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[WAR] Because CC Changes and Norden Watch Weekend Rule

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Posts

  • admanbadmanb unionize your workplace Seattle, WARegistered User regular
    edited July 2009
    Go and ask in the starcraft thread how well Blizzard intentionally designed Starcraft to be balanced and they'll say "They didn't. It was a fluke. The strategies that makes them balanced weren't the ones blizzard were thinking of when they made it."

    I would argue that intentional balance without symmetry is damn-near impossible. All you can do is throw darts and pray; it's a stochastic process.

    admanb on
  • MorninglordMorninglord I'm tired of being Batman, so today I'll be Owl.Registered User regular
    edited July 2009
    That's a word I have actually never ever seen before. Not learnt and forgot about but still faintly recognise, but completely alien.
    Interesting.

    Aha probability.
    Yes I agree, because humans are playing it and humans are absolutely terrible at making decisions and unbiasedly analysing things. Plus, since we are all different with a different set of expriences and ways of deciding if something is satisfying, we are going to use those different experiences to make our judgements. It's impossible to predict all that, hence probability.

    The only way to make a truly balanced mmo would be to carefully craft it to agree with the largest range of peoples methods of judging "balance". That's more about manipulating people than math.

    Morninglord on
    (PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
  • NevaNeva Registered User regular
    edited July 2009
    Every class forum is just full of people who say that their class sucks, and they'll do the math to prove it!

    Neva on
    SC2 Beta: Neva.ling

    "Everyone who is capable of logical thought should be able to see why you shouldn't sell lifetime subscriptions to an MMO. Cell phone companies and drug dealers don't offer lifetime subscriptions either, guess why?" - Mugaaz
  • DetharinDetharin Registered User regular
    edited July 2009
    So you can't get disrupt items anymore?
    Incidentally. If you do have way more resistances than you need to hit the cap. And they debuff you. What happens? Do you go down via a flat amount or does it eat up the diminishing returns stats first so if you have enough it could potentially leave you still at 50%.

    I basically think Mythic are naive idealists. They obviously want to fix things they just want to make sure they do it slow and right the first time.
    Which is madness because you are going to fuck up and the best way to do it is a succession of constant tweaks since the players are going to find all the stuff you didn't think of way faster than your internal testers. So it's just going to mean the same time frame anyway, except the slow way means there's huge breaks where people think you aren't doing anything.

    It's a nice, you know, idea but it's really silly to think the playerbase will hang around for you to work out exactly whats wrong on the whiteboard before you'll even code anything.

    You can go over the cap for instance if you have 1100 elemental, and the BW debuffs 400, you would still be at cap. The problem comes in with the armor sets being what most people wear at 40+ no longer have resistances on them. If you look at the lower level gear they have a smattering of resistances. Which generally leaves either talisman slots, and the cape/jewelry items. The jewelry items tend to only have somewhere in the neighborhood fo around 40-70, with certain pieces having higher or lower. Which usually means unless you really work for it you are sitting around 400 resistance, or about the amount the average caster can debuff you for.

    The biggest problem is that by and large the jewelry just is not there to get decent resists aside from the set from LV, which is not that great unless you are trying to focus on a single resistance, or the winds impervious set.

    Detharin on
  • admanbadmanb unionize your workplace Seattle, WARegistered User regular
    edited July 2009
    That's a word I have actually never ever seen before. Not learnt and forgot about but still faintly recognise, but completely alien.
    Interesting.

    Aha probability.
    Yes I agree, because humans are playing it and humans are absolutely terrible at making decisions and unbiasedly analysing things. Plus, since we are all different with a different set of expriences and ways of deciding if something is satisfying, we are going to use those different experiences to make our judgements. It's impossible to predict all that, hence probability.

    The only way to make a truly balanced mmo would be to carefully craft it to agree with the largest range of peoples methods of judging "balance". That's more about manipulating people than math.

    I probably shouldn't have used stochastic, honestly. It would've been more readable and less arrogant-douchebaggy if I had just said, "it's an evolutionary process."

    admanb on
  • AegisAegis Fear My Dance Overshot Toronto, Landed in OttawaRegistered User regular
    edited July 2009
    So you can't get disrupt items anymore?

    We still have the same kinds they had before, no new items or stronger ones to compensate for the billion new items with offensive stats (including renown reward ones). And the talismans that grants the same stats, yet no corresponding way to make defensive talismans (there are a few, but you have to do limited quests). Or that every armor set (except maybe 1) is tailored towards offense.

    I'm sure they'll fix it eventually, but they could have included half and half from the start.

    Aegis on
    We'll see how long this blog lasts
    Currently DMing: None :(
    Characters
    [5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
  • HappylilElfHappylilElf Registered User regular
    edited July 2009
    Aegis wrote: »
    Detharin wrote: »
    The addition of melee/magic +damage has created a secondary stat for offense classes to dump points into whereas there is no corresponding stat for defense. With casters able to debuff your resistances by about 50% of the cap it means you are looking at negating 20% of a variable crit high damage spell. Nothing you can really do to stop it.

    This is one of my current "WTF were you thinking?" pet peeves with Mythic's recent designs. How exactly is including a ton of extra offensive stats (including offensive set bonuses) yet not including the corresponding defensive stats (and defensive set bonus armor sets) at all balanced? It completely screws over tanks and healers.

    Wait, what? I mean, I agree with Detharin to a certain degree that MDPS/RDPS getting +melee/ranged/magic power when tanks have nothing to focus on as a secondary once they softcap something sucks. I'd argue this is more of an issue of what the numbers represent than anything else since I know of very few tanks who come anywhere near softcapping toughness whereas it's pretty easy to softcap Strength/Ballistic/Intelligence but that's another topic entirely. :P

    Set bonuses for defensive stats absolutely exist. I'm mixing Dark Promise with Sentinal on my Swordmaster to get more wounds, toughness and initiative. And while making block/parry/healing power talismans is a pain in the ass you can now at least make them and they're no more a pain in the ass to make than the melee/magic power or melee/ranged crit talismans.

    If you're talking about LotD stuff they definately added talis in LotD that can add a lot to your defensive stats. I've seen +8% block talismans drop in LotD. I mean they're pretty short duration talismans but so are the LotD offensive talismans.

    HappylilElf on
  • DetharinDetharin Registered User regular
    edited July 2009
    In the latest pants on head retarded news the radius and damage of WAAAAAGH! have been nerfed. The same Waaagh! that comes with a corp damage debuff that has never increased the damage of waaagh!, been reported as a bug since beta, and is still not fixed according to the patch notes. This is the same bug that the community had to painstakingly explain to them because their method of testing was


    Step 1. Have Tester A hit Tester B with corp damage.
    Step 2 Waaagh Tester B.
    Step 3. Have Tester A hit Tester B with corp damage.

    Now this is a wonderful way to test the continually reported bug that Waaagh does not benefit from its own debuff. What is actually happening is Waaagh does damage. Applies debuff. Second waaagh removes debuff, does damage, applies debuff. It has been reported again, and again, and again. However still not in the notes that it is fixed. Perhaps if mythic was not so pants on head fucking retarded we might actually get some game balance as opposed to "ZOMG DPS casters with AOES are overpowered nerf the tanks and MDPS"

    Oh and so are marauders, because somehow they are causing a problems. Hey at least BW will no longer damage themselves with Annihilate.

    Detharin on
  • DetharinDetharin Registered User regular
    edited July 2009
    patch notes

