Diskuzní klub hráčů online her
Home | Profile | Novy ucet | Active Topics | Active Polls | Members | Private Messages | Search | FAQ
Username:
Password:
Save Password
Forgot your Password?

.
 All Forums
 Warhammer Online
 Warhammer Online - General
 Otazky a odpovedi
 New Topic  New Poll New Poll
 Reply to Topic
 Printer Friendly
Previous Page | Next Page
Author Previous Topic Topic Next Topic
Page: of 35

ManiaCCC
Junior Member

630 Posts

Posted - 17/03/2008 :  11:50:32  Show Profile Send ManiaCCC a Private Message  Reply with Quote
Ja mam len otazku ci cita niekto tieto fora kto nie je v bete :)...
Go to Top of Page

Meddy
Moderator

5759 Posts

Posted - 17/03/2008 :  12:07:33  Show Profile  Send Meddy an ICQ Message Send Meddy a Private Message  Reply with Quote
Ad Lahvan
"elfi" = gay?

Ad Maniaccc
treba ja je ctu a do bety nepachnu :)

STS Chvojkovice-Brod

Edited by - Meddy on 17/03/2008 12:08:35
Go to Top of Page

celdric
Average Member

1613 Posts

Posted - 17/03/2008 :  13:45:55  Show Profile  Send celdric an ICQ Message Send celdric a Private Message  Reply with Quote
quote:
Originally posted by ManiaCCC

Ja mam len otazku ci cita niekto tieto fora kto nie je v bete :)...



treba ja...ale muzes to napravit tim, ze mi pucis pristup do bety ;-)

no mmo
Go to Top of Page

Shemiramoth
Moderator

4339 Posts

Posted - 17/03/2008 :  14:45:15  Show Profile  Send Shemiramoth an ICQ Message Send Shemiramoth a Private Message  Reply with Quote
quote:
Originally posted by ManiaCCC

Ja mam len otazku ci cita niekto tieto fora kto nie je v bete :)...

Pristup sem ma asi 50 lidi ..a ti urcite nejsou v bete :))

- If you don't like something, change it. If you can't change it, change your attitude. Don't complain.
- When you can't run you crawl, when you can't crawl, when you can't do that, find someone to carry you.
- Achiever 27%, Explorer 67%, Killer 27%, Socializer 80%

Go to Top of Page

Lahvan
Dictator Apprentice

318 Posts

Posted - 17/03/2008 :  14:59:39  Show Profile Send Lahvan a Private Message  Reply with Quote
quote:
Originally posted by Meddy

Ad Lahvan
"elfi" = gay?



Vzhledem k tomu, že použití tohoto slova je poněkud politicky a sociálně nekorektní, tak jsem jej nepoužil. Ale koukám, že nebylo třeba.
Go to Top of Page

Methodius
New Member

101 Posts

Posted - 17/03/2008 :  16:45:35  Show Profile Send Methodius a Private Message  Reply with Quote
napr. ja to citam a v bete niesom ani nechcem byt ale zaujima ma to
Go to Top of Page

ManiaCCC
Junior Member

630 Posts

Posted - 19/03/2008 :  14:16:29  Show Profile Send ManiaCCC a Private Message  Reply with Quote
vdaka bohu zacali opravovat tie PQ a damage healerov :)

This will be going live at some point this morning:

In response to beta feedback and further play testing we have decided to reduce the difficulty of Special, Hero and Lord monsters. This should help significantly with the difficulty of PQ's in general allowing players to be more successful in completing later PQ stages.
Special Monsters have had their damage reduced by ~66%
Hero Monsters have had their damage reduced by ~ 50%
Lord Monsters have had their damage reduced by ~33%
In addition the team has taken another look at many of the HE/DE PQ's and have done some additional tweaks to monster abilities, HP, and damage on specific PQ Bosses to bring them in line with what we envision is the proper difficulty for stage 2 and 3 of PQs


General
Abilities which gain a damage contribution from weapon DPS have had the offhand weapon's DPS contribution increased while dual wielding.

Archmage
Increased Law Of Conductivity's damage.
Increased Searing Touch's damage.
Mind Lash's damage is no longer linked to the AP that it consumes.
Increased Searing Energies's damage.
The Drain Magic spell should now work properly. It was incorrectly draining AP from both the target and the caster, instead of draining AP from the target and giving it to the caster.
All abilities that build high magic should now say so in blue, and not in the normal tooltip text.
Increased Skin Of Stone's cost, and changed it to a group effect.
Increased Portent Of Far's cost, and changed it to a group effect.
Increased Prismatic Shield's cost, and changed it to a group effect.

