Post by phisheface on Jun 9, 2018 4:01:23 GMT -5
OK so... In a effort to be more transparent here is our To Do List on reverting. The idea of the post is to give player's one central location to look at changes as opposed to having to dig through posts. We need the communities help in finding inaccuracies specifically with non AoR changes that is not in this list. Please reference, we ask even staff member's to reference. The goal is to restore to a time when the classes were less mirrored and to give back the classes their uniqueness. The goal is not to mirror.
Maybe we should be sharing this with the community. Maybe we shouldn't.
Some of this stuff might not be possible. None of this is set in stone.
We will be adding to this list in the future as more non AoR changes come to our attention.
We will also strikethrough things as we complete them.
unshakable focus m2 restored to engineer, squig herder, and shadow warrior.
Dwarves
RunePriest:
Mountain spirit m2 duration increased to 30 sec’s
Rune of mending cast on move disabled
Rune of Battle cooldown decreased to 30s (from 1 minute) and ability is unaffected by cooldown reduction abilities.
Rune of Nullification duration increased to 10s from 5s.
Efficient Runecarving tactic given a +10% Disrupt Strikethrough.
undoing red above
Ironbreaker:
Group Gromril plating m3 make into a group buff
Watch n learn cooldown reduced from 20 to 0
Allow oath of vengeance tactic to stack per IB.
Stubborn as Stone remove magic damage trigger's on AA haste on any magic damage. only ranged magic
Engineer:
Undo engineer changes
Keg to heal out of group again reduce AE affect to 30.
Phosphorous Shells can now be cast on the move, is the 13pt ability in Rifleman tree, has its duration reduced to 10s, has its damage increased, and has its cooldown reduced to 10s (from 20s)
Snipe is the 9pt ability in the Rifleman tree
Land Mine staggers for 5s (up from 3s)
The tactic Extra Powder now extends the radius of Phosphorous Shells by 50% (bringing it from 20ft base to 30ft with the tactic)
The Gun Turret ability Machine Gun hits every second rather than every half second. Damage is doubled.
Turrets grant up to 8 Improvised Upgrades stacks every 2s when within 30ft of your turret. Damage is increased by 5% per stack for a max of 40% damage. 4 stacks of Improvised Upgrades are lost when a turret is destroyed for any reason. All stacks of Improvised Upgrades are lost when a turret of a different type than the last is constructed.
Gun Turret
Improvised Upgrades improves your range, and that of your turret, by 5% per stack up to 5 stacks, to a max of 25% extra range
Bombardment Turret
Improvised Upgrades will stack when you are within 40 feet of your turret (up from 30ft), and while between 41 to 80 feet of your turret, you will neither gain nor lose Improvised Upgrades stacks
Turret range is improved by 5% per stack to a max of 40%
Provided you have at least one Improvised Upgrades stack, you can use Path of the Grenadier skills while moving
Each stack shortens the duration and tick interval of Path of the Grenadier and Path of the Tinkerer DoTs by approximately 4% per stack to a maximum of 35%
Flame Turret
Improvised Upgrades will improve your change to Dodge and Disrupt by 4% per stack to a max of 32%, and also increases your turret's chance to Dodge and Disrupt by 8% per stack to a maximum of 64%
Provided you have at least one Improvised Upgrades stack, you can use Path of the Grenadier skills while moving
Stacks increase the radius of any of your AoE abilities on skills by 6.25% per stack to a max of 50%, increase your aoe cap by 2 per stack, but reduce your cast range by 5% per stack to a minimum of 60%
Undo red above
Slayer:
The cooldown of Deathblow has been increased to 30
The handling of Shatter Limbs reverted. It will only increase cooldowns by 1 second for every additional target struck by the ability beyond the second target. Targets that defend the ability will be counted. 1-2 targets have no cd increase, 3 targets have 1s, 5 targets have 3s, and 7+ targets have 5s cooldown increase.
Chance to be crit increased by 10% with Breaking Point tactic.
High Elves
Arcmage:
Fix AM’s mechanic to how AoR was
Healing energy cast on move disabled
Look up old version's of magical infusion.
