Newsflash: Official Teasers, More Mounts & Testserver Mini-Patchnotes


Since Hector released on the testserver last week people have been playing with it and the general feedback so far seems pretty positive.

A few things came up since then and here is an overview.


Official Teaserimage

— EDIT: so appareantly they posted a screenshot and then deleted it 2 days later — uh ok? — too bad.. but basically it looked like a direwolf with white fur and blue eyes —

Comment: @albiononline posted an image on twitter today showing a “Ghostwolf” – this mount hadnt been mentioned before. Just a reskin for the direwolf?

https://twitter.com/albiononline/status/869665416469258245


— EDIT2: i’ll just leave this here:–


Official News

Two new albion armory posts by UrzaKeFrostgard, detailing ‘Shankz’s All-In Wailing Bow‘ and ‘Lugzi’s Flailing Knight‘ were posted during the week.

Shankz build is a cloth wailing bow build designed so fight zergs and deal aoe damage to clumped up dudes.

Lugzi‘s build is a tank build designed to engage and root larger groups of enemies.

Check them out if you didn’t know those builds yet!

Comment: C’mon guys! It is not about who came up with it first, right? heh.


Discord Screenshot

Comment: A few screenshots showed up on discord that show new stuff. I’m sure there is more coming up, but I’ll leave you with the screenshot I posted on twitter earlier for now. Check back there for even more recent links to new stuff. Boy I really need to look at that XML dump.. anyone feel like sending me the testserver XMLs? I’ll even do a mini writeup too.

This image is of the T8 morgana faction mount, with the source probably (?) being the guild OURS A PWAL which took to the testserver to do the boss and posted about it on the forums.

 


Testserver Mini Patchnotes

Comment: A mini-patch hit the testserver yesterday. In addition to the changes below the time to declare a GvG in advance was changed from 22h to 20h.

Hector Update / Version 1.0.321 / REV 86230 / 24 May 2017

Balance Adjustments 30th May

General

  • Slows no longer trigger diminishing returns

Magic Sphere ability on Arcane Staffs

  • Energy Drain per tick: 0.7 -> 2.8
  • Damage: 53.98 -> 77.11

Grasp of the Undead ability on Hammers

  • Range: 20m -> 26m

Passives on Leather armors items

  • Combined Attack Speed: 15% -> 24%

Position Swap ability on Shoes

  • Cooldown: 40s -> 20s

— END —

have a nice day :)

PvP Leaderboard: Week #4 of May 2017


It’s monday. Monday is PvP Leaderboard day.

This week we see the highest killfame average ever of the ‘kill fame (player)‘ list, but we see an overall trend of fewer GvG wins/losses and total kill fame (guild) numbers that secure you a spot in the top#10 lists.

An overall calming down of activity before the storm of release?

Let’s look at the details below!

Corrections, comments and suggestions as always: Twitter, Email, Discord or via the forums.


Galahad Patch #6 / Version 1.0.319 / REV 84315 / 11 May 2017

Largest Battles

Comment: New record for largest, non-organized fight as of yet! It all happened when Nilfgaard accidentally (?) dropped their T8 building plot and everyone rushed to fight for it. Nilf managed to defend it – at a hefty price as we can see. For the curious, there is a video of it: Courtesy of SpooN04. The vid is from the 2nd egagement. The fights you see below from the 25th are all (!) related to that building territorry fight – so that makes the battle actually a 20m thing? Woa.

Largest Battles – Week #4 of May 2017
Started (UTC) Players Total Kills Total Fame
25.05.2017 17:47:39 229 130 10.59m Details
25.05.2017 17:33:16 169 57 5.32m Details
23.05.2017 19:54:59 116 63 4.33m Details
25.05.2017 18:01:22 145 66 4.02m Details
23.05.2017 20:13:04 47 72 3.29m Details

Top PvP Kills

Comment: All (!) vicims this week are from [FAME]Envy, with Spots #2 – #5 being the result of various GvG matches and Envy dieing in 8.2+ gear for big numbers. This weeks #1 goes to Snowlz for getting caught by Red Army, presumably while transporting three sets of his GvG gear in his inventory. Happens? heh.

Top PVP Kills – Week #4 of May 2017
Time (UTC) Killer Victim Fame
27.05.2017 12:31:16 AuroraDawn Snowlz 2.76m Details
23.05.2017 03:06:04 Derrick VanillaCream 2.02m Details
27.05.2017 04:03:01 Derrick Atillos 1.84m Details
27.05.2017 04:00:52 KingMoJo Jukez 1.75m Details
22.05.2017 04:06:05 Pokkle Radamanthiz 1.70m Details

Top Kill Fame (Player)

Comment: All new faces in the top#10! Nice! NoLife fighting Say My Name and THE ABYSS in GvGs is where the bulk of killfame came from. Looking at our top#1 this week: Modestos – it looks like their GvG team managed to get a lot of juicy 500k++ kills. A new competitor in the Top GvG arena, pushing out the old champions from the previous weeks?

Top Kill Fame (Player) – Week #4 of May 2017
# Player Alliance Guild Fame
1 Modestos [FAME] NoLife 5.64m
2 akunamatata [FAME] NoLife 5.34m
3 BIRAR [FAME] NoLife 5.13m
4 Copoka [FAME] NoLife 5.11m
5 KA1 [FAME] NoLife 5.09m
6 ipvpforfun [GG] Tetra-Phi 4.91m
7 FLAIR [OOPS] Red Army 4.85m
8 Aggressor [Pk] THE ABYSS 4.76m
9 Kimosibi . Umbral 4.57m
10 Trystan . Umbral 4.47m

Top Kill Fame (Guild)

Comment: Red Army unreachable for 4 weeks in a row, since they took the top spot from Nilfgaard during the first week of may. New faces this week in the top#10: NoLife, The Pugs and Umbral. We see 6 Guilds below 30m weekly killfame in the top#10 this week, where 30m would only be enough to get you into the 7th or 8th spot in the previous weeks. Beta-fatigue?

Top Kill Fame (Guild) – Week #4 of May 2017
# Guild Fame
1 Red Army 86.51m
2 Envy 45.94m
3 Tea Party 43.19m
4 NoLife 29.64m
5 Articulo Mortis 29.50m
6 Chicken Kiss 28.02m
7 Say My Name 25.13m
8 THE ABYSS 24.58m
9 The Pugs 22.80m
10 Umbral 22.29m

GvG – Most Attacks / Defenses Won

Comment: Lower total numbers get you in the top#10. In accord with the analysis of things calming down a bit last week. Is everyone busy looking at Hector, trying out the changes and reading our patch notes analysis? pluggidy plug plug.

GvG – Most Attacks / Defenses Won – Week#4 of May 2017
# Guild Att. won # Guild Def. won
1 Red Army 13 1 Say My Name 13
2 Say My Name 9 2 Articulo Mortis 13
3 Articulo Mortis 8 3 Echo of Silence 10
4 Echo of Silence 7 4 Red Army 9
5 Envy 7 5 NoLife 9
6 NoLife 6 6 Millenium 7
7 Conflict 4 7 Chicken Kiss 5
8 Millenium 4 8 Conflict 5
9 The Pugs 4 9 ZORN 5
10 Nilfgaard 3 10 Envy 4

Guild Compare

Comment: Envy close to cracking the 10k kills this test! Shoutout to all the other guilds that made it into the top#10 this week. Various guilds manage to get 500 – 1000 (!) pvp kills a week. Pretty impressive if you ask me.

