1.69e Hunters call of the hounds ;x

Cyclodia

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Pendragon will be coming up shortly, but here's a head start!

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Dark Age of Camelot

Test Version 1.69e Release Notes

March 18, 2004


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NEW THINGS AND BUG FIXES


- Client performance caused by spell effects, encountering new players/monsters, and large battles should be greatly improved, especially on Windows XP systems. Users who have previously set their clients to use "NT4 Compatibility Mode" should no longer do so with 1.69 - this client version should have similar or better performance than enabling this flag.

- Right clicking on a Combat Style icon will now display the name of the Previous Style requirement if there is one (before, it would simply show that there was a previous style required).

- We have added slash commands for "/bonuses" and "/journal" - these commands do the same thing as if you had clicked on the respective buttons on the Command Window.

- Endurance drain spells now report, "Your target's stamina wavers!" to the caster/proc beneficiary.

- (ToA Only) The Vault has been changed to optionally have a "Page Mode" where you can view only items on a certain page, for those players who like to organize their personal and house vaults by pages.

- Fixed an issue where spamming a key bound to a quickbar macro could make the macro (such as /qbar) fire incorrectly.

- The text of a macro will no longer be added to the list of previously entered commands (accessed by pressing "Shift-Up").

- (Pendragon Only) Players will no longer lose experience when killed by enemy realm guards.

- (Pendragon Only) The Market Explorer will now correctly return the proper number of items on each page for the search results.

- (Pendragon Only) Players will no longer lose their guild tags for newly formed guilds when leaving the zone the guild was created in.

- (Pendragon Only) Spells will no longer do damage to dead players.



TOA USER INTERFACE MODDING SUPPORT


- New Events: QuiverDump



BUFF SHEARING CHANGES


Based on Pendragon testing feedback, we have made some changes to how buff shearing works.

- We have removed the lowest tier of buff shearing spells. This leaves two tiers, a single target version and an area effect version. Both of these versions will be able to strip buffs regardless of level.

- We have changed the casting time of the cleric version of buff shearing spells to make it consistent with the druid version.

- The damage component of the Cleric and Shaman versions of the Strength/Constitution and Constitution shears has been removed.

- The damage component of the Druid version of the Strength/Constitution and Constitution shears has been halved.



CLASS CHANGES AND FIXES


Buffing Class Changes

- Focus Shell spells have been added to the buffing lines of Druids, Shaman, and Clerics. These spells, which can be cast on others as well as oneself, absorb a significant amount of damage from all sources. The caster of the spell will have power drained as the focus shell is held in place, and the shell will drop if the caster moves or takes any other action. The recipient of the focus shell will not be able to take any action or use any ability, including attacking or healing, while the focus shell is up without causing the shell to fail. The recipient of the focus shell (if other than the caster) will be able to move without the shell breaking, provided they remain within a 2000 unit range of the focus shell caster and maintains line of sight. The shell will only protect against realm enemies.

Shaman - Augmentation Spec Line
41 Spirit Shell (Absorbs 70%)

Cleric - Enhancement Spec Line
46 Hand of God (Absorbs 85%)

Druid - Nurture Spec Line
47 Nature's Cocoon (Absorbs 90%)


Hunter

- Hunters may now attempt to find hidden enemies who have just killed one of their Realmmates via a new ability called "Call of the Hounds". To activate this new ability, the body of your Realmmate must first be selected. Then, six hounds are "called" that will sniff their way to any nearby enemies (stealthed or not). The hounds move at a very slow speed, but should they somehow catch up to a stealther, they will not attack but will bark incessantly instead. If there are no nearby enemies when this ability is used, no hounds will be summoned.

Hunter - Beastcraft Spec Line
30 Call of the Hounds



CAMELOT CLASSIC WORLD NOTES


Hibernia Quests

- A rumor has recently been spreading through Hibernia that a cursed lute has surfaced and is causing problems. Kyle, the Healer in Ceannai, could use some help with this problem. If you are at least level 12, seek out Kyle if you can help him.



SHROUDED ISLES WORLD NOTES


Item Notes

- The Bracer of Sepulchral Light (Albion) now has a power regen charge instead of an acuity buff charge.

