1.2 suite

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Aloha,

Posté il y a quelques minutes par Amary sur le forum off' :

Citation :
PTS 1.2 Addition #2 - 5/2/11


GENERAL
* Added weekly quests to Meridian and Sanctum to obtain a random Expert Rift lure.
* Currency caps are now shown on the character sheet.
* Potentially fixed player armors randomly changing color!
* Daily quest on offer for a particular day now stay the same before and after a shard restart.
* If the last leader-ranked member of a guild is removed due to trial player restrictions, a new leader will automatically be selected.


LOOKING FOR GROUP
* Dungeon Daily quests are now obtained via the Quest tab in the Looking for Group tool.
* Votekick. You can has it.


RIFTS AND INVASIONS
* Zone events now show on the main map which Wardstones need to be defended.
* Defender Achievements for each zone no longer list Rift events that do not occur in those zones.


COMBAT
* Diminishing Returns changes:
* Abilities are now consolidated into two groups for diminishing returns.
- Movement abilities [Root, Knockback, Snare] which were not previously set up with diminishing returns.
- Control abilities [Banish, Disarm, Silence, Fear, Confuse, Mesmerize, Stun]
* In PvP, being hit with a crowd control effect starts a diminishing returns timer. (We are currently testing this value at 30 seconds.) If you are hit with a second effect from the same group (Movement or Control) during that time, the effect is reduced by 50%. You are then immune to additional effects from the same group until the initial timer has expired.
* Crowd control-breaking effects have also been updated with the new Diminishing Returns groups:
* Breaks all effects:
- PvP Souls: Break Free
- Bladedancer: Untangle
- Elementalist: Sever Bonds
- Pyromancer: Flicker
- Ranger: Escape Artist - Escape Artist no longer grants immunities.
- Riftblade: Rift Walk
- Riftstalker: Flashback
* Breaks Control effects:
- Paladin: Devotion
- Reaver: Tempered Will
* Breaks Movement effects:
- Bladedancer: Flash of Steel
- Champion: Ruthless Pursuit
- Marksman: Getaway
- Riftstalker: Shadow Stalk
- Shaman: Battle Charge
- Vindicator: Unrestrained
- Warden: Dissolution
* Damage Reduction updates:
* The following powerful short-duration damage reduction buffs will no longer be overwritten by weaker effects:
- Nightblade: Twilight Shelter
- Riftstalker: Planar Refuge
- Vindicator: Phalanx
- Warlock: Neddra's Essence
* The following abilities no longer stack with other powerful short-duration damage reduction buffs:
- Druid: Strength of the Fae
- Infiltrator: Ignore Pain
- Sentinel: Healer's Covenant
- Void Knight: Singularity
* NPCs will prefer unstealthed targets when picking between targets they're equally mad at.
* You should no longer see NPCs targeting 'invisible man' or other un-targetable phantoms.
* Falling damage no longer triggers abilities and other effects that react to damage taken.
* Fixed an issue causing ability effect tooltips on others to often show incorrect values.


SOULS
* Taunts can now be used three times before diminishing returns affects NPCs [previously 2 times].
* Fixed an issue with the use of Rogue tracking abilities while mounted that would cause the Rogue to 'fall through' their mount.
* Also fixed a bug with Feign Death and Slip Away abilities that sometimes didn't keep you from gaining aggro right after use.
* Cleric snares now list the movement speed reduction on the effect tooltip.

CLERIC

INQUISITOR
* Nysyr's Rebuke: Now shares the same diminishing returns group as other Control abilities.
* PTS bug fix: Life and Death Concord: The cooldown given to Bolt of Depravity when this procs will now show properly in the UI.

SHAMAN
* Vengeance of the Frozen Earth: No longer applies a snare to the target if they are already snared.

TEMPLAR [PvP]
* Barb of Shackles: Now shares the same diminishing returns group as other Movement abilities. No longer applies a snare to the target if they are already snared.
* Blessing of the Martyr: Now gives your damaging abilities a 20% chance to remove 1 buff effect from enemy players. Once triggered, this cannot happen again for 2 seconds.
* Ethereal Shell: Once triggered, cannot happen again for 15 seconds. Reduced duration to 5 seconds; damage reduction reduced to 3% per point spent.
* Arcane Defenses: Spell damage reduction has been reduced to 1% per point spent.

