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Wryxian
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  • 0. Upcoming Isle of Conquest changes   25/06/2009 16:01:54 PDT
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The following changes have been made to Isle of Conquest. Some of these changes may appear in the build going live today, while others might not make it in until the next build.

Update 21/07/09

  • Added a new powerful AoE attack to the Generals.
  • Added bonus honor for destroying a gate (note: this honor is only given out once when the first gate is destroyed. Destroying additional gates does not grant additional honor).
  • Increased the range of the Flame Turrets on the Siege Engines.
  • li]Decreased the starting reinforcement count from 400 to 300.
  • Achievements for the zone should all work correctly now.
  • Fixed a bug that could cause the Keep Cannons to be unable to be repaired and despawn.
  • Fixed a bug that was causing the alliance gate to not have collision at the start
  • Lowered the movement speed of the glaive thrower (again).


Update 01/07/09

In addition to the changes originally listed in this thread, the following change was recently added and is now live on the test realms:

  • Players gain a new buff after being launched out of the catapult that reduces all falling damage taken.

We intend to make the following changes to Isle of Conquest in the next test realm build:

  • Increase siege damage from Glaive Thrower.
  • Increase all damage from Siege Engine and its turrets.
  • When the parachute effect ends from jumping off the Gunship, players will gain a new buff that reduces all falling damage taken.
  • Increase the timer before a Catapult without a driver explodes from 30 seconds to 120 seconds.

It would be greatly appreciated if anyone who has experienced the following bug could provide us with as much information as possible on the circumstances surrounding its cause:

  • Sometimes the Keep Cannons are being despawned and they never return. This should not happen.

Given that the changes originally detailed in this thread are now live, we'd love to get feedback on your experiences in this new Battleground. Is the average length of each battle better now? Did the changes to the Huge Seaforium piles help address the overly advantageous strategy of capturing the Hangar and parachuting into the enemy's base? Do the Keep Cannons still feel effective now that they do less damage given that you can now repair them? Any information you can provide on your game play experiences will help us a great deal to make this Battleground as fun as possible. Thanks!


=== Original Thread (25/06/2009) ===


Based on player feedback and testing, we will be making several changes to Isle of Conquest in the next test realm build. We'd like to lay them out for you here in the hopes we're able to encourage continued participation and feedback.
  • Increased all the gates' health from 300,000 to 600,000.
  • Increased the reinforcement count from 200 to 400.
  • Significantly increased the health and damage of the keep generals.
  • Seaforium

    • Reduced effect range of the siege damage caused. Both the player damage and the siege damage caused should be 10 yards now.
    • The Huge Seaforium piles will now despawn for 20 seconds once looted.

  • Glaive Thrower

    • Reduced the cooldown of Blade Salvo from 60 seconds to 30 seconds.
    • Reduced movement speed.

  • Demolisher

    • The Hurl Boulder and Ram effects no longer share a cooldown.

  • Keep Cannons

    • Fixed a bug that was causing them to do much more damage than intended.
    • Keep Cannons can now be repaired once they are destroyed by clicking on them. This repair process takes 8 seconds and can be interrupted, similar to capturing a PvP objective.

  • Siege Engine

    • Significantly Increased health.

Your testing of this new Battleground thus far has proven invaluable and we ask that you please keep the feedback coming once these changes have been applied.

[ Post edited by Ancilorn ]


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  • Sylvanas
  • 1. Re: Upcoming Isle of Conquest changes   25/06/2009 16:06:12 PDT
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Q u o t e:

]Keep Cannons
  • Fixed a bug that was causing them to do much more damage than intended.



  • why:(

    [ Post edited by Adya ]

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    • 2. Re: Upcoming Isle of Conquest changes   25/06/2009 16:16:20 PDT
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    Do small seaforum now delete when used though? still seems unfair that one person can hide with a seaforium and chip away at a door without needing to restock on bomb

    And you need to prevernt glaive throwers and demolishers from going inside the keep to the generals room.

    [ Post edited by Carnitine ]

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    • 3. Re: Upcoming Isle of Conquest changes   26/06/2009 03:15:29 PDT
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    Suggestion: make it have more light, more sun. (Weather?) Atm it feels too gloomy, too dark, something like Shadowmoon Valley, blaarghh...


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    • 4. Re: Upcoming Isle of Conquest changes   26/06/2009 03:17:06 PDT
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    Ye I want sun and rain effects :)
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    • 5. Re: Upcoming Isle of Conquest changes   26/06/2009 04:16:21 PDT
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    I've noticed that the glaive throwers can drive inside the keep and up the stairs to the commander, I don't think this is intended, right?

    So there you have a bug to fix or in some way make sure that vehicles can't drive inside the keep, since it obviously don't fit in the door yet it slides trough :P

    EDIT:

    So tried my ally druids new cat/bear skins and then the isle, turns out allys can drive in with even the tanks inside the keep, all vehicles should be left outside, I think, right?

    [ Post edited by Níghtstalker ]

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    • Stormrage
    • 6. Re: Upcoming Isle of Conquest changes   26/06/2009 04:27:28 PDT
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    Q u o t e:
    Suggestion: make it have more light, more sun. (Weather?) Atm it feels too gloomy, too dark, something like Shadowmoon Valley, blaarghh...





    imo, the gloomy dark feeling to the isle of conquest is fine tbh
    it's war, and war is hell:P
    rain effects would be nice though

    got milk?
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    • 7. Re: Upcoming Isle of Conquest changes   26/06/2009 04:50:49 PDT
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    Music would be nice too. i keep finding myself running off to the sides where theres not much going on and all i can hear is dull ambience. had to check to see if id turned music on...
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    • 8. Re: Upcoming Isle of Conquest changes   26/06/2009 05:05:30 PDT
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    Q u o t e:
    Music would be nice too. i keep finding myself running off to the sides where theres not much going on and all i can hear is dull ambience. had to check to see if id turned music on...


