Well let me start by saying i like the new update, more stuff is working properly and i am glad people get to play the classes they want. However a huge blow has been done to casters. Bright Wizards who stand in the back lines firing off on whoever they please may not care about the AP regeneration problem but the healers do. We went from being able to spam whatever we wanted to only able to cast 4 heals before being out of AP. I don't want to be able to spam heals like we did but i also don't want to be useless. Either it should be changed back to how it was for now or some serious looking into the problem needs to be done. We do not regenerate AP while casting, therefor we have to run out of AP before the regeneration kicks in. This leaves us standing there holding our dicks for at least 3-6 seconds. Instead of just cutting AP pools and AP Regeneration in half how about you gradually down it from where it was set to see what works best? Just saying oh we don't know what the **** the value should be from live and then just saying well **** lets make it this doesn't work. I know most people will troll me but i really don't care. I want to play the class i want to play all the time, not just play the flavor of the month that rofl stomps everyone. If Sorcs/BW Slayer/Choppa etc is going to have their 1 button kill all move then fix the AP regeneration, being hit for 500+, hell i have been hit for 1k by a sorc since this patch. If that is going to be the case then we should be able to have the ability to heal it without running out of AP.
P.S. People can troll/cry wtf ever but anyone who played a tier 1 twink in live KNOWS that AM and Shaman ruled all, they never died even when being focused by multiple people. You want Warhammer yet you change values to nothing of live.
Sorcs could never hit for 700-1k on live yet we can't regenerate AP fast enough to heal more than 1 person.
P.S.S Slapping bandaids on **** instead of actually testing doesn't ever work. All it does is pisses people off and they quit the game.
/end rant
AP Regen
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Re: AP Regen
1. I didn't tested the new patch on a healer, but on the original server your ap-regen stopped while you spam abilitys.Smurf1 wrote: Sorcs could never hit for 700-1k on live yet we can't regenerate AP fast enough to heal more than 1 person.
2. On the original server i had a guy in my guild that fireball-crits for 900+ on his bw-twink in T1.
3. The top of the page says "Return of Reckoning, The WAR Private Server, ALPHA PHASE"
Re: AP Regen
Edit: i tested the healing in scs with my rp, feels pretty much like the original low-tier healing for me.Luth wrote:1. I didn't tested the new patch on a healer, but on the original server your ap-regen stopped while you spam abilitys.Smurf1 wrote: Sorcs could never hit for 700-1k on live yet we can't regenerate AP fast enough to heal more than 1 person.
2. On the original server i had a guy in my guild that fireball-crits for 900+ on his bw-twink in T1.
3. The top of the page says "Return of Reckoning, The WAR Private Server, ALPHA PHASE"
Re: AP Regen
Let me clarify what exactly happened here.
- AP regeneration was fixed so that you do not regenerate AP while you are casting. This is how it was during the regular game: http://www.zam.com/story.html?story=20312
- AP regeneration after casting was fixed so that you do not immediately regenerate AP as soon as you finish casting, thus shaving 25 AP off the cost of your ability as long as you wait 0.05 seconds after the cast finishes (i.e. almost every time).
The actual amount of AP regenerated was not changed. The rate of AP regeneration wasn't changed. It's still 25 AP per second, just as it was during the regular game.
You want it reverted because you want to go back to easy mode. Nothing more. Here's your easy mode summed up in a nice video:
https://www.youtube.com/watch?v=F-1miDcUg-o
You could cast forever and you've gotten too used to it. Now you can only cast 5 big heals (for 440!) before you run out of AP. The tank Guard ability, proper play and detaunts / taunts are now relevant, as they should be. People now die, as they should. You can't keep an entire team up by yourself anymore, nor can you field teams of RDPS and healers and win scenarios with ease. Deal with it.
- AP regeneration was fixed so that you do not regenerate AP while you are casting. This is how it was during the regular game: http://www.zam.com/story.html?story=20312
- AP regeneration after casting was fixed so that you do not immediately regenerate AP as soon as you finish casting, thus shaving 25 AP off the cost of your ability as long as you wait 0.05 seconds after the cast finishes (i.e. almost every time).
The actual amount of AP regenerated was not changed. The rate of AP regeneration wasn't changed. It's still 25 AP per second, just as it was during the regular game.
You want it reverted because you want to go back to easy mode. Nothing more. Here's your easy mode summed up in a nice video:
https://www.youtube.com/watch?v=F-1miDcUg-o
You could cast forever and you've gotten too used to it. Now you can only cast 5 big heals (for 440!) before you run out of AP. The tank Guard ability, proper play and detaunts / taunts are now relevant, as they should be. People now die, as they should. You can't keep an entire team up by yourself anymore, nor can you field teams of RDPS and healers and win scenarios with ease. Deal with it.
