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dea
10-14-2005, 09:32 PM
<div></div><div><strong></strong><strong></strong><strong></strong><blockquote><hr><strong><font color="#ffcc00">*** Headlines ***</font></strong><div> </div><div>- Carry extra ammo with quivers you can equip!</div><div> </div><div><strong><font color="#ffcc00">*** Quivers ***</font></strong></div><div> </div><div>- Tailors now have recipes that allow them to make quivers and sacks, special containers to hold ammunition which can be equipped in the ammo slot.- Carry more ammo and reduce clutter in your other bags!- These new recipes have been added to existing recipe books, so if you have scribed the books you will automatically have the recipes. </div><hr></blockquote></div><div>OK, thats kinda nice. I wonder if we'll be able to now find endless quivers or quivers that provide proc buffs to the ammunition inside. The remaining question is how it will handle different types of arrows, in what order will the ammo be used up -- by type? or most likely by slot number?<blockquote><hr><strong><font color="#ffcc00">*** Spells and Combat Arts ***</font></strong><div> </div><div>- Temporary pets (such as aqueous stalkers) should no longer become stuck if their master zones while they are active.- Spells that transfer threat to another party member (e.g. Murderous Intent) are now limited to a 30-meter range. Initial threat from aggroing an NPC will not be transferred to the spell target.- Spells that grant an additional chance at avoidance (e.g. Allay) will now work within 20 meters from the NPC attacking the target of the spell.- Spells that interpose on behalf of a group member (e.g. Interpose) will now work within 20 meters of the group member.</div><div> </div><div><strong>Bard changes:</strong>- Selo's no longer expires and can be toggled off.</div><div>.......</div><div> </div><div><strong>Dirge changes:</strong>- Scream of Death now has the correct stealth hit bonus.</div><div>.....</div><div> </div><div><strong>Rogue changes:</strong>- Gouge now has an improved Parry debuff.</div><div> </div><div><strong>Scout changes:</strong>- Pathfinding no longer expires and can be toggled off.</div><div> </div>.....<div> </div><div><strong>Swashbuckler changes:</strong>- Playful Swipe now has a more potent DPS debuff</div><div> </div><div><strong>Troubador changes:</strong>- Quiron's Joyous Celebration had its casting icon changed to not confuse it with other group songs.</div><div>....<hr></div></blockquote>OK, stupid aggro exploits and bugs perhaps resolved with the Murderous Intent/Murderous Design/Friendly Shadows line. But other than that, this just shows how little the Devs look at Assassins for normal test updates. I hope that with the recent Dev responses (now verging on a week old) we can hope for more attention in future updates as they kick all of the stuff that has already been worked out the development queue.<div></div></div><div></div>

Gorhauth
10-14-2005, 11:31 PM
<span><blockquote><hr>deaks wrote:<div></div><div><strong></strong><strong></strong><strong></strong><blockquote><strong></strong>- Spells that transfer threat to another party member (e.g. Murderous Intent) are now limited to a 30-meter range. Initial threat from aggroing an NPC will not be transferred to the spell target. </blockquote></div><div><blockquote><div><hr></div></blockquote>OK, stupid aggro exploits and bugs perhaps resolved with the Murderous Intent/Murderous Design/Friendly Shadows line. But other than that, this just shows how little the Devs look at Assassins for normal test updates. I hope that with the recent Dev responses (now verging on a week old) we can hope for more attention in future updates as they kick all of the stuff that has already been worked out the development queue. </div><div></div><hr></blockquote>It might have been classified as an exploit (guess I can see how in certain situations, like harvesting risk-free), but pulling was one of the few things I could contribute to a group.  When we would have a grind group going, I was usually the first choice to pull, since I could pull non-stop and they would head right to the tank (or the unlucky SOB with the most group buffs up <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />).  It was a good skill that had a use. Now we are back to not providing anything to a group except comic relief and mediocre DPS.  Yay!</span><div></div>

dea
10-14-2005, 11:52 PM
<i>Gorhauth</i> -- I will continue to use Evade or Surveil lines to pull, I'm confident it will still work nicely although it will now consume mana and there will be recast timers involved. <div></div>

Gorhauth
10-15-2005, 01:37 AM
<span><blockquote><hr>deaks wrote:<i>Gorhauth</i> -- I will continue to use Evade or Surveil lines to pull, I'm confident it will still work nicely although it will now consume mana and there will be recast timers involved. <div></div><hr></blockquote>I do use Improved Surveil to pull across chasms, long range, etc.  Proxy pulling is just faster... Of course, it wasn't fool proof either, after dying on proxy pulls more than twice during a group they generally replaced me with a healer to do the pulling (ouch, ego shot!).</span><div></div>