Patch Notes 17/08/2019

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Nadril21
Posts: 42

Re: Patch Notes 17/08/2019

Post#101 » Sat Aug 17, 2019 5:40 pm

The way domination triggered did need some serious tweaking, sometimes SCs just drag on like torture. With that said the change to the way it reduces time on the scenario instead of ticking up points is counter productive. The scenarios should always tick up at the end. Prior to this patch, the SC scores ticked up for BOTH sides giving both the winning and losing team more emblems.

Removing this and making the Oppressor grind harder, which is already insane coupled with the new weapons, seems like cruel and unusual punishment.
Last edited by Nadril21 on Sat Aug 17, 2019 5:44 pm, edited 1 time in total.
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Onemantankwall
Posts: 401

Re: Patch Notes 17/08/2019

Post#102 » Sat Aug 17, 2019 5:44 pm

Tankbeardz wrote:
Sat Aug 17, 2019 4:49 pm
Kill contribution was neutered years ago. SCs like Talabec Dam were some of my favorites from live but they are 15 minute slogfest trash here. Now they are even worse. The solution must be more flags and bombs, right?

Onemantank wall talking about L2P then pushing 2 zones and telling destro to go to the undefended one for a free win. We know why he likes this change.
Or you could defend both zones instead of mega zerging but i suppose that requires as much brainpower as running the scenario in a scenario successfully. Tho suppose both are hard for some people to comprehend thus patches like this happen /shrug
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aa91837
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Posts: 59

Re: Patch Notes 17/08/2019

Post#103 » Sat Aug 17, 2019 5:49 pm

RIP melee squig, overperforming class(according to ROR devs) which needs to wear: Invader+Vang mix sets and 3 dmg% increase tactics to be competitive with slayers and wls in Anni/Conq sets.
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Sulorie
Posts: 4157

Re: Patch Notes 17/08/2019

Post#104 » Sat Aug 17, 2019 6:37 pm

aa91837 wrote:
Sat Aug 17, 2019 5:49 pm
RIP melee squig, overperforming class(according to ROR devs) which needs to wear: Invader+Vang mix sets and 3 dmg% increase tactics to be competitive with slayers and wls in Anni/Conq sets.
Nah, melee SH were more potent than those, in the mentioned gear, despite having no crit dmg or aa tactic. Their dmg was slightly overperforming for the available mobility and utility.
Dying is no option.

nat3s
Posts: 92

Re: Patch Notes 17/08/2019

Post#105 » Sat Aug 17, 2019 7:10 pm

The mSH change is a curious one, mSW and WL are far more potent both in 1v1 and 6v6 play. The synergies of ASW and WL compared to say mSH + Mara is far greater. If anything I'd have said an order tweak was needed or, if you were looking at destro outliers, maybe toning down melee DoKS which can be beasts in organised play.

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rmpl
Posts: 766

Re: Patch Notes 17/08/2019

Post#106 » Sat Aug 17, 2019 7:27 pm

Sulorie wrote:
Sat Aug 17, 2019 6:37 pm
Nah, melee SH were more potent than those, in the mentioned gear, despite having no crit dmg or aa tactic. Their dmg was slightly overperforming for the available mobility and utility.
Do you play anything else other than solo scs and orvr?

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Nefarian78
Posts: 310

Re: Patch Notes 17/08/2019

Post#107 » Sat Aug 17, 2019 7:40 pm

Sulorie wrote:
Sat Aug 17, 2019 6:37 pm
Nah, melee SH were more potent than those, in the mentioned gear, despite having no crit dmg or aa tactic. Their dmg was slightly overperforming for the available mobility and utility.
*Laughs in aSW and WL*

mSH was perfectly fine as it was and it was nowhere near close being a "high performance" class. The only good thing about the class is Squig Leap to catch people while roaming.

Edit: Also wanted to add...The nerfs to Destro have to stop, for real. Try playing 6mans in both sides with the same people every single day and you'll notice the abyss of difference in strenght and synergy between Order and Destro.

labotimy
Posts: 101

Re: Patch Notes 17/08/2019

Post#108 » Sat Aug 17, 2019 7:55 pm

Yaliskah wrote:
Sat Aug 17, 2019 2:15 pm
rmpl wrote:
Sat Aug 17, 2019 2:08 pm
Grunbag wrote:
Sat Aug 17, 2019 2:06 pm
We saw some group / players in several scenario (gromril crossing , howling gorge , talabec dam and others) stay at mid flag (or bomb) don’t cap it , just farm the other realm until domination tick and then camp warcamp without even bother playing the objective of the scenario they joined .
Why don't you rework those bad scenarios instead of reworking the entire system? :roll:
It is planned. But it doesn't take 10 mins to, and we have to find the time in our agendas to focus on seriously.
dansari wrote:
Sat Aug 17, 2019 2:09 pm
Grunbag wrote:
Sat Aug 17, 2019 2:06 pm
We saw some group / players in several scenario (gromril crossing , howling gorge , talabec dam and others) stay at mid flag (or bomb) don’t cap it , just farm the other realm until domination tick and then camp warcamp without even bother playing the objective of the scenario they joined .
Have you considered that this is because these scenarios have garbage objective mechanics where the points are too low and the objectives unreasonable?
Have you considered, you just have to avoid to do these SC to continu to play without having to suffer these change? :)
Is this a joke?

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Sulorie
Posts: 4157

Re: Patch Notes 17/08/2019

Post#109 » Sat Aug 17, 2019 8:01 pm

rmpl wrote:
Sat Aug 17, 2019 7:27 pm
Sulorie wrote:
Sat Aug 17, 2019 6:37 pm
Nah, melee SH were more potent than those, in the mentioned gear, despite having no crit dmg or aa tactic. Their dmg was slightly overperforming for the available mobility and utility.
Do you play anything else other than solo scs and orvr?
Where did you lost your common sense?

A melee class with no-cd pounce has basically some kind of range snare, range kd and additionally a cd increaser, 75% 10sec charge (high cd but longer duration and speed compared with usual melee dd charge) and long range aoe kb. I forgot to mention the snare lasts almost twice its cooldown, while other melee dd have the opposite with 5sec snare with 10sec cd.

Shall I go on?
Dying is no option.

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rmpl
Posts: 766

Re: Patch Notes 17/08/2019

Post#110 » Sat Aug 17, 2019 8:07 pm

Sulorie wrote:
Sat Aug 17, 2019 8:01 pm
A melee class with no-cd pounce has basically some kind of range snare, range kd and additionally a cd increaser, 75% 10sec charge (high cd but longer duration and speed compared with usual melee dd charge) and long range aoe kb. I forgot to mention the snare lasts almost twice its cooldown, while other melee dd have the opposite with 5sec snare with 10sec cd.

Shall I go on?
Your theorycrafting is irrelevant, you never stepped into Caledor Woods. You are oblivious to what is actually going on at the highest level of gameplay where the best players are pushing their classes to the limits.

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