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Patchnotes 07/10/16

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Arena
Posts: 165

Re: Patchnotes 07/10/16

Post#81 » Fri Oct 07, 2016 10:45 am

Goodbye posibility to have again Invader set with full-set bonus of +10 range, goodbye having fun with it's mechanic. Good old warhammer, I will always remember.

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Azarael
Posts: 5332

Re: Patchnotes 07/10/16

Post#82 » Fri Oct 07, 2016 10:45 am

peterthepan3 wrote:2) It takes over 7 seconds of standing still to get to the full amount of stacks. 7 seconds of standing still in a fast-paced PvP game.
It actually takes 16 seconds (2s build, 8 stacks.)

Some of the people in this thread are acting as if Engi/Magus have strong kite potential and as if they will be rocking 150ft range and 40% damage all the time. That +40% damage and +50% range are topend, and a reward for being able to set up for so long.

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Arena
Posts: 165

Re: Patchnotes 07/10/16

Post#83 » Fri Oct 07, 2016 10:53 am

Azarael wrote:Some of the people in this thread are acting as if Engi/Magus have strong kite potential and as if they will be rocking 150ft range and 40% damage all the time. That +40% damage and +50% range are topend, and a reward for being able to set up for so long.
Engi|magus now will kill everybody far away from inside side if keep doors with this kind of range, and they will do it by just standing far away in rear of army.
https://github.com/WarEmu/WarBugs/issues/7522

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peterthepan3
Posts: 6509

Re: Patchnotes 07/10/16

Post#84 » Fri Oct 07, 2016 10:54 am

Azarael wrote:
peterthepan3 wrote:2) It takes over 7 seconds of standing still to get to the full amount of stacks. 7 seconds of standing still in a fast-paced PvP game.
It actually takes 16 seconds (2s build, 8 stacks.)

Some of the people in this thread are acting as if Engi/Magus have strong kite potential and as if they will be rocking 150ft range and 40% damage all the time. That +40% damage and +50% range are topend, and a reward for being able to set up for so long.
Highlights my point even more then!
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sanii
Posts: 193

Re: Patchnotes 07/10/16

Post#85 » Fri Oct 07, 2016 10:59 am

Arena wrote:
Azarael wrote:Some of the people in this thread are acting as if Engi/Magus have strong kite potential and as if they will be rocking 150ft range and 40% damage all the time. That +40% damage and +50% range are topend, and a reward for being able to set up for so long.
Engi|magus now will kill everybody far away from inside side if keep doors with this kind of range, and they will do it by just standing far away in rear of army.
https://github.com/WarEmu/WarBugs/issues/7522

uhm
Wat?
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sydd
Posts: 68

Re: Patchnotes 07/10/16

Post#86 » Fri Oct 07, 2016 11:01 am

Jaycub wrote:
XNakaaX wrote:If you like to play sc and often pug as a mdps you often get killed from rdps while you get no guard and no chance to get near them. Now they can kill you from 50 feet more with more damage. While you got to walk 150 feet hopeing they dont kite, snare or knockdown/back you.
It's been that way since launch of retail servers. MDPS requires guard/healing to function properly, it's extremely powerful in small scale skirmishes in ORvR and 12v12/6v6 scenario type environments... completely overshadowing RDPS even.

However in very large scale fighting and without support from healers/guard it's just dead weight.

Az seems to anyways want to increase ways to siege, biggest problem with MDPS atm imo is the fact that in funnel type environments like at keeps they honestly have no business being there. And if you look at the guilds/players racking up the most kills/RR in a zone it's more often than not your sorc/bw purpose built groups for farming people at range.


Don't play MDPS unless you have the group with the support structure or you are just setting yourself up to fail everytime, make a RDPS alt for when you pug. Magus/Engineer are going to be KING PUG might as well make one.
I think you have very well explained WAR/ROR mechanics with these few lines. It can be said that MDPS are the most disadvantaged classes of the game without any doubt, because they can be played in a profitable way only in groups and away from the sieges in a game based on sieges and large scale battles. So sad. That's why i I don't agree to exclude the possibility of a classes balance from 1vs1 perspective, although I always will thank all the developers for the opportunity to play that they are offering to me ;)

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Bephamoth
Posts: 27

Re: Patchnotes 07/10/16

Post#87 » Fri Oct 07, 2016 12:03 pm

Great patch! :)
Can't wait to test it on my shaman alt.

