Hells Bells Guild @ Age Of Conan (our good old memories...)
 
HomeHome  PortalPortal  FAQFAQ  RegisterRegister  Log inLog in  

Share | 
 

 Next Patch

Go down 
Go to page : 1, 2  Next
AuthorMessage
Skeff



Number of posts : 148
Age : 30
name : Skeff
class : Assassin
lvl : 80
Registration date : 2008-11-01

PostSubject: Next Patch   Sat Dec 06, 2008 2:16 pm

Update Notes for Update 1.04
**These notes do not necessarily reflect the final version that will be deployed on Live**

NEW!
* Dx10 in included in this update! Please be aware that not all areas have been completely optimized to work with Dx10, and some areas may still require further development.
* Cradle of Decay - Level 43 group instance, accessed through Field of the Dead
* Xibaluku - Level 80 group instance
* The Slaughterhouse Cellar - Level 80 single player instance
* Players can now desocket/delete gems in their items by opening the info view of the item and using the shift-rightclick menu on a gem. Desocketing will require a potion crafted by an alchemist. The recipe for this item drops in Xibaluku.



GENERAL
* All areas should now support multiple players zoning at once.
* Food and mana/stamina drink can no longer be used while you already have a buff of the same type running. If you want to change your food/drink-buffs you will need to manually cancel them.
* Alt-tab problems should be fixed now.
* An issue causing server lag spikes has been remedied.
* You will no longer briefly see yourself from inside your head when going from first person view into dialog view.
* The emote relaxed_lean will no longer cause the camera to shake slightly.
* Many server performance fixes were done.
* Fixed the female sitting animation.
* Added some new emotes: Adjust, cough, fart, picknose, and sneeze.
* Added cinematic camera movement when you are killed.
* More than 200 male and female social animations have been polished.
* When creating a new character, the random server chosen will match the client language if possible.



COMBAT
* Tab targeting will no longer target dead players, as requested.
* Characters will now make less noise while using Hiding ability.
* Defensive Stance for all Soldier classes have been put on the level as the Guardian starting at a base for 7%. With Improved Defensive Stance you can gain up to 10%.
* Defensive Stance will now also mitigate magical damage.
* Added stealth fatality animations. Now players will have a chance of doing a fatality on human enemies whenever they attack them from the stealth/sneak-hiding mode.
* The level up animation will no longer play while in combat mode.
* Two handed blunt weapons will no longer sound like blades when being drawn/sheathed.
* The Feared animation should now play correctly when you are feared.
* Players will no longer get stuck in the knockbacked state if they get feared during it.
* A small (1s) cooldown has been added to the Hide ability when it successfully activates. This will prevent a player from entering then immediately exiting Hide state if they were to press the button twice.
* Some pets will now be immune to crowd control effects. This includes: Pitch Pots, Living Firestorm, Living Thunderstorm, Blood Pit, Idol of Set, and Cyclone of Set.
* Fixed an issue where characters could be knocked back under geometry.
* When being knocked off a ledge or similar, the player will now land as if falling, and no longer be able to slide around on his back while getting up.
* You can no longer enter spellweaving when climbing or swimming. If you are hiding or crouching and enter spellweaving, you will leave that state immediately.
* Spells on your shortcut bar will gray out when you cannot cast spells in the state you are in (stunned, feared, charmed ).
* Fixed a bug that caused aborted multihit attacks to not show (client side only) the cooldown of the combo, if the combo would not have hit anything.
* Characters will no longer slide when moving immediately after performing a basic attack using bows, crossbows, and throwing weapons.
* Fixed the line-of-sight bug on tab targeting that made you unable to tab correctly to your next target.
* Dead entities will no longer be auto-targeted when your character faces them.
* Male characters will no longer twist their wrists unnaturally when firing crossbows.



CLASSES
Assassin
* Curse of the Lotus will now snare victims by 50% for the duration of the fear effect.
* Death's Gaze has a new casting animation.





Barbarian
* Updated the description text of the Impale feat to more clearly reflect the function.
* The description text for the feat Finishing Blow should now be more accurate.


Conqueror
* Added new particle effects to the 'Blessed Conquest' ability.
* Updated the description of To the Death to reflect its current functionality.


Dark Templar
* Devourer's Might will now increase the damage of Soul for our Feast I and Leech Life I.
* Epic armors have been adjusted to a darker color to better fit the feel of the class.


Demonologist
* Added new particle effects to the 'Planar Shift' spells.


Herald of Xotli
* The cost of Hell Strikes I has been lowered to 8.3% from 8.8% of your base stamina.
* Reduced the cost of Body and Spirit Wrack II from 16.2% to 15.8% of your base stamina.
* Reduced the cost of Burn to Death from 10.8% to 10.4%.
* All ranks of the Molten Steel Slash combo will now animate and execute slightly faster.
* Added new particle effects to the 'Phoenix Cloak' spells.


Necromancer
* All Necromancer pets should now play a "spawn animation" when they are first summoned.


Priest of Mitra
* Added new particle effects to the 'Hand of Mitra' and 'Soul of Mitra' spells.


Ranger
* Mezz Shots will now play the correct animations for bows and crossbows.


Tempest of Set
* Spell - Thundering Command has been renamed to 'Spell - Thundering Voice.'
* Added new particle effects to the 'Serpent Transmutation' spell.
* Blood Mana's displayed cooldown timer has been corrected, and adjusted to be more easily readable.
* Storm Field's base critical hit chance has been increased for all ranks.
* Epic Tempest of Set Pole Arms now add magical Tap Stamina instead of physical.
* Storm Crown/Throne/Regalia has been changed so that you will no longer inflict damage while you have Shield of the Risen running, so that you don't lose that protection. People in your team will also stop inflicting the pulsing damage if you have Shield of the Risen running. Additionally, people in your team that have Shield of the Risen will not pulse the AOE damage while they have Shield of the Risen running. You should now no longer lose Shield of the Risen while you have Storm Crown active.

