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MMO Warhammer Online - Leaked 1.2 patch notes!

Discussão em 'PC Gaming' iniciada por Karloz, 23 de Janeiro de 2009. (Respostas: 13; Visualizações: 1615)

  1. Karloz

    Karloz Banido

    Verdadeiro ou não?? Cá fica...
    Source: http://www.warhammeralliance.com/forums/showthread.php?t=239333 - Tópico já foi bloqueado e o post editado! LOLNazis


    General
    Bug Fixes
    -All Disorient effects cast by players should no longer stack. Only the most powerful Disorient should affect the target.
    -Fixed a bug which was causing all area-of-effect abilities in the game to have a slightly smaller area of coverage than intended.
    Balance Changes
    -Abilities which proc or trigger damage will now correctly be based on their respective resistance types, and will be mitigated appropriately. Specific abilities for each career affected by this change are noted below.
    -Items which proc or trigger damage will now correctly be based on their respective resistance types, and will be mitigated appropriately.
    -We have adjusted the way that the Disorient debuff will effect characters. Instead of increasing all ability cast times by a flat value it will now increase cast times by a % of the total cast time of the spell. As a result melee abilities and instant cast spells will no longer be effected by disorient since their cast time is effectively 0s. Specific abilities for each career affected by this change are noted below.
    -All absorb shield buffs have increased in effectiveness, and will now absorb roughly 50% more damage in most cases. Specific abilities for each career affected by this change are noted below.
    Quote:
    Resistances
    -Magic resistance over 40% will now experience diminishing returns. Players will receive less resistance per point of stat over the cap
    -Resistances that have reached diminishing returns will be displayed in Orange text on the character sheet

    Renown Abilities
    Pick Lock: Fixed a bug that prevented this ability from functioning correctly.
    Bypass Defenses: Fixed a bug that prevented this ability from functioning correctly.
    For Glory!: The tooltip for this tactic has been updated to better reflect when players will receive the bonus.
    King of the Hill: The tooltip for this tactic has been updated to better reflect when players will receive the bonus.
    Mission Focused: The tooltip for this tactic has been updated to better reflect when players will receive the bonus.
    Town Raider: The tooltip for this tactic has been updated to better reflect when players will receive the bonus.


    Guild Tactics
    -Thornshield: The damage done by all three levels of this tactic will now show up in the combat tab and in the on-screen text.


    Monsters
    -Arial Assault: This ability should now do the correct damage.
    -Tail Swipe: Fixed an issue that caused some abilities to stop working while this effect is on you.


    Items
    -Boost IV-VI: These effects will now display that they also increases critical damage.


    Healer Archetype
    Bug Fixes
    -Alter Fate: This ability is now affected by the Terror effect found at some encounters.
    Balance Changes
    -Divine Protection: This ability will now absorb more damage.


    Tank Archetype
    -Unstoppable Juggernaut: Typo fixed.
    Ranged DPS Archetype
    Concealment: The tooltip will now show the correct duration of the effect.
    Hail of Doom: Ability will now correctly do damage for the entire time that it channels.
    Racial
    Dark Elf
    -Bathing in Blood: The healing from this tactic will no longer stack with itself.
    Chaos
    -Warped Flesh: This tactic will now absorb more damage.
    Empire
    -Emperor's Ward: This tactic will now absorb more damage.


    Archmage
    Bug Fixes
    -Balanced Mending: Now correctly functions as described.
    -Gift of Life: Build time reduced, and cooldown time increased.
    -Hurried Restore: Fixed a tooltip display issue.
    -Storm of Cronos: The ability will now correctly reduce the target's Spirit resistance.
    -Wild Healing: This effect will no longer trigger from damage-over-time critical ticks.
    -Scatter the Winds: The debuff portion of this ability will no longer apply when the damaging portion is blocked or disrupted.
    Balance Changes
    -Healing Energy will now heal slightly more initially and slightly less over time. The over time portion will now last 5s.
    -Blessing of Isha will now cast faster and heal for a higher value.
    -Balance Essence's damage has been increased.
    -Searing Touch will receive greater damage contribution from stats.
    -Shield of Saphery will now absorb more damage.
    -Isha's Ward will now absorb more damage.
    -Winds' Protection will now absorb more damage.

    Bright Wizard
    Bug Fixes
    -Playing with Fire: The ability will now hit for the correct amount of damage.
    -Funnel Power: This ability will now continue after zoning.
    -Flashfire: The cast time reduction gained from this tactic will now correctly apply only when a character starts to cast a new ability.
    -Ignition: Fixed a bug which was preventing most ticks of Ignite from having a chance to trigger this effect.
    -Flames of Rhuin: Corrected an issue with the tooltip.
    Balance Changes
    Meltdown will deal increased damage.
    Flame Shield will now deal Elemental damage.
    Flames of Rhuin will now deal Elemental damage.
    Funnel Power will now deal Corporeal damage.
    Explosive Force will now deal Corporeal damage.
    Pyroclastic Surge will now disorient the target by 50% for 3s if the target is hexed.

