1.87b - Scout love, PvE style for pets, Hunter love(?), + more ml9 pet fun

Everz

FH is my second home
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Here are the notes you've been waiting for!

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

Dark Age of Camelot
Test Version 1.87b Release Notes
Pet and item changes
December 14, 2006
===================================



NEW THINGS AND BUG FIXES


- Cure Nearsight will no longer also remove Nearsight immunity.

- The Armor Pieces given by class trainers at levels 10, 15, 20, and 25 have been updated with improved stats and feature a /use charge.

- The Nosdoden Wall Trophy has been updated so its base no longer sinks too far into the wall.

- Berserker trainer Lognar in Mularn will no longer display incorrect gender information when targeted.

- In 1.87a we modified the following Master Level abilities to be usable in PVE while retaining their current PVP utility: Cowering Bellow, Dissonance Trap, Battlewarder, and Energy Tempest. Based on feedback, we have removed the PVE aspect from all of the above except Cowering Bellow.

- Many of the ruined aqueduct structures throughout the game have been given new art.
Note: These are visible only when using the Catacombs or above clients.

- Bainshee FAE spells will now have the proper side falloff. This fixes a Pendragon only bug which caused FAE spells to fall off from front to back.

- Quest waypoints will no longer display upon goal completion.


Water Changes

- There will no longer be a one-second delay for characters when diving or surfacing.

- Players can now target enemies through the water. If you are above the water, either on land or swimming on the surface, you can hit players below the water.

- If you are underwater, you can only attack a player who is in or under the water.

- Enemy player names will not display if you are looking at them through the water from above the surface regardless of how close they are to you.

- You also cannot attack a no-land NPC, like a shark, who is underwater from the land. As opposed to a land NPC that happens to be underwater.



COMBAT AND REGENERATION CHANGES


- The bonus to regeneration while standing out of combat has been greatly increased. The amount of ticks a player receives while standing has been doubled and it will now match the bonus to regeneration while sitting. Players will no longer need to sit to regenerate faster.

- While in combat, health and power regeneration ticks will happen twice as often.

- Each tick of health and power is now twice as effective.

- All health and power regeneration aids are now twice as effective.

- Fatigue now regenerates at the standing rate while moving.


Shield

- A character's chance to block will no longer be penalized when facing a character who is dual wielding.



Parry

- A character's chance to Parry will no longer be penalized when facing a character who is wielding a two handed
weapon.

- The penalty to parry when facing multiple attackers has been greatly reduced.


Evade

- A character's chance to evade will no longer be penalized when facing a character who is dual wielding.



CLASS CHANGES



Bonedancers

- Bonedancer Commanders have gained a new PvE taunt ability called Enrage. This ability functions as a style
effect.

- Bonedancer pets have had their style lists expanded to Axe, Sword and Hammer styles.

- Bonedancer Commander pets have had their resist tables standardized to be less succeptable to magic damage and
more resistant to physical damage.


Cabalists

- The Amber Simulacrum's Amber Resilience Con Buff ability has been changed to a Str/Con Buff and now has a
percentage increase amount based on pet level as opposed to a set amount.

- The Amber, Emerald and Jade Simulacrums have gained a new PvE taunt ability called Enrage. This ability
functions as a style effect.

- The Ruby and Sapphire Simulacrums have gained a new PvE detaunt ability called Cower. This ability functions as
a style effect and makes the target monster run for a very short duration if the ability is successful.

- All Simulacrums have had their primary damage type changed from slash to crush.

- All Simulacrums now have an innate Armor Factor shield that can be enabled by the Cabalist when the pet is
targeted and the key word /imbue is spoken.


Druids

- All Druid pets have gained a new PvE taunt ability called Enrage. This ability functions as a style effect.

- The 20 spec Druid pet now has access the disease and critical styles that the higher tier pets have. Their
chance to use these abilities scale up based on the tier of the pet. The top tier Druid pets chance to disease and
style has been increased but is still less than pre 1.87 druid pets. Please note that the chances to disease and
land critical styles are exactly the same as the Hunter pets.

