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Update Notes - March 10th, 2014

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  • Update Notes - March 10th, 2014

    Class Updates

    Shadowdancer
    *Shadow Daze now has unlimited uses per day, 60-second cooldown; save DC changed from 10 + Dex Mod to 10 + Shadowdancer Level + Dex Mod
    *Shadow Evade now lasts 1 round/level instead of a flat 3 rounds

    Shadowdancer was never a great class; it was only useful for taking 1 level to get HiPS. We moved HiPS to 4th level on this server because dipping 1 level to get that great ability was just too strong for too little cost. This had the unfortunate consequence of making Shadowdancer a very hard sell for stealth builds. These changes accomplish two things.

    First, the unlimited Shadow Daze uses give the Shadowdancer a meaningful contribution in every fight, both for PvE and PvP.

    Second, the expanded duration on Shadow Evade gives the Shadowdancer much more survivability and encourages the actual use of the ability.

    Weapon Master
    *Ki Critical moved to 5th level (from 7th)
    *Improved Flanking (+4 when flanking instead of +2) at 7th level
    *Immunity to Paralysis at 8th level
    *Improved Whirlwind Attack at 10th level

    When we gave Fighters the Pathfinder treatment, Weapon Masters got friendzoned pretty hard. With strict feat requirements, awkward ability progression, and a payoff that was no longer unique, there wasn't much sense in taking this class.

    By moving Ki Critical to 5th level, we open up many more build possibilities for non-Fighter classes. It's much easier to account for 5 levels in a setup than 7, and we anticipate seeing some new combinations that weren't really viable before.

    These new abilities have been added to flesh out the class's progression up to level 10 and play up what's always been suggested about the class but never really emphasized: battlefield mobility. This class, if taken to level 10, will be very useful in large melees. Spring Attack means free movement through enemy threat zones, and Improved Whirlwind attack gives you an attack against every enemy in a pretty large radius. We can't make this class exceed a fighter in raw attack bonus and damage, but we can make it excel in a different area.

    Stalwart Defender
    *Defensive Stance now has unlimited uses per day, 30-second cooldown

    Another class that got hosed when Fighter was improved. Still working on bringing this one up to snuff, but for now, giving the class unlimited uses of its stance allows it to maneuver freely and enjoy its main class feature throughout a PvE content run. From a PvP standpoint, you're not screwed if your opponent refuses to fight you in a certain spot; you just have to manage your cooldown.

    Misc
    - Bandage calculations have been improved. The full cycle takes half the time, and the healers Heal skill / targets CON bonus have a greater impact on the healing.

    - Improved bastard swords, SB, and Duelest vendor weapons to be more relevant and useful.

    - Mossdale and Whurest bosses now have a slight chance to drop high quality gems. And those barrels in the Spine do not (wish the public had reported this earlier).

    - Argyle loot containers should now work properly.

    - Refugees and Stageplay scripts added in Cheapside / Aquor
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  • #2
    I am definitely looking forward to the possibilities with Weapon Master now.
    Ramza Xantheus "...for a meager fee, of course."

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    • #3
      Love the refugees outside Aquor, though one shouted something about "Play:animation something something" at me. I think they may be possessed and speaking in tongues.
      I can't slow down, I can't hold back though you know I wish I could. No there ain't no rest for the wicked until we close our eyes for good!

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      • #4
        Yay refugees! I no longer have to spawn them every time I log on! XD

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        • #5
          Love to the friendzoned prestige classes!

          Looking forward to the new and wacky builds to follow.
          But please, keep one thing in mind for me. What have you become when even nightmares fear you?
          - Nessa

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          • #6
            (( Thanks Bipolar, looking into it. ))
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            • #7
              Originally posted by sonuvalich View Post
              Love the refugees outside Aquor, though one shouted something about "Play:animation something something" at me. I think they may be possessed and speaking in tongues.
              These particular refugees just really like plays. Keeping Aquor classy!

              After the game, the king and the pawn go into the same box.

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              • #8
                This is so feckin fantastic! I've been looking forward to such changes to Shadowdancer for a long while! The changes to weapon master is just icing on the cake!

                Is shadow evade still an instant feat/use - or was that never implemented?

                Will the Weapon Master bonus to crit range and crit multiplier stack with the ditto from Sword Saint? I'm thinking with 5 fighter/5 weapon master/10 SS you could have crits on 11-20 and x4 multiplier on rapiers, kukris, scimitars and falchions. Wow!
                My'athvin Simaryl - Elven Mhaornathil
                Mhaenal Ahmaquissar - Minstrel Knight

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                • #9
                  WM feats on crits don't stack with SS. They do allow you to take the benefits in two different weapons though.
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                  • #10
                    And please, take into account the lore of the class as well. There's a good deal of RP potential there, provided you don't prioritize making the most awesome build evah.
                    "Use the Force, Harry" -Gandalf

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                    • #11
                      Originally posted by [DM] Grinning Death View Post
                      And please, take into account the lore of the class as well. There's a good deal of RP potential there, provided you don't prioritize making the most awesome build evah.
                      That is true. I was just curious and looking at the classes in a new light.
                      My'athvin Simaryl - Elven Mhaornathil
                      Mhaenal Ahmaquissar - Minstrel Knight

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                      • #12
                        I like this utilization of cool-down abilities. Seems to make more sense in the constant interactions of the online server than P&P or OC style of only dealing with a handful of encounters a day before getting your abilities back.
                        Is there any consideration for Pathfinder-style Cantrips and Orisons?

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                        • #13
                          Basically, DnD 4e was a system that would easily translate to a DnD video game. I like to implement cooldowns where they're not going to imbalance the ability in one direction or the other; basically, if it's a cornerstone of a class but isn't wildly powerful, I'm looking at giving it a cooldown over finite uses.

                          Is there any consideration for Pathfinder-style Cantrips and Orisons?
                          There's consideration, but before we'd go down that road, we'd need to be finished with reviewing and adjusting all of the classes and getting more content in place. Saulus and PL have been doing some really cool stuff with Icewind Dale, lately, and it's my hope that we can follow that example and retrofit the rest of the server to match the new depth of content.

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                          • #14
                            Ki damage, 12-30 sec-cd!
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                            • #15
                              Oooooh progress! Looks good!
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