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Patch 1.05 teaser

 Post subject: Patch 1.05 teaser
PostPosted: Thu Nov 06, 2008 10:43 am 
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Ginger!
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Folks,

Okay, here’s the first part of the 1.05 patch from us. The 1.05 patch is the anxiously awaited “Combat and Careers” patch. As I mentioned already, it is over 17 pages long and still growing and it includes, among other things, adjustments to every career in the game. Some careers got a special shot of extra-loving goodness and some careers also got some tough love as well as some goodness as well. We hope to post the full patch notes tomorrow morning but as we continue to conduct a final review of all the preliminary changes and the notes themselves, it might be held up a bit longer, but I certainly hope not. It is, by far, the largest WAR patch yet and is by its very nature, full of far-reaching and sweeping changes. Here are some of the highlights of the patch.

1) We are pleased to announce the official opening of our Public Test Server. Similar to our Pendragon sever for DAoC, this server will be both open to all players but players will be able to copy (not transfer, your original character remains on its server) their existing characters over to this server at anytime. This server will get the latest, but not final, version of the game and feedback from this server will be used in making any further adjustments to the version. We encourage all players who want to help in the development process to give it a shot. More information on the PTS will be posted on the Herald.

2) Rally masters have been put at every Warcamp to make moving around the world a bit easier and faster. This is only the first part of some improvements we are making to the transportation system to cut down on the time that players have had to spend simply running back and forth between places. The next step will be to allow players to have multiple bind points.

3) Players’ should be able to use the morale button abilities more effectively now. In other words, the darn thing should work every time.

4) Many of the issues with spell/abilities animations not firing off/ending properly have been corrected. Hopefully we got all of the issues but only time will tell.

5) An additional gold bag will be generated when a keep or fortress is taken.

6) Morale abilities will now display their cooldowns correctly at all times. This is just one of many UI fixes.

7) 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.

8) 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. See, I said there was more than 1 other UI fix. happy

9) Another “warhammer to the head” to those that try to AFK in scenarios and PQs.

10) All classes have had some abilities buffed and some abilities have been debuffed a bit. For example, the Squig Herder has gotten 30+ adjustments to its abilities. Out of those 30+ adjustments, the phase “damage has been increased” shows up about 80% of the time. As part of this update, the team has looked at every career in the game and made adjustments. Things such as Electromagnet, Fire Cage and snares/roots in general have drawn particular attention from the team and have had numerous changes/fixes made to them. Of course, where major changes have occurred to the careers a free re-training has been offered. Tomorrow’s notes will detail all of the changes and considering that the career changes are about 14 out of those 17+ pages, I think you can say that we made a whole lot of changes.

So, hopefully qill tomorrow's 1.05 patch notes will put an end to the “Mythic doesn’t respond, doesn’t want to make changes” threads eh? Nah! happy

Again, 1.05 is primarily the C&C patch, expect more other big patches coming as well over the next month or so. When you see the contents of the patch, I hope most of you, if not all of you, will see why we have been taking "baby steps" with C&C changes up to now.

Mark



Goddamn Mythic are on the ball.

M

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PostPosted: Thu Nov 06, 2008 3:17 pm 
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Pub Barman
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Squiggy loving!!! Bring it on :D

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PostPosted: Thu Nov 06, 2008 3:30 pm 
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Stawberry blonde
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Sits back and awaits the Whine threads on Alliance Forums because a few classes will have been tweeked. I really like they way that all classes have their tweaks at the same time to avoid the usual 'when are they gonna do our class threads'. I am currently loving my Witch Elf and the only thing I would like changed is the stealth time, not liking it linked to your action points. would like to stay steathled longer so it is better to stalk your victim.

Looking forward to reading the full release.


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PostPosted: Thu Nov 06, 2008 3:49 pm 
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Ginger!
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I suspect witchhunters and witch elves will be disappointed on that score.

Mythic are pretty solid on their "we don't want perma stealth". I really hope that they stick to it - stealth classes in daoc pissed me off.

M

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PostPosted: Thu Nov 06, 2008 4:21 pm 
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I love the stealth how it is now *yes I’m not moaning for once*. :P

It’s not hard to get to your target in 30seconds, and if you cant their usually another one around if not u just head back to your team and wait till u can go in again.

I’d love to know how some classes can spot you a mile and get you though.
I run past or near someone fair game, when some ***** WH shoots you when you at the back of your team and breaks your stealth is fooking annoying.

But aye cant wait to read the patch, get me motivated to sub back up.
And see BW get anything on their class lowered so I can read them all cry. :lol:


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PostPosted: Thu Nov 06, 2008 8:10 pm 
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From an Order point of view I expect to see some WE nerfs as well, at the very least the +50% damage on crits needs moving to another class. I have a t4 SM and I get shredded by WE all the time even when getting heals because of all the unmitigated proc damage I'm taking.

Nerf bat inc. or there will be a lot of unhappy people on WHA ( not that that would be any different to normal :D )


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PostPosted: Thu Nov 06, 2008 10:28 pm 
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tbh if they nurf WE damage then WH / WL / SW / marurder damage would have to get hit too.

Any of those classes get the drop on me if thier 1/2 decent I'm dead (well not the marurder but still).
As i'm sure WH especially are just as evil for any class on hte destro side espcially as their gun packs a lot more punch then my daggers at range....

And its probably the dagger procs though i can take you down that fast.
Someone who lets me do exactly what i want and i'm spec'd to kill then with 1 healer on them, i usually get them down, but tbh a healer should easlily be able to keep someone up unless i have my Lv3 or 4 talent up.


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PostPosted: Fri Nov 07, 2008 9:45 am 
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Ginger!
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The thing is guys you're talking as though you expect your class to take on a WL or Marauder and survive. If you do then you're both wrong and your classes need nerfing :). Those are heavy melee dps and as such they should tear you a new one.

