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 Post subject: Orc changes in 1.2 (Updated)
PostPosted: Tue Feb 24, 2009 2:54 am 
Nerf Buff Debatable

Black orc changes 1.2
* Da Toughest: This ability will now grant less Wounds and health to the Black Orc when it triggers. (Hit by big nerf, went from 1200 to 300 heal)

* Wot armor?: This ability has had its stacking % armor debuff replaced with a fixed-value armor debuff. Additionally, it will now apply its maximum debuff value in a single hit. (1 hit full effect allows more diverse play rather than stacking wot armor 5 times. However the set value wont be as effective on tanks but more effective on low armored opponents. Other tanks also has been hit by the same nerf to their armor reduction, so tanks wont be harder to kill, it will just take longer)

* Da Big Un': This ability will now deal more damage, and affect a larger area.

* Savin' Me Hide: This abilty will now deal more damage, and will also reduce the magical damage taken by you and your group.
(Magic damage reduction is 20% for 5 sec)

* Shut Yer Face: This ability will now deal more damage and cost no AP to activate.

* Down Ya Go: This ability will now deal more damage, knock the target down for 3 seconds, and cost no AP to activate.
(2H buff)

* T'ree Hit Combo: This ability will now deal more damage but will receive less damage contribution from stats.(Buff and nerf, has to be tested to see the final damage outcome)

* Not in da Face!: This ability will now deal more damage and also make you and your group briefly immune to disabling effects.

* WAAAAAAAGH!: This ability will now deal more damage.

* Can't Hit Me!: This ability will now deal Corporeal Damage.

* Big Brawlin': This ability will now disorient targets by 25%.
(All classes has these disorient changes which makes disorient useless against other tanks but this also benefits us. Can only see this as a benefit since were now immune to disorients)

* Dat Was Great!: This Tactic has been changed to match the changes to Wot armor?. The Tactic will now increase the duration of Wot armor?, and reduce the victim's Toughness.

* Rock 'Ard: This ability will now absorb more damage.

* Can't Touch Us: This ability will now absorb more damage.


Updated changes from the first edition
* Tree Hit Combo: This ability will no longer interrupt itself while moving. (Fix to a bug introduced on PTS)

* Da Toughest!: Wound buff increased from previously reduced value. (Uncertain of new value but 30 wound was very low)

* Da Biggest!: This ability will now grant a stat buff to nearby group members. (Tactic was needed before)

* Da Bestest!: This ability has been renamed to “Guud at Big Choppin!” and will now increase damage and Parry rate while using a great weapon. (10% damage 5% parry)

* Skull Thumper: The additional damage caused by this ability's debuff has been increased, is now mitigated as Corporeal damage, and no longer gains an increase from stats. Additionally, the damage from this effect will show up on its own line in the combat log.". (Debatable since its switched to corporeal damage which is less migitated but also does less damage due to no stat dependancy)

* Loudmouth: The damage of this ability has been increased and changed to Corporeal. However, this damage will not critically hit or receive benefit from stats.The ability had an set value of 150 damage which doesnt bring the biggest crits so debatable if the damage increase will make up for the lack of crits

*Can Youz Hear me Now?: The damage boost of this ability has been increased.

* Keep it Goin!: The damage boost of this ability has been increased.


This is alot of love for the orcs so far.

To put sugar on top then fetch is nerfed and immovable is now on 20 sec timer. One of the most annoying things playing an orc is ping pong around due to KB ^^


Last edited by Eisenhart on Wed Feb 25, 2009 12:57 am, edited 1 time in total.

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 Post subject: Re: Orc changes in 1.2 (Updated)
PostPosted: Tue Feb 24, 2009 6:23 pm 
Boss Member

Joined: Sat Jun 14, 2008 8:46 pm
Posts: 471
Location: Greece
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Looks nice Orcs need some more love :)


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