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THE HERALD

  • General

    Friday Grab Bag – 12/14/2018

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    Welcome to the last Grab Bag of the year (awww), but fear not, the Bag of Grabs will return late January (yay!) 🙂

    Don’t forget about our special end of year giveaway streams! Saturday, December 15th at 5:30PM EST/10:30PM GMT and Wednesday, December 19th at 2:30PM EST/7:30PM GMT on our official Twitch channel! Mithril and race/gender/name respecs up for grabs! Read all the details on our officials forums here.

    As always, thanks everyone for your questions, keep ’em coming so we’ve a plethora for the new year! You can send in any game related questions you have for our DAoC Devs through our Grab Bag submission form. Please note this is for game mechanic questions, feedback/ideas/suggestions should be sent in through our feedback form.

    On to the questions!

    On supremacy pots, if dex says increased by 80 and dex/qui increased by 100, how does that work when cap is 155?

    The delves on the supremacy potions are set higher than the total buffing cap so that no buff bonus gear is required to reach the total cap when using the potions. If the delves were set to add up exactly to the total delve cap, they wouldn’t cap because of how buff spells reference buffing% and +skills.

    Additionally, there are separate caps for base stat buffs (str, con, and dex) and specialized buffs (str/con, dex/qui, and acuity):

    • Base stat buffs cap at +62
    • Specialized stat buffs cap at +93

    Neither of these individual caps nor the total buff cap of 155 can be exceeded on any stat buff, regardless of their delve value or use of buff bonus gear.

    Hi, my question is about the Dragonslayer Armor (from the old campaign). Now that it no longer is the end game gear…. would it be considered to remove the level requirement to equip? It already has a bonus level:34

    No, Dragonslayer equipment has high-value heal and ablative procs and TOA bonuses that we want to keep in the level 45+ range.

    After patch 1.25 respawn rates in the high level mines, such as Coruscating Mine, has decreased significantly. If the end game is RvR, why make us spend far more time farming for alchemy drops? Did you provide a way to get these drops in RvR?

    Yes, the spawn times in Coruscating Mine, Spindelhalla, and Stonehenge Barrows were normalized across the three dungeons in most cases. A few spawns, especially at the entrances of the dungeons, were essentially “insta-spawning” and were adjusted accordingly. The spawns are set by random chance but they should still re-spawn within a minute or two the vast majority of the time, which is hardly a slow spawn rate.

    Additionally, a way to purchase alchemy ingredients for bounty points was added in 1.125!

    Charge is one of the only active abilities without a visual effect. Is there a reason behind that ?

    Yes, unfortunately charge is an “old-form” ability that isn’t categorized or coded in the same way as normal spells. While this seems like something we could simply change, it’s of course not that simple. We have thoroughly investigated our options but unfortunately it is not currently worth the time investment for us to address.

    The items I’m trying to skin don’t skin correctly. I used one chest to transmog the skin to another chest, but it did not copy the shoulder pads the same as the original item.

    Certain armor looks are derived from thee armor’s base material (bronze, adamantium, arcanium, etc.) which controls things like the armor’s level, armor factor, and more.

    The chest-piece being copied from is likely using a low-level base material (like bronze) and so looks a certain way (like no shoulder pads), but the chest-piece that is equipped and being to is using a higher-level base material (like arcanium) and so the patterned-skin will account for your equipped armor’s higher level material and show the sturdier version of the skin.

    Hey I’ve sent in many game mechanic-related questions to the Grab Bag but you never answer any!! What gives?!

    We get a lot of questions asking us on whether this item works with this other item, what’s the best use of an ability in certain situations, or asking how abilities and item uses work.

    The Grab Bag’s purpose is to answer questions that provide insight into development plans, to clarify basic game mechanic questions (question #1 is a perfect example of these), and to generally provide updates on community issues.

    It is not meant to answer game mechanic questions that essentially tell players which items or abilities are best to use with others, because that’s essentially advising them on how to play their class best. Players need to determine that on their own or ask other players for advice if they are truly stuck.

