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Future Update Brief - 20 Years Lineage 2 Anniversary.


Fell

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Legend:

This entire series of updates merged to be rolled out as a huge one to likely celebrate 20 years anniversary of Lineage 2. I would say that the ETA is the end of spring – beginning of the summer. Since I could not find how to edit my previous topic, nor rename it, I had to create a new one, since I think that this topic is an interesting one, and hitherto concerned many. Unlike the previous topic, I’ve tried also to apply some systemic approach, grouping information together. The information itself was taken from couple of websites, youtube videos, and, of course, from the korean official site. The update implemented here may, naturally, differ from the one rolled in Korea, yet, we assume that capital changes and novelties like skills/locations are likely to stay, while some paid opportunities (New Exalted Enchantment Limit?) may of course be “adjusted”. During information preparation it was decided to focus on important changes, while omitting minutia changes (given that not many ppl are interested in a precise list of 35 new collections of the same effect). As well as I’ve ignored Einhasad store information, since we ain’t getting any. And thank you for coming by.

 

Hunting Zones:

Shadow of the Mother Tree is now for 126 lv. (advanced zone).

Neutral Zone is now for 110 lv. (Regular Zone).

Ketra Orc’ Outpost (112 lv.) status was moved from a regular to an enhanced zone.

New Instance Zones: Same old instances were made for lv. 115+. Now you chose the instance first, then, you chose the level (105/110/115).

High-level field Raids (Zethal, Moira & Co.) levels were increased (lv. 120 – lv. 125). Top-grade field Raids (Anakim, Lilith & Co.) levels were increased (125-127).

Dragon Valley Revamp: It becomes a zone for 120-122, mobs adjusted accordingly.

Beast Farm Revamp: It becomes a zone for 118, mobs adjusted accordingly.

Sea of Spores: general area adjustment.

Abandoned Lizardmen Camp: It becomes an enhanced zone for 124.

Cyrax and Lindvior raids are being deleted.

Guillotine Fortress Revamp: It becomes a zone for 126, while the Guillotine RB becomes a big cheese there, and spawns each Tuesday, 9 PM (just as Anakim?) inside a PvP zone.

Fafurion Temple: It becomes a zone for 124, mobs adjusted accordingly.

Freya’s Ice Castle: It becomes a weekly instance zone for 2-7 players of 115+ lv; while the rules seem to be the same, as a drop you get a chest with items to be compound and used as consumables for fresh (and powerful) permanent collections.

 

Items:

Maximum enchant level for all accessories/armors now is +30.

Blessed Exalted Weapon now may be enchanted to +21 using the same scrolls.

Blessed Exalted Armor may now be enchanted to +20 using the same scrolls.

Now you can enchant exalted’ shields and sigils to +20.

Masia and Paagrio lifestones were implemented: for jewels and armor.

Fallen Angel Ring/Earring are now tradeable.

Artifact Added: Adena Gain (+10 gives +7% bonus Adena).

Gran Kain Scrolls (for Shirt/Circlet/Bracelet/Brooch/Book) were implemented, and may be used on respective +0+ items.

 

Fresh Forgotten Power Skills:

Mastery: +30 Skill gives +10% Atk, +10% Def, and CrtDmg -10%, CrtDam dealt +10%; +10% Dmg dealt if +31.

Specialist: +30 Skill gives 10k pdef, +200 weapon atk; skillpower +10%; Damage received -15% if +31.

 

Skill Changes:

Huge amount of skills are being given away: each class will get at least 1 powerful skill, each will get something according to their profile and given their orientation.

Sayhas and Othells are now having 99% aoe dmg. resistance +99% whilst hidden.

Death Strike Rates are overall increased for all the Othells. Shadow Chase skill cooldown decrease (from 7 to 5 seconds).

Othell Ghost Hunter, just because he is dark can hit for 45 sec from any direction, as if it is the back of an enemy (guaranteed Rear Damage).

Existing minor skills’ adjustments for Sayhas, Eviscerators and Othell Adventurers: mostly improvements (sayha) and CD decrease (othell).

Existing Tyrr Skills Mass Revamp: Most of the fighter class physical skills are now %-based, ignoring %-based value of pdef on hit, just as DKs’ had been before. Some of the Tyrrs' AoEs have decreased their CDs (like infinity Strike).

Force Class Improvements: On average, 10% - 30% boost of skillpower for Gladiators/Tyrants through an improvement of their Limit skills.

