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[Actu] Le contenu du patch v1.4 sur le serveur de test

Cette actualité a été publiée le 20/4/2010 à 23:14 par Khiller sur notre site Fallen Earth :

Citation :
A compter du 20 avril, le serveur de test sera mis à jour avec le patch v1.4.
Une copie des personnages du serveur live (au 19 avril 00h00 EDT) sera disponible sur le PTS.
>> Lire la suite

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Khiller [TFF]
Dauphin
 
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Le patch 1.4 approche, allez le tester sur le PTS !
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Anta-res
Empereur / Impératrice
 
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Le serveur test est hs depuis 2 jours là (black screen), ça devrait être up aujourd'hui d'après le fofo off.
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Highus
Alpha & Oméga
 
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escusez moi, je suis nouveau sur le jeu , mais sait on le contenu?
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Ranxx
Alpha & Oméga
 
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ouaip, c'est marqué là :
http://fallenearth.jeuxonline.info/a...-12-avril-2010
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Highus
Alpha & Oméga
 
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Merci Badbob
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Highus
Alpha & Oméga
 
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De ce que j'ai lu, ca vas carrément dans le bon sens
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Anta-res
Empereur / Impératrice
 
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La patch note en détail :

Citation :
April 23, 2010
Blood Sports


• Deathmatch is a 16-player free-for-all match. Players earn points based on number of kills and other special bonus points.
• Survival is also a 16-player free-for all-match and as the name suggests, players are awarded for staying alive the longest!




Effects
· Most effects now occupy one of the following channels:
o Primary Skill
o Secondary Skill
o Primary Mutation
o Secondary Mutation
o Aura
o Contingency Plan
o Food
o Drink
o Camp
o Rest
o Consumable/Item
o Stance
o Armor Proc
o Stun
o Snare
· You may only have one of each effect type on you at a time. This was done to reduce the exorbitant amount of buff stacking and streamline the system for better balance. Individual effects may have increased or decreased in power depending on their importance and compatibility with the new formulas and slot blockers.
· There are additional hidden channels to prevent "debuff stacking" as well in order to reach the effect cap.
· With the exception of Flag of Truce, all stances persist through death.
· The new general guideline for heals dictates that any large-burst heal requires remaining stationary to complete the use time (generally 1.5 to 2 seconds). Any regeneration-boosting heal can be activated on the move. Encouragement (Group Tactics) is the exception to this rule; it CAN be activated on the move.

