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Happy Friday all!
As we head into the weekend we wanted to give you an update on what you have to expect to see in the near future.
The team here has put together posts for each of the 4 Archetypes about upcoming changes to their respective souls, in addition to an update on PvP, Crafting and Expert Dungeons.
Auto-attack
Just a quick note here, we’ve identified a bug where ability execution can block auto-attack. This issue most noticeably affects Rogues especially those who make heavy use of procced effects. A fix for this will be included in the next major updated.
Hybrids vs Pures
One of the biggest issues we see regarding balance is min/maxed Hybrids vs 51 point Pures. Every Calling right now has multiple hybrid specs that can be extremely competitive in whichever role they’re trying to fill. Unfortunately in a lot of cases spending a high number of points in a single Soul is not the most effective approach. One of the goals we’re focusing on right now is increasing the effectiveness of the Pure builds to help reduce the gap between Hybrids and Pures.
We picked through the feedback and looked over the souls and we decided to make some changes to a couple souls that are not quite fitting in like we want them to. The Void Knight and the Warlord.
The Void Knight has always been intended as the premier choice in tanking magical mobs but we don’t feel like it does that as well as we would like it to, so we are looking at several changes to help it fill that role. Just a couple examples, though not by any means everything we are looking at.
1) Giving them a new self buff that reduces the damage they take from non-physical melee attacks.
2) A revision of the Pacts system in which we are ending the practice of using a full Pact dump for each ability. The goal is to make them easier to use, easier to understand, and more balanced.
3) Fixing Fusion of Flesh to be more useful. This change will be independent to the bug currently affecting Rank 5.
We always wanted the Warlord to be a solid tank that could be useful in more situations. He currently fits a dual role of being a tank while bringing useful buffs to the table. Right now we are happy with their ability to buff their party, but we feel their ability to tank is below where we want it to be. Here a couple things we are working on to help change him into the tank we want him to be.
1) Giving him a new high level ability that acts as Sergeant’s Order but as an AOE, allowing him to pull in multiple enemies.
2) Taking a look at his tanking ability and seeing where we can make tweaks to help his mitigation out.
We also have a whole bunch of bugs we are fixing across all the souls and we look forward to being able to give you more detailed patch notes on these changes and bug fixes in the near future.
Assassin
As we all know, the Assassin is the cold-blooded killer who selectively picks his target and vanquishes his victim with ruthless efficiency. Unfortunately, they lack the punch we want them to have. As such we are looking to improve both their initial burst and their overall DPS over time. In addition we have been working on many of the Stealth bugs people have been reporting and we hope to get them fixed for the next patch.
Bladedancer
While the Bladedancer is an excellent soul for soloing and brings some fantastic utility to the table, they are still not hitting the DPS goal we expect them to. As such, we are looking to tweak a number of their core abilities upwards to make sure the Bladedancer’s DPS is more in line with what we’d expect from a whirling dervish of destruction.
Marksman
Finally for the Marksman, there are two areas of concern we are looking to address. Firstly, the Marksman’s overall DPS is not at a level we are happy with. Secondly, the Marksman is too reliant on the use of cooldowns to get the most out of its soul. With these in mind, we are reviewing their situational long cooldown abilities and DPS abilities with the intent of improving their overall performance and reducing the number of buttons players need to worry about.
Once again, thank you for all your feedback. The preview above is an outline of our intention for the upcoming patch and does not include a complete list of changes and fixes. More details will be added as we move closer to patch day.
We’ve gotten quite a bit of feedback on the ranged DPS souls. For this next patch we’ll be focusing on the Inquisitor, working to make their DPS more reliable and comparable to other DPS souls.
Inquisitor
The Healing souls have gotten a fair amount of feedback as well. Right now we'd like to focus on the Sentinel with a little Purifier love on the side, examining how we can make certain abilities more useful and interesting. Below are a few examples of these changes.
Sentinel
Purifier
Remember, just because I didn't mention an issue here that you're concerned with doesn't mean we don't share that concern. This is not an exhaustive list of changes that will be happening to Clerics this patch. We’ll be releasing more information when the ALPHA patch notes go live.
First off, there will be a good number of fixes and updates. Among these are ones such as fixing the Pyromancer’s Combust so the effects now stack correctly, fixing the Elementalist's Charged which wasn't affecting the top ranks of Lighting Strike and several issues with weaker buffs overwriting stronger ones have also been resolved. We are also taking a look at pets and hope to resolve a number of the most reported pet bugs, such as pets no longer attacking after being stunned.
As many of you have been posting the Pyromancer ability, Ground of Strength, is an amazingly powerful ability. In many cases it is more powerful than it was intended to be, and as a result, is effectively the required choice as the mage PVP soul. It does need to be desirable, but also does need to have its power brought in line with its intended balance.
