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Dołączył(a): 10.03.2004
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PostNapisane: 27 sty 2009, 09:12 
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Podobno wiarygodne źródła wypuściły zmiany w p. 1.2 - wiarygodnośc potwierdzimy po oficjalnych danych;) Uprzedzam że długie;)

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 gameto have a slightly smaller area of coverage than intended.

Balance Changes
* Abilities which proc or trigger damage will now correctly be based ontheir respective resistance types, and will be mitigated appropriately.Specific abilities for each career affected by this change are notedbelow.
* Items which proc or trigger damage will now correctly be based ontheir respective resistance types, and will be mitigated appropriately.
* We have adjusted the way that the Disorient debuff will effectcharacters. Instead of increasing all ability cast times by a flatvalue it will now increase cast times by a % of the total cast time ofthe spell. As a result melee abilities and instant cast spells will nolonger be effected by disorient since their cast time is effectively0s. Specific abilities for each career affected by this change arenoted below.
* All absorb shield buffs have increased in effectiveness, and will nowabsorb roughly 50% more damage in most cases. Specific abilities foreach career affected by this change are noted below.

Resistances
* Magic resistance over 40% will now experiencediminishing returns. Players will receive less resistance per point ofstat 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 nowcorrectly 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 tothe 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 MasteryTraining 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 tothe 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-specificabilities will now display in the Mastery Training window as being partof the associated Mastery.
* Daemonic Resistance: Increased casting range to match normal groupeffects, and fixed a bug which caused the hotkey to gray out whenselecting 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 nowlight 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 theduration of the effect, in order to benefit from Balance-based Tactics.
* Bladeshield: Damage from this ability will no longer be mitigated bythe victim, and will also no longer critically hit, as is normal forall Morale effects.
* Protection of Hoeth: Now displays its correct Balance advancement, andwill no longer highlight in Perfect Balance or increase Balance withevery 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 Enchantmentfrom 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 beenreplaced with a self buff that will deal damage back to your enemywhenever they block or parry your attacks.
* Pierce Armor has had its additional armor debuff removed, this hasbeen replaced with a self buff that will greatly increase your WeaponSkill.
* Sacrifices Rewarded will now absorb more damage.

White Lion
Bug Fixes
* Pounce: You will now jump just to your target’s side instead ofdirectly on top of them, fixing several collision issues. The damageportion 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 tonew targets after healing the caster. In addition, this ability may nowbe 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 directheals). The subsequent leaps of the ability will only affectRvR-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.


_________________
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Posty: 31388
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PostNapisane: 27 sty 2009, 09:58 
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no to ciekaw jestem jak to wplynie na ogolny balans. bo cos czuje, ze zostanie rozpierdolony do konca.

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PostNapisane: 27 sty 2009, 11:08 
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ostatnio z nudow sobie znowu pykam - lvlujac kolejna postac bo end game jest chujowy
a widze ze robia poprawki tez od dupy strony zamiast zajac sie tym calym zalosnym RvR
tak btw ostatnio w T2 bieglem na "siege" keepa a ze chlopaki byli juz na bosie to nie zdazylem wystrzelic nawet jednego pocisku - ogolnie nie zrobilem nic poza tym ze bieglem ;) - i najwiekszy + do rolla ;)
moze niech jeszcze rozwina kontent miedzy 1-30 lvl to bedziemy mieli Funcom 2

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PostNapisane: 27 sty 2009, 11:20 
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Mendol, zdajesz sobie sprawe, ze niewiele osob bierze na powaznie Twoje uwagi? Zwlaszcza ta nie poparte zadnymi dowodami... Mowisz o balansie 1v1, ktorego nigdy nie mialo byc, czy ogolnie, o balansie stron?
A.


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PostNapisane: 27 sty 2009, 11:29 
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tzn. masz na mysli swoja osobe jak rozumiem?
dowody? jak ktos gra to raczej wie o czym mowie. mial byc balans - papier, nozyce, kamien a wyszlo jak zawsze gowno.
gdybys kiedykolwiek czytal tutaj moje posty, to raczej wiedzialbys o jakim balansie pisze daruj wiec sobie swoje komentarze.

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ostatnio z nudow sobie znowu pykam - lvlujac kolejna postac bo end game jest chujowy
a widze ze robia poprawki tez od dupy strony zamiast zajac sie tym calym zalosnym RvR
tak btw ostatnio w T2 bieglem na "siege" keepa a ze chlopaki byli juz na bosie to nie zdazylem wystrzelic nawet jednego pocisku - ogolnie nie zrobilem nic poza tym ze bieglem ;) - i najwiekszy + do rolla ;)
moze niech jeszcze rozwina kontent miedzy 1-30 lvl to bedziemy mieli Funcom 2


Przeciez wiadomo, ze to jest losowe (jest tam nawet symbol kostki w tabeli).

