Sam Mesaj tarihi: Ocak 24, 2009 Paylaş Mesaj tarihi: Ocak 24, 2009 yabancı forum linki, doğrulanmamış ama gerçek olmasını düşündürecek hayli neden var bence. şu anda kırık/dökük addedilen pekçok olay düzeltilir eğer gerçekse. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Quel-Thul Mesaj tarihi: Ocak 24, 2009 Paylaş Mesaj tarihi: Ocak 24, 2009 gerçek bence. seninki tam degil sam, burda tam olanı var 1.2 General Bug Fixes * All Disorient effects cast by players should no longer stack. Only the most powerful Disorient should affect the target. * Fixed a bug which was causing all area-of-effect abilities in the gameto have a slightly smaller area of coverage than intended. Balance Changes * Abilities which proc or trigger damage will now correctly be based ontheir respective resistance types, and will be mitigated appropriately.Specific abilities for each career affected by this change are notedbelow. * Items which proc or trigger damage will now correctly be based ontheir respective resistance types, and will be mitigated appropriately. * We have adjusted the way that the Disorient debuff will effectcharacters. Instead of increasing all ability cast times by a flatvalue it will now increase cast times by a % of the total cast time ofthe spell. As a result melee abilities and instant cast spells will nolonger be effected by disorient since their cast time is effectively0s. Specific abilities for each career affected by this change arenoted below. * All absorb shield buffs have increased in effectiveness, and will nowabsorb roughly 50% more damage in most cases. Specific abilities foreach career affected by this change are noted below. Resistances * Magic resistance over 40% will now experiencediminishing returns. Players will receive less resistance per point ofstat over the cap * Resistances that have reached diminishing returns will be displayed in Orange text on the character sheet. Renown Abilities * Pick Lock: Fixed a bug that prevented this ability from functioning correctly. * Bypass Defenses: Fixed a bug that prevented this ability from functioning correctly. * For Glory!: The tooltip for this tactic has been updated to better reflect when players will receive the bonus. * King of the Hill: The tooltip for this tactic has been updated to better reflect when players will receive the bonus. * Mission Focused: The tooltip for this tactic has been updated to better reflect when players will receive the bonus. * Town Raider: The tooltip for this tactic has been updated to better reflect when players will receive the bonus. Guild Tactics * Thornshield: The damage done by all three levels of this tactic will now show up in the combat tab and in the on-screen text. Monsters * Arial Assault: This ability should now do the correct damage. * Tail Swipe: Fixed an issue that caused some abilities to stop working while this effect is on you. Items * Boost IV-VI: These effects will now display that they also increases critical damage. Healer Archetype Bug Fixes * Alter Fate: This ability is now affected by the Terror effect found at some encounters. Balance Changes * Divine Protection: This ability will now absorb more damage. Tank Archetype * Unstoppable Juggernaut: Typo fixed. Ranged DPS Archetype * Concealment: The tooltip will now show the correct duration of the effect. * Hail of Doom: Ability will now correctly do damage for the entire time that it channels. Racial Dark Elf * Bathing in Blood: The healing from this tactic will no longer stack with itself. Chaos * Warped Flesh: This tactic will now absorb more damage. Empire * Emperor’s Ward: This tactic will now absorb more damage. Archmage Bug Fixes * Balanced Mending: Now correctly functions as described. * Gift of Life: Build time reduced, and cooldown time increased. * Hurried Restore: Fixed a tooltip display issue. * Storm of Cronos: The ability will now correctly reduce the target’s Spirit resistance. * Wild Healing: This effect will no longer trigger from damage-over-time critical ticks. * Scatter the Winds: The debuff portion of this ability will no longer apply when the damaging portion is blocked or disrupted. Balance Changes * Healing Energy will now heal slightly more initially and slightly less over time. The over time portion will now last 5s. * Blessing of Isha will now cast faster and heal for a higher value. * Balance Essence’s damage has been increased. * Searing Touch will receive greater damage contribution from stats. * Shield of Saphery will now absorb more damage. * Isha’s Ward will now absorb more