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[WAR] Oh yeah. Slob those Knobs.

rehtonAesoohCrehtonAesoohC Registered User regular
edited December 2008 in MMO Extravaganza
Shameless! Also, MASSIVE WALL OF PATCH NOTES!
WARHAMMER ONLINE: AGE OF RECKONING

Penny Arcade currently has a number of guilds:

Candymancers on Order, an organization of Holy Servants of Sigmar, short drunken men and Wise, Ancient Masters of War. ON BADLANDS (Not Averheim)
The Six Mouths on Destruction, a useless mob of ne'er-do-wells and vile miscreants. ON RED EYE MOUNTAIN (Not Ulthuan)

/who candymancers or /who the six mouths to find a member and ask to join or /chan candymancers or /chan TSM and a guild representative will be right with you!

Obsidian Spur: an EU Destruction guild on Karak Eight Peaks.

Limed for European awesomeness.


http://www.youtube.com/watch?v=zKOhzfkCdbY
That should be all we need in way of introduction, at this point.

Information and Random Cool Stuff

For more information, watch the podcasts.
More podcasts:
WARP Podcast
The Warpath (No new episodes since the 9th, though...)
Stonetroll Certified

For PA impressions, and whatnot, check out the WAR FAQ thread.

Great webpage with Maps.

Adding this by request, and because it's generally kickass and useful.
Akira wrote: »
Alright since this seems to bring up a lot of questions I have compiled an FAQ and location guide for the first two tiers of Renown gear.

Renown Gear and You: What is it and where do I get it?

"Renown Gear" is armor and weapons you can buy from certain vendors that has both a level and Renown rank requirement, usually the Renown rank requirement is about 2/3rds of your actual level (so it would take level 9 and Renown rank 6 for example). Also, as of September 7th, some T2 Renown gear has the wrong stats (the Magus at least) and this will presumably be fixed in the future (hopefully soon). The 10/6 gear from the last preview weekend is gone, it was intended for use in an old test phase and was left in accidentally. Similar gear is available now from 11/7 to 16/11

Where to get it:

The first number refers to level requirement, the second is Renown rank requirement (i.e. 11/7 means you need level 11 and Renown rank 7). The "sets" aren't really sets and don't have bonuses or anything but they represent a loose tiering of gear. Common is "white" gear, Uncommon is "green" gear.


T1 Zones
the first "set" is sold in both the starter quest hub area and the Warcamp, while the second set is sold only at the Warcamp.

First "set"

2/1: Boots (Common)

3/2: Gloves and Accessory 1 (Common)

4/2: Belt, Accessory 2 and Weapon/Shield (Common)

5/3: Body and Accessory 3 (Common)

Second "set"

6/4: Boots (Uncommon)

7/4: Gloves and Accessory 1 (Uncommon)

8/5: Belt, Accessory 2 and Weapon/Shield (Uncommon)

9/6: Body and Accessory 3 (Uncommon)



T2 Zones
bought at the top floor of PvP area Keeps.

First "set"

11/7: Boots (Uncommon)

12/8: Gloves and Belt (Uncommon)

13/9: Shoulders and Accessory 1 (Uncommon)

14/9: Body, Accessory 2 and Weapon/Shield (Uncommon)

15/10: Accessory 3 (Uncommon)

16/11: Helm (Common)

Second "set"

16/11: Boots (Uncommon)

17/11: Gloves and Belt(Uncommon)

18/12: Shoulder and Accessory 1(Uncommon)

19/13: Helm, Accessory 2 and Weapon/Shield (Uncommon)

20/14: Body and Accessory 3 (Uncommon)

21/14: Cloak (Common)

Improve FPS and General Performance with These Hax.

HELPFUL ADDONS THAT ARE HELPFUL!
BuffThrottle - This improves performance in RvR, just get it. STARSA+++++WILLD/LAGAIN!

ActionBarColor - For those who think a little red number is dumb this colors the WHOLE ability icon.

Squared - Because the default team health is crappy. Plus this shows everyone's health in scenarios.

BlackBook - Revenge is a glorious thing. A must, especially for Dwarfs since it is essentially a personal grudge book.

SNT Bar - Super sleek and sexy bar of information to replace EXP bar. Shows renown, exp, money, friends, fps, etc. Check out the screenshot.

Tome Titan- This thing, man, in-game encyclopedia for rare mobs, tactic/cloak/title unlocks by zone. Updated frequently. Put it into SNT Bar!

AutoDismount - Now clicking an attack dismounts you, so smooooth.

GoblinCloset - It protects the sanctity of marriage by keeping the goblins in the closet. Made by a PAer, lets you switch outfits.


NERD STUFF

Start here for Warhammer Lore

A guide to Warhammer books
And now for something completely different...
bearded-gobbo.jpg

Was wowed by Rift so I'm trying that now.
rehtonAesoohC on
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    rehtonAesoohCrehtonAesoohC Registered User regular
    edited November 2008
    1.05 Patch Notes Part 1:
    Mark Jacobs wrote:The purpose of the Public Test Server is for the players to help us refine and test the latest version of the game by participating and providing feedback and bug reports to Mythic. As such, we want to remind you that the content there is still considered “in development” and that bugs and issues not found on the LIVE server may occur on the PTS. All features and fixes listed below are subject to change until we release Game Update 1.0.5 to all live servers.

    Game Update 1.0.5 - Public Test Server


    Highlights

    • Each career has been reviewed, and we have made many changes to improve career balance and playability. Players who belong to one of the following careers will need to speak to their trainers in order to re-train their Career Mastery abilities:

    Black Orc
    Bright Wizard
    Chosen
    Engineer
    Ironbreaker
    Magus
    Shadow Warrior
    Sorcerer
    Squig Herder
    Swordmaster

    • Players who go AFK while in Public Quest areas or during keep sieges will no longer receive contribution credit towards those encounters.

    • Players are now able to set their rally points in warcamps.

    • Fixes have been made to issues which were causing guild promotion and demotion not to work properly.

    • Several issues have been addressed that previously allowed players to get to locations they were not supposed to
    be able to reach.

    • Morale abilities will now be much more responsive. These abilities will now fire immediately when activated by the player on the first attempt.

    • Morale abilities will now display their cooldowns correctly at all times.

    • Root effects, with the exception of morale roots, will now grant a 5 second immunity from all roots to the victim when the effect breaks, and in addition will no longer stack with other roots.

    • Root effects will now properly have a chance to break whenever a player takes ANY damage. This includes individual tics of Damage over Time spells.

    • To promote population balance among the various scenarios, we have added a feature that reduces the number of times a scenario can launch in a short period of time. This will give scenarios which are launched less frequently an opportunity to catch up in the queue population and launch more often.

    • Improvements have been made to auto-attack animations. Players will now see smoother, more consistent weapon swaps when players change from ranged to melee auto-attacks, and vice-versa.

    • The responsiveness of ability activations has been improved. Players will now see less of a delay between the activation of aann ability and the corresponding animation.

    General Changes and Bug Fixes:

    • There were some instances in which the reticule for ground-target-area-effects was allowing these spells to be cast in areas which were not originally intended. This has been adjusted.

    • Several issues have been addressed that previously allowed players to get to locations they were not supposed to be able to reach.


