Revised 1.2 patch notes 2/23/2009 Tuesday, Feb 24 2009 

Taken from Warhammer Online Forums.

It appears that they are certainly listening to feedback from the test server player and people on the forums because I can already see several items that where hot ticket things people did not want changed removed. Cheers Mythic for listening to the community, although I doubt this will be the last revision before this patch launches.

Combat & Careers
Racial and Archetype tactics
Balance Changes
* Centuries of Training: The damage done by this ability has been increased. The damage done will now be Spirit damage, affected by the target’s resists, which will not be increased by stats and cannot critically hit.
* Backlash: The damage done by this ability has been increased. The damage done will now be Elemental damage, affected by the target’s resists, which will not be increased by stats and cannot critically hit.
* Jagged Edge: The damage done by this ability has been increased. The damage done will now be Corporeal damage, which will not be increased by stats and cannot critically hit.
Archmage
Balance Changes
* Dispel Magic: The damage of this ability has been increased and changed to Spirit damage. However, this damage will not critically hit or receive benefit from stats.
Blackguard
Bug Fixes
* Elite Training: This ability will now correctly work for the next 4 attacks.
* Balance Changes
* None Shall Pass: The damage of this ability has been increased and changed to Physical damage. However, this damage will not critically hit or receive benefit from stats.
* Exile: The knockback distance of this ability has been changed to Medium distance at 30 Hatred, Long distance at 60 Hatred and Very Long distance at 90 Hatred
Black Orc
Bug Fixes
* Tree Hit Combo: This ability will no longer interrupt itself while moving.
* Balance Changes
* Da Toughest!: Wound buff increased from previously reduced value.
* Da Biggest!: This ability will now grant a stat buff to nearby group members.
* Da Bestest!: This ability has been renamed to “Guud at Big Choppin!” and will now increase damage and Parry rate while using a great weapon.
* Skull Thumper: The additional damage caused by this ability’s debuff has been increased, is now mitigated as Corporeal damage, and no longer gains an increase from stats. Additionally, the damage from this effect will show up on its own line in the combat log.”.
* Loudmouth: The damage of this ability has been increased and changed to Corporeal. However, this damage will not critically hit or receive benefit from stats.
* Can Youz Hear me Now?: The damage boost of this ability has been increased.
* Keep it Goin!: The damage boost of this ability has been increased.
Bright Wizard
Bug Fixes
* Annihilate: The self damage portion of this ability will no longer do critical damage.
Balance Changes
* Flames of Rhuin: The base damage on this ability has been increased and changed to Elemental damage. However, this damage will not critically hit or receive benefit from stats.
* Flame Shield: The base damage on this ability has been increased and changed to Elemental damage. However, this damage will not critically hit or receive benefit from stats
* Funnel Power: The base damage on this ability has been increased and changed to Corporeal damage. However, this damage will not critically hit or receive benefit from stats.
* Playing With Fire: The base damage on this ability has been increased and changed to Elemental damage. However, this damage will not critically hit or receive benefit from statse.
* Lingering Fires: The base damage on this ability has been increased and will deal Corporeal damage. However, this damage will not critically hit or receive benefit from stats.
* Fueled From Within: The amount of damage added to Flames of Rhuin and Flame Shield has been increased.
* Draining Burn: The amount of damage added to Burning Iron has been increased.
* Wildfire: The base damage on this ability has been increased and will deal Corporeal damage. The ability will now affect all Path of Conflagration abilities. The ability will now gain more benefit from stats, but will not be able to do critical damage.
Choppa
Bug Fixes
* Slasha: This ability has been changed so that when multiple debuffs are on the same target only the largest debuff value will be taken into account.
* The Choppa Career will now correctly start with 50 wounds.
Balance Changes
* Bring It On: The base damage on this ability has been increased and will deal physical damage. However, this damage will not critically hit or receive benefit from stats.
Chosen
Bug Fixes
* Mixed Defenses: Fixed an issue that made the parry bonus of this ability a multiplicative bonus instead of additive.
* Repel: Fixed an issue that limited the knockback distance of this ability.
Balance Changes
* All Chosen have undergone changes and as a result will need to reallocate their Career Mastery Points. Be sure to speak to your trainer right away to regain your abilities!
* Discordant Fluctuation: The base damage on this ability has been increased and will now deal Spiritual damage. The ability will not receive benefits from stats nor will it do critical damage.
* Dreadful Agony: The base damage on this ability has been increased and will now deal Spiritual damage. The ability will not receive benefits from stats nor will it do critical damage.
