View Full Version : PTS patchnotes 1.2.1
MiMaRz
Wednesday, 1st April 2009, 22:30
http://herald.warhammeronline.com/warherald/NewsArticle.war?id=728
Veth
Thursday, 2nd April 2009, 00:13
i see they put in the much needed flurry/lotsa choppin nerf. it is just too silly at the moment, mindless 1 button smashing.
does anyone know when the soft cap on stats starts?
MiMaRz
Thursday, 2nd April 2009, 00:22
Guilds that successfully hold a Keep until the zone is captured will be rewarded with a free gold bag that will be mailed to the guild master, and is tradable to his or her guild members.
The gold bag will be the same as one that would drop if you defeated the opposing keep in that pairing. In Tier 4 if the entire campaign pairing is locked down you will earn an extra bag identical to the one that drops off of the fortress lord.
Netster
Thursday, 2nd April 2009, 00:37
Guilds that successfully hold a Keep until the zone is captured will be rewarded with a free gold bag that will be mailed to the guild master, and is tradable to his or her guild members.
I've always said what a nice bloke that Paria is, you've heard me say that haven't you guys?
PariaH
Thursday, 2nd April 2009, 01:02
Overview
The goal for adding extra functionality to some of the secondary stats is to give those stats more meaningful and perceived value. Players tend to super specialize on one or two stats to the exclusion of everything else. While we don't want to invalidate that play-style, we also want to give more viable options to the player, allowing them to customize their offense and defense to better suit their style of play.
Critical Damage Calculations
Currently (on 1.2 live), the amount of base critical damage dealt is a random value between 40% and 60%, which then is further modified by career mechanics and buffs. The proposed change will remove this random range and set the base value to 50%. From that 50%, a formula that utilizes the attacker's secondary stat for that attack type (Weapon Skill for Melee & Ranged, Willpower for Magic) and the defender's Initiative will shift that 50% to anywhere between 5% and 75%, based on the values of each stat as compared to each other. With a high positive offensive ratio (more Weapon Skill than Toughness, as an example), the critical damage gain has the potential to be higher than exists on live now, but with a high positive defensive ratio extra critical damage can be greatly reduced.
Health Regeneration based on Toughness
Currently (on 1.2 live), the player has no health regeneration in-combat. The proposed change would give every player a health regeneration tic every 4s that would occur even during combat. The amount healed would be based on the player's Toughness, with the current discussed value at Toughness / 5 worth of heal every 4s. Any health regeneration bonuses would then be added to this amount.
Examples
Below are a few "real" examples taken from existing characters in the game. This can give you some idea of how the changes could effect your character
The first entry on each table is a pretty standard look at what would immediately happen right after the patch. Base damage isn't’t changed, and critical damage comes out to about what the “best” values are now. However, if players start increasing their initiative (the 2nd bullet point), you can see that the critical damage starts to come down significantly. The 3rd point for each example is what happens if an offensive player sacrifices some damage stat for a higher critical damage stat.