    Game Update 1.3.0b
    Warhammer Online: Age of Reckoning
    v1.3.0b Patch Notes: 7/15/2009
    Highlights
    * The Archmage and Shaman Careers have undergone several improvements. Due to these changes, all Archmage and Shaman players have had their Mastery points refunded. Please visit a Career Trainer to reallocate these Mastery points. Please see the Combat and Careers section of the notes for more details regarding these changes.
    * All area-of-effect abilities have been standardized based on type (Melee "Cleave", Conical, Line, Point-Blank or Ground-Targeted). Please see the Combat and Careers section of the notes for more details regarding these changes.
    * Version 1.3.0b brings several improvements to crowd control systems. While crowd control abilities remain a key part of strategic battles and dynamic gameplay, we are also working to ensure that they do not become a frustrating element for our players. We are implementing several changes to improve crowd control in general, the first of which is a change to the "Unstoppable" buff, which can be found below in the Combat and Careers section of the notes.
    * The Field of Glory buff currently grants a 100% Experience bonus in RvR Lakes when killing players. Players will now receive an additional 50% bonus to Experience and a 150% bonus to Renown when killing players near Battlefield Objectives or Keeps.
    General Changes & Bug Fixes
    * Corrected an issue that could cause the game to return an "Out of Range" message when a player tried to perform a melee attack against an enemy player who was within melee range.
    Combat and Careers
    Area-of-Effect & Crowd Control Ability Changes
    General Crowd Control Changes
    * Immovable: Root immunity and knockback immunity have been combined into a new single immunity effect, and its duration has been increased over the previous effects. When affected by either a root, knockback, or pull effect, you will become immune to them for 30 seconds. This immunity will also persist through death.
    * Resolute Defense: This new ability is now available for purchase from Renown trainers. When activated, your character will become briefly immune to all Crowd Control effects. Please note that this ability will not remove any pre-existing effects; it is a tool to help you prevent yourself from becoming afflicted in the first place!
    * Unstoppable: The duration of this stun, knockdown, disarm and silence immunity buff has been increased from six times the duration of the disabling effect to 10 times the effect duration, and will now persist through death.
    Archetype Morale Abilities
    * The following abilities have had their radius reduced: Alter Fate, Broad Swings, Distracting Bellow, Divine Protection, Explosive Shots, Hail of Doom, Rampaging Siphon, Relentless Assault, and Unleash the Winds.
    * Focused Mind: This Morale ability will now correctly give immunity to snares and will also now remove all silence effects.
    * Immaculate Defense: This ability's radius has been increased.
    * Juggernaut: Fixed a bug which prevented this ability from removing Cleave Limb, No Escape, and Takedown.
    Archmage
    * Cleansing Flare: This Mastery ability's damage and radius have been reduced, and its cost increased. The knockback effect has been converted into standard medium knockback.
    * Dissipating Energies: This Mastery ability's radius and damage have been reduced.
    * Law of Age: This ability's radius has been reduced.
    * Mistress of the Marsh: This Mastery ability is now instant-cast, and its radius and reuse time have been reduced. The debuff will no longer flicker for the entire duration.
    * Rain Lord: This ability's cost has been increased, and its radius reduced.
    * Wind Blast: This ability's radius has been reduced. This ability is now a point-blank-area-of-effect ability.
    Black Guard
    * The following abilities have had their radius reduced: Away, Cretins!, Blast of Hatred, Chains of Hatred, Chains of Warding, and In Malekith's Name.
    * Furious Howl: This ability's damage and cost have been reduced.
    * Monstrous Rending: This ability's damage has been reduced, and its cost and arc increased.
    * Wave of Scorn: This ability's damage and radius have been reduced, and its cost increased.
    Black Orc
    * The following abilities have had their radius reduced: Can't Touch Us, Da Biggest, Da Greenest, Deafening Bellow!, Get 'Em!, Keep it Goin', No Choppin' Me, Puddle o' Much, Quit Yer Squabbling', Walk it Off!, We'z Bigger, Where You Going?, and Yer Nothin.
    * The following abilities have had their radius and damage reduced: Da Big Un', and WAAAGH!
    * Big Slash: This ability's damage and arc have been reduced, and its radius increased. This ability will now only hit targets in front of you.
    * Big Swing: This ability's cost and radius have been increased, and its damage reduced.
    Bright Wizard
    * The following abilities have had their radius reduced: Choking Smoke, Conflagration of Doom, Explosive Force, Fire Cage, Flame Shield, Flames of Rhuin, Ruin and Destruction, The Burning Head, and Wildfire.
    * The following abilities have had their radius and damage reduced: Backdraft, Detonate, Fireball Barrage, Scorched Earth, and Spreading Flames.
    * Annihilate: This ability's damage, radius, and cost have been reduced, and the ability no longer deals self damage.
    * Fiery Blast: This ability's radius and damage have been reduced, and its cost increased.
    * Flame Breath: This ability's radius has been reduced, and its arc and damage increased.
    * Rain of Fire: This ability's radius, damage, and cost have been reduced, and it will now pulse every 1.5 seconds.
    Choppa
    * The following abilities have had their radius reduced: Bring Da Pain, Chop Fasta!, Come and Git It!, Git Stuck In, Outta My Face, Stomp Da Yard, Tantrum, and Yer Goin' Down.
    * The following abilities have had their damage reduced: Git to da Choppa, Lotsa Choppin', and Yer All Bleedin' Now.
    * Extra Choppin: Lotsa Choppin's damage is now reduced when this Tactic is slotted.
    * Wild Choppin': This ability's radius and damage have been reduced.
    * Wot's Da Rush: This ability's radius and damage have been reduced.
    Chosen
    * The following abilities have had their radius reduced: Corrupting Horror, Corrupting Retribution, Corrupting Wrath, Dire Shielding, Discordant Fluctuation, Discordant Instability, Discordant Turbulence, Dreadful Fear, Dreadful Terror, Petrify, Shatter Faith, Sprout Carapace, Tooth of Tzeentch, Warping Embrance.
    * Blast Wave: This ability's cost has been increased, and its damage reduced.
    * Dreadful Agony: This ability's radius and damage have been reduced.
    * Quake: This ability's radius and damage have been reduced.
    * Rending Blade: This ability's radius and damage have been reduced, and the arc of its area-of-effect increased.
    Disciple of Khaine
    * The following abilities have had their radius reduced: Chant of Pain, Covenant of Celerity, Covenant of Tenacity, Covenant of Vitality, Life's End, Khaine's Embrace, Khaine's Refreshment, Khaine's Vigro, Khaine's Withdrawal, Soul Shielding, Thousand and One ark Blessings, Transfer Essence, Universal Confusion.
    * Devour Essence: This ability's radius and damage have been reduced, and its cost increased.
    * Essence Lash: This ability's radius and damage have been reduced. This ability will now only hit targets in front of the caster.
    * Fell Sacrifice: This ability's radius and damage have been reduced.
    * Uncaring Dismissal: This ability will now only hit targets in front of the player. Also, this ability's radius has been reduced.
    Engineer
    * The following abilities have had their radius reduced: Armored Plating, Artillery Barrage, Barbed Wire, Blunderbuss Blast, Bugman's Best, Burn Salve, Flamethrower, Flashbang Grenade, Fling Explosives, High Explosive Grenade, Proximity Alarm, Scattershot, and Steam Vent.
    * The following abilities have had their radius and damage reduced: Acid Bomb, Fragmentation Grenade, Land Mine, Napalm Grenade, Phophorous Shells, Self Destruct, Static Discharge, and Sticky Bomb.
    * Electromagnet: This ability will now pull victims into a more widely-randomized area. Enemies will still be pulled in toward the caster, but not necessarily all to the caster's precise spot.
    * Extra Powder: This Tactic will now increase the radius of Acid bomb and Fragmentation Grenade by 50%.
    * Friction Burn: This ability's damage has been increased.
    * Lightning Rod: This ability's damage has been increased, and its radius reduced.
    * Strafing Run: This ability will now hit targets in a line in front of the player. Also, the ability's damage has been reduced.
    Ironbreaker
    * The following abilities have had their radius reduced: Earthen Renewal, Grip of Stone, Gromril Plating, Long Reach, Oath of Vengeance, and Strength in Numbers.
    * Axe Slam: This ability's radius has been increased, and the ability is now a line-area-of-effect.
    * Earthshatter: This ability's radius, damage, and cost have been reduced, and duration of its snare increased.
    * Rune-Etched Axe: This ability's radius, arc, and damage have been reduced. It will now only affect targets in front of the caster.
    * Shield Sweep: This ability's radius, arc, and damage have been reduced. This ability will now only affect targets in front of the caster. In addition, some issues were fixed that were preventing this ability from being defended or triggering damage based procs.
    Knight of the Blazing Sun
    * The following abilities have had their radius reduced: All Out Attack, Flawless Defense, Gather Your Resolve!, On Your Guard!, No Escape, Now's Our Chance, Press the Attack!, Shackle, Solar Flare, Stand Strong!, Stay Focused!, To Glory!, and To Victory!
    * Arcing Swing: This ability's radius and damage have been reduced, and its arc and cost increased.
    * Heaven's Fury: This ability's radius and damage have been reduced.
    * Nova Strike: This ability's width and radius have been reduced.
    * Slice Through: Crippling Blow's damage is now reduced when this Tactic is slotted. The ability will only hit enemies in front of the player.
    * Staggering Impact: This ability's radius and damage have been reduced.
    Magus
    * The following abilities have had their radius reduced: Coruscating Energy, Daemonic Resistance, Fiery Wind, Flames of Change, Roiling Winds, Tzeentch's Grasp, and Warping Energy.
    * The following abilities have had their radius and damage reduced: Daemonic Infestation, Daemonic Lash, Dissolving Mist, Glean Magic, Instability, Pandemonium, Seed of Chaos, Surge of Insanity, Tzeentch's Firestorm, and Warpfire.
    * Agonizing Torrent: This ability's radius has been reduced and its damage increased.
    * Chaotic Rift: This ability will now pull victims into a more widely-randomized area. Enemies will still be pulled in towards the caster, but not necessarily all to the caster's precise spot.
    * Daemonic Scream: This ability will now hit players in a line in front of the caster.
    * Infernal Blast: This ability's arc, radius, and damage have been reduced.
    Marauder
    * The following abilities have had their radius reduced: Energy Ripple, Wave of Horror, and Widespread Demolition.
    * Concussive Jolt: This ability's damage has been reduced, and its cost increased. This ability will now only affect targets in front of the player.
    * Demolition: This ability's radius and damage have been reduced, and its cost increased.
    * Mouth of Tzeentch: This ability's radius and damage have been reduced.
    * Wave of Mutilation: This ability's radius and damage have been reduced, and its cost increased.
    * Wave of Terror: This ability's damage has been reduced and its cost increased.
    * Wrecking Ball: This ability's radius and damage have been reduced, and its cost increased.
    Runepriest
    * The following abilities have had their radius reduced: Blessing of Valaya, Mountain Spirit, Rune of Serenity, Rune of Skewering, Rune of Sundering, and Valaya's Shield.
    * Master Rune of Adamant: This ability's radius has been increased.
    * Master Rune of Fury: This ability's radius has been increased.
    * Master Rune of Speed: This ability's radius has been increased.
    * Rune of Battle: This ability's damage has been increased.
    * Rune of Cleaving: This ability's damage has been increased, and its radius reduced.
    * Rune of Ending: This ability's group effect radius has been increased, and its initial effect radius reduced.
    * Rune of Might: This ability's damage and radius have been reduced, and its build time removed.
    * Rune of Warding: This ability's radius and damage have been reduced.
    Shadow Warrior
    * The following abilities have had their radius reduced: Distracting Rebounds, Hunter's Fervor, Instill fear, Outrider Patrol, Penetrating Arrow, Rain of Steel, Whirling Pin, and Whirling Rage.
    * Barrage: This ability's cost and damage have been reduced, and its build time removed. The ability will now hit all players in a line in front of the player.
    * Flame Arrow: This ability's cost and damage have been reduced, and its build time removed.
    * Glass Arrow: This ability's cooldown has been reduced, and its damage-over-time component removed. This ability is now a target-area-of-effect direct damage.
    * Lileath's Arrow: This ability's radius, width, and damage have been reduced.
    * Smoldering Arrows: This ability's bonus damage to Flame Arrow has been reduced.
    * Split Arrows: This ability's radius has been reduced. Spiral Fletched Arrows will now do 30% less damage when this Tactic is slotted.
    * Sweeping Slash: Reduced the ability's radius and damage, and increased the cost.
    Shaman
    * The following abilities have had their radius reduced: Breath of Mork, Eeeek!, Feelz No Pain, Gather Round, Pass It On, Steal Yer Thunder, and You Weren't Using Dat.
    * Da Waaagh! Is Coming: This Mastery ability's damage, build time, and radius have been reduced. This ability now has a reuse time, and its damage now leaps from target to target. This Mastery ability is now purchasable at 13 points into the Path of Gork.
    * 'Ere We Go!: The ability's group-effect radius was reduced. This ability can now be obtained at Rank 12, and is associated with the Path of Gork.
    * Geddoff!: This Mastery ability's knockback effect has been standardized, its damage and radius reduced, and its cost increased. This Mastery ability is now purchasable at give points into the Path of Gork.
    * Mork's Buffer: The ability's radius has been reduced. This ability is now associated with the Path of Mork.
    * Sticky Feetz: This Mastery ability's radius and reuse time have been reduced, and it is now instant-cast. The debuff will no longer flicker for the entire duration. This Mastery ability is now purchasable at five points into the Path of Mork.
    * Stop Hittin' Me!: The ability's radius has been reduced. This is now a Core ability that is available at Rank 14.
    * You'z Squishy: The ability's radius has been reduced. This ability is now available at Rank 40, and associated with the Path of Da Green.
    Slayer
    * The following abilities have had their radius reduced: Distracting Roar, Doom Seeker, Even the Odds, Fierceness, Flurry, Gudrun's Warcry, Looks Like a Challenge, and Unleashed Power.
    * Accuracy: Flurry's damage is now reduced when this Tactic is slotted.
    * Inevitable Doom: The ability's damage and radius have been reduced and its cost increased.
    * No Escape: This ability's damage and radius have been reduced.
    * Onslaught: This ability's damage and cost have been reduced.
    * Shatter Limbs: This ability's damage and radius have been reduced, and its cost increased.
    * Wild Swing: This ability's damage and radius have been reduced.
    Sorcerer
    * The following abilities have had their radius reduced: Crippling Terror, Daemonic Chill, Frozen Touch, Grip of Fear, Paralyzing Nightmares, Frozen Shadows, Soul Stealer, Stricken Voices, and Wind-woven Shell.
    * Black Horror: This ability's radius and damage have been reduced.
    * Disastrous Cascade: This ability's radius, damage, and cost have been reduced.
    * Gloom of Night: This ability's radius and damage have been reduced, and its cost.
    * Ice Spikes: This ability's width and radius have been reduced, and its damage increased.
    * Infernal Wave: This ability's width, radius, and damage have been reduced.
    * Pit of Shades: This ability's radius damage and cost have been reduced, and the ability will now pulse every 1.5 seconds.
    * Shadow Knives: This ability's radius and damage have been reduced, and its cooldown increased.