Skills
· Reworked all skill-derived abilities to follow new formulas, as well as reworked all slot blockers. See below for individual changes on effects. All tooltips have been reworked to follow the new formulas and effect alterations.
· Armor Use
o Buckle Down has changed to a Contingency Plan. Its armor bonus has been rebalanced and it lasts 30 seconds with a 1 minute cooldown.
o Dreadnaught remains a Stance. Its defense bonuses have increased, but its armor bonus has been significantly reduced.
o Efficiency and Equilibrium remains a Stance. Its numeric effects have decreased slightly to accommodate for new balance.
o Evasive Maneuvers has changed to a Contingency Plan. Its defense bonuses have increased significantly, and it lasts 30 seconds with a 1 minute cooldown.
o Knockdown remains a close-range attack. The activation time has gone down to half a second, and it better explains how it is resisted in the tooltip.
o Pain Sponge has been turned into a Contingency Plan. The armor bonus has been altered slightly, and the defense bonuses have increased. It lasts 30 seconds with a 1 minute cooldown.
o Pinpoint Vulnerability has had its range increased to 20 meters and its armor modification rebalanced with the new formulas. Its cooldown time has increased to 45 seconds.
o Soak Elements remains a Stance. It now increases the armor value of all secondary and tertiary damage types, and its primary armor reduction has gone up slightly.
o Unstoppable has become a Contingency Plan. Its armor value has increased substantially, and its Melee skill bonus has increased slightly. The ability lasts 15 seconds with a 1 minute cooldown.
· Athletics
o Body Toughening has had its scaling rebalanced, with an overall effect increase. It is a Primary Skill and thus won't stack with other Primary Skill buffs. The use time has been lowered to 2 seconds.
o Dash is now a Contingency Plan. The speed value has been decreased somewhat, and the combat penalties have been rounded to a flat 50% for the short duration of the ability. Cooldown has been reduced to 2 minutes.
o Fitness is a Secondary Skill buff that lasts one hour. Stamina cost has been rebalanced with new formulas. The use time has been lowered to 2 seconds.
o Marathon remains a Stance. The defense and attack penalties have been reduced to 25%, and the slow Stamina drain has been removed.
o Reflexes has had its scaling rebalanced, with an overall effect increase. It is a Primary Skill and thus won't stack with other Primary Skill buffs. The use time has been lowered to 2 seconds.
o Roll with the Punches is a Contingency Plan. Its bonus to save values has been reworked to refer to it as a "save rating" so that the percentage buff does not confuse people (in relation to the diminishing returns on save percentages), and it lasts 30 seconds with a 1 minute cooldown.
o Second Wind is now a Contingency Plan. The overall stamina regeneration buff has been reduced, but the power lasts 30 seconds with a 1 minute cooldown and there are no defense or attack penalties any longer.
o Shake it Off remains largely unchanged, though its stamina costs have been rebalanced and the activation time is now a half second.
o Survivor remains a Stance. Its armor bonus against the relevant types (cold, disease, poison and radiation) has been reduced, but the stance now also grants bonus Body save rating.
o Vigor has had its scaling rebalanced, with an overall effect increase. It is a Primary Skill and thus won't stack with other Primary Skill buffs. The use time has been lowered to 2 seconds.
· Dodge
o Autumn Leaves is now a Contingency Plan. Its duration is 15 seconds with a 1 minute cooldown, though its defense bonus has decreased slightly.
o Duck and Weave remains a Stance. Its defense and save rating bonuses have rebalanced with the new formulas.
o Escape is now a Contingency Plan. Its cooldown is down to 1 minute, with rebalanced defense values.
o Low Profile is now a Contingency Plan. Duration is up to 30 seconds and cooldown reduced to 1 minute. Defense bonuses and Stamina cost are rebalanced.
o Smoke Screen is a Contingency Plan and remains an Enforcer ability. Its duration has been increased to 30 seconds, its cooldown reduced to 1 minute, and its defensive bonuses rebalanced.
· First Aid
o Extended Care is now a Secondary Skill buff, and has had its Stamina cost reduced across all ranks, and the health regeneration has been rebalanced. The use time is down to 3 seconds.
o Fortify is now a Primary Skill buff, and its buffed Dexterity and Endurance and stamina regeneration attributes have been rebalanced. Its stamina cost has been reduced and its duration increased to one hour along with all other significant long-duration buffs.
o Pressure Points’ debuff to Strength and Coordination has increased substantially in the higher ranks, its stamina cost has been reduced, and the following stun effect will properly check for resists.
o Refresh is a Contingency Plan that can be used on others nearby. Its stamina regeneration has gone down, but the duration has been boosted to 30 seconds.
o Resuscitation ranks now also apply a health regeneration buff to the target for 1 minute after they accept the effect. Cooldown reduced to 15 seconds. It is only usable on dead targets as expected.
o Sand and Stone is now a Secondary Skill buff. Its armor buff value and bonus maximum health have both been reduced slightly, and its use time reduced to 3 seconds.
o Stanch Wound has had its activation time reduced to 2 seconds and its stamina cost reduced substantially. The instant healing value has been rebalanced across ranks.
o Suck It Up has had its stamina cost rebalanced, but otherwise saw no major changes.
o Treat Disease and Treat Poison have both received similar treatment, removing ranks of disease or poison respectively and then applying a one minute large boost to armor against those types. Activation time has been reduced to 2 seconds, and Stamina cost was rebalanced.
· Group Tactics
o All Group Tactics skills have had their ranges increased to 20 meters if they were not already.
o Combat Endurance is now a Secondary Skill buff and also increases stamina regeneration for its duration.
o Defensive Coordination remains an Aura, and its buff values have been rebalanced.
o Encouragement has had its use time increased to 2 seconds and its healing value rebalanced (higher at lower levels, a bit lower at the top rank). In keeping with the theme of Group Tactics and the way other direct heals have been changed, you can no longer use this ability on yourself.
o Give 'em Hell is a Contingency Plan and its buff values have been increased substantially. The cooldown is lowered to 1 minute.