    That’s all from the Grab Bag for this year. Enjoy the holidays and Happy New Year from all of us, to all of you 🙂

    Much <3

     

  • General

    1.125B Live Hot Fix: Curse, Name Changes, and Trials

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    The following changes are now live!

    Highlights

    • Name change tokens make their return to the Mithril shop!
    • The Skull Mask pattern is now for sale in the Mithril shop!
    • The 14-days free trial is now disabled in preparation for development of the Endless Conquest update.
    • The Dragon’s Curse campaign’s difficulty has been significantly reduced and is now able to be completed with a group or less!

    Click the link below for the full notes!

    Hot Fix Notes

    World


    Mithril Shop

    • Name change tokens have returned and are once again for sale on the Mithril Merchant found in each realm’s capital city.
    • Skull Mask patterns are now for sale on the Mithril Merchant found in each realm’s capital city.

    Trial Accounts

    • In preparation for development of the Endless Conquest update, newly created accounts will no longer receive the14-days free trial as of this posting.

      • Any existing trial accounts will still have access to their remaining free days and are not affected by this change.

    Trifecta

    • The cost to play trifecta has been increased from 10 to 20 gold per attempt.

    A Dragon’s Curse Campaign

    Difficulty Adjustments

    • All realms’ prologue and chapter encounters have had their difficulties reduced so that a single full group (or less) can reasonably complete them.

      • The Prologue, Chapters 1-5, and Chapters 7-8 remain battlegroup and/or area-credit even with the difficulty reduction.
    • Monsters in Childe’s Tomb, Drakulvhamn, and A Rift dungeons have been adjusted as follows:

      • Hit point reductions that lower the difficulty of all normal monsters.
      • Named bosses and their associated monsters that are part of the various optional quests are no longer aggressive to players and instead only “aggro” a character in the dungeon if they are attacked first.

        • These optional encounters have not had their difficulties reduced otherwise.
        • This change should allow players to move through these dungeons more freely and complete certain chapters more easily.
        • The Wolfmother Guards in Drakulvhamn and the Glimmer Lords, Vampiir Lords, Rift Tunnelers, Veil Gargoyles, Veil Serpents, and Glimmer Spreaders in A Rift that are not associated with any optional encounters are also included in this change.
      • In Childe’s Tomb and A Rift the number of monsters in certain areas has been reduced as well.
    • Chapter 6 instances remain solo-only but have had their difficulty reduced as follows:

      • Hit point reductions that lower the difficulty of the normal and named monsters in all realms.
      • The number of monsters in the instances of Caer Sidi and Halls of Ma’ati in Albion, Trolheim and Deep Volcanus in Midgard, and Aerus City in Hibernia have been reduced.
      • These changes should help drastically reduce the overall amount of time it takes to complete this chapter so long as each realms’ allied “pets” are summoned and used throughout.
    • Chapter 9 and 10 instances remain full-group encounters but have had the difficulty of all realms’ boss encounters reduced further, in addition to the following changes:

      • Hit point reductions that lower the difficulty of the normal monsters in all realms.
      • In Childe’s Vault and the Inner Veil, the number of normal monsters in certain areas has been reduced as well.
      • These changes should significantly reduce the time it takes to complete these chapters.

    Streamlining and Bug Fixes

    • All chapter quest steps that involve a location-specific task should now display the quest dot on the /map at the correct location.
    • Grey and Blue quest-icon knots should now properly appear and disappear over-head of NPCs that are involved in a quest step.
    • Several quests’ text and tasks have been re-worded to provide clearer instructions.
    • All chapter and prologue specific quests have had their [Curse] prefixes adjusted to include their specific chapter as [Curse Prologue], [Curse 1], [Curse 2], etc.