Patch 1,1 ma troche zmienic w oRvR. Zreszta juz teraz poprawili jedna wazna rzecz, serwery sie nie crashuja na fortecach. Caly system jest jaki jest. Jednym daje fun, innym nie. Napewno nie przebuduja nagle calej gry. Wazne zeby dzialalo to co jest.

Ten patchnotes to jest do 1,2 i nawet nie wiadomo czy nie jest fake. W kazdej grze na poczatku strasznie grzebia w klasach, jednym daja, innym zabieraja. Na teraz imo przegiete sa tylko WE, ale to tez tylko solo. W grupie juz sa duzo slabsze.

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Przeciez wiadomo, ze to jest losowe (jest tam nawet symbol kostki w tabeli).

Patch 1,1 ma troche zmienic w oRvR. Zreszta juz teraz poprawili jedna wazna rzecz, serwery sie nie crashuja na fortecach. Caly system jest jaki jest. Jednym daje fun, innym nie. Napewno nie przebuduja nagle calej gry. Wazne zeby dzialalo to co jest.

Ten patchnotes to jest do 1,2 i nawet nie wiadomo czy nie jest fake. W kazdej grze na poczatku strasznie grzebia w klasach, jednym daja, innym zabieraja. Na teraz imo przegiete sa tylko WE, ale to tez tylko solo. W grupie juz sa duzo slabsze.

no jak losowe?
tzn widac ze jest ale contribution losowe byc nie powinno - i powinni to wkoncu naprawic
no i ja wiem ze nie przebuduja RvR odrazu ale mogli by sie jednak na tym skupic
ja z balansem nie widze wiekszych problemow
chociaz fakt ze od balansu moga miec poprostu inny team wiec to nie ma rzadnego wplywu na ew musza troche przeprojektowac RvR i maja nazie troche wolnych mocy przerobowych aby bawic sie w "balans"

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Zapomnieli o Sorcach gdy robili ten fake :P. Osobiście wolę poczekać na oficjalną listę.

mrynar => Słyszałem, że Ironbreakers z 2h są dużo bardziej przegięci niż WE :P.

edit: literówka


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Ostatnio edytowano 27 sty 2009, 18:33 przez Bierzgal, łącznie edytowano 1 raz
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Pisałem że wiarygodnośc sprawdzimy jak bedzie wszystko oficjalnie - taki test wiarygodności źródła;)


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Bierzgal to zle slyszales ;p

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No to troche sie wyjasnilo jesli chodzi o plany Mythica na najblizsza przyszlosc:

"GOA has announced that a great big "Call to Arms" update for Warhammer Online will go live from March.

Top of the bill are re-instated classes Orc Choppa and Dwarf Slayer. Both are mirrors of one another: berserk, up-close brawlers with little regard for their own safety.

These will be introduced properly in March, but players can get a head start with the new classes by completing a live Bitter Rivals event slightly earlier. This event opens a Chaos-themed Twisting Tower RvR battleground, too.

The other big feature will be a Land of the Dead zone, home to an enormous new Tomb Kings dungeon that Mythic claims to be the spiritual successor to Darkness Falls from previous MMO Dark Age of Camelot. Here, remember, all factions fought openly - albeit after starting from separate corners of the immense underground chasm.

There were also tokens to collect from hellish enemies that could be spent on equipment sold by imps. And the further down players descended the much more difficult life became, culminating in an enormous boss encounter with the Legion - a screen-filling monster made up from thousands of corpses.

The Land of the Dead will be openly contested, then, and whoever controls the area will unlock the numerous public quests and instances associated with the zone.

The Land of the Dead opens fully in June, but realms will need to complete two previous live events for access. The first, Beyond the Sands, has yet to be detailed, but will happen in April.

The second event, Rise of the Tomb Kings, unlocks the Land of the Dead for each faction, and takes place in May.

On top of all this, Mythic will be finally implementing official Warhammer Online forums, adding extra Realm Wars functionality to the website, and offering a free trial versions of the game.

Plus, this Call to Arms update is just the first of the "live expansions" planned for Warhammer Online."

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Troche wiecej szczegolow z newslettera:

Live Event Details - BITTER RIVALS!!!

The Age of Reckoning is about to get even more savage!

