1.89e hot and monster rezz adjustments :)

Aiteal

Can't get enough of FH
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===================================

Dark Age of Camelot
Test Version 1.89e Release Notes
Class and Mythirian Adjustments
May 17, 2007

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



NEW THINGS AND BUG FIXES

- When an archer misses a shot on a character who is stealthed, the stealthed target will remain stealthed.

- Archers will now always see 'miss' messages.

- Players will now receive messages when their pets use archery skills.

- Bows now lose condition based on archery hits.

- When an archer uses a Critical Shot against someone with Critical Shot Immunity, they will receive the correct message: “The target has a momentarily increased resistance to archery shots. You do less damage!"

- The player's camera will now take the shortest path while snapping back to the set camera position.

- The double mouse move forward can now be changed by the user through Options at the Character Selection screen and also in-game in the /keyboard interface.

- Facial Morphs, the feature which players use to customize their character's face, can now be turned off, on, or turned on only for your character. This can be adjusted in-game under Options or by the slash command /showmorphs. This new feature will improve performance when set to none or self. The default setting is all on.



SOUND INTEGRATION

- With this version we have focused on updating many of the existing spell sounds in the game. All classes will notice updates to various spell sounds in their spell lines.



CLASS CHANGES AND FIXES

General

- Power costs, casting times, and heal values for all Heal Over Time (HoT) and Regeneration spells on the Valkyrie, Mauler, Warden, Vampiir and Friar have been adjusted. Specific tabled information may be found under the specific class sections below.

- Miss rates of bolt spells on the Eldritch, Wizard, Runemaster and Shaman Classes have been greatly reduced.


Friars - Rejuvination

Healing Over Time

Level Name Target Cast/Duration/Recast Range/Radius Effect Cost

24 Blessed Encouragement Group 3.0/15s/0s 2000 range 40 35
34 Holy Encouragement Group 3.0/15s/0s 2000 range 50 45
44 Divine Encouragement Group 3.0/15s/0s 2000 range 60 55


Heretics

- Instant cast spell lines "Incinerating Embers" and "Fiery Stranglehold" in the Rejuvenation Spec line have had their movement restriction removed. They will now be castable on the move.

- The "Reanimate Corpse" Monster Resurrection spell in the Rejuvenation spec line has been reduced in duration. It will now have a duration of 20 seconds, reduced from 45 seconds. The DoT produced from the spell should have a frequency of 6 seconds with a 12 second duration, reduced from 4 second frequency and 24 second duration.


Maulers - Aura Manipulation

- Buff (Health Regeneration, Group)

Level Name Target Cast/Duration/Recast Range/Radius Effect Cost

28 Gift of Nethuni Group 3.0s/15s/30s 2000 range 40 35
38 Grace of Nethuni Group 3.0s/15s/30s 2000 range 50 45
48 Blessing of Nethuni Group 3.0s/15s/30s 2000 range 60 55


- Heal Over Time (Group)

Level Name Target Cast/Duration/Recast Range/Radius Effect Cost

24 Nethuni's Refreshing Waters Group 3.0s/15s/30s 2000 range 40 35
34 Nethuni's Recuperating Waters Group 3.0s/15s/30s 2000 range 50 45
44 Nethuni's Renewing Waters Group 3.0s/15s/30s 2000 range 60 55


Runemasters

- The casting time of the Runemaster's Token of Destruction line of baseline Direct Damage (DD) spells has been reduced from 3.0 to 2.6 seconds to match other baseline DDs in the game.


Savage

- The duration of all Savagery self buffs has been increased from 15 seconds to 30 seconds.


Valkyries - Mending

- Buff (Health Regeneration)

Level Name Target Cast/Duration/Recast Range/Radius Effect Cost

30 Odin's Greater Antidote Friend 0s/10s/10s 2000 range 65 45
35 Odin's Greater Medicant Friend 0s/10s/10s 2000 range 75 55
40 Odin's Greater Cure Friend 0s/10s/10s 2000 range 85 65
45 Odin's Greater Elixir Friend 0s/10s/10s 2000 range 95 75