      • Optional side quests now use the generic “[Curse]” prefix.
    • Chapter 1:

      • Albion:

        • Defeating Occulist Nera and Knight Feirefiz tasks are both displayed initially and can now be completed in any order.
      • Midgard:

        • Defeating Oracle Kel and the 5 Drakulv Oracles tasks are both displayed initially and can now be completed in any order.
      • Hibernia:

        • Salle’s [teleport] to the other end of A Rift dungeon is now available even after Chapter 1’s quest is complete.
    • Chapter 2:

      • Albion:

        • The area credit for placing the soul stone into the slime has been extended slightly.
        • The tasks for this quest are now both displayed initially and can now be completed in any order.
      • Hibernia:

        • The Salle pet now automatically casts the Soul Power buff once chapter 2 is complete.
    • Chapter 3:

      • Albion:

        • The Darkspire Harpy no longer roams Childe’s Tomb and is now at a fixed location.

          • This specific Darkspire Harpy is no longer aggressive to players.
      • Midgard:

        • Players are now directed to Sigrun or Theso prior to being directed to Garmr at the end of this quest.
      • Hibernia:

        • Quest steps 1 and 2 have been consolidated and no longer require players to de-summon Salle and re-summon her to get credit for the first quest step.
    • Chapter 4:

      • All Realms:

        • Soul Casks can now be obtained from battlegroup-kills and subsequent kills done by players who have already obtained 25/25 souls, but not yet turned in the quest, will now count towards other characters’ credit.
        • Credit for this step is now rewarded directly after a kill and no souls spawn after kills now.

          • The random chance for credit has been increased.
      • Hibernia:

        • Quest steps 1 and 2 have been consolidated and no longer require players to de-summon Salle and re-summon her to get credit for the first quest step.
    • Chapter 5:

      • Albion:

        • Players are now asked to defeat Occulist Naxar prior to Vulcan.
        • Grimbur now properly goes immune at 50% health and spawns the Tenebrous Dark Knight which must be defeated.
        • Grimbur now always dispels Naxar’s Barrier.
      • Midgard:

        • Players are now asked to defeat the Darkspire Crystal prior to King Bodolf.
        • Area credit around the Darkspire Crystal has been extended.
    • Chapter 6:

      • Albion:

        • Caer Sidi’s cut-scene in the middle of the instance is now skippable.
      • Hibernia:

        • The Marrach Marauders have been replaced with Marrach Blackguards in the Fomor instance.
        • The Aerus City instance now offers two paths that reach the end, to the west or to the north, after defeating the sky djinn and no longer requires characters to double-back to the north to continue.

          • The location and configuration of normal and named monsters in the Aerus City instance has also been changed to accommodate this new choice.
    • Chapter 7:

      • All Realms:

        • Beginning the dragon encounter will cause the normal monsters inside the dragon lair to despawn and cease spawning for the encounter’s duration.
    • Chapter 9:

      • Albion:

        • All PBAoE effects are now instantly removed when Necromancer Janus’ encounter is completed.
      • Midgard:

        • All PBAoE effects are now instantly removed when Dark Ingolf’s encounter is completed.
      • Hibernia:

        • Najah’s encounter:

          • The smoke’s protection should no longer drop when a character is still inside the smoke and the smoke itself did not dissipate.
          • Characters outside of the smoke’s protection are still damaged and interrupted but are now done so in a more consistent manner.
          • New spell effects have been added to show when players are outside of the smoke’s protection.

            • The Thunder Drake’s spell effects have been changed to accommodate this change.
        • Varshe’s encounter:

          • Varshe has been given additional spell effects that show when he is about to change states and now has a constant effect for the entire duration of each state.
          • Varshe now changes states more frequently.
          • All PBAoE effects are now instantly removed when this encounter is completed.
  • General

    Friday Grab Bag – 11/30/2018

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    Welcome to this week’s Grab Bag!

    Our newsletter goes out later today, so make sure you are signed up to get all the updates on events, community news, and more!

    As always, thanks everyone for your questions, keep ’em coming! You can send in any game related questions you have for our DAoC Devs through our Grab Bag submission form. Please note this is for game questions, feedback/ideas/suggestions should be sent in through our feedback form.