o Hold the Line is a Contingency Plan. Its defense buffs have been removed, but the armor and save buffs have been increased. The cooldown is lowered to 1 minute.
o Inspiration is a Contingency Plan, and its buff values have been increased substantially. The duration is now 15 seconds and it has a 1 minute cooldown.
o Lead the Charge is a Contingency Plan, and its buff values have been increased. The threat increase portion was removed. Its duration is 15 seconds with a 1 minute cooldown.
o Offensive Coordination remains an Aura, and its buff values have been rebalanced.
o Organize remains an Aura, and its buff values have been rebalanced.
o Overwhelm has had its debuff values increased, but otherwise remains unchanged.
o Rally is now a Contingency Plan. It increases health and stamina regeneration along with defenses for 30 seconds with a 1 minute cooldown, though the regeneration rates have been reduced slightly.
o Suppressive Attack debuffs attack skills and all regeneration rates by a rebalanced value for its 30 second duration.
· Melee
o All Melee skills that require a weapon swing have had their flat damage values removed and are now based on actual weapon damage. For example, if you prepare Smash 1, it will deal the weapon's damage rather than the forced flat value, and then follow with the stun attempt. All abilities now state whether or not they are resistible and by which saving throw they are opposed.
o Brutalize has had its armor debuff value reduced slightly. This effect deals weapon damage and is not resistible, but then chains to a stun which is resistible (Body). It’s stamina cost has been reduced slightly.
o Cripple has had its snare value reduced slightly, but the ability now deals weapon damage as well. It is not resistible and does not stack with other snares.
o Defensive Fighting remains a Stance. It’s defense values have been reduced slightly, and its stamina regeneration has been increased slightly.
o Feint now deals weapon damage in addition to its other effects. Its defense penalties, armor debuff, and stamina cost have been reduced.
o Lingering Wound now deals weapon damage, then follows with a bleed damage over time effect. Neither is resistible,but the rank of the bleed is visible on the effect tooltip so that it can be spotted and cured quickly enough.
o Payback deals weapon damage now. The defense penalties have been reduced slightly. It is not resistible
o Pierce Armor has had its armor debuff value reduced slightly. It now deals weapon damage in addition to its usual effects. It is not resistible
o Provoke has had its defense debuff rebalanced across ranks and its stamina cost reduced. It is resistible (Mind).
o Rapid Advance remains a Stance. The defense bonuses are rebalanced, and the armor debuff has been increased slightly.
o Reckless Attacks remains a Stance. The skill buffs and penalties have both been reduced slightly. This skill may see further review in the future.
o Knife Hand Strike has been renamed River Meets Rushing Boar. It remains a Lightbearer combat skill that deals weapon damage, reduces the target's defenses for 15 seconds (not resistible), and follows with a resistible stun. Its stamina cost has been reduced.
o Smash now deals weapon damage, then attempts to stun as usual (resistible by Body). Its stamina cost has been reduced.
· Pistol
o Code was implemented to allow all pistol skills to have an effective range of 100 meters, which is limited by the max range of the weapon firing the ability. For example, if you fire Staggering Shot 2 using a pistol that has a 30 meter range, you can only hit targets with the ability up to 30 meters, not 100 meters.
o Desperado is now a Contingency Plan. The cooldown was reduced to 1 minute, and for balance purposes the Pistol skill buff that it granted needed to be lowered slightly as well.
o Gun to a Knife Fight has had some of its tooltip terminology clarified, and is now a Contingency Plan. The general effect remains the same.
o Gunfighter remains a Stance. The attack and defense bonuses were very slightly reduced.
o Perforate has been reworked. This is a prepared pistol attack that causes a heavy armor debuff and prevents stamina regeneration for the duration of the effect.
o Pistol Whip was changed slightly. The crushing damage functionality is no longer resistible, but the subsequent stun is. The Stamina cost has been rebalanced across ranks.
o Smoking Sabot Round has been reworked. The ability inflicts damage as with a normal pistol shot, and then also applies the fire DoT whose damage is vastly increased. Neither effect is resistible.
o Staggering Shot has been changed slightly. The shot inflicts normal weapon damage and applies a snare, which is slightly reduced in effectiveness. The ability is no longer resistible.
· Rifle
o The same code that helps pistol skills reach a potential 100 meters is also in effect for rifles. Range limitations on the weapon itself will still inhibit abilities from achieving this distance.
o Agonizing Wound now inflicts weapon damage instead of a flat value, then applies its snare and health regeneration nullification. The ability is no longer resistible.
o Puncture has been reworked. The ability now inflicts weapon damage and applies a heavy armor debuff for 15 seconds.
o One Shot, One Kill has been reworked slightly. The ability inflicts weapon damage and then applies a bleed, preventing stamina regeneration for the duration of the bleed. Neither effect is resistible The 100% armor penetration of this effect has been removed.
o Precise Aim remains a stance. Its Rifle bonus and stamina regeneration bonus have been rebalanced with the new formulas.
o Rifle Smash has been reworked slightly. The crushing damage portion and snare remain in effect, have been rebalanced, and are not resistible The stun can be resisted by a Body save.
o Unbreakable Focus is now a Contingency Plan. It increases your Rifle skill as it once did, along with the Ranged Defense penalty.
· Social
o Flag of Truce remains a Stance and is unchanged in effect.
o Inconspicuous is now a Contingency Plan. It increases defenses for 30 seconds and reduces threat.
o Laughable Offense has been changed to a snare ability. It decreases attack skills and speed for 30 seconds with a 1 minute cooldown, and is resistible with a Mind save.
o Pathetic Defense now reduces the target's defenses and save ratings for 30 seconds. It is resistible with a Mind save.
o Mockery of Impotence reduces all of the target's regeneration rates by a scaling value for 30 seconds. It is resistible with a Mind save.
o Boisterous Boast is now a group-wide Contingency Plan. It increases stamina and gamma regeneration rates for 30 seconds.
o Infuriate is now a snare ability. It greatly increases threat and applies a snare to your target for 15 seconds, resistible with a Mind save.

