Here are the patch notes for WarHammer Online 1.2, which were reportedly leaked a little ahead of schedule:
Hey folks! The Combat & Careers teamwanted to give you a sneak-preview of the things that we're planningfor 1.2. Here's our current working-copy version of the 1.2 patchnotes, with the Career info broken down into Balance Changes and BugFixes. Enjoy, and let us know what you think!
General
Bug Fixes
- All Disorient effects cast by players should no longer stack. Only the most powerful Disorient should affect the target.
- Fixed a bug which was causing all area-of-effect abilities in the gameto have a slightly smaller area of coverage than intended.
Balance Changes
- Abilities which proc or trigger damage will now correctly be based ontheir respective resistance types, and will be mitigated appropriately.Specific abilities for each career affected by this change are notedbelow.
- Items which proc or trigger damage will now correctly be based ontheir respective resistance types, and will be mitigated appropriately.
- We have adjusted the way that the Disorient debuff will effectcharacters. Instead of increasing all ability cast times by a flatvalue it will now increase cast times by a % of the total cast time ofthe spell. As a result melee abilities and instant cast spells will nolonger be effected by disorient since their cast time is effectively0s. Specific abilities for each career affected by this change arenoted below.
- All absorb shield buffs have increased in effectiveness, and will nowabsorb roughly 50% more damage in most cases. Specific abilities foreach career affected by this change are noted below.
Resistances
- Magic resistance over 40% will now experiencediminishing returns. Players will receive less resistance per point ofstat over the cap
- Resistances that have reached diminishing returns will be displayed in Orange text on the character sheet.
Renown Abilities
- Pick Lock: Fixed a bug that prevented this ability from functioning correctly.
- Bypass Defenses: Fixed a bug that prevented this ability from functioning correctly.
- For Glory!: The tooltip for this tactic has been updated to better reflect when players will receive the bonus.
- King of the Hill: The tooltip for this tactic has been updated to better reflect when players will receive the bonus.
- Mission Focused: The tooltip for this tactic has been updated to better reflect when players will receive the bonus.
- Town Raider: The tooltip for this tactic has been updated to better reflect when players will receive the bonus.
Guild Tactics
- Thornshield: The damage done by all three levels of this tactic will now show up in the combat tab and in the on-screen text.
Monsters
- Arial Assault: This ability should now do the correct damage.
- Tail Swipe: Fixed an issue that caused some abilities to stop working while this effect is on you.
Items
- Boost IV-VI: These effects will now display that they also increases critical damage.
Healer Archetype
Bug Fixes
- Alter Fate: This ability is now affected by the Terror effect found at some encounters.
Balance Changes
- Divine Protection: This ability will now absorb more damage.
Tank Archetype
- Unstoppable Juggernaut: Typo fixed.
Ranged DPS Archetype
- Concealment: The tooltip will now show the correct duration of the effect.
- Hail of Doom: Ability will now correctly do damage for the entire time that it channels.
Racial
Dark Elf
- Bathing in Blood: The healing from this tactic will no longer stack with itself.
Chaos
- Warped Flesh: This tactic will now absorb more damage.
Empire
- Emperor's Ward: This tactic will now absorb more damage.
Archmage
Bug Fixes
- Balanced Mending: Now correctly functions as described.
- Gift of Life: Build time reduced, and cooldown time increased.
- Hurried Restore: Fixed a tooltip display issue.
- Storm of Cronos: The ability will now correctly reduce the target's Spirit resistance.
- Wild Healing: This effect will no longer trigger from damage-over-time critical ticks.
- Scatter the Winds: The debuff portion of this ability will no longer apply when the damaging portion is blocked or disrupted.
Balance Changes
- Healing Energy will now heal slightly more initially and slightly less over time. The over time portion will now last 5s.
- Blessing of Isha will now cast faster and heal for a higher value.
- Balance Essence's damage has been increased.
- Searing Touch will receive greater damage contribution from stats.
- Shield of Saphery will now absorb more damage.
- Isha's Ward will now absorb more damage.
- Winds' Protection will now absorb more damage.
Bright Wizard
Bug Fixes
- Playing with Fire: The ability will now hit for the correct amount of damage.
- Funnel Power: This ability will now continue after zoning.
- Flashfire: The cast time reduction gained from this tactic will nowcorrectly apply only when a character starts to cast a new ability.
- Ignition: Fixed a bug which was preventing most ticks of Ignite from having a chance to trigger this effect.
- Flames of Rhuin: Corrected an issue with the tooltip.
Balance Changes
- Meltdown will deal increased damage.