Fireball @ Full Combustion
Against an initiative stacked character
900 Intelligence, 300 Willpower Vs. 700 Toughness, 500 Elemental Resist, 250 Initiative
1.2 Live: 505 Base, 1112 – 1416 Crit Range
Changes: 505 Base, 1416 Crit
900 Intelligence, 250 Willpower Vs. 700 Toughness, 500 Elemental Resist, 400 Initiative
1.2 Live: 505 Base, 1112 – 1416 Crit Range
Changes: 505 Base, 979 Crit
700 Intelligence, 500 Willpower Vs. 700 Toughness, 500 Elemental Resist, 250 Initiative
1.2 Live: 421 Base, 927 – 1180 Crit Range
Changes: 421 Base, 1369 Crit
Against a “squishier” toughness target
900 Intelligence, 300 Willpower Vs. 300 Toughness, 500 Elemental Resist, 250 Initiative
1.2 Live: 674 Base, 1483 – 1888 Crit Range
Changes: 674 Base, 1888 Crit Range
900 Intelligence, 250 Willpower Vs. 300 Toughness, 500 Elemental Resist, 400 Initiative
1.2 Live: 674 Base, 1483 – 1888 Crit Range
Changes: 674 Base, 1306 Crit
700 Intelligence, 500 Willpower Vs. 300 Toughness, 500 Elemental Resist, 250 Initiative
1.2 Live: 590 Base, 1298 – 1652 Crit Range
Changes: 590 Base, 1917 Crit Range
Razor Strike (using 59 DPS weapons)
Against a toughness stacked character
900 Strength, 300 Weapon Skill Vs. 700 Toughness, 2000 Armor, 250 Initiative
1.2 Live: 289 Base, 405 – 463 Crit Range
Changes: 289 Base, 463 Crit
900 Strength, 250 Weapon Skill Vs. 700 Toughness, 2000 Armor, 400 Initiative
1.2 Live: 281 Base, 395 – 451 Crit Range
Changes: 281 Base, 370 Crit
700 Strength, 500 Weapon Skill Vs. 700 Toughness, 2000 Armor, 250 Initiative
1.2 Live: 276 Base, 386 – 442 Crit Range
Changes: 276 Base, 483 Crit
Against a “squishier” toughness target
900 Strength, 300 Weapon Skill Vs. 300 Toughness, 2000 Armor, 250 Initiative
1.2 Live: 366 Base, 513 – 586 Crit Range
Changes: 366 Base, 586 Crit Range
900 Strength, 250 Weapon Skill Vs. 300 Toughness, 2000 Armor, 400 Initiative
1.2 Live: 357 Base, 500 – 571 Crit Range
Changes: 357 Base, 468 Crit
700 Strength, 500 Weapon Skill Vs. 300 Toughness, 2000 Armor, 250 Initiative
1.2 Live: 360 Base, 505 – 577 Crit Range
Changes: 360 Base, 631 Crit Range
Ludicrouse
Thursday, 2nd April 2009, 01:41
New Guild Recruitment Options
Guilds can now set up a "profile" for their guild using the “Recruitment” tab in the Guild Window. Settings for type of guild, careers, and levels being recruited, as well as guild "recruiters" can be set in the Recruitment tab. Once your guild recruitment info is filled out, players can search using the same criteria in the "search" tab to find guilds that fit their individual play-style and needs. Guilds can also be hyper-linked into chat either by shift-left clicking on the "Link Your Guild" link in the Recruitment tab, or by shift-left-clicking the guild title in the search results panel. When players click the guild hyper-link, they will receive an individual window identical to the panel in search results. No more chat spamming required, just let the hyper-links fly!
The roster tab is now finally the informative section it always should have been. All guild members are listed in single rows, all information, ranks level career, etc can now be used to sort the list. The special category now lists standard bearers, recruiters, and group or warband status for each guild member. Member and Officer notes are now in the tooltip for each member and no longer requires a toggle to be viewed.
Fucking godsend!
Tapja
Thursday, 2nd April 2009, 09:21
These crit changes look a bit... worrying.
Veth
Thursday, 2nd April 2009, 09:31
These crit changes look a bit... worrying.
good that i'm not alone with that opinion. high spike damage on all abilities is really not a thing that is needed. on Veth i will probably be ok with these changes because i have about 700 toughness and pretty high ini/-crit but for all other classes it will mean even quicker death by sorc/witch elf
MiMaRz
Thursday, 2nd April 2009, 15:12
Health Regeneration based on Toughness
Currently (on 1.2 live), the player has no health regeneration in-combat. The proposed change would give every player a health regeneration tic every 4s that would occur even during combat. The amount healed would be based on the player's Toughness, with the current discussed value at Toughness / 5 worth of heal every 4s. Any health regeneration bonuses would then be added to this amount.
dont think this will hit the live servers, already seen lots of screenshots of tanks soloing BO's, lol.
