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MMO Warhammer Online - Warhammer Patch 1.3.0b

Discussão em 'PC Gaming' iniciada por BrutusPT, 16 de Julho de 2009. (Respostas: 65; Visualizações: 6646)

  1. BrutusPT

    BrutusPT Power Member

    AoE balance fixes:

    • All AoE abilities are moving to standardized ranges and coverage, based on their type (Melee "Cleave", Conical AoE, Line AoE, PBAoE, or Targeted AoE).
    Crowd control changes:

    • All Immunities Persist Through Death: Pretty simple one here, no more Stun -> Dead -> Rez -> Stun -> Dead.
    • Increased Duration of Disable Immunities: Immunities for the disable family of CC (knockdown, stun, disarm, and silence) will have their immunity timers increased from 6 times the effect duration to 10 times the effect duration. In other words, if you are stunned for three seconds, in 1.3 you would have an 18-second immunity. With this change, that same immunity would be 30 seconds.
    • Root Immunity and Knockback/Pull Immunity Combined: We're rolling root immunity and knockback/pull immunity together into a single "movement immunity" effect. This immunity will remain for 30 seconds, and will prevent you from things such as being pulled in, then immediately rooted in place, making it a much more tactical decision about whether it's better to stop an enemy in place or move them around.
    • New Renown Purchase Ability: We are releasing a new Renown Point purchasable ability at Renown Rank 40 that will be a "CC immunity" that players can trigger for temporary CC immunity. This should help break up the "I get CC'd at the beginning of a fight and there is nothing I can do about it" issues.
    Archmage and Shaman revamp:
    We'll also be rolling out the next phase of our Archmage and Shaman changes, moving their abilities around to create more cohesive Mastery paths, and re-adding some new abilities and Tactics. These will include the new and improved Path of Da Green and Path of Vaul layouts that you knew and loved on the Public Test server, the new Energy of Vaul and Fury of Da Green abilities, and a handful of new and improved Tactics! Archmages and Shamans everywhere, rejoice!

    Rune and Mark stacking changes:

    Runepriests and Zealots will be thrilled to hear that we'll be re-introducing the ability for your Oath Runes and Marks of Chaos to stack on your allies! Just as before on the Public Test server, all players will be able to have one of each type of Mark or Rune on them at a time, and higher-effectiveness versions will simply overwrite lower-effectiveness ones. This will make your Marks and Runes much easier to use, and a more effective tool in your toolbox.

    One other area we are focused on for 1.3.0b is to better incentivizing open-field RvR. We want players to hunt each other, and that’s what RvR is all about -- crushing and out-thinking your enemies. With that in mind, we are literally multiplying your XP and RP gain when fighting enemy players around Keeps and Battlefield Objectives. The Field of Glory buff currently grants a 100% experience bonus in RvR Lakes when killing players. Players will now receive an additional 50% bonus to experience and a 150% bonus to renown when killing players near Battlefield Objectives or Keeps.
    Among all that, a whole grab bag of bug fixes coupled with continued improvements to our server and client performance are underway. Now, I read the boards and know some people will point out that Mythic sounds like a repeating record in this department, but the team really is improving server stability almost daily, and working hard to find even more ways to optimize our client just a little more. Some of you may not notice a change, while others will. There is no uber solution, just a whole bunch of little things we can do that will, in time, add up to something bigger. Rest assured, the team will continue to address bugs as they surface and work those fixes into their schedules, too. We can’t catch everything right away, and I know we have some that have been lingering for a while, but we prioritize them against others and do our best.

    Here’s a few of our favorite bug fixes this round.

    • Archmage: Blessing of Isha - Ability is set back too frequently.
    • Juggernaut is not properly removing Takedown, Cleave Limb, and No Escape.
    • Marauder: Mutating Release - Does not grant immunity to snares while already active.
    Finally, what about 1.3.1?
    On the RvR front, we’ll finally have the second ramps in for the Keeps. I wish they were going up in with the 1.3.0b patch, but a few hiccups happened right at the end and we had to hold them back one more patch to allow for adequate testing. Regardless, they look great and we’ll be posting more information about them on the Herald over the coming weeks so you can get a look at the adjusted layouts.
    We’ll continue to look at improving the RvR campaign by better incentivizing Keeps that are defended and upgraded. The plan is to base the value of rewards handed out on how many enemy players are present, and by the upgraded Rank of the Keep. Players will receive a boost for both XP and RP, plus additional gold bags handed out for a successful attack or defense. Now you’ll have even more reason to seek out your enemies for the most rewarding experience.

    Another big ticket item for the RvR team in 1.3.1 is the work we’re doing on the city sieges. The goal is to make them RvR-centric from beginning to end, and this is just the first phase of our plans. I’ll save the details for my next letter, but I will share this: In the redone capital city PQs, defenders are never kicked out of their city, and they can now win the main city PQ during the capture phase to reset the campaign even quicker than the current 18-hour timer.

    What about the Fortresses? Next letter. ;) Sorry, I’d rather say that than nothing. I don’t want anyone thinking we forgot about them.

    Jumping from the RvR team over to our Live Events crew, get ready for a Live Event unlike any other we’ve done thus far. The Wild Hunt will be upon us to help bring in our one-year anniversary, along with the first phase of some of our social networking tools and items to help in-game players stay connected.

    Before I head out, I just want to make a brief comment on the server merges we just announced. I know these kinds of changes can cause headaches for some of our players, but in the end please understand that this needs to be done to ensure the most enjoyable game experience for all of our players. After analyzing our player population across all the servers, this is the clearest plan we can move forward with. I hope all of you will take notice of the more active population as we’ve raised the bar for our population expectation on any given server now. Look at it this way, more players means more friends to adventure with and more targets to kill!

