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Bringing Back Deleted/Removed Abilities

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Gobtar
Posts: 799

Re: Bringing Back Deleted/Removed Abilities

Post#11 » Tue Nov 08, 2016 10:38 pm

Neato
Last edited by Gobtar on Tue Nov 08, 2016 10:39 pm, edited 2 times in total.
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Tankbeardz
Posts: 629

Re: Bringing Back Deleted/Removed Abilities

Post#12 » Tue Nov 08, 2016 10:39 pm

Renork wrote:Magus silence :^) too bad it never made it to live.
That would be kind of amazing.

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catholicism198
Posts: 1092

Re: Bringing Back Deleted/Removed Abilities

Post#13 » Wed Nov 09, 2016 12:27 am

Magus silence would've been nice... of course not with the insane range they have now...
The Black Orc ability would've definitely been used to troll allies.
Swtor has similar abilities that are use for just that. A pull and a teleport(swap places.)
Still... the amount of personality- character- they gave some of their abilities is unreal.

Shaman

Extra Flavor

All of your healing spells are 20% more effective.

Naptime

You become stunned for 7 seconds making you unable to move or take any actions. During this time, your Action Points are regained twice as fast.

Waaagh! Is Heal (puns...)

All of your healing spells will build up 50% faster when you have 5 points of Waaagh!.

Shroom Power

Spends all of your Waaagh! and restores 100 Action Points for each Waaagh! spent.
Azarael wrote: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.
But is extracting them from the retail (not patched) client a possibility? (in the future at least?)

Not to derail my own thread but...
Spoiler:
Evening folks,

Those of you who have been playing Healer Careers in beta (or have been following the forums) may have noticed that healing seems less potent than before. Increased HP across the board gives a perception of “poor” healing since the percentage of a player’s total HP being restored is proportionately less than before. The C&C team has been rolling through all the feedback and working to review each of the healer-types and made some adjustments to their ability lists. This will give each healer a specific role they are “Best” at, and a way to heal that plays up to their mechanic much better than the former heals did.

General Healer Changes

First, we have adjusted the standard “Big Heal” that all healers receive. This ability is intended to be used while the healer is not actively in combat; meaning that a healer should have a VERY hard time getting it off while being directly attacked. However, when the healer is not being attacked, it is a very efficient and effective way to heal. A lower heal frequency allows for a more versatile role in battle by freeing up activation time for non-heal spells to be used mid-combat. As a result:

o Standard Big Heals have had their values increased by 200% (Double the previous value).
o The chance for setback of standard Big Heals has been increased significantly.

Categories of Healing

We have split up healing into three major categories, which will supply each career with strengths and weaknesses in those categories.. Don’t fret, though! No individual career’s healing capabilities will be reduced compared to former versions as a result of these changes. These adjustments are simply improvements to these careers, which will make them more flexible in their secondary roles. The three major categories we have implemented are:

o Spike Healing – Spike healing is the ability to either restore or prevent large chunks of damage in short bursts.

o Sustained Healing – Sustained Healing is the ability to keep a player steadily healed over time.

o Group Healing – Group healing is the ability to keep multiple players steadily healed over time..

Changes to Melee Healers: Warrior Priest / Disciple

Since Melee Healers spend their time in the thick of combat, they have been adjusted so that their heals are now more passive while attacking. In addition, the improvements have made them the strongest group healers in the game. As a result, their spike healing is the weakest of all the healer careers. This is especially important since high Spike / Sustained healing makes the very durable Medium armor / Med HP Healers extremely hard to kill. We have given Melee healers a number of Passive healing abilities so they are not required to focus on casted healing in order to keep people alive in less stressful circumstances.

In a large raid, we expect Melee Healers to be the group healers that support melee groups, countering AOE damage.


Nuker / Healers: Shaman / Archmage


Nuker / Healers are capable of doing moderate sustained healing and average spike healing. It has always been our intention that careers are an effortless mix of damage dealing and healing. With the changes we have made, Archmages and Shaman will be able to choose to do low/moderate healing and DPS simultaneously, or deal damage and spot-heal from time to time. As a result of this dynamic, their abilities at group healing are meager at best.

In large raids, we expect Nuker Healers to be one of the primary Healers focusing on Tanks, or a secondary healer that stays back and tops off or rescues caster-ranged groups.

Flex Healers: Rune Priest / Zealot

We have decided on a fairly new and unique format for the Zealot and Runepriest. Rather than designing them to be “Good” at one thing and “Bad” at another, we have allowed these healers to choose what their focus will by how they spec. The heal in these two Careers are split across all three lines, and mixed in with both Damage and Debuff / Buff type abilities. As a result, the Rune Priest and Zealot are generally the most “Flexible” and will always have good healing somewhere. While an Archmage or Warrior Priest could easily be a less effective healer if they ignore their heal lines and spec heavy in their Damage and Support lines, , Flex Healers can become the BEST spike healers in the game if they so desire, since they get the largest rescue heal and the ability to significantly increase a single target’s HP.

In large raids, we expect Flex healers to frequently be the “Rescue” healers who help the Tanks recover from massive spike damage, or swoop in and heal someone who just caught the ire of the boss and is critically low on HP. Alternatively, Flex Healers can choose to help with Group or Main tank healing.
Seems like you guys are more open to making various play styles viable, instead of just having generic careers/healers.
AoR went through a lot of devs, so I'm not surprised that the game lost sight of its original goals.

Original "Run Away!"
(mute before you click)
https://www.youtube.com/watch?v=DpIgEMoPSf8
beginning and 1:10
Obviously being able to cast it while jumping was overkill.
Last edited by catholicism198 on Wed Nov 09, 2016 12:46 am, edited 1 time in total.