About Flames of Fate, I played marauder for years and I don't see the point of QQing here... It's such a small fix and this is not like if it was our only tool to get ranged.
(Sprint, Terrible embrace, Mutated energy,...)
Spoiler:
First of all, it's still working as it should, we can still root them and catch them to melee. We just have to not use it on someone allready out-doted/focused (or throwing him axes on the way...). And once we are melee, just do what we are made for! Stun them, snare them, do your job to not let him break root and flee away!!!

Second, I think this is far not the best m1 morale... Confusing Movement is far better. :p
Bephamoth - Marauder (Level 34 Renown 25)
Karakas - Slayer (Level 7 Renown 10)

" FLEE FOOLS!!! I'm surrounding all of you! "

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roadkillrobin
Posts: 2773

Re: Patchnotes 07/10/16

Post#88 » Fri Oct 07, 2016 12:13 pm

Azarael wrote:
roadkillrobin wrote:*Gutting groupheals by 50% but boosting casts only by 40% if you have a single mechanic point. Wich means it's even riskier to dps now then it ever was since you can't expand all your points when you need to.
Incorrect. The group heal's effect against yourself, but not against other players is cut by 50%, and 40% of that is to adjust for the cast time bonus so that the HPS from the group heal is close to what it was pre-patch. The mechanic-powered group heal of a DPS AM or Shaman is far superior at accomplishing its purpose than before as the healing against other players is not only using the contribution from a 2.5s cast group heal, but it's also leveled up to 40 and will scale with total item stat bonus.
You have to understand that in RVR situations you have to heal yourself as much as the group having that heal cut to 50% is as pretty massive. If these changes go live I will probobly use my dps skills even less then the old build due to the risk of having bad selfheals when **** hits the fan. I get the feeling that these changes were made from a small scale perspective (6-12man) as it has 0 effect on warband scale fights and actually make the classes slightly worse in these situations.
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Akalukz
Posts: 1791

Re: Patchnotes 07/10/16

Post#89 » Fri Oct 07, 2016 12:47 pm

i don't play a magus on this server, on live i played one for years. I feel this is a good change, although imo not quite far enough. Now you need to add some sort of defensive bonus stack for standing still. The number one thing to not do is this game is stand still, and here we are saying in order to play this class to it's potential you must stand still. Maybe multiple pets?

Looks like we are taking first step towards making the class work. magus have heal keg yet?
Last edited by Akalukz on Fri Oct 07, 2016 12:48 pm, edited 1 time in total.
-= Agony =-

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Azarael
Posts: 5332

Re: Patchnotes 07/10/16

Post#90 » Fri Oct 07, 2016 12:48 pm

roadkillrobin wrote:You have to understand that in RVR situations you have to heal yourself as much as the group having that heal cut to 50% is as pretty massive. If these changes go live I will probobly use my dps skills even less then the old build due to the risk of having bad selfheals when **** hits the fan. I get the feeling that these changes were made from a small scale perspective (6-12man) as it has 0 effect on warband scale fights and actually make the classes slightly worse in these situations.
You're still not getting it.

I am heal AM.

I cast an empowered Blessing of Isha - i.e. I have dps stacks.

The cast time and AP cost drop to 60% of their original value.

Because the cast time and AP cost are lower, the effect of the heal is reduced on me to compensate, because I do not get a benefit from the mechanic.

This is 40% of the reduction - to ensure the same HPS against self as in Age of Reckoning.

Then, there is an additional 20% risk penalty of the remainder, because of self healing with DPS stacks.

That means that if and only if you heal using DPS stacks, you are taking a 20% penalty on your own healing rate while the healing rate on your allies is increased by 66% (same heal value casting in 60% of the time), and that's assuming you are full heal spec. DPS AMs will be getting a level up and increased stat contribution on those heals as well, which could easily push the increase over 100%.

If you are healbotting, i.e. not using DPS stacks to power heals, nothing changes from before the patch. 100% on self, 100% on allies.

That is not a nerf, as much as you are determined to spin it as one.

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