GUI
* When you change your settings and the confirmation dialog box is open, you will now no longer be able to make any changes until you press Yes or No.
* Fixed a bug where clicking a link in a chat window would sometimes activate text input for that chat window.
* Only shift+leftclick now works for getting player info in chat. Rightclick still opens menu where player info can be selected.
* All options in video/advanced should have a tooltip (when they are not disabled).
* You can now disable buff icon minimizing! Option is found in Interface Options.
* You should no longer stop running when opening the map (when using the mouse to move). If you have the map open and want to start running, you should not click on the map!
* Remapping hotkeys using ALT and CTRL should work properly again.
* Buffs on other characters should now show the correct time remaining when you target the character after the buff has started counting down.
* Keybindings on the shortcuts now are more readable. Long shortcuts are truncated, and long combinations will be indicated by a "+".
* When you fail to teleport to the same instance as your team, you now get a proper error message.
* Player tooltips will no longer show through other windows (such as the tradepost or bank ui).
* NPC base damage type will now be shown in chat text.
* Resizing in windowed mode will no longer cut off the bottom of the screen.
* Updated and corrected the map for Khopshef.
* Remapping should now work as intended. The order of ALT,SHIFT and CTRL does not matter (e.g. ALT+SHIFT = SHIFT+ALT)
* The buff view will no longer report 1 extra unit when the time displayed is exactly what the time really is. (1:00:00 will no longer report as 2h, while 1:00:01 still does).
* Shift + click to loot is now following the same rules as normal looting.
* Potion effects - Chilled, On Fire, and Charged now have new icons.
* Loot options has a submenu - one tab with personal preferences which will be used when your character creates a team, and another tab which shows the current team's loot options.
* New Loot options : one setting for loot powerlevel (below which loot is auto-distributed), and one personal setting to pass on items below a given powerlevel.
Back to top Go down
View user profile
Skeff



Number of posts : 148
Age : 30
name : Skeff
class : Assassin
lvl : 80
Registration date : 2008-11-01

PostSubject: Re: Next Patch   Sat Dec 06, 2008 2:16 pm

GUILDS
* Guild cities with barracks now receive straw dummies on which to practice their form.
* The guild message of the day will now show in green with a tag in front of it to make it stand out from the regular chat text.
* Even if you spam guild invites, only one window will be open.
* When you receive a guild invitation you will always see who is inviting you, by name.
* Using an NPC to teleport to your guild city will now place you in a more appropriate location.
* You are no longer able to build two of the same building even if they are initiated at the same time.



ITEMS
* Treasure Chests throughout Hyboria have been improved and filled with more stuff!
* The Winterbrew potion now correctly boosts Cold-based spell damage, as opposed to Fire.
* Gold Tooth now stacks in stacks of 100, and the price has been adjusted slightly.
* New valuables have been introduced to replace the white quality equipment that drops from humanoid NPCs.
* Cloak of Champions is now searchable in the Tradepost.
* Darfari items have been distributed to more Darfari npcs.
* It should not be possible to trade non-tradeable items anymore.



MOUNTS
* Quick Dismount will no longer go on cooldown when activated while riding a Mammoth or Rhino, as this ability does not function with these mounts.
* Characters should no longer pop below the ground momentarily when dismounting in combat.
* Weapons should now appear sooner in the hands of mounted characters who perform attacks without first entering combat mode.
* You should not loop the mount/dismount/stagger animation anymore on observer clients (or your own).
* Characters should no longer experience rubber-band issues when being thrown off their horse.
* You cannot be staggered off your horse while mounting/dismounting anymore.
* The death animations for dying while moving forward when mounted should now work properly, and resurrecting other players who have died this way should be easier.
* Players should no longer be able to use their mount's special abilities while stunned.
* Cape animations have been adjusted so they no longer intersect with horses while mounted.
* The speed of draw/sheathe animations while mounted has been increased.
* Fixed male animations for drawing/sheathing crossbows while mounted.
* When entering a zone where your mount is prohibited, your mount buff is removed, along with its effects.



NPC/MOBS
* NPCs that deliver a killing blow with any of their combos should now have a chance to proc a fatality on their victim.
* Mounted NPCs should now play their attack animations correctly.
* Dark Beasts will now recover more quickly from knockbacks.
* All NPCs of the 'Ranger' class will now play a unique combo-animation when executing their combos.
* Three rival mercenary groups have begun camping in the Cimmerian end of the Border Kingdoms.
* Amphitheatre of Karutonia: It is now no longer possible to provoke infinite spawns from the summoning portal.
* Amphitheatre of Karutonia: Fixed the collision around the Frostfather.
* Amphitheatre of Karutonia: Tigers should no longer stick out of their cages.
* Black Ring Citadel: Seruah now has two new spells. Adds should no longer evade when they can't reach their target. Fixed a bug where Ripped From Within triggered when it was not supposed to.
* Black Ring Citadel: Changed the name of Chatha's root spell to "Unnatural Atrophy". It now targets a random soldier within range.
* Black Ring Citadel: Added a particle effect when Chatha changes into demon form.
* Black Ring Citadel: Fixed a bug that wouldn't let Chatha change into demon form.
* Black Ring Citadel: Renamed Chatha's single target knockback in phase 2 to "Savage Toss".
* Black Ring Citadel: Reduced the power of the Strength in Numbers spell.Visualized the source of the buff with a particle effect.
* Black Ring Citadel: Sabazios' adds now do poison damage.
* Border Range: Fixed an issue that caused some Dark Beasts to slide around in a static pose while walking back to their original position.
* Ice Dragon Cave: Chill Crawler Shadowbearers now have casting animations.
* Ghanatan Wardogs no longer drop human heads.
* Kheshatta: Chenzira now offers the same merchandise as the other Master Food and Drink vendors.
* Kyllikki: Kyllikki's minions should now wait a short period after spawning before they attack players.
* Old Tarantia: Lordana has been slightly moved to make her quest indicators more visible.
* Poitain: The Abyssal Lich should now properly follow players during combat.
* Spider Cavern: A Rare Delicacy - The mushrooms are now correctly placed.
* Thunder River: General Lupercus' dialog now matches his voiceover.
* Thunder River: A new merchant has been placed in the Thunder River Palisades.
* Tortage: Underhalls - Askia is now working as intended in epic and normal mode.
* Villa Camillus: Deformed Creation and Twisted Magus will now drop proper loot.
* Wild Lands: Viterion and Avitus, the teleport NPCs, are now moved away from each other.
* Wild Lands: Fixed some issues with mobs roaming inside geometry.
* Wild Lands: The bears have been moved a bit south of the Wild Plains rez point.
* Wild Lands: The Tortured Man has left the Wild Lands.
* Wild Lands: Keyx is now correctly placed.
* Yakhmar: Reduced Yakhmar's Wyrmlings magical and poison damage reduction. Increased the time between spawns of Yakhmar's Wyrmling.
* Yakhmar: Yakhmar now displays a buff when lullaby can trigger.