    Combat and Careers

    General

    • Tactics gained from Tome Unlocks have been renamed.

    • Damage over Time abilities: The amount that stats contribute to the damage of these abilities has been made consistent across the board. This generally resulted in an increase in damage, but some abilities have also been brought down. Individual abilities are noted under each career’s section.

    • Unstoppable: Knockdowns will now be listed on all tooltips for this ability when applicable.

    • Point Blank will now correctly ignore Knockback and Knockdown immunity, as well as not trigger it.

    • Fixed assorted issues in which certain movement reductions/increases would stack, slowing or speeding targets more than intended. This also addresses cases in which snared players would find themselves essentially rooted when in lava.

    • Image Changing Rewards: A player’s illusion will now break upon using an ability in addition to breaking on damage.

    • Alter Fate: Tooltip should now display the correct values.

    • Misdirection: This ability should now play an effect on the caster while the ability is active, and play a brief effect on anyone damage by the effect.

    • Rampaging Siphon: Morale should now heal the group for each target hit, instead of only once.

    • Frenzied Slaughter, Force of Will, and Relentless Assault: These abilities will now play an effect when used.

    • Relentless Assault: This ability will no longer remove snares and roots.

    • Divine Protection should now list the amount of damage absorbed in the tooltip.
    Renown Rewards:

    • Mission Focused: This tactic should now provide the correct bonus while fighting around objectives.

    • Spiritual Refreshment: This ability should now show its bonus correctly in the Character Window.

    Archmage

    • Prismatic shield: This ability will no longer fail if your defensive target is not a group member.

    • Transfer Force: The damage of this ability has been increased.

    • Hurried Restore: This tactic will now stun the caster when the resurrection spell is cast, instead of when it is accepted.

    • Healing Energy: Contribution from stats has been reduced to bring the ability in line with our design goals.

    • Drain Magic: This ability will now increase in potency with High Magic.

    • Balanced Mending: The HoT portion of Healing Energy will now benefit from this tactic.

    • Radiant Lance: This ability will now reliably consume high magic.

    • Law of Conductivity: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.

    • Radiant Gaze: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Transfer Force: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Dissipating Energies: The amount that stats contribute to the damage of this ability has been increased slightly to make it consistent with other damage over time abilities.

    • Scatter the Winds: The amount that stats contribute to the damage of this ability has been increased slightly to make it consistent with other damage over time abilities.
    Lambent Aura: The duration of this ability has been increased to 24 seconds, and the overall amount healed over this duration remains the same.

    Black Orc

    • All Black Orcs have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities!

    • All War Bellows will now persist through the Black Orc's death. This means that you will not have to recast a War Bellow after respawning or being resurrected.

    • Trip Em Up: The snare from this ability will no longer stack with other snares. Also, the damage has been reduced but no longer occurs over time. The AP cost has increased and the reuse timer has been removed.

    • Da Big Un: The damage of this spell has increased, and its radius reduced.

    • Skull Thumper: This ability now adds an effect that deals additional damage to the target whenever they are critically hit.

    • Right in da Jibblies: The reuse timer of this ability has been lowered.

    • Follow me Lead: The Toughness buff given to the defensive target should now work correctly.

    • Juggernaut: This ability is now available at rank 12.

    • Guard: This ability should no longer attempt to work on players outside of your group.

    • Rock 'Ard: This ability now starts a Plan chain.

    Bright Wizard

    • All Bright Wizards have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities!

    • Flame Breath: Affected targets will now properly receive a debuff icon.

    • Explosive Force: The damage done to the targets around the caster is now defendable.

    • Fiery Blast: The tooltip now displays the correct damage and radius. In addition, this ability now builds the correct amount of combustion.

    • Scorched Earth: This ability now builds 10 combustion.

    • Playing with Fire: The damage from this ability is only triggered when the affected player casts a direct heal and cannot do critical damage.

    • Detonate: Fixed a bug in which this ability was receiving double stat contribution on the direct damage portion of the ability.

    • Combustion will no longer start to fade away if you continue casting spells after hitting 100.

    • Fire Cage: This ability’s cost has been decreased, the cooldown has been increased and the ability is now available at rank 12.

    • Pyroclastic Surge: This ability is now available at rank 10.

    • Scorched Earth: The ability should now have the correct cooldown.

    • Ignite: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Boiling Blood: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Detonate: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.

    • Flame Breath: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.

    • Spreading Flames: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Backdraft: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.

    Chosen

    • All Chosen have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities!

    • Suppression: The parry buff from this ability should no longer stack with itself.

    • Mixed Defenses: The tooltip for this ability should now display proper values.

    • Juggernaut: This ability is now available at rank 12.

    • Guard: This ability should no longer attempt to work on players outside of your group.

    • Seeping Wound: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.

    Disciple of Khaine

    • All Covenants will now persist through the Disciple's death. This means that you will not have to recast a Covenant after respawning or being resurrected.

    • Covenant of Tenacity: Fixed a bug that made the radius of this ability much too small.

    • Covenant of Vitality: Fixed a bug that caused the healing portion of the lifetap to always heal the Disciple, instead of the player who procced the damage.

    • Covenant of Vitality: The damage of this ability has increased.

    • Consume Essence: The damage of this ability has increased.

    • Transfer Essence: The damage of this ability has increased.

    • Restore Essence: The stat contribution has been fixed. This ability was previously receiving more stat benefits than intended.

    • Bloodthirst: The snare component for this ability has been removed, and damage has been increased.

    • Lacerate: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.

    • Fell Sacrifice: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.

    • Soul Infusion: The duration of this ability has been increased to 24 seconds, and the overall amount healed over this duration remains the same.

    Engineer

    • All Engineers have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities!

    • Flak Jacket: Magic Damage will no longer reduce Armor counters.

    • Steam Vent: Newly created Engineers will no longer show this ability as being trainable at Ranks 15 and 21.

    • Gun Blast: The damage of this ability has increased.

    • Field Repair: Cost, range and cooldown increased, now instantly restores health instead of being a channel.

    • Incendiary Rounds: The damage and cost of this ability have increased.

    • Friction Burn: The damage and cost of this ability have increased.

    • Fragmentation Grenade: The damage and cost of this ability have increased.

    • Signal Flare: The damage and cost of this ability has increased, and its reuse reduced.

    • Penetrating Round: The damage of this ability has increased.

    • Focus Fire: The damage of this ability has increased.

    • Firebomb: The damage of this ability has increased.

    • Self Destruct: This ability has had its cost removed, the reuse timer has been increased significantly, and now deals damage in addition to knocking down.

    • All Turrets: Gun, Flame and Bombardment Turrets have had their cost greatly reduced and their auto attack damage greatly increased. In addition they are now core abilities and will match the level of the player’s rank when summoned.

    • Pet Ability - Penetrating Round: Damage increased, now considered a Path of the Rifleman ability.

    • Pet Ability - Machine Gun: Now considered a Path of the Rifleman ability.

    • Pet Ability - High Explosive Grenade: Damage and build time increased, reuse reduced, now considered a Path of the Grenadier ability.

    • Pet Ability - Shock Grenade: Damage and reuse increased, build time reduced, now considered a Path of the Grenadier ability.

    Long List eh?

    • Pet Ability - Flamethrower: Now considered a Path of the Tinkerer ability.