MAGE

ARCHMAGE [PvP]
* Due to the below changes, characters with Soul Points spent in Archmage will receive a free soul respec.
* Lethargy: Removed.
* Degeneration - New Ability: Channels dark energy into the enemy player, dealing Death damage over 3 seconds and removing a single buff effect from the target each second. 30 second cooldown. This ability is obtained after spending 10 points in Archmage.
* Ethereal Shell: Once triggered, cannot happen again for 15 seconds. Damage reduction has been reduced to 3% per point spent.
* Steelweave: Physical damage reduction reduced to 1% per point spent.

CHLOROMANCER
* Seed of Life, Soul Tether: Can no longer be cast on a pet.

DOMINATOR
* Durable Control: Now causes Transmogrify, Mass Exhaustion, and Disorient effects to break after the enemy receives damage equal to 1.5-3% of your max Health, plus 0.15-0.3% of your maximum health for each point spent in Dominator. This only occurs with enemies above 85% health.

ELEMENTALIST
* Water Elemental's Ice Bolt no longer snares the target.

NECROMANCER
* Skeletal Zealot, Skeletal Horror: Readjusted their armor values, which were not previously readjusted after the cloth armor increase in 1.1. Other pets are unaffected.

PYROMANCER
* Ground of Strength: Reduced resistance bonus to 60.
* Cinder Burst and Fulminate can no longer be used within 5 seconds of each other.
* Cinder Burst/Pyromancer's Armor: Fixed an issue where the damage from Cinder Burst would consume a Pyromancer's Armor proc incorrectly if the proc occurred after Cinder Burst was cast but before it landed on the enemy.

STORMCALLER
* Spark of Life: Can no longer be cast on a pet.

WARLOCK
* Improved Life Leech: Updated ability description for more clarity.

ROGUE

INFILTRATOR [PvP]
* Against All Odds: Now triggers from stun, root, or disarm, reducing damage by 3-15% for 5 seconds. Once triggered, cannot be triggered again for 15 seconds.
* Evading Thoughts: Reduced duration to 2 seconds per combo point.
* Take Cover: AoE damage reduction reduced to 3% per point spent.

MARKSMAN
* PTS Bug Fix: Rapid Fire Shot: Fixed a bug where all hits for this would crit if the first hit was a crit.

SABOTEUR
* Traps will no longer follow you when zoning into an instance or using a porticulum.

WARRIOR

PARAGON
* Touch of Tranquility: Now shares the same diminishing returns group as other Control abilities.

VINDICATOR [PvP]
* Forced Recon: No longer applies a snare to the target if they are already snared.


ZONES
* Resolved some issues with major or elite Invasions not dropping loot - mostly seen in Stonefield and Iron Pine Peaks.
* Fixed a bug which could occasionally cause players to 'pinball' over areas of water.

SANCTUM
* Guardian players wondering how they can be knighted as a member of the Sanctuary Guard can now speak to Sir Guysun Lawless in the Lodge of the Planes to the rear of Sanctum. Sir Guysun can direct those seeking this honor to where they may have prerequisite quests incomplete. [Kain storyline quests]

SILVERWOOD
* Rift: Gedlo Supply Drop: Adjusted to prevent creatures getting stuck in stacks of crates...again.


DUNGEONS AND RAIDS
* With the upcoming addition of the Looking for Group tool, we're also in the process of tuning our Expert Dungeons to be completable with one appropriately geared healer per group, instead of frequently requiring a second full healer on top of support heals. Additionally, the power of the items purchased from the Expert Dungeon stores has increased to assist gearing up for further challenges. With these changes we expect more dungeons to be completed more often; as a result, the cost for Expert Dungeon merchant items has increased. Overall, this should net a similar or improved gain rate of plaque-purchased items.
* Reduced the damage dealt by general Expert Dungeon NPCs.
* Dungeon Daily quests are now obtained via the Quest tab in the Looking for Group tool.
* All Raid bosses now drop 5 Plaques of Achievement for each member of the raid.

ABYSSAL PRECIPICE
* Added a portal to Calyx's platform that activates once he is killed that allows players to exit the instance.

IRON TOMB
* Humbart the Bold no longer cleaves players behind him!