Overall Stats: 29/05/2017
Guild PVP Fame PVP Fame Ratio Kills GVG Kills GVG Matches Won Members
Red Army 530.60m 1.25 7.59k 1.36k 331 302
Envy 418.49m 0.89 9.50k 667 152 214
Tea Party 309.81m 1.02 8.86k 301 44 257
Chicken Kiss 300.82m 1.29 1.01k 172 10 116
Articulo Mortis 236.19m 1.1 6.06k 842 170 156
Say My Name 230.10m 1.43 4.00k 674 123 104
THE ABYSS 130.79m 1.25 2.27k 349 54 101
The Pugs 100.42m 1.72 718 38 6 16
NoLife 99.21m 1.29 212 47 15 45
Umbral 46.05m 2.19 686 0 0 29

— END —

That’s it for today folks. Don’t forget to subscribe to the newsletter!

have a nice day :)

Testserver: Hector Patchnotes & Comments


Comment: Hector was just uploaded to the testserver!

The upload to the live version is scheduled for June 7th. Go test it and give feedback and report bugs via #bug. I already reported about 5, you?

It is super massive and the patchnotes reveal many more details than we could touch on in our previous post. If you want a shorter overview about Hector read our other post first. If you care about the juciy numbers, read on below!

Corrections, comments and things I didnt touch upon: aoinformer@gmail.com ; Discord or on the forums.

Enjoy!

(this post is currently a WIP and I will likely add more comments during the week once I get to play with it more and talked to some people)


Changelog

Hector Update / Version 1.0.321 / REV 86230 / 24 May 2017

New Features and Major Changes

The Black Market

The Black Market is now open in Caerleon!

  • Your new rotund friend is waiting for you west of the main square
  • Buys gear, sells it on to shady characters
  • The merchant will put up buy orders for equipment he wants
  • You can also make sell orders and wait for his prices to match
  • Items bought by the merchant mysteriously find their way into the hands of mobs in the world, which will then occasionally drop them as loot
  • Quality and enchantment level will remain intact throughout the process
  • Pricing auto-balances itself
  • Every time a mob wants to drop an item, it checks the black market storage for that item, and if there aren’t any in storage, it increments the buy order for that item by an amount based on item value, so prices for items will rise until they’re high enough to be worth selling to. Also, a certain percentage of items are mysteriously lost along the way, so there’s an inbuilt destructive element in the cycle to keep the economy flowing nicely

Comment: The BM feature was announced and discussed in great length on the fourms. Now we can see it in action. The interface to sell items to him looks like the AH interface. The prices for items were way to low to be worth selling anything to him, but those price values will be off anyways because the test-server has no regular dieing mobs. We have to wait until the BM hits the live server to be able to judge its prices and efficieny. I love the look of the massive guards next to the fat guy that has nicely designed animations as well imo.


Outlands changes

  • Harbors and Black Cities are gone
  • Harbor clusters are now normal clusters
  • The three cities in the black zone – Fort Thursair, Farewich, and Sheerbrough – have been removed
  • Islands in the three cities, and all market orders in both cities and harbors, will be moved to Caerleon. Any items left in banks in these cities or in harbors will be lost, as will any buildings left standing.

The Realmgate

  • The Caerleon Realmgate has now opened!
  • This glowing gateway in Caerleon (in the middle of the Royal Continent) will allow you to travel to one of numerous realmgates in the Outlands
  • Outlands gates all connect exclusively to the Caerleon gate
  • You can’t use a realmgate on a different continent (Anglia, Cumbria and Mercia) for 60 minutes after travelling
  • You can’t travel to a different realmgate on the same continent for ten minutes after travelling

Outlands resources

  • Outlands regions in Anglia and Cumbria now spawn the same number of resources as the equivalent region in Mercia
  • The better outlands regions now have increased chances of having enchanted resources (Cumbria having twice the normal chance of enchantment, and Mercia having four times)
  • Tier 7 resources now have more spawn locations, but spawn with 23 units
  • Tier 8 resources now spawn differently (see Territory changes below), and spawn with 27 units
  • Red zones now have substantially better loot chances than safe zones, and outlands now have substantially better loot chances than red zones

Comment: Not a lot of further information compared to the patch announcement tuesday. But now we know how to call the portal in Caerleon: its a ‘Realmgate’ … not a ‘Dark Portal’ .. heh. Maybe the only thing to highlight here is the 1 hour lockout instead of the 2 hour lockout mentioned in the dev recap video last week.


Territory changes

Improved watchtowers
Watchtower territories are now the sole source of T8 resources
All resources in watchtower territories now respawn at the beginning of their prime time
The resources are guarded by NPC guards, but can be raided by other players
Declaring fights
All GvG fights now need to be declared 22h in advance

Comment: As announced.

Declaring GvG fights 22h in advance is important for guilds to take note of!


World PvE Improvements

Mob camps and dungeons
Many new medium-sized mob camps have been added, which replace around half of existing solo dungeon entrances
New large mob camps have been added, and their regions reworked to make them more visually significant
All the old large camps have been retired
New, huge dungeons can be found beneath large camps, some of which have multiple layers; these replace (and substantially improve upon) all existing non-raid group dungeons

Hellgates

See here for more information!

New layout
Hellgate areas have been rebuilt from scratch
The map now forms a pentagram, allowing groups to rotate around them as they see fit – this should be much better from a PvP perspective
You can enter at any one of five points
Mob revisions
Mobs are now set up to be much easier to disengage from
Consistent DPS reduced to make it less crippling to be ambushed while fighting them
Minibosses
There are now five minibosses
You need to kill all five to trigger the main boss
Helping to kill a miniboss gives a short 5% buff to damage and resistances
Exit timer
You can’t leave any hell until you’ve been there for at least four minutes (or until you die)
Infernal Hellgate
This is the new name for the Hellgate found in red and black zones, which still exists, but with all the changes outlined above
Ignited Hellgate
Ignited Hellgate is a new Hellgate, found in yellow zones
When you lose all your health inside this gate, you’re knocked down and ejected from hell
The hostile counter is enabled
Item power is soft-capped to keep them competitive
Fame and loot are scaled appropriately for its reduced danger level
Ashen Hellgate
Ashen Hellgate is a new Hellgate, found in green zones
Similar to the Ignited Hell, with the following changes:

  • It’s limited to two players only
  • The boss is replaced with a lootable chest
  • Mobs are appropriately balanced for the player numbers
  • Fame and loot again scaled for danger level

Comment: The 5% buff value was unkown prior to now and the 5 min lock to the HG is important to register. Ashen HG’s have no final boss. Why not? Because once new players actually do a 5-player version they expect a chest and get a ‘oh shit’ moment once there is a boss instead of a chest? Probably not and its just to shorten the duration of the thing, but oh well – a thought.


New Mounts

Undead, Keepers and Morganas now all have two faction mounts: a regular one, and an epic one which has activated ability. Note that the Undead Bonehorse already exists and is therefore not listed here.