    • Pet Ability Steam Vent: Now considered a Path of the Tinkerer ability.

    • Electromagnet: This ability has undergone significant changes. The cost of the ability has been significantly reduced while the cooldown has been increased. In addition the build time has been increased, the ability can no longer be cast on the move, and the maximum number of targets affected by this ability has been decreased and it can now be defended against. Lastly this ability will grant immunity to knockback effects.

    • Barbed Wire: This abilities cost has been decreased, the cooldown has been increased and the ability is now available at rank 12.

    • Hip Shot: This ability is now available at rank 10.

    • Friction Burn: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other damage over time abilities.

    • Acid Bomb: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Incendiary Rounds: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Fragmentation Grenade: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Signal Flare: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other damage over time abilities.

    • Phosphorous Shells: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other damage over time abilities.

    • Sticky Bomb: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other damage over time abilities.

    • Napalm Grenade: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
    • Lightning Rod: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other damage over time abilities.

    • Blunderbuss Blast: This ability now has the correct cooldown.

    • Fragmentation Grenade: This ability now does the correct amount of damage.

    Ironbreaker

    • All Ironbreakers have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities!

    • Shield of Reprisal: This ability will no longer knock down Unstoppable targets.

    • Guarded Attack: This ability’s Oathfriend buff will no longer stack with other, more powerful Armor buffs.

    • Punishing Knock: Targets will now actually fall down after being hit by this ability.

    • Avenging the Debt: This ability’s damage has been increased.

    • The rate in which Grudge is lost has been changed. Grudge will now start decaying 10 seconds after you stop building Grudge. It will decay at 10 Grudge every second.

    • Oath Friend: The rate in which Grudge is generated has been changed. If the Ironbreaker is at 0-30 Grudge, the Ironbreaker will gain 5 Grudges every time the Oath Friend is attacked. If the Ironbreaker is at 31-60 Grudge, the Ironbreaker will gain 3 Grudges every time the Oath Friend is attacked. If the Ironbreaker is at 61-100 Grudge, the Ironbreaker will gain 1 Grudge every time the Oath Friend is attacked.

    • Oath Friend: The cooldown for this ability has been changed to 1.5 seconds.

    • Juggernaut: This ability is now available at Rank 12.

    • Guard: This ability should no longer attempt to work on players outside of your group.

    • Binding Grudge: The amount that stats contribute to the damage of this ability has been increased to make consistent with other damage over time abilities.

    • Stone Breaker: This ability will no longer be considered a Blessing.

    • Inspiring Attack: The Strength and Willpower bonus from Inspiring Attack will no longer stack with the bonuses from other Ironbreakers. Players will only receive whichever bonus is most powerful.

    • Ironbreakers may now use Hammers.

    Magus

    • All Magus have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities!

    • Daemonic Armor: Magic Damage will no longer reduce Armor counters.

    • Summon Blue Horror: Opponents must now be close to the Blue horror to melee it.

    • Wither Soul: The ability tooltip has been corrected and no longer gives the false impression that % debuff was scaling.

    • Warping Blast, Dissolving Mist: These abilities now display the correct icon.

    • Infernal Blast: The damage and cost of this ability has increased.

    • Baleful Transmogrification: The damage and cost of this ability has increased.

    • Pandemonium: The damage and cost of this ability has increased.

    • Wither Soul: The damage and cost of this ability has increased.

    • Rend Winds: The damage and cost of this ability has increased.

    • Strengthen Thrall: This ability’s cost, range and cooldown timer have been increased. In addition, it now instantly restores health instead of being a channeled ability.

    • Instability: The cost of this ability has been removed, its reuse timer has been increased significantly, and it now knocks down the target instead of draining Action Points.

    • Flamer, Blue Horror, and Pink Horror of Tzeentch: These abilities have had their cost greatly reduced and their auto attack damage greatly increased. In addition, they are now core abilities and the demons will match the level of the player’s rank when summoned.

    • Pet Ability - Flames of Change: Reuse time reduced, now considered a Path of Changing ability.

    • Pet Ability - Flame of Tzeentch: Reuse time and channel duration reduced, damage increased, now considered a Path of Changing ability.

    • Pet Ability - Coruscating Energy: Damage reduced, now considered a Path of Daemonology ability.

    • Pet Ability - Warping Energy: Now considered a Path of Daemonology ability

    • Pet Ability Daemonic - Consumption: Build time increased, now considered a Path of Havoc ability.

    • Pet Ability - Daemonic Fire: Build time and damage increased, now considered a Path of Havoc ability.

    • Chaotic Rift: This ability has undergone significant changes. The cost of the ability has been significantly reduced and its cooldown has been increased. In addition, the build time has been increased. The ability can no longer be cast on the move, the maximum number of targets affected by this ability has been decreased, and it can now be defended against. Lastly, this ability will also grant immunity to knockback effects.

    • Tzeentch's Grasp: The cost has been decreased, the cooldown has been increased and the ability is now available at rank 12.

    • Move Surging Violet Fire: This ability is now available at rank 10.

    • Infernal Blast: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Glean Magic: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Baleful Transmogrification: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Pandemonium: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Withered Soul: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Mutating Blue Fire: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.

    • Seed of Chaos: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.

    • Dissolving Mist: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Agonizing Torrent: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.

    • Demonic Consumption: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.

    • Flames of Change: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.

    Marauder

    • Tainted Claw: This ability will now be increased in duration by Ailments, not Cripples.

    • Rend: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.

    • Wave of Mutilation: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.

    • Deadly Clutch: The Value of this debuff has been reduced to 50%. In addition, 25% of the value the target is healed for (after debuff) also affects the Marauder.

    Rune Priest

    • Blessing of Valaya: This ability will no longer fail to cast if you don’t have line of sight to your defensive target.

    • Rune of Fortune: The damage of this ability has increased.

    • Rune of Fate: The damage of this ability has increased.

    • Rune of Mending: Stat contribution fixed. This ability was previously receiving more stat benefits than intended.

    • Oath Rune of Sanctuary: This ability will now be affected by the anti-resurrection aura.

    • Rune of Immolation: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Rune of Cleaving: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Spellbinding Rune: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Rune of Fate: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Rune of Battle: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Rune of Warding: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Rune of Iron: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Oath Rune of Power: Now also increases the target’s Ballistic Skill.

    rehtonAesoohC on
    Was wowed by Rift so I'm trying that now.
  • Options
    rehtonAesoohCrehtonAesoohC Registered User regular
    edited November 2008
    1.05 Patch Notes Part 2:
    Shadow Warrior
    • All Shadow Warriors have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities!

    • Festering Arrow: The hotkey for this ability will no longer light up when in Assault Stance.

    • Hunter’s Fervor: The radius has been increased to match similar group based effects.

    • Acid Arrow: Buff Icon will now state the actual number that the armor is debuffed, instead of percent.

    • All stance abilities will now persist through death.

    • Skirmish Stance: The buff granted to the Shadow Warrior when in Skirmish Stance will now allow ranged autoattack to fire while moving.

    • Vengeance of the Nagarythe: The cooldown of this ability has been reduced.

    • Assault Stance: This ability has been given an added benefit. While the Shadow Warrior is in Assault stance, all +Balistic Skill benefits provided by items will be considered +Strength as well.

