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Dungeon Patch Notes


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#1 CRB_Timetravel

CRB_Timetravel
  • Carbine Studios Staff

Posted 26 March 2014 - 10:47 AM

Will update this thread with patch notes as hotfixes roll out.

 

The next patch should include:

Kel Voreth

Grond the Corpsemaker

  • Bone Traps no longer affect pets

Skullcano

  • Attached VO to all of Laveka's dialog

Sanctuary of the Swordmaiden

Deadringer Shallaos

  • Shallaos now emits Reverberation waves from herself during the reverb phase
  • Adjusted the splines for existing Reverberation waves
  • Shallaos now teleports in case she fails the dash to her safe spot
  • Moved rocks and arena walls to make it harder to get Shallaos stuck

Spiritmother Selene the Corrupted

  • Nightmare Ripple no longer hits the Effigies
  • Telegraph for Engulfing Shadows no longer expands

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#2 CRB_Timetravel

CRB_Timetravel
  • Carbine Studios Staff

Posted 07 April 2014 - 07:39 PM

[Patch sometime this week, though may still be a few days away. Here are the hotfix notes from ye olde dungeon teame]

 

Stormtalon's Lair

  • Did a rough pass on all creatures and spells to update tiers and spell damage using new creature balance #s

Blade-Wind the Invoker

  • Static Wisps should no longer trigger Jolt multiple times as they pass over your character
  • (Veteran) Shock should now have a visible debuff icon 
  • (Veteran) All 4 Static Wisps should once again behave correctly 
  • Now has full VO for the encounter

Stormtalon

  • Fixed timing issues with the cinematic at the start of the encounter

Ruins of Kel Voreth

  • Did a rough pass on all creatures and spells to update tiers and spell damage using new creature balance #s
  • Eldan Schematic Data Storage units no longer spawn in inaccessible places

Grond the Corpsemaker

  • Bone Traps will no longer be able to kill multiple Blood Fleas

Slavemaster Drokk

  • Players now properly get tethered during the Enslavement Phase
  • Using a CC break while tethered no longer gets Drokk stuck in a Suppression Wave loop
  • Adjusted Bombshell Bot placement to eliminate multiple safe spots
  • Will now say the correct two lines of dialog (that match his VO) when entering combat

Forgemaster Trogun

  • Essence of Primal Fire now increases damage/healing dealt instead of Assault/Support power
  • (Veteran) During his intro, the aura on his platform and wolfs-head flamesthrowers should once again correctly deal damage 

Kythria

  • Desecration Seal - Removed telegraph and added infinite interrupt armor during the area denial cast phase
  • Fixed an issue where players could resurrect during the encounter
  • Increased auto-attack damage by ~20%
  • Increased hitbox radius by ~ half a meter
  • Now shares a loot table with Darkwitch Gurka

Darkwitch Gurka

  • Fixed an exploit that would cause Gurka to become permanently unresponsive
  • Darkwitch Gurka's map location should now match her spawn location
  • Afflicted Soil's telegraph should now be more visible

Enslaved Augmentor

  • Invigorated now boosts Damage Dealt instead of Assault Power

Kel Voreth Battlesworn

  • (Veteran) Seismic Trample once again deals damage correctly

Skullcano

  • Did a rough pass on all creatures and spells to update tiers and spell damage using new creature balance #s
  • Removed the Monitoring Station from the Molten Chasm
  • Using the Missile Launch panel now has a use animation
  • Removed the comm call after killing Quartermaster Gruh
  • Adjusted the timing of the Mordechai-Laveka vignette
  • Removed an errant blank objective marker on the map near the entrance

Stew-Shaman Tugga

  • (Veteran) Should no longer sometimes be able to leave the Stew Pot before the CSI-CC state ends

Thunderfoot 

  • (Veteran) Encounter challenge should no longer instantly fail

Bosun Octog

  • Bosun Octog's public event objective should now always complete when he dies
  • (Veteran) The bombs should now be pulled by his Hookshot more consistently 
  • Should no longer be able to stand on boxes in order to prevent Noxious Ink from affecting you
  • Ravage vFX should now line up with the telegraph
  • Hookshot should pull players more reliably

