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Patch Notes 27/11/2020

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GamesBond
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Re: Patch Notes 27/11/2020

Post#51 » Fri Nov 27, 2020 12:33 pm

Sofong wrote: Fri Nov 27, 2020 12:18 pm dont care about sh but please bring back old SoR.
It'll be tested for a brief period, you can afterwards share your feedback. But first, please try it out and see the player behavior for a few days.

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marafado
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Re: Patch Notes 27/11/2020

Post#52 » Fri Nov 27, 2020 12:34 pm

duds wrote: Fri Nov 27, 2020 11:58 am Out of the subject. But i feel like i need to say this. Most of you guys seems spoiled little brats. Not because you complain about everything even before trying, but the way you complain in every single post in this forum. Give them some feedback and respect the dudes who are working their ass of for this.
Good post m8, but this game was made was made by professional game developers. Why do we need "future professional" devs being "creative"?
For me makes more sense this "future pro devs" to emulate war. I dont think the players are the "spoiled little brats":)

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Nishka
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Re: Patch Notes 27/11/2020

Post#53 » Fri Nov 27, 2020 12:34 pm

Sofong wrote: Fri Nov 27, 2020 12:18 pm dont care about sh but please bring back old SoR.
I see why the changes to SoR were made. Because it was all boiling down to "SoR shows we have more duds - we attak. SoR shows we have less duds - we protec". Now it should be less predictable
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Bignusty
Posts: 454

Re: Patch Notes 27/11/2020

Post#54 » Fri Nov 27, 2020 12:36 pm

Tenhi wrote: Fri Nov 27, 2020 12:26 pm
Bignusty wrote: Fri Nov 27, 2020 12:25 pm But why remove territorial agression and dont remove Loner tactic from WL so ?? Weird balance
You still have a Loner-type tactic. All by Meself or what its called. They added the 0sec pounce to that ability and made it work with SquiggArmor.

It is not removed. All by myself serves the same now
Oooo Okay thank =)

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xanderous
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Re: Patch Notes 27/11/2020

Post#55 » Fri Nov 27, 2020 12:39 pm

Grunbag wrote: Fri Nov 27, 2020 11:52 am
xanderous wrote: Fri Nov 27, 2020 11:48 am Appreciate the buff to reduced aoe damage on turrets and deamons, would have loved to have seen it also added to the machine gun turret and pink horror, because one pit of shades or tzeentch's firestorm pretty much kills it making it a pain vs aoe spammers on walls at keeps/forts.
We choose , for now , to not give it to gun turret and punk horro due to high range they have and can be more safe most of time , the 2 other turret are way more exposed. So we have gave a turret heal that will help combined with the aoe damage reduction . We will track it anyway
Yes i agree typically at the class has a further range advantage in the perspective that typically to maintain the single target potential in a scenario of when a melee comes into close combat and aoe spams the turret down, removing your stacks and forcing you to have to reset it, ap cost + time makes it kinda an awkward situation, personally i would have gone in the direction of 25% for machine gun turret, will need to see how 25% for bombardment and 50% for flame turret works though before i can make final judgement of course.
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Gurf
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Re: Patch Notes 27/11/2020

Post#56 » Fri Nov 27, 2020 12:39 pm

Thanks for the changes to SOR, at least experiment to make rvr less predictable

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Grunbag
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Posts: 1881

Re: Patch Notes 27/11/2020

Post#57 » Fri Nov 27, 2020 12:41 pm

xanderous wrote: Fri Nov 27, 2020 12:39 pm
Grunbag wrote: Fri Nov 27, 2020 11:52 am
xanderous wrote: Fri Nov 27, 2020 11:48 am Appreciate the buff to reduced aoe damage on turrets and deamons, would have loved to have seen it also added to the machine gun turret and pink horror, because one pit of shades or tzeentch's firestorm pretty much kills it making it a pain vs aoe spammers on walls at keeps/forts.
We choose , for now , to not give it to gun turret and punk horro due to high range they have and can be more safe most of time , the 2 other turret are way more exposed. So we have gave a turret heal that will help combined with the aoe damage reduction . We will track it anyway
Yes i agree typically at the class has a further range advantage in the perspective that typically to maintain the single target potential in a scenario of when a melee comes into close combat and aoe spams the turret down, removing your stacks and forcing you to have to reset it, ap cost + time makes it kinda an awkward situation, personally i would have gone in the direction of 25% for machine gun turret, will need to see how 25% for bombardment and 50% for flame turret works though before i can make final judgement of course.
that's something we thought about, but we wioll see how it goes with this value, and adjust if necessary
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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mubbl
Posts: 277

Re: Patch Notes 27/11/2020

Post#58 » Fri Nov 27, 2020 12:41 pm

Noslock wrote: Fri Nov 27, 2020 12:31 pm
emiliorv wrote: Fri Nov 27, 2020 12:22 pm
marafado wrote: Fri Nov 27, 2020 11:27 am hahah destro players need to think very very...very well before they come to forum and ask for class ballance/buff;p
destro need to accept that is better move to order and enjoy "balance"
i rather go play hellokitty online
hellokitty online plays(ed) order :lol:

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Bignusty
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Re: Patch Notes 27/11/2020

Post#59 » Fri Nov 27, 2020 12:43 pm

Gurf wrote: Fri Nov 27, 2020 12:39 pm Thanks for the changes to SOR, at least experiment to make rvr less predictable
Ofc i hope its gonna make Orvr more interesting

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Karl
Posts: 359

Re: Patch Notes 27/11/2020

Post#60 » Fri Nov 27, 2020 12:45 pm

Looking forward to see how the SoR changes affect RvR and the zergin'. Seems like good stuff!
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