    • Broadhead Arrow: The damage of this ability has increased.

    • Acid Arrow: The damage of this ability has increased.

    • Takedown: The damage of this ability has increased.

    • Spiral Fletched Arrow: The damage of this ability has increased.

    • Flame Arrow: The damage of this ability has increased.

    • Rapid Fire: The damage of this ability has increased.

    • Eye Shot: The damage of this ability has increased.

    • Throat Shot: The damage of this ability has increased.

    • Glass Arrow: The damage of this ability has increased.

    • Festering Arrow: The damage of this ability has increased.

    • Fell the Weak: The damage of this ability has increased.

    • Shadow Sting: The damage of this ability has increased.

    • Flanking Shot: The damage of this ability has increased.

    • Whirling Pin: The cost of this ability has decreased, the cooldown has increased, and the ability is now available at rank 12.

    • Vengeance of Nagarythe: This ability is now available at rank 10.

    • Broadhead Arrow: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.

    • Draw Blood: The amount that stats contribute to the damage of this ability has been slightly decreased to make it consistent with other damage over time abilities.

    • Flame Arrow: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.

    • Glass Arrow: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.

    • Shadow Sting: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.

    Shaman

    • Gork’ll Fix It: The buff icon for this ability will now state that the ability is healing you, instead of damaging you.

    • Greener ‘n Cleaner: This ability will now properly remove effects from allies.

    • Ere We Go!: The tooltip for this ability will now list the duration of the effect.

    • Bleed fer Me: : The damage of this ability has increased.

    • Dat Makes Me Dizzy: This tactic will now stun the caster when the resurrect is cast, instead of when it is accepted. In addition, when this tactic is equipped, Shrug it Off will now work properly.

    • Gork’ll Fix It: The stat contribution for this ability has been fixed. This was previously receiving more stat benefits than intended.

    • Life Leaka: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.

    • Bleed Fer me: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Ere’ We Goes Again: Duration of Ere’ We Go will no longer be reduced with this tactic equipped.

    • Brain Bursta: This ability will now reliably consume Waaagh!

    • Shrug it Off: This ability will no longer work in anti-resurrect areas.

    • 'Ey, Quit Bleedin': The duration of this ability has been increased to 24 seconds, and the overall amount healed over this duration remains the same.

    Sorcerer

    • All Sorcerers have undergone significant changes and will need to reallocate their career mastery points as a
    result. Be sure to speak to your trainer right away to regain your abilities!

    • Surging Pain: This ability now builds 10 combustion.

    • Triumphant Blasting: Players knocked back by this ability will now correctly be provided knockback immunity.

    • Grip of Fear: The cost of this ability has decreased, the cooldown has increased, and the ability is now available at rank 12.

    • Arctic Blast: This ability is now available at rank 10.

    • Piercing Shadows: The damage done to targets around the caster is now defendable.

    • Chillwind: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.

    • Word of Pain: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Ice Spikes: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Gloom of Night: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.

    • Absorb Vitality: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    Squig Herder

    • All Squig Herders have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities!

    • Ard Noggin: The cooldown for this ability has been removed.

    • Sneaky Stabbin: The tooltip for this ability is now correct.

    • Spiked Squig: The buff granted to the Squig Herder when a Spiked Squig is summoned will now allow ranged autoattack to fire while moving.

    • What Blocka?: This ability is now defendable, and now reduces the target’s armor and block chance.

    • Plink: The Action Point cost and damage for this ability has been increased.

    • Stabbity: The Action Point cost and damage for this ability has been increased.

    • Run ‘n Shoot: The Action Point cost for this ability has been reduced.

    • Squig Armor: While in Squig Armor, thh Squig Herder’s Ballistic Skill from items is now converted into Strength.

    • Ard Noggin: The damage of this ability has increased.

    • All pets will now summon at the same level as the Squig Herder’s rank.

    • Pet Ability “Poisoned Spine:” This ability now fires properly and its damage has been increased.

    • Pet Ability “Goop Shootin:” The damage of this ability has increased.

    • Yer’ Bleedin: The damage of this ability has increased.

    • Stop Runnin!: The damage of this ability has increased.

    • Run ‘n Shoot: The damage of this ability has increased.

    • Explodin’ Arrer: The damage of this ability has increased.

    • Lots o’ Arrers: The damage of this ability has increased.

    • Not So Fast!: The damage of this ability has increased.

    • Choking Arrer: The damage of this ability has increased.

    • Finish Em Off: The damage of this ability has increased.

    • Shrapnel Arrer: The damage of this ability has increased.

    • Rotten Arrer: The damage of this ability has increased.

    • Behind Ya!: The damage of this ability has increased.

    • Sticky Squigz: The cost has been decreased, the cooldown has been increased and the ability is now available at rank 12.
    • Squig Frenzy: This ability is now available at rank 10.

    • Yer Bleedin' : The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Cut Ya : The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Explodin Arrer : The amount that stats contribute to the damage of this ability has been slightly decreased to make it consistent with other damage over time abilities.

    • Big Claw : The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Shrapnel Arrer : The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Rotten Arrer : The amount that stats contribute to the damage of this ability has been slightly decreased to make it consistent with other damage over time abilities.

    • Gore : The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other damage over time abilities.

    • Poisoned Spine : The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other damage over time abilities.

    Swordmaster

    • All Swordmasters have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities! All Blade Enchants will now persist through the Swordmaster's death. This means that you will not have to recast an Enchant after respawning or being resurrected.

    • Heaven's Blade: This ability now reduces resists by the correct amount and will display as a debuff.

    • Graceful Strike: Fixed a bug in which this ability was receiving double stat contribution on the direct damage portion of the ability.

    • Nature's Blade: The proc from this ability now has new art for its area effect.

    • Gusting Wind: The cost of this ability has been decreased, it has been changed to a Perfect Balance attack, and it now deals spirit damage.

    • Quick Incision: The cost has of this ability been increased, its cooldown timer has been removed, and its damage has been changed to apply instantly instead of over time.

    • Wrath of Hoeth: The cost of this ability has been increased, it has been changed to an Improved Balance attack, and its radius has decreased.

    • Blurring Shock: This ability now applies an effect on the target for the next 10s: whenever they are critically hit they take additional damage.

    • Phoenix Wing: This ability no longer adds additional hate. Its damage has been increased, and its radius has been increased.

    • Crushing Advance: The damage of this ability has increased, its reuse has increased, and this ability now adds 10% to the Swordmaster’s block instead of increasing the current value by 10%.

    • Protection of Hoeth: This ability has been changed to an Open Balance attack, its reuse has been decreased, and its absorb effect has been decreased.

    • Juggernaut: This ability is now available at rank 12.

    • Guard: This ability should no longer attempt to work on players outside of the Swordmaster’s group.

    • Graceful Strike: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.

    Warrior Priest

    • All Auras will now persist through the Warrior Priest's death. This means that the Warrior Priest will not have to recast an Aura after respawning or being resurrected.

    • Prayer of Absolution: Fixed a bug that made the actual range much shorter than the range listed in the tooltip. The range has been increased to match the tooltip value.

    • Soulfire: This ability’s tooltip will now state that the effect is a Curse, instead of a Cripple.

    • Divine Strike: The damage of this ability has increased.