    Read on for glory!


    Why is it that the Bard Crescendo ability is on a 2.8s interruptible cast while the Skald and Minstrel Crescendo ability is instant cast? Is there a reason the Bard Crescendo ability can’t be an uninterruptible cast (not necessarily instant)?

    There are usually a myriad of reasons for why one class gets an ability (or the same ability but in a different form) than other classes in other realms and this case is no different.

    First, we don’t just look at Minstrels’, Skalds’, and Bards’ strengths and weaknesses and then choose their form of Crescendo, we look at the realms and their classes as a whole too. This includes analysing synergies that exist among the various classes within each realm on the small and large scales. Second, we look at the overall performance and popularity of each class across the different playstyles. And finally, we analyse what each class can bring to a fight across the different playstyles.

    Bards’ combination of their casting-focused support role, popularity, synergy with the other classes in their realm across every playstyle, and overall performance mandate that their Crescendo be a normal-casted spell. In short, making the spell uninterruptible would be too near to making it an instant cast and would be too powerful for our liking.

    What caused the lowering of controlled pets hit points? 10% is really significant. Help us understand why.

    When pets were generally increased in effectiveness (including hit-point and other bonuses) in Patch 1.122B they were improved a bit too much. In subsequent versions pets were reduced back down to more acceptable levels. With 1.125, there were still some pets that were enjoying their 1.122B hit-point values while all other pets had been reduced already. The 1.125 reductions merely put the remaining pets in-line with the other pet reductions.

    I understand that the DF bow may be the optimal weapon of choice for archers, but I’m also a fan of the astral bow which along with the DF bow both have good proc rates.  My questions is about other bows:

    Gjalpinulva, Tuscars, and Nychta’s Heartstring Bows.   I like the dragon bow because it has 5% spell pierce and it would be viable except that it breaks mez poison.  And the Tuscars bow has a 204 DD proc and the Nychta’s Hearstring has the 20% abs proc; these hardly proc: 1:30 on the Tuscars and 1:50 on the Nychta’s.  I will say that the endurance drain on the Nychta’s procs more than the abs debuff, but basically these two bows do not proc at the same rate as the astral bow or df bow.  Is this because these two bows overperformed?  Could you make a few adjustments with some of the bows and procs to add a little more flavor to the archery type, so we aren’t using one bow all the time?

    While the Astral Bow of Dismay’s proc rate is indeed high, the Darkness Falls’ Champion Level 15 bows and the other bows listed all have extremely similar proc rates (within 1-2%). This is unlikely to be changed.

    When playing my wizard, I noticed something with the loyalty cloak. When you cast to reset timer on class abilities, why doesn’t this affect class realm abilities as well since some are class specific? All of the toa abilities come back, but realm timers like decimation trap don’t reset.

    The short answer is that it would be too powerful of an ability if it reset realm abilities in addition to the class abilities. There is not a way for it to only reset certain ‘class-specific’ realm abilities and not other realm abilities like Mastery of Concentration, etc.

    For additional context, class-specific realm abilities are still classified as realm abilities and not “class” abilities. Class abilities are only the abilities that a class specializes for or gets as baseline as they level up.

    Any update on when Name changes will be available again?

    Barring any unforeseen circumstances we plan to re-enable them sometime next week.

    That’s it for this week! 

    Don’t forget to tune into my streams on our official Twitch channel on Saturday nights at 5:30PM EST / 10:30PM GMT for all the chat, action, and giveaways!

    Thanks as always and enjoy the weekend 🙂

  • Patch Notes

    Live Server Downtime for Patch 1.125B

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    Update: 9:50 AM EST / 2:50 PM GMT: Ywain and Gaheris are open to all players!

    The Ywain and Gaheris servers will be coming down tomorrow, November 28th (5:45 AM EST / 10:45 AM GMT) to deploy Patch 1.125B.

    Check out the full patch notes by clicking on the image below!