    * Shattered Shadows: This ability's radius and damage have been reduced, and its cost increased.
    * Surging Pain: This ability's radius and damage have been reduced.
    Squig Herder
    * The following abilities have had their radius reduced: Bad Gas!, Big Bouncin', Farty Squig, Goop Shootin', Lots of Shootin', Run Away!, Soothin' Shroom Wrap, Spore Cloud, Sticky Squigz, and Wind of the Waaagh!
    * Arrer O'Mork: This ability's radius has been reduced, and its arc on the conical-area-of-effect increased.
    * Explodin' Arrer: This ability's radius and damage have been reduced, its cost increased, and its build time has been removed.
    * Indigestion: This ability's cost and damage have been reduced, and its cooldown increased.
    * KABOOM!: This ability's radius has been reduced, and its damage increased.
    * Sharpened Arrers: This ability's damage increased to Explodin' Arrer's main hit has been reduced, and its damage increase to the damage-over-time component has been increased.
    * Shoot Thru Ya: This ability's radius, cost, and damage have been reduced, and the width of the line-area-of-effect has been increased.
    * Shrapnel Arrer: This ability's cooldown has been reduced, and its damage-over-time component removed. This ability is now a target- area-of-effect direct damage.
    * Splinterin' Arrers: This ability's radius has been reduced. Run N Shoot will now do 30% less damage when this Tactic is slotted.
    Swordmaster
    * The following abilities have had their radius reduced: Aethyric Grasp, Bolstering Enchantments, Guard of Steel, Nature's Blade, Shadow Blades, Shield of Valor, Whirling Geyser, and Wings of Heaven.
    * Gusting Wind: This ability's damage and radius have been reduced.
    * Pheonix's Wing: This ability's damage, cost, and radius have been reduced, and its arc increased.
    * Wrath of Hoeth: This ability's damage has been reduced, and its cost increased.
    Warrior Priest
    * The following abilities have had their radius reduced: Avatar of Sigmar, Divine Light, Divine Replenishment, Divine Shock, Endless Guilt, Gift of Life, Intimidating Repent, Marty's Blessing, Pious Restoration, Prayer of Absolution, Prayer of Devotion, Prayer of Righteousness, Sigmar's Grace, Sigmar's Radiance, and Touch of the Devine.
    * Smite: This ability's bonus damage from Strength has been reduced.
    * Soulfire: This ability's radius and damage have been reduced.
    White Lion
    * The following abilities have had their radius reduced: Blade and Claw, Joy of the Hunt, Submission, and Terrifying Roar.
    * Echoing Roar: This ability's damage and radius have been reduced.
    * Flying Axe: This ability's radius and the width of its line-of-effect have been reduced.
    * Pounce: This ability's damage has been reduced, and its cost increased.
    * Slashing Blade: This ability's radius and damage have been reduced, and its arc on the area-of-effect increased.
    * Whirling Axe: This ability's damage has been reduced, and its cost increased.
    Witch Elf
    * The following abilities have had their radius reduced: Blade Spin, Death Reaper, Enchanting Beauty, and Overwhelming Dread.
    * Broad Severing: When this Tactic is slotted, Slice will now do 10% less damage.
    * Fling Poison: This ability's radius and width have been reduced.
    * On Your Knees!: This ability's damage and radius have been reduced.
    * Web of Shadows: This ability's radius and width have been reduced.
    Witch Hunter
    * The following abilities have had their radius reduced: Blood, Faith and Fire, Excomuunicate, Expurgation, Get Thee Behind Me, Reversal of Fortune, and Witchfinder's Protection.
    * Divine Blast: This ability's radius and width have been reduced.
    * Dragon Gun: This ability's damage has been reduced.
    * Sweeping Razor: When this Tactic is slotted, Razor Strike will do 10% less damage.
    Zealot
    * The following abilities have had their radius reduced: Breath of Tzeentch, Dust of Pandemonium, Eye of Sheerian, Lashing Waves, Suppressing the Fragile Unbelievers, Tzeentch's Scream, Tzeentch's Shielding, Vortex, and Windblock.
    * Chaotic Agitation: This ability will no longer require an active Harbinger of Doom. This ability will now affect whoever the player has targeted. This ability's damage has also been reduced.
    * Demon Spittle: Reduced this ability's radius and damage.
    * Mark of the Vortex: Reduced this ability's damage.
    * Rite of Agony: Removed the cast time for this ability, reduced the radius, and reduced the damage. This ability now has a 5 second cooldown.
    * Ritual of Innervation: This ability's radius has been increased
    * Ritual of Lunacy: This ability's radius has been increased.
    * Ritual of Superiority: This ability's radius has been increased.
    * Wind of Insanity: This ability's damage has been increased, and its radius reduced.
    Archmage & Shaman Changes
    Archmage
    * The Archmage Career has undergone several changes. As a result of these changes all Archmages have had the Mastery points refunded and will need to visit a Career Trainer to reallocate their Mastery points.
    * Balance Essence: The amount that this ability heals the caster's defensive target has been increased. This ability is now obtained at Rank 4 in the Path of Vaul.
    * Cleansing Flare: This Mastery ability is now purchasable at five points into the Path of Asuryan.
    * Cleansing Light: The ability's cost has been increased, and it now grants an absorb shield if an effect is dispelled. Also, this ability is now associated with the Path of Isha.
    * Dissipating Energies: This Mastery ability is now purchasable at 13 points into the Path of Asuryan.
    * Drain Magic: This ability no longer deals damage, and now drains more AP over time. The cost of the ability has been increased, and it is now a Rank 18 Core ability.
    * Energy of Vaul: This new Mastery ability drains life from your offensive target and those around them, and uses the drained life to heal your defensive target. It is purchasable at 13 points into the Path of Vaul.
    * Expanded Control: This ability now reduces the build time of Balance Essence, but increases its AP cost.
    * Feel the Winds: This ability has been removed from the game.
    * Funnel Essence: This Mastery ability's healing has been increased, and it is now purchasable at 13 points into the Path of Isha.
    * Fury of Asuryan: This ability's cost has been increased, and it can now be obtained at Rank 35.
    * Golden Aura: This Tactic has been redesigned. It will now cause Shield of Saphery to grant stun and knockdown immunity while active.
    * Increased Conductivity: This ability now makes Path of Asuryan abilities harder to defend against.
    * Law of Age: This ability is now associated with the Path of Vaul, and can be obtained at Rank 40.
    * Law of Gold: This Mastery ability's damage has been increased, and it is now purchasable at nine points into the Path of Vaul.
    * Magical Infusion: This Mastery ability's healing has been increased, and it now triggers at twenty percent health. It is now purchasable at nine points into the Path of Isha.
    * Mistress of the Marsh: This Mastery ability is now purchasable at five points into the Path of Isha.
    * Prismatic Shield: This ability is now associated with the Path of Isha.
    * Radiant Gaze: This ability is now available at Rank 12, and is associated with the Path of Asuryan.
    * Rain Lord: This ability is now available at Rank 30, and is associated with the Path of Vaul.
    * Scatter the Winds: This Mastery ability's damage has been increased, and is now purchasable at nine points into the Path of Asuryan.
    * Searing Touch: This ability is now available at Rank 6.
    * Shield of Saphery: This ability is now available at Rank 5, and is now associated with the Path of Vaul.
    * Storm of Cronos: This ability's damage has been increased, it is now instant-cast, and has been made a line-area-of-effect ability. It can now be obtained five steps into the Path of Vaul.
    * Transfer Force: This ability's damage and healing have been increased. It is now available at Rank 9, and is associated with the Path of Vaul.
    * Walk Between Worlds: This ability is now available at Rank 14.
    * Wind Blast: This ability is now a point-blank-area-of-effect ability.
    Shaman
    * The Shaman Career has undergone several changes. As a result of these changes all Shamans have had the Mastery points refunded and will need to visit a Career Trainer to reallocate their Mastery points.
    * Big Waaagh!: This ability's cost was increased and its damage reduced. This ability can now be obtained at Rank 35.
    * Bleed Fer' Me: This ability's damage and the amount healed to the defensive target have been increased. This ability can now be obtained at Rank 9, and is associated with the Path of Da Green.
    * Bunch o' Waaagh: This ability is now available at Rank 6.
    * Da Waaagh! Is Coming: This Mastery ability is now purchasable at 13 points into the Path of Gork.
    * Do Sumfin Useful: This Mastery ability's heal and stat buff have been increased, and the stat buff is now based on spec mastery instead of Waaagh! Rank. The heal will now increase effectiveness based on Waaagh! Rank. This Mastery ability is now purchasable at 13 points into the Path of Mork.
    * Don' Feel Nothin: This ability can now be obtained at Rank 5, and is associated with the Path of Da Green.
    * 'Ere We Go!: This ability can now be obtained at Rank 12, and is associated with the Path of Gork.
    * Ere We Goes Again: This ability's bonus damage is now considered Spirit damage.
    * Fury of Da Green: This new ability drains life from your offensive target and those around them, and uses the drained life to heal your defensive target.
    * Geddoff!: This Mastery ability is now purchasable at give points into the Path of Gork.
    * Get'n Smarter: This ability has been removed from the game.
    * Gork's Barbs: This Mastery ability is now purchasable at nine points into the Path of Gork.
    * Greener 'n Cleaner: The ability's cost has been increased, and it now grants an absorb shield if an effect is dispelled. This ability is now associated with the Path of Mork.
    * I'll Take That: This ability is now available at Rank 4, and is associated with the Path of Da Green.
    * Leaky Brains: This ability has been removed from the game.
    * Mork Fix'd It: This new Mastery Tactic enhances Gork'll Fix It on other targets, but reduces its effectiveness on the caster. This Mastery Tactic is now purchasable at three points into the Path of Mork.
    * Mork's Buffer: This ability is now associated with the Path of Mork.
    * Nuthin' but Da WAAAGH!: This Mastery Tactic is now purchasable at 11 points into the Path of Da Green.
    * Scuse Me!: This Mastery ability's damage, arc, and cooldown have all increased, and its radius reduced. This is now an instant-cast ability that is purchasable at five points into the Path of Da Green.
    * Shrug it off: This Mastery ability's healing has been increased, and it now triggers at twenty percent health. This Mastery ability is now purchasable at nine points into the Path of Mork.
    * Sticky Feetz: This Mastery ability is now purchasable at five points into the Path of Mork.
    * Stop Hittin' Me!: This is now a Core ability that is available at Rank 14.
    * Waaagh! Frenzy: This Tactic has been redesigned. It now reduces the build time of "I'll Take Dat!" but increases its cost.
    * Yer a Weaklin': This ability is now an area-of- effect primary damage stat debuff that is now available at Rank 30, and is associated with the Path of Da Green.
    * Yer Not So Bad: This ability's cost has been increased, and it has moved to the Core ability list, where it is available at Rank 18.
    * You Got Nuthin!: This Mastery ability's damage had been increased, and is now purchasable at nine points into the Path of Da Green.
    * You'z Squishy: This ability is now available at Rank 40, and associated with the Path of Da Green.
    General Career Balance Changes
    Runepriest
    * Oath Runes: Players can now have more than one Oath Rune on them at a time. Each Runepriest may now cast one Oath Rune on a player. Players can only have one of each type of Oath Rune active on them at a time.
    Zealot
    * Marks: Players can now have more than one Mark on them at a time. Each Zealot can now cast one Mark on a player. Players can only have one of each type of Mark active on them at a time.
    Career Bug Fixes
    Archmage
    * Blessing of Isha: Fixed a bug which caused this ability to be setback too easily while casting.
    Bright Wizard
    * Fan the Flames: Fixed a bug that prevented this Tactic from increasing the radius of Rain of Fire.
    Marauder
    * Mutating Release: This ability will now correctly give immunity to roots and snares.
    * Terrible Embrace: Fixed a bug which caused this ability give the victim multiple defense checks.
    Runepriest
    * Master Rune of Adamant: This ability will now heal for the correct amount.
    * Rune of Mending: This ability will now heal for the correct amount.
    Shadow Warrior
    * Bullseye: This Tactic will now correctly proc.
    * Keen Arrowheads: The duration of the snare on the ability "Takedown" will now upgrade properly with this Tactic slotted.
    Shaman
    * S'cuse Me: This ability will now debuff the correct amount of Elemental resistance.
    Squig Herder
    * Spiked Squig: The critical chance bonus associated with this pet will now show up on the paper doll.
    Swordmaster
    * Ensorcelled Agony: Damage dealt by this Tactic will now correctly scale with your Rank instead of your Hoeth spec. (This Tactic's description will appear unchanged.)
    Warrior Priest
    * Judgment: This ability will now build the correct amount of Righteous Fury.
    White Lion
    * Fetch: Fixed a bug which caused this ability give the victim multiple defense checks.
    Witch Elf
    * Broad Severing: This Tactic will now allow Slice to be used on Keep doors. Please note that Slice will only hit the keep door when Broad Severing is slotted, and will not hit any additional targets.
    Witch Hunter
    * Fanatical Zeal: This ability will now correctly do damage to targets who use healing abilities.
    * Sweeping Razor: This Tactic will now allow Razor Strike to be used on Keep doors. Please note that Razor Strike will only hit the Keep door when Sweeping Razor is slotted, and will not hit any additional targets.
    Zealot
    * Transference: The effect from this Tactic can no longer be right-click removed.
    Crafting
    Cultivation
    * Vibrant Yellow Grundle Seeds will now convert into Wilted Weeds.
    Items
    * Decimator, Devastator, and Obliterator sets have had their merchant cost reduced by 25%.
    * Removed an invalid quest reward that was not allowing the quest 'Marked' to be completed.
    * The following Soul Talismans have had their tooltips fixed to show the correct effects: Zealous Knight's Soul, Zealous Crusader's Soul, Massive Zealous Knight's Soul, and Massive Zealous Crusader's Soul.
    * The Obsidian Tome of Nagash and the Obsidian Chalice of Nagash have had their Soul Essence and Righteous Fury regeneration rates increased to eight per second.
    * Harbinger Cloak: This ability will now remove a Hex, Curse, and Ailment instead of two Curses and an Ailment.
    * Nepenthean Tonic: This ability will now correctly restore 20% health after resurrecting.
    Realm vs. Realm
    * Fortress timers will now decrease by 15 minutes for each time the corresponding city has been contested in the past three days. The timer cannot go below 15 minutes total. For example, if Altdorf has been pushed into contested twice in the past three days, and Destruction pushes the campaign into Stonewatch, the time Destruction has to defeat the Fortress lord will be 30 minutes.
    * The Field of Glory buff currently grants a 100% Experience bonus in RvR Lakes when killing players. Players will now receive an additional 50% bonus to Experience and a 150% bonus to Renown when killing players near Battlefield Objectives or Keeps.
    * Keep tooltips will now display text to indicate how well-defended a Keep is. The categories are as follows: Vulnerable (Green), Light (Yellow), Medium (Orange), or Heavy (Red).
    * Deflect Oil: Fixed an issue with the radius info on this ability's tooltip.
    * Resolute Defense: Grants immunity to crowd control effects for a short duration. This ability is available through Renown training.
    * Siege: Fixed a bug that would grey-out abilities for the duration of the siege crowd control immunity.
    * The Return to Nordenwatch Live Event is active on Warpstone! (PTS only)

