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Patch Notes 31/1/2017

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Sulorie
Posts: 7458

Re: Patch Notes 31/1/2017

Post#161 » Wed Feb 01, 2017 6:53 am

Natherul wrote:
Sulorie wrote:
wargrimnir wrote:

Natherul
-Changed all SC quests to have a shared drop off point in the capital cities, Order have Kaige Mortem in Altdorf Market Place and Destro have Riccekac Warshard close to the entrance of the Viper's Pit.
Please re-think this change. It is all good that you can pick rewards for all sc from one single npc, in the case certain sc appear less frequently and you want to clear your quest log.
The problem is, to get new rewards for the same sc, you have to collect the previous rewards. When the only drop off point is in AD/IC, then you can't play for sc quests outside of AD/IC, as you have to fly there to finish quest.

Do I overlook something and all rewards are stored until you collect them, even multiple wins for same sc?
The game does not save multiple wins for you, you need to take the quest and finish it once, winning twice will not let you turn it in twice.

With the change made you can now also turn in SC quests that are no longer in rotation as you can access the turn in point no matter what.
The intentions are clear but why not keep the quest drop off point within sc as a 2nd option? The problem is, anyone playing sc has to stay or fly to city after every sc to collect rewards. This is a big annoyance as you sit in AD/IC and do nothing in times of slower sc pop, while you could roam through rvr and join sc, when it pops.
Compared to the previous iteration you have much more loading time as you visit city much more often just to collect the reward.
Why not combine old and the new way of taking/finishing sc quests?
Dying is no option.

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spikespiegel84
Posts: 303

Re: Patch Notes 31/1/2017

Post#162 » Wed Feb 01, 2017 6:54 am

Looks funny.

Small group oriented.

Can we have more math about the damage scale depending on targets?
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Haojin
Posts: 1066

Re: Patch Notes 31/1/2017

Post#163 » Wed Feb 01, 2017 7:17 am

roadkillrobin wrote:
Spoiler:
I consider this the worst patch in Warhammer history and one of the worst in MMO history that I myself have experienced. (Yes Ive tried the patch)

1: It render several class builds useless. All rdps PBAO builds allready had a massive risk vs rewards playstyle. You're bringing a cloth class to the frontline. Bw/Sorc also take baklash damage and now their damage is nothing but fluff vallues aswell. Yesterday I backlashed for 750 damage while hitting people for 70. Who is gonna play such a class? I can just Imagine how Bad melee Squigs or STY build performs, aswell as Deamon Magus, Tink Engie or Lelith Warriors.

2: Completly dissregarding core combat mechanics of the game. This makes tanks a liabillity on the frontline. Just as I stated several months back this is gonna push tanks as far away from their guarded target as possible while still being in guard range, were they get hit by as little AoE as pssible coz this will be the moast efficiant way to mitigrate AoE damage for your group aswell as boosting your groups AoE damage by not soaking friendly hits. You pretty much set up a situation were the best way to utilize your tank is no longer using abillities to mitigrate or boost your groups damage coz that requires you to run up and hit people on the frontline. Now rendered to just challange and guard from a far bot.

3: You can't controll the PuG tail thats following you. These are players who follow warbands around with the intention of leaching some renown from assist kills. Its basicly the pugs in a 12v12 man scenario. As a warband or guild leader you can't controll what their doin. And now they actually becomes a big annoyance for the warband as they soak friendly AoE hits I can see the spreading toxicity within the community really fast.

4: Guilds built for the 24 man warbands. What are these guilds supose to do now when the direction clearly goes towards small scale RVR? Are they supose to kick 3/4 of the players that they been playing with for months? Moast of these guys have mains with the intention to play Massive RVR 24+v24+ fights. You just made alot these guys feel like their class feel useless. Classes people spent Months of in game time on.

5: Even with 45% damage increase and no hitcap theres no way to stop 3 warbands of ST melee trains spamming their highest hitting spammeble abillity, thats guning for you. This will be the new way to zerg and is actually much less skillfull then running a tight cordinated warband that actually have to time abillities and CCs to get kills happen. In the long run this patch will acomplish nothing but change they way people zerg. Not stopping it.
Yet, despite the day 1 complaints, it will still be tested and adjusted for a good period of time to see if this method has the desired results we're looking for. By all means, adjust your playstyle and adapt. Try and break the system. Give constructive feedback on how this direction could be improved. Don't bother telling us it's the worst patch ever.

User warned for this post.

- wargrimnir
For real wargrimnir ? You censoring a post because the poster didn't like patch at all ? I totally agree with roadkillrobin, now i should wait for censorship also. I thought we are TESTER's and we have right to DISLIKE.

You're not happy about community flak but I see an faillure of management here. The patch implemented at EU prime time without ANY hint or ANY chance of pre-theorycrafting. What do you expect ? Do you think the players on the server like acted as a laboratory mouse ? Don't think so.

So here's the question about new patch:

-What was the issue ?
-What is the solution ?
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wargrimnir
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Re: Patch Notes 31/1/2017

Post#164 » Wed Feb 01, 2017 7:29 am

That's right. We reserve the right to move forward with changes without community discussion. This is part of RvR systems, and those are still changing as we go. If you can't separate your "worst patch ever" rhetoric from the constructive criticism, then don't post. That's all the moderation was really about.

