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ArkanaROM

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1

Tuesday, June 4th 2013, 11:39am

Patch 6.0.0- Patchnotes (from EU)

Source - Patch 6.0.0- Patchnotes (from EU)

Quoted


  • Title System
  • Siege War adjustments
  • New reward system
  • Currency integration
  • Crafting system optimization
  • Gathering system optimization
  • Monster Compendium
  • Adjustment of displayed upper limit during trading
  • Pets (AOE damage)
  • Support button
  • Rune system update – added runes: Tyrant, Assassin, Sage.
  • Level Cap increased to Level 80.



See link for full info...

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2

Tuesday, June 4th 2013, 11:46am

Quoted

[COLOR=#3399FF !important]

  • In the Siege War zone (Zone 402), a small earthquake at the mountainside behind the base of the red team has led to a landslide and slight changes to the landscape. The red team believes that these changes will make the defense easier when the blue team tries a direct ambush from that side. The red team has seen this as a too easy opportunity for the blue team to turn the war to their favor, and has declared their willingness to have a fair competition with them.


[INDENT]
Earthquake researches have determined that the earthquake has only been caused by a natural energy release and confirm that there is not further danger.
[/INDENT]
[/COLOR]


Is this their role playing way of saying that you can't jump in the back anymore?




Also, gratz knights.

ArkanaROM

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3

Tuesday, June 4th 2013, 11:52am

Official Notes / Discussion thread now added US side...

Patch 6.0.0- Patchnotes
Patch 6.0.0: Discussion
Patch 6.0.0: Undocumented changes

4

Tuesday, June 4th 2013, 12:12pm

nerf to scouts range really? the class gonna be entirely replace by rogue throw/combo throw...

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Tuesday, June 4th 2013, 12:22pm

Quoted from "SeanD123;603135"

nerf to scouts range really? the class gonna be entirely replace by rogue throw/combo throw...


What was the range of your attacks before?
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6

Tuesday, June 4th 2013, 12:43pm

Quoted from "CharlieBananas;603127"

Is this their role playing way of saying that you can't jump in the back anymore?




Also, gratz knights.



i was readin it and thought same thing friend :P thats how i understood it.

And def grats knights!

and wardens an stack pet buffs again? oh boy :P hehe well see....
Misguidedknight 72S/72K/70R Retired
Cerburus 100Wd/100S/100W/100R/100D/70M
Misguided 100CH/100R/100M/68WL/88P/52W
Sober 100K/60P/60W <-best toon name for anyone that knows me :)

Once proud co-leader of Exiled Demon Horde.
Been on multiple servors
Started playing around lvl 55 Cap...

Easycompany

7

Tuesday, June 4th 2013, 12:57pm

I noticed that GF/RW listened some here, guys. :)

SW fixes & Knight fixes... looks like K/M is gonna be like M/W & Wd/D now w/ their elemental weapon buff, BUT Knight now has Light mastery & it's pretty nice from what I'm reading. Max passive mastery is 20% & other skills buff it, someone may need to try that combo out & see if it can push any magic dps. lol

Overall, I'm pretty happy to hear the things in this patch.

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8

Tuesday, June 4th 2013, 1:01pm

Well TYVM for fixing the Knights, i think, can'T wait to check it out. But seriously nerfings scouts again?? what too much QQ about little rogues getting hit and killed? boowhoohoo. I would love to see someone having the balls to nerf rogues once, just once.

Just a little secret between us here, no one else has to know, sshhhh, THERE ARE OTHER CLASSES YOU CAN PLAY BESIDE ROGUES!!!!!

Well done in losing more people in the game, awesome job. You are basing your nerfs on Siege war and PvP, wake up, no one cares about those. The only player who do are the ones that are here 1 hour for siege and nothing else.

THE NEED OF THE MANY OUTWEIGHS THE NEED OF THE FEW!!!!

Rogues getting killed by scouts, nerf scouts, Rogues getting killed by Iceblade, nerf priests, scouts still killing rogues, nerf scouts. But heaven forbid they would actually be played the way they should and stack some PDEF on their gear, nooooo, i have 200K PATK i am a beast, i can't take a hit but hey look at my DPS, lmao.