ITEMS
* Dragonslayer Covenant, Order of Mathos, and Icewatch notoriety merchants now sell only a single version of their armored mounts.
* Greater Bottle of Tricks, Exalted Bottle of Tricks, Whisker Concoction, Sheepish Concoction, Prancing Concoction, and Abyssal Modifier now share the same diminishing returns as Control abilities.
* Guise of Death and Shroud of Anti-Life now sort properly as Trinkets in the Auction House.
* Fixed Swift Desert Najmok to move at epic mount speed (110%). It was incorrectly using the rare mount speed (90%).
* Corrected an issue with the Greater Essences Rekindled Flameshard, Cinder Flamesource, Combusted Flamesource, Engulfed Flamesource, and Smoldering Flamesource which prevented them from proccing correctly in some situations.


PVP/WARFRONTS
* Diminishing Returns changes:
* Abilities are now consolidated into two groups for diminishing returns.
- Movement abilities [Root, Knockback, Snare] which were not previously set up with diminishing returns.
- Control abilities [Banish, Disarm, Silence, Fear, Confuse, Mesmerize, Stun]
* In PvP, being hit with a crowd control effect starts a diminishing returns timer. (We are currently testing this value at 30 seconds.) If you are hit with a second effect from the same group (Movement or Control) during that time, the effect is reduced by 50%. You are then immune to additional effects from the same group until the initial timer has expired.
* Elementalist: Water Elemental's Ice Bolt no longer snares the target.
* Inquisitor: Nysyr's Rebuke: Now shares the same diminishing returns group as other Control abilities.
* Paragon: Touch of Tranquility: Now shares the same diminishing returns group as other Control abilities.
* Templar: Barb of Shackles: Now shares the same diminishing returns group as other Movement abilities.
* Greater Bottle of Tricks, Exalted Bottle of Tricks, Whisker Concoction, Sheepish Concoction, Prancing Concoction, and Abyssal Modifier now share the same diminishing returns as Control abilities.
* Crowd control-breaking effects have also been updated with the new Diminishing Returns groups:
* Breaks all effects:
- PvP Souls: Break Free
- Bladedancer: Untangle
- Elementalist: Sever Bonds
- Pyromancer: Flicker
- Ranger: Escape Artist - Escape Artist no longer grants immunities.
- Riftblade: Rift Walk
- Riftstalker: Flashback
* Breaks Control effects:
- Paladin: Devotion
- Reaver: Tempered Will
* Breaks Movement effects:
- Bladedancer: Flash of Steel
- Champion: Ruthless Pursuit
- Marksman: Getaway
- Riftstalker: Shadow Stalk
- Shaman: Battle Charge
- Vindicator: Unrestrained
- Warden: Dissolution


CRAFTING
* Crafting daily and weekly quests now scale to match your character level and always award appropriate experience and notoriety.
* Made adjustments to sync up Runebreaking and Outfitter better. Previously, items crafted by Outfitters were too high level to be runebroken by an equal-level Runecrafter. The level ranges for Runebreaking have been updated and expanded to account for this and to be more flexible in general.
* Restricted the drop of crafting Cores to specific mob types when in Shimmersand, Iron Pine Peaks, and Stillmoor - once discovered, these can be targeted for hunting if you're after more Cores!
* Brilliant and Blazing Life Resistance Rune recipes are now differentiated by required skill and planarite cost.
* Resistance Vial recipes now cost 2000 planarite, Heroic Warding Potion recipes now cost 2500 planarite, Brilliant Resistance Rune recipes now cost 1500 planarite, Blazing Resistance Rune recipes now cost 10,000 planarite.


GRAPHICS AND AUDIO
* Fixed an issue with physics which could cause players to become stuck in a 'falling' state on certain collision. Oh, silly gravity.
* Corrected some audio stuttering at the end of combat, specifically in Iron Pine Peaks, Shimmersands, and Droughtlands.
* Turned up the relative volume of the ready check sound.


UI/SETTINGS
* The Guild Exp contribution column on the Guild UI has been changed to show the member's total Achievement score.
* Raidframe ready check marks should be more readable.
* Text for raid warning messages should be more visible, appear instantly, and come with a sound effect.
* The Settings option for 'Show All Party Buffs' is now 'Show only my buffs on target', which behaves the same was as the Debuff visibility options.


CLIENT
* Added alert flashing (similar to aggro flashing) to the client on the Windows taskbar for LFG popups while the game is minimized.
amanda 'amary' fry
community coordinator | trion worlds, inc.
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http://forums.riftgame.com/showthrea...=1#post2315810
ELEMENTALIST
* Water Elemental's Ice Bolt no longer snares the target.

ok donc un élementaire qui ne sert plus à rien ?

