1.75 test Patchnotes and Warlock nerf :)

Tesla Monkor

Fledgling Freddie
Joined
Jan 1, 2004
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===================================

Dark Age of Camelot
Test Version 1.75 Release Notes
RvR Missions
March 17, 2005

===================================


INTRODUCTION TO RVR MISSIONS

We polled our customers, talked to our team leads, and read over tons of player feedback. We're very proud to present the results of this research and design to you here in version 1.75. Thanks in no small part to our players, we hereby introduce a brand new RvR adventuring system called RvR Missions. We thank the Dark Age of Camelot community for their help in providing the vital feedback that led to the development of this new feature.

"RvR Missions" is our name for a unique system allowing players to accept Personal, Group or Realm Missions that can ultimately play a pivotal role in the war raging in New Frontiers. There are many exciting possible missions within the system, suitable for forces of all sizes. One person can make a difference by uncovering a single enemy or scouting out an area. A noble band of brothers can play their part by patrolling their border or protecting a supply caravan from attack. The mission system even includes the full scale defense of the realm in the form of daily goals suggested to all players in the Frontiers.

Come join the battle!


RvR Mission NPCs

Each realm has its own RvR Mission Generals, as well as numerous RvR Mission Commanders. RvR Mission Generals are located in all six portal keeps in New Frontiers, while Commanders are located at all of a particular realm's friendly keeps and upgraded (level 3 or higher) towers.

Hibernia's Realm Generals:
Vegda: Crauchon Gorge - Druim Ligen
Sonvan: Mount Collery - Druim Cain

Midgard's Realm Generals:
Hagir: Yggdra Forest - Vindsaul Faste
Bruki: Uppland - Svasud Faste

Albion's Realm Generals:
Kogis: Forest Sauvage - Castle Sauvage
Muris: Snowdonia - Snowdonia Fortress

Note: While Realm Generals will give you a choice of many different types of missions, be aware that Realm Commanders will only assign certain random missions and will not give you a choice to change them.


Mission Types

- Personal Missions - These missions are intended for those players who choose to go it solo in the Frontiers. Personal missions primarily lead players to areas of New Frontiers where they can find challenging encounters with enemy NPCs and even other players. Missions of this type are specifically designed to allow a single player a high chance of achievement and a reward. Personal mission types are: scout an area in the enemy lands, find an enemy assassin and slay him, kill a certain number of enemy guards, and kill a certain number of enemy players.

- Group Missions - Designed specifically for groups, these missions concentrate on specific siege targets in the Frontiers - primarily single towers, low level keeps and the newly implemented caravans (more information below on caravans). Group Mission types are: capture an enemy tower, capture an enemy keep, kill a certain number of enemy guards, destroy an enemy caravan, and kill a certain number of enemy players.

- Realm Missions - These missions are generated to everyone in a given realm. No action on the part of the player is required in order to receive this type of mission, as this mission type's goal is to encourage all members of a realm to work together for a common cause. Realm Mission types are: capture an enemy keep and all of that keep's towers. (For version 1.75, we will also implement two other Realm Missions that involve gaining control of Darkness Falls and opening an enemy relic gate.)


When RvR Missions Can Be Obtained

- Personal Missions - These may be granted by a General or by a Commander. Once a player has a personal mission, a new Personal mission cannot be obtained for 30 minutes, or until the current Personal mission is complete - whichever occurs first.

- Group Missions - These may be granted by a General or by a Commander. There are no timer restrictions on Group Missions. However, only the group leader can accept or cancel a Group Mission.

- Special note: Group and Personal missions can and will often be available to players at the same time. Because of this, when a player has a Personal Mission calling for the same action as a Group Mission, the Group Mission will take priority and must be completed before the Personal Mission. For example, if the Group Mission calls for the group to kill 25 enemy guards in Albion, and the Personal Mission calls for the player to kill 15 enemy guards in Albion, the credit for the first 25 guards killed will go to the group and the 15 after that will go to the player (or players if more than one group member has the same Personal Mission). This rule only applies when the mission is the same. For example, if the group's mission calls for 25 Albion guards to be killed, while the player's Personal Mission calls for 15 guards from Midgard to be killed, they can both be achieved simultaneously.

- Realm Missions - These are granted to all players in each realm at 7 a.m. EST each day. Once a Realm Mission is complete, a new one will not be granted to the realm for 60 minutes.


How To View Your Missions

- For now (on Pendragon), you may use the /task command to view all of your currently active missions. Once this system goes live, players will be able to view their missions in the quest journal.


Rewards And Credit

- All three mission types award experience, gold and realm points. Rewards are granted at the time the mission is completed.

- In order to receive credit for Realm and Group Missions, players must be within 8000 units of the objective when it is completed.


New Encounter Types

- Assassins - Enemy NPC assassins will be dispatched to patrol friendly towers. Players on Personal Missions are encouraged to go and find these assassins and kill them. These assassins will only attack players who have these types of missions.

