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Patch Notes (June 2nd, 2008)
Old 06-02-2008, 03:05 PM   #1 (permalink)
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Default Patch Notes (June 2nd, 2008)

http://forums.ageofconan.com/showthr...262#post560262

Quote:

General

*Fixed some more server and client crashes.
*An issue which could make NPCs evade forever has been resolved.
*An issue which could lead to pets become unresponsive has been resolved.


GUI

*You should now receive feedback if you try to take items from the guild bank without having enough rank.


Items

*Items in tradepost now show stack-size.
*Resources Gathering: Cotton and Cottonwisp have been fixed.
*Kheshatta: Drop rate for Scorpion plate has been increased.
*Fixed a grammatical error with Knarled Leather. It should now be named Gnarled Leather.
*Boltshock Bangles are now properly classified as "Cloth Armor" instead of "Wrist Armor"
*Thunder River: The quest item 'Smoked Meat' has re-received its visual appearance.
*Field of the Dead: 'Fur of Bloodclaw' will no longer end up in the quest inventory.
*Thunder River: The quest item 'Helvenia's Herbs' has re-received its visual appearance.
*Sanctum of the Burning Souls: The boss drop 'Bloodtainted Hoop' will no longer end up in the quest inventory.


Massive PvP

*PVE Player city buildings should no longer be attackable.


NPCs

*Bartholomo's Wife will now respawn more often.
*Acheronian Ruins NPCs will respawn more often
*It should be easier to deal with Renton's Corrupt Friends when doing the quest Awakening II.


Player Characters

Barbarian
*Finishing Blow damage boost should only affect the first hit after the charge.
*Thirst for Blood should correctly trigger it's stacking damage bonuses for you and your team.

Necromancer
*Pets should not auto dismiss so fast when they cannot reach their owner.

Ranger
*Knee-Capping should no longer trigger Root Immunity on NPCs
*Marked for Death should give the correct damage values for bow/xbow.
*Marked for Death cooldown has been adjusted to 3 minutes like originally intended.
*Critical Aim should no longer fail to execute in some situations.
*Critical Aim duration increased to 10 seconds, but it will instantly terminate on the next ranged hit
*You should no longer get messages about getting non existing abilities when training Eagle Eye.

Tempest of Set
*Triumphant Life of Set has had its total damage dealt per cast increased.
*Triumphant Life of Set now deals the damage over 3 seconds instead of instantly.


Quests

*Old Secrets: Golden Golem should now always spawn.
*The Demon in The Tree: The Demon in the Tree Minions should now always attack the player.
*End Battle: Strom should now respawn, making it impossible to break the last part of the end battle.
*Quests Bloodroot, Concealing the Chinks, Purging the Fallen, and Source of Contagion have been improved in Tarantia Noble.
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Old 06-02-2008, 04:34 PM   #2 (permalink)
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Quote:
*It should be easier to deal with Renton's Corrupt Friends when doing the quest Awakening II.
Sure wish they'd done this about a week ago!
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Old 06-02-2008, 05:17 PM   #3 (permalink)
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Haha, ya I was thinking that. I did it at 14, but I can't imagine trying to deal with that at 10ish.
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Old 06-02-2008, 10:57 PM   #4 (permalink)
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In the short time I was able to be in game, I read more about how bad this patch broke things and I did good.

Not a positive sign to say the least.
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Old 06-03-2008, 02:30 PM   #5 (permalink)
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Quote:
Originally Posted by Nemesis View Post
Not a positive sign to say the least.
When I was in the open beta, I was of the opinion that the game was at least 6 months away from actually being ready for release. After release, I upgraded my opinion because things ran a lot smoother and seemed more fleshed out. A few days ago though, I dropped my opinion down again. The game needs probably 6-12 more months of work to be "ready for release".

