Ward- increased spell accuracy from 80% to 100% and decreased pip cost from 2 to 1
Cooldown- reduced pip cost from 2 pips to 1 pip
Life
Life Trap- increased damage trap from +25% to +30%
Life Spear- increased pierce charm from +10% to +20%
Guiding Light- increased healing charm from +30% to +35%
Life Blade- decreased damage blade from +40% to +35%
Minor Blessing- increased heal from 65 to 120; spell accuracy decreased from 100% to 90%
Triage- increased pip cost from 0 to 1
Mass Triage – decreased pip cost from 3 pips to 2 pips
Guidance- increased accuracy charm from +10% to +20%
Mass Life Prism- modified cost from 2 pips to 1 pip
Brilliant Light- decreased pip cost from 2 pips to 1 pip
Sanctuary- decreased healing buff from +50% to +35%; decreased pip cost from 3 pips to 2 pips
Regenerate- increased heal from 52 + 1101 over 3 rounds to 265 + 1050 0ver 3 rounds
Unicorn- increased heal from 275 to 465; spell accuracy decreased from 100% to 90%
Myth
Myth Trap- increased damage trap from +25% to +30%
Myth Spear- increased pierce charm from +10% to +20%
Mass Myth Prism- modified cost from 2 pips to 1 pip
Shift- reduced cost from 4 pips to 3 pips
Grendel's Amends heal increased from 675 to 745
Storm
Storm Trap- increased damage trap from +25% to +30%
Storm Spear- increased pierce charm from +10% to +20%
Mass Storm Prism- modified cost from 2 pips to 1 pip
Windstorm- increased damage trap from +20% to +25%
Lightning Strike- increased accuracy charm from +10% to +25%
Storm Blade- increased damage blade from +30% to +35%
Disarm- decreased cost from 1 pip to 0 pips
Healing Current- spell accuracy decreased from 100% to 70%
PvP Changes
Maycast Aura cast rate significantly lowered
Shadow Pip Gauge adjustments: results in slower gain of shadow pips
Pierce stat removed from Duelist Daredevil Ring
Enchantment cards on PvP specific amulets updated to Solar Surge
PvP Banned Treasure cards Universal Bans
All Non-Standard Blades
All Non-Standard Traps
All Non-Standard Spears
All Non-Standard Dispels
All Globals (damage and heal manipulation) “Bubbles”
All "Stove Spells" ex. Rocketstove, Coldiron
Balance
Black Mantle
Clockwork Spider
Steel Giant
Death
Shadowcat
Death Bat
Dark Pact
Midnight Sprite
Death Scarab
Beguile
Red Banshee
Red Ghost
Virulent Plague
Deadly Minotaur
Fire
Ash Bats
Fire Serpent
Smokescreen
Fire Shark
Raging Kraken
Firezilla
Magma Colossus
Krokenhamen (Steal Charm + blade)
Fiery Giant
Ice
Freeze
Snowsnake
Snow Bird
Frozen Kraken
Polar Swarm
Frost Demon
Krokotep (Steal Ward + absorb)
Life
Life Scarab
Forsaken Banshee
Brown Spider
Brulee Sucre
Storm
Rain Beetle
Storm Beetle
Storm Bird
Thunderbird
Monsoon Hound
Storm Hound
Lightning Elf
Myth
Stun
Rat Illusionist
White Rat Magician
Yellow Troll
Shatter
Honestly Im ok with things overall. Mirage (where Im at now) mobs and bosses critical a bit more than I remember them doing so before yesterday. And Where I would normally crit block 2 of 3 times, I have yet to see myself do so....wondering if it has to do with this update. But OAN fell in love with Humongo Frog again. That animation is NICE!! Graphically appealing for such a disgusting spell. I cant stop using it lol. And Grendels Amends been boosted is ok I guess. Wouldve rather have it at 4 pips but it guess it works for now, so im looking to raise my pip conversion.
Honestly Im ok with things overall. Mirage (where Im at now) mobs and bosses critical a bit more than I remember them doing so before yesterday. And Where I would normally crit block 2 of 3 times, I have yet to see myself do so....wondering if it has to do with this update. But OAN fell in love with Humongo Frog again. That animation is NICE!! Graphically appealing for such a disgusting spell. I cant stop using it lol. And Grendels Amends been boosted is ok I guess. Wouldve rather have it at 4 pips but it guess it works for now, so im looking to raise my pip conversion.
