Seriously... there's WAY too much city sieging going on. Playing on both Iron Rock with my Destro toons, and Badlands with my Order toons during primetime is a struggle to avoid the city. Last night was particularly bad. Both servers had sieges going at the same time overlapping by about an hour. How the hell am I supposed to do scenarios if I can expect a prime time siege (a couple times) every single night? That's not the extent of it either. I usually get online at the beginning of east coast prime time and play until the end of west coast prime time. Hell, I'd love to do some city scenarios if they weren't crap. Where's my Reikland Factory and Twisting Tower already? Please Mythic, even if you don't associate my proposed offensive and defense buffs for the city siegers, including 2 scenarios while the city is being attacked would be a hell of a lot more fun than having to roll toons on multiple servers. Too many people running sc's instead of defending against the empty instance our enemies refused to join? Only let one of each scenario run at a time! I'm not sure how your SC backend works, but if it tosses everyone into a queue, as one would assume, things should roll along smoothly enough. Right? It'd work nicely with the solo-queuing by RR rank, and premade v premade group queuing. Hell, at that point you could run 2 of each scenarios at a time. Don't get me wrong, I don't mind being able to get in on a phat load of renown pretty much at will by defending or attacking a city, it's just more often than not, as these city sieges become more frequent, I find myself in a city devoid of opposition where the most interesting action I get is running between two flags. What the bloody hell is that? It's a fair step better than only having two objectives I suppose, but if no one comes to play, what's the point? You want an all out bloody war in the streets of your capital cities? Add an unbalanced feature, just like you do for scenarios, that closes down the instance if you have a significant discrepancy between attackers and defenders. Well what if one of the forces is sickeningly dominant over the other? Spawn more overlords! Or just lords, or hell, a group of champs might be enough. Let them rally near our spawn for a minute or so, then charge into the nearest BFO with, hopefully, the rest of the forces needing assistance. Here's another thought to spice up the city siege mechanics a little bit, why not have some sort of bombing run? The attackers have to drag along a giant bomb from their spawn point to a point of attraction on the map. There's banks, and auctioneers, taverns, libraries, temples, all kinds of things that we could blow up. It'd need to be a big bomb though, so snare the bomb runner and make his teammates watch over his ass. If you manage to get a bomb inside your target, it gets a 30s timer before killing everyone nearby (ala Khaine's Embrace), and add a handful of VP's or points to the PQ flip. I would also limit the targets to only be explodable one time per city instance, as opposed to PQ flips, and only one giant bomb per run with a 2m respawn timer if they runners get killed in the process. Heh, as an added bonus, if the bomb runner is killed, it hits the ground with a 30s defuse timer. Once the time runs down, another big kaboom to wipe out you foolish bastards playing with bombs in a city siege. See how this works now? Use it to get points to flip the PQ, or use it to clear out a massive hoarde camping at a BO. Fun innit? Now we're using more of the scenario mechanics that we all love. A little Howling Gorge combined with Khaine's Embrace and Stonetroll Crossing. C'mon guys! Let's up the ante a little bit here!
Sorry doomsayers, the cat finally clawed it's way out of the bag. Thank Mmmmm Gud and Bootae for finding that little gem. I blew it up to poster size and hung it on my ceiling above my bed so I can look at it at night and think about all the people screaming about the game being over. In fact, I can still hear them screaming now. I really don't think they're going to stop either, but it sure makes them look like idiots.
Here I thought this was a temporary thing that happened in the middle of the day. Apparently there's Verizon servers down all over the country, and WAR has been offline since around 2pm EST. This tickles me something awful, and surprisingly the official thread has had some very un-moderated chatter. Mostly people supporting the game after their initial rage cools down and they realize, no really, this isn't Mythics fault this time. There's been very timely updates, and the community team is, as usual, supportive and reasonable. I like some of the suggestions for the downtime compensation. Particularly the Otherworld Talisman that Tekkor suggested.At the 9pm update we find out that along with the Verizombie attack some bits of hardware had more than it could handle and bit the dust. Hopefully a quick fix and replacement brings the servers back up in time for some more late night pwning. Some people have it in mind that we should rally up the Verizombie employees and take it out on them, however, like any good zombie, someone has to be pulling the trigger. There's a Chinese-Russian-Korean-Bear-Tank-Necromancer out there somewhere doing this... Oh great, now they found ninjas too.