Disciple
Removed Lacerate's cooldown, and adjusted its damage.
Increased Consume Will's damage.
Reduces Essence Lash's damage and increased the morale loss.
Increased Consume Strength's damage.
Reduced Consume Resolve's damage.
Reduced Sanguinary Extension's damage over time portion.
Increased Whirling Laceration's damage.
Increased Wracking Agony's damage.
Increased Pillage Essence's damage.
Restore Essence is reduced to a 0.5s Build
Renew Soul is reduced to 1s Build
Khaine's Embrace is reduced to 1s Build
Virulent Infusion is reduced to 0.5s Build
Cleave Soul is reduced to 0s Build
Flay will no longer stack effectiveness with other snaring effects.
Covenant Of Celerity will no longer stack effectiveness with other snaring effects.
Murderous Intent now functions correctly as described.

Sorcerer
Reduced Absorb Vitality's cost and increased its damage.
Increased Pit Of Shades's damage.
Hand of Ruin now costs 60 AP per second. Its damage has been increased. Ability now has a reuse of 11s.

Swordmaster
Heaven's Blade, Nature's Blade and Phantom's Blade no longer affect the resistance type of your various abilities.
Phantom's Blade now reduces Morale by -50 per proc.
Ensorcelled Blow now only deals physical damage but damage has been boosted.
Intimidating Blow now only deals physical damage but damage has been boosted.
Gusting Wind now only deals physical damage but damage has been boosted.
Dazzling Strike now only deals physical damage but AP cost has been reduced.
Dragon's Talon will now always deal Spiritual Damage, and the damage portion of the ability will no longer send a debuff icon to target.
Whispering Wind will now always deal Spiritual Damage, and the damage portion of the ability will no longer send a debuff icon to target.
Crashing Wave will now always deal Spiritual Damage, and the damage portion of the ability will no longer send a debuff icon to target.
Ether Dance will now always deal Spiritual Damage, and the damage portion of the ability will no longer send a debuff icon to target.
Blurring shock now always deals Spiritual Damage and damage has been boosted.
Wrath of Hoeth now always deals Spiritual Damage.
Dragon's Talon will now gain bonuses from Mastery correctly.
Ensorcelled Blow will now gain bonuses from Mastery correctly.
Blurring Shock will now gain bonuses from Mastery correctly.
Whispering Wind will now gain bonuses from Mastery correctly.
Dazzling Strike will now gain bonuses from Mastery correctly.
Crashing Wave will now gain bonuses from Mastery correctly.
Graceful Strike's damage over time portion will no longer stack with itself or proc effects.
Increased the tick speed of Graceful Strike's damage over time and reduced the damage per tick, resulting in the same total damage dealt.
Removed the cooldown from Gryphon's Lash and reduced its damage.
Increased Sapping Strike's cooldown time and damage, and reduced the amount of AP lost.
Removed Ensorcelled Blow's cooldown and reduced its damage.
Ensorcelled Blow now deals Spirit damage instead of physical.
Gusting Wind no longer has a re-use
Wall of Darting Steel should deal damage when the Sword Master Parries, and now self snares for 40% instead of 46%.
Ether Dance should now deal proper damage over 5 hits.

Witch Hunter
Absolution will now correctly trigger all Blessed Bullets.
Fixed a bug that made Absolution undefendable.

- Stage 1 of the Dreamshade Forest public quest in Dark Elf 3 can now be completed.
- Players leaving a scenario now have their RvR flag removed. Please note - if a player is returning to a RvR area, the flag will be turned on again after ten seconds.

- The Reaver Stables Battlefield Objective in Ellyrion can now be successfully captured. Previously it was not tracking the status of the guards correctly which prevented players from being able to interact with the objective to capture it.
Go to Top of Page

Lahvan
Dictator Apprentice

318 Posts

Posted - 20/03/2008 :  18:57:36  Show Profile Send Lahvan a Private Message  Reply with Quote
Minimálně ty úpravy PQ ještě na evropské betě ještě nejsou implementovány. Úprava DoK je krok správným směrem. Ale ještě pořád chybí vylepší úroveň healů a pro archmaga utočných abilit, neb zatím to je celkem nuda spamovat jedno DD a jednu DoTku.
Go to Top of Page

Shemiramoth
Moderator

4339 Posts

Posted - 26/03/2008 :  19:42:02  Show Profile  Send Shemiramoth an ICQ Message Send Shemiramoth a Private Message  Reply with Quote
Servery jsou down, takze zase cekat na spasu.

- If you don't like something, change it. If you can't change it, change your attitude. Don't complain.
- When you can't run you crawl, when you can't crawl, when you can't do that, find someone to carry you.
- Achiever 27%, Explorer 67%, Killer 27%, Socializer 80%

Go to Top of Page

Lahvan
Dictator Apprentice

318 Posts

Posted - 26/03/2008 :  20:23:59  Show Profile Send Lahvan a Private Message  Reply with Quote
Jak se říká - naděje umírá poslední. Jinak ke konci to byla celkem nuda - scenaria v Tier2 se nějak neujala, PQ byly nehratelný a 99% lidí trávilo čas v RvR zónách. Takže zpět k prknům a znovu a lépe.
Go to Top of Page

Shemiramoth
Moderator

4339 Posts

Posted - 26/03/2008 :  20:27:11  Show Profile  Send Shemiramoth an ICQ Message Send Shemiramoth a Private Message  Reply with Quote
quote:
Originally posted by Lahvan

Jak se říká - naděje umírá poslední. Jinak ke konci to byla celkem nuda - scenaria v Tier2 se nějak neujala, PQ byly nehratelný a 99% lidí trávilo čas v RvR zónách. Takže zpět k prknům a znovu a lépe.

