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Mar 4, 2024

Illuvium Arena v0.2.2 Patch Notes

Intro

Players with weaker PCs rejoice; this is the update you have been waiting for! While there are some changes to balance the game, the main thrust of this patch is optimisation and bug fixing. Remember that this is our first pass at optimisation, and things will improve further in later patches. But for now, please enjoy the reduction in your electricity bill.

Illuvial Changes

Overall, the focus is on removing power from some overperforming outliers (Pangolin via Magma, Lynx Psions, niche Fighter comps) while boosting single-target damage.

Axolotl Line

All Stages

  • Physical Resist 40 -> 45

  • Energy Resist 40 -> 45

Sea Scorpion Line

Stage 1 — Rypter

  • Physical Attack Damage 50 -> 70

Stage 2 — Rypterus

  • Physical Attack Damage 70 -> 90

Stage 3 — Ryplance

  • Physical Attack Damage 90 -> 110

Thylacine Line

Stage 1 — Dash

  • Attack Physical Damage 85 -> 110

Stage 2 — Rake

  • Attack Physical Damage 120 -> 140

Stage 3 — Umbre

  • Attack Physical Damage 150 -> 170

Ant Eater Line

Stage 1 — Vermi

  • Attack Energy Damage 55 -> 65

Stage 2 — Vermillia

  • Attack Energy/Physical Damage 35 -> 45

Stage 3 — Vermilliare

  • Attack Energy/Physical Damage 45 -> 55

Water/Nature/Earth/Air Doka/Volante Lines

Lesser Doka/Volante

  • Attack Physical Damage 40 -> 45

Greater Doka/Volante

  • Attack Physical Damage 50 -> 55

Exalted Doka/Volante

  • Attack Physical Damage 70 -> 75

Fire Doka/Volante Line

Lesser Doka/Volante

  • Attack Physical Damage 45 -> 50

Greater Doka/Volante

  • Attack Physical Damage 55 -> 60

Exalted Doka/Volante

  • Attack Physical Damage 80 -> 85

Lynx Line

Stage 2 — Arcane Lynx

  • Omega Damage 500 * OP -> 400 * OP

Stage 2 — Virtuous Lynx

  • (Bugfix) Omega Frequency 0.2s -> 1s

  • % Missing Health per Second during Omega 8 -> 6

Stage 3 — Arcane Emberlynx

  • Omega Damage 650 * OP -> 500 * OP

Stage 3 — Arcane Hydrolynx

  • Omega Damage 650 * OP -> 500 * OP

Stage 3 — Arcane Terralynx

  • Omega Damage 650 * OP -> 500 * OP

Stage 3 — Arcane Zephyrlynx

  • Omega Damage 650 * OP -> 500 * OP

Stage 3 — Arcane Floralynx

  • Omega Damage 650 * OP -> 500 * OP

Stage 3 — Relentless Emberlynx

  • Attack Physical Damage 135 -> 145

Stage 3 — Relentless Hydrolynx

  • Attack Physical Damage 120 -> 130

Stage 3 — Relentless Terralynx

  • Attack Physical Damage 120 -> 130

Stage 3 — Relentless Zephyrlynx

  • Attack Physical Damage 120 -> 130

Stage 3 — Relentless Floralynx

  • Attack Physical Damage 120 -> 130

Stage 3 — Nimble Emberlynx

  • Attack Physical Damage 150 -> 155

Stage 3 — Nimble Hydrolynx

  • Attack Physical Damage 135 -> 140

Stage 3 — Nimble Terralynx

  • Attack Physical Damage 135 -> 140

Stage 3 — Nimble Zephyrlynx

  • Attack Physical Damage 135 -> 140

Stage 3 — Nimble Floralynx

  • Attack Physical Damage 135 -> 140

Stage 3 — Virtuous Emberlynx

  • % Missing Health per second during Omega 8 -> 6

Stage 3 — Virtuous Hydrolynx

  • % Missing Health per second during Omega 8 -> 6

Stage 3 — Virtuous Terralynx

  • % Missing Health per second during Omega 8 -> 6

Stage 3 — Virtuous Zephyrlynx

  • % Missing Health per second during Omega 8 -> 6

Stage 3 — Virtuous Floralynx

  • % Missing Health per second during Omega 10 -> 8

Synergy Changes

Magma

The defensive stats given to Magma Combat Units in their Molten Ground was too high, given how easy it was to have 100% uptime on the effect.

  • Grit per Earth Stack 10 -> 5

  • Resolve per Earth Stack 10 -> 5

Fighter

The Base Fighter Synergy description did not reflect the correct value, so we’ve changed the underlying value to match the description. A portion of the Fighter buffs listed above was to counteract this change.

  • Grant an Empowered Attack every 2 Attacks -> Grant an Empowered Attack every 3 Attacks

Augment Changes

The following Augments now appear in player and opponent decks:

  • Lesser/Greater/Exalted Arctic Dominion

  • Greater/Exalted Perpetual Entropy

  • Greater/Exalted Succor’s Gift

Succour’s Gift Line

This line of augments should be for givers who never take. Therefore all stages of Succour’s Gift don’t heal the augment holder any longer.