- Caravans - NPC caravans will roam between friendly beachhead keeps. Enemy groups are encouraged to find and disable these caravans. (Please note that a caravan currently consists of a horse and some guards. We will be integrating more appropriate art for caravans before 1.75 goes live.)



NEW THINGS AND BUG FIXES


Tooltips

We have added tooltips to a number of items in the interface, to better explain their functionality or to provide useful feedback.

- For spells on your quickbar or active effects, you will now see the name of the spell and a duration/disabled timer, if appropriate.

- Based on player feedback, we have modified the tooltips from their original form in the 1.74 patch to make them smaller and less obtrusive.


Character Statistics Page

To help players better understand item bonuses, item bonus caps, and evaluate items, we have added a system of tooltips to your character statistics page that will display all relevant information.

- Hovering over any stats display (Strength, Constitution, etc) will now bring up a tooltip that will list base stats, item bonus, item cap, item bonus waste (bonus that exceeds your current cap), bonuses from spells/buffs, and any bonuses from RAs or class specific abilities.

- We have changed the layout of the main statistics page to include a new section that displays your current resists for each damage type. A tooltip will display bonus information broken out in the same way as statistics.

- We have slightly changed the rules about when stats are highlighted, to give better feedback to players. Your natural level is now considered to be base stat, item bonuses, and realm ability bonuses. When you are above this value (from buffs or spells) the statistic will be colored green. When below this value (from debuffs) the statistic will be colored red.

- Anytime you are missing Constitution due to a PvE death, the Constitution stat will be colored red as a reminder to visit a Healer.


Multiple Quickbar Support

To allow players to use an ever-increasing amount of abilities, we have added multiple onscreen quickbars.

- These quickbars are fully independant from other quickbars on your screen, enabling players access to up to 300 seperate quickbar ability slots, with 30 onscreen at once.

- You may activate multiple quickbars by opening your Options Menu (via the button on the Character Stats page).

- Optionally, you may toggle quickbars with the command '/quickbar Qbar# 1/0' (for example, to enable quickbar 2, use /quickbar 2 1)

- To access abilities on second and third quickbars, you may use the Alt (2nd Quickbar) and Control (3rd Quickbar) keys, plus the corresponding number. You may only use these shortcuts if you have 'Ctrl Modifier' and 'Alt Modifier' turned on in the keyboard configuration.

- To switch between quickbar pages on the second and third quickbars, you can use Alt-Shift-# and Ctrl-Shift-#

- The /qbind command has been updated to take a quickbar as an additional argument (example: /qbind 1 2 2 will bind a key to Quickbar Page 1, Slot 2, QuickBar 2)


Character Creation Changes

- Kobolds will now correctly list that they can become Warlocks in the Character Creator. They could always become Warlocks, it was just not shown in the list of advanced classes that they could become.

- You will now get an appropriate error message when entering a name that is too short.


Housing Changes

- Only the character that actually owns a personal house may pick up or place vaults and consignment merchants. Previously, any character on the account could pick up vaults and consignment merchants even though only the character that owned the house could place them.

- Players may now use the repo merchants for missing vaults and consignment merchants, even if the house itself is still in the player's possession. Previously, repo merchant use was restricted only to players who lose the entire house.

- Houses will now need to be completely emptied of all items in the house and in the garden before the house can be upgraded or downgraded.


World Changes

- In 1.74 the stack size of many common sell loot items was increased. Unfortunately mistakes were made in the corresponding value adjustments, resulting in decreased sell values for these items. The items have been returned to their correct sell value in 1.75.



NEW FRONTIERS NOTES

- The monster population in the Frontier zones has been slightly reduced.



CLASS CHANGES AND FIXES


General

- We have addressed an issue that would cause the following spells in the following lines to occasionally skip a pulse: Crusader's Ward line, Body/Mind/Energy/Heat/Cold/Earth Ward line, Soul Ward line, Brisk Wind line, Ease of Movement line, Chant of the Brawl line, Song of Rest line, Body/Spirit Bolstering Chant line, Energy/Heat/Cold/Matter Diminishing Chant line, Effervescence line, Nature's Revenge line, Guardian's Encouragement line, Chant of Endurance line, and the Greater Battle Zeal.

- We have addressed an issue with certain charm spells that could potentially cause the charm to drop without getting two sequential resists. This affects the following spells: The Minstrel's Captivating Melodies charm line and the Mentalist's Illusory Enemy charm line.

- We have moved the level 2 buff spells for all Naturalist and Acolyte base classes to level 1.


Master Ability Changes and Fixes

- The duration of the Speedwarp debuff has been reduced from 60 seconds to 30 seconds.


Base Classes

- The Naturalist base class will now receive the Minor Bark Skin spell at level 1.

- The Acolyte base class will now receive the Aura of Shielding spell at level 1.


Armsman

- The Polearm style, Distract, now has an improved growth rate for its style damage.


Bard

- The hotbar icons for Rhythm of Earth and Rhythm of Nature now have the correct color border.