Mordechai Redmoon

  • Improved autoattack telegraph size and hit timing
  • Fixed damage timing for Big Bang

Quartermaster Gruh

  • Increased autoattack damage
  • Kneecap is no longer deflectable
  • Fatal Shot
    • Now ignores armor
    • Reduced cast time of Fatal Shot from 6s to 3s

Ravenous Razorbeak

  • Ravenous Rush telegraph should now match the cast time

Molten Cavern

  • Collapsing rocks should once again damage players

Grim-Grim Curseblade

  • Umbra Slash telegraph size and hit timing improved

Sanctuary of the Swordmaiden

  • Did a rough pass on all creatures and spells to update tiers and spell damage using new creature balance #s

Selene Holdout

  • Vitara's Benevolence should now have an accurate tooltip
  • Beneficial buffs from the Echo will no longer be cleared by Void Slip

Spiritmother Selene the Corrupted

  • Shadow Whip should no longer fail to pull players more than 30m away
  • Selene should be less likely to reset if players stealth/otherwise break combat
  • (Veteran) Should once again cast Nightmare Ripple 

Lifeweaver Guardian

  • (Veteran) Reduced autoattack damage 

Lifeweaver Warcaller

  • Debilitating Blast tooltip fixed

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#3 Spythe

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Posted 08 April 2014 - 09:46 AM

The changes look real nice but I think you shouldn't be able to CC break out of Slavemaster Drokk tether. The fight is already easy and that is one of the few challenging parts if you have to actually kill the tether. Since damage will have to help the Tank and the Healer while avoiding the aerial missiles and Suppression Waves

 

Not sure if this was fixed or even address but in the Bosun Octog phase when he shields and does Noxious link you can stand under a cliff and never take damage because all the ground telegraphs will spawn above you. Its different from the boxes in the encounter, the spot is on the right side when walking into the boss area. I tested this a patch ago so not sure if its been fixed or not, only used it once.

 

All the other changes look great can't wait to see the new damage output numbers for the bosses and trash packs.


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#4 CRB_Timetravel

CRB_Timetravel
  • Carbine Studios Staff

Posted 14 April 2014 - 10:20 AM

Dungeons

  • Updated XP values for all objectives
  • Holographic characters with information on the dungeon players are in can now no longer be spam clicked

Stormtalon's Lair

Blade-Wind the Invoker

  • Electrostatic Pulse should now only hit targets once

Sanctuary of the Swordmaiden

  • Spiritmother Selene the Corrupted's VO for Converging Shadows and Shadow Whip should now play correctly

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#5 SG Prometheus

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Posted 14 April 2014 - 03:39 PM

A bug that I don't see mentioned is the Blade-Wind the Invoker reset that would sometimes occur after phase 2, sometimes instantly and sometimes after a few seconds.  The last Pell channeler would die and Blade-Wind would resume his phase 3 activities, but sometimes he would instantly heal to full and the four channelers would respawn.  We never lived long enough to see if he reset the entire encounter.  I think we had a stalker tank at the time, and there might have been an issue with the stalker stealthing?  It would be pretty sweet if that got fixed.


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#6 Grimjack

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Posted 14 April 2014 - 06:02 PM

A bug that I don't see mentioned is the Blade-Wind the Invoker reset that would sometimes occur after phase 2, sometimes instantly and sometimes after a few seconds.  The last Pell channeler would die and Blade-Wind would resume his phase 3 activities, but sometimes he would instantly heal to full and the four channelers would respawn.  We never lived long enough to see if he reset the entire encounter.  I think we had a stalker tank at the time, and there might have been an issue with the stalker stealthing?  It would be pretty sweet if that got fixed.

 

What is happening is that the stalker has a very limited time to stay in stealth before losing aggro on the boss and causing it to reset.