Golden Aura tactic: used to give radiant gaze a 20 ft aoe effect. Radiant gaze used to be in vaul tree. (hopefully possible, likely not)
Expanded control tactic: increased the radius of mistress of the marsh, rain lord, Law of age to 45 ft. Marsh used to be 13 points vaul. This is back when marsh used to be 30ft.
Currently marsh is 25ft. Suggested change: change mistress of marsh, rain lord, Law of age to be 35 or 40ft diameter.
Likely marsh is staying isha.
(hopefully possible on expanded control tactic)
Prismatic shield no cooldown
Energy of Vaul heals the group
Magical Infusion increases the value of heals received by the target by 25%
undoing red above
Swordmaster
Ensure Heaven’s blade stacks with Wrath of hoeth.
Take away group absorb of protection of Hoeth ability
Make Pheonix wing physical damage again. check this
Ensure Crashing wave is 13 point. Vaul
Ensure Crushing advance is 9 point. Vaul
White Lion
WL pounce does AoE damage upon landing
No cooldown on pounce.
Ensure pounce can’t be used in the air.
Ensure all pets are affected by AoE damage.
Remove minor speed boost after pounce
Double check WL changes. Especially the stances and how it interacts with pets.
Forced opportunity swapped with echoing roar. (likely not possible)
If above possible Change forced opportunity to be undefendable attack pet crit buff for 10 sec’s cd 10 sec’s 20% increase pet critical. (likely not possible)
This is how it used to be.
If all not possible reduce forced opportunities armor debuff to 990.
(note destro is losing warping the spirit tactic which mean’s destro won’t have nearly as high armor builds that order can build so the beefy armor debuff the WL gets is not as needed and creates inequalities.)
Trained to Kill augmented stats are changed. Now, Toughness increases the Strength for the pet, and Wounds increases the Weapon Skill.
Loner tactic now removes the cooldown of pounce. You are unable to summon a lion with this tactic slotted.
New ability added: Champion's Protection, requires 9 points in Guardian tree. 40 AP cost, 30s duration, 30s cooldown Guard ability for the pet. As long as the pet is within 50ft of the player, the player will take 50% of pet damage. Damage is unmitigated but can be parried.
Brutal Pounce moved to 13 points in Guardian (up from 9pt)
Leonine Frenzy moved to 15 points in Guardian (up from 13pt)
Rampage (former 15 point ability) moved to core. Requires level 40. If this ability is used, all morale abilities go on cooldown for 5 minutes.
WL pets now deal less damage if too far away from the owner or if the height difference is too large. It scales as follows.
Full damage if within 40 feet.
30% reduction if between 40 and 65 feet.
50% reduction if between 65 and 100 feet.
75% reduction if over 100 feet away or if the height difference is greater or equal to that of a keep wall
Reduced White Lion pet knockdown Brutal Pounce duration to 2s (from 3s)
Pounce cooldown is increased to 10s and will grant a 3s, 35% movement speed boost to the player when they land. Speed boost is removed upon using any ability reverted
AOE splash damage no longer lands on lion pets, unless they are the primary target of an aoe ability
Pet wounds, toughness, weapon skill, strength, and initiative are reduced, however:
Points in Hunter tree grant strength and weapon skill to your pet
Points in the Axeman tree grant toughness and initiative to your pet
Points in the Guardian tree grant wounds, toughness, weapon skill, strength, and initiative to your pet
undoing red above
Shadow warrior
Eye shot baseline
Barrage moved to 13 point
Flanking shot 9 point
Shadowsting 5 point
Asw SW buff’s need to be undone.
Check if wrists slash initiative debuff stacked on AoR. (Proof)
SW leading shots tactic crit reduction needs to be unnerfed. (Needs testing)
Assault stance grants +10% Parry converts Dodge Strikethrough from gear to Parry Strikethrough (link), increases melee autoattack damage by 65% , has ranged autoattacks disabled , and melee attacks will have a 25% chance to increase autoattack speed by 33% for 5 seconds.
Swift Strikes will grant a movement speed bonus while being channeled
Merciless Soldier has had the AP reduction benefit removed and now grants a 50% critical damage increase to these abilities: Opportunistic Strike, Grim Slash, Exploit Weakness, Counterstrike, Brutal Assault, and Sweeping Slash; it will also grant a 25% critical chance increase to these abilities: Draw Blood and Swift Strikes.
