Saturday, 31 July 2010
Gratz Zatos!
Friday, 30 July 2010
Four thing’s Werit learnt.
Werit’s posted up a new interview from Buffed.de with Carrie Gouskos.
I’d recommend shunting over Werit’s way and checking it out. Translation leaves a bit to be desired and mainly more dropped hints but news is news!
Seems to confirm they are definitely working on something and that they have further plans for the End Game long term which unfortunately don't include re-introducing the missing home cities (Boo! Hiss! Etc!) a new 6v6 Scenario which is great as I loved the Ironclad. I'm convinced with all the hints and I'm gonna get off the fence about it. Next month is going to be a new expanion announcement...or I'll cry inside!
Tuesday, 27 July 2010
Plague Rat spawning points on the PTS.
Monday, 26 July 2010
This weekend I've mainly been....Moshing & Discovering things!
Been away most of the weekend watching The Prodigy and Pendulum play at the Milton Keynes Bowl. Despite getting there late thanks to stupid road works (god bless you M25, don't ever change) it was a wicked concert. If you ain't been to watch The Prodigy before, I'd highly recommend it!
Got back home this morning via a house party, crashed out and still managed to get a few hours of WAR in so good times!
Saturday, 24 July 2010
Tier 2/3 Changes - Plague Rats Ahoy
Tuesday, 20 July 2010
He stole mah face!
Monday, 19 July 2010
My Ding-aling and good bye to T2 for Giblettz *Sad Panda*
Friday, 16 July 2010
RDPS Sovereign up on the Forums
Magic DPS
(Primary) Offensive Set
Int - 232
Tou - 134
Wou - 116
Ini - 106
Spi - 294
Cor - 289
Ele - 289
6% magic crit chance
40 magic power
4% disrupt strikethrough
4 AP/s
3% crit damage
3 piece - 85 Int
4 piece - 85 Wou
5 piece - 5% magic crit chance
6 piece - On Hit: 10% chance to increase magic power by 130 for 10s.
(BW/SO) 7 piece - On Hit: 10% chance to increase all damage taken by your target by 5% for 10 seconds.
(MA) 7 piece - On Hit: 10% chance to increase chance to critically hit by 10% and critical damage by 20% for 10 seconds.
8 piece - 2m cooldown - Up to 9 enemies 20 feet from your target have their abilities cost 50% more for 10 seconds.
(Note: the 8 piece bonus is 20 feet from your target, and it has a 100 feet initial cast range on it.)
(Secondary) Survivability Set
Wou - 232
Tou - 134
Ini - 116
Int - 106
Spi - 294
Cor - 289
Ele - 289
6% reduced chance to be crit
400 Armor
60 HP/4s
3 AP/s
2% magic crit
3 piece - 85 Tou
4 piece - 85 Wou
5 piece - 5% reduced chance to be crit
6 piece - On Being Hit: 10% chance to form a barrier that will absorb up to 933 damage over 5 seconds.
7 piece - On Hit: 10% chance to reduce target's movement speed by 40% for 10 seconds.
8 piece - 2m cooldown - Your group's abilities cost 0 Action Points for 10 seconds.
Ranged DPS
(Primary) Offensive Set
BS - 232
WS - 134
Wou - 116
Init - 106
Spi - 294
Cor - 289
Ele - 289
6% ranged crit chance
40 ranged power
4% dodge strikethrough
4 AP/s
3% crit damage
3 piece - 85 BS
4 piece - 85 Wou
5 piece - 5% ranged crit chance
6 piece - On Hit: 10% chance to increase ranged power by 130 for 10s.
7 piece - On Hit: 10% chance to increase chance to critically hit by 10% and critical damage by 20% for 10 seconds.
8 piece - 2m cooldown - Up to 9 enemies 20 feet from your target have their abilities cost 50% more for 10 seconds.
(Secondary) Survivability Set
Wou - 232
Tou - 134
Ini - 116
BS - 106
Spi - 294
Cor - 289
Ele - 289
6% reduced chance to be crit
400 armor
60 HP/4s
3 AP/s
2% ranged crit
3 piece - 85 Tou
4 piece - 85 Wou
5 piece - 5% reduced chance to be crit
6 piece - On Being Hit: 10% chance to form a barrier that will absorb up to 933 damage over 5 seconds.