Another issue, that in many cases is connected with the Pyromancer, is the Dominator's Controlled Opportunity. As many people have experienced, if you get Transmogrified by someone the next hit you take is really going to hurt. The main issue we found with this ability was critical hits on the target were receiving double bonuses, one from critically hitting and another from Controlled Opportunity, which generated much more damage than intended.
We looked into several possible changes that would help mitigate this while leaving Controlled Opportunity both useful and desirable. The change we have arrived at is having the damage bonus remain, and while an enemy is affected by the debuff the next ability used on them is guaranteed to hit and cannot be resisted but cannot critically hit. If when you attack an enemy with this debuff you are affected by an ability such as Nenvin’s Lament, which gives you a 100% chance to critically hit, your attack will hit the enemy and the Nenvin’s Lament buff will not be consumed until you attack again, preserving the special crit from Nenvin's for the later attack.
Once we get closer to the patch day, a full list of the fixes and changes included with the patch will be available. We look forward to your feedback on all of the changes when the next update comes to the Test Server.
Improving Reward Quality
There’s been a lot of concern about the quality of the Rank Sets, and the effectiveness that Valor has in PvP compared to the rewards from Tier 1 and 2 dungeons. With 1.2, you’ll find that Valor has received a significant boost, granting reduction in damage taken from Players. In addition we’ve also updated many of the PvP rewards. Here’s a few highlights:
• Retuning PvP items to have more offensive punch.
• Updated & added a number of items to Rank 1 & 2 that will be on par with T1 dungeons.
• Updated & added a number of items in Rank 3 & 4 so that this set is on par with T2 dungeons.
• Reduced the current Rank requirement for Rank 5 weapons to Rank 4, and introduced all new Rank 6 weapons that are on par with Epics from Raid dungeons.
• All Rank Set pieces can now be tinted.
Crowd Control
Crowd control continues to be an item we’re watching carefully. There is a fine line to walk between too much CC and CC being considered useless. With that in mind we’ll be making a few changes in the next patch:
• Increasing the window of time that Diminishing returns is effective, which should reduce the chances of being chain CC’d through an extended encounter.
• Adding a small immunity buff to Break Free in the PvP souls that way players are not immediately CC’d after using their abilities.
Warfront Notoriety
Another area of improvement slated for the next patch is improving the flow of Notoriety advancement so it’s more fun.
• Increased the notoriety rewards from warfronts and warfront related daily quests
• Updated the Notoriety rewards for Port Scion, with the goal of moving some of the better rewards to an earlier notoriety level so they are more in line with the new rank set progression
The above is the bulk of the changes we plan to release with our next patch. However there is no rest for the weary and we’re hard at work on adding some new PVP gameplay into RIFT. We’ll talk about this in more detail once we have things hammered out. That being said people should expect to hear more about things like PvP open world zone events, weekend events with alternate game mode warfronts, and PvP leaderboards & statistics soon!
• Weekly Crafting Quests – We’re looking at different ways of awarding plaques for crafters. We’re currently working on new, endgame crafting quest content that will give you ways to earn plaques more reliably. In addition these quests are going to be tied into special Rifts that have been tailored for crafters with crafting specific rewards!
• Runecrafting Materials – We’ve mentioned previously that we wanted to take a look at Runecrafting recipes and their ingredient costs. Some ingredients have been used more frequently than others, so we have gone in and updated many of the recipes to better balance out the need for kinetics, perpetual and sentience ingredients.
• Daily Quest Objectives – We’ve reviewed through all the crafting dailies and have fixed a number of issues related to them. Previously there were some daily quests that required very rare and hard to get materials in their recipes, and we’ve gone ahead and updated those to be more reasonable. We’ve also fixed a variety of other issues related to daily quests in the process including: dailies where the recipe is above the quest’s skill requirement, dailies not awarding exp, and we’ve improved the variety in crafted items (particularly for Armorsmiths). You can find details about these changes in the patch notes once they’re released!
• Crafting UI – We’re working on new features to improve the usability of our Crafting UI, specifically sorting and filters for the Recipe Window.
• Rare Material Quest Items – We’ve slightly increased the chances of getting crafting quest starter items from harvesting and mobs! We have added more locations in which the quest starter can drop. For example you can now get a Discarded Pickaxe Head from both Iron and Chromite, instead of just Chromite. In addition, we’ve slightly increased the drop rates for these items.
•Bug Fixes – We’re working diligently to fix bugs as they keep rolling in. The patch notes will call out all the issues that have been addressed recently. Fixes you can expect to see soon include fixes for recipes sorting incorrectly in the recipe list, necklaces salvaging for incorrect materials now drop silver, gold, and platinum respectively, and fixes to items sorting incorrectly on the Auction House.