Flanking Shot from the Skirmish tree is now a core ability reverted
Fell the Weak gains its increased damage modifier at 30% target hp, up from 20% reverted
Reduced the AP cost of the No Quarter tactic to 13, down from 20
undoing red above
Empire
Bright wizard
Change: Crown of fire tactic 25% chance to stun for 0.5 or 1 sec no immunity. (if possible)
How it used to be but was hard stun (at time didn't have immunities in game)
Flame of Ruin cooldown reduce to zero. (on test ready to move to live)
Flashfire tactic now decreases the cast time on the next non-instant ability by 50% and allows the ability to be cast on the move; internal cooldown is 3s (used to be 6s)
Flame shield no cooldown
undoing red above
Knight:
Change the Aura mechanic to not be static buffs. Change it back to rotating buffs as the tooltip reads.
Destroy confidence tactic back to triple shatter enchantments keep at melee range. (This tactic is very powerful, it doesn’t need it’s ranged component.)
The dirty tricks tactic needs to be unnerfed.
Slice through tactic needs to be unnerfed. Check range of tactic change. Should be 25ft. RoR changed it to 15ft. (apparently already in game)
Encouraged Aim (tactic) unnerfed , allow use on any weapon. (apparently already in game)
Repel darkness able to gain cooldown with SnB
Witchhunter:
Dragon Gun now knocks down the primary target for 3s
Sudden Accusation, Burn Armor, and Fanatical Zeal are now undefendable
Sever Blessing is now undefendable
Increased heal effect on Sanctified Bullets tactic to 150%, up from 100%
undoing red above
Warrior Priest:
Check to see if there is icd on Prayer of Rightousness and devotion.
fury regen back to 12 (can be knocked down later if need be)
2h hammers now grant additional parry strikethrough
Hammer of Sigmar requires a 2h hammer to use, and a successful hit with Hammer of Sigmar grants Accelerated Intimation, a blessing which cuts cast times in half for its duration (link). It will also always critically hit when improved.
Sigmar's Grace is set to a range of 30ft
Absence of Faith now has a cooldown of 10 seconds and debuffs incoming healing by 50%
The Guilty Soul tactic will not refresh itself on the target
Sigmar's Shield no longer heals if you don't have enough Righteous Fury for it, only drains 10 Fury on heal (down from 20), and lasts for 10s (down from 20s)
Cleansing Power will cause you to cleanse either yourself or your groupmates, instead of your entire group
Prayer of Righteousness has an internal cooldown of 1s
Resurrection Illness now applies a 25% stat debuff, down from 50%, still excluding wounds
undoing red above
Dark Elves
Disciple of Khaine:
Soul regen back to 12 (can be knocked down later if need be)
Efficient patching tactic now cleanses 150 ft increased from 100ft.
M2 Khaine's withdrawal cleanses entire group of hexes curses and ailment to include the caster
Change Restored motivation tactic to: per cast of restore essence to 250 morale pump single target. (Hopefully this is possible.)
1k1 m4 back to 30 sec’s
Rend soul does spirit damage (apparently this is already ingame?) Double check
icd to covenant of celerity and vitality removed
Black Guard
Force of Fury ability 9 point
Wave of scorn ability 13 point
Anger drives me tactic 11 point
Terrifying foe tactic 3 point
Feeding on Pain 7 point
Enraged beating ability 9 (
Get Down! moved to 5 (on test ready to move to live)
Remove Get Down ability from malice tree
Blade of ruin ability 5 point (reconstructed this ability)
Brutal smash get rid of the mirroring and make back into a 50% disorient.
Length based on hate. Short fix make 10 sec disorient flat rate.
Covenant of Celerity and Covenant of Vitality have internal cooldowns of 1s.
Potent Covenants tactic only works for the DoK.
undoing red above
Investigate more on the BG changes.
Witch Elf
WE: Sharpened edge tactic change: finisher’s debuff armor by 75% for 3 sec’s.
