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一定期間更新がないため広告を表示しています

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PetがGroupメンバー扱いに

一部のPetがGroupHealやGroupBuffの対象になるようだ。土曜日にTester ForumでMythicのAdamさんが投稿してた。

Hey folks,

Thank you very much for the Logs we'll be anyalizing them over the next couple days. Beyond that we'll be looking into a number of your concerns both in 1.0.6 and beyond. Its going to take time to go through all of this so some items will be further out.

That being said we are trying to look at the following in the short term
  • Get the lions properly flagged as group members so they benfit from group stat buffs, heals etc

I know this seems sort of trivial but it actually represents a pretty solid boost to the Pet especially when you have careers like the new Knight of the Blazing sun around to buff stats. Beyond that we're still sorting the feedback and trying to put a finger on a few items we can address in 1.0.6

-Adam

これはWLの記事だけど、SHのPetも同様。MagusやEngineerについてはノーコメントだったので別みたい。

今後のフィードバックによって変わるかもしれないけど、このまま導入されたらPetに殺される機会が増えそうだ。CasterにとってはこれらのPetは痛くて仕方がないのだけど、結構味方は殺してくれない。Petを殺した時にもRPをくれるようにすればいいのに。

Tier 4 Testing has begun! Rank 35 Templates are now

PTSでRank35のキャラが作れるようになった。BGやKotBS以外のクラスでも作れる。Tester ForumでAdamさんがアナウンスしてた。

Hey folks! Welcome to v1.0.6b which introduces T4 testing. Due to popular request we have enabled templates for ALL careers not just the Knight and the Blackguard.

Enjoy!
-Adam

既存のキャラと比べやすいように、Rank40の方が良かったな。

1.0.6は来週リリース

Heavy MetalのTaskが全部公開された事に関しての記事だけど、それに1.0.6のリリース時期が書かれていた。来週リリースの予定だ。Heavy Metalを完了した人はBGやKotBSをこの1.0.6から使える。

Heavy Metal Clarification
You may have already noticed that we have opened up the last 7 events for the Heavy Metal Event so you can take part in them all, at your leisure, over the extended Thanksgiving Holiday.  We want everyone to have a chance to unlock the Black Guard and Knight of the Blazing Sun. You can now finish the event and redeem the Heavy Metal Chest from a Herald.  When you redeem the chest, it is important that you open (right click) the chest so that you become eligible to play the classes a week earlier than everyone else.  If you qualify through the Heavy Metal event, the Black Guard and Knight of the Blazing Sun will become playable next week when we do the 1.0.6 patch.

See you in the WAR!


Game update 1.0.6b(PTS)

PTSが1.0.6bにUpdateされた。そのRelease Noteをコピペ。

先に一つだけ・・・ChosenやKotBSのAuraの範囲が150フィート(半径っぽい記述)になった。この変更は大きいんじゃないだろうか。

Game Update 1.0.6b

Warhammer Online: Age of Reckoning
Patch 1.0.6b: 11/24/2008

Combat & Careers

Healer Archetype
* Rampaging Siphon: This ability is no longer affected by Career Mastery Points.

Tank Archetype
* Juggernaut: The tooltip for this ability has been corrected to reflect that the ability removes the effect of a stun, not a silence.

Archmage
* Drain Magic: This ability will now correctly increase damage based on Career Mastery Points spent in the Path of Asuryan instead of the Path of Vaul.

Black Guard
* Bolstering Anger: The Hate cost of this ability has been reduced.
* Hate Mechanic: The rate at which Hate is generated has been adjusted. Between 0 - 30 Hate, you will gain 10 Hate per attack. Between 30 - 60 Hate, you will gain 5 Hate per attack. Between 60 - 100 Hate, you will gain 3 Hate per attack.
* Hate from attacks will now build properly after gaining 30 and 60 Hate.
* Pitiless Feeding: This ability will now increase the duration of Pitiless Strike and Mind Killer by the correct amount. In addition, this ability now affects the Terrifying Foe tactic instead of Hateful Strike.
* Monstrous Ruin: This ability no longer affects Furious Howl.
* Simmering Anger: This ability now builds 10 Hate each time you are critically hit by an enemy. The effect of this ability can only be triggered once per second.

Bright Wizard
* Crown of Fire: This ability will no longer grant immunity from stun effects.