CRAFTING
* Crafting daily and weekly quests now scale to match your character level and always award appropriate experience and notoriety.

c'était quoi le souci

* Made adjustments to sync up Runebreaking and Outfitter better. Previously, items crafted by Outfitters were too high level to be runebroken by an equal-level Runecrafter. The level ranges for Runebreaking have been updated and expanded to account for this and to be more flexible in general.

et encore un bonus au tandem tisserand-runiste... ce serait possible d'avoir la meme chose pour d'autres métiers qui n'ont pas d'aussi gradnde facilité de leveling ??

* Restricted the drop of crafting Cores to specific mob types when in Shimmersand, Iron Pine Peaks, and Stillmoor - once discovered, these can be targeted for hunting if you're after more Cores!

une âme sympathique pourrait m'éclairer hors google translate, merci d'avance...
Citation :
* Restricted the drop of crafting Cores to specific mob types when in Shimmersand, Iron Pine Peaks, and Stillmoor - once discovered, these can be targeted for hunting if you're after more Cores!

une âme sympathique pourrait m'éclairer hors google translate, merci d'avance...
en gros les noyaux de craft qu'on pouvait looter en grande quantité sur tous les mobs des zones haut lvl seront maintenant spécifiques à certains mobs. Il faudra les farmer pour obtenir d'autres noyaux.
Citation :
Publié par Agarthas
ELEMENTALIST

CRAFTING
* Crafting daily and weekly quests now scale to match your character level and always award appropriate experience and notoriety.

c'était quoi le souci
Mon crafter lvl 20 fait des daily lvl 47 et empoche un max d'xp, ils vont peut-être nerf l'xp reçue ?
P**** mais lol le nerf de la spé pvp du voleur

Vivement que mon abo se termine tiens ...
Citation :
Publié par Jack Frost
en gros les noyaux de craft qu'on pouvait looter en grande quantité sur tous les mobs des zones haut lvl seront maintenant spécifiques à certains mobs. Il faudra les farmer pour obtenir d'autres noyaux.
cool ... ... non mais trion il cherche a faire quoi là ?
merci pour l'explication, c'est pire que ce que je craignais...
dejà qu'on leur dit que les noyaux pour les crafts "de zone" en leveling c'est dejà un bon moyen pour laisser tomber son craft... là celà devient ...débile... d'autant plus que ca va concentrer le farm sur certains spots...
Citation :
Publié par Nuff
Nerf de la voie infiltrator.
Normal, le rogue en pvp, c'est connu pour être un peu surpuissen.
Il y a un nerf similaire des âmes pvp (principalement branche défensive) pour les autres classes.
C'est donc pas spécifique aux voleurs, c'est un nerf général.

Citation :
Publié par Racky
Spot de farm quoi
A moins que ça ai changé, ça donne 0 faveur/ 0 xp de tuer un joueur tag par un mob (ou un autre joueur).
Du farm pour le fun donc.
Citation :
Publié par Longshot
Une petite traduction ? Que je puisse respirer car j'ai peur de mal comprendre ....
Que c'est un cc regroupé avec la famille de cc associé.
(les 2 familles de cc sont cités dans le poste : cc de mouvement, ou cc de contrôle)

Le spam de cc nobrain en résumé, va juste rendre tous les joueurs immunisés pendant 30s à tous les cc. Voilà ce qui va se passer si les joueurs se calment pas avec leur ae fear/ae stun/ae snare/ae silence en boucle. Va falloir se calmer et donc pas tout lâcher dés le début d'un combat... sous peine de voir écrit partout "immunisé".
Citation :
Publié par Nuff
Nerf de la voie infiltrator.
Normal, le rogue en pvp, c'est connu pour être un peu surpuissant.
ROFL! c'était la blague du début de semaine?

Bon sinon plus sérieusement bin déja qu'un rogue spé CaC type assa/DL/TQF ça burst comme un loukoum et je parle pas de l'energie qui se consomme plus vite qu'une F1 en essence (ou gasoil, m'en fous)... non seulement y'a rien, queud, tchi, en up (ah si!... le backstab il a pris un up de bisounours!) mais en plus ça nerf l'infiltrator . Que du bonheur!.