Ani nevis Lahvane jak jsem rad, ze to odlozili. Skoda jen toho vyhozenyho hype. Ted uz lidi zacinaji byt trosku nasrany, viz. zahranicni fora. Pevne verim, ze to Mythic dotahne a ja si zahraju supr gamesku. Taky mi to nahrava na AoC. Snad jej neodlozi. Jenze jeste nejsou venku siege battles, takze kdovi. Je to jedna z main feature hry. Ale co tak procitam patche, tak se mi zda ze Funcom pekne dre, aby to bylo.

- If you don't like something, change it. If you can't change it, change your attitude. Don't complain.
- When you can't run you crawl, when you can't crawl, when you can't do that, find someone to carry you.
- Achiever 27%, Explorer 67%, Killer 27%, Socializer 80%


Edited by - Shemiramoth on 26/03/2008 20:27:53
Go to Top of Page

Shemiramoth
Moderator

4339 Posts

Posted - 02/04/2008 :  12:02:06  Show Profile  Send Shemiramoth an ICQ Message Send Shemiramoth a Private Message  Reply with Quote
Zajimava zmena ohledne generovani AP.

The following is brought to you from the Combat & Careers Team.

For all discussion please visit this thread

We have made some global rule changes to the Action Points (AP) system. These changes are intended to help smooth out the AP usage of most careers and improve the overall frequency that higher AP cost abilities are used. Currently, the cheapest AP abilities are used an overwhelming majority of the time, while high AP cost abilities are used much less frequently. This is due to the fact that there was a significant amount of downtime while waiting for APs to regenerate enough to even use a high AP cost ability mid-fight.

AP Regeneration Changes

We have adjusted the rules for AP regeneration so that players will no longer regenerate AP while activating abilities. This will allow us to significantly reduce the cost of abilities with moderate to long build times, since we no longer have to scale up costs of these abilities to account for AP regenerated while building.

o AP will continue to regenerate at a fixed 25 AP per second when a player is not actively firing an ability

- By default AP will no longer regenerate while a player is actively firing an ability. This includes
o During the 1.5 seconds that global cool down is active after firing an instant ability
o During the buildup (Cast time) of a cast spell
o While a player is focusing (Channel time) a channeled spell

o Due to this change, players will always run out of AP completely if they are constantly activating abilities. There are no longer any abilities that can be chain-casted while never have to worry about running out of AP.

o By default this change DOES NOT affect how monsters use or regenerate AP at all.

AP Cost Changes

The AP regeneration changes have allowed us to drop AP costs on most abilities with long to moderate build times. Instant cast abilities & melee will for the most part stay the same.

o Instant Cast/Low cast-time abilities have had a slight (or no) reduction in AP cost.

o Abilities with a cast time of 2s or more have had a moderate reduction in AP cost.

- Abilities with a cast time of 3s or more have had a large reduction in AP cost.
o Players will not have to wait as long to regain enough AP to cast High cost spells.

o Most abilities have had additional adjustments to better balance their AP usage.

How does this affect “Burst” and “Sustained” DPS?

In most cases, sustained DPS on characters will stay the same. In some cases there will be a slight improvement, since a player can now regenerate AP for high-cost spells slightly faster once they run out of AP. Burst DPS, on the other hand, has been increased slightly. Lower AP costs will allow players to cast more of their powerful high-cost AP abilities in succession before running out of AP.

o Careers which could previously chain-cast low-cost abilities without ever running out of AP will no longer be able to do so.

- Sustained DPS, or the amount of DPS a player can output once they reach 0 AP, should see relatively little change.
o Sustained DPS activation patterns that include long cast spells have become much more viable.

o Burst DPS, or the amount of DPS a player can put out going from full to 0 AP with constant activations, should increase slightly for all careers.
o Careers with moderate/long build times will see greater improvements when using these abilities in their burst.

How does this affect Healing?

