Patch Notes 1.6

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Golden Oldie
Golden Oldie
Dec 2, 2005
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Give Wizards some love, add these to the list:

- Fix ranged targeting so that it doesn't immediately loose lock when the mouse looses focus of the target, on delphi their was a few MS where the target would stay highlighted unless another target was selected. Try kiting assassins/warriors to avoid getting one hit and at the same time targeting with a single target spell on here, very tricky.

We are increasing the target box size for all players. this is all we have planned with regards to this right now, however this will create a much simpler targeting method for all classes.

- Fix taming levels, currently required to have +4 levels compared to Euro making pets even more irrelevant (Have you actually seem a wizard using pets?) Also, wizards have aways been able to tame anything that is not undead and is the correct level, not on here though.

Agreed, will get this in asap (hopefully in todays emergency reboot)

- Buff Magic shield to match at least Euros shield, its significantly weaker on here.

We will not buff with regards to damage reduction, however we had a player put a really good idea on the table last night that i really want to see implemented, we will work on this asap.

- Consider raising Wiz HP inline with the overall damage increase on here.

Hp of a wiz cannot increase, if wizards are getting 1 shot/ or dying too quickly, other areas need to be balanced, adding hp only requires us to change more, changing the damage of skills is the answer here (if there is indeed a problem).

- Make FF scale of base MC as it should be.

It does, i have uploaded videos/gifs showing this. Base MC essentially works like luck for FF, meaning having # base mc will hit your top hits every hit. This works and always has, has been tested and shown on discord and forums loads.

- Add monster Struck time to aid kiting in general and to give FF/TS some relevance for PvE; I mean its great for killing monster that you killed 20 levels prior, but you can forget tanking anything more than that lol.

I think i agree here too, i would like FF/TS to have its place. This is something we will get ingame asap.

- Fix Flame Disrupter damage (Don't even have it on a key, so you may have fixed this already?)

This has been modified over the past week, and it currently is in a much better position than after the initial nerf.

Also - can you make Contest room/usual fighting areas a none drop zone?

Yes, will look into this.

Responses in bold above, some good points here, thank you for the feedback

-Apocalypse Team
 

Chriz

Captain Lurker
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Mar 24, 2003
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- Buff Magic shield to match at least Euros shield, its significantly weaker on here.

We will not buff with regards to damage reduction, however we had a player put a really good idea on the table last night that i really want to see implemented, we will work on this asap.
Interesting, I wonder what that could be.. One idea i had was while shielded, cap the max receivable damage in one hit to 90% of the wizards full HP, but then I realised TDB and DS both hit twice xD

- Consider raising Wiz HP inline with the overall damage increase on here.

Hp of a wiz cannot increase, if wizards are getting 1 shot/ or dying too quickly, other areas need to be balanced, adding hp only requires us to change more, changing the damage of skills is the answer here (if there is indeed a problem).
Was more geared towards PvE damage, perhaps magic shield could be more effective against monster damage?

- Make FF scale of base MC as it should be.

It does, i have uploaded videos/gifs showing this. Base MC essentially works like luck for FF, meaning having # base mc will hit your top hits every hit. This works and always has, has been tested and shown on discord and forums loads.
Awesome, don't have FF yet, was going off what I had heard. Makes RMS worth using :)

Thanks for the update, sounds good!
 

Muh

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Feb 13, 2014
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Havent noticed an fd buff
Still using tb but will test later ty

Shield issue needs adressing youve copied euro hp but gimped the shield, 16.6% is a huge loss.

153 dc tdb one hits a 40-45 wizard with shield up, a really good idea is giving us a shield back instead of going the long way round and causing mass inbalance.
 

Ralphy87

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Feb 2, 2016
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Give Wizards some love, add these to the list

- Fix ranged targeting so that it doesn't immediately loose lock when the mouse looses focus of the target, on delphi their was a few MS where the target would stay highlighted unless another target was selected. Try kiting assassins/warriors to avoid getting one hit and at the same time targeting with a single target spell on here, very tricky.