damage. * Winds’ Protection will now absorb more damage. Bright Wizard Bug Fixes * Playing with Fire: The ability will now hit for the correct amount of damage. * Funnel Power: This ability will now continue after zoning. * Flashfire: The cast time reduction gained from this tactic will nowcorrectly apply only when a character starts to cast a new ability. * Ignition: Fixed a bug which was preventing most ticks of Ignite from having a chance to trigger this effect. * Flames of Rhuin: Corrected an issue with the tooltip. Balance Changes * Meltdown will deal increased damage. * Flame Shield will now deal Elemental damage. * Flames of Rhuin will now deal Elemental damage. * Funnel Power will now deal Corporeal damage. * Explosive Force will now deal Corporeal damage. * Pyroclastic Surge will now disorient the target by 50% for 3s if the target is hexed. Black Guard Bug Fixes * Hatred: The mechanic icon will no longer display in the general skills tab. * Khaine’s Warding: Typo fixed. * Challenge: No longer requires an enemy target. * Filled with Fury: Now only affects attacks that expend hate. * Crimson Death: Debuff icon will now display correct value. * Feeding on Pain: Tooltip will now display correct values. * Thirst for Death: Typo fixed. * Enraged Beating: This ability will now behave correctly when interrupted. * None Shall Pass: This ability will now behave correctly when interrupted. * Away Cretins!: Now knocks down monsters. * Hold the Line: Now has the correct cooldown of 0 seconds. * Monstrous Ruin: Will no longer allow Furious Howl to be activated without the required amount of Hatred. Balance Changes * None Shall Pass will now deal Physical Damage. * Brutal Smash will now disorient the target by 50%. * Shield of Rage will now absorb more damage. Black Orc Bug Fixes * Waaagh!: Debuff icon tooltip now states correct reduction type, and no longer requires a target. * Tree Hit Combo: This ability will now behave correctly when interrupted. * Can’t hit Me: This ability will now behave correctly when interrupted. * Da Biggest: This ability will now continue after zoning. * Da Toughest: This ability will now continue after zoning. * Da Big Un: This ability will now continue after zoning. * Rock Ard: No longer claims to lead to Gud Plan, or highlights while you have a Gud Plan. * Challenge: No longer requires an enemy target. Balance Changes * Wot Armor has had its stacking % armor debuff replaced with a fixed value armor debuff. * Wot Armor will now apply its maximum debuff value in a single hit * Da Toughest will now grant less Wounds and health to the Black Orc when it triggers. * Da Big Un’ will now deal more damage, and affect a larger area. * Savin’ Me Hide will now deal more damage and reduce the magical damage taken by you and your group. * Shut Yer Face will now deal more damage and cost no AP to activate. * Down Ya Go will now deal more damage, always knockdown the target for 3s, and cost no AP to activate. * T’ree Hit Combo will now deal more damage. * Not in Da Face will now deal more damage and also make you and your group briefly immune to disabling effects. * WAAAAAAAGH! will now deal more damage. * T’ree Hit Combo will receive less damage contribution from stats. * Can’t Hit Me will now deal Corporeal damage. * Big Brawlin’ will now disorient targets by 25%. * Dat Was Great will now also reduce the victim’s Toughness. * Rock ‘Ard will now absorb more damage. * Can’t Touch Us will now absorb more damage. Chosen Bug Fixes * Relentless: This ability will now behave correctly when interrupted. * Dreadful Fear: This ability will now continue after zoning. * Corrupting Wrath: This ability will now continue after zoning. * Discordant Instability: This ability will now continue after zoning. * Guard: This ability will now continue after zoning. * Discordant Fluctuation: This ability will now continue after zoning. * Corrupting Retribution: This ability will now continue after zoning. * Dreadful Agony: This ability will now continue after zoning. * Dreadful Terror: This ability will now continue after zoning. * Corrupting Horror: This ability will now continue after zoning. * Discordant Turbulence: This ability will now continue after zoning. * Challenge: No longer requires an enemy target. Balance Changes * Auras will no longer agro monsters that are not already in combat. * Hate from auras which affect all groupmates will now be credited tothe individual -group members, instead of all to the Chosen themselves. * Auras can no longer be dodged, blocked, parried or