    Lastly, 1.3.0b will be up on PTS this week. Along with that, our patch notes will hit the official forums. I strongly encourage all of you to check out the patch notes and jump on PTS to play around for a bit. Let us know what you think!
    My guild’s Keep is getting attacked -- I’ve gotta run!
    Jeff Skalski
    WAR Producer, Mythic Entertainment
    Twitter @Jeff_Skalski
     
  2. BrutusPT

    BrutusPT Power Member

    General Changes & Bug Fixes
    Unstoppable: The duration of this Stun, Knockdown, Disarm and Silence immunity buff has been increased from 6x the duration of the disabling effect to 10x and will now persist through death.


    Archtype Morale Abilities
    Balance ChangesThe radius of the following abilities has been decreased: Alter Fate, Broad Swings, Distracting Bellow, Divine Protection, Explosive Shots, Hail of Doom, Rampaging Siphon, Relentless Assault, Unleash the Winds
    Immaculate Defense: Increased the radius of this ability.

    Bug FixesFocused Mind: This Morale ability will now correctly give immunity to snares and will now remove all silence effects.


    Archmage
    Balance ChangesThe Archmage Career has undergone several changes. As a result of these changes all Archmages have had the Mastery points refunded and will need to visit a Career Trainer to reallocate their Mastery points.
    Balance Essence: Increased the amount healed to the defensive target. This ability is now obtained at Rank 4 in the Path of Vaul
    Cleansing Flare: Decreased the damage and radius of this ability, and increased its cost. The knockback effect has been convernted into standard medium knockback. This ability can now be obtained at Rank 5 in the Path of Asuryan.
    Cleansing Light: This ability’s cost has been increased, and it now grants an absorb shield if an effect is dispelled. Also, this ability has been moved into the Path of Isha.
    Dissipating Energies: The radius and damage of this ability have been decreased, and it can now be obtained thirteen steps into the Path of Asuryan.
    Drain Magic: This ability no longer deals damage, and now drains more AP over time. The cost of the ability has been increased, and it is now a Rank 18 Core ability.
    Energy of Vaul: This new Mastery ability drains life from your offensive target and those around him, into your defensive target.
    Expanded Control: This ability now reduces the build time of Balance Essence, but increases its AP cost.
    Feel the Winds: This ability has been removed from the game
    Funnel Essence: The healing from this ability has been increased, and it is now available thirteen steps into the Path of Isha.
    Fury of Asuryan: The cost of this ability has been increased, and it can now be obtained at Rank 35.
    Golden Aura: This Tactic will now cause Shield of Saphery to grant Stun and Knockdown immunity while active.
    Increased Conductivity: This Tactic will now make Path of Asuryan abilities more difficult to defend.
    Law of Age: The radius of this ability has been decreased. Also, this ability is now associated with the Path of Vaul, and can be obtained at Rank 40.
    Law of Gold: The damage of this ability has been increased, and it can now be obtained nine steps into the Path of Vaul.
    Magical Infusion: The healing of this ability has been increased, and it now triggers at twenty percent health. This ability can now be obtained nine steps into the Path of Isha.
    Mistress of the Marsh: This ability is now instant-cast, and the radius and reuse have been decreased. The debuff will no longer flicker for the entire duration. This ability is now obtained five steps into the Path of Isha.
    Prismatic Shield: This ability is now part of the Path of Isha.
    Radiant Gaze: This ability is now available at Rank 12, and is associated with the Path of Asuryan.
    Rain Lord: The cost of this ability has been increased, and its radius has been decreased. It is now available at Rank 30, and is associated with the Path of Vaul.
    Scatter the Winds: The damage of this ability has been increased, and this ability can now be obtained nine steps into the Path of Asuryan.
    Searing Touch: This ability is now available at Rank 6.
    Shield of Saphery: This ability is now available at Rank 5, and is now part of the Path of Vaul.
    Storm of Cronos: The damage of this ability has been increased, it is now instant-cast and has been made a line area-of-effect ability. It can now be obtained five steps into the Path of Vaul.
    Transfer Force: The damage and healing of this ability have been increased, and it is now available at Rank 9 and is part of the Path of Vaul.
    Walk Between Worlds: This ability is now available at Rank 14.
    Wind Blast: This ability has had its radius decreased, now hits all around you.


    Black Guard
    Balance ChangesThe radius of the following abilities have been decreased: Away, Cretins!, Blast of Hatred, Chains of Hatred, In Malekith’s Name and Khaine's Warding.
    Furious Howl: The damage and AP cost of this ability have been decreased.
    Monstrous Rending: The damage of this ability has been decreased, and its cost and arc have been increased.
    Wave of Scorn: The damage and radius of this ability have been decreased, and the cost has been increased.


    Black Orc
    Balance ChangesThe radius of the following abilities have been decreased: Can’t Touch Us, Da Biggest, Da Greenest, Deafening Bellow!, Get ‘Em!, Keep it Goin’, No Choppin’ Me, Puddle o’ Much, Quit Yer Squabbling’, Walk it Off!, We’z Bigger, Where You Going?, Yer Nothin.
    The damage and radius of the following abilities has been decreased: Da Big Un’, WAAAGH!
    Big Slash: Decreased the damage and arc of this ability, and increased its radius. This ability will now only hit targets in front of you.
    Big Swing: Increased the cost and radius of this ability, and decreased the damage.


