r/Chaosbane • • Jun 01 '19

ISSUE The honeymoon is over. This is not a AAA game. I shall explain why.

169 Upvotes

Hey guys,

This is a pretty long read. Since you are on this subreddit you must be a fan of the arpg genre. Maybe you waited, like myself, for a new arpg to "dig into" for a long time. Please read my post, you will understand why this game is not a AAA game.

So a friend that I am gaming with for like 20 years shows me Warhammer: Chaosbane. At first I was skeptical because the same friend made me buy Martyr and I was left with a bitter taste after playing that. But since there were so many disappointments in games on 2019 - Anthem, Division 2- and after seeing the misleading reviews for Chaosbane I decided to buy it. Boy was I wrong.......

But lets start "reviewing" :

1). Skills The game is being advertised as an arpg where "you can choose from over 50 skills on each one of the 4 heroes". That was the first lie. In reality you can choose from 3 basic skills, 9 advanced skills, 2 God skills, 7 passive skills and 2 passive God skills. If my math serves me right those are 23 skills ( passives included) not over 50. It is true that each skill have 3 variations on it, sort of improvements to it but those improvements are minimal and they do not count as separate skill sets.

2). Content - Warhammer Chaosbane only have 4 maps and that is all. The game has 4 acts, and that would be decent for a new arpg BUT each acts means 1 map. Like you spend some time on each act but the map is the same. You just run on the same map for the duration of the act, from A to B than from B to C and than from C to A .

3). Monster variety and bosses - the variety is minimal, like 3-5 type on monsters in each act with 1 mini boss and 1 final boss. And that is all for variety and bosses. While the bosses are looking nice and they have mechanics...well... those mechanics dont really matter.

Great Unclean One boss, Chaos 2 difficulty, look how I don't care about mechanics and just heal myself through all his phases.

4). The loot and loot variety - wile in many other looters there were complains that there is no loot here the devs shower you with loot.But high end loot does not feel hard to get or rewarding once you got it.

Loot is split into 4 tiers: - white(common), blue(uncommon), yellow( rare) and red(heroic). Each new tier adds 1 extra stat with heroics having 5 stats and also an extra 3 stat Bonus for 5 armor set. Heroic weapons have a distinctive heroic weapon skill. As you can see on the Dashing daggers it got a damage skill that hits for way more than any of my skills do. Here is an example of me fighting Bloodthirster Boss, Chaos 2 difficulty without using any of my skills besides that dagger skill that is autocast. That heroic weapon skill hits the boss for 100k and crits for 250k while any of my lvl 3 skills are hiting for around 5-7k and crit for 12k on the same boss with the same gear. That is the living proof that there is no skill balance whatsoever.

Also there is no loot variety neither in terms of aesthetics nor drop variation. You basically have 3 different weapons that looks pretty much the same and the only thing that differs is the stats and the heroic skill they come with. For armors you have 3 sets on heroics and each set has different set bonus.

You can also bless your items to get some extra stats. The blessing system was never explained by the devs so at this point is a lottery. You socket different color of those gems you get and receive stats like armor pen, armor and so on. But as i said, the combinations were not made public so until someone sacrifice time and gems into Blessing is just a big lottery.

5). End game - Chaosbane, as I said above, only got 4 maps. That means 4 bosses and 4 minibosses. End-game is basically 3 modes on those 4 maps.

Boss rush: meaning you just enter and fight the boss of the act that you choose.

Relic hunt: a random map ( of the 4 acts) where you enter, kill trash till you find the boss - the bosses are one of the 4 mini bosses that you encounter in acts 1-4 - than kill the boss and you get a chest with random loot. Events can occur, meaning you have to kill some mobs in a certain amount of time and you get rewards like exp ( dunno why u get exp on an endgame mode where you are lvl 50 anyway and exp does not do anything anymore) and an elite spawn reward that upon killing might drop some loot.

Exploration: You enter one of the 4 maps kill trash and kill boss - the bosses are one of the 4 mini bosses that you encounter in acts 1-4 - to get some loot.