WE finisher’s reduced to melee range unless on your knee’s finisher
WE witch brew being spirit based. Maybe not fixed? Need more testing.
Enfeebling Strike, Treacherous Assault, and Vehement Blades are now undefendable
Sever Blessing is now undefendable
Increased heal effect on Kiss of Doom tactic to 150%, up from 100%
Sacrificial Stab now grants the Blessing, Shriek of Death, for 10s, increasing the player's Auto Attack speed by 10% per resource point spent
Sacrificial Stab now applies the Ailment, Hindering Cut, snaring the player affected by 3% per resource point spent
undoing red above
Sorc
Frozen fury tactic: increases 75% proc chance to frozen touch. Nerf made it only affect sorc and increase proc chance by 50% or something.
Change back. Keep it a increased group proc tactic. Start at 75% or 30% proc chance and creep down or up 5% per x time period if needed. This needs playtesting to find sweet spot if even needed to be changed from 75%
daemonic shield no cooldown
Frozen touch: cooldown reduced to 0. (on test ready to move to live)
Chaos
Chosen
Crippling Strikes returned to affect any crit. Was changed to be single target.
Bane shield chance to crit
Ravage damage increase
Destined for victory tactic icd returned to 3 sec's
Dreadful Agony could crit
Change the Aura mechanic to not be static buffs. Change it back to rotating buffs as the tooltip reads.
Sprout Carapace moved to a core morale 4.
Move sprout carapace to m3 core ability move impenetrable armor to m4 corruption spec tree. (not possible atm)
If not possible to move sprout carapace to m3 make it baseline m4 and keep impen armor m3.
Note: Dok 1k1 morale can’t stack with sprout carapace. This is critical!!
Ensure Crippling Strikes is working correctly (also 25%).
Ensure Dire shielding is working correctly.
Allow dire shielding to stack per Chosen.
Change chosen and knight resistant aura’s to debuff full 378 at full spec.
Hastened Dismissal tactic now grants the cooldown reduction of Repel only if you are wielding a Great Weapon
hastened dismissal tactic now provides the correct cooldown reduction for SnB
undoing red above
Magus
Magus: Swap indigo fire of change with mist
Tzeentch’s firestorm cast on move disable.
Undo Chaos unleashed tactic buffs. Havoc tree
Tzeentch's Firestorm has a snare effect needs to be removed.
Chaos Unleashed tactic will now also reduce the cooldown on Tzeentch's Firestorm by 10 seconds
Bolt of Change is the 9pt ability in the Havoc tree
Daemonic Infestation staggers for 5s
Surging Power increases the critical damage inflicted by Flickering Red Fire.
Daemons grant up to 8 Unholy Empowerment stacks every 2s when within 30ft of your daemon. Damage is increased by 5% per stack for a max of 40% damage. 4 stacks of Unholy Empowerment are lost when a daemon is killed for any reason. All stacks of Unholy Empowerment are lost when a daemon of a different type than the last is summoned.
Pink Horror
Unholy Empowerment improves your range, and that of your daemon, by 5% per stack up to 5 stacks, to a max of 25% extra range
Flamer
Unholy Empowerment will stack when you are within 40 feet of your daemon (up from 30ft), and while between 41 to 80 feet of your daemon, you will neither gain nor lose Unholy Empowerment stacks
Daemon range is improved by 5% per stack to a max of 40%
Provided you have at least one Unholy Empowerment stack, you can use Path of Changing skills, except Indigo Fire of Change, while moving
Each stack shortens the duration and tick interval of Path of Changing and Path of Daemonology DoTs by approximately 4% per stack to a maximum of 35%
Blue Horror
Unholy Empowerment will improve your change to Dodge and Disrupt by 4% per stack to a max of 32%, and also increases your daemon's chance to Dodge and Disrupt by 8% per stack to a maximum of 64%
Provided you have at least one Unholy Empowerment stack, you can use Path of Changing skills, except Indigo Fire of Change, while moving
Stacks increase the radius of any of your AoE abilities on skills by 6.25% per stack to a max of 50%, increase your aoe cap by 2 per stack, but reduce your cast range by 5% per stack to a minimum of 60%
undoing red above
Potentially Swap infernal pain tactic (core) with deamonic range tactic (changing) (how it used to be)
Potentially Disable deamonic range tactic replace with something different or not.