    Detharin on
  • MorskittarMorskittar Lord Warlock Engineer SeattleRegistered User regular
    edited July 2009
    Chosen on the official forums will be bitching so hard about this.

    Chosen who actually play will be busy not ever dying to Bright Wizards.

    Morskittar on
    snm_sig.jpg
  • Raiden333Raiden333 Registered User regular
    edited July 2009
    Also, saw this on the herald. Good shit:

    One other area we are focused on for 1.3.0b is to better incentivizing open-field RvR. We want players to hunt each other, and that’s what RvR is all about -- crushing and out-thinking your enemies. With that in mind, we are literally multiplying your XP and RP gain when fighting enemy players around Keeps and Battlefield Objectives. The Field of Glory buff currently grants a 100% experience bonus in RvR Lakes when killing players. Players will now receive an additional 50% bonus to experience and a 150% bonus to renown when killing players near Battlefield Objectives or Keeps.

    Raiden333 on
    There was a steam sig here. It's gone now.
  • DacDac Registered User regular
    edited July 2009
    Detharin wrote: »
    patch notes

    Game Update 1.3.0b
    Warhammer Online: Age of Reckoning
    v1.3.0b Patch Notes: 7/15/2009
    Highlights
    * The Archmage and Shaman Careers have undergone several improvements. Due to these changes, all Archmage and Shaman players have had their Mastery points refunded. Please visit a Career Trainer to reallocate these Mastery points. Please see the Combat and Careers section of the notes for more details regarding these changes.
    * All area-of-effect abilities have been standardized based on type (Melee "Cleave", Conical, Line, Point-Blank or Ground-Targeted). Please see the Combat and Careers section of the notes for more details regarding these changes.
    * Version 1.3.0b brings several improvements to crowd control systems. While crowd control abilities remain a key part of strategic battles and dynamic gameplay, we are also working to ensure that they do not become a frustrating element for our players. We are implementing several changes to improve crowd control in general, the first of which is a change to the "Unstoppable" buff, which can be found below in the Combat and Careers section of the notes.
    * The Field of Glory buff currently grants a 100% Experience bonus in RvR Lakes when killing players. Players will now receive an additional 50% bonus to Experience and a 150% bonus to Renown when killing players near Battlefield Objectives or Keeps.
    General Changes & Bug Fixes
    * Corrected an issue that could cause the game to return an "Out of Range" message when a player tried to perform a melee attack against an enemy player who was within melee range.
    Combat and Careers
    Area-of-Effect & Crowd Control Ability Changes
    General Crowd Control Changes
    * Immovable: Root immunity and knockback immunity have been combined into a new single immunity effect, and its duration has been increased over the previous effects. When affected by either a root, knockback, or pull effect, you will become immune to them for 30 seconds. This immunity will also persist through death.
    * Resolute Defense: This new ability is now available for purchase from Renown trainers. When activated, your character will become briefly immune to all Crowd Control effects. Please note that this ability will not remove any pre-existing effects; it is a tool to help you prevent yourself from becoming afflicted in the first place!
    * Unstoppable: The duration of this stun, knockdown, disarm and silence immunity buff has been increased from six times the duration of the disabling effect to 10 times the effect duration, and will now persist through death.
    Archetype Morale Abilities
    * The following abilities have had their radius reduced: Alter Fate, Broad Swings, Distracting Bellow, Divine Protection, Explosive Shots, Hail of Doom, Rampaging Siphon, Relentless Assault, and Unleash the Winds.
    * Focused Mind: This Morale ability will now correctly give immunity to snares and will also now remove all silence effects.
    * Immaculate Defense: This ability's radius has been increased.
    * Juggernaut: Fixed a bug which prevented this ability from removing Cleave Limb, No Escape, and Takedown.
    Archmage
    * Cleansing Flare: This Mastery ability's damage and radius have been reduced, and its cost increased. The knockback effect has been converted into standard medium knockback.
    * Dissipating Energies: This Mastery ability's radius and damage have been reduced.
    * Law of Age: This ability's radius has been reduced.
    * Mistress of the Marsh: This Mastery ability is now instant-cast, and its radius and reuse time have been reduced. The debuff will no longer flicker for the entire duration.
    * Rain Lord: This ability's cost has been increased, and its radius reduced.
    * Wind Blast: This ability's radius has been reduced. This ability is now a point-blank-area-of-effect ability.
    Black Guard
    * The following abilities have had their radius reduced: Away, Cretins!, Blast of Hatred, Chains of Hatred, Chains of Warding, and In Malekith's Name.
    * Furious Howl: This ability's damage and cost have been reduced.
    * Monstrous Rending: This ability's damage has been reduced, and its cost and arc increased.
    * Wave of Scorn: This ability's damage and radius have been reduced, and its cost increased.
    Black Orc
    * The following abilities have had their radius reduced: Can't Touch Us, Da Biggest, Da Greenest, Deafening Bellow!, Get 'Em!, Keep it Goin', No Choppin' Me, Puddle o' Much, Quit Yer Squabbling', Walk it Off!, We'z Bigger, Where You Going?, and Yer Nothin.
    * The following abilities have had their radius and damage reduced: Da Big Un', and WAAAGH!
    * Big Slash: This ability's damage and arc have been reduced, and its radius increased. This ability will now only hit targets in front of you.
    * Big Swing: This ability's cost and radius have been increased, and its damage reduced.
    Bright Wizard
    * The following abilities have had their radius reduced: Choking Smoke, Conflagration of Doom, Explosive Force, Fire Cage, Flame Shield, Flames of Rhuin, Ruin and Destruction, The Burning Head, and Wildfire.
    * The following abilities have had their radius and damage reduced: Backdraft, Detonate, Fireball Barrage, Scorched Earth, and Spreading Flames.
    * Annihilate: This ability's damage, radius, and cost have been reduced, and the ability no longer deals self damage.
    * Fiery Blast: This ability's radius and damage have been reduced, and its cost increased.
    * Flame Breath: This ability's radius has been reduced, and its arc and damage increased.
    * Rain of Fire: This ability's radius, damage, and cost have been reduced, and it will now pulse every 1.5 seconds.
    Choppa
    * The following abilities have had their radius reduced: Bring Da Pain, Chop Fasta!, Come and Git It!, Git Stuck In, Outta My Face, Stomp Da Yard, Tantrum, and Yer Goin' Down.
    * The following abilities have had their damage reduced: Git to da Choppa, Lotsa Choppin', and Yer All Bleedin' Now.
    * Extra Choppin: Lotsa Choppin's damage is now reduced when this Tactic is slotted.
    * Wild Choppin': This ability's radius and damage have been reduced.
    * Wot's Da Rush: This ability's radius and damage have been reduced.
    Chosen
    * The following abilities have had their radius reduced: Corrupting Horror, Corrupting Retribution, Corrupting Wrath, Dire Shielding, Discordant Fluctuation, Discordant Instability, Discordant Turbulence, Dreadful Fear, Dreadful Terror, Petrify, Shatter Faith, Sprout Carapace, Tooth of Tzeentch, Warping Embrance.
    * Blast Wave: This ability's cost has been increased, and its damage reduced.
    * Dreadful Agony: This ability's radius and damage have been reduced.
    * Quake: This ability's radius and damage have been reduced.
    * Rending Blade: This ability's radius and damage have been reduced, and the arc of its area-of-effect increased.
    Disciple of Khaine
    * The following abilities have had their radius reduced: Chant of Pain, Covenant of Celerity, Covenant of Tenacity, Covenant of Vitality, Life's End, Khaine's Embrace, Khaine's Refreshment, Khaine's Vigro, Khaine's Withdrawal, Soul Shielding, Thousand and One ark Blessings, Transfer Essence, Universal Confusion.
    * Devour Essence: This ability's radius and damage have been reduced, and its cost increased.
    * Essence Lash: This ability's radius and damage have been reduced. This ability will now only hit targets in front of the caster.
    * Fell Sacrifice: This ability's radius and damage have been reduced.
    * Uncaring Dismissal: This ability will now only hit targets in front of the player. Also, this ability's radius has been reduced.
    Engineer
    * The following abilities have had their radius reduced: Armored Plating, Artillery Barrage, Barbed Wire, Blunderbuss Blast, Bugman's Best, Burn Salve, Flamethrower, Flashbang Grenade, Fling Explosives, High Explosive Grenade, Proximity Alarm, Scattershot, and Steam Vent.
    * The following abilities have had their radius and damage reduced: Acid Bomb, Fragmentation Grenade, Land Mine, Napalm Grenade, Phophorous Shells, Self Destruct, Static Discharge, and Sticky Bomb.
    * Electromagnet: This ability will now pull victims into a more widely-randomized area. Enemies will still be pulled in toward the caster, but not necessarily all to the caster's precise spot.
    * Extra Powder: This Tactic will now increase the radius of Acid bomb and Fragmentation Grenade by 50%.
    * Friction Burn: This ability's damage has been increased.
    * Lightning Rod: This ability's damage has been increased, and its radius reduced.
    * Strafing Run: This ability will now hit targets in a line in front of the player. Also, the ability's damage has been reduced.
    Ironbreaker
    * The following abilities have had their radius reduced: Earthen Renewal, Grip of Stone, Gromril Plating, Long Reach, Oath of Vengeance, and Strength in Numbers.
    * Axe Slam: This ability's radius has been increased, and the ability is now a line-area-of-effect.
    * Earthshatter: This ability's radius, damage, and cost have been reduced, and duration of its snare increased.
    * Rune-Etched Axe: This ability's radius, arc, and damage have been reduced. It will now only affect targets in front of the caster.
    * Shield Sweep: This ability's radius, arc, and damage have been reduced. This ability will now only affect targets in front of the caster. In addition, some issues were fixed that were preventing this ability from being defended or triggering damage based procs.
    Knight of the Blazing Sun
    * The following abilities have had their radius reduced: All Out Attack, Flawless Defense, Gather Your Resolve!, On Your Guard!, No Escape, Now's Our Chance, Press the Attack!, Shackle, Solar Flare, Stand Strong!, Stay Focused!, To Glory!, and To Victory!
    * Arcing Swing: This ability's radius and damage have been reduced, and its arc and cost increased.
    * Heaven's Fury: This ability's radius and damage have been reduced.
    * Nova Strike: This ability's width and radius have been reduced.
    * Slice Through: Crippling Blow's damage is now reduced when this Tactic is slotted. The ability will only hit enemies in front of the player.
    * Staggering Impact: This ability's radius and damage have been reduced.
    Magus
