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Patch 1.1 Alpha Patch notes - Huge pvp improvements

Ren54Ren54 Member Posts: 67

http://pastebin.com/wr5HfYyB

 

Champions/Sabs balanced completely now.

Voting system for AFK war fronts before people get kicked out

All exploits in certain instances fixed.

HUGE HUGE FIXES!

 

Across the board mages fixes!

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  • Ren54Ren54 Member Posts: 67

    Some people hate clicking links:

     

    Alpha 1.1 3/23/11



    == FEATURED ==

    * The Endless Court Event? Yeah, they're all up in your Telara, killing your mans. Not cool.

    * You can now report AFK teammates in a Warfront. Check out PVP/WARFONTS for more.

    * The 'I'm Stuck' button or falling through the world in a Warfront no longer results in a Deserter debuff!

    * Rift events no longer track player contribution against other players. See below under RIFTS AND INVASIONS for more details.

    * Many quest fixes below under individual ZONES.





    GENERAL GAMEPLAY

    * All artifact nodes now have a consistent 1.5 second gathering time.

    * You can now accept a quest on behalf of your guild even if your personal quest log is full.

    * Angelic Flight and Mighty Leap will not interrupt movement when used (auto-run or holding down a movement key).

    * Server Announcements now stay on-screen for twice as long.

    * Exposed now reduces movement speed by 6% per stack, rather than increasing damage taken.

    * New fancy appearances are in progress for the Epic Namjok, Yarnosaur, and Vaiyuu mounts.

    * Fix for quickly opening a series of clickable loot (such as geodes for gems) with auto-loot that would occasionally result in lost items.





    RIFTS AND INVASIONS

    * Rift events no longer track player contribution against other players. You are checked for participation in the event and given rewards appropriately. It's still important to participate in as many stages of a Rift or event as possible to receive the best rewards.

    * Tweaked cooldown times between zone events.





    ASCENDED POWERS

    * Planar Charges are no longer consumed immediately when starting to cast an ability. They are consumed when the effect actually takes place -- no more wasted charges on an interrupted cast.





    CULT SAGA

    * Epic quests now award Achievements and titles at key advancement points. These are granted retroactively so if you already completed portions (or all!) of the epic questline, you will receive these on login.





    GUILD PERKS

    * Killing Spree and Blood Thirsty use the proper perk tokens now.

    * The following perks will now properly show the description/tooltip values associated with them: Lucky Penny, Call of the Ascended, Journeyman, Foe Hunter, Cache Finder, and Rift Extraction.

    * Journeyman no longer always shows in the buff bar.





    COMBAT

    * Updated the tooltip description text for Attack Power and Spell Power in the character sheet.

    * Effects subject to diminishing returns will now also use diminished durations on player pets.

    * 'Immune' scrolling combat text no longer appears on characters in stealth.

    * Player tracking abilities no longer proc trinket effects.





    SOULS

    * Warriors: The following abilities have been changed to fix an issue where the character could use them and die before they actually triggered, making it seem like they missed: Touch of Life, Master of the Abyss, No Permission to Die, Rift Shield, and Predictable Movements.

    * Warriors: Taunts now continue cooldown timers while logged out.

    * Mages: Reduced pushback on all non-healing Mage spells.

    * Mages: Increased the base damage on all damaging Mage abilities.

    * Clerics: All cleric Cleanses should now properly remove associated effects.

    * PvP Souls: The cooldown for Break Free has been reduced to 2 minutes. Improved Break Free now reduces the cooldown by 10 seconds per point spent.



    ARCHON

    * Exhilaration: Now only triggers on damaging or healing Critical Hits. Mana procs will appear correctly in the combat log.

    * Burning Purpose: The damage proc can now only occur a maximum of once every 1.5 seconds. Fixed an issue so that the damage proc is only affected by buffs active on the caster at the time it is triggered. Updated description on this ability to reflect current functionality.

    * Ashen Defense: No longer counts as a mage armor buff and will stack with other mage armors.

    * Procs from Surging Flare, Volcanic Bomb, and Earthen Barrage now affect allies within 35 meters of the caster.

    * Consuming Flames: Now a 6-point root ability. No longer deals damage to the caster and can be cast on yourself as well as other friendly targets. Now absorbs a set amount of damage and has multiple ranks.

    * Power In Numbers: Corrected the second rank so it will affect aura buffs.



    BARD

    * Due to the below changes, characters with points spent in Bard have received a free soul point respec.

    * Invigorated Soul, Coda of Restoration: Now affects up to 5 targets.

    * Using Verse of Fascination or Verse of Captivation now turns off auto-attack, since these effects break on damage.

    * Motif of Tenacity: Now unlocked at 12 points.

    * Anthem of Defiance: Now unlocked at 18 points.

    * Motif of Regeneration: Now unlocked at 24 points. Now casts on the Bard and heals up to 10 raid or group members nearby with each tick.

    * Anthem of Fervor: Fixed tooltip so the cost reduction is shown correctly when points are spent in Street Performer. Also fixed the cost reduction not being applied correctly to raid members when points are spent in Street Performer.



    BEASTMASTER

    * Flesh Rip: Will now properly show up in the reactive ability UI when your pet critically hits. Fixed an issue where this was gaining weapon damage to each tick of the bleed effect. Base damage reduced.

    * Backhanded Blow: Now correctly triggers global cooldown. Fixed a bug causing Rank 3 to do 20% more damage than intended. Base damage reduced. Corrected Power cost on ranks 2 through 8 to cost the proper 25 Power.

    * Slashing Strike: Fixed a bug where this ability was doing the damage of a single target ability. The damage has been reduced to match other cleave-style abilities.

    * Fight as One: The benefits gained from Fight as One have been reduced to 5-15% for Hit, Critical Hit, and Damage. This ability has been taken off of global cooldown.

    * Diversion Strike: Increases Critical Hit chance of the Beastmaster and their pet by 5% instead of 10%. Damage lowered.

    * Tenacious Wounds: Now increases bleed damage by 2-4% instead of 3-6%.

    * Feral Sweep: Resolved a bug where this was dealing extra damage on each tick of the Bleed effect. Base damage lowered.

    * Tearing Slash, Fierce Strike: Damage lowered.



    BLADEDANCER

    * Combat Culmination: Ability will not break stealth when it triggers.



    CABALIST

    * Nebulous Haze: Now increases cast time by the 20% advertised on the tooltip.

