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Patch Notes 09/03/2019

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ReturnOfReckoning
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Patch Notes 09/03/2019

Post#1 » Sat Mar 09, 2019 3:34 pm

[Event]
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This event is offered from all constestants of "LIFE IN PINK" EVENT to the community.
Think to thank them all for this :). It will start with the actual patch and will end with the next update (next week end).
Enjoy!

HOTFIX NOTES 3:
Spoiler:
[General]

- Interacting with objects with a "cast" timer while stealthed will no longer work and give you an error message.
- Disconnecting should now remove a player from all SCs, so it should not carry over to another character on a relog.
- Queueing for an SC while in a fortress is no longer possible.
- Fixed various missing checks related to null reference exceptions.

[Fortresses]

- Fortress portals will now check if the player is in combat BEFORE any reservation is removed and used.
- Joining a fortress will remove you from all Scenarios queues.
- Stage 1 of a fortress will yet again teleport out all players in the fortress.
HOTFIX NOTES 2:
Spoiler:
[Fortress]

- Fixed an issue that caused players that used a reservation to not get added to the fortress and as such did not get any rewards from participating in the fortress.
HOTFIX NOTES:
Spoiler:
[Queue]

- When the population cap has been reached you will now properly be placed into a queue.
- The queue numbers are now accurate.
- You will automatically be loaded into the game once you reach your turn. Don't try and spam play.

[Fortress]

- Fortress lords should not longer kill their allies (they were sent to an anger management course).
- Redid how forts calculate population. This should address some variance issues with pops as well as fix some issues in regards to cages not releasing all players.
[Fortresses]

- Fort lords now kill the invaders in range should the defenders win.
- Send a message on cage lever interact if player is caged that they are not in range of the lever to clear any confusion.
- Tightened the lords reset and engage distance.
- Increased XP reward from Forts.
- Increased RR reward from Forts.
- Fixed the visual error on the scoreboard on fortress.
- Fixed an issue where the normal application of limiters on fort would cause a reservation to not be applied.
- Fixed so that once fort ends if caged you will be teleported out from the fort to your capital 10 seconds after end.
- Pets will now refuse to attack players in cages.
- Pouncing on a player in a cage should not be possible anymore.
- Upped the damage on stage 3 artillery to 300 (up from 200).
- Artillery in stage 3 will do its damage each 10 seconds for each full average flag attackers had in stage 2.
- Receiving a reservation will now also be announced in yellow text on the middle of the screen.
- Disconnecting on purpose while in a cage to get back will no longer give a reservation.
- Reservations increased in numbers to match the cap of 120 attackers and 96 defenders.

[Abilities]
- Added more LOS checks on pulls.
Choppa :
- Bleed Em Out will deal the intended damage and it's bufffline will be correctly applied on the target’s UI. I'll look for feedback and adjust it further if necessary.

Warrior Priest :
- Edited Martyr's Blessing tooltip to mention the right RF requirement
- Smite is now a cone AoE instead of the line AoE and its radius has been adjusted to match the visual effect

DoK:
- Essence Lash is now a cone AoE instead of the line AoE and its radius has been adjusted to match the visual effect

Magus :
- Instability will now correctly KD the targets

Engineer
- Sticky Bomb won't display "Your current level is too low to use this ability" anymore.
- Bugman´s best CD increased to 15 seconds (from 10, to match its duration).

Shaman :
- Fury of Da Green will now show the heal value on the tooltip.

Zealot :
- Warp Reality base damage now matches Law of Conductivity's, Warp Reality's and Life Leaka's."

[Dungeons]

Bilerot Burrow :
- Fixed an issue causing player to have permanent AP and outgoing Heal Debuff.


[Items]

- Invader sets for healers have been tweaked.
- Removed Strength/Weaponskill from Dok/WP to make the set clearly healing focused.
- Removed Intelligence from the RP/Z and AM/Sham sets to focus them solely on healing as RvR sets typically provide.
- Beastlord set for Dok/WP has been tuned for Grace/Sacrifice, removing Willpower for Strength and adding a 5% Block chance as the 5pc bonus instead of Parry Strikethrough
- Corrected a typo in invader 6pc Bonus for Tanks sets.
- Added all the 7pc Bonus to invader set. They are a mini 5th tactic.

As You may know , the translation is not done yet for abilties (name , tooltip , buffline). Invader bonus will show a wrong name/description/buffline for other language than English . Please refers to /language 1 or to the list below when you look at invader bonus.
Spoiler:

Squig Herder: Speedy Plinkin’ - Increases the chance to critically hit of all Path Of Quick Shootin’ abilities by 10%.

Shadow Warrior: Charge Forth - Increases the chance to critically hit of all Path Of The Skirmisher abilities by 10%.

Tanks: Shield Spikes - Each time you block an enemy's attack, low damage is dealt back to them and reduce their outgoing damage by 5%

Shaman: Much Good Green - All your path of Mork abilities has 10% chance to increase your critical heal rate by 9% and your critical damage by 12% for 5 seconds.