PVP/ MASSIVE PVP
PvP Minigames
* The new minigame signup interface shows the four different minigames players can sign up for. It shows how many players are currently signed up for that particular minigame (players in the same tier as the player, regardless of apprenticeship), as well as allows players to sign up for any of the possible minigames (whichever starts first).
* Annihilate Opposing Team: You will no longer get the capture message if you walk into the north or south quarter before the match starts.
* Annihilate Opposing Team: The healing point in the middle of the playfield will again heal anyone that stands on top of it.
* Annihilate Opposing Team: The health of the resurrection totem was increased.
* Capture the Skull: Renamed the Flag to Skull.
* Capture the Skull: Decreased the amount of skull captures to win from 5 to 3.
* When one of the sides leaves the minigame, this will no longer always result in a tie.
* More than 11 players in a minigame will no longer expand the gui erroneously - the overlay will hide instead.


PvP Notoriety
* Murderer Pathfinders should no longer give you two identical travel options.
* Removed all cooldowns and added some XP to all Redemption quests.
* You or your pets will not splash damage neutral npcs anymore.
* Being killed will not remove the killer from diminishing returns.
* When being attacked in PvP, a player will no longer receive the criminal buff for attacking his opponent's healer, regardless of the level of the healer.
* The criminal buff will no longer be refreshed by attacking a low level opponent and then switching to a higher level target.
* Resource items will now have a chance of dropping in PvP. These will be PvP Resource items (a new mechanic introduced in Update 1.04). More info to follow...
* PvP droppable resources are now marked as such in their mouseover tooltip.


Massive PvP
* Siege participants should no longer unnecessarily get teleported out.
* The Massive PvP tab can now be opened without being in a guild and without being on the Massive PvP playfield.
* The ballista wont play an explosion particle on each player near the impact any more. The impact visual effect has been changed to be more appropriate for a ballista impact. This should improve performance during sieges.
* Two Wayfarers of Asura have decided to observe the conflict in the Cimmerian end of the Border Kingdoms.
* The losing guild in a siege battle will no longer be able to immediately build a keep anymore.
* The winner of a siege battle should always be reported correctly.
* While participating in a siege, the defending players will now have a red cloak and the attackers will have a blue cloak, for the duration of the battle.
* The PvP area marker should now always appear on the map, as intended. The minimap will show the name of the guild that owns a Battlekeep, and when the next window of vulnerability is.
* The Catapult and Trebuchet particle effect was updated so that it does not play a particle effect on every player that gets hit by the explosion.
* If a player leaves a group during Massive PvP they now have 60 seconds to find a new group. This should make it easier for players to organize players between the two different raids.
* You can no longer interact with NPCs of a Massive PVP City after you lose it to another guild.



QUESTS
* Many grammatical errors and waypoints have been corrected for quests worldwide.
* Several new transition quests for level 40 players have been added. Talk to Peison in Old Tarantia, Mmnemnes in Khemi, Conohmer in Conarch, Gern in Lacheish Plains, Thesilea in Poitain, or Dhumib in Purple Lotus.
* Atzel's Approach: Kidnapping and Torture - The palisades now have a shorter cooldown.
* Castle of King Conan: Fixed looping dialog in the conversation with Pallantides.
* Kheshatta: Tarantian Armorsmith - Quest reward items updated to accommodate every classes' needs.
* Khopshef: Destiny Quest 30, The Phoenix of the South - The goals for the first part of the quest have been clarified. The player will now be required first to gather all the lotus, then to place it on the altar. The cutscene will play only at this stage.
* Khopshef: Redemption Quest, Path of Venom - Scorpions updating the quest are found throughout the play area, removing the necessity of a goal marker radius.
* Khopshef: Redemption Quest, Ruthlessness - The 30 heads are now properly removed when the heads are put on the Stone.
* Khopshef: Redemption Quest - Redeemer Drak will from now on allow Stygians to redeem themselves in Khopshef - if they want to.
* Poitain: Chastising the Spirit Children - Fixed quest so spirit stones will no longer disappear before they should.
* Purple Lotus Swamp: Followers of a Crocodile God - The pendants will no longer disappear before they should.
* Purple Lotus Swamp: Healing the Wounds of the Swamp - Replaced a goal reference to 'Oasis Water' with the correct 'Moss'.
* Thunder River: Keeping the Land Safe - Removed the waypoint, as it covered half the playfield.
* Tortage: Destiny Quest Soldier, Awakening III - Some visuals have been added to the cutscene Arrested by Guards.
* Wild Lands: Hidden Treasures - Trade has been reduced to 15 items, as intended.
* Wild Lands: A Vote's Worth - Quest is no longer shareable.
* Wild Lands: Melis Root flowers will no longer float off the ground.
* Wild Lands: The Demon in the Tree - This quest now works as intended.
* Ymir's Pass: Heart of Atali - Increased the powerlevel of the necklace reward, and increased the variety of neck-item options.
* Ymir's Pass: Gaze of Crom - The progress bar for laying the Rabbit Snare, and the snare itself, will now have the appropriate name. You will now receive a more logical quest reward.
* Ymir's Pass: The Twisted Skein - Renamed the Ancient Dagger quest reward to Preternatural Dagger.
* Ymir's Pass: The Calm Before the Storm - Removed a waymarker that only led to confusion.