Cabalist


- All simulacrums now have updated models when using the Catacombs client.


Necromancer

- Necromancer pets can no longer be confused. Necromancer pets were not supposed to be affected by confuse spells, as the confuse effect can potentially take the pet outside of the leash range of the Necromancer, making the Necromancer unable to defend himself when the pet was dispelled.


Runemaster

- The Runemaster spell line, Raven Drove, no longer delves as having a 20 second recast timer.


Valkyrie

- Valkyries will no longer have the Odin's Lesser Aura spell stuck in their spell list after receiving a higher level version of the spell.


Vampiir

- The Vampiir will no longer use a casting animation when casting the Restoration spell.


Warlock

- Warlocks are able to combine certain abilities in ways that, in conjunction with a few of their high damage spells, significantly overpowers them. This is exaggerated even more because the amount of damage done by certain Warlocks spells is so high. To help mitigate this issue, we have reduced the damage for the following Hexing spell lines:

2 Lesser Beguiled Pain – Damage: 10
3 Beguiled Pain – Damage: 15
8 Greater Beguiled Pain – Damage: 34
13 Lesser Beguiled Pain – Damage: 66
18 Beguiled Injury– Damage: 77
24 Greater Beguiled Injury – Damage: 97
34 Lesser Beguiled Hex – Damage: 135
43 Beguiled Hex – Damage: 168
49 Greater Beguiled Hex – Damage: 191

5 Infernal Sore – Damage: 9/pulse
9 Infernal Eruption – Damage: 15/pulse
19 Infernal Rot – Damage: 37/pulse
30 Infernal Degeneration – Damage: 55/pulse
41 Infernal Infection – Damage: 76/pulse
46 Infernal Erosion – Damage: 88/pulse
 

Tesla Monkor

Fledgling Freddie
Joined
Jan 1, 2004
Messages
1,452
CAMELOT CLASSIC WORLD NOTES


Items - General

- Bounty items have been adjusted to drop from monsters at a consistent rate. Previously some bounty items were very rare drops.

- Bounty items have been adjusted to a consistent sell value. In situations where this change would result in a lower sell value, the item was not changed.

- Grymkin's Healy Belt (Albion) now has a bonus to rejuvination skill in place of regrowth skill


Quests - General

- The Pig Herder's Cap of Victory, the Badger Herder's Cap of Victory, and the Tomte Herder's Helm of Victory can now be traded and dropped into vaults.

- Several quests in the classic zones have been altered to fit the monster changes described below (in Monsters/NPCs - General). The quest level, rewards and journal entries have been adjusted to match these changes. This is an ongoing process during the 1.75 patch cycle.


Quests - Albion

- Arrows for Yetta Fletcher (levels 4 to 7 mini quest) - Yetta Fletcher is looking for someone to help her make some arrows. Speak to her in Cotswold if you can help.

- The Growling Ghost – Growler can now be found in Salisbury Plains near the northwest guard tower.

- "Beginning of War" Master Dunwyn has been relocated to Cotswold from Avalon Marsh. This will alleviate the excessive travel for players.

- Shaken Squire – Sir Jerem of Prydwen Keep is looking for players between levels 6 and 9 to help him locate an adventurous squire who has gone missing.

- Disenchanted – Prydwen Keep's enchanter, Palune, has been unable to deliver all of her newly-enchanted weapons since her courier has fallen ill. She's willing to pay players between levels 7 and 10 to deliver a special weapon for her.

- Breaking the Bandits – Atheleys Sy'Lian, Avalonian emissary to Prydwen Keep, has noticed an increase in bandit activity in Camelot Hills. She's looking for players between levels 8 and 11 to help her eliminate a local bandit leader.

- A Message for the Manes – Sir Jerem at Prydwen Keep is looking for players between level 9 and 12 to help him deal with an emerging threat from the demons of Darkness Falls.

- Boulderling Balm – Brother Maynard, Prydwen Keep's healer, has run out of a key ingredient for his healing hand balm and is willing to pay players between levels 10 and 13 who will help him resupply.

- Beginner Quests - The first two beginner quests in Albion have been replaced. Master Frederick will now give players some assignments in the Cotswold area. Players currently on the Important Delivery quest may return to Master Frederick to get the new quests. Players on the City of Camelot quest can finish that before getting the new quests.


Quests - Midgard

- Stolen Eggs - We have fixed a bug that was preventing Bonedancers from speaking with Griffin Handler Njiedi and advancing their quest.

- Mauler Invasion (level 1 to 4 mini quest) - Viking Kreimhilde in Mularn is seeking brave new adventurers to help her deal with a problem with the black mauler cubs.

- Waking of the Fallen - Casters and Ranged fighters should no longer have to kill Broch multiple times to complete this quest.

- Lyna's Huldu Trouble (level 2 to 5 mini quest) - Lyna in Mularn has had her favorite staff stolen by a huldu outcast. She's willing to pay the person that is able to return it to her.