     


  • General

    Harvest Celebrations

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    Update November 27th: Harvest celebrations have drawn to a close. Characters that already have the event quests active may still complete them at the Festival Steward but she will no longer offer new quests.

    It’s that time of season when the leaves have changed color and are steadily falling, when the wind arrives with a chill, and the bounty of the year’s harvest is ready to be served and celebrated!


    Harvest Celebration Event

    • The realms are humming with anticipation for their upcoming feasts and local festivals!

      • Help the realms’ Festival Steward recover a lost shipment of food and root out some secret stores of delicious desserts!

        • The repeatable RvR quests ‘[Harvest] Lost Turkey’ and ‘[Harvest] [Daily] Secret Provisions’ are now available at each realm’s strength relic town at the Festival Steward NPC!

          • Earn bounty points for your efforts!
          • The Tower of Korazh, Deifrang, and Graoch on Ellan Vannin will have sturdier doors for this event’s duration.


    Farmer’s Market Festival

    • The Farmer’s Market Festival makes its return to the following locations:

      • Albion: Ludlow
      • Midgard: Vasudheim
      • Hibernia: Ardee
    • Visit the Festival Matron and go bobbing for apples to earn some house trophies!
    • Let Captain Mack in Albion, Captain Marks in Midgard, or Captain Geddes in Hibernia regale you with their tales of a shark THIS big on the high seas and see if you can avenge their crews to earn the Sharkblood Bracer!

     

  • General

    1.125 Live Hot Fix #2

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    We’ve got a few more fixes and notes for your enjoyment! Once again, thank you all for the continued feedback and bug reports!

    Developer’s note:

    • We’re currently aware of and still working on fixes for the following issues:

      • Autoloot and autosplit not working on characters that have a completely empty backpack inventory.

        • We’re working on a fix for this but for now a way to rectify the issue is to move a new item into their backpack from their /bank and that will allow the loot to once again be split to that character.
        • So long as characters have 1 item in their backpack, autoloot and autosplit should continue to work in the meantime.
    • Molvik’s keep and towers all upgrading when the Stone Quarry is taken instead of just Molvik’s keep.

    Click the link below for some tweaks and bug fixes that are now live!

    Hot Fix Notes

    Client

    Ability Icon Cooldowns

    • Fixed an issue with Master Level and certain class ability quickbar icons showing as active when they were still on cooldown.

      • Players will need to log out and re-launch their client to correct this issue if they are currently logged into the game.

    Dynamic Population Bonus

    • Fixed an issue causing the current bonus amounts to not display in-game on the realmwar map’s bonuses window.

      • Players will need to log out and re-launch their client to correct this issue if they are currently logged into the game.

    Gaheris Keep Wall Damage

    • (Gaheris server only) Keep walls should no longer be taking less damage than normal.


    Realm vs Realm


    Molvik Dynamic Siege Objectives

    • Molvik’s keep will no longer be set as under siege when its towers are attacked.
    • Molvik’s Quarrymaster and Siegemaster now fight back against attackers.
    • Some additional Mercenaries now spawn inside the Molvik center keep when the Mercenary Camp is active.
    • The Mercenary Captain and mercenaries should now switch allegiances properly as the camp changes hands.


    Item Changes

    Bountycrafting

    • Recipes for the Ice Shard weapon have been added to the Frozen Weapons category for all realms.

      • Players will need to log out and re-launch their client to correct this issue if they are currently logged into the game.

    Mithril Shop Satyr Mask

    • Satyr Masks are now dyable with CLOTH dyes.

      • If an already-applied patterned mask says it is not dyable, a relog or zoning screen will correct the issue.
      • Cloth dyes should be used even if the helm is another armor type.


    Bug Fixes

    Pet Abilities

    • Fixed an issue preventing the underhill compatriot’s stun style from firing.

    Pin Style

    • Fixed an issue causing the Pin style to erroneously play its animation when the ability wasn’t being applied.