    * The following abilities have had their radius reduced: Coruscating Energy, Daemonic Resistance, Fiery Wind, Flames of Change, Roiling Winds, Tzeentch's Grasp, and Warping Energy.
    * The following abilities have had their radius and damage reduced: Daemonic Infestation, Daemonic Lash, Dissolving Mist, Glean Magic, Instability, Pandemonium, Seed of Chaos, Surge of Insanity, Tzeentch's Firestorm, and Warpfire.
    * Agonizing Torrent: This ability's radius has been reduced and its damage increased.
    * Chaotic Rift: This ability will now pull victims into a more widely-randomized area. Enemies will still be pulled in towards the caster, but not necessarily all to the caster's precise spot.
    * Daemonic Scream: This ability will now hit players in a line in front of the caster.
    * Infernal Blast: This ability's arc, radius, and damage have been reduced.
    Marauder
    * The following abilities have had their radius reduced: Energy Ripple, Wave of Horror, and Widespread Demolition.
    * Concussive Jolt: This ability's damage has been reduced, and its cost increased. This ability will now only affect targets in front of the player.
    * Demolition: This ability's radius and damage have been reduced, and its cost increased.
    * Mouth of Tzeentch: This ability's radius and damage have been reduced.
    * Wave of Mutilation: This ability's radius and damage have been reduced, and its cost increased.
    * Wave of Terror: This ability's damage has been reduced and its cost increased.
    * Wrecking Ball: This ability's radius and damage have been reduced, and its cost increased.
    Runepriest
    * The following abilities have had their radius reduced: Blessing of Valaya, Mountain Spirit, Rune of Serenity, Rune of Skewering, Rune of Sundering, and Valaya's Shield.
    * Master Rune of Adamant: This ability's radius has been increased.
    * Master Rune of Fury: This ability's radius has been increased.
    * Master Rune of Speed: This ability's radius has been increased.
    * Rune of Battle: This ability's damage has been increased.
    * Rune of Cleaving: This ability's damage has been increased, and its radius reduced.
    * Rune of Ending: This ability's group effect radius has been increased, and its initial effect radius reduced.
    * Rune of Might: This ability's damage and radius have been reduced, and its build time removed.
    * Rune of Warding: This ability's radius and damage have been reduced.
    Shadow Warrior
    * The following abilities have had their radius reduced: Distracting Rebounds, Hunter's Fervor, Instill fear, Outrider Patrol, Penetrating Arrow, Rain of Steel, Whirling Pin, and Whirling Rage.
    * Barrage: This ability's cost and damage have been reduced, and its build time removed. The ability will now hit all players in a line in front of the player.
    * Flame Arrow: This ability's cost and damage have been reduced, and its build time removed.
    * Glass Arrow: This ability's cooldown has been reduced, and its damage-over-time component removed. This ability is now a target-area-of-effect direct damage.
    * Lileath's Arrow: This ability's radius, width, and damage have been reduced.
    * Smoldering Arrows: This ability's bonus damage to Flame Arrow has been reduced.
    * Split Arrows: This ability's radius has been reduced. Spiral Fletched Arrows will now do 30% less damage when this Tactic is slotted.
    * Sweeping Slash: Reduced the ability's radius and damage, and increased the cost.
    Shaman
    * The following abilities have had their radius reduced: Breath of Mork, Eeeek!, Feelz No Pain, Gather Round, Pass It On, Steal Yer Thunder, and You Weren't Using Dat.
    * Da Waaagh! Is Coming: This Mastery ability's damage, build time, and radius have been reduced. This ability now has a reuse time, and its damage now leaps from target to target. This Mastery ability is now purchasable at 13 points into the Path of Gork.
    * 'Ere We Go!: The ability's group-effect radius was reduced. This ability can now be obtained at Rank 12, and is associated with the Path of Gork.
    * Geddoff!: This Mastery ability's knockback effect has been standardized, its damage and radius reduced, and its cost increased. This Mastery ability is now purchasable at give points into the Path of Gork.
    * Mork's Buffer: The ability's radius has been reduced. This ability is now associated with the Path of Mork.
    * Sticky Feetz: This Mastery ability's radius and reuse time have been reduced, and it is now instant-cast. The debuff will no longer flicker for the entire duration. This Mastery ability is now purchasable at five points into the Path of Mork.
    * Stop Hittin' Me!: The ability's radius has been reduced. This is now a Core ability that is available at Rank 14.
    * You'z Squishy: The ability's radius has been reduced. This ability is now available at Rank 40, and associated with the Path of Da Green.
    Slayer
    * The following abilities have had their radius reduced: Distracting Roar, Doom Seeker, Even the Odds, Fierceness, Flurry, Gudrun's Warcry, Looks Like a Challenge, and Unleashed Power.
    * Accuracy: Flurry's damage is now reduced when this Tactic is slotted.
    * Inevitable Doom: The ability's damage and radius have been reduced and its cost increased.
    * No Escape: This ability's damage and radius have been reduced.
    * Onslaught: This ability's damage and cost have been reduced.
    * Shatter Limbs: This ability's damage and radius have been reduced, and its cost increased.
    * Wild Swing: This ability's damage and radius have been reduced.
    Sorcerer
    * The following abilities have had their radius reduced: Crippling Terror, Daemonic Chill, Frozen Touch, Grip of Fear, Paralyzing Nightmares, Frozen Shadows, Soul Stealer, Stricken Voices, and Wind-woven Shell.
    * Black Horror: This ability's radius and damage have been reduced.
    * Disastrous Cascade: This ability's radius, damage, and cost have been reduced.
    * Gloom of Night: This ability's radius and damage have been reduced, and its cost.
    * Ice Spikes: This ability's width and radius have been reduced, and its damage increased.
    * Infernal Wave: This ability's width, radius, and damage have been reduced.
    * Pit of Shades: This ability's radius damage and cost have been reduced, and the ability will now pulse every 1.5 seconds.
    * Shadow Knives: This ability's radius and damage have been reduced, and its cooldown increased.
    * Shattered Shadows: This ability's radius and damage have been reduced, and its cost increased.
    * Surging Pain: This ability's radius and damage have been reduced.
    Squig Herder
    * The following abilities have had their radius reduced: Bad Gas!, Big Bouncin', Farty Squig, Goop Shootin', Lots of Shootin', Run Away!, Soothin' Shroom Wrap, Spore Cloud, Sticky Squigz, and Wind of the Waaagh!
    * Arrer O'Mork: This ability's radius has been reduced, and its arc on the conical-area-of-effect increased.
    * Explodin' Arrer: This ability's radius and damage have been reduced, its cost increased, and its build time has been removed.
    * Indigestion: This ability's cost and damage have been reduced, and its cooldown increased.
    * KABOOM!: This ability's radius has been reduced, and its damage increased.
    * Sharpened Arrers: This ability's damage increased to Explodin' Arrer's main hit has been reduced, and its damage increase to the damage-over-time component has been increased.
    * Shoot Thru Ya: This ability's radius, cost, and damage have been reduced, and the width of the line-area-of-effect has been increased.
    * Shrapnel Arrer: This ability's cooldown has been reduced, and its damage-over-time component removed. This ability is now a target- area-of-effect direct damage.
    * Splinterin' Arrers: This ability's radius has been reduced. Run N Shoot will now do 30% less damage when this Tactic is slotted.
    Swordmaster
    * The following abilities have had their radius reduced: Aethyric Grasp, Bolstering Enchantments, Guard of Steel, Nature's Blade, Shadow Blades, Shield of Valor, Whirling Geyser, and Wings of Heaven.
    * Gusting Wind: This ability's damage and radius have been reduced.
    * Pheonix's Wing: This ability's damage, cost, and radius have been reduced, and its arc increased.
    * Wrath of Hoeth: This ability's damage has been reduced, and its cost increased.
    Warrior Priest
    * The following abilities have had their radius reduced: Avatar of Sigmar, Divine Light, Divine Replenishment, Divine Shock, Endless Guilt, Gift of Life, Intimidating Repent, Marty's Blessing, Pious Restoration, Prayer of Absolution, Prayer of Devotion, Prayer of Righteousness, Sigmar's Grace, Sigmar's Radiance, and Touch of the Devine.
    * Smite: This ability's bonus damage from Strength has been reduced.
    * Soulfire: This ability's radius and damage have been reduced.
    White Lion
    * The following abilities have had their radius reduced: Blade and Claw, Joy of the Hunt, Submission, and Terrifying Roar.
    * Echoing Roar: This ability's damage and radius have been reduced.
    * Flying Axe: This ability's radius and the width of its line-of-effect have been reduced.
    * Pounce: This ability's damage has been reduced, and its cost increased.
    * Slashing Blade: This ability's radius and damage have been reduced, and its arc on the area-of-effect increased.
    * Whirling Axe: This ability's damage has been reduced, and its cost increased.
    Witch Elf
    * The following abilities have had their radius reduced: Blade Spin, Death Reaper, Enchanting Beauty, and Overwhelming Dread.
    * Broad Severing: When this Tactic is slotted, Slice will now do 10% less damage.
    * Fling Poison: This ability's radius and width have been reduced.
    * On Your Knees!: This ability's damage and radius have been reduced.
    * Web of Shadows: This ability's radius and width have been reduced.
    Witch Hunter
    * The following abilities have had their radius reduced: Blood, Faith and Fire, Excomuunicate, Expurgation, Get Thee Behind Me, Reversal of Fortune, and Witchfinder's Protection.
    * Divine Blast: This ability's radius and width have been reduced.
    * Dragon Gun: This ability's damage has been reduced.
    * Sweeping Razor: When this Tactic is slotted, Razor Strike will do 10% less damage.
    Zealot
    * The following abilities have had their radius reduced: Breath of Tzeentch, Dust of Pandemonium, Eye of Sheerian, Lashing Waves, Suppressing the Fragile Unbelievers, Tzeentch's Scream, Tzeentch's Shielding, Vortex, and Windblock.
    * Chaotic Agitation: This ability will no longer require an active Harbinger of Doom. This ability will now affect whoever the player has targeted. This ability's damage has also been reduced.
    * Demon Spittle: Reduced this ability's radius and damage.
    * Mark of the Vortex: Reduced this ability's damage.
    * Rite of Agony: Removed the cast time for this ability, reduced the radius, and reduced the damage. This ability now has a 5 second cooldown.
    * Ritual of Innervation: This ability's radius has been increased
    * Ritual of Lunacy: This ability's radius has been increased.
    * Ritual of Superiority: This ability's radius has been increased.
    * Wind of Insanity: This ability's damage has been increased, and its radius reduced.
    Archmage & Shaman Changes
    Archmage
    * The Archmage Career has undergone several changes. As a result of these changes all Archmages have had the Mastery points refunded and will need to visit a Career Trainer to reallocate their Mastery points.