- Flame Shield will now deal Elemental damage.
- Flames of Rhuin will now deal Elemental damage.
- Funnel Power will now deal Corporeal damage.
- Explosive Force will now deal Corporeal damage.
- Pyroclastic Surge will now disorient the target by 50% for 3s if the target is hexed.
Black Guard
Bug Fixes
- Hatred: The mechanic icon will no longer display in the general skills tab.
- Khaine's Warding: Typo fixed.
- Challenge: No longer requires an enemy target.
- Filled with Fury: Now only affects attacks that expend hate.
- Crimson Death: Debuff icon will now display correct value.
- Feeding on Pain: Tooltip will now display correct values.
- Thirst for Death: Typo fixed.
- Enraged Beating: This ability will now behave correctly when interrupted.
- None Shall Pass: This ability will now behave correctly when interrupted.
- Away Cretins!: Now knocks down monsters.
- Hold the Line: Now has the correct cooldown of 0 seconds.
- Monstrous Ruin: Will no longer allow Furious Howl to be activated without the required amount of Hatred.
Balance Changes
- None Shall Pass will now deal Physical Damage.
- Brutal Smash will now disorient the target by 50%.
- Shield of Rage will now absorb more damage.
Black Orc
Bug Fixes
- Waaagh!: Debuff icon tooltip now states correct reduction type, and no longer requires a target.
- Tree Hit Combo: This ability will now behave correctly when interrupted.
- Can't hit Me: This ability will now behave correctly when interrupted.
- Da Biggest: This ability will now continue after zoning.
- Da Toughest: This ability will now continue after zoning.
- Da Big Un: This ability will now continue after zoning.
- Rock Ard: No longer claims to lead to Gud Plan, or highlights while you have a Gud Plan.
- Challenge: No longer requires an enemy target.
Balance Changes
- Wot Armor has had its stacking % armor debuff replaced with a fixed value armor debuff.
- Wot Armor will now apply its maximum debuff value in a single hit
- Da Toughest will now grant less Wounds and health to the Black Orc when it triggers.
- Da Big Un' will now deal more damage, and affect a larger area.
- Savin' Me Hide will now deal more damage and reduce the magical damage taken by you and your group.
- Shut Yer Face will now deal more damage and cost no AP to activate.
- Down Ya Go will now deal more damage, always knockdown the target for 3s, and cost no AP to activate.
- T'ree Hit Combo will now deal more damage.
- Not in Da Face will now deal more damage and also make you and your group briefly immune to disabling effects.
- WAAAAAAAGH! will now deal more damage.
- T'ree Hit Combo will receive less damage contribution from stats.
- Can't Hit Me will now deal Corporeal damage.
- Big Brawlin' will now disorient targets by 25%.
- Dat Was Great will now also reduce the victim's Toughness.
- Rock 'Ard will now absorb more damage.
- Can't Touch Us will now absorb more damage.
Chosen
Bug Fixes
- Relentless: This ability will now behave correctly when interrupted.
- Dreadful Fear: This ability will now continue after zoning.
- Corrupting Wrath: This ability will now continue after zoning.
- Discordant Instability: This ability will now continue after zoning.
- Guard: This ability will now continue after zoning.
- Discordant Fluctuation: This ability will now continue after zoning.
- Corrupting Retribution: This ability will now continue after zoning.
- Dreadful Agony: This ability will now continue after zoning.
- Dreadful Terror: This ability will now continue after zoning.
- Corrupting Horror: This ability will now continue after zoning.
- Discordant Turbulence: This ability will now continue after zoning.
- Challenge: No longer requires an enemy target.
Balance Changes
- Auras will no longer agro monsters that are not already in combat.
- Hate from auras which affect all groupmates will now be credited tothe individual -group members, instead of all to the Chosen themselves.
- Auras can no longer be dodged, blocked, parried or disrupted.
- Auras that deal damage now deal Spirit damage.
- Blast Wave will now deal Spirit damage.
- Quake will now deal Spirit damage.
- Blast Wave will no longer lower target's resistances, and instead will instead lower targets' Wounds.
- Discordant Fluctuation will now deal more damage.
- Corrupting Retribution will now heal for slightly more.
- Dreadful Terror now removes slightly more action points from the victims.
- Tooth of Tzeentch's bonus damage will now deal Spirit damage.
- Bane Shield will now deal Spirit damage.
- The damage effect on Bane Shield will now only trigger a maximum of once per 2s per character affected.
- Touch of Palsy will now deal Spirit damage.
- The damage effect on Discordant Fluctuation will now only trigger a maximum of once per 2s per character affected.