Mutations

· Reworked all mutation-derived abilities to follow new formulas, and reworked the skill channels. See below for individual changes on effects. All tooltips have been reworked to follow the new formulas and effect alterations.
· Certain buffing mutations no longer cost gamma, but instead "devote" gamma. This term is used whenever your maximum possible gamma is reduced by an effect, thereby limiting the amount of gamma that can be used for other mutations.
· Alpha Mutations
o All Alpha mutations have had their required attribute minimums updated and reorganized. They remain in the same general configuration, but may be gained earlier or later depending on the individual rank.
o The Bolster, Gird, and Quicken mutations all occupy the Secondary Mutations slot. They are toggled abilities that devote gamma and remain in effect until removed. Alpha buffing mutations are designed to be weaker than other mutation buffs of similar type (in terms of numeric balance) but are in place to allow players who do not specialize in mutations to make use of at least one of the slots available (as Alpha mutations increase based on Willpower stat and not by devoting AP).
o Disrupt now debuffs Coordination and save ratings for 15 seconds. The gamma cost has been rebalanced.
o Patch has had its healing values and Gamma cost rebalanced. It otherwise remains unchanged in general effect and usefulness.
· Empathic
o Empower has had its range increased to 20 meters (from the user, as it is a point blank area of effect) and its numeric values rebalanced with the new formulas.
o Benevolence has been rebalanced somewhat. It (along with other large bursty mutation heals) is not usable on the move. It can also no longer be used on yourself (that is the function of Priority). Its use time is 2 seconds and its cooldown is 3 seconds. Its numeric values have been rebalanced so that it is stronger at lower ranks and weaker at higher ranks than it was previously.
o Preservation has had the negative effect ranks that it removes altered slightly (generally increased) and the gamma cost rebalanced.
o Priority is no longer usable on the move. Its numeric values for healing and Gamma cost have been rebalanced (similar to Benevolence, though slightly weaker as Benevolence is the cornerstone of the Empathic mutation path).
o Restoration has been reworked slightly. The mutation now only restores health, but also applies a health regeneration buff for 30 seconds after the resurrection is accepted. Range increased to 10 meters, activation time increased to 8 seconds.
o Sympathy Pains is now a toggled Primary Mutation that devotes a portion of your gamma. It puts up a reflective shield that causes minor psionic damage to those who strike the user in melee until it is toggled off.
· Enhancement
o Ablate is now a toggled Primary Mutation. It increases all secondary and tertiary armor ratings for the user by a scaling amount based on the new formulas. It devotes gamma instead of costing it.
o Calibration is now a Secondary Mutation that also acts similar to an aura (without actually consuming the same blocked slot as a Group Tactics aura). It increases the primary armor of all teammates within 20 meters by a value based on the new formulas. This can potentially be overwritten by a teammates existing Secondary Mutation if it is considered more powerful.
o Dissolve continues to be the Enhancement path's damage over time ability, causing an acid effect and reducing armor by a scaling value for 15 seconds. Its gamma cost has been rebalanced.
o Regenerate is now a toggled Secondary Mutation that increases the user's health regeneration and Body save ratings until switched off. It devotes gamma instead of costing it.
o Reinforce is now a toggled Primary Mutation. It increases the user's Endurance and stamina regeneration until switched off. It devotes gamma instead of costing it.
o Resilience is now a toggled Secondary Mutation. It increases the user's Reflex and Mind save ratings and health regeneration by formula-derived values until switched off. It devotes gamma instead of costing it.
· Nano-Manipulation
o Cannibalize has been reworked to not be a damaging mutation, but a debuff plus recovery. It reduces the target's regeneration rates for 15 seconds and restores a portion of Gamma to the user. It still does not cost Gamma to activate, and has a 1 minute cooldown.
o Filtration has had its rank clearing and cost brought into line with similar abilities from other mutation paths.
o Reconstruction remains the team resurrect ability, applying a heal to dead allies and then increasing their regeneration rates by a scaling value for 15 seconds. It differs from other resurrection abilities in two respects; its multi-target capacity and its modifying of all regeneration values rather than just health regeneration, albeit for a shorter time. Cooldown reduced to 3 minutes.
o Revitalize has had its values reworked and its duration increased to 30 seconds. Its cooldown was reduced to 5 seconds. The ability can be used on multiple teammates, but will not stack on the same target. This ability can be used on the move.
o Self-Repair remains similar in functionality to before. Like Priority, it cannot be used on the move and targets only the user. Its recovery and cost values have been rebalanced.
o Vital Osmosis retains similar functionality to its previous incarnation. It is a targeted heal that cannot be used on yourself. Movement interrupts the activation time. Range increased to 20 meters. Its use time and cooldown have been brought into line with other burst-style mutation heals.
· Telepathy
o Accelerated Recovery has had its health regeneration values reduced slightly, though the power also now supplies a bonus to all save ratings for its 30 second duration. It has a short (3 second) cooldown, allowing it to be applied to multiple targets concurrently (though it does not stack).
o Renew Consciousness remains a resurrection ability, and much like other rez-types, it now applies a regeneration effect to health for 30 seconds after it is accepted.
o Ignore Pain has had its maximum health bonuses reduced somewhat, but the effect now also applies a health regeneration value for its increased (one hour) duration. It can be applied to other players, and it occupies the Primary Mutation buff channel.
o Mind Over Matter has been turned into a toggled Secondary Mutation, increasing the health regeneration and save ratings of all allies within its constant radius. This effect stacks with Accelerated Recovery. It devotes Gamma instead of costing it.
o One Mind, No Affliction has been brought into line with other healing mutations and now only affects one target. Cooldown reduced to 3 seconds.
o Psionic Shock has had its damage values rebalanced and now lists its resist save (Mind) in the tooltip. Its gamma cost was also reworked.
