1.127 Pendragon Test Server Hot Fix #1
Feedback and replies on testing has been amazing, thank you all for taking the time and sending in your thoughts and trying things out on Pendragon.
We're aware of and working on the following issues on Pendragon that will be fixed in the next test server's downtime:
View the 1.127 Hot Fix notes on the Herald!
We're aware of and working on the following issues on Pendragon that will be fixed in the next test server's downtime:
- Allowances for the new Ground-Target system in crowded areas.
- Market Explorer search issues with the match all bonus option.
- The /housefriend command not functioning properly.
- Siege weapons colliding with other siege weapons.
- Issues with equipping One-handers into the Two-hand slot.
- Bodyguard's radius not matching the Battlemaster styles' interrupt radius.
- In the meantime, please enjoy the 1.127B notes below!
View the 1.127 Hot Fix notes on the Herald!
Post edited by Carol_Broadsword on
DAoC Community Lead
Broadsword Online Games
Broadsword Online Games
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Keep wall and outer keep gate difficulties in the Frontier have been reduced.
This change is done with the aim of increasing more courtyard-centered keep battles by reducing the time
takes to get through outer keep walls and gates while maintaining the difficulty of inner keep doors.
Outer keep gates stil have varying difficulty based on keep location.
Not sure if this is any helpful. I can only speak for hero bg. But as soon as hero is in inner keep, fight is usually won. Bec. you cant really defend the inner keep.
Stun nuke nuke and climbers will still keep defenders hiding inside. Not sure the logic on that one.
Stun nuke nuke is now a moot point is there is a stormlord around....Climbers will still be a problem but then again another stormlord can put up a 50% fumble storm on top of the stun storm and life is golden.
Don't forget to factor in the changes in Stormlord in keeps/towers going forward.
Broadsword Online Games
/dance
Da fly family - 4501 4502 4503 4504 4505 4506 4508 4509
Da spider family - 441 442 443 444 445 447
Ywain 1 Mid - Carlingford Hib - Tullamore Alb - Dalton
https://divoxutils.com/user-characters
Merc r5 also needs the timer increased and/or remove the debuff purge plus immunity effect
Cl abs buff needs to stay as is, helps squishy classes have a better chance va heavy hitters
VW removing celerity? VW's are totally fine why does @Broadsword continually make changes to things that are fine
Necros: @$^$ing FINALLY!!!
Why nerf suprem pots? if it s the same with 25% amelioration bufff, people will switch use stardrop before the /use and the stats will be the same , right? At the end we lose 1 spot in inventory and the same result, so i would say its a bit useless? I m prety sure that switching item may increase the chance of crashing the client on you beautiful server xD
Agreed as soon as the Hero BG hits the CY it's essentially game over for any of the defenders. Hib just stun + nukes on the assist and typically the defenders are significantly outnumbered.
https://divoxutils.com/users/user_2ZTPHy8tjVF9LWMgujSZfCY9Mos/characters
Has anybody from [removed] been at a CY battle lately, as a defender? If heavily outnumbered, the roof is an instant kill zone. Outer towers on the keep overlook the roof allowing casters to decimate anybody who peeps their head in view on the roof. The lord zone is simple a kill box because the roof is inaccessible (outside of one or two corners for a healer) and has no strategic value to it besides one choke point. Also you can pretty easily rupt the entire lord room from the cubby before the lord room, just throw up a moc'd bard, heretic, or healer w/ warr grp cloak or healer rr5 up, and boom entire lord room can be locked.
The best solution would be to raise the level of the inner CK so that it's safe for players defending to actually use that level. The lord room would be a great defense point, if it wasn't essentially having your back pushed into a corner with no real tactical opportunities outside of counter-push, other groups AJing the attacking BG from the courtyard, or hope you can hold your line.
Maybe the elite guards should be adjusted so that they will never lead the lord room, because currently the sieging force can just send somebody with Phase shift, or a pet, to pull all the elite guards to the CY. If you're lucky enough to get accidentally zephyr'd into the keep, you can even pull all the elite guards before the inner door even goes down.
Courtyard battles are great, but I would like to suggest an alternative. Boost trebuchet damage on walls and add more siege tent hookpoints around the keep. DAoC is a game that thrives on tri-realm combat, so allow the 3rd realm into the siege. A lot of times during a long siege, the attacking force often gets pinned inside the keep because stealthers will repair, so the third realm is locked out unless they want to break through the same barriers. Making it easier to blow holes in walls will allow for more parties to join in on the courtyard fun w/o being forced through a funnel or chokepoint, and if an 8man or 16man is trying to mess with a siege, it is damn-near a suicide mission to charge into two zergs fighting each other in a keep.
