05-09-2007, 03:28 PM
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#1
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Join Date: Dec 2006
Posts: 469
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PvP love coming next patch
It seems Sigil is slowly working on PvP balance & fixes. I can understand why it takes longer to get to us, because they gotta fix the core issues (PvE issues) before they tinker with PvP. Either way, some nice fixes coming overall for both PvE & PvP servers in the test server patch notes.
Vanguard Build 1834 Patch Notes 5/9/2007 - TEST SERVER
GAMEPLAY NOTES
- Fixed a bug that would sometimes cause pets to despawn when crossing chunk lines.
- You'll now be able to see invisible and stealthed group mates on pvp servers.
- Invisibility spells are now only castable outside of combat.
- Chat channels have been modified to be one region type per main continent
- Hoods have been added to all Cloaks. You can find the “Hide my Hood” option under the Settings -> Video -> Characters window should you wish to toggle them off.
- A new Cloak skin has been added.
- Reduced the amount of times an ability must be observed in order to be learned
ADVENTURING NOTES
- Cleric – Maul of Divinity now lasts 2 minutes, up from 20 seconds.
- Cleric – Removed the refresh timer from Hand of Censure
- Cleric - Maul of the Gods now lasts 5 minutes, up from 2.
- Cleric – Removed the refresh time from Rout.
- Cleric – Removed the refresh timer from Maul of the Gods.
- Cleric – Added Hammer of Penance to trainers starting at level 6
- Cleric – Added Strike Down to trainers starting at level 2
- Cleric – Added Litany of Enjoining to trainers at level 34
- Cleric – Added Condemnation to trainers at level 36
- Druid – Removed the 1 second delay before Quelling Wind became effective.
- Psionicist – Corporeal Hammer now has a 4 second cast time and 8 second refresh.
- Psionicist – Fixed a bug that caused Psionicists to deal less damage than intended when exploiting a weakness. Further increased the damage that PSi’s deal when they exploit a weakness
- Psionicist – Lowered cast time of most Psionic Blasts and most Mental Blasts
- Psionicist – All versions of Psionic Blast and Mental Blast now lowers your targets intelligence by a set amount.
- Shaman - Hammer of Krigus will no longer stack with itself.
- Shaman – Bite of Nag-Suul has had its progression altered to make for a smoother damage curve. The new progression is 22, 30, 38, 46, 50
- Shaman – New versions of Bite of Nag-Suul have been added to trainers at level 46 and 50
- Shaman – Strike of Skamadiz now has a refresh timer of 8 seconds.
- Shaman – Removed the refresh timer from Spear of the Ancients and Bite of Nag-Suul
- Shaman – Removed the refresh timer from Vicious Bite
- Shaman – Spear of the Ancestors now costs 10 endurance
- Sorcerer – Blinding Fire has been added to trainers, starting at level 42, and upgrading every 8 levels.
- Sorcerer – Seradon’s Falling Star has been added to trainers, starting at level 38, and upgrading every 6 levels.
- Sorcerer – Mirror Ward and Nulling Ward are now group targeted.
- Sorcerer – Mirror Ward and Nulling Ward now have a cast time of 6 seconds.
- Sorcerer – Seradon’s Vision has been added to trainers, starting at level 34, and upgrading every 8 levels.
- Sorcerer – Asaya’s Insight has been added to trainers, starting at level 24, and upgrading every 10 levels.
- Sorcerer – Added new ability line Inidria’s Frigid Blast at level 50.
- Sorcerer – Added new ability line Inidria’s Inferno at level 34, upgrades every 8 levels.
CRAFTING NOTES
- Artificer - The artificer’s Gwartak Clan Weapons recipe description now shows the correct tools used in the process.
- Complications - instances of Flawless work should now display the correct duration in their tooltip
- Complications - Firegrass Kojani Pillow should now display the proper trade in the tooltip
- Deconstruction - Molded Xifengite Hammer should now deconstruct properly
- Deconstruction - Xifengite Blast Barrier should now deconstruct properly
- Deconstruction - Sandstar Parrying Dirk should decon properly now
- Deconstruction - Majordomo's Scale Greaves should decon properly now
- Deconstruction - Infused Xanthiosite Girdle should decon properly now
- Deconstruction - Average Faceplate of the Arcane should decon properly now
- Deconstruction - Reliable Earring of the Arcane should decon properly now
- Deconstruction - Reliable Pendant of the Lightfooted should decon properly now
- Deconstruction - Reliable Pendant of the Arcane should decon properly now
- Deconstruction - Saphor's Ring of Power should decon properly now
- Misc - Some of the text for the Society of Invention’s Volt Star quest has been updated to be clearer. Additional dialogue has also been added to some of the Cabal members.