· Patho-Transmission
o Antibody is now a toggled Secondary Mutation that devotes gamma. The armor types that it modifies remain unchanged, but the numeric benefit has been lowered somewhat.
o Debilitating Weakness now reduces Strength and Dexterity rather than Strength and Endurance. Its values and cost have been rebalanced.
o Patient Zero remains generally unchanged in function, though it has been cleaned up to make it operate more smoothly. The damage values and cost have changed in accordance with new formulas. The "burst" function has been increased to 8 meters from the target.
o Sapping Sickness now reduces all regeneration rates on the target by a scaling value based on the new formulas. Its cost has been rebalanced.
o Shaking Plague continues to reduce speed and Coordination, though the exact values of each have been altered slightly. Its cost has been rebalanced.
o Wracking Pains continues to be a targeted disease damage over time ability, but now also decreases save ratings. Its damage value and cost have been rebalanced. The cooldown was increased to 30 seconds.
· Thermal Control
o Cold Snap remains a snare and shares a channel with other snares. It also reduces Coordination by a scaling value. Its cost has been rebalanced.
o Hypothermia remains a DoT ability, but it has had a health and stamina regeneration debuff added to it. The overall effect values were rebalanced, along with the cost.
o Lighter Fluid has been renamed Napalm. All ranks apply a secondary armor debuff and a small fire DoT for the duration of the effect (down to 15 seconds). The cooldown was raised to 1 minute.
o Molotov remains generally unchanged in functionality. The damage values and cost have been rebalanced. The cooldown was increased to 30 seconds. The range was decreased to 10 meters.
o Regenerative Fever has had its functionality changed slightly. The instant cure effect remains in place and has been strengthened, and instead of an instant heal, the ability instead applies a health regeneration buff for 30 seconds. The cooldown was increased to 2 minutes.
o Scorching Rebuke has been changed into a toggled Primary Mutation. It devotes a portion of Gamma to supply the damaging shield effect.
· Telekinesis
o Ambient Absorption is now a toggled Secondary Mutation. It continues to increase gamma regeneration, though it now devotes total gamma and also improves secondary armor while active.
o Forced Restraint has been completely reworked and is now known as Kinetic Conservation. This mutation removes and prevents all snares from affecting the user for 15 seconds, in addition to boosting Dexterity and Coordination. The mutation has a two minute cooldown.
o Kinetic Shield is now a toggled Primary Mutation that devotes gamma. Its armor values were rebalanced.
o Repel has had its damage values and cost rebalanced.
o Kinetic Curtain has been reworked and is now known as Kinetic Backlash. This is a damage-shield style toggled effect that devotes gamma.
o Alacrity has been completely reworked and is now known as Momentum Theft. It is a very close range (5 meters) mutation attack that snares your victim and grants a temporary speed boost to yourself.
· Suppression
o Convert Energy has been reworked. The mutation now drains stamina from a target within 10 meters and turns it into a short-duration health regeneration buff for the user. The cost has been rebalanced.
o Energy Blitz has been reworked. The AoE function now causes a 15 second psionic DoT rather than a large burst of damage. The cost has been rebalanced.
o Equalizer has been reworked. The mutation now reduces all regeneration rates, along with Strength and Dexterity. The cost has been rebalanced.
o Sap Stamina remains similar in function to before, but the beneficial effect now increases the user's stamina regeneration for 15 seconds instead. The cost has been streamlined.
o Siphon Energy continues to drain gamma from the target, but now increases the user's gamma regeneration for 30 seconds instead of recovering a large amount instantly. It continues to cost no gamma.
o Denial has been changed from a self-targeted cure-all to an offensive mutation lockout. It overrides all Primary and Secondary Mutation effects on the target for a period of 30 seconds, and sets their gamma regeneration to zero. Higher ranks are harder to resist than previous ranks (it uses the Mind save). Its gamma cost has been rebalanced.
· Sonic Influence
o Devastating Shockwave continues to be a point-blank area of effect armor debuff, but the armor stripping values have been reduced slightly across most ranks. Its cost has been rebalanced.
o Equilibrium Shock remains a snare ability. It decreases speed and Perception for a short duration with a thirty second cooldown, and is now appropriately resistible by Reflex save. It’s cost has been rebalanced.
o Insulation is now a toggled Primary Mutation and has had its armor buffing values reduced substantially.
o Rending Vibration has had its damage value reduced, but the mutation now also reduces the victim's health regeneration while it is active. Its cost has been rebalanced.
o Sonic Lance has had its damage significantly reduced. The armor debuff effect remains, though they have been rebalanced along with the gamma cost. The range is unaffected.
o Catastrophic Dissonance has been changed from a damage plus stun to a regeneration and save rating debuff for 30 seconds. It is still a functioning point-blank area of effect mutation, and its cost has been rebalanced. The cooldown was reduced to 2 minutes.
· Primal
o Beast Might has been changed to a prepared melee attack. It inflicts weapon damage, then increases the attacker's Strength and stamina regeneration for a short time with a 30 second cooldown.
o Feral Grip has been changed to a prepared melee attack. It inflicts weapon damage and snares the target slightly, also reducing their Coordination by a scaling value for 9 seconds. It shares a channel with other snare-type effects. The mutation has a 30 second cooldown.
o Hawkeye has been completely reworked and is now known as Tough Hide. This is a gamma-devoting Primary Mutation which increases primary armor until toggled off.
o Longstride has been completely reworked and is now known as Primal Vigor. This is a prepared melee attack that deals weapon damage and increases your Endurance and health regeneration for 15 seconds afterwards. It has a 1 minute cooldown.
o Missing Link is now a toggled Primary Mutation that increases Coordination and Perception by greatly increased values from its previous incarnation.
o Wildheart has been renamed Tireless. It is now a toggled Secondary Mutation that increases your maximum Stamina and gamma regeneration until switched off. It devotes gamma instead of costing it, like other toggled mutations.