- Corrupting Horror will now disorient targets by 25%.
- Impenetrable Armor will now absorb more armor.
Disciple
Bug Fixes
- Stand Coward!: Build time reduced, and cooldown time increased.
- Patch Wounds: The ability will now correctly consume 25 Soul Essence as described.
- Restored Motivation: Fixed a bug which caused the healing effect to occasionally be disrupted by allies.
- Warding Strike: The ability will now fire correctly when the Disciple has 30 Soul Essence.
- Covenant of Vitality: Fixed the buff icon tooltip to display the correct effect.
Balance Changes
- Covenant of Vitality will now deal Spirit damage.
- Covenant of Celerity will now deal Spirit damage.
- Restore Essence will now heal slightly more initially and slightly less over time. The over time portion will now last 5s.
- Khaine's Embrace will now cast faster and heal for a higher value.
- Soul Shielding will now absorb more damage.
- Khaine's Bounty will now absorb more damage.
Engineer
Bug Fixes
- Barbed Wire: Will now play its entire visual effect.
- Land Mine: Fixed a bug which caused this to trigger a disproportionately long immunity timer.
- Snipe: Fixed a bug which was incorrectly reducing the cost of this ability.
- Bugmen's Best: Fixed a bug which was allowing the healing to inadvertently affect NPCs.
- All Turrets: Turret specific abilities will now display in the MasteryTraining window as being part of the associated Mastery.
- Coordinated Fire: This effect will now increase damage as described.
- Self Destruct: Tooltip will no longer claim it cost AP.
- Concussive Mine: Will now properly disorient targets.
- Coordinated Fire: The effect of this tactic will now last for the full duration of Signal Flare.
- Lighting Rod: Fixed a bug that caused this ability to receive more benefit from stats than intended.
- Hollow Points: Multiple Engineers may now all affect a target with Hollow Points.
Balance Changes
- Sticky Bomb will now deal Corporeal damage.
- Sticky Bomb will now explode if the target is killed.
- Concussive Mine will now disorient the targets by 50%.
- Rune of Forging will now absorb more damage.
Ironbreaker
Bug Fixes
- Grudge-Born Fury: This ability will now behave correctly when interrupted.
- Challenge: No longer requires an enemy target.
- Heavy Blow: Fixed a typo in the description.
Balance Changes
- Stone Breaker's % armor debuff has now been replaced with a flat value armor debuff.
- Oathstone will now deal Physical damage and be able to critically hit.
- Overprotective will now deal Physical damage and be able to critically hit.
- Runic Shield will now absorb more damage.
- Gromril Plating will now absorb more damage.
Knight
Bug Fixes
- Myrmidia's Fury: This ability will now behave correctly when interrupted.
- Press The Attack: This ability will now continue after zoning.
- Stand Strong: This ability will now continue after zoning.
- Gather Your Resolve: This ability will now continue after zoning.
- On Your Guard: This ability will now continue after zoning.
- Stay Focused: This ability will now continue after zoning.
- All Out Assault: This ability will now continue after zoning.
- To Glory: This ability will now continue after zoning.
- To Victory: This ability will now continue after zoning.
- Now's Our Chance: This ability will now continue after zoning.
- Challenge: No longer requires an enemy target.
- Sunder: Fixed a tooltip display issue.
- Staggering Impact: Fixed a tooltip display issue.
Balance Changes
- Commands will no longer agro monsters that are not already in combat.
- Hate from commands which affect all groupmates will now be credited tothe individual group members, instead of all to the Knight themselves.
- The effects of commands can no longer be dodged, blocked, parried or disrupted.
- Commands that deal damage now deal Elemental damage.
- Shield of the Sun will deal Elemental damage.
- Myrmidia's Fury will now receive a greater damage contribution from stats.
- Stay Focused will now heal for slightly more.
- To Glory now restores slightly more action points.
- Guardian of Light will now absorb more damage.
Magus
Bug Fixes
- Dissolving Mist: Radius is now accurate on tooltip.
- Daemonic Armor: Tooltip values will now display correctly.
- Indigo Fire of Change: Multiple Magi can now cast this spell upon a single target, but only a single Horror will be created.
- Tzeentch's Firestorm: The ability can now be defended against, and will trigger any appropriate effects.
- Blue Horror, Pink Horror, Flamer of Tzeentch: Daemonic Minion-specificabilities will now display in the Mastery Training window as being partof the associated Mastery.
- Daemonic Resistance: Increased casting range to match normal groupeffects, and fixed a bug which caused the hotkey to gray out whenselecting group members.
