1.81C - Heavy Tank changes

Mastade

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http://www.camelotherald.com/more/2269.shtml

Yes this is 1.81c - nerf ultra extreme fat fingers ;<

Some good changes, but im afraid it doesnt look like they are gonna be good enough imho. Atleast Kagato will be happy ;p


These notes are now on Pendragon. You may find them interesting.


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

Dark Age of Camelot
Test Version 1.81c Release Notes
Realm vs Realm and Class focus
November 22, 2005

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


NEW THINGS AND BUG FIXES

- Realm points will now be awarded for successfully repairing a door or outpost piece. Players will receive approximately 10% of the amount repaired in realm points.

- While a player is shape changed to a lion when summoning a guild banner, the guild banner will no longer appear to come out of the lion's mouth.

- If an Animist uses a Realm Rank 5 ability while summoning a guild banner, the guild banner will no longer stick out from the side of the player character.



CLASS CHANGES AND FIXES


Armsman, Warrior & Hero Changes

Heavy tanks are considered the defensive juggernaughts of the realm they fight for, and as such, will be getting added abilities and improvements to their classes.

Note: These abilities are currently only available on newly created characters. All of these will be available on previously created characters in the near future. Functionality of some spells are not yet finalized and will be adjusted accordingly. Please feel free to include any feedback you have in a bug report while testing these abilities on Pendragon.

- BattleCries - This is a new system that provides burst defensive bonuses to self and group for Heavy Tanks.

- Level 5 Shout - Taunting Shout: Frontal cone taunt that causes mobs to turn and fight the tank or at least increase the hate amount towards the tank. Re-usable every 60 seconds

- Level 30 Shout - Bolstering Roar: PBAE 250 radius attack that breaks root, breakable snares and mesmerization effects on group members. If the tank is CC'd (other than root) they will have to purge themselves or wait for CC to wear off, then fire this. Re-usable every 10 minutes.

- Level 40 Shout - Rampage: Group shout which increases the chance to resist debuffs by 35%. Lasts for 10 seconds. Re-usable every 5 minutes.

- Level 50 Shout - Fury: Self only shout which gives a 50% chance to deflect crowd control spells (similar to the RR5 Bonedancer ability), and increases resists to magic spells by 50% for 10 seconds. Re-usable every 15 minutes.

- Level 15 Spell/Ability - Metal Guard: Group buff which increases the ABS of group members by 3% excluding the caster of the buff. If there are multiple casters of this buff within the group, then this will stack up to a maximum of 9%. Other players can receive the benefit of this buff, but the caster of this buff cannot so it is possible for another heavy tank to have a bonus to his ABS if another heavy tank joins the group and casts this buff. Duration 20 minutes.

- Level 35 Spell/Ability - Climbing Spikes: Self castable buff which lasts for 30 seconds that grants Climb Walls. The player will have the ability to climb walls for a short duration of time. While climbing a wall, any hit that does more than 31 damage will knock the player off the wall. Furthermore, any hit which knocks the player off the wall will hit for double damage. If the buff runs out while the player is on the wall and he/she does not reach an area where they can walk again, they will be knocked off the wall. Re-useable every 60 seconds. (Note: Currently this spell does not have an icon which makes it unable to be used. This will be addressed in a future version of Pendragon.)


Passive benefits

- Upon choosing the path of a Hero, Armsman or Warrior, the player will be granted 50% siege resistance automatically. This includes all siege damage types including Boiling Oil.

- Upon reaching level 41, the Hero, Armsman or Warrior will begin to gain more hitpoints as they progress towards level 50. At each level beyond 41 they gain 1% extra Hit points per level. At level 50, they will have the full 10% benefit.

- Upon reaching level 41, the Hero, Armsman or Warrior will begin to gain more magic resistance (spell damage reduction only) as they progress towards level 50. At each level beyond 41 they gain 2%-3% extra resistance per level. At level 50, they will have the full 15% benefit.



GENERAL WORLD NOTES

- Additional monsters have been brought in line with the changes listed in 1.81b for monster level 0-10 being easier to kill. This affects monsters in Catacomb zones as well.



