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Old 07-15-2009, 09:30 AM   #1
Garthilk
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Producer's Letter From Jeff Skalski

From the General News category we have: Producer's Letter
Hey Everyone,

My name is Jeff Skalski and I’m the WAR Producer here at Mythic Entertainment. Some of you may know me from various Mythic podcasts and interviews I’ve done over the years on RvR and Land of the Dead, but today I get to share with you my first Producer's Letter. I hope you enjoy the read and if you actually like it, I might write more of these in the future. ;)

Continuing where my boss Jeff Hickman left off, I want to provide more details on items you can expect with our upcoming 1.3.0b patch, and a little bit of a sneak peek into 1.3.1. Just one small disclaimer -- I don’t want to cause anyone anger or emotional distress if something I discuss slips to a later patch. In this professional field, anything can happen at a moment’s notice, especially that which is unplanned. Besides, being rather excited for what we have planned and currently in production, I’d rather not hold back too much. Consider this an insider look into what we’re working on. ;) Our plan is to continue to be more open with our community, so I’m sure you’ll be hearing more from me and others over the coming months and years.

Source

UPDATE:
An edit was made to make the XP/RP bonus from fighting enemies in RvR more clear:

This is the clarified message:
"The Field of Glory buff currently grants a 100% experience bonus in RvR Lakes when killing players. Players will now receive an additional 50% bonus to experience and a 150% bonus to renown when killing players near Battlefield Objectives or Keeps."
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Old 07-15-2009, 09:43 AM   #2
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I really hope this letter quells some of the anger over specifics. It is GREAT to see a point fix like this being rolled out faster than if we had to wait until 1.3.1.

Kudos!
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Old 07-15-2009, 10:45 AM   #3
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Seriously, I can not fathom why they would want to place the root timer on the same cooldown as knockbacks and pulls. Atleast from a Magus point of view. Pulls are currently the only counter to the BW Bomb groups that run rampant through most servers on Orders side.

Edit out wrong timer info


Mythic, I really can't understand why you are so blind, the problem isn't immunity timers... its the fact that there are too many CC skills in the game. Take away some. Simple solution. Combinging timers only increases the frustrations of your players... now instead of the person being CC'd complain you will have complaints that no ones CC works. Out of the 5 types of CC that a Magus has 3 are on the same immunity timer. Let alone the 150 other skills from the other classes. So basically you just took away 2 of my survival skills while adding nothing to lengthen survival for a squishy class that has to be within 65' to do anything. ARRRRG

I am all for baby steps in patch cycles... but to totally kill off the last thing that a class has is horrible. without rift what is a magus besides freerenown... I mean even with rift we are pretty much freerenown... now we can bring nothing to the game.
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TheDude wrote:Situation #1: Every MMO has a natural ebb and flow of overpowered and underpowered classes and mechanics. Some things get powerful for a while .. then they fade .. then other things rise ... etc. Situation #2: Sometimes class balance, CC, endgame issues, or whatever can be so severe that they dramatically decrease the fun for your playerbase. It is painfully obvious that Mythic sees Warhammer in Situation #1. and the subscribers see them in Situation#2

Last edited by akalukz; 07-15-2009 at 11:11 AM..
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Old 07-15-2009, 10:49 AM   #4
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Quote:
Originally Posted by akalukz View Post
So in 1.3.0b if someone uses a 10sec root that breaks on hit, then that target can not be pulled or knockedback for 100 seconds. Seriously? Most small skirmishes don't even last that long.
I am unable to comment about other parts of your post, but if you read the herald carefully, "immovable" immunity timer is 30 seconds, not 10x duration.
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Old 07-15-2009, 11:03 AM   #5
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I have to say I'm a little skeptical on their fix for CC. They just need to remove some of the abilities or replace them on high dps classes. Those classes that have 1 or 2 CC abilities to use will most likely see them fail a majority of the time.
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Old 07-15-2009, 11:04 AM   #6
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Has a game ever removed skills? the outcry would be pretty huge I imagine. There are only so many damage skills you can replace them with.
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Old 07-15-2009, 11:08 AM   #7
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Originally Posted by radishlaw View Post
I am unable to comment about other parts of your post, but if you read the herald carefully, "immovable" immunity timer is 30 seconds, not 10x duration.
My apologize, reading ftl -1 for me I will edit... had to read it 2-3 times
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TheDude wrote:Situation #1: Every MMO has a natural ebb and flow of overpowered and underpowered classes and mechanics. Some things get powerful for a while .. then they fade .. then other things rise ... etc. Situation #2: Sometimes class balance, CC, endgame issues, or whatever can be so severe that they dramatically decrease the fun for your playerbase. It is painfully obvious that Mythic sees Warhammer in Situation #1. and the subscribers see them in Situation#2
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Old 07-15-2009, 11:20 AM   #8
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Well it's positive. I doubt it will kill bomb groups but they will reqire a lot more coordination to be successful.
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Old 07-15-2009, 11:22 AM   #9
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Once again they missed the mark. They're focusing on immunity timers instead of the core issue.. too much CC.. and too many abilities that remove control from the player. Stuns,disables, disarms, knockdowns, silences, pulls... all need to go... go away forever.. or at the very very least should all be SINGLE target only and never last more than 3 seconds.

