Update Notes - Thursday, October 5th, 2006

Xeldan

Staff Emeritus
These won't go in until tomorrow morning or afternoon, but I'm posting this now incase I'm not around when the patch is applied.

NPC

  • Tower watchers in Thazeran's Tower no longer see invis. This should help with corpse recovery after wipes.
  • Stone Destroyer's,Erratic Earthfiends, and Blazing Destroyer's should be a bit more challenging.
  • Implemented changes that should hopefully prevent Tashkal the Molten from despawning.
  • Fixed a problem with one of Galtrah Stormfury's abilities.
  • Tuned Eltrac the Skycaller to be a bit more of a challenge.
  • Reduced the hitpoints of NPC's in the Versikol the Chained event.
  • Reduced the hitpoints of NPC's in the Disciple of The One event.

Items

  • The combine for the key to access Upper Thazeran's Tower should now work properly.
  • The combine for the class-specific armor in Thazeran's Tower should now work properly.
  • Added in a new Tablet of The Four which is given out upon having it transcribed.
  • Elemental Attuned Sealer has been temporarily flagged tradeable while a quest to obtain it if KoS in Newport is implemented.

Spells and Effects

  • Thazeran's Planar Shift should now work properly.
  • Blissful Trance can no longer be resisted more than once per cast.
  • Reduced the duration of Blissful Trance slightly, but also reduced the mana cost by almost 40%.
  • Focused Channeling and Chaotic Destruction should be fixed now.
  • Mortal Cleave and Plague Shock should be fixed.
  • Reduced the damage on Soulburn slightly, from 425 to 360.
  • Several NPC abilities in Thazeran's Tower now completely ignore Line of Sight.
 
- Fixed bard training levels on Pick Lock, Sense Traps and Disarm Traps. You will now be able to train them at the right levels.
- A number of items have been marked as QUEST items. When you try to destroy a quest item, it will be returned to you, much like a no drop augment. You can get rid of these items (and no drop augments) permanently by placing them in a trash can (available at the banks of major cities). Staff will never help you regain an item you have trashed in this fashion, even if this breaks your Main Quest. Quest items carry no special visible flag, you won't know the difference until you try to destroy one. Quest Items are always NO DROP.
- You will now gain some experience from successfully disarming non-trivial traps.
- NPCs will now "remember" characters that they were fighting for 10 minutes, for the purposes of determining assistance penalty and engage caps. They will not aggro these characters if more than 1 minute has passed since the character left their hate list (or they are back at their spawn points), and they are no longer in combat. In other words, nothing about how NPCs remember and aggro after you FD or zone out has changed, just how they remember you for assistance penalty and engage caps.
 
- Memory blur will now work more often on mobs less than level 60. Mobs above level 60 can now be memblurred, at a reduced chance of it working.
- (Old change, but hasn't been mentioned) Consecrate is no longer a destroy target AE, instead it is a potent anti undead AE with a 90 second recast.
- The bank will no longer take a minimum of 1 platinum for listsend charges - it will take 2%, whether that 2% is 2 silver or 20 platinum.
- Players casting AEs will no longer hit mobs that do not currently have them on their hate lists.
- PBAE spells are now limited to a max of 6 targets when cast by players.

Together I feel the AE changes make AEs more viable in some situations, and that there isn't really any reason to not let players selectively use AEs the way mobs have been doing for a long long time, while it also limits some of the more ridiculous AE group situations - if you're killing more than 6 mobs at a time you're probably getting a way too good reward for the risk.
 
What about "oh shit" crowd control pbAEs, like wave of enstillment, the color stuns, and shout of agony?
 
Wiz said:
Together I feel the AE changes make AEs more viable in some situations, and that there isn't really any reason to not let players selectively use AEs the way mobs have been doing for a long long time, while it also limits some of the more ridiculous AE group situations - if you're killing more than 6 mobs at a time you're probably getting a way too good reward for the risk.
Haphesto said:
No more aggroing entire green zones and killing them all with a single spell. :(

As someone farming legions of greens (dire leaves from warrens anyone?), I don't like this change.
Any chance we can make PBAOES work on unlimited green mobs?
There isn't any more risk in me killing level 5 kobolds 1 at a time instead of 20 at a time. It is nothing but much more annoying.
 