    * Decay: Lurking Decay will now always trigger, even if Obliterate or Tyranny kills the enemy outright.



    CHAMPION

    * Debilitating Strike: Made the tooltip for the debuff from this ability more clear.

    * Titan's Strike: Damage has been lowered and the stun has been reduced to 1-3 seconds, down from 1-5 seconds.

    * Mark of Extermination and Mark of Inevitability: Will now cause the target to attack.



    CHLOROMANCER

    * Withering Vines: Increased the amount healed.

    * Livegiving Veil: Now affects up to 5 targets.

    * Radiant Spores: Now has a base chance to proc of 10%.

    * Phytogenesis: Now increases the chance for Radiant Spores to proc by 2-6%.



    DOMINATOR

    * Priest's Lament: The primary debuff on this ability is no longer affected by diminishing returns. The silence proc debuff is still affected.

    * Haunting Pain: Will only trigger on the first tick of damage from a damage shield.



    DRUID

    * Trickster Spirit, Slothful Spirit, Spiteful Spirit: Reduced the damage to better account for the attached debuffs.

    * Fury of the Fae: Now a pet-cast buff that increases the group/raid's Attack Power and Spell Power for 30 seconds with a 10 second cooldown. Shares stacking with Bard's Motif of Bravery.

    * Satyr: Increased the ratio of the owner's Spell Power converted into the Satyr's Attack Power.



    ELEMENTALIST

    * Intensify Elements: No longer on the global cooldown.



    INFILTRATOR [PvP]

    * Due to the below changes, characters with points spent in Infiltrator will receive a free soul point respec.

    * Cloudy Poison: Ability should not break stealth when used. The debuff from this is now cleansable.

    * Murderous Thoughts: Now requires Prestige Rank 3. Now increases all damage against players by 3-6%.

    * Knock Knock: Now requires Prestige Rank 2. Increases critical damage against players by 2-10%.



    INQUISITOR

    * Fanaticism: No longer consumed by Shroud of Agony.

    * Purge: No longer unintentionally removes debuffs that are caused by buffs (ex: the debuff from Battlefield Distraction).

    * Shroud of Agony: No longer triggers on falling damage.



    JUSTICAR

    * Reparation: Now affects up to 5 targets.



    NECROMANCER

    * Empty the Crypts: Charge can now be gained while this is active. The pets summoned by Empty the Crypts can be active for a maximum of 20 seconds.

    * Lich Form: Will no longer consume buffs that reduce the casting time of your next spell.

    NIGHTBLADE

    * Scourge of Darkness: Can no longer miss, be parried, dodged, or blocked.





    PALADIN

    * Touch of Life: Now continues cooldown timer on logout.

    * Balance of Power: Now deals 25-75% of weapon damage.

    * Aegis of Salvation: Ranks 1 and 2 have their cooldowns changed to 1.5 seconds to match with other buffs.

    * Reverent Protection: Now only affects up to 5 targets, and range increased from 10 meters to 35 meters.



    PARAGON

    * Strike Like Iron: Ability is no longer on the global cooldown. Increased from a 10-30% damage buff up to a 16-48% damage buff, with the value doubled for follow-up attacks.

    * Death Touch: Due to the Strike Like Iron changes, damage of Death Touch has been lowered.

    * Force of Will: Due to the Strike Like Iron changes, damage bonus to follow-up attacks from Force of Will has been reduced from 20 per point to 10 per point.

    * Path of the Wind, Path of the Raptor: Now have cooldowns of 6 seconds and a slight increase in damage due to the longer reuse time.

    * Dual Strike: Fixed a bug causing this to do less damage than intended - as a result, damage from this ability has increased.

    * Deadly Grace: Increased from 7% of Dual Strike damage per point to 9% Dual Strike damage per point.

    * Weapon Master: Increased from a 4-20% chance to gain a second attack point up to a 10-50% chance.

    * Rising Waterfall: Damage increased.

    * Turn the Blade: Damage increased.

    * Flurry: Damage lowered.



    PURIFIER

    * Shield of the Ancestors and related buffs now appear in the combat log.

    * Caregiver's Blessing: No longer procs off of procced heals.

    * Surging Flames: Now converts 50% of overhealing.

    * Divine Cascade: Reduced Spell Power contribution. Now has a stack size of 1 per caster instead of 1 total, but only triggers when target is healed by the caster rather than anyone.

    * Spirit Rupture: Fixed the contribution from Spell Power.



    PYROMANCER

    * Due to the below changes, characters with points spent in Pyromancer have received a free soul point respec.

    * Heat Wave: Reduced cooldown to 2 minutes.

    * Inferno: Removed from global cooldown.

    * Improved Grounding: Now a tier 2 branch ability.

    * Improved Smoldering Power: Now a tier 3 branch ability.

    * Ground of Power: Now obtained at 6 points.

    * Smoldering Power: Now obtained at 8 points.

    * Burning Shield - New Ability: Consumes the mage's Ground spell to shield them in flames, absorbing damage. Lasts up to 30 seconds. While Burning Shield is active, the next Ground spell is instant-cast. Obtained at 6 points.



    RANGER

    * Escape Artist: Fixed a bug where the improved version was not causing the pet to be immune to Root, Snare, and Stun.



    REAVER

    * Due to the below changes, characters with soul points spent in Reaver will receive a free soul point respec.

    * Soul Sickness, Flesh Rot, Necrotic Wounds, Blood Fever: The damage on additional targets when using Plague Bringer has been lowered. The Threat generation has been increased to keep overall threat gain of the abilities the same.

    * Crippling Infestation: Moves down one tier to unlock at 21 points.

    * Wasting Away: Moves down one tier to unlock at 16 points.

    * Grisly Works: Moves up two tiers, now unlocked at 26 points. Now increases the healing of Soul Feast by 30-90% for 15 seconds after killing a target the Reaver has engaged.

    * Soul Devour: Now increases the damage of Soul Feast by 50%, instead of 150%.

    * Power from the Masses: Changed to give a stack per nearby party/raid member rather than per nearby enemy.

    * Infestation: Cooldown increased to 1 minute, and damage increased based on the new cooldown.



    RIFTBLADE

    * Earth Burst: Now properly interrupts elites and other high level mobs.

    * Avatar of Wind: Fixed a bug causing the tooltip of this ability to report improper values.

    * Rift Surge: Can now be removed with abilities that remove Curses. Now has a 30 second cooldown instead of 10 seconds and is no longer adjusted by Attack Power.