Re: AP Regen
I do like the changes that have been made so far - in this case i do have to protest against this AP-Change. First of all, i do play a Sorceress on this server - and have been playing a Sorceress since the very early release in Europe. If the current change is meant to "nerf" Healers - you are harming a wrong target : Sorcerer/Bright Wizard/Magus/ partly Engineer. This system only supports healers to spam more HoT or Instantheals instead of casting spells with building time . While the enemy healers use their hot and therefore have naturally time to "wait". A sorceress has to put at least 1 dot (since word of pain doesn't work) and cast several doombolts in a sequence and hope to deal at least 1 critical hit. In the heat of battle, you run completely out of ap with just casting a few doombolts (that also tend to get stuck on the animation with a high percentage) . On the live server, all spells had a chance to be set back in building time - but casting a long building spell also had the advantage to give you a little ap "regeneration" between each individual cast. In T1 the current situation could be acceptable. But in later tiers (and even now....), a sorceress lives from "comboing" Chillwind, Word of Pain, Arctic blast, Gloomburst and Impending Doom as finisher (this focusses a huge amount of damage into a big burst) - on the other side the bright wizard has a healingdebuff and has a greater time-pool for bursting targets. Please do not make this game to a "1button" fight. Sequencing spells was a part of this game and was _The_ part where you could even see from the very first glance that you were facing either an exprienced player or just a beginner. Please consider to fix all the classes first COMPLETELYbefore changing anything on the AP system. Also the change with the Weaponskill is not well conceived. With having invisiblity working for Meleedps/Rougetype classes, that have naturally high weaponskill (which is understandable because it was used for armorpenetration), these classes will completely dominate any battle with a guarding tank on their side.
btw... sorry for the bad english...
btw... sorry for the bad english...
Aluviyah - RR 87 Sorc
Ateshaya - RR 84 BW
Gweniell – RR 84 WP
Hesperiell – RR 89 AM
Setriona – RR 85 DoK
Syu/Myu – RR 87 Zealot
Xup – RR 85 Shaman
Yrona – RR 84 RP
Ateshaya - RR 84 BW
Gweniell – RR 84 WP
Hesperiell – RR 89 AM
Setriona – RR 85 DoK
Syu/Myu – RR 87 Zealot
Xup – RR 85 Shaman
Yrona – RR 84 RP
Re: AP Regen
The change isn't meant to nerf anyone, it's meant to go back to the original AP handling, whatever that may have been. Regeneration of AP was occurring immediately after any cast finished, and if that were left as is, you would only pay 5 AP per Doombolt you cast. That's clearly not right.
Also, what's this about Weapon Skill? Did something change with WS?
Also, what's this about Weapon Skill? Did something change with WS?
Re: AP Regen
The original AP handling was not this. This supports Healers like Runepriest to spam the Healing without building time - the Regeneration of AP was occuring only immediately AFTER you used a spell with HUGE building time. While casting instant spells you ran out of ap if you didn't wait between individual casts.
Aluviyah - RR 87 Sorc
Ateshaya - RR 84 BW
Gweniell – RR 84 WP
Hesperiell – RR 89 AM
Setriona – RR 85 DoK
Syu/Myu – RR 87 Zealot
Xup – RR 85 Shaman
Yrona – RR 84 RP
Ateshaya - RR 84 BW
Gweniell – RR 84 WP
Hesperiell – RR 89 AM
Setriona – RR 85 DoK
Syu/Myu – RR 87 Zealot
Xup – RR 85 Shaman
Yrona – RR 84 RP
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Re: AP Regen
The handling was consistent between instant and cast spells. Instant spells are treated as cast spells with a duration of 1.5 seconds (the GCD) for the purposes of all internal handling, including stat buffs. RPs and Zealots shouldn't be able to spam their instant heal without cost, either.
Considering BW and Sorc are set to be on top for a while, I'm not really sure I can see why you've chosen to complain about this so early.
Considering BW and Sorc are set to be on top for a while, I'm not really sure I can see why you've chosen to complain about this so early.
Re: AP Regen
You destroy the lategame for caster classes, this is the most simple answer for it. You must have forgotten that Rangedps is actually meant to attack the backline - with this patch you give the meleedps the huge advantage of autoattack (which is low for t1 but in lategame autottack is devasting) - you have to consider always that there is also the possibility of guarding - guard changes the whole game.
Aluviyah - RR 87 Sorc
Ateshaya - RR 84 BW
Gweniell – RR 84 WP
Hesperiell – RR 89 AM
Setriona – RR 85 DoK
Syu/Myu – RR 87 Zealot
Xup – RR 85 Shaman
Yrona – RR 84 RP
Ateshaya - RR 84 BW
Gweniell – RR 84 WP
Hesperiell – RR 89 AM
Setriona – RR 85 DoK
Syu/Myu – RR 87 Zealot
Xup – RR 85 Shaman
Yrona – RR 84 RP
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