1.75B Notes Up Soon/ alott alb love, and mid "fix", sb love? hmmm

Tuppe

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1.75B Notes Up Soon
Posted By: Sanya Thomas 2005-03-23 12:20:59

Here's section B notes for your perusal. The completely amazingly cool tower razing feature, Master Level simplifying, change to out of combat run speed (*cough*lots faster now*cough*) and more, live on Pendragon within the hour:

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Dark Age of Camelot
Test Version 1.75b Release Notes
RvR Missions
March 23, 2005

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


TOWER RAZING

We are very excited to introduce Tower Razing into this version as part of the RvR Missions system. Tower Razing is the ability to completely destroy a tower until it is literally a pile of rubble on the ground. This allows for enhanced open field combat opportunities as well as a definitive end to a tower standoff.

Attackers may now raze enemy towers to the ground. At 25% health, a tower will reach a "broken" state, at which hookpoints no longer function and all line of sight restrictions previously caused by the tower's structure are removed. With Tower Razing, enemies can continue to attack the tower until it reaches zero health. At zero health, the tower will crumble to the ground, leaving only its foundation intact.

- Repairing the tower from its razed state to a broken state simply requires repairing the tower to 25% health. Repairing it further to 35% health will take it out of the broken state.

- Razed towers cannot be manually repaired. They auto repair at a rate of approximately 5% per half hour until reaching 25%, at which time players may manually repair the tower to a higher state.

- When a tower gets razed, its level is automatically set to 1 - downgrading from whatever higher level it was at if applicable.

- When a tower is razed, any occupants will be subject to falling damage if they are high enough inside the tower when it crumbles to the ground.

- A realm can claim a razed tower, and may even set it to raise to level 10, but will have to wait until the tower is repaired to 75% before it will begin upgrading normally.

- A razed tower area looks like the ruins of a destroyed tower (basically the foundation), but has no line of sight restrictions at all, and no movement restrictions. Functionally, it’s an open field with a tower lord and 3-4 lesser guards.

- The razed tower functions as a normal tower in all other ways and it will still continue to generate guard alerts when guards at the tower are attacked.



MASTER LEVEL UPDATE

In response to overwhelming player feedback about the master level system, we have made a change to the way that credit is awarded for all x.10 final encounters. This will make the entire ML system much more forgiving if you miss a step along the way to your x.10 goal in each master level. Thank you for all of your feedback on this issue!

- You will now receive credit for any Master Level x.10 step without first completing all prior steps.

- No matter what order you finish the 10 steps in, when you complete the final step you will receive a message telling you that you have finished all the trials for a particular Master Level.

- To actually reach a new master level, you still must complete all Master Level XP requirements, and complete all 10 trials as part of the new level, then talk to the Arbiter.

- For Example: You will now kill Cetus (ML 1.10) and receive credit for the encounter, even if you are missing the ML1 Solo Step (ML1.5). When you then complete the Solo Step, you will receive credit for completing all trials in Master Level 1, and may then visit the Arbiter to progress to Master Level 2.



RUN SPEED CHANGE

Since Dark Age of Camelot's launch, we have heard continuous feedback from our community about the movement speed in our game. The concerns over how slow our movement is has continued to grow as we have added more and more areas in which to travel. Because we believe these concerns are valid, we have decided to make a long requested change to the game, enhancing the movement speed of all players who are out of combat. This new run state allows the player to move faster than normal run speed, provided that the player is not in any form of combat. Along with this change, we have slightly increased the speed of all secondary speed buffs (see below for details). Both of these changes are noticeable but will not impinge upon the supremacy of the primary speed buffs available to the Bard, Skald and Minstrel.

- The new run speed works only in PvE. We are still assessing the possibility of this ability also working in RvR, but no final decision has yet been made.

- The new run speed does not work if the player is in any form of combat. All combat timers must also be expired.

- The new run speed will not stack with any other run speed spell or ability, except for Sprint.