TRADEPOST
* Searches now allow - and ' and `



TRADESKILLS
* The minimap will now update a resource node's icon if it is being used by a player.
* The result items of tradeskill recipes now display a stack size if they produce more than one item.
* You should now always see the correct "Tradeskills" category for quests in your quest journal.
* Black Soulstaff, Mottled Cane, and Stygian Deathcoil Vesture recipes items should teach you the correct recipes.
* When removing/unlearning tradeskills, other feats/spells will not be affected anymore.
* Chopping wood should now take the same amount of time as other harvesting skills.
* If you unlearn a tradeskill, the cooldown will always be removed.
* New Woodcutter recipes are now dropping from the following bosses: Vanir Shaman, Diabolist Aino, Metir-Phumon, Occultist Codril-Kau, Crazed Troglodyte Chief, and Atzel General.
* Gemcutting: You should now always have your quest update, without zoning first, after creating a gem. You should also always be able to create gems without zoning first.
* Weaponsmith: Moonsteel Steel Dart goal name is now Moonsteel Throwing Knife.
* Fixed an issue that was causing base, culture and alchemist recipes to drop less than the intended rates."
* Inventory icons for dropped recipes have been upgraded.
* Cleaned up a few minor cases where alchemy mats removed in update 3 were dropping when they shouldn't have.
* Fixed dropped rates of some tradeskill resources that were dropping too frequently.
* Some recipes were not properly requiring the following resources: "Ebony Venom" "Tincture of Bergamot" "Tincture of Mint." The correct recipes now require these materials.
* A new recipe is now dropping in Xibaluku. It allows alchemists to craft a potion that players may use to dissolve socketed gems, destroying the gem but freeing the slot.



WORLD DESIGN
* Many small adjustments to decrease the chance of getting stuck on collision have been done worldwide.
* Fixed a few cases where the player could get snagged on collision mesh edges.
* The water in now back in Wild Lands of Zelata.
* Atzel's Approach: Some climbing areas have been improved.
* Black Ring Citadel: The entrance door should now properly open after wiping at Ahazu-Zagam.
* Khopshef Province: The collision of the temple floor has been fixed. Players should no longer sink into the ground.
* Old Tarantia: Removed excess collision between the PvP vendors.
* Old Tarantia: When a player enter Old Tarantia from the Outflow Tunnels they will end up on a more logical place.
* Thunder River: Placed new discoverable resurrection points.
* Removed an invisible wall in the Inn in the Wild Lands.
Back to top Go down
View user profile
Skeff



Number of posts : 148
Age : 30
name : Skeff
class : Assassin
lvl : 80
Registration date : 2008-11-01

PostSubject: Re: Next Patch   Sat Dec 06, 2008 2:27 pm

Main Points
* Dx10 in included in this update! Please be aware that not all areas have been completely optimized to work with Dx10, and some areas may still require further development.
* Cradle of Decay - Level 43 group instance, accessed through Field of the Dead
* Xibaluku - Level 80 group instance
* The Slaughterhouse Cellar - Level 80 single player instance
* Players can now desocket/delete gems in their items by opening the info view of the item and using the shift-rightclick menu on a gem. Desocketing will require a potion crafted by an alchemist. The recipe for this item drops in Xibaluku.

Looks like we can begin farming Xibaluku in search of that alchemy recipe sometime soon, and perhaps for any new nice items, Also DX10 will benefit those of us with vista with increased performance and prettier screens.


* Yakhmar: Reduced Yakhmar's Wyrmlings magical and poison damage reduction. Increased the time between spawns of Yakhmar's Wyrmling.
* Yakhmar: Yakhmar now displays a buff when lullaby can trigger.

Yakhmar may now actually be a good T1 boss if the wyrmlings can be killed quicker using magic which is most of the AoE damage we rely on, also more time to kill them, yay! and of course we now know when we can hit yakh with fire damage by watching his buff bar to avoid the lullaby.

* Black Ring Citadel: Seruah now has two new spells. Adds should no longer evade when they can't reach their target. Fixed a bug where Ripped From Within triggered when it was not supposed to.
* Black Ring Citadel: Changed the name of Chatha's root spell to "Unnatural Atrophy". It now targets a random soldier within range.
* Black Ring Citadel: Added a particle effect when Chatha changes into demon form.
* Black Ring Citadel: Fixed a bug that wouldn't let Chatha change into demon form.
* Black Ring Citadel: Renamed Chatha's single target knockback in phase 2 to "Savage Toss".
* Black Ring Citadel: Reduced the power of the Strength in Numbers spell.Visualized the source of the buff with a particle effect.
* Black Ring Citadel: Sabazios' adds now do poison damage.

Some BRC raid boss changes, this is good as we will be on these bosses soon with any luck and it's good to know funcom are starting to pay attention to T2 raiding.

* Fixed an issue where characters could be knocked back under geometry.

Yaremkas orb clicker should find that nice...

* Defensive Stance for all Soldier classes have been put on the level as the Guardian starting at a base for 7%. With Improved Defensive Stance you can gain up to 10%.
* Defensive Stance will now also mitigate magical damage.