Chosen
* All Chaotic Auras: The AP cost of these abilities has been reduced. Additionally, all beneficial effects from auras will now work on allies up to 150 feet away.
* Dreadful Fear: This ability's effectiveness has been increased.
* Corrupting Wrath: This ability's effectiveness has been increased.
* Discordant Instability: This ability's effectiveness has been increased.
* Dreadful Agony: If multiple Chosen are using this ability in the same area, enemies will only be affected by the most powerful one in use.

Disciple of Khaine
* Wracking Agony: This ability will now correctly deal damage based on opponent's health percent.
* Chalice Items: These items will now regenerate Soul Essence at the stated value.


Ironbreaker
* Oathstone: This ability's cooldown has been greatly reduced.
* Grumble and Mutter: This ability's Hate cost has been reduced.
* Oath Friend: The rate at which Grudge is generated from your Oath Friend has been adjusted. Between 0 - 30 grudge you will gain 10 Grudge every time your Oath Friend is attacked. Between 30 - 60 grudge you will gain 5 grudge every time your Oath Friend is attacked. Between 60 - 100 grudge you will gain 3 grudge every time your Oath Friend is attacked.
* Grudge from the Oath Friend ability will now build properly after gaining 30 and 60 Grudge.

Knight of the Blazing Sun
* All Battle Commands: The AP cost of these abilities has been reduced. Additionally, all beneficial effects from Auras will now work on allies up to 150 feet away.
* All Out Assault: If multiple Knights of the Blazing Sun are using this ability in the same area, enemies will only be affected by the most powerful one in use.
* Biting Blade: The tooltip for this ability no longer incorrectly states that the ability snares.
* Focused Mending: This ability now correctly increases the effectiveness of heals on party members.
* Vigilance: This ability has been moved farther into the Path of Vigilance. Additionally, this ability now reduces incoming damage by 50% while reducing outgoing damage by 25% and has a 30 second cooldown.
* Shining Blade: This ability has been moved farther into the Path of Vigilance and the cost has been increased.
* Vicious Slash: This ability now has a 10 second cooldown.
* Arcing Swing: This ability will now inflict a temporary Wounds debuff on the Knight's target.
* Blazing Blade: This ability is an instant attack that DoTs the target. The DoT can be stacked up to three times.
* Heaven's Fury: This ability has been moved farther into the Path of Glory and the cost has been increased.
* Unbalancing Attack: This ability has been moved farther into the Path of Glory, and the amount of AP removed has been increased.
* Efficient Swings: This ability has been moved father into the Path of Conquest. Additionally, this ability now reduces the AP cost of all Path of Conquest abilities by 35%.
* Vigilance: This ability's cooldown has been increased to 60 seconds.
* Slice Through: This tactic has been moved farther into the Path of Conquest and will now cause Crippling Blow to hit up to 2 additional enemies within 20 feet of your target.
* Sunfury: This ability now reduces the Vicious Slash ability's cooldown by one second.

Magus
* Warpfire: This ability is working properly again.
* Tzeentch's Firestorm: This ability now correctly deals Elemental damage.
* Daemonic Lash: This ability will hit targets in front of the caster more reliably than before.

Marauder
* Mouth of Tzeentch: This ability will no longer cause a disoriented effect without the Insane Whispers tactic equipped.

Shaman
* Gork'll Fix It: This ability now correctly stacks between multiple casters.

Sorcerer
* Disastrous Cascade: This ability's tooltip now shows the correct damage.
* Chilling Gusts: This tactic will now apply to the Ice Spikes ability.

Squig Herder
* Poisoned Spine: This ability's tooltip will now show the correct debuff value.
* Ard Noggin: This ability will now display as a Path of Stabbin ability.
* Big Claw: This ability will now display as a Path of Stabbin ability.
* Bounce: This ability will now display as a Path of Stabbin ability.
* KABOOM! : This ability will now display as a Path of Stabbin ability.
* Splinterin' Arrers: This ability's tooltip will now show the correct range.
* Death from Above: This ability's knockdown animation will now display correctly.

Swordmaster
* Potent Enchantments: This tactic now deals damage as soon as it procs. In addition, this tactic no longer increases Blade Enchant damage.
* Gusting Wind: This ability's tooltip now displays the ability's knockback effect.

Warrior Priest
* Greave of Sigmar: This ability's Toughness buff will now last its full duration.
* Smite: This ability will no longer allow the player to be set back.