    * Balance Essence: The amount that this ability heals the caster's defensive target has been increased. This ability is now obtained at Rank 4 in the Path of Vaul.
    * Cleansing Flare: This Mastery ability is now purchasable at five points into the Path of Asuryan.
    * Cleansing Light: The ability's cost has been increased, and it now grants an absorb shield if an effect is dispelled. Also, this ability is now associated with the Path of Isha.
    * Dissipating Energies: This Mastery ability is now purchasable at 13 points into the Path of Asuryan.
    * Drain Magic: This ability no longer deals damage, and now drains more AP over time. The cost of the ability has been increased, and it is now a Rank 18 Core ability.
    * Energy of Vaul: This new Mastery ability drains life from your offensive target and those around them, and uses the drained life to heal your defensive target. It is purchasable at 13 points into the Path of Vaul.
    * Expanded Control: This ability now reduces the build time of Balance Essence, but increases its AP cost.
    * Feel the Winds: This ability has been removed from the game.
    * Funnel Essence: This Mastery ability's healing has been increased, and it is now purchasable at 13 points into the Path of Isha.
    * Fury of Asuryan: This ability's cost has been increased, and it can now be obtained at Rank 35.
    * Golden Aura: This Tactic has been redesigned. It will now cause Shield of Saphery to grant stun and knockdown immunity while active.
    * Increased Conductivity: This ability now makes Path of Asuryan abilities harder to defend against.
    * Law of Age: This ability is now associated with the Path of Vaul, and can be obtained at Rank 40.
    * Law of Gold: This Mastery ability's damage has been increased, and it is now purchasable at nine points into the Path of Vaul.
    * Magical Infusion: This Mastery ability's healing has been increased, and it now triggers at twenty percent health. It is now purchasable at nine points into the Path of Isha.
    * Mistress of the Marsh: This Mastery ability is now purchasable at five points into the Path of Isha.
    * Prismatic Shield: This ability is now associated with the Path of Isha.
    * Radiant Gaze: This ability is now available at Rank 12, and is associated with the Path of Asuryan.
    * Rain Lord: This ability is now available at Rank 30, and is associated with the Path of Vaul.
    * Scatter the Winds: This Mastery ability's damage has been increased, and is now purchasable at nine points into the Path of Asuryan.
    * Searing Touch: This ability is now available at Rank 6.
    * Shield of Saphery: This ability is now available at Rank 5, and is now associated with the Path of Vaul.
    * Storm of Cronos: This ability's damage has been increased, it is now instant-cast, and has been made a line-area-of-effect ability. It can now be obtained five steps into the Path of Vaul.
    * Transfer Force: This ability's damage and healing have been increased. It is now available at Rank 9, and is associated with the Path of Vaul.
    * Walk Between Worlds: This ability is now available at Rank 14.
    * Wind Blast: This ability is now a point-blank-area-of-effect ability.
    Shaman
    * The Shaman Career has undergone several changes. As a result of these changes all Shamans have had the Mastery points refunded and will need to visit a Career Trainer to reallocate their Mastery points.
    * Big Waaagh!: This ability's cost was increased and its damage reduced. This ability can now be obtained at Rank 35.
    * Bleed Fer' Me: This ability's damage and the amount healed to the defensive target have been increased. This ability can now be obtained at Rank 9, and is associated with the Path of Da Green.
    * Bunch o' Waaagh: This ability is now available at Rank 6.
    * Da Waaagh! Is Coming: This Mastery ability is now purchasable at 13 points into the Path of Gork.
    * Do Sumfin Useful: This Mastery ability's heal and stat buff have been increased, and the stat buff is now based on spec mastery instead of Waaagh! Rank. The heal will now increase effectiveness based on Waaagh! Rank. This Mastery ability is now purchasable at 13 points into the Path of Mork.
    * Don' Feel Nothin: This ability can now be obtained at Rank 5, and is associated with the Path of Da Green.
    * 'Ere We Go!: This ability can now be obtained at Rank 12, and is associated with the Path of Gork.
    * Ere We Goes Again: This ability's bonus damage is now considered Spirit damage.
    * Fury of Da Green: This new ability drains life from your offensive target and those around them, and uses the drained life to heal your defensive target.
    * Geddoff!: This Mastery ability is now purchasable at give points into the Path of Gork.
    * Get'n Smarter: This ability has been removed from the game.
    * Gork's Barbs: This Mastery ability is now purchasable at nine points into the Path of Gork.
    * Greener 'n Cleaner: The ability's cost has been increased, and it now grants an absorb shield if an effect is dispelled. This ability is now associated with the Path of Mork.
    * I'll Take That: This ability is now available at Rank 4, and is associated with the Path of Da Green.
    * Leaky Brains: This ability has been removed from the game.
    * Mork Fix'd It: This new Mastery Tactic enhances Gork'll Fix It on other targets, but reduces its effectiveness on the caster. This Mastery Tactic is now purchasable at three points into the Path of Mork.
    * Mork's Buffer: This ability is now associated with the Path of Mork.
    * Nuthin' but Da WAAAGH!: This Mastery Tactic is now purchasable at 11 points into the Path of Da Green.
    * Scuse Me!: This Mastery ability's damage, arc, and cooldown have all increased, and its radius reduced. This is now an instant-cast ability that is purchasable at five points into the Path of Da Green.
    * Shrug it off: This Mastery ability's healing has been increased, and it now triggers at twenty percent health. This Mastery ability is now purchasable at nine points into the Path of Mork.
    * Sticky Feetz: This Mastery ability is now purchasable at five points into the Path of Mork.
    * Stop Hittin' Me!: This is now a Core ability that is available at Rank 14.
    * Waaagh! Frenzy: This Tactic has been redesigned. It now reduces the build time of "I'll Take Dat!" but increases its cost.
    * Yer a Weaklin': This ability is now an area-of- effect primary damage stat debuff that is now available at Rank 30, and is associated with the Path of Da Green.
    * Yer Not So Bad: This ability's cost has been increased, and it has moved to the Core ability list, where it is available at Rank 18.
    * You Got Nuthin!: This Mastery ability's damage had been increased, and is now purchasable at nine points into the Path of Da Green.
    * You'z Squishy: This ability is now available at Rank 40, and associated with the Path of Da Green.
    General Career Balance Changes
    Runepriest
    * Oath Runes: Players can now have more than one Oath Rune on them at a time. Each Runepriest may now cast one Oath Rune on a player. Players can only have one of each type of Oath Rune active on them at a time.
    Zealot
    * Marks: Players can now have more than one Mark on them at a time. Each Zealot can now cast one Mark on a player. Players can only have one of each type of Mark active on them at a time.
    Career Bug Fixes
    Archmage
    * Blessing of Isha: Fixed a bug which caused this ability to be setback too easily while casting.
    Bright Wizard
    * Fan the Flames: Fixed a bug that prevented this Tactic from increasing the radius of Rain of Fire.
    Marauder
    * Mutating Release: This ability will now correctly give immunity to roots and snares.
    * Terrible Embrace: Fixed a bug which caused this ability give the victim multiple defense checks.
    Runepriest
    * Master Rune of Adamant: This ability will now heal for the correct amount.
    * Rune of Mending: This ability will now heal for the correct amount.
    Shadow Warrior
    * Bullseye: This Tactic will now correctly proc.
    * Keen Arrowheads: The duration of the snare on the ability "Takedown" will now upgrade properly with this Tactic slotted.
    Shaman
    * S'cuse Me: This ability will now debuff the correct amount of Elemental resistance.
    Squig Herder
    * Spiked Squig: The critical chance bonus associated with this pet will now show up on the paper doll.
    Swordmaster
    * Ensorcelled Agony: Damage dealt by this Tactic will now correctly scale with your Rank instead of your Hoeth spec. (This Tactic's description will appear unchanged.)
    Warrior Priest
    * Judgment: This ability will now build the correct amount of Righteous Fury.
    White Lion
    * Fetch: Fixed a bug which caused this ability give the victim multiple defense checks.
    Witch Elf
    * Broad Severing: This Tactic will now allow Slice to be used on Keep doors. Please note that Slice will only hit the keep door when Broad Severing is slotted, and will not hit any additional targets.
    Witch Hunter
    * Fanatical Zeal: This ability will now correctly do damage to targets who use healing abilities.
    * Sweeping Razor: This Tactic will now allow Razor Strike to be used on Keep doors. Please note that Razor Strike will only hit the Keep door when Sweeping Razor is slotted, and will not hit any additional targets.
    Zealot
    * Transference: The effect from this Tactic can no longer be right-click removed.
    Crafting
    Cultivation
    * Vibrant Yellow Grundle Seeds will now convert into Wilted Weeds.
    Items
    * Decimator, Devastator, and Obliterator sets have had their merchant cost reduced by 25%.
    * Removed an invalid quest reward that was not allowing the quest 'Marked' to be completed.
    * The following Soul Talismans have had their tooltips fixed to show the correct effects: Zealous Knight's Soul, Zealous Crusader's Soul, Massive Zealous Knight's Soul, and Massive Zealous Crusader's Soul.
    * The Obsidian Tome of Nagash and the Obsidian Chalice of Nagash have had their Soul Essence and Righteous Fury regeneration rates increased to eight per second.
    * Harbinger Cloak: This ability will now remove a Hex, Curse, and Ailment instead of two Curses and an Ailment.
    * Nepenthean Tonic: This ability will now correctly restore 20% health after resurrecting.
    Realm vs. Realm
    * Fortress timers will now decrease by 15 minutes for each time the corresponding city has been contested in the past three days. The timer cannot go below 15 minutes total. For example, if Altdorf has been pushed into contested twice in the past three days, and Destruction pushes the campaign into Stonewatch, the time Destruction has to defeat the Fortress lord will be 30 minutes.
    * The Field of Glory buff currently grants a 100% Experience bonus in RvR Lakes when killing players. Players will now receive an additional 50% bonus to Experience and a 150% bonus to Renown when killing players near Battlefield Objectives or Keeps.
    * Keep tooltips will now display text to indicate how well-defended a Keep is. The categories are as follows: Vulnerable (Green), Light (Yellow), Medium (Orange), or Heavy (Red).
    * Deflect Oil: Fixed an issue with the radius info on this ability's tooltip.
    * Resolute Defense: Grants immunity to crowd control effects for a short duration. This ability is available through Renown training.
    * Siege: Fixed a bug that would grey-out abilities for the duration of the siege crowd control immunity.
    * The Return to Nordenwatch Live Event is active on Warpstone! (PTS only)