- Pets that are not in combat have also received the new run speed, only when they are following, to allow them to keep up with their owners.

- We have slightly increased the speed bonuses for the following spell lines:

Sorcerer – Amplify Movement
Theurgist – Brisk Wind
Enchanter - Effervescence
Warden – Guardian’s Encouragement
Healer – Ease of Movement
Runemaster – Token of Movement
Vampiir - Vampiir's Sprint



NEW THINGS AND BUG FIXES


- Players will no longer be informed when someone else leaves a newbie guild.

- We've corrected several alpha issues with Bainshee spell effects. First, the soundwave "cone" attacks should not appear to cut off rendering of objects behind them. Second, the Bainshee's shield effects should now appear as glossy instead of just black lines.

- Rogue type monsters that use the stealth graphics should now more reliably be knocked out of stealth when attacked by player pets.

- (PvP Server Only) Players will no longer be restricted from joining a new guild for 2 hours after leaving a newbie guild.

- (Pendragon Only) Fixed an issue with several artifact bonuses not working properly: Arcane Siphon, Gold/RP/BP bonuses, Radiant Aura (Crocodile Tear's Ring).

- (Pendragon Only) Fixed an issue that was preventing tooltips from appearing on quickbars or spell effects. They will now properly show durations and spell timers.

- (Pendragon Only) Mousing over the various quickbars will now display a tooltip showing what key is used to trigger actions on keys (Alt or Control).

- (Pendragon Only) Added a tooltip to your experience bar that will display your current free level status.



CLASS CHANGES AND FIXES


Realm Ability Changes and Fixes

- Negative Maelstrom has had its damage increased by 30% for each tick, for all levels of this ability.


Bainshee

- The Bainshee's Audible Barrier spell line has been changed so that a player cannot recieve the benefits of the spell more than one time every 30 seconds. This now works similarly to the way that pulsing blade turn works.

- The Bainshee's Wraith's Shield spell line will no longer block boiling oil damage.


Mentalist

- We have added two group power regeneration spells for the Mentalist. These spells are available at the following Holism (Mana) spec levels:

37 Invest Concordance
47 Invest Perfection


Nightshade

- Nightshades will now receive an evade reactionary version of the Celtic Dual style, Tornado.

- Nightshades will now receive an evade reactionary version of the Blades style, Return Blade.


Paladin

- The Paladin's Chant of Endurance spell line will no longer display a spell effect for each pulse of the spell.


Shadowblade

- Shadowblades will now receive an evade reactionary version of the Left Axe style, Polar Light.

- Shadowblades will now receive an evade reactionary version of the Axe style, Cleave.


Sorcerer

- We have added two group power regeneration spells for the Sorcerer. These spells are available at the following Domination (Mind Twisting) spec levels:

37 Circle of Cognition
47 Circle of Lucidity


Valewalker

- The spell effect for the realm ability, Vale Defense, has been changed.


Valkyrie

- Vindictive Bite, Vindictive Nip, Valkyrie's Command, and Valkyrie's Dominance now share the same recast timer. Please note that the timer amounts for each shear set, 300 seconds for Vindictive Bite and Valkyrie's Command, and 60 seconds for Vindictive Nip and Valkyrie's Dominance have not been changed.

- The spell effect for the Odin's Hoof spell line has been changed.


Wizard

- The Searing Wind spell line now has a scaling duration and resist lower effect for the higher level versions of the spells.

3 Searing Wind - Duration: 20s, Resist Lower: 10%
6 Searing Wind (Lesser) - Duration: 20s, Resist Lower: 10%
12 Searing Wind - Duration: 20s, Resist Lower: 10%
16 Searing Gust (Minor) - Duration: 25s, Resist Lower: 10%
21 Searing Gust - Duration: 25s, Resist Lower: 15%
27 Searing Wave (Minor) - Duration: 30s, Resist Lower: 15%
37 Searing Wave - Duration: 30s, Resist Lower: 15%
47 Searing Blast - Duration: 35s, Resist Lower: 15%

- The Simmering Cloud spell line now has a scaling duration and resist lower effect for the higher level versions of the spells.

