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« : Marzec 10, 2010, 08:47:45 »

http://forums.warhammeronline.com/warhammer/board/message?board.id=dev_discussions&message.id=6604#M6604

Nerfią ściężki single target u sorcek i BWków  Duży uśmiech
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« Odpowiedz #1 : Marzec 10, 2010, 08:56:17 »

No nareszcie BW i Sorce przestaną biegać w singlu i niszczyć całe warbandy jednym przyciskiem... oh wait..

Buff Zeta/RP to duży pozytyw.

Zabrali BWkowi debuff elementala bo niby nie może obniżać resistanca na swój typ dmg. Oby nie postanowili tego samego zrobić Magusowi/Engiemu.
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« Odpowiedz #2 : Marzec 10, 2010, 09:04:22 »

To jest debuff do corporeal, który jest bezużyteczny, gdyż się nie stakuje z aurą kobzy. W zamian BWk będzie miał taktykę do regeneracji APków i ogólnie lepszy burst.
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« Odpowiedz #3 : Marzec 10, 2010, 09:17:36 »

a Sorca? ogolnie dobrze ze to gowniane AoE oslabili bo czlowieka krew zalewala
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« Odpowiedz #4 : Marzec 10, 2010, 09:26:21 »

a sorca to jak w tym dowcipie: "Dajemy ZSRR węgiel, a w zamian za to oni biorą od nas stal".
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« Odpowiedz #5 : Marzec 10, 2010, 09:30:21 »

nie zawsze pierun jest kobsa w party, np. w instancjach lv/tovl itd. wtedy ten skill jest przydatny,..

Slow Boil tez efekt miał niezły przeciw 1 przyciskowym spamerom/healerom,

wkrótce sorc/bw beda jak pionki w szachach, różniły się tylko kolorem Mrugnięcie
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« Odpowiedz #6 : Marzec 10, 2010, 09:32:59 »

OMG, mystic sobie przypomnial ze istnieje zealot/RP. Jezeli rzeczywiscie obniza koszt GG do 15AP to bedzie to spory bonus
jakby nam jeszcze naprawili stackowanie sie 2 moralki....pomarzyc fajna sprawa  Uśmiech
« Ostatnia zmiana: Marzec 10, 2010, 09:40:46 wysłane przez Thoern » Zapisane

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« Odpowiedz #7 : Marzec 10, 2010, 09:36:24 »

wkrótce sorc/bw beda jak pionki w szachach, różniły się tylko kolorem Mrugnięcie
i o to chodzi
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« Odpowiedz #8 : Marzec 10, 2010, 09:41:50 »

hej,

a ktoś mógłby przekleić tekst tutaj plz? Niektórym sieć korporacyjna nie pozwala skorzystac z linka.
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« Odpowiedz #9 : Marzec 10, 2010, 09:43:19 »

Dla healera, który nie może zdejmować word of pain innym sposobem niż płaszczyk mogę powiedzieć , że to dobra zmiana.

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We like to say that that career balancing is an on-going process built on incremental changes, and patch 1.3.5 is no exception.  While there are numerous balance adjustments coming across a broad scope of careers, there are a few specific changes which we wanted to call out so that you had a bit more of an idea of what we've been working on for 1.3.5.

Runepriests and Zealots


We've identified several issues which were causing some specific Zealot and Runepriest abilities to be much less impactful than they should have been.  Essentially, these abilities were simply "under budget" and did not have enough performance for their costs.  We will be improving all of these abilities in order to bring them up to a level that we feel is more appropriate.
Flash of Chaos & Grungni's Gift:  Both of these "snap heal" abilities were underperforming, and have been adjusted in two different ways.  We've reduced the action point costs of these abilities from 30 to 15, and increased their base healing value from roughly 200 to 270 (before modifiers such as Willpower, Healing Power, and Weapon DPS as mentioned in my prior post).
Leaping Alteration & Rune of Serenity:  Similarly, both of these abilities were notably underperforming, with their base healing values being much lower than we intended.  As a result, we will be increasing their base overall healing from roughly 390 to 600.  We hope that these changes make these abilities much more appealing to you, and that you'll find room in your toolbox for them!

               
Sorcerers and Bright Wizards


Although they are built and designed to be high-damage careers, the Sorcerer and Bright Wizard had a few specific abilities which were going far above and beyond their design.  In an inverse of the situation described above, these abilities were dramatically "over budget" and were much better than we intended them to be.

 
Word Of Pain:  To cut right to the chase, this ability was simply doing far too much damage.  In patch 1.3.5, we'll be reducing its base damage from roughly 650, to around 350 (again, before any modifiers).  While we recognize that this is a fairly large balance change, we feel that it's necessary for the overall health of the game, and we hope that you'll agree with us.
Boiling Blood:  We had two concerns regarding this ability.  The first was the damage was much higher than it should have been.  The second was that, to be entirely frank, we haven't been happy with Bright Wizards being able to debuff one of their own damage types.  While that situation certainly appears in other places in WAR (such as melee careers who can debuff armor), we felt that in the specific case of the Bright Wizard it was more effective than it should be.  Therefore, to address both of these issues and bring the careers into better parity, we'll be adjusting this ability to be a closer mirror to the Sorcerer's Word Of Pain: it will reduce the victim's Willpower, and then deal damage when it ends (and the damage will be similar to Word Of Pain's as described above).  Additionally, we'll be adjusting the Fuel To The Fire tactic so that behaves like Vision Of Domination - it will now increase the effectiveness of Boiling Blood's Willpower debuff and increases the damage that it deals, and also cause Slow Boil to give Action Points back to you when it ends (see below for more information on Slow Boil).
Slow Boil:  We're adjusting both the effect and the damage of this ability, to make it more similar to the Sorcerer's Vision Of Torment.  Its debuff is being changed and will now cause the victim to lose Action Points every second, and its damage burst will be reduced from roughly 450 base damage, to around 150 (and as with all of the above, this is before any modifiers).  Once again, we acknowledge that this is a notable change, but we feel that it will create a better overall gameplay experience, as well as strengthen the parity between the Bright Wizard and Sorcerer careers.