- Fix taming levels, currently required to have +4 levels compared to Euro making pets even more irrelevant (Have you actually seem a wizard using pets?) Also, wizards have aways been able to tame anything that is not undead and is the correct level, not on here though.

- Buff Magic shield to match at least Euros shield, its significantly weaker on here.

- Consider raising Wiz HP inline with the overall damage increase on here.

- Make FF scale of base MC as it should be.

- Add monster Struck time to aid kiting in general and to give FF/TS some relevance for PvE; I mean its great for killing monster that you killed 20 levels prior, but you can forget tanking anything more than that lol.

- Fix Flame Disrupter damage (Don't even have it on a key, so you may have fixed this already?)


Also - can you make Contest room/usual fighting areas a none drop zone?
Agree with the wiz stuff we needs pets all other ranged have I can't pvp a tao or archer 1 v 1 it's aids I just rt tt
 

ibby

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Jan 10, 2017
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6 second cooldown on shadowstep

youve taken the “quick in quick out” love for sins.. we shadowstep and just die can barely escape due to insane damage

we will probably barely be able to lure now as mobs own... I’d rather have double slash nerfed 50% than shadowstep... at least I’d survive while using the spell... if 3 seconds is too low.. 4 then? But not 6, as it’s way to long we’ll barely be able to get out etc ol
 

Veora

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Apr 4, 2005
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6 second cooldown on shadowstep

youve taken the “quick in quick out” love for sins.. we shadowstep and just die can barely escape due to insane damage

we will probably barely be able to lure now as mobs own... I’d rather have double slash nerfed 50% than shadowstep... at least I’d survive while using the spell... if 3 seconds is too low.. 4 then? But not 6, as it’s way to long we’ll barely be able to get out etc ol

Double slash nerf inc
 

Veora

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Apr 4, 2005
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double cd on SS intrestinnnnnnnnnnnng
Like 2 charges and a 10 second cooldown would be good (that starts after you use the first charge), this would keep the utility of the spell and avoid it being spammed to hell.
 

Piff1

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Grats on ****ing Warrior, Been able to push from distance for like what 5-6 Years now? Jesus server's getting shitter the further it goes along.
 

Webby182

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Jan 12, 2013
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Im dissapointed with this too. TDb need nerfed too right?
 

Warlock

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If your going to take the distance dash away from warrior im all good with that because you added the delay before walk so we can get a hit at the end, but now its constantly displacement all over the place and "Shoulder dash not allowed" still comes up when you turn and dash something making it pretty useless overall now.
 

Koriban

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The new cave is now pointless to go to, for any class.

Adding ranged mobs here was not the solution. You said this makes it "more accessible for every class", I'm telling you it does the opposite. You lowered the AC on mobs here, this was a good step towards helping melee level here.

Let me tell you what should have changed with the new cave, rather than adding ranged mobs:

Remove ALL pot drops from mobs, this would force people to pay to level here and they can't endlessly sustain.
Lower the Base DC of the mobs a little here, so melee can go in a group and tank.

Done. This is now a contestable exp cave, that'll bring fights, you can't RT deeper in so you're forced to fight. Going solo would be a deathtrap if you go beyond 1f.

Quoted from another thread.
 

1Dodge1

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Sep 19, 2018
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New cave seems a challenge tbh the range mobs are annoying but don't see it as a major issue really. Just gotta pot right and not go storming into loads or take a group lol.
 

Koriban

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Crap idea, this will just make it stupidly OP for wiz again.

The fact Dan said he was going to add in a great cave for warriors and sins to go 1 by 1 killing after adding this cave for wizards gave me hope. All we have now is a generic swamp v2.0 with less room to manouvre.
 

good

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Grats on ****ing Warrior, Been able to push from distance for like what 5-6 Years now? Jesus server's getting shitter the further it goes along.

Warr is SO FREEEEAKING OP STFU
 

Hercules

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Jun 4, 2018
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Had a whirl in new cave on Wiz. Nice cave for lightning FW. Ghost mobs not that hard to throw a quick tame stun mid lure. Drops seem decent enough especially for pots as don’t seem to run out which is good. Doubt il bother sending my assassin there.