Neuer Patch vom PTS

Schorus

Quest-Mob
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WAAAGH!!!



Well PTS Should be back open soon and with it are a host of new changes. The lower level Slayer & Choppa playtest is now over, we've read and still have a mountain of awesome feedback to go through.



We really appreciate all of you who came out and got down and dirty with the new careers and then told us what you thought!



While we digest that feedback we're bringing back Character Transfers and with it we're looking for feedback on everything the 1.2 Patch has to offer. We're having the RvR Zone DOMINATION Royale tomorrow night (More info to come) so we're looking to make this week even bigger than the weekend!



We've got a list of new changes in addition to the 55 Pages of notes for 1.2, check em out below and then when the Focus Discussions open later this evening let us know what you think.



Have fun!!


Combat & Careers

Racial and Archetype tactics

Balance Changes

* Centuries of Training: The damage done by this ability has been increased. The damage done will now be Spirit damage, affected by the target’s resists, which will not be increased by stats and cannot critically hit.

* Backlash: The damage done by this ability has been increased. The damage done will now be Elemental damage, affected by the target’s resists, which will not be increased by stats and cannot critically hit.

* Jagged Edge: The damage done by this ability has been increased. The damage done will now be Corporeal damage, which will not be increased by stats and cannot critically hit.


Archmage

Balance Changes

* Dispel Magic: The damage of this ability has been increased and changed to Spirit damage. However, this damage will not critically hit or receive benefit from stats.


Blackguard

Bug Fixes

* Elite Training: This ability will now correctly work for the next 4 attacks.
* Balance Changes
* None Shall Pass: The damage of this ability has been increased and changed to Physical damage. However, this damage will not critically hit or receive benefit from stats.
* Exile: The knockback distance of this ability has been changed to Medium distance at 30 Hatred, Long distance at 60 Hatred and Very Long distance at 90 Hatred


Black Orc

Bug Fixes

* Tree Hit Combo: This ability will no longer interrupt itself while moving.
* Balance Changes
* Da Toughest!: Wound buff increased from previously reduced value.
* Da Biggest!: This ability will now grant a stat buff to nearby group members.
* Da Bestest!: This ability has been renamed to “Guud at Big Choppin!” and will now increase damage and Parry rate while using a great weapon.
* Skull Thumper: The additional damage caused by this ability's debuff has been increased, is now mitigated as Corporeal damage, and no longer gains an increase from stats. Additionally, the damage from this effect will show up on its own line in the combat log.".
* Loudmouth: The damage of this ability has been increased and changed to Corporeal. However, this damage will not critically hit or receive benefit from stats.
* Can Youz Hear me Now?: The damage boost of this ability has been increased.
* Keep it Goin!: The damage boost of this ability has been increased.


Bright Wizard

Bug Fixes

* Annihilate: The self damage portion of this ability will no longer do critical damage.


Balance Changes

* Flames of Rhuin: The base damage on this ability has been increased and changed to Elemental damage. However, this damage will not critically hit or receive benefit from stats.
* Flame Shield: The base damage on this ability has been increased and changed to Elemental damage. However, this damage will not critically hit or receive benefit from stats
* Funnel Power: The base damage on this ability has been increased and changed to Corporeal damage. However, this damage will not critically hit or receive benefit from stats.
* Playing With Fire: The base damage on this ability has been increased and changed to Elemental damage. However, this damage will not critically hit or receive benefit from statse.
* Lingering Fires: The base damage on this ability has been increased and will deal Corporeal damage. However, this damage will not critically hit or receive benefit from stats.
* Fueled From Within: The amount of damage added to Flames of Rhuin and Flame Shield has been increased.
* Draining Burn: The amount of damage added to Burning Iron has been increased.
* Wildfire: The base damage on this ability has been increased and will deal Corporeal damage. The ability will now affect all Path of Conflagration abilities. The ability will now gain more benefit from stats, but will not be able to do critical damage.