 

Im not exactly sure why the boss doesnt just drop down to the next name on the aggro list if the tank is nowhere to be found. Maybe its for balance reasons vs the other tanks not being able to drop threat in a life or death situation. 


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#7 xShinji

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Posted 20 April 2014 - 05:14 PM

Why are you guys keep buffing the dungeons? Isnt it good/hard enough as it is? It seems to be getting harder and harder to complete even with better gear or overgeared.

 

Im with the party that able to complete all adventure gold run except malgrave(silver)

Veteran STL (Spent around 6 hour today)

 

Overseer Drift Catcher (Mini boss)
Do we need to complete all optional to get silver medal? Esper having really hard time during shield+ lightning phase. 
We was kind of lack of dps for that. Whats the gearscore we need to be actually down it? 

Atheros :
Did you guys placed more lightning strike after "adds" died?
Normally we wont have any issue going back to the boss, but today it seems just too much :/.
It used to be alot better.

Stormtalon :
The big telegraph after the knockback is too fast/small. There is many time we land on big telegraph straight away and the new breakout gameplay is too slow. We had to use cc breaker instead.

 

SC:
Bosun 
Unable to breakout from Bosun "Hookshot and Shred" by holding key(too slow)

Swordmaiden  :

lifesinger pack  (spelling/name)
- white dmg is too high.
 

Holdout :
over buffed. We had a party of overgeared/better geared party and failing it like no tommorow.

 

 

Im not sure is the dungeon is getting more and more gear based?

How are the gear supposed to be progressed?

From what I know, 
We need gear from normal SotS and quest gear. -- > Vet SotR and WotW --> Vet Crimelord (spam)--> Vet Malgrave --> Vet SotR (silver/gold) --> Vet WotW(silver/gold) --> vet Crimelord(silver/gold) --> Vet Malgrave (silver/gold) --> Vet STL --> Vet SC --> Vet SotS --> Vet STL (silver/gold) till Vet SotS (silver/gold)  --> GA

IMO, learning curve from Vet adventure to Vet dungeon spike too high. ( or gear level curve) And you guys are still increasing the difficulty of the dungeon.


 


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#8 CRB_Timetravel

CRB_Timetravel
  • Carbine Studios Staff

Posted 22 April 2014 - 10:06 AM

new patch notes for next build:

 

Stormtalon's Lair

  • Silver and Gold Medals now have a 30m timer

Blade-Wind the Invoker

  • Lowered autoattack damage by ~20% (Normal)

Thunderbeak Fleshripper

  • Lowered autoattack damage by ~20% (Veteran)

Ruins of Kel Voreth

  • Silver and Gold Medals now have a 40m timer

Slavemaster Drokk

  • Destructo Bots should correctly chase players

Forgemaster Trogun

  • Fixed a bug that was causing performance to drop with each successive attempt

Skullcano

  • Latecomers to will now be properly teleported to the correct section of the dungeon upon entering

Mordechai Redmoon

  • Exceptionally high player DPS should no longer sometimes cause phases of his encounter to be skipped

Molten Chasm 

  • Laveka is now set to ignore combat timer and leash (Veteran)
  • Disabled nameplates for flame walls

Sanctuary of the Swordmaiden

  • Silver Medal now has a 75m timer (up from 60)
  • Zealous Lifesinger and Battlemaiden
    • Lowered autoattack damage by ~20% (Normal)

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#9 Lindelea

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Posted 23 April 2014 - 12:32 AM

Thanks for the information. Could you also tell us what's the timer for Skullcano silver/gold medal?

 

Sanctuary of the Swordmaiden

  • Zealous Lifesinger and Battlemaiden
    • Lowered autoattack damage by ~20% (Normal)

 

Our tank will be happy to hear about it - last time we went there he really didn't like those guys. ;s

 

Cheers,

Lin


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#10 Deioth

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Posted 23 April 2014 - 12:40 AM

 

Sanctuary of the Swordmaiden

  • Silver Medal now has a 75m timer (up from 60)
  • Zealous Lifesinger and Battlemaiden
    • Lowered autoattack damage by ~20% (Normal)

 

Thank you for the updates, especially the Swordmaiden. It felt a bit strange to get killed in 3-4 hits by "base population" as a tank stalker wearing mostly epic tanking gear. This is considering that the bosses do very little damage compared to the other mobs.

