ZEN STORE PRICE ADJUSTMENTS
All in the ZEN market available mounts had their prices unified on PC depending on their quality:
If you guys have the same promotion: There was also a scroll of exp, that gives you a whole level for 60+ chars. Wait for double exp to use it as it actually awards exp and not just a "level up".
THE STABLE
All mounts will from now on be stored in the stable or an inactive mount "bag". 5 mounts may be active at a time. Upon release you may "open" mounts that are in your inventory into your stable.
It is not account-wide!
"Active" means that you will benefit from Insignias assigned to them. The actual mount you are riding in the game for visuals will no longer be connected to its speed, stats and powers.
1. "Current" Tab:
Here you can see what I am currently using as actual ingame mount. I have assigned a different equip power to my shadow wolf than it would actually have (none).
This TAB is only for the visuals of your ingame mount and the assigned powers/speed.
2. "Stable" Tab:
Here you can see my stable tab (don't judge, I am poor). You can assign Insignias (more on that below) and will see a list of the for your mounts available setbonuses.
The "swap out of stable" button opens the "bag" with all inactive mounts stored on your character.
MOUNT POWERS
1. Mount Speed: You can equip any speed level of one of your active stable mounts. Usually you will want to select the highest unlocked.
2. Equip Power: EVERY mount from epic+ quality will get an Equip Power, usually granting stats (2000 for Epic and 4000 for Legendary).
All epic mounts from previous lockboxes that currently have 4000 stats attached to them will keep them, even if you drop them post mod 9. Those are so called "Legacy" Mounts.
3. Active Combat Power:
All Legendary mounts will be granted an Active Combat Power. Hint: Tenser's Floating Disk grants "Beast mode".
INSIGNIAS
Insignias work like enchantments for mounts. Common/Uncommon mounts have 2 slots (weak setbonus) and Rare/Epic/Legendary ones have 3 slots (strong setbonus). In the same way, there are Uncommon, Rare and Epic Insignias. No refinement possible.
1. The Basics:
Certain insignia combinations trigger a setbonus. There is a weak (2 Insignia slots) and a stronger (3 Insignia slots) version of every bonus. Here by Two30 or Here by Littlecarman you can view a list of Insignia bonuses.
As you can see, all mounts offer different combinations of Insignia slots and therefore Insignia Bonuses.
Currently on PC Insignia setbonuses with the same name stack. That might get changed in the future.
If you guys spot any differences with mounts/equip powers on xbox to the PC version please let me know.
The PC version has seen various bugfixes related to the new mount system almost every patch after module release. These are mostly to assign the correct powers/Insignia variations to the mounts (or fixes to the queue system), but some bugs were more severe like the Tenser's disk was bound upon dropping it.
But most of that got fixed relatively fast. Just don't expect everything to work 100%. More Like 99.5%.
-
BALANCE CHANGES TO POWERS AND ITEMS
-
This last section of the guide partly features updates that will come with the Maze Engine, but also some that are announced but yet have to be released on PC. However since the class balance is now finally coming. I thought I might give you guys a heads up.
STUFF THAT SHOULD BE IN THE MAZE ENGINE PATCH:
1. Lifesteal Severity: Is now a proper stat displayed in the character sheet.
2. Teleport Powers: Certain Dashes or blinks now take into consideration the hitbox size of the target.
This reduces the likelyhood that Trickster Rogues, for example, will teleport directly into a dragon.
3. Repels/Pushes/Pulls: The displacement effects of the following powers are now affected by Control Bonus, Resistance and Immunity.
All temporary hitpoints now fall off after combat end and no longer stack if coming from the same source.
Additionally the temporary hitpoints granted by the GWF's Unstoppable cap at 32% of his max HP.
NOTE: This reduces the frequency of the infamous "Unstoppable Bug" but does not remove it entirely.
The Blood Raven Skull artifact and the Angel of Protection now grant shields instead of temporary hitpoints.
These are mostly smaller updates. Below are the spicy bits.
STUFF THAT IS PARTLY RELEASED ON PC AND WILL NOT BE INCLUDED IN THE MAZE ENGINE RELEASE:
Please keep this guide thread free of discussion about these changes. It is about helping the xbox community with the new mod and not about getting mad at each other because "X will be useless".
There are major class balances announced. Also a nerf to the Lostmauth Set. Lul.
NOTE: AGAIN, SOME OF THOSE BALANCE CHANGES WILL NOT BE IN THE MAZE ENGINE PATCH. EXPECT THEM WITH THE RELEASE OF MODULE 10 OR SLIGHTLY EARLIER. ALSO THIS POST IS NOT A PLATFORM FOR CLASS BALANCE DISCUSSION. KEEP THAT SALT SOMEWHERE ELSE.
THE END
All in the ZEN market available mounts had their prices unified on PC depending on their quality:
- Uncommon Green: 500 ZEN
- Rare Blue: 2000 ZEN
- Epic Purple: 3500 ZEN
If you guys have the same promotion: There was also a scroll of exp, that gives you a whole level for 60+ chars. Wait for double exp to use it as it actually awards exp and not just a "level up".
THE STABLE
All mounts will from now on be stored in the stable or an inactive mount "bag". 5 mounts may be active at a time. Upon release you may "open" mounts that are in your inventory into your stable.
It is not account-wide!
"Active" means that you will benefit from Insignias assigned to them. The actual mount you are riding in the game for visuals will no longer be connected to its speed, stats and powers.
1. "Current" Tab:
Here you can see what I am currently using as actual ingame mount. I have assigned a different equip power to my shadow wolf than it would actually have (none).