Alton said:
As someone farming legions of greens (dire leaves from warrens anyone?), I don't like this change.
Any chance we can make PBAOES work on unlimited green mobs?
There isn't any more risk in me killing level 5 kobolds 1 at a time instead of 20 at a time. It is nothing but much more annoying.

Oh man... you may have to cast the spell THREE TIMES INSTEAD OF ONE!!!

come on....
 
Druids pbaoe (upheaval) has a lame recast, and to be honest, I'm killing like every mob in warrens at once, it'd be way more than 3 casts.

Again, there is no risk for the reward. O boy, dire leaves! for a l65 farming tradeskill stuff.
The only thing this change does (in regards to aoeing greens) is make the process even more annoying.

I'm simply asking that if possible, that new annoyance be avoided.
 
So, buy the dire leaves and stimulate the economy! It is Reaganomics trickle down economy at it's finest!
 
Alton said:
Druids pbaoe (upheaval) has a lame recast, and to be honest, I'm killing like every mob in warrens at once, it'd be way more than 3 casts.

You don't see this to be the least bit overpowering?
 
I don't really agree with the reasoning of farming kobolds in warrens for Dire Leaf as being enough to warrant a mechanic change only affecting green cons.

Like someone else said, just farm the plat off of higher level mobs and buy the Dire Leaves, it'll help a new player out and get you what you want at the same time.
 
Wiz said:
- PBAE spells are now limited to a max of 6 targets when cast by players.
Why? :(

Now i have to do 6 mobs in stead of 7 in labyrinth at once :p (ow boy, teh horror!)

Ps. The risk/reward balance is pretty ok imho. A pull of 7 kobolds in the lab nets me like... 7-8% xp (8-9 if one is dark blue) and the reward... pretty meh, unless i hit the rare chance they drop me a fur! Since, as some1 stated, the recast on my pbae (upheaval) is rediculous. I have to cast it at 2, mostly 3 times to kill a grp of 7 mobs. Meaning their beating on my skull that entire time. Having to heal myself, stuns, interrupts, slippery ramps (20k splat yay :()... (yes, i am dramatising) so all in all... imho i should be able to keep doing 7 mobs at once rather then 6 =D

:psyduck:
 
Wiz said:
- Players casting AEs will no longer hit mobs that do not currently have them on their hate lists.
- PBAE spells are now limited to a max of 6 targets when cast by players.

I have a couple of questions about these items...

AE's no longer hitting mobs that do not have the player on their hate list... Does this mean I can't cast a targeted AE mez on a group of unagro'd mobs and have them become mezzed?

PBAE max 6 targets... if this affects the PBAE mez... well, it will severly limit the functionality of enchanters... Any chance mez spells could have this limitation removed?
 
So, since PBAE spells give less now , will that mean a drop in mana for them? Wider range perhaps? Will there be some compensation for their lessened # of targets to help keep them a wanted spell?

I could see a mana drop of 10-20% on these easily, or maybe a doubling in range of effect. Since it is limited to 6 mobs and single wave, I really do not think it would be at all overpowering.
 
junius said:
my only issue with pbae change is 3w eyes.
this is a pretty valid concern. 3w and some other encounters with a large number of adds may need to be looked at with this new rule.
 
iaeolan said:
You don't see this to be the least bit overpowering?

Um, blame game mechanics, not PBAOEs. Low green mobs simply don't do damage to level 65s.
How is it any more dangerous for me to stand there 'tanking' 60 green mobs for 10 casts (read getting hit for 1 every 3-4 rounds of combat, not even enough to out damage regen)

This does nothing but force me (as a druid) to mem a second pbaoe and alternate upheaval and earthquake.
So now instead of casting 1 spell, I have to alternate 2 annoying long recast spells 5 times.

Again - There is no risk whatsoever.
All this does is make farming greens much more annoying.

If mechanically possible, why not limit this change to LB mobs and above?
 
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