Hello everyone, This is the forum thread for all feedback in relation to the Annihilation Beta. Please report all bugs on our Report a bug forum! The class changes are below - all changes in red are tweaks we've made since the initial beta and based on feedback! Robin Hood Brand new class: Permanent Weakness 1 Bow can be leveled up to become more powerful, dying will remove 1 tier of your bow! Starting bow - Power 1, 12 arrows Tier1 : 10 Kills = Power 2, Unbreaking 2 Tier2 : 15 Kills = Power 2, Punch 1, Unbreaking 3 Tier3 : 30 Kills = Power 3, Punch 1, Poison 1, Unbreaking 3 Tier4 : 40 Kills = Power 3, Punch 1, Flame 1, Unbreaking 3 Tier5 : 55 Kills = Power 3, Punch 2, Flame 1, Unbreaking 3 Tier6 : 70 Kills= , Power 4, Punch 2, Flame 1, Unbreaking 3 Tier7: 90 Kills = Infinity 1, Power 4, Punch 2, Flame 1, Poison 1, Unbreaking 3 Based on the forum suggestion, we wanted to add another bow based class to the game. This class is intended for those who just want to get straight into the action - no enchanting, no grinding - just get out there and PVP! In initial testings we found that RobinHood's class bow was quickly out classed in early gameplay by a bow you could make and enchant yourself! This clearly made no sense so we buffed his starting bow and reduced the kills required to progress through the first few tiers. We also tweaked the penalty for death as we felt it was a little harsh. Sniper Reworked: Any bow can now be used in Sniper mode - left click on a bow Sniper mode: Arrows have no drop off Arrows have 1.5x velocity Costs 3 arrows and 7 bow durability when in sniper mode Infinity bows have no arrow cost but cost 10 durability Each level of unbreaking reduces the durability cost by 1 Previously only the sniper bow could be used which limited gameplay and forced players to carry 2 bows - the sniper bow and an enchanted bow late game. We decided to allow all bows to be used in sniper mode to improve the gameplay of the class. Tinkerer Added: Gold Block - Haste 2 for 15seconds Emerald Block - Absorption 1 for 20seconds Diamond Block - Speed 2 for 20seconds Tweaked: Pads will now reapply the effect when stood on, even if you have the current effect. (Note - ingame XP is only awarded when a player uses the pad WITHOUT the current effect). We felt that tinkerer required more functionality as bard currently outclassed it with it's own speed and regeneration buffs. We hope that these new pads will encourage more use of this class. Mercenary Added: New mark effect - Glow effect and creeper firework signalling a player has been marked Tweaked: Damage when marked for death fixed to now only allow X% more damage The old mark of death meant it was tricky to determine how strong your foe was as all their armour was hidden. The new glow effect resolves this issue and even allows you to track marked players out of your line of sight. Fireworks have been added to draw even more attention to the target! Mercenary was incredibly powerful previously, we've now patched this so the damage multiplier works properly. Transporter Added: Sign to spawnkit Message and sound effect when teleport is destroyed Tweaked: Time duration of teleports removed Unset (inactive) teleports removed upon death We felt that transporter was often abused to where a teleport could be kept up almost indefinetly as long as the transporter was alive to reset their teleport. We removed this in exchange for a permanent teleport for as long as you are transporter and no-one destroys your teleport. This means you don't have to babysit and reset your teleport every 5 minutes. We added a sign to spawnkit to allow you to quickly say where your teleport leads to and a notification and sound message to alert you when your teleport is down! Spider Added: 14 Throwable cobwebs that last for 25 seconds on the ground and then regenerate into your hand? Tweaked: Made vine ability toggleable We made the vine ability toggleable to come inline with other classes like Iceman. Vines will last for 10 seconds after spawning, allowing for teammates to follow on behind. Spider's only ability meant it's viability was lacking, so we added the ability to throw cobweb blocks - spin a web, any size, catch your enemies, just like flies! Healer Reworked: New class icon Permanent Weakness 1 (as before) Added new class item - Bloodbag: 2 abilities - both abilities are on the same cooldown: Right click - AOE healing effect of 2.5 hearts (1 to other healers) to the 3 lowest health teammates in a 6 block radius, cooldown of 15 seconds Left click - Single healing effect on a teammate you look at within 10 blocks, healing 7.5 hearts, 45 second cooldown. The old healer forced you to sacrifice your gained hearts to heal your teammates, meaning you were unable to participate in the action. This sucked and we felt healer should be able to throw itself into the fray! The 2 abilities allow you to save a teammate from death with a huge burst heal but forces you to wait longer to use the smaller AOE healing. Riftwalker Added: Ability to rift back to base What inter dimensional planes walker cannot even find his way back home!? Thor Added: Knockback 2 enchantment to Axe Permanent Resistance 1 Tweaked: Lightning effect can only be used with right click action, to allow players to use the Axe with KB2 Thor's main active is still extremely strong so we added a small buff to his axe to allow him to knock people around a little more! We also made him tougher, he is an Asgard God after all! Wizard Added: No fall damage for 5 seconds after whirlwinding yourself Enchantment to your wand to make it shiny! Taking fall damage after blasting yourself off the ground to reach higher places sucked, so we made it more fun! We've limited this update to only a few classes to reduce the burden on our development team, so they can quickly patch any bugs / tweak any changes and roll them out faster. We will be releasing further updates to Annihilation with respect to more class tweaks and some core mechanics of Annihilation. Stay tuned Scorpio Added: Particle trail to thrown hooks, client side only! Long ranged hooks always went out of render due to the hook being an item and not an projectile (snowball or an arrow). We therefore added a simple particle trail to thrown hooks so you can adjust your aim for those long ranged hooks.