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Autor Topic: Patch 1.2.1 i 1.3  (Read 33467 times)
Iago
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« Reply #30 on: April 16, 2009, 12:26:33 PM »

Z tego co pamiętam (z pierwszych przymiarek) to mowa była raczej o 300...
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« Reply #31 on: April 16, 2009, 05:03:38 PM »

Trzeba zdobyć 300 medalionów by kupić sobie jedną część Anihilatora? :D No nie wiem czy to taki przełom... ;) Tym bardziej, iż piszą, że w skirmishu jest szansa, że przeciwnik dropnie medalion. Jednym słowem, jak ktoś ma pecha, to wiele się u niego nie zmieni. ;P

W końcu rozdzielili profile. Gdyby jeszcze dało się chat log ustawić na stałe na unlimited (co relog resetuje się na 500) to będzie super. Ciekawe tylko czy te zmiany nie popsują starszych addonów...

"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."
Czyli powyżej 29 już nie będzie można se pograć? :< Bez sensu. Jakieś scanerio dać muszą, bo gdy walki odbywały się w stolicy tylko te dwa (po jednym na stronę) były dostępne. A teraz nic? Palić IC poniżej 40lvl i tak nie ma sensu, więc przedział levelowy 29-39 będzie pozbawiony całej zabawy?...

"You may now occasionally discover items that can be traded to other players, but cannot be put up on the Auction House."
Hmm... ciekawe co to za itemy będą.

"The following crafting quests have had their rewards adjusted to bring them in-line with the recent crafting system changes"
Czyli ceny czarnych farbek znowu wzrosną bo źródełko wyschło. Komu zależy, to niech się profilaktycznie teraz zaopatruje.

"Weapons of the Fallen can now be sold to merchants."
W końcu się pozbędę tych śmieci! ;D
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« Reply #32 on: April 19, 2009, 03:20:02 PM »

Czy komuś prawidłowo się updatują informacje w Guild Profile o posiadanym Keepie i koszcie Upkeep? Mi się aktualizuje tylko raz po zalogowaniu, ale może to dlatego, że tylko w Altdorf ostatnio siedziałem... ;P
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« Reply #33 on: April 19, 2009, 03:59:02 PM »

niestety kost utrzymania keepa zawsze jest podany jako 20s
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« Reply #34 on: May 14, 2009, 06:56:29 PM »

Nie chcialem tworzyc nowego tematu do tego, pojawila sie zapowiedz zmian w patchu 1.3
Quote
Greetings!
The WAR team has been hard at work on our 1.3 version and in just a few short days we will be opening up our test servers for public testing. Due to the massive amount of new content introduced with the Land of the Dead, we will be conducting testing in phases and releasing pieces of the new content to players over the course of a couple of weeks. As always we'd like to share a few of the patch highlights with you all.

    * Land of the Dead - The Land of the Dead is an expansive new "Darkness Falls" style dungeon area offering an array of new game play-experiences, including instances that can be invaded, base camps that can be besieged, challenging boss fights, new types of Public Quests, and of course loads of new RvR content. Players will be pitted in brutal head-to-head conflict for control of the dungeon. To the winners goes the spoils!

    * Sigil System - The Sigil System represents a new and exciting way for players to progress through WAR's endgame content. Wards have been removed from specific items and have instead been attached to Tome-based achievements. Once players unlock a particular Ward, it stays with them forever regardless of the items or equipment they decide to use. In addition, we have streamlined progression through endgame content by offering new alternative ways to unlock each Sigil in both PvE and RvR. These new unlocks will allow players to move through WAR's endgame content quicker and more reliably so they can focus more on bashing heads instead of rolling for loot.

    * Public Quest Loot Improvements - We are excited to introduce two new features to our Public Quest system in 1.3. First is the ability to opt out of a Public Quest. This feature will allow players to choose not to roll for PQ loot so they can help their allies without potentially earning a reward they have no use for. In addition, any player who does not loot before the PQ timer expires will automatically have their reward mailed to the character that earned it!

    * Dungeon Improvements - We have made numerous improvements to the dungeon lock-out system, including the ability to invite players without lock-out timers to groups already in progress. In addition, we have made a number of changes to the Tier 3 Mount Gunbad dungeon that will make the experience much more enjoyable for all players.

    * Crafting Improvements - Crafters Rejoice! We have added additional inventory slots in the player backpack just for crafters! These additional inventory slots can be unlocked through skilling up both trade and gathering skills. In addition, we have made numerous adjustments to the Talisman Making system, including the introduction of new talisman types, and more potent versions of existing talismans.

    * Ordnance Improvements - The RvR Ordnance system continues to improve! With the arrival of 1.3, players will be able to purchase additional Keep upgrades as well as a number of new siege weapons each with a special ability intended to help players on both assault and defense!

    * Career Balance - As always, we never rest when it comes to Career balance and 1.3 is no exception! Version 1.3 will introduce numerous balance tweaks to area-of-effect and direct-damage abilities for all careers. In addition, 1.3 continues our ongoing improvements to the Archmage, Shaman, White Lion, and Marauder careers.


