[1.89B] - Encore une simplification de ToA

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Bonjour,

Nouvelle simplification de ToA et up de la ligne de base Affaiblissement de Midgard sont au menu de cette sous-version :
Citation :
On this beautiful Thursday
The following notes we'd like to portray



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Dark Age of Camelot
Test Version 1.89b Release Notes
Suppression and Trials of Atlantis
April 26, 2007

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This version begins a series of major adjustment to Trials of Atlantis to reduce player frustration and make the entire experience user friendly. To start, all Master Level and artifact encounters except those in Celestius can now be completed with a single group (Battlegroup credit has not been removed from any encounter that already granted it) and Celestius encounters will now only require two groups to complete.

Djinn stones and other teleportation methods have been added to many locations that were previously considered extremely difficult and time-consuming to reach, particularly with a single group. Later versions will include further adjustments, such as to the accessibility of commonly sought-after loot from these encounters.

NEW THINGS AND BUG FIXES

- Characters who are attacked by stealthed archers will now target the attacking archer, if the attacked player does not already have a target.

- Pets will no longer continue to attack a character after the character has stealthed.

- Pets will no longer "randomly" change to passive mode. This was caused by recent changes to the stealth system to remove a character from the monster's aggro list when the player has stealthed.

- The camera snapback speeds have been adjusted and the camera will now only snapback horizontally. Note: Players can toggle the snapback feature off and on with the /snapback (off|on) command.

- Players who hold both mouse buttons down at once will now move forward.

- The in-game /help menu has been updated.

USER INTERFACE NOTES

- The ability Dirty Tricks now has an icon.

- The ability Flurry now has an icon.

- The ability Triple Wield now has an icon.

- Trials of Atlantis Master Level and encounter bounty items no longer have a blank icon.

CLASS CHANGES AND FIXES

General

- A new line of Direct Damage (DD) spells has been added to Midgard’s Suppression baseline.

Level Name Target Cast/Duration/Recast Range/Radius Effect Cost
4 Spirit Burden Enemy 2.6/0/0s 1500 range 13 (Spirit) 3
6 Spirit Curse Enemy 2.6/0/0s 1500 range 21 (Spirit) 4
9 Spirit Oppression Enemy 2.6/0/0s 1500 range 29 (Spirit) 5
12 Spirit Burial Enemy 2.6/0/0s 1500 range 37 (Spirit) 6
16 Soul Burden Enemy 2.6/0/0s 1500 range 49 (Spirit) 8
21 Soul Curse Enemy 2.6/0/0s 1500 range 64 (Spirit) 10
27 Soul Oppression Enemy 2.6/0/0s 1500 range 85 (Spirit) 14
34 Soul Burial Enemy 2.6/0/0s 1500 range 108 (Spirit) 19
43 Doom of Spirits Enemy 2.6/0/0s 1500 range 136 (Spirit) 23
48 Death of Souls Enemy 2.6/0/0s 1500 range 179 (Spirit) 30

- Two spells were removed from the baseline suppression line in order to make room for the DD spells.

4 Lesser Magic Shield
8 Disperse Strength


- The level 6 root spell, Diffuse Movement, in Midgard’s Suppression baseline has been moved to level 8.

CAMELOT CLASSIC WORLD NOTES

General - Albion

- Various structure and texture updates have been made in the Camelot Hills zone.

TRIALS OF ATLANTIS WORLD NOTES

Since the rediscovery of the planes of Atlantis, scholars have noticed that much of the magic of Atlantis has been weakening steadily. The scholars suspect that this has been an ongoing process for many years, long before the realms received their invitations to participate in the trials. Signs are beginning to show that the more powerful creatures of the planes are being directly affected by this and heroes attempting to complete the trials have found them to be much less difficult lately.

Even more fortuitous to the common adventurer has been the sudden appearance of new Djinn Stones across the lands. The Djinn bound to them seem to be a bit different somehow than others of their kind, but they appear just as willing to obey the ancient commands of their long dead Atlantean masters and provide magical transport those completing the trials. Coincidentally, friendly Tritons have even shown up in the Temple of Twilight offering magical transport around its underwater tunnels. An effort to find similar behavior among other Tritons has not yielded any positive results.


Encounters - General

- Several encounters have been made less difficult by adjusting spawn numbers, monster levels, and hit points. These encounters are listed below, specified by region.


Aerus Encounters

- Monsters involved in the following Master Level encounters have had their levels reduced: 8.1, 8.2, 8.3, 8.6, 8.8, 8.10, 9.1, 9.2, 9.3, 9.4, 9.5, 9.6, and 9.10.

- Monsters involved in the following artifact encounters have had their levels reduced: Braggart's Bow, Flamedancer's Boots, Foppish Sleeves, Guard of Valor, Jacina's Sash, and Shield of Khaos.