- Vers' Armor (level 4 to 7 mini quest) - Vers in Mularn is looking to improve his armor-making skills. He needs someone to help him obtain some supplies. Speak to him if you can help.

- Eater's Bounty (level 5 to 8 mini quest) - Tamara at the guard tower just outside of Mularn is looking for brave adventurers to help her defend the tower.

- "The Birthday Gift" (Level 1-4) Following in the family tradition Barkeeps Nognar and Prugar run the bars in Mularn and Jordheim. Due to the brothers responsibilities at there respective bars they rarely see each other anymore. Nognar needs someone to help him obtain a birthday gift for Prugar. He has an idea for something that will remind his brother how close they used to be as kids and that he does not need to be so serious all the time.

- "Family Reunion" (Level 2-5) Barkeep Prugar is thrilled. It makes him realize he has been working too much and not taking enough time for himself and his family. He plans on visiting his brother in Mularn but needs to straighten some loose ends before leaving. He has a letter he needs delivered to his brother, Barkeep Nognar of Mularn.

- "Dinner Quest" (Level 3-6) In preparation for the arrival of his brother, Barkeep Nognar wishes to make his brother's favorite meal. He needs several ingredients for his Hobgoblin Stew but cannot leave the bar since his apprentice has not returned yet.

- "Bow for a Gift" (Level 4-7) In the time since you have helped with the stew ingredients another letter has been received from Prugar. He wishes to go hunting one day during his visit. Unfortunately Nognar no longer has any hunting bows or quivers. He does have a friend in Haggerfel, Macalena, who should be able to help out.

- "Family Ties" (Level 5-8) Now that everything is in place for Barkeep Prugar's visit there is just one last task. Barkeep Nongar wishes a letter to be delivered to his brother letting him know they anxiously await his arrival the following day.

- "Battle on the House" (Level 6-9) Kristen works at her friend's bar in Vasudheim when not training with the Forces of Midgard. She sent her sword and shield off to Mildrid in Haggerfel for repairs while on leave from training. The Force of Midgard has sent a notice about an emergency meeting and she must have her sword and shield with her. She has much to do in Vasudheim and needs someone to fetch her belongings for her.

- "Suspicious Mind" (Level 7-10) Hrugnar is making his wife a fur cloak as a 10th anniversary gift. To keep Luran from becoming suspicious of his plans he has side tracked her with a new puppy, Gealla. But he again feels she is onto him and needs help. Since he cannot leave his shop he needs someone to get him the items he needs to complete her cloak.

- Galagore, in Vasudheim, will now accept Fenrir Tracker Paws for a bounty quest from levels 40 to 44. He was previously refusing to take them at level 40.

- Mucking through the Ick – The Ick spider has been hunted to extinction in Gotar. You can now find Ick in East Svealand near Audliten.

- Stolen Eggs - Griffin Handler Njiedi will now reward rogues with Recruit's Starklaedar Gloves instead of a duplicate Recruit's Starklaedar Jerkin.

Quests - Hibernia

- Bones to Blades (level 2 to 5 mini quest) - Wony in Mag Mell has accepted a commission to make special weapons, but she's lacking all the necessary components. She is looking for brave adventurers to help her with this problem.

- Valewalkers and Animists can now complete the Stolen Hatchling quest.

- "Beginning of War" Master Lucyn has been relocated to Ardee from Connla. This will alleviate the excessive travel for players.

- Rattled Recruit – Sentinel Moya in Ardee is looking for players between levels 6 and 9 to help her locate an overeager recruit who has gone missing.

- Quick Fix – Nyderra, in Ardee, is looking forward to a hunting trip with an old friend, but her new bow has broken. She's looking for players levels 7 to 10 to help her in repairing it before her guest arrives.

- Inherit the Wind Ghoul – Ardee's enchanter, Eiral, needs help proving a theory about the spirits that haunt Hibernia. She will ask players between levels 8 and 11 to assist her with her research.

- A Friend For Gogarty – Aideen, a merchant in Ardee, has been too busy lately to visit her friend, Gogarty Muire. She's searching for players between levels 9 and 12 to bring him a new friend.

- Creeping Darkness – Sentinel Moya, leader of the Sentinel garrison in Ardee, is looking for players between levels 10 and 13 to assist her with the first phase of a campaign against demons escaping from Darkness Falls.


Monsters/NPCs - General

- The meetings that were held in the three capital cities regarding Atlantis will no longer be held. Instead, new meetings are being held to inform one and all of the terrible situations that face the Inconnu, the Kobolds, and the Shar in the lands of Catacombs. Stop in the capital city and see the creatures that threaten the very lives of these three races!

- The monsters found in many of the homeland zones have grown greatly in strength. As players move south the monsters will become steadily more dangerous. Adventurers are warned to explore cautiously until the extent of the changes is determined. Please note the monster camp densities and spawn rates are still being adjusted.

- The puppies summoned by the Whistle have been given new models.



TRIALS OF ATLANTIS NOTES


Items - General

- Players no longer need to have started their master levels to gain credit for the Scepter of the Meritorious Encounter.