 It's always something on comic days isn't it? I found out this bit of info and had to rant before whipping up a comic to further jab a thumb into the eye of all things current. Not to mention finding a video to scrape screenies from. I suppose it could have waited until Friday, but this has me REALLY excited. Even if nothing comes from it, and WAR goes on about it's normal life, at least there's a chance RIGHT NOW for big things to change. WAR is great as is, but there's a lot of things that were either overlooked or deemed unnecessary that would make it BETTER. Through the midst of all the blogs and news sites I had to troll to find enough information to make this comic work, there's still a metric ton of WAR haters out there. It still to this day surprises me how many WoW purists there are, and because of that no MMO is going to get the love it takes to survive. There's an alternative to this, and WAR is poised to make it happen. WoW is classically a PvE game, WAR is at heart and soul an RvR game. WoW makes feeble attempts to make PvP fun and awesome but ultimately fails. WAR makes feeble attempts to make PvE fun and awesome, but just doesn't have the might to even show up against the current king. What to do? Simply put, take the elements of WoW that everyone pines for, and instead of directly copying them via the PvE route, do what you're good at and convert them into RvR. Hasn't Mythic noticed the pure joy players get from Live Events? We all rush out into RvR and pound the HELL out of each other for something as simple as a title. PvE be damned! What happened to Conflict PQ's in T4? Bring back a couple of those, and have them bleed into RvR areas! WHY FOR THE LOVE OF GOD DOES CRAFTING HAVE TO SUCK? See my previous post on that one. Base it off RvR for the awesome recipe's and ingredients, then scale back what you can possibly get in PvE. WAR has all the potential in the world to become an anti-WoW, heavily favoring killing players over trash mobs for fat loots. No one at the moment has a hope of taking the crown from WoW, but we can make a new one from the guts and bones to wear for ourselves. It's already on the right track by rewarding players with some of the best loot in the game through RvR kills, zone flips, fort attacks (and defense) and city invasions. Land of the Dead, if it works correctly will be a great example of how new "Instance"-style zones should be done, and old ones should be converted to (Gunbad-Bastion-LostVale). This way we're not trying to do the PvE game better, it's just not possible. But we CAN do the RvR game better, and just as good as a mirror to WoW's PvE game. Isn't this the goal?
Some people dread the juggernaught of EA eating up more and more small(-ish) studios for fear of ruining all that is holy. For the sake of WAR, I see this only as a blessing. Bioware has some of my favorite games under their belt, and a new vision for the production of WAR is pretty obviously needed. Mark Jacobs brought life to WAR, and FINALLY got it released as a major triple A MMO that we all know and love today. He also had his own personal touches on a couple aspects of the game that have been really hard to swallow. Crafting being the thing I'm talking about. He gimped it so badly time after time, and horribly limited the wide scope of things that could be done to the point that when anyone does crafting we get either a potion or a talisman.
Look, I want more bodies on the battlefield. There's a ton of players, casual and hardcore, that took one look at our crafting system and never looked back. There's another ton that gave it some time, and ultimately couldn't deal with it. Mark tried to downplay the importance of crafting in an RvR focused game, but ultimately it closed off avenues of potential playerbase. Wanna get people involved in the fighting instead of grinding it out in Altdorf? Make the BEST crafting gear come from high RR players in OPEN RvR and make it BoP always need on use. Just like in WoW, except our focus is PvP instead of PvE. That's what people came to expect from WAR, a mirror version of WoW with LESS PvE importance, and a more persistant world with the danger of getting sacked every few hours.
Persistance is something that Bioware has gotten a lot better over the years. Let me paint a picture for what I think they could pull off. Now, I don't know if I've talked about this on the blog before, but it's always been a tickling fancy of mine. Perhaps this is something that Bioware could pull off. There's always been an irritation that I've had in that we can capture only capital cities, forts, and BO's temporarily. The prior being pretty sweet, but the two former being slightly meh. When a zone flips, it's always possible for the winning side to rush in with high morale and crush the defenders (with notably lower morale), and quickly take subsequent zones. When this happens I always feel like something is being left behind. Namely, the enemy warcamps and towns. Of course, R55 Champions tell us to bugger off with big 30,000 point smackings of pain and relatively light suffering. Is this WAR??
