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WiGgLr
Saturday, 24th January 2009, 10:27
http://www.gamebrood.com/2009/01/23/rumor-warhammer-online-12-patch-notes-revealed/

Dunno how true these are... they're rumours after all:

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.

WiGgLr
Saturday, 24th January 2009, 10:27
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.

MiMaRz
Saturday, 24th January 2009, 11:50
Hate from commands which affect all groupmates will now be credited to the individual group members, instead of all to the Knight themselves.

:mad: if its true

Neraj
Saturday, 24th January 2009, 12:42
I think its fake

Khammar
Saturday, 24th January 2009, 13:11
To be honest if they're fake they're not too badly faked. A lot of fakes really give themselves away all over the place.

We'll see a bit later when Mythic actually reveals some information.

That said, some of the things involved in the patch would irritate me if they were true.

Killswitch
Saturday, 24th January 2009, 13:21
* Blessing of Valaya will now cast faster and heal for a higher value.

God I hope these are true :)

PariaH
Saturday, 24th January 2009, 19:55
think i can wait till the 29th to see whats in store,

ps - oathstone already crits just fine :)

Marmars
Sunday, 25th January 2009, 10:56
* Fell The Weak now builds instantly.
* Fell The Weak now costs slightly more action points.


Nifty

Daymare
Monday, 26th January 2009, 10:44
:mad: if its true

if that's true it fails completely.

Tapja
Monday, 26th January 2009, 11:40
Fake patchnotes are fake. Its sort of like the Best Of collection of forum wishes/whines. I very much doubt that anything will be done to enable Pick Lock/Bypass Defense while Rally is what it is.

Crackshot
Friday, 30th January 2009, 11:15
hope this is real, turning WE into corporeal damage and taking away an armor debuff would be neat

alsof the coordinated fire that will be working good, is a dream coming true

PariaH
Sunday, 1st February 2009, 18:55
Folks,

Patch 1.1 will be going to the PTS next week. So, as usual here is a preview of the main items contained within the patch. Patch 1.1.1 is a small patch and some of the things that we had hoped to be in 1.1.1 will be moved to 1.2 because they hasn't gone through enough successful testing. Given the importance of these items (Zone Control and Domination for example), we need them to spend a little longer in testing and refining them. However, we expect that these items, will be added to make 1.2 an even more important patch than it was before. Here are the highlights:

1) 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.

2) New quests are available from Keep Lords and Battlefield Objective Sergeants. Talk to the leaders there and help defend your territory!

3) Preparation for Night of Murder has begun. Lots of support stuff added for the February Live Event.

4) Updates to Russian version of WAR.

5) Some small oRvR changes - The heavy oil at Karaz Drengi will now properly damage enemies below and in Grond’s, all guards in this Tier 3 Keep will now correctly aggro on enemy players.

As I've said, 1.1.1 is a small patch make especially more so due to the movement of some of its items to 1.2. but it still has some good stuff in it as well as the support for Night of Murder.

FYI, I'm working on a State of the Game message that I hope will be ready for release before the 1.2 Patch Notes are posted. In it I intend to talk about the main issues that we believe the players are concerned about and how we intend to address them. I've covered some of the same ground over the last 24 hours but I'll expand upon *some* of our plans as well for 1.3.

Mark

Urien
Wednesday, 4th February 2009, 19:17
Witch Elves = Corporeal damage...let the stacking begin.
Alas I feel this is a very clever wishlist, though judging by some comments not wanted if true.
In terms of WL I can't believe they have managed to get pounce to work to that degree ( land next to mob, side on, sighhhhh ), it's just a cruel, cruel prank!!

Love is the Law Love Under Will


Urien

MiMaRz
Friday, 6th February 2009, 17:11
Well its been confirmed that SM are getting buffed and CC abilities getting a big revamp :)

http://www.eurogamer.net/articles/live-warhammer-online-interview-soon-live-q-and-a

WiGgLr
Friday, 6th February 2009, 18:35
SM, not SW

MiMaRz
Friday, 6th February 2009, 19:44
SM, not SW

typo:) fixed

PariaH
Friday, 6th February 2009, 21:51
Folks,

Well, it’s Friday and time for another Sneak Peak at the next major patch. In this case it will be an early look at the Patch 1.2 patch cycle. While we could easily call this patch Combat & Careers Part Deux, I think a better name is the Bugs, Careers, Bugs, Items and Bugs Patch. Over this patch cycle we will have addressed and resolved about 500 bugs and issues (some internal, most external) and some of the changes have already been pushed to LIVE. Now, while a lot of these are teeny tiny little bugs, such as grammatical errors in tool tips, the majority of them are substantial.