Healing will be affected in a similar fashion to DPS. The most important thing to note is that chain-healing will cause players will run out of AP, requiring periods of rest. However, it has become more viable and efficient to cast your long cast-time heals since the AP cost on them has been significantly reduced. Players should see an improvement in burst healing, getting much more efficiency out of chain healing their large heals before reaching 0 AP.
__________________

- If you don't like something, change it. If you can't change it, change your attitude. Don't complain.
- When you can't run you crawl, when you can't crawl, when you can't do that, find someone to carry you.
- Achiever 27%, Explorer 67%, Killer 27%, Socializer 80%

Go to Top of Page

Meddy
Moderator

5759 Posts

Posted - 02/04/2008 :  12:13:12  Show Profile  Send Meddy an ICQ Message Send Meddy a Private Message  Reply with Quote
quote:
Originally posted by Shemiramoth

quote:
Originally posted by Lahvan

Jak se říká - naděje umírá poslední. Jinak ke konci to byla celkem nuda - scenaria v Tier2 se nějak neujala, PQ byly nehratelný a 99% lidí trávilo čas v RvR zónách. Takže zpět k prknům a znovu a lépe.

Ani nevis Lahvane jak jsem rad, ze to odlozili. Skoda jen toho vyhozenyho hype. Ted uz lidi zacinaji byt trosku nasrany, viz. zahranicni fora. Pevne verim, ze to Mythic dotahne a ja si zahraju supr gamesku. Taky mi to nahrava na AoC. Snad jej neodlozi. Jenze jeste nejsou venku siege battles, takze kdovi. Je to jedna z main feature hry. Ale co tak procitam patche, tak se mi zda ze Funcom pekne dre, aby to bylo.



Nezapominat na Spellborn.

STS Chvojkovice-Brod
Go to Top of Page

ManiaCCC
Junior Member

630 Posts

Posted - 02/04/2008 :  18:53:12  Show Profile Send ManiaCCC a Private Message  Reply with Quote
Hned sa strhla burliva diskusia ohlaodm poslednych zmien kde ludia aj suhlasia aj nesuhlasia tak to musel hned jeden s developerov ukludnit:

Dev responses:

Adam Gershowitz
Ok folks before you get out the torches... lets clarify a few things

Burst DPS/HPS
We define Burst DPS as the amount of damage or healing a player can put out moving from a full AP bar to Empty AP bar by constantly activating abilities

Sustained DPS/HPS
We define as the amount of damage or healing a player can put out after their AP has reached 0 and they are waiting to regen to their next most efficient activation.

So that being said the change we are making is pretty much in no way NEGATIVELY effecting anyones target Burst or Sustained DPS. In fact it is generally improving both Burst and Sustained DPS and HPS in cases where you have a longer Cast time spell (2 - 4s). It is also getting rid of a number of crazy AP costs we had to come up with b/c we had to automatically tack on 25 AP cost for every second an ability was being built, IE a 3 sec cast would have to by default have 75 AP cost just to overtake regen.

By doing this we insure that people will run out of AP (At some point) if they are constantly activating abilities (Which should ALWAYS be the case), not to mention we can better balance the cost vs effect without Build time being such a high AP sink. For example if we wanted to make a super efficient ability that had ultra low cost but a 4 second build, we could not b/c the default cost of a 4 sec build with an always on AP regen of 25 would be 100 AP. Otherwise the player would ALWAYS be full AP when activating the ability

In the end nobody should see a huge difference in their gameplay over the course of a fight, at worst case you MIGHT have to take a 1 second breather out between low AP cost spells before you can activate. However the benefit of being able to get back to a high cost ability FASTER greatly outweighs this. Especially in the case of healing where players had to wait upward of 7 - 10s before they regenerated AP for the big heal (or for a Fireball).

In the end your crazy spam fast attack builds will stay pretty much the way they were, but the longer cast time higher cost abilities will become more in line and attractive across the board. Helping healers especially. Keep in mind it was never our intent to allow players to just constantly hammer a button and never run out of AP, so any build that could have done this before the change would have gotten hit with a Bat anyhow.

Enhance your calm, look at the change carefully (and my comments), before pulling out the torches. Also look at the long term benefits of how this adds to the game. We now have the ability to make a larger variety of abilities as well as add new "trickle" through AP regeneration bonuses to tactics, armor etc.

-Adam


On healers

Wait at least 5 more days before freaking out about healers, We've busted all sorts of hump on them last week and the are better, if not much better then where they were last phase.. More info to come

On High Magic & Waaagh Mechanics

Archmage & Shaman are having a mechanic revamp during the next phase of BETA, we've considered a bunch of feedback and how this change will effect them as well. The result is we HAVE to make a change, but we did not have the time to do so before next phase starts (you know need new UI, and rebalance alot of abilities etc). So look to see new and improved mechanics the phase after this one.

BTW: Budem velmi vdacny ak nemate inych favoritov v sutazi o buddy key a to konkretne v "story" sekcii ak by ste zahlasovali ti co mate moznost za 8. pribeh Kelmar - The Lord of White Tower. Dakujem.. Kamos sapokusa dostat dalsieho kamosa do bety a bolo by vyborne ak by nas tam bolo viac. Dakujem :)
Go to Top of Page

Lahvan
Dictator Apprentice

318 Posts

Posted - 02/04/2008 :  20:39:01  Show Profile Send Lahvan a Private Message  Reply with Quote
quote:
Originally posted by Meddy

Nezapominat na Spellporn.



