Patchnotes 1.2.1

Skathloc

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Da der Link im anderen Thread leider untergehen wird, und die Diskussion dort fehl am Platze wäre hier mal die vorläufigen Patchnotes zum kommenden Patch 1.2.1:

Quelle: http://herald.warhammeronline.com/warheral...icle.war?id=728


Greetings!

The Public Test Server is now open for your testing enjoyment! We're pleased to introduce game update 1.2.1 which include several new ORvR features, improved UI functionality, Career Balancing and as always, multiple bug fixes.

For information on how to transfer your characters over to the Public Test Server please read here.

Please be sure to check out the Public Test Forum for all of the latest news about the happenings on the PTS.

In addition to all of these exciting changes and new features, we will once again be hosting developer lead large scale Open Realm vs. Realm tests on the Public Test server, the first of which will be taking place, tomorrow, April 2nd starting at 8:00 PM EDT. Please keep your eyes on the Herald for more information regarding this test. We will also be hosting an event on April 7th starting at 8:00 PM EDT to test the new Keep Upgrade/Attacker Ordnance system. More information will be available on the Herald about this test in the coming days.

For a full listing of the 1.2.1 Public Test Notes and Highlights, please follow the jump.

We'll see you on the PTS!

Update 5:20 PM EDT - Added the following note under Warrior Priests:

Cleansing Power: This tactic has been changed. It will now cause Purify to remove a Curse or hex from everyone in the target’s group.


Highlights:

Keep Upgrade System

Own a Keep? Want to keep it? Want to get more out of it? Then the new Keep Upgrade system is perfect for you! Guilds that own a Keep can now purchase upgrades to bolster their hold's utility and defenses in a variety of ways.Once a Keep has been claimed, a guild member with sufficient permission can speak to the Guild Keep Agent on the upper level of the Keep to choose what upgrades to purchase. These upgrades require a periodic maintenance fee and some are available in multiple levels. Once purchased, upgrades will take time to be completed. This process can be monitored via the new Keep Upgrade Interface. Upgrades will decay if funds are unavailable to pay their maintenance or if a guild member chooses to stop paying for the upgrade.

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.

Combat Responsiveness Improvements

We are always working to improve the overall responsiveness of our game client and server. With version 1.2.1 players will see some significant improvements including the following:

* Casting times have become more accurate under normal play conditions, and players should no longer see a significant “stretch” or “pause” when casting spells in low or moderate latency situations.
* Accuracy of the spell cast UI has been improved. The display will now show ½ second increments and will no longer “stretch” time to compensate for latency. Instead, players will see a pause after the bar has filled completely if they are in a high-latency environment.
* Continued improvements to animation and visual effects performance have been made. Players will see smoother transitions between animations and significantly less stuck visual effects, especially when chain-casting abilities.

UI Improvements

We are pleased to announce several improvements and enhancements to the game's User Interface!

* The Guild Window has received a major facelift and several functional improvements. We have added more information to the Guild Window, such as new news alerts and additional statistics on the profile tab. We have also resolved several interface bugs with the window, such as promoting and demoting through the UI and loss of guild permissions.
* The User Settings window has been divided into tabs for convenience and clarity. The Customize Interface window has been folded into the User Interface window under the "Interface" tab. Tooltips have also been added to various elements in the User Settings window in order to explain their function.

RvR Zone Control Rewards

* Various improvements have been made to Zone Control Rewards in Tier 4 zones to reward players for zone captures more so than individual Objective and Keep captures. When active zones are captured in Tier 4, all players in the zone are awarded Renown based on their level similar to Tiers 1, 2, and 3. If a Keep is claimed by a guild when the zone is captured, a Gold Bag will be mailed to the Guild Leader who can then mail it to anyone in the guild, as they see fit.


* Battlefield Objectives that are owned by the conquering realm will also buff all of the players in the zone with the same buffs that Sergeants grant players. Lastly, players who have captured a Keep or Battlefield Objective in the zone which is then captured will be awarded double the amount of Renown they would normally gain from capturing those locations.


Upgrade Your Assault with Ordnance!

We are pleased to introduce a new resource to RvR that players can trade in for deadly assault upgrades! Scattered throughout the RvR lakes and acquired from killing players, Ordnance is collected and traded in for various items and weapons to use in open field RvR! Battering rams with more hit points, ballistae that do more damage, oil immunity potions, caltrops, and dynamite can all be purchased and used on unsuspecting enemy players!

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!

Character Profiles

Introducing the new character profile system, which gives you complete control over the way you play your characters! Each character will now have its own Interface Profile. This will allow customization of addons and UI layout on a per-character basis. You can also customize multiple profiles per character. For instance, if you want to have a different set of addons for soloing versus open RvR, just open the Profile Management window, create a new profile, and make any changes you wish. You can then swap between those profiles at any time in the management window.

Profiles can also be copied from character to character, even across servers. Just choose "Create from existing Profile" when making a new profile, and you will be shown a list of all the profiles for all characters you have on all servers.

When you first log in, your first character will automatically map your existing user settings to the new profile. On first login of an alternate character, you will be asked if you would like to start with a default profile or use the profile of an existing character.

Please note that this is only the first iteration of the character profile system. We are working to add new features, including the ability to save keybindings as part of the profile.

The Battle for the Gates of Ekrund Expands!