Nate Levy
Player Systems Team Lead
Mythic Entertainment, an EA studio
« Ostatnia zmiana: Marzec 10, 2010, 09:46:16 wysłane przez Wolf Panzer » Zapisane

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« Odpowiedz #10 : Marzec 10, 2010, 09:43:37 »

We like to say that that career balancing is an on-going process built on incremental changes, and patch 1.3.5 is no exception.  While there are numerous balance adjustments coming across a broad scope of careers, there are a few specific changes which we wanted to call out so that you had a bit more of an idea of what we've been working on for 1.3.5.

Runepriests and Zealots


We've identified several issues which were causing some specific Zealot and Runepriest abilities to be much less impactful than they should have been.  Essentially, these abilities were simply "under budget" and did not have enough performance for their costs.  We will be improving all of these abilities in order to bring them up to a level that we feel is more appropriate.

    * Flash of Chaos & Grungni's Gift:  Both of these "snap heal" abilities were underperforming, and have been adjusted in two different ways.  We've reduced the action point costs of these abilities from 30 to 15, and increased their base healing value from roughly 200 to 270 (before modifiers such as Willpower, Healing Power, and Weapon DPS as mentioned in my prior post).
    * Leaping Alteration & Rune of Serenity:  Similarly, both of these abilities were notably underperforming, with their base healing values being much lower than we intended.  As a result, we will be increasing their base overall healing from roughly 390 to 600.  We hope that these changes make these abilities much more appealing to you, and that you'll find room in your toolbox for them!

              
Sorcerers and Bright Wizards


Although they are built and designed to be high-damage careers, the Sorcerer and Bright Wizard had a few specific abilities which were going far above and beyond their design.  In an inverse of the situation described above, these abilities were dramatically "over budget" and were much better than we intended them to be.

 

    * Word Of Pain:  To cut right to the chase, this ability was simply doing far too much damage.  In patch 1.3.5, we'll be reducing its base damage from roughly 650, to around 350 (again, before any modifiers).  While we recognize that this is a fairly large balance change, we feel that it's necessary for the overall health of the game, and we hope that you'll agree with us.
    * Boiling Blood:  We had two concerns regarding this ability.  The first was the damage was much higher than it should have been.  The second was that, to be entirely frank, we haven't been happy with Bright Wizards being able to debuff one of their own damage types.  While that situation certainly appears in other places in WAR (such as melee careers who can debuff armor), we felt that in the specific case of the Bright Wizard it was more effective than it should be.  Therefore, to address both of these issues and bring the careers into better parity, we'll be adjusting this ability to be a closer mirror to the Sorcerer's Word Of Pain: it will reduce the victim's Willpower, and then deal damage when it ends (and the damage will be similar to Word Of Pain's as described above).  Additionally, we'll be adjusting the Fuel To The Fire tactic so that behaves like Vision Of Domination - it will now increase the effectiveness of Boiling Blood's Willpower debuff and increases the damage that it deals, and also cause Slow Boil to give Action Points back to you when it ends (see below for more information on Slow Boil).
    * Slow Boil:  We're adjusting both the effect and the damage of this ability, to make it more similar to the Sorcerer's Vision Of Torment.  Its debuff is being changed and will now cause the victim to lose Action Points every second, and its damage burst will be reduced from roughly 450 base damage, to around 150 (and as with all of the above, this is before any modifiers).  Once again, we acknowledge that this is a notable change, but we feel that it will create a better overall gameplay experience, as well as strengthen the parity between the Bright Wizard and Sorcerer careers.


Nate Levy
Player Systems Team Lead
Mythic Entertainment, an EA studio
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« Odpowiedz #11 : Marzec 10, 2010, 10:50:10 »

No to rzeczywiscie zmiecie z powierzchni single target bw/sorc:D wogole powinni im wyciac 2 sciezki i zostawic tylko aoe
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« Odpowiedz #12 : Marzec 10, 2010, 11:04:44 »

Myślę, że równie ciekawą informacją odnośnie 1.3.5 jest iż, dps z broni będzię oddziaływał również u lekarzy i rdpsów. Co przełoży się na odpowiednio większy heal i dps.

przykładowy przykład na runiku:

Rune of Regeneration, with 750 Willpower:
Current (1.3.4 Live) - 2171 total healing
1.3.5 with a 68 DPS staff - 2465 total healing
1.3.5 with a 101 DPS staff - 2654 total healing
 
Rune of Restoration, with 750 Willpower
Current (1.3.4 Live) - 1575 healing
1.3.5 with a 68 DPS staff - 1767 healing
1.3.5 with a 101 DPS staff - 1906 healing
 
Rune of Fire, with 850 Intelligence against a target with 100 Toughness and 0 Resistance:
Current (1.3.4 Live) - 450 damage
1.3.5 with a 68 DPS staff - 514 damage
1.3.5 with a 101 DPS staff - 565 damage
« Ostatnia zmiana: Marzec 10, 2010, 11:08:41 wysłane przez warius » Zapisane

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« Odpowiedz #13 : Marzec 10, 2010, 11:05:59 »

Chyba sobie normalnie wrzuce rune of serenity spowrotem na pasek Uśmiech Do tej pory użyteczna tylko do leechowania renowna.
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« Odpowiedz #14 : Marzec 10, 2010, 11:07:50 »

teraz bedzie mozna leechowac jeszcze wiecej renowna  Chichot
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