This post was updated October 3rd Please see THIS post that summarizes the differences between the initial announcement and our current plan. The team wanted to take a moment to highlight a particular set of changes coming in next month's update and offer some insight on why these changes are being made. The last major changes made to AA abilities that allow characters to quickly escape combat took place during the September 23, 2015 game update. Those changes involved fixing bugs with how escape functioned and increasing restrictions on how these abilities work by limiting their chance to succeed and enforcing a maximum level of NPC that characters can escape from. Over the last four years we've watched how these changes have impacted gameplay and decided a different adjustment was in order. There were several lessons learned, some aspects of the changes we've been happy with, while other aspects have caused friction in ways that wasn't our goal. We've reevaluated how we want to limit the power of these abilities and will be making a number of changes that we consider an overall improvement for most classes. See the following excerpt from next month's update notes. Updated patch notes: Original patch notes: We felt it appropriate to offer context for these changes while taking a brief review of the history of escape AA abilities. The first of these abilities was implemented in Shadows of Luclin with the intent of letting Rogues escape a bad situation and was balanced by having a relatively long reuse time. The team considers the ability to escape death a very powerful asset. The second escape AA ability was given to Bards in Planes of Power with instantaneous reuse and was balanced by charging a significant amount of mana, historically a very limited resource for the Bard class. This resulted in improving a Bard's ability to pull important NPCs out of a group in ways that was traditionally handled by classes with feign death. Just like escaping death for many classes, the team considers the ability to split mobs more quickly as a very powerful tool for pulling classes. Several expansions later Monks were given Imitate Death, many expansions later Enchanters obtained Self Stasis, and during the two subsequent expansions every class gained access to an escape ability with the sole exception of Beastlords. The proliferation of a once highly limited ability without its initial heavy restrictions was partially what prompted the changes during the 2015 update to help ensure that player power remains in a reasonable place versus the difficulty of the content. Fundamentally, a button that you press in a dire situation that is intended to save your character's life 'should work'. The fact that many classes have a button that has a 10% chance to do nothing when activated isn't consistent and obviously causes a great deal of frustration. Additionally, having different maximum levels of opponents that you can escape from on a per class basis leads to inconsistencies we haven't been happy with. It is for these reasons that all classes' escape abilities will now have a 100% chance to succeed on targets up to 5 levels higher than the caster. We believe that allowing these abilities to function in a consistent and reliable manner is going to make for a better experience. That said, because we consider these abilities incredibly powerful for both their pulling and survival properties, we believe they should have a commensurate resource cost. It is for this reason that we are retuning the reuse time and adding a mana or endurance cost to all of these abilities. We've grouped the classes together as follows to determine what the reuse time and resource cost should be. Escape abilities for all classes will now have their final rank available by level 85 during the Underfoot expansion. In cases where there are now fewer ranks than there were previously we will be automatically reassigning the proper rank of your abilities so that a refund/repurchase is not necessary after logging in. Escape abilities for Bards, Beastlords, Monks, Necromancers, Rogues, and Shadowknights will have a shorter reuse time (1s to 2.5 minutes) and a resource cost of 2% mana or endurance based on class. Escape abilities for all other classes will now have a reuse time of 10 minutes and a resource cost of 8% of your maximum mana or endurance depending on class. Escape abilities will now always apply their secondary buffs regardless of your proximity to attackers. Escape abilities now all have an instant cast time. Escape abilities for Berserkers, Enchanters, Rangers, and Shaman will now have a reuse time of 10 minutes and a resource cost of 20% mana or endurance based on class. Escape abilities for Clerics, Druids, Magicians, Paladins, Warriors, and Wizards will now have a reuse time of 15 minutes and a resource cost of 20% mana or endurance based on class. Our aim in messaging these changes early is to give time to consider community feedback and so that you can plan ahead to /testcopy for next month's test server update to test out how these changes impact your gameplay.