The massive Gates of Ekrund are all that stand between the Dwarf-held mines at Ekrund and the greenskin-infested domain of Mount Bloodhorn. The battles fought for control of this ancient structure have been among the most bitter in the Age of Reckoning, and now both sides are calling for additional reinforcements!
Beginning with this update, players of Rank 19-24 will be able to join a special 6-on-6 version of the Gates of Ekrund called "Broken Gates of Ekrund." Also, a new quest has been added to the game to reward players who answer the call to defend (or smash down!) the Gates.

General Changes & Bug Fixes

* Fixed an issue that could cause the reported /played time to become inaccurate over time.
* Fleeing monsters will not flee as far as they previously did and will no longer immediately leave combat after fleeing.
* If the 'Show Guild Heraldry' option in the Inventory Panel is checked, and the player is wearing a non-standard back item (for example, the Brewmaster Backpack or Heavy Metal event cloak), the back item will be replaced with a default cloak displaying the guild heraldry.
* Player mounts and other creatures that are set to hug the ground will now do so everywhere and not just on terrain.
* The game client will now prioritize corpses with loot on them over empty corpses. As a result, players will now be able to more easily loot items from piles of corpses.
* When changing appearance (such as a Marauder mutating) the cloak Show Guild Heraldry setting will now persist through the appearance change.
* Fixed an issue where guild taxes and tithes were not able to be set on certain servers.

Capital Cities

* Sigmar's Crypts: Arch Lectors Zakarai and Verrimus will now correctly apply a damage debuff to players when they switch powers.
* City Lord and King fight bosses are now immune to the snap target component of taunt abilities. They are not immune to the threat generation caused by taunt.
* The Renown merchants that offer Tier-based Renown gear similar to the Renown merchants in the warcamps have had their titles adjusted to make it easier for players to identify each Tier of Renown gear.
* Players will no longer be required to select an instance when entering a contested city. Instead, players will always be placed in the same instance as their group or warband. New instances will be created by the server as older instances become full.
* In order to allow more players the opportunity to participate in city-related RvR, the contested city Scenarios (The Undercroft and the War Quarters) are now only accessible to players in the Rank range of 8-29. All players below Rank 28 will be bolstered to Rank 28 while in the Scenario.
* Players who attempt to log into a city that is contested will now spawn at their refugee camp instead of inside the peaceful version of the city.
* Upon successful destruction of the door into the city, friendly guards will arrive to support the invading army's foray into the enemy capital!


Combat and Careers

General

* Victory Cry: This bonus will now last 60 minutes and persist through death.
* Blessed Curse: Fixed a bug that allowed this Scenario ability to linger after leaving a Scenario, causing death to the player.
* Updated the visual effects for the following abilities:
o Shrug it off (Shaman)
o Magical Infusion (Archmage)
o Thunderous Blow (Marauder)
o Rending Blade (Chosen)
o Chosen Auras (Chosen)
* Fixed a bug that was causing diminishing returns on stats to not calculate correctly. High values of stats will now begin to diminish correctly.
* Rapidly activating abilities will no longer occasionally cause the build-time bar to become incorrect.
* To reduce excessive error messages and improve the feel of combat, error messages about abilities "not being ready yet" will no longer be displayed while within the global cooldown.
* Fixed numerous cases of bonuses which would not be correctly reflected on your character sheet.
* Items with range-increasing bonuses will now correctly display the amount of the bonus in feet.
* Combat log messages will now inform the player what ability has disabled them.
* Fixed a bug that was preventing buff icons below the first row from displaying their tooltips.
* The build-time bar will now display tenths of a second.
* Fixed a bug that was causing certain ground targeted spells to not display their graphics.
* Fixed an issue where some effects weren't displaying on the heads and cloaks of players correctly.
* A tradable broken item that repairs into a bound item will no longer incorrectly warn the player that the broken item itself will bind on pickup.
* Interacting with an object while your weapons are sheathed will no longer cause your weapons to disappear.
* Effects which increase your Hit Point regen rate will now function while in-combat.
* Fixed an issue that caused any buff that lasts longer than 18 hours to display an incorrect duration.
* You may now occasionally discover items that can be traded to other players, but cannot be put on to the Auction House.

Archetypes

Melee DPS Archetype

* Force of Will: The range of this ability now matches the tooltip

Careers

Archmage

* Balance Essence: Increased this ability’s damage.
* Cleansing Flare: Increased this ability’s damage.
* Drain Magic: Increased this ability’s damage.
* Fury of Asuryan: Increased this ability’s damage, greatly reduced the cooldown time, and added a brief buildup time.
* Law of Conductivity: Increased this ability’s damage.
* Law of Gold: Increased this ability’s damage.
* Magical Infusion: This ability has been redesigned, and how has an entirely new effect. It will now place a buff on the target that will restore their health if they fall below 15% Hit Points.
* Radiant Lance: Increased this ability’s damage.
* Scatter the Winds: Increased this ability’s damage.
* Searing Touch: Increased this ability’s damage.
* Storm of Cronos: Increased this ability’s damage.
* Transfer Life: Increased this ability’s damage.

Black Guard

* Banish Weakness: This ability will now correctly remove all Curses, Hexes, and Ailments.

Black Orc

* Rock ‘Ard: This ability’s tooltip will now correctly display that it advances your plan.

Bright Wizard

* Fiery Blast: This ability’s tooltip has been fixed to correctly display the damage and area range.
* Playing With Fire: Fixed a bug that allowed the healing debuff to stack with other healing debuffs. Now only the largest healing debuff will apply.
* Rain of Fire: Fixed a bug that allowed this ability to continue channeling after the caster’s death. Additionally, this ability will no longer stack multiple times on an enemy. Instead, multiple Rains of Fire in the same area will begin to affect more people.