* Bane Shield: The base damage on this ability has been increased and will now deal Spiritual damage. The ability will no longer receive benefits from stats nor will it do critical damage.
* Touch of Palsy: The value of the barb damage has been increased and will now deal physical damage. The barb will no longer receive benefits from stats and will no longer do critical damage.
* Tainted Wound: The base damage on this ability has been increased and will now deal Spiritual damage. The ability will not receive benefits from stats nor will it do critical damage.
* Hasten Dismissal: This tactic is now a level 35 Core tactic. It reduces Repel’s cooldown by 50% and turns Repel into a long knockback.
* Corruptive Power: This tactic is available at Corruption x11. All Corruption abilities cost 35% less action points.
* Baneful Shielding: This is no longer a valid tactic.
* Dire Shielding: This ability will also increase the duration of Bane Shield by 7 seconds.
* Bane Shield: Multiple Chosen with this ability up will no longer prevent each other from dealing damage to the same target.
* Oppression: The disorient effect has been removed. This ability will now reduce incoming damage on the Chosen by 15% for 10s. The cost has been lowered on this ability.
* Rending Blade: No longer requires an active aura to receive a bonus effect. The ability is now a Point-Blank Area of Effect ability that deals Spiritual damage. This ability requires a Great Weapon and no longer has a cooldown.
* Relentless: The cost and damage has been increased on this ability.
* Dreadful Fear: The cost of this ability is now free.
* Corrupting Wrath: The cost of this ability is now free.
* Discordant Instability: The cost of this ability is now free.
* Discordant Fluctuation: The cost of this ability is now free.
* Corrupting Retribution: The cost of this ability is now free.
* Dreadful Agony: The cost of this ability is now free.
* Dreadful Terror: The cost of this ability is now free.
* Corrupting Horror: The cost of this ability is now free.
* Discordant Turbulence: The cost of this ability is now free.
* Power from the Gods: This tactic will now restore 5 action points per second to the Chosen for each Aura the Chosen is running.
Disciple
Balance Changes
* Covenant of Vitality: The damage from this ability has been increased slightly. The damage will now be Spirit damage, and will be affected by resists. The damage will not gain benefit from stats, and not be able to critical hit.
* Covenant of Celerity: The damage from this ability has been increased slightly. The damage will now be Spirit damage, and will be affected by resists. The damage will not gain benefit from stats and will not be able to critical hit.
* Khaine’s Imbuement: The damage from this ability has been increased slightly. The damage will now be Spirit damage and will be affected by resists. The damage will not gain benefit from stats, and will not be able to critical hit.
* Bloodlust: The damage increase this gives to Covenant of Celerity has been increased.
Engineer
Balance Changes
* Hollow Points: Decreased Dot duration but increased DPS, also increased stat benefit.
* Runic Shield: The amount of magic damage absorbed by this ability has been increased.
Ironbreaker
Balance Changes
* Punishing Blow: The value of the barb damage has been increased and will now deal physical damage. The barb will no longer receive benefits from stats and will no longer do critical damage.
* Oathstone: The base damage of this ability has been increased and will now deal physical damage. The ability will no longer receive benefits from stats and will no longer do critical damage.
* Overprotective: The base damage of this ability has been increased and will now deal physical damage.
Knight of the Blazing Sun
Balance Changes
* On Your Guard!: The damage of this ability has been increased and will now deal Elemental damage. The ability will not receive benefits from stat factor nor will it do critical damage.
* All Out Assault: The damage of this ability has been increased and will now deal Elemental damage. The ability will no longer receive benefits from stat factor nor will it do critical damage.
* Shield of the Sun: The damage of this ability has been increased and will now deal Elemental damage. The ability will no longer receive benefits from stat factor nor will it do critical damage.
* Shield of the Sun: Multiple Knights with this ability up will no longer prevent each other from dealing damage to the same target.
* Shining Blade: The disorient associated with this ability has been removed. This ability will now reduce incoming damage on the Knight by 15% for 10s. The cost has been lowered on this ability.
* Myrmidia’s Fury: The cost and damage have been increased on this ability.
* Press the Attack: The cost of this ability is now free.
* Stand Strong!: The cost of this ability is now free.
* Gather Your Resolve!: The cost of this ability is now free.
* On Your Guard!: The cost of this ability is now free.
* Stay Focused!: The cost of this ability is now free.
* All Out Assault!: The cost of this ability is now free.
* To Glory!: The cost of this ability is now free.
* To Victory!: The cost of this ability is now free.
* Now’s Our Chance!: The cost of this ability is now free.
* Bellow Commands: This tactic will now restore 5 action points per second to the Knight for each Command the Knight is running.
Magus