Oceanus Quests

- The named shark, Ancus of the Skyros Order faction quest can now be found hunting around a large rock north of the Kraken lair.


Oceanus Encounters

- Sightings of the Kraken and Leviathan have increased lately in Oceanus Hesperos and Oceanus Notos.


Stygia Encounters

- In the Snake Charmer's Weapon encounter, Maedion will move a little faster while playing his flute than he did before, though he should still be quite easy to keep pace with.


Temple of Twilight

- Legends tell of adventurers using the severed head of Medusa as a weapon against the legendary Kraken


Dungeons

- Killing a Molded Statue inside the Temple of Twilight will now grant all players on the appropriate quest and in the battleground credit for obtaining a Triton Shaman Necklace.

- Killing a Statue Sentinel inside the Temple of Twilight will now grant all players on the appropriate quest and in the battlegroup credit for obtaining the Glowing Sentinel Marble.



CATACOMBS WORLD NOTES


Items - Catacombs

- (Midgard) The Circlet of the Kobold Recluse, Circlet of the Desolate Kobold, and the Circlet of the Solitary Kobold have been adjusted in level from 45 armor to 50.

- Spellbound Cerulean Short Bow (Albion) now has a bonus to quickness in place of the duplicate dexterity bonus

- The Spellbound Cobalt War Mace (Albion) is now set to the correct material level.


Instanced Adventuring

- To coincide with level changes in the area, Taskmaster Jeryd in Tir na mBeo will now offer tasks to players between levels 11 and 20. Taskmaster Nelarid in Howth will now offer tasks to players between levels 21 and 30.

- To coincide with level changes in the area, Taskmaster Mairlin Caer Ulfwych will now offer tasks to players between levels 21 and 30. Taskmaster Lucir in the Avalon Marsh will now offer tasks to players between levels 31 and 40.


Hibernian Frontlines

- Fixed an issue that would cause the Possessive Spirit to not reset correctly if you died fighting it.


Quests – Hibernia

- Down with the Madness - Champions, Heroes and Rangers should now receive the correct reward when completing this quest. Players who were given the wrong reward can return to Burniss in Shar Labyrinth to make an exchange.



TRADESKILL NOTES

- The Albion Armorcrafting recipes for roman glove linings and roman sleeve linings should no longer have their skill levels reversed.

- The Water Spell Stone (Hibernia) should now be dark blue like the recipe icon (and all other "water" gems)



FOUNDATIONS NOTES

- The horse from Jorund in Erikstaad to Maisriath's Hitching post will now correctly let you off in the correct location.

- The horse from Alamdar in Dalton will no longer make a sight seeing trip through the Chiltern Market.
 

[HB]Jpeg

Loyal Freddie
Joined
Jan 22, 2005
Messages
420
Tesla Monkor said:
Well, that was it for Midgard in Catacombs, then. No reason to actually buy the expansion - Valks are pointless and Warlocks no better than what we have already.

Stlong whine from a mid that obviously wants to play a VERY op' class!

im willing to bet that warlocks can STILL kill enemys in a 1v1 siuation VERY fast unloading there chambers... so stfu and go play WOW :) MID has had more FOTM op classes than any other realm IMO (ok those classes have been nerfed also, and RIGHTLY so) . LA sb's/Zerks ... Savages .. SM intercept pets . BD's .. Warlocks .. some would even say Healers as an OP healing class (for what they do on the battlefield , compared to druids n clerics)..
 

Danamyr

Fledgling Freddie
Joined
Jan 28, 2004
Messages
1,359
When are Mythic going to get around to addressing class specific improvements, wishes, bugs etc? One poxy fix for the Necro? There's about 10 things straight off the bat that need fixing...and that's just one class. Can't say I am impressed - they keep adding things without fixing what's already there.
 

Yma

Fledgling Freddie
Joined
Nov 5, 2004
Messages
352
All I know, the single resist bug fixed for Light Mentalists ... givf.
 

Flimgoblin

It's my birthday today!
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Gamah said:
Matt Fior <sp?> basicly said that in a quote...he said they need to make new classes actractive (read Overpowered) when they first release an expantion. So I think your the one in the wrong here.

nice warping of the words there...

he said new classes have to be viable, unique and interesting and shouldn't be measured against any other class.

Now you can read that as "NEED TU OVERPOWER THEM ALL OLOL!!!" if you want.

Nice thing about being in beta - they posted things from the design documents about how the classes were imagined and how they were expected to work, people then played them and found new things - some stuff got boosted (all warlock spell damage was boosted in beta) some things got nerfed (the hex/wc spec was nerfed prior to release with a cast time reduction on the primers - obviously not enough).

Hex was meant to be the utility line for warlocks - not the main damage line.
 

Abel

Fledgling Freddie
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Sep 2, 2004
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Convincing people to buy expansions by creating overpowered content has been a long-standing Mythic strategy.