Choppa

* Lotsa Choppin': This ability is now a conical area of effect ability.
* Wot's Da Rush?: Fixed an issue with this ability’s tooltip to correctly display how long the debuff lasts on enemy targets.
* Yer Goin Down!: Fixed typo in this ability’s tooltip.
* The Choppa Sovereign Armor set will correctly grant an ability after achieving the 8-piece bonus.

Chosen

* Auras will no longer immediately dispel themselves and go into the temporary version.
* Bane Shield: Fixed a bug that allowed this ability to turn off some auras.
* Rending Blade: This ability’s tooltip now correctly states that the ability is undefendable. Additionally, this ability’s reuse has increased and the cost has been lowered.

Disciple

* Covenant of Vitality: The damage from this ability will no longer proc if the heal does not.
* Khaine’s Bounty: This Tactic will now no longer trigger off heal over time effects.
* Khaine’s Imbuement: This Tactic will no longer trigger off of damage over time abilities. Also, the tooltip for this Tactic will now show the damage type it does..

Engineer

* Land Mine: This ability is now based on player Rank, and damage is based on Tinkerer level.

Ironbreaker

* Runic Shield: This ability will now apply the absorb bubble visual effect to the Ironbreaker.

Knight of the Blazing Sun

* Heaven's Fury: This ability will now respect knockdown immunity.
* Runefang: Revised the tooltip to more clearly explain how this ability works.
* Shackle: This ability will now grant and respect root immunity.

Magus

* Daemonic Infestation: This ability is now based on player Rank, and damage is based on Daemonology level.
* Daemonic Scream: This ability’s range description will no longer display as 100ft.
* Horrifying Visions: Now correctly categorized as a debuff instead of damaging ability.
* Tzeentch's Firestorm: This ability will no longer stack multiple times on an enemy. Instead, multiple Firestorms in the same area will begin to affect more people.

Marauder

* Terrible Embrace: Fixed a problem that could cause the cast time of this ability to be incorrect.
* Thunderous Blow: This ability will now lower the target’s wounds for 20 seconds.

Rune Priest

* Restorative Burst: The effect from this Tactic will no longer be triggered by Master Rune of Adamant.
* Rune of Ending: The damage shown in this ability’s tooltip will now match the actual damage done.

Shadow Warrior

* Enchanted Arrow: The damage for Flame Arrow and Festering Arrow will now be correct when this Tactic is slotted.

Shaman

* Big Waaaagh!: Reduced this ability’s cost, cooldown time, and range.
* Bleed Fer Me: Increased this ability’s damage.
* Brain Bursta: Increased this ability’s damage.
* Bunch o Waaagh: Increased this ability’s damage.
* Geddoff! : Increased this ability’s damage.
* Get'n Smarter: This ability will now also deal damage over time.
* Gork's Barbs: This ability has been redesigned, and now has an entirely new effect. It will now reduce incoming healing on the victim, and damage the person who healed them.
* I'll Take That!: Increased this ability’s damage.
* Life Leaka: Increased this ability’s damage.
* Scuse Me!: Increased this ability’s damage, and increased the amount that the victim's resistances that are reduced by.
* Shrug it Off: This ability has been redesigned, and now has an entirely new effect. It will now place a buff on the target that will restore their health if they fall below 15% Hit Points.
* Yer a Weaklin: Increased this ability’s damage.
* You Got Nuthin!: Increased this ability’s damage.

Slayer

* Doom Seeker: This Morale ability will now respect Line of Sight.
* Flurry: This ability is now a conical area of effect ability.
* Looks Like a Challenge: Fixed a typo in this ability’s tooltip.
* The Slayer Sovereign Armor set will correctly grant an ability after achieving the 8-piece bonus.

Sorcerer

* Pit of Shades: Fixed a bug that allowed this ability to continue channeling after the caster’s death. Additionally, this ability will no longer stack multiple times on an enemy. Instead, multiple Pits of Shades in the same area will begin to affect more people.

Squig Herder

* Basic Squig: Increases pet's Toughness and Wounds by the amount of Toughness and Wounds the Squig Herder has in item stats.
* Drop That: Fixed an issue with this ability’s tooltip.
* Gas Squig: Increases pet's Ballistic Skill and Weapon Skill by the amount of Ballistic Skill and Weapon Skill the Squig Herder has in item stats.
* Horned Squig: Increases the pet's Strength, Toughness, and Weapon Skill for 100% of the Strength, 50% of the Toughness, and 50% of the Weapon Skill that the Squig Herder has in item stats.
* Run Away: This ability no longer stacks with other movement increasing abilities. Additionally, this ability’s duration is now listed on the tooltip.
* Spiked Squig: Increases the pet's Ballistic Skill and Weapon Skill for 150% of the Ballistic Skill and 50% of the Weapon Skill that the Squig Herder has in item stats.

Swordmaster

* Blurring Shock: This ability will now trigger its proc if you land a critical hit while refreshing the effect.
* Dampening Talon: This ability will now show up as its own icon when it is affecting a target.
* Dragon’s Talon: This ability’s first hit is now capable of triggering critical hit based effects (previously neither would), and this ability now receives the correct amount of stat contribution. In addition, this ability will now land both hits faster than before.