White Lion
* Cleave Limb: This ability's snare effect will no longer stack with other snares.
 
Witch Elf
* Swift Pursuit: This tactic will now properly increase movement speed when using Fleet-footed.

Witch Hunter
* Trial By Pain: This ability has been fixed so that it no longer fires twice.

Zealot
* Leaping Alteration: Multiple Zealots may now cast this ability on the same target.
* Leaping Alteration: This ability's heal value is now correctly tied to the Path of Dark Rites, and will continue to leap to additional targets when cast upon the Zealot.
* Dark Medicine: This ability now correctly stacks between multiple casters.
* Sweeping Disgorgement: This tactic's tooltip now displays the correct level, based on your mastery specialization.
* Endless Gifts: Group members who are given Marks of Chaos prior to this tactic being slotted will now receive full benefit of this tactic.

Realm vs. Realm
* Boiling Oil: This siege weapon has had its health increased to better withstand enemy assaults in all tiers.
* Tier 3 Battering Ram: This siege weapon has had its health increased.

Open RvR - State of the Game

昨日の予告通り、社長からopen RvRに関しての新たな計画が発表された。

たぶん明後日ぐらいには日本語公式サイトで翻訳されるんじゃないかなと思う。

・変更はoRvRについてだけ、シナリオはふくまない。
・RvR influence systemを作った。oRvR通じてItemを得るためにシステム。既に1.1に実装済みで、12月にリリース予定。 これ以外はまだ先の話かも。
・oRvRへ容易にすばやくアクションを取れるように2nd bindポイントのアビリティを加える。
・RvRがどこで起こってるか等がわかりやすくなるようにHUDやメッセージの改良を行う。MapやUI等の変更も行う。
oRvRに参加するための大きな動機を追加したいのでKeep Quest, Daily Event Quest,Chained RvR MissionなどQuest systemを加える。BOでItemを得られるようにも。
・GuildがKeepを取りコントロールする事を促進する。KeepのUpgradeが出来たり良い報酬がもらえたりする。これは冬遅くから入れる。
・名声システムを加える。
・これらはこれから数ヶ月間での計画の一部。
たぶんね・・

Open RvR - State of the Game

Folks,

 

   Over the last few months I’ve spoken about our continued focus on improving our open RvR systems.  While we have taken some major steps in the last month, we believe that there is much more we can do to encourage people to take part in oRvR throughout the entire evolution of their character(s).  Over the next few months we have some very exciting changes and additions taking place.  Please note that as always, this does not represent everything that either we are doing or thinking about doing, just what we, as of now, plan on adding to WAR. 

   We have a number of major initiatives planned for oRvR in WAR.  Please keep in mind that these changes/systems apply to oRvR only and not to scenarios.  This is not all we are working on but these do reflect the majority of oRvR additions that we are currently working on/planning for the next few months.


   First, we have created an RvR Influence system.  This system is designed to reward our oRvR players with lots of new stuff that you can only get through oRvR.  This will be a complimentary system to our PQ Influence system.  This system is already implemented in 1.1 and is scheduled to go LIVE along with that version in December.


   Second, we want to improve the visibility that players have into oRvR and make it easier for players to get involved in the action quickly and easily.   We have a number of wide-ranging changes going into our map and travel systems to allow players to better understand the state of oRvR in our game and also allow them to get to the action faster.  We have already taken one step with putting a Rally Master in each Warcamp but we will also add the ability for people to have a second bind point to make it even easier for players to move around the maps.  We will also make it easily for players to see where players from their Realm are engaging in oRvR, a Campaign HUD for all tiers and other improvements We will also improve Tier-wide messaging about what is going on in Battlefield Objectives and Keeps.  Other additions include changes to the UI, in-game manual improvements, map enhancements, and a few other changes.

   Third, we want to provide greater incentives to players to participate in oRvR.  In order to accomplish this we will be adding additional layers to the questing system of oRvR including the addition of Keep Quests, “Daily Event Quests”, Chained RvR Missions, improve the initial Tome Unlocks and other oRvR-oriented Events.  We will also improve our BO itemization.  Our goal is to provide players with even more incentive for participating in oRvR than we have already.

   Fourth, we want to encourage guilds to take and control keeps, and we will continue our work on adding better rewards for Guilds who own Keeps as well as the addition of a system of Keep upgrades. This system will be added to the game in several stages beginning in the late winter.

