Awesome, thanks!
Patch Notes 13/07/2019
Forum rules
Before posting on this forum, be sure to read the Terms of Use
Before posting on this forum, be sure to read the Terms of Use
Ads
Re: Patch Notes 13/07/2019
Im sorry but 6 man should not be too hard to scrape together for a guild. Its not warbands we are talking here but party.toffikx wrote: ↑Sat Jul 13, 2019 1:07 pm I’m sorry, but am I the only that think having a guild 6 man group for this is fundamentally flawed? Not a random 6 man, not even an alliance 6 man. It hits hard at newly established/small guilds and promotes big zerg guilds, which are popular by default. People are already doing things like changing guilds for the duration of questing process. I know this can be subject to change, like everything else in this project. I’m just genuinly interested in the thought process behind this, in it’s current form.
- peterthepan3
- Posts: 6509
Re: Patch Notes 13/07/2019
Having 6 people in a Guild does not equate to a 'big zerg guild', mate. Besides, people should naturally be inclined to join Guilds that have more than 3 people: there's not a whole lot you can do as a 3-man Guild.toffikx wrote: ↑Sat Jul 13, 2019 1:07 pm I’m sorry, but am I the only that think having a guild 6 man group for this is fundamentally flawed? Not a random 6 man, not even an alliance 6 man. It hits hard at newly established/small guilds and promotes big zerg guilds, which are popular by default. People are already doing things like changing guilds for the duration of questing process. I know this can be subject to change, like everything else in this project. I’m just genuinly interested in the thought process behind this, in it’s current form.
If you're in a new guild with 2-4 people, it will hopefully motivate you to eventually branch out a bit if you wish to get the quest rewards.
This is a great incentive - not just for playing in a group, but for playing in active guilds.

Re: Patch Notes 13/07/2019
Crimson death should work as intended now
Re: Patch Notes 13/07/2019
All new mounts will work as soon as we restart server it will be fixed on live server
Re: Patch Notes 13/07/2019
Why would someone want to defend for 1.5 hours only to get the same rewards at a fort? i dont get the logic behind removing the extra invader tokens for a successful defense of a fort. Seems pretty bass ackwards to me...
Detangler and alts - 84 Chosen, other 40s - DoK, Zealot, SH, WE, BG, BO
Destro - Mostly Harmless
Tangler and alts - 8X IB, other 40s - RP, SM
Order - Most dishonorable
Destro - Mostly Harmless
Tangler and alts - 8X IB, other 40s - RP, SM
Order - Most dishonorable
Re: Patch Notes 13/07/2019
You roll for loot at successful defense and usually you have earned more rp with kills than the enemy.
Dying is no option.
Re: Patch Notes 13/07/2019
ah i see, thank you!Grunbag wrote: ↑Sat Jul 13, 2019 12:15 pmthe variance will work as tooltip says, cannot really say if lowered or increased cause there is a +/- variance (it has wrong variance value). its a minor change, i explained above more in detail how both abilities workGrock wrote: ↑Sat Jul 13, 2019 12:06 pmWas the damage increased or lowered? Never tested this abilityReturnOfReckoning wrote: ↑Sat Jul 13, 2019 8:10 am Slayer :
- Wild swing damage will match client tooltip. Adjusted client tooltip to match server side AP cost.
Choppa :
- Wild choppin' damage will match client tooltip. Adjusted client tooltip to match server side AP cost.
Orkni 85+ (in-game Grock is not me...)


Ads
Re: Patch Notes 13/07/2019
This guy was a pain in the behind before, harder than any GB or most BS bosses.ReturnOfReckoning wrote: ↑Sat Jul 13, 2019 8:10 am
[Dungeons]
Bilerot Burrow :
- Ssyrdian Morbidae will reduce the damage he takes every 2 seconds . His defense appears to be incrediblely low.
Now he gets a buff - am i the only one...
There is some persons that will question to actively defend a fort in the first place then. Bagrolls? lol.ReturnOfReckoning wrote: ↑Sat Jul 13, 2019 8:10 am [Fortresses]
- Removed the bonus 2 invader token for defender win as people were throwing zones to get to a defense.
"Why helping making something that is considered not as "the most exiting content" but somehow needed for some classes even longer?" they may ask themselves.
I may remind that the objective is to hold the attacker back for more than one hour, what is quite exhausting sometimes.
I mean: we already had enough problems with slackers and afkers uhm halfarsed palyers - now they have a reason to do so.
Who is online
Users browsing this forum: No registered users and 1 guest