Well let's see how many players we lose with this big patch ;-( tyvm for the knights on Reni, i think we have 5 left but it'S never too late ;-)

K/P/S/M/W 98/98/98/98/98
Disturbed guild leader on mithras :thumbsup:
BTW i do live under a bridge, i am Green, i can dish it out as good as i get
There are no better server than Reni, best place to be!!!!!

9

Tuesday, June 4th 2013, 1:12pm

It would seem that knights need the reset and nobody else really does. In cases like that, they sometimes distribute the reset stone to any knight (or to anyone and expect knights only to use it), and sometimes reset everyone. Wonder which way would go now.

Knight changes are interesting. Will take some adjustment, but it does look like some skills previously not used will be worth considering. Nothing as radical as wardens "leave charged chap at 0" to "spam charged chop 90% of the time" transformation, but seems like a boost.
-- Rustyx --- 92R / 92S / 92M on Reni (Guild KnightShift). Yes, running the new FOTM R/M, cause I am not elf enough to be WD/S.

Oh, and people who have more than 3 classes are clinically insane.


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10

Tuesday, June 4th 2013, 1:14pm

Not to count the chicks before they hatch but, its been a long time since i've been so excited to read a patchnote. My mildly protuding gut tells me that the "new rewards" might be an upgrade from the standard siege war rewards. Its by time though those packages are pretty useless these days especially for high level guilds who need enormous resources and that low level blue gear is not even worth selling to vendor. Well at least I hope that's what the update is. Patiently waiting to rummage through the goodies gf/rw have given us. :cool:

Cike

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11

Tuesday, June 4th 2013, 1:22pm

scout nerf...again wtf RW, seriously WTF????

WTT t9 +16 4slot OD massacre xbow for equivalent bow(toxic I think)...

wtf...

pretty sure bow/xbow range was 200 before, wasn't it?

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12

Tuesday, June 4th 2013, 1:26pm

A lot of very vague information in those patchnotes, like what ARE the new runes I don't care about the name lol

13

Tuesday, June 4th 2013, 1:27pm

Quoted from "ycavan;603143"

I noticed that GF/RW listened some here, guys. :)

SW fixes & Knight fixes... looks like K/M is gonna be like M/W & Wd/D now w/ their elemental weapon buff, BUT Knight now has Light mastery & it's pretty nice from what I'm reading. Max passive mastery is 20% & other skills buff it, someone may need to try that combo out & see if it can push any magic dps. lol

Overall, I'm pretty happy to hear the things in this patch.



weird I don't read any mastery given to knights. Its all bells and whistles. Only thing I read is k/p gets an 850% DPS spammable strike.

I wonder if gameforge GM's all play K/P?

14

Tuesday, June 4th 2013, 1:28pm

A lot of them are not described. Here is the list from notes.

1) Title System. Doesn't say what they did to it.

2) Siege War adjustments. The red-blue thing was not clear. The only main difference between red and blue now is that red A-side floaty landing is one way, and blue can get in and out. I thought it was deliberate, since red is lower score and often needs a bit of extra to be competitive. But that doesn't sound what the patch said. It is terrain adjustment to prevent some kind of advantage to blues that I am not sure what it was.

3) New reward system. Huh?

4) Currency integration. That is described, but weird. Currency "bag"? Addons are going to be messed up, might need to remove them to see.

5) Crafting system optimization. Huh?

6) Gathering system optimization. Huh?

7) Monster Compendium. What that be?

8) Adjustment of displayed upper limit during trading. Sounds minor. Few people trade.

9) Pets (AOE damage). What?

10) Support button. Just cosmetic "open browser to support page from within game", or something else.

11) Rune system update &#8211; added runes: Tyrant, Assassin, Sage. New runes, sounds like. Or new types of runes? Maybe PVP runes to go with PVP stats on some gear, maybe just new combos with standard attributes.

12) Level Cap increased to Level 80. OK, that one is clear.
-- Rustyx --- 92R / 92S / 92M on Reni (Guild KnightShift). Yes, running the new FOTM R/M, cause I am not elf enough to be WD/S.