   Finally, we will begin work on a global oRvR “Fame” system that will be tied directly to the Tome of Knowledge which will provide more rewards, titles, experience, etc. for participating and being successful in oRvR.    This system will provide even more incentives for people to participate in oRvR than the current systems and one that fits nicely both with the ToK’s concept as “This is your life” as well as an additional advancement and reward system.

   Please keep in mind that these additions are subject to change and given the nature of these changes/improvements, they will not go LIVE until we have thoroughly tested them.  However, these are crucial improvements to WAR and are being treated as such by the team.

    Finally, I want to close this out with a brief explanation about the role that we believe that oRvR should play in WAR.  It’s really as simple as this, oRvR should be a major focus for leveling, item gain, etc. in WAR.  Some of the systems are already in place and in Tier 4, oRvR is alive and well.  On other Tiers, however, oRvR is not being engaged in as often as we had hoped when we launched WAR.  Our goal is to ensure that oRvR is the place where players can level the fastest, get the best items and overall, have a great time while doing it.  It is supposed to be riskier, more challenging but ultimately, more rewarding than any other place within WAR.  What is outlined in this letter are some of the ways we plan on making this happen over the next few months and beyond. 

    As always, we thank you for your patronage and support.  We won’t let you down.

Mark Jacobs
VP/GM Mythic Entertainment


Incoming post on Open RvR - Currently scheduled for tomorrow

一週間ぶりぐらいに社長がVN Boardに投稿してた。このThread。

Date Posted: 11:42am Subject: Incoming post on Open RvR - Currently scheduled for tomorrow
Folks,

Okay, I'm back from the EA GM meetings in LA and want to give you a quick update on a couple of major things. First, testing continues on 1.0.6. We're getting lots of good data and feedback and as always, thanks for helping us with that. Second, as I've said a couple of times here, I've been spending a lot of time in WAR and have been working closely with the team on things that I believe we need to do for WAR's oRvR. Tomorrow I hope to post a major update on our plans for the oRvR aspect of WAR. Given the nature of this update we need to have it localized for simultaneous posting for our European players so that might delay things if I can't wrap it up by the end of the day today.

So, prepare for a major update...

Mark

これは24日の投稿のなので、この記事中のTommorrowは25日のはず。なので今晩(深夜かな)open RvRに関しての新たな計画が発表されるらしい。

それよりまずCTDを直してほしいのだけど・・・

Tester forumよりBGの記事

先ほどと同じくTester Forumから、今度はBGに関してMythicのAdamさんの金曜の朝に投稿された記事をコピペ。

Afternoon guys and gals,

13+ pages and going strong, and with well over 1k blackguards having been created and tested! Thank you all again for your feedback and participation in this test. Now lets get into the meat of the post.

Comparisons between Blackguard & Knight

First off I wanted to address some of the comments on BG > KN. First and foremost everyone has to remember that BG & KN are definately not mirrors of each other, and while they are capable of performing the same general role their specialties are a bit diffrent.

The Blackguard is designed to be a solid SINGLE target tank, with anti magic utility, and weaker group support. The Knight on the other hand is designed to be a strong Multi Target or Area effect tank, with stronger group support and utility. So in a one on one confrontation the Blackguard will likely perform better then the Knight. In larger group situations the knight will perform better then the blackguard.

On Greatweapons

The comments on Sword & Board vs Greatweapon apply across the board for all tanks not just the Black Guard. Everything folks are saying here they say for any tank. We realize that and we're listening, however that is a more broad change to tanks in general and not one we are addressing in this balance pass. Will we look at it soon (Definately) are we addressing it today? No. That also means it would be unfair to the other 4 existing tank Careers to give the Blackguard and Knight a better once over in regards to Great Weapons. As such we plan to address this on all of them at once.

On Mastery Lines

Please hold out for some of the higher level testing before pulling judgment on Mastery line X being usless. At low levels players have abilities that are equally powerful b/c no mastery points have been spent. This really does start to change at the 20+ range, and thats where we are most concerned about mastery feedback. This is not to say we're not listening right now but rather to say we'd like you all to give us some solid examples once the Mastery lines really start to split from each other in the 30 - 40 range.