This patch is intended to be made available to our Core Testers next week on our Public Test Server (PTS). We also intend to break with tradition a little bit and make the entire patch notes available to the community before the patch goes to the PTS. So, without further ado, here are some highlights from the 1.2 patch cycle.



1) Bugs: I’m certainly not going to list 500 bugs/issues here, but the list is rather lengthy and right now bug fixes alone are coming in at about 16 pages of notes.

2) New Careers: Two new careers have been added, the Slayer and the Choppa. For those that got a look at the Choppa during Beta, you’ll see some changes and improvements but the Slayer is all new and ready to take the field for the first time.

3) Combat and Careers Adjustments: Lots and lots of bug fixes, adjustments and tweaks to all careers. This Balance patch focuses on addressing a number of global issues identified by the players that have been affecting the overall feel and balance of the game. This includes items such as Resistance stacking, Disorient effects, and Damage Absorb shields. In addition to these more global changes, we continue to work on each individual career addressing many of the more significant balance concerns and bugs brought up by the community. This includes a focus on the following careers; Witch Elf, Witch Hunter, Chosen, Knight, Black Orc, and Swordmaster.

4) Realm vs Realm: RvR is introducing several great changes including the new Open RvR Rallying Cry, Zone Domination System, and Siege Weapon Improvements and more!

5) Items: Itemization improvements and fixes for Gunbad, Bastion Stair, Lost Vale, Fortress Raid Rewards, City Invasion Rewards, and more!

6) Crafting System Improvements: Overall improvements to the system with Apothecary being the focus of this patch. New ingredients, improved interfaces and more.

7) Public Quests: Easy PQs for Tiers two, three, and four! This completes our first pass at the Easy PQ system and we will continue to review and tweak the system as necessary. As we have already done for Tier One, we have gone through the PQs in each Tier and made sure that at least one per chapter can be completed by 1-3 people.

8) New Live Event: The Bitter Rivals event will be launching with this version as the official kick off for the anticipated introduction of the Slayer and Choppa!

9) New Scenario: The Twisting Tower Scenario will be making a special preview appearance!

10) User Interface: Lots of UI improvements for both old and new systems! These improvements cover everything from crafting to RvR.

11) Mail: Send multiple items attached to each mail! Easily one of our most requested features by the players.

12) Client Stability: Continued improvements to the client in the areas of stability performance and visual quality. Improvements to an MMO’s client, just like the server, are ongoing and these will continue now and in the future to be one of our priorities.

As always, there’s a lot more to this patch than I can hope to cover here and things are subject to change during testing, but 1.2 is a huge patch for us and it will be followed by another large patch, 1.3. I’m also working on a State of the Game that will lay out, in more detail, our plans for the rest of 1.2, 1.3 and beyond. And once again, this is only a Sneak Peak. =)

Mark

WiGgLr
Friday, 6th February 2009, 22:04
No love for the AM, suprise suprise.

It looks like the final loot pass has been done though, will be interesting to see how that looks.

Ludicrouse
Friday, 6th February 2009, 22:10
It looks like the final loot pass has been done though, will be interesting to see how that looks.

I wouldnt be suprised if it only applies to certain items. I dont think a single patch could fix all of the problems with the items.

WiGgLr
Friday, 6th February 2009, 22:22
I wouldnt be suprised if it only applies to certain items. I dont think a single patch could fix all of the problems with the items.

Why not? It's been long enough coming

Ludicrouse
Friday, 6th February 2009, 22:26
Why not? It's been long enough coming

Because its Mythic? Shit from Beta still hasnt been fixed. I dont expect a problem that has been created since the tweak to the Bastion Stair PQ loot to be changed, atleast completely, in this short amount of time.

Need i remind you how many months it had taken them to re-itemize the Armour Sets?

WiGgLr
Friday, 6th February 2009, 22:36
Need i remind you how many months it had taken them to re-itemize the Armour Sets?

Well yes really, I didn't get any item sets until I reached 32 or so, that was late December. By the time I could wear it a week or so later, it had already been re-itemised.

Remember I came to this game late

Ludicrouse
Friday, 6th February 2009, 22:38
Remember I came to this game late

In the words of Killswitch: "Remember? i cant remember what i had for Lunch, fella!"