Warrior Priest

* Greave of Sigmar: The Strength and Toughness gained from Sigmar’s Fist will now both last 20 seconds.
* Guilty Soul: The damage done by this Tactic will no longer be capable of crits.
* Judgment: This ability will now correctly do Spirit damage.
* Cleansing Power: This tactic has been changed. It will now cause Purify to remove a Curse or hex from everyone in the target’s group.

White Lion

* Bite: Fixed a bug that prevented this ability from firing at melee range.
* Trained to Hunt: Increases the pet's Strength, Toughness, Wounds and Weapon Skill by 50% of the Strength, Toughness, Wounds and Weapon Skill that the White lion has in item stats.
* Trained to Kill: Increases the pet's Strength and Weapon Skill by 100% of the Strength and Weapon Skill that the White lion has in item stats.
* Trained to Threaten: : Increases the pet's Toughness and Wounds by 100% of the Toughness and Wounds that the White lion has in item stats.

Witch Elf

* Enchanting Beauty: This ability can no longer be defended against.
* Enveloping Shadows: Fixed a problem that prevented this ability’s damage absorption from being granted. Additionally, this ability’s damage absorption will now correctly scale with Mastery level.
* Frenzy will once again begin to fade correctly when changing or losing targets.

Witch Hunter

* Accusations will once again begin to fade correctly when changing or losing targets.
* Confess!: This ability will no longer build Accusations.
* Exoneration: The heal postion of this ability will no longer be capable of crits.
* Protection from Heresy: This ability’s damage absorption will now correctly scale with Mastery level.

Zealot

* Changer’s Touch: This ability will once again heal your defensive target.
* Dark Medicine: This ability’s tooltip has been corrected to be more clear.
* Endless Gifts: The tooltips for Granted abilities will now correctly update their cool-downs with this Tactic slotted.

Content

* Thunder Mountain: There is now a map icon for the Magma Tunnels.
* Lair of Krela Darkshroud: Krela Darkshroud will no longer despawn shortly after being spawned. She will remain spawned until killed.
* Fixed an animation-related issue with the legs of lions and manticores.
* Lost Vale: Mounts can now be used in exterior areas of the Lost Vale.
* Lost Vale: Butcher Gutbeater and Tooth Gnoblar will now reset if either are unable to reach their targets. Additionally, the Tooth Gnoblar will now enrage at a slower rate.
* Lost Vale: Gorak the Ancient’s Lightning ability will now correctly target players standing on ledges.
* Lost Vale: N’kari, Keeper of Secrets' Circle of Pain ability will now correctly apply damage to players standing within it. Additionally, N’kari, Keeper of Secrets will no longer cast Circle of Pain on players currently afflicted with Ecstatic Spasm.

Crafting

* The following items can now be salvaged:
o Devastator helms, gloves, circlet and shoulders
o Greater Relic of the Moon Shine
o Major Amulet of the Grave Digger
* The Apothecary recipe that was erroneously creating soil has been corrected, and will now create restorative potions.
* Corrected an erroneous fail chance modifier with the Cultivating item Blackened Viscera.
* The Apothecary ingredient Weak Ichor now has a skill level requirement.
* Dog Marauders can now be scavenged.
* Irongaze Cockatrices and Steelgaze Cockatrices can now be butchered.
* The following items have had their sell prices adjusted:
o Apprentice's Relic Box
o Craftsman's Relic Box
o Journeyman's Relic Box
o Master Artificer's Reliquary
* Luminous Flaxen Nugget can now be sold.
* The following crafting quests have had their rewards adjusted to bring them in-line with the recent crafting system changes:
o A Question of Digestion
o Back-biter
o Big Feathers
o Dust in the Winds of Magic
o Green River
o Hidden Talons
o Starfire
o Tail of Venom
o The Inside Scoop
o Tree Fings
o Unicorn Giblet Soup
o Unlikely Origins

Items

* A number of items have had their artwork adjusted to fix bugs.
* Ballistics Skill has been removed from all Witch Hunter items.
* The following items have had their statistics adjusted:
o Beastman Nemesis Punchas
o Beastman Nemesis Stompas
o Butcher's Leathers
o Enervating Midstrap
o Heater of the Wanderer
o Highstaff of the Wanderer
o Intruder's Warpmantle
o Midstrap of Aggression
o Militia Choppa
o Stunysmashin' Stompas
o Valeo
o Vilein Provoker Ring
o Worked Bigloppa
* Weapons of the Fallen can now be sold to merchants.
* Militia Leathers can now be sold to merchants.
* The following items have had their inventory slot adjusted:
o Choppa of the Patient One
o Rippa of the Patient One
o Vanguard Big Choppa
* The Infiltrator's Cutta and Infiltrator's Choppa items have had their types adjusted.
* Hauberk of the Stained Field has had its career restrictions adjusted.
* Noble Ensorcelled Gauze has had its name corrected.
* Additional elite-level Engineer Influence rewards for Dwarf chapters 12, 13, and 14 have been added in order to give players more than one item to choose from.
* Dungeon recall scrolls will now stack in counts of five.
* The Obliterator 3 piece set bonus for Swordmasters, Black Orcs and Chosen has been corrected.
* Stonefur Maulers will now drop appropriate loot.