    Bright Wizard
    Balance ChangesThe radius of the following abilities has been decreased: Choking Smoke, Conflagration of Doom, Explosive Force, Fire Cage, Flame Shield, Flames of Rhuin, Ruin and Destruction, The Burning Head, Wildfire.
    The damage and radius of the following abilities has been decreased: Backdraft, Detonate, Fireball Barrage, Scorched Earth, Spreading Flames.
    Annihilate: The damage, radius and cost of this ability have been decreased and the ability no longer deals self damage.
    Fiery Blast: Decreased the ability’s radius and damage and increased the cost.
    Flame Breath: Decreased the radius of this ability, and increased its arc and damage.
    Rain of Fire: Decreased the radius, damage and cost of this ability, and it will now pulse every 1.5 seconds.
    Bug FixesFan the Flames: Fixed a bug that prevented this tactic from increasing the radius of Rain of Fire.


    Choppa
    Balance ChangesThe radius of the following abilities has been decreased: Bring Da Pain, Chop Fasta!, Come and Git It!, Git Stuck In, Outta My Face, Stomp Da Yard, Tantrum, Yer Goin’ Down.
    The damage of the following abilities has been decreased: Git to da Choppa, Lotsa Choppin’, Yer All Bleedin’ Now.
    Extra Choppin: Decreased the damage of Lotsa Choppin' when this tactic is slotted.
    Wild Choppin': Decreased this ability’s radius and damage.
    Wot's Da Rush: Decreased this ability’s radius and damage.


    Chosen
    Balance ChangesThe radius of the following abilities has been reduced: Corrupting Horror, Corrupting Retribution, Corrupting Wrath, Dire Shielding, Discordant Fluctuation, Discordant Instability, Discordant Turbulence, Dreadful Fear, Dreadful Terror, Petrify, Shatter Faith, Sprout Carapace, Tooth of Tzeentch, Warping Embrance.
    Blast Wave: Increased the cost and decreased the damage of this ability.
    Dreadful Agony: Decreased the ability’s radius and damage.
    Quake: Decreased the ability’s radius and damage.
    Rending Blade: Decreased the ability’s radius and damage, and increased the arc of the Area-of-Effect.


    Disciple of Khaine
    Balance ChangesThe radius of the following abilities has been reduced: Chant of Pain, Covenant of Celerity, Covenant of Tenacity, Covenant of Vitality, Life’s End, Khaine’s Embrace, Khaine’s Refreshment, Khaine’s Vigro, Khaine’s Withdrawal, Soul Shielding, Thousand and One ark Blessings, Transfer Essence, Universal Confusion.
    Devour Essence: Decreased the abilitiy’s radius and damage and increased its cost.
    Essence Lash: Decreased the ability’s radius and damage. This ability will now only hit players in front of the caster.
    Fell Sacrifice: Decreased the ability’s radius and damage.
    Uncaring Dismissal: This ability will now only hit targets in front of the player. Also, the radius of this ability has been decreased.


    Engineer
    Balance ChangesThe radius of the following abilities has been decreased: Armored Plating, Artillery Barrage, Barbed Wire, Blunderbuss Blast, Bugman’s Best, Burn Salve, Flamethrower, Flashbang Grenade, Fling Explosives, High Explosive Grenade, Proximity Alarm, Scattershot, Steam Vent
    The damage and radius of the following abilities has been reduced: Acid Bomb, Fragmentation Grenade, Land Mine, Napalm Grenade, Phsophorous Shells, Self Destruct, Static Discharge, Sticky Bomb,
    Electromagnet: The distance players are moved when they are affected by this ability has been increased.
    Extra Powder: This tactic will now increase the radius of Acid bomb and Fragmentation Grenade by 50%
    Friction Burn: Increased the damage of this ability.
    Lightning Rod: Increased the damage and reduced the radius of this ability.
    Strafing Run: This ability will now hit targets in a line in front of the player. Also, the ability’s damage has been decreased.


    Ironbreaker
    Balance ChangesThe radius of the following abilities has been decreased: Earthen Renewal, Grip of Stone, Gromril Plating, Long Reach, Oath of Vengeance, Strength in Numbers.
    Axe Slam: Increased the radius, and the ability is now a Line Area-of-Effect.
    Earthshatter: Decreased the radius, damage and cost of this ability, and increased the duration of the snare.
    Rune-Etched Axe: Decreased the radius, arc and damage of this ability. It will now only affect targets in front of the caster.
    Shield Sweep: Decreased the radius, arc and damage of this ability. It will now only affect targets in front of the caster. In addition, some issues were fixed that were preventing this ability from being defended or triggering damage based procs.


    Knight of the Blazing Sun
    Balance ChangesThe radius of the following abilities has been reduced: All Out Attack, Flawless Defense, Gather Your Resolve!, On Your Guard!, No Escape, Now’s Our Chance, Press the Attack!, Shackle, Solar Flare, Stand Strong!, Stay Focused!, To Glory!, To Victory!
    Arcing Swing: Decreased the radius and damage of this ability, and increased the arc and cost.
    Heaven's Fury: Decreased the ability’s radius and damage.
    Nova Strike: Decreased the ability’s width and radius.
    Slice Through: Decreased the damage on Crippling Blow when this tactic is slotted. The ability will only hit enemies in front of the player.
    Staggering Impact: Decreased the ability’s radius and damage.