- The Sepulchral Bardiche (Albion) will now drop with the correct material and dps values.



TRIALS OF ATLANTIS WORLD NOTES


Oceanus Encounters

- Zahur and his minions will now correctly return to their spawn point after combat is over.


Item Notes

- Delve information has been added to the arrows summoned by the Braggart's Bow and Mariasha's Sharkskin gloves to indicate their bonuses.

- Items with Damage or Range bonuses that use a "vs. monster" requirement are now effective against several types of monsters.

- The Legs of the Subjugator (Albion) now have the correct reinforced icon instead of a plate icon.



FOUNDATIONS NOTES


- Brisworthy (Albion) - There is now a horse route from Lucearak to Morgealaine.

- Meath (Hibernia) - There are now horse routes that run between the following sets of NPCs: Kennet and Erie, Kennet and Ainslee, Ainslee and Cintusmus, Tomin and Cintusmus.
 

Squalion

Fledgling Freddie
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Jan 22, 2004
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so they get a type of TS, gee wiz, this will be fun wont it

give some ranger love ffs :/
 

Marczje

Fledgling Freddie
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well u had to agree hunters needed a boost, even though i was merely hoping for a melee one this one is fine too

i mean, cute doggies! puppies! give! :D
 

Raven

Fuck the Tories!
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sounds like an interesting ability but its hardly fair :/
 

Renwind

One of Freddy's beloved
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doubt that one hunter if solo will be able to kill all those infils with minstrel pets that those hounds uncover ;), could be cool tho
 

censi

Can't get enough of FH
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its a really unusual ability that has the danger to be overpowered if the radius of these hounds search is to large or the speed at which they track the opponent is to fast.

saying that Hunters really NEED a boost. Arguably the weakest class in daoc.

problem is this doesnt solve any of the problems with the hunter class, its just candy floss.

they can only skirt around the issue for so long till bow spec players get some serious love. thats the underlying issue.
 

stubbe

Fledgling Freddie
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I'm more interested in the shell ability, 70% damage reduction, 2000 range, and on shammy so nobody has to give up any spread heals :)
 

anubis

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stubbe said:
I'm more interested in the shell ability, 70% damage reduction, 2000 range, and on shammy so nobody has to give up any spread heals :)

yea, was thinkng the same
and at 41 spec
nice :)
 

stubbe

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old.anubis said:
yea, was thinkng the same
and at 41 spec
nice :)
too bad for midgard it also removes the question if you actually need a full enhance spec cleric/druid in groups, which from now on, will be a necessity(sorry asha)
 

Vindicator

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Hmmm what about a BB inside a keep casting this Shell on A Mana Eld inside the keep while a Hero slaps on Bodyguard and the Eld pops outside the keep to solo the zerg on the doors :/ ?

They didnt specify if it was melee or Magic damage, just Damage. 'absorb a significant amount of damage from all sources' is what was said actually.

pbae caster 90% immune to damage + 100% to melee until the Bodyguard is dead = :m00:

Guess they havent tested it yet then
 

stubbe

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Vindicator said:
Hmmm what about a BB inside a keep casting this Shell on A Mana Eld inside the keep while a Hero slaps on Bodyguard and the Eld pops outside the keep to solo the zerg on the doors :/ ?

They didnt specify if it was melee or Magic damage, just Damage. 'absorb a significant amount of damage from all sources' is what was said actually.

pbae caster 90% immune to damage + 100% to melee until the Bodyguard is dead = :m00:

Guess they havent tested it yet then
You will still be interrupted, as well as the advantage in FG v FG rvr, just hit the caster with something to interrupt and the focus disappears. Interrupting focus is done even should the caster have MoC up. Also there's the rate at which this shield converts power to damage. There are plenty of circumstances to balance this ability, as above stated the "problem" for me as a Mid will be that this only gives the opposing realms yet another reason to carry a full enhance buffer into rvr. This will in turn mean more shearing and in the end, more shearing will always damage Midgard because of the lack of ability to field enough specbuffs for the group on 1 char.
 