    * Flamespear: Now has a cooldown of 6 seconds and has its damage slightly increased to reflect the longer cooldown.

    * Burning Blood: Now deals damage based on 10-30% of the character's Strength.



    RIFTSTALKER

    * Memory Capture: Ability should no longer get you stuck in collision or falling through the world.

    * Rift Scavenger: Ability will not break stealth when it triggers.

    * Removed internal cooldown from Defer Death and Scatter the Shadows. Both abilities should be more responsive now.

    * Hasted Time: Fixed a bug with the second point spent in this ability gave an incorrect movement speed buff.



    SABOTEUR

    * Due to the below changes, characters with points spent in Saboteur will receive a free soul point respec.

    * Undetonated Spike Charge and Blast Charge will not cause stealth to break when the charges expire.

    * Shrapnel Charge: Will now fire off its AoE effects on surrounding enemies when the main target is killed by Detonate damage.

    * Reduced the range of all Bombs and Charges to 15 meters, down from 20 meters.

    * Reduced the range of Detonate to 15 meters, down from 20 meters.

    * Long Range Bombing: Now increases the range you can hurl Bombs by 1-5 meters, down from 2-10 meters.

    * Remote Clipping: Now increases the range of your Charges and Detonates by 1-5 meters, down from 2-10 meters.

    * The outcome and damage of each charge is now calculated individually. When you detonate 5 Blast Charges, you will see 5 damage numbers, each with its own chance to critically hit, rather than one large number.

    * Improved Blast Charge: Fixed a bug where the armor penetration provided was higher than 25-50%.

    * Charge Booster: Redesigned to an active ability rather than a passive. When activated, the damage of your Charges is increased by 50% when detonated. This ability does not trigger global cooldown and is on a 1.5 minute cooldown.



    SENTINEL

    * Vigilance: Now triggers more consistently.

    * Serendipity: Now properly affects heals that are queued immediately after being triggered.



    SHAMAN

    * Strike of the Maelstrom: Rank 1 is no longer unintentionally affected by Stormborn.

    * Glacial Shield: Ranks 2 and up now work properly with overwrites of similar abilities - Shield of Oak can overwrite Glacial Shield, and vice versa.

    * Lust for Blood: Fixed tooltip to more accurately describe functionality.

    * Ageless Ice: Description now properly mentions that it does not trigger a global cooldown.



    STORMCALLER

    * Static Discharge: No longer on global cooldown.

    * Static Flux: Will no longer be overwritten by weaker buffs.

    * Cloudburst: Increased damage.

    * Icy Vortex - New Ability: Reduces damage done to the Mage by 25% for 10 seconds and applies Hypothermia to attacking enemies, reducing their movement speed by 50% for 10 seconds. Obtained at 6 points.



    VINDICATOR [PvP]

    * Due to the below changes, characters with points spent in Vindicator will receive a free soul point respec.

    * Dangerous Game: Now requires Prestige Rank 3. Fixed a bug that only increased damage on critical hits. Now increases all damage (not just physical) against players by 3-6%.

    * Resilient: No longer has a Prestige Rank requirement. Fixed a bug that only reduced critical chance received by 6%. Now reduces chance to be critically hit by players by 3-15%.



    VOID KNIGHT

    * Rift Shield: Corrected a bug causing Rift Shield to absorb too much damage. It will now absorb an amount more in line with other absorption shields in the game.



    WARDEN

    * Tidal Resonance: No longer consumed by actions that are not Heal Over Time spells.

    * Track Water Creatures: Wardens can now use this ability to track creatures from Water Rifts.

    * Well of Life: Now has a 35 meter range.



    WARLOCK

    * Neddra's Might: No longer requires a target to cast.

    * Neddra's Torture: Reduced cooldown to 20 seconds.



    WARLORD

    * Call to Battle: Fixed buff tooltip to report a straight value rather than a percentage.





    ZONES

    * The artifact set, 'Ancient Eth Tablets', included two different items with the same name. One has now been corrected to Scuffed Tablet Fragment.

    * Fixed many minor typos in quest and NPC text.



    DROUGHTLANDS

    * Ancient Wardstones have been uncovered in Droughtlands! A dangerous land just got more dangerous-er. Beware the beast that lies within the ruins of Eth - Skirathos, the Eye of Fate!

    * Nowhere to Run: Fixed an issue that could cause the kobolds to not show up and attack.

    * Sothul's Demise: Sothul now respawns faster.

    * A Fall Tale: Anontok's Notes' description now shows the level requirement to use the item.

    * Lecu the Claw: This cat is now almost as vicious as my cat.

    * The Biggest Void: Netharius is now more nefarious.

    * Additional variety and difficulty pass was made on Droughtlands named mobs.



    FREEMARCH

    * The Tech is Mightier than the Sword: Jakub will no longer sucker-punch players or their pets during this quest.

    * Zone event Shadestones can now be used for pickup by multiple people at once.

    * Tete-a-Tete: The faction-change effect during this quest now makes you friendly to Life Rifts as well as the surrounding Aelfwar.

    * I Heard a Storm Was Coming: Doubled the duration of the swim speed buff.

    * Man v Mandible: Increased the drop rate of mandibles.

    * Durgin the Keeper: Durgin now respawns much more quickly.



    GLOAMWOOD

    * A Burgher with Lies is now less disruptive to players not also on the quest.

    * The Toxic Source: Re-ordered the quest rewards so they are displayed more consistently with other quests.



    IRON PINE PEAKS

    * A Hymn of Frost and Flame: All party members can now loot the Redsnow Communique.

    * Dabbling in the Forbidden: Tweaked quest so it should update consistently.

    * Conquered Minds, Imprisoned Minds: Fixed an issue causing these quests to reset too often.

    * Deepmoss Lurkers are no longer skinnable and do not give experience.

    * Dagda Skullthumper, the Redsnow Bandit, should no longer return to life instantly when slain!

    * Cloudbourne Ice Necklace: Dominance of the Soul debuff correctly affects Armor instead of Attack Power.

    * Corrected duplicate loot drops from rare mobs Emissary Kavenik and Frosthide.

    * Thunder Snow has been fixed so that Sentinel Nightbane is always where expected.



    MATHOSIA

    * Shyla will cast heals more often to assist players during the Rift event.



    MOONSHADE HIGHLANDS

    * Rainy weather is a bit less frequent in Moonshade.

    * Question and Answers: Centurion will stop beating on the Imprisoned Legionnaire before you get a chance to interrogate him.