New Tier 8 Undead epic mount: Spectral Bonehorse
One of the new epic faction mounts, the Spectral Bonehorse is a prestige mount with an active ability, allowing you to briefly turn invisible
To craft, needs a regular Bonehorse and a special item that drops from the weekly Undead raid boss
New Tier 5 Keeper mount: Swiftclaw
The Swiftclaw occupies a similar role to the Direwolf, but losing a bit of speed in exchange for more protection
Swiftclaw Cubs will drop from Keeper bosses
New Tier 8 Keeper epic mount: Rageclaw
Another of the new epic faction mounts, the Rageclaw is a prestige mount with an active ability, allowing you to sprint even faster for a short period
To craft, needs a Swiftclaw and a special item that drops from the weekly Keeper raid boss
New Tier 5 Morgana mount: Warhorse
The Warhorse is an improved version of the Armored Horse
To craft, needs an Armored Horse and a special saddle that drops from Morgana bosses
New Tier 8 Morgana epic mount: Nightmare
The third of the new epic faction mounts, the Nightmare is a prestige mount with an active ability, allowing you to leave a trail of burning fire behind you for a short time, damaging any enemies who touch it
To craft, needs a Warhorse and a special item that drops from the weekly Morgana raid boss
New Tier 8 mount: Transport Mammoth
Transport Mammoths are the ultimate Guild-level transport: it carries huge amounts of cargo, and while it’s slow enough that it probably needs a sizeable escort through dangerous territory, it’s also tough enough to withstand some punishment while you fight the enemy off
Mammoth calves are a rare drop from mammoths
New Tier 4 mount: Giant Stag
The Giant Stag is a fun alternative to the regular Horse, with some small stats differentiation
Fawns drop rarely from Giant Stags
Similar to a Direwolf
New Tier 2 mount: Mule
Given as a reward for completing the tutorial
The perfect starter mount!

Comment: Skills announced! Invis, Sprint & Flametrail. Standard MMO skills, but cool nonetheless I guess. I’m loooking forward to seeing how rare they turn out to be, especially since they seem to require the T5 version of the faction mount to make the T8 faction mount (T8 morgana horse paragraph is unclear in that regard, but since the other 2 T8 faction mounts require the lower tier faction mount its safe to assume anyhow).


New tutorial

  • Once you get into the first town, you will find friendly Royal agents around to help you find your feet
  • Finish all their tasks, and they’ll reward you with the new Mule mount and a Novice’s Cape

Comment: I played through the tutorial just now and it continues the initial questline (of picking up 3 rough logs and so on) after you make your T1 sword and equip it. Then it sends you to the starter town where you are asked to get more T1 tools, harvest T2 materials, refine them to make your T2 weapon and a set of T2 armor. It ends with sending you to kill heretics to gather 150 silver and using that silver to buy a mount token from the AH. I played the tutorial shortly after the patch went up on the testserver and the mount tokens weren’t seeded on the testserver yet, so I couldnt continue after this, but I assume this concludes the tutorial. I really liked the longer and improved tutorial as it puts you in a much better spot gear wise than the old one did. Props.

Here is what the mount might look like:


Journeyman’s weapons

  • All base weapon types now exist at Journeyman (T3) level
  • Added in this release: hammer, crossbow, quarterstaff, dagger, cursed staff, frost staff
  • This also eliminates the remaining weirdness with the Adept nodes for those weapons

Potion Rework

  • All potion have been revisited and reworked.
  • Potion Cooldown has been reduced to two minutes, and in some cases even lower.
Healing Potions:
Heals a portion of the max heals over the course of 15s (Duration is the same on every tier)
Energy Potions:
Instantly restores a percentage of the max energy
Resistance Potions:
Increases Resistances and Crowd Control Resistance for 6s.
Revive Flasks are now Gigantify Potions:
Increases Max Health and Max Load for 15s
Chilling Flasks are now Sticky Potions:
Can be thrown at a ground target, to create an area which slows and reduces damage of enemies.
Recovery Potions are now Poison Potions:
Can be thrown at enemies to poison them, dealing true damage over time and reducing armor.
Cleansing Potions are now Invisibility Potions:
The caster turns invisible after consumption.

Comment: Potion details! They hadnt been detailed in the initial announcement, but they really have re-done a lot of them. No more revive flasks! (Since you can get up anyway?) Healing potion description is unclear sadly. Will have to try out in-game and report back.


Improvements

  • Health bars have been given a visual makeover.
  • An energy bar is also now shown beneath health bars.

Comment: Omg. Finally!


  • Load screens are now approx. 700% more sumptuous.

Comment: If you checked out their facebook site they posted some of the artwork for the new loading screens there a while ago.


  • The Destiny Board UI has been brought up to date, and is now much easier to read.
  • The Destiny Board tracker widget is substantially improved:
    • You can change its size!
    • You can show percentages!
    • You can untrack individual nodes!
    • You can switch to an “icons only” view!
  • Destiny Board completion notifications have been updated to be sleeker and more modest (and therefore use up less of the screen).
  • World map has been smoothed and polished.
  • The territory UI has been overhauled, as has the UI for scheduling attacks.
  • The GvG UI has been overhauled too (and you can now kick players from GvG again).
  • Multiplayer expeditions will now tell you what role other players signed up for (so you can kick your “healer” who’s using dual daggers).
  • You can now adjust the quality of footsteps in the options menu.
  • Hovering over resources in the world now displays a tooltip telling you what type of resource it is (can be disabled).
  • The cluster map now has a compass border again!
  • The Keeper leadership – including the Earthmother – once again walks the world, and can be found in Inis Mon.

Comment: “Earthmother. In a yellow zone? Ruined!” (I’m quoting a friend here.)

–edit: appareantly Inis Mon it is supposed to be a unrestricted PvP yellow zone (knowckdowns.. meh), but they forgot to include that on the testserver.  —

But at least we get massive boobs?


  • Inis Mon replaces the old Caerfyddin area.
  • Added a proper “buildings” button to the HUD.
  • The travel planner UI has been improved.
  • The portrait selection UI has been improved (as you can tell, the UI team has been busy).
  • Silver drops should now consistently appear 0.5s after a mob dies (previously they were being blocked by death animations).
  • Armors have had a visual rework, improving quality and making them more readable.
  • Using a ground-target spell no longer interferes with auto-attacking.
  • When force-moving (default RMB in Classic controls), instant spells will now generally not interrupt the movement.
  • You can now use arrow keys to scroll between regions when searching in the world map.
  • Login screen now gives you feedback that it’s doing something when you log in.
  • Added missing armor and weapon sounds.
  • Added missing sounds for various buffs and debuffs.
  • Added missing sounds for various mobs.
  • Added reward jingles for Destiny Board notifications.
  • Added sounds for certain player actions (eg buy, sell, repair).
  • Added sounds when selecting major buildings.

Comment: Ohhh so much good stuff in here. I love the new loading screens, they really are 700% more awesome and it makes the game feel a lot more complete in a way. Weird how these things can make a difference. Most of the other stuff is nice details on the UI improvements and francly downright expected improvements to a 2017 MMO UI.

I won’t comment on the combat balance today as we have to take a much closer look. But we see a few new spells and an across the board increase in CC removal cooldowns. This change specifically may have been influenced by direct community feedback!

Here is a screenshot of T2 armor. Mostly plate got some improvements as far as I could see.


Combat Balance Changes

The balance changes on this server are not final and may change before the update hits the live game!