Choppa

Bug Fixes


* Slasha: This ability has been changed so that when multiple debuffs are on the same target only the largest debuff value will be taken into account.
* The Choppa Career will now correctly start with 50 wounds.


Balance Changes

* Bring It On: The base damage on this ability has been increased and will deal physical damage. However, this damage will not critically hit or receive benefit from stats.


Chosen

Bug Fixes

* Mixed Defenses: Fixed an issue that made the parry bonus of this ability a multiplicative bonus instead of additive.
* Repel: Fixed an issue that limited the knockback distance of this ability.


Balance Changes

* All Chosen have undergone changes and as a result will need to reallocate their Career Mastery Points. Be sure to speak to your trainer right away to regain your abilities!
* Discordant Fluctuation: The base damage on this ability has been increased and will now deal Spiritual damage. The ability will not receive benefits from stats nor will it do critical damage.
* Dreadful Agony: The base damage on this ability has been increased and will now deal Spiritual damage. The ability will not receive benefits from stats nor will it do critical damage.
* Bane Shield: The base damage on this ability has been increased and will now deal Spiritual damage. The ability will no longer receive benefits from stats nor will it do critical damage.
* Touch of Palsy: The value of the barb damage has been increased and will now deal physical damage. The barb will no longer receive benefits from stats and will no longer do critical damage.
* Tainted Wound: The base damage on this ability has been increased and will now deal Spiritual damage. The ability will not receive benefits from stats nor will it do critical damage.
* Hasten Dismissal: This tactic is now a level 35 Core tactic. It reduces Repel's cooldown by 50% and turns Repel into a long knockback.
* Corruptive Power: This tactic is available at Corruption x11. All Corruption abilities cost 35% less action points.
* Baneful Shielding: This is no longer a valid tactic.
* Dire Shielding: This ability will also increase the duration of Bane Shield by 7 seconds.
* Bane Shield: Multiple Chosen with this ability up will no longer prevent each other from dealing damage to the same target.
* Oppression: The disorient effect has been removed. This ability will now reduce incoming damage on the Chosen by 15% for 10s. The cost has been lowered on this ability.
* Rending Blade: No longer requires an active aura to receive a bonus effect. The ability is now a Point-Blank Area of Effect ability that deals Spiritual damage. This ability requires a Great Weapon and no longer has a cooldown.
* Relentless: The cost and damage has been increased on this ability.
* Dreadful Fear: The cost of this ability is now free.
* Corrupting Wrath: The cost of this ability is now free.
* Discordant Instability: The cost of this ability is now free.
* Discordant Fluctuation: The cost of this ability is now free.
* Corrupting Retribution: The cost of this ability is now free.
* Dreadful Agony: The cost of this ability is now free.
* Dreadful Terror: The cost of this ability is now free.
* Corrupting Horror: The cost of this ability is now free.
* Discordant Turbulence: The cost of this ability is now free.
* Power from the Gods: This tactic will now restore 5 action points per second to the Chosen for each Aura the Chosen is running.


Disciple

Balance Changes

* Covenant of Vitality: The damage from this ability has been increased slightly. The damage will now be Spirit damage, and will be affected by resists. The damage will not gain benefit from stats, and not be able to critical hit.
* Covenant of Celerity: The damage from this ability has been increased slightly. The damage will now be Spirit damage, and will be affected by resists. The damage will not gain benefit from stats and will not be able to critical hit.
* Khaine's Imbuement: The damage from this ability has been increased slightly. The damage will now be Spirit damage and will be affected by resists. The damage will not gain benefit from stats, and will not be able to critical hit.
* Bloodlust: The damage increase this gives to Covenant of Celerity has been increased.


Engineer

Balance Changes


* Hollow Points: Decreased Dot duration but increased DPS, also increased stat benefit.
* Runic Shield: The amount of magic damage absorbed by this ability has been increased.