    * The hounds of Conchobhar will stop trying to defy their master.

    * Rational Ward: Fixed issues with the quest not updating thanks to lazy Defense Turrets.

    * To Know Evil: The Infernal Transmitter will be more reliably provided.

    * Fall of Moonshade: Updated quest locators on the map.

    * In Plain Sight: The first objective now shares progress for the whole party.

    * A Gathering Force: The Demiurge of Earth now has a more accurate quest locator.

    * Death's Embrace: Reduced Gorvaht's damage.

    * A Holy Remedy: The sickly dwarves now stop to offer thanks before running back to Three Springs.

    * Scanning for Clues: The Defiant Scanner should be more reliable.

    * A Demon Among Satyrs: This quest now grants credit to all group members on the same step.

    * Guardians on the Edge: This quest will now display map locators.

    * The Elite Greater Golems in Grey Gardens now look visually different from the Lesser Golems.



    SCARLET GORGE

    * Taking Shards: Fixed an issue causing the visual effects to not appear as intended. Group members now also receive credit for placing the Problem Solvers.

    * Bits and Pieces: Construct components now drop as group loot for everyone on this quest.



    SCARWOOD REACH

    * Honest When Dead: Fixed step four of this quest so it properly progresses.

    * Sealing the Portal: The portal at the back of Sagespire should be much more active now.

    * Salve No Longer: Quest can once again be completed.

    * Seek and Destroy: Added a map marker for Kelynn Eregor.

    * A Troll's Lunch: Rakthug should respawn much more quickly now.

    * Let them Come: Fixed to allow party members to join in on the mission.



    SHIMMERSAND

    * Final Preparations: Anthon Eskar, the Dragonslayer Covenant guard who provides the disguise for Flatyard quests, no longer tries to offer a second disguise if you already have one.

    * Buried Beneath: You will now be required to kill 16 Immature Whelplings for this quest.

    * A Crafter's Lament: Now grants loot to all group members on the quest.

    * Fire and Sand: Improved spawn rates of Wanton Bone Rituals.

    * Tweaked scripting for the levers to summon Warden Nevin for Dragonslayer Covenant daily quests.

    * Slither the Voice: You get to keep the Inmate Disguise item after completing this quest!

    * Binding the Lightning, To Turn Aside the Storm: Golden Maw Enforcers will now correctly display quest tooltips.

    * Dragonslayer: Forging the Haft: This was a sneaky leftover quest from testing that was horribly broken and not intended for the live game -- it's been removed!

    * The mobs inside The Flatyard should respawn more slowly when fewer players are in the area.

    * Lester Ironbole at Gildstone Sanctum will no longer be attacked by the Storm Legion in the area.

    * Added more guards to Fortune's Shore.



    SILVERWOOD

    * Azure Blade on the shores of Suncrest Rise now properly share faction with the Defiant.

    * Rift: Forging Heat: The Gedlo Heater should quit getting stuck inside the bonfire during stage three.

    * Beast of Burden: This quest is now offered to mount-less players at level 13 instead of 20.

    * Aelfwar Monstrosities: Quest now has more accurate locators for Aelfwar Defenders.

    * Clouded Contemplation: Quest now requires you to kill 8 Greenscale Zealots, rather than 12.

    * The Power of Life: Increased the drop rate of items required for this quest.

    * Thanks to the recent efforts of the Ascended, the road leading to and from Silver Landing is now much safer for travel.



    STILLMOOR

    * The Spirit Walk: Quest now gives proper credit for the second objective.

    * Spirit Animus: Quest gives credit when entering Hillsborough.

    * The Spirit Walk and Spirit Animus shadow forms match up with player Calling!

    * Galenir's Last Answer: Fixed respawn of Galenir.

    * Digging in the Dirt: The JKG-77 has learned to better recognize the character it should be following.

    * New Blood: Added a missing pre-requisite to this quest, so that you must first complete An End to the Horror.

    * Guardian NPCs at Thalin Tor should no longer respawn instantly.



    STONEFIELD

    * The Graniteborn Champion and Corrupted Graniteborn Champion ability, Earthen Shock, will no longer react to passive or DoT damage.

    * Dead Drop: The respawn rate of the Earthmaul Ward is now faster.

    * Breaking the Breaker: Bonebreaker will always be tagged to the player who spawned him. Also cleaned up a case where players who attempted to summon Bonebreaker immediately after someone else killed him could have their quest items removed but not spawn the NPC.





    DUNGEONS AND RAIDS

    * Only the final boss of Expert dungeons drop the Corrupted and Grotesque Souls needed for Expert and Raid Rifts.

    * Reduced the drop rate of Bind on Equip items in Expert Dungeons.

    * Adjusted harvest nodes in Abyssal Precipice and Charmer's Caldera - nodes before the first bosses can no longer be stealthed to.



    ABYSSAL PRECIPICE

    * Expert: Icetalon's Ripping Talons can no longer critically hit.



    Akala [Outdoor Raid]

    * Reduced health of Stone Wardens to make the first fight phase possible with 10 players.

    * Akala's Aegis of Stone and Gift of Laethys buffs can no longer be purged.



    CHARMER'S CALDERA

    * Expert: Gronik will now reset if he leaves his encounter area.

    * Expert: Gronik's minions, Xaeiel and Sanwusu now ignore line of sight with their spells.

    * Expert: Added borders around Ryka Dharvos' area to ensure more laser goodness.



    THE FALL OF LANTERN HOOK

    * Expert: Oludare the Firehoof can now Charge and throw harpoons at players from a greater distance.



    FOUL CASCADE

    * Corruptive Ritual: Fixed so that the mobs that drop the required items now always spawn in certain groups.



    GREENSCALE'S BLIGHT [Raid]

    * Blightleaf Hexmaster's Noxious Cloud can no longer critically hit.

    * Blightleaf Guard's Wicked Vine can no longer critically hit.

    * All general population mobs' standard attacks can now critically hit.

    * Made small adjustments to boss enrage timers.

    * Greenscale: Fixed the protective Life Aura occasionally not spawning.



    IRON TOMBS

    * Added new ranged weapon rewards to the zone quest, You Are Who They Call.



    KING'S BREACH

    * Expert: Konstantin's Mathosian Fury is now more lethal (and furious).



    RUNIC DESCENT

    * Changed the quest mobs, Guardian Purelights, so the ambush should be easier to manage.

    * Expert: Eliam's Death's Fury can no longer be removed by player abilities.

