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Patch Notes 27/11/2020
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Re: Patch Notes 27/11/2020
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Re: Patch Notes 27/11/2020
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.Grimir wrote: ↑Fri Nov 27, 2020 4:26 pmYep, totally agree. With this nerf of range, QS rSH is unplayable, espacially during siege. This rework is, imho, a total mess.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
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...
Re: Patch Notes 27/11/2020
Spoiler:
@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).
Re: Patch Notes 27/11/2020
Maybe you only use that many buttons. I find I am using 15-20 different binds for most classes.Hardkoar wrote: ↑Fri Nov 27, 2020 4:12 pmImagine 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?sogeou wrote: ↑Fri Nov 27, 2020 4:04 pmNerfed 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.
Oh well...
Re: Patch Notes 27/11/2020
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.
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.

Re: Patch Notes 27/11/2020
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).
Also,
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
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).
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.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
Also,
Spoiler:
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

[BG] Amelios RR8X
[SH] Gittens RR8X | [SHM] Moquito RR 6X
[IB] Ambiorix RR 7X
[KOBS] Quarterback RR7X
[SH] Gittens RR8X | [SHM] Moquito RR 6X
[IB] Ambiorix RR 7X
[KOBS] Quarterback RR7X
Re: Patch Notes 27/11/2020
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.
Kabuchop / Kabusquig / Kabuterimon / Tentomon
Re: Patch Notes 27/11/2020
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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Re: Patch Notes 27/11/2020
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!
Like the changes and as allways a patch is sweeeeet to get every week. Keep up the good work!
Re: Patch Notes 27/11/2020
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...
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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