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Patch Notes 27/11/2020

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Nishka
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Re: Patch Notes 27/11/2020

Post#141 » Fri Nov 27, 2020 5:38 pm

Klozje wrote: Fri Nov 27, 2020 5:34 pm As far as I am concerned, and I think most people who actually bothered playing Quick Shootin on SH before this nerf would agree, the QS tree didnt need any major changes to it... it could have done with a bit of an increase in damage maybe, like some tactic for some extra armor pen on some abilities or maybe extra crit damage. But over all it really wasnt that bad.

The real problem for a ranged build on SH was the Plink tree, it basically didnt offer enough damage to justify the lack of mobility so no one used it...
This was hardly a nerf. Most people on Order agree that SH damage that was already high is plain stupid now. They easily outdamage sorcs and bws against any target that isn't a def tank.
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Jurki
Posts: 35

Re: Patch Notes 27/11/2020

Post#142 » Fri Nov 27, 2020 5:50 pm

Evening. Im really surprised by the changes. I can see the potential in some changes but Im afraid that most of the stuff wasnt really needed to improve the sh (as i mentioned in my proposal).

Now big shootin is more viable making the sh yet another stationary rdps the game actually had enough already or a melee meatball where you cant even see the character model lol.

Now the high mobility aspect of the class is nearly gone since the range is so heavily limited now that you cant (even if you wanted to) react in dismounting chasing enemies or keeping them away from you which you must since the fragile nature of a gobbo (as it should be).

It really feels weird to play quick shooting now. I could understand the changes if that path is like a hybrid one combining skirmish range skills and melee skills but reducing the range is really just indirectly blocking out an extremely important aspect of that path which was class defining, like the core of the class itself: the mobile, micromanaging, fast paced gameplay.
I wrote in my SH change proposal that it might be helpful, without buffing SH into the next dimension, to actually give all quick shootin abilities 100ft and to change the effect of the tactic (SWDW), as the developers did, which is nice to see. But the reduced range is a crucial and heavy limitation to the kiting aspect of the class, which was the most important tool when playing quick shootin BECAUSE the gobbo itself is fragile but fast, green and mean at the same time.

Im playing that class, as many of you guys might know, for several years and reading the patch notes and after that testing the new changes myself in the lake and sc was a really devastating experience if Im honest. I also know that it was the first step to make the changes and that feedback is helping the devs to better adjust, so i hope that there are some other SH's (and not just the melee, big shootin warband guys who have a rr45 - sorry if Im rude) who can share their thoughts too and hopefully have an impact on the next decisions of the devs regarding the SH changes.

I really, really hope, as I already told a dev via discord, that you, dear developers, look at the shootin wif da wind changes and increase the range again, because the reduced range introduced by this patch really carves out the soul of this class, dont know how to explain it in another way.

If you developers want some help or thoughts in adjusting the changes, just let me know, I would love to help.
Last edited by Jurki on Fri Nov 27, 2020 5:53 pm, edited 1 time in total.

Hardkoar
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Re: Patch Notes 27/11/2020

Post#143 » Fri Nov 27, 2020 5:51 pm

Spoiler:
Spoiler:
ReturnOfReckoning wrote: Fri Nov 27, 2020 10:50 am Highlights
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Weekend Warfront: Road to Madness

There is rumored to be a great source of power deep in the Chaos Wastes. The Maw of Madness as it is called is undoubtedly being used by our enemies.

There are two fates branching forth for you. In one, you storm the Maw of Madness and claim the magical power for your realm. In the other, you wander the wastes a mewling spawn of wretchedness. Which would you rather see come to pass?

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This weekend Road to Madness will be the weekend warfront from 12:00 on Friday to 12:00 on Monday Altdorf time. You get +50% XP and Renown in the Maw of Madness scenario, and extra rewards from completing the event tasks.


Pet Careers

- The Careers and Combat team has been very busy combing through your feedback and making the changes they think are necessary to pet survivability. Extensive balance work has been done, focusing on the Squig Herder.
Special Thanks to Korsario, Enoo, Badoglio and Psychoxell for providing the language translation for each Squig Herder changes.


Open World Campaign

- As a test, exact population numbers are disabled in State of Realm. Only AAO and other warfront status will be shown.


Fortress

- Number of flyers in stage 3 increased from 4 to 6.