Ironbreaker

Balance Changes

* Punishing Blow: The value of the barb damage has been increased and will now deal physical damage. The barb will no longer receive benefits from stats and will no longer do critical damage.
* Oathstone: The base damage of this ability has been increased and will now deal physical damage. The ability will no longer receive benefits from stats and will no longer do critical damage.
* Overprotective: The base damage of this ability has been increased and will now deal physical damage.


Knight of the Blazing Sun

Balance Changes

* On Your Guard!: The damage of this ability has been increased and will now deal Elemental damage. The ability will not receive benefits from stat factor nor will it do critical damage.
* All Out Assault: The damage of this ability has been increased and will now deal Elemental damage. The ability will no longer receive benefits from stat factor nor will it do critical damage.
* Shield of the Sun: The damage of this ability has been increased and will now deal Elemental damage. The ability will no longer receive benefits from stat factor nor will it do critical damage.
* Shield of the Sun: Multiple Knights with this ability up will no longer prevent each other from dealing damage to the same target.
* Shining Blade: The disorient associated with this ability has been removed. This ability will now reduce incoming damage on the Knight by 15% for 10s. The cost has been lowered on this ability.
* Myrmidia's Fury: The cost and damage have been increased on this ability.
* Press the Attack: The cost of this ability is now free.
* Stand Strong!: The cost of this ability is now free.
* Gather Your Resolve!: The cost of this ability is now free.
* On Your Guard!: The cost of this ability is now free.
* Stay Focused!: The cost of this ability is now free.
* All Out Assault!: The cost of this ability is now free.
* To Glory!: The cost of this ability is now free.
* To Victory!: The cost of this ability is now free.
* Now's Our Chance!: The cost of this ability is now free.
* Bellow Commands: This tactic will now restore 5 action points per second to the Knight for each Command the Knight is running.


Magus

Balance Changes

* Perils of the Warp: Damage of this ability has been increased and changed to Elemental damage. However, this damage will not critically hit or receive benefit from stats.
* Aegis of Orange Fire: Damage of this ability has been increased and changed to Elemental damage. However, this damage will not critically hit or receive benefit from stats.
* Infernal Pain: This ability now receives more benefit from stats, but will no longer critically hit.


Marauder

Balance Changes

* Touch of Rot: The damage from this ability will now be Corporeal damage. The damage will not gain benefit from stats and will not be able to critical hit.
* Touch of Instability: The damage from this ability will now be Corporeal damage. The damage will not gain benefit from stats and will not be able to critical hit.
* Unstable Convulsion: The damage done by this has been increased. The amount that stats contribute to the tactics damage has also been increased. The damage done will now be Physical damage.


Runepriest

Bug Fixes

* Earth shield will no longer cause Rune of Shielding to get stuck on the player’s target.


Shadow Warrior

Balance Changes

* Smoldering Arrow: The amount of damage added to Flame Arrer by this tactic has been increased.


Shaman

Balance Changes

* 'Ere We Go!: The base damage of this ability has been increased and will now deal Elemental damage.
* Gork's Barbs: The initial base damage has been increased. The barb will deal Elemental damage, the damage has been slightly lowered and will no longer do critical damage or receive benefits from stats.
* Mork's Touch: The base damage has been increased and will now do Spiritual damage.
* 'Ere We Goes Again: Increased the damage improvement on 'Ere We go!


Slayer

Bug Fixes

* Break Loose: Fixed a tooltip issue for this ability.
* Pulverizing Strike: This ability has been changed so that when multiple debuffs are on the same target only the largest debuff value will be taken into account.
* Shatter Limbs: Fixed a tooltip issuefor this ability.
* Distracting Roar: Fixed a tooltip issue for this ability.
* Balance Changes
* Retribution: The base damage on this ability has been increased and will deal physical damage. The ability will not receive benefits from stat factor nor will it do critical damage.