- The sons of Creon for ML 8.5 have gotten much braver over the years and are now willing to fight their own battles when danger is about (they can now be single-pulled).

- The search for Agne's Torso for ML 8.7 among the self-maintaining statue should no longer be so lengthy.

- The Generator Operator's walk has slowed down to more of a crawl (during ML 9.10).

- Eramai has decided to stop asking for music boxes as he's already collected quite a large pile of them. The Cloudsong pre-quest is no longer necessary to get encounter credit for the artifact and will no longer be offered by Destin.

- New Djinn Stones can be found near the following encounters: 9.1 (at the entrance), 9.3, 9.4, 9.5, and 9.6

- The one-way Djinn Stones near the following encounters can now be ported to: 8.10 and 9.10


Oceanus Encounters

- Monsters involved with the following Master Level (ML) encounters have had their levels reduced: 2.9, 3.2, 3.4, 3.5, 3.8, and 3.10.

- Monsters involved with the following artifact encounters have had their levels reduced: Arms of the Winds, Atlantis Tablet, Bracelet of Zo'arkat, Ceremonial Bracers, Crown of Zahur, and Night's Shroud Bracelet.

- The gorgon Casta (for ML 3.3), will no longer cast her Area-Effect (AE) bolt. Her necklace has also become more fragile and prone to breaking in combat.

- The amount of immature and Bonerending Barracudas that spawn for ML 3.6 has been reduced.

- The length of Medusa's stun has been greatly reduced. The damage done by the associated Damage-Over-Time (DOT) spell has also been reduced.

- Ki'atra and the Nervous Ketos (Uilani) have disappeared as the magic holding them to the planes has faded. Coincidentally, the door to the sunken ship Kythera resides in (for the Night's Shroud Bracelet) is no longer locked. Players may now simply enter the ship to combat her.

- Sadri the Traitor (for Traitor's Dagger) may now only be found near Traldor's Temple and will no longer run away to other locations.

- New Djinn Stones can be found near the following Master Level encounters: 3.1, 3.2, 3.3, 3.4, 3.5, and 3.9

- Players may now port to the Djinn Stones near the following encounters: 1.10, 2.8, and 2.10. Note: Previously these Djinn stones were designated as one-way return teleport only.

- The Triton Altruists can now be found near the following encounters: 3.6, 3.7, 3.8, and 3.9.


Stygia Encounters

- Monsters involved in the following Master Level encounters have had their levels reduced: 4.5, 4.6. 4.8, 4.9, 4.10, 5.2, and 5.10.

- Monsters involved in the following artifact encounters have had their levels reduced: Crocodile's Tooth Dagger, Golden Spear, and Stone of Atlantis.

- The Echo of Duamutef for ML 5.2 will no longer split as often.

- Ammut (ML 5.10) will no longer summon as many Esenitu Au-mets, Zeperu Au-mets, or Summoned Black Crocodiles.

- A new Djinn Stone can be found near the entrance inside the Halls of Ma'ati.

- Players may now port to the Djinn Stones in the Land of Atum near the entrance to the Halls of Ma'ati and within the Halls of Ma'ati near Ammut. Note: Previously these Djinn stones were designated as one-way return teleport only.


Volcanus Encounters

- Monsters involved in the following Master Level encounters have had their levels reduced: 6.3, 6.6, 6.7, 6.8, 6.9, 6.10, 7.7, 7.8, and 7.10.

- Monsters involved in the following artifact encounters have had their levels reduced: Battler, Bruiser, Erinys Charm, and Tartaros' Gift.

- After constantly being ignored and never allowed to fight intruders, Vazul's Master Trapsmith has removed the fire traps from around the gates of Vazul's Fortress (for 7.9) in protest.

- The endurance challenges (MLs 7.3, 7.4, 7.5, and 7.6) now only require 5 minutes of survival instead of 10.

- Typhon (7.10) will now become vulnerable for a longer period of time after his essence has been hit.

- The monster Battler will no longer gain as many levels by killing players.

- The true Bruiser will now periodically send an emote to players standing nearby, making it much easier to find.

- New Djinn Stones can be found near the following encounters: 6.3, 6.7, 6.9, and in the southwest and northeast Mediator rooms.

- Players may now port to the Djinn Stones near the following encounters: 6.10, 7.8, and 7.10. Note: Previously these Djinn stones were designated as one-way return teleport only.


Celestius Encounters

- All Celestius encounter monsters have had their levels reduced.

- Leo will no longer split as often.