    • Sigmar’s Radiance: The damage of this ability has increased.

    • Prayer of Righteousness: The buff window tooltip for this ability will now display correctly.

    • Divine Aid: The stat contribution for this ability has been fixed. This was previously receiving more stat benefits than intended.

    • Prayer of Devotion: The health gained when this ability triggers has increased.

    • Castigation: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Healing Hand: The duration of this ability has been increased to 24 seconds, and the overall amount healed over this duration remains the same.

    White Lion

    • All Training buffs now persist through the White Lion's death. This means that the White Lion will not have to recast a Training after respawning or being resurrected.

    • Blindside: Fixed a bug in which this ability was receiving double stat contribution on the direct damage portion of the ability.

    • Pet ability Gut Ripper: Fixed a bug in which this ability was receiving double stat contribution on the direct damage portion of the ability.

    • Cleave Limb: This ability now snares the target for 10 seconds. The ability no longer reduces auto attack speed.

    • Pet Ability “Bite:” The damage of this ability has increased.

    • Pet Ability “Claw Sweep:” The damage of this ability has increased

    • Pet Ability “Shred:” The damage of this ability has increased

    • Pet Ability “Leg Tear:” The duration has decreased on the Damage over Time aspect of this ability.

    • Pet Ability “Fang and Claw:” The damage of this ability has increased

    • Pet Ability “Maul:” The damage of this ability has decreased and its reuse timer has been decreased.

    • Pet Ability “Gut Ripper:” This ability’s reuse timer is now 20 seconds.

    • The White Lion pet’s auto attack damage has been given a substantial increase.

    • Pack Assault: Fixed a bug that prevented the initial damage of this ability from being displayed to the player.

    • Blindside: The amount that stats contribute to the damage of this ability has been slightly decreased to make it consistent with other damage over time abilities.

    • Shattering Blow: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Echoing Roar: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Leg Tear: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Gut Rip: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other damage over time abilities.


    Witch Elf

    • All Kisses now persist through the Witch Elf's death. This means that the Witch Elf will not have to recast a Kiss after respawning or being resurrected.

    • Envenomed Blade: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.

    • Wracking Pains: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.

    • Elixir of Insane Power: The benefit of this ability has been reduced. The Witch Elf’s attacks will now ignore 50% of her target’s armor.

    Witch Hunter

    • All Witch Hunters have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities!

    • Repel Blasphemy: This self-buff is now right click removable.

    • Blessed Bullets of Cleansings: The damage of this ability has increased and the amount of Action Points stolen
    has been increased. This ability is now available at rank 35.

    • Blessed Bullets of Confession: The damage of this ability has increased, and this ability is now available at rank 9.

    • Blessed Bullets of Purity: The damage of this ability has increased, and this ability is now available at rank 4.

    • All Bullets now persist through the Witch Hunter's death. This means that the Witch Hunter will not have to recast a Bullet after respawning or being resurrected.

    • Sanctified Bullets: This tactic has been adjusted so that Blessed Bullets of Purity will now heal for 50% of the damage they cause.

    • Fervor: Fixed a bug in which this ability was receiving double stat contribution on the direct damage portion of the ability.

    • Sweeping Strikes: This tactic will now correctly affect two other targets.

    • Emperor’s Commendation: This ability now triggers off of from-stealth openers.

    • Fervor: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Burn, Heretic!: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Burn Away Lies: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Seal of Destruction: The Witch Hunter’s attacks will now ignore 50% of his or her target’s armor.

    Zealot

    • Endless Gifts: This ability will no longer affect Winds of Insanity.

    • Boon of Tzeentch: The damage of this ability has increased.

    • Dark Medicine: The stat contribution for this ability has been fixed; it was previously receiving more stat
    benefits than intended.

    • Manipulation: This ability will no longer trigger if the target of the heal is already at full health.

    • Mark of Remaking: This ability will now be affected by the anti-resurrection aura.

    • Warp Reality: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Demon Spittle: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other damage over time abilities.

    • Tzeentch's Lash: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.

    • Wind of Insanity: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Vortex: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Spell Destroyer: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.

    • Mark of Daemonic Fury: This ability now also increases the target’s Ballistic Skill.

    • Tzeentch's Cordial: The duration of this ability has been increased to 24 seconds, and the overall amount healed over this duration remains the sam

    Content

    • Common monster disable abilities will now be gated by monster rank and tier. Players will notice fewer disable abilities from common monsters at the lower ranks of play.

    • Non-humanoid monsters will no longer hit for 50%+ of player’s health on critical hits.

    Items

    • An issue has been fixed that was causing the buff icon on various marketing rewards not to display correctly.

    • Book of Boom: You can no longer be knocked back while under the effects of the Book of Boom.

    • Numerous bugs have been corrected relating to Weapon and Armor effect procs. These should now display correctly and fire more reliably.

    • Opponents may no longer right click item effects to remove them from themselves, and the Boost, Blades, Barrier and Barricade effects will now proc far more reliably.

    • Fixed a bug that was causing weapons and armor not to display their proc effects in the item display.

    • Numerous bugs have been corrected relating to Weapon and Armor effect procs. These will now display correctly and fire more reliably.

    • Opponents can no longer right-click unfriendly item effects to remove them from themselves, and the Boost, Blades, Barrier and Barricade effects will now proc far more reliably.

    • Image Changing Rewards: A player’s illusion will now break upon using an ability in addition to breaking on damage.

    • All Dwarf spanner items in the game are now set to be useable by Engineers only.

    • All Dwarf great hammer items in the game are now set to be useable by Iron Breakers only.

    • All Empire rapier items in the game are now set to be useable by Witch Hunters only.

    • Tooltips on armor set pieces will now display information relevant to that set's bonuses.

    • When conquered, Keeps and Fortresses will now offer one or more guaranteed gold loot bags as part of the chest loot.

    • Standards: All references to banners should now be removed. All text now refers to standards.

    • In addition to reducing the amount of damage received from high-level encounter NPCs, each Ward on high-level armor set pieces worn will now affect the amount of damage players are able to do to those NPCs. Players not wearing any pieces of the appropriate armor set will see their damage greatly reduced. For each piece of the appropriate armor a player wears, their damage against the boss monster will increase.


    User Interface

    • The "Ability Not Ready" message will no longer display when the remaining cooldown on an ability is less than or equal to the full global cooldown.

    • Corrected an issue with the cooldown timers on the action bar buttons that was causing them to count down improperly. The timers will now count down in half-second increments beginning at 3 seconds remaining.

    • Characters will no longer have all of their currently-active cooldown timers reset when they are granted new abilities.

    • Morale abilities will now display their cooldowns correctly at all times.

    • Fixed the tooltip display for the first custom guild rank slot

    • Kicking a player from a guild now properly deactivates the guild and alliance tabs for that player.

    • Guild members may now be promoted to the first customized guild rank slot.

    • Fixed an issue in which guild and alliance roster sub-tabs appeared on the screen if the player joined a new guild after having left a guild with the Guild Roster tab as the last Guild Window viewed.

    • Guild titles will now sort by rank rather than alphabetically.

    • Players who have not been given permission to kick members from their guild will no longer be presented with the option to do so.

    • Fixed an issue in which the guild roster was not updating properly when 'Hide Offline' was checked.