SHROUDED ISLES WORLD NOTES


Quest Notes

- Warlocks on step 6 of Ota’s Quest (and with the appropriate Vind Ryttaren faction) are now able to turn in the Giant Nose to the griffon loner in Gripklosa Mountains, enabling them to receive the Cloak of Runes reward, and allowing them to advance in the quest.



TRIALS OF ATLANTIS WORLD NOTES


Stygia Encounters

- Modified "A Healing Embrace" slightly so the number of crazed lions doesn't grow to 'Zerg' like numbers

- Changed it so that the iaculi will not despawn at the other two locations if Chisisi is already up at the third.

- Modified the ML 4.2 slightly based on feedback on Pendragon. This increases the number of mobs potentially guarding Seti (the amount is still below the pre 1.81b amount).

- Modified ML 4.6 to increase the spawn of tornados based on Pendragon feedback (the tornados are still of lower level and spawn than pre 1.81b amounts).

- Modified 4.4 to decrease the amount of mobs initially called when a miw-shersekhmet is attacked. This should help reduce the potential of a ‘mau-zerg’ on this encounter.


Volcanus Encounters

- The Battler monster will now level properly when killing all classes. This fixes a bug where he would not level properly when killing Catacomb classes.

- The Salamander Incinerator can now be used at level 45 instead of 50.


Aerus Encounters

- Modified the ML 9.7 encounter so the Puissant Iaculus would properly give credit when killed.

- Modified ML 9.6 so that the personal guard and Katri would not heal each other as frequently, making it easier to kill the personal guard and then Katri.

- Modified ML 9.5 slightly to decrease the amount of the students that can be called by Nelos each time he gets a new target.


Dungeons

- The new Djinn Stones added between the x.5 and x.6 steps: Sobekite Eternal, Temple of Twilight, Halls of Ma'ati (one for both faction sides) and Deep Volcanus are now fully functional with teleport locations provided to them from any other Djinn Stone. Note that you must meet Master Level requirements for the Djinn to allow access to Deep Volcanus.


Item Notes


- The Scholars, Loremasters, Loremistresses, and Sages are being restructured to remove the turn-in for the locked version of each artifact. Each locked artifact turn-in NPC for all three realms will be revamped to accomodate this change. So far, the following NPCs were restructured with this change:

Midgard: Loremistress Vendela, Loremistress Tyraa, and Loremaster Torolf



CATACOMBS WORLD NOTES


General

- Added additional helpful mobs to Inconnu Crypt and Kobold Undercity so that they are easier to get to quickly.


Quest Notes

- Players on step 3 of the A Pact Among Enemies? (Midgard) quest will now be able to properly /use Haral’s Potion to read the notes written on An'shi's Map.


Instanced Adventuring

- The monsters in the levels one to twenty kill task dungeons now have a chance to drop ROG items.

- (Midgard) Fixed an issue with several Kill tasks where the Quest Journal would indicate a different mob type than what was required. Note: The kill task could still be completed, the journal and what you were killing for the kill task did not match up.



DARKNESS RISING WORLD NOTES


Monster Notes

- (HIBERNIA) Fixed an issue with Guardian Dou'Lass that prevented her from interacting and completing the "What a Guard Wants" champion task.


Quest Notes

- An issue was resolved that previously prohibited Armsmen from being able to select which of the two enchantments (Perfectly Balanced or King’s Shield) to place on the Armsman Dextera Mace (1-hand crush).
 

Tilda

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Teh nice!
Has Kagato seen it yet, he'll cum his pants!
 

Raven

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sounds pretty nice, like the sound of the resists and extra HP, dont like the sound of it only being available to new tanks, though i suppose when we finally get the patch in EU everyone will get it.
 

Eleasias

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Dont know if its good enough to make ppl think heavy tanks are worth it in groups :(
 
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Raven said:
sounds pretty nice, like the sound of the resists and extra HP, dont like the sound of it only being available to new tanks, though i suppose when we finally get the patch in EU everyone will get it.

but

Raven said:
addiction kicked, account closed

:mad:
 

illu

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Well I look at it as anything is better than nothing, and there are lots of cool things like climbing walls, being 50% resistant to oil, 50% magic damage resistance. I don't play a tank, but I hope the class loving keeps getting spread around! (except to bainshees)

Oli - Illu
 

illu

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Might be able to have a ninja-warrior raid on keeps with the climb walls :> o_O
 

Kagato

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The passive abilities sound nice, though I wouldn't be suprised if they get nerfed a bit before they reach normal servers.