Combat and Careers
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General Changes and Fixes

- Hold the line will now only apply against attackers that are in front of the tank holding the line. Additionally each stack of hold the line will reduce incoming ranged damage by 5% up to a maximum of 15%.


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Bug Fixes

- Fixed an issue which would cause your turrent to not visually move when using Redeploy.

Balance Changes

- Bombardment Turret takes 25% less AoE damage

- Flame Turret takes 50% less AoE damage

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Balance Changes

Path of Quick Shootin’

- Shoot Thru Ya is now a morale 3.

- Behind Ya! : This ability moves to Core Path of Quick Shootin’ abilities.

- Don't Hit me! : This ability is renamed to Red Tipped Arrer and has been moved to the Path of Quick Shootin', and is now a 65 feet ranged ability.

- Finish 'Em Off : This ability can now be obtained 13 steps into the Path of Quick Shootin'. The range of this ability has been lowered to 65 feet.

- Shootin' Wif Da Wind : The effect of this tactic has been changed and will now increase critical Hit rate of all path of Quick Shootin' abilities by 15% and the critical damage of Red Tipped Arrer and Behind Ya! by 50%.

- Da Waaagh Iz Strong : The effect of this tactic has been changed. Any target affected by Rotten Arrer will now suffer additional elemental damage whenever they are healed.

- Splinterin' Arrer is removed

- Shootin' Quicka : This is a new tactic that can be obtained 3 steps into the Path of Quick Shootin'. It will increase the Autoattack speed by 50% for both you and your pet as long as you have an active pet.

- Stop Runnin’ icon has been changed to a more appropriate one.

Path of Big Shootin’

- Shrapnel Arrer : This ability moved to Core Path of Big Shootin’ abilities.

- Not so Fast! : This ability can be obtained 5 step into the Path of Big Shootin’ and will additionally knock down the target for 3 seconds. It cannot be casted on the move anymore and it’s range has been increased to 100 feet.

- Explodin’ Arrer : This ability can be obtained 13 step into the Path of Big Shootin’ and the effect has been changed to a PBAoE punt .

- Sharpened Arrers : This tactic that can be obtained 3 steps into the Path of Big Shootin’. It will increase the armor penetration of all your ranged abilities by 25% as long as you have an active pet.


Path of Big Bouncin’

- Squig Armor now also increase your armor and no longer cost Action Points.

- Territorial Agression : This tactic is removed and All by Myself can be used in Squig Armor once again. Additionally, leap cooldown will be reduced by All By Myself.

- Sneaky Strikes : This ability is removed.

- Sneaky Git : This tactic now increase your defenses while you are in Squig Armor.

- ´Ere, Squiggy : This tactic now heal your squig by 25% of the heal casted on you, as long as it is within 30 ft of you.

- Big Claws icon has been changed to a more appropriate one

- Outta My Way! icon has been changed to a more appropriate one

- Squig Leap icon has been changed to a more appropriate one

- Really Bad gas! has been renamed Bad Gas!

- Sneaky Stabbin’ has been renamed Sneaky Bouncin’

- Big Bouncin' dust vfx will correctly display on each bounces.

Pets

- Squigs take 75% less AoE damage (not a change, just clarifying).

- Squig abilities will correctly display the correct stats and infos in the bufflines.

- Squig Frenzy : This ability will now increase your squig damage by 25% and gives additional effects to the squig pets abilities. The cooldown and the duration have been lowered.

Basic Squig:
- The basic Squig received a passive effect : When you are dealt damage, there is a 25% chance that 50% of the damage is dealt to your basic squig, if it is within 45 feet.
- Death From Above : While Frenzied this ability is undefendable.
- Squig Squeal : While Frenzied all your pet attacks will increase the hate generated.

Horned Squig:
- The horned squig now gives a 10% Parry strikethrough bonus instead of armor.
- Head Butt : This ability will now reduce target armor instead of knocking them down. While frenzied, this ability will hit an additional time.
- Gore : While Frenzied, this ability will also hit all enemies within 20 feet.

Gas Squig:
- Spore Cloud : While frenzied, this ability will heal allies around the target by the damage dealt.
- Goop Shootin' : While Frenzied, this ability will also reduce the victim's corporeal resistance.

Spiked Squig:
- Spine Fling : While Frenzied, the ticks intervals are reduced by 50%.
- Poisoned Spine : While Frenzied, deadly spikes grow from you squig dealing damage back to it's attackers whenever it is attacked.

