Archive for August, 2010

More citadel please!

Posted in Warhammer Online - General on August 28, 2010 by bruglir

so yesterday was the launch of the new eternal citadel scenario! i only got to record a couple of fights because… well you’ll see why in the video. so while the afformentioned “event” took place i just cut together very quickly and crappily, a small video of those first few fights. i’ll be recording more over the weekend to make a proper video. oh, and youtube decided i couldn’t have the music track i originally chose, so i had to replace it with one of theirs… douchebags =/

now… i want this scenario to be  a permanent feature of the game, i know a lot of you do, too. so let’s make our voices heard!

How close can YOU get?

Posted in Warhammer Online - General on August 17, 2010 by bruglir

so how close can YOU get to your enemies spawncamp before you pull the guards?

Further updates to the dok/wp theorycrafting session…

Posted in Warhammer Online - General on August 16, 2010 by bruglir

 

After even more discussion on the subject, and collective feedback. it seems the problem with the original proposal is that people don’t like that melee heals can be mitigated down to such low numbers (including zero), that any form of multiplier just wouldn’t be enough. so here’s the third revision of the brief!

Disciple of Khaine/Warrior Priest design document.

Note – All changes here are first and foremost community and core tester suggestions, they are not endorsed or suggested by mythic unless stated so by an official mythic employee. As such, they are open to discussion and conjecture, but are in no way to be thought of as even in the developers minds until they say otherwise.

Furthermore, these changes are purely based on casted and lifetap healing, and are not related to, or in any way about any disparity between the two classes outside of the proposals set here.

Issues with current career performances:

  • Too potent casted heals.
  • Not potent enough lifetap heals (note, damage is fine, healing portion is not).
  • Too little risk while playing backline, not enough reward as frontline.
  • Promotes “one button” playstyle.

 

Section 1 – Causes of core issues.

  1. Passive resource regeneration allows for “easy” use of casted heals. Abusing the original design intent, making them too effective in the backline.
  2. Due to lifetaps healing on a 1:1 damage/heal ratio, high mitigation of damage yields too low heals.
  3. High armour value and fast cast times, aoe detaunt, and passive regen make for little risk compared to reward as a pure healer.

 

Section 2 – Perceptions, and misconceptions.

Quoting the original career descriptions:

“As a Warrior Priest, your place is in battle. Your Righteous Fury grows as you strike down the enemy in Sigmar’s name, and your divine powers grow with Righteous Fury. Thus, to reach the peak of your power you must join in the fight. Your prayers bear the power of your god to take life, or give it back, but they are designed to compliment your melee capabilities. Your blessings bring powerful boons to those around you, but you must be close to the fight for your words to reach them. To do your job you must place yourself at risk, but it is in this risky position which you are most powerful.”

“The Disciple of Khaine must be in close range of his opponent as he requires the blood of the enemy to enact his dark rites. As such, a Disciple is trained both with the blade and the dark arts, capable of weaving the two into a staggering blend of offensive and defensive power. In small fights, the Disciple is a master of shifting the balance of a fight; what they reap from their enemies they give to their allies. What was once an opponent’s strength will soon become their own.”

It’s clear from these descriptions that both careers were intended to be played in close quarters, however the reality is far from the intent.  The current perception is that both careers can heal better than the other healing careers in almost all situations, and that not only do they do it better, but they have greater survivability, and ease of use by comparison.

In order to change this perception, only a few changes need to be made. However, these few changes are drastic. And with that in mind would require a lot of testing and feedback. It should be noted that the mechanic itself of expending resources by casting heals, and gaining resources by using melee attacks would not be changed, only the rate of resource generation itself.

Further to this, changes to the mastery trees themselves would need to be made in order to compliment the changes, as well as changes to the way the abilities themselves work.

 

Section 3 – Resolving issues.

3.1 – Casted heals

Casted heals are an important part of the game, and this should not change. However, the method of delivery for casted heals as a disciple/warrior priest does need to change. So with that in mind here are the changes proposed for casted heals.

  1. All casted heals will have their base values reduced by 25% OR
  2. their cast times increased by 1 second across all heals.

In order for casted heals to remain viable, their delivery method is changed to accompany their downscale in potency.

  • Add a tactic at the 11 point mastery in Dark Rites and Salvation trees, which gives the following:

“On being hit, casted heals gain a 25% critical heal bonus (crit amount, not rate).”