Arcane Staffs:

  • New ability: Energy Bolt on Q Slot
  • New ability: Energy Beam on W Slot
    • Magic Sphere:
    • Ability reworked: It can now be cast on allies or self, increasing magic resist for allies in the area. Enemies in the area will lose energy and are also revealed from invisibility.
  • Arcane Orb:
    • Cooldown: 20s -> 15s
  • Motivating Cleanse:
    • Cooldown: 10s -> 15s
  • Passive: Magic Force:
    • Abilities needed to activate: 6 -> 5

Bows:

  • Demon Arrow:
    • Hit Delay: 0s -> 0.2s
    • Reduced projectile speed
  • Passive: Slow Poison:
    • Slow Strength vs Mobs: 25% -> 40%

Daggers:

  • Disembowel:
    • Additionally breaks shields buffs of targeted enemies

Fire Staffs:

  • Pyroblast:
    • Cast Range: 9m -> 12m

Hammers:

  • New ability: Power Geyser on W Slot
  • Slowing Charge:
    • Can now be cast on enemies and allies
    • Now also slows all enemies during the dash animation
    • Cast Range: 9m -> 12m
    • Slow Strength: 42% -> 50%
    • Energy Cost reduced by 41%
    • Slow Radius: 5m -> 4m
  • Ground Breaker:
    • Energy Cost reduced by 16%
  • Earth Shatter:
    • Energy Cost reduced by 17%
  • Knockout:
    • Energy Cost reduced by 14%
  • Bash Knee:
    • Energy Cost reduced by 40%

Holy Staffs:

  • Life Touch Staff:
    • Is now a one-handed weapon
  • Holy Touch:
    • Can now be applied to the caster
  • Passive: Magic Force:
    • Abilities needed to activate: 6 -> 5

Maces:

  • Battle Howl:
    • Silence Duration reduced by 17%

Nature Staffs:

  • Cleanse Heal:
    • Cooldown: 10s -> 15s

Quarterstaffs:

  • New ability: Seperator on E Slot of the Quarterstaff
  • Forceful Swing is now available on W slot of all Quarterstaff-line items
  • Hurricane:
    • Removed the self-slow
  • Concussive Blow:
    • Energy Cost reduced by 40%
  • Cartwheel:
    • Energy Cost reduced by 29%

Spears:

  • Charged Blade is now called Inner Focus:
    • Reworked the ability: It is now a 2s self channel where each tick increases damage, cc duration and move speed.
  • Cripple:
    • If the enemy had a move speed buff active on hit, the caster will now get an additional move speed increase
  • Lunging Strike:
    • Energy Cost reduced by 33%
  • Spirit Spear:
    • Energy Cost reduced by 25%

Swords:

  • Spinning Blades:
    • This ability is now a ground target jump attack, which deals AoE damage on landing
  • Mighty Swing:
    • Damage Reduced by: 11%

Armors:

  • Speed Caster:
    • Energy Cost Reduction Buff: 20% -> 40%
  • Bloodlust:
    • Duration: 10s -> 8s
    • Heal increased by 33%
  • Fury:
    • Max Stacks: 5 -> 10
  • Energy Drain:
    • Now also restores energy of each ally in effect range

Helmets:

  • Iceblock:
    • Cooldown: 40s -> 60s
  • Perpetual Energy:
    • Duration: 6s -> 8s
  • Retaliate:
    • Increases the resistances of the caster now, instead of reducing it.
  • Reflected Damage: 105% -> 100%
    • Damage Type: Physical -> Magical

Shoes:

  • Shield Charge:
    • Radius: 5m -> 4m
    • Duration: 4s -> 3s
  • Wanderlust:
    • Duration: 14s -> 16s
  • Invisibility:
    • Move Speed Increase per second: 10% -> 20%
    • Max Move Speed Stacks: 10 -> 5
  • Rush:
    • Now also increases Crowd Control Duration

Offhands:

  • All Shields:
    • Resistances reduced by 20%
  • Torch:
    • Now also increases Cooldown Reduction (50% of the reduction strength of the horn)
    • Attack Speed Bonus reduced by 25%

Mounts:

  • Ox:
    • Base Move Speed increase: 10% -> 20%

Comment: Faster Ox speed! Tackling one of the turn-offs of the game? Walking.


Changes

  • Essences are no longer needed for refining!
  • Essences are now only dropped by special mobs at altar locations.

Comment: Okay, uh. But what are they for now?

— (edit: you can still transmute them in town to make runes at 20:1 , but that’s it I believe?) —


  • You can no longer harvest resources while participating in GvG fights.
  • Focus numbers are now all 10x larger: you get 10x more per day, and as a baseline everything costs 10x more than it used to. (Focus stockpiles should also be multiplied by 10x.)

Comment: Anyone have some insight why they did this? Bigger numbers look cooler in games? Or to accomodate for the new focus balance below?


  • On top of the above change, focus costs now vary by item, depending on their tier and how many resources they use.
  • The chat font is now bigger.
  • Options to auto-deny duel requests and Guild invites are now found in the Social setting rather than the HUD settings.
  • Beginner’s items have been buffed to be somewhat stronger.
  • T2, T3 and T4 hide mobs are now slightly faster to skin (reduced by 50%/25%/10%) to somewhat balance out the time penalty involved in killing the mob.
  • Corrected build requirements for Legendary player houses.

Comment: No more wood needed like in Alpha for all buildings.


  • Reduced the item power soft cap in the Yellow zone from 900 to 800 item power, and in the Green zone from 900 to 700. The scaling factor is also somewhat stronger than it used to be.
  • Laborer balance overhaul:
    • “Fame to progress” recalculated – it should now take ~50 journals to get a laborer to T8. (Note that, to get the laborer to a useful level of happiness, you need the appropriate tier of house and furniture too, which will take somewhat longer to afford for most players. Also note that there is never a disadvantage to levelling up your laborer!)
    • Journal rewards recalculated to match current balance: they should now give ~20% of the value of what they need to fill. Generally this means Fame targets go up and rewards go down, compared to the previous balance.
    • Mercenary journals have had their Fame targets reduced, and their silver rewards rebalanced.
    • Work time is now 22h.
    • Trophy journals now take ~3x as long as an equivalent non-trophy journal.

Comment: Yet another laborer nerf. I suppose ‘free’ additional 20% resources if you remember to take a journal out into the world is alright anyway? And if you wear gathering gear the additional procs give fame and fill the book faster too.


  • Fame rewards for Brittle Skeletons, Frail Skeletons and Ghouls have been reduced by 30-70%.
  • Destiny Board specializations for combat, crafting and farming have had their Fame targets doubled.
  • Destiny Board specializations for gathering and refining have their Fame requirements per mastery level increased by between 1.01x and 2x (scaling linearly from ML0 to ML100).
  • All Destiny Board crafting nodes in the farm tree have their Fame requirements per mastery level doubled (multiplies with the above, where applicable).
  • Destiny Board adventurer nodes have had their Fame requirements rebalanced.

Comment: More fame required to specialize into things. Are they finally confident with how long they want things to take to be unlocked in a live setting of the game?


  • Destiny Board trainee fighter node now unlocks automatically when you reach the center node.
  • Destiny Board journeyman weapon nodes no longer have two stages, and the spell they formerly unlocked is now unlocked from the start.
  • Spell unlocks on the Destiny Board have been repositioned so they unlock earlier.

Comment: Simplifications for noobs is good. :F


  • Region names have been reviewed and, where necessary, streamlined to aid readability and pronounceability. (For example, many Hs were removed from mountain region names, because Celtic is not most players’ first language.)