This TAB is only for the visuals of your ingame mount and the assigned powers/speed.
2. "Stable" Tab:
Here you can see my stable tab (don't judge, I am poor). You can assign Insignias (more on that below) and will see a list of the for your mounts available setbonuses.
The "swap out of stable" button opens the "bag" with all inactive mounts stored on your character.
MOUNT POWERS
1. Mount Speed: You can equip any speed level of one of your active stable mounts. Usually you will want to select the highest unlocked.
2. Equip Power: EVERY mount from epic+ quality will get an Equip Power, usually granting stats (2000 for Epic and 4000 for Legendary).
All epic mounts from previous lockboxes that currently have 4000 stats attached to them will keep them, even if you drop them post mod 9. Those are so called "Legacy" Mounts.
3. Active Combat Power:
All Legendary mounts will be granted an Active Combat Power. Hint: Tenser's Floating Disk grants "Beast mode".
INSIGNIAS
Insignias work like enchantments for mounts. Common/Uncommon mounts have 2 slots (weak setbonus) and Rare/Epic/Legendary ones have 3 slots (strong setbonus). In the same way, there are Uncommon, Rare and Epic Insignias. No refinement possible.
1. The Basics:
- Insignias give little stats. But the player benefits from all Insignias of any active stable mounts.
- Insignias may drop in skillnodes, from bosses in epic Dungeons (especially CN) and Skirmishes. These will be character bound.
- Insignia Drops from Dungeons or Skirmishes will use the old loot-roll system.
- The Shaundakull Lockbox will feature rare/epic unbound Insignias that do not bind on equip.
Certain insignia combinations trigger a setbonus. There is a weak (2 Insignia slots) and a stronger (3 Insignia slots) version of every bonus. Here by Two30 or Here by Littlecarman you can view a list of Insignia bonuses.
As you can see, all mounts offer different combinations of Insignia slots and therefore Insignia Bonuses.
Currently on PC Insignia setbonuses with the same name stack. That might get changed in the future.
If you guys spot any differences with mounts/equip powers on xbox to the PC version please let me know.
The PC version has seen various bugfixes related to the new mount system almost every patch after module release. These are mostly to assign the correct powers/Insignia variations to the mounts (or fixes to the queue system), but some bugs were more severe like the Tenser's disk was bound upon dropping it.
But most of that got fixed relatively fast. Just don't expect everything to work 100%. More Like 99.5%.
-
BALANCE CHANGES TO POWERS AND ITEMS
-
This last section of the guide partly features updates that will come with the Maze Engine, but also some that are announced but yet have to be released on PC. However since the class balance is now finally coming. I thought I might give you guys a heads up.
STUFF THAT SHOULD BE IN THE MAZE ENGINE PATCH:
1. Lifesteal Severity: Is now a proper stat displayed in the character sheet.
2. Teleport Powers: Certain Dashes or blinks now take into consideration the hitbox size of the target.
This reduces the likelyhood that Trickster Rogues, for example, will teleport directly into a dragon.
3. Repels/Pushes/Pulls: The displacement effects of the following powers are now affected by Control Bonus, Resistance and Immunity.
- Hunter Ranger: Cordon of Arrows (Removes another of the HR's unique strengths)
- Scourge Warlock: Dreadtheft
- Control Wizard: Oppressive Force
- Devoted Cleric: Flame Strike and Searing Light
- Item Powers: Ring of Cowardice (Hallelujah)
- Iron Golem: Dazing Fist
- Mount Powers: Coastal Flail Snail active Combat Power
All temporary hitpoints now fall off after combat end and no longer stack if coming from the same source.
Additionally the temporary hitpoints granted by the GWF's Unstoppable cap at 32% of his max HP.
NOTE: This reduces the frequency of the infamous "Unstoppable Bug" but does not remove it entirely.
The Blood Raven Skull artifact and the Angel of Protection now grant shields instead of temporary hitpoints.
These are mostly smaller updates. Below are the spicy bits.
STUFF THAT IS PARTLY RELEASED ON PC AND WILL NOT BE INCLUDED IN THE MAZE ENGINE RELEASE:
Please keep this guide thread free of discussion about these changes. It is about helping the xbox community with the new mod and not about getting mad at each other because "X will be useless".
There are major class balances announced. Also a nerf to the Lostmauth Set. Lul.
- Lostmauth's Vengeance: This setbonus will do what it states it does. It will no longer benefit from any %Damage multipliers, cutting away what made it so OP.
- Oathbound Paladin: Some Daily Powers have reduced duration. Also tweaking around some damage/damage resistance/healing values. Bubble max duration down to 6 seconds.
- Devoted Cleric: Gift of Haste will now grant AP over time instead of an instant burst.
- Guardian Fighter: Quality of Life Buffs to the marking mechanic. Also some damage tweaks.
- Trickster Rogue: Yet to be revealed.
- Hunter Ranger: Yet to be revealed.
- Scourge Warlock: Yet to be revealed.
- Control Wizard: No announcement of upcoming major changes.
- Great weapon Fighter: No announcement of upcoming major changes.
NOTE: AGAIN, SOME OF THOSE BALANCE CHANGES WILL NOT BE IN THE MAZE ENGINE PATCH. EXPECT THEM WITH THE RELEASE OF MODULE 10 OR SLIGHTLY EARLIER. ALSO THIS POST IS NOT A PLATFORM FOR CLASS BALANCE DISCUSSION. KEEP THAT SALT SOMEWHERE ELSE.
THE END