As I've mentioned in an earlier post, we're generally happy with the overall difficulty but will be making a few adjustments for 1.2.
- Reduced Health on non-boss encounters
- Caelia the Stormtouched will be modified to be more understandable
- Gronik's power gain will be nerfed
- Rictus ground target ability will be nerfed a bit
- Gatekeeper Kaleida will have the range of some of the crystal abilities reduced and will ignore line of sight
- Scarn's smouldering bones will stay on fire longer
- Ice Talon and the Falconer will have their health pools slightly reduced
- King's Breach Manticores will not instantly use their special abilities
- Shadehorror Phantasm will no longer spawn minions on pets
We will also be making some particular changes to make some encounters more melee balanced
- Ragnoth's whips have reduced range, duration, and effectiveness
- Fae Lord Twyl will no longer have any 'safe' locations
- Sparkwing's PBAE will have a reduced range. His chained bolt will now work properly on ranged targets.
- Konstantin's cleave will no longer be 360 degrees. Players that are in melee range will get a damage bonus.
- Glubmuk's poison bolt will no longer hit melee.
- Chillblains' elementals will no longer prefer to spawn on the closest targets
- Queen Valnara's ground effect she drops on her location will hurt less.
- Ouldare's special abilities will share a cooldown.
- Luggodhan's goo will no longer target the tank
Comments
well quite nice changes though they also need to look into paragon but i am happy to see they are looking into the forgotten soul called voidknight which according to the website is an anti caster class but in reality is not since all the nerfs.
i actually picked up rift when i heard finally someone made a class that is anti caster and thought it would be nice to play one when tanking hard caster bosses or pvping.
this did take a long time for them to do espically with the pyro.normally many mmo would have hot fixed the pyro but i think the problem they had was it came with a patch for a big event.so maybe the lesson for future patches and devs is never patch a major event with major class balancing.
hopefully they will get this much needed patch in soon.
Oh wow that first part is going to pretty much make sure I never renew my account :
Hi, we know that a lot of players have been having fun creating their own builds and experimenting with the game mechanics to make characters that suit them perfectly. But we feel that its not fair for the players that can't think for themselves and we want those player to be just as effective if not more by blindly spending their points in 1 tree completely removing one of our most unique feature. So instead of removing skills for 36+ pts to make the system more deep we're going to make sure those 51 pts skills are to good to pass on.
Yeah its not like those who want to use the 51 pt abilities and such should stand a chaince against min/maxing asshats who spend 16 hours a day poring over every single ability to see how best to maximize something.
yeah let's not give the players any real choice and force them into "the pvp spec" because variety is bad, mmkay?
Love how you just contradict yourself in that post. If they removed the 36+ pts skills everyone would have to come up with their own builds and it would add a lot more variety to the game. Instead they're just going to water down the game some more for those that want games to play themselves for them.
It doesn't take 16 hours a day to come up with your own unique build. And since you can respec with little to no impairement there's nothing holding you back from experiementing. Making 51 pters better than they already are will create a game with only 1 viable build.
/facepalm
So just because they're trying to make pure builds just as effective as hybrid builds, the game suddenly lack variety now? If anything they're trying to add more variety. It's not like they're trying to make pure builds the OMGWTFBBQ builds and nerf hybrid builds down the shitter.
Trion has already shown that they want heavy incentive to spec fully into a soul when they added the talents that read "Gives % bonus to damage/healing per point invested in the soul past X." That was the first stage, now they are going to continue attempting to funnel more players into 51 point builds.
My theory is that they are attempting to pigeonhole the min-maxers into 51 pointers to simplify balancing the game.
.. But in a good way.
My main is a level 50 warrior, so can only really comment on that, as my other characters are lowbies. What concerns me most about this post is they seem to be completely oblivious that they broke the class (amongst others) in 1.1. We do not need another tanking soul (i.e. what they intend for Warlord). Instead Reaver needs a revisit, as they went to far. We also need reinstated flexibility, so that Paragon isn't a must have dps soul, simply because of Strike Like Iron. Also that for end game, since 1.1, there's only really one viable dps build.
Improving Warlord's tanking capacities, while being able to debuff is either going to result in it being ignored or becoming a much have for end game raiding. A dps warrior isn't going to pick a tanking soul, so its likely only tanks will use it. Tanks do not make up a high % of a raid, and will be more focused on mitigation than utility. Trying to combine support utility with tanking, is just a waste, unless its at least equal in mitigation than other tanking souls. Under that scenario it becomes an overpowered soul, and a must have.
