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Patch Notes 11/11/2020

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Thorelson
Posts: 17

Re: Patch Notes 11/11/2020

Post#31 » Wed Nov 11, 2020 4:26 pm

In scenarios so far this seems pretty crazy amount of a buff. Curious why the decision was made to reduce cast time on both gun blast and snipe - seems like this tactic would feel more balanced if it affected snipe only (or reduced the CD on snipe even). Halving the cast time of a pretty high dmg skill with no CD seems a bit wild.

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emiliorv
Posts: 696

Re: Patch Notes 11/11/2020

Post#32 » Wed Nov 11, 2020 4:28 pm

Grunbag wrote:
Wed Nov 11, 2020 4:12 pm
Spoiler:
emiliorv wrote:
Wed Nov 11, 2020 4:06 pm
Grunbag wrote:
Wed Nov 11, 2020 3:16 pm
It’s fair for both sides : it was a strong tactic for core, and not mirrored to magus. Now it require to invest points to get it.
In another hand , engineer doesn’t need to give free immune by using landmine to apply the build up increaser
Landmine cooldown is 15s
Flashbang granade cooldown is 10s
Disorient duration is 10s

So 5s less CD and free of inmunities...so yes, is a 100% uptime AoE cast increase +50%.

If destro was just being getting a hard time to compete in RDPS Vs order, giving this tool to the most played order RDPS is just....well, i have no words.

I´m wandering if order can reach a 100% winrate in forts with the right buffs...
Yes also Flashbang Grenade has 1 sec cast and need a target when landmine is instant ground target . And it moved from free core any engi build could have to a 11 pts spec tactic
This dont change the point that after change can be 100% uptime and before dont.
Also before the change you must gimp inmunities to bring this debuff up, now its free and 100% up.

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Grunbag
Project Team
Posts: 1847

Re: Patch Notes 11/11/2020

Post#33 » Wed Nov 11, 2020 4:30 pm

emiliorv wrote:
Wed Nov 11, 2020 4:28 pm
Grunbag wrote:
Wed Nov 11, 2020 4:12 pm
Spoiler:
emiliorv wrote:
Wed Nov 11, 2020 4:06 pm


Landmine cooldown is 15s
Flashbang granade cooldown is 10s
Disorient duration is 10s

So 5s less CD and free of inmunities...so yes, is a 100% uptime AoE cast increase +50%.

If destro was just being getting a hard time to compete in RDPS Vs order, giving this tool to the most played order RDPS is just....well, i have no words.

I´m wandering if order can reach a 100% winrate in forts with the right buffs...
Yes also Flashbang Grenade has 1 sec cast and need a target when landmine is instant ground target . And it moved from free core any engi build could have to a 11 pts spec tactic
This dont change the point that after change can be 100% uptime and before dont.
Also before the change you must gimp inmunities to bring this debuff up, now its free and 100% up.
This is something we are considering , nothing is set in the stone
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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Nekkma
Posts: 545

Re: Patch Notes 11/11/2020

Post#34 » Wed Nov 11, 2020 4:30 pm

If engineers are getting any dmg buffs at this point it should be in the form of close quarter style tactics. Certainly not a buff to cast from the safety of walls.
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Ramlaen
Posts: 122

Re: Patch Notes 11/11/2020

Post#35 » Wed Nov 11, 2020 4:31 pm

Really solid changes for both rifleman and grenade engi.
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lyncher12
Posts: 289

Re: Patch Notes 11/11/2020

Post#36 » Wed Nov 11, 2020 4:46 pm

lol a channeled heal is your solution to making engineer and magus better? come on. the pet dies to mindless aoe spam in 2 hits, cant be group healed, and the class has little roaming potential unless you don't mind playing with 2 stacks the whole time.

and why does engineer need the cast time tactic when it has **** cannon smash, one of the best morales in the game?

Elenori
Posts: 17

Re: Patch Notes 11/11/2020

Post#37 » Wed Nov 11, 2020 4:47 pm

VindicoAtrum wrote:
Wed Nov 11, 2020 3:59 pm
We don't force stance changes on aSW to dismount, why do we do it to mSH?
Actually, Shadowstep doesn't do damage (similar to your jump now and it has a time between uses) and you need to hit them afterwards. Also, to slow them down you need to change stance (or wear a set that nobody does :) ).

Tankbeardz
Posts: 609

Re: Patch Notes 11/11/2020

Post#38 » Wed Nov 11, 2020 4:53 pm

- Quick Reloader effect changed from "All Path of the Rifleman abilities now cost 35% fewer action points." to "Snipe and Gun blast now build up one second faster"

This is too strong and promotes more "camp on a ledge 125 feet away" gameplay...not a great change. This is, essentially, the same as the rsh tactic...but the engi deals way more damage and has way farther range with turret stacks. Also, snipe is undefendable...

Pet heal...this definitely helps that "camp on a ledge 125 feet away" gameplay as well. We are moving backwards IMO.

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Oglaf
Posts: 193

Re: Patch Notes 11/11/2020

Post#39 » Wed Nov 11, 2020 4:53 pm

So no reverting the erhm... rather silly... KotBS/Chosen changes?

I was really hoping for this...

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Ysaran
Posts: 797

Re: Patch Notes 11/11/2020

Post#40 » Wed Nov 11, 2020 4:58 pm

Grunbag wrote:
Wed Nov 11, 2020 4:00 pm
the goal is to replace useless -35% AP tactic from all career that had it
Will you also change Choppa's Long Lasta tactic from mid tree?
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