disrupted. * Auras that deal damage now deal Spirit damage. * Blast Wave will now deal Spirit damage. * Quake will now deal Spirit damage. * Blast Wave will no longer lower target’s resistances, and instead will instead lower targets’ Wounds. * Discordant Fluctuation will now deal more damage. * Corrupting Retribution will now heal for slightly more. * Dreadful Terror now removes slightly more action points from the victims. * Tooth of Tzeentch’s bonus damage will now deal Spirit damage. * Bane Shield will now deal Spirit damage. * The damage effect on Bane Shield will now only trigger a maximum of once per 2s per character affected. * Touch of Palsy will now deal Spirit damage. * The damage effect on Discordant Fluctuation will now only trigger a maximum of once per 2s per character affected. * Corrupting Horror will now disorient targets by 25%. * Impenetrable Armor will now absorb more armor. Disciple Bug Fixes * Stand Coward!: Build time reduced, and cooldown time increased. * Patch Wounds: The ability will now correctly consume 25 Soul Essence as described. * Restored Motivation: Fixed a bug which caused the healing effect to occasionally be disrupted by allies. * Warding Strike: The ability will now fire correctly when the Disciple has 30 Soul Essence. * Covenant of Vitality: Fixed the buff icon tooltip to display the correct effect. Balance Changes * Covenant of Vitality will now deal Spirit damage. * Covenant of Celerity will now deal Spirit damage. * Restore Essence will now heal slightly more initially and slightly less over time. The over time portion will now last 5s. * Khaine’s Embrace will now cast faster and heal for a higher value. * Soul Shielding will now absorb more damage. * Khaine’s Bounty will now absorb more damage. Engineer Bug Fixes * Barbed Wire: Will now play its entire visual effect. * Land Mine: Fixed a bug which caused this to trigger a disproportionately long immunity timer. * Snipe: Fixed a bug which was incorrectly reducing the cost of this ability. * Bugmen’s Best: Fixed a bug which was allowing the healing to inadvertently affect NPCs. * All Turrets: Turret specific abilities will now display in the MasteryTraining window as being part of the associated Mastery. * Coordinated Fire: This effect will now increase damage as described. * Self Destruct: Tooltip will no longer claim it cost AP. * Concussive Mine: Will now properly disorient targets. * Coordinated Fire: The effect of this tactic will now last for the full duration of Signal Flare. * Lighting Rod: Fixed a bug that caused this ability to receive more benefit from stats than intended. * Hollow Points: Multiple Engineers may now all affect a target with Hollow Points. Balance Changes * Sticky Bomb will now deal Corporeal damage. * Sticky Bomb will now explode if the target is killed. * Concussive Mine will now disorient the targets by 50%. * Rune of Forging will now absorb more damage. Ironbreaker Bug Fixes * Grudge-Born Fury: This ability will now behave correctly when interrupted. * Challenge: No longer requires an enemy target. * Heavy Blow: Fixed a typo in the description. Balance Changes * Stone Breaker’s % armor debuff has now been replaced with a flat value armor debuff. * Oathstone will now deal Physical damage and be able to critically hit. * Overprotective will now deal Physical damage and be able to critically hit. * Runic Shield will now absorb more damage. * Gromril Plating will now absorb more damage. Knight Bug Fixes * Myrmidia’s Fury: This ability will now behave correctly when interrupted. * Press The Attack: This ability will now continue after zoning. * Stand Strong: This ability will now continue after zoning. * Gather Your Resolve: This ability will now continue after zoning. * On Your Guard: This ability will now continue after zoning. * Stay Focused: This ability will now continue after zoning. * All Out Assault: This ability will now continue after zoning. * To Glory: This ability will now continue after zoning. * To Victory: This ability will now continue after zoning. * Now’s Our Chance: This ability will now continue after zoning. * Challenge: No longer requires an enemy target. * Sunder: Fixed a tooltip display issue. * Staggering Impact: Fixed a tooltip display issue. Balance Changes * Commands will no longer agro monsters that are not already in combat. * Hate from commands which affect all groupmates will now be credited tothe individual group members, instead of all to the Knight themselves. * The effects of commands can no longer be dodged, blocked, parried