To je zase co Meddoušku?
Go to Top of Page

Shemiramoth
Moderator

4339 Posts

Posted - 03/04/2008 :  14:01:17  Show Profile  Send Shemiramoth an ICQ Message Send Shemiramoth a Private Message  Reply with Quote
Nejaky zmeny v tolik diskutovanem ambushi.

As everyone is aware, the last beta phase was the first time we introduced full Ambush functionality. Over the past few weeks, we’ve gotten a ton of feedback. Many bugs were reported, and a lot of game play feedback was generated. As such, we did a full pass over Ambush to ensure that it fulfills its role as a fun and interesting way for Light armored MDPS careers to close the gap with ranged opponents without making it frustrating and overpowered to play against.


RvR Changes

There were a number of unique RvR circumstances that we didn’t want hidden players to be able to take advantage of. As such, the below bug fixes have been made.

* Players can no longer contribute to capturing a Flag while hidden.
* Players cannot Ambush while they are carrying a Flag, Murder Ball, or any other objective-based item.
* Hidden players should appear immediately whenever they start to interact with any object. This includes Flags, Quest Objects & Siege weapons.


General Functionality Changes

After taking a look at how Ambush currently works, we realized that the duration of the stealth was too long. It was always intended to allow a player to dart out from cover “Cloak” and then close the distance. With the current 1 minute Ambush duration, players were able to stay hidden entirely too long. In addition to this change, we adjusted the prep time on Ambush-based abilities so players could not easily use them as a guaranteed escape from combat.

* Ambush abilities have been given a 2s build time, which can be used while moving.
* If a player takes any damage, or is the target of a debuff while they are preparing to hide, they will be instantly interrupted and will have to attempt to Ambush all over again.
* The AP drain value of Ambush abilities has been increased. Players should now be able to stay Ambushed for roughly 30s.
* The 30 second cool-down time for Ambush abilities will now begin AFTER the player has come out of hiding.


Detection Changes

Our first pass at detection rates showed that careers with lower initiative had a difficult time detecting a stealthed player, even from close up. We also had a bug in our detection code that resulted in the “Behind target” bonus to stealth not working properly. With the changes based on this information, hidden players will become much easier to see as they close in on their target, while at range they will still be more difficult to detect. This means that a hidden player will still have a definite advantage, but no guarantees that they will get a clean ambush on their target. The following changes have been made to Detection:

* Increased the overall chance to detect a hidden player.
* Expanded the range of Stealth detection.


Players can expect that a hidden player running at an observer from maximum distance would have the following total chance of detection before reaching the observer

* Observer Initiative is #189; the hidden player’s = 55% Total chance of detection over 7s
* Observer Initiative is equal to the hidden player’s = 85% Total chance of detection over 7s
* Observer Initiative is 2x the hidden player’s = 100% Total chance of detection over 7s



Ambush Art Changes

While Ambush’s artwork is still very functional, we will be adding animation state changes (you “Creep”) as well as final effects in later revisions. We did notice that even detected “Hidden” players were very hard to see because they were too transparent. The following changes have been made to Ambush Art:

* Added effects for Ambush Build, so players know that the player is attempting to hide.
* Increased the opacity of a hidden player from 25% to 50%, so they are easier to see.
* Players will now return to full visibility faster when exiting Stealth.

- If you don't like something, change it. If you can't change it, change your attitude. Don't complain.
- When you can't run you crawl, when you can't crawl, when you can't do that, find someone to carry you.
- Achiever 27%, Explorer 67%, Killer 27%, Socializer 80%

Go to Top of Page

Lahvan
Dictator Apprentice

318 Posts

Posted - 03/04/2008 :  20:48:19  Show Profile Send Lahvan a Private Message  Reply with Quote
Upřímně řečeno obešel bych se bez stealthu obecně. To že je ve hře mi ale ani moc nevadí, jenom mi přijde, že je tam zbytečně po těchto úpravách. IMO by měli stealth udělat jako aktivní abilitu s trvaním 20-30s, protože takhle stealther zase nema dmg když se k oběti dostane...
Go to Top of Page

ManiaCCC
Junior Member

630 Posts

Posted - 03/04/2008 :  21:14:27  Show Profile Send ManiaCCC a Private Message  Reply with Quote
quote:
Originally posted by Lahvan

Upřímně řečeno obešel bych se bez stealthu obecně. To že je ve hře mi ale ani moc nevadí, jenom mi přijde, že je tam zbytečně po těchto úpravách. IMO by měli stealth udělat jako aktivní abilitu s trvaním 20-30s, protože takhle stealther zase nema dmg když se k oběti dostane...