- Heal Over Time

Level Name Target Cast/Duration/Recast Range/Radius Effect Cost

5 Odin's Antidote Friend 0s/10s/10s 2000 range 10 10
10 Odin's Medicant Friend 0s/10s/10s 2000 range 20 20
15 Odin's Cure Friend 0s/10s/10s 2000 range 30 30
20 Odin's Elixir Friend 0s/10s/10s 2000 range 40 40


- Buff (Health Regeneration, Group)

Level Name Target Cast/Duration/Recast Range/Radius Effect Cost

32 Valkyrie's Aid Group 3.0s/15s/0s 2000 range 25 25
37 Valkyrie's Alleviation Group 3.0s/15s/0s 2000 range 35 35
42 Valkyrie's Redress Group 3.0s/15s/0s 2000 range 45 45
47 Valkyrie's Remedy Group 3.0s/15s/0s 2000 range 55 55


- Heal Over Time (Group)

Level Name Target Cast/Duration/Recast Range/Radius Effect Cost

7 Shieldmaiden's Aid Group 3.0s/15s/0s 2000 range 10 10
12 Shieldmaiden's Alleviation Group 3.0s/15s/0s 2000 range 20 20
17 Shieldmaiden's Redress Group 3.0s/15s/0s 2000 range 30 30
22 Shieldmaiden's Remedy Group 3.0s/15s/0s 2000 range 40 40


Vampiirs - Shadow Mastery

Level Name Target Cast/Duration/Recast Effect Cost

4 Recuperation Self 3s/15s/15s 15 6
15 Restoration Self 3s/15s/15s 25 14
21 Renewal Self 3s/15s/15s 45 20
38 Regeneration Self 3s/15s/15s 90 40
46 Greater Regeneration Self 3s/15s/15s 150 60


Wardens - Regrowth

- Heal Over Time (Group)

Level Name Target Cast/Duration/Recast Range/Radius Effect Cost

24 Nature's Exhilaration Group 3.0s/15s/30s 2000 range 40 35
34 Nature's Uplift Group 3.0s/15s/30s 2000 range 50 45
44 Nature's Invigoration Group 3.0s/15s/30s 2000 range 60 55



TRIALS OF ATLANTIS WORLD NOTES

Encounters - General

- All Master Level and artifact encounters now have an average respawn time of 10 minutes (the only exception being Celestius, which now has an average respawn time of 20 minutes).

- All Master Level and artifact encounter monsters will now drop their normal loot again if someone in the group killing them needs credit for the encounter. If no one in the group needs credit, they will function as they do currently on Pendragon, not dropping any significant loot.

- The chance of receiving no loot at all from the new encounters has been slightly reduced.


Aerus Encounters

- The 'Avriel controller' monsters have been adjusted so they will no longer register as 'Not in view'.



LABYRINTH WORLD NOTES

Mythirian Items

- The Physical Defense Mythirian items now display correctly in the Attributes Window and the Bonuses Window.

- The Mythirians which grant bonus to coins looted, will now function correctly when the Mythirian is equipped by a player who is not the group leader. However, only the group leader will receive a message that a bonus has been awarded.

- Mythirians that grant players an increase in Damage Per Second (DPS) will now fuction correctly.

- The Augmented Insightful Mythirians now correctly increases the player’s Acuity cap.

- The Ektaktos Mythirians, when equipped, no longer require players to re-equip them when traveling between zones or when logging in and out of the game.



FOUNDATIONS NOTES

- Hasteners in housing no longer require that a player purchase a music ticket and hands it to them. They will now cast 'Speed of the Realm' on the player when the player interacts with the hasteners. This includes both personal house hookpoint hasteners and the hasteners found around housing as NPCs.
 

knighthood

Fledgling Freddie
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Yay at monster rez reduction..

But..

WHEN ARE THEY GOING TO GIVE VALEWALKERS 1.8X SPEC Q_Q

la de da :D

Oh btw, does the vales parry arrows stance work 100% vs bullshit fotm op archer stuff or is it useless
 

kirennia

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Brilliant news about the heretic. Finally a significant boost and nerf in the right areas. Now if only they continue to fix the rest of the class :D

Also nice news about the Valks mending being nerfed, it was well deserved for small group warfare.
 

Cadelin

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So how big a nerf to HoTs is this?

It seems like they have increased the recast times and about halfed the amount of healing they do?
 