Sorceress

Balance Changes

* Frozen Touch: The base damage of this ability has been increased and will now deal Corporeal damage. The ability will not receive benefits from stat factor nor will it do critical damage.
* Daemonic Chill: The base damage of this ability has been increased and will now deal Corporeal damage. The ability will not receive benefits from stat factor nor will it do critical damage.
* Shades of Death: The base damage of this ability has been increased and will deal Spiritual damage. The ability will no longer receive benefits from stats and will no longer do critical damage.
* Swell of Gloom: The base damage of this ability has been increased and will no longer deal critical damage.
* Vision of Domination: The damage on Word of Pain has been increased while this tactic is slotted.
* Chilling Gusts: The base damage of this ability has been increased and will now deal Corporeal damage. The ability will now gain benefits from stat factor, but will not be able to do critical damage.


Squig Herder

Balance Changes

* Sharpened Arrers: The amount of damage added to Explodin Arrers by this tactic has been increased.


Swordmaster

Bug Fixes


* Perfect Defenses: Should now provide actual benefit.
* Quick Incision: This ability was receiving less stat benefit than intended.
* Deep Incision: This tactic was worded to make it sound like it enhances a DoT on quick Incision when it actually adds one itself.


Balance Changes

* Redirected Force: This ability will now trigger off Block, Dodge, Disrupt or Parry. The damage of this ability has been slightly decreased but is now enhanced by weapon DPS. This ability will no longer affect balance when activated.
* Gusting Wind: Radius of this ability has been increased.
* Gryphon’s Precision: This ability has been renamed to “Great Weapon Mastery” and will now increase damage and parry rate when wielding a great weapon.
* Blessing of Heaven: This ability now has a 100% trigger rate on all offensive Path of Hoeth abilities.
* Impeccable Reactions: This ability now has a new effect; whenever you Parry, you will automatically parry the next hit as well. (This ability can trigger only once every 5 seconds)
* Wind’s Force: This ability has been renamed to “Calming Winds” and now increases your Disrupt chance based on your current balance.
* Nature’s Blade: Whenever this ability procs, the stat buff will now be applied to your group members as well.
* Blurring Shock: The on crit effect damage of this ability has been increased and changed to Spirit damage. However, this damage will not critically hit or receive benefit from stats. In addition, the crit effect damage from this ability will now display as “Shock” in your combat log.
* Ensorcelled Agony: The damage of this ability has been increased, but now receives less benefit from stats.
* Potent Enchantments: The damage of this ability has been increased and changed to Spirit damage. However, this damage will not critically hit or receive benefit from stats.
* Deep Incision: The damage and duration of this ability has been increased and changed to Physical damage. In addition, this ability will now receive more benefits from stats.


Warrior Priest

Balance Changes

* Prayer of Righteousness: The damage done by this ability has been increased slightly. The damage done is now Spirit damage, and will be affected by the target’s resists. The damage will not be affected by stats, and will not be able to critical hit.
* Guilty Soul: The damage from this ability has been increased slightly. , and will be affected by the target’s resists. The damage will not be affected by stats and will not be able to critical hit.


White Lion

Balance Changes

* Tearing Blade: The base damage of this ability has been increased. The ability will no longer stack with itself nor will it deal critical damage.
* Lionheart: The amount of damage added to Lion's Fury by this tactic has been increased.