    * Expert: Rictus: Changed Rotting Flesh from a targeted AoE DoT to a ground target effect with a longer duration.





    ITEMS

    * Increased the amount of Armor on Cloth items.

    * Increased the amount of Plaques of Achievement needed to purchase first and second-tier Expert Dungeon items.

    * Pure-Endurance 'Of the Fortress' items will no longer drop above level 13.

    * A large number of new Essences have been added to merchants in Meridian and Sanctum for purchase with Inscribed Sourcestones.

    * Earthbreak Pauldrons from the quest Hero of the Defiants had defensive stats on them when offensive stats were intended. This has been updated for future Earthbreak Pauldrons, but existing items will remain as-is.

    * Fixed a number of items, including high-end Weaponsmith recipes, that had incorrect auction house categories. They now appear in the expected search results. We would list them all, but it's a long list.

    * Going forward, randomly generated two-handed weapons will come with DPS stats rather than tanking stats.

    * The Waxing Shadesource had stats applied for a higher level item, and has been reduced in effectiveness to match its level.

    * Spellbinder's Sash now has Spell Power instead of Attack Power.

    * Crystal of Brilliance and Crystal of Foresight had melee stats but are caster items. This has been corrected.

    * Rare Essences dropped from Major and Minor Rifts should no longer be bound on pickup.

    * Chan's Thundering Fist was set up as a Warrior weapon rather than a Cleric weapon. This has been corrected so it now properly has spell power and lower base weapon damage.

    * Petrifying Rune: The root proc will now break on damage.

    * Fixed Ritualist's Buckler to be a Cleric-equippable shield.

    * A number of offhand book items had the wrong visual attached and have been fixed.

    * Powdery Ash now has a proper sell price.

    * Fixed many minor typos in item names.





    CRAFTING

    * Fixed an issue where all potions were on the same cooldown. They are now divided into three major groups based on their effects: Healing/Positive, Damage/Negative, and Buffs.

    * A large number of items have been updated to be Runebreakable/Salvagable. In general, all items not purchased from a vendor should fall into these categories.

    * Fixed Rootcatch Brew items, which were using a healing effect rather than functioning as a snare.

    * Recipe: Blazing Wisdom Rune now teaches the correct recipe.

    * Artificers may now open their crafting window by right-clicking Looms.

    * New zone-specific drops come from monsters in the following zones, and are used in recipes from each zone:

      - Gnarled Core - Scarwood reach

      - Evergreen Core - Freemarch

      - Enchanted Core - Silverwood

      - Stone Core - Stonefield

      - Shadow Core - Gloamwood

      - Rusty Core - Scarlet Gorge

      - Cracked Core - Droughtlands

      - Glowing Core - Moonshade Highlands.

    * A large number of recipes from notoriety vendors have been adjusted. Recipes that were previously Uncommon are now Rare and have their stats adjusted accordingly. Ingredients used in these recipes require the Cores mentioned above or have had their other ingredients and quantities updated.

    * Iron Buckler recipes from faction vendors have been renamed to Steel Buckler.

    * Blackwood Chopper crafted item has been renamed to Blackwood Cleaver.





    PVP/WARFRONTS

    * You can now report AFK teammates in a Warfront. When enough of the team has reported someone as AFK, they will have a short period to prove themselves by engaging the enemy or supporting the team. If they fail to prove themselves, they will be banished!

    * Falling through the world, or using the Customer Service 'I'm Stuck' button, will now result in a respawn inside the Warfront instead of teleporting you out and applying the Deserter debuff!

    * PvP combat: Abilities now only check for caster facing their target at the start of a cast - they will still land if a target moves behind you while the casting is in progress.

    * Killing lower level players in your Warfront bracket will now grant some favor and some experience.

    * The Black Garden: The damage dealt from the Fang of Regulos now increases higher than 100% of the carrier's max health.

    * The Codex, Whitefall Steppes: Fixed a bug where stunning/mesmerizing/incapacitating an enemy player did not interrupt flag captures in progress.

    * The Battle for Port Scion: Repeatable quests now grant 50 Notoriety, up from 25.

    * The Battle for Port Scion: 50 Notoriety is awarded with the Noble Guard or Eldritch Vanguard for every 100 points earned.

    * The Battle for Port Scion: Resident NPCs in Port Scion no longer apply the Exposed debuff.

    * The Battle for Port Scion: Defiant Centurions and Guardian Lieutenants have had their difficulty slightly reduced.

    * The Battle for Port Scion: Capturing Sourcestone with two Idols up is now worth 30 points. Each Idol lost will reduce the score for capturing Sourcestone by 10 points.





    GRAPHICS AND AUDIO

    * The low health and death effects have been improved in the Low Quality Renderer.

    * Shield spell effects now appear on players even when mounted.

    * Wardstones in player hubs have new and improved visuals!

    * Extraplanar Leather Gloves and Ellisar's Gloves now have actual glove graphics when equipped instead of INVISIBLE HANDS.





    COMMANDS AND MACROS

    * The /focus command now understands the @targeting arguments like the /target, /cast, and /use commands.

    * @pet targets your primary pet, and @targettarget picks up your target's target.





    UI/SETTINGS

    * Character stats will turn green on the character sheet if they are under any sort of bonus.

    * The total number of discoveries for a character is now displayed in the Achievements window.

    * Additional improvements to the Soul Tree window - role-changing and resetting visuals, confirmation to save points on exit, etc.

    * Equipped Planar Essences should now show colored borders based on the rarity of the Essence.

    * The guild roster will stop showing you as AFK when you log back in after having logged out with the AFK flag on.

    * UI pieces docked to the Target and Target of Target windows now stay where you told them to be.

    * Guild names are now included in player tooltips.

    * Fixed a brief artifacting flicker on the screen when discarding changed video settings instead of applying and saving them.

    * Fixed a bug that would cause the Reactive Abilities UI to stop working after performing a /reloadui.

    * Edit Layout Mode: Elements can now be set to fade in and out when moused over or when entering and leaving combat.

    * The Rift meter contribution bar and leaderboard button have been removed.

    * The Tutorial Alert icon will now always appear in the same place instead of being attached to the casting bar (which can be moved by editing the UI layout).





    CLIENT

    * The green dot next to recommended shards at Shard Select now says Recommended instead, which is what it meant.

    * High population shards show in orange text, and medium in yellow. Full is still red!

    * We now also display queue sizes at shard selection.