The active abilities seem a little silly and thrown together to me. Way to many little buttons with minor effects.

The climb walls thing is only likely to get alot of noobish armsmen killed out of LOS for rezzes though tbh.

A step in the right direction however, though at this stage I still think hero's and warriors will have alot more chance of getting groups then armsmen will.

But Warlord armsmen with lifter and siegemaster and now virtually oil immune will be fun on the doors.
 

atos

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Wellt hen, I hope they decide to remove thanes from the game and give the players the option to choose another tank(like) class.

And lets ram inner doors. =(
 

Veno

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Still doesnt change the fact that an armsman is outperformed in every task by other alb chars :mad:

If just friars had a timered 1500 range group end regen buff :p
 

Eleasias

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Veno said:
Still doesnt change the fact that an armsman is outperformed in every task by other alb chars :mad:

If just friars had a timered 1500 range group end regen buff :p
Its pretty much the same for hero, hib groups cannot spare a slot for a hero because a warden can do the bg job and it has much more utility, while bm does more dps. Basicly I dont see heroes or armsmen getting that many more groups than they used to while Mid groups get even stronger because they can fit a warrior in, like most do already.
 

Gahn

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Damn ya freaks, run 1 bl bm 1 bl champ 1 warlord hero in your fucking trains -_-
 

censi

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Must PL 3 Hero ABS BOTS!!!!

sounds pretty good man.

the main things is like the 50% resist boost for 10 secs. Thats gonna get a lot of mages mulllered. I mean if the tank has resist buff and cracks that, I mean the mage is gonna nuke him for like 30 damage will which get the tank up close and personal.

the anti CC stuff seems fair enough.

climbing spikes, well I hope these only work at climb points, sure they will ofc.

Like these are significant class changes. They were needed.

I mean heavy tanks certainly were not a gimped class before this though but they were lacking a lot of the important stuff like bainlord and charge. They didnt have the offense of the light tanks, and rather than give them that offense they have done well to give them more group defense stuff.

--------------------

so like my thing is. Mythic obviously spotted a groupability deficiency on the heavy tank class. Does that mean like archers/assasins/thanes/animist/necros/runeys/ments/VW/valkerie/ are more groupable than heavy tanks so they dont need to be given some abilities like this too?

:) tbh if they are gonna be bold like this then assasins and archers should be top of the list for "groupability realignement" cuz tbh like what group is gonna take an assasin or archer over a heavy tank (prior to this change)...

If you say, well they are stealthers so they dont need groupability then you open the door for a whole other line of attack. because mythic this goes against mythics way of balancing.

Reason im interested is I would like to play my character in a proper RVR group where it was actually a desired class. Dont want to play like another class cuz like I always been a ranger. but im ungroupable in a much more extremem manner than the heavy tank was?

anyway nothing negative here im delighted for these changes, I just want some group wub too tbh.
 

Mastade

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censi said:
Reason im interested is I would like to play my character in a proper RVR group where it was actually a desired class. Dont want to play like another class cuz like I always been a ranger. but im ungroupable in a much more extremem manner than the heavy tank was?

anyway nothing negative here im delighted for these changes, I just want some group wub too tbh.

try and give stealthers something that would make em desirable in fg rvr without it being overpowered while soloing :) impossible
 

Veno

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Eleasias said:
Its pretty much the same for hero, hib groups cannot spare a slot for a hero because a warden can do the bg job and it has much more utility, while bm does more dps. Basicly I dont see heroes or armsmen getting that many more groups than they used to while Mid groups get even stronger because they can fit a warrior in, like most do already.
Tbh hibs have the same choices as mid when it comes to utility/damage classes.
Mids got base of 4; 3x healer, shaman - then 4 dmg/utility
Hibs got base of 4; 2x drood, bard, warden - then 4 slots.
Albs got base of 5; 2x clerics, friar, paladin, sorc - 3 slots for utility/damage

Yes its more towards mid but 2 bg's are viable in hib groups... 3 bg's in alb group is pretty useless...