Quests and Public Quests

Quests

* Bitter Blood: A waypoint was added to this quest.
* Falling Stars: All griffons will now step the counter for this quest.
* Feast of Flesh: Players will now receive their reward for completing this quest.
* Fixed numerous quests with typos and minor monster placement issues.
* Harnessing the Power: Forgepriest Kyrven will now attack enemy monsters during his escort.
* Heart of Strength: The Summoning Rod will now appear in the player's quest inventory.
* Into da Fire: The rewards for this quest have been adjusted.
* Riding to War: An issue with this quest's waypoint has been resolved.
* Show 'em How to Waaagh!: This quest’s waypoint will now display the correct information.
* Sticky Situation: This quest’s waypoints have been adjusted to target the correct cave.

Public Quests

* Faewulf's Rest: Adjusted this PQ’s rewards for Bright Wizards.
* Howling Vale: Collecting the supply crates will now properly grant Influence.

Realm vs. Realm

Keep Upgrade System

* Once a Keep has been claimed, a guild member with sufficient permission can speak to the Guild Broker NPC on the upper level of the Keep to choose what upgrades to purchase. These upgrades require a periodic maintenance fee and some are available in multiple Ranks. Once purchased, upgrades will take time to be completed and this process can be monitored on the new Keep Upgrade Interface. Upgrades will decay if funds are unavailable to pay their maintenance or a guild member chooses to stop paying for the upgrade.

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.

Realm vs. Realm Ordnance

* This patch also introduces a new resource material that players in RvR can gather and trade in for deadly assault upgrades! Scattered throughout the RvR lakes, and acquired from killing players, Ordinance is collected and traded in for various items and weapons to use in open RvR!

These items include the following:
o Rams that have double the Hit-points of standard Rams
o Ballista that do twice the amount of standard Ballista damage
o Self-only Oil Immunity potions that last 30, 60, or 90 seconds
o Caltrops which place a small PBAoE Snare/DoT field on the ground
o Dynamite that when thrown at a player will deal direct damage and knockback and if thrown at a siege weapon will deal double damage.

Zone Capture Rewards

* Various improvements have been made to Zone Control Rewards in Tier 4 zones to reward players for zone captures more so than individual Objective and Keep captures. When active zones are captured in Tier 4, all players in the zone are rewarded Renown based on their Rank, similar to Tiers 1, 2, and 3. If a Keep is owned by a guild when the zone is captured and the zone is captured via Zone Domination, a Gold Loot Bag will be mailed to the guild leader who can then mail it to anyone in the guild. Battlefield Objectives that are owned by the conquering realm will also buff all the players in the zone with the same buffs that Sergeants grant players. Lastly, players who have captured a Keep or Battlefield Objective in the zone which is captured will be rewarded double the amount of Renown they gain from capturing a Keep or Battlefield Objective!

Scenario Updates

* We have made the following scoring changes to RvR Scenarios:
o Battle for Praag : Increased the points per kill to 3, and increased the points per kill by 1 for the realm that owns Central Praag.
o Caledor Woods: Increased the points per kill to 5. Siege weapons have been installed to prevent spawn camping.
o Doomfist Crater: Increased the points per kill by 1, and increased the Center capture points over time by 1.
o Gromril Crossing: Increased the points per kill to 3, and increased the points per kill by 1 for realm that owns the Bridge.
o High Pass Cemetery: Increased the player kills to 2 points, and each control point will grant 1 extra point per kill for the controlling realm.
o Khaine’s Embrace: Increased player kills to 5 points, and each control point will grant 1 extra point per kill for the controlling realm. Interacting with the scions also now gives 2 points.
o Logrin’s Forge: Each control point will grant 1 extra point per kill for the controlling realm.
o Thunder Valley: Decreased points over time on the satellite capture points to 4 points every 10 seconds.

Miscellaneous RvR Changes

* Players that are occupying a Keep of the opposite realm when a Tier 4 campaign resets will now be teleported back to their warcamp.
* Characters Rank 19-24 will now be able to queue for a new 6 vs. 6 version of the Scenario 'Gates of Ekrund' from any Tier 3 zone.
* Players in a locked Tier 4 pairing will now be able to queue for any available Scenarios from the other pairings. Previously, players would need to journey to an unlocked pairing to join available Scenarios.
* We have made several changes to the Zone Control Detail Bar. The first is a textual mode which will display the current zone control pool totals as a percentage instead of a progress bar. To change modes, right-click the Zone Detail window and make your selection. The second change is that we have added additional information to the tooltips for each pool which displays how much that pool contributes to overall Zone Control. Lastly, the position of the Zone Control Detail Bar in the UI can now be changed.
* Players who accept a Rally Call when dead will now be resurrected upon arriving at the warcamp.
* Renown, Influence, and Experience rewards for capturing a Keep have been reduced by 50%; however, once a zone is captured, players who participated in taking a Keep, and who are still in the pairing, will be rewarded double the Renown, Influence, and Experience received from the initial Keep capture. Furthermore, we’ve also added additional Renown rewards for all players in the Tier 4 zone when it becomes captured.
* Warcamp tooltips now display a list of service NPCs who are spawned at the camp.
* Pairing maps and zone maps now include a tooltip which displays the recommended Rank range of the zone.
* Keep doors will now always be attackable by the opposite realm after the Keep has changed hands. Additionally, defenders will now be able to see the health of the Keep door at all times.
* A bug has been fixed which was preventing the wind indicator from displaying on certain siege weapons.

