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Patch Notes 27/11/2020

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Grunbag
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Posts: 1881

Re: Patch Notes 27/11/2020

Post#131 » Fri Nov 27, 2020 4:41 pm

NSKaneda wrote: Fri Nov 27, 2020 4:36 pm
Grunbag wrote: Fri Nov 27, 2020 4:33 pm
NSKaneda wrote: Fri Nov 27, 2020 4:31 pm

Didn't work this way when I was testing it today - it gave me wounds increase but I had to be out of combat for it to actually heal me and even then I took time, certainly not instant buff/heal like it was intended (if I understand your words correctly).
Test again , it work for me , I got wounds + heals
Will do as soon as server's back online :)
If you found a bug with it , bugtracker it
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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Jastojan
Posts: 219

Re: Patch Notes 27/11/2020

Post#132 » Fri Nov 27, 2020 4:44 pm

Grimir wrote: Fri Nov 27, 2020 4:26 pm
Sagovindar wrote: Fri Nov 27, 2020 3:46 pm R.I.P rSH shooting with the wind was an absolute must have, no point playing any ranged build as a SH now
Yep, totally agree. With this nerf of range, QS rSH is unplayable, espacially during siege. This rework is, imho, a total mess.
I have never asked for a buff of this class, as i was happy with my rSH, his mobility and his range. I know that some rSH players wanted more AoE utilities, but never asked for such a deep rework.

As i said, i was playing rSH for his mobility. And with this range nerf, no point to play it anymore, except if you want to go Big Shootin. But well, if you want to play a static pole that deal damages, you should roll a BW, not a rSH...
I think you cant find any player who truly suggested to reduce the range of all spells of 1 whole mastery tree. But here we have it. Lets test it.

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farng84
Posts: 158

Re: Patch Notes 27/11/2020

Post#133 » Fri Nov 27, 2020 4:46 pm

Spoiler:
adapter wrote: Fri Nov 27, 2020 4:34 pm
farng84 wrote: Fri Nov 27, 2020 4:23 pm
Grunbag wrote: Fri Nov 27, 2020 4:14 pm

This one for exemple ?

viewtopic.php?t=39050
Not sure I see the proposal of reducing the range of quick shootin'.
Copied from the post

Path of Quick Shootin':

-Tactic Shootin Wif' da wind: Path of Quick Shootin' abilities penetrate 25% armor.
-Run 'n Shoot base range increased to 100'
-Yer bleedin' Now stacks up to 3 times and base range increased to 100'
-Tactic Split Arrows: Run 'n Shoot and Yer Bleedin' now hit all enemies within 20' of your initial target, but their range is reduced to 65'.
-Run Away move to core abilities.
-Move Explodin' Arrer to 5pt Path of Quick Shootin'
-Add new ability "Barrage" (same as Shadow Warrior) to 13pt Quick Shootin'.

The only suggestion about reducing range was on a tactic witch would reduce from 100 to 65 ft as trade off to make the two skills aoe.
A little different
I'm the one who proposed that and if u read it, it says an increase in run n shoot to 100' . The tactic meant to make it AoE says a reduce in range. But since devs didn't want QS as an AoE spec, then that proposal quoted makes no sense mentioning it.
Yes, that is what I was saying, that post was quoted as an example of proposals considered by the devs in regard to range reduction. However, you did not propose such a thing (if not with the tactic which gave you aoe, a good tradeoff).
@Grunbag, it is totally fine not wanting a perfect mirror of SW, what I was saying is that you gave the wrong example of proposal considered by the dev team (I went to read it to understand better the context of the proposal, but I found a different proposal instead).

sogeou
Posts: 413

Re: Patch Notes 27/11/2020

Post#134 » Fri Nov 27, 2020 4:49 pm

Hardkoar wrote: Fri Nov 27, 2020 4:12 pm
sogeou wrote: Fri Nov 27, 2020 4:04 pm
Hardkoar wrote: Fri Nov 27, 2020 3:59 pm

Nerfedbutton 111111111111 player detected. Seriously man, there is no argument anyone can make to sustain that addon.
Nerfed buttons does do some good things. You think nerfed buttons as playing the game for you. It is also used to save buttons for classes which have more than one skill. For example, Once you hit 1, another move will come in that moves place to save buttons. Like, using the same button for all your healing pots. That means you don't have to bind 3 different keys. People who put all their moves on one nerfed button are limited on move selection.
Imagine playing a game where u'll actually need 30+ keybinds... And here we are with most classes not having more than a 5-8 rotation IF EVEN. U got issues with 3 pots? Really man?
Oh well...
Maybe you only use that many buttons. I find I am using 15-20 different binds for most classes.