    Black Guard
    Bug Fixes
    Hatred: The mechanic icon will no longer display in the general skills tab.
    Khaine's Warding: Typo fixed.
    Challenge: No longer requires an enemy target.
    Filled with Fury: Now only affects attacks that expend hate.
    Crimson Death: Debuff icon will now display correct value.
    Feeding on Pain: Tooltip will now display correct values.
    Thirst for Death: Typo fixed.
    Enraged Beating: This ability will now behave correctly when interrupted.
    None Shall Pass: This ability will now behave correctly when interrupted.
    Away Cretins!: Now knocks down monsters.
    Hold the Line: Now has the correct cooldown of 0 seconds.
    Monstrous Ruin: Will no longer allow Furious Howl to be activated without the required amount of Hatred.
    Balance Changes
    None Shall Pass will now deal Physical Damage.
    Brutal Smash will now disorient the target by 50%.
    Shield of Rage will now absorb more damage.

    Black Orc
    Bug Fixes
    -Waaagh!: Debuff icon tooltip now states correct reduction type, and no longer requires a target.
    -Tree Hit Combo: This ability will now behave correctly when interrupted.
    -Can't hit Me: This ability will now behave correctly when interrupted.
    -Da Biggest: This ability will now continue after zoning.
    -Da Toughest: This ability will now continue after zoning.
    -Da Big Un: This ability will now continue after zoning.
    -Rock Ard: No longer claims to lead to Gud Plan, or highlights while you have a Gud Plan.
    -Challenge: No longer requires an enemy target.
    Balance Changes
    -Wot Armor has had its stacking % armor debuff replaced with a fixed value armor debuff.
    -Wot Armor will now apply its maximum debuff value in a single hit
    -Da Toughest will now grant less Wounds and health to the Black Orc when it triggers.
    -Da Big Un' will now deal more damage, and affect a larger area.
    -Savin' Me Hide will now deal more damage and reduce the magical damage taken by you and your group.
    -Shut Yer Face will now deal more damage and cost no AP to activate.
    -Down Ya Go will now deal more damage, always knockdown the target for 3s, and cost no AP to activate.
    -T'ree Hit Combo will now deal more damage.
    -Not in Da Face will now deal more damage and also make you and your group briefly immune to disabling effects.
    -WAAAAAAAGH! will now deal more damage.
    -T'ree Hit Combo will receive less damage contribution from stats.
    -Can't Hit Me will now deal Corporeal damage.
    -Big Brawlin' will now disorient targets by 25%.
    -Dat Was Great will now also reduce the victim's Toughness.
    -Rock 'Ard will now absorb more damage.
    -Can't Touch Us will now absorb more damage.

    Chosen
    Bug Fixes
    -Relentless: This ability will now behave correctly when interrupted.
    -Dreadful Fear: This ability will now continue after zoning.
    -Corrupting Wrath: This ability will now continue after zoning.
    -Discordant Instability: This ability will now continue after zoning.
    -Guard: This ability will now continue after zoning.
    -Discordant Fluctuation: This ability will now continue after zoning.
    -Corrupting Retribution: This ability will now continue after zoning.
    -Dreadful Agony: This ability will now continue after zoning.
    -Dreadful Terror: This ability will now continue after zoning.
    -Corrupting Horror: This ability will now continue after zoning.
    -Discordant Turbulence: This ability will now continue after zoning.
    -Challenge: No longer requires an enemy target.
    Balance Changes
    -Auras will no longer agro monsters that are not already in combat.
    -Hate from auras which affect all groupmates will now be credited to the individual -group members, instead of all to the Chosen themselves.
    -Auras can no longer be dodged, blocked, parried or disrupted.
    -Auras that deal damage now deal Spirit damage.
    -Blast Wave will now deal Spirit damage.
    -Quake will now deal Spirit damage.
    -Blast Wave will no longer lower target's resistances, and instead will instead lower targets' Wounds.
    -Discordant Fluctuation will now deal more damage.
    -Corrupting Retribution will now heal for slightly more.
    -Dreadful Terror now removes slightly more action points from the victims.
    -Tooth of Tzeentch's bonus damage will now deal Spirit damage.
    -Bane Shield will now deal Spirit damage.
    -The damage effect on Bane Shield will now only trigger a maximum of once per 2s per character affected.
    -Touch of Palsy will now deal Spirit damage.
    -The damage effect on Discordant Fluctuation will now only trigger a maximum of once per 2s per character affected.
    -Corrupting Horror will now disorient targets by 25%.
    -Impenetrable Armor will now absorb more armor.