User Interface

General Changes and Bug Fixes

* The User Settings window has been divided into tabs for convenience and clarity. The Customize Interface window has been folded into the User Interface window under the "Interface" tab. Tooltips have also been added to various elements in the User Settings window in order to explain their function.
* Fixed a problem where players were losing guild permissions after zoning.
* Fixed an issue with certain players not being able to be promoted or demoted via the guild window UI.
* Resolved the issue where guild members with the permission were not able to talk in Alliance chat.
* Pre-game splash screens and opening cinematic can now be skipped by hitting the ESC key.
* The Respawn Counter window will no longer continue to count down after resurrection. And dead players everywhere shouted out in silent merriment!
* New group members will no longer appear dead in the party or warband UI.
* Fixed an issue where characters were not being shown as in their guild after being booted to the character select screen.
* Pets can now be targeted via the standard party UI.
* “Target Nearest Enemy” should no longer target dead players or objects, and instead opt for a live opponent.
* Keep doors and other attackable objects will now display their health.
* After guild creation, a group will still be able to use their right-click context sensitive menu.
* Buff icons should now always behave correctly, have the correct tooltip information, and never remain after hiding the party UI.
* The group loot window, after having expired, should no longer appear as expired on all future loot windows.
* Warcamps and Chapters now display all services they contain in a single tooltip on the zone map regardless of player location.
* The minimap has had some simple tweaking—the Scenario and Rally Call buttons are larger, and the filter and map icons have moved to the bottom of the minimap. This will fix some of the overlap that was appearing in that area.
* Guild leaders or members with appropriate permissions can now designate members to serve as guild recruiters. To do so, right-click on a member's name in the Roster window and select "Assign Recruiter." The recruiter icon will show in the "special" column of the guild window.
* Removed the Edit and Delete buttons from shared Alliance events.
* Players will only open the PQ Loot window when clicking on the PQ Tracker itself, not in the invisible space around it.
* Morale bars will now update correctly in the party UI.
* Fixed various text inconsistencies in the guild reward tooltips.
* Party UI will no longer disappear when reloading the UI at 1152 x 864 resolution.
* Color pickers in the Heraldry editor were swapped incorrectly. They will now reference the correct section of Heraldry.
* Center-screen messaging for players being ported out of the Tomb of the Fallen Slayers will now display correctly.
* Event tooltips and guild news no longer allow line breaks or paragraph breaks in the body of their text.
* Guild Profile information can now be deleted and cleared.
* Standard posts in the guild window will now display the correct realm's posts.
* Fixed a minor issue where some letters of very long words were not displaying in edit boxes.

Guild Window Improvements

The Guild Window has received a major facelift and several functional improvements. We have added more information to the Guild Window, such as new news alerts and additional statistics on the profile tab. We have also resolved several interface bugs with the window, such as promoting and demoting through the UI and loss of guild permissions.

Details of the changes are as follows:

* Profile Tab
o Added more guild statistics to the profile page. Keep name and upkeep cost, personal renown and tithe contributed.
o Fixed layout issues with daily message and about us text entry windows.
o Removed the website and email text entry, since most people were just adding them to the about us window anyways.
o Added more guild news types like banners captured and lost, better messaging for current guild news, fixed filters and layout.
o Added guild heraldry to the profile tab.

* Calendar Tab
o Calendar functionality remains mostly the same, but support for displaying specific times for events, as well as a cleaner flow to the process of creating events has been added.
* Rewards tab
o Folded rewards list into the heraldry and tactic editor section. Reformatted the rewards table to not only be correct, but to make the layout and delivery of the rewards more clear.
o Fixed the layout, interaction and display of various items in the heraldry and tactic sections.
* Roster Tab
o 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.

* Alliance tab
o Now shows more information about alliance officers and ranks, as well as alliance guild heraldry.

* Manage Tab
o Fixed various issues with titles sometimes not being editable. The layout of the window remains mostly the same but various display and formatting issues have been fixed. The guild tax and personal tithe rates can also be set from this window.
* Recruit Tab
o This is the entirely new guild recruiting system. It is subdivided into two tabs.
o Advertise for setting up information about your guild, and Search for searching for matching information about other guilds. Pretty much everything you could want to set about your guild can be done in the advertise tab: interests, ranks needed, careers needed, looking to form an alliance, etc.
o The search tab allows players or guilds to be very broad or very specific when searching for guilds. Most useful for off peak time players is the ability to set search requirements and to sort by current players online in the guild, to ensure that a guild is active when you are.

Außerdem hab ich im englischen Forum noch folgendes Gefunden zum Thema Krits:

Quelle: http://forums.warhammeronline.com/warhamme...mp;thread.id=36

In this phase of public testing, you will have a chance to experience some of the changes that are currently in development for a future version. Please note that these changes will not be going Live with the rest of the 1.2.1 changes; they are only being released to PTS at this time. Please log in and give these changes a spin. Your feedback is important to the future development of these features!

Secondary Stat Improvements

1.2.1 PTS introduces a number of changes to “Secondary” stats to give them a stronger effect on overall player performance. Please keep in mind that these new effects are in addition to existing bonuses that are already present in 1.2.

* Critical hits: Critical bonus damage is no longer random, and is now a range of +5% to +75% based on stats (see below).
* Critical heals: Critical bonus heal effectiveness is no longer random, and is now a range of +5% to +75% based on stats (see below).
* Weapon Skill: Increases your Melee Critical and Ranged Critical bonus damage dealt.
* Willpower: Increases your Magic Critical bonus damage dealt, and also increases the effectiveness of Healing Criticals from your healing abilities.
* Initiative: Reduces your critical bonus damage suffered from all types of attacks.
* Toughness: Increases the bonus Healing Critical effectiveness of heals which are used on you, and also grants you minor Hit Point regeneration while in-combat.