7 piece - On Hit: 10% chance to reduce target's movement speed by 40% for 10 seconds.
8 piece - 2m cooldown - Your group's abilities cost 0 Action Points for 10 seconds.
The 8 piece bonuses look pretty useful for a change as does the 7 piece bonus for BW/Sorcs, forum going seem pretty happy with it so far though it's subject to change as usual!
Enjoy your weekend all!
Wednesday, 14 July 2010
An end to the recent server disconnects?
From Andy Belford on the herald:
We are currently aware of and are investigating solutions for performance and stability issues affecting the Karak Norn and Karak Azgal servers. This includes delays with the in-game mail system, frequent disconnects to character and server select and reports of performance issues and high latency. At this point we have no estimated time of repair for these issues, however please be sure to check the Herald for updates regarding this situation. We apologize for the inconvenience and thank you for your continued support.
No estimated time of repairs suck as I hope they sort this soon, getting sick of it, the last couple of nights I've spend at least 50% of my playing time staring at loading screens and my character selection screens. When it has been behaving itself it's been good fun, the lakes seem a lot busier at least comparatively. Though more then likely this is because people are willing to risk the gauntlets of disconnects that results from queuing for scenarios. But even here with no zone changes just running round the lakes I'm getting random disconnects, incredible frustrating particularly when it happens 5 minutes before a zone locks I've spend the last 40 minutes defending. And getting back on? 20 minutes of trying each time.
I'm not sure what it's been like during the day time but personally I work all day and only have a few hours in the evenings and weekends and this is absolutely destroying my playing time.
It's getting to the point where I'm thinking about just stopping and waiting for the Herald to signal the all clear which isn't something I'm want to do.
Tuesday, 13 July 2010
Melee DPS/Rogue Sovereign Set Unveiled!
From the thread:
(Primary) Offensive Set
Str - 232
WS - 134
Wou - 116
Tou - 106
Spi - 294
Cor - 289
Ele - 289
6% melee crit chance
40 melee power
20% auto attack speed
3 AP/s
2% parry strikethrough
3 piece - 85 Str
4 piece - 85 WS
5 piece - 5% DPS
6 piece - On Hit: 10% chance to increase melee power by 130 for 10s.
7 piece - On Hit: 10% chance to increase parry/block strikethrough by 10% for 10s.
8 piece - 2m cooldown - Increases movement speed by 40%, auto attack speed by 25% and you will gain 60 AP over 10s.
(Secondary) Survivability Set
Wou - 232
Tou - 134
Ini - 116
Str - 106
Spi - 294
Cor - 289
Ele - 289
6% reduced chance to be crit
4% parry
60 HP/4s
3 AP/s
2% melee crit
3 piece - 85 Tou
4 piece - 85 Wou
5 piece - 5% Parry
6 piece - On Being Hit: 10% chance to form a barrier that will absorb up to 933 damage over 5s.
7 piece - On Hit: 10% chance to deal 409 damage to your attacker, healing you for 612 health.
8 piece - 2m cooldown - Immune to knockdown, stagger, root and knockback for 10s.
Now I’m not sure how the offensive set matches up when compared with the existing set and honestly I don’t generally run a MDPS so I don’t really have a opinion regarding this. The offensive 8 piece bonus looks useful. I’m liking the look of the Survivability set myself for my marauder and the 7 piece bonus looks great from that set.
They’ve been tinkering with the sets based on forum feedback so expect changes before they nail down the final look!
RDPS to follow I'm guessing, can't wait for the SH set to be shown!
Monday, 12 July 2010
This weekend I have mainly been....
/sulking
I've lost count of the number of times I've been kicked out and by the looks of the forums I'm not the only one.
WAR became pretty much unplayable for me on Sunday.
1. Change zones? Leads to:
2. Booted to the character screen. Try log back in. Back to the character select screen. 5 minutes of trying to re-log and in.
