I spoke with Majestic from Iron Rock today and offered him a spot for his weekly newsletter on backseatdev. If you are not familiar with players from Iron Rock and/or do not frequent the Iron Rock forums, you may not get much out of it, but if you do, it’s pretty damn funny and well presented!
Archive for April 6th, 2010
patch 1.3.5 confirmed changes and rumours
Like all patches, they generate excitement and anticipation. Reading over the forums it appears as though a early version of patch 1.3.5 was put onto the test server and a few players snuck on to try some stuff. You can find more information on the Warhammer forums.
Please do not take the rumoured changes to be fact or complete in any way. They may or may not be on the final PTS, and if they do, that would be the time to give feedback on them after trying them out.
Rumoured changes:
-You can purchase more rows of bank space. The first row costing 6g and increasing from there.
-Odjira/Run speed talismans: Proc effect now ends if you use an ability. Similar to “Charge” ability.
-New talismans are rumoured to be in. Purchaseable with currencies they are apparently similar to lotd talismans, but perhaps work on all gear. eg. Talismans to reduce AP cost that can be slotted in helm.
-Invader/Warlord/Royal items now cost 5x as many crests, but existing crests break down to 5x as many. Seems like this is just to give finer control over crest rewards, I assume it will not effect the time to earn these rewards.
Rumoured Class Changes
Black Orcs:
Ya missed me: On block 20s cooldown 10s debuff now reduces targets physical damage by 80%
You Got nuffin: Immunity to detaunt tactic has been changed. It now heals your party within 100ft for between 350-460ish depending on spec over ten seconds every time a bellow procs. It does not stack. It does not refresh itself. Multiple procs do nothing. Until the 10s have counted down it cannot refresh.
Marauder:
-Exhaustive strikes being changed to 40ap over 3 seconds.
Chosen:
-Getting a version of the gromril plating, but it is the nerfed version that is self only. (See IB changes)
-Sprout Carapice moved to the middle tree and is a trainable M4
Confirmed/Announced Changes:
Iron Breakers:
Gromril Plating has been changed from a morale group shield to a self only shield.
Marauders:
Will be able to dual wield
Sorcs/Bws
Although they are built and designed to be high-damage careers, the Sorcerer and Bright Wizard had a few specific abilities which were going far above and beyond their design. In an inverse of the situation described above, these abilities were dramatically “over budget” and were much better than we intended them to be.
Word Of Pain: To cut right to the chase, this ability was simply doing far too much damage. In patch 1.3.5, we’ll be reducing its base damage from roughly 650, to around 350 (again, before any modifiers). While we recognize that this is a fairly large balance change, we feel that it’s necessary for the overall health of the game, and we hope that you’ll agree with us.
Boiling Blood: We had two concerns regarding this ability. The first was the damage was much higher than it should have been. The second was that, to be entirely frank, we haven’t been happy with Bright Wizards being able to debuff one of their own damage types. While that situation certainly appears in other places in WAR (such as melee careers who can debuff armor), we felt that in the specific case of the Bright Wizard it was more effective than it should be. Therefore, to address both of these issues and bring the careers into better parity, we’ll be adjusting this ability to be a closer mirror to the Sorcerer’s Word Of Pain: it will reduce the victim’s Willpower, and then deal damage when it ends (and the damage will be similar to Word Of Pain’s as described above). Additionally, we’ll be adjusting the Fuel To The Fire tactic so that behaves like Vision Of Domination – it will now increase the effectiveness of Boiling Blood’s Willpower debuff and increases the damage that it deals, and also cause Slow Boil to give Action Points back to you when it ends (see below for more information on Slow Boil).
Slow Boil: We’re adjusting both the effect and the damage of this ability, to make it more similar to the Sorcerer’s Vision Of Torment. Its debuff is being changed and will now cause the victim to lose Action Points every second, and its damage burst will be reduced from roughly 450 base damage, to around 150 (and as with all of the above, this is before any modifiers). Once again, we acknowledge that this is a notable change, but we feel that it will create a better overall gameplay experience, as well as strengthen the parity between the Bright Wizard and Sorcerer careers.
RPs/Zealots
We’ve identified several issues which were causing some specific Zealot and Runepriest abilities to be much less impactful than they should have been. Essentially, these abilities were simply “under budget” and did not have enough performance for their costs. We will be improving all of these abilities in order to bring them up to a level that we feel is more appropriate.
Flash of Chaos & Grungni’s Gift: Both of these “snap heal” abilities were underperforming, and have been adjusted in two different ways. We’ve reduced the action point costs of these abilities from 30 to 15, and increased their base healing value from roughly 200 to 270 (before modifiers such as Willpower, Healing Power, and Weapon DPS as mentioned in my prior post).
Leaping Alteration & Rune of Serenity: Similarly, both of these abilities were notably underperforming, with their base healing values being much lower than we intended. As a result, we will be increasing their base overall healing from roughly 390 to 600. We hope that these changes make these abilities much more appealing to you, and that you’ll find room in your toolbox for them!
Anyone else heard any good rumours about the upcoming patch? Let me know!