Comment: Wat. Lol!


  • Material costs of armored horses and oxen increased by 50%.

Comment: Not happy with their AH prices? If anyone wants to venture a guess to why they did that PM me.


  • Mobs will only aggress players by proximity if they’re not in combat: once they start fighting, they will only aggress players who do something aggressive until they die or reset.
  • “Aggressive things” (for the purposes of mob aggression) now includes all aggressive spells on mobs and all beneficial spells on mobs’ targets.

Comment: A fix to pulling single mobs out of packs by leashing the rest? Or am I missing something here? If so, this is pretty big for PvE!


  • Giving a shield to a mob’s target will now cause aggression proportional to the shield’s strength, bringing it in line with healing.

Comment: Another big potential big change to PvE ! No more non-aggro shielding (or pre-engange shielding :O ).


  • Critter/hide mob skeletons will now stick around for twice the mob’s average respawn time, decreasing “skeleton piles” and making it easier to see where higher-tier mobs spawn.
  • Veteran and Elite Morgana Knights have had their mechanics adjusted to be more interesting.
  • Added some additional Guild logos.

Comment: Say My Name and Tridra right? Or am I missing someone?


  • Lowered territory yield buff to 50%, to compensate for the increased amount of resources now found in watchtower territories.

Fixes

  • Fixed an issue where disconnecting and reconnecting while queued for an expedition did not re-enable the queueing UI.
  • Fixed an issue where keybindings for developer macros were showing up in the options menu.
  • Fixed an issue where Elder’s Legendary House could not be constructed.
  • Fixed an issue where some artifacts were not getting crafting bonuses from the Destiny Board.
  • Fixed the expedition minimap marker being far too big.
  • Fixed an issue with faction capes being incorrectly listed in crafting nodes on the Destiny Board (because you can’t craft them).
  • Fixed an issue where you could get “free repairs” by enchanting a damaged item: enchanting an item now requires it to be undamaged.
  • Fixed an issue where you couldn’t cancel alliance invitations.
  • Fixed an issue with quantity sliders getting stuck after using the “-” button.
  • Fixed an issue with people falling off bridges.
  • Fixed an issue where market warnings were confusing “above average” and “below average”.
  • Fixed an issue where territory guards were respawning too fast: they now take around twenty minutes to return
  • Fixed an issue with game clock and chat timestamps being out of sync.
  • Fixed some issues with the quantity slider in the crafting UI.
  • Fixed an edge case where blue players could manipulate unrestricted PvP zones to attack other blue players when they shouldn’t be able to.
  • Fixed player footsteps sounds for all weapons types.
  • Fixed a number of issues with mob spell audio.
  • Fixed some issues with audio effects on projectiles.
  • Fixed mount footstep sounds and mount interaction sounds.
  • Fixed sound volumes in many places.

— END —

Alright guys! That’s it for todays patchnotes comment blog post.

Please let me know if you have any further comments or corrections and I will add them to the post!

have a nice day :)

News Roundup Week #3 of May 2017


The Hector content release page just got published. Major content update ahead!

Let’s dive into the details.

Corrections, comments and suggestions as always:

E-Mail, Discord, Official Forum.


Official Hector Content Patch Announcement

The official Albion Online homepage just announced the Hector update, teasing the content that will be included in next weeks large content patch, scheduled for June 7th. Below you will find a writeup including personal comments and links. Additional information that we collected from other sources is added where it is relevant, namely from the ‘Battle Howl’ twitch stream where game designers Lino Claudius aka H4n1baL and Korn discussed some further details of this release.

Comment: Last big patch before relase, lots of cool updates. A lot of the information is spread throughout different places. We collected and sorted it for you. Once the patchnotes release, we will post a patchnotes comment blog post as well. During this weeks podcast we will discuss the changes in Hector. Make sure to tune in for that probably longer than ususal show this week.


Hector Patch Content Details


Outlands Redesign

The outlands will recieve a massive change, both due to changes to how the outlands can be accessed and due to how resource spawns will be distributed from now on.

Outlands Access Route Changes

  • all outland cities will be removed
  • all harbors will be removed
  • the outlands can only be accessed through a large portal from Caerleon (central red city on the royal continent)
  • after clicking the portal in Caerleon you can choose one of 16 portals in the outlands (8 in low ;  4 in mid ; 4 in high)

  • the exit portal zone will be handeled similar to a zone exit, meaning you will have a bubble once you spawn and you can go back and forth
  • you will be locked to that specific exit for 10 minutes once you go through and to all exits of a similar level (low, mid, high) for 1 hour
  • removal of zones on June 7th means removal of those banks! evacuate your stuff now!
  • zones that will be removed:
    • Aberdown Harbor
    • Cawl Quay
    • Clack Quay
    • Farewich
    • Fort Thursair
    • Harlech Quay
    • Lowe Quay
    • Lyme Harbor
    • Mull Quay
    • Noss Quay
    • Pember Quay
    • Sheerbrough
    • Sunder Quay
    • Tenby Quay

Outlands Resource Spawn Changes

  • no more ‘mega nodes’ ; new T8 nodes will have 27 ; T7 nodes will have 23 charges
  • T8 nodes will only spawn inside watchtower territorries
    • 3 T8 nodes per territorry
    • respawn time of the resource node will be equal to the GvG slot time of each watchtower territorry
    • watchtower territorries can be raided and resources harvested by anyone (different to previous where only the owner could harvest)
  • all outlands will have a equal distribution of ‘normal’ resource node spawns
    • spawn rates of ‘rare’ resources (.1 .2 .3) will be different based on the zone tier (low, mid, high)
      • current testing spawn rates are:
        • low: 5.5% to spawn any rare node (5% .1 ; 0.45 .2 ; 0.05 .3)
        • mid: 11% to spawn any rare node (10% .1 ; 0.9% .2 ; 0.1% .3)
        • high: 22% to spawn any rare node (20% .1 ; 1.8% .2 ; 0.2% .3)
  • guards of the watchtower zones will have a 20min respawn timer

Comment: The values of 5.5%, 11% and 22% are confirmed, the spawn rates for .2 and .3 are deducted based off a comment made during the stream, which is in line with previous spawn rates of 1/10th of the previous rarity – corrections welcome if you have any!


Economy Changes and Introduction of the Black Market Feature

  • essences will be removed from the game (for now) and will no longer be part of any crafting recipes
  • a new NPC, called the Black Market will be introduced to ensure the link between PvE and player crafted items

  • this NPC will be located in Caerleon
  • he ‘buys’ player crafted items that will then (and only if players sell to him) drop in the open world as rewards for killing mobs
  • in addition to buying and then ‘dropping’ player made items in the open world he will act as an item sink to the game ‘loosing’ some of the items sold to him
  • amounts of bought items and prices of items are related to how many mobs die in the open world and drop ‘his’ items

Hellgates recieve a full re-design

Comment: we talked about the details of the HG re-design already in a previous blog post, please check it out there or read the old official announcement for details

For good measure a copy paste of parts of our previous post in case you missed it, including the dog-face new HG map. It does look like a dog, right?