Zealot
Dark Medicine cast on the move disabled
Make: Eye of sheerian 100ft group heal (will remain the same. temporarily held until sprout carapace is made into m3)
Changer's Touch is on a 10s uptime (up from 5s)
Storm of Ravens now carries a snare component
Mirror of Madness now causes damage to the recipient on direct heal received instead of heal cast; damage occurs once per second max, and ability can be cast on the move
Transference tactic gives a +10% Disrupt Strikethrough
undoing red above
Marauder
Thunderous Blow: revert back to 5 sec CD (on test ready to move to live)
Thunderous Blow moved to 13 points in Savagery tree with wounds debuff value reduced
Draining Swipe moved to 5 points in Savagery tree; cooldown reduced to 10s (from 20s), debuff reduced to 5s (from 10s)
Hulking Brute now additionally adds 160 Initiative (at level 40) for a maximum of 320 stat points as per the other three point tactics, Scything Talons and Corrupted Edge
Terrible Embrace is now undefendable if behind the target at the end of the channel
undoing red above
Greenskinz
Shaman
Gork'l fix it cast on move disabled
Fix Shaman’s mechanic to how AoR was.
Eeeek random self punt
(Eeeek as a quick solution self punt backwards)
Mork's buffer no cooldown
look up old versions of Shrug it off.
You Weren’t Using Dat m3 does not ap drain opponents. It does fill the shaman with AP thou.
Restore Yer a weaklin
Take away gettin smarter!
Squig herder
Kaboom knock back hieght increase with slight move backwards.
Check squig herder spike pet ranges
Finish em off condition trigger needs to be reduced from 30% to 20%
Some stabby stuff needs to be changed look to older versions.
The Horned Squig's Head Butt will now perform a 2 second knockdown instead of a knock back
Reduced the AP cost of the Aimin' Quickly tactic to 13, down from 20
Behind Ya's damage has been increased and the critical chance of the ability is increased by the percentage of life lost on the enemy target
Reduced Squig Herder pet disarm to 3s duration
undoing red above
Black Orc
Remove chop fasta on Down ye go
If possible swap Down ye go with not in da face. If not possible leave it.
Restore AoE snare on big swing for BO as tooltip reads
Youz sez me block dat icd returned to 3 sec's
Make You got nuffin tactic: a Anti Detaunt tactic like it used to be.
Remove AA haste from Waaaagh
Youz see me blok' dat'?! internal cooldown increased to 10s (from 3s) now back to 3 sec's
Big Brawlin' now adds a 10 second cooldown to Big Swing gone
Rock 'Ard now places the absorb on groupmates within 80ft gone
Down Ya Go now grants Chop Fasta buff to your group, reducing cooldowns by 5 seconds for 10 seconds so long as they are within 100ft (link) Abilities unaffected by this buff are: Rending Blade, Da Waaagh! Is Coming, and Shades of Death. gone
Infernal Wave is affected but will not be reduced to less than 5s if using the tactic Neverending Agony.
Right in Da Jibblies had a knock-up effect on live. This is no longer active in RoR.
No Choppin' Me will not stack two Follow 'me Lead weapon skill buffs on the defensive target
undoing red above
Choppa
Chop fasta cooldown increased to 2 minutes instead of 1 minute.
No More Helpin' cooldown reduced from 30s to 10s.
The cooldown of Weaklin' Killa has been reduced to 15s from 30
Removed the negative effect from the Strong Finish tactic.
Chop Fasta cooldown reduced to 60s and the duration of the buff is reduced to 10s. Cost reduced to 25 AP. Abilities unaffected by this buff are: Rending Blade, Da Waaagh! Is Coming, and Shades of Death. Infernal Wave is affected but will not be reduced to less than 5s if using the tactic Neverending Agony.
undoing red above
Maybe we should be sharing this with the community. Maybe we shouldn't.
Some of this stuff might not be possible. None of this is set in stone.
We will be adding to this list in the future as more non AoR changes come to our attention.
We will also strikethrough things as we complete them.
