Server Patch notes 22/09/2018
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Re: Server Patch notes 22/09/2018
Phantom blade is supposed to be wounds.
Last edited by Sigimund on Sun Sep 23, 2018 7:39 pm, edited 1 time in total.
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Re: Server Patch notes 22/09/2018
ReturnOfReckoning wrote: ↑Sat Sep 22, 2018 9:54 am - Support for PvE wards added. To access next dungon - not yet released City Dungeons (Altdorf - Warpblade Tunnels and Sigmars Crupt; IC - Bilerot Burrow and Bloodwrought Enclave) - you will need to complete whole set of Redeye gear. Otherwise you won't be able to enter the instance.

This is different from AoR ward system, as far as I remember. Is it required to actually wear the redeye set in the new dungeons (was not required in AoR)? Then this limitation would still be too harsh, but would at least make somewhat sense.
Arbich-BW/Xanthippe-WP/Schnipsel-AM
Re: Server Patch notes 22/09/2018
It only says you have to complete redeye set, nobody said you have to wear the items.Arbich wrote: ↑Sat Sep 22, 2018 6:45 pmReturnOfReckoning wrote: ↑Sat Sep 22, 2018 9:54 am - Support for PvE wards added. To access next dungon - not yet released City Dungeons (Altdorf - Warpblade Tunnels and Sigmars Crupt; IC - Bilerot Burrow and Bloodwrought Enclave) - you will need to complete whole set of Redeye gear. Otherwise you won't be able to enter the instance.![]()
This is different from AoR ward system, as far as I remember. Is it required to actually wear the redeye set in the new dungeons (was not required in AoR)? Then this limitation would still be too harsh, but would at least make somewhat sense.
Dying is no option.
Re: Server Patch notes 22/09/2018
Sulorie wrote: ↑Sat Sep 22, 2018 6:48 pmIt only says you have to complete redeye set, nobody said you have to wear the items.Arbich wrote: ↑Sat Sep 22, 2018 6:45 pmReturnOfReckoning wrote: ↑Sat Sep 22, 2018 9:54 am - Support for PvE wards added. To access next dungon - not yet released City Dungeons (Altdorf - Warpblade Tunnels and Sigmars Crupt; IC - Bilerot Burrow and Bloodwrought Enclave) - you will need to complete whole set of Redeye gear. Otherwise you won't be able to enter the instance.![]()
This is different from AoR ward system, as far as I remember. Is it required to actually wear the redeye set in the new dungeons (was not required in AoR)? Then this limitation would still be too harsh, but would at least make somewhat sense.
Just complete set for the tok that says you completed the gear set and you can enter the dungeon.

Re: Server Patch notes 22/09/2018
Seems like rvr supplies have a problem.
You can deliver them more than once. Although when they are delivered once and your toon gets hit by a destro you drop them but you or another player can pick them up again.
You can deliver them more than once. Although when they are delivered once and your toon gets hit by a destro you drop them but you or another player can pick them up again.
Re: Server Patch notes 22/09/2018
It is good to see attempts on fixing the issues where players are getting stuck within objects like broken keepgates, fences (manor BO in praag) and other obsticles. But I have to wonder why Chopper pull is not included here, since it seem to be the main problem out of the 3 pulls!?ReturnOfReckoning wrote: ↑Sat Sep 22, 2018 9:54 am [Abilities]
- Rift now require line of sight to pull.
- Electromagnet now require line of sight to pull.
Why not just get rid of the broken keepgates after they are destroyed, untill the keep is taken or doors repaired. They serve no good use and only create issues.
On a normal raidnight it is pretty common to have atleast 1-2 guys getting stuck and having to relog because choppers are pulling us through and inside objectives where you cant be targeted or cant move. Sure Magus and Engineer might have been part of this problem but 9/10 times it was chopper pull since it seems to behave better and be way easier to pull targets (might be connected to it being cast on the move and with increase movementspeed while doing so (overtuned much!?))
Else, good work!
Bombling 93BW
Re: Server Patch notes 22/09/2018
Its not included as when skimming over the code it seemed it was already checking LOS though ofc I may have misread it. And removing keepdoors is not as easy as they are a fixture of the keep itself (not to mention that they are not really the issue at hand).wonshot wrote: ↑Sun Sep 23, 2018 4:20 pmIt is good to see attempts on fixing the issues where players are getting stuck within objects like broken keepgates, fences (manor BO in praag) and other obsticles. But I have to wonder why Chopper pull is not included here, since it seem to be the main problem out of the 3 pulls!?ReturnOfReckoning wrote: ↑Sat Sep 22, 2018 9:54 am [Abilities]
- Rift now require line of sight to pull.
- Electromagnet now require line of sight to pull.
Why not just get rid of the broken keepgates after they are destroyed, untill the keep is taken or doors repaired. They serve no good use and only create issues.
On a normal raidnight it is pretty common to have atleast 1-2 guys getting stuck and having to relog because choppers are pulling us through and inside objectives where you cant be targeted or cant move. Sure Magus and Engineer might have been part of this problem but 9/10 times it was chopper pull since it seems to behave better and be way easier to pull targets (might be connected to it being cast on the move and with increase movementspeed while doing so (overtuned much!?))
Else, good work!
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Re: Server Patch notes 22/09/2018
Another thing choppa isnt included: choppa pull is 360° so dosnt required " line of sight " right?

Re: Server Patch notes 22/09/2018
I don't play a Choppa so can't tell but Chaotic Rift (Magus) is (or was) 360° too, same for Engineer's EM I presume.
I could be wrong, confirmed or denied by devs, but I don't think the change is about the 360°/65ft range, but direct LoS between Magus/Engie and potential pulled victims.
If there's an obstacle between my Magus and an order player that makes me impossible to target that order player, I won't be able to rift that order player in because the lack of a proper LoS.
This is a needed fix for Magus/Engies. There's nothing more annoying than properly positioning yourself, taking situational advantage of your surroundings, kicking of a rift and being screwed up.
On the subject of rift and electro magnet. Can we get rid of that pointless delay for both skills. It was a mistake to bring rift on par with EM by adding an addiotnal delay to chaotic rift. It should have been the other way around, get rid of EM's delay and be done. Rift and EM already have a 1s cast time, requiring us to stand still and hope and pray for a miracle.
Nidwinqq used teabag Magus [Hysteria]
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