Season 6: Elemental Reckoning - Wipe and Updates
Season 6: Elemental Reckoning - Wipe and Updates This patch, along with the mid season reset, is focused on improving the overall balance of the game. We've rebalanced every offhand, including toning down modifiers that had the potential to completely dominate the meta. Our goal was to bring the overall power level much closer together so more offhands remain viable throughout the entire season. We've also significantly reduced monster health across the game to create a smoother progression curve and make your power growth feel much more meaningful as you advance. The gates will close in approximately 30 minutes, and the season reset will begin at 3:30 PM EST. Thank you all again for your patience and support. General Changes: Drastically reduced Enemies HP across the whole game Drastically reduced offhand upgrading cost Offhand Balance Changes Death Blade: Death Blade: When Death Blade despawns, it will summon an arcane spike on a nearby enemy, dealing 10% damage + 20% additional damage for every second the blade was on the field. (Previously: 100% damage + 20% additional damage per second) Death Blade: Summon a smaller Death Blade that circles around the primary Death Blade and deals 30% damage. Each time a small death blade spawns, it adds 15% damage to Arcane spike. Death Blade: Extend the duration Death Blade stays on the field by 1 second. (Previously: 2 seconds) Chain Lightning: Chain Lightning: With each link, Chain Lightning does additional 5% damage. (Previously: 40%) Chain Lightning: When a link connects, it also strikes the target with a lightning bolt from the sky that deals 35% of Chain Lightning damage. (Previously: 100%) Chain Lightning: Chain Lightning will link two additional times. (Previously: three additional times) Rain of Flames: Rain of Flames: Meteors now explode, gaining 10% more damage. (Previously: 85%) Rain of Flames: When a Meteor lands, it creates a pool of lava that continuously damages enemies. The lava remains for 0.6 seconds, dealing the same damage as Rain of Flames. (Previously: 1.5 seconds) Rain of Flames: Fire an additional meteor. (Previously: two additional meteors) Carnage of Fire: Carnage of Fire: Now spawns on enemies. When the fire hits the ground, spawn a flaming spike that gains a 25% damage bonus. (Previously: 85%) Carnage of Fire: Increases explosion radius by 33%, Spike damage by 20% and Scorching Fire duration by 0.5 seconds. (Previously: 66% radius, 50% spike damage, 1.5 second duration) Carnage of Fire: Impact spawns a scorching fire that lasts 2 seconds and deals 40% damage. (Previously: 150%) Lightning Totems: Lightning Totems: Totems will now summon an additional Lightning bolt. (Previously: two additional bolts) Lightning Totems: Totems range grows by 40%. Totems deal an additional 5% damage for every consecutive Lightning Bolt. Lightning Totems: Totems strike an additional time and have a 50% chance to pulse with electricity when struck by lightning, dealing 40% damage. Base Ticks: 8 (Previously: 12) Base Multiplier: 90% (Previously: 186%) Burning Shield: Burning Shield: Surrounds your shields with Fire Swords, increasing the damage by 20% and radius by 33%. (Previously: 60% damage) Burning Shield: Burning shield becomes a legendary fire shield, increasing its size by 10% and grants a Blessing that gives 1% Fire Damage and 1% Armor, stacks up to 75. (No longer includes the additional 30% damage increase) Burning Shield: The Shield will stay an additional 2 seconds. When the shield dissipates, it triggers a Fire explosion dealing 40% base damage + 25% more damage based on the shield radius. (Previously: 500% base damage) Base Multiplier: 100% (Previously: 170%) Static Charge: Static Charge: Static Charge will strike an additional time, damaging more enemies and dealing an additional 1% per enemy inside Static Charge range. (Previously: two additional times, 5% per enemy) Static Charge: Gain charges by damaging foes. Each charge adds 1% Lightning damage. At 100 charges, summon thunderbolts that deal an additional 10% damage. (Previously: 100%) Static Charge: Static Charge increases