RvR-Revamp and common roadmap

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Fluch
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Postby Fluch » May 25, 2010 16:33

Hello

i am a DAOC Newbie and i have no idea was it means, when Uthgard moves back to 1.69.
So long i couldn't even determine what class i wont to play. In other MMORPG's i liked Utility Classes and non casting dps Classes. I need a class who can solo a bit in PVE and rvr too.
DAOC have a lot of these:
Minstrel, Skald, Sorcerer, Infiltrator, SB, NS, Ranger, Zerker, Merc, Blademaster

Any of this classes will took a serious hit of this changes? What Classes should i remove from this list?

Thank you

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Zongo
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Postby Zongo » May 25, 2010 18:00

Zerker, merc, BM are still useful in groups, no matter what people will tell you. Same goes for skalds from my point of view, since noone really wants to run with healer-speed.
Sorcerers will always be useful, with old RA setting maybe even more (since CC will be essential).

If you want to engage in the Stealth war... well, I don't play steatlhed toons... cannot give you any good advice there.

Ministrels always rule :evil:

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Foneb
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Postby Foneb » May 25, 2010 18:44

well i played live 2 month after release till first european cluster.
Yes old ras slows the gameplay abit but only because you have to realy THINK if its worth to use your ras. watch some pre nf/toa videos, for example the dem hibbies video, they wait so long to use for example moc or purge where today everybody just smals the button.
YES old ras kills some grp abbilites of some chars (for example hybrids) but lets be honest, with every setup or patchstand thats the situation the changes shuffles it abit. you will see more fulltanks like arms or warriors and less hybrids. hard for certan ppl but overall no big deal.

its the right choice because no toa items and new ras just screwes the balance completly, this was never implemented this way on life for a good reason. and the rvr will work perfectly fine if everything is proper implemented. i played on the old ygdrassil shared wich was pretty awesome with completly classic seting like here. it CAN work if its done right.

the rest is up to the cuminity

edit : also i aprove a reduction of Ns. 2 minutes is simply too much, i know its custom, but 1 minute is totaly enough imo. 2 minutes is just a bit too hard if 30 min purge comes in.

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Gil
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Postby Gil » May 25, 2010 19:29

I played a Zerker troll on live in 2002 & 2003, which is the time frame when live had these RAs. I was very easy to be CC'd. The charge did NOT give me CC immunity (like the NF RA does). I had Det and purge ofc. I never enjoyed being CC'd but still enjoyed RvR back then.
Gil DaTroll - Merlin Zerker | MacDeath - Uth1 Armsman | Gil - Uth2 Zerker | Macdeath - Uth2 Armsman
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macil22
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Postby macil22 » May 25, 2010 22:52

Charge was added in patch 1.53 along with the original prevent flight RA, change in cost for IP, purge and det for pure melee and other stuff.

Additionally, we've added a new (level-based) ability called "Charge", learned by Blademasters, Mercenaries, and Berserkers only, at 40th level. To charge, the tank selects an enemy, and initiates this ability. When active, the tank sprints at full sprint speed, with no endurance loss, for 10 seconds towards the target. If he breaks off, or changes target, or the 10 seconds expires, the tank goes back to normal running speed. Can be used every 5 minutes.


Someone mentioned it beng unbreakable and speed 3. This describes endurance free sprint. When I was looking for it I thought I remembered it having a speed component as well, beyond sprinting but that was long ago. Someone will have to check notes between 1.53 and 1.69 to see if charge was updated before being replaced with new frontiers charge.

http://www.camelotherald.com/article.php?id=484

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Force
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Postby Force » May 25, 2010 23:10

Savages were also given OF charge, but there was no speed component, just a sprint that costs no endurance.

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Cyan
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Postby Cyan » May 26, 2010 00:03

Would be nice to know if everyone who wrote bad comments about old ras got a ranger...

Holavez

Nymeros
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Postby Nymeros » May 26, 2010 00:12

Well, my lvl 50s currently are a Friar (Dodger 5 anyone?) and a Minstrel (30 min Purge on enemies, MoB, SoS).

:wink:

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Ramo
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Postby Ramo » May 26, 2010 00:46

If it will be like the original RA, SoS won't break on combat either, but you can CC on top of it.

You can still blanket mez a group that has popped SoS, and they will be able to run around freely, but won't be able to act, and if they are still mezzed after SoS runs out they will just stand there for the duration of the mez.

Savages with dualist's reflexes will be pretty ridiculous though.

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macil22
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Postby macil22 » May 26, 2010 01:07

Yeah savages get OF charge as well. At first I thought they didn't because catacombs char builder didn't have it listed, but it did list it for lvl 40 for the 3 light tanks.

The archived herald has the ability listed though, so it must have been there.

Dualist reflexes is available to savages as well but I have no idea how that is supposed to work, the description is for dw/cd/la, not h2h.

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Ramo
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Postby Ramo » May 26, 2010 01:53

It worked for savages back in the day basically the same way DR worked for BM's and mercs- it would increase the chance of an offhand swing, therefore increasing the chance for double, triple, and quad hits.

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macil22
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Postby macil22 » May 26, 2010 02:28

Ramo wrote:It worked for savages back in the day basically the same way DR worked for BM's and mercs- it would increase the chance of an offhand swing, therefore increasing the chance for double, triple, and quad hits.


Well that is a lot less straight forward than dual wield or left axe. Since DW spec determines double hit rate, adding 3% to that rate is simple. Does dualist reflexes make savages double hit more, or increase the likely hood of double, triple and quad hitting?

Nymeros
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Postby Nymeros » May 26, 2010 02:49

And with this I bid you welcome to the world of untestable OF RAs. ^^

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Ramo
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Postby Ramo » May 26, 2010 07:31

macil22 wrote:
Ramo wrote:It worked for savages back in the day basically the same way DR worked for BM's and mercs- it would increase the chance of an offhand swing, therefore increasing the chance for double, triple, and quad hits.


Well that is a lot less straight forward than dual wield or left axe. Since DW spec determines double hit rate, adding 3% to that rate is simple. Does dualist reflexes make savages double hit more, or increase the likely hood of double, triple and quad hitting?


If I remember correctly, DR for savages added an extra % for each type of multiple hit. So based off its level it would add x% to its chance to double, x% to its chance to triple, and x% to its chance to quad.

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macil22
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Postby macil22 » May 26, 2010 07:43

Ramo wrote:
macil22 wrote:
Ramo wrote:It worked for savages back in the day basically the same way DR worked for BM's and mercs- it would increase the chance of an offhand swing, therefore increasing the chance for double, triple, and quad hits.


Well that is a lot less straight forward than dual wield or left axe. Since DW spec determines double hit rate, adding 3% to that rate is simple. Does dualist reflexes make savages double hit more, or increase the likely hood of double, triple and quad hitting?


If I remember correctly, DR for savages added an extra % for each type of multiple hit. So based off its level it would add x% to its chance to double, x% to its chance to triple, and x% to its chance to quad.


That can't be right, the base chance to quad hit isn't even 3%, and triple hit is only 12% or so. It would be ridiculous to increase each of those by 3% per lvl.

Only thing i've found so far is reading old threads on light tanks forum, someone asked about it, and the 1 response was that testing shows it increases double hit chance and reduces single hit chance, triple and quad don't change.

That was just one person though, and he didn't provide links to any test results.

I am absolutely in favor of these proposed changes, but it is true that there will be some hairy issues with respect to researching how they were implemented on live years ago.

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