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AdamG Mythic Developer
Mythic Developer




1.   [1.3] Zealot Patch Note Preview 05-14-2009 01:25 PM
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Greetings,

 

As many of you are aware, WAR's 1.3 patch is rapidly approaching! Before we open up the Public Test Server and release the patch notes, we wanted to sit down with each career's community and give them a rough idea of what to expect from 1.3.

 

Patch 1.3's major balance changes focus on the balancing of direct damage vs. area-of-effect abilities.   All careers should expect to see AoE effectiveness reduced across the board. This reduction can come in a change to damage/healing, AP cost, or effect radius, and will vary from ability to ability.

 

In 1.3, healers will get an additional focus revolving around the bonus healing granted by Willpower. We have significantly increased the amount of bonus granted to healing spells from Willpower; however, to offset this, we have reduced the base damage of many heals. The net result of this change is that healers with average or better-than-average Willpower will see an increase in their overall healing. Healers with subpar Willpower will see a decrease to their healing.  It is important to note that Life taps are not affected by this change since they do not get a bonus from willpower.

 

Zealots will see a number of beneficial improvements in 1.3 including, but not limited to, the following:

 

  • Multiple casters can now place a single Mark of Chaos on an allied player so long as it is not the same Mark.

 

  • Mark bonuses will now stack with ALL bonuses, ensuring that the stat bonus from a Mark is never overwritten by another buff type.

 

  • The damage on many Zealot abilities has been improved.

 

Zealots will also see a number of AoE fixes including but not limited to the following:

 

  • Many AoE abilities have had their effective radius reduced, returning their radius to pre-1.2.1 patch values.

 

  • Group healing abilities have had their effective radius reduced. Healers will still be able to cast group heals from a far greater distance then AoE damage, but not from the same distance as their direct healing spells.

 

Adam Gershowitz
Design Director
Warhammer Online : Age of Reckoning
 
Nsane
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2.   Re: [1.3] Zealot Patch Note Preview 05-14-2009 01:42 PM
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I know I am certainly looking forward to seeing the changes and testing them out.  Many zealots have been crying out that our damage is sub-par.  According to this post, that cry has not gone unheard.  Hopefully Mythic really is listening to the community and seeing that the majority of Zealots are not happy with our current state as purely healbots.  Lets just hope that the changes are helpful to the class and not hurtful to the playstyle of Zealot players.
 
Greymung
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3.   Re: [1.3] Zealot Patch Note Preview 05-14-2009 02:00 PM
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Could you be more specific as to how low willpower effects healing negatively in regards to previous values? I have 2 Obliterator pieces and 3 T2 Influence pieces so it is my belief that my current willpower may be on par with my level if not better. If there is a formula for measuring the bonus or reduced healing resulting from a revamp of willpower vs. base healing I could get a better idea of how Willpower might affect my healing as a whole. I also aprove of the increased damage output, regardless if it's omgbbq pwn dps increase or even a marginal bonus anything is a great help.


 

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If a zombie could one day posess the memory and wisdom of the living would he than be not unlike a god?
 
Rod
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4.   Re: [1.3] Zealot Patch Note Preview 05-14-2009 02:04 PM
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I am happy to a bit less emphasis on group healing, sounds like an interesting patch :smileyvery-happy:
 
WAR Oracle Dastion
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5.   Re: [1.3] Zealot Patch Note Preview 05-14-2009 02:08 PM
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Has the rather extreme fragility of group heals been adjusted? Right now these spells are extremely difficult to cast if you get so much as a pet on you. It's sorta lame that a Gas Squig can spam an AoE an make several healers group heals take twice as long to cast, it's even more annoying when they or Eng/Magus pets do it from behind walls.
 

Always remember that the crowd that applauds your coronation is the same crowd that will applaud your beheading. People like a show." - Terry Pratchett
 
Greymung
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6.   Re: [1.3] Zealot Patch Note Preview   [ Edited ] 05-14-2009 02:09 PM
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I agree, so long as they toned down Aoe down enough so that group healing is less essential than it is now. If they do not bring Aoe down to the proper level than healing will have taken a major hit rather than receiving a simple balance nerf. We will have to wait and see i suppose. I waited this long for a Zealot damage buff i suppose i can wait for more information on their alterations to healing.