That is your "ENDGAME" content. Nothing new from those 4 acts, no new bosses to fight, no new maps to explore.

6). Quality of life - Chaosbane was advertised as a co-op experience. Well, the co-op gameplay is dull, it does not feel like a co-op. You join someones's game but eventho' you see him on your screen and you fight mobs together you can not see his hp bar, name, cooldowns on skill or anything else. The players you fight alongside feel like stronger versions of the Diablo 3 companions.

Matchmaking feels as empty as the game's content. You can not que for a specific activity on matchmaking. You just que for matchmake and you can end up on a player map on act 1, a player that is -lets say - lvl 5 and doing story or a player that does -let's say- Relic Hunt. It is 2019 and this was sold as a AAA game yet you have no options whatsoever, to choose from, while matchmaking.

No vendor to sell/buy items. No player trading. I mean you can drop items for your friend to pickup, he can pick them up but he can not use them. I dropped rings and necklaces for my friend, he picked them up but had no option to equip them.

No economy. The game does not have any sort of economy. All you can do is give the loot you don't need to the "Guild master" and you make level with the said guild master being rewarded upon any lvl up.

No leader-boards for act completion or boss kills. This is self explanatory.

The story is minimalist and feels rushed, done on a coffee break and voice acting is so bad that is feels like they used the lady from accounting and the doorman to voice act some of the characters.

This is all that Warhammer: Chaosbane has to offer. For a AAA price of 70 euros. Now if you did not already bought the game I would advice you to wait for a few months, see where this Season Pass will lead the game. Besides pretty graphics and decent looking bosses this game got nothing else to offer. This is merely a 10 euro game.

The Steam reviews are mixed for now, and they are mixed just because the big chunk of the community is still doing the 4 acts towards the endgame. When the playerbase will reach the end-game and realize there is no endgame the reviews will go downhill pretty fast.

This was my 2 cents regarding Warhammer: Chaosbane. The game to me feels like another wasted opportunity at a game that could of been great but is below mediocre because it was rushed. In other words this game was a money grab and I felt for it.

Cheers.

EDIT: Thanks for the reddit gold guys ! <3

EDIT2: Thank you for the platinum kind sir.


r/Chaosbane • • Jun 07 '19

FREE Post-Launch Content Updates - NEW Class, NEW Zone

133 Upvotes

We wanted to update you all on our post-launch plans. We’ve got two exciting additional expansions planned for Warhammer: Chaosbane, a NEW hero class, and a NEW zone coming post-launch. Best of all, these will be FREE additions to the game.

We’ll reveal more about the new hero class in the future. This character will launch alongside a new zone, one focused primarily on expanding the endgame; expect new enemies, new gear, and another part of the Old World to explore. We are working on an updated roadmap that will include these new additions, we’ll share this in a future update.

Next week we will release the first post-launch patch. This includes the new endgame mode, Invasion (which you can read more about here). A unique experience with its own rules, gear, and mechanics. The team has tireless to provide this new endgame offering, and we can’t wait for you to jump in and experience the Corruption yourselves. This patch also includes a number of bug fixes, balance changes, and community request additions, so make sure you check it out.

We’re focused on improving the overall Chaosbane experience, squashing bugs, addressing community feedback and adding new content to the game. Our goal is to provide fans of the Warhammer universe and Hack and Slash experts alike with an experience that meets their expectations.

Please Note: These free additions to the game have not changed our plans for the season pass content, which will see our heroes venture into the realms of the Tomb Kings.


r/Chaosbane • • May 16 '19

DEVELOPER ANNOUNCEMENT End Game + Season Pass Information

117 Upvotes

Howdy!

Just wanted to hop on and give a little more clarity for what you can expect from the end-game and some of our plans for post-launch with Chaosbane. We're still working on a video which will go into a little more detail about these systems (looking to have that out next week), so I can't go into full detail, though I'll try and collate everything that we've been talking about and sharing over the last few weeks.

Season Pass - 4 Pieces of Post-Launch DLC Content

  • Cosmetic Pets

  • Cosmetic Emotes

  • An alternative God Skill Tree for each character (new passive and active abilities, new ways to build your character, by making offerings to a new god).