Hmm DT buff!
Back to top Go down
View user profile
Hammer
squire
avatar

Number of posts : 53
Location : Slovakia
name : Hammer
class : Dark Templar
lvl : 80
Registration date : 2008-11-17

PostSubject: Re: Next Patch   Sat Dec 06, 2008 4:59 pm

Yep finally DT buff:)

You can't imagine how happy I was, when I read it yesterday Smile
Back to top Go down
View user profile
Sidopium
squire
avatar

Number of posts : 21
Location : Far Away with 0.4 Latency
Registration date : 2008-11-06

PostSubject: Re: Next Patch   Sun Dec 07, 2008 7:20 am

yay DX10 finally! The long promised feature has come to us ! But don't they have anything better to do to our sins than
"adding animations"....? Curse of Lotus is still not as compelling as the two on Corruption side... Rolling Eyes
Back to top Go down
View user profile
Chesty
Raid Leader
avatar

Number of posts : 244
Age : 35
Location : Maidenhead, England
name : Chesty/Shock
class : Rangeress/ToS
lvl : 80
Registration date : 2008-08-24

PostSubject: Re: Next Patch   Mon Dec 08, 2008 1:34 pm

So to all those who said ToS were going to get a nerf, FC disagree:

* Storm Field's base critical hit chance has been increased for all ranks.

So we now have another spell that will Crit more often, thanks Santa santa

More damage, we need more, gimme more affraid
Back to top Go down
View user profile
Chaoskult

avatar

Number of posts : 251
Age : 36
Location : .fi
class : Cake Master
lvl : Über
Registration date : 2008-11-21

PostSubject: Re: Next Patch   Mon Dec 08, 2008 1:58 pm

Chesty wrote:
So to all those who said ToS were going to get a nerf, FC disagree:

* Storm Field's base critical hit chance has been increased for all ranks.

So we now have another spell that will Crit more often, thanks Santa

what is it that i hear from a distance...? oh, the bells of doom! What a Face

santa
Back to top Go down
View user profile
Skeff



Number of posts : 148
Age : 30
name : Skeff
class : Assassin
lvl : 80
Registration date : 2008-11-01

PostSubject: Re: Next Patch   Mon Dec 08, 2008 2:59 pm

yea, not much point anyone being anything other than a tank or healer is there?

Seriously why would anyone roll an assassin? cloth armour not light, less health when solo due to ToS buff, far far less DPS and of course a ToS has heals, fantastic game balance...
Back to top Go down
View user profile
Chesty
Raid Leader
avatar

Number of posts : 244
Age : 35
Location : Maidenhead, England
name : Chesty/Shock
class : Rangeress/ToS
lvl : 80
Registration date : 2008-08-24

PostSubject: Re: Next Patch   Mon Dec 08, 2008 3:04 pm

Skeff wrote:
yea, not much point anyone being anything other than a tank or healer is there?

Seriously why would anyone roll an assassin? cloth armour not light, less health when solo due to ToS buff, far far less DPS and of course a ToS has heals, fantastic game balance...

Indeed ToS has always been very OP in PvE, and will remain so. I would like to point out that on 90% of the raid bosses a ToS will not be the DPS leader it will be a Necro or 'sin. ToS only gets the big damage on small sized targets that dont move, which isn't that many, also why they are not OP in PvP and why they wont get nerfed.
Back to top Go down
View user profile
Skeff



Number of posts : 148
Age : 30
name : Skeff
class : Assassin
lvl : 80
Registration date : 2008-11-01

PostSubject: Re: Next Patch   Mon Dec 08, 2008 3:24 pm

Chesty wrote:

Indeed ToS has always been very OP in PvE, and will remain so. I would like to point out that on 90% of the raid bosses a ToS will not be the DPS leader it will be a Necro or 'sin. ToS only gets the big damage on small sized targets that dont move, which isn't that many, also why they are not OP in PvP and why they wont get nerfed.

Actually the top DPS parsers for the current game mechanics on high defense bosses should be Demonologists followed Nightfall spec'd Necros followed by lotus-hybrid assassins followed by reanimation necros follwed by ToS followed by HoX followed by corruption-hybrid assassins. The reason why i have seperated necros and assassins here into the different specs is because they have such different fighting styles in each spec. For instance a lotus-hybrid assassin cannot PvP at all when against a good player, Finally regarding ToS not being OP in PvP, You can one shot assassins necros HoX PoM and Demos...
Back to top Go down
View user profile
stage

avatar

Number of posts : 718
Age : 33
Location : Bulgaria
name : Stage
class : Stage the Mage
lvl : 80
Registration date : 2008-06-13

PostSubject: Re: Next Patch   Mon Dec 08, 2008 3:25 pm

one shooting is OP in PvP
Back to top Go down
View user profile http://myspace.com/stagesnob
Chesty
Raid Leader
avatar

Number of posts : 244
Age : 35
Location : Maidenhead, England
name : Chesty/Shock
class : Rangeress/ToS
lvl : 80
Registration date : 2008-08-24

PostSubject: Re: Next Patch   Mon Dec 08, 2008 3:49 pm

stage wrote:
one shooting is OP in PvP

Sorry I totally disagree, because it is not a 1 shot...it takes 10-12 seconds of multiple spells and buffs in order to make the LS (which by itself is shit) do the one shot. There is no way to do that if your opponent has any CC, if he lets a ToS build up his overcharge then he deserves to be one shotted.

Many other classes can kill a player before they have a chance to attack using chain CC and that is exactly the same thing as a ToS one shot. A combo of Dmg>CC>Dmg>CC>Dmg = dead is the same as the combo of spells and buffs a ToS needs to do in order to get the 4k LS.

Necro: freeze>dot>fear>dot = dead is another example of a 'one shot'.

Assin: Stealth dmg>KB>melee>silence>melee = dead = 1 shot.