 

Edit : I didn't see a 1.3 preview on the RP forum, I wonder if they are getting buffed as well? It would be pretty wafflety if they didn't imho.

Message Edited by Greymung on 05-14-2009 02:11 PM

 

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If a zombie could one day posess the memory and wisdom of the living would he than be not unlike a god?
 
Lyram
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7.   Re: [1.3] Zealot Patch Note Preview 05-14-2009 02:15 PM
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Adam,

 

Thank you for addressing some long-term concerns for the Zealot.  I like all of these changes because they diversify the viable choices we have in play style.  The change to aoe healing is also welcome, making that play style more challenging and rebalancing the value of single target healing.  I think increasing dps will greatly improve the leveling process for young Zealots, and will help those of us who are attempting to function as hybrids.

 

Can you give us an indication on the status of the harbinger ability and transference bugs?  Finding a solution to those is very high on the wish-lists for many players.

 
Teddymonster
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8.   Re: [1.3] Zealot Patch Note Preview 05-14-2009 02:22 PM
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Overall it sounds like dps/drain zealots are going to get a nice bump and since I'm already one of those I'm happy in the pants.

 

Plus it sounds like globally across all classes they're making it so button mashing skilless aoe scrubs will once again return to being useless terribads like they should be.  /cheer

 
Dyego
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9.   Re: [1.3] Zealot Patch Note Preview 05-14-2009 02:37 PM
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I'd also like to know when and if the Tranference bug is going to be addressed. It's a crippling problem and the longer it is left in its current state, the more Order find out about this bug and hence the more damaging it is to our spec/class.
 

Zealots are SOLID
 
Dr_Faust
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10.   Re: [1.3] Zealot Patch Note Preview 05-14-2009 02:57 PM
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Lyram wrote:

 

Can you give us an indication on the status of the harbinger ability and transference bugs?  Finding a solution to those is very high on the wish-lists for many players.


Specifically:

 


 

 
Finarfin
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11.   Re: [1.3] Zealot Patch Note Preview 05-14-2009 03:06 PM
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Good stuff in general. I'm afraid the healing reduction at low willpower might hurt support healing for those going high int or balanced will/int but if the damage increase is significant enough it'll be a good trade.

I absolutely love the AoE nerf, I've been asking for this since I got into T4. Thank you =)

I can't wait to see the real patch notes and test it on the PTS. Hopefully it also includes a lot of bug fixes (especially for everything related to the Harbringer).
 
Dr_Faust
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12.   Re: [1.3] Zealot Patch Note Preview 05-14-2009 03:12 PM
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AdamG wrote:
Patch 1.3's major balance changes focus on the balancing of direct damage vs. area-of-effect abilities.   All careers should expect to see AoE effectiveness reduced across the board. This reduction can come in a change to damage/healing, AP cost, or effect radius, and will vary from ability to ability.

THIS IS A STEP IN THE RIGHT DIRECTION! 

 

This will yield lots of win in many aspects of combat in general, and for many careers. Off the top of my head: pressure on healing (particularly group healing) reduced, restored importance of melee careers, the rebirth of hybrid careers, and more meaningful and tactical combat. 

 

Once this patch is over, tweak CCs in 1.4 and WAR combat will be fantastic.


 

 
Zadok
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13.   Re: [1.3] Zealot Patch Note Preview   [ Edited ] 05-14-2009 03:24 PM
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Lyram wrote:

Adam,

 

Thank you for addressing some long-term concerns for the Zealot.  I like all of these changes because they diversify the viable choices we have in play style.  The change to aoe healing is also welcome, making that play style more challenging and rebalancing the value of single target healing.  I think increasing dps will greatly improve the leveling process for young Zealots, and will help those of us who are attempting to function as hybrids.

 

Can you give us an indication on the status of the harbinger ability and transference bugs?  Finding a solution to those is very high on the wish-lists for many players.


 




I second this. Finally, most of us feel were getting good lovin. :smileyhappy: 

 

 

Those bugs though.... need info.

Message Edited by Zadok on 05-14-2009 03:01 PM
 
Lancel
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14.   Re: [1.3] Zealot Patch Note Preview 05-14-2009 04:16 PM
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God bless you Adam.. finally our turn came. :smileyhappy:
 
Nibnip
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15.   Re: [1.3] Zealot Patch Note Preview 05-14-2009 04:19 PM
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"Multiple casters can now place a single Mark of Chaos on an allied player so long as it is not the same Mark."

