Design Goals for 1.52

Sanya does visit the boards, see? LOL Seems someone made a comment that inspired this post. WTG Sanya! So, I was perusing the Vault, and a comment really jumped out at me: "This is one of those times where it would be really helpful to have a general sense of what the design goal is from the outset of this patch." Here's a list, composed of things our producer already posted on this site as well as a few additions. In a patch of this size, the player above is correct, y'all might want to know what we're working on, before you read parts A and B and think we're ignoring issues 1,2 and 3. Our fearless producer already shared with you some things: - Bolt Problems - Population Imbalance on Servers leading to one realm owning all keeps - Melee issues in general in RvR - Support classes not getting their fair share of Realm Points - Light Tank issues (Blademaster/Mercenary especially) - Stun/Mez breaking (resisted more, more ways to break out of it) In addition, we're taking a look at the following: - Travel time involved in getting back to the action on the frontiers - Assessing bounty point rewards - Removing the to-hit multiplier as we have already done on Mordred/Andred (in other words, lower levels can hit higher levels, with the damage modifiers being strictly that of armor and weapon/spell level, and not the player's level) - Combat Styles as they relate to RVR And there is even still more planned, but this list only includes the things we've discussed and worked on so far. Watch the patch notes! If you don't see something from the above list in part B or beyond, keep watching. The simple things will be finished first, and the more complex work will be done later in the evolution of the patch. The respec *is* still on the table. But, as I think is clear from the number of things we're revamping, we are of the opinion that it would be best to implement it after we've finished the larger changes.

Comments

Free account required to post

You must log in or create an account to post messages.