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Bringing Back Deleted/Removed Abilities

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catholicism198
Posts: 1092

Bringing Back Deleted/Removed Abilities

Post#1 » Tue Nov 08, 2016 1:24 am

I was wondering if you guys have ever considered or toyed around- (share videos of abilities please?)- with bringing back abilities that were removed from the game but are still in the client.
Once your client is done would it be possible to extract them from the retail version of War and patch them into the current one?
Pretty sure we (the testers) can come up with a compelling argument as to why certain abilities should be brought back.

Obviously some abilities were removed for a reason....The nerf to Warrior Priest and Disciple of Khaine wasn't warranted as this is a group oriented game... and the Magus and Engineer didn't need a range buffed...just needed to be un-nerfed.

Engineer

Field Repair (Most likely in client- probably removed because it didn't serve a real purpose in live)
15 Action Points 20 ft range Instant cast Requires a Turret
You focus on repairing your turret for up to 3 seconds, restoring 108 health to it every second.

Slow And Steady (Most likely not in client)
25 Action Points Instant cast 60s cooldown
No one can rush a Dwarf who's determined to take their time and do the job right. Your Ballistic Skill is increased by 62, but your run speed is reduced by 20%. Use this ability again to deactivate it.

Pepper Bomb (Most likely not in client)
25 Action Points - 65 ft range - 1s cast - 30s cooldown
You lob a grenade packed full of a noxious choking powder, dealing 150 Corporeal damage to your enemy and silencing them for 5 seconds, making them unable to use magic.

High-Explosive Ammo (Most likely not in client)
25 Action Points Instant cast 120s cooldown
You load your gun with a few rounds of special ammunition. For the next 12 seconds, your Gun Blast, Hip Shot, Snipe, and gun autoattacks will also deal an additional 103 damage to all enemies within 20 feet of your target.

Concussive Mine (useful before the range buff)
Land Mines will now knock players away from the impact. Monsters will be knocked down.

Magus

Befuddling Green Fire (Probably still in client- mirror to Bright Wizard's Pyroclastic Surge- debuff is a little too long though)
130 Action Points Range 0-100 ft
Damages target and Disorients them for 6s, increasing buildup times on abilities by 1 second

Boon Of Tzeentch (Was really only needed when a Magus had to cast melee abilities)
25 Action Points 100 ft range Instant cast 60s cooldown
For the next 10 seconds, your spells will not be set back when you take damage.

Strengthen Thrall (Most likely in client- probably removed because it didn't serve a real purpose in live)
15 Action Points 20 ft range Instant cast
Stabilizes your daemonic minion, restoring 108 health every second for 3 seconds.

Swat Aside (Probably in client- Strafing Run mirror)
40 Action Points 5 ft range Instant cast 30s cooldown
Summons a great wing to swat your target, dealing 75 damage and knocking them back a short distance. Monsters will be knocked down.

Theft Of Words (Probably in client- added utility)
25 Action Points 65 ft range 1s cast 30s cooldown
Rips the voice from your target, dealing 60 Elemental damage and silencing them for 5 seconds.

Shaman

Eeeek! (Reworked- removed fun factor)
60 Action Points Instant cast 60s cooldown
You, and all enemies near you, are blasted with Waaagh!, knocking away players and knocking monsters down.

Get'n Smarter (No Damage-over-time- view balance proposal)
30 Action Points 100 ft range Instant cast 10s cooldown
Steals 75 Intellegence from your target for 15 seconds.

Gork's Barbs' (Reworked- borderline useless now)
30 Action Points 100 ft range 2s cast 10s cooldown
Gork's Waaagh! reduces cast time.
Deals 75 Elemental damage to target. For 10s, debuff deals 100 Elemental damage everytime the target uses a melee action.

Greener 'n Cleaner
20 Action Points 150 ft range Instant cast
Removes 1 Hex effect from your target.

Yer A Weaklin' (Shaman's other damage-over-time before it was removed and given to Get'n Smarter)
30 Action Points 100 ft range 2s cast
Gork's Waaagh! reduces cast time.
Your target takes 166 Elemental damage. Your target' 2019s strength is also reduced by 75 for 10 seconds.

Leaky Brainz (Removed after Yer A Weaklin' was reworked- Yer A Weaklin' does not reduce willpower)
3 points en Gork
Life Leaka will now also reduces the victim's Intelligence and Willpower by 125 for 15 seconds.

Archmage

No real changes

Warrior Priest

Divine Strike (Most likely not in client- nerf to Grace- 1v1 bs)
30 Action Points 5 ft range Instant cast Builds 30 Righteous Fury
You crush your enemy, dealing 50 damage to them. The divine power of Sigmar heals your defensive target and any allies within 10 feet of them for 50% of the damage that was dealt.

