Re: Server Patch notes 22/09/2018
Posted: Sat Sep 22, 2018 6:17 pm
Phantom blade is supposed to be wounds.
Warhammer Online
https://www.returnofreckoning.com/forum/
https://www.returnofreckoning.com/forum/viewtopic.php?t=28510
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.
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.
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.
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.
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!
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.