Nevermind everythingis working perfectly. Loving the changes so far
changing the TCs we have owned for a while was really disappointing. i understand not providing new ones, but reducing stuff we already had means that anytime you need to change the economy or anything, we suddenly loose. KI does the same thing with the deckathalon. i have purchased the next four slots just before 10 pm (west coast) to have them all vanish at the witching hour. it has happened more than once, but not all four. since i am bad at watching the clock and quite often play late, i have stopped playing.
I love the updated mass attack look unfortunately my favorite pet now has a useless spell even now at 93 I am running with my level 58 school pet and enjoyed casting the pet humungo frogs Noble Humungo Frog spell that says it does 75 and 525 over 3 rounds to all enemies the new animation looks great however since the update it hits enemies for 75 and all allies for 525 over 3 rounds and can not be used. Unfortunately I cannot seem to get a response from anyone on this and may be forced to retire the pet due to this lack of response.
Standardized non universal blades at 35%. Universal blades set to 25%
Standardized traps at 30%
Standardized damage bubbles at 25%
Standardized school specific pierce spears at 20%
Standardized heal accuracy to match school accuracy. Fairy/Pixie remain at 100% accuracy
Balance
Precision- increased accuracy charm from 10% to 25%
Weakness- increased spell accuracy from 90% to 100%
Elemental Spear- increased pierce charm from 6% to 20%
Spirit Spear- increased pierce charm from 6% to 20%
Elemental Trap- increased damage trap from 25% to 30%
Spirit Trap- increased damage trap from 25% to 30%
Ninja Piglets was modified from 425-505 damage to 420-510 damage
Supernova- decreased from 535 Balance damage to 405 Balance damage
Helping Hands- increased from 50 + 490 heal over 3 rounds to 125 + 465 heal over 3 rounds; spell accuracy decreased from 90% to 85%
Availing Hands- spell accuracy decreased from 90% to 85%
Chimera- decreased from 345 Death, Myth and Life Damage to 290 Death, Myth and Life Damage
Donate Power- decreased cost from 3 pips to 1 pip
Death
Curse- increased damage trap from +20% to +30%
Death Spear- increased pierce charm from +10% to +20%
Death Blade- decreased damage blade from +40% to +35%
Dark Pact- modified from 300 Death damage(self) and +30% universal damage blade to 250 moon damage(self) and +25% universal damage blade x2
Empower- modified from 300 Death damage (self) to 250 Moon damage (self)
Mass Death Prism- modified cost from 2 pips to 1 pip
Sacrifice- modified from 250 Death damage (self) to 250 moon damage (self); spell accuracy decreased from 100% to 85%
Doom and Gloom- reduced healing debuff from 65% to 50%
Virulent Plague- reduced pip cost from 3 pips to 2 pips
Poison- reduced DoT damage from 40+435 over 3 rounds to 35+ 435 over 3 rounds
Vampire- reduced drain damage from 350 to 335
Mass Infection- reduced heal debuff from 50% to 45%, decreased cost from 3 pips to 1 pip
Fire
Fire Trap- increased damage trap from +25% to +30%
Fire Spear- increased pierce charm from +10% to +20%
Mass Fire Prism- modified cost from 2 pips to 1 pip
Steal Charm- increased spell accuracy from 80% to 100%
Fuel- increased damage traps from +25% to +30%
Immolate- reduced damage to self from 250 to 200
Scald- increased damage from 495 damage over 3 rounds to 525 damage over 3 rounds
Ice
Ice Spear- increased pierce charm from +10% to +20%
Mass Ice Prism- modified cost from 2 pips to 1 pip
Ice Blade- decreased damage blade from +40% to +35%
Legion Shield- increased incoming damage shield from +30% to +45%
Balefrost- decreased damage global from +35% to +25%
Steal Ward- increased spell accuracy from 80% to 100% and decreased pip cost from 2 to 1