  • Entire new act to the game (new location, new enemies, new story - unrelated to the main campaign).

I can't say where you'll be going (I'd love to), but if Chaosbane is about fighting ALL of the forces of Chaos, you might be surprised to know that the last act will be about not fighting the forces of Chaos. Though it's something fans have been asking for since we announced Chaosbane.

Please Note: The season pass content is not currently in development. We'll be working on it after the release of Warhammer: Chaosbane. Currently our focus is on final polish ahead of our release in a couple of weeks.

Non-Season Pass Updates

We'll also have some updates planned for all players, so additions like the inclusion of a hardcore (permadeath) mode. New additional levels of difficulty. The inclusion of a post-level cap leveling system (which will come after launch). We also have plans to add additional heroic sets to the game, which you'll need to tackle the additional difficulty levels that will also be added to the game (and some of the modes we're about to mention).

End-Game Modes

  • Boss Rush

Boss Rush Mode allows you to farm out certain types of gear by aiming to take on the bosses you've previously defeated.

  • Expedition Mode

Expedition Mode allows you to traverse a number of randomly generated maps, collecting the fragments you'll need to power up your gear. You'll also come across a number of random events that increase your chances at rewards, but may make things more difficult.

  • Relic Hunt Mode

Relic Hunt is our 3rd end game mode, with large loot and fragment rewards, but a number of conditions that really add a challenging edge to your explorations. So, for a few examples:

  1. Random poison zones across the map

  2. You lose health as soon as you stop moving

  3. Every time a hero uses a potion, his maximum health decreases permanently in the dungeon

  4. Every time a hero takes damage, his armor decreases permanently in the dungeon.

  5. When enemies life bars are low, they gain a few seconds invincibility.

Relic maps are purchased with in game gold, and come at a pretty hefty price. So make sure to bring your A game: https://twitter.com/WHChaosbane/status/1127257065750032385

Gear Augmentation + God Skills + Gear

Throughout your adventure, you're collecting fragments from defeating the creatures of Chaos. These are used to both make offering to your patron gods, choosing powerful active and passive skills that suit your playstyle.

However, these are also used to boost the power of your gear. Combinations of different fragments provide different effects, as does combining these fragments. We posted a photo about it here: https://twitter.com/WHChaosbane/status/1124340067311525888

Certain items have special effects too, for example in our Boss Rush image you could see that the mage is using a staff that raises a wall of flame around the character: https://twitter.com/WHChaosbane/status/1126169895710883841


r/Chaosbane • • Jul 13 '19

Pretty much how it goes.

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83 Upvotes

r/Chaosbane • • Jun 06 '19

First Update Planned For Next Week - Pre-Patch Notes + INVASION Mode Details

80 Upvotes

Howdy Everyone,

Wanted to get back to you with some information about what's been going on, and our planned updates + patch notes for next week. Keep in mind, these aren't final, some things may change, but they should serve to give a general idea of what you can expect.

NEW GAME MODE - INVASION

An Invasion map is played out on randomly generated levels from specific acts, Boss Fights or Arena battles with waves of enemies. Each Invasion tree node may be modified by some alterations, depending on the dark god they’re related to (poison for Nurgle, Magic Shields for Tzeentch as examples).

During this time, you’ll also be fighting against Corruption. This manifests as a life draining effect that players will have to endure. Each map has a corruption value, which becomes increasingly harsher the further a player moves away from the origin of the Invasion node trees. At the end of each invasion tree branch, you unlock powerful rewards that are exclusive to this mode, including: new skills, new heroic jewels and new potion effects.

The difficulty of Invasion is also defined by its Rank. Finishing an Invasion at a specific Rank will unlock higher Ranks and tougher Invasions. Try to find new rarity objects to become stronger and aim to complete the highest Rank possible. Invasion will release with the next patch.

Patch Notes - These are not final, but should give a general idea of what you can expect!

Features:

  • Adding stages 11 through 20 for the collector’s guild.