    Magus
    Balance ChangesThe radius of the following abilities has been decreased: Coruscating Energy, Daemonic Resistance, Fiery Wind, Flames of Change, Roiling Winds, Tzeentch’s Grasp, Warping Energy
    The damage and radius of the following abilities has been reduced: Daemonic Infestation, Daemonic Lash, Dissolving Mist, Glean Magic, Instability, Pandemonium, Seed of Chaos, Surge of Insanity, Tzeentch’s Firestorm, Warpfire
    Agonizing Torrent: Decreased the ability’s radius and increased its damage.
    Chaotic Rift: The distance players are moved when they are affected by this ability has been increased.
    Daemonic Scream: This ability will now hit players in a line in front of them.
    Infernal Blast: Decreased the arc, radius, and damage of this ability.


    Marauder
    Balance ChangesThe radius of the following abilities has been reduced: Energy Ripple, Wave of Horror, Widespread Demolition.
    Concussive Jolt: Reduced the damage and increased the cost of this ability. The ability will now only affect targets in front of the player.
    Demolition: Reduced the radius, reduced the damage, and increased the cost.
    Mouth of Tzeentch: Reduced the ability’s radius and damage.
    Wave of Mutilation: Reduced the ability’s radius and damage, and increased the cost.
    Wave of Terror: Reduced the ability’s damage and increased its cost.
    Wrecking Ball: Reduced the ability’s radius and damage, and increased the cost.

    Bug FixesMutating Release: This ability will now correctly give immunity to roots and snares.

     
  3. BrutusPT

    BrutusPT Power Member

    Rune Priest
    Balance Changes
    The radius of the following abilities has been reduced: Blessing of Valaya, Mountain Spirit, Rune of Serenity, Rune of Skewering, Rune of Sundering, Valaya’s Shield.
    Master Rune of Adamant: Increased the radius of this ability.
    Master Rune of Fury: Increased the radius of this ability.
    Master Rune of Speed: Increased the radius of this ability.
    Oath Runes: Players can now have more than one Oath Rune on them at a time. Each Rune Priest may now cast one Oath Rune on a player. Players can only have one of each type of Oath Rune active on them at a time.
    Rune of Battle: Increased the damage of this ability.
    Rune of Cleaving: Increased the damage and reduced the radius of this ability.
    Rune of Ending: Increased the radius of the group effect and reduced the radius of the intitial effect.
    Rune of Might: Reduced the ability’s damage and raius and removed its build time.
    Rune of Warding: Reduced the ability’s radius and damage.

    Bug FixesMaster Rune of Adamant: This ability will now heal for the correct amount.
    Rune of Mending: This ability will now heal for the correct amount.

    Shadow Warrior
    Balance Changes

    The radius of the following abilities has been reduced: Distracting Rebounds, Hunter’s Fervor, Instill fear, Outrider Patrol, Penetrating Arrow, Rain of Steel, Whirling Pin, Whirling Rage.
    Barrage: Reduced the ability’s cost and damage, and removed the build time. The ability will now hit all players in a line in front of the player.
    Flame Arrow: Reduced the ability’s cost and damage, and removed the build time.
    Glass Arrow: Reduced the ability’s radius, removed the cooldown, and increased the damage.
    Lileath's Arrow: Reduced the radius, width and damage of this ability.
    Smoldering Arrows: Reduced the damage bonus to Flame Arrow.
    Split Arrows: Reduced the ability’s radius. Spiral Fletched arrows will now do 30% less damage when this tactic is slotted.
    Sweeping Slash: Reduced the ability’s radius and damage, and increased the cost.

    Bug Fixes
    Bullseye: This tactic will now correctly proc.
    Keen Arrowheads: The duration of the snare on the ability “Takedown” will now upgrade properly with this tactic slotted.


    Shaman
    Balance ChangesThe Shaman Career has undergone several changes. As a result of these changes all Archmages have had the Mastery points refunded and will need to visit a Career Trainer to reallocate their Mastery points.
    The radius of the following abilities has been reduced: Breath of Mork, Eeeek!, Feelz No Pain, Gather Round, Pass it On, Steal yer Thunder, You Weren’t Using Dat.
    Big Waaagh!: This ability’s cost was increased and its damage was decreased. This ability can now be obtained at Rank 30.
    Bleed Fer' Me: Increased the ability’s damage and the amount healed to the defensive target. The ability can now be obtained at Rank 9, and is associated with the Path of Da Green.
    Bunch o'Waaagh: This ability is now available at Rank 6.
    Da Waaagh! Is Coming: Decreased the ability’s damage, build time and radius.This ability now has a reuse, and its damage now leaps from target to target. The ability can be obtained thirteen steps into the Path of Gork.
    Do Sumfin Useful: Increased the ability’s heal and stat buff, and the stat buff now based on spec mastery instead of Waaagh! level. The heal will now increase effeectiveness based on Waaagh! level. This ability can now be obtained thirteen steps into the Path of Mork.
    Don' Feel Nothin: This ability can now be obtained at Rank 5, and is associated with the Path of Da Green.
    Ere We Go!: The ability’s group effect radius was decreased, and it can now be obtained at Rank 12 and is associated with the Path of Gork.
    Ere We Goes Again!: This ability’s bonus damage is now considered Spirit damage.
    Fury of Da Green: This new ability drains life from your offensive target and those around them into your defensive target.
    Geddoff!: Knockback has been standardized, the ability’s damage and radius have been reduced and it’s cost has been increased. This ability can now can be obtained five steps into the Path of Gork.
    Get'N Smarter: This ability has been removed from the game.
    Gork Fix'd It: This new Tactic enhances Gork’ll Fix It on other targets, but reduces its effectiveness on the caseter. This tactic can be obtained three steps into the Path of Gork
    Gork's Barbs: This ability can now be obtained nine steps into the Path of Gork.
    Greener 'n Cleaner: The ability’s cost has been increased and it now grants an absorb shield if an effect is dispelled. This ability is now associatd with the Path of Isha.
    I'll Take That: This ability is now available at Rank 4, and is associated with the Path of Da Green.
    Leaky Brains: This ability has been removed from the game.
    Mork's Buffer: The ability’s radius has been decreased and it is now associated with the Path of Mork.
    Nuthin' but Da WAAAGH!: This ability can now be obtained eleven steps into the Path of Da Green.
    Scuse Me!: This ability’s damage, arc and cooldown have all increased, and its radius has decreased. This is now an instant-cast ability that can be obtained five steps into the Path of Da Green.
    Shrug it off: The ability’s healing has been increased, and it now triggers at twenty percent health. This ability can now be obtained nine steps into the Path of Mork.
    Sticky Feetz: The ability’s radius and reuse have been reduced, and it is now instant-cast. The debuff will no longer flicker for the entire duration. This ability can now be obtained 5 steps into the Path of Mork.
    Stop Hittin' Me!: The ability’s radius has been decreased. This is now a Core ability that is available at Rank 14.
    Waaagh! Frenzy: The ability’s radius has been decreased. Also, the ability now reduces the build time of "I'll Take Dat!" but increases its cost.
    Yer a Weaklin': This ability is now an area-of- effect primary damage stat debuff. The ability is now available at Rank 30 and is associated with the Path of Da Green.
    Yer Not So Bad: Increased the ability’s cost and moved to the Core abiklity list, where it is available at Rank 18.
    You Got Nuthin!: Increased the ability’s damage. This ability can now be obtained nine steps into the Path of Da Green.
    You'z Squishy: The ability’s radius has been reduced, and it is now available at Rank 40 and associated with the Path of Da Green.