Capstone Abilities

· Reworked all capstone abilities to follow new formulas. Reworked channels where applicable. See below for individual changes on effects. All tooltips have been reworked to follow the new formulas and effect alterations. Gamma and Stamina costs have generally increased.
· Capstones are now located on special faction merchants within certain faction towns in Sector 3. They maintain the same faction requirements as before. The rewards from the missions they were originally tied to have been replaced with other rewards where applicable.
· Armor Melting has had its armor debuff values rebalanced and now also deals fire damage for its 15 second duration. Its gamma cost has been rebalanced and its range reduced to 10 meters.
· Fatal Setup has had its range increased to 100 meters and is appropriately not resistible
· Feral Mind has had its requirements changed from 164 Primal/Mutagenics to 164 Primal/Athletics. It is now a toggled Primary Mutation that increases armor against psionic damage and all save ratings until switched off. It devotes gamma rather than costing it.
· Foresight has also been changed into a toggled Primary Mutation. It continues to increase armor against ballistic attacks and Ranged Defense until toggled off, but the values have been reduced. It devotes gamma rather than costing it.
· Horse With No Name has become Pale Horse, which requires 164 First Aid/Primal. It no longer buffs your mount, and is now a toggled Primary Mutation that increases your speed, health regeneration and stamina regeneration until switched off. It devotes gamma rather than costing it.
· Juggernaut has been completely reworked into Nullification. This is now a 164 Rifle/Suppression prepared attack that shuts off all regeneration without a chance to resist.
· Last Ditch Effort has been reworked slightly. It continues to resurrect dead teammates within 20 meters and applies a hefty health regeneration and defense buff for 30 seconds afterwards. The cooldown was decreased to 3 minutes.
· On Wires has been changed to a Stance. While it is toggled on, the user gains a bonus to Melee and Ranged Defense and a 15% increase to speed.
· Scoundrel's Strike has been completely reworked into Shotgun Wedding, and now requires 164 Pistol/Sonic. This is a pistol prepared attack that inflicts a sonic DoT and attempts to stun the target.
· Sharing the Light remains a team resurrection ability. It also increases health regeneration and primary armor for its 15 second duration.
· Shock Blast has been reworked slightly. It is a pistol prepared attack that deals weapon damage and attempts to blast the initial target and all other targets within 5 meters with electrical damage which can be resisted.
· Short Fuse has been reworked slightly and now requires 164 Thermal Control/Enhancement. Its fire damage has been heavily reduced and it only affects one target, but it now also reduces secondary armor on the target for 30 seconds.
· Skullcrusher remains similar in basic function, dealing initial sonic damage (which has been reduced) and a psionic DoT (which has been slightly increased).
· Spider's Fang has been completely reworked into Pack Mentality, which is a 164 Primal/Group Tactics aura effect that increases defenses, Strength, and Dexterity while teammates are within the area of effect.
· Storm of Steel has been reworked slightly. It is now a melee prepared attack that inflicts weapon damage, then causes all victims within 5 meters of that target to have primary armor debuffed and take heavy slashing damage for a short duration, which is resistible.
· Thundershot has been reworked and rebalanced slightly. It now inflicts weapon damage rather than a flat value and its stun is appropriately resistible. Its effective range has also been increased.
· Tune Up has been completely reworked into Seal the Gap, which requires 164 Nano-Manipulation/Armor Use. It is a toggled Primary Mutation that devotes gamma, increasing both secondary and tertiary armor values while it remains active.
· Vile Strike has been reworked slightly, dealing weapon damage and then attempting to inflict a resistible disease DoT for 15 seconds.