or disrupted. * Commands that deal damage now deal Elemental damage. * Shield of the Sun will deal Elemental damage. * Myrmidia’s Fury will now receive a greater damage contribution from stats. * Stay Focused will now heal for slightly more. * To Glory now restores slightly more action points. * Guardian of Light will now absorb more damage. Magus Bug Fixes * Dissolving Mist: Radius is now accurate on tooltip. * Daemonic Armor: Tooltip values will now display correctly. * Indigo Fire of Change: Multiple Magi can now cast this spell upon a single target, but only a single Horror will be created. * Tzeentch’s Firestorm: The ability can now be defended against, and will trigger any appropriate effects. * Blue Horror, Pink Horror, Flamer of Tzeentch: Daemonic Minion-specificabilities will now display in the Mastery Training window as being partof the associated Mastery. * Daemonic Resistance: Increased casting range to match normal groupeffects, and fixed a bug which caused the hotkey to gray out whenselecting group members. * Daemonic Infestation: When exploding, will now visually knock down players and play an explosion effect. Balance Changes * Seed of Chaos will now explode if the target is killed. * Perils of the Warp will now deal Elemental damage. * Seed of Chaos will now deal Spirit damage. * Aegis of Orange Fire will now deal Elemental damage. Marauder Bug Fixes * Gift of Savagery: The tooltip will now better match the stats gained from the ability. * Gift of Monstrosity: The tooltip will now better match the stats gained from the ability. * Gift of Brutality: The tooltip will now better match the stats gained from the ability. * Demolition: The cooldown listed on the tooltip now matches the actual cooldown of the ability. * Mutating Release: The ability now correctly gives a 10 second immunity to all roots and snares. * Deeply Impaled: This effect will no longer stack with itself. * Drink Deeply: This tactic will once again heal when Tzeentch’s Cordial ends. * Growing Instability: This tactic will once again grant a bonus to critical hit at the correct health brackets. * Convulsive Slashing: This ability will now behave correctly when interrupted. * Wrecking Ball: This ability will now behave correctly when interrupted. * Deeply Impaled: This tactic will now give the correct bonus when Impale is used. * Gut Ripper: This ability will once again cause the next ability used to critical hit. * Wave of Horror: The tooltip will now state the correct amount of hate reduction. Balance Changes * Insane Whispers will now add a 50% disorient to Mouth of Tzeentch. * Deadly Clutch will now heal the Marauder for a higher value. Runepriest Bug Fixes * Master Rune of Adamant: The build up for this ability will now be correct. * Master Rune of Adamant: The effect from this ability will now last for the correct duration. * Master Rune of Fury: The tooltip for this ability will now reflect that only one Master Rune can be active at a time. * Master Rune of Speed: The tooltip for this ability will now reflect that only one Master Rune can be active at a time. * Master Rune of Adamant: The tooltip for this ability will now reflect that only one Master Rune can be active at a time. * Ancestor’s Echo: Tooltip clarified. * Potent Runes: Fixed a bug which was causing this effect to incorrectly alter the player’s stats. * Oath Rune of Power: The hotbar icon for this ability will now light up correctly when targeting party members in a warband. * Oath Rune of Warding: The hotbar icon for this ability will now light up correctly when targeting party members in a warband. * Oath Rune of Iron: The hotbar icon for this ability will now light up correctly when targeting party members in a warband. * Oath Rune of Sanctuary: The hotbar icon for this ability will nowlight up correctly when targeting party members in a warband. * Blessing of Grungni: The name of the ability has been corrected. * Thick Skulled: Fixed a typo in the tooltip. Balance Changes * Rune of Mending will now heal slightly more initially and slightly less over time. The over time portion will now last 5s. * Blessing of Valaya will now cast faster and heal for a higher value. * Rune of Shielding will now absorb more damage. * Ancestor’s Echo will now absorb more damage. Squig Herder Bug Fixes * Indigestion: Fixed a bug that caused this ability to use Intelligence instead of Strength in damage calculations. * Sticky Squigz: This ability now costs the correct amount of Action Points to use. * Big Bouncin: This ability will now