    • Guild Leaders, Officers and anyone with appropriate permissions can once again use the guild window context menus to promote and demote members.

    • Locking the chat window will now persist upon logging out.

    • Fixed an issue with the targeting system that could be used by players to gain an unfair advantage. Targeting of friendly players will now work in the same way as using abilities. Players must either use a keyboard key or click with the mouse to acquire a friendly target. To target a monster or NPC, players must click on the target in the world or /assist a friendly player. Players using our default user interface should see no change as a result of this fix.


    Realm vs. Realm

    • Fixed an issue which was causing the Martyr's Square battlefield objective not to issue renown properly.

    • Fixed an issue with the postern door of the Ghrond's Sacristy keep which was preventing players from being able to enter the keep through the door.

    • A time delay has been added to the preliminary spawns of flags and murderballs in several scenarios. This change was made in order to ensure that both sides have a chance to run to the spawn location of the flag or murderball at the start of the match, and battle for control of the area even before the object has spawned. The affected scenarios include the following:
    Mourkain Temple
    Stone Troll Crossing
    Tor Anroc
    Howling Gorge
    Talabec Dam
    Serpent's Passage

    • The interact timer for planting the bomb in the Howling Gorge and Talabec Dam scenarios has been lowered to 2 seconds.

    • Various improvements have been made to reduce the frequency in which the Realm War maps will incorrectly report contested zones in Tier 4. This means that zones displayed as locked when they actually aren’t should occur far less frequently, if at all.



    That's all (for now) folks!

    Mark

    rehtonAesoohC on
    Was wowed by Rift so I'm trying that now.
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    TagTag Registered User regular
    edited November 2008
    Need to change the TSM info.

    Tag on
    Overwatch: TomFoolery#1388
    Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
    (Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
    (Retired) Let's Play: Lone Wolf
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    RendRend Registered User regular
    edited November 2008
    Woo! I like the patch notes. Looks like there were some amazing fixes, particularly about roots breaking on DoTs.

    Rend on
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    rehtonAesoohCrehtonAesoohC Registered User regular
    edited November 2008
    Yeah I imagine we're going to see a lot more people complaining that their roots are 100% ineffective, since they will break on DoT ticks.

    I also imagine that's a high probability to get changed... I dunno. Since DoT's tick so frequently, maybe only make ticks have a 20% chance to break the root?

    rehtonAesoohC on
    Was wowed by Rift so I'm trying that now.
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    DogDog Registered User, Administrator, Vanilla Staff admin
    edited November 2008
    Bright Wizards have been given a new ability: Take it.

    Take it - The wizard drops his bloomers and spreads both cheeks, allowing easy access for various staves

    Unknown User on
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    RendRend Registered User regular
    edited November 2008
    I don't think so. Roots could be more powerful if they were not AoE, but as it stands since almost all roots are AoE (if not all) they should be easy to break.

    Rend on
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    AphostileAphostile San Francisco, CARegistered User regular
    edited November 2008
    Like I said in the other thread it looks like my healing efficiency has just taken a hit.

    I'll test it out tonight, but who knows.

    Aphostile on
    Nothing. Matters.
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    RendRend Registered User regular
    edited November 2008
    Zealot?

    Rend on
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    rehtonAesoohCrehtonAesoohC Registered User regular
    edited November 2008
    Aphostile wrote: »
    Like I said in the other thread it looks like my healing efficiency has just taken a hit.

    I'll test it out tonight, but who knows.

    Do you mean relative efficiency? I could understand that, since a lot of careers will be doing more damage than before, but you're stuck healing the same amount...

    rehtonAesoohC on
    Was wowed by Rift so I'm trying that now.
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    ToothyToothy Registered User regular
    edited November 2008
    I'm really pumped to see the new class trees. Is that why they didn't mention any tactic or mastery ability changes? Then again, I'm only really familiar with the Blorc and SH. I could've missed mastery shit in the other classes.

    I'm hoping there are stealth buffs and nerfs in the masteries for most of the classes.

    Toothy on
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    Last SonLast Son Registered User regular
    edited November 2008
    So very disappointed in the changes to Zealots. Increasing our DoT damage in exchange for reducing our healing, what? Dark medicine was already a pretty shitty heal, depending on how far they reduced it it may be coming off my hotbars permanently.

    I suppose the change to the Mark of Demonic fury is nice, we finally have something useful to cast on squig herders.

    Last Son on
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    RendRend Registered User regular
    edited November 2008
    Last Son wrote: »
    So very disappointed in the changes to Zealots. Increasing our DoT damage in exchange for reducing our healing, what? Dark medicine was already a pretty shitty heal, depending on how far they reduced it it may be coming off my hotbars permanently.

    I suppose the change to the Mark of Demonic fury is nice, we finally have something useful to cast on squig herders.

    We did, it's called Mark of the Vortex :p

    Rend on
  • Options
    AvynteAvynte Registered User regular
    edited November 2008
    These new patch notes are pretty awesome overall. Even as a BW I can't complain that much. Sure PWF was nerfed, but it's still got the healing debuff and that's what matters the most to me.

    Definitely going to have to log on the test server and see how these CC changes play out. If things go well, I might even have to roll up an MDPS alt!

    Avynte on
    ECOED.jpg
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    AphostileAphostile San Francisco, CARegistered User regular
    edited November 2008
    Do you mean relative efficiency? I could understand that, since a lot of careers will be doing more damage than before, but you're stuck healing the same amount...

    Yes, zealot.

    I mean, it is stated that the healers would get looked at to see if they needed to be adjusted due to the heavier damage being done, but who knows how it'll come out from the PTS.

    Also:

    • Dark Medicine: The stat contribution for this ability has been fixed; it was previously receiving more stat
    benefits than intended.

    • Tzeentch's Cordial: The duration of this ability has been increased to 24 seconds, and the overall amount healed over this duration remains the same

    Which, unless I'm mistaking the wording means that Dark Medicine will be receiving less stat buffs (which is a correct change, since it should be receiving only the buffs that correspond to particular stats) and that the Cordial HoT will do the same healing over a LONGER period of time, thus making each tick less of a heal and making the HoT less useful.

    Aphostile on
    Nothing. Matters.
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    TagTag Registered User regular
    edited November 2008
    I like the root changes, but I'm worried they'll cause endless whining about magus and engineers since they rely on AoE roots so much. Everyone else can pretty much choose to not AoE if a root is needed, but between their skills and the aoe nature of their pets, it will be hard for those two.

    Tag on
    Overwatch: TomFoolery#1388
    Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
    (Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
    (Retired) Let's Play: Lone Wolf
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    ZzuluZzulu Registered User regular
    edited November 2008
    MJ wrote:
    Zzulu wrote:
    don't let the masses get you down. This is the internet. Never expect much out of the internet.

    I gotta ask though, do you really want feedback here on VN? Wouldn't the in-game feedback system be better for this kind of thing?[/B]

    All sources of feedback can be valuable, in-game LIVE, in-game PTS, our metrics system and even here. If I didn't want feedback here, I wouldn't bother. happy

    But things are going pretty much as expected here. We pre-release huge patch notes that are, by and large, full of buffs to classes. And what becomes the focus of some of the usual posters? The things we didn't do and/or the debuffs. In terms of getting me down, nah, like I said, pretty much as expected.