Items

· All items that grant beneficial effects with a duration have been reworked. Formulas and slot blockers should now be consistent across all such items, from enhanced armor to food and drink to medicine and science buff items. As before, you should only be able to have food and drink item active at a time (any more is a bug and should be reported as such). Medicine items (such as pills), Science items (such as boosters), Mutagenics items, or Nature items with any manner of lasting benefit now occupy the Consumable Item channel of effects, so that you may only have running at any given time. To compensate, the effects of many of these items may have been individually increased. Any reduction in effect that you notice is due to its being rebalanced with new formulas.
· Construction
o All camps have had their channel changed to ensure that they do not conflict with anything else.
· Cooking
o Changed all food and drink to use unique channels, to prevent any future conflicts.
· Medicine
o All Medicine items that supply a lasting buff now occupy the Consumable Item channel.
o All Medicine items that apply an instant effect share a 1 minute cooldown with all other beneficial consumable items from any tradeskill category.
o Changed the Citizen's Herbal Remedies and reduced their Body save bonus to 8 for 1 hour in keeping with new scaling.
o Increased the benefit of the Corporal's PEDs slightly.
o Decreased the benefits of the Racketeer's and Desperado's Med Kits in keeping with new scaling.
o Reduced the rank cure of the Crude Disease, Poison and Radiation Treatments and Coagulants to 3, down from 4.
o Decreased the armor bonuses granted from Crude, Impure, and Average qualities of Poison, Disease, and Radiation Resistance drugs slightly.
o Increased the rank cure of the Impure Disease, Poison and Radiation Treatments and Coagulants to 7, up from 6.
o Reworked all Disease, Poison, and Radiation Remedies. These drugs now apply a short duration (15 second) chaining effect that attempts to remove these effects every 5 seconds.
o Reworked all Emitter type items so that they properly apply to all groups. Their effects were also rebalanced to account for new formulas.
o Increased the damage over time component of the Impure Viral Bomb to 17, up from 15.
o Decreased the duration of the damage over time effect from both Crude and Impure Viral Bombs.
o Increased the benefit of all Pain Killers slightly.
o Increased the effects (both beneficial and malign) of all Healing Drugs slightly.
o Reworked all Stimulant Doses slightly. Their stamina restoration has been increased, but they apply a penalty to health regeneration for 30 seconds after used.
o Reworked all Adrenal Doses slightly. Their health restoration has been increased, and their stamina draining effect was reduced.
o Reduced the instant healing value of MediGrafts and StimSurges very slightly.
o Made some very minor numeric changes to Antiseptic Foams.
o Localized Anesthesia Drugs were reworked slightly. Their speed penalty was reduced, they are now properly resistible (Body save) and share a channel with other snares.
o Resuscitation Kits were reworked slightly to prevent them from becoming unusable, and their health restoration values were increased slightly.
o Bone Guns were changed slightly to make them more reliable, but their effects remain unchanged.
o General Anesthesia Kits had their Coordination penalty increased. Their Body save rating debuff has decreased and is now properly resistible (Reflexes save).
o Splint Packs have had their instant health restoration chunks turned into proper health regeneration values. They all now consistently reduce speed by 25% while active, but can be removed.
o The Strength bonus of the Neural Stabilizer has been increased to 14, up from 6.
o Crater Weed Salve has had its rank cure value reduced to 3, down from 4.
o Liquid Armoring Solution has had its primary armor benefit increased to 814, up from 540.
o Eagle Mac's Healing Salve has had its health regeneration value increased to 23, up from 13.
· Mutagenics
o All Mutagenics items that supply a lasting buff now occupy the Consumable Item channel.
o Gamma Converters have had their gamma regeneration values reduced somewhat. They no longer drain health, but instead impose a small penalty to health regeneration over their 30 second duration.
o Gamma Drainers now impede the target's gamma regeneration for 30 seconds, and are properly resistible (Mind save).
o Gamma Maximizers have had their effects increased slightly.
o Gamma Restorers have had their gamma regeneration values rebalanced for their 1 hour duration.
o Increased the benefit of the Ativistic Strength Mutation to 10, up from 4.
o Increased the benefit of the Erudite Willpower Mutation to 11, up from 5.
o Decreased the armor value granted by the Disease Blocking Pheromone to 243, down from 650.
o Decreased the armor values granted by the Psychic Stabilizer Mutation and Sonic Diffusion Mutation to 269, down from 650.
· Nature
o All Nature items that supply a lasting buff now occupy the Consumable Item channel, and have received some alterations to prepare them for a future balancing pass.
· Science
o All Science items that supply a lasting buff now occupy the Consumable Item channel, and have received some alterations to prepare them for a future balancing pass.
Fini les 3 barres de buffs par perso...
Avatar de Alamo Le Rat
Alamo Le Rat
Grand duc
 