FYI the ToS combo goes: Call Lightning>Overcharge>Innercharge>Power of the Serpent Ring>Lightning Cast>Lightning Strike = 1 shot.
Back to top Go down
View user profile
Sidopium
squire
avatar

Number of posts : 21
Location : Far Away with 0.4 Latency
Registration date : 2008-11-06

PostSubject: Re: Next Patch   Mon Dec 08, 2008 6:13 pm

Quote :
Sorry I totally disagree, because it is not a 1 shot...it takes 10-12 seconds of multiple spells and buffs in order to make the LS (which by itself is shit) do the one shot. There is no way to do that if your opponent has any CC, if he lets a ToS build up his overcharge then he deserves to be one shotted.

Yes you're right but sometimes in a chaotic fight club when not everyone can see what you're doing and you can buff up by yourself before
asking somebody for duel, and just when the fight starts "BOOM!", that poor guy is one shotted. Shocked Nice eh? Ture story.
Back to top Go down
View user profile
Chesty
Raid Leader
avatar

Number of posts : 244
Age : 35
Location : Maidenhead, England
name : Chesty/Shock
class : Rangeress/ToS
lvl : 80
Registration date : 2008-08-24

PostSubject: Re: Next Patch   Mon Dec 08, 2008 6:34 pm

The buffs wear off after 6 and 10 secs of you pressing them so you cant pre-buff.

In a mini game you can act like a suicide bomber and pre-buff, run in and one shot the nearest clothies but apart from that its not really useful in any PvP apart from a suprise noob kill.

At the moment PvP is a bit of a joke, its either 1 shot or be 1 shotted.
Back to top Go down
View user profile
stage

avatar

Number of posts : 718
Age : 33
Location : Bulgaria
name : Stage
class : Stage the Mage
lvl : 80
Registration date : 2008-06-13

PostSubject: Re: Next Patch   Mon Dec 08, 2008 6:41 pm

pvp in aoc was always a joke
and after the murder system was even biger mess
Back to top Go down
View user profile http://myspace.com/stagesnob
Chaoskult

avatar

Number of posts : 251
Age : 36
Location : .fi
class : Cake Master
lvl : Über
Registration date : 2008-11-21

PostSubject: Re: Next Patch   Wed Dec 10, 2008 12:10 pm

as a new add to the next patch:

Player Cities
The order of the Player City buildings has been adjusted. This should make it easier for players to get the trade skill buildings while the overall difficulty of getting a full tier 3 city should remain the same. We have also introduced an element of player choice, where players can choose which of the tradeskill buildings to build first.
Back to top Go down
View user profile
Chaoskult

avatar

Number of posts : 251
Age : 36
Location : .fi
class : Cake Master
lvl : Über
Registration date : 2008-11-21

PostSubject: Re: Next Patch   Fri Dec 12, 2008 4:45 pm

more updates:

TESTLIVE
* Fate (the leveling/boosting NPC located outside of Tortage) will also now hand out appropriate potions for your level to aid you in your testing.



COMBAT
* Spellcasters should no longer slide if moving after the casting bar for a spell has completed, but before the animation is over.
* Fixed a bug that sometimes caused your characters to slide on their feet for a short while after casting certain spells.
* Correct damage is now shown when attacking destructibles.
* You should notice fewer "weird" fatality situations where you decap someone with a hammer or impale them on a axe!
* Quick-dismount for rogues will now dismount characters away from nearby obstacles, instead of always dismounting on the right-hand side.



GUI
* Offline Lists will be shown when activated even after reopening the friend/guild window.
* Some minor Changes to Text/Color of the friend/guild window.
* Added tutorial for Resource Gathering in PvP areas.



NPC
* Serpent's Head Inn: Female courtesans should no longer warp around. That ability is reserved for Starships!



QUESTS
* Thunder River: The Beast Stirs - The Ancient Gateway in Thunder River now has a correctly set waypoint.



PVP
PvP minigames
* When declining to join a minigame after minigame has started, you are no longer flagged as coward.
* You now actually have 30 secs to decline/accept to join a minigame when it has started.


Massive PVP
* Border Kingdoms, Cimmerian End now has some additional resurrection points.
* It is no longer possible to heal siege weapons.
Back to top Go down
View user profile
Chaoskult

avatar

Number of posts : 251
Age : 36
Location : .fi
class : Cake Master
lvl : Über
Registration date : 2008-11-21

PostSubject: Re: Next Patch   Fri Dec 12, 2008 4:48 pm

This patch is now on the test live server and it's 1,65Gb is size so it takes some time to download Smile

so if you want to test out the new patch or just experience DirectX10 graphics, head to test live server

santa
Back to top Go down
View user profile
Skeff



Number of posts : 148
Age : 30
name : Skeff
class : Assassin
lvl : 80
Registration date : 2008-11-01

PostSubject: Re: Next Patch   Tue Dec 16, 2008 7:08 pm

Further Updates:

NEW!
The Entrance to the Cradle of Decay is available! You can find it in the Field of the Dead, southeast of the Crossroads rez point, next to the npc named Xanton.


GENERAL
* Corrected a few issues to improve performance.


MOUNTS
* Mammoth Riding Training can now be bought from any Stable Master.


NPCS
* Black Ring Citadel - Enemies in Black Ring Citadel should now patrol as intended.
* Tarantia Sewers : The Main System - The Sewer King is now immune to crowd control.
* The exotic valuables dropping from scorpion bosses in the Scorpion Cave are now appropriately flagged as green to allow for a group-wide Greed roll on these items.
* New loot has been assigned to all animals, replacing the previous loot.


PVP
* Players can now get the other two redemption quests from Flanna in Field of the Dead, after leaving the dialog.


Massive PvP
* The siege timer should now display normally.
* Fixed a bug where a player who entered the area after the battle began would not see a score update.


