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Granted Abilities - City Siege Note

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Hazmy
Community Management
Posts: 191

Granted Abilities - City Siege Note

Post#1 » Sun Feb 18, 2024 4:33 pm

Notes about City Sieges
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Hi everyone,

We would like to confirm a few returning abilities that have been made functional again in City Sieges as a result of the Ability System Rework recently that we mistakenly left out from previous Patch Notes and we'd like to mend that error now.

City Champions for both sides will now possess Granted Abilities from their Realm Leaders that they can unleash upon the enemy team after suffering a certain amount of Critical Hits against them. Each incoming Critical Hit will grant 1 Power Stack on a Champion (Building Reprisal), but this effect can only be triggered once every 6 seconds. On 10 Power Stacks you can unleash your Realm's Power!

Destruction:
[Plead to Tchar'zanek] - Active Ability
At a max of once every 6 seconds, an incoming critical hit that lands against you gains the notice of Tchar'zanek. After this happens 10 times, you can plead for him to summon a Tornado at a location of your choosing.

Order:
[Petition to the Emperor] - Active Ability
At a max of once every 6 seconds, an incoming critical hit that lands against you gains the notice of Karl Franz. After this happens 10 times, you can petition to have him summon a Comet of Sigmar at a location of your choosing.

Said abilities haven't been adjusted yet balance-wise, but we intend to take a look at them in the near future.
Regardless we wanted to make sure you all know about them!

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City Champion Buffs

Additionaly, existing Buffs on City Champions have also been made functional and now grant the 20% Mitigation for their respective effects as they should:
  • Reduced Damage Taken from Non-Champions
  • Reduced Healing-Taken from Non-Champions
[Current City Champion Buffs]
Mitigating damage done by non-champions. - now functional.
Mitigating healing received from non-champions. - now functional.
Able to Plead to Tchar'zanek/Emperor for aid. - now functional.
Outgoing heals increased.
Max health increased.
Outgoing damage increased.




That is all - we will post about these abilities again in the next Patch Notes too!
We hope you will enjoy your new tools in battle!

WAAAGH!

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Absinth
Posts: 185

Re: Granted Abilities - City Siege Note

Post#2 » Sun Feb 18, 2024 4:56 pm

To be honest i wonder if this kind of a new thingy is supposed to be included in general discussion.
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Hazmy
Community Management
Posts: 191

Re: Granted Abilities - City Siege Note

Post#3 » Sun Feb 18, 2024 5:31 pm

The post is only temporarily in General Discussions.

It shall be moved to a more appropriate forum soon, until then people should hopefully still see it through Recent Topics!

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Ninjagon
Posts: 475

Re: Granted Abilities - City Siege Note

Post#4 » Sun Feb 18, 2024 6:38 pm

Holy s*** (Sigmar)!
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Toranes
Posts: 18

Re: Granted Abilities - City Siege Note

Post#5 » Mon Feb 19, 2024 3:18 pm

Please fix Rend from Marauder and Envenomed blade from WE. Since the ability System, the skills which can stack 3x times have bugged damage calculation. For example Rend is dealing only 370 dmg with the initial hit and laughable 480 in 9 seconds (souv gear marauder). Before ability system, it was around 560 dmg and around 940 in 9 seconds. The changed strength shouldnt affect these skills that hard, other skills like the armor debuff vom Marauder changed from 671 to around 630, like intended. Rend must be bugged.

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Absinth
Posts: 185

Re: Granted Abilities - City Siege Note

Post#6 » Mon Feb 19, 2024 4:24 pm

Toranes wrote: Mon Feb 19, 2024 3:18 pm Please fix Rend from Marauder and Envenomed blade from WE. Since the ability System, the skills which can stack 3x times have bugged damage calculation. For example Rend is dealing only 370 dmg with the initial hit and laughable 480 in 9 seconds (souv gear marauder). Before ability system, it was around 560 dmg and around 940 in 9 seconds. The changed strength shouldnt affect these skills that hard, other skills like the armor debuff vom Marauder changed from 671 to around 630, like intended. Rend must be bugged.
Simply put it onto bugtracker, https://bugs.returnofreckoning.com/my_view_page.php
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Evilspinnre
Posts: 368

Re: Granted Abilities - City Siege Note

Post#7 » Tue Feb 20, 2024 1:40 am

The current dps champion abilities are overtuned. The damage output is massive and can wipe the entire enemy 24 without much effort. It is great they are part of city sieges again, but they should not be as powerful as they currently are.
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GoreFist
Posts: 40
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Re: Granted Abilities - City Siege Note

Post#8 » Tue Feb 20, 2024 2:28 am

Evilspinnre wrote: Tue Feb 20, 2024 1:40 am The current dps champion abilities are overtuned. The damage output is massive and can wipe the entire enemy 24 without much effort. It is great they are part of city sieges again, but they should not be as powerful as they currently are.
He mentioned they arent tuned yet lol
Always had you on farm :lol:
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siglade
Posts: 99

Re: Granted Abilities - City Siege Note

Post#9 » Tue Feb 20, 2024 10:53 am

Hazmy wrote: Sun Feb 18, 2024 4:33 pm We would like to confirm a few returning abilities that have been made functional again in City Sieges as a result of the Ability System Rework recently that we mistakenly left out from previous Patch Notes and we'd like to mend that error now.

City Champions for both sides will now possess Granted Abilities from their Realm Leaders that they can unleash upon the enemy team after suffering a certain amount of Critical Hits against them. Each incoming Critical Hit will grant 1 Power Stack on a Champion (Building Reprisal), but this effect can only be triggered once every 6 seconds. On 10 Power Stacks you can unleash your Realm's Power!

Destruction:
[Plead to Tchar'zanek] - Active Ability
At a max of once every 6 seconds, an incoming critical hit that lands against you gains the notice of Tchar'zanek. After this happens 10 times, you can plead for him to summon a Tornado at a location of your choosing.

Order:
[Petition to the Emperor] - Active Ability
At a max of once every 6 seconds, an incoming critical hit that lands against you gains the notice of Karl Franz. After this happens 10 times, you can petition to have him summon a Comet of Sigmar at a location of your choosing.

Said abilities haven't been adjusted yet balance-wise, but we intend to take a look at them in the near future.
Regardless we wanted to make sure you all know about them!
Honorable of you to recognize your error but we hope that the 'near future' will not be in several weeks-months. Stage 3 which was balanced has become the worst to the point of leaving at the end of stage 2.

Hope in the future things like this will be tested properly.
bachata, excommunicate abuser

akisnaakkeli
Posts: 144

Re: Granted Abilities - City Siege Note

Post#10 » Tue Feb 20, 2024 11:10 am

Is there a way to bring back First version of City siege PVE aspects? Like if stage 1 was won by the invaders then they went to Stage 2 and those Were Pve boss fights, I remember fighting Lycithas Magus Hero lvl 48 or 50 (king was lvl 52) in sacellum area, then if that won, teleported to the next fight against same hero. You got 63 dps 1h wpns with procs in purple bags, Warlord in Gold.

Then was the 4-5 lords on your way to tcharzanek and these lords dropped 66dps 1h and 100dps 2h and these were maximum before rr75 wpns were added.

There was also hidden pve/instances in enemy cities? I know that 6% Crit chest and Mythic belt with 3 talisman slots were from these hidden instances. Im saying all this as a not in anyway pve fan but i would love to have a choice to do the Old City Siege which was all pve beyond Stage 1=)

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