Berserker: Extension of their barrier skills (both mdef and pdef): effect lenght x2 (now 60s). Blade Slasher: Skill Power increase, pdef ignorance effect +10%, additional damage to immobile unsuspecting ppl.

Wynns: Old Selfbuffs (for summons) removed (excepting class-tailored), new selfbuff addedd (which stack with the iss’ buffs, so that buffs for summons are now being coupled with an iss buffs, to pump them so that they look stronger). New SelfBuff skill has 2 levels, is being given on lv. 85 and 110. On lv. 110 capital summonbuff gives: +30% dmg, haste+34%, windwalk +34%, debuff resistance +10%, dmg -30%, crtdamreceived -10%.

Feoh's Mass Ruin and Quadruple Strike have decreased their cooldowns slightly (cd 5-10 sec faster).

Sigil Knights: Just as Tyrrs, most (or all) skill damage is now %-based, + some new AoE skill for each of the tanks, essentially like AoE strike of around 180% of Power of PAtk, with various effects, e.g. decreases attribute resistances -150 points, and, when mobs are quitting the game, tanks give to their party members (for 5 sec only, though): PAL +50 attribute resistance, skillpower +5 by DA, crtdamreceived -10% by TK and crtdamreceived -5% by SK.  Raise Shield/Focus Shield are now decreasing -30% of respective CrtDam received. Two-hand stance damage boost (now skill-oriented, all skill-oriented values increase for +10%).

DK instead gets some new solo-target skill (like hell slash, but of 200% of power).

Healers: new skill added, which regens 10% hp of the party and covers them into a barrier, which abolishes 50k damage (similar to tanza/iss' barrier).

Issess: Some new skills for the party (in case of PP - to the party member, OL - to the clan), which give: +10% crtdam dealt and -10% crtdam received for the group (sws/bd); +15% atk and +15% def to a single member of the party (pp); pty (wc+ol) and clan (ol) +10% atk and 10% def.

Minutia changes for all the classes' self-buffs: mostly related to the changes of the spirit ore consumption, which is insignificant and unimportant.

 

Misc:

Dethrone new quests and locations were added (decent amount of changes: new logic for the zones, level coverage/compoundables/consumables/collectibles/quests).

Interface changes (new map, new consumable mini-window, Instance Zone Closure auto notification, shout message cap increased (->50).

Ability Points Revamp: There will be 3 branches now, of a knight, elder and a warrior now, instead of a tank, wizard and warrior. While mostly everything is similar, the only notable change i notice is that damage and defence bonuses are now being split into PvE and PvP.

Augmentation does not force an item to your inventory any longer.

 

PS: Dragon Weapon Exchange / DK/OL as Dual have not been implemented (yet) anywhere.

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update is planned for mid/end March according to DIL and as NCWest likes to compete on that it's almost a given we will get it like 2 weeks before them

the DT expansion is basically adding new 124 & 128 zones so I'm not sure how that's going to work here as only a handful can do 124

plenty of more to say but lets keep it simple and thanks for taking the time & effort of making this summary!

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1 hour ago, Instinctive said:

Sorry but what means that "augmentention does not force an item to ur inventory any longer"?

Further explanation please 

for example if you augment a Earring right now it gets unequipped and dropped to your inventory.

The fix will let it stay equipped

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So basically nothing is done in order to balance classes?

I see a lot more boosts to already op classes such as tyrr/dk compared to feoh, although I think I read some time ago feoh was acknowledged to be left behind dmg wise  and some modification to the dmg formula would be made.

I haven't played other classes so I can't say anything about them, but from what I read it seems the lack of balance between classes is only deepened in this big update.

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From what was written by now (series of October updates in Korea), DK is getting only 1 new skill, which is not that powerful. There was nothing written about Yuls, though.

There is a small chance that there will be some additional changes implemented along with the aforementioned, which would positively affect even more classes and aspects of the game.

While other melee classes' skills are as well being converted to a patk% damage, rather than some fixed amount (just as DKs are today), which, theoretically, will make all such classes' skills as OP as DKs now (or even stronger, in case of duelists/khavataries: you will have just to make duelist's spirit selfbuff bonus stronger than that of a rage of valakas'), and, subsequently convert all the classes' skills to the same calculation format (e.g. melee skills deal a damage of 120-150% of their patk, yuls - 150-180, othells 180-220% etc, while wizards would require something else (or lesser percentage). Which is a good tendency in our case, since percentages mean scalability. 