Dwarves
RunePriest:
undoing red above
Ironbreaker:
Allow oath of vengeance tactic to stack per IB.
Stubborn as Stone remove magic damage trigger's on AA haste on any magic damage. only ranged magic
Engineer:
Undo engineer changes
The Gun Turret ability Machine Gun hits every second rather than every half second. Damage is doubled.
Turrets grant up to 8 Improvised Upgrades stacks every 2s when within 30ft of your turret. Damage is increased by 5% per stack for a max of 40% damage. 4 stacks of Improvised Upgrades are lost when a turret is destroyed for any reason. All stacks of Improvised Upgrades are lost when a turret of a different type than the last is constructed.
Gun Turret
Improvised Upgrades improves your range, and that of your turret, by 5% per stack up to 5 stacks, to a max of 25% extra range
Bombardment Turret
Improvised Upgrades will stack when you are within 40 feet of your turret (up from 30ft), and while between 41 to 80 feet of your turret, you will neither gain nor lose Improvised Upgrades stacks
Turret range is improved by 5% per stack to a max of 40%
Provided you have at least one Improvised Upgrades stack, you can use Path of the Grenadier skills while moving
Each stack shortens the duration and tick interval of Path of the Grenadier and Path of the Tinkerer DoTs by approximately 4% per stack to a maximum of 35%
Flame Turret
Improvised Upgrades will improve your change to Dodge and Disrupt by 4% per stack to a max of 32%, and also increases your turret's chance to Dodge and Disrupt by 8% per stack to a maximum of 64%
Provided you have at least one Improvised Upgrades stack, you can use Path of the Grenadier skills while moving
Stacks increase the radius of any of your AoE abilities on skills by 6.25% per stack to a max of 50%, increase your aoe cap by 2 per stack, but reduce your cast range by 5% per stack to a minimum of 60%
Undo red above
Slayer:
The handling of Shatter Limbs reverted. It will only increase cooldowns by 1 second for every additional target struck by the ability beyond the second target. Targets that defend the ability will be counted. 1-2 targets have no cd increase, 3 targets have 1s, 5 targets have 3s, and 7+ targets have 5s cooldown increase.
Chance to be crit increased by 10% with Breaking Point tactic.
High Elves
Arcmage:
Fix AM’s mechanic to how AoR was
Look up old version's of magical infusion.
Golden Aura tactic: used to give radiant gaze a 20 ft aoe effect. Radiant gaze used to be in vaul tree. (hopefully possible, likely not)
Expanded control tactic: increased the radius of mistress of the marsh, rain lord, Law of age to 45 ft. Marsh used to be 13 points vaul. This is back when marsh used to be 30ft.
Currently marsh is 25ft. Suggested change: change mistress of marsh, rain lord, Law of age to be 35 or 40ft diameter.
Likely marsh is staying isha.
(hopefully possible on expanded control tactic)
Energy of Vaul heals the group
Magical Infusion increases the value of heals received by the target by 25%
undoing red above
Swordmaster
White Lion
Ensure all pets are affected by AoE damage.
Double check WL changes. Especially the stances and how it interacts with pets.
Forced opportunity swapped with echoing roar. (likely not possible)
If above possible Change forced opportunity to be undefendable attack pet crit buff for 10 sec’s cd 10 sec’s 20% increase pet critical. (likely not possible)
This is how it used to be.
If all not possible reduce forced opportunities armor debuff to 990.
(note destro is losing warping the spirit tactic which mean’s destro won’t have nearly as high armor builds that order can build so the beefy armor debuff the WL gets is not as needed and creates inequalities.)
Trained to Kill augmented stats are changed. Now, Toughness increases the Strength for the pet, and Wounds increases the Weapon Skill.
New ability added: Champion's Protection, requires 9 points in Guardian tree. 40 AP cost, 30s duration, 30s cooldown Guard ability for the pet. As long as the pet is within 50ft of the player, the player will take 50% of pet damage. Damage is unmitigated but can be parried.
Brutal Pounce moved to 13 points in Guardian (up from 9pt)
Leonine Frenzy moved to 15 points in Guardian (up from 13pt)
Rampage (former 15 point ability) moved to core. Requires level 40. If this ability is used, all morale abilities go on cooldown for 5 minutes.