Kicks

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If the person protected does anything the shield breaks so kinda pointless unless the Eld wants to just look at the zerg.

The recipient of the focus shell will not be able to take any action or use any ability, including attacking or healing, while the focus shell is up without causing the shell to fail. The recipient of the focus shell (if other than the caster) will be able to move without the shell breaking, provided they remain within a 2000 unit range of the focus shell caster and maintains line of sight

Anyone able to think of a use for it? I'm kinda struggling
 

Aloca

Fledgling Freddie
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The doggys the hunter get is kinda useless, Hunters does as all other archer classes need love with the BOW, this new ability only add a slightly annoying thing but doesnt help them when they need it.

if those dogs doesnt uncover someone the hunter is just going to run into PAs.
 

Moo

Fledgling Freddie
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stubbe said:
I'm more interested in the shell ability, 70% damage reduction, 2000 range, and on shammy so nobody has to give up any spread heals :)
bet it gets nerfed on mid

since alb/hib need to give up spreads for it..
 

Aloca

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Kicks said:
If the person protected does anything the shield breaks so kinda pointless unless the Eld wants to just look at the zerg.



Anyone able to think of a use for it? I'm kinda struggling

I can see a funktion for this, specialy vs assist trains.
ex.
A bard get 4 tanks on him, 1 druid cast this shell, the other druid will have no problem healing the dmg those tanks do.
 

Exioce

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stubbe said:
This will in turn mean more shearing and in the end, more shearing will always damage Midgard because of the lack of ability to field enough specbuffs for the group on 1 char.
It's ok stubbe we just run with 2 aug shamen = win
 

Sepiritz

Fledgling Freddie
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Also, whats with some realms keeping the dmg from buff shearing and some not? Seems stupid.
 

Vodkafairy

Fledgling Freddie
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stubbe said:
too bad for midgard it also removes the question if you actually need a full enhance spec cleric/druid in groups, which from now on, will be a necessity(sorry asha)

lol, start saving cash for a respec asha :twak:

:p
 

Vasconcelos

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Cyclodia said:
- The damage component of the Cleric and Shaman versions of the Strength/Constitution and Constitution shears has been removed.

- The damage component of the Druid version of the Strength/Constitution and Constitution shears has been halved.

Pffft :eek7:
Only druids keep the damage component???

Cant see why.....
 

Vodkafairy

Fledgling Freddie
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Aloca said:
I can see a funktion for this, specialy vs assist trains.
ex.
A bard get 4 tanks on him, 1 druid cast this shell, the other druid will have no problem healing the dmg those tanks do.

Well just take our the high nurt druid first :p
 

nol

Fledgling Freddie
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mythic are such fucking sadists, poor frikking puppies will get mauled by a flood of infils too now :/

We nerf dragon fun but give you puppies to kill instead.
 

Glendower

Fledgling Freddie
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I think it is pretty funny...

Imagine a group of ugly, snuffling bloodhounds popping into existance and then casting about all over and making a bunch of racket.

Bet it wont be that cool, tho :(
 

Methos

Loyal Freddie
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The hounds are a bad decision...

Summoning the hounds will be a sign of whether to TS or not.

Hounds won't spawn? hmm no reason to use TS then...

Hounds spawn? TS and fire away.

Bad design. Very bad.
 

nol

Fledgling Freddie
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Methos said:
The hounds are a bad decision...

Summoning the hounds will be a sign of whether to TS or not.

Hounds won't spawn? hmm no reason to use TS then...

Hounds spawn? TS and fire away.

Bad design. Very bad.

I think a dead member of your realm is pretty much a reason to truesight, why do you need hounds to tell you that?
 

nol

Fledgling Freddie
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/send bob so when did you die bob?

/about 13 seconds ago

/tell me, how many people killed you?

/was about 13 infils and 2 mincers

/did they stealth again

/yes

/so why haven't you released?

/I was hanging around so Wesley could come and release his hounds

/ahhh, you mean Wesley the solo hunter guy

/yes

/ok, there were 15 of them you say?

/yes

/don't you think Wesley is a bit outnumbered

/naaaah, he has truesight.
 

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