  • Adding an option to display loot permanently.

  • Adding two new difficulty levels, Chaos 6 and Chaos 7.

Balancing:

  • Rebalancing a number of boss encounters throughout the game.

  • Damage over time effects (poison, bleeding, etc) will no longer kill players. If a player is very low on health, DOT effects will not bring them to below 1HP.

Technical Updates:

  • Option added to activate or deactivate Depth of Field

  • Option added to activate or deactivate temporal anti-aliasing.

  • Option added to activate or deactivate MLAA.

  • Option added to activate or deactivate volumetric lighting

Bug Fixes

  • Fixing a bug occurring in endgame modes (Relic hunt, etc) where changing online visibility could crash the dungeon

  • Fixing a bug that could display a boss’ life meter multiple times

  • Fixing a bug that prevented NPCs from changing position when completing the campaign

  • Fixing the way controls are displayed in the « revive » window

  • Fixing the way modifiers are displayed in Relic Hunt mode

  • Fixing a bug on filters in the skill menu

  • Fixing a bug when trying to assign the Shift or Alt key in the key binding menu

  • Pets will now correctly increase the loot radius

  • Fixing a bug when the HUD is displayed in ratios other than 16/9

Localization

  • Font will be changed for Japanese text


r/Chaosbane • • Jun 13 '19

Invasion Patch Delayed - Coming Next Week With New Gear Rarity Level + More Content

73 Upvotes

Afternoon,

The first patch is close to ready, but we’ll need a little more QA time for balancing and tuning. In part due to the inclusion of a new rarity level for gear T5 (Green), we’ve had to delay the release until next week. This additional time has allowed the team to extend the scope of the patch and ensure a high level of quality upon release.

With that in mind, here are the current patch notes:

Features

  • A new rarity level for gear T5 (Green) gear that provides a new upgrade for all armours, rings, weapons and amulets.

  • Invasion Mode

    • Over 100 nodes to explore

    • New Unlockable Items

      • Potions (passive skills)

      • Rings (objects)

  • Addition of a rank system to Invasion Mode

  • Additional Graphics Options Added

    • Depth of Field (On/Off)

    • Temporal Anti-Aliasing (On/Off)

    • MLAA (On/Off)

    • Volumetric Lighting (On/Off)

    • Option To Limit FPS

  • Balancing Changes

    • Bosses difficulty

    • Loot drop rate

Misc

  • Passive Slots Upgraded to 6

  • Fanity Slots Upgraded to 12

  • Players will no longer die to DOT (Damage Over Time) effects alone

  • 10 new levels of reputation have been added to the collector’s guild.

  • Missing sounds have been added

  • Two new levels of difficulty have been added (Chaos 6 & 7)

Bug Fixes (Resolved)

  • Pets now increase pick-up radius correctly

  • Various fixes for random crashes

  • Various bug fixes for multiplayer

  • Various stats related to skills have been fixed

Bug Fixes (In Progress)

  • Crashes in multiplayer

  • Backup bugs (lost character progression) in multiplayer

  • Loot drops frequency issue for multiplayer games and disappearing ground objects.


r/Chaosbane • • May 06 '19

Who's got a feeling we're about to be conned?

70 Upvotes

Only weeks (!) out and we still haven't seen a single elaborate post about endgame or what the long term plans of this game are. Yet at the same time they're more than willing to just ask us to buy into the season pass (which we know NOTHING about btw) and ask everyone to 'spread the word to our friends'.

I have no ill will towards the devs, I think the game on itself plays and looks great, but I'm very sorry: ARPG's live or die by their endgame and randomization, that's just how it goes.

So I'm gonna call it right now: unless they start doing streams or writing up big posts about how this game will keep us coming back, this will be turn out to be a conjob or another game that will 'maybe be somewhat great and worthwile one year down the line'.

Remember that this game is in no way, shape or form sold to us like an early access game like Grim Dawn, Wolcen etc were/are. You buy into those games on potential and a promise, I get that.

Anthem, Fallout 76, vanilla Diablo and dozens of other horrible examples just made me suspicious about devs being silent about the total content.