    ======================================



    Rift Alpha 3/12/2011



    GENERAL

    * Fixed a bug causing some Soul abilities to be inappropriately blocked when respawning after a death.

    * If a group disbands after killing a mob with loot that would otherwise trigger a roll, that loot is now free-for-all.

    * Fixed multiple status updates going to Twitter during important discoveries.



    CULT SAGA

    * The Care and Imprisonment of Changelings: Changed quest to give credit for participating in a colossi kill, rather than being the one to claim the colossi mob.

    * The Saga of the Endless: Darkblade's Terror will now properly update.



    ZONES

    * The items on Rare Planar Goods merchants in Scarlet Gorge, Scarwood Reach, Droughtlands, and Moonshade Highlands had incorrect minimum levels to use. Scarlet Gorge items now have a minimum use level of 25, Scarwood Reach level 30, Droughtlands and Moonshade Highlands level 35.



    GLOAMWOOD

    * Dead Water: Quest now gives out Millrush Brew, which is soulbound and has no resale value.



    GREENSCALE'S BLIGHT [Raid]

    * Increased damage of all sources of life-based damage.



    SHIMMERSAND

    * Reduced respawn rate of Rifts in Dunes of Akala, and made it possible for Major tears to spawn.



    ================================

  • HeretiqueHeretique Member RarePosts: 1,536

    Horrid patch for PvP. Glad to see that Sabs will be doing more damage now, in b4 those QQ's.

  • skeaserskeaser Member RarePosts: 4,217

    More tokens for gear and less tokens given.

    Less items given to open expert/raid rifts.

    Less BoE drops in experts.

    More grind...yay!

    Sig so that badges don't eat my posts.


  • JosephProsekJosephProsek Member UncommonPosts: 98

    yeh thats that not best idea this close to people having to decide if they wanna start paying for the game.

    image

  • centkincentkin Member RarePosts: 1,527

    I played a paladin(32)/beast(24)/war(10 -- for the 5% block) and I was able to roll with the first nerf to BOP by going completely with +block equipment to the detriment of everything else but toughness.  This second nerf to BOP just will make paladin unplayable.

    I have literally never seen such a heavy-handed nerfing company in my whole MMO experience and this includes being a druid at the beginning of everquest and later an iksar shaman. 

    Between the nerfs to synergy (I was a paladin/champion/beast in beta) the nerfs to classes and the increases to grind both faction and plaque I have been forced to cancel my account despite liking the game.

    It was a great game concept that they decided to homogenize to their detriment and possible failure. 

  • XasapisXasapis Member RarePosts: 6,337

    Are these the test server patch notes?

    Can somebody please provide an official link to them?

  • XasapisXasapis Member RarePosts: 6,337
  • GrayGreeneGrayGreene Member Posts: 239

    Originally posted by Heretique

    Horrid patch for PvP. Glad to see that Sabs will be doing more damage now, in b4 those QQ's.

    Where did you get that from?  I might have misread myself, but it seems as if Sabs will not be doing more damage, and have had their range decreased.  Also, one of their abilities has been changed from being a passive skill.  (which was nice.)  I'm not complaining.  My sab was killing things pretty easily, and way above his level.  

  • XasapisXasapis Member RarePosts: 6,337

    Splitting the damage into the 5 individual parts that each one can crit means that at least one will crit. This improves the overall damage but makes it less spiky. Bottom line, it's a dps increase, but it will be less likely now to one-shot people in PvP. Thus why they probably lowered the range from where you need to apply those charges.

  • fiontarfiontar Member UncommonPosts: 3,682

    Rifts? Already getting OLD. What makes the game actually worth playing? Freedom to play a number of viable builds for each class, some of which are totally "off type" vs. usual expectation for the archetype? That's what actually makes your game worth paying to play!



    Scrap the patch, completely and go back to the drawing board, before you walk off a cliff and shatter your potentially successful game on the rocky shores below!



    1.) Fix the Souls that don't offer anything worth while so they work and become viable additions to the pool of solid builds. This, rather than nerfing what works, so that everything is balanced by sucking equally.



    2.) Get over the idea that Warriors shouldn't be as good at ranged combat as Scouts, or that Mages shouldn't be as good at healing as Priests, or that Rogues shouldn't be as good at tanking as Warriors, or that Clerics shouldn't be as good at dealing damage as Mages. They should do these things in different ways, but there is nothing wrong with them excelling at things they don't excel at in other games.



    3.) It's ok if a couple souls in each Calling become standard 10-15 point additions in most builds, because of some benefits they offer. The builds still differentiate themselves by what they do with the other souls and soul points.



    4.) The differences that armor provide to survivability should be balanced by skills and passives that add to survivability of lower armored classes. It should NOT be balanced by effectiveness in doing things like dealing damage and healing. If Armor rating was really meant as a balance to active abilities, we all know that Clerics would be the most lightly armored class, because healing rules for survivability in MMOs.



    Mages and Rogues shouldn't do less ranged damage than Warriors, but that doesn't mean you nerf Warriors, it means you fix Mages and Rogues. Rogues shouldn't be better tanks than Warriors, but that doesn't mean you nerf Rogue Tanks, it means you fix Warrior tanks! Etc..



    If I wanted to play a game that forces me to play a vanilla version of one of the four main archetypes, the way the developers want me to play, rather than designing the class I want to play, every other MMO does that. I will pay to play Rift because of the freedom in Character Building it offers. Kill the freedom and "Rifts" will not be enough to make you an attractive alternative to all the other MMORPGs out there.



    Back away from the cliff...

    Want to know more about GW2 and why there is so much buzz? Start here: Guild Wars 2 Mass Info for the Uninitiated
    image

  • XasapisXasapis Member RarePosts: 6,337

    1.) Fix the Souls that don't offer anything worth while so they work and become viable additions to the pool of solid builds. This, rather than nerfing what works, so that everything is balanced by sucking equally.

    No argument there, although I would have liked to see an example of souls that are not used properly or are poorly build.

    2.) Get over the idea that Warriors shouldn't be as good at ranged combat as Scouts, or that Mages shouldn't be as good at healing as Priests, or that Rogues shouldn't be as good at tanking as Warriors, or that Clerics shouldn't be as good at dealing damage as Mages. They should do these things in different ways, but there is nothing wrong with them excelling at things they don't excel at in other games.

    I'm not sure what the problem is. They put flamespear into a cooldown, a one warrior ability from all the abilities in all the warrior trees. I don't know if this was such a bad change, considering all the one button wonder warriors now having to actually use a bit more skills into their rotations, both in PvP and PvE.