Thegenerallee-shadowblade
Misleadinglooks-warrior
Grumblejr-hero
Danceswithdebuffs-champion
Faatkid-druid
Good question.
The real question is who is gonna tell MrBadWolf about the cloak nerf?
I see those changes, hope it helps with defending/attacking to make them more enjoyable.
so a few things.
I like courtyard fights but it would be nice if some of the keeps were made bigger like Crim, Berk and Nott. Also keeps like Behn, Blendrake and Surs do not have a back door. That is a problem once an enemy is on the front door the keep is already gone unless you have numbers inside.
Also in regards to keep fights would it make sense to reduce the amount of climbing classes in the game? i think 2 per realm is more than enough.
Also i know i have been very out spoken about this over the years but give us 4 towers again per keep. Why not add more areas to rvr?
Also i would still like BS to address making it so +to archery adds damage over 61 total spec. As it currently stands a RR1 archer with 50 spec + 11 in template hits as hard as RR10 archer with 50+11+9 in realm rank. This gives no inventive to template items with + archery or use a spell crafting spot on armor. This would give archers a chance to make templates more bow or melee focused.
No balance argument can justify this.
Uhh maybe they want to make Buffbots a thing again to gain subs? The introduction to Sup pots basically killed the need for buffbots and that's a loss in revenue. So as a business decision I can see why this might* be a reason. Not saying it IS the reason, just saying it could be.
I'm super sad at this but also a bit happy that at least it looks like broadsword is acknowledging that stun is broken vs hib keep defense. Sad because:
Dazzling array: Casts a stun feedback buff to allies in its radius instead of an accuracy buff. Only works versus casted, non-realm ability stuns, melee style stuns will still land.
Okay, with this implementation we will finally seen the full cycle death of pac healer's aoe stun and any mid only benefit (they already nerfed aoe stun radius and nerfed # of possible targets And this does nothing to nerf the alb (theugh) version). Thanks for playing mid. Fond memories of ever taking a defended lord room. At the same time, hibs now have druids with an aoe root, long duration, that does not break on damage. With this you can utterly decimate any attempted push. Hibs will argue that nature druids are not as powefull as some other classes/specs so why do it, why win, is what I say. When fighting hib zergs they have at least one of these and already you cant hardly ever take a defended hib keep. This will further break this disparity. I'd scrap all this and just give some mid caster a specline stun (not even asking for baseline). Or just take healer aoe stun away because it's basically worthless after this patch, so at least we'd have an honest assessment when comparing stuff.
It is going to be much harder to keep these storms up in windows or when siegeing/defending keeps in other locations because superior numbers can just push your storms away. OH AND NIGHTSHADES GET STORM LORD but infs/sb's dont. Remember that NS's can stay on the side of walls, outside of LOS and while taking damage, and cast at the same time. Good look keeping a storm anywhere but a lord room vs the hib zerg.
In lord room or inside choke points where aoe stun is actually useful, you'd just assign one hib/alb caster to focus the winds (and now they can still cast to boot). As such, it's only actually useful, especially if you don't have a wall climbing stormlord caster, in the lord room. This is a HUGE alb/hib boost and a giant mid nerf.
Meanwhile in this patch:
The Runemaster's Loyalty cloak has had its (short duration self only) magic damage increase buff reduced from 25% to 15%.
The Wizard's Loyalty cloak has had its Heart of Fire ability changed from a cooldown reset to a group +15% magic damage increase buff.
The Wall of Flame realm rank 5 ability has had its hit buffer value increased from 400 to 700 health. (these two are going to work REALLY well with one tick in every group)
The Protection Totem in Darkness specialization now can only affect a maximum of 8 targets. (doesn't really matter because there are no dark bds in zergs or otherwise but yeah another mid nerf to a potential bottleneck fight)
Warlock Cursing specialization direct damage spells have had their damage types changed from Matter to Spirit. So now you run a spirit resist myth and that's all you have to worry about vs mid, and every hib group has a warden who gets 24 spirit resists easily in the spec, and almost nobody has a druid with 24% matter resists. Matter worked with mauler aoe debuff. Another mid nerf.