Witch Elf

Balance Changes

* Kiss of Agony: The damage done by the proc’d effect of this ability will now do Corporeal damage, and will be affected by the target’s resists. The damage will no longer gain benefit from stats and will no longer be able to critical hit.
* Kiss of Death: The damage done by the proc’d effect of this ability will now do Corporeal damage, and will be affected by the target’s resists. The damage will no longer gain benefit from stats and will no longer be able to critical hit.
* Kiss of Betrayal: The damage done by the proc’d effect of this ability will now do Corporeal damage, and will be affected by the target’s resists. The damage will no longer gain benefit from stats and will no longer be able to critical hit.
* Vehement Blades: The damage done by this ability has been slightly increased, and will now do Corporeal damage, and will be affected by the target’s resists. The damage will no longer be able to critical hit or gain benefit from stats.
* Enfeebling Strike: The damage done by this has been slightly increased, and will now do Corporeal damage, and will be affected by the target’s resists. The damage will no longer be able to critical hit or gain benefit from stats.
* Treacherous Assault: The damage done by this ability has been slightly increased, and will now do Corporeal damage, and will be affected by the target’s resists. The damage will no longer be able to critical hit or gain benefit from stats.
* Witch Brew: The damage done by this ability has been slightly increased, will now do Corporeal damage, and will be affected by the target’s resists. The damage will no longer be able to critical hit or gain benefit from stats.
* Sharpened Edge: The damage done by this ability has been slightly increased, will now do Physical damage, and will be affect by the target’s armor. The damage will no longer be able to critical hit or gain benefit from stats.


Witch Hunter

Balance Changes

* The rate that Witch Hunters gain Willpower, Toughness and Ballistic Skill has been updated. Because of other changes noted below, Witch Hunters will no longer gain a large bonus to Ballistic Skill. Instead, they will get slightly more Toughness and Willpower, and much less Ballistic Skill than they currently receive. Because of this change, it was necessary to refund all Mastery and Renown points for Witch Hunters. Please make sure to visit your trainer as soon as possible after logging in to retrain your Mastery and renown points.
* Absolution: This ability will now gain bonus damage from Strength instead of Ballistic Skill.
* Trial By Pain: This ability will now gain bonus damage from Strength instead of Ballistic Skill.
* Dragon Gun: This ability will now gain bonus damage from Strength instead of Ballistic Skill.
* Exit Wound: This ability will now gain bonus damage from Strength instead of Ballistic Skill.
* Blessed Bullets of Purity: The damage done by this ability will now be Spirit damage and will be affected by resists. The damage from this will no longer gain benefit from stats and will not be able to critical hit.
* Blessed Bullets of Confession: The damage done by this ability will now be Spirit damage and will be affected by resists. The damage from this will no longer gain benefit from stats and will not be able to critical hit.
* Blessed Bullets of Cleansing: The damage done by this ability will now be Spirit damage and will be affected by resists. The damage from this will no longer gain benefit from stats and will not be able to critical hit.
* Burn Armor: The damage of this ability has been increased slightly, and has been set to Spirit. The damage from this will no longer gain benefit from stats, and will not be able to critical hit.
* Sudden Accusation: The damage of this ability has been increased slightly, and has been set to Spirit. The damage from this will no longer gain benefit from stats and will not be able to critical hit.
* Fanatical Zeal: The damage of this ability has been increased slightly and has been set to Spirit. The damage from this will no longer gain benefit from stats and will not be able to critical hit.
* Encourage Confession: The extra damage given to Blessed Bullets of Confession by this tactic has been increased and will now do Spirit damage.


Zealot

Balance Changes

* Waves of Chaos: The damage on the ability has been increased slightly. The ability will no longer able to critical hit and the damage will not be increased by stats
* Transference: The damage on the ability has been increased. The damage will be increased by stats, but will not be able to critical hit.

Link
 
Zuletzt bearbeitet von einem Moderator:
Oh das wird einige Hexenjäger freuen, wenn deren Schüsse nicht mehr auf Ballistic sondern auf Stärke nun basieren und gleichzeitig sie weniger Steigerung in Ballistik bekommen dafür diese auf Widerstand und Willenskraft verteilt wird ... oder hab ich was Falsch verstanden?

MfG Michael

PS: Gibt es dafür auch eine Quelle oder ist das direkt vom Ami-Testserver?
 
*snief* Warum bin ich erst vor kurzem aus dem Anroc level raus ;(
Der Kickbuff wär geil
tongue.gif


PS:signatur is schon ne Woche alt
tongue.gif
 
Zuletzt bearbeitet von einem Moderator:
n bisschen lieben für den WL
aber es ist wohl noch nicht bekannt ob dot´s weiterhin nichtmehr mit
stärke skalieren oder nicht?!
 