Balance Changes
* Perils of the Warp: Damage of this ability has been increased and changed to Elemental damage. However, this damage will not critically hit or receive benefit from stats.
* Aegis of Orange Fire: Damage of this ability has been increased and changed to Elemental damage. However, this damage will not critically hit or receive benefit from stats.
* Infernal Pain: This ability now receives more benefit from stats, but will no longer critically hit.
Marauder
Balance Changes
* Touch of Rot: The damage from this ability will now be Corporeal damage. The damage will not gain benefit from stats and will not be able to critical hit.
* Touch of Instability: The damage from this ability will now be Corporeal damage. The damage will not gain benefit from stats and will not be able to critical hit.
* Unstable Convulsion: The damage done by this has been increased. The amount that stats contribute to the tactics damage has also been increased. The damage done will now be Physical damage.
Runepriest
Bug Fixes
* Earth shield will no longer cause Rune of Shielding to get stuck on the player’s target.
Shadow Warrior
Balance Changes
* Smoldering Arrow: The amount of damage added to Flame Arrer by this tactic has been increased.
Shaman
Balance Changes
* ‘Ere We Go!: The base damage of this ability has been increased and will now deal Elemental damage.
* Gork’s Barbs: The initial base damage has been increased. The barb will deal Elemental damage, the damage has been slightly lowered and will no longer do critical damage or receive benefits from stats.
* Mork’s Touch: The base damage has been increased and will now do Spiritual damage.
* ‘Ere We Goes Again: Increased the damage improvement on ‘Ere We go!
Slayer
Bug Fixes
* Break Loose: Fixed a tooltip issue for this ability.
* Pulverizing Strike: This ability has been changed so that when multiple debuffs are on the same target only the largest debuff value will be taken into account.
* Shatter Limbs: Fixed a tooltip issuefor this ability.
* Distracting Roar: Fixed a tooltip issue for this ability.
* Balance Changes
* Retribution: The base damage on this ability has been increased and will deal physical damage. The ability will not receive benefits from stat factor nor will it do critical damage.
Sorceress
Balance Changes
* Frozen Touch: The base damage of this ability has been increased and will now deal Corporeal damage. The ability will not receive benefits from stat factor nor will it do critical damage.
* Daemonic Chill: The base damage of this ability has been increased and will now deal Corporeal damage. The ability will not receive benefits from stat factor nor will it do critical damage.
* Shades of Death: The base damage of this ability has been increased and will deal Spiritual damage. The ability will no longer receive benefits from stats and will no longer do critical damage.
* Swell of Gloom: The base damage of this ability has been increased and will no longer deal critical damage.
* Vision of Domination: The damage on Word of Pain has been increased while this tactic is slotted.
* Chilling Gusts: The base damage of this ability has been increased and will now deal Corporeal damage. The ability will now gain benefits from stat factor, but will not be able to do critical damage.
Squig Herder
Balance Changes
* Sharpened Arrers: The amount of damage added to Explodin Arrers by this tactic has been increased.
Swordmaster
Bug Fixes
* Perfect Defenses: Should now provide actual benefit.
* Quick Incision: This ability was receiving less stat benefit than intended.
* Deep Incision: This tactic was worded to make it sound like it enhances a DoT on quick Incision when it actually adds one itself.
Balance Changes
* Redirected Force: This ability will now trigger off Block, Dodge, Disrupt or Parry. The damage of this ability has been slightly decreased but is now enhanced by weapon DPS. This ability will no longer affect balance when activated.
* Gusting Wind: Radius of this ability has been increased.
* Gryphon’s Precision: This ability has been renamed to “Great Weapon Mastery” and will now increase damage and parry rate when wielding a great weapon.
* Blessing of Heaven: This ability now has a 100% trigger rate on all offensive Path of Hoeth abilities.
* Impeccable Reactions: This ability now has a new effect; whenever you Parry, you will automatically parry the next hit as well. (This ability can trigger only once every 5 seconds)
* Wind’s Force: This ability has been renamed to “Calming Winds” and now increases your Disrupt chance based on your current balance.
* Nature’s Blade: Whenever this ability procs, the stat buff will now be applied to your group members as well.
* Blurring Shock: The on crit effect damage of this ability has been increased and changed to Spirit damage. However, this damage will not critically hit or receive benefit from stats. In addition, the crit effect damage from this ability will now display as “Shock” in your combat log.
* Ensorcelled Agony: The damage of this ability has been increased, but now receives less benefit from stats.
* Potent Enchantments: The damage of this ability has been increased and changed to Spirit damage. However, this damage will not critically hit or receive benefit from stats.
* Deep Incision: The damage and duration of this ability has been increased and changed to Physical damage. In addition, this ability will now receive more benefits from stats.