When a zone flips, and the battle "moves on to the next location" the R55 Champions should really get their asses in gear if they want to defend their territory. This way, the winners of the current zone can go ahead and lock down the opposing PvE side by destroying their camps, and looting the leftover bodies. Also giving the losing force MUCH MORE INCENTIVE to fighting back, and further opportunity and time to quickly snatch the zone they were just put into. Much like the Conflict PQ's in previous Dwarf/Greenskin pairings, make the Warcamp a 30m conflict one-chance PQ, where the defenders have a chance to push the attackers back into the lake and hold their ground. Or let the attackers fight off a balanced force of Champs/Players (one spawning/despawning on entry/leave), with a number of key Hero's to be killed to finish. Let's see : Quartermaster, Flight Master, Healer, Quest Givers, and a Warcamp Lord. Stage one would be killing 100 players/guards, stage two would be the 8-ish Hero unique mobs, and stage three would be the WC Lord. At the end of it all drop a fat-lewt bag with (gasp) Conqueror Gear! Conq gear is by far the hardest to attain, as a capital city run can yield upwards of 5-8 pieces of Invader gear, but only two forts with Conq fall per city run. More ways to get it (a crazy hard T4 conflict PQ), the better.
Do you all see the madness in this? With the attackers in control of PvE, they cannot level any further without pushing zones short of being in some real danger. Turn captured zones into full RvR for the opposing realm, and they'll think twice about venturing into them. Omg, real consequences for not defending our territory?! Madness! Omg, we can get Conq bags by BURNING THEIR WARCAMPS TO THE GROUND!? That sounds MUCH more like it, bring it on!
Ray Muzyka, you're more than welcome to enter the Waaagh, and make these things happen. I dare you.
 I've given a good amount of time in game, read all the other blogs, digested and let settle all the changes and issues risen from the most recent patch. I've resisted writing a review with an initial knee-jerk reaction, and feel now that the majority of reactions have been made by Mythic to cover the most game-breaking emergency patches. I see a lot more good in this patch than bad, and for the most part feel that they have accomplished their goals in releasing it. It ain't perfect, but I can't blame Mythic entirely for their failures in light of the vast amount of work stuffed into this patch. Overall, it's been a good one, with some bad spots throughout. Among many things, their major goals include Keep Upgrades, Siege Weapon changes, Combat Responsiveness, Guild UI overhaul, Character UI profiles, RvR PvE adjustments, Medallions and Crests, Ordinance, Guild Recruitment profile, the new Gates of Ekrund 6v6 Scenario, Capital City fixes, a large myriad of Class adjustments including : Pet buffs, AoE fixes, Choppa/Slayer spam adjustments, AM/Shammy dps buff, Stat caps, and persist-through-death-buffs. Not to mention the upcoming Live Event, which I wanted to wait and see how difficult it would be, but I kinda already have a sense of it. Everything they went out to touch, they did so quite well imo, but some things took a swift nutkick along the way. A bit of bitter aftertaste if you will, but, is it gamebreaking? This is gonna be a massive wall of text, so bust out a bucket of popcorn and grab a soda. Maybe even bookmark the page and go for a walk during the intermission...Keep UpgradesOf all the things they could have done to make RvR that much more challenging, this was probably the best move. I've had experience in every tier taking and claiming keeps, upgraded and not. Keep in mind, I play on an oRvR server, so level requirements are a bit more lax. Tier 2 keeps are the easiest to hold at this point when fully upgraded with Champion mobs all around. You don't get the option for additional guards in T2, but the overall cost for maintenance is much lower, coming out to around 8g per hour. Upgrade times are fast, ranging from 5-10 minutes, but you have to be wary about getting rolled quickly if a large enough force shows up. One door before the Keep Lord makes for easy pickings if there's more than a warband running around taking them. However, the max rank allowed in is 31, so you won't get a hoard of R40's sneaking in to steal the zone. It leaves the best chances to successfully repel invaders for appropriately leveled ranges
T3 is a slightly different story. Maintenance cost is up a bit more, and you still don't get the option for extra guards, but there is more of them roaming around anyways. The inner sanctum is a bit more deadly because of this, especially when surrounded by champion mobs. To counter this, R40's CAN get into these ones, which can make for a lackluster defense if you're randomly defending the zone you're currently leveling in. Also, at this point, you'll find Lockpick/Bypass Defenses being used to ninja the Keep lord by groups as small as 5 R40's. Between banner rez, and rez pots, they can get just barely enough healing to pull it off, and in some instances, they can sneak a healer inside. Same story since the hotfix after 1.2, so no real change there. Taking a fully ranked keep in T3 requires a full warband of ~R25 or, as we like to do it, a party of R40, and a party of ~R25. Running the guild across the zones, we closed our warband, stayed in vent, and managed to take every keep we came across. Two R40 MDPS managed to wipe whatever forces tried coming in the backdoor to defend, and the rest of us the doors, and stomped in the Lord.
