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Server Patch notes 04/08/2018

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scatterthewinds
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Re: Server Patch notes 04/08/2018

Post#51 » Sat Aug 04, 2018 4:17 pm

Just because it was on live doesn't make it good.

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Azarael
Posts: 5332

Re: Server Patch notes 04/08/2018

Post#52 » Sat Aug 04, 2018 4:23 pm

We've had people complaining about the absence of live morale gain rates for months if not years. We'll see how this goes before doing anything.

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Aurandilaz
Posts: 1896

Re: Server Patch notes 04/08/2018

Post#53 » Sat Aug 04, 2018 4:36 pm

scatterthewinds wrote: Sat Aug 04, 2018 4:12 pm It doesnt feel like it. Maybe the previous combat hadn't worn off yet. My points above about morale becoming too common still applies.
Each class should have about 12 (12x24 ; 288 minus many shared ones) morals, nothing forces you to instantly fire away the same moral 1 as soon as its ready, maybe save it, wait for m2 or m3, or heavens forbid, maybe even reach M4, coordinate with other people in party/warband and then possibly rotate morale effects for maximum benefit or coordinate morale strikes to prevent enemy from overwhelming you?
Just because you've been used to the no-morals running around doesn't mean that the game was better off, that's entirely your opinion. Morales are an important aspect of organized warband gameplay, and should be important aspect of even 6man gameplay - it's a common feature of the game and your "ultimate" on a 1 min CD.

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Danielle
Posts: 206

Re: Server Patch notes 04/08/2018

Post#54 » Sat Aug 04, 2018 6:34 pm

Natherul wrote: Sat Aug 04, 2018 8:12 am [General]

- 6v6 scenarios which pop with two premade groups will not spawn guards.
So good, it almost makes me want to play 6v6 again.
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altharion1
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Posts: 321

Re: Server Patch notes 04/08/2018

Post#55 » Sat Aug 04, 2018 6:45 pm

Now if you made it so full 6man groups have to queue the 6v6 SC, and if they don't queue it then they can't queue the other SCs. Then things start to get interesting.
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Faef
Posts: 88

Re: Server Patch notes 04/08/2018

Post#56 » Sat Aug 04, 2018 6:45 pm

I still had stealth broken by dot abilities, first time was yer bleedin off a squig, the other withered soul from Magus.

It was a good 8 seconds into stealth on the first occassion and stated it broke my stealth.

If I understand the change correctly, that should not be occurring any more or is there a damaged threshold as well?

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Darosh
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Re: Server Patch notes 04/08/2018

Post#57 » Sat Aug 04, 2018 7:10 pm

I am a tad worried about the morale gain, but only because there is no cap yet.

If BWs, for example, were to tryhard-stack m/s they can reach roughly 26-28ish m/s (harbinger/ravener accessories, a few specific RvR/PvE set pieces and either world drop or influence weapons) through gear ~ 62-64 m/s with the new-old gains.
That's M2 in roughly 11s, smth like 6ish(? too lazy for proper math) seconds with their morale pump; roughly a minute for M4 without pump, 30-40ish (? too lazy for proper math) seconds with it.

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The heat in germany is **** unbearable, fyi.

Raggaz
Posts: 136

Re: Server Patch notes 04/08/2018

Post#58 » Sat Aug 04, 2018 9:25 pm

Ok think I came across something about detaunt and am wondering if this is working as intended?

Detaunt stops auto attack. But, if Ive dotted up the target and then detaunt while a dot is still active Auto attack does not stop.

So, if you get a melee char on you that youve dotted up and detaunt them while facing toward them. You will still auto attack(because of the dot) and the auto attack cancels the detaunt.
Is detaunt only suppose to be used on targets with no dots? Or is this some kind of bug?

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footpatrol2
Posts: 1093

Re: Server Patch notes 04/08/2018

Post#59 » Sat Aug 04, 2018 9:36 pm

Aurandilaz wrote: Sat Aug 04, 2018 4:36 pm it's a common feature of the game and your "ultimate" on a 1 min CD.
Except for those morale's that RoR changed to be a 5 minute cooldown.

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Spierron
Posts: 140

Re: Server Patch notes 04/08/2018

Post#60 » Sat Aug 04, 2018 10:18 pm

Azarael
- DoTs will no longer incorrectly raise OnHit events when they tick. OnHit events will, correctly, only be raised when they are first applied. This means that DoT ticks will no longer consume stacks of Taunt, Detaunt, Challenge, Guard, break stealth, etc.

doesn't work for stealth, tried in sc and dot break stealth

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