behave correctly when interrupted. * Run Away!: The cost has been lowered. The knock forward has been changed to a movement speed increase effect. * ‘Ere Squiggy!: Fixed a bug that prevented the tactic from firing on damage abilities. * Lots o’ Arrers: The animation will no longer continue after the Squig Herder runs out of AP. Balance Changes * Tastes like Chicken will now heal for slightly more, and no longer lose value based on the health of the pet. * Squig Armor no longer has a build and a reduced reuse time. Shadow Warrior Bug Fixes * Steady Aim: The tooltip for this ability has been updated to better reflect what this ability affects. * Assault stance: The Strength and Weapon Skill bonuses from this should now stack with other Strength and Weapon Skill bonuses. * Outrider Patrol: The tooltip for this ability should now show the amount of damage done. Balance Changes * Eye Shot is now usable while moving. * Fell The Weak now builds instantly. * Fell The Weak now costs slightly more action points. Shaman Bug Fixes * Gedup!: Build time reduced, and cooldown time increased. * Do Sumfin Useful: Fixed a typo in the tooltip for this ability. * Big Waaagh!: Waaagh mechanic should now properly light up this ability on the hotbar. * Ey Quit Bleedin: Fixed a bug which was allowing this ability to incorrectly cast on NPCs. Balance Changes * Gork’ll Fix It will now heal slightly more initially and slightly less over time. The over time portion will now last 5s. * Gather Round will now cast faster and heal for a higher value. * I’ll Take That will now deal more damage. * Yer Not so Bad is now has no build time. * ‘Ere We Go’s extra damage will now deal Elemental damage. * Gork’s Barbs’ will now deal Elemental damage. * Bunch o Waaagh will receive greater damage contribution from stats. * Don’t Feel Nuthin’ will now absorb more damage. Swordmaster Bug Fixes * Aethyric Armor: No longer claims to return you to normal stance. * Aethryic Grasp: Fixed a typo in the tooltip. * Isha’s Protection: Fixed a typo in the tooltip. * Vaul’s Buffer: Fixed a typo in the tooltip. * Ether Dance: This ability will now behave correctly when interrupted. * Sword Dance: The mechanic icon will no longer display in the general skills tab. * Balanced Accuracy: Tactic now effects all strikes of Ether Dance, Dragon’s Talon, Crashing Wave, and Whispering Winds. * Ether Dance: The current Balance state is now maintained through theduration of the effect, in order to benefit from Balance-based Tactics. * Bladeshield: Damage from this ability will no longer be mitigated bythe victim, and will also no longer critically hit, as is normal forall Morale effects. * Protection of Hoeth: Now displays its correct Balance advancement, andwill no longer highlight in Perfect Balance or increase Balance withevery use. * Challenge: No longer requires an enemy target. * Gusting Wind: The ability’s tooltip will now display its correct damage value after increasing Mastery. * Potent Enchantments: Fixed a bug which caused the tactic to be affected by Mastery in the Path of Hoeth. * Deep Incision: Fixed a bug which was causing the damage to be lower than intended. * Wall of Darting Steel: Ability description updated to reflect that damage is returned only when you Parry. * Shatter Enchantment: This attack will no longer remove an Enchantmentfrom the victim if they successfully block or parry the ability. Balance Changes * Dazzling Strike has been made a Perfect Balance attack that deals spirit damage. * Dazzling Strike now deals increased damage and has no cooldown. * Dazzling Strike has been moved to Level 12. * Dazzling Strike no longer has a reuse timer. * Dazzling Strike will now disorient the target by 50%. * Intimidating Blow has been moved to Level 35. * Gusting Wind has been made an Improved Balance attack. * Gusting Wind now costs AP to activate. * Gusting Wind deals increased damage. * Ether Dance now deals increased damage. * Crashing Wave now deals more damage and also makes you and your group briefly immune to disabling effects. * Whispering Wind now deals more damage and reduces cooldown times for you and your group. * Ether Dance will now receive a greater damage contribution from stats. * Blurring Shock’s extra damage from critical hits will now deal Spirit damage. * Wall of Darting Steel will now deal Spirit damage. Warrior Priest Bug Fixes * Prayer Of Absolution: This ability will now continue after zoning. * Prayer of Righteousness: This ability will now continue after zoning. * Prayer of Devotion: This ability