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.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...
Patch Notes 27/11/2020
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Re: Patch Notes 27/11/2020
"Well, once there was only chaos. You ask me, order's winning". - Grandmaster Siegfried Trappenfeld
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Re: Patch Notes 27/11/2020
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.
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.
Re: Patch Notes 27/11/2020
Spoiler:
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.
Re: Patch Notes 27/11/2020
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.
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
Re: Patch Notes 27/11/2020
that's what all the "reworks" did to the classes. but i guess the majority wants what they want.
shmemsy 82 IB sjem 75 WP sjembem 70 ENG shmem WH 67 sjemo 68 WL sjemsy 64 BW fatsjem 59 SLAY shmoom 52 AM sjemsjem 53 RP smemz 43 KotBSsjemel 59 SW
shmemz 68 SH sjemz 64 SHM sjemppa 48 BOsjemmy 50 CHP ssjemm 43 MAR
shmemz 68 SH sjemz 64 SHM sjemppa 48 BOsjemmy 50 CHP ssjemm 43 MAR
Re: Patch Notes 27/11/2020
+1Jurki 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.
All is said in this post.
Re: Patch Notes 27/11/2020
Just move Finish 'em Off back to Big shootin, and improve QS range to 100... easy fix
Re: Patch Notes 27/11/2020
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.
Both mastery trees we reworked are mid-range focused. Now the are really mid range and not gimped into long range.
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Re: Patch Notes 27/11/2020
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.
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Re: Patch Notes 27/11/2020
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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