Cooldown- reduced pip cost from 2 pips to 1 pip
Life
Life Trap- increased damage trap from +25% to +30%
Life Spear- increased pierce charm from +10% to +20%
Guiding Light- increased healing charm from +30% to +35%
Life Blade- decreased damage blade from +40% to +35%
Minor Blessing- increased heal from 65 to 120; spell accuracy decreased from 100% to 90%
Triage- increased pip cost from 0 to 1
Mass Triage – decreased pip cost from 3 pips to 2 pips
Guidance- increased accuracy charm from +10% to +20%
Mass Life Prism- modified cost from 2 pips to 1 pip
Brilliant Light- decreased pip cost from 2 pips to 1 pip
Sanctuary- decreased healing buff from +50% to +35%; decreased pip cost from 3 pips to 2 pips
Regenerate- increased heal from 52 + 1101 over 3 rounds to 265 + 1050 0ver 3 rounds
Unicorn- increased heal from 275 to 465; spell accuracy decreased from 100% to 90%
Myth
Myth Trap- increased damage trap from +25% to +30%
Myth Spear- increased pierce charm from +10% to +20%
Mass Myth Prism- modified cost from 2 pips to 1 pip
Shift- reduced cost from 4 pips to 3 pips
Grendel's Amends heal increased from 675 to 745
Storm
Storm Trap- increased damage trap from +25% to +30%
Storm Spear- increased pierce charm from +10% to +20%
Mass Storm Prism- modified cost from 2 pips to 1 pip
Windstorm- increased damage trap from +20% to +25%
Lightning Strike- increased accuracy charm from +10% to +25%
Storm Blade- increased damage blade from +30% to +35%
Disarm- decreased cost from 1 pip to 0 pips
Healing Current- spell accuracy decreased from 100% to 70%
PvP Changes
Maycast Aura cast rate significantly lowered
Shadow Pip Gauge adjustments: results in slower gain of shadow pips
Pierce stat removed from Duelist Daredevil Ring
Enchantment cards on PvP specific amulets updated to Solar Surge
PvP Banned Treasure cards Universal Bans
All Non-Standard Blades
All Non-Standard Traps
All Non-Standard Spears
All Non-Standard Dispels
All Globals (damage and heal manipulation) “Bubbles”
All "Stove Spells" ex. Rocketstove, Coldiron
Balance
Black Mantle
Clockwork Spider
Steel Giant
Death
Shadowcat
Death Bat
Dark Pact
Midnight Sprite
Death Scarab
Beguile
Red Banshee
Red Ghost
Virulent Plague
Deadly Minotaur
Fire
Ash Bats
Fire Serpent
Smokescreen
Fire Shark
Raging Kraken
Firezilla
Magma Colossus
Krokenhamen (Steal Charm + blade)
Fiery Giant
Ice
Freeze
Snowsnake
Snow Bird
Frozen Kraken
Polar Swarm
Frost Demon
Krokotep (Steal Ward + absorb)
Life
Life Scarab
Forsaken Banshee
Brown Spider
Brulee Sucre
Storm
Rain Beetle
Storm Beetle
Storm Bird
Thunderbird
Monsoon Hound
Storm Hound
Lightning Elf
Myth
Stun
Rat Illusionist
White Rat Magician
Yellow Troll
Shatter
These changes significantly affect Deckathalon Events. All the hours upon hours that was spent calculating all the math for each event now need recalculations. This affects pets to be desired at the hatchmaking kiosk too, as people may not want aura spells anymore. Fortify was a big hit to help decrease damage taken in Deckathalon but now is a mystery as to how often it will cast. I thought I read somewhere that pet maycast auras changed too. That auras lasting 5 rounds will now last 4. Is this correct or no?
The changes to Dark Pact and Sacrifice seem confusing. If in the Fire Deckathalon the enemy cast efreet, and I use either Dark Pact or Sacrifice, what happens? I now have the chance to fizzle, and what is this Moon damage? Does the weakness get removed still or not? And now it gives 2 blades?
The bubbles... are deckathalon "cheat" bubbles being decreased too? Our stats get decreased while enemy cheats reman the same? That doesn't seem quite fair.
Has the pip-spells been fixed yet? Tempest, backdraft, judgement, etc.
Do the changes to mass prisms make them appealing now to anyone for use in the Deckathalon?