- Misc - Gift of Might should now proc on hit when applied to heavy and medium armor as intended
- Misc - Gift of might should no longer proc on NPCs
- Misc - T1 chest items that had their levels set to low have been adjusted
- Misc - Fixed some more cases of higher tier versions of dusts dropping off of low level work orders
- Misc - Thrown weapon stack sizes have been increased to 200
- Misc - Corrected some Tier 5 crafting gear that wasn’t spending all of its points.
- Outfitter - A typo in the Kojani apprentice outfitter quest has been fixed.
- Recipes - Higher level banding recipes have been added to Kojani recipe trainers.
- Work Orders - Some of the special crafting organization work orders in Ahgram and New Targonor have been updated with more appropriate rewards.
WORLD POPULATION NOTES
- Afrit – Quartermaster Xalon now offers a rare cloak in exchange for searing stones once all of the other armor pieces he offers have been purchased.
- Graystone - The summoned named encounters in Graystone have changed slightly.
- Gorgalog Swamp – The unique vendor of the Ichtakhta, Flordiel, and Gorgalok has had scrolls added which teach players unique crafting recipes. These recipes play a major role in creating the improved armor pieces of the base quest rewards.
- Khal – Raia has undergone a significant population and quest pass.
- Old Targonor - Garzonag the Guardian should spawn much more often
- Quests - Rebuilding The Weapon: Lord Neferset will now teleport your group in range, rather than you alone.
- Quests - Starspark-related loot will now drop significantly more frequently.
- Rahz Inkur – Searing stone drops within Rahz Inkur have been replaced with cards of fate. It should now be more rewarding to hunt within Rahz Inkur itself.
- Sands of Sorrow - Magmites now drop more searing stones.
- Thestra - Many NPCs in west of Thestra that were not correctly marked are now undead. Have at em, guys!
- Xennumet - Drillzarax’s immunities have been updated to that of a Boss, which he is or claims to be.
Items
- All quested Xennumet items are now Soulbound.
- The Zossyr War Bow is now Heroic.
- Many higher level and higher rarity Adventuring Ranged Items have had offensive ranged modifiers added to them.
- Resadal, Bulwark of the Heavens has had a more elvish shield model assigned, as well as different particles.
- Particles have been re-attached to Damelun, Harbinger of Night and Yasoril, Celestial Avenger.
- The appearances of the Legendary rewards from Cragwind Ridge have been updated.
- The ability level of the “clickies”/activated abilities on Yanvil and the Staff of the Old World have been adjusted to correlate with the item’s level; they were previously higher than the item’s level, resulting in more damage than intended. They will still do significantly more than items of a similar level.
- Rylsca, Anari's Wrath and Tessoral, Tuniel's Mercy have had higher level and more elvish models attached, as well as different particles.
- Instrument models have been added to Instruments and will now appear when a song is played; animations specific to the equipped instrument will play as well. Some further tweaks to the instrument sizes may be necessary to account for racial size differerences skewing the animations.
- The items obtained in the final Xennumet dungeon have had their levels increased to level 45 to match the level increase of the NPCs that they drop from.
- Arazmus Daggers should now be recognized properly by abilities that require piercing weapons
- Some nifty particles have been added to the higher level Heroic weapons and shields in the game. More to come soon™
~The Vanguard Team
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05-09-2007, 03:44 PM
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#2
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Join Date: May 2007
Posts: 36
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HAHA No more pvp invising! pwnd.
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__________________
Bruno
48 Dark Elf Cleric
524 Harvesting 500 Mining 500 Quarrying
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05-09-2007, 06:54 PM
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#3
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Join Date: Apr 2007
Posts: 64
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good changes indeed 
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05-10-2007, 06:07 AM
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#4
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Join Date: Mar 2007
Posts: 75
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- Invisibility spells are now only castable outside of combat.
FINALLY!!!!!! yes no more invis during combat
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05-10-2007, 08:23 AM
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#5
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Join Date: Mar 2007
Posts: 267
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Quote:
Originally Posted by willvas
- Invisibility spells are now only castable outside of combat.
FINALLY!!!!!! yes no more invis during combat
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Wondering if this will include:
1) Bard invis song (it should definately include this too, because thats the biggest 'breaking' invis)
2) Stealth from Rogues & Rangers.