WL pets now deal less damage if too far away from the owner or if the height difference is too large. It scales as follows.
Full damage if within 40 feet.
30% reduction if between 40 and 65 feet.
50% reduction if between 65 and 100 feet.
75% reduction if over 100 feet away or if the height difference is greater or equal to that of a keep wall
Reduced White Lion pet knockdown Brutal Pounce duration to 2s (from 3s)
AOE splash damage no longer lands on lion pets, unless they are the primary target of an aoe ability
Pet wounds, toughness, weapon skill, strength, and initiative are reduced, however:
Points in Hunter tree grant strength and weapon skill to your pet
Points in the Axeman tree grant toughness and initiative to your pet
Points in the Guardian tree grant wounds, toughness, weapon skill, strength, and initiative to your pet
undoing red above
Shadow warrior
Check if wrists slash initiative debuff stacked on AoR. (Proof)
Reduced the AP cost of the No Quarter tactic to 13, down from 20
undoing red above
Empire
Bright wizard
Change: Crown of fire tactic 25% chance to stun for 0.5 or 1 sec no immunity. (if possible)
How it used to be but was hard stun (at time didn't have immunities in game)
Flashfire tactic now decreases the cast time on the next non-instant ability by 50% and allows the ability to be cast on the move; internal cooldown is 3s (used to be 6s)
undoing red above
Knight:
Change the Aura mechanic to not be static buffs. Change it back to rotating buffs as the tooltip reads.
Witchhunter:
Sudden Accusation, Burn Armor, and Fanatical Zeal are now undefendable
Sever Blessing is now undefendable
Increased heal effect on Sanctified Bullets tactic to 150%, up from 100%
undoing red above
Warrior Priest:
fury regen back to 12 (can be knocked down later if need be)
2h hammers now grant additional parry strikethrough
Sigmar's Grace is set to a range of 30ft
The Guilty Soul tactic will not refresh itself on the target
Sigmar's Shield no longer heals if you don't have enough Righteous Fury for it, only drains 10 Fury on heal (down from 20), and lasts for 10s (down from 20s)
Cleansing Power will cause you to cleanse either yourself or your groupmates, instead of your entire group
Resurrection Illness now applies a 25% stat debuff, down from 50%, still excluding wounds
undoing red above
Dark Elves
Disciple of Khaine:
Soul regen back to 12 (can be knocked down later if need be)
M2 Khaine's withdrawal cleanses entire group of hexes curses and ailment to include the caster
Black Guard
Brutal smash get rid of the mirroring and make back into a 50% disorient.
Length based on hate. Short fix make 10 sec disorient flat rate.
Potent Covenants tactic only works for the DoK.
undoing red above
Investigate more on the BG changes.
Witch Elf
Sever Blessing is now undefendable
Increased heal effect on Kiss of Doom tactic to 150%, up from 100%
Sacrificial Stab now grants the Blessing, Shriek of Death, for 10s, increasing the player's Auto Attack speed by 10% per resource point spent
Sacrificial Stab now applies the Ailment, Hindering Cut, snaring the player affected by 3% per resource point spent
undoing red above
Sorc
Frozen fury tactic: increases 75% proc chance to frozen touch. Nerf made it only affect sorc and increase proc chance by 50% or something.
Change back. Keep it a increased group proc tactic. Start at 75% or 30% proc chance and creep down or up 5% per x time period if needed. This needs playtesting to find sweet spot if even needed to be changed from 75%
Chaos
Chosen
Bane shield chance to crit
Ravage damage increase
Dreadful Agony could crit
Change the Aura mechanic to not be static buffs. Change it back to rotating buffs as the tooltip reads.
Move sprout carapace to m3 core ability move impenetrable armor to m4 corruption spec tree. (not possible atm)
Note: Dok 1k1 morale can’t stack with sprout carapace. This is critical!!
Ensure Dire shielding is working correctly.
Allow dire shielding to stack per Chosen.
undoing red above
Magus
Tzeentch’s firestorm cast on move disable.
Bolt of Change is the 9pt ability in the Havoc tree
Daemonic Infestation staggers for 5s
Surging Power increases the critical damage inflicted by Flickering Red Fire.
