Patch Notes 22/05/2025

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Gladiolix
Posts: 277

Re: Patch Notes 22/05/2025

Post#51 » Fri May 23, 2025 1:29 pm

Farrul wrote: Fri May 23, 2025 12:51 pm
live4treasure wrote: Fri May 23, 2025 12:28 pmIf you think Divine Impact is bad, then you are most likely a solo player. Divine Impact is mandatory in smallscale fights (scenarios, 6v6), and if you understand the concept of burst damage, you'll realise why.
A mediocre ability which didn't even exist prior to the healer patch is now mandatory? Oh please :) . It is not mandatory for anything, just a painful reminder of an opportunity lost of giving WP dps something it actually needed( hint: like a gap closer or KD, imagine having that as a melee spec in this game).

It's just an extra, a filler with a slow 2 S akward cast melee ability(victim of lag and ping) with a debuff which isn't even great after buff to avoidance stats patch. The solo mantra as an excuse for a poor implemented ability ? That one never gets old. :)
Divine Impact sure has its short comings, but the truth is you can get pretty hefty bursts with it, 5k+/1s with good crits(Divine Impact+Hammer of Sigmar+Auto Attack+Guilty Soul+Soulfire hit at the same time).

Also the avoidance patch made it that only 50% of avoidance can be stricken through, there's no cap in debuffing avoidances. So all avoidance debuffs are actually better than strikethrough buffs atm.
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live4treasure
Posts: 319

Re: Patch Notes 22/05/2025

Post#52 » Fri May 23, 2025 1:33 pm

Farrul wrote: Fri May 23, 2025 12:51 pm
live4treasure wrote: Fri May 23, 2025 12:28 pmIf you think Divine Impact is bad, then you are most likely a solo player. Divine Impact is mandatory in smallscale fights (scenarios, 6v6), and if you understand the concept of burst damage, you'll realise why.
A mediocre ability which didn't even exist prior to the healer patch is now mandatory? Oh please :) . It is not mandatory for anything, just a painful reminder of an opportunity lost of giving WP dps something it actually needed( hint: like a gap closer or KD, imagine having that as a melee spec in this game).

It's just an extra, a filler with a slow 2 S akward cast melee ability(victim of lag and ping) with a debuff which isn't even great after buff to avoidance stats patch. The solo mantra as an excuse for a poor implemented ability ? That one never gets old. :)
Gap closers and KDs and such are obviously fantastic abilities, however that's sepparate from whether or not Divine Impact is as mediocre as you, and many others, seem to believe. Are you familiar with timestamping?
Giladar - rr 82 DPS AM

Farrul
Posts: 602

Re: Patch Notes 22/05/2025

Post#53 » Fri May 23, 2025 1:44 pm

Gladiolix wrote: Fri May 23, 2025 1:29 pmDivine Impact sure has its short comings, but the truth is you can get pretty hefty bursts with it, 5k+/1s with good crits(Divine Impact+Hammer of Sigmar+Auto Attack+Guilty Soul+Soulfire hit at the same time).

Also the avoidance patch made it that only 50% of avoidance can be stricken through, there's no cap in debuffing avoidances. So all avoidance debuffs are actually better than strikethrough buffs atm.
It is just that the spec has plenty of burst without it( i.e those here complaining about Hammer of sigmar, at least destro players). Meanwhile no gap closer for a melee spec, no cc to stop anything. Wrath does not need Divine impact.

However i would say if they added some range to it as been suggested previously by the vets, 15-20ft i would consider it. 2s cast and melee 5ft creates all kind of issues.

Farrul
Posts: 602

Re: Patch Notes 22/05/2025

Post#54 » Fri May 23, 2025 1:56 pm

live4treasure wrote: Fri May 23, 2025 1:33 pmGap closers and KDs and such are obviously fantastic abilities, however that's sepparate from whether or not Divine Impact is as mediocre as you, and many others, seem to believe. Are you familiar with timestamping?
A slow cast 5ft ability makes it mediocre per se. Whether you want to timestamp an afk player not moving or might i suggest a target dummy ;) does not make it any more practical, certainly not mandatory since WP wrath has good burst potential without it. There is a logical reason why melee abilities in this games are instant cast.

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live4treasure
Posts: 319

Re: Patch Notes 22/05/2025

Post#55 » Fri May 23, 2025 2:04 pm

Farrul wrote: Fri May 23, 2025 1:44 pm
Gladiolix wrote: Fri May 23, 2025 1:29 pmDivine Impact sure has its short comings, but the truth is you can get pretty hefty bursts with it, 5k+/1s with good crits(Divine Impact+Hammer of Sigmar+Auto Attack+Guilty Soul+Soulfire hit at the same time).

Also the avoidance patch made it that only 50% of avoidance can be stricken through, there's no cap in debuffing avoidances. So all avoidance debuffs are actually better than strikethrough buffs atm.
It is just that the spec has plenty of burst without it( i.e those here complaining about Hammer of sigmar, at least destro players). Meanwhile no gap closer for a melee spec, no cc to stop anything. Wrath does not need Divine impact.

However i would say if they added some range to it as been suggested previously by the vets, 15-20ft i would consider it. 2s cast and melee 5ft creates all kind of issues.
You would only use it at 15-20ft if you were being kited by something in the lakes, and had no allies with the ability to catch them.

The whole point of the ability is what the poster above you just explained. You can delay its damage by 2 seconds in order to have it and a bunch of other things hit all at once, generating significant burst damage. Why would you use it at 15-20 ft if the rest of your abilities can't reach?

