[1.87]Du up et du nerf, à vos mouchoirs et vos confetis !

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Et c'est partis pour la 1.87.
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The devs have been hard at work since the launch of LoTM, and now we bring you 1.87, with lots of long-awaited (and long-requested) changes. Check them out, and be sure to test them and send us your feedback!


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Dark Age of Camelot
Test Version 1.87 Release Notes
Tradeskill and class changes
December 7, 2006
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NEW THINGS AND BUG FIXES

- Each realm now has a unique bind animation. The animation being used currently is a placeholder which will be replaced later in the patch cycle.

NEW FRONTIERS NOTES

- The storms effect graphics have been optimized and the center part of the storm raised to prevent small races from hiding inside and becoming difficult to target.

CLASS CHANGES AND FIXES

Bainshee

- Due to major issues with the way these spells function, the radius and angle of the Bainshee's Frontal Area Effect (FAE) spells has been reduced. The Bawler's Bruise (FAE DD), Disturbing Vibrations (FAE Root) and Whirring Spike (FAE Bolt) spell lines have had their angles reduced from 180 to 100 degrees, and the radius of all these spells reduced by 100 units. This will alleviate some issues with these spells hitting targets through walls and other solid objects.

Druids

- The top two tiers of Druid pets have had their chance to disease slightly decreased.

Healer

- The radius of the Celerity spells in the Healer's augmentation spell line, has been increased from 1000 to 1500 units.

Hunter

- The Hunter’s Elder Protectors and Hunter’s Elder Avatars have had their chance to style and proc disease slightly decreased.

- Two new spells have been added to the Hunter's Beastcraft spell line at level 45. These are additions to the existing charm spell lines, and will allow charming of animals and insects up to 90% of the Hunter’s level.

- A new spell line has been added to the Hunter's Beastcraft spell line that will allow charming of reptiles. These spells follow the progression of the animal and charm spell lines.

Level 2 Influence Reptile
Level 8 Compel Reptile
Level 14 Charm Reptile
Level 21 Control Reptile
Level 34 Dominate Reptile
Level 45 Overpower Reptile

Necromancer

- The level cap on each of the Necromancer's pets has been removed. All of the summon spells should now summon a pet at 88% of the casters level, so that the Necromancer may use any pet they wish at any level like other pet casters. The one exception is the level 1 version of the summon, as it will summon a 100% pet with a cap of level 2. This is being left in place so that the Necromancer is viable until level 4 when they receive the second summoning spell.

- Abominations have had their inherent built in penalties to hit points and defense removed.

- Greater Necroservants have had their inherent built in penalties to hit points and defense removed.

- Necromancers will now be able to choose which weapon type and proc type their Abomination wields.

How this works - upon summoning the pet, the owner will see a prompt to target and talk to their pet by saying a particular key word - Arawn. This will bring up a menu that displays the various weapon/proc choices via key words.

The choices are: fiery sword, icy sword, poisonous sword, flaming mace, frozen mace and venomous mace. There are two base weapons: two-handed sword and two-handed mace. The three other choices are a fire proc, cold proc and poison (body damage) proc and the weapons have appropriate glow effects representing their damage proc. Primary weapon damage is slash and crush.

Abominations will also instant cast the top base line Strength and Dexterity buffs when commanded via keyword by the Necromancer.

These words and menu selections will only function if the pet owner, and only the pet owner, has their pet targeted.

- All Necromancer pet summons have had their cast time reduced by half.

- All Necromancer pet cast buffs are able to be cast while moving.

- Endurance and Invigoration potions will now be useable in shadeform.

Shaman

- The values of the damage add in the shaman's augmentation spell line have been increased.

Level 1 Minor Force of the Deep Bonus: Damage: 1.6 DPS
Level 4 Lesser Force of the Deep Bonus: Damage: 2.5 DPS
Level 8 Force of the Deep Bonus: Damage: 3.1 DPS
Level 11 Major Force of the Deep Bonus: Damage: 3.9 DPS
Level 15 Greater Force of the Deep Bonus: Damage: 5.0 DPS
Level 20 Superior Force of the Deep Bonus: Damage: 6.3 DPS
Level 27 Mighty Force of the Deep Bonus: Damage: 7.9 DPS
Level 34 Supreme Force of the Deep Bonus: Damage: 9.1 DPS
Level 44 Ultimate Force of the Deep Bonus: Damage: 10.0 DPS

Skald

- Skalds have been given a new line of spells in their Battlesongs spell line. This is a power regeneration song that matches the level progression and values of the similar spells in the Bard and Minstrel music spell lines.

Level 10 Song of Power
Level 21 Song of Energy
Level 30 Song of Clarity
Level 39 Song of the Mind
Level 50 Song of Empowering

- Epiphany, the Skald unique Realm Rank 5 ability, should now be castable in combat.

Vampiir

- The recast timer on the Vampiir's fumble debuff line of spells (Call of the Raven) has been increased from 15 to 30 sec.

Shield changes

Warden: Increase from medium to large shield
Champ: Increase from medium to large shield
Thane: Increase from medium to large shield
Skald: Increase from small to medium shield

Pendragon Only: At this time, only newly created characters will receive these new shield sizes. Existing characters will be converted to receive them with the next patch cycle.