    On the same note, mages are already a lot better healers than clerics. The only saving grace clerics have is the on demand healing, while mages with the same if not superior healing output never run out of mana and do damage at the same time.

    Clerics do worse caster damage than mages already.

    3.) It's ok if a couple souls in each Calling become standard 10-15 point additions in most builds, because of some benefits they offer. The builds still differentiate themselves by what they do with the other souls and soul points.

    No argument there. It's a matter of personal preference on what soul will be your main and which others will provide base tier kind of buffs.

    4.) The differences that armor provide to survivability should be balanced by skills and passives that add to survivability of lower armored classes. It should NOT be balanced by effectiveness in doing things like dealing damage and healing. If Armor rating was really meant as a balance to active abilities, we all know that Clerics would be the most lightly armored class, because healing rules for survivability in MMOs.

    You are talking about healing clerics of course, the rest will have to do what exactly? In any case, healing clerics got pretty much no CC abilities and one escape mechanism in the PvP soul (soon to be in 2mins cooldown). Before you start arguing about any healing class, let me remind you that as things stand now, healing is not fun unless you're prestige 3 and fully utilising your PvP soul to keep yourself alive. Also healing as a cleric in warfronts ensures that you get the least amount of favor and prestige than anybody else in your team.

     

    Overall there are quite a few changes made. It will be interesting to see what actually makes it into the live game and how it will impact the current balance (or lack of) both in PvE and PvP.

  • AntariousAntarious Member UncommonPosts: 2,846

    Let me start this by saying I've PvP'd since Ultima Online was released. 

     

    However, with Rift I pretty much refused to PvP at all.   So I went out and did my thing listening to people complaing about Champion and Sabs.   The two primary Souls I played with were my Ranger and my Reaver.

     

    So the notes for the intended changes are linked on the Rift forums and I read them.   Well my Ranger build won't be affected in any way at all.   My Reaver on the other hand...    I was on the fence about whether I wanted to keep playing Rift.   At this point I will think about it a few days and then likely remove my payment info and uninstall the game.

     

    I totally understand the concept of pvp balancing and fixing bugs and "build" balancing.   However, if you are going to totally destroy a "build" I have a lot of hands on with.   Then I better have been doing something other "builds" could not or doing it much more efficiently.   With the changes listed I would be not only be more efficient but much faster sitting back with my bow watching the pig tank yet again.  Then again my Ranger build was already faster and more efficient, I just got sick of watching the pig play and wanted to be down in the mess myself.

     

    I was having issues finding reasons to play as it was.   I suppose it says something that my Ranger isn't being changed at all and was better at everything *I* do.   That 99% of the changes don't affect anything *I* care about and yet I no longer wish to play after reading them.

     

    Obviously as I stated the game wasn't making me feel inspired to log in.   Things I like (crafting) seemed pointless, many of the "upgrades" I saw no reason to obtain.   Altho I feel the game is a decent game and well done in the technical sense.   Perhaps it just wasn't for me and maybe I'm just sick of seeing my "average yet somewhat amusing class" destroyed for no apparant reason.

     

    *edited for some better wording in a few lines and to add a few things*

     

  • XasapisXasapis Member RarePosts: 6,337

    [Mod Edit] 

    Edit:

    I don't know how good these guys are at theoricrafting a new way to play ranged warior, but it sure beats QQing about it:

    http://forums.riftgame.com/showthread.php?137265-We-can-still-do-ranged-dps!-relax-look-inside

  • Lille7Lille7 Member Posts: 301

    Originally posted by fiontar

    Rifts? Already getting OLD. What makes the game actually worth playing? Freedom to play a number of viable builds for each class, some of which are totally "off type" vs. usual expectation for the archetype? That's what actually makes your game worth paying to play!



    Scrap the patch, completely and go back to the drawing board, before you walk off a cliff and shatter your potentially successful game on the rocky shores below!



    1.) Fix the Souls that don't offer anything worth while so they work and become viable additions to the pool of solid builds. This, rather than nerfing what works, so that everything is balanced by sucking equally.



    2.) Get over the idea that Warriors shouldn't be as good at ranged combat as Scouts, or that Mages shouldn't be as good at healing as Priests, or that Rogues shouldn't be as good at tanking as Warriors, or that Clerics shouldn't be as good at dealing damage as Mages. They should do these things in different ways, but there is nothing wrong with them excelling at things they don't excel at in other games.



    3.) It's ok if a couple souls in each Calling become standard 10-15 point additions in most builds, because of some benefits they offer. The builds still differentiate themselves by what they do with the other souls and soul points.



    4.) The differences that armor provide to survivability should be balanced by skills and passives that add to survivability of lower armored classes. It should NOT be balanced by effectiveness in doing things like dealing damage and healing. If Armor rating was really meant as a balance to active abilities, we all know that Clerics would be the most lightly armored class, because healing rules for survivability in MMOs.



    Mages and Rogues shouldn't do less ranged damage than Warriors, but that doesn't mean you nerf Warriors, it means you fix Mages and Rogues. Rogues shouldn't be better tanks than Warriors, but that doesn't mean you nerf Rogue Tanks, it means you fix Warrior tanks! Etc..



    If I wanted to play a game that forces me to play a vanilla version of one of the four main archetypes, the way the developers want me to play, rather than designing the class I want to play, every other MMO does that. I will pay to play Rift because of the freedom in Character Building it offers. Kill the freedom and "Rifts" will not be enough to make you an attractive alternative to all the other MMORPGs out there.



    Back away from the cliff...

     

    So if rogues are better tanks than warriors you think they should just buff warrior tanks? You know what happens then? Everything will become too easy. Some nerfs are not done because of how they relate to other classes, but to the game and content in general. And it make alot more sense to nerf a few classes then buffing everone else, and in return having to retune all their pve content because it suddenly became too easy.

     

    I don't really get why people cry so much when they get nerfed, usually the game devs have a better idea on what is too strong and whats too weak then the players do, because as a player you only have your perspective, which usually means that everyone else is too strong and you are too weak.

    And my Riftblade/Reaver is getting nerfed this patch, the nerf to Flamespear completely changes how my character plays.

  • XasapisXasapis Member RarePosts: 6,337

    It's a fine line really.

    The player's perspective will always be skewed. Most people are incapable of being objective about things that affect them. Example, see how many people think that 90% of guardian games are lost in warfronts, while defiants think the exact same thing.