8 Simmering Cloud - Duration: 20s, Resist Lower: 10%
14 Broiling Cloud - Duration: 20s, Resist Lower: 10%
22 Sweltering Cloud - Duration: 25s, Resist Lower: 10%
29 Burning Cloud - Duration: 25s, Resist Lower: 15%
36 Torrid Cloud - Duration: 30s, Resist Lower: 15%
46 Boiling Cloud - Duration: 30s, Resist Lower: 15%



CAMELOT CLASSIC WORLD NOTES


Quests – Hibernia

- The Troya’s Research quest has been renamed Josson’s Research and has been moved from the Connla area to Mag Mell. Players between levels 2 and 5 can begin the quest by speaking with Josson.

- The Tyree’s Dyes quest has been renamed Rhian’s Dyes and has been moved from the Howth area to Tir na mBeo. Players level 11 and above can speak to Rhian to begin the quest.

- The named wind ghoul, Little Wind, will now spawn more frequently for the Little Wind quest. He may be found during the daylight hours near the other wind ghouls in Connacht.


Quests – Midgard

- Taldos' Amulet - Taldos and his companions can now be found in East Svealand.

- Prove Kobold Helen's innocence - Kobold Helen, her escort guards and Sentry Litenberg have been moved to the guard tower near Dvalin.

- The Red Dagger - Joseph Domr can now be found in Gotar, near Fort Atla. Korban now resides somewhere in Gotar as well.



TRIALS OF ATLANTIS NOTES


Items - General

- Artifact scrolls in Stygia have been redistributed and the drop rates increased. Setians and Mau now have a chance to drop any page of the Stygia scrolls.


Dungeons

- Sobekite Eternal Encounter - Pick Your Poison: Djedkare will now gain power faster so that he may grant the challenges for his Trial more quickly.



CATACOMBS WORLD NOTES

- Various archer based monsters have been made to engage in melee sooner when attacked.
 

GrivneKelmorian

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Mythic bollox uppdate said:
- For Example: You will now kill Cetus (ML 1.10) and receive credit for the encounter, even if you are missing the ML1 Solo Step (ML1.5). When you then complete the Solo Step, you will receive credit for completing all trials in Master Level 1, and may then visit the Arbiter to progress to Master Level 2.

Does that mean i will get the ability for the ml by just compleating ml1.10 and 1.5 for example?

arf.. such SB love.. would of hoped for a 1st style evade stun.. instead of a chain one :(
 

IainC

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GrivneKelmorian said:
Does that mean i will get the ability for the ml by just compleating ml1.10 and 1.5 for example?

arf.. such SB love.. would of hoped for a 1st style evade stun.. instead of a chain one :(
No, you still need to do all ten quests and get 100% MLXP to get the ability.

The SB fix is just so that SBs can use all the styles in the various weapon lines. Because Cleave and Polar Light require a parry, a SB cannot use them and did not recieve them, however there are other styles in the lines which chain off these two styles - meaning SBs couldn't use those styles either. Now SBs get the same style options as other Axe/LA users but with a different requirement for the first style in the chain.
 

Tuppe

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yep, you dont need x.1-x.9 before killing last mob x.10.
in this testpatch you can do trials in any order, example 1st 2.10, and other later but you need run thru all 2.x trials before got this lvl done.

good if goes thru like this.
other changes? personally not so opinion yet, hopefully there is some kind "love" inc to mids, not allways these "fixes", even valkyrie fix have been inc long time what valk tl have write in VN.

well, old diction? hmm hopefully correct word :) in finland.
when you bow to one direction, you show behind to other direction.
 

Bubble

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Sounds good tbh

Dunno why your saying the wizard changes are a joke, any boost for ice wizards is nice (so after that nuke +10% pierce you will have nulled your enemys resistance to cold damage)
Just like the SB changes, would you rather them not have changed them?