This is the same as a tank tearing a marauder or WL up btw. Because they have the defence to mitigate the damage and the dps to kill the lesser hp of the WL & Marauder.

You aren't solo wtfpwn machines. You do need to recognise that whilst a WH/WE will murder anything clothy 1v1 you're can't expect to tackle heavy dps or tanks and survive solo. Nothing in War should be a solopwnmobile. All classes have those they can annhilate and those who tear them a new one. It's the way of things.

M

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PostPosted: Fri Nov 07, 2008 9:58 am 
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Stawberry blonde
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That's how I play my WE - Stealth attack a cloth wearer and kill it 5 secs or less then go and support the tanks. Pick my targets carefully as no use wasting my time taking on heavy DPS solo as my armour consists of bra and knickers. Sneak in take out the cloth healers then support works everytime for me.

p.s. I will give you a shout tonight to get and invite for my WE.


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PostPosted: Fri Nov 07, 2008 10:22 am 
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Ginger!
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good man

I'm holding that cash you sent isquishus btw :)

I'll transfer it over to your char if you like

M

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PostPosted: Fri Nov 07, 2008 12:35 pm 
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Stawberry blonde
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Cash is easy to come by I find - so I am more than happy for that to go towards the guild. I am sure it can be to very good use for the guild, tactics and the likes ain't going to be cheap. Throw it into the guild fund my good man.


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PostPosted: Fri Nov 07, 2008 12:37 pm 
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I think as you said the big problem is dual wield and procs, WE hit so fast and the procs ignore my armour which means dead me very fast. My SM is 33 with over 7k HP and i regularly get killed my WE in less than 10 seconds, I think the problem is made worse by the t4 daggers with the hidden procs on them too as an extra 300 dd unmitgated prog is HUGE!

Anyhoo, no nerf for WE so far in the notes released!


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PostPosted: Fri Nov 07, 2008 2:01 pm 
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Ginger!
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don't be too sure. There's alot of things being said about "double stat counts " etc being removed from various bw abilities.

I wouldn't be surprised to find that alot of abilities don't hit quite as hard as they used too by the time that patch goes live.

M

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PostPosted: Fri Nov 07, 2008 4:43 pm 
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If WE get a damage nerf I'll quit the game.

We have zero armour and very little means of escape against a well played group.

We to make up for that I want to be able to drop a cloth wearing enemy in under 7-8 seconds. I also want to be able to kill a badly played tank class as well.

I am sure Order get weapons with procs on them as well.

I've been playing my WE with bugged escape abilities since release, usually meaning that I get chain stunned/snared of the same person in the same fight. I deserve to open whoop ass!!!!!

Us WE's have a couple of ways to spec, we can spec to drop tanks making us useless in proper group setup. We can spec to debuff healing making us very weak against tanks but very good at dropping healers and other casters.

All of the above means that at times I can drop a wide variety of classes depending on how I am specced for the night.

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PostPosted: Fri Nov 07, 2008 6:31 pm 
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I dislike the fact that so many classes seem to have roots and snares and I'm glad they are looking into it. Personally I think that AOE roots should effect all but the caster and that individual roots work one v one.
I hope to god that they balance up the squig levels as well, in pve the only squig I have that holds aggro is the bog standard one.
Gotta love multiple bind points, it reminds me of the UO days of the freedom to mark runes at your location and using them as well as your hearthstone.
I'm sure there will be much wailing about this patch but I have a great trust in these developers. We'll just have to wait and see.

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Patience is not one of my virtues, neither is memory. Or patience for that matter
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You rawk Gynggyr :D You're undoubtedly my favourite welsh c*nt.
I was gonna write more, but I came directly after finishing the above sentence...


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PostPosted: Sat Nov 08, 2008 12:59 am 
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http://img.war-europe.com/syndic_img/ne ... 05_EN.html

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Once you've tasted Ginger theres's no turning back.
Patience is not one of my virtues, neither is memory. Or patience for that matter
Minx wrote:
You rawk Gynggyr :D You're undoubtedly my favourite welsh c*nt.
I was gonna write more, but I came directly after finishing the above sentence...


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PostPosted: Mon Nov 24, 2008 12:33 am 
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The patch isn't working at all for me.
Quote:
As expected there have been some changes to the temporary 1.0.5 Patch Notes.

Most of the 'Combat and Careers' changes in the patch have been moved into patch 1.0.6 to ensure that they have been properly tested. This patch will undergo additional testing and is expected to arrive within a few weeks.

Version 1.0.5 still has many important and eagerly anticipated changes so here are some of the highlights. The full patch notes can be read on our 1.0.5 release notes page.

With 1.0.5 comes The Heavy Metal event! Fight and adventure for your chance to play the Knight of The Blazing Sun and the Blackguard before anyone else!
Tier 4 Zones: Based on player feedback, we have reduced the number of Scenario Victory Points required for Zone Control. Battlefield Objectives and Keeps are now worth more victory Points, and capturing a T4 zone can be accomplished more quickly than before
Fixed several issues that caused the User Interface to display improper Zone Control information. Objectives and Keep icons as well as the Zone Control bar will now properly display the status of contested zones in Tier 4.
Character collision in RvR has been improved. Players should no longer move erratically when being blocked by another player.

We expect to be implementing this patch on all European servers this week. Keep checking the news for the exact time as soon as we are able to confirm it.


That would be why then.

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Once you've tasted Ginger theres's no turning back.
Patience is not one of my virtues, neither is memory. Or patience for that matter
Minx wrote:
You rawk Gynggyr :D You're undoubtedly my favourite welsh c*nt.
I was gonna write more, but I came directly after finishing the above sentence...


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