    Disciple
    Bug Fixes
    -Stand Coward!: Build time reduced, and cooldown time increased.
    -Patch Wounds: The ability will now correctly consume 25 Soul Essence as described.
    -Restored Motivation: Fixed a bug which caused the healing effect to occasionally be disrupted by allies.
    -Warding Strike: The ability will now fire correctly when the Disciple has 30 Soul Essence.
    -Covenant of Vitality: Fixed the buff icon tooltip to display the correct effect.
    Balance Changes
    -Covenant of Vitality will now deal Spirit damage.
    -Covenant of Celerity will now deal Spirit damage.
    -Restore Essence will now heal slightly more initially and slightly less over time. The over time portion will now last 5s.
    -Khaine's Embrace will now cast faster and heal for a higher value.
    -Soul Shielding will now absorb more damage.
    -Khaine's Bounty will now absorb more damage.

    Engineer
    Bug Fixes
    -Barbed Wire: Will now play its entire visual effect.
    -Land Mine: Fixed a bug which caused this to trigger a disproportionately long immunity timer.
    -Snipe: Fixed a bug which was incorrectly reducing the cost of this ability.
    -Bugmen's Best: Fixed a bug which was allowing the healing to inadvertently affect NPCs.
    -All Turrets: Turret specific abilities will now display in the Mastery Training window as being part of the associated Mastery.
    -Coordinated Fire: This effect will now increase damage as described.
    -Self Destruct: Tooltip will no longer claim it cost AP.
    -Concussive Mine: Will now properly disorient targets.
    -Coordinated Fire: The effect of this tactic will now last for the full duration of Signal Flare.
    -Lighting Rod: Fixed a bug that caused this ability to receive more benefit from stats than intended.
    -Hollow Points: Multiple Engineers may now all affect a target with Hollow Points.
    Balance Changes
    -Sticky Bomb will now deal Corporeal damage.
    -Sticky Bomb will now explode if the target is killed.
    -Concussive Mine will now disorient the targets by 50%.
    -Rune of Forging will now absorb more damage.

    Ironbreaker
    Bug Fixes
    -Grudge-Born Fury: This ability will now behave correctly when interrupted.
    -Challenge: No longer requires an enemy target.
    -Heavy Blow: Fixed a typo in the description.
    Balance Changes
    -Stone Breaker's % armor debuff has now been replaced with a flat value armor debuff.
    -Oathstone will now deal Physical damage and be able to critically hit.
    -Overprotective will now deal Physical damage and be able to critically hit.
    -Runic Shield will now absorb more damage.
    -Gromril Plating will now absorb more damage.

    Knight
    Bug Fixes
    -Myrmidia's Fury: This ability will now behave correctly when interrupted.
    -Press The Attack: This ability will now continue after zoning.
    -Stand Strong: This ability will now continue after zoning.
    -Gather Your Resolve: This ability will now continue after zoning.
    -On Your Guard: This ability will now continue after zoning.
    -Stay Focused: This ability will now continue after zoning.
    -All Out Assault: This ability will now continue after zoning.
    -To Glory: This ability will now continue after zoning.
    -To Victory: This ability will now continue after zoning.
    -Now's Our Chance: This ability will now continue after zoning.
    -Challenge: No longer requires an enemy target.
    -Sunder: Fixed a tooltip display issue.
    -Staggering Impact: Fixed a tooltip display issue.
    Balance Changes
    -Commands will no longer agro monsters that are not already in combat.
    -Hate from commands which affect all groupmates will now be credited to the individual group members, instead of all to the Knight themselves.
    -The effects of commands can no longer be dodged, blocked, parried or disrupted.
    -Commands that deal damage now deal Elemental damage.
    -Shield of the Sun will deal Elemental damage.
    -Myrmidia's Fury will now receive a greater damage contribution from stats.
    -Stay Focused will now heal for slightly more.
    -To Glory now restores slightly more action points.
    -Guardian of Light will now absorb more damage.

    Magus
    Bug Fixes
    -Dissolving Mist: Radius is now accurate on tooltip.
    -Daemonic Armor: Tooltip values will now display correctly.
    -Indigo Fire of Change: Multiple Magi can now cast this spell upon a single target, but only a single Horror will be created.
    -Tzeentch's Firestorm: The ability can now be defended against, and will trigger any appropriate effects.
    -Blue Horror, Pink Horror, Flamer of Tzeentch: Daemonic Minion-specific abilities will now display in the Mastery Training window as being part of the associated Mastery.
    -Daemonic Resistance: Increased casting range to match normal group effects, and fixed a bug which caused the hotkey to gray out when selecting group members.
    -Daemonic Infestation: When exploding, will now visually knock down players and play an explosion effect.
    Balance Changes
    -Seed of Chaos will now explode if the target is killed.
    -Perils of the Warp will now deal Elemental damage.
    -Seed of Chaos will now deal Spirit damage.
    -Aegis of Orange Fire will now deal Elemental damage.