    You play wow with sound on 0o?
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    • Drek'Thar
    • 9. Re: Upcoming Isle of Conquest changes   26/06/2009 05:27:48 PDT
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    i'm play wow with sound on; why?


    C i t a t i o n :
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    • 10. Re: Upcoming Isle of Conquest changes   26/06/2009 05:33:52 PDT
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    Q u o t e:
    i'm play wow with sound on; why?


    Well most ppl i know turn the sound off.

    And when i pvp i turn it off, than u turn on teh heavy metal music and push the caps lock button. So when some rogue ass *!!!@%#@%@@*@*@! me in WSG i'm ready to UNLEASH DA FURY!!!

    (another pointless post i know...)
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    • Drek'Thar
    • 11. Re: Upcoming Isle of Conquest changes   26/06/2009 05:54:58 PDT
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    u don"t like me ? :(
    (iam rogue :P)


    C i t a t i o n :
    Les profits ne sont pas une preuve d’efficacité, mais de résultats positifs. Un résultat positif ne constitue pas un effet légitime.


    By Ersinéa, Démoniste, Les Clairvoyants <3
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    • 12. Re: Upcoming Isle of Conquest changes   26/06/2009 06:40:25 PDT
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    Q u o t e:
    u don"t like me ? :(
    (iam rogue :P)


    Brb flamethrower!
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    • 13. Re: Upcoming Isle of Conquest changes   26/06/2009 08:24:35 PDT
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    The keep generals are still a little weak, we took him down in about 20-30 seconds.
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    • Anachronos
    • 14. Re: Upcoming Isle of Conquest changes   26/06/2009 17:21:12 PDT
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    ahh add some more npc who patruling around the lands , and add rain and lightnig wheater effects :) and some cool "war-like" music :)
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    • 15. Re: Upcoming Isle of Conquest changes   26/06/2009 19:00:21 PDT
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    A couple of IoC issues I found:

    Alliance only need to enter or aggro the horde boss to win, horde have to actually kill him

    If you are a spirit waiting for ress and the opposite fraction takes the area you are not auto ported to nearest captured GY so you need to walk to your boby

    If you are in a vechile when it dies and you are pushing against the gates, when ur charecter jumps out of the dead vechile u are beyond the gates.

    btw a parachute for the Launcher vechiles, would be very much appriated:P

    [ Post edited by Karmus ]


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    • Daggerspine
    • 16. Re: Upcoming Isle of Conquest changes   27/06/2009 07:40:22 PDT
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    Q u o t e:
    A couple of IoC issues I found:

    Alliance only need to enter or aggro the horde boss to win, horde have to actually kill him



    What the frick are you talking about? We have to kill him aswell.
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    Zyn
    • Defias Brotherhood
    • 17. Re: Upcoming Isle of Conquest changes   27/06/2009 08:15:50 PDT
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    Q u o t e:
    A couple of IoC issues I found:

    Alliance only need to enter or aggro the horde boss to win, horde have to actually kill him


    Uhm, since I have even tanked the Horde boss on my (premade) warrior, I don't think so.

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    • 18. Re: Upcoming Isle of Conquest changes   27/06/2009 12:27:34 PDT
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    I haven't done much testing of it yet but I did notice that you can kill yourself from launching yourself from a catapult a Slow fall, immunity till you hit the ground or a parachute is needed I think.
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    • Sylvanas
    • 19. Re: Upcoming Isle of Conquest changes   28/06/2009 09:17:27 PDT
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    Some things I'd like to add feedback on:

    1)The Honor Gain.

    The Honor gain atm is way 2 low. Having been in quite a few IOCs in the previous days i've noticed that the honor gain is simply not on par with other BBs.

    2)Hangar>>>>>>>>>>>>>>>>>>>>>>>>>>>>Everything

    The entire enemy team can instantly get inside your keep. Even with making the piles despawn for 20 seconds, and making the walls with double hp:

    First 20 seconds gate is taking 4x5000dmg/10 seconds=40k
    Next 20 seconds its taking 8x5000dmg/10 seconds=80k
    Next 20 seconds its taking 12 x5000dmg/10sec=120k
    Next 20 seconds its 16x5000dmg/10 second=160k
    Net 20 seconds its 20x5000dmg/10 seconds=200k

    Gates destroyed after 100 seconds without anything else.

    There is no keep defense NPC, no vehicle that can help u, the keep cannons cannot fire inside and in addition its the defenders that suffer the wrath of the airship cannons.Not to mention the attackers outnumber the defenders 5:1. Whoever gets the hangar has it made.

    3)Keep Cannons. Keep cannons keep enemies at bay.They are suppose to hit strong(i've done 20k hits on vehicles, 15k hits on players). While the dmg against players should get nerfed, the dmg against vehicles should not. Also there should be a way to use them against the enemy hangar airship.

    4)Glaives and players.
    U would have to be stunned, slowed or afk to get hit by a glaive.
    Its way 2 easy for a player to destroy a glaive thrower. Blade Salvo needs dmg trippled, at least.




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