Das hier finde ich auch interessant:

* Backlash: The damage done by this ability has been increased. The damage done will now be Elemental damage, affected by the target’s resists, which will not be increased by stats and cannot critically hit.

OK der Rückschlag macht wohl noch mehr schaden, aber dafür wirken nun die eigenen Resitenzen dagegen. D.h. Ich kann den Schaden den ich durch Rückschlag und eigene Zauber an mir mache schon mal um ca 40% reduzieren
biggrin.gif
. Ist nor noch die Frage wie stark der Rückschlag erhöht wird.

MfG Michael
 
* Elite Training: This ability will now correctly work for the next 4 attacks.

Verdammt ich hatte schon befürchtet das sie das fixen, bisher hält das nämlich die 10 Sekunden und nicht für die 4 Attaken. Schade drumm

* Exile: The knockback distance of this ability has been changed to Medium distance at 30 Hatred, Long distance at 60 Hatred and Very Long distance at 90 Hatred

Endlich wird der Knockback etwas sinnvoller, bisher war er erst ab 90 Hass die Rede wert, da dann der Feind auch etwas laufen musste, bis 60 Hass war er eigentlich nur gut um vll jemanden von den Zinnen zu bevördern oder einen Caster zu unterbrechen.
 
der chosen hatt mal sehr tiefe einschnitte bekommen
auren kosten nix mehr die taktik fällt weg die das vorher gemacht hatt
der taunt sort nun dafür das man 10 sek 15% weniger dmg bekommt was sehr geil ist
die taktik die vorher zurückdrängen bzw den knockback um 10sek senkt macht es nun um 50% und sorgt dafür das der knockback läbnger ist (nein wie lame)
leichte dmg erhöhung also von kein schaden auf wenig schaden ...
corupptions taktiken kosten 35% weniger (nett)

vll liest da jemand mehr drinn ...
 
der chosen hatt mal sehr tiefe einschnitte bekommen
auren kosten nix mehr die taktik fällt weg die das vorher gemacht hatt
Die Takitk fällt net weg, sie macht nur was anderes. (Mal zur abwechslung was sinnvolles)

der taunt sort nun dafür das man 10 sek 15% weniger dmg bekommt was sehr geil ist
Wie zum Geier interpretierst du bitte aus "Oppression" einen taunt? Erst englisch lernen, dann posten.

die taktik die vorher zurückdrängen bzw den knockback um 10sek senkt macht es nun um 50% und sorgt dafür das der knockback läbnger ist (nein wie lame)
Lame? Man könnte fast meinen, du spielst keinen Chosen. Der "Knockback", wenn mans überhaupt so bezeichnen kann, ist beim chosen atm absolut lächerlich. Die Range is nen witz (gefühlte 10 Fuß) und von der Höhe will ich gar net erst anfangen. Ich verweise da mal dezent auf die Höhe vom KotbS...

leichte dmg erhöhung also von kein schaden auf wenig schaden ...
Wen zum Teufel interessiert Schaden bei so einer Fähigkeit? Du sollst damit kicken und keine Killing Blows machen...

corupptions taktiken kosten 35% weniger (nett)
Bullshit. Nen guter Chosen geht eh nie oom (Nein, ich werde nicht sagen warum, denkt doch selber nach). Wenn dann nochn Zeloten mitm AP-Ritual inner grp hast, kannst sowieso nonstop dauerspammen.

vll liest da jemand mehr drinn ...
Siehe oben

Just my 2 cents
 
Ahja,beim Blackguard steht ja "Balance Changes".
Da es jedoch keine Gardisten Templates auf dem Testserver gibt,würd ich gerne wissen,ob jemand weiß wie es sich dort verhält?
tongue.gif
 
Naja der patch ist in meinen augen eher noob schutz alles wird wieder leichter zum kotzen ist das doch
sleep.gif
 
Naja der patch ist in meinen augen eher noob schutz alles wird wieder leichter zum kotzen ist das doch
sleep.gif
Najo,wirklich leichter wirds nicht.
Es werden halt nur Bugfixes vorgenommen und z.b das mit den Belagerungswaffen ist schon nützlich.Reppen kann man das Öl ja auch noch wenn dann 3 -4 stück draufschie(ei)ßen.Müssen evtl nur mehr leute das Öl reparieren.
 