 

 

Cheers,

Deioth


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#11 Ormad

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Posted 23 April 2014 - 03:29 AM

 

 

Blade-Wind the Invoker

  • Lowered autoattack damage by ~20% (Normal)

 

 

 
Why? It looked fine to me, the only thing that the boss needs is the stalker stealth reset bug and the threat generated by healing in p2 (i never saw a boss shielded and stucked where u generate threat with healing while the tank cannot) fixed. I never had the chance to test veteran one so I'm referring to normal version of it :)


#12 CRB_Timetravel

CRB_Timetravel
  • Carbine Studios Staff

Posted 23 April 2014 - 09:01 AM

Thanks for the information. Could you also tell us what's the timer for Skullcano silver/gold medal?


45 minutes


Sanctuary of the Swordmaiden
Deadringer Shallaos
  • Her vignette intro should work once again

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#13 Gronkstar

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Posted 23 April 2014 - 10:37 AM

 

 

Blade-Wind the Invoker

  • Lowered autoattack damage by ~20% (Normal)

 

Well at least I got to tank it while it was a trial of passage.

 

Kudos also to all the healers who really upped their game throughout this last beta, the improvement from the beginning of this weekend was inspiring.


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#14 CRB_Timetravel

CRB_Timetravel
  • Carbine Studios Staff

Posted 23 April 2014 - 10:43 AM

The feedback is great, but please move it to separate threads so that this one remains reserved specifically for the additions with each patch. =)


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#15 CRB_Timetravel

CRB_Timetravel
  • Carbine Studios Staff

Posted 29 April 2014 - 10:13 AM

couple more patch notes this week:

 

Stormtalon's Lair

Skyborn Tempest and Arcanist Breeze-Binder

  • Manifest Cyclone now properly spawns a Cyclone

Overseer Drift-Catcher

  • Is now vulnerable to the stun grenades from the optional objective
  •  
  • Electro Storm damage reduced
  • Absorption shield reduced to 15% of MaxHP (down from 20)

Ruins of Kel Voreth

  • The Pest Control achievements can now be completed
  • The Bloodpit Announcer's VO during Grond's encounter is now more reasonably attached
  • Only 18 slaves are required for the optional objective (down from 24)

Skullcano

Stew-Shaman Tugga

  • Granok Stew now ignores 75% of armor (instead of 100%)

Molten Chasm

  • Players should no longer sometimes become stuck in combat after completing the event

Sanctuary of the Swordmaiden

Moldwood Overlord Skash

  • Tentacle Wrath now ignores 75% of armor (instead of 100%) 

Edited by Timetravel, 30 April 2014 - 12:28 PM.

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#16 CRB_Timetravel

CRB_Timetravel
  • Carbine Studios Staff

Posted 03 May 2014 - 04:05 PM

The next patch for beta will include a # of additional dungeon fixes:

 

Stormtalon's Lair

  • The Stun Grenade now has an appropriate spell icon in the UI

Blade-Wind the Invoker 

  • Slowed the execution frequency on his autoattacks (Veteran)

Aethros

  • Gusts of Aethros autoattack damage reduced from ~5k to ~3k (Veteran)

Stormtalon

  • Static Wave now ignores 75% armor (down from 100%)

Overseer Drift-Catcher

  • Reduced autoattack damage slightly (Veteran)

Arcanist Breeze-Binder

  • Reduced autoattack damage by ~20% (Veteran)

Thundercall Shaman

  • Rejuvenate now heals for much more (Veteran)

 

Ruins of Kel Voreth

  • Mousing over the entrance portal will now show tooltip information about the appropriate level ranges and how long the dungeon will take to play through
  • Empowered Hammer Buff now procs properly 
  • Several NPCs should no longer strike twice when autoattacking (Veteran)
    • Blood Pit/Voreth Necromancer
    • Blinded Slaver
    • Voreth Darkwitch
    • Darkwitch Gurka
    • Grond the Corpsemaker
    • Blood Fleas