For uncounted centuries, the Dwarfs and greenskins have been the most bitter of rivals. Now that the Slayer and the Choppa are set to join the armies of Order and Destruction, old grudges will be answered and ancient enmities will be given new breath. Though the outcome of the war still hangs in the balance, one thing is certain: the battle for the Warhammer world is about to become deadlier than ever!

Once the Bitter Rivals live event begins on February 24th, take part in daily challenges to earn a head start in the two awesome new careers. Venture into open RvR to claim the Gore-Soaked Banner before the hated foe can get their filthy hands on it! Unlock new siege weaponry or simply swig your Bitter Brew. Revel in the /swear emote and see what rewards you can uncover for cussing your enemies. Collect the weapons of the fallen or try your hand at beating the roaming Slayer and Choppa bosses. There are rewards for Basic, Advanced and Elite influence, culminating in the ultimate prize: the chance to play WAR's new classes a full week before they're released to the public! This last reward won't be easy to earn, and players who want to unlock the head start will need to log in each day and complete the daily event!

Bitter Rivals also introduces a new RvR scenario -- Twisting Tower -- which will only be available to players for the duration of this live event. This scenario takes players to a ruined Chaos temple hovering above a mighty vortex in the Tier 4 zone of the Chaos Wastes. Here players will battle for control of the temple’s different levels — with a very special surprise to those players who succeed in capturing all three. During Bitter Rivals, this new scenario will be available for players of all levels, on all tiers, but will not contribute to the campaign. Participation in this scenario will give players an extra 10% bonus to their Renown point gain -- but whatever you do, avoid being spattered by the unspeakable filling of the tentacle pie!
Live Event: Call to Arms: Bitter Rivals
When: March
What: Grab the flag, kill the Doombeard Slayers or the Redfang Choppas and /swear your way to tome unlock heaven. Prove that you’re the bitterest of bitter rivals and you can unlock the new Slayer and Choppa careers ahead of everyone else!
Rewards:

Basic - Bitter Brew: Unlocks exclusive event titles
Advanced - Exclusive Bitter Rivals siege weapons: Giants and Flame Cannons
Elite -Unlock the Slayer and the Choppa for Head Start Play!!!

World Drop - Broken Axe/Notched Choppa (grants event exclusive titles) and Grimnir's Mercy/Redfang Grog (grants an attack speed buff!)

Read more about Bitter Rivals >>
Live Event Details - Night of Murder!!!
Celebrate Valentine's Day in True Warhammer Style!

As darkness falls on the Night of Murder, the worshippers of death bathe the land in blood, each intent on proving his or her devotion to the Elf god Kaela Mensha Khaine. It is a time that the forces of Destruction are all too willing to exploit. Assassins infiltrate the cities, while on the battlefield the differences between Good and Evil fade beneath the crimson haze of bloodlust. None are immune to the will of Khaine during this dark holiday.

During the Night of Murder, players will receive event influence by completing daily tome tasks and participating in the "Marked for Death" quest given out by Witch Elves and Witch Hunters located in every warcamp, scenario, and capital city. Keep an eye out for members of the enemy realm who have been “marked for death” and kill these players and NPC’s to reap the rewards of the Night of Murder! But beware… unbeknownst to you and your realm mates, you too may be chosen as sacrifice.

Live Event: Night of Murder
When: Friday, February 6th through Sunday, February 15th, 2009 at 8AM EST
What: You could be marked for death so don’t take any chances! Kill all the enemies you see and let the god of Murder figure out which souls he wants to claim. Uncover the secret altars of Khaine and Lob Noggins till your Noggin Lobbin’ limb lobs right off!
Rewards:

Basic - Shadowbane Potion that grants the title "The Murderous"
Advanced - Screaming Skull for Destruction and Murder Fang for Order
Elite - Talisman of Fell Whispers

World Drop - Khaine's Regard (ring) and Burning Blood Potion


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I jeszcze troche bardziej szczegolowych informacji na temat tego co sie bedzie dziac przez najblizsze 3 miesiace:

Folks,

Well, the cat is out of the bag (or would that be the Liche High Priest out of the tomb?) but hey, that's what happens when there is a lot of excitement about a product. We’ve already seen a flurry of interviews and videos about what we are going to be working on over the next few months, so I won't go into excruciating detail now. I will though focus on some of the main things that we are working on, including the "Call to Arms" expansion, over the next five months especially if those things do not fall into the CtA expansion itself.