Remarque quand je lis ca sur le fofo Off :

Citation :
Hey guys, we’re not finished with Rogues yet for this patch. If you’ve been keeping track of the TEST server you’ll know there have been a number of changes for the game in general since the initial 1.2 publish, just because we push an initial patch doesn’t mean “we’re done”. We’re still not entirely happy that Rogue damage is as high as it needs to be . You can expect to see more changes in another TEST patch next week.
On peut donc s'attendre à un autre ajustement la semaine prochaine? mouais... cela fait 3 fois qu'ils répètent la même chose... "hey attendez! on va vous mettre du bon lolo en patch! ... la semaine prochaine!... ou celle d'après... tant que vous payez..." .

Perso qu'ils up le burst et le dps c'est bien mais c'est SURTOUT la survivabilité qui fait défaut!.
Citation :
Publié par Yuyu
A moins que ça ai changé, ça donne 0 faveur/ 0 xp de tuer un joueur tag par un mob (ou un autre joueur).
Du farm pour le fun donc.
Heu non ça a été changé et puis osef faveur non?
Et comme les PVPers passent à côté d'un autre gros point du patch, je me permet de le souligner.

Nerf de la plupart des experts pour qu'ils soient faisables avec un seul heal plus éventuellement un assist, plutôt que d'être quasi obligé d'avoir deux heals pour certains.
Heu sur quels boss y'a besoin d'avoir 2 healer ?

Hormis sur le raid Verté, je vois pas de boss qui nécessite plus qu'un healer et un assist, avec un tank capé robu.
Je vais surement dire une petite connerie, comme dirait Barthez, mais euh...


Citation :
* Votekick. You can has it.
Wtf?
C'est juste pas anglais ça non ?
C'est pas you can have it ?

Sinon bonne chose le lfg vote kick etc. Même si le vote kick j'espère qu'il sera bien utilisé..
Citation :
Publié par Priape/!\
Heu sur quels boss y'a besoin d'avoir 2 healer ?

Hormis sur le raid Verté, je vois pas de boss qui nécessite plus qu'un healer et un assist, avec un tank capé robu.
Arcana estime a juste titre que le chloro est un healer a part entière, donc clerc + chloro = 2 healers.
Citation :
Publié par Priape/!\
Heu sur quels boss y'a besoin d'avoir 2 healer ?

Hormis sur le raid Verté, je vois pas de boss qui nécessite plus qu'un healer et un assist, avec un tank capé robu.
Je dirais Caldera, pas du luxe le heal d'assist (mais un barde suffit)
Citation :
Publié par Thorv
P**** mais lol le nerf de la spé pvp du voleur

Vivement que mon abo se termine tiens ...
T'exagères, le nerf des toutes les passives défensives des âmes PVP est un bon point pour les rogues DPS, spécialement les clercs qui devront vraiment faire gaffe dorénavant.
Question facile : déjà qu'il n'y en a pas beaucoup (alors que c'est fort plaisant ), n'est-ce pas là la mort des Dominateurs en BG?
M'enfin, c'est pas grave, je vais reroll pyro comme tout le monde
Merci Trion...
Bon premier coup de nerf bat sur le contenu PvE du jeu, on va voir ce que ca va donner. Aujourd'hui, pour moi, la difficulté semble assez équilibré si on a un groupe avec des joueurs qui ont réfléchi à leur build / gameplay. Avec un joueur qui pêche, ca devient tout de suite beaucoup laborieux.

Donc j'accueille ce nerf de manière mitigée. D'un côté, ca va me permettre d'utiliser l'outil LFG quand les membres de ma guilde ne sont pas disponibles avec un peu plus de sérénité quand aux résultats possibles avec le PUG, d'un autre côté, j''espère que ca ne va pas être une ballade chiante en guilde run (même si certaines instances le sont déjà car on commence à avoir un peu d'équipement).

Sinon pour lancer un troll, de toute manière, aucun patch ne satisfiera les joueurs de PvP Je n'ai jamais vu un seul patch accueilli de manière positive par l'ensemble des joueurs, c'est comme ca, c'est la vie.
Citation :
Publié par ArcanaXVIII
Et comme les PVPers passent à côté d'un autre gros point du patch, je me permet de le souligner.

Nerf de la plupart des experts pour qu'ils soient faisables avec un seul heal plus éventuellement un assist, plutôt que d'être quasi obligé d'avoir deux heals pour certains.
Bien que logique avec l'arrivée de l'outil de recherche, c'est aussi le point qui m'a inquiété. La difficulté me semblait bien adaptée jusque-là, à pousser les joueurs en cours d'obtention d'équipement à réfléchir à une stratégie de groupe.
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