    The thing is, those people with the skewed perspective are the ones that will or will not continue their subscription, no matter whether they are right or wrong in the end. So the game company can either try to please everyone and fail, or try to balance the game by having no favorites and thus ensure the long term success over the short term loss of rage quit subscriptions.

  • ThamorisThamoris Member UncommonPosts: 686

    The problem with balancing a game for pvp is you end up watering down the pve experience. In order to make things " fair" for pvp, you have to make everything the " same ".

     

    ie...You end up only a few different abilites that simply keep getting different names.

  • Darkheart00Darkheart00 Member Posts: 521

    Originally posted by Thamoris

    The problem with balancing a game for pvp is you end up watering down the pve experience. In order to make things " fair" for pvp, you have to make everything the " same ".

     

    ie...You end up only a few different abilites that simply keep getting different names.

    Most of those changes were due to pve not pvp.

  • XasapisXasapis Member RarePosts: 6,337

    Indeed, the majority of those changes were PvE related. To tackle raid content to be specific.

  • fiontarfiontar Member UncommonPosts: 3,682

    The classes being nerfed aren't overpowered vs. content. They are overpowered vs. other builds who do the same things poorly, which is compounded by the fact that these soon to be nerfed builds are "off type" for roles the classes typically play in MMOs.

    For the person who responded to my post point for point, I actually agree with you. Clerics need buffing in this game. It is painful to heal as a Cleric in Rift, much more enjoyable to heal as a Bard or Chloromancer. However, Trions approach seems to now be to nerf how well "off type" builds perform at their task, rather than fixing the underperforming souls!

    Want to know more about GW2 and why there is so much buzz? Start here: Guild Wars 2 Mass Info for the Uninitiated
    image

  • ElikalElikal Member UncommonPosts: 7,912

    I follow the game just from the sidelines, but this heavy handed patching and the many nerfs they always put in, just reinforce me that the decision to stay away for the first half year was right. I'd hate to experience such changes. The Paladin nerfs Eq2 had after 2 years of running were bad enough to experience. Having things constantly turned upside down would make me quite pissed, no matter the reasons.

    You can patch a game to death, ya know, because no matter how much reason you have to nerf X, players rightfully expect some stability and predictability in their combat and classes.

    People don't ask questions to get answers - they ask questions to show how smart they are. - Dogbert

  • Darkheart00Darkheart00 Member Posts: 521

    Originally posted by Elikal

    I follow the game just from the sidelines, but this heavy handed patching and the many nerfs they always put in, just reinforce me that the decision to stay away for the first half year was right. I'd hate to experience such changes. The Paladin nerfs Eq2 had after 2 years of running were bad enough to experience. Having things constantly turned upside down would make me quite pissed, no matter the reasons.

    You can patch a game to death, ya know, because no matter how much reason you have to nerf X, players rightfully expect some stability and predictability in their combat and classes.

    There were more buffs than nerfs :p

  • ZippsnZippsn Member Posts: 31

    Originally posted by Elikal

    I follow the game just from the sidelines, but this heavy handed patching and the many nerfs they always put in, just reinforce me that the decision to stay away for the first half year was right. I'd hate to experience such changes. The Paladin nerfs Eq2 had after 2 years of running were bad enough to experience. Having things constantly turned upside down would make me quite pissed, no matter the reasons.

    You can patch a game to death, ya know, because no matter how much reason you have to nerf X, players rightfully expect some stability and predictability in their combat and classes.

     

    Role Players dont have such problems. They dont play the "best of the best" chars, but the one's which fit them the most. :)

    PS: I love Gimps xD

  • Angier2758Angier2758 Member UncommonPosts: 1,026

    Originally posted by Ren54

    Originally posted by Azrile

     

    haha,  you sound like the developer from Darkfall.

    ´completely balanced´... ´all exploits fixed´....

    This may be your first MMORPG, but those are words that can never be said about any MMORPG.

    I am just a fan of the game and see fixes across the board to some very key issues the game was having when it came to pvp. This is an extreme positive to the game actually.

     

     

    Only postive if you like watering down the more unique classes.

    PS- champs were not fixed.. you have absolutely NO clue what made them OP.  They were killing people in a couple seconds... lower their stun to 3 seconds isn't gonna fix the issue..... hint dps wars can get a lot of off GCD abilities.... you macro them together and BAM.

  • ElikalElikal Member UncommonPosts: 7,912

    Originally posted by Zippsn

    Originally posted by Elikal

    I follow the game just from the sidelines, but this heavy handed patching and the many nerfs they always put in, just reinforce me that the decision to stay away for the first half year was right. I'd hate to experience such changes. The Paladin nerfs Eq2 had after 2 years of running were bad enough to experience. Having things constantly turned upside down would make me quite pissed, no matter the reasons.

    You can patch a game to death, ya know, because no matter how much reason you have to nerf X, players rightfully expect some stability and predictability in their combat and classes.

     

    Role Players dont have such problems. They dont play the "best of the best" chars, but the one's which fit them the most. :)

    PS: I love Gimps xD

    I am possibly the MOST far away from any minmaxing in my mentality. I never care for endgame gear or anything like that. But I still play to win and play to survive, and even as it was, with many builts in Beta I definitely died way too often in Rift. Call me dense, but that how it was for me in beta. Death death and oh look I died again.

    NO FRIGGING WAY.

    People don't ask questions to get answers - they ask questions to show how smart they are. - Dogbert

  • Angier2758Angier2758 Member UncommonPosts: 1,026

    Originally posted by Zippsn

    Originally posted by Elikal

    I follow the game just from the sidelines, but this heavy handed patching and the many nerfs they always put in, just reinforce me that the decision to stay away for the first half year was right. I'd hate to experience such changes. The Paladin nerfs Eq2 had after 2 years of running were bad enough to experience. Having things constantly turned upside down would make me quite pissed, no matter the reasons.

    You can patch a game to death, ya know, because no matter how much reason you have to nerf X, players rightfully expect some stability and predictability in their combat and classes.

     

    Role Players dont have such problems. They dont play the "best of the best" chars, but the one's which fit them the most. :)

    PS: I love Gimps xD

     And that's why no one listens to roleplayers.   "I don't care everything art fine with thee... balance shmalance good sir..!"  This is a game where people are competitive... if  you view the game as a way to work out your fantasy of being the good natured clumsey bard... fine, but realize that your view point is that of  an  uninvested bystander.

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