Thursday, February 12, 2009

A very big patch

A lot in the patch Notes. I will comment on them as the day goes on.

For me the stuff that caught the eye is.

All Disorient effects cast by players will no longer stack. Only the most powerful Disorient will affect the target.


Immovable: Duration increased to 20 seconds.

All absorb shield buffs have increased in effectiveness, and will now absorb roughly 50% more damage in most cases.


Shield Wall: The block bonus from this ability will no longer stack with other block buff bonuses


Black Orc:

Bug Fixes:
* Waaagh!: This ability's debuff icon tooltip now states correct reduction type, and no longer requires a target.
* T'ree Hit Combo: This ability will now behave correctly when interrupted.
* Can't Hit Me!: This ability will now behave correctly when interrupted.
* Da Biggest: This ability will now continue after zoning.
* Da Toughest: This ability will now continue after zoning.
* Da Big Un': This ability will now continue after zoning.
* Rock 'Ard: This ability no longer claims to lead to Gud Plan, or highlights while you have a Gud Plan.
* Challenge: This ability no longer requires an enemy target.
* Da Greenest: This ability's armor-buffing effect will now scale with level.
* Puddle O' Muck: This ability will now actually snare targets.
* Where You Going?: This ability's description has been updated to reflect that this is actually a PBAoE.
Balance Changes:
* Wot armor?: This ability has had its stacking % armor debuff replaced with a fixed-value armor debuff. Additionally, it will now apply its maximum debuff value in a single hit.
* Da Toughest: This ability will now grant less Wounds and health to the Black Orc when it triggers.
* Da Big Un': This ability will now deal more damage, and affect a larger area.
* Savin' Me Hide: This abilty will now deal more damage, and will also reduce the magical damage taken by you and your group.
* Shut Yer Face: This ability will now deal more damage and cost no AP to activate.
* Down Ya Go: This ability will now deal more damage, knock the target down for 3 seconds, and cost no AP to activate.
* T'ree Hit Combo: This ability will now deal more damage but will receive less damage contribution from stats.
* Not in da Face!: This ability will now deal more damage and also make you and your group briefly immune to disabling effects.
* WAAAAAAAGH!: This ability will now deal more damage.
* Can't Hit Me!: This ability will now deal Corporeal Damage.
* Big Brawlin': This ability will now disorient targets by 25%.
* Dat Was Great!: This Tactic has been changed to match the changes to Wot armor?. The Tactic will now increase the duration of Wot armor?, and reduce the victim's Toughness.
* Rock 'Ard: This ability will now absorb more damage.
* Can't Touch Us: This ability will now absorb more damage.


We have added three additional mount variants exclusive to guilds only. These can be purchased by visiting the Guild Quartermaster once your guild reaches Guild Rank 25.