Like many, many, many other patch notes before this one, we really don't appreciate getting blasted by players that they're not a fan of change. This is not set in stone, it's experimental, and the values will be adjusted quickly and as needed.
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Kattastrof
Posts: 56

Re: Patch Notes 31/1/2017

Post#165 » Wed Feb 01, 2017 7:41 am

Time to level up a maruader
Return damage m4 25% dmg boost run into a zerg and demospam! (did not work very well on live)

Zanilos
Posts: 443

Re: Patch Notes 31/1/2017

Post#166 » Wed Feb 01, 2017 7:43 am

Azarael wrote:I'm sorry, but ordering people not to zerg is ridiculous. You might as well tell people not to run Knights as a main tank. There's a reason people do it, and as long as it works for them, they'll continue to do it.
Asking people to not play classes you don't know how to fix is one thing. Creating a whole group of totalling inbalanced 6 man bombing groups is another. You really think the good 6 mans will come back and use ST assist trains to show their skill? Or you think that they will run double sorc+aoe mara kite group?

Have you tried it? Just talking to them?

As in a serious grown up conversation with Lesti about alliance nights where the server has an event to zerg? He's a real resonable guy I'm sure he would understand. Or even Haojin about running only 4 groups in rvr? How about pulling all the guild leaders from the larger guilds into a discord and explain the situation, they would generally be more than happy to help. On every post that shows an 'alliance' night drop a few comments.

https://www.youtube.com/watch?v=iuC9mjbBp2Y&t=397s
Skip it to 5 mins. (to stoopeeed to link timestamp)
What can you do when the pugs just simply don't get the message?
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Martok
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Re: Patch Notes 31/1/2017

Post#167 » Wed Feb 01, 2017 7:47 am

CommissarG wrote:How much damage is increased and decreased specifically per ally or enemy hit?
We were out testing that earlier tonight. With Phoenix's Wing the problem is, of course, its five foot range limit. However I did have a couple of opportunities to be close enough to a destro blob and effectively fire it. The damage output wasn't massive, but after watching the video I counted fifteen different targets hit with one attack. The next time I hit ten targets, and it appeared to me that some of the hits procced at well over 377 damage points.

My question based on that is when multiple targets are hit, does each individual target become susceptible to independent Crit rolls, meaning some will receive crit damage while others won't, yet all from the same PW attack?
Blame It On My ADD Baby...

Daknallbomb
Posts: 1781

Re: Patch Notes 31/1/2017

Post#168 » Wed Feb 01, 2017 7:49 am

spikespiegel84 wrote:Looks funny.

Small group oriented.

Can we have more math about the damage scale depending on targets?
Well Hit 1-6 Enemy = normal dmg Hit 7 = +15% Hit 8=+30% Hit 9=+45%. For each ally u Hit - 15% But it Cant Fall more than 80% so
Hit 9 Enemy +3 allys = Zero buff or debuff.
Hit 8 Enemy +3 allys = - 15% dmg
Hit 8 Enemy and 1 ally = + 15% dmg
And so on
Tinkabell 40/41 Magus Whaagit 40/41 SH Whaagot 40/54 BO Daknallfrosch 40/72shammy

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spikespiegel84
Posts: 303

Re: Patch Notes 31/1/2017

Post#169 » Wed Feb 01, 2017 7:57 am

What I saw from the first fights is that the bomb crew of 18-24 has harder time now pulling 4 targets at time and wipe them. And the melee dps having a survavibility above the 0.7 seconds which I don't dislike. Let's try.
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Tifereth
Posts: 134

Re: Patch Notes 31/1/2017

Post#170 » Wed Feb 01, 2017 7:58 am

Interesting patch to say the least.

This thread blew up in hours and has many posts in it that can easily be regarded as bile. While hyperbolic, I sincerely hope Robin's post got censored because of language and not content, however, since he among many others raised unmistakenly true concerns
regarding game mechanics that conflict heavily with the new changes.

Just as a headsup, me aswell as BT as a whole are still game for trying the new system out. Just a few personal issues 8-)

For a breakdown of zerg play, the whole game needed to be redone from scratch, imo. Even if people actively tried to avoid blobbing up for as long as they could, eventually the objective play based campaign will lead people back into the blob by nature. At the latest, once a keep siege occurs or later down the line during the final defence for the capital gates (Money question: How can one not blob at Lord Room? Blob the keep door? Or just leave the enemy to take it?)

Quick tests suggests that aoe is simply not worth using anymore in the aforementioned situations. Since the blobbing won't change in key locations, ST builds might find a resurgence now. Will ST warbands change anything about the situations? A single target WB will still roll over a 6 man, maybe even faster now when people actually start concentrating their fire more. The engi/BW/SW ST focus will be delicious.

For small scale/6v6/scenario, AoE builds in the old system already were useless, now even more so. It's a shame really that with one
cut, many builds might now be down the drain when ST will be deemed universally superior.
Last edited by Tifereth on Wed Feb 01, 2017 8:28 am, edited 1 time in total.
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