Add a tactic at the 11 point mastery in Dark Rites and Salvation trees, which gives the following:

“On being hit, cast times are reduced by 1 second”

 

3.2   – Lifetap heals

Currently, both careers deal proportionate damage to other classes, our damage is sustained over time rather than burst, which fits well with our role. However the healing portion of our lifetaps is just not good enough. An effective change to accompany the new casted heals would be:

  • The healing portion of all lifetaps will have an internal “casted” heal value.
  • The value is additive to the percentage of healing that any lifetap gives.
  • The value is exempt from critical hit rates.
  • The value is exempt from mitigation via block/parry/absorb, but can be affected by incoming/outgoing heal debuffs.

For the sake of argument and example, i’ll give all lifetaps an internal value of 350. What this means is that if consume essence or divine strike hit a target for 417 damage after mitigation, your defensive target and all within 10 feet are healed for a total of 767 (350 + 417).

Rend soul hits a target 3 times before being interrupted, the first hit critically hits for 879 after mitigation, with both second and third strikes non-critically hitting for 586 after mitigation. The first hit will heal the target for 3426.5 (350 + 879 x 3.5) with the second and third hits healing for 2401 (350 + 586 x 3.5).

Transfer Essence critically hits your target for 0 damage, with 912 damage being absorbed. It heals all group mates within 30 feet for 350 (350 + 0).

 

3.3   General changes

All chalices and books should be retooled from a passive regeneration rate, to a multiplier of resource regeneration ie; an uncommon book/chalice will regen 25% more resources from abilities, a rare book/chalice will regen 50% more resources from abilities, a very rare book/chalice will regen 75% more resources from abilities, and a mythic book/chalice will regen 100% more resources from abilities.

To accompany the changes to casted and lifetap healing, various changes should be made to both careers mastery trees.

Disciple of Khaine mastery changes:

  • Rend Soul and the Persistent Rending tactic should be moved to the sacrifice tree with Persistent Rending in the 11 point mastery slot. Persistent rending should be retooled to the following:

“Consume Essence, and Transfer Essence, and Rend Soul are 25% less likely to be blocked or parried”.

  • Gift of Khaine being moved from sacrifice to the 11 point mastery in dark rites. See section 2.1 for details.
  • Empowered Transfer will be moved to the 7 point mastery in the sacrifice tree.

 

Warrior Priest mastery changes:

  • Divine Assault, and the Divine Warding tactic should be moved to the Grace tree, with Divine Warding in the 11 point mastery slot. Divine Warding should be retooled to the following:

“Divine Strike and Sigmars Radiance, and Divine Assault are 25% less likely to be blocked or parried”.

  • Leading the Prayer should be moved to the 11 point mastery in the salvation tree, See section 2.1 for details.
  • Grace of Sigmar will be moved to the 7 point mastery in the grace tree.

Don’t know what you’ve got til it’s gone…

Posted in Warhammer Online - General on August 16, 2010 by bruglir

For a long time people were “unhappy” with the service recieved from GOA regarding warhammer. they claimed GOA were responsible for poor server maintainance, bad customer service, and general lack of feedback from them.

So, Mythic have taken over the running of all EU servers, it’s been that way for probably 2 months or there about, and it’s been mostly ok. with the transitional hiccups gone it seems the servers are mostly smooth, although we still have horrid lag now and again. where the big differences are, though, are the places that really matter. and unfortunately that’s customer service…

Under Bioware-Mythic, we currently have:

  1. Average CSR response times of 8 days or more.
  2. No form of wildcard system
  3. Unwillingness to help (read more below)

Now, CSR response times with GOA weren’t the best. on average i could say (personally) that i got a response within 24 hours. sometimes i considdered it too slow, but usually it was ok. and compared to what we have now… well, it was an absolute blessing.

The wildcard system is sorely missed. Players used to have 3 wildcards per calendar year, what they could do with these cards was rectify a player made mistake, for example:

  • deleting a character could be undone using a wildcard.
  • rolling need on an item when you should have rolled pass could be undone, and the loot be moved to the player who really needed it. this would cost a wildcard.
  • deleting items or converting them down by misclicking could be undone, but each item would cost a wildcard to undo.

And then… there’s the unwillingness to help, this kind of goes hand in hand with the wildcard system. we know, as european players, who were used to having that service, that it is possible for a CSR to do just about anything in the game, whether it’s restoring a character, restoring an item, moving an item from one group member to another as long as they were in the same instance (yes, we know you can check that too). even so far as teleporting a group member to an instance if something has gone wrong, for example, trying to enter tovl, being ported to your race’s starting zone instead, and having lotd flipping to the enemy realm.