The cast time is annoying, but obviously necessary for it to be used as timestamp burst. Is it difficult to use sometimes? Yes. But that's why you join discord with a 6 man team and coordinate your burst, such that your tanks can do the usual combo of punting away and/or knocking down their tank and knocking down/M1 rooting the burst target. This is the scenario this ability was very clearly created for.

It's obviously regrettable that WP has no charge ability like other MDPS, but by no means does that make Divine Impact a bad or even mediocre ability.
Giladar - rr 82 DPS AM

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vanbuinen77
Posts: 308

Re: Patch Notes 22/05/2025

Post#56 » Fri May 23, 2025 2:06 pm

Wp/dok will never get a gap closer as long as they have ress, cleanse, and heals
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Farrul
Posts: 602

Re: Patch Notes 22/05/2025

Post#57 » Fri May 23, 2025 2:28 pm

vanbuinen77 wrote: Fri May 23, 2025 2:06 pm Wp/dok will never get a gap closer as long as they have ress, cleanse, and heals
Except DoK has one (CoC) which is very potent for the whole group. It just the WP that doesn't get any in this game anymore since the devs decided to remove the only one they had ( Judgement).

P.S. Despite CoC i would argue the DoK also still needs a more reliable one vs single target when in DPS spec( not shield nor chalice). But the WP there is no balance excuse really, just something unacknowledged by the dev team.

Farrul
Posts: 602

Re: Patch Notes 22/05/2025

Post#58 » Fri May 23, 2025 6:54 pm

live4treasure wrote: Fri May 23, 2025 2:04 pmYou would only use it at 15-20ft if you were being kited by something in the lakes, and had no allies with the ability to catch them.

The whole point of the ability is what the poster above you just explained. You can delay its damage by 2 seconds in order to have it and a bunch of other things hit all at once, generating significant burst damage. Why would you use it at 15-20 ft if the rest of your abilities can't reach?
Nop since 15-20 range is not enough vs a kiter, you'll need at least 45ft for that if not 65( i.e judgment range and the old snare effect).

The short range mentioned here is to make sure the hit connects and that the ability mechanic doesn't suck, ask yourself why melee abilities per default are instant cast and do not have a cast timer whilst ranged abilities are the ones with 1,5-2 seconds cast timer( i.e festering arrow etc). Because cast time works well with ranged attacks but wouldn't with melee range, hence the whole game follows this basic design.
live4treasure wrote: Fri May 23, 2025 2:04 pmThe cast time is annoying, but obviously necessary for it to be used as timestamp burst. Is it difficult to use sometimes? Yes. But that's why you join discord with a 6 man team and coordinate your burst, such that your tanks can do the usual combo of punting away and/or knocking down their tank and knocking down/M1 rooting the burst target. This is the scenario this ability was very clearly created for.
It is annoying because it quite frankly is a bad design, you may coordinate in discord and use a white lion to compensate for all its flaws but that doesn't make a bad design any better, it is just ignoring the elephant in the room. 2s cast timer on a 5ft range is forever going to be a bad idea, creating a lot of issues not the least for everyone not gifted with flawless ping.

It is actually funny how the devs first added the debuff, then now undefendable to try and salvage it, but the fundamental design is still the main issue of this ability. Meanwhile the spec is begging for at least the ability to stop something once it can finally catch in melee, i.e KD effect. ''Divine Impact'' sounds good for a KD effect *whistles* ;) .

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live4treasure
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Re: Patch Notes 22/05/2025

Post#59 » Fri May 23, 2025 7:16 pm

Farrul wrote: Fri May 23, 2025 6:54 pm
live4treasure wrote: Fri May 23, 2025 2:04 pmYou would only use it at 15-20ft if you were being kited by something in the lakes, and had no allies with the ability to catch them.

The whole point of the ability is what the poster above you just explained. You can delay its damage by 2 seconds in order to have it and a bunch of other things hit all at once, generating significant burst damage. Why would you use it at 15-20 ft if the rest of your abilities can't reach?
Nop since 15-20 range is not enough vs a kiter, you'll need at least 45ft for that if not 65( i.e judgment range and the old snare effect).

The short range mentioned here is to make sure the hit connects and that the ability mechanic doesn't suck, ask yourself why melee abilities per default are instant cast and do not have a cast timer whilst ranged abilities are the ones with 1,5-2 seconds cast timer( i.e festering arrow etc). Because cast time works well with ranged attacks but wouldn't with melee range, hence the whole game follows this basic design.
live4treasure wrote: Fri May 23, 2025 2:04 pmThe cast time is annoying, but obviously necessary for it to be used as timestamp burst. Is it difficult to use sometimes? Yes. But that's why you join discord with a 6 man team and coordinate your burst, such that your tanks can do the usual combo of punting away and/or knocking down their tank and knocking down/M1 rooting the burst target. This is the scenario this ability was very clearly created for.
It is annoying because it quite frankly is a bad design, you may coordinate in discord and use a white lion to compensate for all its flaws but that doesn't make a bad design any better, it is just ignoring the elephant in the room. 2s cast timer on a 5ft range is forever going to be a bad idea, creating a lot of issues not the least for everyone not gifted with flawless ping.

It is actually funny how the devs first added the debuff, then now undefendable to try and salvage it, but the fundamental design is still the main issue of this ability. Meanwhile the spec is begging for at least the ability to stop something once it can finally catch in melee, i.e KD effect. ''Divine Impact'' sounds good for a KD effect *whistles* ;) .
That is the tanks job, usually. I dunno, you accuse me of using some sort ot "solo player" card, but literally all of your arguments against Divine Impact can be countered by playing in a team, which is what the game is designed around.

Just have your tank KD or M1 the target you're about to focus. That's what they would normally do in any scenario or 6v6 anyway...
Giladar - rr 82 DPS AM

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