Such whiners
 

Bubble

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Oh
sorry matt i guess Wizards should be given 400 delv DD's to put them in line with warlocks and mercs should be able to go into vendo mode?
 

VidX

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I can run faster! Wheee.... <logs his bard-bot out to help reduce the room temperature a bit>
 

Sycho

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Bubble said:
Oh
sorry matt i guess Wizards should be given 400 delv DD's to put them in line with warlocks and mercs should be able to go into vendo mode?

Your ignorance outstands me, i thought even you bubble would realise how much shit wizards have been going through past 3 years but i guess playing one of the best classes in daoc you will never see this.I am not saying wizard is a bad class but that ice debuff should be around 20-30% at least but not last 35s if it is that much.Just like armsmen/thanes, wizard is one of the classes mythic never give a shit about and when they make a change it's like spitting in their faces, something insulting that majority wouldn't accept.
 

Bubble

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Sycho said:
Your ignorance outstands me, i thought even you bubble would realise how much shit wizards have been going through past 3 years but i guess playing one of the best classes in daoc you will never see this.I am not saying wizard is a bad class but that ice debuff should be around 20-30% at least but not last 35s if it is that much.Just like armsmen/thanes, wizard is one of the classes mythic never give a shit about and when they make a change it's like spitting in their faces, something insulting that majority wouldn't accept.

I'm Ignorant because i see a boost for ice wizards in this patch(It might be enough to make an Icewizard seem useful in a group).
yes i've played a sorc for 3 years, and 2 years of that sorcs weren't a fotm class(Only really since ToA have people seen there power)I've played with lots of really good wizards who loved there class, they knew exactly what they baught when they made it, a pure damage dealing class with the base DD in albion(you made yours when albion pbaoe groups were fotm, you knew what you were buying when you made it).

Anyway what would you suggest would be a good boost for Ice wizards then to improve there Utility?
Baseline Stun?
30% debuff?
AoE Disease?
Nearsight?

If any of these were added to a wizard you would have other Albion class's compaining that wizards have a nice DD ability and good utility(i know Light eldys have loads..but untill around a year ago no one really thought they were any good compaired to a class that could debuff its own damage type)

I've kinda woffled on here
My point is this is not a negative patch for them, having 15% cold resists taken off before a pbaoe group hits will boost albion pbaoe groups to a massive effect (no resists against pbaoe...nice eh :p)
 

Sycho

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It's a boost aswell as a piss take and you know it.

I would rather see 20% debuff roughly at least for the time stated or some form of a dd in the earth line.Not 20% debuff aoe though.
 

Andrilyn

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All they have to do to make Wizs more viable is giving them more utility as they are no longer the biggest damage dealers in the game since Catacombs so the statement Mythic made about them having the best damage in exchance for less utility doesn't apply anymore.
I even think if Wizs got something small like AoE amnesia or something like that it would improve them alot, and Bubble you seriously need to play a Wiz if you don't believe they need some love eventhough like I said some small spell atleast give them some more utility to match the other casters.

Other than that it seems a rather nice patch as you can demolish a tower so 1 Animist can't hold back 30 people in a tower siege anymore.
 

Sycho

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Oh and bubble i made my wiz near first week of retail, he was in the 30 at one point(1.42 or something, wiz was made 1.39 or so).Just i lved my theurg and merc mainly because there wasn't many around at the time.
 

Bubble

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Sycho said:
It's a boost aswell as a piss take and you know it.

I would rather see 20% debuff roughly at least for the time stated or some form of a dd in the earth line.Not 20% debuff aoe though.

how about they do nothing
At least you wouldn't have anything to whine about (the normal wizard whine is old now, most wizards have accepted they are damage dealers not Utility casters..those who wanted to be Utility casters rolled Cabbies or sorcs)

This is the last time i'll repeat myself..its a boost..be happy you got something at all (I don't see the bit about Armsmen in the patch)
 

Bubble

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Sycho said:
Oh and bubble i made my wiz near first week of retail, he was in the 30 at one point(1.42 or something, wiz was made 1.39 or so).Just i lved my theurg and merc mainly because there wasn't many around at the time.

