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Heavy Metal Info

 WHAにHeavy Metalの情報がでてた。このThread。

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Khaines imbuement fixed

DoKのTacticsが下記の通りFixされたが・・

Hot Fix - 11/11/2008
Greetings!

We have the following hot fix for you this evening:

Combat and Careers

Disciple of Khaine
  • Khaine’s Imbuement: Fixed an issue that was causing this tactic to trigger at a higher than intended rate.

このKhaine’s ImbuementのTacticsは25%の確率でDoTを与えるというもの。

が、今までずっと100%発動してたらしい。WHAのDoK boardより。

Khaines Imbuement was proccing 100% of the time, this fix should just make it proc 25% of the time like it's supposed to.

Public Test Server: Deathsword Update

PTSが9時AMまでにUpdate。社長によると1.0.5aらしい。
Folks,

This is only 1.0.5a, we may have more coming with 1.0.5. FYI, we also have 1.0.6 and 1.1 already in testing. This patch is intended to fix a lot (not all) of the bugs that people have reported with abilities/tactics/etc. as well as other things like the additional changes to IBs.

Mark

1.0.5bもあると言っている。
this is only 1.0.5a, everything that has been announced already will go in 1.0.5b. Same with Chosen or any of the other careers. Again, this is just an addition to 1.0.5.

Mark


とりあえずコピペして後で読むつもり。
DoKの100%Heal無効が50%にNerfされた。これは良い変更だ。

Public Test Server: Deathsword Update
James Nichols | From the Dev Team | 11/11/2008 @ 04:07:45 EST
Greetings!

The Public Test Server: Deathsword is now offline for an update. We anticipate the server to be back online by 7PM EST. With your feedback on 1.0.5 we've been able to pull together a lot of great additions and fixes to reported problems. Your assistance has been invaluable in our efforts to make 1.0.5 better. We encourage you to continue playing on the Public Test Server when you are able and submit bug reports and feedback. Thanks for helping us make WAR a better game, below you will find all of the great features and fixes for this update...enjoy!

Combat and Careers

Healer Archetype
    * Restorative Burst: The tooltip for this tactic will now correctly state the number of Action Points gained when triggered.

Tank Archetype
    * Champion's Challenge: Neither the player nor the player’s enemy may be knocked back while this Morale ability is in effect.
    * Juggernaut: This ability will only fire when the player is rooted, snared, silenced, or disarmed.
    * Raze: This channeled ability will no longer be interrupted while on the move.

Dwarf Racial Tactics
    * Stoutness of Stone: This tactic will once again reduce the effectiveness of Stuns and Knockdowns.

Archmage:
    * Boon of Hysh: This ability has had its cast time reduced to 2.5 seconds, and the setback amount has been reduced to half a second.
    * Wild Healing: This tactic will now correctly provide a 50% reduction to AP costs on direct healing abilities when triggered.
    * Funnel Essence: This ability will now correctly behave like a channeled ability.
    * Radiant Gaze: This ability will now correctly reduce the target’s chance to critically hit and reduce their damage by the correct amount.
    * Storm of Cronos: This ability will now correctly reduce Spirit resistance for the correct amount.
    * Balanced Mending will now correctly provide a bonus to heals on other players, and a penalty to heals on the caster.
    * Increased Conductivity: This Tactic will now increase the damage for all abilities listed in the tooltip.
    * Rain Lord: The tooltip for this effect will now list all stats affected.

Bright Wizard
    * Combustion mechanic: Chance to critical hit based on combustion level has been reduced.
    * Combustion mechanic: Chance to cause a Miscast and damage yourself based on combustion level has been reduced.
    * Choking Smoke: This ability now has no build time.