TRADESKILL CHANGES AND FIXES

- Roleplay hat recipes are now available for armorcrafting and tailoring in all realms. Recipes range from level 31 to 51, including specialty recipes for hats with the predetermined fifth slot bonus. The available hats are listed below:

Albion

- Woodsman’s Cap, Jester Hat, Tarboosh - Available for all armor types.

Midgard

- Fur-Trimmed Cap, Wolf-Head Helm – Available for all armor types.

- Winged-Helm – Available in Chain (Valkyrie only).

Hibernia

- Woodsman’s Cap, Leaf Hat, Antlered Helm – Available for all armor types.

- The Wreath, Crown, Circlet, Steeple Hat patterns have been removed from all hat recipes.

- All crafted weapons will now have a 5% bonus to their chance to hit. This bonus makes crafted weapons equal to Artifacts and Champion weapons in their ability to hit players or monsters.


CLASSIC WORLD NOTES

Item Notes

- All items which previously had +power have been converted to have Power Pool %. Please note this does not affect Randomly Generated Objects (ROG) or crafted items.

- Muxog's Shield now displays correctly when placed on a house wall.

- The base quality of many items throughout Classic World zones has been increased.



SHROUDED ISLES WORLD NOTES

- The base quality of many items throughout Shrouded Isles zones has been increased.

TRIALS OF ATLANTIS WORLD NOTES

General

- The following Master Level abilities have been modified to be usable in PVE while retaining their current PVP utility:

-Cowering Bellow: The added PVE functionality behaves similarly to PVP, but the cower will break on normal monsters if that monster is attacked.

-Dissonance Trap: PVP and PVE monsters will now both be able to trigger and take damage from a Dissonance Trap.

-Battlewarder: A battlewarder can now aggro and attack PVE monsters as well as realm enemies.

-Energy Tempest: The energy tempest will now damage both PVP enemies and PVE monsters within the storm radius.

Item Notes

- The Enchanted Runed Defender and Magma Infused Buckler shields now display correctly when equipped.


LABYRINTH WORLD NOTES

- The out of combat run speed bonus players receive while in PVE zones has been removed from the Labyrinth.

- Pets will now keep up with their controllers in the Labyrinth.

- Players can no longer build siege weapons in the Labyrinth.
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http://membres.lycos.fr/gladdaoc/images/sign3.jpg
Roxx fortement. Le séide qui se voie nerf le solo mais pas de groupe (bon nerf)

Chasseur nerf (ouf?)

Par contre la célé là..... easy mode quoi


edit : en faite need encore un plus gros nerf sur le chasseur , nerf le pet ki fé trop mal.
toujours pas de up menes ou heretic

mais de jolis up nerf je trouve, bien mérité pour la plupart, le necro va peut etre etre un peu plus de niveau, deja juste le speed cast x2 c'est assez énorme^^

et thx le nerf de la maladie sur les pet, tuer un druide symbiose devenait impossible avec ce chain maladie epoustouflant

par contre ils bougent pas le timer facilis? le necro pourra donc caster 4 voir 6 ou 7 sort avant de redevenir interruptible??
(Le retour du charme du chasseur ! \o/
Peut-être verra-t'on à nouveau des créatures charmées ?

Je ne comprend pas trop pourquoi nous les chamans recevons une amélioration de notre sort d'augmentation de dégâts.

Le bouclier moyen va faire plaisir à une skald de ma connaissance - si elle daigne se rebattre un jour.

Des nouveaux objets artisanaux, on ne va pas s'en plaindre. Pareil pour le bonus aux armes artisanales, qui ont bien besoin d'une raison pour se vendre au niveau 51.

Le retrait des bonus inutiles +mana et l'augmentation de la qualité des objets SI montre au moins un intérêt à la mise à niveau des objets plus anciens.

Enfin, permettre à certaines compétences qui m'étaient complètement inutiles car réservées au RvR de me servir enfin à quelque chose, ça fait plaisir. )
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Publié par Lesbi
pour le vamp osef un peut, ca va puer sur le 1er fumble resist sinon ca rentre en timer sans probleme.
Sur Camlann où toutes les classes quasiment ont purge 3 je sens que mes adversaires vont pas être souvent sous fumble entre les résist et les purges
Ils commencent à toucher au skald, pourvu qu'ils ne s'arrêtent pas là. Mais déjà la RA 5L utilisable en combat c'est un bon début. Est-ce que l'accès au boubou moyen est précurseur de l'accès à la spé boubou, ça reste à voir et ça impliquerait aussi une augmentation des points de spé. J'en doute un peu mais qui sait...

Sinon le chant mana c'est mignon mais ça sert à rien.
Sympa le up de la cele.
Sympa le nerf du seide en solo ca saoulait de purge le premier fumble, que le seide tempo un peu en run/ip/malchance et qu'il te refumble apres.
Enfin un up merite du BB mid avec le up du add dmg . ou pas.
Sinon cool le up du skald haha ( ceci dit le TL demandait la ra 5L utilisable en combat, ils l'ont fait ... ).
DAoC - Albion
ENFIN !

ENFIN !

ENFIN un gros up du Prêtre d'Arawn, il était temps !

Et ce n'est que le début du patch, espérons que ça continue comme ça.

Le Gardebataille qui attaque les mobs en PvE.

Les mines qui endommagent les mobs en PvE (dégâts type Essence donc peu de resists sur les mobs probablement).

Le nerf du cône de la Bainshee.

Le nerf de la maladie/snare du pet Chasseur.

Manque plus que le up de l'archerie !
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