Test Server Patch Notes for 7/19/2013

Discussion in 'Test Server' started by Wigin, Jul 19, 2013.

  1. Wigin Developer

    Items
    • Imbued Light IV now provides a heal with a base value of 500 health to the caster's defensive target.
    • Nightmare of Dark Attractions should now work correctly.

    Abilities
    • Paladin. The Shield line of abilities should now provide a visible buff on your character when activated.
    • Ward Shield now lasts 30 minutes.

    General Gameplay
    • Players will no longer find themselves getting stuck at 60.88% movement speed.
    • Multiple passive buffs that were not being applied correctly on log in have been fixed. These include the Rogue abilities Weapon Blur and Dagger Expertise, Warrior and Dread Knights Weapon Shield, as well as Paladin’s Guardian’s Might. This abilities may require one death or unequip/reequip in order to work correctly again but should be permanently fixed after that.
    • Mounting now removes the parachute effect (which gets applied from previously dismounting while in the air).
    • Sparkles' Shatter ability should once again clear hate on its primary target when used.
    TLoch likes this.
  2. Chipn Member

    I am glad your working on the Lite 4, If your gonna remove the rune then it should be a grp heal again at 500. If its gonna be defensive target only it should be 750 - 1k before modifiers. Meaning healers will get a better result out of it.

    I tell you why. I spent endless hours farming what I thought was one thing, then its been changed twice now. So what that means is I have wasting my gaming time farming a useless Aug as its listed above that could of been spent doing something else.

    You should make it like the chaos aug +5% to heal crit +5%to heal effective/multiplier with a 5% proc chance or something along those lines.

    I know the power of the aug the way it was well lets say was over the top at 2k grp heal. The rune on it now is over the top. You can still make the aug desired going a different direction then a Def target babby proc heal.

    What I am saying if its not worth having then its not worth being in a game. You can make OP items still wanted you just have to choose the path carefully rather then throwing it away and calling it good. Which is what the above change does.
  3. Lavyndar Well-Known Member

    I just went and tested ward shield and it looks like it's working again and is not exploitable. Thanks :)
  4. Krolk Active Member

    Logged into CoB on my warrior. Defensive weapon block looks like it is working again.
    Did a recall and moved to the imbuing station still in CoB and it triggered the recall refresh timer.
    Logged out to see if the recall timer would reset - it did not - will wait till refreshed and try again.
  5. Krolk Active Member

    Recall worked on my Shammy from Afrit to TJ.
    Didn't have Pendant of the Tempest so couldn't test if Bosrid's works with it.
    Celestial Channeling proc'd.
    Endurance regen from bear buffs did not show on my character sheet
  6. Krolk Active Member

    On Psi Mass mental focus energy regen portion not persisting through log out log in cycle.
  7. Krolk Active Member

    On wolf shaman Skin of Rakurr III shows no increase in endurance regen
  8. Alimora Well-Known Member


    This! Proc heals are silly and useless no matter how big/small. If you make them ae heals, all you do is trivialize the game, and make healing even more boring / easy than it already is. serously last time i had to put any effort into healing was on oran, before he got nerfed to what he is now, boring.

    That said healing crit is a silly stat all together too, again random heal increases help no one. Id rather just have an imbued with 200 HF on it so i dont have the cripple my gear with that silly expensive stat.
  9. Alimora Well-Known Member

    Now i don't wanna start a whole new topic again so ill just dump it here. I sort of feel the single tank healing is trivialized to much.
    The balance between the maximum health of the tanks and the size of the heals is just missing. Most classes have just abandoned their big heals because the cast time is to big, and if you start to channel your big heal once a tank takes damage he is dead already.

    So basically healing has come down to who can land the biggest instant heal the fastest after damage is done. I dont know how to fix this just posting my feelings.
    How i think it should be is that a tank should be able to take 3-4 of the hardest hits in the game without receiving heals, and not dying. This would open up space for healers to push their healing per second, to try to cover the incoming damage, actually give you the option to use the big heals with the long timers, and know that it will be useful. The struggle would then be in maintaining your healing output rather than being trigger happy on the instant heals.

    Mana management got trivialized completely too with all the new items, just like endurance management did. when is the last time u saw a cleric run oom? over a year ago right? that failed crafted spell, that now gives 3% mana per 10s is on 1h cd, 30m buff, totally OP. there is the civic that does the same. Then there are imbueds and new EE's whic can give 15 mana per second, rather than the customary per 6 seconds. So one item gives a more powerfull, permanent EE than psi every regen buffs. something is out of whack and needs to be balanced here.

    Healing is no longer fun, its a joke.
  10. Kamor Active Member

    That's way too harsh of a change.

    A couple of suggestions for the EE/Proc
    1)5%-10% Defensive Target Rune either timed (no more than 5s) or 1-2 hits (no heal)
    2)Return it to the original version (which no one complained about) 25% group Rune versus Planar
    3)Proc returns energy/end to group (keep the number small but useful 200energy 5 end)

    There are four types of Imbued, Caster DPS, Melee DPS, Tank and Vit healer. The Light V aug currently procs a 10% HE buff, so this one should either do something that helps vitality based healers heal or mitigate. It should be useful but not game breaking to any character that already has healing spells (vitality or tap).

    Then before it goes live, please let us know so we can provide feedback and help you find out if it's as "balanced" as the other augs. The community wants to help, we actually play this game and understand how things interact. Let us help you, make this game better.
  11. Takamoro Member

    A 10% two hit rune? That's less than the Order Pota 3 piece. 25% group rune versus planar would be acceptable if we could start seeing some planar raid mob damage that would warrant it. Proc returning energy and endurance to the group would still need to have it's HP value raised to 750 or so, and it's proc chance raised to at least the same as the Chaos Pota 3 piece (10%).

    If we're using Light IV to make mini-discs, that's fine. a 10% proc chance IL sounds right about in line. 750 HPs, 200-250 energy, 10 endurance. a 500 point single target heal proccing 5% of the time is rather insulting. A 500 point group wide heal proccing 5% of the time is half of the POTA 3 pc bonus so should also be considered out of the question. Make the aug in line with what it is please.

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