Although it would be awesome if it did :D
Urien
Thursday, 2nd April 2009, 20:44
dont think this will hit the live servers, already seen lots of screenshots of tanks soloing BO's, lol.
Although it would be awesome if it did :D
This was a patch made for you, I can think of no other RL player who goes balls deep, then deeper. Perhaps epydidimis deep would be more appropriate.
Why settle for a BO, grab that Keep Soldier!
Uri
Love is the Law, Love under Will.
Veth
Saturday, 4th April 2009, 12:06
feedback response to 1.2.1
source (http://forums.warhammeronline.com/warhammer/board/message?board.id=pts_announcements&message.id=38#M38)
Evening everyone,
First off thank you for your feedback and concern in regards to balance changes in 1.2.1, as always we are sorting through feedback and determining what the final changes for this version will look like and what items we will address in our next patches. In addition we'd like to call out some general responses we have compiled from developers here at Mythic in regards to player concerns that have been voiced in the discussion threads so far.
Please keep in mind that we have not "Closed the Door" on any of these issues and will continue to watch PTS performance and feedback before making the final call on any change.
Thanks,
-Adam
Quantity of Balance Changes in 1.2.1
As many of you are already aware 1.2.1 is not heavy on Career balance changes, and are curious as to why. The simplest truth is 1.2.1 is not a major version, and was released very close to version 1.2, usually in these types of patches we do not do balance updates at all. However there were a number of outstanding "Hot" issues in the community we were looking to address in the short amount of time available to us. We are still working on a number of major updates for 1.3, some of which everyone is already aware of (Archmage and Shaman) and some of which we will be discussing later (Marauder and White Lion).
PTS only Statistics test
Another topic of discussion is why we decided to put the stat test to PTS in 1.2.1 rather than "working" on other more critical changes. In short we have had this set of changes prepared for many months now, however due to the impact it would have on the game we were never comfortable pushing it live without more significant public testing. In addition we needed a period of time where there were not dramatic career changes in order to get a good solid public test on it. As such 1.2.1 was a perfect candidate for the test. During this "preview" we have gotten a lot of very solid feedback on the system and adjustments to itemization moving forward as well. Players should expect to see major system tests go to PTS more regularly in the future as part of our ongoing effort to make sure content and changes are appropriate both in effect and quality before we push them live.
AoE Damage & Healing
AoE damage is one of the "Hot" items we wanted to get a start on in 1.2.1. We realize players are concerned about the dominance of AoE damage (and in turn AoE healing) in the game as it matures. The changes to GTAoE remove one of the largest exploitable conditions for AoE currently prohibiting players from advancing in RvR content. We do realize that many players are concerned that GTAoE damage may still be too high per individual spell cast, and we are carefully watching this, and will make appropriate adjustments down the road if necessary. This also holds true for other AoE damage and Healing as well.
Cleansing Power
Another "Hot" item was the Warrior priest tactic Cleansing Power. In the current game it functions as so
* Any healing ability will also remove ONE curse from the target
This had the side effect of allowing Warrior Priests to completely shut down Curse type debuffs while simultaneously healing targets. When combined with AoE healing we had a very broken ability that needed to be addressed. The new version of Cleansing Power in 1.2.1 is significantly toned down and requires the Warrior Priest to physically cast a spell instead of healing in order to remove debuffs from his group. Below is how the new version of the cleansing power tactic works
* Converts the Warrior Priest spell "Purify" into a target + casters group removal of a single curse OR hex
This means at best the spell will remove a single curse or hex from his group (6 people) and his target (1 person) for a maximum of 7 people affected, every 5s if they choose not to heal. We realize there is still a lot of concern about gangs of Warrior priests shutting down all of Destructions debuff careers. However realistically the number of negative effects applied in an RvR group situation significantly outpaces the speed at which the spell can now be cast. As such the spell now removes a comparable amount of damage off a player when compared to an AoE heal of a similar spec cost.