its damaging radius by 20%. Thunderbolts have a 33% chance to deal an additional 30% damage based on Static Charge time. Base Ticks: 6 (Previously: 7) Base Multiplier: 65% (Previously: 140%) Ferocity of Wolves: Ferocity of Wolves: Your wolves now leap an additional time. (Previously: two additional times) Ferocity of Wolves: One of your wolves will transform into an Electric Bat. Bats leap twice as much. Ferocity of Wolves: Your wolves increase their damage by 5% with each leap. (Previously: 55%) Delusion of Zelkors: Delusion of Zelkors: Mages are no longer illusions and remain on the battlefield for an additional 0.5 seconds. Delusion of Zelkors: Spawn an additional mage. (Previously: two additional mages) Delusion of Zelkors: Mages explosions now spawn fire spikes, dealing 50% explosion damage and an additional 5% damage for every additional mage. (Previously: 100% explosion damage, 20% per active mage) (Now mod-dependent rather than cooldown-dependent) Base Mages: 2 (Previously: 3) Fire Orbs: Fire Orbs: Orbs now charge for an additional 1 second. (Previously: 2 seconds) Fire Orbs: Once the Orb finishes charging, it explodes emitting a wave of Fire dealing 10% damage + 10% more damage for every extra second it charged. (Previously: 100% damage + 20% per second) Fire Orbs: Each orb launches two mini-orbs at your targets, dealing 15% damage. (Previously: 50%) Base Damage Increase: 1% (Previously: 3%) Electric Dragons: Electric Dragons: For each dragon, all other dragons deal 5% increased damage. (Previously: 95%) Electric Dragons: Each dragon has a 30% chance to shoot a burst of electric meteors that deal 15% damage. (Previously: 75%) Ticks Added per Dragon: 1 (Previously: 2) Starblades: Starblades: Gain an additional blade that deals 25% damage. (Previously: 75%) Starblades: For each extra blade, all blades deal 15% additional damage. (Previously: 75%) Starblades: Starblades have a 15% chance of striking twice. (Previously: 25%) Spark: Spark: Each spark propagates an additional time. (Previously: four additional times) Spark: When Sparks collide, they have a 33% chance to spawn a plasma sphere that deals 25% damage. After 2 seconds it explodes for 25% damage. Plasma sphere may consume sparks to gain +25% damage bonus. (Previously: 100% spawn damage, 200% explosion damage, +50% bonus) Spark: The spark has a 50% chance to split into an additional spark. (Previously: 100% chance to split) Eye of the Storm: Eye of the Storm: The cloud will spawn an additional cloud, dealing 25% damage of the eye of the storm itself. (Previously: two additional clouds, 100% damage) Eye of the Storm: Eye of the Storm grows larger by 57%. Eye of the Storm: Eye of the Storm will strike an additional time, and increasing Eye of the Storm damage by 10% per 57% growth in size. (Previously: 1 second duration, 65% damage) Spinning Blade: Spinning Blade: Spawns another Axe, dealing 5% more damage over a larger area. For each additional axe, gain 5% additional damage. (Previously: 30% damage, 25% additional damage) Spinning Blade: Spawns another blade on the battlefield, dealing 5% of the main blade damage. (Previously: 50%) Spinning Blade: Shoots a shuriken from each blade, dealing 5% damage. For each shuriken, the spinning blades get 5% additional damage. (Previously: 25% damage, 15% additional damage) Base Multiplier: 100% (Previously: 230%) Blood Dragons: Blood Dragons: Dragons gain a 25% chance to trigger a Dragon Burst that deals 20% damage. Dragon Burst deals an additional 10% based on dragon size. (Previously: 200% damage, 33% additional) Blood Dragons: The dragons jump towards the player, and deal bonus damage the closer they are to their target up to +25%. (Previously: +100%) Base Multiplier: 85% (Previously: 250%) Toxicity: Toxicity: Trigger a chain reaction, each projectile spawned receives an additional 5% damage for each active pool on the battlefield. (Previously: 25%) Toxicity: Pools last 1 second longer and deal 25% more damage based on pool size. (Previously: 2 seconds, 100% damage) Toxicity: On spawn 25% chance to fire a toxic projectile that will spawn another toxicity pool. (This modification stacks