PariaH
Saturday, 7th February 2009, 22:43
http://www.tentonhammer.com/node/62987

first vid ive seen previewing the choppa.

MiMaRz
Sunday, 8th February 2009, 00:36
lol, look at the interviewer couldn't careless at the end:p

anyways, the new classes look awesome:)

PariaH
Sunday, 8th February 2009, 09:41
saw a couple of things on wha this morning that mentioned advanced mounts (slightly quicker) dependant on guild level, along with a vid or 2 of the slayer.

PariaH
Sunday, 8th February 2009, 23:14
XaBu396XLK8

Bagpuss
Monday, 9th February 2009, 00:25
interesting comments towards the end of the video about guild levelling speed

Ludicrouse
Monday, 9th February 2009, 20:05
Slayer Video at TenTonHammer (http://www.tentonhammer.com/node/63060)

Ludicrouse
Monday, 9th February 2009, 23:28
I unfortunately was unable to attend New York's Comic Con, but I was able to get a hold of some various tidbits of information from people I know and some guildmates. As I wasn't there, this will be a second hand account of what was discussed, and as such, no opinions will be offered by me.

Valkyr from Phoenix Throne provided me with a plethora of the information here and most of this is from him. He attended the three days.

RvR will be getting a complete face lift. Keeps and forts are being redesigned to have 2-3 ramps. This should make things a lot more interesting for keep/fort defense, as well as weaken the popular tank wall strategy. Also, Conqueror Armor pieces will drop off guards and not just the lord in a fort.

There will be special buffs to both attackers and defenders in forts so that everyone feels a bit more useful. Not sure what these will be as I got no elaboration.

Mythic will be expanding the ORvR influence bar. There will be more rewards as a result but it will take much longer to max out them out as well.

Class balance is constantly being looked at. Adam Gershowitz and Brian Wheeler when queried about the White Lion's Fetch! ability, replied that it would have it's effectiveness reduced to be more in line with the Marauder's Terrible Embrace.

Also, pets will no longer be able to phase shift through doors and walls to fetch you from the safety of your keep.

Here's a few direct questions given to and answered by either Brian or Adam, or both:

Q: Any plans to tone down Ironbreaker area knockback?

A: All area knockbacks should be the same distance.

Q: Instanced city sieging= Order and Destro avoid each other and PvE for loot. Is this being addressed?

A: We're changing this, probably by taking away the choice of selecting an instance.

Q: Problems with knockback and such are making the Magus Chaotic Rift near worthless, will this be addressed?

A: Chaotic Rift will soon draw enemies to an area around the magus within a certain number of feet instead of one precise spot. Unmovable should make them immune to rift and the magus can't rift as hes knocked back in the air but should be able to immediately after he lands if he's in range.

Q: Will there be a way to name other pets besides the White Lion's, such as turrets for Engineers and squigs for Squig Herders?

A: There are no plans for that currently

The last question posed was straight forward, and he got an answer. Brian Wheeler, a designer for WAR stepped up to the plate. The next is paraphrased as I wasn't there, this is what Valkyr relayed to me.

Q: In your personal opinion, what's the most powerful class, most balanced class, and the weakest class?

A: I would say the most powerful- Warrior Priest which is better than the Disciple of Khaine.
The most balanced- we like the marauder how it is now.
The weakest- the Shadow warrior needs love.

Looks like Comic Con NY was a fun and informative, especially for WAR fans. I can't wait until San Diego in July to meet up with the Dev team myself.


Source. (http://www.warhammeralliance.com/forums/showthread.php?t=248266)

ArchOni
Monday, 9th February 2009, 23:44
WP nerf inc :shinner:

Killswitch
Tuesday, 10th February 2009, 15:36
Not sure why, I don't feel they are that overpowered, they do the 1 thing they do really well. i.e. Group healing but they can't sol spike heal adn are just as squishy as cloth healers when focus fired due to this.

ArchOni
Tuesday, 10th February 2009, 16:27
If Divine Assault is used on a lightly armored target and not blocked/parried it becomes a really strong spike heal.

Ludicrouse
Tuesday, 10th February 2009, 16:32
If Divine Assault is used on a lightly armored target and not blocked/parried it becomes a really strong spike heal.

That is alot of "If's".

ArchOni
Tuesday, 10th February 2009, 17:16
That is alot of "If's".

:confused:

Marmars
Tuesday, 10th February 2009, 22:34
The weakest- the Shadow warrior needs love.

:D, and I love it as it as atm :p