Moving forward we will continue to watch this spell closely adjusting it if necessary, in addition we are actively investigating giving a similar spell to a destruction healer career so long as the new version is not A) Completely OP B) Still viable and used by the healer community.
Marauder & White Lions
It is understandable that the Marauder & White Lion community has concerns about when their careers will get additional adjustments. Especially in light of early announcements that changes would start occurring in 1.2.1. However please keep in mind that we have been very upfront with the community since that initial announcement that the scope of the changes in 1.2.1 would not be massive and that more would be coming in 1.3 and 1.3.1. The issues we are trying to address with the focus path are not nearly as significant as the AM & SH but still require a good deal of time, effort and testing to ensure they are the correct changes for those careers moving forward. It is our intent to be more open with upcoming changes as we solidify the plan moving forward for our next 1 to 3 patches. Once this is done we will release the information to the community for feedback as soon as reasonably possible.
Rending Blade
Rending Blade was adjusted as part of our adjustments to the top "offenders" for OP AE damage along with Rain of Fire, Pit of Shades, Flurry and Lotsa Chopping.
Yes, the individual ability itself is not overpowered. However the combination of abilities it was used with caused it to be much more potent than it should have been, especially compared to other Tank Careers. We chose to add a re-use to Rending Blade b/c it would have least significant effect on the Career as a whole. We choose not to reduce the effectiveness of the Auras, or potentially adjust down tactics like Oppressing blows and Power from the Gods; b/c changes to those abilities would reduce Rending Blade damage but also cripple other valid builds of the career. We will continue to watch the AE DPS output of Chosen when compared to other Tanks and if further adjustment is necessary (up or down) we will do so
Master Rune of Adamant & Restorative Burst
This adjustment was originally a simple bug fix, ground targeted "Set it and forget it" abilities should not be able to proc events. This holds true for equivalent spells on the Zealot as well. In addition upon further review after PTS feedback we found that by using Master Rune of Adamant, Blessing of Valaya and Restorative Burst created a combination that would keep Restorative Burst up nearly 100% of the time, ensuring that the Rune Priest could easily chain cast group heals almost indefinately.
Near infinite AP pools combined with powerful no cool down healing or Damage abilities is not something we would want to leave in the game. In fact it is something we actively work to balance when we encounter it. As such we're not looking to re-enable this combination of abilities at this time.
Please discuss this announcement civily, and constructively here. We ask that you refrain from creating new threads in the PTS Feedback area to keep things consolidated, thank you!
Message Edited by James on 04-03-2009 07:42 PM
Adam Gershowitz
Producer - Character Systems
Warhammer Online : Age of Reckoning
Veth
Saturday, 4th April 2009, 12:12
RvR Quartermasters - a change to item distribution in RvR
source (http://forums.warhammeronline.com/warhammer/board/message?board.id=dev_discussions&message.id=1345#M1345)
Evening,
As the game evolves we continue to add and polish systems under our care. One of the systems in need of a little extra love is acquiring items in RvR. Currently there are a number of ways to go about gaining items in RvR (taking keeps, Killing players, Influence, etc) however, many of them leave the player at the mercy of random chance. While this can be exciting for those who win, we realize that players would also like a more consistent way of acquiring items especially over long periods of time & effort.
As such we are happy to introduce the initial version of the RvR "Quartermaster" system. In the below post we will outline the general goals of the system and how it works. In addition we will also give you a glimpse into how we plan on expanding the system in the future.
As always when giving feedback in these threads please focus on the design we are discussing and the Pro's / Con's and questions related to it. This thread is not intended for feedback of radically different concepts, or calls for massive adjustments to other systems (like Dungeons).
Thanks and Enjoy
-Adam
While reading please think about the following questions and respond to them in your reply, thank you in advanced for your feedback, as always keep it civil, constructive, and on topic!