up to 2 times) (Previously: stacked up to 3 times) Base Multiplier: 125% (Previously: 250%) Dragon Flame: Dragon Flame: The dragon breathes more flames dealing 15% increased damage. (Previously: 75%) Dragon Flame: Increase radius of fire breath area by 40%, and 33% chance to deal an additional 40% damage. (Previously: 300%) Dragon Flame: The dragon stays for an additional 1 second on the battlefield. (Previously: 2 seconds) Base Multiplier: 200% (Previously: 320%) Arcane Apocalypse: Arcane Apocalypse: After an explosion, spawns a black hole that damages enemies over time. The black hole deals 5% damage per tick. Each stack decreases tick time by 5%, resulting in more damage over time. (Previously: 75% damage per tick, 10% tick time decrease) Arcane Apocalypse: Arcane Apocalypse gains a 15% chance to explode a second time, and a 5% chance to explode a third time. (Previously: 50% chance, 25% chance) Arcane Apocalypse: Increase explosion size by 30%. When an explosion hits, 10% chance to gain 2% Arcane damage buff, stacks up to 75. (Previously: 25% chance) Lightning Plasma: Lightning Plasma: Fires an additional Lightning Plasma, and deals an additional 5% based on Lightning Plasma range. (Previously: two additional plasmas, 50% damage) Lightning Plasma: Lightning Plasma now grows 20% longer in range, attacks 13.33% faster, and hits 1 additional time. (This modification can stack up to 3 times) Lightning Plasma: Lightning Plasma strikes an additional time and deals +10% damage. (Previously: 3 additional times, +55% damage) Base Multiplier: 100% (Previously: 270%) Arcane Orbs: Arcane Orbs: Fire an additional orb. (Previously: two additional orbs) Arcane Orb: Orbs become Chaos Orbs, dealing 10% increased damage. Chaos Orbs have a 10% chance to cause an Arcane burst when returning to the player. (Previously: 40% increased damage, 15% chance per orb) Arcane Orb: When Arcane Orbs return to the player, it creates an Arcane burst, dealing 25% damage and a bonus +5% for every additional orb. (Previously: 100% damage, +15% per orb) Base Multiplier: 90% (Previously: 270%) Base Cooldown increased by 30% Fire Beam: Fire Beam: Gain one additional beam. (Previously: three additional beams) Fire Beam: After a few seconds, the beam expands, hitting an additional time and dealing 15% more damage. (Previously: 3 additional times, 75% more damage) Fire Beam: Spawns a Fire ring out of every beam dealing 15% damage. (Previously: 90%) Vortex Vortex: Each vortex spawns 2 small vortexes that deal 10% of the Vortex damage. (Previously: 50%) Vortex: Gain an additional 4% Lightning Damage blessing when vortexes collide, and gain 5% damage for every Vortex. (Previously: 10%) Vortex: When vortexes collide, they turn into a thunderstorm that deals an additional 15%. (Previously: 200%) Base Multiplier: 120% (Previously: 240%) Arcane Totems: Arcane Totems: Your totems fire an additional arcane flame. (Previously: two additional flames) Arcane Totems: Totems have a 10% chance to explode when despawned, dealing 40% damage. (Previously: 50% chance, 150% damage) Arcane Totems: Spawns additional Arcane Totems. Fiery Totems: Fiery Totems: Fiery Totems triggered by you gain an additional 25% damage for each Fiery Totem on the battlefield. Fiery Totems: Walking over a Fiery Totem causes it to explode, setting off all other Fiery Totems. Totems that explode without dealing damage spawn an Ember Ghost that tracks enemies and deals 5% damage. (Previously: 120%) (Enemies can no longer trigger totems) Fiery Totems: Fiery Totems you activate become infused with a Fire Vortex that deals 15% damage. (Previously: 165%) Fiery Totems: Creates a Wall of Fire in front of the player that deals 15% damage. (Previously: 165%) Kraken Seed: Kraken Seed: Kraken Seed shoots 3 tentacle darts, dealing 5% damage each. (Previously: 45%) Kraken Seed: Running over a Kraken Seed will summon Dark Kraken tentacles that gain 25% bonus damage. (Previously: 100%) Kraken Seed: Running over a Kraken Seed will shoot projectiles that explode on impact, dealing 25% damage. (Previously: 100%) Kraken Seed: Tentacles strike an additional time. (Previously: 6 times)