Zuletzt bearbeitet von einem Moderator:
und das alles einfacher wird kann mal so garnicht sein!
der WL bekommt nen dicken Fetch nerv!
 
und das alles einfacher wird kann mal so garnicht sein!
der WL bekommt nen dicken Fetch nerv!
War auch extrem nerfig, klar bei einem Löwen kann man abspotten und das Mistiveh ist tot, aber wenn 2,3 oder 4 Stück in den Zerg gerannt kommen fliegen meist mindestens 2 Leute über das halbe Schlachtfeld. Und dann war immer noch das Problem das der Typ mit der Axt immer noch am Leben war, und sein Vieh neu gerufen hat, und dann ging der Spass von vorne los ohne das man was hat machen können.

Der Barbar dagegen, muss erstmal in Reichweite sämtlicher RangeDDler, muss dann noch stehenbleiben, und hat dann noch ne Castzeit.

Das lassen wir mal so stehen, und sehen was 1.2 bringt. Kein Plan übersteht den erstkontakt mit dem Feind.
 
Ja was du sagst ist so schon richtig!
Wenigstens gehst du als einer der wenigen destros auf denn löwen ein!
Aber da gibts nen kleinen Haken:
Du weißt wahrs. nicht wie wenig das pet aushält!?
Wenn du Fetch wirklich nutzen willst,dann verbrennst du einfach so nen Taktik-platz für
50% mehr speed für das pet ansonsten holt das pet niemanden ein!
Und was wahrs. der dickste Hund ist,ist das das "Fetch" vom Chaosbarbaren im
gleichen masse gesteigert wurde wie es bei uns genervt wurde!
Dh: CB vorher 2 sec castzeit und muss stehen!
Jetzt 1 sec. castzeit und der CB darf laufen!
Unser pet braucht weit mehr als eine Sec. um am Gegner dran zu sein!
und auserdem bekommt der WL fetch noch eine Abklingzeit von 30 sec. die soweit ich das
bis jetzt alles überflogen habe beim CB nicht auftritt!

Ich wäre für einen fetch nerv. 150Fuß aber dafür 30 sec abklingzeit!
Da wäre (fast) jeder Glücklich!
 
150Fuß???

Der Anpassung, nerf möchte ich es nicht nennen ist schon richtig so, und spiel mal nen Stoffi der so nen blöden löwen am hintern hat der ist extrem lästig und draufhauen tun eh die wenigstens ist wie mit den Squigs xD.


Weiß eigentlich wer ob dieses Dauergehüpfe und -hacken der WLs endlich mit 1.2 ein Ende finden wird?
 
Das Problem sehe ich beim Barbaren eher am sofort danach folgenden Knockdown, und dem meiner Meinung nach höherem Schaden. Ein WL hat keinen Knockdown, und kann ihn meineswissens auch nicht speccen.
 
Zuletzt bearbeitet von einem Moderator:
150Fuß???
Der Anpassung, nerf möchte ich es nicht nennen ist schon richtig so, und spiel mal nen Stoffi der so nen blöden löwen am hintern hat der ist extrem lästig und draufhauen tun eh die wenigstens ist wie mit den Squigs xD.
Weiß eigentlich wer ob dieses Dauergehüpfe und -hacken der WLs endlich mit 1.2 ein Ende finden wird?

das ist n typischer destor spieler wie ich ihn liebe!
Was bitte soll der WL denn noch können wenn ihm demnächst auch noch Sprungangriff+Spaltendes Hacken genervt werden?
 
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