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Chrome

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1

Tuesday, February 28th 2012, 12:25pm

Patch Notes Discussion for 4.0.8.2503

Thought I'd let you all know that they are up.

http://forum.us.runesofmagic.com/showthread.php?t=69403



Enjoy. :)

2

Tuesday, February 28th 2012, 12:33pm

He-he... Loved the "Loyal Little Death - Pet Egg now summons a Loyal Little Death pet as it should, instead of a Mini Flower Cactus". Seems obvious, no?

This seems interesting:

Quoted

... they [Honor Guards at SW towers] will be reborn &#8211; not as simple lv 55 sentries, but as lv 70 elite veterans.
What will this do to low geared guilds? Is that now for them "this tower is untakeable"? And, the honor guards weren't really the problem. The regular guards are. Still a good step, I think.
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3

Tuesday, February 28th 2012, 12:36pm

whats a bit unclear to me from the patch notes in either german or english:

is only the big guy affected who is actually summoned by the herald with the endless long cooldown skill?

or *every* tower guard ?

id rather have clean and simple patchnotes than pseudo-RPG blablabla, it only leads to confusion.

Chrome

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4

Tuesday, February 28th 2012, 12:43pm

Quoted from "vfwiffo;513565"


What will this do to low geared guilds? Is that now for them "this tower is untakeable"? And, the honor guards weren't really the problem. The regular guards are. Still a good step, I think.


I'd assume that it would do the same for low geared guilds as it did when the cap was 55 and the guards were 55. ;)

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Tuesday, February 28th 2012, 12:45pm

Quoted from "YomanROM;513566"

whats a bit unclear to me from the patch notes in either german or english:

is only the big guy affected who is actually summoned by the herald with the endless long cooldown skill?

or *every* tower guard ?

id rather have clean and simple patchnotes than pseudo-RPG blablabla, it only leads to confusion.



Yeah it sounds to me like its only the honor guard too, but he is already an elite though. And will this correct players sneaking behind the guards and taking the crystal without aggroing them. RPG notes leave alot of interpretation.

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6

Tuesday, February 28th 2012, 12:53pm

Finaly a fix for the guards. Now maybe they will get off their lazy butts and actualy kill the rogues that constantly sneak up and take the towers. No more cookies for them until they do their jobs correctly.

Chrome

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7

Tuesday, February 28th 2012, 12:54pm

Quoted from "YomanROM;513566"

whats a bit unclear to me from the patch notes in either german or english:

is only the big guy affected who is actually summoned by the herald with the endless long cooldown skill?

or *every* tower guard ?

id rather have clean and simple patchnotes than pseudo-RPG blablabla, it only leads to confusion.


Every guard should be raised to level 70 according to what I was told. I'll see if I can get a specific answer for you.

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8

Tuesday, February 28th 2012, 1:17pm

I appreciate this thing with the guards being fixed, AWESOME!!. And can we knights get something? been waiting for 2 years now and still ;-( Whirlwind shield, if opponents are on my toons or really close does no damage to it ;-(

Thx and great job guys on this patch

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9

Tuesday, February 28th 2012, 1:21pm

the guards being upped to 70 is good news, i wonder if merits for taking them down remain the same? siege should prove to be real interesting tonight. provided, the clock turnback didnt undo the fix.

and yay they fixed warden weapon skill level, i always wondered why wand was so dang high vs axe or sword.
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10

Tuesday, February 28th 2012, 1:21pm

i honestly hope the guild herald guard needs a 6 man of tosh hard geared peeps to kill it. that would be so epic.

i'd gladly eat that death, running up knowing 'pffft, i take guild herald guard, the three crystal guards, that warden and that balloon all at once!' and just get roflpwnt into next week, just to see the complete awesome of a guard that can finally hold his own.