Just imho :)
 

Mastade

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Veno said:
Tbh hibs have the same choices as mid when it comes to utility/damage classes.
Mids got base of 4; 3x healer, shaman - then 4 dmg/utility
Hibs got base of 4; 2x drood, bard, warden - then 4 slots.
Albs got base of 5; 2x clerics, friar, paladin, sorc - 3 slots for utility/damage

Yes its more towards mid but 2 bg's are viable in hib groups... 3 bg's in alb group is pretty useless...

Just imho :)

try 2 healers, shammie and 5 damage dealers
 

censi

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try and give stealthers something that would make em desirable in fg rvr without it being overpowered while soloing impossible

I disagree but know where your coming from bro. Its something that would be difficult and have to be radical and it would require a change to stealth in general.

but I personally would take a hit on how stealth works to have "comparible" DPS on my primary offense line bow as other visual offensive classes. Or anything that actually makes it viable for me to function as a desired class in an RVR group.

I think mythic are kind of wierd with class balancing because, I think when they get wind of an issue like they really do implement something to address it. What they implement can like land anywhere on the dart board of overpoweredness so to speak.

I guess the real point im making is I dont think they have got wind that like stealthers are piss weak generally compared to even the weak or less effective group classes.

i think they got these changes good though for heavy tanks they put some stuff in thats definetly gonna improve the classes performance and desirability.
 

Kaun_IA

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Raven said:
sounds pretty nice, like the sound of the resists and extra HP, dont like the sound of it only being available to new tanks, though i suppose when we finally get the patch in EU everyone will get it.

it was sayd it will be at start for new tanks, after a while they will implement it on all of them
 

Eleasias

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Veno said:
Tbh hibs have the same choices as mid when it comes to utility/damage classes.
Mids got base of 4; 3x healer, shaman - then 4 dmg/utility
Hibs got base of 4; 2x drood, bard, warden - then 4 slots.
Albs got base of 5; 2x clerics, friar, paladin, sorc - 3 slots for utility/damage

Yes its more towards mid but 2 bg's are viable in hib groups... 3 bg's in alb group is pretty useless...

Just imho :)
2 healer, 1 shaman, 1 warrior + 4 dmg/util
2 cleric, friar, sorc + 4 dmg/util
2 druid, bard, warden + 4 dmg/util


you can argue about group setups all you like but you cant deny mid is the strongest realm.
 

liloe

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I guess the HP boost and magic resist will get lowered a tad....at least this is what I think =)

But indeed I know some middie friends who will love that =))

...and I know a solo armsman who's gonna beat even more the shit out of some other chars :p <pokes Kagato>

EDIT: I forgot something.....now that heavy tanks got love.....what about fixing my damn valkyrie? Just make....the lvl 47sword style a backstyle and give me free respec :p

And while we're at it...give me +10% hp aswell.....and maybe some utility in the OW line...and.....uuups, I've gone to whining again =))
 

SvMontrey

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Wonder how many will be still playing this game....dieing slowly.....:twak:
 

Kagato

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Must admit im looking forward to the passives but I doubt they will go live at those figures.

And im still not certain reading the notes wether the resists will stack with normal resists or wether they will be classes as secondary resists (like AoM) and be deducted afterwards, therefore making them alot less powerful.

Still not keen on the active abilities though, a touch over kill and to much button fumbling, will end up with a dozen instants to blow in a fight and most of them will still be only very very minor effects.

Will just mean i'll be attacked by groups of 8 now rather then 5, and half of them will still Vanish away after 1 hit. (you know who you are).
 

Kerith

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Kagato said:
Will just mean i'll be attacked by groups of 8 now rather then 5, and half of them will still Vanish away after 1 hit. (you know who you are).

can u blame em ? :p u hit like a death star
 

Mas

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Climb walls for warriors and some shouts at last <3

Some love finally !
 

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