To zalezi dost od toho ako dlho v tom stealthe bue .. ak tam pobuden skoro plnych 30 sekund..tak ano..to je lepsie sa ist radsej niekam schovat ako zautoci.. ale ak stihne stealther prist k cielu tak do 10-15 sekund, preco nie.. stale ma dost AP nato aby ziskal pomerne velku vyhodu v boji.
Go to Top of Page

Shemiramoth
Moderator

4339 Posts

Posted - 04/04/2008 :  15:58:31  Show Profile  Send Shemiramoth an ICQ Message Send Shemiramoth a Private Message  Reply with Quote
Diminishing Returns:

Evening folks,

Those of you who have been with us for awhile in beta will have noticed that we increased the chance that spells would be set back when used during an ability’s build time. Since spells with build times are much more efficient and tend to do higher damage than instant abilities, we wanted to make sure a player who was being beaten on had a much harder time getting a spell off. When being beaten on by multiple players, it should be especially difficult.

Unfortunately, the rate increase exposed a number of issues with the system, which I am happy to say we have resolved with the following fixes & improvements.

Diminishing Returns & Setback

One of the most obvious issues we dealt with is “Spell Locking.” When a player is getting hammered by attacks, they will have a high chance of being set back. This results in a spell lock, where the player or monster is stuck casting and cannot get a spell off. This is, obviously, no fun for the player, and can cause significant issues with encounters. As a result, we have added diminishing returns to setback. Now, every time a player is setback while casting a spell, the amount they are set back will reduce each time. This prevents a player or monster from being spell locked. The resulting changes are as follows:

* The Setback penalty is reduced by 20% for each time the player is consecutively set back while building an ability.
* By default players will no longer incur a setback penalty after the 5th time they are set back
* The default initial setback penalty is now .5s.
* The default chance of being setback when a hit is landed is now a 50%.



A standard spell can now only be setback by a maximum of 1.5s

Damage over Time and Setback

Currently, all damage events have a chance to set back a build, including damage from DoTs and Channeled spells. As a result, a player who had multiple DoTs stacked on them was unable to cast a spell. This was never the intended behavior of setback or DoTs. AS a result, we have made the following changes:

* Setback only occurs upon the initial hit of any ability, not upon application of damage.
* DoT ticks no longer cause setback.
* Certain Channel ticks no longer cause setback.

- If you don't like something, change it. If you can't change it, change your attitude. Don't complain.
- When you can't run you crawl, when you can't crawl, when you can't do that, find someone to carry you.
- Achiever 27%, Explorer 67%, Killer 27%, Socializer 80%

Go to Top of Page

ManiaCCC
Junior Member

630 Posts

Posted - 05/04/2008 :  12:08:08  Show Profile Send ManiaCCC a Private Message  Reply with Quote
Another update from the Combat & Careers team:

Evening folks,

Those of you who have been playing Healer Careers in beta (or have been following the forums) may have noticed that healing seems less potent than before. Increased HP across the board gives a perception of “poor” healing since the percentage of a player’s total HP being restored is proportionately less than before. The C&C team has been rolling through all the feedback and working to review each of the healer-types and made some adjustments to their ability lists. This will give each healer a specific role they are “Best” at, and a way to heal that plays up to their mechanic much better than the former heals did.

General Healer Changes

First, we have adjusted the standard “Big Heal” that all healers receive. This ability is intended to be used while the healer is not actively in combat; meaning that a healer should have a VERY hard time getting it off while being directly attacked. However, when the healer is not being attacked, it is a very efficient and effective way to heal. A lower heal frequency allows for a more versatile role in battle by freeing up activation time for non-heal spells to be used mid-combat. As a result:
Standard Big Heals have had their values increased by 200% (Double the previous value).
The chance for setback of standard Big Heals has been increased significantly.

Categories of Healing

We have split up healing into three major categories, which will supply each career with strengths and weaknesses in those categories.. Don’t fret, though! No individual career’s healing capabilities will be reduced compared to former versions as a result of these changes. These adjustments are simply improvements to these careers, which will make them more flexible in their secondary roles. The three major categories we have implemented are:
Spike Healing – Spike healing is the ability to either restore or prevent large chunks of damage in short bursts.
Sustained Healing – Sustained Healing is the ability to keep a player steadily healed over time.
Group Healing – Group healing is the ability to keep multiple players steadily healed over time.

Changes to Melee Healers: Warrior Priest / Disciple

Since Melee Healers spend their time in the thick of combat, they have been adjusted so that their heals are now more passive while attacking. In addition, the improvements have made them the strongest group healers in the game. As a result, their spike healing is the weakest of all the healer careers. This is especially important since high Spike / Sustained healing makes the very durable Medium armor / Med HP Healers extremely hard to kill. We have given Melee healers a number of Passive healing abilities so they are not required to focus on casted healing in order to keep people alive in less stressful circumstances.

In a large raid, we expect Melee Healers to be the group healers that support melee groups, countering AOE damage.