Grond the Corpsemaker (Veteran)

  • Blood Fleas
    • Should be spawned more frequently
    • Attacks should now appear in the combat log

Slavemaster Drokk 

  • Enslave and Tracking Beacon now ignore 75% armor (down from 100%)

Forgemaster Trogun (Veteran)

  • Exanite Shard DoT damage reduced significantly
  • Exanite Cuts and Surge of Primal Fire now ignore 75% armor (down from 100%)

Enslaved Protector + Probes (Veteran)

  • Probes should now chase players when they self-destruct
  • Protector autoattack damage reduced by ~15%

Enslaved Augmentor

  • Rejuvenate now heals for significantly more (Veteran)

Voreth Slaves

  • Break the Chain now has valid buff icons 

Voreth Blinded Slaver 

  • Should no longer 'Motivate' her final Slave

Voreth Battlesworn

  • No longer has infinite IA while casting Hammer of Wrath
  • Reduced AA damage by ~15%

 

Skullcano

  • Players entering the dungeon will no longer sometimes spawn in the middle of the void
  • Gold-Infused Lava Node - Health and creature tier lowered (Veteran)

Stew-Shaman Tugga

  • Updated AI so that he will no longer sometimes become stuck in his Feeding Frenzy phase

Thunderfoot 

  • Enraging Fury now has a valid buff icon

Bosun Octog (Veteran)

  • Reduced Razooki's HP
  • Hookshot
    • Increased size of the base of the cone for its telegraph
    • No longer applies if the player has interrupt armor
    • Pull is now more reliable
  • Razooki's Mines
    • Now ignore armor and deal less damage
    • Now MoOs for 2 seconds after Hookshot-ing a mine
    • Broken Armor now has a valid buff icons
    • No longer spawn during Squirg phase
  • Ink Shield
    • Shield is now removed after Squirg phase
    • Shield no longer gets applied outside of the Squirg phase
    • Ink Shield now has a valid buff icon
  • Noxious Ink now ignores 75% armor (down from 100%)
  • Spawns Squirg during the correct phases once again
  • Squirg telegraphs are once again visible

Grim-Grim Doomcaller

  • Grim-Grim Spirits - Autoattack damage reduced by ~20% (Veteran)

Grim-Grim Razorbeak 

  • Updated the AI to only target nearby players (should prevent them from running all the way to the entrance to cast spells on afk group members)

 

Sanctuary of the Swordmaiden

  • Mousing over the entrance portal will now show tooltip information about the appropriate level ranges and how long the dungeon will take to play through

Deadringer Shallaos

  • A holocrypt is now present at the rez location that is near her boss arena
  • Reverberation and Echo telegraphs will once against display for their full duration

Ondu Life-Weaver

  • Plague Splatter now ignores 75% armor (down from 100%)
  • No longer attackable until he finishes his intro vignette

Spiritmother Selene the Corrupted

  • Creeping Shadows and Lights Out now ignore 75% armor (down from 100%)
  • Spotlights should no longer sometimes fail to spawn during Blackout
  • Nightmare Ripple's telegraphs will once against display for their full duration

Flame-Crazed Demon

  • Eruption now ignores 75% armor (down from 100%)

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#17 Raikun

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Posted 03 May 2014 - 09:27 PM

Hmmm I may be the only one but... here I thought damage and complexity were good as they were. Oh well, hopefully nerfing dungeons won't become a common occurrence.


nepheliad, on 22 May 2014 - 09:55 AM, said:

Sarcasm is by nature a sword, and if you're going to play with bladed weaponry, you need to understand that the sword cuts both ways.

 


#18 volborg

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Posted 04 May 2014 - 06:48 AM

Hmmm I may be the only one but... here I thought damage and complexity were good as they were. Oh well, hopefully nerfing dungeons won't become a common occurrence.