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Je viens d'aller faire un petit tour sur le serveur test pour voir ce qu'il restait des buffs.
Le moins qu'on puisse dire, c'est que les changements sont violents, vu que je suis passé de 11 buffs stackables à 6 désormais (Sans compter les buffs de nourriture, boisson et consommable).
L'objectif est évidemment de gommer la différence entre ceux qui ont fait le tour de la roue, qui avaient 16 buffs de mutations et de skills et ceux qui ne l'ont pas fait, comme moi.
Seule chose dommage, à mes yeux: le fait qu'un consommable de médecine et un de science ne soit pas stackable.


Sinon, autre chose que j'ai vu sur le serveur test: un aperçu du système d'Achievements. Rien de précis encore dessus (Aucune idée s'il est déjà implanté), mais j'ai pu voir qu'il y aurait plusieurs catégories d'Achievements (Genre Combat, Scavenge, Craft, Exploration).
Avatar de lolox
lolox
Alpha & Oméga
 
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J'ai testé 5 min le PTS, juste le temps de voir que les animes des skills sont bien mieux synchronisées/dynamiques qu'actuellement.( enfin je pense)

En gros les animations des skills une fois lancées ( genre : provoke) peuvent être arrêtées via les attaques primaires ou secondaires (clique gauche/droit)...je sais pas si j'ai été assez clair enfin c'est plus sympa surtout pour les cac.( a vérifier)
Avatar de Ardaric
Ardaric [CVols]
Alpha & Oméga
 
Avatar de Ardaric
 
j'ai vu qu'il y aurait des arenes en Free For All (on aime ou on aime pas) mais j'ai aussi lu qu'il y aurait du capture the flag en equipe...hors, a la difference des MMO "classique" (malheureusement), on n'est pas affilié a une faction avec une faction ennemie clairement établie

Comment seront faites les équipes ? verra t'on un CHOTA avec un Enforcer ?
Avatar de lolox
lolox
Alpha & Oméga
 
Avatar de lolox
 
J'ai voulu tester le BG sur le PTS (pourtant ça m'attire pas), impossible de faire un match pas assez de joueurs sur le serveur test...
Avatar de Lleon
Lleon
Empereur
 
Avatar de Lleon
 
quelqu'un connait l'heure (francaise) a partir de laquelle ils vont down pour le patch demain?
Avatar de Anta-res
Anta-res
Empereur / Impératrice
 
Avatar de Anta-res
 
Ya encore rien sur le forum officiel : http://forums.fallenearth.com/fallen...ad.php?t=37628

Mais ça sera très certainement down une bonne partie de la journée, vu le gros patch que c'est.
Avatar de lolox
lolox
Alpha & Oméga
 
Avatar de lolox
 
Citation :
Publié par Lleon
quelqu'un connait l'heure (francaise) a partir de laquelle ils vont down pour le patch demain?

Greetings wastelanders!
Brace yourselves! The server will be down tomorrow, Friday, May 7 from 8 a.m. to 2 p.m. EDT (GMT -4) as we prepare for the Blood Sports content patch!
For a preview of what’s to come tomorrow, please visit the forums!
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