On a scale of 1 to 10 (10 being the best) how would you rate the proposed system overall?
After reading do you feel this system accomplishes our goals for RvR loot distribution?
* Incentive RvR performance and participation
* Further expansion of RvR rewards, including specific "Disposable" or "Renewable" items that help RvR performance
* Award all players that participate in various RvR activities regardless of contribution or luck
* Provide players with an alternative path to gaining items that gate later content
* Help offset "Bad Luck", allowing players to obtain items they may not have gotten out of PQ's due to unlucky rolls
Does the system make sense to you?
If no what parts are confusing?
Do you feel the system is great, too simple, or too complex? Please explain.
What is your favorite part of the system?
What is your least favorite aspect?
What else would you like to see added for rewards in the future?
Message Edited by James on 04-03-2009 08:03 PM
Adam Gershowitz
Producer - Character Systems
Warhammer Online : Age of Reckoning
RvR Quartermaster System Summary
The RvR Quartermasters are "Barter" merchants who will trade players special items and equipment in exchange for specific items earned in RvR. These Quartermasters offer players an alternative way of obtaining items in RvR such as the item sets normally obtained via Keep PQ bags. In addition the RvR Quartermasters will offer exclusive items and rewards not obtainable elsewhere.
System Goals
* Incentive RvR performance and participation
* Further expansion of RvR rewards, including specific "Disposable" or "Renewable" items that help RvR performance
* Award all players that participate in various RvR activities regardless of contribution or luck
* Provide players with an alternative path to gaining items that gate later content
* Help offset "Bad Luck", allowing players to obtain items they may not have gotten out of PQ's due to unlucky rolls
Medallions & Crests - RvR Currency
Medallions are the basic currency of the Quartermaster system. There are two basic types of Medallions they are
Common Medallions
Common Medallions are the basic barter currency used in the system. These are the medallions that are handed out frequently and in larger quantities for most RvR events. Players will use common medallion types to purchase lower level equipment and disposable items throughout their RvR play experience. In addition common medallions will be required as part of the purchase cost for unique powerful items.
Common medallions are awarded in Tier 1 through Tier 4 and come in 4 types
* Recruit's Medallion
- Tier 1 RvR Medallion, 5 recruit medallions can be exchanged for 1 Scout's Medallion
* Scout's Medallion
- Tier 2 RvR medallion, 5 recruit medallions can be exchanged for 1 Soldier's Medallion
* Soldier's Medallion
- Tier 3 RvR medallion, 5 recruit medallions can be exchanged for 1 Officer's Medallion
* Officer's Medallion
- Tier 4 RvR
Rare Crests
Rare crests are awarded less frequently and from very specific events.
These Rare medallions are used in combination with common medallions to
purchase powerful endgame items. The types of Rare medallions are below
* Conqueror's Crest- T4 Campaign & Fortress Medallions. 1 Conqueror crest can be exchanged for 5 Officer medallions
* Invader's Crest - Early City Siege Crests. 1 Invader Crest can be exchanged for 5 Conqueror Crests.
* Warlord's Crest - Advanced City Siege Crests. 1 Warlord Crest can be exchanged for 5 Invader Crest.
* Sovereign's Crest - Endgame RvR Medallions. Sovereign medallion can be exchanged for 5 Warlord Medallions.
Earning Medallions & Crests
There are numerous ways to earn medallions in each Tier, in the below section we will cover the most common ways of doing so.
Player kills
Every player kill has a fairly reasonable chance to drop a medallion appropriate to that players level, this medallion can then be rolled on by group members participating in the kill (or master looted). This will occur in an RvR situation including outside of the oRvR areas and in scenarios. Below are the level ranges for player dropped Medallions
* Rank 1 - 10 : Recruit Medallions
* Rank 11 - 20 : Scout Medallions
* Rank 21 - 34 : Soldier Medallions
* Rank 35 - 40 : Officer Medallions
In addition High realm rank players have a small chance of dropping rare crests in addition to their normal common Medallions drops. Killing a high RR player could possibly result in multiple rare and common Medallions awarded!