I had a brief run-in with a couple keeps in T4, through roaming with our Alliance in a push to the DE Fortress. From what I hear, these are quite a bit more expensive when fully upgraded, and the difficulty isn't really that different when it comes to scale. It's all R40's v R40's on Pragg, and Destro really doesn't have much in the way of tactics and organization. When the Alliance wants a fort, we flip all the zones until we get it. Usually takes about 3 hours. Champ mobs simply did not slow us down and were not a deterrent for Destro pug-bands either, so for the most part, T4 hasn't changed except for being a bit more expensive.
Overall, I really enjoy the difficulty presented with a claimed keep. It takes coordination now, which means less pug-bands running around like a mindless zerg getting in our way. Also, the spam when a keep comes under attack has changed. You now get a notice of how many enemies are in the area, when they kill a guard, and where they are on the keep. If they attack the Outer Doors, Inner Sanctum, Keep Lord, it lets the whole guild know about it. The extra information allows defenders to respond appropriately, and bring a nice fight at most of the keeps. When running with a group of 12, we had enemies show up at every claimed keep with at least equal numbers. The only thing that still bugs me is the banner/pot rezzing Healers into the keeps. Reduce the range even further Mythic! Make it 10' instead of 30. :)
Siege Weapons
If anything were to slow us down, it would be that we simply couldn't zerg against the door to shred it to pieces anymore. Thank god! Door hitpoints have been doubled, and Ram dmg has been as well. Effectively, reducing normal attacks by 50% effectiveness. Also, the rams have added damage reduction against Oil, so eveyone isn't getting insta-wiped when splashed down upon. The Epic Rams are crazy powerful too, those will reduce a door to splinters in half the time! I wish they would have added a bit more damage to the ST and AoE siege weapons though, plinking for ~500 with a ST siege weapon just doesn't cut it when you're looking at ~5000hp on a smart healer. Even with 6 of the things up and concentrating fire on healers, it'd take two full volleys to kill them IF they held still, did not cast, and were not healed. The AoE shots are fine at ~250-300 dmg, it just falls in line with the rest of their scheme to love all over AoE damage.
"Combat Responsiveness"
Notice the quotation marks. This is an area with mixed results. The idea was to reduce lag in large oRvR battles, and give casters back a respectable cast-bar. It seems to me this is something of a continual improvement instead of a one-fell-swoop sort of deal. I believe I've counted two hotfixes on top of the initial patch to reduce lag, crashing, and general badness in T4 forts/capital. On the upside, spells are being cast at appropriate times now when lag-free, and "Mythic" seconds appear to have been abolished, though the casting animation seems to be the same for the most part. I've noticed, insta-casts have become more instant now, and you can generally ignore the animation suggested by GCD. This could be bad, as it brings back the macroability of insta-death via stealthers. Also increases the insta-DoT spam from various classes once they figure out whats going on. I've tested it on my AM, with his instant no-cooldown DoT and I'm getting double the damage I used to by spamming a dozen people in the time it used to take me to ST DoT two.
Also, resurrection is broken 80% of the time. Whether intentional or not, a rez will bring the person back to life at 80-100% hp most of the time. No idea how they managed that, but it drives me crazy (unless I'm playing my healer). Battles are more chaotic now, since that choppa you just slaughtered is only going to be gone for 5 seconds. Good luck killing the rest of the mob that quickly. This so far is the worst part of the patch, but at least it happens on both sides equally.