    Marauder
    Bug Fixes
    -Gift of Savagery: The tooltip will now better match the stats gained from the ability.
    -Gift of Monstrosity: The tooltip will now better match the stats gained from the ability.
    -Gift of Brutality: The tooltip will now better match the stats gained from the ability.
    -Demolition: The cooldown listed on the tooltip now matches the actual cooldown of the ability.
    -Mutating Release: The ability now correctly gives a 10 second immunity to all roots and snares.
    -Deeply Impaled: This effect will no longer stack with itself.
    -Drink Deeply: This tactic will once again heal when Tzeentch's Cordial ends.
    -Growing Instability: This tactic will once again grant a bonus to critical hit at the correct health brackets.
    -Convulsive Slashing: This ability will now behave correctly when interrupted.
    -Wrecking Ball: This ability will now behave correctly when interrupted.
    -Deeply Impaled: This tactic will now give the correct bonus when Impale is used.
    -Gut Ripper: This ability will once again cause the next ability used to critical hit.
    -Wave of Horror: The tooltip will now state the correct amount of hate reduction.
    Balance Changes
    -Insane Whispers will now add a 50% disorient to Mouth of Tzeentch.
    -Deadly Clutch will now heal the Marauder for a higher value.

    Runepriest
    Bug Fixes
    -Master Rune of Adamant: The build up for this ability will now be correct.
    -Master Rune of Adamant: The effect from this ability will now last for the correct duration.
    -Master Rune of Fury: The tooltip for this ability will now reflect that only one Master Rune can be active at a time.
    -Master Rune of Speed: The tooltip for this ability will now reflect that only one Master Rune can be active at a time.
    -Master Rune of Adamant: The tooltip for this ability will now reflect that only one Master Rune can be active at a time.
    -Ancestor's Echo: Tooltip clarified.
    -Potent Runes: Fixed a bug which was causing this effect to incorrectly alter the player's stats.
    -Oath Rune of Power: The hotbar icon for this ability will now light up correctly when targeting party members in a warband.
    -Oath Rune of Warding: The hotbar icon for this ability will now light up correctly when targeting party members in a warband.
    -Oath Rune of Iron: The hotbar icon for this ability will now light up correctly when targeting party members in a warband.
    -Oath Rune of Sanctuary: The hotbar icon for this ability will now light up correctly when targeting party members in a warband.
    -Blessing of Grungni: The name of the ability has been corrected.
    -Thick Skulled: Fixed a typo in the tooltip.
    Balance Changes
    -Rune of Mending will now heal slightly more initially and slightly less over time. The over time portion will now last 5s.
    -Blessing of Valaya will now cast faster and heal for a higher value.
    -Rune of Shielding will now absorb more damage.
    -Ancestor's Echo will now absorb more damage.

    Squig Herder
    Bug Fixes
    -Indigestion: Fixed a bug that caused this ability to use Intelligence instead of Strength in damage calculations.
    -Sticky Squigz: This ability now costs the correct amount of Action Points to use.
    -Big Bouncin: This ability will now behave correctly when interrupted.
    -Run Away!: The cost has been lowered. The knock forward has been changed to a movement speed increase effect.
    -'Ere Squiggy!: Fixed a bug that prevented the tactic from firing on damage abilities.
    -Lots o' Arrers: The animation will no longer continue after the Squig Herder runs out of AP.
    Balance Changes
    -Tastes like Chicken will now heal for slightly more, and no longer lose value based on the health of the pet.
    -Squig Armor no longer has a build and a reduced reuse time.

    Shadow Warrior
    Bug Fixes
    -Steady Aim: The tooltip for this ability has been updated to better reflect what this ability affects.
    -Assault stance: The Strength and Weapon Skill bonuses from this should now stack with other Strength and Weapon Skill bonuses.
    -Outrider Patrol: The tooltip for this ability should now show the amount of damage done.
    Balance Changes
    -Eye Shot is now usable while moving.
    -Fell The Weak now builds instantly.
    -Fell The Weak now costs slightly more action points.

