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View Full Version : Game Update Notes #38 June 30th PROPOSED


Ozgood
05-28-2007, 06:44 PM
<p>***Highlights***</p><ul><li>Class Balancing/New spells</li><li>PvP Changes</li><li>New Legendary items</li><li>New Zones</li><li>New NPCs</li></ul><p>***Class balancing/New spells***</p><ul><li>Coercer's synergestic link spells now include any type of damage.</li><li>Defiler's fear spells now have a 90% snare component and large DD upon termination</li><li>Shaman pets will receive 40% more hps, moved to double arrow down and will now automatically receive any buffs, from any source, that the shaman receives.</li><li>All mounts out of combat speeds will now become in combat speeds and have a cap of 45% in combat speed.</li><li>Bards will now receive a new spell that requires no concentration slot, that can up the mounts speed 5% maximum and works for the whole group.</li><li>All plate tank classes will now receive a bow combat art called Finishing Shot, that does moderate damage, can be casted on the run and stuns the target for 4 seconds.</li><li>Crusader mounts are now class appropriate and have been upped to 30% speed and those with the end of the agility line will receive another 5% bonus.</li><li>Troubadors charm spell and Coercer final line strength ability has been replaced with "Mounted Minion" that allows them to befriend their mount allowing it to fight with them as a warrior class double arrow down perma pet.  If the pet dies in combat, it will return to it's normal state and the caster will take 20% total power damage.</li><li>Paladins will now receive an significant increase to auto attack damage.</li><li>Dirges receive a new spell called Reflection of Sound that is a self buff, requires no concentration, buffs mitigation, hps and has a 10% chance to reflect any damage type at 30% of it's original value.</li><li>Shadowknights harm touch has been changed to 35% of it's original damage value, castable every 30 seconds and has a taunt component added.  It will no longer be castable on the run.</li><li>Wizards AA line that changed heat to cold will now allow the wizard to cast damage spells that are unresistable at 30% of their original damage value and 30% faster.  The spells cost double the power and the effect lasts for 30 seconds, castable every 5 minutes.  The caster can still be interrupted while under this effect.</li></ul><p>***PvP Changes***</p><ul><li>Illusionist pets will look exactly like their casters to Freeport players.</li><li>Levels and classes will no longer show to opposing teams, except to erudites.</li><li>PvP and status items are no longer attunable and can be traded after worn.</li><li>PvP voice emotes have been added so that you can communicate marginally with your enemy.</li><li>PvP kills based on con will now provide experience that cannot be turned off.</li><li>All PvP servers will be condensed to two servers with lock outs based on population of cities.</li></ul><p>***New Legendary items***</p><ul><li>A new 2 handed sword (Great Natures Blade) usable by Druids is now available.  It will work with the STR AA druid line and procs a large strength buff.</li><li>A new Symbol is available that is Enchanter and Paladin only that procs a ward and blocks like a shield.</li></ul><p>***New Zones***</p><ul><li>With RoK a new Exile zone has been added that has brokers for both factions, but sells at a 10% broker fee.  The zone, Shady's hideout, off the the east commons tunnel, will be a FFA zone and offer double status.</li></ul><p>***New NPCs***</p><ul><li>All Freeport and Qeynos guards and citizens have had their aggro radius increased.</li><li>Roaming aggressive NPCs will now wander the Commonlands and Antonica and will attack based on faction.</li></ul>

convict
05-28-2007, 06:48 PM
<p>bored?</p>

Krokous
05-28-2007, 08:33 PM
so silly

Josgar
05-28-2007, 09:08 PM
skipped a few GUS...

CresentBlade
05-28-2007, 10:41 PM
Got me all excited

Xunen
06-01-2007, 12:01 PM
I laughed, but not because of this thread, but a schoolmate just sent me some funny link.

LlewCadey
06-02-2007, 01:07 PM
meh * scout PVP dps reduced by half * inspiration/en-garde/riposte belts will not work while any of the others are active * track no longer has a wisp to players * mages all gain 20% to base avoidance * Sense Danger - All mages, works like track for pvp, but only shows targets within a certain range, cant lock or follow them * Evac removed * All in combat speed bonuses are now capped at 20% while in PvP * Heals cast while solo now have 30% less effect in PVP * Rangers crit ability while cast now adds a 50% chance to miss target if target is a Player * All spells can no longer be resisted outright * SKs harm touch line dmg reduced b 30% in pvp * Assasins Decapitate now stifles the assasin for 3 secconds after casting * All mez spells now stifle caster while in pvp look i fixed PVP!!