I agree putting the aug healer stuff at lower level is appropriate given the buffs cleric/druid have gotten over the years as well as the changes to warden/friar/pally that have created a heal/peel/utility class on those realms mid just can't match, but by no means does it match these huge nerfs. Could just keep healers as they are and give mids a friar/warden comparable class. Or not.
I don't know the sup pot reasoning but personally I don't like it. What is it supposed to justify? Make buff bots worthwile? if you want that, up buffbot acuity to (with buff bonus) cap at 93. Otherwise people are still going to use sup pots they are just going to hate the game a little more. I think someone summed up best by saying it does nothing but make you have to swap more.
I guess I should end by saying I'm really grateful Broadsword's kept this game going and also that they are still trying to give us new stuff and balance classes. I know this is a bitch post, I just don't want the disparity to get even worse.
All this will do is make it a little harder to play caster. It's already much easier to play a tank/assassin.
Couple of things; first get off the ledge, everything will be okay. Now to nitpick your thoughts a bit. Please let me know the last time you were chain stunned in a lordroom/keep fight by an air thurg. Also now Hex locks can 50% debuff their baseline DD....Mid love I would say along with the Aug Healer adjustments.
Remember this is on Pend, not live. Give feedback and maybe you will bring up a point that BS didn't see. The AOE stun for healers is a good point. But at the same time imo it's a fair trade off to alleviate the Hibs ability to kill at will in a keep/tower setting because of stun/nuke.
A lot of great points here, however I agree with @BumblesZERG that the warlock baseline change is a good thing for Mid. Hex Locks are pretty versatile now in Mid groups and now you won't lose any DPS (great point about the matter resist, this plays to Hex lock) w/ a setup of Pach / Augh / Sham / Skald / Hex Lock / Savage / Zerker / Valk, or Pach / Augh / Sham / Skald / Hex Lock / SM / SM (or RM) / Valk That's 5x healing classes and 5x DPS classes in a mid group, complimented with NS, speedwarp, AF debuff, and pin. I'll yield that the group is lacking in utility RA's (such as ST (unless you run runie), TWF, no game-breaking RR5's), but compare that to any hib Alternative group setup and they can not muster 5x support and 5x burst DPS classes.
I 100% agree about the life and death cycle of a Pach. I like the stun-feedback storm, but think it is absolutely imbalanced that this storm can effect 24**** players and now focus winds isn't a focus anymore, effectively nullifying AOE stun usefulness, and what was once a cornerstone of the realm. If the change is to combat hib stun-nuke-nuke, that's a very creative and smart way to keep the ability in the game while nerfing it only in keep fights, however baseline stunn is single target, so why does this storm need to effect more than 4 players? I could see 8, or 10, but 3 full groups?
I also don't see the point in nerfing the RM cloak, it was already less useful than it's class counterparts cloaks.
I disagree with you on Sup pots. Bold take, but cap buff pot potions are dumb. They aren't a good decision for the player base, or the business. On the business side, they just lose bot subs (dumb). On the player base side, sup pots lessen the blow of killing an enemy player. If somebody in their group has PR up, boom that player is up instantaneously, no RS, if their support is half decent they are back at 100% fully loaded in under three seconds once being dropped. Players should be punished for over extending, poor positioning by being killed by enemy forces. Too many zerg v zerg fights where it's all about spray n pray, egg charges, and ST. It's fine to keep them in game, but I think there should be a rvr combat timer or simple place them under cap buffs. Nerfing the value of the pot will probably make too many people complain, but maybe if it's balanced with a bunch of other QOL adjustments that make things easier (there have been plenty suggested, I don;t think I need to go into detail), it might slide better with the player base.
Don't see the point in nerfing the BD totems, the class has little keep fight utility outside of them as pets are 100% useless. And nerfing the dark totem so it's not even like they'll be able to have a bunch of solid healer pets up with commander on passive. BD's get TWF, NM, and their sup or dark totem, unless for some reason they went BA and just have AoE DoT. So that's three things for a BD to do during a keep fight outside of baseline singletarget DD, and two of them are on long cool downs while the third is something you can only do once every 30 seconds or 1 min (can't remember the totem duration atm). Sounds STUPID BORING to me.
Does the Supremacy Pot change also apply to the Elixir of Conquests?
Please, decrease the affected number of players in storms from 24 to 8. With the current population, you are covering a third up to an entire zerg with the current cap.