We will get an all new map with minibosses in the corners and a final boss in the center that spawns after all minibosses are down. Hellgates will be split into 3 different types:

  • Ashen: 2-player teams yellow zone rules (knockdown & teleport out), T4 mobs, 700 item power soft cap, x1.5 fame modifier, hostile counter on, portals spawn in green zones
  • Ignited: 5-player teams yellow zone rules (knockdown & teleport out), T5 mobs, 800 item power soft cap, x1.5 fame modifier, hostile counter on, portals spawn in yellow zones
  • Infernal: 5-player teams black zone rules (death & full loot) ; essentially the old HG rules, no item power cap and no hostile counter; fame value modifier x2.5


New mounts with skills

Comment: MOUNTS! Hats next? Faction mounts seem super rare and a good reason to do open world raid bosses now.

  • new mounts:
    • faction mounts
      • factions: undead, morgana, keeper (a T5 and T8 version each)
      • resources needed to craft those drop only from the weekly raid bosses
    • rare world drop mounts
      • giant stag (T4)
      • ancient mammoth (T8)
      • fawns and calfs will drop similar to direwolf pups in the open world, no further bossdrops needed
    • some of those mounts will have their own skills

Comment: Skills are unknown at this point. Once the patch goes up on the test server we should get a XML dump and can look at details. Follow on twitter to get notified once the details break.


New tutorial for new players

  • updated tutorial that will provide players with a T2 cape and T2 mount once completed

Comment: Much needed to improve the new player experience, especially the mount! We might do a playthrough and report on any hickups or problems during the process.


User Interface Updates

  • updated UI part II, things will look better
  • you can now (un-)track DB nodes of your choice (!)
  • players have a mana bar below their HP bar now

Comment: We saw a leaked screenshot of that earlier already and posted about it. Now it is finally in the game. 


Armor Visual Rework

  • armors get an update and make-over to ‘improve readability’

Comment: No more ‘shitty 2015 phone’ graphics! Welcome to 2017 boys and girls. Looks pretty cool if you ask me.


Other

  • open world PVE changes
    • to bring more variety
      • solo dungeons will have now have a ‘medium-sized mobcamp’
      • maps with group dungeons will be replaced by new maps designed around a ‘very large mob camp’
      • some new dungeons (multi-layered) for the morgana and undead factions
      • the earthmother is back (Caerfyddin will be removed and a new map called Inis Mon will be in its place)
  • potion rebalance
  • world map improvements

Comments: Details of those hints are unknown and we’ll have to take a look at the testserver once it is up. Korn commented on the potion thing during Kostan’s twitch stream with a design idea they are toying around with currently:

Korn_AlbionOnline: we are thinking about having essences exclusively drop from altars, and make them a special ingredient for “Level 4” Potions called elixirs

Korn_AlbionOnline: i.e. largest heal pot + essence = heal elixir

Korn_AlbionOnline: altars would be unrestricted PvP then of course


Source Links


Development Recap & Twitch Stream Interview

Development Recap Youtube Video & Twitch Battle Howl Show

A few days prior to releasing the Hector news, a dev recap video was published. Most of the content discussed there is included in the Hector post above and we will not repeat it. Additional tidbits of info from the dev recap video and a dev interview during Kostan’s stream below.

Comment: Just when people start asking about Robin on the forums, and assume he is busy getting a new haircut he shows up again! Okay content and video.

  • the dev team was not happy with black zone cities, because of poor access to activities and crafted goods, which lead to their removal in Hector
  • the dev team are not entirely comfortable with to many Zergs in the outlands and want to encourage smaller groups as well, while maintaining some big fights like castles
  • goal to increase outlands activity through the features we see in hector
    • portals / city removal
    • resource rebalance
  • they are still testing the zerg blob-dot mechanic for the minimap and will wait until after Hector to decide
  • on royal continent watchtowers:
    • some will be replaced by farmlands
    • they will turn into unrestricted PvP zones
  • you can ride your mount around and reach all outland zones from anywhere in the outlands
    • outlands will not turn into seperate islands as some feared
  • they are not sure how or if they change refining amounts of resources
    • (question came up b/c of removal of mega nodes)
  • they love seeing all the feedback, keep it up!
  • smartcast is coming at some point; but they can not say when
  • more cosmetics will come in the future

Sources:


Phew! That was a lot and I’m sure we’ll have some more news in the coming weeks.

— END —

have a nice day :)

PvP Leaderboards: Week #3 of May 2017


Galahad Patch #6 / Version 1.0.319 / REV 84315 / 11 May 2017

Happy PvP Leaderboard Monday!
No massive french community event to report this week, but big numbers none the less. Read on for details.


Largest Battles

Comment: Highest fame this week goes to the [OOPS] Alliance pulverizing about 50 members of [EOS] alliance during an open world encounter late sunday night. The second and imo much more interesting battle this week saw about 150 (!) players (mostly Envy) beeing obliterated by Tea Party and Red Army. A K/D ratio of 5/142 for Envy. Oh boy. If you have a video link, please let me know. Battles #3, #4 and #5 see more Tea Party and Red Army domniation in the open world this week.

Largest Battles – Week #3 of May 2017
Started (UTC) Players Total Kills Total Fame
21.05.2017 21:06:23 143 48 5.23m Details
19.05.2017 03:48:04 99 155 4.94m Details
21.05.2017 20:45:37 113 43 4.39m Details
15.05.2017 01:38:25 129 55 3.87m Details
18.05.2017 03:56:01 57 33 3.09m Details

Top PvP Kills

Comment: Top#5 are all GvG kills again. Norzor got wrecked for 2.97m fame wearing 8.3 & 8.2 in a GvG against Envy. Jokeroyuncu bit the dust in a GvG against Mercenarios for 2.53m fame wearing 7.3 and 8.3. Pricy. Oh and also Hoba made it twice into the top#5. WP. heh

Top PVP Kills – Week #3 of May 2017
Time (UTC) Killer Victim Fame
20.05.2017 02:11:52 ShinnoK Norzor 2.97m Details
19.05.2017 23:15:03 Valyrion2 Jokeroyuncu 2.54m Details
17.05.2017 03:12:34 MerlinRZ F4MARA 1.98m Details
20.05.2017 02:04:22 Snowlz Hoba 1.77m Details
21.05.2017 01:04:27 Snowlz Hoba 1.70m Details

Top Kill Fame (Player)

Comment: Almost 6m and 2 players above 5m! THE ABYSS PvP team continuing to wreck face. GJ guys. Also their alliance changed because of [background info research here]. Aggressor hasnt been in the Top#10 before, but he scored various 7.2 GvG (#1, #2, #3) kills this week that catapulted him into the top spot.

Top Kill Fame (Player) – Week #3 of May 2017
# Player Alliance Guild Fame
1 Aggressor [Pk] THE ABYSS 5.94m
2 Snowlz [FAME] Envy 5.10m
3 babanababah [Pk] THE ABYSS 4.98m
4 Ketka [Pk] THE ABYSS 4.95m
5 KingMoJo [OOPS] Red Army 4.94m
6 Derrick [OOPS] Red Army 4.80m
7 reizerrr [Pk] THE ABYSS 4.58m
8 GRRRRRRRRRR [OOPS] Red Army 4.28m
9 HAEL2K [FAME] Envy 4.02m
10 Norzor [OOPS] Red Army 3.97m

Top Kill Fame (Guild)

Comment: Not a lot of change compared to last weeks top#10. The big guys continue to dominate the charts. Notably Nilfgaard is dropping out of the top#10 as they went ‘inactive’ two weeks ago. Red Army set an all-time record at 85.74m killfame this week!

