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Patch Note's 37: New Dawn 
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Post Patch Note's 37: New Dawn
General:

  • Now all game battles are in format of 8vs8.
  • The number of skill slot has been reduced to only 8.
  • You will also only have 8 secondary slot. (Setting skill here will not be possible)
  • The Alter Tab, skillbar and control settings will get full reset.
  • Now the amulets equipped on your character will not be displayed on a HUD panel.
  • On public games in one particular team the number of Paladins and/or Sappers are limited to 1.
  • In the Altar tab the Skill Tree has changed.
  • Critical hits are removed from the game.
  • Dwarfs now can make their mechanisms and constructions (including traps and mines) while moving.
  • New kills report system is introduced. (now you can learn who killed you and how your character got killed)
  • Multikill Message appears (The killer or team will get extra information, this when player(s) kills or full team gets destroyed)
  • Extra Battle statistics bar is added which shows the stats and the parameters of your team during battle (HP, CP, respawn time, team buffs and debuffs)
  • From now on it is only possible to have one character of each class in a PvP or PvE group
  • The Amulet “Critical Hit Chance” is changed to the Amulet Increasing The Skill Restoring Speed
  • Skulls are removed from all locations and arts
  • New head dresses are introduced: one for Sister Of Fire and two for Gunners, Tank and Paladin
  • Texts of hints for items and skills are changed in Alter Tab. Now you can find maximum damage with your Mastery and other parameters
  • The hint about character parameters is changed in General
  • Potions cooldown time increase to 40 seconds
  • The skill “Blacksmithing” is removed. From now on the items creation process is same for all levels and has been set to the current maximum possible chance of success
  • The graphics quality in the “Back to the 90s” mode improved
  • New emotions have been added in the shop.

New abilities for all classes:

Sister of Fire:

  • Precast of the “Chain Lightning” is removed
  • The cost of the “Chain Lightning” changes: on the first level it is increased from 7 to 15 CP, on the second level – from 7 to 9 CP, on the third level – from 7 to 9 CP
  • After a successful hit the lightning restores CP
  • The amount of EXP given for the use of the “Shock Wave” skill is decreased by 50%
  • The “Ice Resistance” ability appears and is ready to protect your Sister Of Fire from the offensive magic of Ice Witches: Ice Ball, Freeze,
  • Instant Freezing and Ice Curse. It works just like the “Fire Resistance” but a magic sphere around the caster is made of fire, of course
  • The “Increased Gravity” ability appears. A Sister Of Fire increases gravity around her and all the enemies inside the ability radius move much slower. If in the moment of cast an enemy is in the air, he/she would fall and receive damage.

Ice Witch:

  • The restoration time for the “Freeze” ability is increased from 10 to 12 seconds
  • “Fire Resistance”: warded off Fireballs do not restore CP any longer
  • The EXP amounts given for the “Freeze” ability is decreased by 8%
  • The cost of the “Instant Freeze” is changed: on the first level it increases from 70 to 80 CP, on the second level from 50 to 60 CP
  • “Frost Shield”: an Ice Witch creates a force field around herself and all the damage received reduces Mana instead of Health until the Mana is over
  • “Astral” a Witch enters another dimension for several seconds, and no spells can reach her there. All buffs and debuffs will not be removed (except for the "Plague" and "Freezing"), but will not affect her in any way. The place where a Which disappear and should appear again soon will be marked by a special aura.
                                                                                                         

Paladin:

  • The "Sacrifice" ability is removed
  • The cost of "Mana Powder" is decreased from 10 to 5 CP
  • Now you can interrupt "Purification" without spending CP
  • «Holy Armor» makes a Paladin invulnerable for any kind of control just like the Tank's "Invulnerability" and even protects from the "Magic Silence" of elves
  • “Chimera Mark” Paladin casts a defense spell on an ally and that spell doesn't allow the Health level get lower than 1 HP. Active for 5 seconds
  • “Stunning Lunge” Paladin makes a sharp move and hits the target, stunning it for a short period of time
  • The amount of EXP for "Heal" is increased by 7%
  • The amount of EXP for "Restoration" is increased by 11%
  • The amount of the EXP for "Incense of Quickening" is decreased by 30%.

Inquisitor:

  • The "Righteous Rage" as an ability is removed
  • “Righteous Rage” becomes a passive ability available on the first level just as the increased damage of a backstab
  • A slightly frozen Inquisitor now can leave the "Freezing" zone and become invisible
  • The action time of "Fetters" is changed: on the first level from 4 to 3 seconds, on the second level from 6 to 4 seconds
  • The damage of “Holy Fire” increased
  • “Wraith”: with this ability an Inquisitor can move in time he disappears and then emerges in a place where he has been several seconds before
  • “Evasion”: an Inquisitor makes a fast roll forward
  • “Steel Flurry” a series of four fast stabs
  • “Lacerated Wounds” – an Inquisitor makes a stab after which the victim begins to lose HP to the advantage of the Inquisitor.

Berzerker:

  • The cost of the “Vortex of War” ability is decreased to 35 CP
  • The cost of the “Sprint” ability is decreased to 7 CP
  • “Berserker Rage”: a Melee Attack boost after each killing is increased from 8% to 9%
  • “Blockbuster” deprives the enemy of ability to block for several seconds
  • “Shuttering Jump” hitting the ground a Berserker delivers damage to all enemies around him and throw them back. The higher the jump is the more is the damage.