All of these things are within the power of CSR’s. but the response we get when asking for these things now we’re under Mythics care, is “sorry we can’t do that”. well… i’m sorry, but we know you can, you just don’t want to. and here’s the big issue. with the transfer to mythics service, we’re actually having to pay MORE than we did with GOA, but you’re offering us a lower customer service. it’s Mythics responsability to at least match what we are accustomed to. and so they should.

on a more positive note, my bloodlord chest dropped from bastion stairs, which means i can complete my appearance tab in the next patch! it consists of:

  • sovereign belt
  • sovereign cloak
  • warlord shoulders
  • tyrant helmet
  • tyrant gloves
  • tyrant boots
  • bloodlord chest

dyed a combination of dark red and chaos black.

Update for the theorycrafted changes.

Posted in Uncategorized on August 12, 2010 by bruglir

So, after a few days of feedback and discussion, i’ve updated the design brief.

As before, here is the link for discussion.

Disciple of Khaine/Warrior Priest design document V2.

Note – All changes here are first and foremost community and core tester suggestions, they are not endorsed or suggested by mythic unless stated so by an official mythic employee. As such, they are open to discussion and conjecture, but are in no way to be thought of as even in the developers minds until they say otherwise.

Furthermore, these changes are purely based on casted and lifetap healing, and are not related to, or in any way about any disparity between the two classes outside of the proposals set here.

Issues with current career performances:

  • Too potent casted heals.
  • Not potent enough lifetap heals (note, damage is fine, healing portion is not).
  • Too little risk while playing backline, not enough reward as frontline.
  • Promotes “one button” playstyle.

 

Section 1 – Causes of core issues.

  1. Passive resource regeneration allows for “easy” use of casted heals. Abusing the original design intent, making them too effective in the backline.
  2. Due to lifetaps healing on a 1:1 damage/heal ratio, high mitigation of damage yields too low heals.
  3. High armour value and fast cast times, aoe detaunt, and passive regen make for little risk compared to reward as a pure healer.

 

Section 2 – Perceptions, and misconceptions.

Quoting the original career descriptions:

“As a Warrior Priest, your place is in battle. Your Righteous Fury grows as you strike down the enemy in Sigmar’s name, and your divine powers grow with Righteous Fury. Thus, to reach the peak of your power you must join in the fight. Your prayers bear the power of your god to take life, or give it back, but they are designed to compliment your melee capabilities. Your blessings bring powerful boons to those around you, but you must be close to the fight for your words to reach them. To do your job you must place yourself at risk, but it is in this risky position which you are most powerful.”

“The Disciple of Khaine must be in close range of his opponent as he requires the blood of the enemy to enact his dark rites. As such, a Disciple is trained both with the blade and the dark arts, capable of weaving the two into a staggering blend of offensive and defensive power. In small fights, the Disciple is a master of shifting the balance of a fight; what they reap from their enemies they give to their allies. What was once an opponent’s strength will soon become their own.”

It’s clear from these descriptions that both careers were intended to be played in close quarters, however the reality is far from the intent.  The current perception is that both careers can heal better than the other healing careers in almost all situations, and that not only do they do it better, but they have greater survivability, and ease of use by comparison.

In order to change this perception, only a few changes need to be made. However, these few changes are drastic. And with that in mind would require a lot of testing and feedback. It should be noted that the mechanic itself of expending resources by casting heals, and gaining resources by using melee attacks would not be changed, only the rate of resource generation itself.

Further to this, changes to the mastery trees themselves would need to be made in order to compliment the changes, as well as changes to the way the abilities themselves work.

 

Section 3 – Resolving issues.

3.1 – Casted heals

Casted heals are an important part of the game, and this should not change. However, the method of delivery for casted heals as a disciple/warrior priest does need to change. So with that in mind here are the changes proposed for casted heals.

  1. All casted heals will have their base values reduced by 25% OR
  2. their cast times increased by 1 second across all heals.

In order for casted heals to remain viable, their delivery method is changed to accompany their downscale in potency.

  • Add a tactic at the 11 point mastery in Dark Rites and Salvation trees, which gives the following:

“On being hit, casted heals gain a 25% critical heal bonus (crit amount, not rate).”