Chosen
    * Blast Wave: This ability will now behave like a melee attack. Strength will contribute to this ability’s damage (rather than Intelligence), and this ability can now be defended against like a melee attack.
    * Bane Shield: This ability will now behave like a melee attack. Strength will contribute to this ability’s damage (rather than Intelligence), and this ability can now be defended against like a melee attack.
    * Quake: This ability will now behave like a melee attack. Strength will contribute to this ability’s damage (rather than Intelligence), and this ability can now be defended against like a melee attack.
    * Bane Shield: The damage for this ability is now considered Spiritual Damage

Disciple
    * Rend Soul: This ability now returns 350% of the damage done, and the setback amount has been reduced to half a second.
    * Curse of Khaine: The effect of this ability has been reduced to 50%.
Heal100%無効が50%に弱体化。
    * Covenant of Celerity: This ability will no longer stack with other snares, and the effect can now be removed with snare cleansing abilities.
Snare解除Abilityで解除されるようになった。
    * Flay: This ability is now considered a snare and can be removed with snare cleansing abilities
Snare解除Abilityで解除されるようになった。Snare解除Abilityって誰が持ってるの?ああ、HWが持ってる自分専用のやつかな。

Engineer
    * Self Destruct: This ability will now correctly knock all targets down and kill the turret.
    * Barbed Wire: This ability will now correctly root all players.
    * Friction burn: This ability will now work correctly when there are no targets in the area.
    * Strafing Run: This ability now has less delay before damaging and knocking back the target.

Ironbreaker
    * Oath Friend: The rate at which Grudge is generated has been changed. If the Ironbreaker is at 0-30 Grudge, the Ironbreaker will gain 10 Grudges every time the Oath Friend is attacked. If the Ironbreaker is at 31-60 Grudge, the Ironbreaker will gain 5 Grudges every time the Oath Friend is attacked. If the Ironbreaker is at 61-100 Grudge, the Ironbreaker will gain 3 Grudge every time the Oath Friend is attacked.
    * Avenging the Debt: The heal value of this ability has increased.
    * Away With Ye: The Grudge cost for this ability has been reduced to 25, and the cooldown has been decreased to 10-seconds.
    * Grumble An’ Mutter: The heal value of this ability has increased.
    * Oathbound: The Grudge cost for this ability has been reduced to 15.
    * Shield Sweep: The Grudge cost for this ability has been reduced to 25.
    * Watch An’ Learn: The Grudge cost for this ability has been reduced to 15, the damage has increased, and the cooldown has increased to 10 seconds.
    * Axe Slam: This Morale Ability will now correctly gain benefit from Mastery into Path of Stone.
    * Strength in Numbers: This Morale Ability will now correctly gain benefit from Mastery into Path of Vengeance.

Magus
    * Daemonic Lash: The tooltip for this ability no longer displays an incorrect cooldown time.
    * Seed of Chaos: The AoE damage for this ability will once again fire at the end of the damage over time.

Marauder
    * Mouth of Tzeentch: This ability will now behave like a melee attack. Strength will contribute to this ability’s damage (rather than Intelligence), and this ability can now be defended against like a melee attack

Runepriest
    * Rune of Restoration: This ability has had its cast time reduced to 2.5 seconds, and the setback amount has been reduced to half a second.
    * Rune of Nullification: The effect of this ability has been reduced to 50%.

Shaman
    * Bleed fer Me: Fixed a bug which caused this ability to heal for incorrect amounts when used with WAAAGH.
    * Nuthin' But Da WAAAGH: This ability now works correctly on players other than the caster.
    * Bigger, Better, An' Greener: This ability has had its cast time reduced to 2.5 seconds, and the setback amount has been reduced to half a second.

Squig Herder
    * Squig Squeal: This ability’s damage over time will now fire on the target correctly.

Sorcerer
    * Dark Magic mechanic: The chance to critical hit based on Dark Magic level has been reduced.
    * Dark Magic mechanic: The chance to cause a Miscast and damage yourself based on Dark Magic level has been reduced.
    * Stricken Voices: This ability is now instant cast.
    * Word of Pain: This ability is no longer a Willpower reduction, and will now lower the target’s Spirit resistance instead. The effect will last 15 seconds and deal a large amount of damage after the effect wears off. The need to stack this ability has been removed, and it now has a 10 second cooldown time.
    * Triumphant Blasting: The tooltip for this ability now correctly states that it will knock down mobs.
    * Surging Pain: This ability now builds 10 Dark Magic.
    * Umbral Fury: This ability has been renamed to Frozen Fury. The tooltip now points to the correct ability name that it effects.
    * Tapping the Dark: The tooltip for this ability now refers to the correct ability that it effects.

Swordmaster
    * Crashing Wave: This ability will now knock targets down every time.
    * Perfect Defenses: Players will now properly receive the bonuses to defense while in Improved and Perfect Balance  
    * Sapping Strike: The Action Point drain on this ability will now work correctly.
    * Shadow Blades: The damage done with this ability can no longer be defended against.

Warrior Priest
    * Divine Assault: This ability now returns 350% of the damage done, and the setback amount has been reduced to half a second.
    * Divine Shock: This ability will now fire when there are no targets in the area.
DivineShock(範囲KBスキル)ターゲットしなくても良くなった。

White Lion
    * Thin the Herd: This ability will now have the correct range.
    * Pack Assault: This ability will now correctly grant all group mates the extra damage.
    * Cull the Weak: This ability will now have the correct range.


Witch Hunter
    * Seeker’s Blade: This ability will now check for an Ailment before firing.
    * Burn Away Lies: This ability will now trigger Blessed Bullets.

Zealot
    * Elixir of Dark Blessing: This ability has had its cast time reduced to 2.5 seconds, and the setback amount has been reduced to half a second.
    * Boon of Tzeentch: The tooltip for this ability now displays the correct range.
    * Storm of Ravens: The tooltip for this ability now displays the correct range.
    * Chaotic Agitation: The tooltip for this ability will now display the correct frequency for damage pulses.


Victory Points Bug?

WHAに一月前からあるThread。

How is VP calculated? or "WTF why can they lock down zone in 20mins" thread.

Dear Mythic,

Please explain in more detail how Victory Points is calculated.

Time and time again Order on Darklands server have held all Battlefield Objs and Keeps in a T4 zone but was never able to lock down any. However, Destruction can capture zones in a very short amount of time even when no scenarios is played.

I'll give you an example. Last night, at 12:25PM EDT, Darklands came up after patch 1.02 went live. Within 20mins, 12:45PM EDT, Destruction have locked down Thunder Mountain AND then Kadrin Valley, bringing the fight to our fortress. Now, the Thunder Mountain lockdown could still be explainable as Destruction did take some Battlefield Objs and a Keep. What was funny was how Kadrin Valley was locked. Order has all Objs and all Keeps. No Gromgil Crossing popped that I know of. But we had guildies literally stand there and watch the Destruction VP bar move steadily up to the lockdown line.

What were we supposed to do? There's no scenario popping, there's no Battlefield Objs or Keeps to take back.

I just quoted the most ridiculous event. There were at least 2 more times when we takeover and hold down all Objs and Keeps for a whole afternoon and when Destruction take back the Objs/keeps their VP bar shoot up again to lock the zone.

So Mythic, can you please shed some light on this events? People are thinking of rerolling because of this. Was it because:

1) Destruction controls the T3 zones?
2) They had more people questing/PQ-ing?
3) BUG?

Destroはあっという間にVPが溜まりLockDownできるのにOrderは全く増えない現象について書かれた記事から始まるでかいThread。

こんな事になってしまうらしい。
http://www.kompaniet.nu/~mson/war/DestroInsta_Lock.jpg
http://img.photobucket.com/albums/v513/Amphysvena/PockethealsM_006.jpg

今日Skull Throneの人も書き込んでいた。

Skull Throne is having the same issue.

We've spent the past 2 days, a total of about 24 hours played for some trying to lock down either Praag or KV. We own all objectives and have about 100 people out doing PQ's and queuing for Scenarios. We have managed only to lose victory points. We have raids going on in T3 zones to try to lock them as well.

We've basically tried everything possible, based on the Grab Bag's explanation of VP and it's NOT working.

This is clearly broken and needs to be fixed.

The lack of an official response to a 23 page thread on this is disturbing.


replyが300以上で23ページ、Viewが29kにもなっているのに未だにMythicの反応なし。






Game Update 1.0.4b - Arrives 11/11/2008!

今晩eng/magusのAoE Pullの修正が入る。今晩21時から3時(サマータイムが終わったので時差が1時間増えてる)まで1.0.4bのためにServerDownだ。

Game Update 1.0.4b - Arrives 11/11/2008!
WAAAGH!!!

1.0.5 is cooking away on the Public Test Server! In the meantime we had a few changes we wanted to patch to all live servers to continue improving your game experience.

Tomorrow morning (11/11/08), starting at 7AM EST all North American servers will be brought offline to begin updating to 1.0.4b. Oceanic servers will follow at 9AM EST and we anticipate all servers to be back online by 1PM EDT.

We have provided the notes for 1.0.4b below, enjoy...and don't forget to stop by the Public Test Server and give us your feedback on 1.0.5, coming soon!

Highlights

    * When conquered, Keeps will always provide three gold loot bags and Fortresses will now offer six guaranteed gold loot bags as part of the chest loot.
keepを落とした際のchestにgold loot bagの追加

    * Rally Masters have been added to all warcamps. Now, players can set their rally point in a warcamp in the same manner as binding in a chapter hub.
RallyMasterを全部のWarcampに追加。

    * To promote population balance among the various scenarios, we have added a feature that reduces the number of times a specific scenario can launch in a short period of time. This will give scenarios which are launched less frequently an opportunity to catch up in the queue population and launch more often.
いろんなシナリオが始まるようにシナリオ開始システムの変更。

General Changes and Bug Fixes

    * Fixed an issue that prevented grouped players from earning influence if the group's leader was in a different zone.

Combat and Careers
Engineer

    * Electromagnet: This ability has undergone significant changes. The cost of the ability has been significantly reduced while the cooldown has been increased. In addition the build time has been increased, the ability can no longer be cast on the move, and the maximum number of targets affected by this ability has been decreased and it can now be defended against. Lastly this ability will grant immunity to knockback effects.
AoE Pullは、コスト減少、Cooldown増加、CastTime増加で移動しながらはCast出来ず、Pull出来る人数は減らされ、レジスト出来るように修正。Knockback無効のEffectがつく。

Magus

    * Chaotic Rift: This ability has undergone significant changes. The cost of the ability has been significantly reduced and its cooldown has been increased. In addition, the build time has been increased. The ability can no longer be cast on the move, the maximum number of targets affected by this ability has been decreased, and it can now be defended against. Lastly, this ability will also grant immunity to knockback effects.
Engと同じ。

Items

    * In addition to reducing the amount of damage received from high-level encounter NPCs, each Ward on high-level armor set pieces worn will now affect the amount of damage players are able to do to those NPCs. Players not wearing any pieces of the appropriate armor set will see their damage greatly reduced. For each piece of the appropriate armor a player wears, their damage against the boss monster will increase.

Root breaking on DoT ticks: overkill?

またVN BoardのPTS Boardよりコピペ。DoTでRootが解ける件についてこのThreadよりSquig Herderの嘆きの投稿

I've only run about four or five scenarios so far (as a squig herder) but I have to say this: never, once, did I see anybody from either side actually get immobilized. I kept firing Sticky Squigz to get myself out of trouble, and I'd see people's feet turn green, but nobody ever stopped chasing me for even a second. Eventually I realized why. I'm spamming my DoTs; admittedly not on the people near me, but still. My Spiked Squig is spraying DoTs everywhere. Changing specced Magi are spamming their AoE DoTs, and so are their Flamers. Bright Wizards are spamming their DoTs. Grenade specced Engineers are spamming their AoE DoTs. There are so many DoTs, especially AoE DoTs, flying around the battlefield that having a chance to break on every tick of every DoT means basically that there is no such thing as an immobilize in RvR any more. As an RDPS character, that's kind of demoralizing; I used that tool to get out of trouble, a lot. Now, the ability might as well not even exist.

I wonder if Mythic would consider only having the chance-to-break roll once every 3 seconds, or giving every immobilize an initial 3 second window where it can't break, so that it's at least SOME good for trying to get away from a melee swarm?

以下超意訳。
4,5回SHでシナリオに参加しただけだけど、Rootしても全然止まってくれない。足元が緑になっても1秒も止まってくれない。その理由がわかりました。私がDoTをばらまいたからだ。Spiked SquigがDoTをばらまくし、MagusのAeE DoTやそのPet
、BWのDoT,EngのGreandeによるAoE DoTなど、たくさんDoTがあって、そんなのが飛び交ってる戦場でRootで止まる事はないだろう。RDPSとしてやる気をなくさせます。

私はMythicがRootが解けるチェックを3秒毎にしなかったのか、もしくは最初の3秒は解けないようにしなかったのか不思議に思います。どーやってMeleeの群れから離れればいいのでしょーか?

超意訳ここまで(私は英語はあまり分からないので、たぶんこんな感じーって程度の訳なので、英語が分かる人は原文を読んでください)。

Rootがかなり簡単に解けるようだ。1秒も止まってくれないのはちょっとヤバいなーと思う。Rootの意味がまるで無い事になる。

なお私はRootよりSnareが嫌だ。

PTSでのShamanのHeal

先ほどのBWのDoTの記事と同じくVN BoardのPTSのBoardから、今度はShamanのHeal(Hot)の変更についての記事をコピペ。このThreadより。

Do Somefin Useful
Pre 1.05 260 Willpower 288
Pre 1.05 682 Willpower 414
1.05 260 Willpower 288
1.05 682 willpower 414

No change from patch, and it gets a 31.% boost from 422 willpower. .3dps per willpower. This gets a somewhat respectable boost from willpower, but it should be more.

Ey Quit your bleeding
Pre 1.05 260 Willpower 313
Pre 1.05 682 Willpower 334
1.05 260 Willpower 195
1.05 682 willpower 209
This heal was nerfed by 37.5%. On top of that it gains a PITIFUL 6.7% extra heal from 422 willpower for a whopping .06dps/willpower.


Gork'll Fix it
Pre 1.05 260 Willpower 255
Pre 1.05 682 Willpower 312
1.05 260 Willpower 234
1.05 682 willpower 255
This heal was nerfed by 18.3%. It gained a 18.3% extra heal from 422 willpower pre-patch(.18 dps/willpower). After patch it gains 8.3% extra heal(.08dps/willpower) from 422 willpower because "The stat contribution for this ability has been fixed" ya this spell was fixed...no really it was.

Bigger Better and Greener
Pre 1.05 260 Willpower 1281
Pre 1.05 682 Willpower 1533
1.05 260 Willpower 1281
1.05 682 willpower 1533
This spell was unchanged from 1.05. It gains 16.5% from 422 willpower(.165dps/willpower). Also if they implement the .5sec reduction and lower the interrupt like they say they might that'll definitely help. I still believe it should be 2seconds.

Do Somefin Usefulと、Bigger Better and Greeneは変更無し、Ey Quit your bleedingは37.5%弱くなり、Gork'll Fix itは18.3%弱くなった。

Willpowerの効果もだいぶ少ない。
Ey Quit your bleedingはWillpowerを422増やしても6.7%しか増えないし、Gork'll Fix itは8.3%しか増えない。

Test Server BW DOT test

VN BoardにPTS(Public Test Server)のBoardが出来てた。そこにあったBWのDoTの変更具合を調べた記事の紹介。このThread。

Tested on both live and test server, same spec same stats same renown points spent, same mob.

Mob: Wasted Soul lv 39 inside Chaos Waste
Dmg is combined with mitigated dmg and the numbers you are seeing are *UNMITIAGED* except for thoughness of the mob.
All dmg are non-crit.
All dmg are per tick dmg


830int
15 spec point into immolation line

LIVE

233 ignite
161 bb
339 detonate
298 detonate tick
500 WH


TEST SERVER

284 ignite
222 bb
263 detonate
298 detonate tick
500 WH

Summary
At 830 Intelligence:
My Ignite dmg was +increased+ by 51 dmg per tick (21.88% increase)
My Boiling Blood dmg was +increased+ by 61 dmg per tick (37.88% increase)
My Detonate initial dmg was -decreased- by 76 dmg (22.41% decrease)
My Detonate Ticks(DOT) dmg was unchanged
My Withering Heat dmg was unchanged

Int830のBWからRank39のMobに対してのDoTの通常ダメージ(クリティカルでは無いという意)のテスト結果。

Detonateの最初のダメージが22.41%弱くなってるけどDoT自体は変更無し。
IgniteとBoiling Bloodはそれぞれ21.88%, 37.88%強くなっているようだ。

Public Test Server is Now Open!

PTSがOpenされたようだ。

Public Test Server is Now Open!
WAAAGH!!!

The Public Test for Game Update 1.0.5 has begun! We look forward to reading your feedback and bug reports and improving the game even more with your help!

Below you will find a link with instructions on how you can access the PTS, copy your character, and the current Public Test notes for 1.0.5.

As a reminder the Public Test Server is subject to unannounced downtimes, bugs, and issues you may not find on the Live Servers. The notes are not final and all the fixes and features may be changed, altered, or removed.

With your help WAR will be an even better game...have fun testing!

Read More: Public Test Server - Game Update 1.0.5

キャラのコピーも今やってみたら出来た。「character copy」が増えてた。


アカウント名⇒サーバー名⇒キャラ名を選んで、コピー後の名前をつけて完了。

いまコピー中のようだ。・・・・5分ぐらいでコピーが終った。


testpatch.exeでPatchを当てるが、121MBぐらいDownload中。

Update on 1.0.5 and the PTS

VN Boardに社長が Update on 1.0.5 and the PTSという事で1.0.5の更なる変更と、PTS(Public Test Server)について投稿してた。このThread。

Folks,

Some good news as the weekend approaches:

1) We hope to have the PTS up and running this weekend. Right now we are shooting for sometime tomorrow. The Herald will have all the latest information.
PTSは明日稼動を狙っている。

2) As promised, our C&C team has combed through this thread (and pertinent links) and here's what they have found in regards to bugs. Unfortunately, there were a number of both unreported bugs and reported bugs that didn't make it up to the C&C team in time for this patch (initially). I am in total agreement with player sentiment that these bugs need to be fixed along with 1.0.5 and as such, the team is already working on doing that today and over the weekend. The current plan is to fix the vast majority of them in time for the patch but some, because of the coding involved or if they are minor bugs (display) will not be fixed for 1.0.5 but will be fixed as soon as practical. The update to the 1.0.5 patch will be updated to reflect these fixes once these changes are incorporated into 1.0.5.
長くてよくわからない。

3) We are also going to look at making some additional changes to some of the classes/archetypes. As I've said before, 1.0.5. is not yet up on the patcher and we expect to continue to make more tweaks/adjustments until the patch goes live. Among the changes currently going into 1.0.5 are:
1.0.5に以下の修正を加えた。

a) BW/Sorcs will have their crit chance lowered for combustion.
BWとSorcはクリティカル率を下げた。

b) Sorcs will also see Word of Pain’s debuff changes from a willpower debuff to a resist debuff to match BWs and it will no longer stack Word of Pain and be a single application that deals damage at the end. Stricken Voices will have its cast time removed to match Bright wizard Choking Smoke.
SorcのWord of Painをwillpower debuffからBWにあわせてResist Debuffに変更した。Word of Painは重ならなくなった。
Stricken VoicesはBWのChoking SmokeにあわせてCast Timeが無くなった。

c) For IBs, we are going to make some changes that will allow the IB to get to low grudge more quickly than initially proposed by increasing Oath friend grudge thresholds from 5/3/1 grudge generated to 10/5/3. Also, we are lowering the grudge required (and making a couple other changes) in the following abilities:
IBのGrugeのたまり具合とコストを見直した。

Shield Sweep: Cost reduction from 30 Grudge to 25 Grudge.
Oath bound: Cost reduction from 30 Grudge to 15 Grudge.
Avenging The Debt: Increase heal value.
Away With Ye: Reduce cost from 30 Grudge to 25 Grudge. Increase damage. (Also requires cool down from 0s to 10s)
Watch An' Learn: Reduce cost from 30 Grudge to 15 Grudge. (Also requires cool down from 0s to 20s)
Grumble An' Mutter: Increase heal value.

The combination of better contribution from OF and lowering the grudge cost of some abilities should help alleviate some, if not all, of the IB's concern. We will continue, of course, to look at the IB as a whole to determine if additional changes are still necessary.

d) For our healers, we are looking at making the following changes:

Ranged Healers

Long Cast Big heals go from 3s cast to 2.5s cast
Interrupt / setback value on long heals is reduced by 50%
AMとRPの大HealのCast Timeが3秒から2.5秒に減少した。妨害される率も半分になった。

Melee Healers
Divine Strike and Rend soul will now heal for 350% damage dealt instead of 250%
WPのDivine StrikeとDoKのRend Soul(殴ってHeal)のHeal量がダメージの250%から350%に増えた。

Like the IBs, this is just part of an ongoing process. As I said yesterday, the team will continue to look very carefully at the healers on the PTS and if more changes need to be made, we'll make them.
IBと同じくこれは現在進行形の部分であり、チームは引き続きPTSでHealerについて非常に注意深く観察するし、もしさらに変更が必要ならするつもりだ。

e) The Chosen seemed to have a higher number of potential (we haven't confirmed them all yet) bugs but in the meantime, we will make the following changes:
Chosenは多くの潜在的なバグを持っているように思えるが、とりあえず以下の変更を行う

Convert Blast Wave, Bane Shield and Quake to magic attacks that use STR instead of INT for bonus damage
Convert Blast Wave, Bane Shield and QuakeをINTベースからSTRベースに変更。
Push Aura code fix up that makes twisting easier
Auraの切り替えが簡単になるように修正した。

f) The Marauders have a similar bug to the Chosen (using INT not STR) so we are making the following change:
MarauderはChosenと同様のBugがあるので以下のように修正した。
Mouth of Tzeentch will use STR instead of INT for bonus damage
Mouth of TzeentchをINTベースからSTRベースに変更。

g) For the Black Orc the biggest bug appears to losing their place in the combo chain randomly. The team has been trying to duplicate this all day and so far, no luck. If we can duplicate it, it will be fixed.
BOの一番大きなBugはcombo chainを失う事(意味わからず)。開発チームはこれの再現を試みており、もし再現できたなら修正されるだろう(まだBugの原因が分かって無い様だ。)

So, a few things:

1) Let me once again express my thanks to those great people here on the Vault (and elsewhere) who spent time and energy posting helpful (critical, insightful, positive, etc.) messages. You have helped us quite a bit by doing so. The 1.0.5 thread was, at its best, a great example of how developer<->community interaction can work very well at times when you have motivated players and interested developers who are actually paying attention. So again, you have my thanks.
1.0.5へのたくさんのメッセージに感謝・・

2) The changes here are still part of an ongoing process of evaluation and reevaluation of 1.0.5. Nothing is final and until the PTS is up and running and 1.0.5 goes through the ringer, will it even be close to final. So please, when the PTS goes up let us know what you think through feedback here and in the game.
1.0.5はまだ確定してないよ。

3) Some of the bugs/changes that I'm listing here will not be fixed/up by tomorrow of course but they will be during the time that the PTS is running and *before* 1.0.5 goes LIVE. We will keep you informed about the changes through the patcher.
まだ修正が済んでないBugがPTSにはあるけど、Live Serverに導入する前に直すよ。

4) A number of people have commented that this patch seems more chock full of ranged DPS changes and while the team believes that a lot of the changes we made to the the rDPS group will have a significant positive impact on our tanks and mDPS folks, they will turn their attention to those careers again after the 1.0.5 version. Again, please keep in mind that bugs for the mDPS/Tanks will be fixed for this version as well.
Melee DPSやTankは1.0.5の後に再び焦点を当てるよ。

Again, my thanks to the many members of the WAR community for their efforts in regards to our game.

Mark





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