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Satius
Posts: 19

Re: Patch Notes 27/11/2020

Post#135 » Fri Nov 27, 2020 4:54 pm

It is a big problem for russian speaking players, that the new skills is not translated. Name of the skills and their descriptions are broken or show wrong information.
I can support with russian translate, because usually make a translate for every patch note since June 2020.

I see the gratitudes for players in current Patch Note who provides the language translation and I want to provide russian translate.
Please, let me help for big Russian Community. :)

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Brutinho
Posts: 164

Re: Patch Notes 27/11/2020

Post#136 » Fri Nov 27, 2020 4:58 pm

I have been testing new builds for rSH for a few hours.

Frist impressions:

Overall there are great changes to give ranged herders a variety of builds, but I have 2 concerns. Range and equalizing damage on Big Shootin.

Most important to address imo is range

65 ft feels like I have to be in the target's face. It leaves the character open to a broad verity of openers. WL/SW pounce, WL M1 ranged ensare, it can be even too close to pre-kite charging slayers or WL pet pulls. A testament to the need for range on QS was that you had to have Shootin wif' da wind (50% range) slotted at all times (same goes for SW unless you were running ASW with 65ft HD).
Sagovindar wrote: Fri Nov 27, 2020 3:46 pm R.I.P rSH shooting with the wind was an absolute must have, no point playing any ranged build as a SH now
When a tactic is required instead of giving you the flexibility to choose things should be looked at. Considering the range on other classes, SW and SH should have baseline range of 110 and 90 respectively (with 10% range would leave range to 121 and 99 ft). I understand lowering the range on SW when using the AoE tactic and if a tactic which increases damage to SH would have the same balancing it would be 100% fine (like the AA haste), but give both classes the options.

Also,
Spoiler:
Grunbag wrote: Fri Nov 27, 2020 4:14 pm
Klozje wrote: Fri Nov 27, 2020 4:10 pm
Grunbag wrote: Fri Nov 27, 2020 3:55 pm
Feel free to write balance proposal to fix the Game :)
Please show me ANY "balance proposals" from the players that asked for a reduction in range for the SH. The tactic to increased your range on "quick shootin" wasnt even optional, it was the one tactic that made that build playable.
This one for exemple ?
viewtopic.php?t=39050
He is making a proposal based on the assumption that baseline range would be 100ft on a few QS skill

Equalizing Damage on Big Shootin'

SW rework had this change:
Updated - Increased base damage of Fell the Weak, Acid Arrow, Throat Shot, and Eye Shot to match Eagle Eye.

Maybe it is something that was missed while implementing the changes. We do understand that classes should not be exact same mirror, but on the skills that are 100% mirrored one would expect the same treatment (like mdps snare was and many other examples where changes were mirrored). Also, I am not asking to make SH damage = to SW skills. To compensate for SH's pet all SW ranged skills hit harder since live and that is fine, but the mirrors for those skills should have the damage equalized to Plink to keep things fair.

I am really trying to be constructive here and I am more than happy to participate on more detailed take on these changes :)
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adapter
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Posts: 420

Re: Patch Notes 27/11/2020

Post#137 » Fri Nov 27, 2020 5:01 pm

Grunbag wrote: Fri Nov 27, 2020 4:39 pm
But I understand your last post mentioning what dev should have done if their were understanding the class now ...
Some changes seem good on paper. I noticed the squig pet now will be a very important aspect of the class, which is good. Could of still be fun to play, will check how it goes in the game. The big shootin spec is not so apealing now. What i mean by you guys dev team need to learn more about the class you rework is that there could be other ways instead of making one mastery tree obsolete and the other one better. Why not both good? BS and QS nerfed is not what everyone was specting.
Last edited by adapter on Fri Nov 27, 2020 5:22 pm, edited 2 times in total.
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oaliaen
Posts: 1217

Re: Patch Notes 27/11/2020

Post#138 » Fri Nov 27, 2020 5:04 pm

The video about the SH thoughts was interesting, and i understand the thinking behind 65ft quick shootin. But instead taking it down completely, what about QS whit 100ft-70ft but doing slightly less dmg than in 65ft.. i think this would turn the game again and ppl would accept it more easely..
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Lyckansost
Posts: 30

Re: Patch Notes 27/11/2020

Post#139 » Fri Nov 27, 2020 5:09 pm

Haven't read any posts and haven't played SH but these changes sounds kinda odd shorter range is never good for a ranged class. Nice to see more done to pets, but plz make aoe heals heal pets to *fingers crossed*
Like the changes and as allways a patch is sweeeeet to get every week. Keep up the good work!

Klozje
Posts: 16

Re: Patch Notes 27/11/2020

Post#140 » 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...

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