    Mark


    I got a mark response 8-)

    Zzulu on
    t5qfc9.jpg
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    Last SonLast Son Registered User regular
    edited November 2008
    Rend wrote: »
    Last Son wrote: »
    So very disappointed in the changes to Zealots. Increasing our DoT damage in exchange for reducing our healing, what? Dark medicine was already a pretty shitty heal, depending on how far they reduced it it may be coming off my hotbars permanently.

    I suppose the change to the Mark of Demonic fury is nice, we finally have something useful to cast on squig herders.

    We did, it's called Mark of the Vortex :p

    Cept that Vortex doesn't stack with any other +resist buff like the shaman's, so it'd often end up not doing anything.

    Last Son on
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    jkylefultonjkylefulton Squid...or Kid? NNID - majpellRegistered User regular
    edited November 2008
    Folks,

    I'm looking at about 20 pages worth of patch notes right now. We have 20 classes in our game each with different mastery lines, tactics and morale abilities. As you can imagine, balancing all the that is a tricky task. Compared to most other MMOs, a WAR character's combat abilities/choices are much more customizable on an individual basis and when you multiply that by 20, well, it's even more complicated. I have no doubt that we have more to do on the careers and I'm also sure that some of the things in these patch notes will change before going LIVE. However, to say that we are not paying attention, don't care or the ever-popular "I quit now" simply makes it less likely that we will continue to post and interact here. We're putting these up now because we want your feedback. We're opening a PTS so you can jump in and help test these changes. If after all the work that the team put into these changes (and pulling them in for this version) is met by those types of posts, then continuing this type of thread here is a waste of a time. You don't like the changes, tell us. You think we should do more, tell us. You think we rebalanced too much tell us but can we do it without all the drama please?

    Like I said, these notes are just the start of an ongoing process.

    Mark

    jkylefulton on
    tOkYVT2.jpg
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    RendRend Registered User regular
    edited November 2008
    Aphostile wrote: »
    Do you mean relative efficiency? I could understand that, since a lot of careers will be doing more damage than before, but you're stuck healing the same amount...

    Yes, zealot.

    I mean, it is stated that the healers would get looked at to see if they needed to be adjusted due to the heavier damage being done, but who knows how it'll come out from the PTS.

    Also:

    • Dark Medicine: The stat contribution for this ability has been fixed; it was previously receiving more stat
    benefits than intended.

    • Tzeentch's Cordial: The duration of this ability has been increased to 24 seconds, and the overall amount healed over this duration remains the same

    Which, unless I'm mistaking the wording means that Dark Medicine will be receiving less stat buffs (which is a correct change, since it should be receiving only the buffs that correspond to particular stats) and that the Cordial HoT will do the same healing over a LONGER period of time, thus making each tick less of a heal and making the HoT less useful.

    Yes, I indeed agree with you, this will make cordial not as awesome, indeed. I don't think it will have a serious impact in healing though, and it may actually aid us in our management of buffs and short-term duration spells, having to recast it less over time.

    Rend on
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    jkylefultonjkylefulton Squid...or Kid? NNID - majpellRegistered User regular
    edited November 2008
    Zzulu wrote:
    Folks,

    I'm looking at about 20 pages worth of patch notes right now. We have 20 classes in our game each with different mastery lines, tactics and morale abilities. As you can imagine, balancing all the that is a tricky task. Compared to most other MMOs, a WAR character's combat abilities/choices are much more customizable on an individual basis and when you multiply that by 20, well, it's even more complicated. I have no doubt that we have more to do on the careers and I'm also sure that some of the things in these patch notes will change before going LIVE. However, to say that we are not paying attention, don't care or the ever-popular "I quit now" simply makes it less likely that we will continue to post and interact here. We're putting these up now because we want your feedback. We're opening a PTS so you can jump in and help test these changes. If after all the work that the team put into these changes (and pulling them in for this version) is met by those types of posts, then continuing this type of thread here is a waste of a time. You don't like the changes, tell us. You think we should do more, tell us. You think we rebalanced too much tell us but can we do it without all the drama please?

    Like I said, these notes are just the start of an ongoing process.

    Mark



    don't let the masses get you down. This is the internet. Never expect much out of the internet.

    I gotta ask though, do you really want feedback here on VN? Wouldn't the in-game feedback system be better for this kind of thing?

    All sources of feedback can be valuable, in-game LIVE, in-game PTS, our metrics system and even here. If I didn't want feedback here, I wouldn't bother. :)

    But things are going pretty much as expected here. We pre-release huge patch notes that are, by and large, full of buffs to classes. And what becomes the focus of some of the usual posters? The things we didn't do and/or the debuffs. In terms of getting me down, nah, like I said, pretty much as expected.

    Mark

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    jkylefultonjkylefulton Squid...or Kid? NNID - majpellRegistered User regular
    edited November 2008
    Mark, please please look at healing again. As it is there aren't many healers left at all. It's become quite common for my black orc to top the healing list in a scenario, or sometimes there's ONE healer trying (in vain) to heal everyone.

    BTW, I shelved my DoK at 32 to roll the BO and I'm still not seeing a reason to ever play him again. They're survivability on the front lines is non-existant past T3 (even WITH guard, give us shields!) and with this reduced healing it will only get worse. Not too mention the fact that damage just got buffed almost across the board. They're a TERRIFIC class until T4 though!

    Healers really haven't been feeling the love from you guys lately and it shows on the scenario rosters. This will only make it worse, and by "IT" I mean these patch notes. How many healers will actually play with the new changes (if they DO go live) as opposed to how many will just read this and hang it up for good?

    I've always said people that like to play healers are worth their weight in gold. They're a rare commodity. If these changes go live you will have made them much more rare.

    Thanks for listening.

    Just so you know, in the last 24 hours I've had two major conversations about healers. The first one revolves around a change to the scenario scoring system to better reward healers for their contributions. The second was around the patch notes. The team knows how important healers are to the game's success and as we prep for 1.0.5 and put it up on the PTS, healers will be focused on to ensure that when the patch goes LIVE, that they have what they need to succeed either as pure healers and/or hybrids.

    Mark

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    MalkorMalkor Registered User regular
    edited November 2008
    Well the Chosen blurb was underwhelming.

    Malkor on
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    ZzuluZzulu Registered User regular
    edited November 2008
    what's wrong with the chosen? I'm just curious, I have no experience with them

    Zzulu on
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    rehtonAesoohCrehtonAesoohC Registered User regular
    edited November 2008
    Malkor wrote: »
    Well the Chosen blurb was underwhelming.

    That's a good sign though. I generally didn't have any problems with Chosen being overpowered or underpowered.

    Although, is that aura that causes instant cast abilities to take 1 second a chosen aura? Cause that is crazy and nerfs all melee DPS by an insane amount.

    rehtonAesoohC on
    Was wowed by Rift so I'm trying that now.
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    AphostileAphostile San Francisco, CARegistered User regular
    edited November 2008
    I would love a contribution bonus to healers in scenarios.

    I love healing for 80k+ in T2, far above everyone else in the entire scen, just to get the 3rd lowest renown and low experience.