- Daemonic Infestation: When exploding, will now visually knock down players and play an explosion effect.
Balance Changes
- Seed of Chaos will now explode if the target is killed.
- Perils of the Warp will now deal Elemental damage.
- Seed of Chaos will now deal Spirit damage.
- Aegis of Orange Fire will now deal Elemental damage.
Marauder
Bug Fixes
- Gift of Savagery: The tooltip will now better match the stats gained from the ability.
- Gift of Monstrosity: The tooltip will now better match the stats gained from the ability.
- Gift of Brutality: The tooltip will now better match the stats gained from the ability.
- Demolition: The cooldown listed on the tooltip now matches the actual cooldown of the ability.
- Mutating Release: The ability now correctly gives a 10 second immunity to all roots and snares.
- Deeply Impaled: This effect will no longer stack with itself.
- Drink Deeply: This tactic will once again heal when Tzeentch's Cordial ends.
- Growing Instability: This tactic will once again grant a bonus to critical hit at the correct health brackets.
- Convulsive Slashing: This ability will now behave correctly when interrupted.
- Wrecking Ball: This ability will now behave correctly when interrupted.
- Deeply Impaled: This tactic will now give the correct bonus when Impale is used.
- Gut Ripper: This ability will once again cause the next ability used to critical hit.
- Wave of Horror: The tooltip will now state the correct amount of hate reduction.
Balance Changes
- Insane Whispers will now add a 50% disorient to Mouth of Tzeentch.
- Deadly Clutch will now heal the Marauder for a higher value.
Runepriest
Bug Fixes
- Master Rune of Adamant: The build up for this ability will now be correct.
- Master Rune of Adamant: The effect from this ability will now last for the correct duration.
- Master Rune of Fury: The tooltip for this ability will now reflect that only one Master Rune can be active at a time.
- Master Rune of Speed: The tooltip for this ability will now reflect that only one Master Rune can be active at a time.
- Master Rune of Adamant: The tooltip for this ability will now reflect that only one Master Rune can be active at a time.
- Ancestor's Echo: Tooltip clarified.
- Potent Runes: Fixed a bug which was causing this effect to incorrectly alter the player's stats.
- Oath Rune of Power: The hotbar icon for this ability will now light up correctly when targeting party members in a warband.
- Oath Rune of Warding: The hotbar icon for this ability will now light up correctly when targeting party members in a warband.
- Oath Rune of Iron: The hotbar icon for this ability will now light up correctly when targeting party members in a warband.
- Oath Rune of Sanctuary: The hotbar icon for this ability will nowlight up correctly when targeting party members in a warband.
- Blessing of Grungni: The name of the ability has been corrected.
- Thick Skulled: Fixed a typo in the tooltip.
Balance Changes
- Rune of Mending will now heal slightly more initially and slightly less over time. The over time portion will now last 5s.
- Blessing of Valaya will now cast faster and heal for a higher value.
- Rune of Shielding will now absorb more damage.
- Ancestor's Echo will now absorb more damage.
Squig Herder
Bug Fixes
- Indigestion: Fixed a bug that caused this ability to use Intelligence instead of Strength in damage calculations.
- Sticky Squigz: This ability now costs the correct amount of Action Points to use.
- Big Bouncin: This ability will now behave correctly when interrupted.
- Run Away!: The cost has been lowered. The knock forward has been changed to a movement speed increase effect.
- 'Ere Squiggy!: Fixed a bug that prevented the tactic from firing on damage abilities.
- Lots o' Arrers: The animation will no longer continue after the Squig Herder runs out of AP.
Balance Changes
- Tastes like Chicken will now heal for slightly more, and no longer lose value based on the health of the pet.
- Squig Armor no longer has a build and a reduced reuse time.
Shadow Warrior
Bug Fixes
- Steady Aim: The tooltip for this ability has been updated to better reflect what this ability affects.
- Assault stance: The Strength and Weapon Skill bonuses from this should now stack with other Strength and Weapon Skill bonuses.
- Outrider Patrol: The tooltip for this ability should now show the amount of damage done.
Balance Changes
- Eye Shot is now usable while moving.
- Fell The Weak now builds instantly.
- Fell The Weak now costs slightly more action points.
Shaman
Bug Fixes
- Gedup!: Build time reduced, and cooldown time increased.
- Do Sumfin Useful: Fixed a typo in the tooltip for this ability.
- Big Waaagh!: Waaagh mechanic should now properly light up this ability on the hotbar.
- Ey Quit Bleedin: Fixed a bug which was allowing this ability to incorrectly cast on NPCs.