- The Rabies and Spore Cloud ability range of the Druid pets has been reduced to melee range and the duration of
the disease reduced to 60 seconds.

- The top two tiers of Druid pets now have the ability to Frenzy when commanded by keyword. The Druid must be in
/say range of the pet to issue the command. When the Druid pet frenzies the damage output increases but its
defenses are reduced. The Druid pet gains the ability to proc a short duration stun that does not set off an
immunity timer during its Frenzy mode. The Frenzy lasts for 10 seconds and can be used once every 60 seconds. The
Frenzy cannot be used until after 60 seconds has passed from when the pet is summoned.

- An immunity timer has been placed on all other stun procs that the Druid pets have.

- When a pet is summoned, the Druid will be prompted, through a menu and keyword selection, to choose the pet's
appearance.


Enchanters

- All Enchanter pets have gained a new PvE taunt ability called Enrage. This ability functions as a style effect.

- Enchanter pets have received a new look.

- Enchanter pets now wield weapons. This allows them to parry as well as changes their damage type based on which
weapon they possess.


Hunters

- All summoned Hunter pets have gained a new PvE taunt ability called Enrage. This ability functions as a style
effect.

- The 32 spec Hunter pet now has access the disease and critical styles that the higher tier pets have. Their
chance to use these abilities scale up based on the tier of the pet. The top tier Hunter pets chance to disease and
style has been increased but is still less than pre 1.87 wolf pets. Please note that the chances to disease and
land critical styles are exactly the same as the Druid pets.

- The Rabies ability range of the Hunter pet has been reduced to melee range and the duration of the disease
reduced to 60 seconds.

- The top two tiers Hunter wolf pets now have the ability to Frenzy when commanded by keyword. The Hunter must be
in /say range of the pet to issue the command. When the wolf frenzies its attack speed and damage output increase
but its defenses are reduced. The wolf gains the ability to proc an ABS debuff during its Frenzy mode. The Frenzy
lasts for 10 seconds and can be used once every 60 seconds. The Frenzy cannot be used until after 60 seconds has
passed from when the pet is summoned.

- When a pet is summoned, the Hunter will be prompted, through a menu and keyword selection, to choose the pet's
appearance.


Necromancers

- All Necromancer pets have gained a new PvE taunt ability called Enrage. This ability functions as a style
effect.


Paladins

- The Spell Effect for the Paladin Group Heat Chant has been updated. The grail is now smaller, the halo is not
as bright and the shaft of light is dimmer.


Reavers

- The damage type of Leviathan is now Spirit. (Reaver only)


Spiritmasters

- All Spiritmaster pets have gained a new PvE taunt ability called Enrage. This ability functions as a style
effect.

- Spiritmaster pets now have the appropriate weapon styles for whichever weapon they wield - axe, spear, hammer
and sword. Currently only the three top tier pets have this functionality.


Valkyries

- The damage type of the damage procs on Ice Storm, Polar Rift, Odin's Deathblow and Ragnarok are now Spirit.
(Valkyrie Only)



NEW FRONTIERS NOTES


- Many insect and reptile monster levels throughout the frontiers have been adjusted for use with Hunter's
Beastcraft.



TRADESKILL CHANGES AND FIXES


- New specialty shield recipes have been added to Weaponcrafting in all three realms. These new shield recipes
feature the predetermined 5th slot bonus.

- Craftable harp recipes have been added to Fletching in all three realms. These harps range from level 26 to 51
and include versions with the predetermined 5th slot bonus.



CAMELOT CLASSIC WORLD NOTES


Dungeons

- All items sold by Darkness Falls seal merchants will now be 95% quality.


Quests - Midgard

- Fire Horse - Khizil can now be found near the Dverge settlement in Muspelheim.


Quests - Hibernia

- Moonstone Twin - Maudalin is now spawning normally on the tower near Bri leith.



SHROUDED ISLES WORLD NOTES


Item Notes

- Tinderboxes now have a chance to drop from Humanoid, Magical, Giant and Undead monsters in Shrouded Isles.


Quests - Migard

- Morvalt Crystal - Maulers will now be able to complete this quest and receive the quest reward.

