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Changelog 02/11/16

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Azarael
Posts: 5332

Changelog 02/11/16

Post#1 » Wed Nov 02, 2016 2:04 am

[Combat/Careers]

White Lion/Marauder

Whirling Axe and Wrecking Ball no longer improve Dodge and Disrupt.
Fixed an issue causing Whirling Axe and Wrecking Ball to scale with 4x the user's Strength bonus instead of 2x.

[Open RvR Tier 2-4]

The lock timer for Battlefield Objectives is now dynamic, based on population, and can vary from a maximum of 8 minutes down to a minimum of 2 minutes. Because of shorter locks with more players, the bonus to Battlefield Objective base XP for many players in a single zone has been reduced, and Battlefield Objectives will tick defense every 5 minutes rather than every 10 minutes.

Keeps will now issue a message stating how many cannons or artillery pieces or rams are waiting to be deployed when receiving new deliveries.

Fixed an issue causing player-deployed siege weapons to have ten times as much health as they were intended to have.

Siege weapons will now correctly adjust DoT damage they receive.

AoE cannons can now correctly fire over keep walls when positioned appropriately.

The maximum rank attainable by a keep is now linked to the population of the larger realm, rather than the population of the keep's realm. Similarly, the value of resources returned to a keep is now based on the population of the larger realm.

Fixed an issue allowing resources to be returned infinitely.

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TenTonHammer
Posts: 3807

Re: Changelog 02/11/16

Post#2 » Wed Nov 02, 2016 2:14 am

some interesting changes here for sure

i wonder how much good these pop scaling changes will do for NA
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Gachimuchi
Posts: 525

Re: Changelog 02/11/16

Post#3 » Wed Nov 02, 2016 5:09 am

TenTonHammer wrote:some interesting changes here for sure

i wonder how much good these pop scaling changes will do for NA
Probably not much, since NA pop has been dropping into 60s lately. It's pretty bad.

I like the message part on supply delivery though.
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lastalien
Posts: 456

Re: Changelog 02/11/16

Post#4 » Wed Nov 02, 2016 6:01 am

AoE cannons kill interest in the siege/rvr, cd too small, too far throw players, too big level of damage.
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roadkillrobin
Posts: 2773

Re: Changelog 02/11/16

Post#5 » Wed Nov 02, 2016 7:17 am

Are the total ORVR changes gonna have it's own feedback thread? I think there's quit alot of people who like to share their opinions on it.
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Dharchaon
Posts: 95

Re: Changelog 02/11/16

Post#6 » Wed Nov 02, 2016 7:57 am

Want to say thank you all for the great progression so far.
It is so much fun to play at this state of the game atm.
The WAR/ROR feeling is there in every second.

Thanks for all team mates yesterday in thunder mountain, great battle.

I just got 2 CTD while changing a warband.
Will try to check it this evening again.

Have fun and see you, cheers.

sabat80
Posts: 77

Re: Changelog 02/11/16

Post#7 » Wed Nov 02, 2016 8:14 am

Unfortunately towed artillery is a problem.

Yesterday in TM every WB had cannons and they were doing majority of the damage to the opponent, whilst WB was only interested in protecting its own artillery.

Also whilst keep was loosing its rank deployed artillery was still usable what made people loosing completely their interest in BO's.

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PartizanRUS
Posts: 611

Re: Changelog 02/11/16

Post#8 » Wed Nov 02, 2016 10:35 am

sabat80 wrote:Unfortunately towed artillery is a problem.
It looks like kids have powerful toys on the battlefield. 8-)
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sabat80
Posts: 77

Re: Changelog 02/11/16

Post#9 » Wed Nov 02, 2016 11:26 am

PartizanRUS wrote:
sabat80 wrote:Unfortunately towed artillery is a problem.
It looks like kids have powerful toys on the battlefield. 8-)
Yes they do :) unfortunately instead of spreading the zerg it making it bigger. Yesterday TM experience with destro having 12+ cannons in a massive blob :) maybe we should impose the limit of towed cannons per WB / Party?

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Azarael
Posts: 5332

Re: Changelog 02/11/16

Post#10 » Wed Nov 02, 2016 12:20 pm

That was a consequence of siege weapons having ten times too much HP.

If the HP fix does not solve the issue, by allowing cannons and greatweapon melee users (which have a bonus against siege weapons) to destroy artillery as I intended, I will scale the refire rate of all siege weapons by the number of siege weapons deployed over the number of siege weapons allowed for the current rank.

Continual process of refinement, watching all the time, etc.

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