Balance Changes
- Gork'll Fix It will now heal slightly more initially and slightly less over time. The over time portion will now last 5s.
- Gather Round will now cast faster and heal for a higher value.
- I'll Take That will now deal more damage.
- Yer Not so Bad is now has no build time.
- 'Ere We Go's extra damage will now deal Elemental damage.
- Gork's Barbs' will now deal Elemental damage.
- Bunch o Waaagh will receive greater damage contribution from stats.
- Don't Feel Nuthin' will now absorb more damage.
Swordmaster
Bug Fixes
- Aethyric Armor: No longer claims to return you to normal stance.
- Aethryic Grasp: Fixed a typo in the tooltip.
- Isha's Protection: Fixed a typo in the tooltip.
- Vaul's Buffer: Fixed a typo in the tooltip.
- Ether Dance: This ability will now behave correctly when interrupted.
- Sword Dance: The mechanic icon will no longer display in the general skills tab.
- Balanced Accuracy: Tactic now effects all strikes of Ether Dance, Dragon's Talon, Crashing Wave, and Whispering Winds.
- Ether Dance: The current Balance state is now maintained through theduration of the effect, in order to benefit from Balance-based Tactics.
- Bladeshield: Damage from this ability will no longer be mitigated bythe victim, and will also no longer critically hit, as is normal forall Morale effects.
- Protection of Hoeth: Now displays its correct Balance advancement, andwill no longer highlight in Perfect Balance or increase Balance withevery use.
- Challenge: No longer requires an enemy target.
- Gusting Wind: The ability's tooltip will now display its correct damage value after increasing Mastery.
- Potent Enchantments: Fixed a bug which caused the tactic to be affected by Mastery in the Path of Hoeth.
- Deep Incision: Fixed a bug which was causing the damage to be lower than intended.
- Wall of Darting Steel: Ability description updated to reflect that damage is returned only when you Parry.
- Shatter Enchantment: This attack will no longer remove an Enchantmentfrom the victim if they successfully block or parry the ability.
Balance Changes
- Dazzling Strike has been made a Perfect Balance attack that deals spirit damage.
- Dazzling Strike now deals increased damage and has no cooldown.
- Dazzling Strike has been moved to Level 12.
- Dazzling Strike no longer has a reuse timer.
- Dazzling Strike will now disorient the target by 50%.
- Intimidating Blow has been moved to Level 35.
- Gusting Wind has been made an Improved Balance attack.
- Gusting Wind now costs AP to activate.
- Gusting Wind deals increased damage.
- Ether Dance now deals increased damage.
- Crashing Wave now deals more damage and also makes you and your group briefly immune to disabling effects.
- Whispering Wind now deals more damage and reduces cooldown times for you and your group.
- Ether Dance will now receive a greater damage contribution from stats.
- Blurring Shock's extra damage from critical hits will now deal Spirit damage.
- Wall of Darting Steel will now deal Spirit damage.
Warrior Priest
Bug Fixes
- Prayer Of Absolution: This ability will now continue after zoning.
- Prayer of Righteousness: This ability will now continue after zoning.
- Prayer of Devotion: This ability will now continue after zoning.
- Breath of Sigmar: Build time reduced, and cooldown time increased.
- Purge: Fixed a typo in the tooltip for this ability.
Balance Changes
- Prayer of Righteousness will now deal Spirit damage.
- Divine Aid will now heal slightly more initially and slightly less over time. The over time portion will now last 5s.
- Touch of the Divine will now cast faster and heal for a higher value.
- Divine Light will now absorb more damage.
Witch Elf
Bug Fixes
- Agile Escape: This ability can no longer be used when Rooted.
- Ruthless Assault: This ability will now behave correctly when interrupted.
- Shadow Prowler: This ability will now always be interrupted when the player is attacked.
Balance Changes
- Kiss of Betrayal will now deal Corporeal damage.
- Kiss of Agony will now deal Corporeal damage.
- Kiss of Death will now deal Corporeal damage.
- Kisses will no longer be able to activate off a thrown dagger.
- Vehement Blades has had its damage contribution from stats reduced.
- Enfeebling Strike has had its damage contribution from stats reduced.
- Treacherous Assault has had its damage contribution from stats reduced.
- Masterful Treachery's bonus to damage has been lowered.
- Sharpened Edge has had its armor debuff removed, this has beenreplaced with a self buff that will deal damage back to your enemywhenever they block or parry your attacks.
- Pierce Armor has had its additional armor debuff removed, this hasbeen replaced with a self buff that will greatly increase your WeaponSkill.