These highlights are only the tip of the version 1.3 iceberg, and the development team is hard at work squashing bugs, improving performance, and tuning the game for the release of this massive patch. We look forward to joining everyone on the public test servers over the next few weeks for a brutal romp through the Land of the Dead!
As always thanks for playing!
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« Reply #35 on: May 14, 2009, 08:27:53 PM »

ja tu nic nie widze o lagach  >:(
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« Reply #36 on: May 14, 2009, 08:30:48 PM »

Na serwerze Black Crag co pare dni przeprowadzaja maintenance podczas ktorego wprowadzaja zmiany majace poprawic stabilnosc serwerow, miemy nadzieje ze okaza si eone skuteczne i wprowadza je na EU serwerach tez:)

EDIT
Niektore zmiany w profesjach
Quote
Warrior Priests: AoE radius reduced to pre-1.2.1 values; group healing effective radius reduced; Touch of Divine's cast time increased and cooldown removed.

Witch Hunter: AoE radius reduced; AoE skills reduced damage or increased AP cost/cooldown; positional and situational abilities will have their effects increased.

Knight of the Blazing Sun: Few abilities have secondary effects increased (e.g. Precision Strike); Conical AoE has been changed to fit new CAoE standards (less range, greater arc).

Zealot: Damage on many abilities has been improved; multiple casters can now place different Marks of Chaos on a single ally; Mark bonuses stack with all bonuses.

Marauder : Gift of Brutality, Monstrosity, and Savagery will gain specialty bonuses; Savagery and Brutality masteries have had their effects improved to encourage use of these specialties; adjusted or improved underused tactics.

Magus: Bonus damage from intelligence for high base damage abilities; improved overall damage for Havoc mastery path; addition of specialist tactic to match Engineer's Throwing Arm.

Bright Wizard: Balance changes to tactics that allow players to stack high proc damage; improved damage to immolation and incineration mastery paths; adjustments to "mirror" sorcerer abilities.

Chosen: Conical AoE changes; Strength bonus to high base damage abilities; AoE abilities reduced in effectiveness.

Engineer : Improved damage to Rifleman path; Throwing Arm's bonus
distance reduced; Ballistic Skill bonus for high base damage abilities.

Ironbreaker: Gromril Plating will become a "self-only" damage absorb; Conical AoE will be tweaked; Strength bonus to high damage abilities.

Rune Priests : Oath Runes will now stack with other bonuses; AoE healing radius reduced (shorter distance than direct healing spells).

Choppa : Da Hitter finishers have will have their effects improved; Strength bonus to high base damage abilities; positional and situational abilities will have effects increased; AoE radius reduction, conical AoE changes, AoE effectiveness reduction.
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« Reply #37 on: May 15, 2009, 01:41:19 AM »

Podoba mi się, że loot z PQ wędrować będzie na maila. :) Pomysł ze zrobieniem wardów niezależnie od armorów, też fajny, ale mam nadzieję, że te unlocki sensowne będą a nie typu - idź zabij 1000 świń (mam na myśli boars a nie Destro! ;D).

Nerfią heal WP ale dpsu im nie podnoszą. :P

Zealotowi to dmg podnoszą, a Rune Priesta to tylko nerfią! Argh!!!

PS: A ja jednak poproszę moderatora by zrobił z tego nowy wątek. 1.3 to już nie 1.2.1 i nie pasuje do tematu.
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« Reply #38 on: May 15, 2009, 01:53:57 AM »

Dalem info tutaj bo temat mowi o patchach i nie chcialem kolejnego watku tworzyc, poki co bede pisal tutaj az mod nie uzna czy chce watek o 1.3 wydzielic czy nie.

na oficjalnym forum WHO mozna poczytac wstepne informacje o zmianach w klasach w patchu 1.3.

http://forums.warhammeronline.com/warhammer/?category.id=category_3

Poza tym jutro rusza PTS w US, nie wiem tylko kiedy uruchomia europejski PTS zeby sprawdzic samemu zmiany.

EDIT
Patch notes
http://herald.warhammeronline.com/patchnotes/index.php?id=2009_1-3-0#_68
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« Reply #39 on: May 15, 2009, 04:37:55 AM »

Rune Priest
"Group healing abilities have had their effective radius reduced. Healers will still be able to cast group heals from a far greater distance then AoE damage, but not from the same distance as their direct healing spells."
Coś mi się widzi, że to odpowiedź Mythica na leczenie przez ściany klas melee bijących keep lorda. ;)

"
The damage on many Rune Priest abilities has been improved."
Hope so... bo w tej chwili jest tragicznie. Zwykłego moba bije się zdecydowanie za długo.

"
The net result of this change is that healers with average or better-than-average Willpower will see an increase in their overall healing. Healers with subpar Willpower will see a decrease to their healing."
Heh... Czyli znowu wracamy w inwestowanie w Willpower a nie Inicjatywe czy Toughness? Pewnie Witch Elfki się skarżyły... :P

"
Multiple casters can now place a single Oath Rune on an allied player long as it is not the same Rune."
No naraszcie. Przecież na granted abilities jest 5 hotkey do przypisania, a nigdy jeszcze nie miałem więcej jak dwóch (runa RP + "Share the Tale"). Gdyby jeszcze zrobili, że runy utrzymują się po śmierci jak potiony...