It's been an incredibly smooth launch in terms of stability and lack of system-wide crashes, but there's so much broken or just plain not in the game right now that it's really not much more than eye candy (though it is very pretty eye candy). The PvP combat also seems either horribly unbalanced or just plain wonky, both through reading on the forums and by personal experience. My, "this is silly, I'll try again in 6 months," point came when I read about a 44 barbarian 2-shotting an 80 assasin- with one of the barbarian's hits doing 2100 damage. That screams f'd up to me.
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Old 06-03-2008, 02:41 PM   #6 (permalink)
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I cannot win a PVP battle as an Assassin, unless I'm ganking much lower levels.
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Old 06-03-2008, 02:56 PM   #7 (permalink)
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Assassin is vastly different from playing any other similar class in another MMO. The basics of it are as follows: If you don't kill your target in the first 3 seconds of the fight, you need to run away. Pretty much all of my PvP kills have come from jumping cloth/light armor classes that are already almost dead and fighting someone else.

I love how I can take on a group of 3-4 mobs that are 3 levels above me and absolutely slaughter them, but I'm not able to even move the health bar of a Guardian player that's 10 levels my junior- and that's including my sneak attack.
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Old 06-03-2008, 03:20 PM   #8 (permalink)
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Guardians a bit different then mobs though. As a barbarian i had issues trying to 1 v 1 the dark templar. In the end he received help and neither of us won because I retreated towards the guards.

I could see a barb 2 shotting someone, if both were crits in the 1500 range but 2 shoting a lvl 80 ? That seem's a bit far fetched. How much HP do assassins have at that level?

All you really need to do is run around like a fool staying outta combo range, I had that issue last night with some stupid fing rangers that were camping the rooftops in Wildlands. Once i managed to get to the top fo the building they were on I had a hell of a time knocking both of them off, and they were lvl 32 and im 44. They almost killed me but thanks to a heal potion and a lucky knockback i knocked one off for the crowd below to kill and then as soon as I could single melee the other one he fled like a little girl.

I think its way to early to decide to quit or take a break from the game. Once we are all in the 60-70 range and have 24ppl that can go pvp we will have a better view of the pvp world.

I am hoping in the next 2 months or less to get to that level so I can see if I am going to continue playing this game, and cancel my Warhammer preorder or if I will play this until warhammer comes out.
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Old 06-03-2008, 03:45 PM   #9 (permalink)
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I agree that a Guardian is different than a mob. However, I opened up on this guy (again, 10 levels below me) with a sneak attack and had probably a 15sec fight with him. His health bar didn't move, while I ended up having to run away because he was beating me down pretty thoroughly.

Assassins have around 3k health at level 80 (My guy is 51 and I have about 1700 health I believe). The 44 barbarian made a big post about taking down the 80 assassin, and people on both sides of the thing acknowledged that 1) it did indeed happen, with the barb having a hit for 2100 in there and 2) the assassin was cocky and royally screwed up. Some people laud it as a sign that the game caters immensely toward skill rather than gear/level. I take it only as a sign that things are majorly borked. Hell, over the weekend I got the jump on a bear shaman and dropped him to 25% health pretty quickly. He got a few hits in on me and I checked my hp to see if I needed to run; I was at 60% and figured I could finish him off. The next hit I took from him killed me.

Sad as it is, my desire to play has dropped to almost nothing. Even were these things not issues, I've run out of all but a very very few quests to do (all either red and with mobs like 5-6 levels above me, or big group quests), which leaves nothing to do but grind mobs for xp. I've done that in other MMO's, and let me tell you, it's not something I intend to do again.
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Old 06-03-2008, 03:45 PM   #10 (permalink)
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I'm thinking the same thing. PVP is just iffy on balance right now, assassins are the worst off more because of a lack of any snare or stun that isn't feat based. Snap kick doesn't count because it is useless in pvp, so that leaves what? A level 70 feat as your only way to stop runners.

Mage vs melee is broken because the mages can just sprint like noobs and the melee can't keep up if they actually want to do damage.

the soldier vs assassin thing doesn't piss me off too much because I think it keeps assassins in check, they can pretty reliably do damage to priests, mages, and rouges; hell even kill them if the stars are aligned properly.

It's obvious that the class designers need fired because they are doing the usual "well in some other games this class can be really annoying to players, so instead of making creative fixes, we are going to take out the titanium cored nerf bat"

/rant off
I will probably be playing a few different characters and just taking my time while they get the high end content and proper items for hox and assassins ready. Sony just gave all former subscribers to eq and eq2 free access till the end of july, so I will be doing that too.
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