- Sacrifices Rewarded will now absorb more damage.
White Lion
Bug Fixes
- Pounce: You will now jump just to your target's side instead ofdirectly on top of them, fixing several collision issues. The damageportion of the ability now fires more consistently.
- Whirling Axe: This ability will now behave correctly when interrupted.
- Full-Grown: The tactic properly increases your pet's Wounds.
- Full-Grown: The tooltip is now correct.
- Ensnare: Fixed a bug that prevented the root from firing.
Balance Changes
- Pack Assault will now deal Spirit Damage.
- Fey Illusion will now debuff the target's autoattack speed.
- Fey Illusion will no longer require a frontal positional.
- Fey Illusion will cost slightly more AP.
Witch Hunter
Bug Fixes
- Declare Anathema: This ability can no longer be used when Rooted.
- Trial by Pain: This ability should now correctly stop channeling when the character is disarmed or interrupted.
- Trial By Pain: This ability will now behave correctly when interrupted.
- Silence the Heretic: The Unstoppable give by the Silence from this ability will now last the correct duration.
- Incognito: This ability will now always be interrupted when the player is attacked.
- Repel Blasphemy: Ability will no longer zero out the Accusation counter.
- Blessing Bullets of Confession: The healing reduction effect placed on targets will no longer be removed by Sever Blessing.
Balance Changes
- Burn Armor has had its damage contribution from stats reduced.
- Sudden Accusation has had its damage contribution from stats reduced.
- Fanatical Zeal has had its damage contribution from stats reduced.
- Trial by Pain will deal slightly more damage and activate Blessed Bullets twice if allowed to run the full duration.
- Blessed Pullets of Purity will now deal Spirit damage.
- Blessed Bullets of Confession will now deal Spirit damage.
- Blessed Bullets of Cleansing will now deal Spirit damage.
- Burn Away Lies will now deal more damage.
Zealot
Bug Fixes
- Ritual of Lunacy: The build up for this ability will now be correct.
- Ritual of Lunacy: The effect from this ability should now last for the correct duration.
- Ritual of Innervation: The tooltip for this ability will now reflect that only one Ritual -may be active at a time.
- Ritual of Superiority: The tooltip for this ability will now reflect that only one Ritual may be active at a time.
- Ritual of Lunacy: The tooltip for this ability will now reflect that only one Ritual may be active at a time.
- Suppress the Fragile Unbeliever: This morale ability will now do the correct damage, and the damage will not be defendable.
- Mark of Remaking: The tooltip for this ability will now show the correct amount of Toughness given.
- Leaping Alteration: The leaping effect will no longer stop jumping tonew targets after healing the caster. In addition, this ability may nowbe cast directly on an RvR-flagged ally while the Zealot is not flagged(and doing so will flag the Zealot for RvR, as with all other directheals). The subsequent leaps of the ability will only affectRvR-flagged allies if the Zealot is RvR-flagged themselves.
- Tzeentch's Talon: The tooltip for the effect has been updated to more accurately reflect what the effect does.
- Daemon Spittle: The damage from this will no longer stack with itself,and will only be defendable when it initially hits the target.
- Aethyric Shock: Fixed a typo in the tooltip for this ability.
Balance Changes
- Manipulation will now deal Corporeal damage.
- Dark Medicine will now heal slightly more initially and slightly less over time. The -over time portion will now last 5s.
- Dust of Pandemonium will now cast faster and heal for a higher value.
- Veil of Chaos will now absorb more damage.
- Ritual of Superiority will now absorb more damage.
- Tzeentch's Shielding will now absorb more damage.

27 Comments
This is an obvious forgery =p Tons of typos and changes based on incorrect interpretation of the game's mechanics. Also, pick lock is DISABLED, not Bugged, and for a reason.
I personally think it's real. Generally when someone produces a fake, it's full of pipe-dream changes, not the mundane stuff.
As for the typos, I doubt this version has been proof-read for release yet and is probably still a work in progress (Hence the lack of Sorcerer notes)
looks legit to me...im lieking some of the changes =)
An obvious fake. 1st rule of forgery: show them what they want to see. So I think this is a forgery. I'll wait till the OFFICIAL ones are out before I make up my mind. You know the ones on the damn site.
Well... real or not, one shouldn't make up their mind on simply on leaked pre-release notes that could very well have numerous errors and missing / erroneous changes.
The tone of the notes seems consistent with Mythic, and the changes all look believable. If this is truly a fake, then it's the most well executed fake I've ever seen... and I've seen a lot of them.