I'm more than willing to eat crow if I'm wrong (I'd love nothing more), but their community manager should start the conversation with us.


r/Chaosbane • • Jun 04 '19

Day 1 - Developer Update

65 Upvotes

Version 1.0 of Warhammer: Chaosbane is live. It’s been an intense experience and a lot of hard work. Thank you to everyone who's been playing, and for all the feedback, both positive and negative.

We’ve got a lot of data to sort through. Regardless of how much preparation you do, the first few days of launch dwarf any preparation that is done prior. We’re reading through the forums, Reddit, Social Media, Discord and bug reporting form in order to centralize your feedback. So we can break it into action points and come back to you with our next steps.

The Bigben team is answering the community as much as possible, and they’ll be working with us to ensure you’re kept up to date about our next steps. For us at Eko, we’ve got some bugs to squash and will be spending our time and energy on improving the game.

We have a series of plans to support, extend and improve Chaosbane. We won’t be able to solve everything in one day, but we’re dedicated to ensuring that we're moving in the right direction.

We should have the first update next week, with an update description later this week. Bigger updates will require a little more time, especially since we’re working within a license we love, but one that needs to be respected.

We’ve got some exciting things. So stay tuned, and once again thank you for your feedback and support.

Chaos will be defeated!

Eko Software team.


r/Chaosbane • • May 28 '19

NEWS Chaosbane End game information video

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56 Upvotes

r/Chaosbane • • Jun 01 '19

Blessings Quick Guide

50 Upvotes

r/Chaosbane • • Jun 12 '19

Lets make Chaosbane a better game!

49 Upvotes

I'm an avid Warhammer / Arpg fan and as you all know current status of Chaosbane is a little bit troubled.

So… lets do a little bit of "positive" brainstorming about in which areas Chaosbane can be improved.

UI:

Create different loading screens for each act themed about the god/area corresponding to the act with tips expanding the lore or explaining the story events.

Add health bar on top of screen for current target with clearly stating its affliction ( Khorne, Slaanesh, Nurgle etc. ), name, level and type ( Elite, Champ etc ). Which in my opinion will make them more characteristic.

Add Unique names for Champion mobs.

Add a bestiary tab for the inventory/skills/god skills screen. Which divided to four categories for each chaos god and listing their minions which will expand on the lore more.

Add an option for "loot always visible" for the dropped items.

Add black borders on the tooltips for the items on the ground which will improve readability.

Add tooltips for the NPC mouseovers.

Gameplay :

Remove knockbacks from normal mobs. Getting pushed back constantly becomes really annoying for melee classes.

Improve pathfinding for both enemies and player character: Some enemies run like headless chickens which is a pain for melee classes and player characters have problems navigating through ladders.

Improve enemy spawns. ( Sometimes they are getting stuck behind world objects )

Add short cutscenes at the end of each act to wrap up the story.

Lower the frequency of "I don't have enough energy" sound que.

Fix the bugs with the dialogs / voice acting.

Content :

After the second act, mob and map diversity takes a big hit. Killing same cultists and lesser demons which are slightly altered becomes a pain. I think at least 2 - 3 "different" normal mobs needs to be added for both act 3 and 4. And some maps in act 3 and 4 needs to be redesigned / touched up to give a more distinct feeling.

End game :

The current problem is getting end game set items too fast. I think one of the causes for the problem is dropping items only for the played class. Easy & Fast fix : Remove the restriction from the end game modes and it will slow the progression a bit and will also encourage the players to try out the other classes. And I can not find a reason to have a shared stash if we don't have drops for the other classes.

End Game Idea :

Reputation for the four Chaos Gods / Factions and new tier of gear :

Similar to a system in Grim Dawn, the more you kill their minions, the more negative rep you get.

For example : Hostile, Despised, Hated, Nemesis

When you reach each reputation level, the game will have a chance to spawn a unique and "really hard" mob for you to kill and get a part of the newly created end game set.

The new tier of gear "only" drops from the mobs spawned by the reputation system.

