Gameplay - Your champion now returns to where you stood when you logged out. Logging out or disconnecting mid-fight costs you the life instead. - Levelling reworked: each level costs four par kills, kills above your level pay uncapped experience, and kills below it are taxed by every level of gap. - Kill experience from a shared fight is split across everyone on the enemy's threat table. - Fixe…
Gameplay - Enemies and champions now grow from one shared progression curve. Health climbs to about twenty times its starting value and damage to about thirteen times by the top level. - Hitting something well above your level now does less damage, and the damage number dims to show it. - Every kill floats the experience it was worth over the body. Kills worth nothing show no number. - Critical…
Gameplay - Effects no longer land on a dead target, so a corpse can't be buffed, bled or knocked around. - Cleave and Warcry now apply separate debuffs, and neither stacks with itself. - Slam and Rush only critically strike a target that is Bleeding. - Slam, Bleed and Corruption now build threat on enemies. - Berserk and similar effects can override hostility, and building threat on an enemy no…
Gameplay - Champions now grow stronger as they level: health, mana and other stats scale up with each level. - Health and mana recovery now scale with your maximum pools. - Recovery is now much faster out of combat and drops while you're fighting. - Experience gained from a kill now scales with the enemy's level. - Champions have new hit reactions when taking damage. - Fixed damage-over-time ti…
Gameplay - Enemies now stop chasing when their target dies instead of running to the corpse - Loading screen stays up for the whole trip between worlds, with a shorter pause after loading - Camera no longer snaps back to center when your character spawns - Stance transitions line up with the animation instead of a fixed timer - Fixed Mount ability effect placement Party & Multiplayer - Fixed pa…