    Shaman
    Bug Fixes
    -Gedup!: Build time reduced, and cooldown time increased.
    -Do Sumfin Useful: Fixed a typo in the tooltip for this ability.
    -Big Waaagh!: Waaagh mechanic should now properly light up this ability on the hotbar.
    -Ey Quit Bleedin: Fixed a bug which was allowing this ability to incorrectly cast on NPCs.
    Balance Changes
    -Gork'll Fix It will now heal slightly more initially and slightly less over time. The over time portion will now last 5s.
    -Gather Round will now cast faster and heal for a higher value.
    -I'll Take That will now deal more damage.
    -Yer Not so Bad is now has no build time.
    -'Ere We Go's extra damage will now deal Elemental damage.
    -Gork's Barbs' will now deal Elemental damage.
    -Bunch o Waaagh will receive greater damage contribution from stats.
    -Don't Feel Nuthin' will now absorb more damage.

    Swordmaster
    Bug Fixes
    -Aethyric Armor: No longer claims to return you to normal stance.
    -Aethryic Grasp: Fixed a typo in the tooltip.
    -Isha's Protection: Fixed a typo in the tooltip.
    -Vaul's Buffer: Fixed a typo in the tooltip.
    -Ether Dance: This ability will now behave correctly when interrupted.
    -Sword Dance: The mechanic icon will no longer display in the general skills tab.
    -Balanced Accuracy: Tactic now effects all strikes of Ether Dance, Dragon's Talon, Crashing Wave, and Whispering Winds.
    -Ether Dance: The current Balance state is now maintained through the duration of the effect, in order to benefit from Balance-based Tactics.
    -Bladeshield: Damage from this ability will no longer be mitigated by the victim, and will also no longer critically hit, as is normal for all Morale effects.
    -Protection of Hoeth: Now displays its correct Balance advancement, and will no longer highlight in Perfect Balance or increase Balance with every use.
    -Challenge: No longer requires an enemy target.
    -Gusting Wind: The ability's tooltip will now display its correct damage value after increasing Mastery.
    -Potent Enchantments: Fixed a bug which caused the tactic to be affected by Mastery in the Path of Hoeth.
    -Deep Incision: Fixed a bug which was causing the damage to be lower than intended.
    -Wall of Darting Steel: Ability description updated to reflect that damage is returned only when you Parry.
    -Shatter Enchantment: This attack will no longer remove an Enchantment from the victim if they successfully block or parry the ability.
    Balance Changes
    -Dazzling Strike has been made a Perfect Balance attack that deals spirit damage.
    -Dazzling Strike now deals increased damage and has no cooldown.
    -Dazzling Strike has been moved to Level 12.
    -Dazzling Strike no longer has a reuse timer.
    -Dazzling Strike will now disorient the target by 50%.
    -Intimidating Blow has been moved to Level 35.
    -Gusting Wind has been made an Improved Balance attack.
    -Gusting Wind now costs AP to activate.
    -Gusting Wind deals increased damage.
    -Ether Dance now deals increased damage.
    -Crashing Wave now deals more damage and also makes you and your group briefly immune to disabling effects.
    -Whispering Wind now deals more damage and reduces cooldown times for you and your group.
    -Ether Dance will now receive a greater damage contribution from stats.
    -Blurring Shock's extra damage from critical hits will now deal Spirit damage.
    -Wall of Darting Steel will now deal Spirit damage.

    Warrior Priest
    Bug Fixes
    -Prayer Of Absolution: This ability will now continue after zoning.
    -Prayer of Righteousness: This ability will now continue after zoning.
    -Prayer of Devotion: This ability will now continue after zoning.
    -Breath of Sigmar: Build time reduced, and cooldown time increased.
    -Purge: Fixed a typo in the tooltip for this ability.

    Balance Changes
    -Prayer of Righteousness will now deal Spirit damage.
    -Divine Aid will now heal slightly more initially and slightly less over time. The over time portion will now last 5s.
    -Touch of the Divine will now cast faster and heal for a higher value.
    -Divine Light will now absorb more damage.

    Witch Elf
    Bug Fixes
    -Agile Escape: This ability can no longer be used when Rooted.
    -Ruthless Assault: This ability will now behave correctly when interrupted.
    -Shadow Prowler: This ability will now always be interrupted when the player is attacked.
    Balance Changes
    -Kiss of Betrayal will now deal Corporeal damage.
    -Kiss of Agony will now deal Corporeal damage.
    -Kiss of Death will now deal Corporeal damage.
    -Kisses will no longer be able to activate off a thrown dagger.
    -Vehement Blades has had its damage contribution from stats reduced.
    -Enfeebling Strike has had its damage contribution from stats reduced.
    -Treacherous Assault has had its damage contribution from stats reduced.
    -Masterful Treachery's bonus to damage has been lowered.
    -Sharpened Edge has had its armor debuff removed, this has been replaced with a self buff that will deal damage back to your enemy whenever they block or parry your attacks.
    -Pierce Armor has had its additional armor debuff removed, this has been replaced with a self buff that will greatly increase your Weapon Skill.
    -Sacrifices Rewarded will now absorb more damage.