Vampire being reduced? Why? It was already a low enough drain spell. Is any change being made to the WillCast version?
Are maycast heals being affected in any way?
Cards being banned in PvP I hope do not affect their usage for deckathalons. Meaning, I hope we don't encounter any bugs that remove these cards upon entry. I would like to imagine KI checked on this.
The biggest upset with these changes are the downgrade to school blades. This will affect the deckathalon most. I am a 3-time deckathalon Top Ten Finalist and I packed 7 lifeblades that greatly helped me maintain my top 10 placement. The lifeblade was oftentimes just exactly what was needed to defeat the enemy, but now I fear it won't be enough.
Non-deckathalon head-shakers: -Healing current's accuracy reduction. What a terrible decision to do this on a spell that is not even a guaranteed decent heal.
-Shadow Pip Gauge adjustments: results in slower gain of shadow pips - Will this affect PvE too? It was already taking waaay too long to get 1 shadow pip, so I hope not.
-Why would you reduce a spell such as Supernova? What's the benefit for using it now? -While doing DA (Daily Assignment), I had to aoe the enemies twice during what was once deemed a very easy fight.
Off-topic (but must be said): Kudos to finally (supposedly) making aoe spells faster now; however, you have got to realize that there are some spells people stopped using solely because they were not ideal. What I am saying is, KI has made an announcement that all the spells were studied to see which ones were used most. This weighed heavily on their decision as to which to speed up first. Let's consider Meteor for what I am getting at. The reason I rarely use fire dragon (in PvE) is because I can defeat enemies a whole lot faster using 2 meteors. Meaning, meteor was fast enough. Meteor is a spell that did not necessarily need to be fastened. I'll take it nonetheless. I just want KI to know that it is the spells that are not being used quite as much that they may want to take extra looks at as to why.
OK, back to Topic: Yes, I do see some helpful changes. Unicorn, steal charm, steal shield, weakness, etc. These tc/maycast should be more highly considered for deckathalon now (unicorn being the maycast). But...
Will anyone respond to my queries and concerns here
Regarding the Grizzleheim spell quest (Thief of Spells, The Runedown), after completing all of Wintertusk, I'm still not off "The Runedown" spell quest from Erik Wyrdrune. I've already done "Thief of Spells" and have learned Supercharge. I'm wondering if this is a new bug because of the very recent change to Insane Bolt.
p.s. Yes I just finished Wintertusk just to see what the new insane bolt was like dont hate me.
These changes significantly affect Deckathalon Events. All the hours upon hours that was spent calculating all the math for each event now need recalculations. This affects pets to be desired at the hatchmaking kiosk too, as people may not want aura spells anymore. Fortify was a big hit to help decrease damage taken in Deckathalon but now is a mystery as to how often it will cast. I thought I read somewhere that pet maycast auras changed too. That auras lasting 5 rounds will now last 4. Is this correct or no?
The changes to Dark Pact and Sacrifice seem confusing. If in the Fire Deckathalon the enemy cast efreet, and I use either Dark Pact or Sacrifice, what happens? I now have the chance to fizzle, and what is this Moon damage? Does the weakness get removed still or not? And now it gives 2 blades?
The bubbles... are deckathalon "cheat" bubbles being decreased too? Our stats get decreased while enemy cheats reman the same? That doesn't seem quite fair.
Has the pip-spells been fixed yet? Tempest, backdraft, judgement, etc.
Do the changes to mass prisms make them appealing now to anyone for use in the Deckathalon?
Vampire being reduced? Why? It was already a low enough drain spell. Is any change being made to the WillCast version?
Are maycast heals being affected in any way?
Cards being banned in PvP I hope do not affect their usage for deckathalons. Meaning, I hope we don't encounter any bugs that remove these cards upon entry. I would like to imagine KI checked on this.
The biggest upset with these changes are the downgrade to school blades. This will affect the deckathalon most. I am a 3-time deckathalon Top Ten Finalist and I packed 7 lifeblades that greatly helped me maintain my top 10 placement. The lifeblade was oftentimes just exactly what was needed to defeat the enemy, but now I fear it won't be enough.