Golena

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Gratz on the minstrel love Gamah!! :fluffle:


Reduction in the hots was very needed for some classes so good change there.
Removing ToA loot from the encounters for people that want to farm them seems to be completely in the opposite direction of every other change they've made to PvE. If the encounters are no longer farmable for loot I think it's finally time to devote the server space ToA takes up to more useful things. There's now zero reason to do any of it!
 

Golena

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Cadelin said:
So how big a nerf to HoTs is this?

If the rumour that they don't stack with greater myth's of healing is true. I think there's probably very little reason to ever cast a hot again!
 

Cadelin

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Removing ToA loot from the encounters for people that want to farm them seems to be completely in the opposite direction of every other change they've made to PvE. If the encounters are no longer farmable for loot I think it's finally time to devote the server space ToA takes up to more useful things. There's now zero reason to do any of it!

Its a good move though. It manages to massively nerf the use of farming classes without actually affecting their abilitiy to do the encounter. It also encourages people to help with ML steps and arti raids again because the new people will mean loot is dropped.

If you want to farm for loot then there are the djinni things that should drop good loot.
 

Dre@d

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Thanks for the savage little boost :p now givf insta taunt spell to rupt the caster before getting pwned and will be roxxor!^^
 

illu

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All these numbers mean nothing to me until I can compare Before and After numbers, and still they don't make that much sense except that my PvE Valk looks like it is a bit shafted :/ Grrrrrrrrr. Will have to test once this all comes out.

Took me 20 minutes to find these numbers and paste them in here! I'm too good to you guys :>

Friars - Rejuvination
Healing Over Time
BEFORE
Level Name Target Cast/Duration/Recast Range/Radius Effect Cost
24 Blessed Encouragement Group 3.0s/30 seconds/0s 2000 range 50 h 61
34 Holy Encouragement Group 3.0s/30 seconds/0s 2000 range 65 h 79
44 Champion's Encouragement Group 3.0s/30 seconds/0s 2000 range 80 h 94

AFTER
Level Name Target Cast/Duration/Recast Range/Radius Effect Cost
24 Blessed Encouragement Group 3.0/15s/0s 2000 range 40 35
34 Holy Encouragement Group 3.0/15s/0s 2000 range 50 45
44 Divine Encouragement Group 3.0/15s/0s 2000 range 60 55


Maulers - Aura Manipulation
- Buff (Health Regeneration, Group)
BEFORE
Level Name Target Cast/Duration/Recast Range/Radius Effect Cost
28 Gift of Nethuni Group 4s/30 seconds/30s 2000 range 74 30
38 Grace of Nethuni Group 4s/30 seconds/30s 2000 range 104 39
48 Blessing of Nethuni Group 4s/30 seconds/30s 2000 range 134 47

AFTER
Level Name Target Cast/Duration/Recast Range/Radius Effect Cost
28 Gift of Nethuni Group 3.0s/15s/30s 2000 range 40 35
38 Grace of Nethuni Group 3.0s/15s/30s 2000 range 50 45
48 Blessing of Nethuni Group 3.0s/15s/30s 2000 range 60 55


- Heal Over Time (Group)
BEFORE
Level Name Target Cast/Duration/Recast Range/Radius Effect Cost
24 Nethuni's Refreshing Waters Group 4s/30 seconds/30s 2000 range 43 34
34 Nethuni's Recuperating Waters Group 4s/30 seconds/30s 2000 range 58 42
44 Nethuni's Renewing Waters Group 4s/30 seconds/30s 2000 range 73 50

AFTER
Level Name Target Cast/Duration/Recast Range/Radius Effect Cost
24 Nethuni's Refreshing Waters Group 3.0s/15s/30s 2000 range 40 35
34 Nethuni's Recuperating Waters Group 3.0s/15s/30s 2000 range 50 45
44 Nethuni's Renewing Waters Group 3.0s/15s/30s 2000 range 60 55


Valkyries - Mending
From Patch Notes: Version 1.84 for the before figures
- Buff (Health Regeneration)
BEFORE
Heal over Time (stacking HoT): Single target. Target is healed during the spell's duration.
30 Odin's Greater Antidote Friend 0s/10 seconds/5s 2000 range effect:36 cost:21
35 Odin's Greater Medicant Friend 0s/10 seconds/5s 2000 range effect:70 cost:40
40 Odin's Greater Cure Friend 0s/10 seconds/5s 2000 range effect:106 cost:55
45 Odin's Greater Elixir Friend 0s/10 seconds/5s 2000 range effect:141 cost:69