    White Lion
    Bug Fixes
    -Pounce: You will now jump just to your target's side instead of directly on top of them, fixing several collision issues. The damage portion of the ability now fires more consistently.
    -Whirling Axe: This ability will now behave correctly when interrupted.
    -Full-Grown: The tactic properly increases your pet's Wounds.
    -Full-Grown: The tooltip is now correct.
    -Ensnare: Fixed a bug that prevented the root from firing.
    Balance Changes
    -Pack Assault will now deal Spirit Damage.
    -Fey Illusion will now debuff the target's autoattack speed.
    -Fey Illusion will no longer require a frontal positional.
    -Fey Illusion will cost slightly more AP.

    Witch Hunter
    Bug Fixes
    -Declare Anathema: This ability can no longer be used when Rooted.
    -Trial by Pain: This ability should now correctly stop channeling when the character is disarmed or interrupted.
    -Trial By Pain: This ability will now behave correctly when interrupted.
    -Silence the Heretic: The Unstoppable give by the Silence from this ability will now last the correct duration.
    -Incognito: This ability will now always be interrupted when the player is attacked.
    -Repel Blasphemy: Ability will no longer zero out the Accusation counter.
    -Blessing Bullets of Confession: The healing reduction effect placed on targets will no longer be removed by Sever Blessing.
    Balance Changes
    -Burn Armor has had its damage contribution from stats reduced.
    -Sudden Accusation has had its damage contribution from stats reduced.
    -Fanatical Zeal has had its damage contribution from stats reduced.
    -Trial by Pain will deal slightly more damage and activate Blessed Bullets twice if allowed to run the full duration.
    -Blessed Pullets of Purity will now deal Spirit damage.
    -Blessed Bullets of Confession will now deal Spirit damage.
    -Blessed Bullets of Cleansing will now deal Spirit damage.
    -Burn Away Lies will now deal more damage.

    Zealot
    Bug Fixes
    -Ritual of Lunacy: The build up for this ability will now be correct.
    -Ritual of Lunacy: The effect from this ability should now last for the correct duration.
    -Ritual of Innervation: The tooltip for this ability will now reflect that only one Ritual -may be active at a time.
    -Ritual of Superiority: The tooltip for this ability will now reflect that only one Ritual may be active at a time.
    -Ritual of Lunacy: The tooltip for this ability will now reflect that only one Ritual may be active at a time.
    -Suppress the Fragile Unbeliever: This morale ability will now do the correct damage, and the damage will not be defendable.
    -Mark of Remaking: The tooltip for this ability will now show the correct amount of Toughness given.
    -Leaping Alteration: The leaping effect will no longer stop jumping to new targets after healing the caster. In addition, this ability may now be cast directly on an RvR-flagged ally while the Zealot is not flagged (and doing so will flag the Zealot for RvR, as with all other direct heals). The subsequent leaps of the ability will only affect RvR-flagged allies if the Zealot is RvR-flagged themselves.
    -Tzeentch's Talon: The tooltip for the effect has been updated to more accurately reflect what the effect does.
    -Daemon Spittle: The damage from this will no longer stack with itself, and will only be defendable when it initially hits the target.
    -Aethyric Shock: Fixed a typo in the tooltip for this ability.
    Balance Changes
    -Manipulation will now deal Corporeal damage.
    -Dark Medicine will now heal slightly more initially and slightly less over time. The -over time portion will now last 5s.
    -Dust of Pandemonium will now cast faster and heal for a higher value.
    -Veil of Chaos will now absorb more damage.
    -Ritual of Superiority will now absorb more damage.
    -Tzeentch's Shielding will now absorb more damage.




    Witch Elf's nerfadas até ao fim da galáxia! Q doce q vai ser continuar a farmar noobs pós-nerf!! "OMG maybe I really do suck!!"


    Discutam a vossa classe!
     
  2. Grizzli

    Grizzli Banido

    Nada de novo no WP..quanto aos WE aleluia que bem precisavam do nerf estavam a dar um dano estupidamente alto..pareciam rogues pre tbc com perdition blade :P
     
  3. Radeon Force

    Radeon Force I fold therefore I AM

    Finalmente nerf aos WE:D, eu gosto da classe mas o dano é estupidamente alto.
     
  4. BrutusPT

    BrutusPT Power Member

    Também nerfaram os Witch Hunters.

    A Witch Elf, o nerf é mais nos kiss davam dano fixo sem serem resistidos e agora vão passar a ser.

