More tweaks here and there, implementing buffs in general instead of nerfs
“SP Regen and HP Regen has been removed from Cloth and Plate Masteries respectively.” Meh. So back to defense-only.
“Fixed the problem where the chat window was moving when Alt-Tab was used.” Yay. No more channel switching by alt-tabbing.
translations for an update on another website had the following
Merchant tools have been added to the shop to reset skill and stat points.
this can have a big impact on how i progress my characters
"SP Regen and HP Regen has been removed from Cloth and Plate Masteries respectively.
Magic Defense and Physical Defense of Cloth and Plate Masteries respectively has increased. "
So do Cleric get the Def back or is this a further nerf ?
Krivis - Divine Stigma: Increased the range at which a party member can get the Divine Stigma Buff.
-.- I don’t get it this skill don’t have any range, does it mean all party member will get a divine stigma buff ?
I thought those skill and stat point resets were only for CBT because of testing purposes? I don’t think it’s going to be in full release
It would be nice however to have it during release.
I really hope its not in release… or ppl will just go generic levelling build and then change
That’s true… I was just thinking that it would be a nice one time thing for new people. Maybe like you can only change your stats and skills when you’re below a certain level like maybe 15-20? or Rank 2 and below?
Oh and
Recovery Potions - Increased the amount recovered. (Both HP and SP potions)
BUAHAHAH now we can spam SP pots forever!
did u notice in the beta that (at least sp pots that I noticed) work over time? I saw ppl complaining somewhere about not being able to spam and I thought. “well, you only need to press it once… but it still keeps working >_<” tos spams for u =3
Yeah, it heals over time but that’s why you get pots that fill up your entire SP bar (or at least as close to it as possible so… buy the best pot you can even if it’s more expensive) so that you can just keep spamming while it heals your SP or HP bar. SP is actually fine if you don’t have a skill that doesn’t have CD like the Archer’s oblique/heavy shots etc that use a ton of SP.
HP pot is actually the thing I had a problem with lol. I had to pop an HP pot every once in a while when I was at like 10% HP and had to run around for 30 seconds before I was able to pop another one to get to full HP and wasn’t going to die by casting a spell.
I saw heaps of ppl sitting for HP and SP during the beta but my class didn’t need either XD so I was just throwing heals on ppl as I ran by =P
I loved being able to see ppls HP-SP btw. If I see a empty person go by I must chase them to give them heals >o<!.. I might be OCD… o_o"
I love you. I kept running into Clerics who healed me for no reason. I was sitting on the ground because I had no SP but I also was missing som HP and they just threw a heal on me and I was like "
tanks for teh heal… but I still need to sit for my SP"
[quote=“Aries, post:11, topic:37059”]
If I see a empty person go by I must chase them to give them heals >o<!.. I might be OCD… o_o"
[/quote]That’s nothing. My hands twitch towards the healing key when I see HP drop on a character… of the stream I am watching <_<
Played healers for most of my MMO life, healer reflexes don’t go away.
Noiceee 
New patch notes up today:
http://pastebin.com/05NamtHa
Randomized field bosses sounds like a good idea, prevents people camping spawn spots on a timed basis
Definitely a good move imo
Wait the bosses were on a timer? I thought that was random too? If not,
I am so unlucky that I’ve literally only ever seen one and that was because I was helping someone with their quests in the lower levels 
-Removed the level requirement to start quests linked with the main quest.
Jesus this is soooo good, also the archer buff seems quite nice if someone could explain to me how it works ?
-Archer classes resistance penalties against monsters of certain sizes has been mitigated.
-When strenghtening bows and crossbows, resistance is mitigated on medium-sized monsters by 2% per upgrade up to 20%, and on large-sized monsters by 4% per upgrade up to 40%.
Imho early game archer classes needed this tweaking, I don’t really know how much it will impact their damages though.
Overall glad to see buffs instead of nerfs. And good decisions.
Funny, I don’t see any patch notes for today other than the ones about field bosses’ spawn being randomized now. Did they overwrite the previous notes?