Core Abilities

- Shootin' Mushroom Wrap is removed

- Squigbeast is now a morale 1.

- He’s a Biggun' : This tactic will now increase your pet’s Strength, ballistic skill and wounds.

- Tastes like Chicken : This ability will now give you a Wounds buff instead of a heal.

- Scramblin’ Quick-Like : New tactic that increases your Squig’s movement speed by 50%.

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Bug Fixes

- Refreshing Radiance tooltip updated to clarify that it only procs on direct heals.

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Bug Fixes

- The icon of Vigilance is changed to so it isn't the same as the icon for guard.


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Balance Changes

- Flamers takes 25% less AoE damage

- Blue Horrors takes 50% less AoE damage


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Bug Fixes

- Broadhead Arrow tooltip is fixed to show the correct damage amount.


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Balance Changes

- War Lion takes 75% less AoE damage (not a change, just clarifying).

- Calming Presence : This tactic is re-enabled. This tactic heal your War Lion by 25% of the heal casted on you, as long as it is within 30 ft of you.



Contents
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Help Tips/Tutorials

- We have implemented the help tips/tutorials which introduce new players to certian aspects of the game which they might not know about. For example, when you get a quest it will tell you what the icons mean and how your quest tracker works, when you first enter a Public Quest area you will get information about how they work and how the scoring works and the same with various NPCs. We will add more over time.

- Currently Implemented: PQScoreboard, PublicQuests, FlightMasters, Banks, Healers, GuildRegistrar, QuestTracker, QuestCompleted, Quests, Parties, Emotes, RallyMasterNPCs, Swimming, LargerBackpack, BoundItems, UncommonItems, VeryRareItems, RareItems, Trophies, QuestCompleted, Chat, Mail, OpenParties


2 Factor Authentication

- You no longer need to re-enter your 2 Factor Authentication token when logging in from the same location within 4 hours. You can enable 2 Factor Authentication in your User Control Panel, if you add 2 Factor Authentication please remember to clearly follow the instructions and save your backup codes (write them down, print them out, bury them in your garden - just don't loose them).


General

- We will be renaming the "Client Versions" to Stable and Experimental from 32 Bit and 64 Bit respectively. We will be pushing all changes we have made into the Stable build apart from the FPS increase change which will remain in the Experimental build. Fixes which have existed in the Experimental build for some time will be moved over to the Stable build every now and again.

- NPCs who are mounted and have quests should no longer show the quest icon inside of them.

- The start locations of Dwarfs and Dark Elves has been changed to correctly reflect where they were in 2008.


GameObjects

- GameObjects should no longer float in there air, this frequently appeared but would often appear after interaction. Objects should more easily transition between interactable and unintractable.


Dungeons

Gunbad :
- Arathremia will no longer kill herself.
- Reduced mobs and Boss levels , to be more in line with the dungeon difficulty.


Public Quests

- Completing a PQ stage now grants some XP, exact amount depends on the level and difficulty of the PQ


Quests

Greenskin Chapter 8
- Bearer of da Shiny: You will now receive the Shiny Stunty Basha upon accepting the quest


Training Constructs

- The training constructs will now give a burst damage score as well, which it the highest damage burst that you have done in a 3s interval.


Sounds

- Lowered volume on the summon mount horn sounds.

- Added the music clips for winning and loosing forts or cities.



Art
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Cinematics

- The Intro In-Game Cinematics from 2008 (which were later removed from live when the starting zones were merged) have been recreated with original voiceovers for Dwarfs, Greenskins, High Elves & Dark Elves. Empire & Chaos are still using the newer "New User Journey" intro cinematic as the starting areas had changed when they were replaced.



User Interface
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- Disabled the EA_ScreenFlashWindow by default. This UI component flashes the edge of the screen when taking damage. But the problem is that it slows down the game quite a bit. We might add the option to enable it in the settings, but for now it is disabled by default.



Tickets
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[18066] The Cauldron once again triggers the ToK unlock
[18104] Arathremia in Gunbad mid wing should work again
[18034] Level range of Tower Guards in Chaos chapter 1 has been corrected

The patch broke stealth again.

Upon leaving a SC while in stealth, u cannot remove stealth anymore, u either use an ability usable during stealth or have to wait until mana goes down to 0.
This was fixed with last patch.