CATACOMBS WORLD NOTES

Quests - Midgard

- Into the Crypt - Journal entries for this quest will now properly reference the player's destination as the Deadlands.
Hypsipylae
__________________
http://img19.imageshack.us/img19/2420/signaturenespresso2.gif
Je trouve sa idiot pour ma part, certain de ses mob avais largement pas besoin d'etre simplifier, comme battler qui prenais des niveau etc.. je trouvais que c'etais justement sa qui rendais ses named intéressant, leurs diversités, leurs capacités etc..
1.88 => plus personne fait les arte et les ml (plus grand monde sur toa)

1.89 => arte et ml encore plus facile pour attirer du monde

suite logique...

Et noter l'Absence habituel d'equilibrage (up) des classes a speed (menestrel)
Citation :
Publié par Noirakaz
1.88 => plus personne fait les arte et les ml (plus grand monde sur toa)

1.89 => arte et ml encore plus facile pour attirer du monde

suite logique...
1.90 :
/ml 10


Citation :
This version begins a series of major adjustment to Trials of Atlantis to reduce player frustration and make the entire experience user friendly


Je suis frustré car incapable de faire quelques BP pour avoir mes ML Ou incapable de suivre un rush ML qui se déroule sur une semaine :s

Citation :
Eramai has decided to stop asking for music boxes as he's already collected quite a large pile of them.
J'adore les vieilles justifications par le roleplay :x
Pour moi c'est clair, ce qui me frustre c'est que ce soit trop facile.

C'est le contraire qui devrait se passer, on est de mieux en mieux équipés, il faudrait relever le niveau des monstres, leur donner des capacités en plus...

Bientôt en validant un arto ou une ML on validera pour tous les persos du compte, c'est du grand n'importe quoi.
l'affaiblissement, c'est tres bien
ca aide 3 spé qui en avait besoin, bogdar affaiblissement qui avait l'instant plus rare avaient vraiment un probleme de deal, hel pbaoe qui n'avait rien d'autre comme dégat que le pbaoe et pretre d'odin bubulle qui ne sont surement pas contre avoir enfin acces a un dd dans leur ligne

par contre, toa
Citation :
Publié par Ssiena Samedisþjófr
l'affaiblissement, c'est tres bien
ca aide 3 spé qui en avait besoin, bogdar affaiblissement qui avait l'instant plus rare avaient vraiment un probleme de deal, hel pbaoe qui n'avait rien d'autre comme dégat que le pbaoe et pretre d'odin bubulle qui ne sont surement pas contre avoir enfin acces a un dd dans leur ligne
C'est vrai que ça va aider, et ma Hel Affai s'en réjouit, mais j'aurais préféré que le nouveau DD soit en ligne de spé pour les trois classes.

Là je vois poindre un template 48 Ténèbres / 24 Affai sur le Hel qui concentre à lui seul l'équivalent des Odins Ténèbres et DarkCarver en terme de dommages : bons dégâts au drain de spé Ténèbres et si la résistance froid est trop élevée en face, on passe au débuff 50% esprit et DD de base Affai...

Et même en restant avec le template Hel Ténèbres classique (47 / 26), le débuff 30% esprit associé au DD Affai offre une bonne alternative au drain en cas de résistance élevée.


Hypsipylae
Coucou,

Citation :
Publié par Eorill
si le but est de rendre les ML faisables à 1 ou 2 groupes, et bien tant mieux
Avant le nerf ToA, la plupart des étapes ML était faisable déjà à 1/2 fg donc il ne faut pas non plus dire qu'il y avait autant besoin de nerf ToA.
Déjà que depuis le nerf on peut faire pas mal de truc à même pas 1 fg, si ca continue on va pouvoir soloter toutes les étapes.
Citation :
Publié par Hypsipylae
C'est vrai que ça va aider, et ma Hel Affai s'en réjouit, mais j'aurais préféré que le nouveau DD soit en ligne de spé pour les trois classes.

Là je vois poindre un template 48 Ténèbres / 24 Affai sur le Hel qui concentre à lui seul l'équivalent des Odins Ténèbres et DarkCarver en terme de dommages : bons dégâts au drain de spé Ténèbres et si la résistance froid est trop élevée en face, on passe au débuff 50% esprit et DD de base Affai...

Et même en restant avec le template Hel Ténèbres classique (47 / 26), le débuff 30% esprit associé au DD Affai offre une bonne alternative au drain en cas de résistance élevée.


Hypsipylae
C'est surtout entre 15 et 30 sec sous debuff Amoins qu'ils ne changent la durée des debuff du Hel.
Un pop de Hel/Odin affaib a prévoir ?
Sinon les hiberniens vont peut être retrouver les sentinelles dans leur placards
Que du bon pour les personnes qui n aiment pas trop le PvM

Maintenant il serait temps de penser a faire pop tout un tas de Nameds a difficultés croissantes et ne lâchant qu en récompense une dépouille pour les amoureux du PvM et de ces challenges
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