On Items we're currently looking into
  • Hatred Build Rate - We're looking into ways to slow this down at high hatred levels without hamstringing the hatred spending lines
  • Hateful Strike - This ability will DEFINATELY be changing to be more in line with other Tank hate strikes. That being said we'd hate to loose the utility it gives for Defensive tanks so we're looking for a good comprimise here
  • General Power / Balance - The BG and knight both have some potent abilities, expect to see tuning of AP cost, re-use times, etc on some of the more powerful ones people have given feedback on. For the Blackguard its things like Choking Fury, Force of Fury, Elite Training, Exile, etc

On what to expect over the next few days of testing

  • Small balance update Friday Night
  • New Level 20 templates Friday Night
  • 2nd Balance update later next week
  • additional high level template release after mid level testing is complete

Once again, thank you all for your feedback both on the forums and in game. Please stick with us over the rest of the testing period and continue contributing!

Thanks
-Adam & Player Systems Team

Tester forumよりKotBSの記事

Tester ForumからKotBSに関してMythicのAdamさんの金曜日に投稿された記事をコピペ。

Afternoon guys and gals,

10+ pages and going strong, and with well over 1k Knightshaving been created and tested! Thank you all again for your feedback and participation in this test. Now lets get into the meat of the post.

On comparing Knight to the Blackguard & Other Tanks

As I mentioned in the Blackguard thread the ongoing KN < BG commentary is not necessarily accurate. Knights and Blackguards are similar in many ways but at the same time they do have slighly diffrent roles on the battlefield.

In direct comparision the Knight will have less variety 1v1 then the Blackguard. However he brings alot more to the table in group situations, Commands are very potent espcially when you have a number of Knights coordinating their efforts together. Combine this with some strong utility abilities such as AE knockdown and you have a solid fighter capable of strong area support.

In addition there are alot of comparisions with the Chosen, this is fine b/c the Knight does share a similar "mechanic" to the Chosen, but remember about 50% - 60% of the Career fills the same role range, the other 40% or so is a mix and match of other utilities that can be spread amongst diffrent tanks on destruction.

On AP Starvation

As always we're looking and tuning the career to account for AP usage. Some of this means adjustments and balance to the AP on existing abilities. Other things include investigating tactics to see if we can help with improving AP consumption depending on your tactic loadout. The current issue with the Knight revolves around some of his most attractive abilities being AP heavy. Part of the items we are investigating is not only these AP heavy abilities but also improving some of the lesser used abilities to fit more regularly in the activation patterns of players. Thus lowering AP usage overall.

On Command Twisting


The Knight Commands and the Chosen Auras were never intended to be "Manditory" twisting. We realize that many players feel b/c they can twist they HAVE to twist. We have always looked at the Knight and Chosen as having two or three playstyles revolving around how Auras / commands are activated

  • Defensive or Offensive Focus - Players pick an Aura and leave it up concentrating on ability activation instead
  • Support Focus - Players choose to play support focusing on Aura Twisting instead of ability activations
  • Balanced Focus - Players mix in one or two aura switches over the course of a fight, but are not penalized in GCD for switching mid fight

In general the response to Auras / Commands have been very Love / Hate. We get alot of feedback saying people dislike the micromanagment as well as almost and equal amount that enjoy it. That being said we understand some of the fustrations here and we are looking into ways of further improving this over time without necessarily ruining the play experience for either party.


Things we are working on

  • Command Art - Its a little over the top we got it =) The artists are looking at making the VFX for Commands fainter and more subtle
  • AP Usage - We are investigating a number of changes we can look at to keep AP starvation down, this includes some adjustments to tactics and abilities
  • Area Utility - We are continuing to focus on improving the Knight's Area Utility (which is his specailty) this means adding some effects as well as adjusting some existing abilities
  • Ability Uniqueness - The knight has one or two abilities that are just too similar, we plan on fixing these up so they are individually more useful (Blazing blade and Vicious slash for example).
What to Expect from testing over the next few days

  • Small balance patch Friday Night
  • Level 20 templates will open Friday Night
  • Additional Balance Patches later in the weekend / next week
  • High Level templates after mid level testing is complete

As I mentioned earlier your feedback has been VERY helpful and we hope you will all continue to join us for the next couple phases of Career testing over the upcoming weekend and week ahead.

-Adam

PatchNote(PTS) 1.0.6a

PTSが1.0.6aに更新されてた。あんまり多くないので全部コピペ。

Patch 1.0.6a: 11/21/2008
Combat & Careers
Healer Archetype
* Rampaging Siphon: This ability will no longer be affected by points spent in career mastery.

