November 13 Update (Korea)
AION 2 – Chapter 1. The Boundary Between Light and Veil
Hello, Daevas.
Here are the details of the Friday, November 13 update.
Patch Notes
- [Content and System] Class Changes
- [Other Improvements and Bug Fixes] Fixes
[Content and System]
Class Changes
This update focuses on smoothing out class damage rotations, reducing excessive control demands, and making key skill chains more reliable.
Adjustments to performance differences between classes are not included in this update. Based on the revised combat mechanics, we will review actual gameplay data and player feedback to make further PvE and PvP balance adjustments between classes.
We will continue to improve the combat experience while preserving each class's distinctive combat style and the rewards for mastering it.
- Gladiator
The cooldown reduction added to [Rending Blow] has allowed [Ruinous Blow] to be used more frequently than intended. We are adjusting this to bring the usage cycle of key attack skills to an appropriate level while preserving the rewards for skilled manual control. To ease the demands of attack chains, we are also extending Frenzy's duration, reducing MP costs, and adding ways to restore MP for more reliable and convenient combat.
| Skill | Changes |
|---|---|
| Ruinous Blow | Changed the base cooldown from 40 to 60 seconds.<br>Changed the recharge time for Specialty 3's +1 consecutive use from 20 to 30 seconds.<br>Changed the duration of Ruinous Blow's Frenzy from 9 to 10 seconds.<br>Changed Ruinous Blow's MP cost from 250 to 100. |
| Aerial Snare | Changed from consuming 150 MP to restoring 150 MP. |
| Mocking Blade | Changed from consuming 200 MP to restoring 100 MP. |
*Fixed an issue where hitting multiple targets with a skill would apply 2 stacks of Frenzy at once.
- Templar
We aim to preserve the Templar's [Judgment]-based combat chains while reducing interruptions and missed attack opportunities in actual combat. We are easing the conditions for obtaining Power of Judgment and increasing the damage rewards for intermediate consecutive uses, reducing the performance gap between completed and incomplete chains and providing more consistent damage output. We are also extending skill activation and chain windows and adding a new chain function to [Shield of Protection], reinforcing the Templar's ability to turn defensive actions into attack opportunities.
| Skill | Changes |
|---|---|
| Shield Smite | Changed Judgment's activation window from 3 to 5 seconds. |
| Doom Shield | Changed Judgment's activation window from 3 to 5 seconds. |
| Judgment | Changed the consecutive-use window for Specialties 3 and 5 from 1 to 1.5 seconds.<br>Increased Specialty 3's extra damage for consecutive uses from 20, 50, 100, and 200% to 50, 100, 150, and 200%.<br>Changed the number of uses required to trigger Specialty 5's Power of Judgment from 5 to 3. |
| Shield of Protection | Changed Specialty 3 from granting an Attack Increase buff on a successful Block to resetting Judgment's cooldown and activating it for 5 seconds on a successful Block. |
- Assassin
We aim to preserve the Assassin's core combat mechanics of building up and detonating Insignias while reducing randomness in Insignia acquisition and removing the setup required before attacking. We are improving the chance-based acquisition method so that key skills provide the required Insignias reliably, reducing performance variations between combat situations. We are also removing unnecessary chain steps so that core attacks can be used from the start of combat.
| Skill | Changes |
|---|---|
| Savage Roar | Changed the MP cost from 120 to 50.<br>Increased PvE damage by 40% and PvP damage by 30%.<br>Removed the Savage Smash Chain Skill.<br>Added a 100% chance to obtain 1 Insignia when Savage Back Kick hits.<br>Changed Specialty 3 from increasing damage against fewer targets to granting 1 additional Insignia against player characters.<br>Changed Specialty 5 from pulling the target in when Savage Smash hits to increasing Skill Accuracy by 300 and Critical Hit by 30%. |
| Insignia Explosion | Changed the cooldown from 5 to 3 seconds. |
| Savage Fang | Changed the number of Insignias obtained from 3 to 5. |
- Brawler
We aim to preserve the Brawler's Fighting Spirit-based attack chains while reducing interruptions caused by its short duration and limited acquisition methods. We are extending Fighting Spirit's duration and adjusting how it is obtained so that enhanced skills can be used more flexibly in different combat situations. We are also removing the condition that forces [Full Force] to end Rampage and adjusting [Clone]'s duration to make enhanced effects more reliable. These changes reduce unnecessary restrictions on skill use and the burden of managing enhanced effects, allowing attack chains to continue reliably in a variety of combat situations.