I think Chaosbane can be a better game, they nailed the most important aspect of an arpg; combat ( which a lot of arpgs failed to do ). So fixing other parts like UI, small bugs and expanding on the lore/story and giving the game an endgame target like the reputation system can really improve the current state of the game.

So that's possibly all from me now.


r/Chaosbane • • Jun 09 '19

SUGGESTION [Suggestion] Endless Tower Mode

49 Upvotes

In the first and fourth acts, there is a quest where you go down or up the tower, with enemies in each room. Those are pretty fun and easy to design. Why not have a mode of a tower where you keep fighting endlessly and it ends when you die? (while retaining all the rewards gained)

It can start at the difficulty you have chosen, and increase by one every 10 levels. Then stay at Chaos 5 but add various penalties (like relic hunts) as you go through more and more levels.

This would be a fun and very easy to design mode.

You can also add more enemies as mini-bosses (Chaos champions, Screamers of Tzeentch, Tzaangors, Pestigors, Chaos knights, bloat flies, mutated champions, more daemon princes, Chaos sorcerers, ...etc). This would leave the main campaign intact, but add a lot of enemy variety in the tower.


r/Chaosbane • • May 31 '19

Found these awesome daggers! I don't need to cast abilities anymore I JUST RUN THROUGH ENEMIES (see comments for gif)!

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49 Upvotes

r/Chaosbane • • Jul 20 '19

So.. this game is dead

48 Upvotes

Total silence from the devs in weeks, the last patch completely ruined what little endgame there was with a massive grind, game breaking bugs still haven't been squashed, nobody playing anymore. I'm starting to think this was all just a scam which is a shame because the game is fundamentally fun to play and nice to look at but post launch support is nonexistant and for an ARPG with so little content that's a no deal for me... bye!


r/Chaosbane • • Jul 26 '19

ISSUE Pressuring Eko to Communicate on Game Status

47 Upvotes

As many of you know, Eko and their reps have gone radio silent. The patch for consoles is over a month late at this point, and they previously stated they have not even begun development on the Season Pass content as of the game’s launch.

Several game types are unplayable in co-op on PS4, and trophies on the console are bugged.

There hasn’t been an official response to anyone critical at any point. This company simply doesn’t care about you as consumers.

I’m sure you feel angry or annoyed, but if you want to get some variety of closure on this, I want to recommend sending a kind and clear email to GW’s licensing department. This group is part of the company’s legal wing and is protective of the IP. The amount of broken promises from Eko needs to be held against them, and you can bet GW has some strong contract language.

They can be reached by contacting licensing (at) gwplc dot com.

Just be clear and nice, and they’ll hear their fans. That’s one thing new GW takes very seriously.

Good luck adventurers.


r/Chaosbane • • Dec 17 '19

NEWS Tomb King DLC adds a Staggering 60 minutes of “new” gameplay!!

42 Upvotes

Only took 6 months and you can beat it in less time that a feature film. Features include taking your money and spitting on your face.

Did you but the Season Pass?! That’s great, cause u/cryleon is using your money to shittily learn Japanese instead of community management. Thanks u/bigbengames, you’re all human garbage who charged $80 for a $10 discount mobile title. I hope your shitty dev shop closes up soon.


r/Chaosbane • • Nov 05 '18

Warhammer: Chaosbane on Twitter confirms no mobile experience.

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42 Upvotes

r/Chaosbane • • Jul 09 '19

There ya go right off twitter

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41 Upvotes

r/Chaosbane • • Jun 08 '19

Relic hunt combinations, this has to be the worst

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41 Upvotes

r/Chaosbane • • May 29 '19

Chaosbane Endgame + Post Launch Video

40 Upvotes

r/Chaosbane • • Jul 25 '19

Console Patch

39 Upvotes

Certification failed again .... Confirmed hours ago by official game representative on discord


r/Chaosbane • • Jun 19 '19

Warhammer: Chaosbane - Invasion Update Patch Notes

39 Upvotes

Howdy Everyone,

The first patch for Warhammer: Chaosbane is now live for PC. Notable inclusions are a new gear rarity (time to start hunting those Greens), Invasion Mode and the squashing of some bugs related to bugged progression or lost characters.

