View Full Version : List of changes for Velious launch?
Bodek
06-10-2014, 03:15 PM
Is there a list of changes that are going to occur when Velious finally launches? I am talking about a single place to see what new skills, nerfs, effects, abilities etc. will be added or removed? zones, spells and equipment are fairly easy to find out via the wiki. A list of more minor things like the paladin exp penalty removed (playing a paladin). What else?
The devs have added a functionality where nerfs/mods can occur within the proper timeline (1 month post release, 2 months post-release, etc), so don't expect stuff to instantly be changed once Velious releases.
This thread identifies some of the items nerfed and their spot within the time line.
Of special note is Donal's BP which will have its first nerf of increased cast time on day zero (originally 2 weeks post-release).
http://www.project1999.com/forums/showthread.php?t=90916
Stuff like improved paladin spell sets doesn't get added for a couple months.
http://www.project1999.com/forums/showthread.php?t=141665
Hybrid xp penalties were removed a month into Velious.
Revamp planes/gods and triggered epic mobs about 4 months in. Revamp Chardok 11 months in.
Tecmos Deception
06-10-2014, 03:30 PM
Yuck. Didn't realize chardok revamp was so long after velious release.
Daldaen
06-10-2014, 04:03 PM
Druid timeline.
Allakhazam Patch Notes (http://www.tski.co.jp/baldio/patch/20010109.html)
Root and Snare stack now -- 1 Month after Velious - 1 (http://everquest.allakhazam.com/history/patches-2001-1.html)
Chloroblast + Nature's Touch spells added -- 2 Months after Velious - 1 (http://www.tski.co.jp/baldio/patch/20010221a.html)
Track Skill Cap Increased from 50 -> 125 -- 3 Months After Velious - 1 (http://everquest.allakhazam.com/history/patches-2001-1.html)
Faydedar + Venril Sathir made triggerable for Epic Quest -- 3 Months after Velious - 1 (http://www.tski.co.jp/baldio/patch/20010314.html)
Venril Sathir made 3 day respawn, VSR faster respawn -- 4 Months after Velious - 1 (http://www.tski.co.jp/baldio/patch/20010417a.html)
Foraging when hungry/thirsty makes you automatically get food/water -- 4 Months after Velious - 1 (http://www.tski.co.jp/baldio/patch/20010404.html)
Wind of the North/South can be casted from anywhere + Egress works indoors -- 6 Months after Velious - 1 (http://www.tski.co.jp/baldio/patch/20010627.html)
I think those are all the big changes for druids after Velious.
Well I just saw the paladin mentions.
The links in the above list are some big content patches. The 2 month in patch where Druids get new heals is the same one that gives paladins new spells.
zanderklocke
06-10-2014, 04:44 PM
Do triggerable Fay and VS still drop all the goodies?
Water dragon shields for all?
Do triggerable Fay and VS still drop all the goodies?
Water dragon shields for all?
No, only the epic piece.
The normal spawned ones drops the shield/legs/gnarled.
Peon25
06-10-2014, 05:55 PM
come on hybrid penalty removal and attack delay mod with spell casting!!!
Swish
06-10-2014, 05:58 PM
Based on duck/cancel and other differences, I wouldn't have complete faith in the changes being 100% accurate and transferred to here.
I'm looking forward to Velious... no really, I am ;)
themagicbum
06-10-2014, 07:42 PM
I don't really see anything pertaining to wizards. Will we still be the most hated class in the eyes of the devs?
Edit: This was all I found so far.
"We fixed a bug that caused 'Lure' type spells (Wizards) to be resisted more than they should have been in certain types of encounters."
I don't really see anything pertaining to wizards. Will we still be the most hated class in the eyes of the devs?
Edit: This was all I found so far.
"We fixed a bug that caused 'Lure' type spells (Wizards) to be resisted more than they should have been in certain types of encounters."
Wizards don't get their bane spells for 4 months. Also translocate spells are sprinkled through out the year following Velious. Could potentially be limited wiz port scroll drops at Velious launch.
Bodek
06-11-2014, 09:28 AM
Disciplines are introduced. http://wiki.project1999.com/Disciplines#General_Hybrid_Disciplines
Specifically for Pal:
HOLYFORGE (Level 55): Critical Hits and Crippling Blows versus undead with an increased probability of going off. This discipline lasts for 2 minutes, and has a base reuse time of 72 minutes.
Does this mean that Paladins will gain an ability to score get critical hits vs undead as a passive ability at all levels? Like a warrior?
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