 

Does that mean you will be able to put marks on people outside of your group?

 
Teddymonster
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16.   Re: [1.3] Zealot Patch Note Preview 05-14-2009 04:43 PM
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Yeah, I'm confused by the Marks change as well.  The way it's worded it sounds like if you have 4 Zealots you can put all 4 Marks on 1 guy.
 
vasan
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17.   Re: [1.3] Zealot Patch Note Preview 05-14-2009 04:48 PM
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Oh what a surprise the least they could possibly do to fix zealots. Shock!
 
Culland
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18.   Re: [1.3] Zealot Patch Note Preview 05-14-2009 04:48 PM
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Any word on if the Harbinger 'invalid' target bug that has been with us since beta is being fixed this patch?

 

Cul

 
vasan
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19.   Re: [1.3] Zealot Patch Note Preview   [ Edited ] 05-14-2009 04:50 PM
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If it ever gets fixed, I assume it will be a stealth fix. Oh and glad we will have to ram willpower all the way up and to hell with our other stats. Thanks for making an interesting game of stats stupid.

 

Glad our damage is being up since we cannot afford to put any points into intel now.

 

I know I should be more postive, but frankly, the trust is gone.

Message Edited by vasan on 05-14-2009 04:57 PM
 
zopm
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20.   Re: [1.3] Zealot Patch Note Preview 05-14-2009 04:58 PM
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Are you going to address the fact that every zealot HoT/Mark can be removed with sever blessing and none of the RP's can? Who cares if they can stack... They will just be removed.

 
Lyram
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21.   Re: [1.3] Zealot Patch Note Preview 05-14-2009 05:28 PM
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I'd like to point out that the reductionin range for the group heals has the potential to reduce the sleazy practice of keep ninjaing while others are trying to take it the old fashioned way. 

 

This issue has contributed to much discord between individuals on the Magnus server.  I have begun to use transference to "steal" contribution back from mdps attacking the lord who are trying to steal my contribution while I scourge and harbinger the outer door.  /target (name of l337 guild mdps) works wonders.

 
Finarfin
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22.   Re: [1.3] Zealot Patch Note Preview 05-14-2009 05:35 PM
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Nibnip wrote:

"Multiple casters can now place a single Mark of Chaos on an allied player so long as it is not the same Mark."

 

Does that mean you will be able to put marks on people outside of your group?


I assume it means that if you have 2 zealots in the group, both will be able to buff the group as long as it is not the same mark i.e. One buff everyone with resist, the other with Will/Ini and both will stacks rather than overwrite each other.

 
MrMT
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23.   Re: [1.3] Zealot Patch Note Preview   [ Edited ] 05-14-2009 07:50 PM
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I agree with most of the comments above - including please address our harbinger mechanic (storm of ravens not working at different elevations etc),

 

I have one more appeal.

 

Our rituals are largely wasted in fluid open RVR. With aoe range nerfs, they will be even more so. People move around, rituals dont, so they end up affecting almost no-one very quickly.

 

Please fix it so that they can affect allies out of group, but cap the number - in exactly the same way that you cap aoe damage abilities. This would make rituals useful, and a significant part of he tactical toolkit in a battle.

 

Right now, many zealots dont even bother wasting the point required to take a ritual - rather sad, given how important it was meant to be to the flavour of the class.

 

 

Message Edited by MrMT on 05-14-2009 07:51 PM
Message Edited by MrMT on 05-14-2009 08:03 PM
 
despise
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24.   Re: [1.3] Zealot Patch Note Preview 05-14-2009 09:44 PM
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very good to see some changes. as someone said above though when zealots use our harbinger of doom on a person with the tactic transference slotted our enemy target can simply click off the transference debuff exactly like you can click off a friendly buff on you...the transference tactic is pretty much the only reason to actually spec into witchcraft, so it really sucks to have this happen constantly as almost all order have figured it out, fix in 1.3 please?:smileyvery-happy:
 

scrubs
 
Allina
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25.   Re: [1.3] Zealot Patch Note Preview 05-15-2009 05:19 PM
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+1 for this!  Even if the number is small... 6 to 12 (preferrably 12+!) make it affect anyone around it even if out of group.


Great idea and it does indeed keep with the original purpose and spirit of rituals.

 
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