    Bug Fixes
    S’cuse Me: The ability will now debuff the correct amount of Elemental resistance.


    Slayer
    Balance ChangesThe radius of the following abilities has been decreased: Distracting Roar, Doom Seeker, Even the Odds, Fierceness, Flurry, Gudrun’s Warcry, Looks Like a Challenge, Unleashed Power.
    Accuracy: Decreased the damage on Flurry when this tactic is slotted.
    Inevitable Doom: The ability’s damage and radius have decreased and the cost has increased.
    No Escape: Decreased the ability’s damage and radius.
    Onslaught: Decreased the ability’s damage and cost.
    Shatter Limbs: Decreased the ability’s damage and radius, and increased the cost.
    Wild Swing: Decreased the ability’s damage and radius.


    Sorcerer
    Balance ChangesThe radius of the following abilities has been reduced: Crippling Terror, Daemonic Chill, Frozen Touch, Grip of Fear, Paralyzing Nightmares, Frozen Shadows, Soul Stealer, Stricken Voices, Wind-woven Shell,
    Black Horror: Decreased the radius and decreased the damage.
    Disastrous Cascade: Decreased the radius, decreased the damage, and decreased the cost.
    Gloom of Night: Decreased the radius, decreased the damage, and increased the cost.
    Ice Spikes: Decreased the width, decreased the radius, and increased the damage.
    Infernal Wave: Decreased the width, decreased the radius, and decreased the damage.
    Pit of Shades: Decreased the radius, decreased the damage, decreased the cost, and the ability will now pulse every 1.5 seconds.
    Shadow Knives: Decreased the radius, decreased the damage, and increased the cooldown.
    Shattered Shadows: Decreased the radius, decreased the damage, and increased the cost.
    Surging Pain: Decreased the radius and decreased the damage.


    Squig Herder
    Balance ChangesThe radius of the following abilities has been decreased: Bad Gas!, Big Bouncin’, Farty Squig, Goop Shootin’, Lots of Shootin’, Run Away!, Soothin Shroom Wrap, Spore Cloud, Sticky Squigz, Wind of the Waaagh!
    Arrer O'Mork: Decreased the radius and increased the arc of the Cone Area-of-Effect.
    Explodin' Arrer: Decreased the radius, decreased the damage, increased the cost, and removed the build time.
    Indigestion: Decreased the cost, decreased the damage, and increased the cooldown.
    KABOOM!: Decreased the radius and increased the damage.
    Sharpened Arrers: Decreased the damage increase to Explodin Arrer's main hit and increased the damage increase to the damage over time.
    Shoot Thru Ya: Decreased the radius, decreased the cost, decreased the damage, and increased the width of the Line Area-Of-Effect.
    Shrapnel Arrer: Decreased the cooldown and removed the damage over time. This ability is now a Target Area-of-Effect direct damage.
    Splinterin' Arrers: Decreased the radius and decreased the damage on Run N Shoot when this tactic is slotted.

    Bug FixesSpiked Squig: Critical chance bonus will now show up on the paper doll.


    Swordmaster
    Balance ChangesThe radius of the following abilities has been decreased: Aethyric Grasp, Bolstering Enchantments, Guard of Steel, Nature’s Blade, Shadow Blades, Shield of Valor, Whirling Geyser, Wings of Heaven.
    Gusting Wind: Decreased damage and decreased the radius.
    Pheonix's Wing: Decreased cost, decreased damage, decreased radius, and increased the arc.
    Wrath of Hoeth: Increased cost and decreased damage.

    Bug FixesEnsorcelled Agony: Damage dealt will now correctly scale with your level instead of your Hoeth spec. (Tactic description will appear unchanged)


    Warrior Priest
    Balance ChangesThe radius of the following abilities has been reduced: Avatar of Sigmar, Divine Light, Divine Replenishment, Divine Shock, Endless Guilt, Gift of Life, Intimidating Repent, Marty’s Blessing, Pious Restoration, Prayer of Absolution, Prayer of Devotion, Prayer of Righteousness, Sigmar’s Grace, Sigmar’s Radiance, Touch of the Devine.
    Smite: Reduced the bonus damage from Strength.
    Soulfire: Reduced the radius and reduced the damage.