Lost Vale
Lost Vale has benefitted from some significant changes in version 1.2. We have itemized the dungeon with a number of new drops as well as improved a number of older items. In addition, we have revised the drops for most of the bosses in order to improve the chances of getting set items for each career.
General:
* Darkpromise weapons have been retired and will no longer drop in Lost Vale.
* Darkpromise cloaks have been retired and will no longer drop in Lost Vale.
* Darkpromise accessories have been retired and will no longer drop in Lost Vale.
* New, unique Uncommon, Rare, and Very Rare items have been added to the Lost Vale. These items are available as dropped items from all monsters in the dungeon.
* All of the old "Unique Named" special weapons dropped in Lost Vale have had their stats improved.
* A number of the "Unique Named" special weapons have been moved from boss loot tables to rare monster drops to make room for new items.
* We have added an additional Unique Named Weapon for each career to Lost Vale. These are powerful weapons with magical proc effects.
* Multiple items have had their names changed. Existing items will update automatically to the adjusted name.
Boss Loot:
* Wing Sub-bosses have been updated and will now have a 100% chance of dropping the following: 1 Set piece, 1 new dungeon Rare/Very Rare item, 1 rare Dye. In addition, they have a 50% chance to drop a Unique Named Lost Vale weapon.
* Wing Main-bosses have been updated and will now have a 100% chance of dropping the following: 2 Set pieces, 1 new dungeon Rare/Very Rare item, 1 rare Dye. In addition, they have a 50% chance to drop a Unique Named Lost Vale proc weapon, as well as a 50% chance of dropping an additional Dye.
* Lost Vale Wing Main-Bosses will always drop different 2 different career pieces.
* Darkpromise gloves for the Tank archetype careers now drop off of Ahzranok, Larg the Devourer, and the Darkpromise Beast.
* Darkpromise gloves for the Healer archetype careers now drop off of Ahzranok, Larg the Devourer, and the Darkpromise Beast.
* Darkpromise gloves for the RDPS archetype careers now drop off of Horgulul, Butcher Gutbeater, and the Darkpromise Beast.
* Darkpromise gloves for the MDPS archetype careers now drop off of Horgulul, Butcher Gutbeater, and the Darkpromise Beast.
* Darkpromise Belt for the Tank archetype careers now drop off of Malghor Greathorn, Chul Earthkeeper, and Zaar the Painseeker.
* Darkpromise Belt for the Healer archetype careers now drop off of Malghor Greathorn, Chul Earthkeeper, and Zaar the Painseeker.
* Darkpromise Belt for the Tank archetype careers now drop off of Malghor Greathorn, Gorak the Ancient, and Zaar the Painseeker.
* Darkpromise Belt for the Healer archetype careers now drop off of Malghor Greathorn, Gorak the Ancient, and Zaar the Painseeker.


RvR Fortresses
RvR Fortress raids have received an update for their itemization in version 1.2. The focus of this update was to better reward players for completion of a Fortress capture as well as give players who do not successfully capture a Fortress some chance at improved loot.
* The Fortresses now feature the same world drop items found in the high-level city dungeons. This includes rare drop "Watcher" weapons.
* The Fortress PQ bags now feature new, unique Uncommon, Rare, and Very Rare items.
* Non-PQ target mobs within the Fortresses, including general mobs and the guards of the lords, now have a chance to drop the Conqueror Belt. The belt will no longer drop from Gold Bags.
* Additionally, the Conqueror Belt has been made bind-on-equip. This only affects new instances of the Conqueror Belt. Any Conquerer Belts found prior to this patch will remain bind-on-pickup.
* The number of PQ reward bags that drop in Fortresses has been increased to 30, with 12 Gold Bags for each completion.


Zone Control Domination
To help place more emphasis on Keep claiming and defense, as well as to combat the "defense by not defending" strategy, we are introducing the Zone Control Domination mechanic. With this system, players who take and hold all Battlefield Objectives and claim Keeps in a contested zone (in Tier 4) or a shared RvR lake (in Tiers 2 and 3) have the opportunity to capture that zone, forgoing the standard mechanics of Zone Control. Each Battlefield Objective and Keep will be worth 1 Domination Point. To capture a zone via the Domination rules, your Realm must have all 6 Domination Points. In Tiers 2 and 3, capturing all six points in a shared RvR lake will give the capturing Realm control of the entire Tier. These are represented as small pip marks on the Zone Control Bar. Battlefield Objectives and Keeps have different requirements for earning their Domination Point, as follows:
* To earn a Domination Point from a Battlefield Objective, it must be owned by your realm for 30 minutes.
* To earn a Domination Point from a Keep, it must be claimed by a Guild and then held for 2 hours. If you lose control of a Battlefield Objective or Keep at any time, you lose the Domination Point.
* Multiple Domination Points cannot be gained from a single source (for example, it isn't possible to get 6 Domination Points by capturing Martyr's Square 6 times).
* If a zone that was taken over by Zone Domination is put into a contested state, all timers and Domination Points are reset.

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