Unless they add a lot of goodies in the patch notes, this won't be enough for me to resub. CC and AoE insanity has ruined this game for me. And I have the most complained about class..a BW.
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Old 07-15-2009, 11:34 AM   #10
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Originally Posted by Balcor View Post
Once again they missed the mark. They're focusing on immunity timers instead of the core issue.. too much CC.. .
What do you expect, the guy that wrote this is the same guy that said a Black Guard and Shamman will wipe a Bright wizard and a WP 9 times out of 10.

He has no clue how the game is played. All they have left is thier vision for how they want the game played, and are too blind to see that it doesn't work. Mythic Needs to be the first MMO to take away skills, but yet they are afraid to do so.
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TheDude wrote:Situation #1: Every MMO has a natural ebb and flow of overpowered and underpowered classes and mechanics. Some things get powerful for a while .. then they fade .. then other things rise ... etc. Situation #2: Sometimes class balance, CC, endgame issues, or whatever can be so severe that they dramatically decrease the fun for your playerbase. It is painfully obvious that Mythic sees Warhammer in Situation #1. and the subscribers see them in Situation#2
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Old 07-15-2009, 11:44 AM   #11
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Sigh.. getting so tired of all you people whining.

Personally? I'm excited for this. It's a step in the right direction. It may be a small step, but it's a step nonetheless. Glad to hear it Jeff, looking forward to the changes in store for forts
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Old 07-15-2009, 11:45 AM   #12
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I added a clarification on the ORvR xp/rp boost that I was told about.
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Old 07-15-2009, 11:47 AM   #13
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Another near completely empty producers letter. Here's the new info in this one:

1) Immunity going from 6x to 10x duration. (We knew it was getting longer - but now we know by how much)
2) They are dumping even more xp/renown/bags on keeps.

*le sigh*
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Old 07-15-2009, 11:55 AM   #14
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I agree with werit. I don't think they want to remove anyone's CC abilities because it would be a huge Sh%tstorm if they did. And who's would they remove? As a warrior priest I certainly don't want them to limit my already poor selection. all I have is a single target silence and a piss poor punt that barely gets targets out of melee range unless I'm uphill from them.

Akalukz says a magus has 5 CC abilities so why not remove some of theirs? You probably wouldn't like that would you?

I see that you're worried of running into many occassions where you use CC and nothing happens because of the increased immunity timers but something needs to be done and I think overall this is the lesser of the 2 evils.

and I totally agree with the change to put pulls/knocks and roots together. I've been suggesting this via the in game reports pretty much every other week for the past4 months.

It makes no sense to me that I can be rooted to the ground and then pulled into a zerg and still rooted when I land... I'm either stuck to the ground or I'm not, you can't have both.

and nothing gets me furious as fast as the magus pull groups, being sucked in then rooted, stunned, knocked down and snared is not cool. I hope this CC change will be enough to soften the blow of this so called "strategy"
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Old 07-15-2009, 12:01 PM   #15
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Quote:
Originally Posted by andy_tenshi View Post

Akalukz says a magus has 5 CC abilities so why not remove some of theirs? You probably wouldn't like that would you?

Remove them all would be fine with me. I am one that thinks only a tank should have ANY kind of CC, and that should be limited to snares and roots and very short knockbacks.

But they would need to remove them accross the board... not just for ONE class. Hell I would rather not rift, but right now, even with this change coming in, it is stil the only viable role a magus can play on the battlefield, due to lack of range, tactics and morale abilities that our "mirror" class gets.
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TheDude wrote:Situation #1: Every MMO has a natural ebb and flow of overpowered and underpowered classes and mechanics. Some things get powerful for a while .. then they fade .. then other things rise ... etc. Situation #2: Sometimes class balance, CC, endgame issues, or whatever can be so severe that they dramatically decrease the fun for your playerbase. It is painfully obvious that Mythic sees Warhammer in Situation #1. and the subscribers see them in Situation#2
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