It's not only by making available op classes, but also op zones (SI zones >> Classic zones for xping), op drops (first SI drops, then ofc TAO artis), etc

Why are so many people here looking forward to Catacombs ? Because you will be able to lvl your new op classes even faster then in the old zones. That this is hardly a content "extension" because it makes most old content irrelevant, is something few people realise.

Censi, if you haven't spotted this yet you're the retard. This is a common way of getting people to buy new expansions and not only Mythic utilizes this.
 

old.Whoodoo

Can't get enough of FH
Joined
Dec 24, 2003
Messages
3,646
[HB]Jpeg said:
Stlong whine from a mid that obviously wants to play a VERY op' class!

im willing to bet that warlocks can STILL kill enemys in a 1v1 siuation VERY fast unloading there chambers... so stfu and go play WOW :) MID has had more FOTM op classes than any other realm IMO (ok those classes have been nerfed also, and RIGHTLY so) . LA sb's/Zerks ... Savages .. SM intercept pets . BD's .. Warlocks .. some would even say Healers as an OP healing class (for what they do on the battlefield , compared to druids n clerics)..
Dont open this old chesnut, how about an archer class with 25% more range, speed class with stealth, climb walls, safe fall, ae mezz and charms level 60+ pets, or mezz range thats just in clip, or classes that can charm mobs 8 levels higher than our only class with charm can and whos pets cannot come out of water once cast when yours can chain stun, nuke, mezz, dot, root, or have 3k HP buffed and solo level 70 mobs, or a class that can nuke over 700 damage every 1.5 seconds, or a pet spam char capable of soloing just about anything, or a non targetable mana tapping, non interpupting, lifetapping pet, or a seer class with offensive spells or melle styles.....

Stick to the zerg realm, and think before you reply :p
 

SkarIronfist

Fledgling Freddie
Joined
Dec 22, 2003
Messages
1,200
Abel said:
Convincing people to buy expansions by creating overpowered content has been a long-standing Mythic strategy.

It's not only by making available op classes, but also op zones (SI zones >> Classic zones for xping), op drops (first SI drops, then ofc TAO artis), etc

Why are so many people here looking forward to Catacombs ? Because you will be able to lvl your new op classes even faster then in the old zones. That this is hardly a content "extension" because it makes most old content irrelevant, is something few people realise.

Censi, if you haven't spotted this yet you're the retard because it is even something that Mythic have admitted to.

Maybe a more balanced game where even the old content is still worth doing might be a more attractive and succesfull alternative ...

I think that your point is recognised and these notes from the patch maybe mythics response.

"- The monsters found in many of the homeland zones have grown greatly in strength. As players move south the monsters will become steadily more dangerous. Adventurers are warned to explore cautiously until the extent of the changes is determined. Please note the monster camp densities and spawn rates are still being adjusted."

I don't deny that the changes in 1.75 are very welcome. The interface enhancements are well warranted.

This could be the start of a very nice patch.
 

old.Whoodoo

Can't get enough of FH
Joined
Dec 24, 2003
Messages
3,646
Danamyr said:
When are Mythic going to get around to addressing class specific improvements, wishes, bugs etc? One poxy fix for the Necro? There's about 10 things straight off the bat that need fixing...and that's just one class. Can't say I am impressed - they keep adding things without fixing what's already there.
Whats wrong with necros that needs fixing then, LOS perhaps, or how about loosing the 6 second non interupt?

(PS I have a necro, no MLs, no Artis, and mines just fine thanx.)
 

Flimgoblin

It's my birthday today!
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Mudflation is a fact of life, hence ToA... a lot of people wouldn't bother going into a zone to explore it if they got no reward - if all you found was old items or items with the same stats as before you'd probably not bother (and go back to pwning in RvR).

New classes don't have to be overpowered though - they just have to sound interesting and unique.

That's a Valkyrie's problem more than anything - It sounds too much like a Thane.
Why do you hear no "omg pwn" stories? is it because they're gimp? possibly, but you'd need to have more than one of them actively RvRing to find out... people thought they were gimp so none were pled to 50 in 2 days unlike the warlock and so if they do have strengths they won't be found out for ages.

Why are so many people here looking forward to Catacombs ? Because you will be able to lvl your new op classes even faster then in the old zones. T

Umm, no, the reason they're looking forward to catacombs is because you can level whatever character you want (though most likely a new class since a lot of people have played everything else out there) in a new environment with more interesting quests and instances that let you group without having to worry about "hrm if we invite this guy we need to go find a higher level camp, and it might already have a necromancer on it".

You won't be levelling that much quicker, moderna pl or ogre armies will still far outstrip anyone questing their way through catacombs, however it will be a bit more fun for those trying it.
 

Shike

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Tesla Monkor said:
Well, that was it for Midgard in Catacombs, then. No reason to actually buy the expansion - Valks are pointless and Warlocks no better than what we have already.

Comeon now Tesla..

Warlocks are awful and need to be brought in line. Some days ago I was in a keepdefence and Mids attacked it. I ran round a corner and faced something I cant describe, I just Vaporized in a millisecond.