Scalability for skills is a great start - all skills would have at least some sense (coz now ppl mostly use/spam 3-4-5 skills, while their chars are having 7-9-12 skills). 

Scalable weapons will be great as a cheap economical alternative for the lowbies (just as they did with a weapon on either Aden or Classic, I don't remember), which stats would increase with an increase of a lv. of the wielder. Exalted weapons and armor would make a perfect basis to implement "scalable" equipment - bigger level = better stats, while still remaining inferior to the tradeable full-fledged "normal" equipment to promote and justify payment. Scalable Dragon Weapons would have had sense as well.

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Hi, 

Could you share at what date has this change been made? 

Existing Tyrr Skills Mass Revamp: Most of the fighter class physical skills are now %-based, ignoring %-based value of pdef on hit, just as DKs’ had been before.  

I looked through Korean notes and couldn't find this. For Siegel it can be found. 

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No, sorry, I couldn't find any info neither for tyrrs nor for tanks; i just don't remember, it was either some video or internet article, and i didn't bother to have any "prooflinks".

If you know korean/russian, and you found wrong/conflicting info, you may elaborate/add/comment on anything, since , who knows, some of the news were translated from one language to another 5 times, and, lost their accuracy/meaning, or i was "hearing things".

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Some skills of Sigel Knight (except Sigel Death Knight) have been improved.
- Skill power has been changed to increase in proportion to attack power.
class skill name Changes
Sigel Knight Common shield charge Attack with 180% of attack power
shield bash
vanishing shock
shield boomerang
shield impact Attack with 150% of attack power
shield wave
Rising Smash
chain gust Attack with 160% of attack power
Siegel Shillien Templar Mass Lightning
Strike
Attack with 150% of attack power
Inhale Soul Attack with 180% of attack power
chained death side Attack with 150% of attack power
siegel phoenix night phoenix glide Attack with 160% of attack power
burning chain lash Attack with 150% of attack power
flame feather Attack with 180% of attack power
Sigel Hell Night shadow hunt Attack with 180% of attack power
Revenge Thorn
Revenge Blackthorn
Blackthorn Chain Strike Attack with 150% of attack power
Siegel Evas Templar reversal stream Attack with 160% of attack power
maelstrom Attack with 180% of attack power
Gigant Wave Attack with 150% of attack power
knight common Novice Rising Smash Attack with 130% of attack power
Novice Chain Gust Attack with 140% of attack power
Novice Shield Impact Attack with 120% of attack power
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Its sad when players have to go to other region website to get some information... 

Also half of the things you have mentioned from KR and Japan wont be implemented to West , our awesome GM's will block half to promote box sales with 0.006% chance of getting something apart from roses ;)

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On 2/5/2023 at 11:38 AM, Fell said:

No, sorry, I couldn't find any info neither for tyrrs nor for tanks; i just don't remember, it was either some video or internet article, and i didn't bother to have any "prooflinks".

If you know korean/russian, and you found wrong/conflicting info, you may elaborate/add/comment on anything, since , who knows, some of the news were translated from one language to another 5 times, and, lost their accuracy/meaning, or i was "hearing things".

there was an information on korean forums about many physical skills, but i am not certain, given that in korean they are named differently

ps: dev. note from january confirms the riddance of the weight penalty class switch bug fix, dual to dk/ol/maestro, and wizard damage formula recalculation (meaning that it is happening in about 1-1.5 years, worst case, but not faster than in 6 months).

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  • 2 weeks later...
  • 2 weeks later...
1 hour ago, DaveDavidson said:

How about yuls? Still punished?

Yul
Sagittarius
 

Sagittarius
Shooting Star

Focuses Star Energy and shoots with a ranged attack from a distance while centering on a target in front.
 Deals damage to enemies within range with 62714 Power added to P. Atk.

Yul
Moonlight
Sentinel

Moonlight
Multiple Arrow

Receives the energy of the moon and scatters moonlight in a ranged attack from a distance while centering on a target in front.
 Deals damage to enemies within range with 62714 Power added to P. Atk.

Yul
Ghost
Sentinel

Ghost Penetration

Focuses on the inner power of the Ghost Sentinel, pushing combat ability to the limit.
 For 30 seconds, P. Skill Critical Rate +50%.

Yul
Trickster

Tricky Rapid Shot

Shoots an arrow at the target with hands defter than anyone else.
 Inflicts damage to a single target with 70% Power of P. Atk.

 

Official source is available now: Lineage II | Dethrone Fire Update Patch Notes (lineage2.com)

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