    As alterações de carnage na parte do armor, a alteração feita acaba por favorecer a luta vs classes que metem muito parry e block (AKA Witch Huntards, Tankes). Favorece apenas as classes que não usam este tipo de mecanica para se safarem das WE, mas essas coitadas..... nem necessitamos de tirar armor.
     
  5. Karloz

    Karloz Banido

    Tira-me o dano... o q fica? Pra q sirvo? Pra levantar o moral das tropas com o bikini?!

    Já é lixadíssimo ser uma boa Witch Elf. Stealth tá buggado, breaka muitas vezes sem razão nenhuma, é fácil de ser visto. Se não tenho suporte comigo, sou capaz de matar um gajo e depois morro.. e o gajo é rezado. Não tenho armor, não tenho CC (só se speccares On Your Knees! ou HeartSeeker). O q é q eu tenho? Dano, só. Tirem isso e a Witch Elf não faz diferença nenhuma.

    Os kisses têm q ser aplicados, tanta vez q são parried/blocked. Disarms a mesma coisa e tenho de esperar por um parry meu para a ability ficar disponível. Os meus dots não valem nada. Mas apesar de isto tudo farto-me de matar. Porquê? Porque as pessoas não sabem lutar um Witch Elf. Entram em pânico, viram as costas e correm (tyvm). Depois pedem nerfs. Os q sabem, ficam quietos e usam as suas defesas, e depois lá vem um Ironbreaker pontapear-me pra longe, seguido de Focus Fired e Moxa morta em 3seg.

    Eu empresto a minha Bruxa a quem quiser experimentar, para ver o q é o terror de ser Witch Elf T4 (pq o verdadeiro CC só começa aqui). Muitos mudariam a sua opinião. E eu tenho o suporte de uma guild, e mesmo assim vejo-me muito lixado em muitas situações.

    Já agora, as resistências vão ficar capped a 40%. Trabalhei tanto pra ter os 65% a Elemental e 52% a Corporeal... vai tudo pró tecto. Mais um buff aos ranged, como se essas é q fossem as classes dificeis de jogar..... os RR mais altos do mundo são Bright Wizards / Sorcerers.. o 1º RR80 é um Magus. Go figure. Ao menos isso quer dizer q os Kisses também só vão ser mitigados até 40%...

    Witch Elf precisa do dano q faz, senão não serve pra nada. E o q digo da Witch Elf, digo dos Witch Hunters, q eles levaram os mesmos nerfs. Mas é como disse, vai ser do best continuar a ownar os mesmos nabos se este nerf vier!
     
    Última edição: 23 de Janeiro de 2009
  6. BrutusPT

    BrutusPT Power Member

    Mexa nós jogamos a classe mais louca de jogar do jogo :)
    Duvido ke nos lixem os kisses a ponto de nos tornarmos inviáveis. Ainda é Beta. O nosso dano vem dos kisses e se as resists nos lixam os kisses totalmente podemos passar um mau bocado. Lembras-te de eu ter dito no VT se eles um dia nerfasem as WE o iriam fazer nos resists dos kisses? Era dano não mitigavel puro que entrava. Era ai que desequilibravamos.
    Esperar para ver, ainda vai haver beta.

    Anyway, mesmo que WE seja crap num improvável futuro, é linda de jogar e lá estarei por muiiiito tempo :)
     
    Última edição: 23 de Janeiro de 2009
  7. Karloz

    Karloz Banido

    Naah, a classe mais louca é o Knight of the Blazing Sun com todo o CC q tem. O q vale, é q 80% deles são nabos e rerollers de Bright Wizards após o nerf. Os chamados FOTM's. Se eu tivesse um KotBS nas mãos..... jazuze.

    As resistências aos kisses já as cheirava há muito tempo, eu até sugeri nos fórums q os Kisses fossem mitigados pela Toughness, assim os tanks eram ainda mais lixados pra nós e poderiamos continuar a dar na cabeça aos healers, q é o nosso papel. Agora, o que é isto??:

    -Vehement Blades has had its damage contribution from stats reduced.
    -Enfeebling Strike has had its damage contribution from stats reduced.
    -Treacherous Assault has had its damage contribution from stats reduced.
    -Masterful Treachery's bonus to damage has been lowered.
    -Pierce Armor has had its additional armor debuff removed, this has been replaced with a self buff that will greatly increase your Weapon Skill.

    Tás bem a ver o rombo q isto é? Estas 5 mudanças? Andas a jogar o Magus há tempo a mais lol :x2:


    EDIT - eu vou voltar para Treachery/Suffering se estas mudanças forem pa frente!
     
    Última edição: 23 de Janeiro de 2009
  8. BrutusPT

    BrutusPT Power Member

    Magus já tá 40. Já ando pela Witch Elf full power.
     