Add a tactic at the 11 point mastery in Dark Rites and Salvation trees, which gives the following:

“On being hit, cast times are reduced by 1 second”

 

3.2   – Lifetap heals

Currently, both careers deal proportionate damage to other classes, our damage is sustained over time rather than burst, which fits well with our role. However the healing portion of our lifetaps is just not good enough. An effective change to accompany the new casted heals would be:

  • The healing portion of all lifetaps is increased by 10% per groupmate.
  • This bonus is addative to tactics and base values. So for example, Rend Soul could heal for up to 410% of damage dealt, and Consume Essence could heal for 160% of damage dealt, and 210% while using the Empowered Transfer tactic.
  • A tactic change in the Sacrifice and Grace mastery trees to allow all lifetaps to have a 25% reduced chance to be blocked or parried.

 

 

3.3   General changes

All chalices and books should be retooled from a passive regeneration rate, to a multiplier of resource regeneration ie; an uncommon book/chalice will regen 25% more resources from abilities, a rare book/chalice will regen 50% more resources from abilities, a very rare book/chalice will regen 75% more resources from abilities, and a mythic book/chalice will regen 100% more resources from abilities.

To accompany the changes to casted and lifetap healing, various changes should be made to both careers mastery trees.

Disciple of Khaine mastery changes:

  • Rend Soul and the Persistent Rending tactic should be moved to the sacrifice tree with Persistent Rending in the 11 point mastery slot. Persistent rending should be retooled to the following:

“Consume Essence, and Transfer Essence, and Rend Soul are 25% less likely to be blocked or parried”.

  • Gift of Khaine being moved from sacrifice to the 11 point mastery in dark rites. See section 2.1 for details.
  • Empowered Transfer will be moved to the 7 point mastery in the sacrifice tree.

 

Warrior Priest mastery changes:

  • Divine Assault, and the Divine Warding tactic should be moved to the Grace tree, with Divine Warding in the 11 point mastery slot. Divine Warding should be retooled to the following:

“Divine Strike and Sigmars Radiance, and Divine Assault are 25% less likely to be blocked or parried”.

  • Leading the Prayer should be moved to the 11 point mastery in the salvation tree, See section 2.1 for details.
  • Grace of Sigmar will be moved to the 7 point mastery in the grace tree.

 

WP/DoK theorycrafting changes.

Posted in Warhammer Online - General on August 10, 2010 by bruglir

So anyway, a lot of discussion lately about the state of disciples and warrior priests, centered around the fact they are too good at backline healing and not good enough at lifetap healing. so i’ve written up a bunch of changes, and i’d love to hear your feedback! if we can make a strong enough design brief then hopefully we can get the developers to listen to it!

here it is, and here’s the thread for your feedback!

Disciple of Khaine/Warrior Priest design document.

Note – All changes here are first and foremost community and core tester suggestions, they are not endorsed or suggested by mythic unless stated so by an official mythic employee. As such, they are open to discussion and conjecture, but are in no way to be thought of as even in the developers minds until they say otherwise.

Furthermore, these changes are purely based on casted and lifetap healing, and are not related to, or in any way about any disparity between the two classes outside of the proposals set here.

Issues with current career performances:

  • Too potent casted heals.
  • Not potent enough lifetap heals (note, damage is fine, healing portion is not).
  • Too little risk while playing backline, not enough reward as frontline.
  • Promotes “one button” playstyle.

 

Section 1 – Causes of core issues.

  1. Passive resource regeneration allows for “easy” use of casted heals. Abusing the original design intent, making them too effective in the backline.
  2. Due to lifetaps healing on a 1:1 damage/heal ratio, high mitigation of damage yields too low heals.
  3. High armour value and fast cast times, aoe detaunt, and passive regen make for little risk compared to reward as a pure healer.

 

Section 2 – Perceptions, and misconceptions.

Quoting the original career descriptions:

As a Warrior Priest, your place is in battle. Your Righteous Fury grows as you strike down the enemy in Sigmar’s name, and your divine powers grow with Righteous Fury. Thus, to reach the peak of your power you must join in the fight. Your prayers bear the power of your god to take life, or give it back, but they are designed to compliment your melee capabilities. Your blessings bring powerful boons to those around you, but you must be close to the fight for your words to reach them. To do your job you must place yourself at risk, but it is in this risky position which you are most powerful.”

The Disciple of Khaine must be in close range of his opponent as he requires the blood of the enemy to enact his dark rites. As such, a Disciple is trained both with the blade and the dark arts, capable of weaving the two into a staggering blend of offensive and defensive power. In small fights, the Disciple is a master of shifting the balance of a fight; what they reap from their enemies they give to their allies. What was once an opponent’s strength will soon become their own.”