TRADESKILLS
* Reevaluated drop rates of all Tradeskill Resources.
Back to top Go down
View user profile
Chaoskult

avatar

Number of posts : 251
Age : 36
Location : .fi
class : Cake Master
lvl : Über
Registration date : 2008-11-21

PostSubject: Re: Next Patch   Sat Jan 17, 2009 1:17 pm

Finally a new patch update to TestLive server

----------------------------------------------------------------------

* The Slaughterhouse cellar and Xibaluku are now open for testing, as of the January 16th update!
- The Slaughterhouse Cellar is a level 80 single player instance located in Thunder River just south of the Pallisades area.
- Xibaluku is a level 80 group instance located in Thunder River on the Prison island. There is a quest pre-requisite to enter this area. You can begin this quest by speaking to General Lupercus in Thunder River. (This quest will send you into the Slaughterhouse to obtain items).



GENERAL
* The Cradle of Decay is no longer a social dungeon.
* Fixed some animation hiccups related to knockbacks on certain Necromancer and Demonologist pets.
* Fixed many causes of crashes.
* Many exploit fixes were included in this build.
* Several server-side changes were implemented in this build.



DX10
* Many improvements to the Dx10 client are included in this update.
* Fixed some ground seams visible in Dx10.
* Fixed some causes of crashing on login.
* Fixed an issue where hair could appear to have a transparency around it.
* Stealthed characters will no longer show shadows.
* Corrected shadow view distance.
* High-detail textures will now load faster.
* Corrected an issue where some gui elements would appear offset or misplaced.
* Character creation will no longer be as dark as it was previously.
* Corrected many issues involving the sun.



GUI
* Floating tooltip windows now expand if the title is longer than the content requires.
* The client should now again have your correct max health, and accurately show the percentage between current health and full health.
* There is now a Master Looter option in the loot options menu.
* Loot Threshold option is only enabled if Need/Greed dropdown is enabled and the Need/Greed option is turned on.
* F10 should now correctly open the menu again without a client freeze occurring.



GUILD
* Target dummies in cities can now be hit with all spells.
* The size of the Target Dummies was increased by 25%.



MASSIVE PVP
* The locations of the attacker resurrection points have been slightly adjusted. Keep in mind they are still not right next to the actual siege camps.
* Improved siege weapons graphics.
* You will no longer lose the resurrection point of your keep when attacking another battle keep in the same playfield.



PVP MINIGAMES
* Capture the Skull:The resurrection points have been moved to the bottom of the bases to make it easier to capture the flag.



MOUNTS
* Rhinos have gained some weight and will no longer tip-toe along the ground while sprinting The camera will no longer sway forth and back with the character while mounted. Turning while walking forward will now display the correct animations on the character when mounted on a rhino.



NPCS
* NPCs will once again create ripples when walking through water.
* Reduced the spawn rate of the adds in the Chatha encounter.



QUESTS
* Black Ring Citadel: Minions of the living stone - Can now be updated without killing the bosses twice.
* Black Ring Citadel: The Cursed Treasure of Constantius - Quest will now update correctly.

* Ymir's Pass: The Calm Before the Storm - Skudd can no longer follow you into Field of the Dead.



WORLD DESIGN
* Amphitheatre of Karutonia - adjusted the collision of all the cages involved in the fight against the Abyssal Keeper.
Back to top Go down
View user profile
stage

avatar

Number of posts : 718
Age : 33
Location : Bulgaria
name : Stage
class : Stage the Mage
lvl : 80
Registration date : 2008-06-13

PostSubject: Re: Next Patch   Sat Jan 17, 2009 2:32 pm

oh goodie Smile
Back to top Go down
View user profile http://myspace.com/stagesnob
Raghnewage
squire
avatar

Number of posts : 60
Age : 42
Location : London, UK
Registration date : 2008-08-23

PostSubject: Re: Next Patch   Sat Jan 17, 2009 7:36 pm

WoW Shocked
It will be quiet large patch. Hope everything will be working ok geek
Back to top Go down
View user profile
Chaoskult

avatar

Number of posts : 251
Age : 36
Location : .fi
class : Cake Master
lvl : Über
Registration date : 2008-11-21

PostSubject: Re: Next Patch   Sat Jan 17, 2009 8:36 pm

Chaoskult wrote:
as a new add to the next patch:

Player Cities
The order of the Player City buildings has been adjusted. This should make it easier for players to get the trade skill buildings while the overall difficulty of getting a full tier 3 city should remain the same. We have also introduced an element of player choice, where players can choose which of the tradeskill buildings to build first.

this change is already on Live servers and working.
Back to top Go down
View user profile
Chaoskult

avatar

Number of posts : 251
Age : 36
Location : .fi
class : Cake Master
lvl : Über
Registration date : 2008-11-21

PostSubject: Re: Next Patch   Thu Jan 29, 2009 3:26 am

Again some new updates for the Patch 4.

---------------------------------------------------------------------------

GENERAL
* Several exploit fixes are included in this build.
* The new death cinematic can now be exited by moving the mouse after a few seconds have passed since your death.
* Rightclick will not cause your character to turn anymore when performed over gui elements.
* Many improvements have been made to encounters in Xibaluku and the Slaughterhouse Cellar.



COMBAT
* NPCs doing melee attacks will now only autoface their target if they aren't rooted (this caused animation jittering).
* Characters will no longer automatically get Shield of the Risen upon login. It should only be applied when zoning, rezzing, or teleporting.
* Characters will no longer exit swimming mode when the client loses connection.
* Characters should no longer be able to move and slide around while getting up from a knockback.
* You will now receive quest updates when destroying world objects, even when your pet deals the final blow.
* Monsters should no longer follow players without attacking.



CLASSES
Ranger
* Linebreaker no longer knockbacks friendly targets.



GUI
* If a stack of PvP resource items is dropped, the gui will reveal the amount dropped.
* PvP health/mana/stamina taps will now be displayed as intended in tooltips.
* Buff icons are now always shown as enabled (not gray).
* When changing lootmode, the lootbags already owned by the team/raid are now also changed to use that lootmode.