* Realm Rank 41+ : Conqueror Crests
* Realm Rank 51+ : Invade Crests
* Realm Rank 61+ : Warlord Crests
* Realm Rank 71+ : Sovereign Crests
Keep Capture
ANY player who participates in a keep capture will be rewarded 2 common medallions appropriate for that tier content. Players who win a PQ bag will have the choice of taking the item out of the bag or a medallion reward instead. Players who do not win a PQ bag will automatically be awarded medallions directly into their inventory.
Zone Capture
ANY player who participates in a Zone capture will be rewarded 5 common medallions appropriate for that tier content. Players who are credited with participating in the capture of keeps / BO's will earn additional medallions when the zone is captured. These rewards are as follows
* +1 Common Medallion per BO
* +1 Common Medallion per Keep
Tier 4 Campaign
Rank 40+ players will gain rare Crests for participating in the T4 Campaign and unlocking the capitol cities this includes the following
* 1 Conqueror Crest per T4 zone captured (rank 40+ players only)
Fortress Capture / Defense
All players will be awarded Rare Conqueror Crests for participating in a Fortress Capture or Defense. Just like keeps these will be awarded directly to the player if they do not win a PQ bag or available as an option to players who win bags.
* 1 Conqueror Crest per successful Fortress Capture
* 1 Conqueror Crest per successful Fortress Defense
City Invasion
Capitol City Invasion rewards a number of different Rare Crests depending on
what part of the City Invasion you participate in. Generally these rewards work
just like Fortress and Keep rewards and are automatically awarded to the player
at the end of a PQ.
* Main City PQ (Invasion Stage) - 1 Invader Crest per completion
* Warlord City PQ's (Sack Stage) - 1 Warlord Crest per completion
Message Edited by James on 04-03-2009 07:42 PM
Adam Gershowitz
Producer - Character Systems
Warhammer Online : Age of Reckoning
Quartermasters & Purchasing Items
Players can exchange their medallions to Quartermasters for a variety of different rewards. While the rewards are limited to RvR set items we plan to expand the rewards further with later patches
Types of Quartermasters
Each Tier has a specific quartermaster who will accept medallions in exchange for items. Currently these quartermasters can be found in the Marketplace region of the City as well as in Guild Halls.
* Recruit's Quartermaster - T1 Items, found in Capitol city & Guild Hall
* Scout's Quartermaster - T2 Items, found in Capitol city & Guild Hall
* Soldier's Quartermaster - T3 Items, found in Capitol city & Guild Hall
* Officer's Quartermaster - T4 Items, found in Capitol city & Guild Hall
* Royal Quartermaster - City Siege items, found in Palace & Guild Hall
How to make purchases & What you can buy?
Trading in Medallions is easy; just find the Quartermaster who has the goods you desire. That Quartermaster will have a special Store listing all of the goods for sale, all you have to do is purchase the item as normal and the appropriate number of medallions will be removed from your inventory.
Currently the items available on the Quartermaster are limited to set items and some simple RvR only potions. In the future we will expand on this, however for now you can find the below items on Quartermasters
* Recruit Quartermaster - Sells Decimator armor set & T4 RvR Potions
* Scout Quartermaster - Sells Obliterator armor set & T4 RvR Potions
* Recruit Quartermaster - Sells Devastator armor set & T4 RvR Potions
* Recruit Quartermaster - Sells Annihilator and Conqueror armor sets & T4 RvR Potions
* Recruit Quartermaster - Sells Invader, Warlord, and Sovereign armor sets & RR 50+ RvR Potions
RvR Potions & Expendable items
While its great to be able to purchase equipment we also wanted to allow players to spend common tokens on useful items that can help their performance in RvR. As such we are introducing new expendable items that can be purchased cheaply and used only in RvR. The first of these are RvR potions with details below.