Daemons grant up to 8 Unholy Empowerment stacks every 2s when within 30ft of your daemon. Damage is increased by 5% per stack for a max of 40% damage. 4 stacks of Unholy Empowerment are lost when a daemon is killed for any reason. All stacks of Unholy Empowerment are lost when a daemon of a different type than the last is summoned.
Pink Horror
Unholy Empowerment improves your range, and that of your daemon, by 5% per stack up to 5 stacks, to a max of 25% extra range
Flamer
Unholy Empowerment will stack when you are within 40 feet of your daemon (up from 30ft), and while between 41 to 80 feet of your daemon, you will neither gain nor lose Unholy Empowerment stacks
Daemon range is improved by 5% per stack to a max of 40%
Provided you have at least one Unholy Empowerment stack, you can use Path of Changing skills, except Indigo Fire of Change, while moving
Each stack shortens the duration and tick interval of Path of Changing and Path of Daemonology DoTs by approximately 4% per stack to a maximum of 35%
Blue Horror
Unholy Empowerment will improve your change to Dodge and Disrupt by 4% per stack to a max of 32%, and also increases your daemon's chance to Dodge and Disrupt by 8% per stack to a maximum of 64%
Provided you have at least one Unholy Empowerment stack, you can use Path of Changing skills, except Indigo Fire of Change, while moving
Stacks increase the radius of any of your AoE abilities on skills by 6.25% per stack to a max of 50%, increase your aoe cap by 2 per stack, but reduce your cast range by 5% per stack to a minimum of 60%
undoing red above
Potentially Swap infernal pain tactic (core) with deamonic range tactic (changing) (how it used to be)
Potentially Disable deamonic range tactic replace with something different or not.
Zealot
Make: Eye of sheerian 100ft group heal (will remain the same. temporarily held until sprout carapace is made into m3)
Transference tactic gives a +10% Disrupt Strikethrough
undoing red above
Marauder
Draining Swipe moved to 5 points in Savagery tree; cooldown reduced to 10s (from 20s), debuff reduced to 5s (from 10s)
Terrible Embrace is now undefendable if behind the target at the end of the channel
undoing red above
Greenskinz
Shaman
Fix Shaman’s mechanic to how AoR was.
Eeeek random self punt
Mork's buffer no cooldown
look up old versions of Shrug it off.
You Weren’t Using Dat m3 does not ap drain opponents. It does fill the shaman with AP thou.
Squig herder
Check squig herder spike pet ranges
Some stabby stuff needs to be changed look to older versions.
The Horned Squig's Head Butt will now perform a 2 second knockdown instead of a knock back
Reduced the AP cost of the Aimin' Quickly tactic to 13, down from 20
Behind Ya's damage has been increased and the critical chance of the ability is increased by the percentage of life lost on the enemy target
Reduced Squig Herder pet disarm to 3s duration
undoing red above
Black Orc
If possible swap Down ye go with not in da face. If not possible leave it.
Make You got nuffin tactic: a Anti Detaunt tactic like it used to be.
Down Ya Go now grants Chop Fasta buff to your group, reducing cooldowns by 5 seconds for 10 seconds so long as they are within 100ft (link) Abilities unaffected by this buff are: Rending Blade, Da Waaagh! Is Coming, and Shades of Death. gone
Infernal Wave is affected but will not be reduced to less than 5s if using the tactic Neverending Agony.
Right in Da Jibblies had a knock-up effect on live. This is no longer active in RoR.
No Choppin' Me will not stack two Follow 'me Lead weapon skill buffs on the defensive target
undoing red above
Choppa
No More Helpin' cooldown reduced from 30s to 10s.
The cooldown of Weaklin' Killa has been reduced to 15s from 30
Removed the negative effect from the Strong Finish tactic.
Chop Fasta cooldown reduced to 60s and the duration of the buff is reduced to 10s. Cost reduced to 25 AP. Abilities unaffected by this buff are: Rending Blade, Da Waaagh! Is Coming, and Shades of Death. Infernal Wave is affected but will not be reduced to less than 5s if using the tactic Neverending Agony.
undoing red above