3. Join a scenario. Leads to: See 2.
4. Minding my own business and deliberately not doing either 1 or 3? Still leads to random cases of 2.
Now I don't know if the other EU Servers have been hit by this or if someone just really hates Karak-Azgal. And yes, I am fully aware that teething issues are to be expected and you've just gotta be patient and ride these teething problems out but I really, really hope they sort this and soon.
/end sulking.
Thursday, 8 July 2010
Could Lizardmen work in WAR from a Lore type thing? Part 2!
Could Lizardmen work in WAR from a Lore type thing? Part 1!
Wednesday, 7 July 2010
New Sovereign sets being spoilered! Tanks first!
Tou - 232
Wou - 134
Ini - 116
WS - 106
Spi - 294
Cor - 289
Ele - 289
6% reduced chance to be crit
4% block
60 hp/4s
4 AP/s
2% reduced armor penetration
3 piece - 85 Tou
4 piece - 85 Wou
5 piece - 200 HP/4s
6 piece - On Being Hit: 10% chance to reduce attacker's armor penetration against you and chance to critically hit you by 6% for 10s.
7 piece - On Defense: 25% chance to increase parry/block/disrupt/dodge by 5% for 10s.
8 piece - 2m cooldown - Up to 9 targets within a 20 foot radius have their movement speed reduced by 60% for 5s.
(Secondary) Offensive Set
Str - 232
WS - 134
Wou - 116
Tou - 106
Spi - 294
Cor - 289
Ele - 289
6% melee crit chance
40 melee power
4% parry strikethrough
3 AP/s
2% parry
3 piece - 85 Str
4 piece - 85 WS
5 piece - 5% DPS
6 piece - On Hit: 10% chance to increase melee power by 130 for 10s.
7 piece - On Hit: 10% chance to increase parry/block strikethrough by 10% for 10s.
8 piece - 2m cooldown - Up to 9 allies within a 20 foot radius have their movement speed increased by 60% for 5s.
Saturday, 3 July 2010
EU Early Access Servers up and running.
Friday, 2 July 2010
Why I'm not out fishing on the Lakes
The new teaser information given out over the last week has got me thinking about this. Recently for…maybe the last 4-5 months I think I can count the number of times I’ve gone out into the lakes for something other then duelling/getting to a city siege on my fingers…and possible toes but over 4 odd months still not enough.
I think in part it’s been due to always falling in with a pre-made running scenarios but I always loved, especially when I first hit T4, to join an open warband and get out there. Somewhere along the way the Zerg lost its appeal to me.
With a bunch of alts spread across the different Tiers I’m beginning to get an idea of why and the culprit seems to be the amount of people and losing the sense of contributing to anything. It’s seems any time I venture out into T4 lakes there’s always a Zerg, either a Destro one, in which case you just ride along, or a order in which case you try and not die. Realistically if you’re riding with a PUG WB and 2-3 warbands of order come over the hill there’s only ever one way things are gonna end! About the best you can hope to do is slow them down for a little while but when numbers are weighted that heavily nothing you do is gonna make that much of a difference.
Not that it’s a one way Realm problem either. The Zerg runs both ways and though I’ve enjoyed completely over running an enemy position in the front lines of ridiculously large charge of players. It’s never lead to any particularly memorable moments for me or anything I’m that bothered about repeating.
My small army of alts have taught me that the lower the Tier the more I seem to enjoy it:
Tier One? You can’t pay me to get out of the Empire/Chaos Lake, I rarely if ever both with Scenarios at this stage, other then repeat queuing them while walking from the Destro new spawn point down to the war camp.
Tier Two? Love it, keeps at this stage are great fun and the zones are nicely sized. I’ll queue for Scenarios more often at this stage but probably 9 log-ins out of 10 will be out on the lake.
Tier Three? Uuuugh I lose almost all interest at this stage and I’m guilty of doing what ever I can to get the hell out of this stage as quickly as possible. And if I can’t power level through? Well the Alt just tends to languish at this stage till I can.
Tier Four: Welcome to the Zerg. At this stage I tend to occasionally romp out but nowhere near as often as I should.
