
Hey, Raiders!
A new Update is due to arrive in the coming days, and we’re ready to reveal some of the QoL changes it’ll introduce to the game, including balance changes to the Mercurial Set and improvements to some of our older Champions.
You’ll find all details in the Update Highlights article below.
We’ve received a lot of feedback about Mercurial Gear and concluded that some balance tweaks are required to keep this Set from being too overpowered while retaining its end-game Gear status. To that end, we’ll introduce a way to counter the Total Guard buff provided by Mercurial Gear. Namely, it will no longer block Provoke debuffs, and Champions under active Provoke won’t get new stacks of Total Guard until the debuff is cleansed.
Give it a go when Update 11.75 goes live and share your experience with the balance changes! And here is the full Mercurial Set description after the balance changes will be implemented
Mercurial Set:
Set Bonus (9 pcs.): Grants the wearer 3 Total Guard stacks at the start of the Round. Each stack blocks all incoming damage and any associated effects. Also places a Total Guard stack at the start of this Champion's turn, if they have no Total Guard stacks and this Champion is not under a Provoke debuff.
Total Guard:
The Total Guard buff will block any single instance of damage and all status effects a Champion receives from an enemy skill.
A Champion can receive multiple stacks of the Total Guard buff. Each Total Guard stack will block a single instance of damage from an enemy Champion's skill. It will also block any associated effects, such as debuffs (except Provoke), including guaranteed and unresistable debuffs, destroy MAX HP effects, equalize HP effects, swap HP effects, Debuff Spread effects, decrease or equalize Turn Meter effects, instant activation of Poison or HP Burn debuffs, and Polymorph debuffs. As long as a Champion has at least one Total Guard stack, they will be immune to all negative effects except Increase Cooldown, even from skills that do not inflict damage.
A Champion will lose a stack of Total Guard whenever they would take damage from another Champion's skill. This includes damage taken via Ally Protection buffs, Reflect Damage buffs, as well as passive skills that share or reflect damage. A Champion will not lose a stack of Total Guard when they take damage from Masteries, Blessings, or Relics.
If a Champion is under both Total Guard and Block Damage when they receive damage from an enemy Champion's skill, they will lose a stack of Total Guard. If a Champion takes damage that is reduced to 0 by another Champion's passive skill, they will lose a stack of Total Guard.
A Total Guard stack will not block the placement of Provoke debuffs. Whenever a Provoke debuff is placed on a Champion with Total Guard stacks, a Total Guard stack will not be removed.
All Bosses will ignore Total Guard.
Thanks for the update! Any chance that adjustments can be made with Live Arena? It's really annoying to be paired with someone who is AFK. It takes the entire waiting period from champion selection, banish champion, select a leader, and all attacks. Makes the entire fight take way longer than it should. I'm guessing when the timer runs out, it's an automatic response. Essentially normal arena mode. Is there a chance that if a player matches in Live Arena and the timer runs out multiple times to somehow penalize them or force a loss?
Thanks for the update! Any chance that adjustments can be made with Live Arena? It's really annoying to be paired with someone who is AFK. It takes the entire waiting period from champion selection, banish champion, select a leader, and all attacks. Makes the entire fight take way longer than it should. I'm guessing when the timer runs out, it's an automatic response. Essentially normal arena mode. Is there a chance that if a player matches in Live Arena and the timer runs out multiple times to somehow penalize them or force a loss?
They announced some penalties for those players but Stallers are still present as nothing was implemented...
Thank you for the update. Just giving my 2 cents here, but it would be great if, after a champion rebalance, you reset the champion's rating scores. For example Khoronar and Roxam, after their champion rebalance, they are way better than the ratings they have right now (scores under 3). Some players use this rating system as a good base for understanding where the champion is good at. Thank you!
Thanks for the update! Any chance that adjustments can be made with Live Arena? It's really annoying to be paired with someone who is AFK. It takes the entire waiting period from champion selection, banish champion, select a leader, and all attacks. Makes the entire fight take way longer than it should. I'm guessing when the timer runs out, it's an automatic response. Essentially normal arena mode. Is there a chance that if a player matches in Live Arena and the timer runs out multiple times to somehow penalize them or force a loss?
yes! that omg its SO FRKIn annoying!
Thank you for the update. Just giving my 2 cents here, but it would be great if, after a champion rebalance, you reset the champion's rating scores. For example Khoronar and Roxam, after their champion rebalance, they are way better than the ratings they have right now (scores under 3). Some players use this rating system as a good base for understanding where the champion is good at. Thank you!
They used to do that but I guess they realized nobody cared about giving these champs new ratings. It's not like anybody really pays attention to these ratings anyway. They are ALL outdated especially for old champions since the META and the whole game has changed so much
On another note when can we expect to be able to do Siege, 3v3 and classic arena with background multibattles, get proper filtering for accessories (by type) and a dedicated button to jump to the location of background battles from home screen?
The indicator doesn't even show properly sometimes - depending on where you switch to after starting a background battle the indicator on the "battle" button disappears and you even forget you have a background battle set.
Also it would be really nice if the result indicator showed something different when the run fails vs when it's successfull. Countless times I've missed FW runs because I thought I had successful runs when it showed a "checkmark" but in reality the run actually failed.
It should show some type of error symbol if all runs failed (like 3x FW run) or some warning icon when some runs fail (like multiple dungeon runs with a <100% team) and then a differnt icon when all runs are successful. The pop-up indicator should also work this way.
These are the type of QoL changes that we actually need
Thank you for the update. Just giving my 2 cents here, but it would be great if, after a champion rebalance, you reset the champion's rating scores. For example Khoronar and Roxam, after their champion rebalance, they are way better than the ratings they have right now (scores under 3). Some players use this rating system as a good base for understanding where the champion is good at. Thank you!
I thought they had been doing it but ill mention it to the CMs. 👍