I don't know. If so as a Disciple I'm urked over them working on our healing side (which is already our best tuned side) and not our melee broken abilities. I hope its either not real or not finished.
Also, the complete LACK of the Sorceress class anywhere in there leads me to believe fake. I don't see them fixing everything EXCEPT the sorceresses.
oh god i hope this is a fake post.
if you remove the run away ability from squig herders i will rage quit this game. did you know that all non-stupid SH attribute this ability to 99.99% of there servival??
listen. run away (RA for short) is by no means a game breaker at this point. sure i can jump away from danger IF the cooldown is up IF my squig isnt dead. The spell itself is very situational, of course you cant use it trying to jump up a hill, of course it only propels you 40 yards IF your not on any sort of incline or hill.
Ya, i can jump from retarded hights and not take fall damage if i use this spell, but who cares?? what is one squig hearder going to do? besides evade the enemy? even doing terrain "exploits" by using RA is no biggie. there is a mulititude of ways to handle a SH on a hill you cannot run up. ranged knockbacks, run out of his range, or just dps him down ( most squigs have very little life.
RA as it is now, is a great spell, it forces people to think outside the box, and removing this spell would completely break the chances of us ever being able to servive turing it to a movemnt increase spell just down right stupid. it defeats the perpose of it. to evade the enemy.
think about it. if RA turns into a run speed buff. who cares if you use it, cause someone will be able to slow you, thus negating ANY kind of run speed buff you just got. RA as it is now makes it so its almost like a "blink" point A to point B instantly in range to out of range from the person you are trying to evade.
dont get me wrong, you can be slowed still but there is problably a better window of escape when you dont have to run from point A to point B as opposed to the instant jump.
I know retarded mouth breather squig herders think that this spell should be changed/ think its broken, but just like every other spell in the game it is situational.
scenario:
me and 5 buddies are walking along one of those massive bridges in dragonwake - order comes at us from the other side of the bridge, a fight insues, they outnumber us 3:1 most of my buddies are dead now, and because im a SH im way at the back line. Now the order come for me, the last one standing. i jump off the side of the bridge, use RA while in the air and land safely at the bottom.
Now i ask you.. what is the harm in ONE SH serviving a massacre?? not only did i use my ability for the right reasons, but if you really want to get into it, i was Role Playing EXSACTLY what a goblin would do.
If RA was turned into a run speed increase then why would i even use it? the enemy would just take the 2sec it take to mount up and just run me down. maybe i could dismount them while i was running but it would only prolong the enevitable because of the 30sec cool down on the spell...
In closing, I hope to all that is holy that this is a fake post. i could litrally spend hours typing the benefits of the RA spell and the sheer stupidity of changing the spells mechanics.. Plz i know this is waaay out there, but if any dev wants to contact me on this subject please feel free. im on Red Eye Mountain server - Squiggle
plz plz plz let this be a fake post.
-Da REAL Squiggle
Man I started playing a squig herder, and from all that you just wrote makes me hope I see this ability first hand when I lvl up. Sounds great! It sounds similar to agile escape that WE has. Hit someone and get knocked backwards, land safely. I used that all the time in those situations just to get away. I petition this as well =p
The only way the run buff would work is if you moved REAL FAST and if it was uninterruptable. But what do I know.
Wow, Squiggle. Cry more.
All they did was change the ability. They didn't remove it. You're just mad that you can't exploit it anymore by jumping from bridges and surviving...because that's exactly what you described.
In any event, there are some nice fixes in this patch. I hope most of them are real.
dude, its not exploiting. if you actually go directly from the lore of Warhammer, thats what gobbos do. they will always run then fight. they are sneaky but IF you get a hold of them they are dead.
Who cares if i survive? ok i jumped waaay out of range... now what? i haven't exploited, ive just removed myself from the equation, a WE/WH can stealth to remove himself from the equation even if hes been attacked first. i am essentially doing the same thing.
-Da Real Squiggle
Having played a WE to 40 myself, you can escape as long as there isn't persistent assault on you.
Okay, let me lay down how it works. I understand gobbos are the first to gtfo of Dodge. However, what you're suggesting is that jumping from a ridiculous height, one that would kill anyone should they fall the distance, and pop an ability to forgo the damage because in essence it works like a knock back, is perfectly fine.
It's not. If you were punted off a bridge by say an IB, that's fine because that's how the mechanic works. Using a standard is fine because it can make you invulnerable. Exploiting an ability to make yourself immune to falling damage because you're too weak to respawn at the WC, that's exploiting.
