This patch will be applied at 01:00 British Summer Time.
[Combat and Careers]
- Fixed an issue causing some abilities to be mitigated by Toughness despite having no offensive stat contribution.
Pet Careers
- Fixed an issue in which the pet would fail to keep up with 60% movespeed mounts.
- Fixed an issue in which the pet would attack targets, either in response to proximity or to incoming/outgoing damage, when the master was mounted.
- Fixed an issue in which the pet would blink out on the client when travelling long distances without engaging in combat.
- Fixed an issue in which a freshly summoned pet would not be in the advanced Follow state unique to pets, and would appear choppy when following.
Squig Herder
- The Horned Squig now receives a Strength bonus equal to the caster's Ballistic Skill from items rather than the caster's Strength.
- Adjusted the HP pools of the Spiked and Gas Squigs slightly.
[Experimental Mode]
Archmage/Shaman
- Removed the 20% self heal penalty for using empowered heals on yourself.
- I'll Take That! and Balance Essence will now heal for 250% of their base damage instead of 175% (plus the existing 150% of the damage that was dealt.)
I will not be making any further unilateral changes to Archmage and Shaman for the time being until a full analysis has been performed of the whole changeset.
[Other Changes]
RyanMakara
- Fixed a door in Dark Elf Chapter 15 in Caledor, allowing people to move from Saphery into Caledor's PvE Destro side.
- Made Rats neutral to all, so they should no longer be getting insta-killed by surrounding NPCs.
- Made Plague Priest Vharnal (Destruction side's Skaven end boss) a Champion like his Order counterpart.
- Unified the size of RvR siege equipment, to an appropriate, logical size.
- Removed all name tags above RvR siege equipment for the sake of consistency.
Torquemadra
Lair of Nerx Gutslime rebuilt +3/6 critical weapons in place as drops.
Lair of Festitt fully functional.
[Addressed Tickets]
RyanMakara
- [8055] NPC: Khorgash Maneater triple spawn removed.
- [8031] NPC: Ungen Silentscythe double spawn removed.
- [8029] NPC: Terissa Dreamweaver double spawn removed.
- [8065] NPC: Frostmarrow Deadraisers are now targetable.
- [8063] NPC: Doctor Zumwald is now targetable.
- [8041] NPC: Kraethia the Undying is now targetable.
- [8040] NPC: Brother Groeker is now targetable.
- [8039] NPC: Brother Juton is now targetable.
- [8038] NPC: Gervault Feuer is now targetable.
- [8070] NPC: Removed a sneaky Orc using rock camouflage to his advantage.
- [8061] Quest: Authun to Turaanos quest objective fixed.
- [8026] Quest: A Bear Nuisance quest marker added.
- [8072] ToK: Title unlock for Hydra Tamer added to Deathclaw.
Patchnotes 14/10/16
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- TenTonHammer
- Posts: 3806
Re: Patchnotes 14/10/16
excellent
now wargrimmer's pounce discussion can continue without cries of disappearing/unresponsive pets
now wargrimmer's pounce discussion can continue without cries of disappearing/unresponsive pets

Re: Patchnotes 14/10/16
It can also continue without people claiming there was no issues at all and moderating the ones who point out there is indeed issues.TenTonHammer wrote:now wargrimmer's pounce discussion can continue without cries of disappearing/unresponsive pets
Re: Patchnotes 14/10/16
The pet wasn't disappearing mid-combat; it only disappeared while traveling through certain RvR spots. There was evidence of this, and the only counters were "but it disappears while traveling!! I had a rr100 on live!" completely ignoring the fact that we were discussing the pet in mid-combat. For that reason (restating a debunked argument), those posts were moderated. I didn't make the rules, but i sure as hell will enforce them there.bloodi wrote:It can also continue without people claiming there was no issues at all and moderating the ones who point out there is indeed issues.TenTonHammer wrote:now wargrimmer's pounce discussion can continue without cries of disappearing/unresponsive pets
If you have an issue with my moderation, feel free to send a PM to Natherul or Azarael.
