Changelog 08/11/2014

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nalgol
Former Staff
Posts: 296

Re: Changelog 08/11/2014

Post#21 » Sun Nov 09, 2014 12:36 am

no hail me i coded most of it :-P

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Dana
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Re: Changelog 08/11/2014

Post#22 » Sun Nov 09, 2014 12:37 am

nalgol wrote:no hail me i coded most of it :-P
:mrgreen: hail nalgol ;)
"A danger foreseen is a danger avoided."

Dana - WE
Horsegirl - DoK

Luth
Posts: 2840

Re: Changelog 08/11/2014

Post#23 » Sun Nov 09, 2014 1:15 am

Hail all devs (and especially nalgol :D )!

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NeneEilserv
Posts: 176

Re: Changelog 08/11/2014

Post#24 » Sun Nov 09, 2014 2:18 am

I have noticed my autoattack is working and dealing the damage it should for a level 10. I also see that my Parry can proc too in my combat. Still no other ablities above level 5 are working for the witch elf class, but hey, Autoattack and Parry is enough to add bleeds during combat. My main ablities do less damage now also, but again, the flow of my attacks are so much better, so I am a very happy witch. :D
"Stabbing is a great way to burn any unwanted fat off and besides, it's fun!"

Glaiveheart
Posts: 36

Re: Changelog 08/11/2014

Post#25 » Sun Nov 09, 2014 3:10 am

Just one thing to mention -- with the fixes to AP and NPC stats, and considering the state of quests in the game, leveling is pretty brutally painful. I tried to take a crack at a SW and an RP tonight. The RP is basically 20-30s/mob starting out, and the SW through five levels basically empties the AP bar on every kill. The inability to pick up better weapons early on through PvE (and basically having to hope you get carried in PvP to get enough renown after you suffer through the first few levels to get new weapons) makes it pretty rough. (Edit: Level 2 RP killing level 3 mob was a 40s fight.)

This isn't really a balance concern/issue, but it may be worth looking at modified some of the early 'functional' quests to give primary weapons just to make it a little less painful, especially given drop rates off random mobs. :)

More directly related to the patch (or, should I say, increased scen population as a result) -- my framerate is getting tanked pretty hard when fights are underway and I'm running out of things to turn off and mods to test de-activating. Has anyone identified particular mods/settings that can cause this? Seems like it might be something making frequent update calls like Pure or Buffhead, as it tanks when I target someone taking a lot of heat and sometimes recovers when I deselect a target.
Last edited by Glaiveheart on Sun Nov 09, 2014 3:28 am, edited 1 time in total.
Playing from Canada. Melee latency is real.
Areyk : WP 10/1 | Kaliboras : AM 10/5 | Greninja : Eng 10/1 | Doyourealize : BW 10/5 | Thatsmyfetish : RP 10/5 | Anklebiter : IB 1/1
Joyandkhaine : DoK 10/5 | Thiself : WE 9/1 | Glaiveheart : BG 5/1

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Azarael
Posts: 5332

Re: Changelog 08/11/2014

Post#26 » Sun Nov 09, 2014 3:16 am

Was Bolster fixed? If not, you can pop a scenario in order to ride the Bolster buff to a decent level.

Glaiveheart
Posts: 36

Re: Changelog 08/11/2014

Post#27 » Sun Nov 09, 2014 3:31 am

Azarael wrote:Was Bolster fixed? If not, you can pop a scenario in order to ride the Bolster buff to a decent level.
I had been discussing that w/ a friend of mine actually before I started typing my post but, hey, I like to /try/ to do things legit. ;)
Playing from Canada. Melee latency is real.
Areyk : WP 10/1 | Kaliboras : AM 10/5 | Greninja : Eng 10/1 | Doyourealize : BW 10/5 | Thatsmyfetish : RP 10/5 | Anklebiter : IB 1/1
Joyandkhaine : DoK 10/5 | Thiself : WE 9/1 | Glaiveheart : BG 5/1

Luth
Posts: 2840

Re: Changelog 08/11/2014

Post#28 » Sun Nov 09, 2014 8:29 am

Glaiveheart wrote: More directly related to the patch (or, should I say, increased scen population as a result) -- my framerate is getting tanked pretty hard when fights are underway and I'm running out of things to turn off and mods to test de-activating.
I had such problems in general and not related to the patch. I used the "daocbuff" addon with the settings from "yakUI". I had a heavy framerate drop/stuttering everytime one of my targets was heavily buffed/debuffed. The tried to deactivate some of the complex filtering of the yakUI-settings, but it doesn't help.
The moment i deactivated the addon, the problem was gone.

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Bozzax
Posts: 2620

Re: Changelog 08/11/2014

Post#29 » Sun Nov 09, 2014 1:25 pm

Great work you guys rule
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

Glaiveheart
Posts: 36

Re: Changelog 08/11/2014

Post#30 » Sun Nov 09, 2014 1:51 pm

Luth wrote:
Glaiveheart wrote: More directly related to the patch (or, should I say, increased scen population as a result) -- my framerate is getting tanked pretty hard when fights are underway and I'm running out of things to turn off and mods to test de-activating.
I had such problems in general and not related to the patch. I used the "daocbuff" addon with the settings from "yakUI". I had a heavy framerate drop/stuttering everytime one of my targets was heavily buffed/debuffed. The tried to deactivate some of the complex filtering of the yakUI-settings, but it doesn't help.
The moment i deactivated the addon, the problem was gone.
Alright. I don't run that, but I have disabled HealGrid, DuffTimer, and Buffhead since they ostensibly have the same behaviour. I kept Pure and just toned the interval time waaay up to reduce polling. I didn't have issues with it prior to this patch probably because my machine could handle it for 4-5 people a team (and that's usually what would be queuing when I logged on). :p
Playing from Canada. Melee latency is real.
Areyk : WP 10/1 | Kaliboras : AM 10/5 | Greninja : Eng 10/1 | Doyourealize : BW 10/5 | Thatsmyfetish : RP 10/5 | Anklebiter : IB 1/1
Joyandkhaine : DoK 10/5 | Thiself : WE 9/1 | Glaiveheart : BG 5/1

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