 

humm i fear this as well... remember this quote: "Frost also had a refreshing take on the difficulty of dungeons and the 40 man raids planned. Brett Scheinert is not pulling any punches, hardcore dungeon content is for players who want to devote time and energy to that content. "I hear players who say 'I don't have time to look for a group' and I say 'Well, sucks to be you,'" he admitted. "We will not be nerfing these dungeons at all." sorce: http://www.escapistm...geons-Will-Rock

 

this is what got me in to wildstar the promises of not nerffing dungeons or raids... i fear were this is going i really do... i fundamentally believe that dungeons will neff them "self" over time and players gets better...  



#19 xShinji

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Posted 05 May 2014 - 06:30 AM

Overseer Drift-Catcher
  • Reduced autoattack damage slightly (Veteran)

Arcanist Breeze-Binder

  • Reduced autoattack damage by ~20% (Veteran)
  •  

Nerfing the autoattack damage for both miniboss will not change its difficulty by much. Esp for Drift-Catcher, the killer is lightning phase which is kind of too fast and it hurt.
 

 

Aethros
  • Gusts of Aethros autoattack damage reduced from ~5k to ~3k (Veteran)

This is the add phase right?. Over nerf. You have roughly dropped the dmg from 15k to 9k. (1st few hits before the one of the gust start casting)

Tank normally have 30k hp, and + cooldown, Tank doesnt really need to cycle its tank cooldown properly/correctly anymore.

 


Im not sure what these nerf are for. But if its to make it easier to get silver medal, I dont think its the damage will be much issue here. Thou, it reduce wipe chance. I rather you guys nerf the hp of the boss have by 5-10%. As in, right now, I dont see big difference in gold and silver run (Beside the challenge), Any wipe will make you lose time. By the time we reach STL last boss, with roughly 5-10 wipes, we have used around 40 min.  Just a question on where you guys want to head for. How many wipes are you guys allowing for silver medal run?  Or maybe how many dps die per boss fight you guys are allowing to finish the whole thing in 30 min? (STL).



 
 



#20 CRB_Timetravel

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Posted 13 May 2014 - 11:40 AM

Before I post the notes, wanted to explain one you'll see a lot of:

"Static Paroxysm rebalanced around ignoring 75% of armor (down from 100%)"

These are not actually 'nerfs.' Most of these spells had their damage re-balanced to remain more or less equal.

We had multiple mechanics that were wrecking light armor players and only lightly tickling heavy armor players. For largely 'unavoidable' versions of these spells, we began having it ignore armor so that it was more or less equivalent across armor types. However, after further iterations, we also realized that more and more spells were having this applied, and we did not want to fully negate the helpfulness of armor.

 

By setting a spell to ignore 75% of armor, it allows medium and heavy armor classes to feel the benefit of their armor while lowering the 'gap' between them. Now, instead of a spell dealing 6k -> 9k -> 14k to Heavy -> Medium -> Light armor, respectively a spell might deal 8k -> 9k -> 10k.

 

Anyhoo, on to the notes!

 

Stormtalon's Lair

Thundercall Stormweaver

  • Static Paroxysm rebalanced around ignoring 75% of armor (down from 100%)

 

Ruins of Kel Voreth

  • Optional objective to kill Osun Mechano Slavers reduced to 11 to match the number of spawns

Darkwitch Gurka

  • Afflicted Soil Will no longer leave vFX on the ground following encounter reset
  • Her telegraphs will no longer hit pets 

Blood Pit Gladiator

  • AI should respond more reliably

 

Skullcano

  • Normal challenges should no longer reward Veteran rewards upon completion

Thunderfoot

  • Seismic Tremor rebalanced around ignoring 75% of armor (down from 100%)

Mordechai Redmoon

  • Combustion rebalanced around ignoring 75% of armor (down from 100%)

 

Sanctuary of the Swordmaiden

Spiritmother Selene the Corrupted (Normal)

  • Darkness Effigy HP totals returned to their correct values (lower)

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