will now continue after zoning. * Breath of Sigmar: Build time reduced, and cooldown time increased. * Purge: Fixed a typo in the tooltip for this ability. Balance Changes * Prayer of Righteousness will now deal Spirit damage. * Divine Aid will now heal slightly more initially and slightly less over time. The over time portion will now last 5s. * Touch of the Divine will now cast faster and heal for a higher value. * Divine Light will now absorb more damage. Witch Elf Bug Fixes * Agile Escape: This ability can no longer be used when Rooted. * Ruthless Assault: This ability will now behave correctly when interrupted. * Shadow Prowler: This ability will now always be interrupted when the player is attacked. Balance Changes * Kiss of Betrayal will now deal Corporeal damage. * Kiss of Agony will now deal Corporeal damage. * Kiss of Death will now deal Corporeal damage. * Kisses will no longer be able to activate off a thrown dagger. * Vehement Blades has had its damage contribution from stats reduced. * Enfeebling Strike has had its damage contribution from stats reduced. * Treacherous Assault has had its damage contribution from stats reduced. * Masterful Treachery’s bonus to damage has been lowered. * Sharpened Edge has had its armor debuff removed, this has beenreplaced with a self buff that will deal damage back to your enemywhenever they block or parry your attacks. * Pierce Armor has had its additional armor debuff removed, this hasbeen replaced with a self buff that will greatly increase your WeaponSkill. * Sacrifices Rewarded will now absorb more damage. White Lion Bug Fixes * Pounce: You will now jump just to your target’s side instead ofdirectly on top of them, fixing several collision issues. The damageportion of the ability now fires more consistently. * Whirling Axe: This ability will now behave correctly when interrupted. * Full-Grown: The tactic properly increases your pet’s Wounds. * Full-Grown: The tooltip is now correct. * Ensnare: Fixed a bug that prevented the root from firing. Balance Changes * Pack Assault will now deal Spirit Damage. * Fey Illusion will now debuff the target’s autoattack speed. * Fey Illusion will no longer require a frontal positional. * Fey Illusion will cost slightly more AP. Witch Hunter Bug Fixes * Declare Anathema: This ability can no longer be used when Rooted. * Trial by Pain: This ability should now correctly stop channeling when the character is disarmed or interrupted. * Trial By Pain: This ability will now behave correctly when interrupted. * Silence the Heretic: The Unstoppable give by the Silence from this ability will now last the correct duration. * Incognito: This ability will now always be interrupted when the player is attacked. * Repel Blasphemy: Ability will no longer zero out the Accusation counter. * Blessing Bullets of Confession: The healing reduction effect placed on targets will no longer be removed by Sever Blessing. Balance Changes * Burn Armor has had its damage contribution from stats reduced. * Sudden Accusation has had its damage contribution from stats reduced. * Fanatical Zeal has had its damage contribution from stats reduced. * Trial by Pain will deal slightly more damage and activate Blessed Bullets twice if allowed to run the full duration. * Blessed Pullets of Purity will now deal Spirit damage. * Blessed Bullets of Confession will now deal Spirit damage. * Blessed Bullets of Cleansing will now deal Spirit damage. * Burn Away Lies will now deal more damage. Zealot Bug Fixes * Ritual of Lunacy: The build up for this ability will now be correct. * Ritual of Lunacy: The effect from this ability should now last for the correct duration. * Ritual of Innervation: The tooltip for this ability will now reflect that only one Ritual -may be active at a time. * Ritual of Superiority: The tooltip for this ability will now reflect that only one Ritual may be active at a time. * Ritual of Lunacy: The tooltip for this ability will now reflect that only one Ritual may be active at a time. * Suppress the Fragile Unbeliever: This morale ability will now do the correct damage, and the damage will not be defendable. * Mark of Remaking: The tooltip for this ability will now show the correct amount of Toughness given. * Leaping Alteration: The leaping effect will no longer stop jumping tonew targets after healing the caster. In addition, this ability may nowbe cast directly on an RvR-flagged ally while the Zealot is not flagged(and doing so will flag the Zealot for RvR, as with all other directheals). The subsequent leaps