Yeah ^^ but i remember him being in low 40's when you first started to Exp him for RvR after your merc was rr8
 

Sycho

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Funny how you argue on forums but not ingame ever, but i am not going to bother anymore since you have played a wizard for 51 years and play my account 24/7.Wiz was 50 when merc was rr7.
 

Bibi

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Requiel said:
The SB fix is just so that SBs can use all the styles in the various weapon lines. Because Cleave and Polar Light require a parry, a SB cannot use them and did not recieve them,
Sword using skald is getting stun with 2nd hit after BLOCK <--- go figure and keep fixing some more broken characters. Not that i care anymore ...
 

Bubble

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Sycho said:
Funny how you argue on forums but not ingame ever, but i am not going to bother anymore since you have played a wizard for 51 years and play my account 24/7.Wiz was 50 when merc was rr7.

I'm normaly too busy to respond to your class complaints in game :p I find it difficult to Pan/Drive and have a heated discussion with you :p

(Ps who gives a shit when your wizard dinged 50 ^^ thats nothing to do with the point)
 

Bubble

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Anyway since i'm not a Wizard expect as you keep reminding me, what would you say they need to be improved? Answering more Utiliy is a too Vague answer, tell me what spells you want them to have.
 

Eroda

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I'm shocked they have done anything to the wizards spells at all tbh, i didn't think they would ever touch the class again. Not a huge improvement but still something which is better than nothing.

My suggestions with regards to wizards would basically be:

1. Add NS to earth line so that wizards secondary spec would provide some utility

2. Add a 209 spec DD to earth line instead of the single target dot (making the line viable as a full spec)

3. Boost ice spec DD's in some way - maybe decrease the cast time a little (basically give a greater reason to use specs over base line)

4. Sort out snare\root immunity timers

If the wizard is meant to be a damage dealer only, it should be doing a good deal more than classes that are loaded with utility.
 

Dakkath

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If you're gonna make changes to to wizzy lines, Earth is a ver good candidate for work...

The dot, while not useless, is my 2nd least used spell of the lot...

FGS someone fix gtaoe... the damage output coupled with the recast timer is a joke... Ok it's not resistable but it's poor to say the least...
 

Bubble

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DD and Nearsight in earthline would be nice :)
Would be a solid line to spec in
 

Bubble

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Ift gtaoe didn't have a recast timer it would be abused somewhat rotten
 

Sycho

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Bubble said:
I'm normaly too busy to respond to your class complaints in game :p I find it difficult to Pan/Drive and have a heated discussion with you :p

(Ps who gives a shit when your wizard dinged 50 ^^ thats nothing to do with the point)

Because it was one of your neverending stupid sarcastic cunty comments above.
 

Dorimor1

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I have a question. I recently completed ML1.10 and didn't get credit ofc, but when the patch comes out will it change so that it says I have the credit?
 

Bubble

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Sycho said:
Because it was one of your neverending stupid sarcastic cunty comments above.

Yes all my coments are 'Sarcastic and cunty' (nice btw) because you disagree and can't offer a civilised reply you resort to calling names?

My point was when you rolled your wizard you knew what spells and abilities it had,i remember you PMing me saying how happy you were with its damage output. You rolled it for damage, you should of known then if you wanted Utility roll a Cabbie or Sorc (Ilum was running a cabbie group at that time)
 

Bubble

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btw Sycho
Wanna know what i thought when i first read through this?

Oh nice they have inproved the wizards Debuff nuke, maybe pbaoe RvR groups will be more popular now, Oh they have also inproved the AoE debuff nuke, there damage output will be greater than a SM/Chanter if they hit that before..

Call me a newbie for thinking that if you like..i'd be happy if they increased my armsmans S/S damage output by 2%
 

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