MASSIVE PVP
* Reverted a change that added red cloaks/blue cloaks to attackers and defenders for the duration of a siege. This will no longer occur.
* Tweaked an area near the stairs in Battlekeep Burnheim to allow players to walk over it instead of jump.
* If a battlekeep becomes vulnerable but no attackers signed up to attack it, it will no longer be vulnerable for the siege duration. Instead, the vulnerability window will automatically be re-scheduled as if the defense had completed successfully.
* MiniScoreView will reappear after each teleport/death the proper way, but will not remain onscreen if you leave the playfield.
* The system to sign up to attack a battlekeep has been changed. The guilds that want to participate in a siege will now have to declare war on each other to win the right to lay siege to the battlekeep. During this war the attacking guilds gain points for killing someone else in the queue and lose points if they get killed by the defending guild. Like in the previous system, the guild that earns the right to attack will have their all of their points wiped, but the rest of the guilds will add their points to an overall pool. Note: On PvE, players will not yet be flagged as PvP-enabled against a warring guild (this is coming soon). PvE players will still get points for their war while fighting in the Border Kingdoms and in minigames.



PVP
* Border Kingdoms: The guards in the Traveler's Camps in the Border Kingdoms will no longer assist players when they get attacked.
* Removed some free prey level ranges from dungeons that did not need them.
* PvP is now disabled in all of the taverns in Tarantia.



PVP Minigames
* Only player kills (not pet kills) will be counted in your kill count.
* Hallowed Vaults: Extended collision of braziers to prevent players from becoming stuck in between them and pillars.



NPCS
* The jog-animation for dogs should now play at the proper speed, and there will no longer be a particle effect on the dogs in Xibaluku every time they attack.
* Black Ring Citadel: Ahazu-Verin are now given a ranged fallback spell they will use when they fail to reach their targets.
* Black Ring Citadel: Ahazu-Zagam should no longer try to attack dead players.
* Imirian Ravine: Deatheater Sethkanh now resets correctly if the players wipe while his minions are active.
* Ranger NPCs (using xbows) should use column based attacks (Like Piercing Shot).
* Seruah: Reduced the AOE of the Dusk Fiend's reactive proc "Ghostly Rain" and gave affected players a 5 second immunity when hit.



QUESTS
* Fixed several typos in quest dialog.
* Black Ring Citadel: Updated waypoint for Yaremka in the quest Master of Gargoyles.
* Black Ring Citadel: The Cursed Treasure of Constantius - This quest should now complete correctly.



TRADESKILLS
* Removed text from trainers that says you cannot undo crafter profession choice, because you can.



WORLD DESIGN
* Climbing points in Connall's Valley have been polished.
* Corrected collision in many playfields to improve flow of movement.

-----------------------------------------------------------

that Seruah "fix" is very good! Makes the fight more enjoyable Smile
Back to top Go down
View user profile
Chaoskult

avatar

Number of posts : 251
Age : 36
Location : .fi
class : Cake Master
lvl : Über
Registration date : 2008-11-21

PostSubject: Re: Next Patch   Tue Feb 10, 2009 10:53 am

new updates to the next patch. 9th of feb

----------------------------------------------------

GENERAL
* Several improvements to encounters and world design have been performed for the new areas Xibaluku and the Slaughterhouse Cellar!
* Black Ring Citadel - Wing 3 is now accessible to players.
* Emotes will not abort themselves anymore.
* When mounting, all emotes are now aborted and blocked.



COMBAT
* Testlive - Charge movements should now execute correctly.
* Tempest of Set/Priest of Mitra/Necromancer/Demonologist - If you start spellweaving while Shield of the Risen is active, Shield of the Risen will now be immediately removed.



CLASSES
Dark Templar
* Fixed a problem with Talisman Mastery where it would fail to update on a weapon swap after dying. It should no longer fail. If you encounter a case where you fail to get the Talisman Master buff appropriately, swapping weaponsets will cause it to refresh (shift-r by default).



GUI
* The camera will now stop rolling if character creation is aborted.



MOUNTS
* Mounts should be easier to navigate through areas like archways and under trees.



NPC
* Falling npcs will not abort their animations anymore.
* Black Ring Citadel : Sleeping Gargoyles should now attack as intended.
* Yakhmar is no longer immune to Goad.
* Kyllikki: Champion of the Honorguard now properly locks players to the instance when killed.



PVP
* A low level player attacking a high level is now a free kill for about 60 seconds, three times longer than before.
* Added tutorial for Resource Gathering in PvP areas.
* You can now see the items in the lootbag that you dropped in pvp, even before the lootbag is open to everyone.
* Khopshef Province: Slightly adjusted the patrols of two guards in Caravanserai.

MASSIVE PVP
* Lacheish Plains: City owners should now properly receive their city resurrection points.
* Closed some holes in the Sturmgarde battlekeep.
* The tooltip on the vulnerability window will now only show owner guild and time the next battle will be.
* Added a War Declaration gui.

PVP MINIGAMES
* Capture the Skull: Shield of the Risen will now be removed the moment you pick up the skull.
* Capture the Skull: Players will now receive a message after the flag resets.
* Hallowed Vaults: It's no longer possible to jump back the ledge coming from the flag rooms.



TRADESKILLS
* Tradeskill recipes now use different/revamped inventory icons.



QUESTS
* Ymir's Pass - The Dark Arts: When the player returns to Zallivallony after completing the first part of the quest, the quest will resolve and a reward will be given
Back to top Go down
View user profile
Sponsored content




PostSubject: Re: Next Patch   

Back to top Go down
 
Next Patch
Back to top 
Page 1 of 2Go to page : 1, 2  Next

Permissions in this forum:You cannot reply to topics in this forum
Hells Bells Guild Official Forum :: Age Of Conan related stuff :: Game News-
Jump to: