What’s new in patch 1.2

Patch notes for 1.2 are out for the PTR, and there’s a lot of them to go around. Josh sums it up in a producer’s note as:

In the notes below you’ll see over 500 bug fixes, 10 plus pages of career balancing, numerous RvR improvements, UI improvements, continued building on our success with improving performance and server stability and a considerable review of our dungeon loot itemization.

As with all test realm patches, the details are subject to change before things go live. So if you are in the US, go test and give feedback!

Here’s the things we were most excited about:

New careers! New scenario (Twisting Tower)! Bitter Rivals event! Multiple Mail Attachments!

We have adjusted the way that the Disorient debuff will effect characters. Instead of increasing all ability cast times by a flat value, it will now increase cast times by a % of the total cast time of the spell. As a result, melee abilities and instant cast spells will no longer be affected by Disorient since their cast time is effectively 0 seconds. Specific abilities for each career affected by this change are noted below.

This is huge. Well, for Order anyway. Instants will now remain instant regardless of disorient debuffs.

Alter Fate: This ability is now affected by the Anti-Resurrection effect present at some encounters.

No more AE res in fortresses.

Knights and Chosen no longer get full aggro for other party members affected by their auras.

Black Orcs and Swordmasters get some more damage in general.

Fetch/ Terrible Embrace have had their cooldowns increased to 30s.

Resistances have been assigned to abilities that didn’t have them.

Witch Elves get some nerfs (and the crowd went wild!!!). Some armour piercing effects are removed, some abilities do less damage.

All chapters throughout the game within Tiers two through four have received a pass on Public Quest difficulty, much like what was previously done within Tier one. All affected Chapters now have an “Easy”, “Normal”, and “Hard” Public Quest. Public Quest points on the map have also been updated to reflect these difficulty levels as well as suggested player numbers to successfully complete.

The Apothecary production skill will now receive the majority of its materials from the Butchering and Cultivation gathering skills.

Bad news there for scavengers/ apothecaries. There’s a lot more streamlining for crafting in the patch as well.

Cultivation has a number of significant and exciting new changes in version 1.2! We have reduced the number of materials needed in Cultivation, allowing players to save significantly on inventory space. In addition, we have streamlined the leveling curve and added plant reaping to produce seeds. This will allow Cultivators to become much more self-sufficient. Finally, we have removed the vast majority of seed drops from the world, since the production of seeds can now be done by harvesting the plants the player has grown.

We have significantly reduced the number of additives needed, allowing players to use additives across a greater number of plant skill levels.

Say hello to your bag space again!

Apothecary has gotten a moderate update in version 1.2. The focuses of these changes were to streamline where Apothecary crafters received their determinants, as well cleaning up and streamlining the progression. In addition, we have added a number of new potions for Apothecary. Experiment with new ingredients and discover them for yourself!

Salvaging has been adjusted slightly in version 1.2, with the primary changes focusing on improving the rate at which Salvagers can skill up. In addition, the results from Salvaging have been adjusted so Salvagers can successfully skill up their Talisman crafting skill without needing a second gathering skill.

So good news there for salvagers/ talisman crafters.  Scavengers/ talisman crafters also make out, and butchers/ apothecaries become self reliant also.

Talisman crafting has been adjusted moderately in version 1.2, with the primary changes focusing on allowing players to create Talismans without needing a large number of additional components. In addition, we have reduced the potency of all Resistance Talismans in order to bring them in-line with other Talisman bonuses.

Mounts!

We have added two additional mount variants for each race. These have been added to the Stable masters in the capital cities.

* We have added three additional mount variants exclusive to guilds only. These can be purchased by visiting the Guild Quartermaster once your guild reaches Guild Rank 25.
* We have added three new improved mounts (Faster & Lower dismount chance) exclusive to guilds only. These can be purchased by visiting the Guild Quartermaster once your guild reaches Guild Rank 37.
New Zone Control Mechanism
To help place more emphasis on Keep claiming and defense, as well as to combat the “defense by not defending” strategy, we are introducing the Zone Control Domination mechanic. With this system, players who take and hold all Battlefield Objectives and claim Keeps in a contested zone (in Tier 4) or a shared RvR lake (in Tiers 2 and 3) have the opportunity to capture that zone, forgoing the standard mechanics of Zone Control.
You have to hold the objective for 30 mins and the keep for 2 hours before it will count for zone domination points. And keeps must be claimed by a guild for those 2 hours.
Hotspots on the main map will now vary in size, determined by how many people are involved. Additionally, hotspots will now display on the pairing maps.
We are introducing the new Rally Call system. At various intervals, players will be called to join the battle in the Tier 1 and Tier 2 RvR lakes. A button will appear near the mini-map, enabling willing participants to jump right into the action.
You’ll be able to teleport directly to a T1 or T2 hotspot in ORvR.
Keep door health will now properly reset 20 minutes after a failed attack.

No more prepping a keep by knocking the door down to 10% and then coming back later with a strike force to finish the job.

The oil at the keep Hatred’s Way is now attackable.

New LFG Window

The Open Party button has finally severed its ties to the player portrait and moved to the Menu Bar. This new Parties and Warbands window now has all information about Open Parties and Party Management, as well as the new Looking for Group system.

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8 Responses

  1. YAY! another month or two and the game should finally be ready for release! :o)

  2. @Greldahelg

    Nah, they haven’t got around to fixing Archmages yet in 1.2, so it might take a bit longer before it hits a release ready state 😉

  3. I can’t believe I missed the impact of the Rally Cry for tier 1 and 2 when I read the notes. Now that is exciting.

    Extra cookie for you, that’s 2 I owe you now.

  4. I do wonder why the rally cry system is not for t3 too. Overall I like the notes a lot, except for Terrible Embrace, 1 second cast time and usable on the move means there is no escape.

  5. While fetch has been cut down to 65ft to match terrible embrace and we still have to rely on the pet to catch the target.

  6. Oh yeah I’m also a Scavanger / Apothecary, now what to ditch…

  7. […] Book Of Grudges summed up everything but the Career Changes. […]

  8. […] I completely missed what Rally Cry actually was when I read the notes. I needed Arbitary to realise it’s significance.The main question is? What is the enabler for the rally cry to […]

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