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TheShire
VeteranX
Old
1 - 03-28-2009, 03:22
Mythic Entertainment | Warhammer Herald

new keep/fort upgrades, gonna be a fantastic addition.

no more ring around the forts farming renown

oh i still have a bunch of invites for those interested in trying out WAR, its a good time to consider playing, good times ahead.

PM me youre first name and email address.

laters
 
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JoMo
VeteranXV
Immigrant
Old
2 - 03-28-2009, 03:57
How will this stop the ring around the forts?
 
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Madend
VeteranXV
Old
3 - 03-28-2009, 14:59
that's just a preview of one of the patch's parts, bigger preview here:
Mythic Entertainment | Warhammer Herald

Combat responsiveness thing could be huge in making combat feel more fluid, especially melee (if it works well)

return to nordenwatch should be fun too

also RoF/PoS nerf announced:
Incoming 1.2.1 GTAoE Changes - Ranged Damage Dealers - Warhammer Online: Age of Reckoning - Forums

not sure if that's the way i would have dealt with it, but it will definitely make assaulting forts/keeps much much easer, for destro especially
 
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Oxyminoan
VeteranXV
Old
4 - 03-31-2009, 15:46
When these changes go live I may try it again. The game would have to be a **** ton better for me to stay, though. I stuck it out for a while, but the sheer disappointment that is the end game has left a really bad taste in my mouth.
 
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Madend
VeteranXV
Old
5 - 03-31-2009, 21:13
AM / Shammy changes:

( 1.2.1 ) Initial Balance Updates

Overall Goal

There are a number of changes that can be pushed to live regardless of the more dramatic changes potentially in-store for the Archmage and Shaman careers further down the line. As such, we felt that it was in the players' best interests to get a smaller partial update out early that slightly improves the careers as we finalize and thoroughly test the remaining changes.

Summary of Changes[*]Increased "Base" Damage for Damage Abilities - Damage on both the AM / SH is low, even when compared to other healers. As such, a moderate increase to damage will happen regardless of further changes[*]Replace x13 Healing Mastery Ability - Both the Archmage's "Magical infusion" and the Shaman's "Shrug It Off" by AM / SH, will be given a more useful effect in addition to something more unique and only available to the AM / SH healers.
Example #1 - Damage improvements
Archmages and Shaman will see around a 25% increase in most damage spells. Below is an example of improved spell damage for the Archmage. Shamans will see similar gains across the board on their spells.


Quote:
1.2 Radiant Lance

Base tooltip value of 299 damage at Rank 40.
Actual damage of 265 for an Archmage with an average of 600 Intelligence, casting on a target that has 400 Toughness and 30% Resist.

1.2.1 Radiant Lance

Base tooltip value of 399 damage at Rank 40.
Actual damage of 335 for an Archmage with an average of 600 Intelligence casting on a target that has 400 Toughness and 30% Resist.




Example #2 - Changes to Magical Infusion and Shrug It Off
The old effects of both of these abilities have been removed. Both abilities have been completely replaced with a new "Second Wind" healing effect that will place a buff on the target, and if target drops below 15% HP, it heals them for a large amount and then is removed. Below are some more details on this change.

It is instant cast, with a 30 second duration, and a 60 second cool down.
It costs 55 AP.
It buffs a friendly target for up to 30 seconds. If the target drops below 15% HP (and is still alive), it heals them for a base value of 1,350 (at full Mastery at Rank 40) and the buff is removed.

For comparison, the 2.5 second heal that the AM / SH have will heal for a base value of 1,125 before stats at Rank 40 with full Mastery.


( 1.3 ) Proposed Mastery Path Adjustments

Overview

The current Mastery Paths offer AM/SH players with three choices. Those choices are:

Healing
Damage
Buff / Debuff

While useful, a Buff / Debuff path does not encourage Mastery, and when a player does specialize in this path, they are fairly crippled in their primary role of healing or doing damage. As such, we will re-structure the Mastery Paths so that the third path better complements healers by providing some much-needed damage while healing, and complements nukers with some support healing while nuking. The existing Buffs / Debuffs will be re-distributed out between the three paths to give each one support. The roles of the new Mastery Paths will look something like this:[*]Pure Healing[*]Pure Damage[*]Mixed Healing / Damage (Lifetaps)
In addition, we will be retiring one of the less-used abilities in favor of a new x13 ability that is specific to the new mixed-spec path.