Top Kill Fame (Guild) – Week#3 of May 2017
# Guild Fame
1 Red Army 85.74m
2 Envy 74.00m
3 Articulo Mortis 43.89m
4 Tea Party 40.13m
5 THE ABYSS 37.11m
6 Echo of Silence 33.93m
7 Ad Honores 30.11m
8 Chicken Kiss 25.20m
9 Say My Name 24.41m
10 Nilfgaard 21.41m

GvG – Most Attacks / Defenses Won

Comment: Say My Name and Red Army in the top spots. Not a lot of obvious change. Will need to do some more research and report back with details!

GvG – Most Attacks / Defenses Won – Week #3 of May 2017
# Guild Att. won # Guild Def. won
1 Say My Name 14 1 Red Army 16
2 Echo of Silence 13 2 Articulo Mortis 15
3 Articulo Mortis 12 3 Say My Name 14
4 Red Army 10 4 Envy 14
5 Envy 9 5 THE ABYSS 11
6 THE ABYSS 7 6 Echo of Silence 7
7 Nilfgaard 4 7 Tankui Russia 5
8 Tankui Russia 4 8 ZORN 5
9 ZORN 4 9 Haus Stark 4
10 Haus Stark 3 10 Old School 4

Guild Compare

Comment: This is a potential segment we added for good measure this week. Sadly we can not filter this guild compare for ‘last week’ only which would give us all a much more detailed picture on guild developments. Its the top#10 guilds sorted by guild killfame last week. Interesting though, right?

Guild Compare: 22/05/2017
Guild PVP Fame PVP Fame Ratio Kills GVG Kills GVG Matches Won Members
Red Army 483.27m 1.26 6.64k 1.27k 312 291
Envy 427.45m 0.96 9.07k 621 140 281
Articulo Mortis 346.28m 1.12 5.71k 786 151 178
Nilfgaard 301.63m 0.93 9.65k 656 140 244
Tea Party 283.49m 0.99 7.99k 293 41 284
Echo of Silence 266.24m 1.28 10.39k 575 166 287
Say My Name 202.95m 1.59 3.94k 579 101 102
Chicken Kiss 187.30m 1.4 734 92 4 89
Ad Honores 138.15m 0.95 2.25k 12 0 89
THE ABYSS 111.02m 1.45 2.05k 315 49 100

Thats it for this week.

Have a nice day :)

Special: French Community Event

As promised a little writeup on the french community event that broke all records for kill fame last week!


Comment: Shoutout to the french community for organizing such a massive event that results in impressive numbers! There seems to be some tiny drama involved as well. Lol at suicinding into the raid boss to get a guild cape Ad Honores?

Next time let us know about an event like this ahead of time and we’ll promote it here too. Oh, and please get in contact with me so I don’t have to use google translate to figure this out ;)


Event Kill Fame:

  • it was huge ; the killboard shows two battles & the event broke all previous battle records

Event Rules

  • everyone who signed up met in Camlann (red zone) on may 12th in designated spots
  • signup cost was 1.5m silver or 4000 gold per team
    • additional prize money was added by the event host(s)
  • each team consisted of 32 players (20 PvP ; 12 PvE)
  • fighting only started after the official ‘GO’ time at 20.30
  • one PvP and one PvE winning team would recieve 32.000 gold for 1st ; 16.000 for 2nd place each
    • a 96.000 gold prize pool total!
    • win-condition PvP: most kills
    • win-condition PvE: most points (minibosses ; bosses & raidboss gave points ; check rules for details)
  • special prize: guild cape if a guild can down the raid boss of the zone

Results:

Now this is the tricky part that may have partly gotten lost in translation. We could only get a few comments on the event so far. If you have corrections, additions or information, please send them here: AOinformer@gmail.com.

According to our source Ad Honores pulled some kind of stunt by ‘suiciding’ into the raid boss to get the guild cape. Lol!

But technically Vigilance and Indy Veni Veci won both the PvE and PvP categories and the sweet gold moneys.

GJ guys!

p.s. if you have a video link, please send it to me and I’ll include it in the weekly video recommendation post


Original sources, I think (in french)

News Roundup Week #2 of May 2017


Galahad Patch #6 / Version 1.0.319 / REV 84315 / 11 May 2017

We skipped a few weeks since we last spoke on the subject of news.

Well, here is the writeup since last time!


Official News

Hellgates: Upcoming New Map and Improvements

Comment: Long overdue re-design of the hellgates. I recommend reading the official post yourself, because its quite interesting but check below for the TL;DR.

We will get an all new map with minibosses in the corners and a final boss in the center that spawns after all minibosses are down. Hellgates will be split into 3 different types:

  • Ashen: 2-player teams yellow zone rules (knockdown & teleport out), T4 mobs, 700 item power soft cap, x1.5 fame modifier, hostile counter on, portals spawn in green zones
  • Ignited: 5-player teams yellow zone rules (knockdown & teleport out), T5 mobs, 800 item power soft cap, x1.5 fame modifier, hostile counter on, portals spawn in yellow zones
  • Infernal: 5-player teams black zone rules (death & full loot) ; essentially the old HG rules, no item power cap and no hostile counter; fame value modifier x2.5

Also, the new HG map looks like a dog-face, doesn’t it?

New HG map layout:

Community News

Upcomming content patch: Hector

Comment: SBI is internally prepping for the next big content updated which is called Hector. No official news or testserver content is released yet, only a few teaser dev-comments on the forums. My guess is that this will be one of their last big content patches before they start drumming the marketing machine for release, which is exactly 2 months from today btw.

  • Bercilak commented on the official Albion Discord channel that they are internally trying to get Hector out somewhere between  week #4 of May and week #1 of June.

Albion Online Twitch Channel

The official Albion Online Twitch Channel is showing recent activity.

Comment: Content includes community talk shows with Kostan #1 #2, some GvG shoutcasting, and a showcase of the upcomming HG content. Seems like they are starting to get a bit more into the regular twitch content.

Guild Spotlight: Say My Name

Comment: Frenchie HC style guild according to UrzaKe’s writeup. I love their logo, its so incredibly internet random.  A danger sign that contains walter white, a french stache and bones, WTF ?

Other News

We are ramping up the releases of content on this blog. Most of what you see currently is purely test content. We will hopefully launch properly in a few weeks. Once we do, we’ll post it on the forums and so on.

PvP Leaderboards Week #2 of May 2017


Current Patch: Galahad Patch #5 / Version 1.0.319 / REV 82981 / 27 April 2017

It is monday again. Monday is PvP Leaderboard day.

It’s juicy. Check it out below.


Largest Battles

Comment: Holy shit! 23.89m? We might have to talk about this battle on this weeks show! Not to mention the second battle at 9.94 as well. Both battles broke the previous record of highest fame per battle. Looking at the 75% of largest fame donators for this battle we see Ad Honores with 5.6m+ fame, Envy with 4.7m+, Metatrone with 3.9m+,  Indy Veni Vici with 3.2m+. All of those guilds, except for Envy havent been present in any PvP rankings in the past. New guilds forming or did an alliance decide to go take a stroll in the black zones? Will post more detailed analysis later.