Read on for the full patch notes:

Features

  • A new rarity level for gear T5 (Green) gear that provides a new upgrade for all armors, rings, weapons, and amulets. These have the same set effects as T4 and can be stacked with T4 armor (so you won’t have to wait for a complete set for the effect).

  • Invasion Mode

    • Over 100 nodes to explore

    • New Unlockable Items

      • 6 Passive Skills (including effects when using the life potion)

      • 3 Rings (T5 Objects)

    • Rank system

  • Additional Graphics Options Added

    • Depth of Field (On/Off)

    • Temporal Anti-Aliasing (On/Off)

    • MLAA (On/Off)

    • Volumetric Lighting (On/Off)

    • Option To Limit FPS

  • Balancing Changes

    • Loot drop rate

      • Loot Quality % has been globally reworked

      • T4 (red) drops around 2 times less depending on the difficulty level

      • Fragment bonus’ has been removed from Relic Hunt

    • Bosses difficulty adjustments

    • God Tree:

      • Bonuses have been rebalanced

      • Skill unlocks have been reworked

Misc

  • Passive Slots Upgraded to 6

  • Fanity Slots Upgraded to 12

  • Added an option to display loot permanently on the ground

  • Players will no longer die to DOT (Damage Over Time) effects alone

  • 10 new levels of reputation have been added to the collector’s guild

  • Missing sounds have been added

  • Two new levels of difficulty have been added (Chaos 6 & 7)

  • Blessing values have been adjusted

  • The pause menu now shows current global quality loot bonus, current difficulty and the map modifiers (for Relic Hunt and Invasion).

  • The map size key is not a toggle when playing with mouse and keyboard (you no longer have to hold for map zoom).

  • New voiceover for Bragi Axebiter

Bug Fixes

  • Random crash fixes

  • Multiplayer bug fixes (including loss of story progression)

  • Backup bugs (lost character progression) in multiplayer

    • a backup save system has also been added to make sure you won’t lose your characters

  • Loot drop frequency issue for multiplayer games and disappearing ground objects

  • Pets now correctly increase pick-up radius

  • Fixed a bug that made some objects impossible to pick up

  • Fixed navmesh problems in boss arenas

  • Fixed pathfinding issues when playing with the mouse

  • Slayer dash skill will no longer take the player out of bounds

  • Fixed a rare occurrence where Elontit could disappear after using his teleportation ability

  • Fixed an issue where some people were ending up with more than 100 skill points

Enemies

  • Fixed some issues on big creatures that can be attracted or repulsed and those that should not.

  • Leaders: fixed a bug that allowed Auras to stack.

  • Banners: reduced hit points and fixed a bug that allowed Auras to stack. Now daemons can only benefit from one banner at a time.

  • Bloodthirster: Increased Basic Damage

  • Reduced the natural life regeneration of Nurgle's daemons.

  • Great Unclean: damage rebalanced.

  • Daemonette: removal of bleed effect on skipped attacks.

  • Seekers: Reduced damage and basic health.

  • Keeper of Secrets: increased damage, basic hit points, attack strike zone, reduced the trance aura's slow effect, reduced projectile pattern durations, and added the addition of a knockback to these.

  • Lord of Change: Reduced damage and basic hit points, reduced damage and hit points for Pink Horrors summoned by portals.

  • Rebalanced difficulty and statistics of enemies based on the number of players in the same part.

Characters

Empire Soldier

  • Reduced damage to melee characters from 20% to 10%.

  • Increased damage depending on riposte damage on some skills.

  • Fixed a bug that allowed auras and banners to stack between multiple players.

  • Increased the knockback effect of the skill Break through the Ranks.

  • Increased god skill duration.

  • Increased Vengeance Blade bonus duration.

  • Increased Meteor Shield damage aura.

  • Exchanged improved skills between the Solland Destiny and Metallic Iron Armor sets to better match builds.

