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Information Les rodeurs vont (enfin) pouvoir être contents

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Gahyak
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Inscrit le: Jan 07, 2004
Messages: 4668

Sujet du message: Les rodeurs vont (enfin) pouvoir être contents Répondre en citant

De tres grosses améliorations vont être apportées à cette classe qui fait office de vilain petit canard

>>> à lire <<<
_________________
[DDO] - Serveur Devourer
La Compagnie des Lames Perdues
(Gahyak / Ruse / Bravoure / Vacarme / Morsure / Blessure / Griffure )
~~~~~~~~~~~~~~
"La Culture c'est comme la confiture : moins on en a, plus on l'étale..."
MessagePosté le:
Ven Sep 15, 2006 1:17 pm
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Helix
Modérateur EQ2


Inscrit le: Jan 09, 2004
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Citation:
Sep 14th 2006, 15:30 GMT
In Testing - Upcoming Combat Changes: Ranged Combat
One of the most exciting components of Module 3 is the changes we are making to combat - both ranged and melee. This article takes an in-depth look at the changes we are making to ranged combat, while an upcoming article will examine melee combat.

Ranged combat has been on our radar for a long time as an area of our game that we could improve. At the very least ranged combat did not seem to scale the same way melee combat did as players leveled. We began to cull data from several sources – pure data analysis (DPS etc.), user comments on the forums (especially the feedback Codog solicited on his "Pet Peeves" thread), and our own experiences playing DDO. We ultimately arrived at the changes you see below.

A new reloading mechanic: reloading can no longer be interrupted by movement or shooting too early.

The first problem we identified was that there was no visual or auditory feedback of when you could shoot again and if you attempted to shoot too early you would interrupt your reload. We found this to be inconsistent with the rest of our game which is movement-friendly and action-oriented.

As of Module 3 your shots will have a cool-down timer and the reload animation will synchronize with this timer. This change should make ranged combat more fun and reduce frustrations in reloading.

In many senses this change could overpower ranged combat which is why we are also changing Shot on the Run.

Shot on the Run: firing while moving will incur a penalty of -4 unless you have shot on the run.

Now that shot on the run is no longer equated to "Reload on the Run" due to the aforementioned change, we have brought a different meaning to shot on the run to be more consistent with melee combat’s movement rules. A movement penalty of -4 will applied to ranged attacks performed while moving unless the player has Shot on the Run.

Bow speed improvements: as you level up, you will become faster with ranged weapons, making ranged combat more consistent with melee combat.

As you level your skill with a bow improves. To help reinforce this fact your reload cool-down timer will grow shorter, your firing animation will speed up, and you will shoot and reload faster than you did before.

This change also allows for each individual ranged weapon to have its own profile/curve. A crossbow suddenly becomes different than a bow and it is possible to make adjustments to individual weapons and balance between different weapon types.

When you equip a ranged weapon, you must now wait the time a standard reload would take before you can fire.

In an attempt to make the streets of Stormreach a tiny bit safer, Harbormaster Zin has decreed that all weapons must be either sheathed or stored in your pack while not in combat. In practical terms, this means that there will now be a small delay - the amount of time it would normally take to load that weapon – when you equip a ranged weapon.

In untargeted attack mode, ranged weapons now accurately hit where the targeting reticule is. Previously, there were slight errors based on race.

The boyers have been hard at work fine-tuning their product to fit all of the body types found in Stormreach, particularly the extremely tall (Warforged) or the extremely short (Halflings). Warforged were finding that their ranged weapons were hitting slightly low from their target – Halflings were hitting slightly high. All of the races should enjoy the greater accuracy with ranged weapons.

A new feat: Precise Shot.

If you have this feat, your targeted ranged attacks will now pass through friend and foe alike to strike your target (no damage will be done other than to your target). Get the target you wanted every time!

Another new feat: Improved Precise Shot

If you have this feat, your targeted ranged attacks will now pass through and damage all foes in your path until they reach your intended target. Target the monster farthest away from you and see what happens! Precise Shot will be a pre-requisite.

Many shot: when you reach base attack bonus of 11, you will get a third arrow to fire during a many shot burst.

This change brings Many Shot inline with the PnP 3.5 rule set. Please note: Many Shot stacks with both Precise Shot and Improved Precise Shot. Rangers should happily note that all of the feats mentioned here will be free to them as class feats.

Repeating crossbow speeds have been adjusted at lower levels.

After much analysis, repeating crossbows have been tuned down at lower levels and have their own unique speed progressions as levels increase. Repeating crossbows will still be powerful but they will not be so out of line power-wise that they completely dominate the lower levels. Please note: if you have taken specific feats to make yourself a repeating crossbow powerhouse and you don't like the new speed progression we are also adding feat respec with Module 3.

Target correction – when you have an invalid target selected, the bow will now perform an untargeted shot.

Codog gave me permission to call this one out as his most embarrassing bug. And I quote: "You will no longer shoot an arrow out of your butt when you target yourself."

Haste now affects ranged attacks.

Magical effects can now influence the rate at which weapons fire.

Please be on the lookout for our upcoming article on the changes to melee combat coming in Module 3.


bon je ferai un peu plus de degat, c'est toujours ca de pris
_________________
Jheanne Ranger L8R0
Helix Cleric L3R1
eq2 Hz WoW
MessagePosté le:
Ven Sep 15, 2006 8:05 pm
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Welogas
Modérateur HZ / DDO


Inscrit le: Jan 08, 2004
Messages: 5822
Localisation: Burgundy

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t'as oublié de traduire
_________________
Welosulfure[29,20] Riluos, Soufre
Welostone [29,18] Tedoos, Marbre
Welokrypton [29,19] Thraylios, Cristal
Welowine [28,19] Lieyios, Raisin
MessagePosté le:
Ven Sep 15, 2006 8:11 pm
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