UI Overhaul : Guild, Profiles, Recruiting
Excellent job by Mythic on this one. I think they not only hit the nail on the head, but managed to drive it through 3 feet of petrified wood in the process. The only gripe people have had on this is having to set up profiles for each toon. The Guild tab is amazing now. There's so much information available, as a guild leader I salivate each time I hit G. Setting permissions is much smoother, and is done from one window, which makes it easy to compare all the different ranks. The Roster simple works now. You can promote/demote, assign/un standards or recruiters, see who is in a party or warband, locked or not, AND join them in the same spot. All the issues my officers have had with losing guild permissions are entirely gone. Our Alliance tab hasn't changed a whole lot, except for being able to see all our allied guild Standards, and which keeps they hold, if any. Oh, wait. That's a pretty significant change too! Being able to have different UI's per character is nice, though I would lik, e to have a Master profile in case I like how a set of toons are worked out. Obviously I don't need SquaredHealBot on anything but healers, but my DPS classes could all use the same UI elements. Of the tons of addons that I have, only Minmap broke, so that's a big plus as well. Huge patches that don't kill my list of addons are cool with me. Lastly, the recruiting profile, and Guild Links are pretty cool. There's a LOT less spam out there from guilds, and when it is, all you see is [random guild] then nothing else. So much nicer than block-spam about how l337 these R7 guilds are. Try the search function out too, it actually works how you would imagine it should!
Medallions, Crests, and Ordnance
I really like how the system works now. Medals drop off players depending on their rank, and you get them ANYTIME you kill someone (10% drop rate). Some think the cost is far too high, but I disagree. It's meant to add on to the existing system, people are still out taking Keeps and running PQ's for Gold Bags. If they replaced the bag system for tokens, you wouldn't have nearly the incentive to get out there and do it. In the past week, spread across 4 toons, I've collected at least a hundred medallions, and a handful of crests. I've also won three gold bags for set pieces that I need. Figure over the next week I'll pick up three more bags, and be able to redeem (if all on the same toon at least) medallions for the final piece! Two weeks to collect enough to buy sounds about right to me. It will certainly take a bit longer if you're afflicted with altoholism, but I don't mind the system encouraging playing one toon. Personally, I think that's also a step in the right direction. The more people focusing on one toon, the higher the average RR goes up, and the better a chance for Crests to drop in RvR, instead of psuedoRvR-PvE. Ordnance is something similar, also dropping from player kills, but only in RvR lakes from what I've noticed. They're also scattered around each BO, Keep, and randomly throughout. You use em to buy the aforementioned Epic Ram, Epic Siege Weapons, Oil Immune Pots, and Rest/Heal pots. A small, but effective, additive to further push the propaganda of RvR. [---------------------------------------------------------------------------------------------------------------]
I'd like to recommend you stop here, go have a smoke (if applicable), hit the bathroom, visit the concession stand for more popcorn, and/or molest your significant other. Don't want anyone to go blind, ya see?
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Gates of Ekrund Moving right along we have the new 6v6 Scenario revisiting the Gates of Ekrund. Open for players from 19-26, this is ideal for premades and essentially a party vs party duel, at which I notice Order does VERY well. Perhaps its just the large ratio of Destro : Order on my server, so the chances of getting lesser skilled players is higher. Regardless, there's some interesting little quirks to it. For one, there's a quest at the spawn point to find a Book of Grudges. It's sitting on a pile of rocks atop the gates, and can be difficult to track down if there's some combat going on. Either way, grab it and turn it in when you spawn again for a nice 63,000 XP. Yes, 63k, tons. That is indeed correct. O wait! There's another quest to do! Kill 15 players, and you get another 63k XP, and it's repeatable! This is a very fast way to level up to R27, and helps the pace of the game move along pretty quickly. Unfortunately, you miss out on a lot of area, quests, potential storyline and RvR when you take this route. It is tons of fun though, highly recommended!
RvR-PvE adjustments This one is pretty simple, essentially they've cut the renown/inf/XP from Keeps and BO's by 33%. The changes come, I'd imagine, to keep people from carebear-flipping BO's back and forth, and actually dominate the zone. What's that go to do with it? Well, remember before when a zone flipped, and everyone in the region got a sweet chunk of renown for it? Well now, the game tracks all the renown/inf/XP you get from those BO's and Keeps, and when the zone flips you receive all that tracked renown/inf/xp but DOUBLED, on top of the normal big fatty renown boost. Kinda makes things interesting eh? Now if only the other guilds in T2/T3 would take a Keep once in a while we could dominate these more often...
City Siege adjustments Seen those Kings get captured lately? There was a lot of snares, roots, and snap-taunts flying around that simply shouldn't have been there. Haven't heard about any fix for the instant-rez-to-full-on-respawn issue, but I'd imagine it snuck in with one of the hotfixes or simple went unmentioned. Simply put, they fixed the King encounters. Woo. Now if I ever get a chance to get into one of those, I can uber-fail! This fix doesn't really bother me much. No one on Praag has gotten close to a King fight, let alone past stage 3.