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adapter
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Posts: 420

Re: Patch Notes 27/11/2020

Post#144 » Fri Nov 27, 2020 5:59 pm

So far what i've noticed ingame is

1. Quick Shootin nerfed, it has a reduced range which makes it awful to play.

2. Big Shootin' got it's damage nerfed due to Finish 'em off moved. Got a knockdown and range punt added.

3. Squig Pet got buffed due to M1 change and Squig Frenzy, which is good.

Overall i would say it's good and bad at the same time (more bad than good) because Quick shootin spec now is unplayable due to reduction of range. Having the Pet to be more useful now is good. But Quick Shootin needs to have more range.
Kabuchop / Kabusquig / Kabuterimon / Tentomon

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sjemen
Posts: 57
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Re: Patch Notes 27/11/2020

Post#145 » Fri Nov 27, 2020 6:05 pm

Jurki wrote: Fri Nov 27, 2020 5:50 pm...because the reduced range introduced by this patch really carves out the soul of this class...


that's what all the "reworks" did to the classes. but i guess the majority wants what they want.
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Grimir
Posts: 36

Re: Patch Notes 27/11/2020

Post#146 » Fri Nov 27, 2020 6:10 pm

Jurki wrote: Fri Nov 27, 2020 5:50 pm Now big shootin is more viable making the sh yet another stationary rdps the game actually had enough already or a melee meatball where you cant even see the character model lol.

Now the high mobility aspect of the class is nearly gone since the range is so heavily limited now that you cant (even if you wanted to) react in dismounting chasing enemies or keeping them away from you which you must since the fragile nature of a gobbo (as it should be).

It really feels weird to play quick shooting now. I could understand the changes if that path is like a hybrid one combining skirmish range skills and melee skills but reducing the range is really just indirectly blocking out an extremely important aspect of that path which was class defining, like the core of the class itself: the mobile, micromanaging, fast paced gameplay.
I wrote in my SH change proposal that it might be helpful, without buffing SH into the next dimension, to actually give all quick shootin abilities 100ft and to change the effect of the tactic (SWDW), as the developers did, which is nice to see. But the reduced range is a crucial and heavy limitation to the kiting aspect of the class, which was the most important tool when playing quick shootin BECAUSE the gobbo itself is fragile but fast, green and mean at the same time.

Im playing that class, as many of you guys might know, for several years and reading the patch notes and after that testing the new changes myself in the lake and sc was a really devastating experience if Im honest. I also know that it was the first step to make the changes and that feedback is helping the devs to better adjust, so i hope that there are some other SH's (and not just the melee, big shootin warband guys who have a rr45 - sorry if Im rude) who can share their thoughts too and hopefully have an impact on the next decisions of the devs regarding the SH changes.
+1
All is said in this post.

Wushi
Posts: 19

Re: Patch Notes 27/11/2020

Post#147 » Fri Nov 27, 2020 6:11 pm

Just move Finish 'em Off back to Big shootin, and improve QS range to 100... easy fix

Kabuco
Former Staff
Posts: 109

Re: Patch Notes 27/11/2020

Post#148 » Fri Nov 27, 2020 6:17 pm

The range reduction was obvious to anybody with a deep knowledge of class balancing after the rSW rework.
Both mastery trees we reworked are mid-range focused. Now the are really mid range and not gimped into long range.
If you have a red name, you're on the wrong side!

OCRANA ...deal with it

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Kynai WE RR8x

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wiscel
Posts: 481

Re: Patch Notes 27/11/2020

Post#149 » Fri Nov 27, 2020 6:17 pm

Hm, it's gonna take some time to adjust to these changes to the Squig. At first glance the class now seems to be a more static than a mobile class. I really miss the tactic for the extra range for Quick Shooting. Shame the slow and range kd are 1 sec cast. We'll see how it goes.
Nasty - R8X Squig Herder
Mehlindy - R8X Witch Elf
Donavicenta - R8X Sorceress

M0rw47h
Posts: 898

Re: Patch Notes 27/11/2020

Post#150 » Fri Nov 27, 2020 6:21 pm

Kabuco wrote: Fri Nov 27, 2020 6:17 pm The range reduction was obvious to anybody with a deep knowledge of class balancing after the rSW rework.
Both mastery trees we reworked are mid-range focused. Now the are really mid range and not gimped into long range.
I thought in case of skirmish SW lowered range was due to huge AoE potential, which can't be excuse in rSH case.

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