    Bug FixesJudgment: This ability will now build the correct amount of Righteous Fury.


    White Lion
    Balance ChangesThe radius of the following abilities has been reduced: Blade and Claw, Joy of the Hunt, Submission, Terrifying Roar.
    Echoing Roar: Decreased the damage and decreased the radius.
    Flying Axe: Decreased the radius and decreased the Width of the Line Area-of-Effect.
    Pounce: Decreased the damage and increased the cost.
    Slashing Blade: Decreased the radius, decreased the damage, and increased the arc on the Area-of-Effect.
    Whirling Axe: Decreased the damage and increased the cost.


    Witch Elf

    Balance ChangesThe radius of the following abilities has been decreased: Blade Spin, Death Reaper, Enchanting Beauty, Overwhelming Dread.
    Broad Severing: When this tactic is slotted, Slice will now do 10% less damage.
    Fling Poison: Reduced the radius and width.
    On Your Knees!: Reduced the damage and reduced the radius.
    Web of Shadows: Reduced the radius and width.
    Bug FixesBroad Severing: This tactic will now allow Slice to be used on Keep doors. Note that Slice will only hit the keep door when Broad Severing is slotted, and not any additional targets.


    Witch Hunter

    Balance ChangesThe radius of the following abilities has been decreased: Blood, Faith and Fire, Excomuunicate, Expurgation, Get Thee Behind Me, Reversal of Fortune, Witchfinder’s Protection.
    Divine Blast: Reduced the radius and width.
    Dragon Gun: Reduced the damage.
    Sweeping Razor: When this tactic is slotted, Razor Strike will do 10% less damage.

    Bug FixesFanatical Zeal: This ability will now correctly do damage to targets who use healing abilities.
    Sweeping Razor: This tactic will now allow Razor Strike to be used on keep doors. Note that Razor Strike will only hit the keep door when Sweeping Razor is slotted, and not any additional targets.


    Zealot
    Balance ChangesThe radius of the following abilities has been decreased: Breath of Tzeentch, Dust of Pandemonium, Eye of Sheerian, Lashing Waves, Suppressing the Fragile Unbelievers, Tzeentch’s Scream, Tzeentch’s Shielding, Vortex, Windblock.
    Chaotic Agitation: This ability will no longer require an active Harbinger of Doom. This ability will now affect whoever the player has targeted. Reduced the damage.
    Demon Spittle: Reduced the radius and reduced the damage.
    Mark of the Vortex: Reduced the damage.
    Marks: Players can now have more than one Mark on them at a time. Each Zealot can now cast one Mark on a player. Players can only have one of each type of Mark active on them at a time.
    Rite of Agony: Removed the cast time for this ability, reduced the radius, and reduced the damage. Added a 5 second cooldown.
    Ritual of Innervation: Increased the radius.
    Ritual of Lunacy: Increased the radius.
    Wind of Insanity: Increased the damage and reduced the radius.
    Ritual of Superiority: Increased the radius.

    Bug FixesTransference: The effect from this tactic can no longer be right-click removed.

    Crafting

    Cultivation

    Vibrant Yellow Grundle Seeds will now convert into Wilted Weeds.



    Items
    Decimator, Devastator and Obliterator sets have had their merchant cost reduced by 25%.
    Removed an invalid quest reward that was not allowing the quest 'Marked' to be completed.
    Renown Gear has been adjusted back to its original renown and level requirements. Items that were purchased with the lower requirements will not be affected.
    The following Soul Talismans have had their tooltips fixed to show the correct effects: Zealous Knight's Soul, Zealous Crusader's Soul, Massive Zealous Knight's Soul, Massive Zealous Crusader's Soul.
    The Obsidian Tome of Nagash and the Obsidian Chalice of Nagash have had their Soul Essence and Righteous Fury regeneration rates increased to 8/s.
    Harbinger Cloak: Will now remove a Hex, Curse, and Ailment instead of 2 Curses and an Ailment.
    Nepenthean Tonic: Will now correctly restore 20% health after resurrecting.


    Realm vs. Realm
    Fortress timers will now decrease by 15 minutes for each time the corresponding city has been contested in the past 3 days. The timer cannot go below 15 minutes total. Example: Altdorf has been pushed into contested 2 times in the past 3 days. Destruction pushes the campaign into Stonewatch. The time Destruction has to defeat the fortress lord will be 30 minutes.
    The Field of Glory buff granted upon entering an RvR Lake will now also give an additional 150% renown bonus for killing players while at a Battlefield Objective or Keep.
    Keep tooltips will now display text to indicate how well defended a Keep is. The categories are as follows: Vulnerable (Green), Light (Yellow), Medium (Orange), or Heavy (Red).
    Deflect Oil: Fixed an issue with the radius on the tooltip.
    Resolute Defense: Grants immunity to crowd control effects for a short duration. This ability is available through Renown training.
    Siege: Fixed a bug that would grey out abilities for the duration of the Siege Crowd Control Immunity.
     
  4. Ashaad

    Ashaad What is folding?

    Nerf em quase todas as classes?!
    Por acaso o Blackguard estava a precisar...:lol:
     
  5. BrutusPT

    BrutusPT Power Member

    Nerf no AoE e no CC.
    Finalmente, todos os AoE do jogo foram nerfados com range e damage.
    O AoE heal tb foi nerfado, no more hammering de heal.