- Stoneheart - Maulers will now be able to complete this quest and receive the quest reward.


Quests - Hibernia

- Status of information - Maulers will now be able to complete this quest and receive the quest reward.



TRIALS OF ATLANTIS WORLD NOTES


- Wardens and Champions who wish to exchange their medium-sized Aten’s Shield for a large-sized version should
speak to Berisas in the Hall of Heroes.

- Thanes wishing to exchange their medium-sized Aten’s Shield for a large-sized version should speak to Bjetsa in
the Hall of Heroes.


- Skalds wishing to exchange their small-sized Aten’s Shield for a medium-sized version, or exchange their
small-sized Cycloptic Shield for a medium-sized version, should speak to Bjetsa in the Hall of Heroes.




Convoker

- The duration of the debuff placed upon players by the Speedwarp ability has been reduced from 30 seconds to 6
seconds.

- The node placed by the Speedwarp ability will now have a visual radius indicator. Each realm will have a
different colored ring, similar to Prescience node.



CATACOMBS WORLD NOTES


General

- Goblin watchers and Goblin crawlers in the 'Goblin Cookery Adventure wing' instance will now properly drop
Aurulite.



LABYRINTH WORLD NOTES



- Reptile mobs have been added to the Midgard-side of the Labyrinth for use with Hunter's Beastcraft.


QUESTS - General

- Culmination: Lost, But Not Forgotten (All realms) - The Wandering corrupt engineers will now properly grant
credit for steps 13-22.

- Unraveling: Infernal Investigation - Players are now able to return to the tower while on step 8.



COOPERATIVE SERVER

- The Siege supplies quest involving the battlegrounds should no longer be available on Gaheris.
 

Pirkel

Fledgling Freddie
Joined
Sep 13, 2005
Messages
1,888
OH
MY
GOD

Water Changes

- There will no longer be a one-second delay for characters when diving or surfacing.

- Players can now target enemies through the water. If you are above the water, either on land or swimming on the surface, you can hit players below the water.

- If you are underwater, you can only attack a player who is in or under the water.

- Enemy player names will not display if you are looking at them through the water from above the surface regardless of how close they are to you.

- You also cannot attack a no-land NPC, like a shark, who is underwater from the land. As opposed to a land NPC that happens to be underwater.

Biggest news in the patch if you ask me. Will solve a bit of the water lameness hopefully.

Oh and this:

Convoker

- The duration of the debuff placed upon players by the Speedwarp ability has been reduced from 30 seconds to 6
seconds.

- The node placed by the Speedwarp ability will now have a visual radius indicator. Each realm will have a
different colored ring, similar to Prescience node.

Small hit to kite/cast groups?
 

Eithor

Fledgling Freddie
Joined
Oct 2, 2004
Messages
329
I kinda like this part(especially since my class - thanes will get large shield and my base defence is: 42shield, 20parry :) ):

"Shield

- A character's chance to block will no longer be penalized when facing a character who is dual wielding.


Parry

- A character's chance to Parry will no longer be penalized when facing a character who is wielding a two handed
weapon.

- The penalty to parry when facing multiple attackers has been greatly reduced."
 

swords

Can't get enough of FH
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Messages
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NS double cure will be a thing of the past, fixing water bugs, SW nerf. Some interesting changes which will have a profound impact on RvR!
 

Ballard

Fledgling Freddie
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Messages
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Cool my 50+17 shield and 32+10 parry saracen paladin with mastery of block4 , dex4 and mastery of parry 4 just got one hella of alot of love :p
 

Maeloch

Part of the furniture
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Messages
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Ah fuck off, more love for fucking pets in one patch than menta class had in 4yrs.
 

leviathane

Part of the furniture
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Dec 26, 2003
Messages
7,704
tbh
Convoker

- The duration of the debuff placed upon players by the Speedwarp ability has been reduced from 30 seconds to 6
seconds.

- The node placed by the Speedwarp ability will now have a visual radius indicator. Each realm will have a
different colored ring, similar to Prescience node.

thank fck for tht.
 

swords

Can't get enough of FH
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Maeloch said:
Ah fuck off, more love for fucking pets in one patch than menta class had in 4yrs.