Example #1 - New Archmage Mastery Paths

Quote:
Core Abilities
Rank 3 - Lambent Aura
Rank 7 - Dissipating Hatred
Rank 10 - Gift of Life
Rank 14 - Walk Between Worlds
Rank 16 - Cleansing Light
Rank 25 - Wind Blast

Path of Isha - Focused Healing

Rank 1 - Healing Energy
Rank 7 - Prismatic Shield
Rank 8 - Boon of Hysh
Rank 20 - Blessing of Isha
Rank 40 - Rain Lord
Mastery x5 - Mistress of the Marsh
Mastery x9 - Funnel Essence
Mastery x13 - Magical Infusion

Path of Asuryan - Focused Damage

Rank 1 - Radiant Lance
Rank 2 Law of Conductivity
Rank 6 - Searing Touch
Rank 12 - Radiant Gaze
Rank 30 - Fury of Asuryan
Mastery x5 - Cleansing Flare
Mastery x9 - Scatter the Winds
Mastery x13 - Dissipating Energies

Path of Vaul - Lifetaps / Personal Survival

Rank 4 - Balance Essence
Rank 5 - Shield of Saphery
Rank 9 - Transfer Force
Rank 18 - Drain Magic
Rank 35 - Law of Age
Mastery x5 - Storm of Cronos
Mastery x9 - Law of Gold
Mastery x13 - *NEW ABILITY*

General details for new spell

The new Mastery x13 ability will be a targeted AoE ability that drains health from an area and restores it to your defensive target. The more targets drained, the more health restored.



Example #2 - New Shaman Mastery Paths

Quote:
Core Abilities
Rank 3 - Ey, Quit Bleedin'
Rank 7 - Look Over There!
Rank 10 - Gedup!
Rank 14 - Stop hittin' me!
Rank 16 - Greener â***8364;***732;n cleaner
Rank 25 - Eeeek!

Path of Mork - Focused Healing

Rank 1 - Gork'll Fix It
Rank 7 - Mork's Buffer
Rank 8 - Bigger, Better, An' Greener
Rank 20 - Gather Round
Rank 40 - Yer A Weaklin'
Mastery x5 - Sticky Feetz
Mastery x9 - Do Sumfin Useful
Mastery x13 - Shrug It Off

Path of Gork - Focused Damage

Rank 1 - Brain Bursta
Rank 2 - Life Leaka
Rank 6 - Bunch o' Waaagh
Rank 12 - â***8364;***732;Ere We Go!
Rank 30 - Big Waaagh!
Mastery x5 - Geddoff!
Mastery x9 - Gork's Barbs'
Mastery x13 - Da Waaagh! Is Coming

Path of Da Green- Lifetaps / Personal Survival

Rank 4 - I'll Take That!
Rank 5 - Don' Feel Nuthin
Rank 9 - Bleed Fer' Me
Rank 18 - Yer Not So Bad
Rank 35 - You'z Squishy1ff8
Mastery x5 - Scuse Me!
Mastery x9 - You Got Nuthin!
Mastery x13 - *NEW ABILITY*

General details for new spell

The new Mastery x13 ability will be a targeted AoE ability that drains health from an area and restores it to your defensive target. The more targets drained, the more health restored.

(1.3.1)Proposed Mechanic Revamp

Overview

The final of our proposed changes is a complete revamp of the mechanic for the Archmage and Shaman careers. This is currently the least "set-in-stone" change and the one we are the most interested in gathering feedback from players on. This change represents a complete 180 from the current mechanic and would significantly alter the AM/SH ability to play as a super-dedicated healer or face-melting nuker.

Many of the final ability adjustments and Tactic revamps will occur simultaneously with this change so that all of the final balance values support and enhance the new mechanic.

What happens if we don't change the Mechanic?
In short, we'll go back to the existing mechanic and make a few more minor tweaks. In addition, we will do a final balance pass on ability values / use, as well as revamp the least-used Tactics with the existing mechanic.

Current 1.2 Mechanic

For this example, we will be using the Archmage, but the exact same changes will occur on the Shaman.

Currently (on 1.2 live), abilities are classified as a Tranquility (heals) or Force (nukes) ability. When you cast an ability, the type is checked. If you have Force points built up and are casting a Force ability, you gain another Force point. If you have Force points and are casting a Tranquility ability, you "use" those Force points to increase the cast time of the Tranquility ability (if it is an instant-cast ability, it gains in effectiveness) and vice-versa if you are casting a Tranquility abilities. The result is that if you have been nuking, your next heal is better, and if you have been healing, your next nuke is better.

