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Changelog 28/10/16

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Azarael
Posts: 5332

Re: Changelog 28/10/16

Post#131 » Sat Oct 29, 2016 12:45 am

navis wrote:I ask to please revert this change. RoR was doing it right already. (in Endzones at least)

...

Focusing the zones like this seems like a mistake, it's similar logic to "remove all scenarios but 3" will make the game better. You want to have the large variety of choices for players, you need to help those roots grow deeper by players so they want to spread out (previous system)..
I honestly think the best solution lies with a simpler ideology..
Please stop making posts which boil down to "I don't like it, change it." This is the third I've read recently. Thanks.

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navis
Posts: 784

Re: Changelog 28/10/16

Post#132 » Sat Oct 29, 2016 1:16 am

Azarael wrote:
navis wrote:I ask to please revert this change. RoR was doing it right already. (in Endzones at least)

...

Focusing the zones like this seems like a mistake, it's similar logic to "remove all scenarios but 3" will make the game better. You want to have the large variety of choices for players, you need to help those roots grow deeper by players so they want to spread out (previous system)..
I honestly think the best solution lies with a simpler ideology..
Please stop making posts which boil down to "I don't like it, change it." This is the third I've read recently. Thanks.
Why do you ask for feedback then say no don't give it? Sorry I wouldn't normally respond to this sort of thing, but..

I think you should consider statements like "I don't like it" as not a personal request, but just the results of playtesting your alpha experiment. cheers
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Akalukz
Posts: 1790

Re: Changelog 28/10/16

Post#133 » Sat Oct 29, 2016 2:26 am

seems it may be necessary to make a minimum rank required to siege another keep. DW was lost in a span of 1 long scenario and 1 short one
-= Agony =-

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TenTonHammer
Posts: 3806

Re: Changelog 28/10/16

Post#134 » Sat Oct 29, 2016 2:47 am

Toldavf wrote:
A few things.

1. TB doesn't hit harder than anything else in the rotation by any noticeable margin high tool tip or no it isnt clearing the dps things like cutting claw or tainted claw can manage by any meaningful number.
Lets say you TB hits for 300-500, last i checked TB removes atleast 120 wounds so you basically do 1500-1700 dmg on 1 target with 1 non morale ablity and like i said this ability lets you kill targets under guard b/c of the nature of wounds debuffs
2. WS on mara gear leaves you around the 20% mark i personaly only have 19%
On top of the armor reduction from CC, so more like 69% armor ignore on a target
3. On the subject of mara spambles they all hit like wet noodles even impale will only see a meaningful number once in a blue moon. A mara spamming impale probably has all his brute skills on cd and his stance change on cd as well or is to lazy to switch back.
it hits decently with all the WS, flanking and what not added in and also provides the benefits of deeply impaled
4. Even after these changes the debuff has a 200% up time the only thing it accomplished was a reduction in marauder dps.
yes which is why i said that this change is not enough, TB is too good in its scaling of DPS and wounds debuffed, we're all well aware of the problems mara2good causes for classes like BG

TB shouldnt debuff more than other wounds debuffs in the game if it has a 200% uptime and no "detrimental" requirements

5. Yes mara is te strongest mdps des has in terms of what it can do they have allot of stuff they can potentially do but generaly they cant fit it all in one spec. For instance i do not spec the heal debuff because it harms my damage badly and there are more efficent ways to get heal debuffs other then having a mara spec it.
You can get pretty much all the best mara ST tools with cookie cutter ST mara spec, or all the best tools for AoE WB/RvR mara in the cookie cutter AoE mara spec

having a inc 50% HD that WP cant wipe is sufficient reason to consider running DC espically since all 6 order mans run atleast 1 wp but even then mara has a wide diaspora of viable tactics for mara without specing for them

I see no spec issue for mara atleast no more than any other class in that no clsass can get all their best abilies and tactics in 1
spec
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Toldavf
Posts: 1586

Re: Changelog 28/10/16

Post#135 » Sat Oct 29, 2016 3:42 am

Your first point is incorrect the wounds debuff applies its damage then over writes it with the debuff. You are in the ball park area though 1500 give or take depending on your renown rank.

Second point literaly every wl can do the same amount of armour bypass.