Shadow Warrior
"
* The following area-of-effect abilities have had their radii reduced: Barrage, Distracting Rebounds, Flame Arrow, Glass Arrow, Hunter's Fervor, Instill Fear, Lileath's Arrow, Outrider Patrol, Penetrating Arrow, Rain of Steel, Signal Our Snipers, Split Arrows, Sweeping Slash, Whirling Pin, Whirling Rage"
Iiiasne... Bo przecież SW był overpowered... :P Szczególnie ze swoimi 3s castami. -.- A w 1.3 tylko nerfy. Po co go boostować?
Instill Fear to świetna moralka... na papierze. ;) Niby wbiegasz w grupę przeciwnika (głównie na Assault ma sens) i rozbrajasz/uciszasz wszystkich wokół. Natomiast w praktyce, pojawia się masa komunikatów "Immune". :P

Liczę, że po zmniejszeniu zasięgu Pit of Shades, dmg w końcu będzie się mieścił w kółku i nie wyłaził poza nie. :P

Stuff
"Players who log out in any of the Land of the Dead's zones, on the other hand, will log back in the Land of the Dead regardless of their realm's current expedition status."
Trochę bez sensu... O.o
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« Reply #40 on: May 15, 2009, 07:58:49 AM »

no lol... mythic i goa to wieksza banda debili niz myslalem..

znerfia wp healera..



ale melee wp ktory powinien dostac bonusy tez dostaje nerfa.. O_o no gdzie tu logika? wiekszosc melee atakow traci bonus ze str.. i/lub zwiekszaja umiejetnosci..


rece opadaja
Iago
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« Reply #41 on: May 15, 2009, 08:48:10 AM »

Jak zwykle: kupa świetnych pomysłów (oddzielenie wardów od itemów, możliwość pasowania przy rollu na loot w PQ/Keepach/Fortach, nagrody dla nosicieli bomb/wraków i ich obstawy w scenariach, generalne znerfienie AoE na rzecz single target damage, +crit% talismany do craftowania) i kilka debilnych (nerfy dla WP in general, ale przede wszystkim nerfy dla Wrath WP, którym teraz już nikt nie będzie chciał grać :/, nerfy dla SW bez żadnych buffów, buffy dla Choppas/Slayers).

Ponadto: jeszcze więcej miłości dla WH (zmiany w skillach generalnie zwiększają damage; BaL będzie teraz walić z ungodly power, a Torment...

Quote
* Torment: Increased the AP Cost, and increased the bonus damage from Strength.  When attacking from the rear, increased the base damage and further increased bonus damage from Strength

 - zaraz będzie wrzask o nerfa :)), trochę miłości dla AM/RP, ignorancja SM, IB, KotBS (poza ogólnym nerfem do AoE skills). Ciekawe czy będzie to można potestować na PTS w EU.

Aha - ani słowa nt. zmian we wpływie statsów na dmg, critsy itp. Albo przeoczyłem

Temat do wydzielenia do osobnego.
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« Reply #42 on: May 15, 2009, 09:06:59 AM »

A o bardzo waznej zmianie widze nikt nie wspomnial

* The instanced boss lockout timer system has been reworked to be more flexible. Players with no boss lockouts can now be invited into groups with existing boss lockouts. Below are a few examples of how this will work.
- A group kills three bosses and one member needs to log out. The group can invite a new player and continue on to kill additional bosses.
- A group kills three bosses, and one player in the group leaves and is replaced. The group continues on and kills a fourth boss. The player who left returns and is swapped back into the group: the group can continue on with the original member and kill additional bosses.
- A group kills three bosses. Everyone leaves the group and one of the original group members invites all new players, and the new group proceeds to clear the rest of the instance, which includes additional bosses. When the original players return and attempt to enter the instance before the boss lockouts expire, they will find the instance empty because the second group containing the original group member cleared the instance. The original players will need to wait for the lockout timers to expire before being able to kill bosses in the instance again.
- Players joining a group which already has boss lockouts in an instance will not be added to the existing lock out list until the next time a boss lockout is issued in the instance.

 YAAAY!!! W koncu ;D;D;D
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« Reply #43 on: May 15, 2009, 10:02:26 AM »

Pamietajcie tlyko ze to zmiany ktore beda testowane na pts a nie ostateczna wersja patcha:)

Mi sie bardzo podoba mozliwosc wykupienia upgrade do keepa ktory blokuje wewnetrzny postern przed bypass defences, koniec z ninja squadami w keepach:)
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« Reply #44 on: May 15, 2009, 10:20:38 AM »

przejrzalem notki i wychodzi ze juz niedlugo order/destro moze miec problem z healem. WP/DoK dostaja nerfa i nagle granie jako healbot przestanie byc takie fajne i przyjemne  ;). Kolejna polowa AM-ow przerobi sie na dps i tez nie bedzie leczyc, wiec zostaja RP/zealot czyli jakies 5% populacji. Moze byc zabawnie  ;D
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