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05-10-2007, 09:27 AM
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#6
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Join Date: May 2007
Posts: 127
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Quote:
Originally Posted by Seven_PRX
Wondering if this will include:
1) Bard invis song (it should definately include this too, because thats the biggest 'breaking' invis)
2) Stealth from Rogues & Rangers.
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Invisibility is not stealth no it should not include stealth - stealthers suffer enough from visibility and the constant need to train their sneak hide to cap every level and many times for nothing. Casting invis in the middle of a fight is a lot different then trying to get 25 units away to be again somewhat undetectable in stealth -
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__________________
Canceled...when I found out SOE had betrayed Varking with a newly announced FFA ruleset server merge. Good bye VG - my loyalty through so many hard times has been repayed with a stab in the back.
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05-10-2007, 09:43 AM
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#7
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Join Date: Mar 2007
Posts: 75
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Quote:
Originally Posted by Founder Apache
Invisibility is not stealth no it should not include stealth - stealthers suffer enough from visibility and the constant need to train their sneak hide to cap every level and many times for nothing. Casting invis in the middle of a fight is a lot different then trying to get 25 units away to be again somewhat undetectable in stealth -
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no i agree with you man... i am all for leaving stealth as is or even improving it a bit... but i hear its fine at 50 though... but thats only hearsay or shall i say what i have heard...
but yes casting invis over and over during a fight is kind of stupid... and i really hope that includes bards as well
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05-10-2007, 10:28 AM
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#8
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Join Date: Mar 2007
Posts: 127
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They really need to throw bards a bone on this one, other than visible insturments.
I agree that invisiblity shouldnt pulse in combat, but bards are sort of lacking in pvp. Give us some burst damage or something.
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__________________
This is the worst game I have ever seen. Is it the worst game ever made? I don't know, because I'm not God. But I do know God doesn't exist because He would never let this game go live. So not only is this game utterly devoid of merit on any level imaginable, but it killed God. - person who's $600 nvidia card wont run VG in 4000 x 3000 "Holodeck" mode
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05-10-2007, 09:01 PM
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#9
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Join Date: Apr 2007
Posts: 47
Server: Varking (Alt PvP)
Name: Zephyrrr
Guild:
We Are Ruthless
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heh. sort of lacking.
were shit right now.
i mean all i got is invis (which will now only help me a tad bit), and mez. for 1v1 of course.
they do have to thorugh us a bone, i mean we got the cool melee increase but whoopi other classes are dealin 20k im dealin 14-15k. I need my healer with me at all times in pvp, or else i might as well hand over my money.
except occasionally when ill kill someone who doesnt know how to play their class.
sigil should be decreasing the dmg for spells/attacks for most classes and increase the dmg for bards. And mayb disciples and monks, lately though ive seen an increase in monks dmg output.
im gettin pissed now, i love my bard, invested hours into him, and im not feelin the love from sigil man.
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05-11-2007, 08:07 AM
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#10
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Join Date: Feb 2007
Posts: 17
Server: Frengrot (EU PvP)
Name: Chloris
Guild:
Team Spirit
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Quote:
Originally Posted by Seven_PRX
2) Stealth from Rogues & Rangers.
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Ranger stealth doesn't work after engaged in combat, Rogues stealth is a defining ability of that class.
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05-11-2007, 08:40 AM
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#11
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Join Date: May 2006
Posts: 268
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You are clueless if you think Ranger / Rogue stealth are in the same boat as Bard invis and invis how it was prior to the patches.
Anyway, great change, glad to see they are listening/aware and fixing the biggest problems.
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05-11-2007, 09:01 AM
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#12
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Join Date: Mar 2007
Posts: 267
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Quote:
Originally Posted by Rulan
You are clueless if you think Ranger / Rogue stealth are in the same boat as Bard invis and invis how it was prior to the patches.
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Did I say Stealth & Invis are the same? No.
I was just wondering if SIGIL was meaning both Stealth & Invis when they write Invis, because they don't almost write the correct things.
Seems I was right though, it does include Ranger Stealth.
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05-12-2007, 11:10 AM
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#13
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Join Date: Feb 2007
Posts: 17
Server: Frengrot (EU PvP)
Name: Chloris
Guild:
Team Spirit
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Quote:
Originally Posted by Seven_PRX
Seems I was right though, it does include Ranger Stealth.
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Or not so, since the Rangers aren't changed regarding Stealth. They became visible after attacking or being hit before the patch, as they did now. And they couldn't stealth again before they left combat before and after the patch.
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05-12-2007, 03:07 PM
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#14
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Join Date: May 2007
Posts: 127
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Quote:
Originally Posted by thlau
Or not so, since the Rangers aren't changed regarding Stealth. They became visible after attacking or being hit before the patch, as they did now. And they couldn't stealth again before they left combat before and after the patch.