1.3.1 Revised Mechanic

The new mechanic changes this behavior away from having to nuke to make heals better to one that reinforces focusing on just heals or just nukes. We would switch to a seven-point mechanic scale, running from three Tranquility to three Force (3 to -3, if you want to look at it like that). At each point, the mechanic grants an effectiveness bonus or penalty to abilities, based on what path the spell is coming from. The bottom chart is shows the example bonuses, with +3 being full Tranquility and -3 being full Force.

+3:160% of Path 1 (Isha) | 70% of Path 2 (Asuryan)| 100% of Path 3 (Vaul)
+2:130% of Path 1 (Isha) | 85% of Path 2 (Asuryan)| 115% of Path 3 (Vaul)
+1:115% of Path 1 (Isha) | 92.5% of Path 2 (Asuryan)| 130% of Path 3 (Vaul)
0:100% of Path 1 (Isha) | 100% of Path 2 (Asuryan)| 160% of Path 3 (Vaul)
-1:92.5% of Path 1 (Isha) | 115% of Path 2 (Asuryan)| 130% of Path 3 (Vaul)
-2:85% of Path 1 (Isha) | 130% of Path 2 (Asuryan)| 115% of Path 3 (Vaul)
-3:70% of Path 1 (Isha) | 160% of Path 2 (Asuryan)| 100% of Path 3 (Vaul)

Each time you cast an ability from Path 1 (Isha), you gain a point.
Each time you cast an ability from Path 2 (Asuryan), you lose a point.
Each time you cast an ability from Path 3 (Vaul), you move a point closer to 0 (So, if you are positive it subtracts one point, and if you are negative it adds one point.)

When envisioning this on the UI, just imagine that the Current Tranquilityshows a positive count, and the Current Force shows a negative count. As such, if you have -3 on this chart, the UI would show +3 Force.

How Spell Effectiveness will change in 1.3.1
Along with the new mechanic and reorganization, the base values of some spells would have to change to meet our new needs. Because heals would be getting a large boost when maxed f1ff8rom the mechanic, we would lower the base value of all heals. The goal is that as the "2" point in the system, that heals under the new system are equivalent to what they are now base. This would allow an Archmage who is at full Tranquility (+3) to be slightly more effective than he or she is currently without totally inflating the healing per second that is occurring.

Examples of Ability Performance under new Mechanic


Quote:
Boon of Hysh

1.2 Value: Base tooltip value of 1,125 at Rank 40. With 700 Willpower, that would result in a heal of 1,545.
New Values (Using the same 700 Willpower)
Base tooltip value of 820
3 Tranquility: 1,984
2 Tranquility: 1,612
1 Tranquility: 1,426
0 (Balanced): 1,240
1 Force: 1,153
2 Force: 1,054
3 Force: 868
Radiant Gaze

1.2 Value: Base tooltip value of 648 at Rank 40. With 600 Intelligence against a target that has 400 Toughness and 30% Resist, the result would be 573 damage over 9 seconds.
New Values (Using the same 200 Stat Advantage and moving to the Asuryan Path)
Base tooltip value of 648
3 Tranquility: 401
2 Tranquility: 187
1 Tranquility: 530
0 (Balanced): 573
1 Force: 659
2 Force: 745
3 Force: 915

Radiant Lance

1.2 Value: Base tooltip value of 299 at Rank 40. With 600 Intelligence against a target that has 400 Toughness and 30% Resist, the result would be 265 damage.
New Values (Using the same 200 Stat Advantage and moving to the Asuryan Path)
Base tooltip value of 399 (upgraded base value)
3 Tranquility: 235
2 Tranquility: 285
1 Tranquility: 310
0 (Balanced): 335
1 Force: 385
2 Force: 436
3 Force: 536

Balance Essence

1.2 Value: Base tooltip value of 249 at Rank 40. With 600 Intelligence against a target that has 400 Toughnessand 30% Resist, the result would result would be 230 damage and healing.
New Values (Using the same 200 Stat Advantage and moving to the Vaul Path)
Base tooltip value of 249
3 Tranquility: 230
2 Tranquility: 265
1 Tranquility: 299
0 (Balanced): 368
1 Force: 299
2 Force: 265
3 Force: 230
 
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JoMo
VeteranXV
Immigrant
Old
6 - 03-31-2009, 21:15
Yay my shammy won't suck anymore
 
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JodoFett
VeteranXX
Contributor
Old
7 - 03-31-2009, 22:02
This seems neat, I wish the people I had started playing with a month ago hadn't all ****ing bailed and went to Darkfall or whatever.
 