/hug you're OP enough mate.
 

Amanita

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- Cure Nearsight will no longer also remove Nearsight immunity.

FINALLY!
 

Pirkel

Fledgling Freddie
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Messages
1,888
Amanita said:
- Cure Nearsight will no longer also remove Nearsight immunity.

FINALLY!

Prediction: Stopchance will post the exact same in this topic.

Just wait for it.
 

Andrilyn

Can't get enough of FH
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Nice patch, seems when the population is declining as much as it is now they all of a sudden start listening to the customers and fix some vital things (water bobbing etc).
 

psyco

Fledgling Freddie
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Messages
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i cant see anything about ml9 'fun'

but YAY more necro love, soon they will include ml9 + 1700 range, heres to hopping!:D
 

Pirkel

Fledgling Freddie
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Messages
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Andrilyn said:
Nice patch, seems when the population is declining as much as it is now they all of a sudden start listening to the customers and fix some vital things (water bobbing etc).

Or it just gets easier to listen to the customers because there is less of them ;)
 

Sparklehorse

Fledgling Freddie
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Well i cant see the Duel Weilding community liking this much, so bye bye subs from the ones who play Duel Weild solo as thier mains :p , but other than that its a very nice patch, lots of fixes we shulda got about 3 yrs ago, lets fix em now that no one plays the friggin game anymore ? bah

Hmm the hp regen thing, it doesnt sound like it actually regens u more from sitting, meanin that Arms Heros and Warriors who lvl solo still will have to wait about 3 hrs to regen from 50-100% but i might be wrong.. Some interesting things tho, especially i agree with the water fix and parry/evade. Now if only 1.87c reads - Bonedancer and Bainshee deleted from game , well have the perfect 1.87 patch :)

Aside from my pessimism tho.. it does sound like a very good patch , lets just hope our server still exists by the time it gets here (cough- cluster again - cough)
 

Arkian

Fledgling Freddie
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Sparklehorse said:
Well i cant see the Duel Weilding community liking this much, so bye bye subs from the ones who play Duel Weild solo as thier mains :p , but other than that its a very nice patch, lots of fixes we shulda got about 3 yrs ago, lets fix em now that no one plays the friggin game anymore ? bah

Hmm the hp regen thing, it doesnt sound like it actually regens u more from sitting, meanin that Arms Heros and Warriors who lvl solo still will have to wait about 3 hrs to regen from 50-100% but i might be wrong.. Some interesting things tho, especially i agree with the water fix and parry/evade. Now if only 1.87c reads - Bonedancer and Bainshee deleted from game , well have the perfect 1.87 patch :)

Aside from my pessimism tho.. it does sound like a very good patch , lets just hope our server still exists by the time it gets here (cough- cluster again - cough)

- Each tick of health and power is now twice as effective.
 

Aiteal

Can't get enough of FH
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Sparklehorse said:
Well i cant see the Duel Weilding community liking this much, so bye bye subs from the ones who play Duel Weild solo as thier mains :p

Very true
I think rangers will be hit by this the worst as far as stealthers go

Scouts now have some pretty mean defense
Evade 3 and full benefit from the shield
as well as being the only stealther with access to an RA to actually improve their defenses through MoB.

Be interesting to see how it plays out with dual wielders
Sacrificing the utility through guard, slam and arrow immunity that shield grants all for a chance to swing their offhands unstyled.
 

Dukat

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I think scouts deserve this, just this once.

We have been waiting for a change like this since our first ever TL report.

Assassins face one shield speccer out of all of the other stealthers. Scouts face three dual wield classes out of the four enemy stealthers. We have always been the worst melee stealth class in the game, largely because of this.

Now, after how many years? we can finally say our shield will do its job.

I think now, scouts will start to shine a bit, after so long in the dark.