Greater Succour’s Gift

  • Unrelenting to all Allies within 10 hexes for 6 seconds -> Indomitable to the two closest Allies for 6 seconds.

Exalted Succour’s Gift

  • Unrelenting and a 250 Shield to all Allies in 10 hexes for 6 seconds -> Indomitable to the four closest Allies for 6 seconds.

Arctic Dominion Line

This line has had a rework across all stages.

Lesser Arctic Dominion

  • Inflict Enemies within 25 hexes with Frost once every second.

Greater Arctic Dominion

  • Inflict Enemies within 25 hexes with Frost once every second. On being Hit, Holder gains 2 Dodge Chance. (Max 15 Stacks)

Exalted Arctic Dominion

  • Inflict Enemies within 25 hexes with Frost every second. On being hit, the holder gains 2 Dodge Chance (Max 15 Stacks). Gain a 300 shield at the start of Combat.

Perpetual Entropy Line

This line remains unchanged but you now have access to all stages.

Lesser Perpetual Entropy

  • Gain 3 Energy Regeneration.

Greater Perpetual Entropy

  • Gain 3 Energy Regeneration. Gain Silence Immunity.

Exalted Perpetual Entropy

  • Gain 3 Energy Regeneration. Gain Silence Immunity. The First Omega refunds 30% of its energy cost.

Final Abounding Line

Omega’s critting without Phantom stacks is already a potent effect. When combined with the primary offender of this patch (Jagged End), this Augment was overperforming by a significant margin.

Lesser/Greater/Exalted Final Abounding

  • Critical Percentage 20% → Critical Percentage 10%

Jagged End Line

Stacking up Crit Amp for your team into the end stage of a battle is a fantasy that we love. But with high-frequency damage being so dominant (Pistol Shrimp and Taipan), we wanted to give this Augment a slower ramp-up time and cut down its massive potential while keeping that fantasy alive.

Lesser/Greater/Exalted Jagged End

  • All stages of Jagged End now have a 1-second cooldown for the Critical Amp stacking effect.

  • Crit Amp per Stack 10 -> 5.

Retribution’s Call Line

Retributions’ Call was underutilised compared to other powerhouse Augments. So we’re buffing its Thorns capability across all stages. However, the Stage 3 variant performed quite well for units this Augment wasn’t particularly aimed at.

Exalted Retribution’s Call

  • Heal On Takedown 400 -> 300.

Lesser/Greater/Exalted Retribution’s Call

  • Thorns 30 -> 50.

Saccharine Escape Line

Exalted Saccharine Escape provided another fantasy that was massively over-performing for its cost. These nerfs should reduce the Augment’s potential burst and open it up for use on lower Energy cost Illuvials.

Exalted Saccharine Escape

  • 200 Instant Energy Gain -> 20 Extra Energy Regeneration for 5 seconds.

Time’s Respite Line

Another underutilised augment that wasn’t powerful enough to fulfil its gameplay fantasy.

Lesser/Greater/Exalted Time’s Respite

  • 4% Max Health every 4 attacks -> 5% Max Health every 3 attacks.

Changes to Flex Stats

Starting with Augments as a whole, Augments provide excellent value for their cost when played well. But we felt too much power was resting in their raw stats and not enough in their effects. As a result, we reduced Flex stats by around 40%.

All Lesser Augments

  • 8% Attack Speed -> 5% Attack Speed.

  • 200 Max Health -> 120 Max Health.

  • 20 Energy Resist -> 12 Energy Resist.

All Greater Augments

  • 24 Physical Attack Damage -> 14 Physical Attack Damage.

  • 16 Critical Percentage -> 10 Critical Percentage.

Survival Mode Changes

We cut some overall power from Augments which made Survival Mode more difficult for players as they can’t utilise them as efficiently as the opponent. To compensate, we’re increasing starting mastery points.

Economic changes are very sensitive due to the nature of interest. Still, rewarding experienced players for clever play in earlier waves whilst reducing some difficulty curves for newer players should be a win-win. We will monitor this change closely; feel free to provide your feedback.

  • Starting Mastery Points: 120 -> 150

Weapon Variety

The weapon options for the daily challenge should provide you with three weapon classes to play with every challenge, but they sometimes lack affinity variety. Now the chosen weapons vary in class and affinity and are slightly more numerous daily.

Bugfixes & Optimisations

This article is already too long to name the vast amount of bugfixes for this patch, but here are the most important fixes:

  • Greater/Exalted Vampiric Price Augments giving too much Health.

  • Deployment Phase Performance Issues.

  • FPS Drops during Omegas.

  • FPS Drops during repositioning/spawning/hitting a synergy threshold.

  • Beetle/Elk/Shoebill/Pistol Shrimp Omega Animation fixes.

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