K
korhal
Guest
only part of it.. about time they make hunters better (they are more nerfed then my scout and the rangers) and about time the warriors are the best melee in the game (after all mid is the melee realm)
i love balancing even if it hurts
now now.. my sweet assasins..
MUAUAUAU !!!!
Please, please read these carefully:
=======================================
Dark Age of Camelot
Camelot 1.56b Test Release Notes
Tuesday, November 26, 2002
=======================================
1.56b has a lot of class tweaks and balance changes, and new stuff to test. Hunters and Warriors get the love their team leads and community have been asking for. We've re-implemented the new resurrection system so that there is minimal impact on anyone's playing style, and even introduced a new healing system for each Realm's primary healers that will make keeping people alive in RvR much easier. We have also taken steps to address the problems of Assassins being able to fight in melee combat better than we intended. Read through these notes closely.
HUNTER CHANGES
We've decided to make Hunters more effective in Melee combat. These changes will help them greatly in both PvE as well as RvR:
- All Hunter melee skills base damages have been increased "behind the scenes". The specific melee skills involved are sword and spear. Hunters will now notice that they do more damage every time they attack an opponent with these weapon types. Hunters now do more base damage than the other two Archer classes, and will not need to do anything to take advantage of this change - it will happen automatically every time they hit with a weapon.
- Hunters have been given a new line of spells in their Beastcraft specialization that allows them to insta-cast a wolf pet. This can be done at any time, even in combat. These are shouts that cost 25% power and have a 30 second recast time. Please note that if a Hunter is controlling a charmed pet, they cannot summon a wolf pet. Here's the list:
1 Hunter's Companion 80%
7 Hunter's Pet 80%
13 Hunter's Ally 80%
20 Hunter's Protector 80%
32 Hunter's Avatar 82%
WARRIOR CHANGE
In order to make the Warrior more of a melee damage-dealer, we've increased his weapon skills (again, behind the scenes, as with the Hunter) so that he will do more damage every time he hits with an Axe, Hammer, or Sword (both 1 and 2h). With this change, the Warrior now does more base damage than any other class in the game. Warriors don't need to do anything to take advantage of this change - it will happen automatically every time they hit with a weapon.
ASSASSIN CLASS CHANGES
Because of the great advantages Assassin classes - Nightshades, Shadowblades, and Infiltrators - now have over almost any other class in the game (poisons, stealth, devastating combat styles, good base damage, extremely high evade, etc.), we've decided to take some steps to bring them back in line with the rest of the classes in the game. We realize that these three classes are not exactly the same, but they all have a combination of abilities that make them more powerful than other classes of their level. The overall design goal of the assassin is to have them be able to defeat opponents using a combination of stealth and their "backstab" combat style chains. Now, with these changes, they'll have to use more strategy to defeat their target opponents. There's no way to sugar coat this - these steps will make Assassins less effective in direct combat.
- We've removed the Ignore Pain Realm Ability from all three Assassin classes. These classes have been granted back the realm training points they spent to get Ignore Pain. It was an oversight that Assassins were given IP at all, and we should have taken it away sooner.
- We are capping the maximum amount that any player (of any class) can evade at 50%. Assassins are the only classes that can currently go above this cap, by linking together their Evade 7 ability, plus the Realm Ability Dodger, plus bonuses from stats. Assassins will be granted a Realm Ability respec for those who no longer want Dodger ability (as it is usually Dodger that pushes them above 50%). Please note that you will get the realm ability respec only if you currently have Dodger and you are either a Nightshade, a Shadowblade, or an Infiltrator.
Of course we know that the Assassin community in general will not like these changes - however, this is one of those things we have to do for the good of the game.
i love balancing even if it hurts
now now.. my sweet assasins..
MUAUAUAU !!!!
Please, please read these carefully:
=======================================
Dark Age of Camelot
Camelot 1.56b Test Release Notes
Tuesday, November 26, 2002
=======================================
1.56b has a lot of class tweaks and balance changes, and new stuff to test. Hunters and Warriors get the love their team leads and community have been asking for. We've re-implemented the new resurrection system so that there is minimal impact on anyone's playing style, and even introduced a new healing system for each Realm's primary healers that will make keeping people alive in RvR much easier. We have also taken steps to address the problems of Assassins being able to fight in melee combat better than we intended. Read through these notes closely.
HUNTER CHANGES
We've decided to make Hunters more effective in Melee combat. These changes will help them greatly in both PvE as well as RvR:
- All Hunter melee skills base damages have been increased "behind the scenes". The specific melee skills involved are sword and spear. Hunters will now notice that they do more damage every time they attack an opponent with these weapon types. Hunters now do more base damage than the other two Archer classes, and will not need to do anything to take advantage of this change - it will happen automatically every time they hit with a weapon.
- Hunters have been given a new line of spells in their Beastcraft specialization that allows them to insta-cast a wolf pet. This can be done at any time, even in combat. These are shouts that cost 25% power and have a 30 second recast time. Please note that if a Hunter is controlling a charmed pet, they cannot summon a wolf pet. Here's the list:
1 Hunter's Companion 80%
7 Hunter's Pet 80%
13 Hunter's Ally 80%
20 Hunter's Protector 80%
32 Hunter's Avatar 82%
WARRIOR CHANGE
In order to make the Warrior more of a melee damage-dealer, we've increased his weapon skills (again, behind the scenes, as with the Hunter) so that he will do more damage every time he hits with an Axe, Hammer, or Sword (both 1 and 2h). With this change, the Warrior now does more base damage than any other class in the game. Warriors don't need to do anything to take advantage of this change - it will happen automatically every time they hit with a weapon.
ASSASSIN CLASS CHANGES
Because of the great advantages Assassin classes - Nightshades, Shadowblades, and Infiltrators - now have over almost any other class in the game (poisons, stealth, devastating combat styles, good base damage, extremely high evade, etc.), we've decided to take some steps to bring them back in line with the rest of the classes in the game. We realize that these three classes are not exactly the same, but they all have a combination of abilities that make them more powerful than other classes of their level. The overall design goal of the assassin is to have them be able to defeat opponents using a combination of stealth and their "backstab" combat style chains. Now, with these changes, they'll have to use more strategy to defeat their target opponents. There's no way to sugar coat this - these steps will make Assassins less effective in direct combat.
- We've removed the Ignore Pain Realm Ability from all three Assassin classes. These classes have been granted back the realm training points they spent to get Ignore Pain. It was an oversight that Assassins were given IP at all, and we should have taken it away sooner.
- We are capping the maximum amount that any player (of any class) can evade at 50%. Assassins are the only classes that can currently go above this cap, by linking together their Evade 7 ability, plus the Realm Ability Dodger, plus bonuses from stats. Assassins will be granted a Realm Ability respec for those who no longer want Dodger ability (as it is usually Dodger that pushes them above 50%). Please note that you will get the realm ability respec only if you currently have Dodger and you are either a Nightshade, a Shadowblade, or an Infiltrator.
Of course we know that the Assassin community in general will not like these changes - however, this is one of those things we have to do for the good of the game.