Sparklehorse said:
Well i cant see the Duel Weilding community liking this much, so bye bye subs from the ones who play Duel Weild solo as thier mains

To be fair, scouts stuck with thier class for so long without any real change in melee. In my opinion, it will show just how shallow and unskilled alot of the people who play DW classes really are. And even better - those people who play DW classes with skill will actually beable to put that skill to use for once while fighting scouts in melee.
 

psyco

Fledgling Freddie
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Dukat said:
To be fair, scouts stuck with thier class for so long without any real change in melee. In my opinion, it will show just how shallow and unskilled alot of the people who play DW classes really are. And even better - those people who play DW classes with skill will actually beable to put that skill to use for once while fighting scouts in melee.

its not all about scouts you know
 

Dukat

Resident Freddy
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psyco said:
its not all about scouts you know

And exactly what do you mean by that?

For scouts shield is basically the class defining ability. The other shield speccing classes do not go up against dual wield half as often as most scouts do, considering 3 of the 4 enemy stealth classes are DW classes.

FG v FG is not my specialty, but surely duel wield is not such a big problem for shield tanks in this scenario because of the support from the rest of the gruop.

It may not all about scouts, but after the drama we have been through in the last 48 or so hours, not to mention the last 3-4 years, I think we're entitled to be a little happy about this.
 

Dr_Evil

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Whoa these changes are gonna make it hard for any melee'r to take down any MoParry4+ or MoBlock4+ classes, especially those with both. I guess assassins and champions are least affected because of their debuffs. Now it would actually be good to give skald's shield spec, as it's actually a point in speccing it, and hopefully MoBlocking!

The water changes are really good also, more realistic.
 

Kagato

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Sounds good so far, don't like that they increased the desease pets back up again but at least its still lower then before.

Most definetly looking forward to the Parry love though !


Seems to me they are trying to make fights last longer again with all these health regeneration bonuses, not sure what kind of impact thats going to have on the valkyrie instant health regen spells, if the ticks are doubled in frequency.
 

Kagato

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Dr_Evil said:
Whoa these changes are gonna make it hard for any melee'r to take down any MoParry4+ or MoBlock4+ classes, especially those with both. I guess assassins and champions are least affected because of their debuffs. Now it would actually be good to give skald's shield spec, as it's actually a point in speccing it, and hopefully MoBlocking!

The water changes are really good also, more realistic.

Not really, Parry is still capped at 50% and most high parry classes will already be well over that.

One on one it wont make a huge differance to before, its when your start looking at 2 on one etc that you will see an improvement.

With MoP3 im already well over the 50% parry cap, MoP4 or MoP5 wouldn't make a differance and neither will this patch in a one on one melee fight. (unless its 2H vs 2H etc, in which case the fight will just take longer).
 

SkarIronfist

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Not sure about the water changes completely.

Bridge campers will be very happy. Don't even need to leave the bridge to fire down on fights under the water. It will be oooohhhh wheres the damage coming from .... dead.

No more sitting under the water near the shore, getting ready for a charge on the gates Or trying to tempt the zerg into the water. Which is a shame.
 

Raven

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it will mean those useless little stealth zergs will have an even harder time trying to kill my hero :)

(if i ever play it again. which i doubt)
 

Tilda

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nice reaver/pally loving there with the shield.
 

Mauness

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All health and power regeneration aids are now twice as effective.

does that mean fop/tinderbox's is now more effective?
 

Gahn

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Uhm dunno if half of these things will make it live tho.
Cried for years about the "dymanics" of DW vs Shield etc and all of a sudden they move from 50% penalty to NO penalty. All we asked as a shield user community was a reduction of the penalty (let's say 25% instead of 50%).
Overdone as usual if u ask me.
Pets love is absurd in my eyes, while making PvE even more simplier, it will imbalance solo RvR even more.
That said SW nerf is a godsend, it will prolly dictate a return of the heavy tank based groups all around (or anyway casters will have to play around the sw area more carefully). Also it will alleviate the speed problem in RvR areas packed with people (u run in an sw after another -.-).
As for water changes : holy shit it took ages for em to realize it?!?
 

Takhasis

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Nice news about the water stuff, 32BC pet now has disease etc, and new frenzy style sounds nice - and finally we can choose pet, but dunno what kind it'll show - no info on that....
 

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