Personally they need to be looking at the minimum dps needed for raid encounters, then aligning souls to meet it no matter the combination. Some combinations would increase the dps above the minimum to a controlled limit. Others (i.e. Warlord) would add utility to the raid while still allowing acceptable levels of dps.
Individual dps can be sacrified if balanced correctly across a raid, to add utility. Tanking mitigation can't.
Maybe now ill go Paladin/Warlord/Beast master instead of my Paladin/Reaver/BM im playing now lol
Currently Playing:
Rift + Starcraft II + Gears Of War 3 Beta
100% right on!!!
I've been saying this since launch. Every tweak they've made to souls has supported the conclusion that they want to kill hybrid builds and stuff every calling back into it's narrow, genre defined box. They will stamp out the freedom once allowed by the Soul System until there are only a handful of viable builds, which will then make balance easier; at the cost of killing the game's best feature.
The question is, was it all just a "bait and switch" from the start? Or, did they lose all conviction for their once awesome class system once faced with the realities of a live environment?
I'm leaning towards misrepresentation myself, because the value of hybrid builds had always been plainly evident and Trion made no efforts, pre-launch or post launch, to make tweaks designed to bring balance, while preserving freedom. They knew the Soul System would provide a valuable hook, which I believe is why they waited before they killed the system in favor for narrow, cookie cutter choices.
Soul System? Gimmick.
Rifts? Gimmick.
World Event? Gimmick.
Free Weekends? Level capped to only present the best of the game and hide the worst? Gimmick.
The game is great sucker bait, but in reality it's shallow and posseses maybe 25% of the content it should have shipped with in order to have a shot at long term success.
Want to know more about GW2 and why there is so much buzz? Start here: Guild Wars 2 Mass Info for the Uninitiated
Soul System? Fun
Rifts? Fun
World Events? Fun
If you're seriously trying to bash a game for trying to attract new players as well as keep current players interested then I certainly hope your job does not concern any company trying to actually make money.
"God, please help us sinful children of Ivalice.."
Ummm... actually, that's clearly been their intention since Headstart began. A lot of people don't see the big picture and missed all the clues. I've been saying it for weeks.
Stage one was to nerf out of existance, not tweak for balance, all the most effective hybrid builds. The next step will be to move even more of the powerful skills for each soul further up the tree, while making the skills near the top indispensible.
End result? You'll need 51 pts in a soul to be viable and the remaining 15 pts to spend elsewhere will offer very little in differentiation.
They will TRY to make as many souls as possible viable at 51 pts, but that will be an uphill battle. Also, to make balance even easier, you'll find that each calling will have souls that while being different in name, will actually show little difference in play.
It won't be long before the game plays like every other MMO that offers a dozen classes, with even less differentiation at the level cap than post-Cataclysm WoW.
Rifts are a gimmick and got old fast. The current world event will quickly burn out the novelty of invasions. Trion is in the process of killing the freedom of the Soul System. Not much left other than a generic fantasy MMORPG that launched with far too little content and it's resultant shallow leveling curve.
Perfect game, only if the intent was to make as much money as possible in the first couple months, before merging servers and hoping subscription levels pay for continuing costs, while providing a few crumbs of profit. An MMO designed more like a pay, play and toss title.
Want to know more about GW2 and why there is so much buzz? Start here: Guild Wars 2 Mass Info for the Uninitiated
Actually, I feel some obligation to take develpers to task when they make major contributions towards the continuing downward spiral of the genre.
You know what? I got some enjoyment out of WoW. Months at a time over the years. However, if you had told me six years ago that WoW would be the high water mark and everything for the genre would be down hill from there, I would have laughed in your face.
I'm coming to loathe Trion for the cynical "play the suckers for all it's worth, because we know the game has no legs" angle. Yeah, they exist primarily to make money, but there is a difference between offering a quality product for a fair price and actively selling an illusion.
I'm also getting tired of developers designing and selling MMORPGs so lacking in quantity and quality of content that it's clear that they are meant to be a quick flash in the pan, before sliding into obscurity.
I got my money's worth for the box price in the number of hours I played the game, but it would be nice to see some MMORPGs that are meant to provide more than a couple months of fun before hitting the cancel subscription button. A game to actually invest an extended period of time in, rather than being a throw away experience.
Edit: BTW, Developers should really stop selling throw away titles using the monthly fee model. If you aren't going to invest in an MMORPG with enough content and value to justify most players sticking around for a year @ $15/month, don't even attempt that pricing model. A lot of these games would be more acceptable, for what they do offer, if they were Buy to Play and then sold additional content to provide a continuing revenue stream, or incorporated a balanced Cash Shop model.
Want to know more about GW2 and why there is so much buzz? Start here: Guild Wars 2 Mass Info for the Uninitiated