Re: Patchnotes 14/10/16
Penril's moderation was correct. The issue was specifically caused by moving long distances without stopping with a pet in the Recall state, which would only be triggered after having heeled the pet after having changed its state to Attack or Stay at least once. This would be because the pet's client maintenance heartbeat interval was too great, and so the pet was moving too far from its last known position to the client, causing it to blink out until the next server heartbeat, when the client would issue an initialization request for the unknown object. That particular issue cannot manifest in combat, because a pet in active combat leaves the Recall state. In that state, it sends heartbeats much more frequently.
Re: Patchnotes 14/10/16
Thank you guys so much for this patch!
Time to restart my White Lion.
Time to restart my White Lion.
Re: Patchnotes 14/10/16
Penril wrote:The pet wasn't disappearing mid-combat; it only disappeared while traveling through certain RvR spots. There was evidence of this, and the only counters were "but it disappears while traveling!! I had a rr100 on live!" completely ignoring the fact that we were discussing the pet in mid-combat. For that reason (restating a debunked argument), those posts were moderated. I didn't make the rules, but i sure as hell will enforce them there.
But that is only true if you somehow remove travelling out of the equation as if it never happened, you cannot just argue that fights never happen when you are mounted up, that you are never attacked while travelling.
Combat doesnt happen in a vacuum in predetermined location, thats what people took issue with, you are telling them that a common issue is not part of the problem when its a common occurance and that they should not mention it because you want to only talk about when everything works flawlessly.
I just think both parties are at fault here, people should not bring up things just because they consider themselves experts and you should not try to be so nitpicky about how situations should be talked about.
Situations that happen before combat influence the combat as much as the ones happening in it.
Re: Patchnotes 14/10/16
Good to see these fixes in place. GJ team. Keep up the good work.
Ban evasion account of Luuca
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Re: Patchnotes 14/10/16
As I mentioned, the WL could simply unsummon his pet before riding, so he has immediate access to it when he needs it. If he sees an enemy, he can use a 1s cast-time skill (usable while moving) to gain full access to his mechanic. In the meantime, BW/Sorc/Choppa/Slayers will have to build their mechanic from zero, and Engi/Magus will be like "uhmmm Mr. Enemy, can you wait 18 seconds while I summon my turret and gain full stacks?".bloodi wrote:
But that is only true if you somehow remove travelling out of the equation as if it never happened, you cannot just argue that fights never happen when you are mounted up, that you are never attacked while travelling.
Combat doesnt happen in a vacuum in predetermined location, thats what people took issue with, you are telling them that a common issue is not part of the problem when its a common occurance and that they should not mention it because you want to only talk about when everything works flawlessly.
I just think both parties are at fault here, people should not bring up things just because they consider themselves experts and you should not try to be so nitpicky about how situations should be talked about.
Situations that happen before combat influence the combat as much as the ones happening in it.
So yeah, I have to call BS on "if I don't have my pet out when finding an enemy, I'm doomed".
Re: Patchnotes 14/10/16
Let me rephrase what you just said:Penril wrote:As I mentioned, the WL could simply unsummon his pet before riding, so he has immediate access to it when he needs it. If he sees an enemy, he can use a 1s cast-time skill (usable while moving) to gain full access to his mechanic. In the meantime, BW/Sorc/Choppa/Slayers will have to build their mechanic from zero, and Engi/Magus will be like "uhmmm Mr. Enemy, can you wait 18 seconds while I summon my turret and gain full stacks?".
So yeah, I have to call BS on "if I don't have my pet out when finding an enemy, I'm doomed".
"There was indeed a bug and you had to change the way you used to play on Live as WL because of it, making you have to summon the pet after dismounting every time but since it doesnt happen in the middle of the combat we wont allow you to make arguments around its existence because there is this 2 classes with a ramp up mechanic"
I will have to call BS on that one too. First, it does influence combat, that was the point of why you should not moderate it and second, you are making a comparison between 2 classes ignoring everything else, which is fallacious at best.
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