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SmeJack

Please remove the Characteristic nerf on priests

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2 hours ago, MrGARY said:

pls pass this on too

 

pls pass this on two

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On 4/17/2016 at 8:02 PM, MrGARY said:

yus

 

36 minutes ago, MrGARY said:

yus pls

 

cmon devs he said pls this time

 

(this change is literally changing a 1.25 to a 1.00, easier than #RemoveInformer)

Edited by Alexgopen

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Since Jan 2015 and 15 pages later of plus ones. How is this not removed already? 

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Just keep +1ing it, hell email Rolf for the change, that's how it works right?

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                __       
           ...-'  |`.    
           |      |  |   
           ....   |  |   
    .-.      -|   |  |   
    | |       |   |  |   
,---| |---....'   `--'   
`---| |---'|         |`. 
    | |    ` --------\ | 
    `-'     `---------'  
                         
                         
                        
Edited by blayze

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Changes as at 07/08:

  • Fixed priorities on equip actions. Equipping mid combat should now work properly.
  • Increased damage arrows do to boats.
  • Only allow shooting arrows at boats that have a commander.
  • Repairing a boat that has a commander should no longer be possible.
  • Boats speeds should now be updated when damaged or repaired.
  • Tweaked boat speeds to be a bit higher, with QL having a larger impact. (5/13 passengers, 8/13 QL)
  • Removed priest characteristic gain nerfs.
  • Lowered archery difficulty. Please test this one thoroughly in PvP combat, PvE combat and with the different armour penalties.
  • Fixed a bug that made special moves use the wrong hit locations and damage amounts.
    • This is what was causing some special moves to deal way too much damage compared to what they were designed for.
  • Tweaked special moves to be a bit more balanced, and do a bit more damage compared to their original intended design.
    • The damage amounts will still be a lot lower than they are currently, but still high enough in some instances to be worth using.
    • Stun timers have been significantly reduced, with a range between 2 and 4 seconds now. Was between 3 and 9 seconds.
  • Added a stun resistance similar to spell resistance, but with a shorter timer. (2.5 minutes to go from 50% to 0% resistance)
    • Consecutive stuns should have a chance to outright fail depending on the resistance and when the last successful stun occurred.

 

FINALLY!  Woohoo!!!!!

 

NOTE:  This is currently on the PvP test server.  This is not live yet.

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what is there to test

 

how do we test this if we cant be priests on the test server

 

 

 

:blink:

  • Like 1

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I'm not counting chickens before they hatch, let's see this live before any happy dances!

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almost two years later it gets announced, now going by that math at least another year till its live ? 

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2 hours ago, SmeJack said:

I'm not counting chickens before they hatch, let's see this live before any happy dances!

 

Even after they hatch in Wurm, those chickens die fast... poor Fluffy :(

  • Like 1

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please dark gods of Wurm let this happen before 2018

 

I'll sacrifice so many of my first-born

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