    How come I don't have these patch notes? :|

    Dac on
    Steam: catseye543
    PSN: ShogunGunshow
    Origin: ShogunGunshow
  • admanbadmanb unionize your workplace Seattle, WARegistered User regular
    edited July 2009
    Raiden333 wrote: »
    Also, saw this on the herald. Good shit:

    One other area we are focused on for 1.3.0b is to better incentivizing open-field RvR. We want players to hunt each other, and that’s what RvR is all about -- crushing and out-thinking your enemies. With that in mind, we are literally multiplying your XP and RP gain when fighting enemy players around Keeps and Battlefield Objectives. The Field of Glory buff currently grants a 100% experience bonus in RvR Lakes when killing players. Players will now receive an additional 50% bonus to experience and a 150% bonus to renown when killing players near Battlefield Objectives or Keeps.

    I really hope it works. I never understood the emphasis on scenarios; not only are they far more convenient (you can queue from anywhere, start one in the middle of the quest, and resume where you left off instantly) but they're much, much better XP/renown, even if you're winning less than half. Do people really enjoy doing the exact same thing, on the exact same map, over and over and over again?

    admanb on
  • HappylilElfHappylilElf Registered User regular
    edited July 2009
    They're on the PTS, not the live servers.

    Also god fucking damnit I have too many characters. Now I'm going to be spending days looking at/testing what the changes mean to all my characters instead of playing the game :P

    HappylilElf on
  • MorskittarMorskittar Lord Warlock Engineer SeattleRegistered User regular
    edited July 2009
    admanb wrote: »
    Raiden333 wrote: »
    Also, saw this on the herald. Good shit:

    One other area we are focused on for 1.3.0b is to better incentivizing open-field RvR. We want players to hunt each other, and that’s what RvR is all about -- crushing and out-thinking your enemies. With that in mind, we are literally multiplying your XP and RP gain when fighting enemy players around Keeps and Battlefield Objectives. The Field of Glory buff currently grants a 100% experience bonus in RvR Lakes when killing players. Players will now receive an additional 50% bonus to experience and a 150% bonus to renown when killing players near Battlefield Objectives or Keeps.

    I really hope it works. I never understood the emphasis on scenarios; not only are they far more convenient (you can queue from anywhere, start one in the middle of the quest, and resume where you left off instantly) but they're much, much better XP/renown, even if you're winning less than half. Do people really enjoy doing the exact same thing, on the exact same map, over and over and over again?

    MMOs have long been focused on the rewards, not the process or act of getting there (or how fun that might or might not be). One of Mythic's biggest missteps in WAR was not anticipating this.

    Morskittar on
    snm_sig.jpg
  • Gnome-InterruptusGnome-Interruptus Registered User regular
    edited July 2009
    LMFAO they nerfed alter fate.

    They also completely fucked up with the CC changes.

    Then they did the retard move that everyone expected for the AOE changes, and just nerfed AOEs across the board, regardless of whether the AOE was OP, Effective, or ineffective.

    Gnome-Interruptus on
    steam_sig.png
    MWO: Adamski
  • DisDis Registered User regular
    edited July 2009
    Cmon what is the content updates for the next 6 months.

    Dis on
    [SIGPIC][/SIGPIC]
  • manjimanji Registered User regular
    edited July 2009
    i have concerns about both 1.3b and 1.3.1.

    cc immunity as a 40 reknown ability helps, rather than hurts bomb squads by reducing your ability to take out their healers.

    1.3.1's proposed no kicking defenders out of city siege sounds awful. right now the pq is basically impossible with defence, spending the first half an hour grinding down defence to flip the zone is really the only way to do it. they're gonna need to put in some alternative pq's which don't involve the defenders being fed reknown from a combination of AoE and NPCs wiping the attackers, otherwise its going to become untenable...

    manji on
  • Gnome-InterruptusGnome-Interruptus Registered User regular
    edited July 2009
    manji wrote: »
    i have concerns about both 1.3b and 1.3.1.

    cc immunity as a 40 reknown ability helps, rather than hurts bomb squads by reducing your ability to take out their healers.

    1.3.1's proposed no kicking defenders out of city siege sounds awful. right now the pq is basically impossible with defence, spending the first half an hour grinding down defence to flip the zone is really the only way to do it. they're gonna need to put in some alternative pq's which don't involve the defenders being fed reknown from a combination of AoE and NPCs wiping the attackers, otherwise its going to become untenable...

    That was one of the suggestions, where you can either kill the Lord & 4 Heroes, or you hold 3 or 4 BFOs inside the city for the duration of the Stage 2 of the PQ.

    I also agree on the CC changes just doing more to help bomb groups. The biggesth change they should be making is that every single CC ability grants an immunity timer. Currently Morale CC doesnt. Which allows the BW bomb groups to chain CC.

    The second change they should be making to CC is so that all CC abilities are focused on tanks, and then give other classes defensive CC like detaunt, root, and knockback. Its silly that DPS classes have knockdowns, stuns, silence, and disarm.

    Gnome-Interruptus on
    steam_sig.png
    MWO: Adamski
  • CorriganXCorriganX Jacksonville, FLRegistered User regular
    edited July 2009
    So.. A zealot/runepriest is the only matchup for healers that actually specs for AE heals. Shamans get their AE heals in their heal line, DoKs get their ae heals in their heal line. Zealot/runepriests actually have to spec AE to the detriment of their other heals, and now their ENTIRE ae line got dramatically reduced in effectiveness. That.. really sucks.

    CorriganX on
    n1woEHJ.png
    CorriganX on Steam and just about everywhere else.
  • manjimanji Registered User regular
    edited July 2009
    i tend to play my zealot as a single target crit flash heal bot, so its not so bad. although i had intended to re-spec for dps when i finally scraped 5/6 conq for a few laughs and that did require a fair investment in the aoe tree.

    nerfing blackguards and marauders strikes me as particularly cruel.

    also, has book/ chalice re-gen been nerfed yet?

    manji on
  • Panda4YouPanda4You Registered User regular
    edited July 2009
    Levling is gonna be so fast now :3
    manji wrote: »
    nerfing blackguards and marauders strikes me as particularly cruel.
    Not really, noone plays them anyway.

    Panda4You on
  • AegisAegis Fear My Dance Overshot Toronto, Landed in OttawaRegistered User regular
    edited July 2009
    And while making block/parry/healing power talismans is a pain in the ass you can now at least make them and they're no more a pain in the ass to make than the melee/magic power or melee/ranged crit talismans.