Nuker / Healers: Shaman / Archmage


Nuker / Healers are capable of doing moderate sustained healing and average spike healing. It has always been our intention that careers are an effortless mix of damage dealing and healing. With the changes we have made, Archmages and Shaman will be able to choose to do low/moderate healing and DPS simultaneously, or deal damage and spot-heal from time to time. As a result of this dynamic, their abilities at group healing are meager at best.

In large raids, we expect Nuker Healers to be one of the primary Healers focusing on Tanks, or a secondary healer that stays back and tops off or rescues caster-ranged groups.

Flex Healers: Rune Priest / Zealot

We have decided on a fairly new and unique format for the Zealot and Runepriest. Rather than designing them to be “Good” at one thing and “Bad” at another, we have allowed these healers to choose what their focus will by how they spec. The heal in these two Careers are split across all three lines, and mixed in with both Damage and Debuff / Buff type abilities. As a result, the Rune Priest and Zealot are generally the most “Flexible” and will always have good healing somewhere. While an Archmage or Warrior Priest could easily be a less effective healer if they ignore their heal lines and spec heavy in their Damage and Support lines, , Flex Healers can become the BEST spike healers in the game if they so desire, since they get the largest rescue heal and the ability to significantly increase a single target’s HP.

In large raids, we expect Flex healers to frequently be the “Rescue” healers who help the Tanks recover from massive spike damage, or swoop in and heal someone who just caught the ire of the boss and is critically low on HP. Alternatively, Flex Healers can choose to help with Group or Main tank healing.
Go to Top of Page

ManiaCCC
Junior Member

630 Posts

Posted - 05/04/2008 :  12:09:05  Show Profile Send ManiaCCC a Private Message  Reply with Quote
Nejake dodatocne info na post hore:
Dev updates:

Every Healing Career will still get a standard set of heals, these sort of define the "standard" capability for any healer. However we went through all the careers and improved / refocused abilities to work in line with their specialty. Unfortunately this means careers like the warrior priest loose their single target Damage Absorb (since this is spike Defense) but get better group heal spells instead. Standard Heals are always

* Standard HoT - Standard Low Sustained Healing
* Standard Heal + HoT - Standard Moderate Sustained Healing
* Standard Big Heal - Standard Moderate Spike healing
* Standard Group Heal - Standard low group healing

Some rough examples of new or changed abilities

Melee Healers (WP & DI)

* Melee heal + Damage Abilities for sustaining Low HPS and DPS simultaneously in combat
* Improved Group healing / defense

Nuke/Healers (AM & SH)

* Lifetap & Life Transfer abilities, deal some damage while you heal
* Sheilding abilities, defend from spike damage by placing a Damage absorb sheild up before your ally takes damage


Flex Healers (ZE & RP)

* Best Big Rescue heal in the game period
* Decent assortment of heals in other areas, allowing you to be flexible depending on your mastery path

Don't expect huge changes but expect to see a handful of new abilities on each career and an equal amount of abilities removed b/c they are no longer appropriate. Of all the Careers the Zealot got the biggest adjustment

-Adam

***

Everyone will have the same general baseline capabilities (thats why we're keeping the standard skills) the main diffrence is where their specialty lies. So in some cases certain healers are just going to be better for certain things. For example Warrior Priests and Disciples are going to be prefered by groups that are manning a ram at a castle gate to deal with the AOE damage from boiling oil etc. But they might not be the preference for healing the main tank fighting a bloodthirster. Could they do it? Yes, will they be the best at it? No way..

We can't make all 3 healers the exact same ( you guys ate us alive for that remember ) so they are evolving along the roles we envisioned and that the players have been expecting them to go down.

***

Casting Speed & AP Cost will continue to be tweaked as BETA progresses. We left most of the cast speeds similar to what they were at the end of last phase, prefering instead to see how some of the new & adjusted Abilities play out before we go back and work them further.

Also keep in mind I already said the Archmage will get a mechanic update, just not this phase .. Sorry guys its just too big of a task and we couldn't get that and all of this other stuff we did for the global game done in the same 4 week period.

***

The Disciple has Melee abilities that will allow them to do light damage & light healing at the same time... The archmage and shaman get similar things that work from a distance, to allow them to do Nuking & damage at the same time. The zealot on the other hand will get some capability to do this as well but will be less of their focus and will require a certain combination of specialization and tactic slotting.

***

My personal Favorite new Disciple ability is his "Life Leach" style buff...

Place it on a character and every second or so that character will steal life from up to 4 players/monsters nearby, However it will drain the Disciples Essence pool every pulse.

Very handy for keeping your buddy alive without actively having to heal him but you have to be careful b/c that passive buff could wind up sucking up all your Essence pool if your not paying attention.

***

Quote:By improved defense, do you mean for the classes themselves? Or defensive buffs for their groups?