Now, the part that IS relevant, and supposedly fixed with the latest hotfix, is queueing for the first city instance. Your Warband leader will run at the portal, and automatically be assigned to an instance, at which point any other player will be able to run in and join them. Also, I believe if you add or replace players, they will automatically be added to your instance at whatever stage, giving opportunity to replace members that DC'd, logged, or whatever else. Which in turn will keep the warband full, and the rest of the city instances playable. Nothing sucks worse than getting to stage 3 after 3 hours of playing, just to have a handful of people need to log off for the night.
Class Adjustments
AoE for BW/Sorc/Engi/Magus/Slayer/Choppa have been adjusted to be less wtfpwn, and more reasonable in large scale combat. I.E. GTAoE does not stack on each other, and the melee spam AoE's have been adjusted to a cone effect instead of 30' radius.
Archmage/Shammy get a DPS buff to all abilities, making them just a bit more deadly. It's noticeable, but not OP by any means. I doubt you'll be seeing many more of them DPS specced. They're great at killing champions though, typically can take one out 3 levels higher. They're pretty viable as a 1v1 solo class too. Not a lot of classes can burn em down as fast as they can heal/dps.
Pets (squig or lion) recieve different stat bonuses based on your gear, and type of pet active. All pets have had their HP boosted significantly. Turrets/Demons get the extra wounds, but no stat buffs. Land Mine/Demonic Infestation is now based off CR, and damage off Tink/Daemon.
DoK caught a hefty debuff, Khaine's Bounty/Imbuement tactics for direct heal/dmg crits no longer count HoT/DoT crits and CoV doesn't heal if the damage was disrupted.
WP's no longer Cleanse everyone in the world, just the targets party, and the Guilty Soul tactic is no longer capable of crits damage or heals.
WH/WE lose Accusations/Frenzy when switching targets.
Stats are capped, though it varies per class as to where. You can tell when your stat numbers turn gold. After that point, it costs 2 stat points to equal 1 normally. I'm a little confused about this one, as I've heard varying reports of stats capped at 750-1000, yet my Engi with over 1k Ballistics seems unaffected. Some say that tactics and pots do not count towards the cap, still investigating on that.
Lastly, potions and zone domination buffs will now persist through death. I can't remember offhand if the BO buffs do so, but I think not. I know ability buffs do not persist.
The class changes overall don't particularly break any of them, though the Shadow Warrior could definitely use some love, and has needed it for a long time. They're simply no match whatsoever for the Squig Herder, and are more akin to the Marauder anyways, minus melee survivability. I'm surprised they keep ignoring the class, and brushing it off. Does anyone even bother to run from a SW? The only chance they have to survive is kiting like a madman, and hoping the opposing class doesn't use anything resembling a snare/root/disable/disarm. Maybe it's just a flavor thing, but I hardly see any SW's in T4. I tried to play one for a while, and I couldn't enjoy it due to their impotence, but I loved my SH. Ah well, they seem to have made the entire battlefield a bit more survivable at very least. Melee has a chance to do their thing now, and that'll make em happy.
Still need to get rid of the rez-to-full glitch though. That's the new gamebreaker.
Not a lot to say about the live event, except that I'm expecting another cake-walk with somewhat lame rewards. No unique world drop uber-item, just another trophy, title, and vanity gear. With any luck the goggles will be able to find GOOD loot later on. So far, it's been more fun to head out into the RvR zones and find dozens of other players in the same area. We even had a chance to repel a larger group of Destro from our chunk of Thunder Mountain. Knights of the Feathered Hats has been doing some very nice guides about it.
Overall I'm rather satisfied with 1.2.1 post hotfixes. I haven't been so lucky to experience a lot of the weirdness I've seen in the Bug Reports section of Warhammer Official Forums, which probably keeps me in a better mood than most. I've seen more RvR action, more open RvR, and a revival of players that I long ago thought quit the game. Those who are coming back, seem quite pleased. The few bugs that concern me the most at this pointis the spammability of insta-cast no-cooldown abilities, and the full-health-rez. The rest of it is good enough for me.
There's a load of other things in the patch notes here . If your eyes haven't started bleeding by now, you should go check em out and see if there's anything else interesting that I might have missed.
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