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11

Tuesday, February 28th 2012, 1:23pm

would be nice Chrome, ill be watching both forums meanwhile maybe someone gets the answer early. Otherwiese, EU siege starts in about 6 1/2 hours , so we will definitely know it then ;-)

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12

Tuesday, February 28th 2012, 1:25pm

All the Guards have been set to level 70. So the normal Tower Guards are level 70 elites. The Honor Guard and the Tower Guard Leader are 'crowned' elites, but have also been upgraded. This change was mainly done due to the low aggrorange against level 70 players. After all, the maximum level cap is now 70, so it makes sense that the Guards are now on the same level, as before :)

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13

Tuesday, February 28th 2012, 1:35pm

Hopefully a fix fer towers an treaches/eyes/etc. be also in the works. While they do fear, their stayin power be extremely limited gainst lvl 70 players who can clear all defenses wit on AOE. Would be nice also ter return SOME power ter the priests fer healin gates, most cannot outheal the damage that a single opponent drops on the gates (druid heals far exceed priests on gates). Course, they could up the def an HP o the gates too, that would be nice. 1-2 rogues that take down gates in less than 5 min can be frustratin. Thankee fer the guard fix. :)

Lemon

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14

Tuesday, February 28th 2012, 1:41pm

thanks Roeksha for the fast information :)

oh btw, was only the level changed? or did they receive actual combat upgrades in terms of life/def/attack/damage on top to reflect not only the levelups since lvl55 times but also equipment upgrades on the player side? Ofc they will do more damage even with the old values if they are equal in level, but the now negated level difference aside any other changes?

15

Tuesday, February 28th 2012, 1:57pm

While most of you are happy about the upgrade I'm not. I'm finally at a lvl where if i get some of my buddys together we can take each lvl 55 (or was) guard and kill him. Now we cant do that. *Sigh* I guess its back to farming crystals on towers and killing baloons for me.

16

Tuesday, February 28th 2012, 2:16pm

Wait Wait Wait.... i love the guard idea :) even tho i am a rogue who does sneak up and kill them lol At least this will make SW more fun. BUT the big pictue has been missed!!! A lot of us have been complaining how magma blade has a huge range thats unaffected by LOS and now it is!!! I have to give credit when credit is due and so kudos to you guys for listening to the player base and replying with positive feedback :D Keep up the good work

17

Tuesday, February 28th 2012, 3:43pm

Sounds like the guards may be back to what they were when siege first came out, and you needed a party to take a tower.

Looking forward to tonight's siege!

18

Tuesday, February 28th 2012, 4:15pm

I gotta say... Guard level increase, magma blade LoS fix, Altar of Shadoj skill buff, warden weapon skill fix... guys, GREAT patch, lot of good work on this one!

19

Tuesday, February 28th 2012, 4:21pm

Quoted from "Silenteye7;513620"

I gotta say... Guard level increase, magma blade LoS fix, Altar of Shadoj skill buff, warden weapon skill fix... guys, GREAT patch, lot of good work on this one!



I agree, THANKS!!!! all of these are needed changes and you really stepped up! Next look at the mage/rogue skill- Cursed fangs. It was hitting me for 70k through Holy aura, crystal candies and forest song cake effects, which should make me immune to it !

20

Tuesday, February 28th 2012, 4:54pm

Quoted from "Dkjester;513621"

I agree, THANKS!!!! all of these are needed changes and you really stepped up! Next look at the mage/rogue skill- Cursed fangs. It was hitting me for 70k through Holy aura, crystal candies and forest song cake effects, which should make me immune to it !


Pretty sure the issue is on your end there. I have my Cursed Fangs damage nullified by shields all the time. It is considered a projectile so Forest Cake isn't going to stop it but Candy does. The main issue is that, like Flame or Fireball, it takes a second or 2 from the time it leaves our hands to actually cover the full 200 range. It isn't like lightning or Ice Blade that it hits the target as soon as it is cast (no matter what the skill says in the database... you can see the little orb fly through the air and then the damage comes up after it gets there).

What is probably happening is that, and this is especailly true of candy with a 4 sec effect, is that the mage is doing something like fireball > Lightning > demoralizing > KotB > Cursed Fang > Cursed Fang (although it can be as short as Fireball > CF > CF). If you pop candy when the first fireball hits, it may still be active when the second Cursed Fang is cast but it will certainly wear off when it lands. Even Aura will wear off before the last fang hits on my full cycle.
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