Known issues:
- ST and AoE siege have double cooldown
- Skill requiring parry don't trigger on parrying Guard damage
- Morale gain rate can become too high over time
Changelog 07/11/16
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Re: Changelog 07/11/16
Azarael wrote:Known issues:
- ST and AoE siege have double cooldown
- Skill requiring parry don't trigger on parrying Guard damage
- Morale gain rate can become too high over time
should be an actual change, same for block and disrupt. Will help combat the Dirty Tricks 100% up time as well.
-= Agony =-
Re: Changelog 07/11/16
In this case I mean activation condition skills like Blade of Ruin and Shield of Reprisal. Tactics and the like have always worked, but I take your point. We have DT in our sights anyway.
Re: Changelog 07/11/16
Azarael wrote:In this case I mean activation condition skills like Blade of Ruin and Shield of Reprisal. Tactics and the like have always worked, but I take your point. We have DT in our sights anyway.
Thanks for the clarification!
-= Agony =-
- Razielhell
- Former Staff
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Re: Changelog 07/11/16
Siege of Bohsenfels *Azarael wrote: [Public Quests]
styrkarr
Order:
- T2 Empire - Siege of Bohfensels is now working.
- NectaneboII
- Banned
- Posts: 333
Re: Changelog 07/11/16
Please fix one Empire Chapter 9 PQOrder:
- T2 Empire - Siege of Bohfensels is now working.
Thank you in advance
Great Patch
- RyanMakara
- Posts: 1563
Re: Changelog 07/11/16
I honestly hope you're being facetious. If not, my hand will impale my forehead through the sheer intensity at which I'd have to facepalm from your comment.kweedko wrote:Woah plis show me double dagger zealot that i misssedAzarael wrote: RyanMakara
- Changed all the Zealot daggers to Main Hand only, for the sake of appearance application consistency.
Btw if those appearances not breaking the animations why remove them?
I'll explain, in detail;
There were two kinds of Zealot daggers prior to this change. Those flagged only for main hand (as they all SHOULD be) and those flagged for either hand. I removed the ones flagged as either hand as you couldn't place a dagger into your off-hand as a Zealot anywho. Now, it allows ALL Zealot dagger appearances to be applied to the main hand slot; whereas before the change you could only apply either-hand to either-hand, and main hand to main hand.
Comprende?

Re: Changelog 07/11/16
Only issue with constant updates and fixes, is that you get dangerously close to that 7th or 8th iteration of "successful" that was threatened... /joking
Thanks for the update! I feel sure that rams will function "properly" eventually... I like the update to cannon refire rate. Ofc, deranking an enemy keep while you are defending can be tough, but at least it's a strategy that has an end goal that can help "turn the tide" now. As for on defense... Rank 0 keeps still have some artillery, and even with added refire rate the natural defensive positions still lead themselves to a higher bang per shot. But it's something to help break up the pulsing zergs infront of a keep..
Cheers!
Thanks for the update! I feel sure that rams will function "properly" eventually... I like the update to cannon refire rate. Ofc, deranking an enemy keep while you are defending can be tough, but at least it's a strategy that has an end goal that can help "turn the tide" now. As for on defense... Rank 0 keeps still have some artillery, and even with added refire rate the natural defensive positions still lead themselves to a higher bang per shot. But it's something to help break up the pulsing zergs infront of a keep..
Cheers!
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Re: Changelog 07/11/16
It was already a pain to get group for Stalker boss kill going and now when Stalker Set usability is further diminished by reducing time you can use it in T3 it will be even harder to get grouped for those boss kills and set will be underutilized.Azarael wrote:
wargrimnir
- Stalker 3pc bonus has been swapped with 4pc bonus, Crit reduced to 4%.
- Stalker gloves are now 1% crit. +10 has been added in the relevant primary stat.
- Increased the minRank on Stalker pieces to match their current levels of power. Previously R22-R26, now R26-R30.
Re: Changelog 07/11/16
Correct me if I'm wrong, but stalker lvl requirements being the entry levels to the tier was the exception to the norm, no? All orvr gear and sc weapons are mid to end of tier. Ruin is lvl 36 start... Is a quality of life arguement sufficient to make stalker the exception?
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