Disciple of Khaine:

Consume Essence (Most likely in client)
30 Action Points 5 ft range Instant cast
Builds 30 Soul Essence
A quick strike which deals 50 damage. Khaine's approval of your actions causes your defensive target and all allies within 10 feet to become healed for 50% of the damage that you dealt.

Sorceress

Reckless Gathering (Reworked- removed lol? self stun)
No Cost Instant cast 30s cooldown
You consume power from the Winds Of Magic for up to 3 seconds, gaining 70 Action Points per second as long as you maintain your concentration. While you are concentrating on this spell, you will be knocked down for 3 seconds if you suffer any damage.


Increased Pain
Your critical hits will inflict 50% more damage.

Bright Wizard

Favourable Winds (Probably still in client)
20 Action Points Instant cast 120s cooldown
Aqshy, the Wind of Fire, bends and twists in your favour momentarily. For the next 10 seconds, any of your abilities which work against multiple targets will have a 50% larger radius.

Slow Boil (reworked)
30 Action Points 100 ft range Instant cast 20s cooldown
Builds 5 Combustion Has a chance to cause an Explosion!
For the next 10 seconds, the target is inflicted with a Hex which raises their temperature to a delirious fever, causing all of their abilities to take an extra 5 seconds to cool down. When this effect ends, they will suffer 299 Corporeal damage as the fever peaks.

Shadow Warrior

Glass Arrow (Reworked when they nerfed AE)
40 Action Points - 80 ft range - 2s cast - 10s cooldown
Deals 102 damage to your target. On contact, it will shatter, dealing 275 damage to all enemies over 15 seconds within 30 feet of the target.

Squig Herder

Foot Stab (Probably still still in client?)
45 Action Points 5 ft range Instant cast 20s cooldown
A Crippling attack which deals 175 damage and stuns your target for 3 seconds.

Shout (Removed when What Blocka! was buffed- could've been a Squig Armor interrupt)
No Cost 100 ft range Instant cast 10s cooldown
Requires Squig Armor
Your target's armor is reduced by 818 for 10 seconds, and they lose a small amount of Morale.

Shrapnel Arrer (Reworked when they nerfed AE)
40 Action Points 100 ft range 2s cast 10s cooldown
Deals 67 damage to your target. On contact, it will explode in to shrapnel, dealing 205 damage to all enemies within 45 feet of the target over 15 seconds.

Spin 'n Slash (Probably still in client? Nerf to melee Herders)
30 Action Points Instant cast 10s cooldown
Deals 125 damage to all enemies in an arc in front of you, up to 30 feet away.
Last edited by catholicism198 on Tue Nov 08, 2016 2:06 am, edited 1 time in total.

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sanii
Posts: 193

Re: Bringing Back Deleted/Removed Abilities

Post#2 » Tue Nov 08, 2016 1:57 am

A decent part of these abilities were not removed but rather reworked , so it would be pretty pointless to 'bring them back' . If there is any class where you feel that one of these particular effects are needed for its role to be more viable , nothing prevents you or anyone else from using it as a potential solution in a balance forum suggestion.


I had to chuckle at this tho :lol:
catholicism198 wrote: Sorceress

Increased Pain
Your critical hits will inflict 50% more damage.
I faintly remember how this was either removed at beta -> live , or in the very early stages of live ( i wonder whyyy :lol: )
<Pxl> <Luewee> <Fhc> and many many more!
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catholicism198
Posts: 1092

Re: Bringing Back Deleted/Removed Abilities

Post#3 » Tue Nov 08, 2016 2:57 am

I think it made it to live- I'd have to look into it though.

Most were reworked- which is why I mentioned that- but the Magus', Engineer's, Disciple's, and Warrior Priest's were removed. The Shaman's abilities were reworked for the most part but they lost a few things in the process.
Leaky Brains is there to point out that Yer A Weaklin' is missing a potential debuff
Greener'n Cleaner is there because being able to remove a Hex (or ailment) countered their racial pairing's primary attacks, much like a rune-keeper's ability to cure ailments and curses- The Greenskins' debuffs and Damaging abilities....that was really only applicable when the game had actual Greenskin vs Dwarf battles.
Yer A Weaklin' is there because it shows how the Shaman originally had three dots but lost one when Get'n Smarter was removed.
Eeeek! just fun factor
Gork's Barbs' to show how useful the ability was before the rework/nerf
Three of the Squig's abilities were removed- one, shout, if still in client, could be reworked to interrupt the target instead of debuff their armor (What Blocka!)

I could make an argument for most of the abilities that were removed- but there's no point in doing so if the devs don't have a way to bring them back.
The excessive range buff the Magus and Engineer received would make it pretty difficult to argue for those...maybe when they get a real nerf. Hopefully.