Non-deckathalon head-shakers: -Healing current's accuracy reduction. What a terrible decision to do this on a spell that is not even a guaranteed decent heal.
-Shadow Pip Gauge adjustments: results in slower gain of shadow pips - Will this affect PvE too? It was already taking waaay too long to get 1 shadow pip, so I hope not.
-Why would you reduce a spell such as Supernova? What's the benefit for using it now? -While doing DA (Daily Assignment), I had to aoe the enemies twice during what was once deemed a very easy fight.
Off-topic (but must be said): Kudos to finally (supposedly) making aoe spells faster now; however, you have got to realize that there are some spells people stopped using solely because they were not ideal. What I am saying is, KI has made an announcement that all the spells were studied to see which ones were used most. This weighed heavily on their decision as to which to speed up first. Let's consider Meteor for what I am getting at. The reason I rarely use fire dragon (in PvE) is because I can defeat enemies a whole lot faster using 2 meteors. Meaning, meteor was fast enough. Meteor is a spell that did not necessarily need to be fastened. I'll take it nonetheless. I just want KI to know that it is the spells that are not being used quite as much that they may want to take extra looks at as to why.
OK, back to Topic: Yes, I do see some helpful changes. Unicorn, steal charm, steal shield, weakness, etc. These tc/maycast should be more highly considered for deckathalon now (unicorn being the maycast). But...
Will anyone respond to my queries and concerns here
In order of points brought up,
The cast rate of all Maycasts are unaffected in PVE, but some of them (mainly auras) have had their triggers affected. I don't know the exact changes but I do know that you can't get a MC Aura by passing anymore.
Yes, MC Auras are now 4 rounds.
Dark Pact, Sacrifice, and Empower all still use up Weaknesses. Weaknesses don't care what sort of damage you use, except stuff like Backlash from Shadow Creatures.
I think the only change to Deckathalon cheat bubbles may be the first Ice Bubble getting decreased from 35% to 25%. They will probably continue to be 50% on the second Bubble.
I really hope the X-pip bug was fixed. It's especially dangerous in the Deckathalon. If you counter an 8-pip Heck Hound, the enemy could just cast another one on you that is equally powerful but costs less pips. It's awful.
I don't think using Prisms in the Deckathalon is viable. Using the turn that you would have spent on a Prism on a buff instead, then using an attack from the correct school would be more effective.
As stated earlier, the cast rate shouldn't be affected at all for PVE. And unlike Maycast Auras, I don't think the triggers for Maycast heals have been affected in any way. The only change is that Maycast Unicorn got a buff.
PVP bans do not affect Deckathalon in any way. Deckathalon uses a different banlist.
The spell changes provide a lot of ups and downs for the Deckathalon. Some of the best changes being the buffs to Unicorn and Legion Shield, making them both incredible Maycasts. Some of the worst changes being the buff to Spears making Shields even weaker on the highest floors. Virulent Plague being easier to cast is nice but now you can't use it turn 1 to counter Mana Burn in the Balance event. It will take some time to figure out whether or not this part of the spell audit is ultimately better or worse for the Deckathalon.
There are several death school (my primary) spell changes I am quite unhappy with. I know there are death wizards who complained about how they can't use Sacrifice, Dark Pact or Empower on themselves without being affected by their own death damage boost and any school blades they may have up. I say they are missing the point of these spells. These 3 spells are clearly not meant to buff the death wizard, they are meant to buff others. Sacrifice? C'mon it is far more efficient to use any one of the Life Steal spells (Ghoul, Vamp, Wraith, Scarecrow, etc.) to damage the enemy while healing yourself. If Dark Pact was meant to be used on self, it would probably work like Supercharge - take some damage and get a big fat death blade in return. Empower, again, like Donate Power, is meant to sacrifice your own pips to give to another wiz. Changing these to Moon school damage now means that my death wiz is not able to take advantage of his boosted death resist to minimize this damage while acting as a buff to other schools.
The frustration for me is that KI continues to make mistakes with releasing TCs, spells, wizard equipment that are over/under powered - and therefore lead to required changes to them to make the game more fair. I don't generally see this with other games that I play. Therefore, I'm asking KI to think things through and use some critical thinking before releasing new items... Just my two cents.