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Author Topic: Pendragon coming down Tuesday 1/10/12 for Patch 1.111 [Locked]
Aswakhtor  1 star
Posts: 135
Registered: 2005-1-18 16:44:43
forcing thanes to spec hammer is no different than forcing reavers to spec flex. defining weapon line.

 

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Idealistgamer  2 stars
Posts: 274
Registered: 2011-1-9 21:38:25
This patch is no where close to the quality of changes we seen in Patch 1.110.

 

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A zerg is more than 8 so stop your crying.
Evolution is inevitable. Get over it!
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Kedali-Pellinor  1 star
Posts: 118
Registered: 2003-4-28 03:48:32
Patch is the same as every other one has been for a long time. Massive hib buffs, some mid buffs, almost nothing to alb if not outright nerfed. No point reading them anymore; it's the same every single time.

 

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Valleriee - RR11 Cleric
Windwalkr  1 star
Title: Camelot Vault Staff
Senior Mentor

Posts: 180
Registered: 2002-7-26 11:47:42
^ Right, because Reavers getting Charge isn't a huge buff for Albion? They have wanted Charge for as long as the class has been in existence and were always told it wasn't going to happen, and now it has. It's a good change, but it's also a pretty major change. (Many Alb groups will now have TWF, Reaver bomb, interrupts, and not entirely bad melee DPS either.)

Thanes got a lot but it won't change much about their popularity in groups. It was smart to favor the Hammer line like that, because it is class defining and was the least popular spec for them. If you had made it a general boost to WS, everyone would still be Sword or Axe. The RP buff is about templating issues, most always had 10% RP now they just get it for free. I think it all goes a bit far from a 1v1 PoV, but we're not going to be seeing Mid groups stacked chock full of Thanes ruling the RvR world...we may see Chanters doing that though. /gulps (And let's face it, 1v1 on a speedless/Charge-less visi class is pretty rough on Ywain, so I guess it doesn't much matter even from that perspective.)

The Ranger boost is very nice and will make a huge difference in enjoyment of the class. From a solo and 1v1 PoV, I think Scouts will be clearly in the #3 slot after this change. Facing down Assassins is what a solo Archer does most, and despite the 7m RuT, this ability will have Rangers create huge headaches for Assassins that they already PBed a couple of times in easily 75-90% of fights they get into. The 30s duration is enough to finish a fight that was started with the bow, and also gives Rangers a bit more of a chance vs. multiple melee opponents.

Great patch Mythic!

 

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Windwalker
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DoorknobMLF  3 stars
Posts: 627
Registered: 2008-3-2 09:16:57
Kedali-Pellinor posted:

Patch is the same as every other one has been for a long time. Massive hib buffs, some mid buffs, almost nothing to alb if not outright nerfed. No point reading them anymore; it's the same every single time.

 

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Lurok1  1 star
Posts: 177
Registered: 2010-12-29 13:23:38
regardless the patch is stupid. I am totally against this patch even the ranger love is half ass.

 

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Phlei  1 star
Posts: 214
Registered: 2008-12-10 18:38:51
Overall, good changes.

I don't think any animist pets will keep old abilities, hence the new descriptions in patch.

Alb got no love? ROFL. They got the biggest game changing love in this patch. And FYI, Alb already has the most OP'd casters in game; not everyone elses fault the players suck.

 

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TropicanaJones  1 star
Posts: 220
Registered: 2008-9-23 23:57:38
Well currently, the pbaoe in verdant spec can be cast on, and thus from, any shroom. Even non-fighting ones(if no shroom is targeted it defaults to your controlled shroom). I don't know if they had thought about this, but I really don't see it being much worse than AoE bombers.

This is because when the pbaoe is cast, it does so when the pet attacks each round. Which is pretty slow. This is why most people using verdant spec will passive their pet, the pbaoe casts on much faster intervals, but never more than 2 at any one time, same as necro. So maybe it will be an issue maybe it won't I think it'd be hard to have your pet passive and clicking on go-to while everyone is running around. AoE bombers would still put out more dps imo, if nothing else, much faster.

 

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Veteran DAoCer
Survivor of Guinevere
Mostly known as "Card"
unameit67
Posts: 30
Registered: 2007-4-19 23:03:34
Enchanters will not be op'd...puleeeeze. They have had an absolutley useless RR5 for years. The last version isn't even on my QBar. I believe wizards got quite a boost in their last RR5 update....and they needed it <sarcasm off>. I still believe their needs to be some pet changes on Enchanters but at least Mythic is making an effort.


Animists will have the same problem with the their Creeping pet as Enchanters have with their Companion pet. You're giving the pet a debuff/dd and a snare/dd. Anyone see problem with this. Yeah, the debuff dd cancels the snare. This should be a snare/dd only, no secondary spell.


Although I'm not opposed to Albs getting a second Charge tank (Hey, mids have 4 if you want to count Skald RR5), but a Reaver? I honestly don't know why Albs dont' run more reavers. Some of the toughest groups I ran across on Killibury always ran a reaver. PBAE interrupts, TWF, Reaver bomb can be very effective. My problem is with charge on top of the bomb they can't be CC'd. Not a good idea. I say give them Charge, but completely change thier RR5 to negate the bomb. They shouldn't have access to both. You want to see some crying, wait till this goes in to effect.
Jim_Digriz  1 star
Posts: 119
Registered: 2001-11-10 07:09:49
When it comes to confusion spells, Mythic/etc have done a rather poor job of balance. Considering Hibernia has until now been the poor third cousin when it comes to pet spam, they need a lot more from this than they're getting.