    Don't think I've ever come across the ability to actually make block/parry/disrupt/dodge talismans. Considering you can do a PQ, grab an Oaken Figurine and be able to make any of the offensive talismans yet there's no corresponding PQ item for the aforementioned, not to mention the fact you can salvage melee/magic power off of items (at least the new ones that drop that have them), yet salvaging the rest just has a broken +Items tooltip.

    Aegis on
    We'll see how long this blog lasts
    Currently DMing: None :(
    Characters
    [5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
  • manjimanji Registered User regular
    edited July 2009
    Panda4You wrote: »
    Levling is gonna be so fast now :3
    manji wrote: »
    nerfing blackguards and marauders strikes me as particularly cruel.
    Not really, hardly noone plays them anyway.

    thats because they need buffing, not more nerfs. also, i have a 34 BG that i actually enjoy playing. although it is built for SnB MR spam, which might be going out the window.

    also panda, are you karak norn EU? thats where i am...

    manji on
  • Panda4YouPanda4You Registered User regular
    edited July 2009
    manji wrote: »
    Panda4You wrote: »
    manji wrote: »
    nerfing blackguards and marauders strikes me as particularly cruel.
    Not really, hardly noone plays them anyway.
    thats because they need buffing, not more nerfs. also, i have a 34 BG that i actually enjoy playing. although it is built for SnB MR spam, which might be going out the window.
    Not to be a curmudgeon, but this simply won't happen. Nothing points to Mythic having any issues with the current state of the BG, and I can't really see any individual class overhauls what with Bioware merges, bug fixes and other minor details to take care of... It's a fun class to guardbot with and spam Mind/Soul Killer, if you've got a good premade, but it's not a serious contender in any situaution I can think of.
    manji wrote: »
    also panda, are you karak norn EU? thats where i am...
    Cool, we must gank Fumanchi together sometime! :)

    Panda4You on
  • AegisAegis Fear My Dance Overshot Toronto, Landed in OttawaRegistered User regular
    edited July 2009
    Chosen
    * The following abilities have had their radius reduced: Corrupting Horror, Corrupting Retribution, Corrupting Wrath, Dire Shielding, Discordant Fluctuation, Discordant Instability, Discordant Turbulence, Dreadful Fear, Dreadful Terror, Petrify, Shatter Faith, Sprout Carapace, Tooth of Tzeentch, Warping Embrance.
    * Blast Wave: This ability's cost has been increased, and its damage reduced.
    * Dreadful Agony: This ability's radius and damage have been reduced.
    * Quake: This ability's radius and damage have been reduced.
    * Rending Blade: This ability's radius and damage have been reduced, and the arc of its area-of-effect increased.

    Our auras are considered AOE? Really? Even the damage reduction to our damage aura is hilarious given the fact that unless the guy's standing it in for 3 days and not getting heals, you're not going to even feel the aura.

    Quake's going to take some time getting used to the new radius.

    Though I'm not seeing the point behind the focus on the radius of the spells. The range/radius of the AoE was never the problem, it was the combined CC that one couldn't get out of.

    Aegis on
    We'll see how long this blog lasts
    Currently DMing: None :(
    Characters
    [5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
  • manjimanji Registered User regular
    edited July 2009
    Panda4You wrote: »
    manji wrote: »
    Panda4You wrote: »
    manji wrote: »
    nerfing blackguards and marauders strikes me as particularly cruel.
    Not really, hardly noone plays them anyway.
    thats because they need buffing, not more nerfs. also, i have a 34 BG that i actually enjoy playing. although it is built for SnB MR spam, which might be going out the window.
    Not to be a curmudgeon, but this simply won't happen. Nothing points to Mythic having any issues with the current state of the BG, and I can't really see any individual class overhauls what with Bioware merges, bug fixes and other minor details to take care of... It's a fun class to guardbot with and spam Mind/Soul Killer, if you've got a good premade, but it's not a serious contender in any situaution I can think of.
    manji wrote: »
    also panda, are you karak norn EU? thats where i am...
    Cool, we must gank Fumanchi together sometime! :)

    if you're iknifeu (which your sig would indicate) pop makie on your friends list for free heals. i've taken to specifically focus healing WEs recently as my experiences as a WH on azgal (endless being instagibbed as i try and kill a healer mostly) have taught me that single target dps is invaluable, if only anyone would bother supporting them...

    manji on
  • AegisAegis Fear My Dance Overshot Toronto, Landed in OttawaRegistered User regular
    edited July 2009
    Geddoff!: This Mastery ability is now purchasable at give points into the Path of Gork.

    Holee sheet

    They moved the Shaman's AoE Ranged Knockback from 13 point mastery to (assuming it's a typo) 5 points! (Granted they also moved the Chain Lightning from 9 points to 13, but I can live with that)
    * Fury of Da Green: This new ability drains life from your offensive target and those around them, and uses the drained life to heal your defensive target.

    Woot, a new AoE health leech.

    Aegis on
    We'll see how long this blog lasts
    Currently DMing: None :(
    Characters
    [5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
  • Panda4YouPanda4You Registered User regular
    edited July 2009
    manji wrote: »
    if you're iknifeu (which your sig would indicate) pop makie on your friends list for free heals.
    I'm on a short summer hiatus right now (that WE was a trial account thingie to help pass the time and level a dok friend), sorry to say, but I'll throw you into the friends oubliette as soon as I'll get back on my regular account in a few weeks.

    Panda4You on
  • jkylefultonjkylefulton Squid...or Kid? NNID - majpellRegistered User regular
    edited July 2009
    manji wrote: »
    i have concerns about both 1.3b and 1.3.1.

    cc immunity as a 40 reknown ability helps, rather than hurts bomb squads by reducing your ability to take out their healers.

    1.3.1's proposed no kicking defenders out of city siege sounds awful. right now the pq is basically impossible with defence, spending the first half an hour grinding down defence to flip the zone is really the only way to do it. they're gonna need to put in some alternative pq's which don't involve the defenders being fed reknown from a combination of AoE and NPCs wiping the attackers, otherwise its going to become untenable...

    Those aren't the only changes being made to the city seige encounters - expect to see most of the PVE mechanics removed/reduced, or bypassed completely (they laid out a few more specifics, but....NDA and all that jazz).

    The CC Immunity ability is actually not available until RR45 - it costs five points, and is on the 'you have to spend 40 points first' tier. It confers ten seconds of immunity to CC, and is on a five minute cooldown.

    jkylefulton on
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  • AegisAegis Fear My Dance Overshot Toronto, Landed in OttawaRegistered User regular
    edited July 2009
    You have to pay renown points for the new CC immunity? That's slightly lame.

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  • SF_DhalsimSF_Dhalsim Registered User regular
    edited July 2009
    Soooooo Choppa's got the nerf bat as well, alot harder than i anticipated basically they made a melee aoe class do less aoe damage....o_O

    I mean don't get me wrong I think taking out 9 mobs and then destroying another 9 and so on and so forth without any reprecussions is a bit.... like cheating. But that's the class, it's like they literally gathered a group of Choppas in a room and said "Hey guys what are you best at? Oh AoE's, well they just got the mess nerfed out of them I hope you know how to single target dps."

    Which btw that tree is a far cry from single target mdps. I mean I'm not saying that aoe changes weren't needed but gaaaah I feel this is a little extreme maybe a little reduction on area but area and damage and on all core abilities of the choppa.

    I forsee alot less choppas and alot more WE.

    /rant over

    SF_Dhalsim on
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  • DacDac Registered User regular
    edited July 2009
    It's not like they specifically looked at Choppas. They just went through almost ALL AoEs in the game regardless of class and nerfed it down. The exceptions are pretty rare. (Zealot rituals, iirc.)

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  • SF_DhalsimSF_Dhalsim Registered User regular
    edited July 2009
    Dac wrote: »
    It's not like they specifically looked at Choppas. They just went through almost ALL AoEs in the game regardless of class and nerfed it down. The exceptions are pretty rare. (Zealot rituals, iirc.)

    Oh no I see that they made changes to all aoes on all classes but when you have 3 single target abilties out of 15 core abilties.... something is very wrong when you nerf the 12. Like I've stated change radius see if that fixes the majority of the problem if not change dmg, but both at the same time seems a little too extreme, too many changes too fast. I mean i can deal with another 3 months of boom boom BW aoe if that means we can get the proper balance. With this change to both area and damage I'm not sure that they just didn't nerf aoe classes all to hell in back, it definitely looks that way for choppa.

    SF_Dhalsim on
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  • DacDac Registered User regular
    edited July 2009
    I do think that nerfing Choppa AoE since AoE is what the Choppa does without also boosting their single-target capacity significantly is a pretty boneheaded move, but hey, let's see how it pans out. I was under the impression that the real offender was Rain of Fire/Pit of Shades and others.

    Dac on
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  • AegisAegis Fear My Dance Overshot Toronto, Landed in OttawaRegistered User regular
    edited July 2009
    Dac wrote: »
    I do think that nerfing Choppa AoE since AoE is what the Choppa does without also boosting their single-target capacity significantly is a pretty boneheaded move, but hey, let's see how it pans out. I was under the impression that the real offender was Rain of Fire/Pit of Shades and others.

    I don't believe I've ever died to those.

    From my perspective as a tank having these used against me and seeing when they bother to use them: Rain of fire is something to be used when you have a dedicated line of tanks so that the enemy can't push forward (but you also can't push forward) and you can pelt them with some slight AoE damage. Or used for Keeps.

    It's the channelled PBAOE that ticks every 1s used right after using the 10 second morale stun that does the shitton of damage.

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  • HiravaxisHiravaxis Registered User regular
    edited July 2009
    Bleh, it kind of sucks that the melee AEs were nerfed for the tank classes at the same time.
    I'll have to check it out first.

    They aren't making templates available are they?

    Also, doe this affect bomb groups at all?
    I don't think it does, considering you can still be pulled, snared, then stunned.

    Hiravaxis on
  • AegisAegis Fear My Dance Overshot Toronto, Landed in OttawaRegistered User regular
    edited July 2009
    On paper, the damage output for BW AoEs looks to have taken a hit, so you won't die as fast theoretically given that the patch only affected damage output and didn't touch upon defensive abilities at all.

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  • BasilBasil Registered User regular
    edited July 2009
    Hiravaxis wrote: »
    Bleh, it kind of sucks that the melee AEs were nerfed for the tank classes at the same time.
    I'll have to check it out first.

    They aren't making templates available are they?

    Also, doe this affect bomb groups at all?
    I don't think it does, considering you can still be pulled, snared, then stunned.

    The pulls don't send everyone to exactly the same spot anymore.

    How wide the dispersal is will tell.

    Basil on
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  • AegisAegis Fear My Dance Overshot Toronto, Landed in OttawaRegistered User regular
    edited July 2009
    Do people suffer fall damage from pulls?

    I'm wondering if one could setup the Engie/Magus pull on the edge of a cliff such that the other realm that walks by gets pulled off the cliff to their deaths.

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