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I think the issue here is that a level 50 ranger/rogue in stealth is now seen as a translucent character by any other level hence ruining in totality the element of suprise that classes such as these were based on. GG Sigil.
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__________________
Canceled...when I found out SOE had betrayed Varking with a newly announced FFA ruleset server merge. Good bye VG - my loyalty through so many hard times has been repayed with a stab in the back.
Last edited by Founder Apache : 05-12-2007 at 03:47 PM.
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05-14-2007, 11:53 AM
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#15
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Join Date: May 2006
Posts: 268
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Quote:
Originally Posted by Founder Apache
I think the issue here is that a level 50 ranger/rogue in stealth is now seen as a translucent character by any other level hence ruining in totality the element of suprise that classes such as these were based on. GG Sigil.
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If that's the case then it needs to be fixed. Stealth should = can't see them unless you're much higher lvl.
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05-14-2007, 09:13 PM
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#16
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Join Date: Mar 2007
Posts: 75
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Quote:
Originally Posted by Rulan
If that's the case then it needs to be fixed. Stealth should = can't see them unless you're much higher lvl.
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you guys NEED TO LEARN TO READ....
stealth does NOT WORK BECAUSE YOU ARE GROUPED WITH THEM...
read it again... invis and stealth are now seen by GROUP MATES so we wont have trouble seeing people in our group who decide to travel as a group invised...
that was actually a pain in the butt
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05-20-2007, 01:45 AM
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#17
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Join Date: May 2007
Posts: 127
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Quote:
Originally Posted by willvas
you guys NEED TO LEARN TO READ....
stealth does NOT WORK BECAUSE YOU ARE GROUPED WITH THEM...
read it again... invis and stealth are now seen by GROUP MATES so we wont have trouble seeing people in our group who decide to travel as a group invised...
that was actually a pain in the butt
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Yeah but because on a pve server you can group with everyone, the fall out as usual fell onto the pvp servers making a 50 shadow sorc for example in invis translucent to a level 10 order...the folks who focus on changes for pve really have to realize there are pvp servers in this game. To let fall out occur on a pvp server because of something as simple as see you pals in invis is just a lack on concern - and reflects there here and now as to the kind of issues the axed sigil in the first place.
My hope is that the SOE folks throw us a bone about fixes and changes on the horizon...
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__________________
Canceled...when I found out SOE had betrayed Varking with a newly announced FFA ruleset server merge. Good bye VG - my loyalty through so many hard times has been repayed with a stab in the back.
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05-20-2007, 07:50 AM
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#18
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Join Date: Apr 2007
Posts: 29
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Quote:
Originally Posted by Founder Apache
Yeah but because on a pve server you can group with everyone, the fall out as usual fell onto the pvp servers making a 50 shadow sorc for example in invis translucent to a level 10 order...the folks who focus on changes for pve really have to realize there are pvp servers in this game. To let fall out occur on a pvp server because of something as simple as see you pals in invis is just a lack on concern - and reflects there here and now as to the kind of issues the axed sigil in the first place.
My hope is that the SOE folks throw us a bone about fixes and changes on the horizon...
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What are you even saying? That doesn't make sense.
You're complaining because a level 10 player in your group can see you?
If you don't want him to see you then don't add him to your group...
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05-20-2007, 06:49 PM
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#19
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Join Date: Apr 2007
Posts: 157
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The complaint is that now a level 50 sorcerer can be seen OUT SIDE of a party and rangers and bards can stealth infront of an enemy after firing/attacking.
If you are not PvPing in VG then please do not comment - because, there are PvP issues here that a PvE-er may not be aware of. DISCLAIMER: DUELS are not considered PvP in this discussion for the most part.
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05-21-2007, 05:51 AM
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#20
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Join Date: Feb 2007
Posts: 17
Server: Frengrot (EU PvP)
Name: Chloris
Guild:
Team Spirit
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Quote:
Originally Posted by BoydofZINJ
... and rangers and bards can stealth infront of an enemy after firing/attacking.
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Rangers stealth, and can't stealth while in combat, they never could. They can that after they killed there target so.
Bards become invisible, I don't know if their invisibility song still breaks the targets. Before the patch invisibility worked during the combat, too. I hadn't the opportunity to check it after the patch.
If you saw Rangers stealth while they fought a bard with invisibility song, it might be because the activation pulse of the invisibility song cleared all aggro lists, and the ranger was out of combat in that very moment. (pure speculation though)
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