* RvR potions have their own
cooldown times and can be used in conjunction with crafted potions
* RvR potions can only be
used while flagged for RvR, and cannot be used in non RvR dungeons
* Initial release of RvR
potions will include AP & Healing potions
Examples of Costs of items
So everyone wants to know how much items will cost. As always this is subject
to change but here are some examples of items from various Quartermasters.
Equipment
* Decimator Boots - 15 Recruit Medallions
* Obliterator Chestpeice - 125 Scout Medallions
* Devastator Helm - 135 Soldier Medallions
* Annihilator Shoulders - 250 Officer Medallions
* Conquerors Belt - 15 Conqueror crests and 375 officer Medallions
* Invader Gloves - 5 Invader crests and 400 officer Medallions
* Warlord Boots - 6 Warlord crests and 400 officer Medallions
* Sovereign Gloves - 6 Royal crests and 475 officer Medallion
Disposables
* Soldier's Healing Potion - 5 Soldier Medallions
* Officers AP Potion - 5 Officer Medallions
Message Edited by James on 04-03-2009 07:36 PM
Questions and Answers
Question: How do I count as participating on a Keep, Fortress, Invader, or Warlord PQ?
Answer: Any player who is eligible for a roll on PQ loot is considered to have participated and will get the automatic token reward IF they do not win a bag
Question: Will full armor sets be available for purchase?
Answer: Yes the entire armor set for T1 - T4 as well as conqueror and invader sets will be purchasable. However warlord and sovereign sets will only have a limited number of items for sale.
Question: Are Medallions and Crests tradable?
Answer: No they cannot be traded, individual players are rewarded these for their effort and as such we don't want them to be used to twink players who do not participate in RvR.
Question: Can we earn medallions from a keep defense?
Answer: At this time we are not awarding medallions for a keep defense at this time (outside of ones earned from kills) we are however working on technology that will allow us to award for keep defense in a later patch.
Question: Will the tokens be stored in your regular inventory, or in your quest inventory (ala beast tokens)?
Answer: Initially these tokens will be stored in your regular inventory. However we are also currently working on a special backpack that will store Barter items in the future so we do not crowd regular inventory.
Question: What exactly do you mean by limited number of items for sale with the Warlord and Sovereign set? Is it say for example only 5 of each piece sold per day or more of 100 total pieces sold every 6 months to a year?
Answer: Certain super high level sets like Warlord and Sovereign sets will only have a few pieces available for purchase. However those pieces that are available will always be available to purchase at any time.
Message Edited by James on 04-03-2009 07:36 PM
Netster
Saturday, 4th April 2009, 12:48
Someone hand me a tissue I've cum all over the room. PVE is DEAD!!!!!!
Flufball
Saturday, 4th April 2009, 16:18
Ah well, what with badgering Sean on TS and reading that it looks like I'm going to have to dig out my copy of WAR again.
PariaH
Wednesday, 15th April 2009, 02:47
The release of 1.2.1 is coming soon and once again we have received a mountain of great feedback from many of you. While we realize it didn't satisfy everyone's desires this patch is filled with some awesome features. Keep Upgrades, Ordnance, and the Quartermaster system are all sure to keep you busy and give higher purpose to fighting in RvR in all tiers, these features will also augment nicely with the release of the Lands of the Dead in a few months with Tier 4 having more to do than ever before.
With that said we know there is still work to be done. One of the best aspects of the official forums is that we are now able to collect information and find concerns that might otherwise not get read as soon as they should. They have already proved to be invaluable at achieving this and we are actively working to make the flow of information both from you to us and vice versa to be more agile and timely.
As a sign of our commitment to this goal below you will find a list of additional changes and bug fixes coming with 1.2.1, many in response to your feedback and concerns and with the tireless support of the Combat & Careers team we were able to make them happen. We realize there are other issues that were shared by you and we will continue to investigate, discuss, and explore bugs and feedback you have provided. Enjoy!