Archmage
* Mistress of the Marsh: This ability has had its cast time reduced.

Black Guard
* All Black Guards have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities!
* Hateful Strike: Removed the Toughness Buff from this ability.
* Terrifying Foe: This ability now requires additional points to be spent in the Path of Loathing. In addition this tactic will now cause Hateful Strike to increase the players Toughness based on the amount of hate built.
* Crush Vitality: This ability is now available at level 21. All attacks have a 25% chance to lower target's autoattack speed by 25% for 10s
* Choking Fury: This ability now has a 20 second cooldown, and its Hatred cost has been reduced.
* Force of Fury: The duration of this ability is now 10 seconds, and it has a 20 second cooldown. In addition, it no longer has a cost.
* Exile: The tooltip for this ability has been fixed.
* Hate Mechanic: The rate at which Hate is generated from your has been adjusted. Between 0 - 30 Hate you will gain 10 Hate per attack. Between 30 - 60 Hate you will gain 4 Hate per attack. Between 60 - 100 grudge you will gain 1 Hate per attack.

Bright Wizard
* All Bright Wizards have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities!
* Fireball: The amount that stats contribute the effectiveness of this ability has been increased
* Boiling Blood: The damage of this ability will now be dealt over 10 seconds. The total amount of damage dealt remains unchanged.

Disciple of Khaine
* Essence Lash: This ability will now behave like a Melee ability. It will gain bonus damage from Strength, and be defended like a Melee attack.
* Devour Essence: This ability will now behave like a Melee ability. It will gain bonus damage from Strength, and be defended like a Melee attack.
* Fist of Khaine: This ability will now behave like a Melee ability. It will gain bonus damage from Strength, and be defended like a Melee attack.
* Consume Strength: The strength debuff portion of this ability will now only be triggered if the attack is successful.

Ironbreaker
* Oath Friend: The rate at which Grudge is generated from your oathfriend has been adjusted. Between 0 - 30 grudge you will gain 10 Grudge every time your oathfriend is attacked. Between 30 - 60 grudge you will gain 4 grudge every time your oathfriend is attacked. Between 60 - 100 grudge you will gain 1 grudge every time your oathfriend is attacked

Knight of the Blazing Sun
* All Knights of the Blazing Sun have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities!
* Heaven's Fury: This ability now requires fewer mastery points to be purchased in the Path of Glory, however, the AP cost has been increased.
* Unbalancing Attack: This ability now requires more mastery points to be purchased in the Path of Glory and has had its effectiveness increased.
* Efficient Swings: This ability now requires more mastery points to be purchased in the Path of Conquest, and has been changed to reduce Action Points costs of all Path of Conquest abilities by 35%.
* Vigilance: This ability's cooldown has been increased.
* Slice Through: This ability now requires fewer mastery points to be purchased in the Path of Glory,, and has been changed so that Crippling Blow will now hit up to 2 additional enemies within 20 feet of the Knight of The Blazing Sun's target.

Sorcerer
* Doombolt: The amount that stats contribute the effectiveness of this ability has been increased.
* Word of Pain: This ability now correctly has a 10 second cooldown.

Shaman
* Sticky Feetz: This ability has had its cast time reduced to one second.

Warrior Priest
* Smite: This ability will no longer be able to be set back.
* Judgment: This ability will now behave like a Melee ability. It will gain bonus damage from Strength, and be defended like a Melee attack.
* Soulfire: This ability will now behave like a Melee ability. It will gain bonus damage from Strength, and be defended like a Melee attack.

Art and Animations
* Fixed an issue in which all Dark Elves using crossbows were stuck in bind pose.
* Fixed an issue in which first Knight ability Sunder, has no weapon trail or sound, and has a delayed impact.
* Fixed an issue in which Knight Aura visual effects were too overwhelming.
* Fixed a visual effects issue with the Black Guar ability, None Shall Pass.
* Fixed an issue that caused summoning a mount to impact client performance.

Blackguard and Knight level 20 Templates are availible for Play!

PTSでBGとKotBSがRank20で作れるようになった。

To create a templated character please do the following

  • Patch your test client
  • Select a Knight or Blackguard
  • Select the Template from the pull down menu in the upper right hand corner of the character creation screen
  • Enter a name and hit create

You should log into the world level 20 renown rank 17 and in chapter 10 of PvE content for your pairing
-Adam

早速やってみようと思う。


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