A little of both.. For example We moved some abilities around like the Skin of Stone on the archmage.... This has been moved to the Melee Healers (under a diffrent name of course), which makes much more sense since they will be in the thick of it with the people who need it. Another such example is that the Melee healers get a Small Group + Wounds (Hitpoints) buff allowing them to increase survivability by a few hits for everyone... But the Zealot gets a large (well over 1000 HP @ 40) single target short term wounds buff that really boosts one persons surviability for a minute or so.

We also gave the warrior priest & disciple good group heals b/c group heals are not so hot at keeping a solo player alive. Since the Warrior Priest and Disciple have really decent armor and HP we didn't want to give them uber single target heals that could be used on self... This proved in earlier phases to make them stupidly hard to kill.

***

Keep in mind the Big Heal only comes into play if the Healer is not being attacked / harassed. It has a long build time, and is highly interruptable... Thus smart players in RvR will see the long build and try to interrupt it. What it does do is add ALOT of surviability to a good group in PvE, since monsters are not nearly as smart as players. Which was a much needed item for many of our Hero & Lord encounters

It also has the added benfit of allowing a healer who just showed up in the fight to get at least one big heal off on a friend (boosting them back up a good chunk) before people see him/her and they are reduced to using less efficent combat heals.

***

No matter what you do a healer can never be better then Good / Average / Poor in the 3 catagories... For example a warrior priest will pretty much always be

* Best - Group Healing
* Average - Sustained Healing
* Poor - Spike Healing

Whereas a Zealot or Runepriest will have a bit more flexibility to choose which of the three they want to be weak at vs strong at. Trust me there are trade-offs for this in terms of how they do Damage, Debuffs and other effects, and we'll continue to mess with balance to make sure nobody becomes the favored son for all situations.

***

Quote:Again, a challenge to balance... but what about weird groups? Will a group full of melee healers stacking group heals seem impossible to defeat in melee? On the reverse side, will a group of all melee healers be wasting spots on some of them? Will it seem necessary to bring at least two types of healer? Three?

We're concerned about this as well, which is why we're going to watch the changes closely, you may find that some things like Group HOT's or group Damage Absorb Sheilds won't stack, or have a period of time where they cannot be applied again. To be frank I'm looking for you guys to exploit issues and come up with combinations that are hard for us to test here when we have a smaller group of people & less time to try out high numbers of permutations.

We hit most of the crazy major issues, but I'm sure as always the BETA community will find new and exciting crazy ones.
Go to Top of Page

Lahvan
Dictator Apprentice

318 Posts

Posted - 05/04/2008 :  12:49:10  Show Profile Send Lahvan a Private Message  Reply with Quote
Koukám, že mě Maniac předběhl. Musím podotknout, že coby support hráče tyto změny velice těší, obzvláště proto, že některé byly součástí mých návrhů (které dostaly celkem slušnou podporu a souhlas ). Uvidíme co vymyslí s tou funkčností High Magic/Waaagh!!! pro Archmaga/Shamana. Nabírá to ten správný směr...
Go to Top of Page

Lobos
Junior Member

572 Posts

Posted - 05/04/2008 :  13:11:44  Show Profile  Send Lobos an ICQ Message Send Lobos a Private Message  Reply with Quote
To mi pripomina, je nejaka zminka o greenskins? Rad bych si konecne osahal toho sexy goblina
Go to Top of Page

ManiaCCC
Junior Member

630 Posts

Posted - 05/04/2008 :  13:22:28  Show Profile Send ManiaCCC a Private Message  Reply with Quote
quote:
Originally posted by Lobos

To mi pripomina, je nejaka zminka o greenskins? Rad bych si konecne osahal toho sexy goblina



"Also keep in mind I already said the Archmage will get a mechanic update, just not this phase .. Sorry guys its just too big of a task and we couldn't get that and all of this other stuff we did for the global game done in the same 4 week period."

Ono to tak vyzera ze znovu sa bude da hrat za archmaga v najblizsom teste :).. ale co uz..I ked mozno nnam daju DvG phasu a budeme mat Archmaga namiesto Rune Priesta.. ( a mozno zealota namiesto Shamana )..uvidime.. :)
Go to Top of Page

Lahvan
Dictator Apprentice

318 Posts

Posted - 05/04/2008 :  16:07:38  Show Profile Send Lahvan a Private Message  Reply with Quote
No podle toho co jsem pochopil tak další fáze bude na testování jednotlivých scenarií - budou dostupné templáty na příslušných levelech a betatesteři se budou řezat jako na běžícím pásu, aby se udělaly RvR scénáře co nejzábavnější a odladily povolání v PvP. Jestli to bude pouze v rámci HEvsDE se neví.

Edited by - Lahvan on 05/04/2008 16:10:38
Go to Top of Page
Page: of 35 Previous Topic Topic Next Topic  
Previous Page | Next Page
 New Topic  New Poll New Poll
 Reply to Topic
 Printer Friendly
Jump To:
Diskuzní klub hráčů online her © © 2000 CzechHeroes Go To Top Of Page
This page was generated in 0,3 seconds. on eygor Snitz Forums 2000