    "Skill is required to play" patch
     
  6. Grizzli

    Grizzli Banido

    lol..
     
  7. BrutusPT

    BrutusPT Power Member

    Não me digas que era BW? :)
    Se eras temos pena finalmente acabou as premades de bombing.... non skill aoe spammers
     
  8. Grizzli

    Grizzli Banido

    Actually eu era WL..e este jogo nunca vai ser um jogo de skill..zerg its the way
     
  9. BrutusPT

    BrutusPT Power Member

    Ya ainda ontem limpámos varias vezes nós 1 para 2 e em premades, somos conhecidos por ter wining teams, mesmo as nossa novas teams esta semana foi win win win e usamos teams de single target.

    Organização > zerg e premades tem tudo o mesmo numero.

    Estratégia pura, conhecimento dos cenários e das equipas adversárias. No nosso server os membros mais antigos da guild conhecem as premades adversárias, como jogoam, onde colocam os tankes a defender etc.

    Estratégia + skill. O que estraga muito é apanhares 1 premade de noobs, com AoE spam + Stuns que te fazem a vida negra. Felizamente isso acaba neste patch.

    Se fores ao nosso realm forum vais ver que dizem que temos teams atipicas, porque não jogamos com AoE classes.

    Vê aqui alguns comentários feitos às nossas teams:
    "Think for the 1st time i had fun in IC, DECADANCE is really a great guild, really nice fights tonight
    Fazem-me sentir orgulhosa de ser portuguesa, mesmo sendo ordem"
    "Well that's certainly interesting to know. Noticed your guild in skirmishes these past days and found it challenging and fun to fight against. Good coordination, skillful players, interesting mix of classes... and not too many players. Just the kind that's enjoyable to face. Now I can even add jokes about Portuguese on vent on top of that! (no offence meant really, most of my coworkers originate from Italy and Portugal)"
    http://www.warhammeralliance.com/forums/showthread.php?t=280470


    We soon realised that running around trying to do the PQ with only our WB ( as most other order kept leving to instance hop) was hopless against a well oragainsed CIR / DECANDENCE ( sorry if imissed any one just the names that stick out)
    So fighting at the hero was our best option, and it worked well, think you did the PQ once? For some reason at that time some random told order randoms to all go to the temple, leaving our allaince to defend the hero.
    http://www.warhammeralliance.com/forums/showthread.php?t=281742

    I had a very pleasant evening in Altdorf.
    Thanks to the nice dwarf for my new shoes.
    It was Unnnamed first day in a new alliance. It was great to be in the same alliance as people we had been in previous alliances with(Explicit Content), people we had worked together with before on Norn(DECADENCE) and people we have worked with since we came to Norn (CIR).
    http://www.warhammeralliance.com/forums/showthread.php?t=287991

    D E C A D E N C E, special mention to your tanks in scenario premades... Not sure of the names sorry, but a Chosen and a Blackguard comes to mind, always out there disrupting our backlines, not necessarily doing alot of damage, just generally being a pain in the arse - in other words, doing their job. Very nice.
    http://www.warhammeralliance.com/forums/showthread.php?t=290005&page=13

    Esses são comentários de top guilds do nosso server que jogam contra nós. Nada de zergalhadas, é puro skirmish + premades com muita organização. Tipo se jogaste RTS, é do estilo, apanhas 1 gajos com muito mais unidades e dás a volta porque neutralizas healers, proteges os teus healers, garantir que os DPSres estão com as condições a 100% para fazer o seu trabalho etc. A coordenação é vital para se jogar a esse nível.

    Nós na guild evitamos zonas de zerg normalmente a menos que na aliança nso peçam para tomarmos 1 objectivo que é vital para 1 zone lock. Boas teams anikilam zergs em menos de nada, como te disse em cima ontem limpámos gajos em 2 para 1 com relativa facilidade em Draganwake quando coordenados com a nossa aliança, protegiamos uma zona que era vital para garantir 1 zone lock.
     
  10. Leuggim

    Leuggim Power Member

    O brutuss tem razão no que diz ;)
     
  11. PlayDead

    PlayDead Power Member

    Deu-me a vontade de voltar a jogar War.

    Eu estava no Azgal, tinha lá o meu BW, e estava na melhor alliance da order. Entretanto deixei aquilo por 1 mês.

    Agora estou a pensar em voltar, mas desta vez queria experimentar jogar do vosso lado.

    Eu depois entro em contacto com vocês. Qual o lvl minimo para entrar na guild?
     
  12. BrutusPT

    BrutusPT Power Member

    Depende das classes. Vê no nosso forum.
     
  13. Bem depois de ler atentamente o patch posso dizer que é um nerf indiscrimanado a todas as classes mesmo Há Lá Mythic.

    O aoe heal apenas foi nerfado o range ou seja de 150 feet´s para 80 o resto tá igual, neste pacth kem se lixa são mais uma vez as classes mais fracas como black guard magus e shadow warrior, sei disto pois estive na conta do meu irmão e posso dizer que está tudo a mesma bosta, viva a mythic
     
    Última edição pelo moderador: 20 de Julho de 2009
  14. BrutusPT

    BrutusPT Power Member

    Epá nem jogas não comentes. BG é tank não é DPSer, SW e Magus necessitam de love.
    TEnho 1 MAgus 40 com Sentinel, jogo com path de demo que não vai ser afectada pelo patch, mas a path de changing foi muito nerfed.