| Skill | Changes | |
|---|---|---|
| Spinning Kick | Added a 3-second Fighting Spirit effect. | |
| Shoulder Strike | Removed the Fighting Spirit effect. | |
| Rampage | Changed Fighting Spirit's duration from 2 to 3 seconds. | |
| Smite Ground | Changed Fighting Spirit's duration from 2 to 3 seconds.<br>Changed Specialty 2 from 10% HP Absorption to +30% Skill Speed. | |
| Gust Strike | Changed Specialty 1 from a 50% chance to activate Spinning Kick to 15% HP Absorption. | |
| Full Force | Changed so that Rampage is no longer forcibly ended. | |
| Clone | Changed the duration at Level 1 to 10.5 seconds, increasing by 0.5 seconds per level. |
- Ranger
We aim to address an issue where [Explosive Arrow]'s Rapid Scattershot would not activate properly depending on when or whether [Burst Arrow] hit. We are also addressing situations where the short duration of Resonance prevents players from using enhanced effects while responding to boss mechanics, as well as mismatched chain skill cycles caused by chance-based cooldown resets. These changes improve the reliability of skill chains in actual combat, allowing players to respond flexibly to combat situations while maintaining the intended attack flow.
| Skill | Changes |
|---|---|
| Burst Arrow | Changed from granting Resonance on hit while in Precision Status to granting Resonance on use.<br>Changed Specialty 5 from a 35% chance to reset the cooldown to +2s duration for Resonance. |
- Sorcerer
We aim to address the damage loss caused by bosses moving during [Bittercold Wind]'s long attack duration and the control demands of its recharge-based mechanics. We are shortening its attack duration while maintaining the total number of hits and total damage, reducing damage loss in actual combat. We are also removing the recharge mechanics to make the skill more intuitive to use. In addition, we are shortening [Element Enhancement]'s cooldown to make its attack-enhancing effect more useful. These changes reduce unnecessary control demands and allow for consistent damage output in a variety of combat situations.
| Skill | Changes |
|---|---|
| Bittercold Wind | Reduced the skill's duration by 50%. The number of hits and damage remain unchanged.<br>Changed the cooldown reduction effects of Specialties 1 and 5 to reduce the cooldown by 20 seconds on cast. |
| Winter's Shackles | Fixed an issue where hitting multiple targets would apply multiple stacks of Winter Fragment at once. |
| Element Enhancement | Changed the cooldown from 60 to 45 seconds. |
- Spiritmaster
We are adding an effect to [Dimensional Control] that increases the Combat Speed of summoned Spirits to improve the efficiency of Spirit-based attacks. We are also shortening the cooldowns of Spirit summoning skills and extending Spirit's Descent's duration, allowing Spirits to be used more flexibly in different combat situations. In addition, we are changing a Specialty effect of [Summon: Ancient Spirit] to ease the burden of developing passive skills.
| Skill | Changes |
|---|---|
| Cold Shock | Changed Specialty 4 from granting a 5% Attack Increase that stacks twice when Earth Tremor hits to granting a 10% Attack Increase when Earth Tremor hits. |
| Dimensional Control | Changed the cooldown to 30 seconds.<br>Removed the requirement to have a Spirit summoned.<br>Added an effect that increases the Combat Speed of summoned Spirits by 100% for 7 seconds on cast. |
| Summon: Fire Spirit<br>Summon: Water Spirit<br>Summon: Earth Spirit<br>Summon: Wind Spirit | Changed the cooldown from 30 to 10 seconds. |
| Summon: Ancient Spirit | Changed Specialty 2 from a 1.5x Spirit's Descent effect for 6 seconds to a 30-second cooldown reduction.<br>Fixed an issue where the Spirit's Descent effect granted by the Ancient Spirit would not refresh. |
| Spirit's Descent | Changed the duration from 6 to 10 seconds. |
[Other Improvements and Bug Fixes]
Fixes
- Fixed an issue where Heretic Executioner Raur, the boss of the Fanatical Urugugu Canyon Expedition, would reflect damage from the Sorcerer's Bittercold Wind, Fire Wall, and Cold Storm with his reflection skill.
- Fixed an issue where Earth Collapse, used by Atiel, the boss of the Corrupted Deus Research Base Expedition, applied an excessively high Stagger value when playing in a party of 2 or more.
- Fixed an issue where a specific skill used by Chaser Stof, the boss of Nightmare: Dream Layer V, dealt excessively high damage.
- Slightly increased the activation delay of the follow-up explosion that occurs on targets hit by a specific attack from Ulmar, the boss of the Eracus Ruins Transcendence dungeon. Fixed a mismatch between the visual effect and the actual hit area.
- Fixed an issue that would sometimes prevent normal progression after entering the Nunu Tribe Cave Base Sealed Dungeon in Morheim.
- Fixed an issue that prevented progression if a player disconnected while opening the final Chest in a Stronghold.
- Fixed an issue where the mission to clear an Ascension Trial in the Membership Pass would not complete.
Thank you.
Official news translation Korean version. Original: aion2.plaync.com