First, as for the Live Expansion pack, we have always believed in giving our players a lot of subscription-based content for the game. This "Call to Arms" expansion arc represents a large amount of content that will be spread out over a few months. When you factor in all the content that will be added as part of this arc, it certainly makes it one of the largest subscription-based content upgrades/addons done by any MMO developer. CtA alone is pretty cool but it does not, in any way, represent everything that we are working on (or have been working on).

Second, as for the new careers, what can I say but they are both very, very cool. Players have asked us for a year whether we would put the Choppa back in and many have asked (especially here on the Vault) that we please add the Slayer. The Slayer was never planned to be a part of the game but based on both player feedback and the support we got from GW on this character, we were able to create a very cool career. When we first removed the four careers from the game during development, there was a lot of teeth gnashing and speculation that we would not put them back in until we did our first paid expansion pack. As I said then, we would not do that and we have kept our word. Once the Choppa/Slayer go LIVE, we will have added four careers to the game over the first 6 months of its life, and at no additional charge to our players. No other subscription-based MMORPG that I am aware of has ever added 4 new careers to its game as part of a regular update/addon/free expansion.

Third, as for the Live Events, our previous LEs have been quite successful, so we thought we would add some more over the next few months.

Fourth, as for the Tomb Kings and the RvR dungeon, I think it is very safe to say that DAoC's Darkness Falls was one of the most successful addons to the game. Over the last few months we've gotten a ton of feedback and requests (once again, here on the Vault) asking us to create a next-generation DF, and we are in the process of doing just that. So, if you liked DF, then this zone/dungeon we are creating is right up your alley. It is truly the spiritual successor to DF and I expect that when you see where we're going with it, you'll like it a lot.

Fifth, over this expansion arc, we will also be focusing many other areas of the game. The list of changes and improvements that are happening over the next five months are rather lengthy but here are some of the highlights from the first of two major patches (1.2 and 1.3). Some of the things that we hope will be part of the 1.2 cycle (1.20, 1.21, etc.):

1) Bug fixing - Correcting bugs, even little ones, is still a priority for us. The list of bug fixes in the next couple of patches is lengthy and we will continue to hot fix bugs on an ongoing basis. The team has been working on everything from small bugs (tooltips) to larger issues.

2) RvR code fixes - Over the last two weeks, the number of Fortress crashes have shrunk down to a total of one per week total across all servers. The number of Fortress takes/sieges has also increased every week and it is safe to say that things are better than ever in this aspect of the game so I can happily steal a line from The Princess Bride and say "Have fun storming the castle!" even now. Work will continue until those crashes go down to zero. Once that happens, we can look at increasing the hard cap.

3) RvR changes/improvements. - This is a rather lengthy list which includes a new scenario, changes to the Zone control system, lots of Keep Upgrades (this is only our first pass at it), oRvR events and additional rewards for Zone and Campaign captures.

4) Career balancing - Lots and lots of changes/fixes in this next patch across all careers. As I mentioned in one of my posts, I was going through the preliminary bug fixes/balance changes patch notes and after reading through 15+ pages of them, it’s safe to say that the C&C team has been rather busy lately. We know how important balancing the careers of an MMO is to the players and that’s why the team has put so much effort into it to date and will continue to do so going forward. Every career has gotten some attention from the team in 1.2 whether it is fixing bugs or balancing their abilities. The team has paid particular attention to crowd control abilities and will continue to do so with 1.3.

5) Changes to "quality of WAR" such as new armor and mount color diversity for high-level guilds, flight masters added to every zone that doesn't have one, ability to attach multiple items to mail system, improvements to the Guild and Warband UI, and improvements to our Guild Reward systems.

So, that's just some of the things that will be coming down the road over the next few months. Again, this is just patch cycle 1.2, patch cycle 1.3 will see even more stuff coming from us in 1.3 and even 1.2. These patches contain a tremendous amount of content, fixes, the introduction of new systems and balancing, and combined with the appearance of the Tomb Kings and their RvR dungeon, the new classes, etc. represent huge additions to the game. Patch 1.3 is another big patch from us and we’ll start talking about it after 1.2 goes LIVE. Expect that we will continue to focus on oRvR (some new systems, improvements to fortresses, etc.), careers, guilds, bugs, and a whole lot more.

In terms of 1.2, that is intended to go to the Public Test server in early February. Normally I’d do a full “Sneak Peak” at the patch by the next week (and I still might) but as I’ve been saying over the last few weeks, I wanted to talk about some of the other highlights today. There’s already a lot of coverage of the expansion around the web and if you haven’t been to some of the major sites that cover WAR, you might want to take a look at all the cool stuff that we are working on.

As always, we thank you for your patronage, support, and patience.

Mark


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1.1.1 Going Live - 3/2/09
Greetings!