AFTER
Level Name Target Cast/Duration/Recast Range/Radius Effect Cost
30 Odin's Greater Antidote Friend 0s/10s/10s 2000 range 65 45
35 Odin's Greater Medicant Friend 0s/10s/10s 2000 range 75 55
40 Odin's Greater Cure Friend 0s/10s/10s 2000 range 85 65
45 Odin's Greater Elixir Friend 0s/10s/10s 2000 range 95 75


- Heal Over Time
BEFORE
Heal over Time: Single target. Target is healed during the spell's duration.
5 Odin's Antidote Friend 0s/10 seconds/5s 2000 range effect:24 cost:14
10 Odin's Medicant Friend 0s/10 seconds/5s 2000 range effect:47 cost:27
15 Odin's Cure Friend 0s/10 seconds/5s 2000 range effect:71 cost:37
20 Odin's Elixir Friend 0s/10 seconds/5s 2000 range effect:94 cost:46

AFTER
Level Name Target Cast/Duration/Recast Range/Radius Effect Cost
5 Odin's Antidote Friend 0s/10s/10s 2000 range 10 10
10 Odin's Medicant Friend 0s/10s/10s 2000 range 20 20
15 Odin's Cure Friend 0s/10s/10s 2000 range 30 30
20 Odin's Elixir Friend 0s/10s/10s 2000 range 40 40


- Buff (Health Regeneration, Group)
BEFORE
Heal over Time (stacking HoT): Group target. Target is healed during the spell's duration.
32 Valkyrie's Aid group 2.5s/10 seconds/0s 2000 range effect:28 cost:16
37 Valkyrie's Alleviation group 2.5s/10 seconds/0s 2000 range effect:55 cost:31
42 Valkyrie's Redress group 2.5s/10 seconds/0s 2000 range effect:84 cost:43
47 Valkyrie's Remedy group 2.5s/10 seconds/0s 2000 range effect:112 cost:54

AFTER
Level Name Target Cast/Duration/Recast Range/Radius Effect Cost
32 Valkyrie's Aid Group 3.0s/15s/0s 2000 range 25 25
37 Valkyrie's Alleviation Group 3.0s/15s/0s 2000 range 35 35
42 Valkyrie's Redress Group 3.0s/15s/0s 2000 range 45 45
47 Valkyrie's Remedy Group 3.0s/15s/0s 2000 range 55 55


- Heal Over Time (Group)
BEFORE
7 Shieldmaiden's Aid group 2.0s/10 seconds/0s 2000 range effect:19 cost:11
12 Shieldmaiden's Alleviation group 2.0s/10 seconds/0s 2000 range effect:37 cost:21
17 Shieldmaiden's Redress group 2.0s/10 seconds/0s 2000 range effect:56 cost:29
22 Shieldmaiden's Remedy group 2.0s/10 seconds/0s 2000 range effect:75 cost:36

AFTER
Level Name Target Cast/Duration/Recast Range/Radius Effect Cost
7 Shieldmaiden's Aid Group 3.0s/15s/0s 2000 range 10 10
12 Shieldmaiden's Alleviation Group 3.0s/15s/0s 2000 range 20 20
17 Shieldmaiden's Redress Group 3.0s/15s/0s 2000 range 30 30
22 Shieldmaiden's Remedy Group 3.0s/15s/0s 2000 range 40 40


Vampiirs - Shadow Mastery

BEFORE
Level Name Target Cast/Duration/Recast Range/Radius Effect Cost
4 Recuperation Self 3s/15 sec/15s 15/pulse 6
15 Restoration Self 3s/15 sec/15s 45/pulse 14
21 Renewal Self 3s/15 sec/15s 90/pulse 20
38 Regeneration Self 3s/15 sec/15s 180/pulse 40
46 Greater Regeneration Self 3s/15 sec/15s 300/pulse 60