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Jaycub
Posts: 3130

Re: Bringing Back Deleted/Removed Abilities

Post#14 » Wed Nov 09, 2016 12:39 am

That BO ally punt sounds amazing actually, if anything had a chance to totally shake things up it would be that ability specifically since it has such an amazing skill ceiling.
<Lords of the Locker Room> <Old School>

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Luuca
Posts: 1204

Re: Bringing Back Deleted/Removed Abilities

Post#15 » Wed Nov 09, 2016 12:46 am

Just make Rending Blade a spammable 360° attack again and watch the skill ceiling be blown of this muther... ;)

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catholicism198
Posts: 1092

Re: Bringing Back Deleted/Removed Abilities

Post#16 » Wed Nov 09, 2016 10:03 pm

Well, I'll make my case for bringing some of the magus'/engineer's and Warrior Priest's/Disciple of Khaine's back when they get their client up and if it's even a possibility...

One thing I'm looking forward to is:
"In future, it's (range) going to be linked to the Gun Turret and Pink Horror, and the other turrets and daemons will give bonuses more themed around their paths."

Arteker616
Posts: 413

Re: Bringing Back Deleted/Removed Abilities

Post#17 » Wed Nov 09, 2016 11:31 pm

choppa armour debuff :cry: , the finisher :oops:

mayh
Posts: 41

Re: Bringing Back Deleted/Removed Abilities

Post#18 » Thu Nov 10, 2016 12:39 am

Telen wrote:I miss the old AM tactic that turned the Radiant Gaze dot into an aoe.
Yes please, bring this back if possible!
Mayhe SW - 82

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Grunbag
Former Staff
Posts: 1881

Re: Bringing Back Deleted/Removed Abilities

Post#19 » Thu Nov 10, 2016 5:08 pm

catholicism198 wrote: 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
Any chance these abilities could be in ab.ex ? I think pepper bombe could be an amazing abilities for tinkerer path
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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Grunbag
Former Staff
Posts: 1881

Re: Bringing Back Deleted/Removed Abilities

Post#20 » Thu Nov 10, 2016 5:28 pm

All those abilities has been removed from beta 4.1

Engineer
*All Turrets:
-Now use abilities based purely on cool down times, instead of weighted random changes.
-May now be ordered to use any of their abilities.
-Now have autoattacks.
-Special abilities are now learned from your trainer as you gain ranks.
*Gun Turret:
-Shot renamed to Penetrating Round, and effect changed.
-Penetrating Round is now trained at rank 7.
-Machine Gun is now trained at rank 18.
*Bombardment Turret:
-Grenade renamed to Cannon Shot, and effect changed.
-High-Explosive Grenade is now trained at rank 13.
-Shock Grenade is now trained at rank 23.
*Flame Turret:
-Scorcher renamed Steam Vent, and effect changed.
-Flamethrower is now trained at rank 11.
-Steam Vent is now trained at rank 21.
*Slow And Steady: This ability has been removed.
*Pepper Bomb: This ability has been removed.
*Ammo Compartment: This ability has been removed.
*High-Explosive Ammo: This ability has been removed.
*Spanner Swipe: This ability has been removed from the Path of the Tinkerer, changed to a Hex, and had its duration increased.
*Fire Bomb: The ability has been moved to Level 2, complete redesign.
*Friction Burn: We have changed the effect of this ability, increased its cool down, and changed it to a Hex.
*Acid Bomb: We have increased the cost of this ability, changed its effect, and changed it to a Hex.
*Flame Turret: This ability has been moved to rank 6.
*Blunderbuss Blast: This ability has been moved to rank 6, removed build time, removed cool down, reduced radius, and reduced damage.
*Bombardment Turret: This ability has been moved to rank 8.
*Incendiary Rounds: This ability has been moved to rank 9, had its duration increased, and changed to a Hex.
*Flak Jacket: This is a new ability at rank 11.
*Hip Shot: The minimum range has been removed and its damage reduced.
*Flashbang Grenade: We moved this to rank 14 and changed its effect.
*Fragmentation Grenade: The damage has been adjusted and it has been changed to a Hex.
*Land Mine: This ability has been moved to rank 18 and its effect has been changed.
*Concussion Grenade: This ability has been moved to rank 20.
*Burn Salve: This ability has been moved to rank 28 and changed to Enchantment.
*Signal Flare: This ability has had its effect changed, and has been moved into the Path Of The Rifleman.
*Static Discharge: This is a new ability which has been added at rank 35.
*Phosphorous Shells: This ability has been moved into the Path Of The Rifleman and its effect has been changed.
*Sticky Bomb: This is a new ability added to the Path of the Grenadier.
*Napalm Grenade: : This is a new ability added to the Path of the Grenadier
*Strafing Run: : This is a new ability added to the Path of the Grenadier,.
*Lightning Rod: : This is a new ability added to the Path of the Tinkerer,.
*Bugman's Best: The effect of this ability has been changed.
*Concussive Mine: The effect of this ability has been changed.
*Reinforced Casing: This ability no longer summon turrets with 'missing' health. The bonus wounds are now granted and immediately healed.
*Tracer Rounds: This ability no longer provides benefit when you have no Turret up.
*Burn Gel: This is a new ability gained at rank 7 that increases your groups Elemental resists.
*Engineers will now gain more Weapon Skill per level as they level up.
*Engineers will now gain less Strength per level as they level up.
*All pet abilities will now queue up on the pet for up to 5 seconds each, until they successfully fire.
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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