  9. VitorMC

    VitorMC Power Member

    O zealot levou buffs e bug fixes :009:. Ja estava na altura de consertarem a mastery de dark rites que depois do nerf ao WOI tinha-se tornado inutil...

    E a minha skill que mais me da renown levou buff! Leaping Alteration numa frente de batalha = numeros roxos a flutuar por cima do char :p
     
  10. d2

    d2 Power Member

    Sorc nem falaram... A classe deve estar perfeita. :rolleyes:
     
  11. Leuggim

    Leuggim Power Member

    O Sorcerer ta bom , agora as resistances dos outros players é que não =P, mas paerce que eles vao nerfar isso das resistances
     
  12. d2

    d2 Power Member

    ##Top Bugs / Issues:##
    * Damage output versus damage done to the BW/Sorc by the Combustion/Dark Magic mechanic (risk versus reward, as it were)
    * High percentage of spell damage mitigation due to resist stacking
    * Itemization concerns (ie. weapon skill on caster items)
    * The differences between Sorc debuffing Willpower versus BW debuffing Corporeal damage
    * Epic / Unique Weapon Proc - some weapons have additional skills, but they only kick in when used in melee. We are casters not some shaolin staff fighters.

    ##Bugs:##
    * Channeled spells - They still cast even when u get out of Action Points, the cast bar slides all the time, even when at the beggining your AP is 0, not everyone notice they are out of AP, cast bar should fade when u get message 'Not Enough Action Points'.
    * Pit of Shades - sometimes effect is placed far away from desired area. I think this could happen when cursor is in move and some lag makes it to work not in place where we stroke key, but with some delay. Or it is because of 'casting AoE on chat'.
    * Pit of Shades - sometimes when activated and placed on desired area cast bar apears, but there is no animation and the damage is not dealt.
    * Inanimate objects disrupting spell attacks. Such as oil, siege engines, pq quest objects, mementos, chests.
    * Grip of Fear - mostly does not work, enemy avoids it or has ressist buff for roots. Even undamaged mobs and pcs walk through it unaffected.
    * Ice Spikes - seems it isn't benefiting anything from Intelligence.
    * Enemy on the move - Casting a spell is triggering cooldown, using AP but we get the message "Target out of Range" and the effect does not work.

    ##Issues:##
    * The block rate against magic attacks needs to be looked at. People are blocking the ticks of a dot, standing in pit of shades and blocking it.
    * Dhar Wind damage is simply very low when considering its cost and cast time.
    * Gear itemization for us is really lacking sense. Green items have better stat boosts than blue and purple.
    * Once in a while, trying to cast any spell will give you "Interrupted" message, even when casting instant spells - moving to a different spot seems to fix it.
    * Spells get interrupted after the cast bar is complete - this happens in Scenarios and ORvR, so server lag is unlikely... When the cast bar for certain spells is complete, it sits there for a bit longer, and if I get disabled/hit during that time, it gets pushed back/interrupted, with spell never going off. I'm sure it's related to the bug with all spells taking extra time to cast.
    * Casting delay on instant spells - the spells go off .5 secs after you press the button, yet the LoS/Range check is done during the time you press it. One of the symptoms is instant spells comsuming the cooldown but never damaging the target.
    * Our DoTs (and BWs) never got their Int damage bonus coefficients increased to match the increase that all other classes got.
    * Channeled spells cast bar remains after ending.
    * Frostbite - Disarm with 1 second cast and 5 sec duration compared do instant silences, or AoE knockdowns is almost useless due to fact when we try to cast it we are mostly dead or near death.
    * Arctic Blast - The same as above but this one needs Curse and has 2 sec cast, just ridiculous.
     
  13. d2

    d2 Power Member

    Eu gosto muito da classe, e mesmo com estes problemas ela é jogavel... mas dai a dizer que esta tudo bem....
     
  14. Karloz

    Karloz Banido

    Sorcerer's só existem para buffar as Witch Elf's :biglaugh:

    Todas as classes têm esse tipo de problemas / bugs... os Sorceres são temidos, os fix's pra todas as classes estão sempre a sair. Se se habituarem a jogar assim, qdo estiver tudo OK, vão ser o poder!!

    Agora, achei piada a isto:

    Este gajo não sabe os mecanismos do jogo pá! Ao contrário do WoW (por ex.), o spell é activado qdo largam o botão (l33t brainless-button-mashing-spam tão lixados neste jogo lulz)! Experimentem! A habilidade / spell só activa qdo o botão é solto, e o check Range/LoS é na mesma altura. Na Witch Elf tenho este mesmo problema, a habilidade sai, a energia é usada e o cooldown começa... mas é bug, porque o cooldown não começa afinal de contas, posso usar a habilidade logo a seguir apesar de mostrar cooldown a passar!
     

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