It’s clear from these descriptions that both careers were intended to be played in close quarters, however the reality is far from the intent.  The current perception is that both careers can heal better than the other healing careers in almost all situations, and that not only do they do it better, but they have greater survivability, and ease of use by comparison.

In order to change this perception, only a few changes need to be made. However, these few changes are drastic. And with that in mind would require a lot of testing and feedback. It should be noted that the mechanic itself of expending resources by casting heals, and gaining resources by using melee attacks would not be changed, only the rate of resource generation itself.

Further to this, changes to the mastery trees themselves would need to be made in order to compliment the changes, as well as changes to the way the abilities themselves work.

 

Section 3 – Resolving issues.

3.1 – Casted heals

Casted heals are an important part of the game, and this should not change. However, the method of delivery for casted heals as a disciple/warrior priest does need to change. So with that in mind here are the changes proposed for casted heals.

  1. All casted heals will have their base values reduced by 25% OR
  2. their cast times increased by 1 second across all heals.

In order for casted heals to remain viable, their delivery method is changed to accompany their downscale in potency.

  1. All casted heals base healing is increased by 10% per enemy within 30 feet. To a maximum of 50% OR
  2. All cast times are reduced by 10% per enemy within 30 feet. To a maximum of 50%.

 

3.2   – Lifetap heals

Currently, both careers deal proportionate damage to other classes, our damage is sustained over time rather than burst, which fits well with our role. However the healing portion of our lifetaps is just not good enough. An effective change to accompany the new casted heals would be:

  • The healing portion of all lifetaps is increased by 10% per ally within 30 feet. To a maximum of 50%
  • This bonus is addative to tactics and base values. So for example, Rend Soul could heal for up to 400% of damage dealt, and Consume Essence could heal for 150% of damage dealt, and 200% while using the Empowered Transfer tactic.
  • A tactic change in the mastery tree to allow all lifetaps to deal spiritual damage could help against high mitigation values, while leaving the pure dps tree (torture/wrath) as physical damage.

 

 

3.3   General changes

All chalices and books should be retooled from a passive regeneration rate, to a multiplier of resource regeneration ie; an uncommon book/chalice will regen 25% more resources from abilities, a rare book/chalice will regen 50% more resources from abilities, a very rare book/chalice will regen 75% more resources from abilities, and a mythic book/chalice will regen 100% more resources from abilities.

To accompany the changes to casted and lifetap healing, various changes should be made to both careers mastery trees.

Disciple of Khaine mastery changes:

  • Rend Soul and the Persistent Rending tactic should be moved to the sacrifice tree with Persistent Rending in the 11 point mastery slot. Persistent rending should be retooled to the following:

“Consume Essence, and Transfer Essence will now deal spiritual damage”.

  • Gift of Khaine being moved from sacrifice to the 11 point mastery in dark rites, and retooled to the following:

Your chance to be set back while casting any heal is reduced by 50%”.

  • Empowered Transfer will be moved to the 7 point mastery in the sacrifice tree.

 

Warrior Priest mastery changes:

  • Divine Assault, and the Divine Warding tactic should be moved to the Grace tree, with Divine Warding in the 11 point mastery slot. Divine Warding should be retooled to the following:

Divine Strike and Sigmars Radiance will now deal spiritual damage”.

  • Leading the Prayer should be moved to the 11 point mastery in the salvation tree, and retooled to the following:

Your chance to be set back while casting any heal is reduced by 50%”

  • Grace of Sigmar will be moved to the 7 point mastery in the grace tree.

So, what do you do in your spare time?

Posted in Other stuff. on August 9, 2010 by bruglir

I’m sure most people have jobs, and play WAR as a hobby, but then there’s a select handful of people who are un/lucky enough to play WAR almost full time, and considder such menial tasks as “work” as their “spare time” activity.

I’m one of those lucky few! well actually, it’s swings and roundabouts, as i’m an aspiring character artist, i’ve done freelance work in the past, but it’s not what you’d call a steady/guaranteed income. over the last few weeks i’ve been involved in a Polycount Community project, in an effort to build a strong portfolio. Polycount is a community built up of game developers specialising in art, and as such it’s a pretty good place to visit if you’re trying to get into the industry, my handle there is “Almighty_gir”. it’s an old handle, and well known there.

So, over the last week or so this is what i’ve been working from, and the concept it came from.

Concept:

My finished bust based on the concept.