    Não percebo porque continuam com trolling constante aos posts de Warhammer, quer seja sobre warcraf, AION etc em tudo o que é post que colocamos vem alguém dizer mal do warhammer e dizer bem de outro MMO qualquer já enjoa. Não jogão não desestabilizem quem joga. Ninguem perguntou a data de saida do AIOn nem me viste dizer mal do AION quando encontro bastantes defeitos depois de já ter jogado a beta.
     
    Última edição pelo moderador: 20 de Julho de 2009
  15. Bem não posso comentar uma patch porque já não jogo ora essa, o tempo da censura já acabou há 35 anos, agora não posso dizer bem de algo que está mal, alias antes d ecomentar li e joguei na conta do meu irmão para tua informação.

    pois é mas uma das armas mais usadas pelo BG é o Monstrous Rending, em relação a isto não e perciso dizer mais nada.

    POis já la vai um ano não é.

    Sinceramente as chars que tens ou que jogas são problema teu não meu nem quero saber se jogas magus we dok ou shaman, tu é que pagas portanto jogas o que queres.

    Sou troll por dizer as verdades do warhammer sinceramente só me dás vontade de rir

    Não é destablizar é informar o estado do jogo o que é bem difrente, as pessoas tem de saber o bom e o mau não é só o bom neste caso do warhammer

    Em relação ha data de saida do AION os tais 64 dias sim aceito a critica estive mal ai pois isto é um post sobre um patch do warhammer.

    É mentira o aoe heal não foi nerfado apenas o range do aoe heal o que é bem difrente meu caro senhor.
     
  16. BrutusPT

    BrutusPT Power Member

    AoE heal nerfado para 90 yards.... de 150 para 90 se consideras isso 1 buf, é porque nunca jogaste healer. Tamb´m tenho 1 healer e posso te dizer bem vindo nerf a ver se aprendem a jogar com a classe. Os healers limitam-se a spamar AoE heal, só porque com 150yd acertas em tudo à volta sem dificuldade, nem necessitas de te mecher para teres range. Não necessitas de meter hots, shields etc, basta spamares akilo 24x7.

    Quanto a BG, BG é tank quem sabe jogar este jogo, sabe que o tank em PvP deve focar-se em snares, knockbacks e disables a proteger healers, ou incomudar healers adversários dando suporte ao melee dps. O BG joga nas costas juntos aos healers. O Chosen rende mais que 1 BG na frente pois os buffs do chosen rendem mais que os dos BG. Se achas queres nos ensinar a jogar com tanks vê isto (isto é vs top premades):
    D E C A D E N C E, special mention to your tanks in scenario premades... Not sure of the names sorry, but a Chosen and a Blackguard comes to mind, always out there disrupting our backlines, not necessarily doing alot of damage, just generally being a pain in the arse - in other words, doing their job. Very nice.
    http://www.warhammeralliance.com/for...290005&page=13

    Isto é o trabalho de 1 Tank. Aqui não existe o conceito de Warrior DPS.

    Realmente se pretendes ensinar-nos algos sobre as classes a players que jogam a este jogo, sem nunca ter parado em T4 a alto nível vai ser complicado.

    Magus e SW são classes underpowered sim. Magus é usado em Top Premades mesmo assim, porque a tree de demo rula em premades. Uma das guilds da nossa aliança usa uma combo de Magus com Rift + 2 Choppas. Jogar changing com Magus sempre foi bater no ceguinho e apenas é usada por noob premades. A tree de demo é excelente.

    Ou seja tu até pensas que estás a dizer algo fundamentado mas a tua experiência de jogo é nula ou muito reduzida para conseguires fundamentar o que quer que seja.
    Baseias-te em informação preferida por outros players sem experiência, sendo a tua própria experiência muito limitada de jogo. Qualquer player experiente de warhammer vê nas tuas informações além de insultos à comunidade pois as tuas criticas são sempre pela negativa, um texto de spam num fórum de um jogo que tu nem jogas. Certamente não me viste postar nos fóruns dos outros MMOs o que não gosto neles.
     
    Última edição: 21 de Julho de 2009
  17. Leuggim

    Leuggim Power Member

    O brutuss tem toda a razão amis uma vez =) , ja tenho saudades daquelas imbas premades.
     
  18. Madfox

    Madfox Power Member

    Queria perguntar se sabem como vai este jogo em termos de jogadores em jgo..

    Alguem sabe o numero de subscrições que o warhammer ja tem?
     
  19. Basta ter dois palmos de testa para perceber o k eu disse, eu disse que o nerf era ao range não ao heal, as classes que eu joguei ou não joguei não sabes quais são portanto não fales do que não sabes.

    Conheço bem o papel dos tanks no jogo e não és tu que me vais ensinar o seu papel.

    Não podes fazer suposições deste genero pois não sabes nem conheçes o meu passado no jogo apenas supões e disparas em todas as direções o que revela uma grande falta de capacidade argumentativa.

    Repito o que disse em cima não conheces a minha experiencia no jogo para puderes fundamentar este tipo de argumentação, mais uma vez estas a falar do que não sabes o que alem de repetitivo começa a ser cansantivo e triste.

    Isso é a tua opinião que eu saiba vivo num pais livre onde existe o pluralismo e a liberdade de espressão, se consideras as minhas opiniões insultos e criticas negativas e spam para alem de troll a tua opinião será sempre de considerar pois tambem a respeito.

    parafinalizar apenas te digo que em relação ao topico não irei fazer mais nenhuma consideração pois tenho coisas mais importantes para fazer na vida do que andar por aqui a perder o meu tempo com este genero de conversa.

    Passe bem.
     
  20. BrutusPT

    BrutusPT Power Member

    Ok, talvez alguém te compreenda.
     

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