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Oxyminoan
VeteranXV
Old
8 - 04-01-2009, 01:36
Quote:
Originally Posted by JodoFett View Post
This seems neat, I wish the people I had started playing with a month ago hadn't all ****ing bailed and went to Darkfall or whatever.
If you're still playing when/if I reactivate, I'll play with you jodo.

Maybe we can convince Gundam to reactivate too.
 
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d0ggy
VeteranXV
Contributor
Old
9 - 04-01-2009, 05:45
Quote:
Originally Posted by JodoFett View Post
This seems neat, I wish the people I had started playing with a month ago hadn't all ****ing bailed and went to Darkfall or whatever.
WAR got boring quick. I barely leveled my chopper. Darkfall is so much fun though, having a blast.
 
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rook
VeteranXX
Old
10 - 04-01-2009, 08:40
I'm on Iron Rock still, level 40/57 Warrior Priest on Order, in an active guild, can help with gold/pq's or something. I even have some lowbie toons in all tiers.

If you don't know anyone come look me up, name is Meds. or PM me here.
 
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Oxyminoan
VeteranXV
Old
11 - 04-07-2009, 21:15
so have these yummy new features been implemented yet? I'm too lazy to research this myself.
 
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BobDlux
VeteranX
Old
12 - 04-07-2009, 22:05
Not yet, they are currently on the test server.
 
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JoMo
VeteranXV
Immigrant
Old
13 - 04-08-2009, 02:17
Quote:
Originally Posted by rook View Post
I'm on Iron Rock still, level 40/57 Warrior Priest on Order, in an active guild, can help with gold/pq's or something. I even have some lowbie toons in all tiers.

If you don't know anyone come look me up, name is Meds. or PM me here.
I'm playing my sorc on DC.

Finally got the ***** up to 25 and I <3 Pit of Shades, although RoF is better because it's harder to see...... They should give Sorc rain of ice.
 
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Heimdal
VeteranXV
Old
14 - 04-08-2009, 08:37
Quote:
Originally Posted by Madend View Post
AM / Shammy changes:
funny, i was just talking with some people the other day about how the rune-keeper class in LOTRO is pretty much exactly what archmage and shamans should be like mechanic wise. seems mythic is on the same page and using the same idea, but not as unique.

for anyone that doesn't know how the rune-keeper works; Codemasters : The Lord of the Rings Online™: Shadows of Angmar™ : News

i recently started up my LOTRO account to play a rune-keeper, and i have to say they really nailed it. i'd play my archmage again if more of these ideas were worked in. not like using another game's ideas has never been done anyway.
 
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BobDlux
VeteranX
Old
15 - 04-08-2009, 10:16
Now that you mention the runekeeper, I actually went up and read that post. I like those proposed changes to the AM and shammy. Might actually want to play mine again.
 
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JoMo
VeteranXV
Immigrant
Old
16 - 04-16-2009, 11:24
118 MB patch today

Lots of good changes
 
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Last edited by JoMo; 04-16-2009 at 11:53..
Maven
VeteranXV
Old
17 - 04-16-2009, 14:53
rvr time when i get home boo ya
 
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Madend
VeteranXV
Old
18 - 04-16-2009, 17:27
heh destro has two rr80 players and quite a few rr71+ on my server.. hunting them for sovereign crests will be a good times.. considering 1 sovereign crest = 5 warlord = 25 invader = 125 conq = 625 officer crests

too bad the invader and warlord sets suck for BWs since they have no crit bonus : /
 
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JoMo
VeteranXV
Immigrant
Old
19 - 04-16-2009, 21:05
Sweet, just played The Underworks or whatever as a lvl 11 due to city Siege.

You get boosted to 28. XP+++++++++
 
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hh_cloud
VeteranXX
Old
20 - 04-28-2009, 06:47
Hmm thinking of coming back to the game but feel I would be better remaking a character than playing on my level30 orc.

No idea what they've done!
 
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