Edit: This is just an idea from someone who has enough rps on hib casters combined to have a rr13. I'm looking for balance. I'm throwing out ideas for a middle ground.
I meant to say I think it would be a good thing to change all casted stuns to a stationary zephyr. I can't type late at night....
I dont understand this, but I dont like it.
If they get the storm to work so that it does block casted stun and is useable by albs/mids in keep defense, is that going to break the hib zerg. There seem to be so many casters in the zerg who are there for the easy rps and collect either using stun nuke or assisting someone with. If that all goes away and things get competitive, does siege warefare die? If that would break the hib zerg in current form, if stun still worked as is but was more available on other realms as well, would that keep you rvring?
Also, sorry for melting down earlier. I've been an advocate for a change to the stun disparity in keep defense for a while so it's not like I can complain if they listen and if in listening all stuns get impacted (including pacs). I also think this might be an interesting fix as it doesn't change open field anything (where its less an issue). It's also not something I would have thought of.
I stopped playing hib because I felt bad, so I don't know what the rest of them do if stun nuke dries up in keep siege. I think they will be fine because they can counter wall casters using stormlord NS and the other realms cant.
It's probably not a popular theme on these boards but zerg leaders perform a great service. I know people talk about how nice its been this past week without the hibs running, but especially running a scheduled bg does create action and it allows people to schedule their day. I see some of these stormlord changes as potentially upsetting that balance so hopefully hero gets a chance to weigh in. (I think he's back today). For instance sending tanks over the wall creates action and it gives hib healers something to do. A fumble storm seems like too much. It does make me want to hop on my animist and just create a shroom field and a storm and just camp a solo spot though. Near unbeatable:)
As a returning player I like sup pots as they were and feel they help make me more competitive, and they help groups of us scrubs compete with the more leet players. Should there be a penalty for death. Yeah, and there is, there's also a you get reduced rps penalty and all immunity timers are gone and you lost all your buffs and charges that were up. There are people in the zerg who will die 20-30 times a night. That's an entire sup pot. I think that arguing that death should hurt more is 100% wrong because it is the returning and learning players who feel deaths most frequently and gain fewest rps in the process. I think sup pots help raise the floor.
Alb : Cabby, Necro, Sorc, Wizard, Thurgist
Hib : Animist, Bainshee, Eldritch, Enchanter, Nightshade, Mentalist, Valewalker
Mid : Runemaster, Spiritmaster, Thane, Valkyrie
Alb x5, Hib x7, and Mid x4. Can we adjust this? Seems like it's going to benefit hib more than anybody, again.
Any Clarification @Carol_Broadsword please?
The zergers in hero bg zerg always. You can take away their stun, and they will still zerg. Maybe 2 of them will leave, thats it.
Maybe it is a good idea to take away stormlord from nightshade,
bec. nightshades can climb and does it make sense now to have a stormlord which can climb and push away all storms?
I am not sure its is enough without an immunity after feedback because there is more than 1 stun class /face but its a great start I hope its enough.
Necro doesn't get to go Stormlord. Warlord or Convoker for Necros.
I dont get the vamp claw change either. Could revert powertap to not in combat or reduce dementia magic resists some. The class has issues already.
The funniest part about that comment is that i used the official resource to double check:
https://www.darkageofcamelot.com/content/master-levels-class-options
@Carol_Broadsword
If the problem is only an issue at keep sieges why not make the keep lord of each keep have an aura which grant the members of the keep lords realm, maybe also NPC guards, determination 9 to shorten the duration of all cc spells.
The tower lords could have a similar effect but with determination 4 or 5.
This would not effect the open world squirmishes, but it would make it harder to capture keeps and towers to a certain degree, for all realms.
I do not play DAoC myself at this point so I am not well informed regarding the meta on Ywain, this was just a thought that struck me while reading through the forum.
If you are only wanting to reduce the duration of stuns, having a keep/tower lord offering determination would also affect all casted cc's. All roots and mezzes would be reduced along with casted stuns.
Yes, as I said:
It would effect all realms CC capabilities as an attacking force at a keep siege.
If the complaints regarding hibs abundance of stun nuke nuke are true, the hibs would feel this change the most.
If the complaints are untrue all realms would feel the change equally.
No need to redesign characters this way and easy to remove if it doesn't work as intended.
Also, with the feedback does it provide immunity or can two people assist stun so one of them lands?