Testserver Patch Notes - Merlyn Patch #7

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    • Testserver Patch Notes - Merlyn Patch #7

      Merlyn Patch 7 - Ver. 1.12.365 / REV 128318 - 20 October 2018

      Territory Changes
      • Disallowed furniture placement around orbs in Watchtower territories
      • Increased number of guards in Watchtower territories
      • Siphoning Mages:
        • Alert radius: 10m → 40m (this means that mages will now call for help from the surrounding guards)
        • Fame: 597 → 4588
        • Energy drop on kill reduced by 10%
        • Season points on kill reduced by 10%
      • Guard (Soldier)
        • Warcry spell reworked:
          • It is now only triggered when at least 6 enemies are on its aggro list
          • The spell now increases damage and defense of other guards (this stacks up the more players are on the aggro list and the more guards are in combat at once)
        • Fame: 153 → 306
        • Pursuit radius: 25m → 60m
      • Guard (Archer)
        • Fame: 138 → 276
        • Pursuit radius: 25m → 60m
        Adjusted Watchtower guard changes after playtest:
      • Siphoning Mage:
        • alert radius: 10 → 40 → 25
      • Guard - Soldier:
        • pursuit radius: 25 → 60 → 45
        • Reduced the buff of the War Cry ability
      • Guard - Archer:
        • pursuit radius: 25 → 60 → 45
      Other Changes

      • Disallowed furniture placement around portals and Expedition NPCs
      • Removed glowing pentagram from roaming Cultist mob, as it was too visually distracting in combat
      Fixes
      • Fixed a visual bug where treasure urns would reappear briefly after being destroyed
      • Fixed an issue where channeling a spell while mounted would interrupt movement
      • Mad Shadowmask (Hardcore) and Mad Fuzzy will now execute players as intended
      • Fort Sterling Cape now triggers correctly while mounted
      • Numerous additional graphical, animation, texture, environmental, audio, and localization fixes

      Dieser Beitrag wurde bereits 2 mal editiert, zuletzt von Dagother ()

    • @PrintsKaspian - do we know when these will be hitting the live server?

      EDIT:

      In another thread (the NDA one) Retroman mentions "next week":


      Retroman schrieb:

      Some explanations:
      The territory changes are intended to go live with the next patch. Which will probably be next week.
      The intention of these changes is not to stop mage raiding because we think a constant open world activity contributing to a guild's success in the season ranking is generally a positive thing. However we agree that the mage clearing right now is very fast and territories in general don't provide that much defense against an attacker.
      DarthMagus - T8 Stone;
      Solo Bloodletter PVP

      Dieser Beitrag wurde bereits 2 mal editiert, zuletzt von Captainrussia ()

    • PrintsKaspian schrieb:

      Siphoning Mages:


      Alert radius: 10m → 40m (this means that mages will now call for help from the surrounding guards)

      Fame: 597 → 4588

      Energy drop on kill reduced by 10%

      Season points on kill reduced by 10%

      Guard (Soldier)


      Warcry spell reworked:


      It is now only triggered when at least 6 enemies are on its aggro list

      The spell now increases damage and defense of other guards (this stacks up the more players are on the aggro list and the more guards are in combat at once)

      Fame: 153 → 306

      Pursuit radius: 25m → 60m

      Guard (Archer)


      Fame: 138 → 276

      Pursuit radius: 25m → 60m
      Adjusted Watchtower guard changes after playtest:

      Siphoning Mage:


      alert radius: 10 → 40 → 25
    • PrintsKaspian schrieb:

      Adjusted Watchtower guard changes after playtest:
      Siphoning Mage:
      alert radius: 10 → 40
      → 25
      Guard - Soldier:
      pursuit radius: 25 → 60
      → 45
      Reduced the buff of the War Cry ability

      Guard - Archer:
      pursuit radius: 25 → 60
      → 45
      The guards themselves need buffs to HP and damage. Killing them even with these changes will still be trivial. With the current 25m alert radius there are less than 15 guards that need to be killed. Group compositions will simply adjust (5 man mage kill squad = 1 healer, 1 compressor tank 3 AOE DPS) and clear all necessary guards in a single pull, then continue to kill the mage in about 2 minutes.

      All this does is slow down the 1 healer + 2 single target DPS teams from quickly clearing mages while only having to kill 1-2 guards.
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