(edit: reason for the massive battles were a french community event)

Largest Battles – Week #2 of May 2017
Started (UTC) Players Total Kills Total Fame
12.05.2017 19:25:23 254 290 23.89m Details
12.05.2017 21:17:37 140 109 9.94m Details
08.05.2017 01:35:07 161 73 5.14m Details
12.05.2017 21:01:32 87 32 4.14m Details
08.05.2017 19:54:39 100 87 3.64m Details

Top Kill Fame (Player)

Comment: New weekly record at 5.47m for reizerrr, grats! Most players this week are members of THE ABYSS and Red Army and they are doing the GvGs. This week reizerrr managed to score big in GvG fights by killing numerous players in 6.2 – 7.2 gear with a large chunk of the killfame coming from a lot of 200k-ish fame kills.

Top Kill Fame (Player) – Week #2 of May 2017
# Player Alliance Guild Fame
1 reizerrr [RUS] THE ABYSS 5.47m
2 babanababah [RUS] THE ABYSS 4.98m
3 Aggressor [RUS] THE ABYSS 4.89m
4 Mohicans [RUS] THE ABYSS 4.47m
5 KingMoJo [OOPS] Red Army 4.45m
6 Ketka [RUS] THE ABYSS 4.44m
7 Derrick [OOPS] Red Army 4.38m
8 Fulise [FAME] Ad Honores 4.02m
9 GRRRRRRRRRR [OOPS] Red Army 3.87m
10 Hoba [OOPS] Red Army 3.72m

Top Kill Fame (Guild)

Comment: Old faces in the top spots, Red Army closely missing the 80m again. New and unexpected this week: Ad Honores. Check back during the week to get a more indepth story.

Top Kill Fame (Guild) – Week #2 of May 2017
# Guild Fame
1 Red Army 78.26m
2 Envy 66.77m
3 Ad Honores 45.66m
4 Nilfgaard 42.44m
5 Articulo Mortis 35.62m
6 Tea Party 33.21m
7 THE ABYSS 31.54m
8 Echo of Silence 31.02m
9 KDS 28.06m
10 ZORN 26.79m

GvG – Most Attacks / Defenses Won

Comment: Red Army still on top. ZORN and others possibly taking advantage of Nilfgaard quitting. THE ABYSS players made it into the top#10 killfame this weeks, probably due to their GvG wins this week. Interesting sidenode: Ad Honores is not in this top#10, but they made it pretty high up in the top#10 kill fame (guild) this week. 

GVG – Most Attacks Won GVG – Most Defenses Won
# Guild Att. won # Guild Def. won
1 Red Army 23 1 Red Army 22
2 ZORN 21 2 Say My Name 10
3 Envy 11 3 THE ABYSS 9
4 THE ABYSS 11 4 Envy 8
5 KDS 8 5 Tankui Russia 8
6 Echo of Silence 7 6 Articulo Mortis 8
7 Nilfgaard 7 7 Echo of Silence 6
8 Say My Name 6 8 Core 6
9 Tankui Russia 6 9 Nilfgaard 6
10 Gentlemen 5 10 KDS 6

Allright, thats it for this week.

Come back a little later this week for the deep dive into the 29m fame battle and don’t forget to listen to our show where we will also talk about this weeks large battle for sure. If we are lucky we can get the people involved to comment during this week. If you have insight or attended above battle, please hit me up on discord, on the official AO forum or shoot me an email.

Have a nice day :)

PvP Leaderboards: Week #1 of May 2017

Current Patch: Galahad Patch #5 / Version 1.0.319 / REV 82981 / 27 April 2017

A new week, a new PvP Leaderboard! Yay!

Let’s go look.

Comments, corrections and feedback as always -email- // discord


Largest Battles

Comment: We saw a nice 6.78m fame battle this week, doubling all other battle fame, featuring  11 different guilds. Largest score goes to Tea Party with 56-10 K/D and Echo of Silence taking a ball to the face at 32-70 K/D. Ouch. Most people are smacking each other in 6.1 and 6.2. Big deaths fame wise are artifact weapons and 6.2+ gear guys. Check out the details below.

Largest Battles – Week #1 of May 2017
Started (UTC) Players Total Kills Total Fame
01.05.2017 01:33:47 234 138 6.78m Details
07.05.2017 17:35:19 143 41 3.35m Details
06.05.2017 22:53:59 89 36 2.95m Details
02.05.2017 03:51:46 66 37 2.67m Details
06.05.2017 11:53:47 10 9 2.56m Details

Top Kill Fame (Player)

Comment: Average killfame of the top#10 is about 3.5m again. Similar to last week. Jokeroyuncu and ZoN made it back into the top#10 again from last week, with Joker securing a better and better spot every week for 3 weeks in a row. Respect. SirGalaahad on #1 this week wrecking in hell gates with his friends Far & Ninja from Grief. Those juicy 7.1 and 7.2 killfame numbers! Some of the players from the last weeks are missing, specifically the Tea Party and the Red Army guys.

Week #1 of May 2017
Top Kill Fame (Player)
# Player Alliance Guild Fame
1 SirGaalahad Tetra-Phi 4.10m
2 Jokeroyuncu Articulo Mortis 3.82m
3 ShinnoK [FAME] Envy 3.78m
4 HAEL2K [FAME] Envy 3.53m
5 Far Grief 3.45m
6 JapaneseNinja Grief 3.37m
7 KingMoJo [OOPS] Red Army 3.36m
8 ZoN Articulo Mortis 3.18m
9 Norzor [OOPS] Red Army 3.17m
10 reizerrr [RUS] THE ABYSS 3.08m

Top Kill Fame (Guild)

Comment: Red Army and Envy sharing the top spot with almost 73m kill fame this week. Nilfgaard dropping to rank#4 from last weeks top spot. New guilds in the top#10 this week: ZORN, Ad Honores, THE ABYSS.

Top Kill Fame (Guild)
# Guild Fame
1 Red Army 72.83m
2 Envy 72.70m
3 Articulo Mortis 55.12m
4 Nilfgaard 48.11m
5 Tea Party 40.85m
6 Echo of Silence 40.17m
7 Say My Name 32.89m
8 ZORN 26.11m
9 Ad Honores 23.21m
10 THE ABYSS 19.86m

GvG – Most Attacks Won

Comment: Red Army at #1 again this week. Thats 3 weeks in a row now.  Fewer GvG attacks won total compared to last week gave you a spot in the top#10 this week. New Guilds in the top#10 this week: The Fleet, Mercenarios, KDS. It seems like some of the kill fame isnt coming from the high level GvGs this month, but from hellgates and open world.

GVG – Most Attacks Won
# Guild Att. won
1 Red Army 15
2 Nilfgaard 11
3 Envy 10
4 Echo of Silence 8
5 Articulo Mortis 8
6 Say My Name 5
7 Gentlemen 5
8 The Fleet 5
9 Mercenarios 4
10 KDS 4

GvG – Most Defenses Won

Comment: Similar to attacks won, Red Army is also in the #1 spot on defenses this week. Some heavy fighting going on for RA. 21 Defenses Won + 15 Attacks won = 36 total win GvGs ; not counting lost ones thats more than 4 GvGs per day on average. Whew Red Army! Doing some work.

GVG – Most defenses won
# Guild Def. won
1 Red Army 21
2 Echo of Silence 14
3 Envy 13
4 Articulo Mortis 8
5 The Fleet 8
6 Say My Name 7
7 Nilfgaard 7
8 Exertion 7
9 Core 5
10 THE ABYSS 5

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