Warrior Priest
Balance Changes
* Prayer of Righteousness: The damage done by this ability has been increased slightly. The damage done is now Spirit damage, and will be affected by the target’s resists. The damage will not be affected by stats, and will not be able to critical hit.
* Guilty Soul: The damage from this ability has been increased slightly. , and will be affected by the target’s resists. The damage will not be affected by stats and will not be able to critical hit.
White Lion
Balance Changes
* Tearing Blade: The base damage of this ability has been increased. The ability will no longer stack with itself nor will it deal critical damage.
* Lionheart: The amount of damage added to Lion’s Fury by this tactic has been increased.
Witch Elf
Balance Changes
* Kiss of Agony: The damage done by the proc’d effect of this ability will now do Corporeal damage, and will be affected by the target’s resists. The damage will no longer gain benefit from stats and will no longer be able to critical hit.
* Kiss of Death: The damage done by the proc’d effect of this ability will now do Corporeal damage, and will be affected by the target’s resists. The damage will no longer gain benefit from stats and will no longer be able to critical hit.
* Kiss of Betrayal: The damage done by the proc’d effect of this ability will now do Corporeal damage, and will be affected by the target’s resists. The damage will no longer gain benefit from stats and will no longer be able to critical hit.
* Vehement Blades: The damage done by this ability has been slightly increased, and will now do Corporeal damage, and will be affected by the target’s resists. The damage will no longer be able to critical hit or gain benefit from stats.
* Enfeebling Strike: The damage done by this has been slightly increased, and will now do Corporeal damage, and will be affected by the target’s resists. The damage will no longer be able to critical hit or gain benefit from stats.
* Treacherous Assault: The damage done by this ability has been slightly increased, and will now do Corporeal damage, and will be affected by the target’s resists. The damage will no longer be able to critical hit or gain benefit from stats.
* Witch Brew: The damage done by this ability has been slightly increased, will now do Corporeal damage, and will be affected by the target’s resists. The damage will no longer be able to critical hit or gain benefit from stats.
* Sharpened Edge: The damage done by this ability has been slightly increased, will now do Physical damage, and will be affect by the target’s armor. The damage will no longer be able to critical hit or gain benefit from stats.
Witch Hunter
Balance Changes
* The rate that Witch Hunters gain Willpower, Toughness and Ballistic Skill has been updated. Because of other changes noted below, Witch Hunters will no longer gain a large bonus to Ballistic Skill. Instead, they will get slightly more Toughness and Willpower, and much less Ballistic Skill than they currently receive. Because of this change, it was necessary to refund all Mastery and Renown points for Witch Hunters. Please make sure to visit your trainer as soon as possible after logging in to retrain your Mastery and renown points.
* Absolution: This ability will now gain bonus damage from Strength instead of Ballistic Skill.
* Trial By Pain: This ability will now gain bonus damage from Strength instead of Ballistic Skill.
* Dragon Gun: This ability will now gain bonus damage from Strength instead of Ballistic Skill.
* Exit Wound: This ability will now gain bonus damage from Strength instead of Ballistic Skill.
* Blessed Bullets of Purity: The damage done by this ability will now be Spirit damage and will be affected by resists. The damage from this will no longer gain benefit from stats and will not be able to critical hit.
* Blessed Bullets of Confession: The damage done by this ability will now be Spirit damage and will be affected by resists. The damage from this will no longer gain benefit from stats and will not be able to critical hit.
* Blessed Bullets of Cleansing: The damage done by this ability will now be Spirit damage and will be affected by resists. The damage from this will no longer gain benefit from stats and will not be able to critical hit.
* Burn Armor: The damage of this ability has been increased slightly, and has been set to Spirit. The damage from this will no longer gain benefit from stats, and will not be able to critical hit.
* Sudden Accusation: The damage of this ability has been increased slightly, and has been set to Spirit. The damage from this will no longer gain benefit from stats and will not be able to critical hit.
* Fanatical Zeal: The damage of this ability has been increased slightly and has been set to Spirit. The damage from this will no longer gain benefit from stats and will not be able to critical hit.
* Encourage Confession: The extra damage given to Blessed Bullets of Confession by this tactic has been increased and will now do Spirit damage.
Zealot
Balance Changes
* Waves of Chaos: The damage on the ability has been increased slightly. The ability will no longer able to critical hit and the damage will not be increased by stats
* Transference: The damage on the ability has been increased. The damage will be increased by stats, but will not be able to critical hit.