     

  • General

    Live Server Downtime – Emergency Maintenance

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    Update 5:35 PM EST / 10:35 PM GMT: Ywain is once again open to all players!
    Update 5:15 PM EST / 10:15 PM GMT: Gaheris is once again open to all players! 

    The Ywain and Gaheris servers are coming down now to perform emergency server maintenance involving a crash.

    This downtime should be completed in under 3 hours. 

    We appreciate your patience and understanding as we resolve this matter!
     

  • Patch Notes

    1.125 Live Hot Fix

    Created by

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    We’ve been thrilled with the reception of patch 1.125 and want to thank you all for the feedback and bug reports you’ve sent in thus far, keep them coming!

    Developer’s note:

    • We’re currently aware and still working on fixes for the following issues:

      • Master level ability icon timers appearing as though their abilities are not on cooldown even though the ability is actually on cooldown.
      • Population bonuses not displaying on the realm bonuses window.

    Click the link below for some tweaks and bug fixes that are now live!

    Hot Fix Notes

    World

    Alchemy Tradeskill

    • Cauldrons of Tenacity recipes should no longer be asking for extra ingredients when attempting to craft it.
    • Stardust recipes should now show up as available to characters with 1,000 alchemy tradeskill (users may need to re-run their camelot.exe patcher to see this change).

    Knoc Meayll

    • Fixed an issue with some collision holes (users may need to re-run their camelot.exe patcher to see this change).


    Realm vs Realm


    Supplies for the Cause quest

    • This quest has been split into 2 versions as follows:

      • Supplies for the Cause

        • Must be level 50
        • Must not be champion level 15 yet
        • No weekly lockout, can be done as many times as possible until the character reaches CL15.
        • Automatically applies any earned champion levels upon quest completion.
        • Rewards 5,000 bounty points, several hundred gold, and massive amounts of experience per completion.
        • Asks players to gather 25 rubble and 25 supplies.
        • Still obtained from the Cargomaster NPCs near the Merchant keep docks.
      • [Weekly] Supplies for the Cause

        • Now requires that characters be champion level 15 to obtain.
        • No longer awards experience.
        • All other rewards, requirements, and tasks remain unchanged.


    Item Changes

    Mithril Shop Changes

    • Name Change Tokens are temporarily unavailable as we review some character naming processes.

      • They will be back as soon as we are happy with how everything is working!

    Magic Orbs

    • Magic Orbs should now only give out the correct realm’s randomly-generated loot.

    Speed of the Hunt

    • Speed of the Hunt gems have been reduced in cost from 50 to 25 bounty points
    • Greater Speed of the Hunt gems have been reduced in cost from 1,000 to 500 bounty points
    • Superior Speed of the Hunt gems have been reduced in cost from 5,000 to 2,500 bounty points

    Boxes of Rare Potions

    • These have had their cost reduced from 1,000 to 500 points.

    Boxes of Rare Alchemy Components

    • These have been increased to award from 2-5 to 3-5 alchemy components per /use and their cost has been reduced from 2,500 to 1,000 bounty points.

    Curse Sets

    • Hunter’s Rabid Eye Boots now has the correct 3% spell pierce instead of 2%.

    Class Changes

    Champion Level Abilities

    • Anti-venom body magic resist buff can now be cast on the move.

    Friar

    • Friar’s instant taunt no longer shares a recast timer with their Heal-over-Time.

    Heretic

    • Fixed an issue with their instant-cast debuffs triggering a timer while in melee combat.
    • The new ablative buff + effectiveness/melee haste debuff spells have been re-worked and fixed as follows:

      • Cast speed is now 3.0s and can be modified by dexterity and casting stat bonuses.
      • The ablative and debuffs now always apply on the enemy target and last their full 60s duration.

        • However, the ablative and debuff can no longer be re-applied onto the enemy target until the ablative dissipates or its duration expires.

    Mauler

    • The level 45 Gift of Hibernia now correctly costs 25% power when cast.

  • Patch Notes

    Live Server Downtime for Patch 1.125

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    Update 5:00 PM EST / 10:00 PM GMT: Ywain and Gaheris are once again open to all players!