Tank:

  • Increased movement speed when in active block is now available on the 1 level
  • “Invulnerability” if the ability is active, a Tank cannot be controlled by any means. No counter ability will work on the Tank.
  • Now it is possible to interrupt the “Invulnerability” independently without spending any CP
  • The cost of the “Invulnerability” is decreased from 55 to 45 CP
  • The action time of the "Invulnerability" is decreased from 15 to 12 seconds
  • “Damage Reflection” the ability returns part of the damage received by Tank in a close combat. When it is activated one should block to make it work. Damage is reflected not to the particular attackers but to the open space in front of the Tank and thus can reach several enemies
  • “Bruiser” – a Tank lands a mighty punch on the ground, creating a wave that moves enemies from him. If an enemy is casting something at the moment the cast is not interrupted
  • “Taunt” – a Tank makes a loud shout and draws attention of nearby enemies. All characters affected by the ability cannot shift their glance from the Tank.

Gunner:

  • The Gunner's Cannon cannot deployed on narrow stones or above steps
  • Cannons deploy much more faster
  • The HP amount of Tesla poles is decreased
  • The cost of the "Tesla pole" ability has changed: on the first level from 30 to 25 CP, on the second level from 20 to 18 CP, on the third level from 15 to 12 CP
  • The HP amount of Gravity Mines is decreased
  • Damage delivered by Cannons and Tesla poles is increased
  • The action time of Gravity Mines decreases from 10 to 7 seconds
  • “Chain Grenade” a Gunner throws a grenade that ejects magical chains which don't let the enemies inside the effect’s radius leave
  • “Flamethrower” a Gunner charges his Cannon with the incendiary fuel and receives an ability to set enemies on fire. Activation of the ability is free but keeping the fire stream alive and angry spends CP.

Sapper:

  • The amount of EXP for Totems decreased by 7%
  • The "Flashbang" ability hasn't precast time any more
  • The increased damage of Mortar cannonballs hitting from behind is removed
  • The cooldown time of the "Steam Hammer" ability increases to 1 minute
  • The "Barrier" ability becomes noticeably better
  • “Krom's Blow” a Sapper hits the ground with his hammer and stuns enemies around him for several seconds. This ability can be blocked
  • “Short Circuit” a Sapper throws a grenade that deactivates all enemy constructions. Structures affected by the grenade don't pose a threat to anyone nearby.
  • Durability of the Antipersonnel Mine decreases.

Bugs:

  • Fixed the bug that didn’t allow players to receive shards from their Hirelings after long absence in the game.
  • Fixed a bug due to which enhanced epic gear of 1's and 10's levels gave more Mastery than the level 30 epic gear
  • Fixed a bug that caused infinite boot menu when the player changed the character after the tournament or clan battle
  • Cast of "Battering Ram", "Vortex of War", "Freeze", "Ring of immortality" skills is no longer interrupted due to the small inclines
  • Fixed bug due to which effects of "Fetters" remained on the characters visually after the successful application of dispel
  • Fixed bug due to which skills and emotions weren’t displayed after the fight
  • Fixed bug that caused the loss of control of the player’s character after the revival from the Ally Monitoring Mode
  • Fixed bug that left some players unable to create an item in the Tutorial Mode
  • Fixed bug when on the lowest difficulty "Fire Cauldron Valley" ends with victory over Warmund The Fetid.

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White Wolfs
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Fri May 08, 2015 6:57 am
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Joined: Sat Sep 28, 2013 3:38 pm
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Post Re: Patch 37: New Dawn
I dont know i just got a bad feeling a bout this patch.
Is this could be the end of EU server?
Every last patches was a disaster the bigger it was the more people left.


Fri May 08, 2015 7:49 am
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Joined: Fri Jun 20, 2014 9:54 pm
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Post Re: Patch 37: New Dawn
For sure its one of the most interesting patches but I'm worried about the ice class. I'm talking not about new skills only about older which has been weakened. So they IW wont be so popular... I hope that it will balanced.


Fri May 08, 2015 9:06 am
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Post Re: Patch 37: New Dawn
Icelicia wrote:
For sure its one of the most interesting patches but I'm worried about the ice class. I'm talking not about new skills only about older which has been weakened. So they IW wont be so popular... I hope that it will balanced.

Hey but dont worry we have new emotions :lol:


Fri May 08, 2015 12:41 pm
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Post Re: Patch 37: New Dawn
And What kind of tournament will we have after patch 37?
It would be nice to know in advance.


Fri May 08, 2015 1:22 pm
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Post Re: Patch 37: New Dawn
.

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Fri May 08, 2015 11:02 pm
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Joined: Tue Jun 18, 2013 3:09 pm
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Post Re: Patch 37: New Dawn
ich habe keine neuen skills fail^^


Sat May 09, 2015 2:33 am
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Post Re: Patch 37: New Dawn
Algatzar wrote:
.
Shot for a 10.

The Sun is not gonna rise.

Useless patch. Wrong buffs and nerfs.


Sat May 09, 2015 1:54 pm
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Post Re: Patch 37: New Dawn
Algatzar wrote:
.

At first i though wtf theres no comment!Then i saw a grey line and i got closer to screen :lol:


Sun May 10, 2015 10:49 am
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Joined: Wed Jun 26, 2013 7:44 am
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Post Re: Patch 37: New Dawn
Dwarfs now can make their mechanisms and constructions (including traps and mines) while moving.

this change is a joke sorry!!

Gunner has 330 movementspeed without amulett , like other charakters. Tank , sapper , icemage and so on,
If a gunner has now a Runspeedamulett, and enemy has no amulett, he can just run away and spamm traps -> manapotion . he got alot of cp and the enemy is not avaible to kill them.
Are you srsly?

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My charakters are
Eisbaer - Frostwitch
MaxderTank - Tank
AuniderIngi - Gunner
Aunderheiler - Healer
Auni - Inquisitor
Groruk - Berserk
Aunionfire - SoF
Aunii - Sapper


Mon May 11, 2015 2:41 am
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