Stacking into keeps when zones revert Monday, Feb 23 2009 

This is something I am seeing happen more and more as keep ownership changes hands, and zones flip and revert. Let’s look at what happens when a fort is successfully defended. The “fight” flips back to the middle zones, aka: Praag, Thunder Mountain, and Dragon Wake. Each of these zones starts with basic control, so for this discussion we will focus on Praag. The south keep’s ownership is order, north’s is destruction base.

When a zone reverts, what is occurring is the current owner will stack into the lords room waiting for the revert to claim the keep immediately post the flip. This is kind of a grey area, I for one don’t think that it is an acceptable practice, but they do have ownership prior to the zone revert.

My first thought would be to expel every one from the keep that is not of the controlling faction post the flip, since you would think that the incoming leadership at the fort would have the “power” to regain control, thus forcing the faction to actually retake the keep vie conventional means, and thus promoting battle instead of promoting RVE’ing. The second one would be to make the lord un-attackable for 5 min after the zone flip, allowing defenders to show up and allowing attackers to fortify their positions.

Now of course there is the option to leave the system in the status quo, but doing that just promotes RVE’ing which is not what this game is about. When you as a defender have to spend a majority of your time sitting in a fortress, or so on holding off forces while the attackers supply lines change course and go to another location to get ready for an easy keep win, thus unbalancing the system that is in place.

Zone domination, What is it, how does it work? Monday, Feb 23 2009 

Zone domination is the new way to cap zones starting in 1.2 it is going to put the focus of zone control not on PQ’s or Scenarios, but actually controlling the zone. In the current system, aka the one we are all using right now, you build victory points by killing people in oRVR, completing PQ’s, winning scenarios, and capping the BO’s and Keeps. Each of the aforementioned items represents a numerical value. So X is your base VP in a zone and Y is the value that is added by each object so, a keep worth 15 VP would be a huge item to grab and so on until you reach the magic number 100.

Now with the domination system everything is about zone control, and holding positions for X amount of time. You have to hold a BO for 30min consecutively, and hold a keep for, I believe I can not confirm it and if I am wrong I will change this information later, 1 or 2 hours. So the incentive will be for people to defend the battle field objectives to change the tide of a war.