Third point after testing it a bit the amount of down time on the skill rotation is to much TB 10 seconds, cutting claw 10 seconds, tainted claw 5 seconds, debilitate 10 seconds, draining swipes 20 seconds. After you finish the rotation you are basically filling the space with flail or rend which completely pole axes the pressure you just put down. You dont even ant to know what the cool downs looked like after shatter limbs serfice to say i ran out of things to trow at my target.

Also TB is just as large as devastate and while that does have a 10 second cool down adjusting that with tactics or group buffs is child's play. Not that you would ever bother as slayer even in the sub optimal (and if that changes you will see allot more 2 handed slayers) has a selection of good spamables in that spec.

There are lots of classes that have well designed trees in terms of accessibility of abilities marauder is one of them yes.

There several ailment based heal debuffs in game if you have a full group there is little point in sacrificing dps when another class can cover it. Squigs are especially good for this. Generally against pugs though the 25% has been enough up until now.

Allot of classes can get their best tactics in one spec its not really unique to mara.
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-

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Ori
Posts: 18

Re: Changelog 28/10/16

Post#136 » Sat Oct 29, 2016 4:41 am

The damage and range buffs are no longer experimental, and are now part of the classes.

- Rebalanced critical stat values upon weapons.
- Swapped 4 and 5 piece set bonuses on Ruin, Annihilator and Mercenary sets.
"wonderful" changes

no point in offencive set
just grab def and put armour tali
Ori, Orish, Orisham ...

kryss
Posts: 456

Re: Changelog 28/10/16

Post#137 » Sat Oct 29, 2016 5:06 am

Torquemadra wrote:
theoddone wrote:Variation and flexibility with gear used to be one of the things I highly enjoyed on live, ofc it got worse in the later years.
Before the sov change there were plenty of possible setups and variations from pve. My memory might be wrong, but for example the west praag lair had a great offhand for zealots, but not that good for other classes. Which was ok because there were other great pieces for other classes elsewhere.
An example from RoR can be that that you could either run 4 piece of anni/merc with ruin crit shoulders, or the crit reduction lair boss chest. You could pick what would suit your playstyle.
I had hoped as more pve content become available there will be more options to gear your character after your own preference. This recent change, however, seems to put more restrictions on gear alternatives.
Stacking crit isnt variation, its just more of one stat that some classes get more out of than others, your premise is a false one. I guess we could eliminate crit entirely from gear then you could be more free to choose this "variety" that you crave.
Did you also nerf nerx's weapons crit chance? By what %? It will make absolutely sense since the hit to bloodfist and SC

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Toldavf
Posts: 1586

Re: Changelog 28/10/16

Post#138 » Sat Oct 29, 2016 5:11 am

Just did a little testing may wont to rethink the buff on wrecking ball in concert with m3 and mutated aggressor its far to effective.
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-

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alusnova
Posts: 119

Re: Changelog 28/10/16

Post#139 » Sat Oct 29, 2016 6:05 am

Would be nice if the devs would just tell us that they don't want MDPS classes, the crit nerf is huge. Yet they ignore Squigs , thanks a ton , I hope they are happy when server population goes down as people that prefer to play MDPs give up.


Today if you are not a tank, healer, Sorc/BW .... oh and of course a Squig then you are just free rps for others.

Ninepaces
Posts: 313

Re: Changelog 28/10/16

Post#140 » Sat Oct 29, 2016 6:10 am

So I spent 5-6 hours in BC last night and experienced the new RVR system.
Fights turned into who could push the other teams cannons first. AOE cannons do a ton of damage and can wipe an unorganized wb in a few seconds. But as I was in an organized one, we were doing the wiping/pushing. But still Im not convinced making orvr combat cannon-centric is what the devs intend.

Second, the whole resource system is very tedious. PPl want to have fun and alot of action with little downtime. Its too much running around. Haojun or someone who understands the system a bit better should say more about it.

Over the course of the night someone suggested this for orvr system: make a zone act like a large scenario... the flag flips when ppl (lets say minimum 6 ppl) in proximity, and accumulates points, as do kills. When the score of a realm reaches x points, their keep gains a rank. Add in a slight decay of points over time. Nice and simple and promotes a division of all groups at different BOs. Remove the abilitiy to fire aoe cannons in lake, but keep them as strong as they are to bust funnels. Done.

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