.... obviously theres no arguing this with you. saying of you can jump off a cliff and not take fall damsge by such and such, and this and that....
BUT DONT USE RA - THATS EXPLOITING.
sorta how people thought knockbacks where exploiting in Tor Annroc...
Thats why i respect Mythic cause they dont have many boundrys, they try and make it as non-liner as possible. but changing the spell cause a few QQ bitches complain and cant wrap there head around how to defend, and stop that from happening is just stupid.. you dont want a SH to jump away from you kill his pet. if hes stupid enough to try and summon a new one hes dead.
Thank god disorient is getting nerfed. Adding build times to instant skills (especially melee) makes them useless in most cases.
But I see they nerfed my Knight's damage shields (its all elemental now, so that means 25-40% less damage), no more threat from OYG, while doing NOTHING about the Knight's subpar tanking stats.
I personally think the change to Run Away looks good, so long as the speed boost is substantial. The ability will still serve its purpose as an escape tool, but won't be exploitable anymore.
The one big change I'm hoping for personally is for "Don't feel nuthin" to work on anyone, not just group members (the Zealot's damage absorb ability works this way). I think the same change is needed for Order's healers as well.
so is using a WE agile escape on someone thats on a bridge to knock yourself off of said bridge an exploit? you better change that to a faster movement speed increase too.
the ONLY way i could ever see this working is if the speed was insane AND it wasnt interuptable, you are immune to any and all knockdown/slow effects for the entire duration.
I still am against this with every fiber of my being. and when and IF the offical patch notes mirror this one you can bet im going to start a petition...
hahaha.... seriously though...
-Da Real Squiggle
Doesn't look too bad from the WE perspective, although some of the armor debufs were useful, but what makes me wonder is the part about the throwing dagger.
The damage done with a Kiss procc'ing, with its speed was only really useful when you're doing PVE solo to prevent the bug where a mob runs away, then retreats back to full health. In RVR its so slow the only use is to throw at someone's back to slow them down.
Well all i can say is i hope these arnt the real patch notes because the person who came up with them obviously is a retard in some respects, i also see no fetch/pounce cooldown nerf? And i think engy needed a slight DOT nerf after 1.1 but they just seem to get buffed and buffed. Anyways my opioion counts for nothing so ah well...
I do think these are fake, namely because it has a line that says a bug was fixed that allowed Lightning Rod to receive a higher benefit from stats then was intended. Lightning Rod is treated as a pet, and such the damage is not boosted at all from stats.
I think they are real because this "Warped Flesh: This tactic will now absorb more damage. " came out in a hot fix after this post was made.
No-where in Warhammer Lore were SH able to jump from 100+ foot cliffs or thousand foot high bridges and not take damage, good riddance to that skills ease.
Hope this is not all, if this is real though. SW are getting shafted here. Getting forced even more into a role they for most of them do not want to play. The Assault role. Sadly if that does happen though, pretty much every SW will respec to A-SW and there goes Orders Scouts and Skirm spec players, of whom most are disgruntled as it is.
Woot for Insta-cast Squig Armor. Hey, why not just give us stances too while yer at it......
no, it doesnt specificaly say that squig herders can jump off 100+ cliffs.
but goblins have a knack of always getting away, they are sneaky, slippery, and almost impossible to catch. I cant stress the importance of having an ability that vaults you away from the enemy. run speed increase is stupid unless you are immune to all slow, KD, and KB effects during the entire duration.
the fact that we cant "blink" as it were takes away from one of the biggest advantages a squig herder has....
MOBILITY.
we are moderate at everything, other classes have more burst, more DOT damage, and more tank ability. what makes us a strong class is our ability to duck and run. Taking away the Squig herders strongest ability because people cant cope with tactics to stop them from doing it is stupid.
how long will it be before agile escape is removed from the game, WE/WH take no fall damage if they use that spell... then whats next? knockbacks? cause you dont take any damage from that either.
how about making it so in order to use the ability you have to be within range of, and targeting an enemy for it to work? wouldnt that be better then play testing a completely different mechanic?
-Da REAL Squiggle
This is the most obvious fake I have ever seen. Nothing to see here.
Well I know these are 100% fake when I see
" Touch of the Divine will now cast faster and heal for a higher value "
I gotta give credit to mr. lol who spent so much time on this but still it's pretty easy to confirm in fake.
Well there you go. Very similar to the actual 1.2 notes.
F***** bullshit, the most nerfed class (squig herder) almost have no ****** changes... and oh my god ironbreakers and healers's shields will absorb more damage? **** this you've gotta be kidding me.
Submit a Comment