Server Patch notes 04/08/2018

Moderators: Developer, Web Developer, Language Forum Moderators

Forum rules
Before posting on this forum, be sure to read the Terms of Use
scatterthewinds
Posts: 116

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.

Ads
User avatar
Azarael
Posts: 5344

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.

User avatar
Aurandilaz
Posts: 1620

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.

User avatar
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.
Spoiler:
Raging Slayer overextender and Healbot of Deep and Dry and Dark Omen
All my Order characters
All my Destro characters
Yes, you are welcome to this hitlist. I REALLY enjoy being chased across a whole zone.

User avatar
altharion1
Posts: 312

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.
WL Althii
SM Althirion
DoK Milkmilk
BO Sizematters

Youtube Vids

Faef
Posts: 67

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?

User avatar
Darosh
Banned
Posts: 1198

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.

Unrelated note:
The heat in germany is fucking unbearable, fyi.
Congratulations.

Raggaz
Posts: 118

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?

Ads
User avatar
footpatrol2
Posts: 1058

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.

User avatar
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

Who is online

Users browsing this forum: Google Adsense [Bot] and 10 guests