During the 5mins i was eating grass I was watching mids and tbh, it was just a joke, 50% was Warlocks in the midzerg, never seen so many orbs. Was around 30-40 mids, and im not joking if 20 of those actually was warlocks. They just stood behind corners bringing up new orbs and instacast them as soon as they were up and went back hiding round corner, simple rinse and repeat. How do you stop that? :eek:

To whine about a nerf to Warlocks and say Catas is shit due to a nerf is just wrong, Catas is excellent for lvling toons and artis, its also quite nice for new players and probably something else aswell, for midgard, hibernia and albion.

Anyone whining over this nerf is just clueless, totally clueless. That person want godmode and isnt interested in anything else.
 

Flimgoblin

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old.Whoodoo said:
Whats wrong with necros that needs fixing then, LOS perhaps, or how about loosing the 6 second non interupt?

(PS I have a necro, no MLs, no Artis, and mines just fine thanx.)

have you tried RvRing?
 

Tesla Monkor

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[HB]Jpeg said:
Stlong whine from a mid that obviously wants to play a VERY op' class!

im willing to bet that warlocks can STILL kill enemys in a 1v1 siuation VERY fast unloading there chambers... so stfu and go play WOW :) MID has had more FOTM op classes than any other realm IMO (ok those classes have been nerfed also, and RIGHTLY so) . LA sb's/Zerks ... Savages .. SM intercept pets . BD's .. Warlocks .. some would even say Healers as an OP healing class (for what they do on the battlefield , compared to druids n clerics)..

Well, of course. No reason to deny it - I want(ed) to play it because it could (can?) completely destroy an enemy player on sight. (If they're stupid enough not to be grouped with a healer with DI). I've been on the receiving end of enemy casters for three years, so it would be nice to return the favour for a change. (And no, I ain't playing WoW, nor am I planning to.)

While we have many classes that are perceived as 'overpowered', they aren't winning the realmwar for us. I don't play on Excal, so I can't comment on the RVR situation there - but on Prydwen, RVR absolutely sucks. Caster class-zergs all over the place. They only place where the RvR slows down enough to survive for any amount of time is in keep defense.

But there's nice things in this patch too. Can't wait for PvE quests that provide RPs. (No need to deal with albs or hibzergs.). Great move. =)
 

Flimgoblin

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Tesla Monkor said:
If they're stupid enough not to be grouped with a healer with DI

heaven forbid! or heaven forbid DI is down!

That said I do know what you mean ;) I've been flattened by enemy gank groups (usually the mids on excal are the worst :p well not that I fight alb gank groups so I wouldn't know) and I'd love to be able to press a few buttons and have them die horribly too ;)
 

Tesla Monkor

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Well, you have to set a baseline at which RvR groups are viable (even pugs). A healing class needs DI in RvR imho. If you group up and run out into RVR without seers, you can't expect to stay alive for long.
 

Flimgoblin

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DI 2 stops 2k damage, what if they have two warlocks? :)

that said the current nerf doesn't really change the frontload killer thing, it just stops a warlock from going "chamber ui chamber ui ui ui ui ui ui ui powerless powerless powerless ad infinitum" and flattening anything that goes near them :)

they only make them slightly less curvy.
 

Bellona

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Awarkle said:
anywhos im rolling a warlock i thinks they look fun btw how they play in pvp ;)

I can imagine a zerg of warlocks outside every city/port area, loading up their champers, port in and kill, port away, rince and repeat...

then all those warlock suckers can stand there and chain eachother

or a whole lot of them teaming up and will run around, assist on fgs, kill them and all the warlocks will go "we are so leet, look at our MAD skills..." :m00:
 

Flimgoblin

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Bellona said:
I can imagine a zerg of warlocks outside every city/port area, loading up their champers, port in and kill, port away, rince and repeat...

chambers drop on zoning I believe? or did they change that...
 

Cracked

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Actually that patch prolly saved me money, can't see me buying Catacombs now.

The real gamebreaker is the RvR missions imo, if u can get alot of RP's without killing other players then whats the use in chaseing /stats anymore. they better thread very carefully.
 

IainC

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My Warlock on test unbuffed and with crap equipment (DF stuff mostly + Staff of God), can instakill anything even if DI is up. I can dump about 3k damage in less than 4 seconds without blowing all of my chambers. If I do blow everything, I can kill two things in about 6 seconds. DI doesn't help unless the healer is already spamming heals when I come into view.

In PvE I can chain red mobs which die before they reach me without using any power except the bolt used to pull them. The very small amount of power this uses has fully recovered by the time I pull again. I usually only need to blow one chamber as well meaning there's only ten seconds downtime between each pull.

If for any reason I'm losing I can pop a heal backed with a spreadheal or I could fall back on an uninterruptible huge delve lifetap, I can cast without power as long as I don't have aggro and I can make about four spells uninterruptible if I do. Nothing survives four spells from me.

