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Patch Notes 11/11/2020

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ReturnOfReckoning
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Patch Notes 11/11/2020

Post#1 » Wed Nov 11, 2020 2:52 pm

[Weekend Warfront: Battlemarsh]

Things have degenerated in the Marshes of Madness. As both sides struggle for dominance of the crucial battlefield, unable to establish control, veterans of the battles at the ruins of Mourkain conflict return to the site to once again take up arms for the cause. The heroes of Order and the champions of Destruction have but one goal: take control of the Mourkain Temple, once and for all!

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This weekend Battlemarsh will be the weekend warfront from 12:00 on Friday to 12:00 on Monday Altdorf time. You get +50% XP and Renown in the Mourkain Temple scenario, and extra rewards from completing the event tasks.

Complete all tasks to earn the title "Marshreaper".

[Fortresses]

The time left on forts will start ticking down faster if certain conditions are met:
- It is stage 2
- There is less than 30 minutes left of the fort
- The door health is 100%
- The defenders have held all five flags for at least two minutes.

If all the above conditions are met, the time left will start ticking down five times faster.

[Scenarios]

- If you crash in a scenario you can now load directly back into it on a relog. Instead of loading into your previous zone and then getting a popup to rejoin the SC.
- Players that stay AFK at the spawn will be removed from the scenario and given a quitter debuff. If a surrender vote is in progress this won't apply.
- Neutral flags that are locked will show a lock icon on the map in Reikland Hills, Battle of the Black Cairn & Thunder Valley.

[Abilities]

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- Corruptive Power: Changed from Blessing to Enchantment

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- Squig Armor: Cooldown reduced from 10s to 5s.
Matches cooldown on Marauder and Shadow Warrior stance switches. And this makes it easier to pop out of Squig Armor to for example dismount enemies, without having to stay outside of Squig Armor for a long time.

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- Shock Grenade is removed and replaced by Field Repair : 3 seconds channeled Heal on your turret . During the repair, the turret is immune to damage.

- Quick Reloader effect changed from "All Path of the Rifleman abilities now cost 35% fewer action points." to "Snipe and Gun blast now build up one second faster"

- Bandolier is removed

- Concussive Mine moved from core to Grenadier 11 points and have been renamed to Dazzling Flash. The effect will now apply on Flashbang Grenade instead of Land Mine.

- Engineer Buffline will correctly display which turret they are controlling

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- Shocking Jolt is removed and replaced by Strenghten Thrall : 3 seconds channeled heal on your minion. While you stabilize your minion's health, it is immune to damage.

- Pet bufflines will correctly display the gifted stats from Magus items

- Magus buffline will correctly show which horror they are controlling

[Quests]

Greenskin Chapter 8
- Shiny Bitz: You will now have to collector the different stunty weapons in the chests
- Leavin' So Soon?: The whole quest line is now available and reworked

[Tickets]

[18049] The guards are back to encourage players to play the objective instead of farming the enemy camp
[14202] The quest marker has been corrected
[14203] The quest marker has been corrected
[18062] Detaunts no longer halve the damage of the first hit after detaunting. Dots ticking tick at half damage on the target you are detaunting though until you attack the target again.
[18057] Damage reflect procs no longer trigger auto attacks to start. You need to attack a target for auto attacks to start.
[17676] The spawn camp termination mechanic should work properly in city sieges now
[18022] Fixed typo

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Specialpatrol
Posts: 256

Re: Patch Notes 11/11/2020

Post#2 » Wed Nov 11, 2020 3:00 pm

What about that lame shield requirement for KotBS Vigilance ability? Shouldn’t that have been reversed, as mentioned in the “musings” thread?
APONYMOUS l WP l R40 l RR8X
BRAKEDOWN l KOTBS l R40 l RR8X
CHOKING l BW l R40 l RR8X
PUFFED l SLY l R40 l RR8X
RHYTHM l AM l R40 l RR8X
EEWULL l DOK l R3X l RR4X

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MMXX43
Posts: 93

Re: Patch Notes 11/11/2020

Post#3 » Wed Nov 11, 2020 3:02 pm

"Matches cooldown on Marauder and Shadow Warrior"

So 2 for destro 1 for Order . Fair ......
" Though Justice be thy plea, consider this. That in the course of Justice none of us should see Salvation. We do pray for Mercy.."

junkxjunk
Posts: 20

Re: Patch Notes 11/11/2020

Post#4 » Wed Nov 11, 2020 3:03 pm

I kinda enjoy actually being able to kill 2h Tanks that zergdive.

Dont know if an engie buff was what the game needed, but i applaud that you are getting rid of bad tactics.

And big thanks for the SC change!

junkxjunk
Posts: 20

Re: Patch Notes 11/11/2020

Post#5 » Wed Nov 11, 2020 3:04 pm

MMXX43 wrote:
Wed Nov 11, 2020 3:02 pm
"Matches cooldown on Marauder and Shadow Warrior"

So 2 for destro 1 for Order . Fair ......
Its a stance change cooldown. ARe you okay?

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StrongUn
Posts: 278

Re: Patch Notes 11/11/2020

Post#6 » Wed Nov 11, 2020 3:05 pm

While we are thinking about rsh rework, lets buff someone else...
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diedrake
Posts: 343

Re: Patch Notes 11/11/2020

Post#7 » Wed Nov 11, 2020 3:07 pm

hmm interesting changes, the SH change seems right as technically armor is a stance.

Not sure about engy changes but then again i don't play engy. Just to clarify, the engy lost the mine but magus still has it?

i guess the healing on turret/minion is good?

All in all interesting changes :)
Choigustcloak- Mara 40/53 butcher mule (not active)
Greebao- squiggy 40/6x (retired)
Fenaal- SM 40/8x ( main)

junkxjunk
Posts: 20

Re: Patch Notes 11/11/2020

Post#8 » Wed Nov 11, 2020 3:08 pm

diedrake wrote:
Wed Nov 11, 2020 3:07 pm
hmm interesting changes, the SH change seems right as technically armor is a stance.

Not sure about engy changes but then again i don't play engy. Just to clarify, the engy lost the mine but magus still has it?

i guess the healing on turret/minion is good?

All in all interesting changes :)
No the tactic that increases buildup times is now on Flashbang instead of the mine.

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Grunbag
Project Team
Posts: 1803

Re: Patch Notes 11/11/2020

Post#9 » Wed Nov 11, 2020 3:16 pm

junkxjunk wrote:
Wed Nov 11, 2020 3:08 pm
diedrake wrote:
Wed Nov 11, 2020 3:07 pm
hmm interesting changes, the SH change seems right as technically armor is a stance.

Not sure about engy changes but then again i don't play engy. Just to clarify, the engy lost the mine but magus still has it?

i guess the healing on turret/minion is good?

All in all interesting changes :)
No the tactic that increases buildup times is now on Flashbang instead of the mine.
It’s fair for both sides : it was a strong tactic for core, and not mirrored to magus. Now it require to invest points to get it.
In another hand , engineer doesn’t need to give free immune by using landmine to apply the build up increaser
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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Andack
Posts: 14

Re: Patch Notes 11/11/2020

Post#10 » Wed Nov 11, 2020 3:16 pm

MMXX43 wrote:
Wed Nov 11, 2020 3:02 pm
"Matches cooldown on Marauder and Shadow Warrior"

So 2 for destro 1 for Order . Fair ......
When you are out of a squig armor you are just dead, 5s is a big deal too, so it's just for fun really...

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