Oh, and people who have more than 3 classes are clinically insane.


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15

Tuesday, June 4th 2013, 1:36pm

Quoted from "Garmulan;603151"

weird I don't read any mastery given to knights. Its all bells and whistles. Only thing I read is k/p gets an 850% DPS spammable strike.

I wonder if gameforge GM's all play K/P?


Well with 850% on my K/P, time for me to solo KBNH first boss, hell ya!!! loll P.S. do not whisper me in game i will be there for 2 weeks to take him down once, tyvm ;-)

And no they do not play anything else than ROGUES!!! because they never nerf them. ;-(

K/P/S/M/W 98/98/98/98/98
Disturbed guild leader on mithras :thumbsup:
BTW i do live under a bridge, i am Green, i can dish it out as good as i get
There are no better server than Reni, best place to be!!!!!

16

Tuesday, June 4th 2013, 1:38pm

Quoted

[holy strike]: The skill description reads now:
Plv = 1: Deals 65% main hand weapon physical light damage per second, and adds one layer of holy seal effect. Each skill level adds to aggro. Holy seal: Causes 2 physical damage every 2 seconds for 10 seconds. It can be stacked up to 4 times. (this skill stat will increase and decrease based on equipment and target strength)
plv = 80: Deals 429% main hand weapon physical light damage per second, and adds one layer of holy seal effect. Each skill level adds to aggro. Holy seal: Causes 82 physical damage every 2 seconds for 10 seconds. It can be stacked up to 4 times. (this skill stat will increase and decrease based on equipment and target strength)

[holy seal]: The skill description reads now:
Plv = 1: Deals 65% main hand weapon physical light damage per second, and immediately adds 4 layers of holy seal effect. Holy seal: Causes 2 physical damage every 2 seconds for 10 seconds. It can be stacked up to 4 times. (this skill stat will increase and decrease based on equipment and target strength)
plv = 80: Deals 429% main hand weapon physical light damage per second, and immediately adds 4 layers of holy seal effect. Holy seal: Causes 82 physical damage every 2 seconds for 10 seconds. It can be stacked up to 4 times. (this skill stat will increase and decrease based on equipment and target strength)


/caps
check it out we got 2 skills that do basically the same thing wtg awesome!!!!

hey where did my caps go?

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17

Tuesday, June 4th 2013, 1:45pm

OMG now KNIGHTS are OP!!! NERF THEM!!! says the little rogue because they can 2 shot me and it's not fair mouhahahaha

K/P/S/M/W 98/98/98/98/98
Disturbed guild leader on mithras :thumbsup:
BTW i do live under a bridge, i am Green, i can dish it out as good as i get
There are no better server than Reni, best place to be!!!!!

18

Tuesday, June 4th 2013, 1:48pm

And to stay on the knight subject...

Huh, after all that work buying into a DPS minded weapon (sword) they finally took my suggestion and went with physical weapon damage system again like before ch 4. I wonder how this will play out. I almost sold my Juggler Sword too!!!

I think punishment got a nerf for some reason... wasn't it like at 2200 @ lvl 77?

ArkanaROM

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19

Tuesday, June 4th 2013, 1:50pm

Quoted from "Bakken;603150"

A lot of very vague information in those patchnotes, like what ARE the new runes I don't care about the name lol


Not sure on Tyrant / Sage but Assassin seems to be Strength/Dexterity (RoMDB Polish)

If that's the case then the other two are probably similarly base stat combos... we'll see.

Quoted from "vfwiffo;603152"

4) Currency integration. That is described, but weird. Currency "bag"? Addons are going to be messed up, might need to remove them to see.


From reading the notes (Coin Interface Adjustments) the currency change seems to add/use the last tab on the character screen for tracking the amount of tokens/shells/eojs/mems you have. I'm hoping this means that bag space is now freed up...

20

Tuesday, June 4th 2013, 2:32pm

I remember a lot of scouts complaining after chapter 4 launched that bows became the same range as crossbows, and thus there was no reason whatsoever to use one, since the attack speed became less of an issue as well...seems that this change was meant to reverse that and make bows more useful overall.

Formerly Catorii, D/S/M of Faction.