Believe me this is a fix not a nerf.
Warlocks are an interesting and different class to play, they'd still be that even if they were no more powerful than any other list caster.
 

Cracked

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Requiel said:
My Warlock on test unbuffed and with crap equipment (DF stuff mostly + Staff of God), can instakill anything even if DI is up. I can dump about 3k damage in less than 4 seconds without blowing all of my chambers. If I do blow everything, I can kill two things in about 6 seconds. DI doesn't help unless the healer is already spamming heals when I come into view.

In PvE I can chain red mobs which die before they reach me without using any power except the bolt used to pull them. The very small amount of power this uses has fully recovered by the time I pull again. I usually only need to blow one chamber as well meaning there's only ten seconds downtime between each pull.

If for any reason I'm losing I can pop a heal backed with a spreadheal or I could fall back on an uninterruptible huge delve lifetap, I can cast without power as long as I don't have aggro and I can make about four spells uninterruptible if I do. Nothing survives four spells from me.

Believe me this is a fix not a nerf.
Warlocks are an interesting and different class to play, they'd still be that even if they were no more powerful than any other list caster.


Instakill is prolly overpowered like that yes, but why didn't Mythic do anything to the other classes in a dieing realm before they nerfed the only overpowered one? It's not like the other realm doesn't have overpowered classes that need adjusting.

I got 50's in all realms and i can really tell that Mid is lagging after in almost every field, from PvE to RvR. They need to do somehthing for Mid but nooooo lets nerf it's only über class because the other realms whines to much, let's not fix the oldones at all. GJ Mythic!

And btw, it's not a "fix", it is a cold hearted massive HUGE oversized nerf. 25-30% damage reduction to a class thats been in the game for a few months is a nerf no doubt about it. Maybe joust, but stupid timing non the less.
 

Flimgoblin

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Cracked said:
I got 50's in all realms and i can really tell that Mid is lagging after in almost every field, from PvE to RvR. They need to do somehthing for Mid but nooooo lets nerf it's only über class because the other realms whines to much, let's not fix the oldones at all. GJ Mythic!

tell that to the mid groups that repeatedly stomp my head into the ground :p
mids seem to do well enough on excalibur.

You could probably convince me that mids need some help at defended keep/tower takes... maybe... (though they have nearsight on their bolter, that should be an i-win for tower takes, what's so wrong with a runecarver?)
 

Cracked

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Flimgoblin said:
tell that to the mid groups that repeatedly stomp my head into the ground :p
mids seem to do well enough on excalibur.

You could probably convince me that mids need some help at defended keep/tower takes... maybe... (though they have nearsight on their bolter, that should be an i-win for tower takes, what's so wrong with a runecarver?)

Not maybe, they really do. And also, please agree with me that Mid need some serious PvE love. Lvl to 50 is prolly faster in Mid then any other realm, but that is only like 10% of the time u have to spend PvE'ing these days. ToA is soooo much easier in both Alb and Hib.

EDIT: I don't mind that things takes a long time to complete, what i don't like is the shear numbers u need in Mid compared to the other realms.
 

IainC

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Cracked said:
Instakill is prolly overpowered like that yes, but why didn't Mythic do anything to the other classes in a dieing realm before they nerfed the only overpowered one? It's not like the other realm doesn't have overpowered classes that need adjusting.

I got 50's in all realms and i can really tell that Mid is lagging after in almost every field, from PvE to RvR. They need to do somehthing for Mid but nooooo lets nerf it's only über class because the other realms whines to much, let's not fix the oldones at all. GJ Mythic!

And btw, it's not a "fix", it is a cold hearted massive HUGE oversized nerf. 25-30% damage reduction to a class thats been in the game for a few months is a nerf no doubt about it. Maybe joust, but stupid timing non the less.

I can assure you that Mythic doesn't nerf based on whines. If they did, every class in the game (except probably Valks, Wardens and Thanes) would be continually being nerfed into oblivion if all they did was count the number of 'OMG when are Mythic going to fix XXX' posts on VN boards. Fixes/nerfs come after solid testing data has been gathered from Pendragon players and internal test teams. This is why Warlocks were mostly untouched in 1.74 despite the huge whines after Catacombs release, Mythic did research first rather than just slap on a knee-jerk fix.

Yes, there are other classes with abilities or combinations of abilities that are overpowered in certain situations, however none are as clearly broken across the board as Warlocks currently are. Mostly the whine about other classes revolves around single abilities or situations and it's not always easy to apply a fix that only depowers one class without creating a whole lot of new balance problems in other classes or in different situations.

It's also not a 25-30% damage reduction across the board. It's a 25-30% damage reduction in two spell lines on one spec line. Cursing - Base and Spec which were designed to be the main damage lines for Warlocks are untouched. In reality Warlocks preferred lifetaps and DoTs to the high delve DDs and bolts in the Cursing spec line. All Mythic are doing is returning the Warlock to the original design concept. Spec Cursing for raw damage, Hexing for utility.
 

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