Minstrel

No Change for Confusion


Remains Insta/1000 range


Current Confusion

Target has a chance to switch targets that they are fighting. There is a smaller chance that they will actually attack one of their own allies.

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

5 Cant of Befuddling Enemy 0s/20 seconds/30s 1000 range 70% (Resist type: Spirit) 0

15 Cant of Bewilderment Enemy 0s/20 seconds/30s 1000 range 85% (Resist type: Spirit) 0

25 Cant of Confusion Enemy 0s/20 seconds/30s 1000 range 100% (Resist type: Spirit) 0

35 Cant of Discord Enemy 0s/20 seconds/30s 1000 range 15% 0

45 Cant of Perplexity Enemy 0s/20 seconds/30s 1000 range 30% 0


Sorcerer

Balance Changes

•All Confusion spells in the Mind Magic Baseline have been reduced from 2.5 to 2.0s cast time.

•All Confusion spells in the Mind Magic Baseline now have a duration of 1 minute.


Becoming a 2.0 cast/1500 range on a high dex caster – suggest it should remain 2.5 cast


Current Confusion

Target has a chance to switch targets that they are fighting. There is a smaller chance that they will actually attack one of their own allies.

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

2 Confuse Mind Enemy 2.5s/14 seconds/0s 1500 range 70% (Resist type: Energy) 1

7 Befuddle Mind Enemy 2.5s/24 seconds/0s 1500 range 85% (Resist type: Energy) 4

13 Obscure Mind Enemy 2.5s/36 seconds/0s 1500 range 100% (Resist type: Energy) 6

20 Mystify Mind Enemy 2.5s/50 seconds/0s 1500 range 15% 9

27 Muddle Mind Enemy 2.5s/1 minute 4 seconds/0s 1500 range 30% 13

34 Perplex Mind Enemy 2.5s/1 minute 18 seconds/0s 1500 range 45% 16

41 Darken Mind Enemy 2.5s/1 minute 32 seconds/0s 1500 range 60% 20

48 Paradox Mind Enemy 2.5s/1 minute 36 seconds/0s 1500 range 75% 24


Bard

Balance Changes

•All Confusion spells in the Music line have been reduced from 3.5 to 2.0s cast time.


Becoming a 2.0 cast/1350 range on a low dex support class – suggest range change to 1500 (if classesofcamelot is accurate)


Current Confusion

Target has a chance to switch targets that they are fighting. There is a smaller chance that they will actually attack one of their own allies.

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

3 Confounding Cadence Enemy 3.5s/1 minutes/0s 1350 range 70% to switch targets (Resist type: Body) 3

8 Befuddling Cadence Enemy 3.5s/1 minutes/0s 1350 range 85% to switch targets (Resist type: Body) 5

14 Confusing Cadence Enemy 3.5s/1 minutes/0s 1350 range 100% to switch targets (Resist type: Body) 9

20 Mystifying Cadence Enemy 3.5s/1 minutes/0s 1350 range (Body) 100% to switch targets, 15% to turn on ally 12

26 Confounding Ballad Enemy 3.5s/1 minutes/0s 1350 range 100% to switch targets, 30% to turn on ally (Body) 16

32 Befuddling Ballad Enemy 3.5s/1 minutes/0s 1350 range 100% to switch targets, 45% to turn on ally (Body) 20

38 Confusing Ballad Enemy 3.5s/1 minutes/0s 1350 range 100% to switch targets, 60% to turn on enemy (Body) 24

48 Mystifying Ballad Enemy 3.5s/1 minutes/0s 1350 range 100% to switch targets, 75% to turn on ally 31


Mentalist

No Change for Confusion


Remains a 3.0 cast/1500 range on a high dex caster – suggest it should change to 2.5 cast


Current Confusion

Target has a chance to switch targets that they are fighting. There is a smaller chance that they will actually attack one of their own allies.

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

8 Delirium Enemy 3.0s/26 seconds/0s 1500 range 65% (Resist type: Energy) 4

12 Dementation Enemy 3.0s/34 seconds/0s 1500 range 80% (Resist type: Energy) 6

17 Paranoia Enemy 3.0s/44 seconds/0s 1500 range 95% (Resist type: Energy) 8

24 Eccentricity Enemy 3.0s/58 seconds/0s 1500 range 10% 12

32 Madness Enemy 3.0s/1 minute 14 seconds/0s 1500 range 25% 16

40 Derangment Enemy 3.0s/1 minute 30 seconds/0s 1500 range 40% 20

49 Insanity Enemy 3.0s/1 minute 48 seconds/0s 1500 range 55% 25


Runemaster

Balance Changes

•All Confusion spells in the Suppression Specialization have been reduced from 3.5 to 2.0s cast time.


Becoming a 2.0 cast/1500 range on a less high dex caster


Current Confusion

Target has a chance to switch targets that they are fighting. There is a smaller chance that they will actually attack one of their own allies.

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

8 Hugin's Affliction Enemy 3.5s/1 minutes/0s 1500 range 70% (Resist type: Energy) 4

12 Hugin's Malison Enemy 3.5s/1 minutes/0s 1500 range 85% (Resist type: Energy) 6

18 Hugin's Curse Enemy 3.5s/1 minutes/0s 1500 range 100% (Resist type: Energy) 8

24 Hugin's Vex Enemy 3.5s/1 minutes/0s 1500 range 15% 12

28 Hugin's Damnation Enemy 3.5s/1 minutes/0s 1500 range 30% 13

35 Hugin's Vilification Enemy 3.5s/1 minutes/0s 1500 range 45% 17

45 Hugin's Malediction Enemy 3.5s/1 minutes/0s 1500 range 60% 23

 

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