It was early this morning that I saw the patch notes for 1.2 come up, so I had a really quick scan, quickly copying them into an email and sent them to work, for a proper read over the first coffee of the day. No need to rush through them, then.
You know what, it’s actually quite nice to be put into a positive frame of mind, especially after a couple of days of moaning and/or whining about Warhammer. In fact I was getting a little bit over excited.
I wouldn’t bother going through this massive tome of changes in detail, but grab the bits that make me happy inside. So here goes.
All Disorient effects cast by players will no longer stack. Only the most powerful Disorient will affect the target.
Hopefully I will no longer experience long periods of watching the world go by and my health bar vanishing up it’s own arse.
We have adjusted the way that the Disorient debuff will effect characters. Instead of increasing all ability cast times by a flat value, it will now increase cast times by a % of the total cast time of the spell. As a result, melee abilities and instant cast spells will no longer be affected by Disorient since their cast time is effectively 0 seconds.
Good change, again it’s going to stop me spending so much time as a passenger in a combat situtation. Also the shielding spells are roughly 50% more effective. Yes, those shield spells may finally be worth casting.
Players can right-click on crafting items in the backpack to auto-move them to the appropriate slot when their crafting window is open.
Now this is a step forward for people who don’t have Ezcraft installed, but “Please Sir Can I Have So More” covers my opinion on this one. Since crafting is one my least favourite activities in Warhammer, then I kind of blah blah blah about them. However since salvaging is one I have a passing interest in, so the following are welcome.
* Players can now skill up even if they fail to Salvage a fragment.
* Fragment figurines have been introduced. Salvaging these items will allow a player to skill-up without risking valuable magical equipment in the process. These can be found from PQ rewards.
* Gold Dust has been added to Salvage tables.
* The improved user interface will now notify the player of a successful Salvage.
* Players will now receive a Fragment, a Magic Essence, and a Gold Dust on a successful Salvage.
* Removed Whisper and Echo refining.
* All success rates have been improved noticeably
Whisper and echo refining being dropped is a very useful change, it was just annoying to have this superfluous step. It was complexity, for complexities sake. Finally talismans are stackable, how it gods name name this didn’t make it into the game at the beginning, is beyond me.
Now this is a blinding idea, well done Mythic.
Guild Crafting Merchants
We have made adjustments to the guild merchants who sell crafting supplies. These changes represent adjustments needed after we refined many recipes and skill-up progressions. In addition, we have added the first of many “Guild Exclusive” crafting materials that can make unique crafted items that are not available any other way.
* Crafting materials from skill 0 – 74 will appear on guild merchant at Guild Rank 7.
* Crafting materials from skill 75 – 149 will appear on the guild merchant at Guild Rank 21.
* Crafting materials for skill 150+ will appear on the guild merchant at Guild Rank 28.
* A new, exclusive Skill 75 Apothecary main ingredients are available at Guild Rank 7.
* A new, exclusive Skill 150 Apothecary main ingredients are available at Guild Rank 21.
* A new exclusive Skill 200 Apothecary main ingredients are available at Guild Rank 28.
It’s getting more and more attractive to be in guilds, even if only for the bonus’s. If you look at the bullet points below on player mounts, then guild level 37 becomes so much more appealing. Mythic have definitely made the level of my guild, something that’s more at the forefront of my brain now, rather than something I merely took a cursory interest in.
* Many mounts have been renamed. Existing mounts will have their names updated.
* We have added two additional mount variants for each race. These have been added to the Stable masters in the capital cities.
* We have added three additional mount variants exclusive to guilds only. These can be purchased by visiting the Guild Quartermaster once your guild reaches Guild Rank 25.
* We have added three new improved mounts (Faster & Lower dismount chance) exclusive to guilds only. These can be purchased by visiting the Guild Quartermaster once your guild reaches Guild Rank 37.
All I can say is Woop Woop. Faster mounts …. oh yes.
There are some significant relooting of dungeons, but since I am pretty clueless about higher level set armours, I will leave well alone. It does seem though, that you are getting to the point where gold bags are handed out with each Starbucks Venti Latte, especially after a successful fortress take.
Also the alternate zone flipping mode of Domination has been defined for the 1.2 patch.
To help place more emphasis on Keep claiming and defense, as well as to combat the “defense by not defending” strategy, we are introducing the Zone Control Domination mechanic. With this system, players who take and hold all Battlefield Objectives and claim Keeps in a contested zone (in Tier 4) or a shared RvR lake (in Tiers 2 and 3) have the opportunity to capture that zone, forgoing the standard mechanics of Zone Control. Each Battlefield Objective and Keep will be worth 1 Domination Point. To capture a zone via the Domination rules, your Realm must have all 6 Domination Points. In Tiers 2 and 3, capturing all six points in a shared RvR lake will give the capturing Realm control of the entire Tier. These are represented as small pip marks on the Zone Control Bar. Battlefield Objectives and Keeps have different requirements for earning their Domination Point, as follows:
* To earn a Domination Point from a Battlefield Objective, it must be owned by your realm for 30 minutes.
* To earn a Domination Point from a Keep, it must be claimed by a Guild and then held for 2 hours. If you lose control of a Battlefield Objective or Keep at any time, you lose the Domination Point.
* Multiple Domination Points cannot be gained from a single source (for example, it isn’t possible to get 6 Domination Points by capturing Martyr’s Square 6 times).
* If a zone that was taken over by Zone Domination is put into a contested state, all timers and Domination Points are reset.
There are going to be some interesting strategies generated from this. Grab the keep, wait for a little bit for the foe to man the BOs and then surge the BOs. I wouldn’t grab the keep last, since during the time taken to capture it, you would be forcing your realm to maintain focus on too many things. The 30 minutes hold time for BO has got to be the more attractive option for the 2nd phase, especially if you know the keep doors are going to provide a reasonable delaying period, thus allowing people to get back to the keep. This mode has really got some potential. The more I think about it, the happier I get.
Surely this is going to be more interesting than the dreaded Choo Choo.
Now I completely missed what Rally Cry actually was when I read the notes. I needed Arbitary to realise it’s significance.The main question is? What is the enabler for the rally cry to become active. Now this has real potential to kick off some really good scraps, so when it activates, just click it, you could endup having fun! Just make sure you hit the ground running when you port in, remembering to take warp sickness tablets to combat the disorientation effects.
This is really a mega patch, which should hopefully drag people back to Warhammer. If 1.3 and 1.4 are of similar stature, then I am going to be a very happy player. So lets get 1.2 on asap.