So wie ich das sehe dürfte Toughness Tanks ziemlich hart machen, Dann können sie auch wieder das machen was sie sollen. Schaden fressen^^


Die Änderungen in 1.2.1 machen hoffentlich mein Pet wieder brauchbar.^^
 
Herzlichen Glückwunsch zum ersten 6vs6 Szenario, wenn auch vorerst nur für Level 18 - 24.
 
* Critical hits: Critical bonus damage is no longer random, and is now a range of +5% to +75% based on stats (see below).
* Critical heals: Critical bonus heal effectiveness is no longer random, and is now a range of +5% to +75% based on stats (see below).
* Weapon Skill: Increases your Melee Critical and Ranged Critical bonus damage dealt.
* Willpower: Increases your Magic Critical bonus damage dealt, and also increases the effectiveness of Healing Criticals from your healing abilities.
* Initiative: Reduces your critical bonus damage suffered from all types of attacks.
* Toughness: Increases the bonus Healing Critical effectiveness of heals which are used on you, and also grants you minor Hit Point regeneration while in-combat.

Irgendwie werde ich nicht ganz schlau daraus.

Die höhe eines CritHeal ist also abhängig von der Willenskraft. Den Willenskraft erhöht den Critheal (nicht die Chance sondern die Höhe des Crit's)

Toughness erhöht die erhaltene heilung oder erhöht die die Chance auf Crit der erhaltener heilung. Habe ich mehr Critheal Chance auf ein Target mit viel Tougness?

Was erhöht nun die normale Heilung? Nur noch Healpower?
 
Irgendwie werde ich nicht ganz schlau daraus.

Die höhe eines CritHeal ist also abhängig von der Willenskraft. Den Willenskraft erhöht den Critheal (nicht die Chance sondern die Höhe des Crit's)

Toughness erhöht die erhaltene heilung oder erhöht die die Chance auf Crit der erhaltener heilung. Habe ich mehr Critheal Chance auf ein Target mit viel Tougness?

Was erhöht nun die normale Heilung? Nur noch Healpower?

Immer noch Willenskraft. Die kritischen Treffer skalierten vorher random mit 40% - 60%, Mythic capped sie jetzt bei 50% + secondary stat contribution > 350.
Mit 520 Willenskraft bekommen deine kritischen Heilungen damit +25% Healamount zu den vorher schon feststehenden 50%. Gleiches gilt für Weapon Skill und Crits, das Gegenmittel hier heisst Initiative. Ist die Initiative des Gegners gleichhoch oder höher als dein Weapon Skill, so wird dein Crit schwächer als +50% Damageamount. Ist sie niedriger, so steigt dein kritischer Schaden. Bei der WE sind somit mit Flankieren, Increased Pain und genug WS bis zu 200% Schaden möglich.
 
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Interessant, dass der magische Bonusschaden an Willenskraft aufgehängt wird. Auch wenn ich da mehr von nem Vertipper ausgehe.
 
Ich denke das wird schon stimmen: Melees brauchen Weaponskill und Caster dann eben Willenskraft. Wenn das bei Castern durch Intelligenz stärker würde, wären Sorc und BW ja noch abartiger, Bonusschaden durch 1000Int und dann noch den Bonuscritcschaden von den 1000 Int. Das wäre unfair gegenüber den Melees die für hohen Critschaden noch WS brauchen.
Wieso dann bei Heilern aber der normale Heal und der Critbonus durch Wille stärker wird ist mir ein Rätsel.
 
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Interessant, dass der magische Bonusschaden an Willenskraft aufgehängt wird. Auch wenn ich da mehr von nem Vertipper ausgehe.

Nope, ab jetzt wird jede Klasse 2 Stats stacken müssen. Wobei es den Castern damit noch am besten gehen dürfte, die können es ja einfach ignorieren dank Dark Magic/Combustion-Mechanic. Initiative wird auch in interessantes Stat mit 1.2.1, wenn das denn alles so live geht..
 
Nope, ab jetzt wird jede Klasse 2 Stats stacken müssen. Wobei es den Castern damit noch am besten gehen dürfte, die können es ja einfach ignorieren dank Dark Magic/Combustion-Mechanic.

Denke ich nicht, weil es hier ja um den Crit-SCHADEN geht, nicht um die Wahrscheinlichkeit.

Ich fand zwar das alte System interessant, weil man seine Crit-Chance nicht direkt durch Werte pushen konnte, bin aber ehrlich gesagt heilfroh um ne Verbesserung von Weaponskill.
 
Denke ich nicht, weil es hier ja um den Crit-SCHADEN geht, nicht um die Wahrscheinlichkeit.

Ich fand zwar das alte System interessant, weil man seine Crit-Chance nicht direkt durch Werte pushen konnte, bin aber ehrlich gesagt heilfroh um ne Verbesserung von Weaponskill.

Du hast Recht. Mir gefällt das neue System auch sehr, aber ich glaube es wird nicht allen gefallen
wink.gif
 
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leben darf einfach nicht so wichtig sein wie es im moment ist... alle stats sollten wichtig sein
paladin.gif


und genau das macht der neue patch
 
* Rain of Fire: Fixed a bug that allowed this ability to continue channeling after the caster’s death. Additionally, this ability will no longer stack multiple times on an enemy. Instead, multiple Rains of Fire in the same area will begin to affect more people.