AFTER
Level Name Target Cast/Duration/Recast Effect Cost
4 Recuperation Self 3s/15s/15s 15 6
15 Restoration Self 3s/15s/15s 25 14
21 Renewal Self 3s/15s/15s 45 20
38 Regeneration Self 3s/15s/15s 90 40
46 Greater Regeneration Self 3s/15s/15s 150 60


Wardens - Regrowth
- Heal Over Time (Group)
BEFORE
Level Name Target Cast/Duration/Recast Range/Radius Effect Cost
24 Nature's Exhilaration Group 4.0s/30s/30s 2000 range 43 34
34 Nature's Uplift Group 4.0s/30s/30s 2000 range 58 42
44 Nature's Invigoration Group 4.0s/30s/30s 2000 range 73 50

AFTER
Level Name Target Cast/Duration/Recast Range/Radius Effect Cost
24 Nature's Exhilaration Group 3.0s/15s/30s 2000 range 40 35
34 Nature's Uplift Group 3.0s/15s/30s 2000 range 50 45
44 Nature's Invigoration Group 3.0s/15s/30s 2000 range 60 55




Oli - Illu
 

Manisch Depressiv

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Bleh, just remove all HoTs, it seems not like it's balanced with 1.89e either.

Heretic needs some serious fixes of the bugged UI spells and maybe a spec heal in Rejv line.
 

Andrilyn

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They should think their fixes through though, what prevents people from putting a level 1(20) person in the group and still chain farm artifact mobs, the level 1(20) can't get credit and thus can keep getting the drops.
But generally it looks like a nice patch.
 

Leel

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Runemasters

- The casting time of the Runemaster's Token of Destruction line of baseline Direct Damage (DD) spells has been reduced from 3.0 to 2.6 seconds to match other baseline DDs in the game.

About fucking time tbh. Rm TL's have been asking for this for years!
 

Kinetix

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Guess i have until then to farm all i want from TOA til that patch comes :p
 

Cromcruaich

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Its a good move though. It manages to massively nerf the use of farming classes without actually affecting their abilitiy to do the encounter. It also encourages people to help with ML steps and arti raids again because the new people will mean loot is dropped.

If you want to farm for loot then there are the djinni things that should drop good loot.


I can see that this is why they have done it, but its still a bit daft, and saying there is other stuff that drops good loot doesnt cut it - we all know the good template items - they wont change. What they should of done is increase the chance of a loot item dropping when someone needs the encounter. Just look at zahurs ring and scillias neckie - they was rare enough already, now its gonna be impossible to get em.
 

Danord_durin

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OP enough as they are. Even got that end redox chant which was enough tbh. Can kill anything without nearly.

Still fun to out dmged by a rr 2 thane or valk isent it:) Eccept for the short time when bov is running.

I agree champs are strong 1 vs 1 and somewhat decent in grps but abit more util or dmg to bring em on par with the so called new hybrids wouldnt hurt.
 

Fuaip

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Still fun to out dmged by a rr 2 thane or valk isent it:) Eccept for the short time when bov is running.

I agree champs are strong 1 vs 1 and somewhat decent in grps but abit more util or dmg to bring em on par with the so called new hybrids wouldnt hurt.

Lowbies doesn't make them any stronger than high RR's. Depends on spec/temp/playstyle. :p
 

Cadelin

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I can see that this is why they have done it, but its still a bit daft, and saying there is other stuff that drops good loot doesnt cut it - we all know the good template items - they wont change. What they should of done is increase the chance of a loot item dropping when someone needs the encounter. Just look at zahurs ring and scillias neckie - they was rare enough already, now its gonna be impossible to get em.

The rare items will almost certainly become more common. Scillias necklace, Ring of heaven (on midgard), malice belts. They were all really expensive because the encounter took ages and had a low chance to drop. These items will almost certainly become more common. The only items that might be harder to get are things like 2.10 hauberk, ring of torrent because the mob was easy to farm and had a high pop rate.

I don't think it will be any different from the labby. Some people will whine about how impossible it is to get decent mythrian but if you know the correct types of mobs that have a chance of dropping the loot you want its very easy to make alot of money.
 

Solari

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The rare items will almost certainly become more common. Scillias necklace, Ring of heaven (on midgard), malice belts. They were all really expensive because the encounter took ages and had a low chance to drop. These items will almost certainly become more common. The only items that might be harder to get are things like 2.10 hauberk, ring of torrent because the mob was easy to farm and had a high pop rate.