Tomorrow morning we will be bringing you Patch 1.1.1, a maintenance patch which contains a few goodies including the Night of Murder live event content (starting on February 6, 2009), a few very important open RvR changes, additional Flight Masters, and more. We have even more content on the way in the 1.2 update, which is shaping up to be huge. We'll have more info on 1.2 in the coming weeks, so stay tuned!
1.1.1 will be going live Tuesday, 2/3. All North American servers will be brought down at 7:00 AM EST with Oceanic servers to follow at 9:00 AM EST. We expect all servers to be back up and running by 1:00 PM EST.

As always stay tuned to the Herald for the latest news and updates and continue reading for the 1.1.1 Patch Notes...WAAAGH!!!

http://mythicmktg.fileburst.com/war/...highlights.gif
Night of Murder Live Event: This update includes Warhammer Online’s next live event, the Night of Murder, which begins on February 6, 2009. Check out the Night of Murder live event page for full details including dates, lore, and exclusive event rewards.
Russian Launch: With this update, we’re very excited to bring Warhammer Online to Russia! This update includes numerous improvements and fixes specific to the Russian client.
New Flight Masters: New Flight Masters have been added to some Chapter Hubs to ensure that each realm has equal means of travel. Read about this change in the General Changes and Bug Fixes section.
New Quests: New quests are available from Keep Lords and Battlefield Objective Sergeants. Talk to the leaders there and help defend your territory!
http://mythicmktg.fileburst.com/war/...rs/general.gif
New Flight Masters have been added to those zones in which a realm did not previously have one. Now, players will be able to take a Flight Master from any zone in the game. Where a realm does not have a warcamp in a given zone, the Flight Master has been placed in a Chapter Hub instead. Below is a list of the Chapter Hubs where new Flight Masters have been added:

* Mount Bloodhorn, Greenskin Chapter 4
* Norsca, Empire Chapter 4
* Ostland, Empire Chapter 8
* Talabecland, Empire Chapter 14
* Chrace, High Elf Chapter 4
* Ellyrion, High Elf Chapter 9
* Saphery, High Elf Chapter 14
* Ekrund, Greenskin Chapter 4
* Norsca, Chaos Chapter 2
* Troll Country, Chaos Chapter 8
* High Pass, Chaos Chapter 13
* Chrace, Dark Elf Chapter 4
* Ellyrion, Dark Elf Chapter 9
* Saphery, Dark Elf Chapter 14

http://mythicmktg.fileburst.com/war/...almvsrealm.gif

* Karaz Drengi: The heavy oil at Karaz Drengi will now properly damage enemies below.
* Grond’s Keep: All guards in this Tier 3 Keep will now correctly aggro on enemy players.
* A minimum level of 37 is now needed to participate in Fortress assault/defense.
* Players will now get a 10-second warning before being teleported back to their warcamps if the Fortress has reached its population cap or if they are below the Rank restriction.
* Using the Scenario auto-queue feature will no longer occasionally place players into a Scenario that is associated with a locked zone.
* The value of Scenarios towards City Capture has been reduced. The value of Battle Objectives and skirmishes towards City Capture has been increased.
* We have reduced the hit points on the three outer doors of all Fortresses. We will continue to evaluate the difficulty of the Fortress encounters and make adjustments as necessary.

http://mythicmktg.fileburst.com/war/...rs/content.gif
General

* Lost Vale: The Desire of Vengeance buff can now be picked up during the fight with N’kari, Keeper of Secrets.

* New healers have been added near the boss instance entrances in the dungeons (with the exception of Lost Vale) for both realms.

Quests

* Pile it Up: This quest will no longer abandon itself when the player uses the handful of mud quest item on the Dwarven Statue.

Public Quests

* Altsadt: The dirt mounds will now properly reset for subsequent play-throughs of this Public Quest.
* Fallen Keep of Grom Rodrin: Mobs in this Greenskin 19 Public Quest are now named correctly.



http://mythicmktg.fileburst.com/war/...more_91x15.gif

http://mythicmktg.fileburst.com/war/...unity-news.gif
Go Behind the Scenes with WAR!
Andy Belford | Community News | 02/02/2009 @ 02:20:48 EST

The WAR Community team is proud to bring you this IGN/Warhammer Vault exclusive behind the scenes tour of your own Mythic Entertainment. Join Jess and Andy as they take you around the studio to talk about all things WAR, including never before seen footage of one of the new upcoming careers: The Slayer!

The movie can be found here, hosted by our friends over at the Warhammer Vault.

WAAAGH!


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