of the ability will only affectRvR-flagged allies if the Zealot is RvR-flagged themselves. * Tzeentch’s Talon: The tooltip for the effect has been updated to more accurately reflect what the effect does. * Daemon Spittle: The damage from this will no longer stack with itself,and will only be defendable when it initially hits the target. * Aethyric Shock: Fixed a typo in the tooltip for this ability. Balance Changes * Manipulation will now deal Corporeal damage. * Dark Medicine will now heal slightly more initially and slightly less over time. The -over time portion will now last 5s. * Dust of Pandemonium will now cast faster and heal for a higher value. * Veil of Chaos will now absorb more damage. * Ritual of Superiority will now absorb more damage. * Tzeentch’s Shielding will now absorb more damage. http://www.gamebrood.com/2009/01/23/rumor-warhammer-online-12-patch-notes-revealed/ Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Sam Mesaj tarihi: Ocak 24, 2009 Konuyu açan Paylaş Mesaj tarihi: Ocak 24, 2009 evet seninkini daha çok beğendim, BO'ya daha ağır nerf var. (:P) Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Quel-Thul Mesaj tarihi: Ocak 24, 2009 Paylaş Mesaj tarihi: Ocak 24, 2009 hehe evet BO ve WE nerf manyagı olmuş ama mara'ya fazla bişey göremedim :( Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Quel-Thul Mesaj tarihi: Ocak 24, 2009 Paylaş Mesaj tarihi: Ocak 24, 2009 ayrıca swordmastera gelen şu değişiklik inanılmaz güzel olacak. kaç sn acaba. * Crashing Wave now deals more damage and also makes you and your group briefly immune to disabling effects. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Sam Mesaj tarihi: Ocak 24, 2009 Konuyu açan Paylaş Mesaj tarihi: Ocak 24, 2009 o demo değişikliği 5sn'ye geri mi dönecek yoksa 0sn olarak kalmaya devam edecek anlamında mı orasını merak ettim. disorient değişikliği bile yeter gerçi heh. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
arcane Mesaj tarihi: Ocak 24, 2009 Paylaş Mesaj tarihi: Ocak 24, 2009 Ben de bunu arıyordum. WH Alliance'da onaylanmadı diye hemen siliyorlar. Disorient şahane nerflenmiş. HA HA :D BO da GG, thank you! Come again! Marauder nerflenmeyecek diye bir tahmin yürütmüştüm, çok iyiyim :P Shield nerfü geri almışlar gibi olmuş, galiba, belki. Güzeel. Resistance'a diminishing returns de güzel olmuş. Resistance bufflar stack oluyordu. Balanced Mending bunca zaman buglı mıymış lol. (edit: negatif bonusu çalışmıyormuş) Gift of Life Türk filmlerindeki "çok mesudum" tepkisini vermeme yol açtı. :)-D heal+hot kullanışsızlığından çıksın diye bufflamışlar, hoş. Yalnız umuyorum ki eski imbalığına geri döndürmemişlerdir. Wild Healing nerflenmiş ama etkisi olmayacak bir nerf. En en en önemli değişiklik group heallar bufflanmış. 3ler 2.5 olmuştur diye tahmin ediyorum. Eğer öyleyse oyundaki healing bir hayli güçlenecek. Yalnız DoK ve WP'da aynı değişiklik ne oluyor 0.5 düşşse 0.5 sec? Öeah biraz imba oluyor onların. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Sam Mesaj tarihi: Ocak 24, 2009 Konuyu açan Paylaş Mesaj tarihi: Ocak 24, 2009 onlarda cooldown var sizdekinin aksine ama. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
arcane Mesaj tarihi: Ocak 24, 2009 Paylaş Mesaj tarihi: Ocak 24, 2009 Evet bizim cast time kadar cooldownı var. Zavallı DoK, WP. Sıradaki! Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Sam Mesaj tarihi: Ocak 24, 2009 Konuyu açan Paylaş Mesaj tarihi: Ocak 24, 2009 e ne olacaktı, direct heal yok ki zaten başka lol. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
miyaw33 Mesaj tarihi: Ocak 24, 2009 Paylaş Mesaj tarihi: Ocak 24, 2009 aha magusların dotları artık ıyıce gucsuzlestı,ortada takılırız artık işe yaramaz dotlarla Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
arcane Mesaj tarihi: Ocak 24, 2009 Paylaş Mesaj tarihi: Ocak 24, 2009 Direct heal ile ne alakası var yahu. Sanki survival sıkıntısı var da o yüzden mi group heallarının güçlenmeye ihtiyaçları var? Ayrıca anlaman için kaç kere tekrar etmem lazım? Oyundaki en önemli, en etkili heal spell group heal. Yarım saniye fark oldu diyelim ki muhtemelen o kadar olacaktır, WP ve DoK caster healerların 5 misli hızlı atıyor hale gelecekler. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Jaruza Mesaj tarihi: Ocak 24, 2009 Paylaş Mesaj tarihi: Ocak 24, 2009 Shadow Warrior da iyi olacak gibi ya.Özellikle eye shot ın hareket halindeyken kullanılabilmesi güzel olacak... Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Sam Mesaj tarihi: Ocak 24, 2009 Konuyu açan Paylaş Mesaj tarihi: Ocak 24, 2009 o iş öyle değil, sen direkt ap'yi heal'e arada adaptör kullanmadan çevirebildiğin için öyle diyorsun. daha ucuz direct heal gerekiyor devamlı. ayrıca grup dışındakine hot dışında çöp atamıyorsun. ilave armor dışında bir çöp olayı yok zaten wp'nin, dok gibi afk dursa bile snare aurası çalışan adamla aynı durumda değil. neyse tam rakamları bilmiyoruz, dahası bunların gerçekliği bile kesin değil. gerçekseler bile yama çıkana kadar değişmeyecekleri belli değil. 0.5sn grup heal zayıf ihtimal. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Sparkcaster Mesaj tarihi: Ocak 24, 2009 Paylaş Mesaj tarihi: Ocak 24, 2009 da toughest nerflenmis yuh Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Sannin Mesaj tarihi: Ocak 24, 2009 Paylaş Mesaj tarihi: Ocak 24, 2009 Vallahi açık olmak gerekli,biraz order ın lehine olmus bu patch.. Tamam k8p de baskın bi order var ama diger serverlardaki order arkadaslarımızı inşallah bu patchler biraz rahatlatır. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
arcane Mesaj tarihi: Ocak 24, 2009 Paylaş Mesaj tarihi: Ocak 24, 2009 Yarım saniye cast ile convertiona muhtaç olsan ne olacak kamışla çeker gibi AP alıyorsun zaten. Da Toughest god mode resmen, nerflendiğine ancak WoW oyuncusu şaşırır :P Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
odiflame Mesaj tarihi: Ocak 24, 2009 Paylaş Mesaj tarihi: Ocak 24, 2009 oyundan sıkılmıştım iyi olmuş.işallah bo lardan kurtulacağız.5 kişi ancak öldürebiliyoruz.yuh diyordum. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
miyaw33 Mesaj tarihi: Ocak 24, 2009 Paylaş Mesaj tarihi: Ocak 24, 2009 iyide aynı durum kotbs lar ıcınde gecerli,destro tarafında dogru duzgun tank class kalmıycak bu hızda nerflerlerse.Bo lar zaten ölmemekten baska bısı yapamıyordu. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Dark_Soul Mesaj tarihi: Ocak 24, 2009 Paylaş Mesaj tarihi: Ocak 24, 2009 3-4 aydir oynamadigim oyuna Bo umla donecektimki,vazgectim sanki,performans olayi nasil cozuldumu son patchlerle Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
TripKroniK Mesaj tarihi: Ocak 24, 2009 Paylaş Mesaj tarihi: Ocak 24, 2009 yaaa yaziklar olsun. orderlar bu kadar kollanmaz her yerde orderlar ustun zaten tek problemleri sayica azlar. sorunu bole halletmeye calismislar yaziklar olsun. genelde karakterlin mirorlari orderlarda daha gucluydu Bo ve We elf i nerf manyagi yaparak bu sorunuda cozmusler. ama whitelion 2kmden cekmesine kimsenin sesi cikmiyor. simdi yazacaklarim WE le ozel olarak ilgili zaten gorunmezlik die bisey yok ustune bide dmg alioken shadow prowlar a giremiceksem ben neden malee dps m???? adami kestikten sonra ordanda cikmam lazm olceksem ne anlami var degilmi. gelelim dmgin neflenmesine carnage da armor reduction nerf treachery dede masterful bilmemneye(gorunmezlikten ciktiktan sonra dmg %20daha fazlaydi) !!!10sn boyunca!!! nerf gelmis. eee bea goa adam bana knock back atamiosa suc WE ninmi bi knock back atsa sure bitti zaten healer gordugu anda taunt atio. zaten kale savaslarinda pick lock(posterndan girme olayi) calismadigi posternda beklemekten bi ise yaramioruz pvpdede bisey yapamicaksak bu sinifi nie koydun! nese cok doluyum daha burda yazicak cok seyim varda cok uzadi belki sonra devam ederim. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
miyaw33 Mesaj tarihi: Ocak 24, 2009 Paylaş Mesaj tarihi: Ocak 24, 2009 performans olayı ozellıkle fortresslerde oyuncu lımıtı uzunden baya çözüldü,fortresse gırmeyı basarırsan iyi sayılır.anck open rvr de makınen orta hallıyse hala surunebılıyorsun. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Sannin Mesaj tarihi: Ocak 25, 2009 Paylaş Mesaj tarihi: Ocak 25, 2009 en azından crashler bitti fortresslarda..o performans hadisesinin çözülmeside imkansıza yakın..O kadar veri akışını streamleyebielcek bi serverın kurulması mythic e maliyetli olur. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Sam Mesaj tarihi: Ocak 25, 2009 Konuyu açan Paylaş Mesaj tarihi: Ocak 25, 2009 kaçabilen kaçıyor valla, snare immunity var, aoe knockdown var hala ağlıyorsunuz. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
sardius Mesaj tarihi: Ocak 25, 2009 Paylaş Mesaj tarihi: Ocak 25, 2009 bunca zamandır öle milleti güle oynaya keserken iide bi nerf gelince simdi order kollanıyo mu oldu? we lere nerf gelecegi en basından belliydi gec bile kalındı. WL de cekme varda marauderde yok mu? ha menzil konusunda bişi diyemem bi fark varsa nerflesinler wl yi. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
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