Endlich keine Stackenden Gruben/Feuerregen. Die sind in Burgen einfach nur nervig. Siehst nur eine Grube und bist instant down, weil da statt einer 6 oder 7 sind, die dich killen.
Find ich als Feuerzauberer gut die änderung
 
Du hast Recht. Mir gefällt das neue System auf sehr, aber ich glaube es wird nicht allen gefallen
wink.gif
zB, den BW/Sorces die immo 0 Willenskraft haben
wink.gif
Oder einem auf nahkampf/Heilung geskillten Sigi/Dok, da diese nun Stärke, Willenskraft, Kampfgeschick und natürlich Leben brauchen (zum glück spiele ich mein DoK als reinen Healer
tongue.gif
)

nochmal zu den Stats, bin anscheinend grad zu blöd diese wirklich zu verstehen.

Willenskraft = erhöhte heilung + erhöhte Critische heilung (bei einem Cap von 520Wille habe ich die +25% hohere Critische heilung und somit machen meine Crits 75% mehr heilung) + erhöhte zauber Crit dmg
Kampfgeschick = das gleich halt mit mele schaden
Intelligent = erhöht nachwievor nur den Zauberschaden
Initiative = reduziert die Crit Chance der Gegner, und entdeckt getarnte Einheiten
Wiederstand = -Schaden, mehr erhaltene heilung (erhöht die Chance auf healcrit) und HP reg wärend dem Kampf

stimmt das soweit?
 
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Vergesst nicht dass die Änderungen an Crits und 2nd Stats nicht mit 1.2.1 live gehen werden. Die sind zwar jetzt schon auf dem Testserver, werden aber AUSDRÜCKLICH nicht mit 1.2.1 kommen.
 
Kurz gesagt, als Tank kann ich endlich auf mehr wiederstand gehen, solange mich einer heilt, und halt noch Iniative für noch weniger Crit als Gardist
smile.gif
 
Rending Blade: This ability’s tooltip now correctly states that the ability is undefendable. Additionally, this ability’s reuse has increased and the cost has been lowered.

Puh, dann muss sich Ordnung wenigstens keine Sorgen mehr wegen den bestialischen AE-Chosen machen.
 
Naja, durch dieses Update wird er Choppa ja so nem richtigen Biest/ Monstrum mutieren lol.....najo mal sehen wann dann die ersten Nerf-Schreie der
"Non Def." Cls. kommen werden...lol

Naja jetzt werd ich sehr wahrscheinloch sogar meinem 23 er Def. Blacky weiter zocken mit seinen 400 Widerstand
tongue.gif
, da müsste ich ja sogar überleben können ohaaa


mfG

Edit:

Initiative, erhöht nicht die Chance auf weniger von anderen gecrittet zu werden, sondern reduziert einfach den Schaden, den dir von einem Crit Hit zugefügt wird.
wink.gif
 
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[DM schrieb:
Zottel' post='1602381' date='2.04.2009, 12:55']
Vergesst nicht dass die Änderungen an Crits und 2nd Stats nicht mit 1.2.1 live gehen werden. Die sind zwar jetzt schon auf dem Testserver, werden aber AUSDRÜCKLICH nicht mit 1.2.1 kommen.

Das sollten wir hier drin glaub nach jedem Posting neu zitieren. Kapiert sonst wohl keiner so richtig.

Wenn Mythic sagt: Wir haben das derzeit vor, aber es kommt noch nicht im nächsten Patch... dann könnt Ihr froh sein, wenn es im laufenden Jahr noch kommt. Ohne Mist. Ich zitiere an dieser Stelle immer gerne den "Combat Revamp" in DAoC, der nach grob einem halben Jahr für "bald" angekündigt wurde, aber während meiner gesamten Spielzeit nicht gekommen ist, und das waren dann doch einige Jahre.
 
[DM schrieb:
Zottel' post='1602381' date='2.04.2009, 12:55']
Vergesst nicht dass die Änderungen an Crits und 2nd Stats nicht mit 1.2.1 live gehen werden. Die sind zwar jetzt schon auf dem Testserver, werden aber AUSDRÜCKLICH nicht mit 1.2.1 kommen.

Das sollte man beachten, da hast du Recht.

Auf dem Testservern scheint das ganze aber schon zu sein, also dürfte es nicht so lange dauern wie Heretik vermutet.
Vielleicht sind sie auf den Testservern auch gerade dabei das ganze auszuloten, wieviel von welchem Stat wieviel %Bonusschaden/-chance bringen soll. Wenn sie das bie zu 1.2.1 gebalanced haben könnte es vielleicht doch drinnen sein. Sind ja immerhin nur vorlläufige Patchnotes. Will hier aber keine Hoffnungen machen, bisher schauts so aus als wäre das noch nicht dabei.
Bis zu 1.2.1 isses ja auch noch ein Stück. Juni war das glaub ich, bin mir aber nicht sicher.


Zu den Änderungen am Löwenpet ist mir gerade noch was aufgefallen:
Wenn einer Axeman skillt und auch Trained zu Threaten benutzt, hat er meist weniger Leben und dafür mehr Stärke. Die Lebenspunkte die man durch AUsrüstung bekommt, werden auf das Pet übertragen. Wenn ich den Guardianpfad skille (und natürlich Trained to kill verwende) und daher mehr Leben und Widerstand verwenden werde, bekommt der Löwe Stärke...^^ Hoffen wir mal dass das auch wirklich was bringt.
 
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