There were a few other abilities that were removed that seemed like a lot of fun, but it's highly unlikely that they're anywhere to be found:

Engineer

Nitroglycerin Grenade

A grenade attack which covers your target with explosives for 10 seconds. Any time they are hit by a melee or ranged attack, there is a 25% chance that all enemies within 20 feet of them will take damage.

Oil Grenade

A grenade that you throw at the ground, covering it with oil for 15 seconds. Any enemies in the area have a chance to fall down and will also be covered in oil, causing additional damage to them if they are struck by an Elemental attack.

Choppa

Berserk

You enter a berserker rage for 20 seconds. Powerful Berserking abilities will become unlocked, and your Strength, Weapon Skill, and damage are increased. Your armor and resists are reduced while Berserk, and you can not defend against attacks.

Squig Herder

Paralyzing Arrer

A bow attack that Roots your target, making them unable to move for 5 seconds.

Shaman

Gork's Belch (might be hidden in the client)

Damages your target over 15 seconds. Each time this effect damages them, it will also damage any other enemies within 30 feet of them.

Magus

Exhaustive Power

For the next 9 seconds, you deal 15% more damage. For the next 9 seconds after that, you deal 10% less damage.

Disc Rush

Your movement speed is increased by 50% for 10 seconds. This effect will immediately end if you use any abilities.

Disc Blast (Replaced by Swat Aside- which was then removed :cry: )

Knocks back all enemies within 10 feet of you.

Black Orc

Outta My Way!

Knocks an ally away and causes them to detaunt all enemies around them, reducing the damage that the enemies deal to that ally by 50% for 10 seconds.

There are also tons of Morale abilities that might be buried in the game.

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Stinkyweed
Posts: 467

Re: Bringing Back Deleted/Removed Abilities

Post#4 » Tue Nov 08, 2016 5:37 am

Squig Herder, original:

Pick on yer own size!

Any time you defend against an attack, your chance to critically hit is increased by 30% for 10 secs.
Stinkyweed SH - Prowl WE - Blob Chop - Babaganoush Sham - Fail CH - Negative Creep ZE - Brute BO - Motley Crue WH - Scratch WL

Don't fall asleep...don't fall asleep...
https://www.youtube.com/watch?v=oP7uxesyQWo

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catholicism198
Posts: 1092

Re: Bringing Back Deleted/Removed Abilities

Post#5 » Tue Nov 08, 2016 6:46 pm

Right now, the best I can do is provide the original client, but I don't know where to actually look to see if the abilities are even in the client. The beta one is long gone though...torrents are dead- links are dead...

I know Divine Strike and Consume Essence will be there- those were essential for melee healing- How the career was meant to be played... Strengthen Thrall and Field Repair and all the original abilities before they were nerfed/reworked.

Some of the ones in the first post were just referenced in some xml file and few ability icons were in the dds folder, so I thought they might've still been in the client- somewhere.
The icon for Theft of Words, Berserk, Get'n Smarter (that shaman looks so sinister,) one that might be Befuddling Green Fire.

The second batch abilities were mostly from Alpha/Beta, but Gork's Belch and Disc Blast were in the xml file too.

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Azarael
Posts: 5332

Re: Bringing Back Deleted/Removed Abilities

Post#6 » Tue Nov 08, 2016 7:21 pm

Divine Strike and Consume Essence exist only as component stores in the test region. They cannot be activated, otherwise I would have incorporated them into the .ab ex mode for WP and DoK.

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Renork
Posts: 1208

Re: Bringing Back Deleted/Removed Abilities

Post#7 » Tue Nov 08, 2016 7:42 pm

Magus silence :^) too bad it never made it to live.

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Telen
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Re: Bringing Back Deleted/Removed Abilities

Post#8 » Tue Nov 08, 2016 8:36 pm

I miss the old AM tactic that turned the Radiant Gaze dot into an aoe.
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Freyn
Posts: 19

Re: Bringing Back Deleted/Removed Abilities

Post#9 » Tue Nov 08, 2016 10:04 pm

I've missed Consume Essence quite a bit when I made a DoK recently, Transfer Essence isn't that different overall in terms of function, just in how it chooses it's targets for healing (group v PBAoE). The thing that makes me miss Consume Essence though is that you got it at level 6 iirc, whereas Transfer isn't till level 30, so you can't really melee heal till late on. (Same applies to WP of course, but I've not got one)

Blorc ability sounds fun, but I suspect it was removed due to the potential for trolling allies. Remember a few of the others from live.

seara
Posts: 29

Re: Bringing Back Deleted/Removed Abilities

Post#10 » Tue Nov 08, 2016 10:16 pm

Some of these are from old gear abilities, but release 1.0 looked something like this. Some of the stuff then got multiplied by global sweeping changes, something ROR has too. The ROR people want something new, but do not statute 1.4.8 as a solid foundation, which had a long uptime. After this, one could have looked back for fixes, as the game from live is 8 years old.

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