I don't think it will be any different from the labby. Some people will whine about how impossible it is to get decent mythrian but if you know the correct types of mobs that have a chance of dropping the loot you want its very easy to make alot of money.

So the people with well geared farm teams just have to roll a complete new one because they already have encounter credit?

Don't like the TOA change to be honest and I'll do my best to feedback that change into oblivion.
 

Cromcruaich

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The rare items will almost certainly become more common. Scillias necklace, Ring of heaven (on midgard), malice belts. They were all really expensive because the encounter took ages and had a low chance to drop. These items will almost certainly become more common. The only items that might be harder to get are things like 2.10 hauberk, ring of torrent because the mob was easy to farm and had a high pop rate.

I disagree, on Duvet at least because of the pop problems, most encounters done nowadays by experienced farmers. If population was bigger, with more chars being rolled then your scenario above would work out i'm sure. On top of that add in the ability to buy arti and ml encouters with bps, and really I cant help but feel they havent thought this one through. In fact, i'd place a bet that they change that rule over the next few months.
 

Cadelin

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So the people with well geared farm teams just have to roll a complete new one because they already have encounter credit?

No, you just bring your main and you form groups and help new people. It means people won't have to roll farm teams anymore and casual players will find it alot easier to get the loot they need.


I disagree, on Duvet at least because of the pop problems, most encounters done nowadays by experienced farmers. If population was bigger, with more chars being rolled then your scenario above would work out i'm sure. On top of that add in the ability to buy arti and ml encouters with bps, and really I cant help but feel they havent thought this one through. In fact, i'd place a bet that they change that rule over the next few months.

Who cares about Duvet? The game is a MMORPG it is meant to have alot of people playing it. This change will be fine for the vast majority of servers and will make the majority of loot alot easier to get. They already know this works because it is similar in concept to Darkspire and in also some of the encounters in labby.
 

liloe

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The HoT nerf was a bit bad imho, cause it was only needed in certain situations for certain classes. Maulers and Valks solo I can agree with, but for group RvR the old thing was ok, maybe even too slow. For Vamps and Friars I don't see the point, cause people have changed their specs a lot and neither rejuv nor SM is really fotm and OP'd, there's much worse stuff going on.

Monster ress changes were really needed and tbh, it's a nerf and boost at the same time. Shorter duration for group RvR will mean that the person is getting back into combat at full mana without RI much faster than before.
 

Cromcruaich

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Who cares about Duvet? The game is a MMORPG it is meant to have alot of people playing it. This change will be fine for the vast majority of servers and will make the majority of loot alot easier to get. They already know this works because it is similar in concept to Darkspire and in also some of the encounters in labby.

As this is a forum discussing Dark Age of Camelot>Excalibur & Prydwen then i'd suggest the majority of people who use this forum. What a daft response. But let me make something plain, my posts above are in relation to Duvet, and not any other cluster. Hope that clarified things for you.
 

Cadelin

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As this is a forum discussing Dark Age of Camelot>Excalibur & Prydwen then i'd suggest the majority of people who use this forum. What a daft response. But let me make something plain, my posts above are in relation to Duvet, and not any other cluster. Hope that clarified things for you.

As this is a forum discussing Dark Age of Camelot>Excalibur & Prydwen>RvR Discussion then i'd suggest the minority of people who use this forum as this is a PvE change. What a daft response! :p


People read this forum because it is by far the most active one when discussing general queries, also many people play more than one server nowadays.

Also if you actually look at your responses they wern't server specific. Sillia's necklace, Zahurs ring are rare on all servers. Increasing the chance of getting this kind of loot by making it drop from easier/shorter encounters will surely only make them easier to get.

On a more serious note, you have pointed out that Mythic who designed the game don't actually read this forum. Dyvet has a unique problem which shouldn't be solved by allowing all encounters to be farmable by focus pet + bot. By the time this patch hits anyway I expect the server to have been clustered or a char transfer allowed if Mythic can't code clustering of different languages.
 

illu

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Thinking about it, I reckon maybe these nerfs should go ahead in RvR, but like the ML9 pets, keep the stuff the same for PvE, so that I can still farm stuff.
It's a pain in the arse always having to adapt and change!

Oli - Illu
 

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