This changes the whole dynamic of how oRVR should play out; in fact things might even go quicker. Instead of grinding VP’s you get to have just and just hold objectives for their set amount of time to flip a zone. Additionally, there will be tool tips, map data and so on that will show the status of each objective so that both sides know the status of them.

Things that I think will need a bit of changing; BO’s need some type of defensive positioning. Most are open and hard to defend because you can essentially line of sight everyone instead of being able to fortify a position. That would mean a sweeping change to BO’s, but it would also make them more player/defender friendly. Drop the ability for people to zone into keeps where the war is currently not taking place. This will prevent people from stacking warbands into the keep once a zone reverts back to the hot spot. More specifically keeps where the ownership will change based on zone dynamics.

Overall, I think that this will be a positive change to the way oRVR will work. It will force people to come out and actually defend and play PVP instead of being lemmings playing see who can RVE the fastest.

Another weekend gone Monday, Feb 23 2009 

As the days pass, Praag seems to be losing order players in huge droves. Most at this point are waiting until 1.2 patch comes out. Now I understand taking that stance, I know many people who did that in WOW, EQ….and on down the line, but it puts a damper on the order T4 population when destruction is either in your city, or pushing forts every day.

Even more disheartening is that only one guild on order seems to come out and defend them, most of the time there might be a group of one guild or another, but when a fort is properly defended, Havoc are the ones who did it. Take for instance last night, Reikwald was pushed, destruction had 3 warbands, and they not only could not get the keep door down, at 20min left we pushed out the east postern door wiped a majority of their healers, and pushed through their ranks.

Now this may seem isolated, but it is the kind of thing that order needs to see to get hyped up about. Not losing a fort, or having your city attacked although some may see that as acceptable because they want to RVE for gear. Such as life I guess, some want the easy road, while others want the hard one.

Possible changes to the Vale Friday, Feb 20 2009 

So I was perusing the Mythic forums today and read through an article on things people would like to be changed with the Lost Vale, and it seems that they are looking into one of the biggest complaints, the time it takes to traverse the zone.

James Forum Mod for Mythic stated
“This is actually something our Core Testers have brought up to us, I don’t really have any additional details other than we’re looking into it.
It’s not as easy as just “flipping a switch” you have to look into how it effects design and other more subtle issues.”

In regards to the issues of zone traveling. So we might see a speed increase, or teleport ability for use within the zone in the near future.

Communication Friday, Feb 20 2009 

This is something that I am seeing more and more. Guild leadership, between multiple guilds souring. Either because of personal differences, or just overall opinions of what is the key to X, Y, or Z strategy. Now in a game such as War where there is a huge requirement for large amounts of people to work together, having multiple guild leadership on the same page helps a lot, but when these small differences start to add up they create a schism in and otherwise good system.

I don’t think there is a cure all and there will always be hardcore guilds and normal guilds, but I think that stopping and trying to understand the issues that are facing other guilds could correct this, or at least put it on the right track. So take a bit of time and listen to the ideas of others, you may not agree with them, but it will start to build a better relationship with them so in the future if you need them, or they need you they will be there to help.

Organization is key Friday, Feb 20 2009 

Have you found yourself on the bad end of three warbands that are staring you down, well last night that was the case. Well we had two guild warbands in the Shinning Way Fortress and we where looking at between 3~4 warbands coming in on us so we set up a very fun defense. First we slowed them at the outer door as long as possible then retreated to the Fortress and say under the oil and waited for them to come.

As soon as they arrived we spiked them and made a push straight into their clothies and killed off all of their healing as well as their ranged DPS; from there we worked through their meatier members until we had pushed them out. So we prepped for the next attack. A few minutes later another group came in, this time to the west of the fortress trying to sneak behind us, so we attacked them with the same strategy, assist train the clothies. This went on one more time, with surprisingly no losses for us and complete wipes for the attackers. At this point destruction gave up with almost 30min left on the clock to take Shinning Way, instead they opted to camp our warcamp.