    Update 11:45 AM EST / 4:45 PM GMT: Ywain and Gaheris are down to fix a server crash issue. Thank you for your patience and understanding as we work to resolve this matter!

    Update 11:30 AM EST / 4:30 PM GMT: Ywain and Gaheris are once again open to all players!

    The Ywain and Gaheris servers will be coming down tomorrow, November 13th (5:45 AM EST / 10:45 AM GMT) to deploy Patch 1.125!

    Developer’s Note:

    • All bounty points will be capped at 500,000 bounty points on each character when the servers come back up tomorrow so please consider this your last warning and chance to spend any extra bounty points!

      • Additionally, the bounty merchants will no longer sell their trophies or tokens once the patch is live.

    Check out the full patch notes by clicking on the image below!

     


    Highlights

    • Race, Gender, and Name change services are now available for purchase at the Mithril shop!
    • Your votes have been tallied and 2 new race/class combinations are now available in each realm!
    • Earn end-game gear exclusively through RvR with the new Bountycrafting system!
    • Keep difficulty, ram and siege tower adjustments plus new gatehouse doors spice up siege warfare!
    • Check out the new dynamic objective system in the Molvik battleground!
    • New streamlined RvR quests and rewards await!
    • Buggane’s Obelisk is now found on Ellan Vannin permanently!
    • The Ruined Areas in the Frontier have been significantly expanded and improved!
    • Client improvements and crash fixes galore!
    • Stay on top of the new class adjustments and read the notes!

     
  • General

    Friday Grab Bag – 11/09/2018 – 1.125 Edition

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    With Patch 1.125C hitting Pendragon earlier today, we decided to address some of the most popular queries that have arisen regarding changes in Patch 1.125 🙂 

    As always, thanks everyone for your questions and feedback with 1.125! You can send in any game related questions you have for our DAoC Devs through our Grab Bag submission form. Please note this is for game questions, feedback/ideas/suggestions should be sent in through our feedback form.

    Read on for the Grab Bag: 1.125 Edition!

    Why did the Jade simulacrum get the ability to [taunt] but not the Spiritmaster’s spirit warrior and Enchanter’s underhill compatriot pets?

    This is because the Jade Simulacrum uses an any-time style that debuffs its targets’ damage, preventing it from having an any-time taunt style. The spirit warrior and underhill compatriot have any-time taunt styles already.

    What was the reasoning of reducing the damage of the spec. lifetaps on Spiritmaster and Cabalist?

    Lifetaps at 199 delve were putting out a bit more DPS than intended, more than 219 delve standard direct damage spells due to the way lifetap damage is calculated and their faster cast speed. Combined with these classes’ utility we felt that their DPS needed to be reduced back to its old values.

    Why Climb Wall for Savage over Skald? While its appreciated that savages get climb walls, would putting it at 49 spec instead of 50 have been better?

    We felt that Skalds are already performing at a very high level across multiple playstyles and already bring a lot of different abilities to a fight.

    While it is true that Savages are also a generally strong class, they are much more specialized in DPS and don’t have as much utility on the large-scale. It also allows us an opportunity to differentiate the roles of Savage and Berserker a bit. Depending on the results of this change, there may be more changes made to the Savage class in the future (but likely not 1.125) that further this differentiation.

    Additionally, by adding climb-walls at level 50 specialization, it prevents Savages from going their “optimal” specialization of 44 H2H with 49 Savagery. Instead, they must sacrifice their weapon specialization a bit in order to train climb-walls.

    In the last Grab Bag you said you had Curse adjustments in the works, can you expand on that and will we see the changes in 1.125?

    We’re planning on doing an overall pass on the Curse Campaign’s difficulty that should lower the amount of players needed to complete it. While this likely won’t be in the 1.125 patch we do plan to have it in before the end of the year!

    When can we expect to see 1.125 go live?

    Soon! *wink*

    Enjoy the weekend, all!
    See you on the battlefield 🙂