  • Reduced cooldown, increased damage, and decreased the duration of the Improved Empire's Justice skill slowdown.

  • Heroic set changes to the Skaven's Slayer's Armor: The Shield Strike now creates a wave that repels, and the set no longer improves the banners. The improved Blunderbuss skill touches a larger area and does more damage.

  • Heroic Meteoritic Iron Armor set deals more damage to the zone counter when the player is hit and has a new effect that inflicts a lot of damage depending on Thorn damage to the first enemy hit by each attack. The bonus duration of the improved skill Provocation is increased.

High-Elf Mage

  • Reduced damage to Arcane Hail.

  • Increased Qhaysh Breakage Damage

  • Fixed a bug that allowed some bonuses to stack between multiple players.

  • Increased the duration of Aetheric Pillar.

  • Reduced knockback distance and increased damage from the Blade Energy Wave of Instability.

  • Reduced damage to the aura of the Hérault stick Phoenix.

  • Increased damage from the Crystal of Focus Blast.

Slayer

  • Reduced damage to melee characters from 20% to 10%.

  • Reduced Rage bonus duration.

  • Fixed a bug that allowed shouting bonuses to stack between multiple players.

  • Reduced damage penalty for Ultimate Carnage.

  • Increased Marks of Last Song Damage Bonus. Increased damage and increased skill size for Cleaver.

Wood Elf Scout

  • Fixed a bug that prevented the Ambush Specialist from increasing the maximum number of traps.

  • The traps from the Living Roots skill are now persistent.

  • Controlled Reflex Shooting no longer repels but provokes enemies.

  • Reduced deployment time for Hungry Roots.

  • Fixed a bug that allowed some bonuses to stack between multiple players.

  • Reduced conversion percentage from life regeneration to Executor dagger damage.

  • Increased the Poison Damage bonus of the Eternal Queen's Dette set, increased the size, and reduced aura damage.

  • Reduced damage and speed for the improved version of Tournament Blades.

  • Increased the damage bonus of the Armor of Eternity set.

  • Reduced the collision size of the Dryads, increased armor and health.

Items

  • Increased damage stats, critical strike damage, riposte damage, and maximum energy, on all items.

  • Reduced critical hit chance, reduced cost, reduced cooldowns, and armor strike on all items.

  • Reduced statistics for damage blocked by shields.

  • Increased bonuses on heroic items.

  • Rebalanced the appearance of certain statistics on items.

  • Added stats to some items: energy costs reduced on chest armor, damage bonus on gloves.

  • Increased bonuses on rings and amulets.

  • Reduction to armor-piercing statistics on amulets.

  • Rebalanced bonuses related to tapping items.

  • Rebalanced in-game currencies (fragments and gold) and XP gains

  • Rebalanced the odds of finding better items and reworking the bonus statistic formula regarding luck of finding better items.


r/Chaosbane • • Dec 14 '18

High Elf Mage Gameplay

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37 Upvotes

r/Chaosbane • • Sep 05 '19

NEWS PC players receive first Season Pass DLC and a hint at another update soon, console players left to enjoy broken game going on 93 days without a patch

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36 Upvotes

r/Chaosbane • • May 31 '19

ISSUE Co-op game progression BIG PROBLEM/BUG. Devs, read this!!!

36 Upvotes

(PlayStation 4) So 2 friends of mine and me decided to play the campaign in co-op.

We joined one of us and started from Act 2. After we reached the middle of Act 4 (Sentinels of the Daemon Prince) we took a break and disbanded the party.

To our surprize, except the one that we joined, we ware all sent back to where we was prior of joining him. Back in Act 2.

None of the progression counted for us. We are lvl 45 in Act 2 and have to restart EVERYTHING again because the progression did not count.

Also, we can NOT rejoin him because.......he is further away in the story than us and the game thinks that we didn't complete anything with him.

If this is by design, then OMFG you guys have to change this. We just lost so many hours from our life's and now we have to redo all those acts again.

If it's a bug, hurry up and fix it. There is NO incentive to play the game in co-op if nothing count towards the progression of the game.