Bawang
06-03-2007, 03:45 AM
Should have saived it for April 1st <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> then you could have kept the "PROPOSED" out.

gfx
06-03-2007, 06:40 AM
OMG I seriously thought this was true .. /wrists irl.

Image_Vain
06-03-2007, 07:28 AM
No, no, this is better: *All classes now have Harm Touch  and can be casted every 5 seconds. *To define the SK role, the SK class now has an AOE HT, with an 99.99% of 1 shotting.

Greeen-_-Ranger
06-03-2007, 08:04 AM
<p>Just nerf ranger runspeed and I'm fine with the rest, I think 45% would be decent...the current is just ridiculous.</p>

Ekelefer
06-04-2007, 03:33 PM
Kethaer@Nagafen wrote: <blockquote>meh * scout PVP dps reduced by half * inspiration/en-garde/riposte belts will not work while any of the others are active * track no longer has a wisp to players * mages all gain 20% to base avoidance * Sense Danger - All mages, works like track for pvp, but only shows targets within a certain range, cant lock or follow them * Evac removed * All in combat speed bonuses are now capped at 20% while in PvP * Heals cast while solo now have 30% less effect in PVP * Rangers crit ability while cast now adds a 50% chance to miss target if target is a Player * All spells can no longer be resisted outright * SKs harm touch line dmg reduced b 30% in pvp * Assasins Decapitate now stifles the assasin for 3 secconds after casting <span style="color: #ff0000">* All mez spells now stifle caster while in pvp </span> look i fixed PVP!! </blockquote><p>OMG, best idea EVER. </p><p>I'll add a couple since I'm bored. </p><p>*Interupt abilities will no longer effect spells that are halfway finished casting. Player awareness must now play a bigger role in the effective use of these skills. </p><p>*Rogues and Predators can only apply 1 poison to their weapon (2 if they are dual wielding) NOTE* Ranged weapons count as 2. </p><p>*In light of all the complaints about Harm Touch, the ability has been changed into a moderate dmg DD that roots the target for a duration of 8seconds. This ability is useable every 25seconds. The AA spec for HT has been altered so every 1 point spent increases the duration of the root by 1second and decreases the recast by 1second.  </p><p>*The line of sight on spells has been altered. The current system is still in effect, HOWEVER, if the player is under attack he may cast on that enemy as if he were firing a bow. This will only come into effect if the enemy player is engaged with the caster. </p><p>*En garde now reduces the caster's attack speed by 50%. Inspiration now reduces the caster's defensive skills by 25%. While players may still use these abilities in conjunction, doing so now yields less favorable results. </p><p>*All Root spells have been enhanced. If a player cures ANY root spell before 50% of the duration has run, an incureable snare will be triggered for whatever the remaining duration of the root. This will increase the viability of classes who depend on Root vs Snares (e.g. Wizard vs Ranger)</p><p>*Plate armor should now yield between 2-7% more mitigation than chain depending on the tier of the armor itself. </p><p>*All 2 handed weapons will deal more dmg in pvp.</p><p>*In compensation for Wardens achieving plate mitigation numbers through AAs, all Clerics have had the effectiveness of their spell casting haste AA increased from 1.8% to 2.8%. This should put them more in line with druids. </p><p>*Mystics and Defilers have had their power pools increased by 25%. </p><p>*Being as they are tanks, all fighter classes now gain immunity to snare once effected by the ability. In addition, all their immunity timers (root,stifle,mez,etc,) have been increased by 30%. This is to further define the tanks role as a "pillar" of his group as he should now stand out as being the hardest enemy to control. </p><p>*Using the Desperado's Waist Band will now root the player in place. </p><p>*Bards now get an in-combat evac Ability, It works as follows. </p><p>-Troubadour: The Troubadour may cast a single target buff that grants the target an in-combat evac in there hotbar. This buff may only be placed on a priest or mage. This evacuation does not cost power and takes 3seconds to cast. HOWEVER, it's success if wholly dependent upon the current power level of the caster (e.g. 99% power = 99% chance of success whereas 1% power = 1% chance of success) </p><p>-Dirge: Functions the same as the troubadour but may only be cast on fighters. </p>