Archmage: Touch Of Isha - All your path of Isha abilities has 10% chance to increase your critical heal rate by 9% and your critical damage by 12% for 5 seconds.

WE/WH:Dirty Trick - Any time an enemy defends your attacks, you will strike them for low damage which they can not prevent.

Choppa/Slayer: Overwhelm - While you are Berserk, all of your attacks will ignore 20% of your enemies armor.

White Lion: Thrill Of Victory - You gain 100 action points each time you land a killing blow.

Maraudeur: You Were Weak! - You restore 1000 Health Points each time you land a killing blow.

Engineer:Suppressing Fire - Each time you critically hit an enemy with your Path Of Rifleman abilities , there is a 20% chance that their Initiative will be reduced for 5 seconds.

Magus: Implacable Resolve - Each time you critically hit an enemy with your path of havoc abilities , you will gain a 20% chance to reduce the target initiative for 5 seconds.

Rune Priest : I'll Not Be Quiet - You have a 25% chance to ignore the effects of any attacks that set you back , disorient or interrupt you while casting.

Zealot: Part Of The Plan - You have a 25% chance to ignore the effects of any attacks that set you back, disorient or interrupt you while casting.

Sorceress : Calamitous Obsession - All your path of Calamity abilities have 10% chance to increase your critical hit rate by 9% and your critical damage by 12% for 5 seconds.

Bright Wizard : Flame Of Wrath - All your path of Immolation abilities has 5% chance to increase your critical hit rate by 9% and your critical damage by 12% for 5 seconds.
[Quests]

- Reclaiming A Birthright: Whole quest line is now available and reworked
- A Happy Accident: This quest is now available from the Dead Body hidden in the trees behind Conqueror's Watch in Ellyrion
- A Stain Removed: This quest is now available from the Preserved Skeleton in The Shadowlands, north of PQ 'The Gloomridge Copse'
- Bone of Contention: You are now able to use the Blackened Stone only inside the Arkaneth camp
- Pile it Up!: The quest now works as it should
- Undeserved Blessings: You are now able to use the vials only where it is mentioned in the quests
- Means of Betrayal: You are now able to use the Restored Rubric only in the center of the chaos camp
- Poor Gustav!: You will now have to save and retrieve Baby Gustav
- The Devil Inside: This quest has been reworked

[Tickets]

[13512] set the right zone restriction
[13495] all Helglaives count
[13314] quest is corrected
[13534] another way disabled
[13376] Mobs are now target-able and attack-able

French translation provided by Arroswar

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flintboth
Posts: 440

Re: Patch Notes 09/03/2019

Post#2 » Sat Mar 09, 2019 3:51 pm

Thank you and thanks for your characters painted in pink.
monkey 079 (test failure - escaped)

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Bobbiom
Posts: 219

Re: Patch Notes 09/03/2019

Post#3 » Sat Mar 09, 2019 3:53 pm

Thanks!

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wargrimnir
Head Game Master
Posts: 8280
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Re: Patch Notes 09/03/2019

Post#4 » Sat Mar 09, 2019 4:00 pm

A few updates to Invader gear coming with a hotfix, almost had them ready last night. Nath found an issue and we're going to hold off until we get it cleared up.
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[email protected] for exploits and cheaters.
grimnir.me Some old WAR blog

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mikke
Posts: 148

Re: Patch Notes 09/03/2019

Post#5 » Sat Mar 09, 2019 4:13 pm

No reducing for dungeon lockouts timers? I will have to bequeath sentinel set collection to my heirs :(
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Grunbag
Former Staff
Posts: 1881

Re: Patch Notes 09/03/2019

Post#6 » Sat Mar 09, 2019 4:15 pm

Lockout are reduced -6hours , I forgot to add it . So you can start the dungeon always at the same time.
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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mikke
Posts: 148

Re: Patch Notes 09/03/2019

Post#7 » Sat Mar 09, 2019 4:18 pm

Grunbag wrote: Sat Mar 09, 2019 4:15 pm Lockout are reduced -6hours , I forgot to add it . So you can start the dungeon always at the same time.
Thank you very much! Could u please reset exisiting timers? We just finished BB\BE last night :cry:
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phononHYPE
Posts: 569

Re: Patch Notes 09/03/2019

Post#8 » Sat Mar 09, 2019 4:19 pm

Always good to see updates and fixes, but why adjust the XP in Forts? You need to be 40/40+ just to enter? And as a side note, what will the influence gained in forts give? - or is that coming down the line (I see the gain but no bar or anything I can find in the TOK listing what it would be used for).
Chasing the golden carrot that is my alts.

my 2h choppa ideas
learn about Initiative

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Yaliskah
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Posts: 1973

Re: Patch Notes 09/03/2019

Post#9 » Sat Mar 09, 2019 4:20 pm

phononHYPE wrote: Sat Mar 09, 2019 4:19 pm why adjust the XP in Forts?
For guild rank :).

Egoish
Posts: 149

Re: Patch Notes 09/03/2019

Post#10 » Sat Mar 09, 2019 4:25 pm

Is the talisman quest for city dungeons also getting -6 hour lockout so we can pick it up at start of run?

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