    Aphostile on
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    ZzuluZzulu Registered User regular
    edited November 2008
    mark said his team is looking at that

    Zzulu on
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    rehtonAesoohCrehtonAesoohC Registered User regular
    edited November 2008
    The interesting thing to me is that in general, damage output equals experience, since the more damage you do to a person, the more percentage of their xp you get, (which you then split with your group). What if they made it so that for healing totals at the end of the game, there was a separate bonus that would get divided up amongst the healers?

    So, say you healed for 80,000 and some other person healed for 20,000 and that was the only healing done in the scenario on your side. In tier 4, there would be a 10,000 xp bonus to divide up among healers, so you'd get 8,000 more xp, and the other guy would get 2,000 xp.

    rehtonAesoohC on
    Was wowed by Rift so I'm trying that now.
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    Hiryu02Hiryu02 Registered User regular
    edited November 2008
    This is a fairly late response, but FUCK YES! I'm pretty happy with the notes overall, I'd like to see more buffage to the Engi. But so far Mythic comes through again. /fanboy off

    On a related note, what's the approximate release for 1.05?

    Hiryu02 on
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    TimmerTimmer Registered User regular
    edited November 2008
    They haven't said. PTS is going up today... generic guess is a week on PTS so mid-week next week for live but since this is their first big C&C patch and use of a PTS who knows :)

    Timmer on
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    FryholeFryhole Registered User regular
    edited November 2008
    Malkor wrote: »
    Well the Chosen blurb was underwhelming.

    That's a good sign though. I generally didn't have any problems with Chosen being overpowered or underpowered.

    Although, is that aura that causes instant cast abilities to take 1 second a chosen aura? Cause that is crazy and nerfs all melee DPS by an insane amount.

    It's only .5 seconds and the tooltip on it lists "spells" but somehow I'm almost positive it's for everything.
    Generally, my feedback as a rank 24 Chosen is that the class is somewhat sleep inducing to play, and regarding mostly the tooltip changes and the rank swap of juggernaut, I don't see why they were refunded any mastery points at all - what else was changed?

    Fryhole on
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    jkylefultonjkylefulton Squid...or Kid? NNID - majpellRegistered User regular
    edited November 2008
    VanSkills wrote:
    Well people in-game are already all pissed off about the Iron Breaker nerf...

    Thats pretty much all anyone is talking about in my alliance..

    Way to go

    I play an IB and the way Grudge didn't decay was ridiculous. If the decay rate is too fast, we'll slow it down but as it was an IB could build up to 100 grudge and run around fully buffed forever. That gave them a distinct advantage in RvR especially when coupled with some of their more interesting abilities. And when you tied that to Oath Friend, a couple of smart IBs could run around with 100 Grudge all the time and that's just not fair.

    Mark
    Folks,

    Quick change to RP that was missed in the previous patch notes:

    Mark

    • Rune Of Regeneration: The duration of this ability has been increased to 24 seconds, and the overall amount healed over this duration remains the same.

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    MalkorMalkor Registered User regular
    edited November 2008
    Zzulu wrote: »
    what's wrong with the chosen? I'm just curious, I have no experience with them

    Well most of my complaints are probably exaggerations really. I guess with aura twisting and certain morale abilities I can survive or do lots of damage, but it seems like I can't do both at the same time. It's like the class is stuck more towards the support role and less, walking-infernal-engine-of-doooooom that I expected. That's probably what Mythic had in mind though.

    Malkor on
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    SaammielSaammiel Registered User regular
    edited November 2008
    Zzulu wrote: »
    white lions also got buffed pretty hard

    more specificlly, the lion might be able to actually deal damage now <3

    Reposted since the old thread was dying.

    We'll see the magnitude of the changes. If it is a lot then yeah. But they bug fixed blindside, even though our damage abilities are almost universally worse than our mirror. Granted, it shouldn't have been behaving how it was, but an effective DPS nerf combined with an actual DPS nerf on the same ability makes me a sad panda. I'd rather they fix the damage formula and increase the base damage. I mean its a signature move on a 5s timer, so I don't think it would be terribly unfair.

    The anytime snare on a 5s CD is so good though I might be willing to overlook anything else. There are still a lot of issues with WLs though they have yet to address. So in summary for WLs IMO...

    The Good:
    • Snare is no longer tied to our semi-retarded lion, can actually catch people who have the audacity to run
    • Roots are less powerful overall
    • Morale abilities won't make me want to hurl my keyboard across the room
    • Pet may not just be a liability

    The Bad:
    • I foresee every WL speccing guardian. Trained to hunt is still largely worthless, didn't see any Pounce fixes to actually make it work, and disables are key. Axeman got its core ability nerfed and bug fixed, which makes the damage lackluster. Additionally any pet buff makes Guardian relatively more powerful due to the ability spread on our trains.
    • RDPS DoTs increased? and HoTs decreased? WTF.
    • No bug fixes for pounce?
    • Still have our terrible monster hate reduction MASTERY tactics. Seriously, why?

    The Maybe:
    • Still doesn't look like we are at parity with our mirror, but I guess we will see. Hopefully the pet now allows us to actually perform our role better.

    My witch hunter is going to be ambivalent as well. They took my bread and butter bullets and moved them to 35. So now my spec is all messed up until I can hit that level. I guess it addresses the heal debuff disparity though, so I am willing to go with it. They didn't really do anything to prevent Absolution spam however. If anything they simply magnified its power. So no sane WH is going to do anything but spam ultra powerful Absolutions. Basically it will likely decrease spec diversity even if it helps the damage difference vis-a-vis WEs. Also, they nerfed the most worthless sigil, which is weird.

    Saammiel on
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    girlgamer23girlgamer23 Registered User regular
    edited November 2008
    all IBs can now use hammers now huh. Hmm think this might be a sign that Hammerers are not comming back? Perhaps they don't want all the hammerers hammers to go to waste

    girlgamer23 on
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    TimmerTimmer Registered User regular
    edited November 2008
    all IBs can now use hammers now huh. Hmm think this might be a sign that Hammerers are not comming back? Perhaps they don't want all the hammerers hammers to go to waste

    Sounds like a good guess -- they did say one MDPS class would not make it to live and between Hammerer and Choppa, the Hammerer is much less iconic.

    Timmer on
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    ZzuluZzulu Registered User regular
    edited November 2008
    makes sense

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    DogDog Registered User, Administrator, Vanilla Staff admin
    edited November 2008
    Uuuh, I don't think that change has anything to do with Hammerers possibly not coming back. Ironbreakers have always been able to use hammers and the fact they previously couldn't was stupid. Hell, it's in the concept art for the game.

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    TagTag Registered User regular
    edited November 2008
    robothero wrote: »
    Uuuh, I don't think that change has anything to do with Hammerers possibly not coming back. Ironbreakers have always been able to use hammers and the fact they previously couldn't was stupid. Hell, it's in the concept art for the game.

    I think its the fact that the hammers are now IB only that has people believing this. But, yeah, its far from guaranteed.

    Tag on
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    TimmerTimmer Registered User regular
    edited November 2008
    robothero wrote: »
    Uuuh, I don't think that change has anything to do with Hammerers possibly not coming back. Ironbreakers have always been able to use hammers and the fact they previously couldn't was stupid. Hell, it's in the concept art for the game.

    True enough. But it's fun to read into things and added with their previous MDPS comment, I think it has some weight but is definitely in the "fun to rumorize" category :)

    Timmer on
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