Vengeance

Vengeance => public => Topic started by: Malison on Apr 22, 2003, 04:21 PM

Title: Path 1.62
Post by: Malison on Apr 22, 2003, 04:21 PM
Midgards Endurance regen buff is a castable concentration buff, with a 1500 Range..so if they move outside that range, it doesnt work.

I can finally sprint away..weeeeeee

Left axe damage unchanged, I expect to still be fully rocked by a berserker.  On the bright side, savage populations shouldn't skyrocket significantly (many berserkers would probably have rerolled to this cooler version of berserkers).

Enchanter pets get fixed AI...now why didn't they just fix all pets hmmm.

Eldritches now get better spells, faster PBAOE, etc.  Good for them.

Valewalkers get improved attack styles and more damage.  Not bad.

Animist bomber pets now run faster.  Funny, why didn't theurgists get their pet run speed increased?  watch out for these flaming skeletons/spragonn's of death.


We are also getting a new quest that starts in Avalon Marsh with Lady Nimue, supposedly based off the quest contetst they held a while back.

Overall, some good news for Mid's enemies, but not quite as drastic as I'd hoped.

Title: Path 1.62
Post by: Masta on Apr 22, 2003, 07:26 PM
Chanters now get a melee damage debuff

According to this, the chanter pet's never debuffed heat damage, now it will correctly. I can see a chanter debuffing, having his pet assist him, than start the stun/nuke chain rise to a whole new level now.

Now also the chanter pet's wont nuke 2 times than go in to melee with their target... Oh no! They're gonna keep chain nuking now, so now more The underhill zealot hits you for 0(-7) damage! hehe...

Title: Path 1.62
Post by: Zutroy on Apr 22, 2003, 07:58 PM
- Changed underhill zealot AI so that it will no longer charge opponents instead of casting.

I *think* the change means you can no longer smack it once with melee and expect it to stop casting and go into melee for the rest of it's lifespan.

- Fixed underhill zealot's resist debuffing spell to properly debuff heat damage.

I just pray this doesn't stack with the mana chanter's castable version of this spell. That means chanters now  have a pet that will never stop casting, snares with each nuke, and can debuff it's own damage type.

- Changed Dazzling Flash line to be a single target melee damage debuff.

This is the only chanter change I feel is reasonable. The chanter's light spec only had a nuke and 2 attack speed debuffs (which actually just increase melee damage). This spell will compliment the remaining attack speed debuff fairly well.

- Raised threshold at which the underhill ally will heal.

From what I remember about this pet, it can heal anyone in the group (similiar to charmed healing pets). It used to only heal when the target got below 25% health and the cast time was like 4-5 seconds so usually the target was dead before the pet could heal them. If this has been fixed and the heals brought to an appropriate level, this is a very powerful tool: think bonedancers with PBAE and 600 damage nukes.

My hope is that this is a precursor to them moving the mana chanter heat debuff to the enchantments line. With the pet AI changes and the debuff, the line might actually be worth speccing.

Edit - I'm not sure why only hero's were given the no-stag-while-sitting thing. Beserkers have the same issues with Zerk mode going off while sitting/stunned/mezzed.

(Edited by Zutroy at 6:04 pm on April 22, 2003)

Title: Path 1.62
Post by: Bolldar Bloodaxe on Apr 22, 2003, 09:29 PM
Given how little they did for our casters ie nothing for wizards and little for any others im amazed you like them boosting what are already far more powerful caster classes than any we possess. Enchanters needed nerfing not help! Eldritchs were already a far more versatile and powerful nuker than a wizard so why they get all this help while wizards got zip??
Title: Path 1.62
Post by: Lifesbane on Apr 23, 2003, 04:14 AM
"Realm Ability Changes

- The Wizard class special Realm Ability Volcanic Pillar has had its damage and radius increased."

i cant Fking believe chanters got love before my scout...but wizzies got a little love...and i think its mostly mana chanters that are completely friggin overpowered (and they need nerfs now, thanks)

(Edited by Lifesbane at 3:16 am on April 23, 2003)

Title: Path 1.62
Post by: Malison on Apr 23, 2003, 09:12 AM
The zealot was broken.  Basically, it would try to cast, then say "aww screw it" and just charge you.  I think it's bugginess was on par with my amber pet.  

I've never seen the underhill ally heal anyone.  He casts a small little health regen on the entire group.  If he heals, it must be rare.  Enchanters are either elfs or lurikeens.  They won't be near as tough as a bonedancer to kill, they lack the insta-lifetap, and think Avalonian in terms of hp.  Best of all, enchanters now get to DECIDE which pet to use. Maybe they won't all pull out that damn snaring pet and I can actually run away from their nukes.  

Now fix MY friggin pet pugs.  

Title: Path 1.62
Post by: Durandana on Apr 23, 2003, 09:39 AM
Where are my Scout lovings?  enough said.

Title: Path 1.62
Post by: Lifesbane on Apr 23, 2003, 10:51 AM
let me reiterate...

i cant Fking believe chanters got love before my scout!

Title: Path 1.62
Post by: Malison on Apr 23, 2003, 11:16 AM
me me me!

-random VN boards poster.
:)

(Edited by Malison at 10:17 am on April 23, 2003)

Title: Path 1.62
Post by: Caohmin on Apr 23, 2003, 12:01 PM
What about armsmen??!!1@!! :)
Title: Path 1.62
Post by: Sodom on Apr 23, 2003, 04:58 PM
"- Each realm now has a suit of "roleplay" clothes, available on the existing roleplay hat merchants. Just like the roleplay hats, these outfits are intended for looks only, so they do not qualify as armor pieces."

Friar lovin'?

Title: Path 1.62
Post by: Lifesbane on Apr 23, 2003, 05:24 PM
1.62B is up

http://camelotherald.com/more/854.php

- "Left Axe Changes:
Reduced the damage done by Left Axe Combat Styles. This will affect both classes that can specialize in Left Axe (Berserkers and Shadowblades). "

there nerfing LA damage! WOOOOOO!

"Mercenary Changes

The Mercenary Dirty Tricks special ability is now on a 7 minute re-use timer (it was previously set to 30 minutes), and has changed in effect. It now activates a 30 second offensive proc effect on the Mercenary that applies a 10 second debuff on the Mercenary's target every time it is hit. This debuff gives the target a 50% chance to fumble all their melee attacks while under the debuff's effect.

The damage for both styles in the Flank -> Shadow's Rain combat style chain has been increased for Mercenaries only (Infiltrators are not affected).

Increased bleed damage for Dual Wield combat styles Dark Tendrils and Dual Shadows. This is a Mercenary ONLY change - other classes that receive Dual Wield will not see increased bleed effects on these styles."

 merc love is good for the realm :) also, dirty tricks sounds pretty good now...with the 7 min timer to match the zerker's Frenzie, hopefully we'll see a lot of fumbling gerbals

- "In future 1.62 test patches, we still plan to address some Archer issues"

FOOK YEA! w00t, about damn time!

Title: Path 1.62
Post by: Caohmin on Apr 23, 2003, 05:35 PM
Nerf Mid!!

"hopefully we'll see a lot of fumbling gerbals"

lol, no comment.

And then there's this: "In future 1.62 test patches, we still plan to address some Archer issues..."

(Edited by Caohmin at 1:38 pm on April 23, 2003)

Title: Path 1.62
Post by: Sodom on Apr 23, 2003, 05:48 PM
My comments on 1.62 can be found in a seperate thread, because I am better than the two of you. It is also sprinkled with tasty Ikoncode, another reason Sodom>j00.