Devour Essence: This ability will now properly heal the target buffed with the spell.
Increased base hit points on all pets. (Squigs, War Lions, Turrets, and Daemons)
Mutating Release: Activating this ability will no longer prevent Flee and Charge from functioning properly
Fixed an issue with several Chalices and Books that was causing them to produce far more Soul Essence than the tooltip stated.
Flurry/Lotsa Choppin': These abilities have been changed to a Cone area of effect that will only hit targets in front and on the sides of the character. Due to this change the abilities will no longer require a target to activate.
Players operating a Ram will now be immune to Knockback and receive reduced damage from Oil Siege Weapons.
Siege Rams will now do twice the damage as they previously did.
Keep doors will now have double the hit points they previously had.
We have significantly increased the hit points of Ram Siege Pads.
Caltrops and Dynamite will no longer be introduced with the Ordnance system.
There is more to come in upcoming months as we finish rolling out all the the Call to Arms live expansion has to offer. The PTS of 1.3 will be around the corner soon and expect to see even more information on the Tomb Kings as we go Beyond the Sands. There will be more features, fixes, and improvements than you'll know what to do with!
As always, thanks for your continued support and feedback. Everyday on PTS and these forums we're working together to make WAR even better (even if you don't always agree http://forums.warhammeronline.com/i/smilies/16x16_smiley-wink.gif).
Thanks all and we'll see you on the battlefield…WAAAGH!!!
Ludicrouse
Thursday, 16th April 2009, 03:07
US getting 1.2.1 on Thursday (http://herald.warhammeronline.com/warherald/NewsOverview.war), we should be getting it Friday.
Bit odd that its so late in the week.
PariaH
Thursday, 16th April 2009, 20:59
from what i saw of the guild in game recruitment it looked really sweet, the only upside/downside for potential recruits is that they can see how many of your roster is online,
Will be at least a few new things to mess round with tommorow :)
Ludicrouse
Thursday, 16th April 2009, 21:17
from what i saw of the guild in game recruitment it looked really sweet, the only upside/downside for potential recruits is that they can see how many of your roster is online,
Will be at least a few new things to mess round with tommorow :)
I dont think being able to see the roster is too bad tbqh.
Btw, i need to talk to you about some stuff that i need info on. I assume your at work so if you pop on IRC at all then poke me.
PariaH
Saturday, 25th April 2009, 02:21
saw this on the latest hotfixes, so dont be suprised is gloves start poping up all over the place.
Items
CORRECTION: Invader PQ loot bags include only one Invader Crest as a loot choice, and not two Invader crests, as was erroneously stated in the v1.2.1 patch notes.
Obliterator Gloves: These items will now drop from enemy players in Tier 2 Realm vs. Realm combat.
Devastator Gloves: These items will now drop from enemy players in Tier 3 Realm vs. Realm combat.
Annihilator Gloves: These items will now drop from enemy players in Tier 4 Realm vs. Realm combat.
Conqueror Gloves: These items will now drop from Renown Rank 35 or higher enemy players in all Realm vs. Realm areas.
Invader Gloves: These items will now drop from Renown Rank 50 or higher enemy players in all Realm vs. Realm areas.
Warlord Gloves: These items will now drop from Renown Rank 60 or higher enemy players in all Realm vs. Realm areas.
Sovereign Accessories: These items will now drop from Renown Rank 70 or higher enemy players in all Realm vs. Realm areas.
Decimator Boots: The drop rate of this item from Tier 1 enemy players has been increased.
Obliterator Boots and Gloves: The drop rate of these items from Tier 2 enemy players has been increased.
Devastator Boots and Gloves: The drop rate of these items from Tier 3 enemy players has been increased.
Annihilator Boots and Gloves: The drop rate of these items from Tier 4 enemy players has been increased.
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