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1.1.2 Patch Notes


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#1 Velnias

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Posted 11 February 2009 - 07:48 PM

The 1.1.2 patch notes have been released, we all chuckled on vent when we read that fetch has been nerfed. Seems Mythic is taking the right steps in making this game enjoyable for everyone, now we just have to wait for the changes to make it through the test server. Anyways everyone take a glance at the long list of fixes they have proposed.

http://herald.warham...=2009_1-1-2#_45
"Never tell people how to do things. Tell them what to do and they will surprise you with their ingenuity." -General George S. Patton, Jr.

#2 Cartel/Weasal

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Posted 11 February 2009 - 09:04 PM

Quote

melee abilities and instant cast spells will no longer be affected by Disorient since their cast time is effectively 0 seconds


Big hit to marauders
This was the one I was afraid of
I totally agree with the stacking of disorients being nerfed
But the lower dps of marauders compared to other melee dps classes is still the problem

Marauders just became the "Magus" of melee dps
Some nice tricks but not as dangerous as a true melee dps



Im a little disappointed with the "Zone Domination" idea
Theres still 0 incentive to defend anything


Overall I still feel Mythic is doomed to repeat themselves
By the time they got Daoc to be a great pvp game - it was too late
Everyone had already moved on

#3 Malorn

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Posted 11 February 2009 - 10:48 PM

Its a big hit to destro. Chosen have 2 useful abilities, both of which were nerfed into the ground in this patch. Granted those abilities were a bit OP, but it's ridiculous.

They should have considered melee abilities 1s for the purpose of disorients, which would make the 50% disorients a .5s increase to melee abilities.

But on the upside, they IMPROVED marauder's tentacle (fetch abilities in general got nerfed to 30s, but embrace is now 1s and can be cast on the move, rawr!).

Blackguard got nothing significant changed, so still have the problems they had before.

Also note the resistance & armor debuff changes.

ANd the 20s knockback immunity (as opposed to the 10s it is today). So lot less punting will be going on, which hurts ironbreakers since they have some of the best punts. The armor debuff change also hurts IBs when fighting other tanks, which is a damn good thing.

With disorient nerf we will see the heal debuff differences across the realms will be much more painful and noticable. Disorients helped make up for it, but without them & with improved heals in this patch we'll be hurting.

#4 Cartel/Weasal

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Posted 11 February 2009 - 11:43 PM

Yah they made TE able to be cast while moving but upped the cooldown from 10s to 30s

#5 Guest__*

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Posted 12 February 2009 - 06:37 AM

Vel, can you post the notes so us who have firewalls at work can read them?

Thanks

#6 Guest__*

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Posted 12 February 2009 - 06:41 AM

Mizulo said:

Vel, can you post the notes so us who have firewalls at work can read them?

Thanks


I'll email them to you...

#7 Velnias

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Posted 12 February 2009 - 07:16 AM

Since they are changing crafting, you will be able to switch gathering skills and retain your current skill.

Source: http://www.warhammer...ad.php?t=249572
"Never tell people how to do things. Tell them what to do and they will surprise you with their ingenuity." -General George S. Patton, Jr.

#8 Malorn

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Posted 12 February 2009 - 11:40 AM

Now is the time to max out scavenging and then switch to whatever skill you want, lol.

You can also max out apothecary and then switch to talisman making.

Going to do that with my BG...

#9 Dan Barlow

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Posted 12 February 2009 - 12:38 PM

Quote

* Opening Movies will no longer always be at max volume.


five months later? give me a fucking break.

Quote

* Khaine's Embrace: This ability will now cast faster and heal for a higher value.


some potential for spike healing there.
DAN BARLOW





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