The upshot of this post? Well honestly I don’t have one…yet. Going to spend the weekend breaking down why I rate each Tier and try and chuck out a proper, constructive post about how I think T4 could reel me and perhaps others back in.
Thursday, 1 July 2010
1.3.6 Producers Letter Orvr change
Seems to be the first of a major ORvr change being rolled out with the second half being 1.4 at a guess since all clues seem to point to that being one their pretty excited about. Or maybe 1.4 will be related to the still theoretical expansion and they'll be a futher 1.3.7 prior to that, who knows.
The changes seem pretty good so far. With more info to follow through Developers Diaries and some further specifics already starting to go out through the Forums.
Firstly there been the following annouoncement: (Thread can be found here.)
We'd like to announce a couple upcoming changes for General Gameplay in v1.3.6. Please keep in mind that these are not patch notes and additional adjustments may be in the works.
*New User Interface option: Sticky Targeting. Enabling this option will prevent you from clearing your target(s) by clicking an empty location in the gamespace. (Developer Note(s): clears the offensive target first in the event that both an offensive and defensive target is selected.)
*Player health bars will now update correctly when receiving damage or heals. (Developer Note(s): this corrects an issue where health bars would "flicker or bounce" upon receiving a heal or damage.)
Now the second part of that I'm not too worried about, I've never realise noticed a flicks or bounce on the health bars, late in updated correct health displays sure but not flickering. Having said that I tend to use the squared add on for my healer which has it's own share of problems, non of which are any thing to do with Mythic! Sorry Bioware Mythic!
The first point however I'm looking forward to, I've learnt to compensate for it a fair bit but can be extremely annoying loosing your offensive or defensive target due to a misclick and in a chaotic melee trying to track them down again before it's too late can be a massive pain!
Second announcement mainly concentracts on a re-jig of how victory points are distributed (Taking away PvE elements and Prior Tear = Great Idea)
They've also up and stopped mailbox leechers although all it will take is a quick job down to get RvR flagged every 5 mins which would involve a 20ft walk to the other side of the guards and back to get round it. Sure it'll stop people actively AFK but not any one who's crafting/chatting/idling about. So how effective it'll be I don't know. Personally I've never really had a problem with the mailbox guards, I've only really been annoyed by it when a zone is on the point of locking down and then Order come out to play people would rather stay safe in the warcamp and lose the potential Renown Reward rather then come out and fight for it. Of course I doubt this'll make any difference to that situation they'll just idle some where else/stay in IC/not get rewarded for nothing! I know people have issues with people leeching off their hard work out in the lakes but the rewards have always been skewed (rightfully) towards those going out and helping in the form of bonus rewards per BO/Keep take you've been involved in. Dunno have to wait and see how that all pans out.
Against All the Odds sounds like a great little buff however Bootae's raised some good points about wheather this'll make any difference to Zerg distributions as it's doubtful it'll have any impact on smaller groups taking on larger WBs within a contested, active zone.
Only other points I'll bring up is I'm not sure about the new Quitter Debuff angle, frankly if I get D/ced (Which has happened to be a few times within the last couple of months) in the middle of a scenario while playing with a guild party, I'd prefer to requeue with them and join with them for no personal gain till the debuff wears off. Now how ever I'll effectively either have to leave the group for 15 mins (And defending on pops rate could be up to half an hour by the time the group has finished up a scenario) or else the whole party has to sit out and wait for me to be able to play again.
Likewise how is the Quitter debuff going to effect city sieges? Are they including Instances as a "Scenario" for the purposes of this? Other wise the quitter will have no effect at all as a deterent against instance hopping in Cities. Not really happy about this change at all but I guess I'll see how it pans out. Still plenty of time for me to resign myself to being punished for a shoddy connection lol and I can at least see their reasons behinde the change, well I'm guessing it's to drive people back into the lakes. "Can't queue for scenarioes for 15 minutes but can still gain Renown? Get into the lakes for 20 minutes, who knows you may enjoy it!"
Having said that more information should hopefully follow closer to the time and on the whole I'm looking forward to this patch and a shift in the focus within WAR.
Just my two pence worth.