Now, in most fights we are out numbered, and sometimes equal but rarely are we the overly large force, but we are extremely successful for several reasons. The first of which is communication. We use vent exclusively to communicate. We will divide up our guild warbands into different channels and keep a good amount of communication between the groups with a focused goal. Next, people know their roles in the warband. We do not have any DPS healers here; everyone is focused and knows what they need to do to make us effective. Next, leadership has a clear goal, when we enter an RVR lake we are there to take the zone and push, not to lose.

Organization seems to be a key element to winning large scale fights in oRVR. Now numbers count, and they count a lot, but a smaller more organized force can beat one that is just attempting to blob win fights. Focus firing, moving into proper positions, and so on are what make winning with smaller numbers possible. Having tanks defending the warband, dps killing clothies, and healers keeping everyone up is critical and without constant communication and status updates, this is hard, it not impossible to do.

Tipping the scales Thursday, Feb 19 2009 

Last night with the push into the city, I realized a few things about fortress defense that seem to be severely lacking. First of which is that each “tweak” that is done by Mythic tips the scales further and further in favor of the attacker, where as in a real situation taking a heavily defended fortress should be down right hard to do.

Additionally, the ability to still pull the lord down to the first floor of the fort also poses a sever issue with the current state of fortresses. Lords are supposed to be tethered to the lord rooms, but you can get them to the first floor of the fort and completely bypass any defense that is put up. Now I know you will tell me it is an exploit, and it is, but when you have 500+ people in one area it is hard to tell who is doing what at all times.

Changes, increase the numbers of people, who can be defending a fort, not by a whole lot, but increase it a bit. Then fix the pathing issues with the lord. Make it so he will not go to the first floor at all. This would correct a few deficiencies that I am currently seeing in fortresses. Nothing major, but still items that should be looked into.

Defending Altdorf Thursday, Feb 19 2009 

Well last night was a good one for the destruction on Praag. They successfully got into Altdorf despite our best efforts to hold them out. So I spent a few hours playing defender. We, as a guild went into the instance with the most destruction because we wanted to farm them, and we did. The first thing we did was cap the docks and wait for them to come to us. We channeled them, but we did not have our whole group there so we wiped and picked it up in the main courtyard.

They engaged the hero, so we swept behind them killed their healers and things went downhill from there for the destruction. We sat at their spawn point killing them as they came out. At the same time we had out “PVE super team” running the PQ so we could dole out the lone gold bag the defender gets from time to time to people in the guild who where high enough renown rank to get it.

Not only was there a ton of renown, one of our ironbreakers walked away with his Warlord boots, and lucky me, I walked away with my knight Warlord boots. I was excited to get them although I have about 10 renown ranks until I can use it. My only complaint with the city is that a lot of groups try and avoid the fight and instead choose to go to instance where they can farm the PQ. That does not give the invasion feel and really defeats the purpose.

I think if there is no either defenders or attackers in the zone and you can free farm PQ’s, they should not drop any set items. Make it unrewarding to those who cower from a fight, after all this is a PVP based game so why reward people who don’t PVP.

Shield of the Sun Wednesday, Feb 18 2009 

I was reading Warhammer Alliance this morning and came across several posts with people saying that it is the end of the world that they are changing the type of damage that shield of the sun does. Now in its current form, it deals 100 spiritual damage base. In the new form, it will deal 100 elemental damage base. That is not a nerf for one; in fact it makes more sense with what the spell is.

When I think fire I think elemental damage, not spiritual. Same should be applied here. You will still meet classes with the same amount of resistance to the damage, but such as life. Really, they are putting its damage back to where it belongs. This issue is deeper though. Why is it that people assume that the world is end when their class gets a change in a patch? All I heard last night on vent was witch hunters crying to whole heaven that they where getting a nerf. Well for one unless you have been on the test server seen it first hand, and tried different builds to get back to where you think you need to be you need to stop. Not only is it distracting, but no one cares. All classes will get nerfed and buffed as time passes.

One OP class will be replaced with another and the cycle will continue. There is no perfect balance because innately we as humans will find a way to use a class far beyond its intentions.

***Adding a bit more to this***
One thing that should be considered here is that currently SOTS is undefendable, just like witch elf kisses. So now it is defendable, but it can also crit, so a fair trade.

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