Patch Notes 15/9/2017

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Aurandilaz
Posts: 1896

Re: 15/9/2017 Patch Notes

Post#31 » Fri Sep 15, 2017 8:55 am

lets see; core bombers and their M2s (no one has time for M4 with your latest adjustments where you might get it 1 min after fight is over)
BW: Ruin and Destruction 1200 moral dmg within 30 feet
SW: Outrider Patrol 1200 moral dmg within 20 feet targeted area

Sorc: ...FM? or lets wait 1min for M4 hue so maybe its ready for next fight
SH: ...Squig Goo, 900 moral dmg over 9 seconds, gee I wonder if healers can handle that and oh gee, what a nasty snare

Now if only Destro had reliable moral pumps so they can counter BW moral bombs that are ready to be deployed within 12 secs using moral tactic, or below 9 second with AM pump, but damn, I guess something happened to the Destro moral pumping...


Now obviously all the STY/LA spamming was getting out of hand, yet that was sadly another contributing factor to the balance between realms.
I still hope that one day Sorc will be as good for AoE (including moral) bombing as BW. :)

Will have to test further, but next guild WB session is still a few days away. :)

As for those portals, looks intriguing. Maybe less chasing around the maps, and more brutal BO fights. Less ganking of course, which might be a good thing, forcing all those 1-2-3mans into bigger units that actually contribute to the campaign instead of jumping lowbies trying to reach their warbands.

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Panzerkasper
Posts: 576

Re: 15/9/2017 Patch Notes

Post#32 » Fri Sep 15, 2017 9:02 am

Aurandilaz wrote:As for those portals, looks intriguing. Maybe less chasing around the maps, and more brutal BO fights. Less ganking of course, which might be a good thing, forcing all those 1-2-3mans into bigger units that actually contribute to the campaign instead of jumping lowbies trying to reach their warbands.
Yes, more Zerg is definitly what the server needed! :roll:
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Fractus
Posts: 82

Re: 15/9/2017 Patch Notes

Post#33 » Fri Sep 15, 2017 9:02 am

Where do we hand in Conq kill quests now please? NPC's aren't spawned on contested BO's.

Thanks,

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ragafury
Posts: 684

Re: 15/9/2017 Patch Notes

Post#34 » Fri Sep 15, 2017 10:30 am

Panzerkasper wrote:
Yes, more Zerg is definitly what the server needed! :roll:

Thing is: can open 12 zones at one's, doesn't matter.

Cause:
Unorganized groups will follow organized groups. Unorganized groups will avoid a higher degree of organization.
On top of that most ppl aiming to collect gear which is acquired by killing for a majority, not by realm effort.

majority of players are unorganized at the moment.

On top of that all the campaign lacks any meaning besides endless killing. So why shouldn't you zerging from average Joe's incentive driven mind?

Don't hate the players for doing the most promising from there point of view.


Gotta remember this is an alpha. Most parts will get fixed once more pieces are added to the puzzle. (fortress, city)
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Lindvior
Posts: 9

Re: 15/9/2017 Patch Notes

Post#35 » Fri Sep 15, 2017 10:32 am

In my opinion, everyone cries becouse do less dps in a game where there is too much DPS, so lowering it is quite fine. I agree to have main DPS (bw/sorc) and secondary DPS (SH/SW), as primary melee (WH/witch) and secondary melee (Marauder, WL) (the second ones are more resilient so should make less DPS)

"I've lost my moral ... this skill of mine inflicts less damage"

Try to play a healer with almost all classes that have healing debuff (skill or weapon proc). Healers and tank haven't perma detaunt on DPS, while DPS can have perma healing debuff on their target.

Try to play a dok/wp that haven't essence/furor regen from items while other healers have jewels, skills, tactics to restore\lower AP (set, drain AP, runes, etc). Other healers can use heals for longer time. (I'm talking about healer dok/priest, no melee ones)

Try to play a defensive tank and be killed like butter from DPS that ignore armour or with thoughness debuff (sometimes both of them) and dps that have cc that last more than yours. For example:
Daemonic Infestation: Range 65 feet. aoe stagger 5 secs. CD 15 secs. 50 AP. 30 feet radius. 243 dmg
Heaven's fury/quake: Range 0. aoe stagger 3 secs. CD 20 secs. 45 AP. 40 feet frontal. 77 dmg (HF) 154 spirit (quake).
(to magus add also +40% range and dmg for a total of 81 feet and 340 dmg)

The true point isn't "nerf/buff/debuff" but BALANCING.

In my opinion, talking of strategy in a game where often comabat is:

1) single pull -> shot
2) AOE pull -> AOE shot
3) ZERG vs few

is quite funny. If the combat last more than 20 secs, ppl shout for "too much healing" or "low dps, need more". Combat must be decided from tactics and coordination, not becouse i heal for 1400 (without debuff healing) and a DPS autoattack inflics 1500 dmg+skills+debuff.

Server population lacks healers and tanks ... i wonder why :)

PS: Of course this is a small part of a greater discussion, but i wanted to focus on how much DPS is much better than tank and healing classes. Often, tank and healer are a DPS powerup (guard and heals) than a true indipendent class (I don't die if I fight 1 DPS in 1 vs 1 so he has to ignore me becouse he can't kill me and I can't kill him if not after 10-15 mins combat, so better ignore eachothers).

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peterthepan3
Posts: 6509

Re: 15/9/2017 Patch Notes

Post#36 » Fri Sep 15, 2017 10:35 am

This idea of having 'secondary DPS' is the very reason engineer and magus were left as they were (trash) on live. It needs to be done away with.

You choose a DPS archetype in the character creation screen? Then you should be able to fill in as a DPS.
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Grobbok
Posts: 420

Re: 15/9/2017 Patch Notes

Post#37 » Fri Sep 15, 2017 10:41 am

Collateral wrote:
Grobbok wrote:
wargrimnir wrote: - Proximity Flags from T1 are now implemented in T2, T3 and T4.
for me it looks like very bad idea
completely destroy small scale rvr
now all who want join zerg just teleport to BO where zerg is
so what?
and it looks like: 3 t2 zones, empire is locked -> t3 empire, still dwarfs and elfs t2 open, next t3 empire locked -> Praag, someone want t4 elf and dwarfs, he need lock t2 and t3, ok
but all of this not change that t1 system is not good, we have seen how it was in Ostland, for me teleports will destroy small scale rvr. You gropu attack BO and soon instead fighting party you will have wb on head, wb which teleport into BO.
More, all rvr will be more empty, beside BOs
this is how I see this, ofc, ppl reactions are unpredictable so many can change

EDIT YALI : Fixed my epic fail.
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forsa
Posts: 154

Re: 15/9/2017 Patch Notes

Post#38 » Fri Sep 15, 2017 10:47 am

wargrimnir wrote:
Torquemadra

Extended the Radius of the following ground target abilities to match VFX radius -

Napalm Grenade
Sticky Feetz
Rain of Fire
Dissolving Mist
Tzeentch's Firestorm
Mistress of the Marsh
Pit of Shades
Also Arcing Swing and Heaven's Fury do not match its VFX.

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Collateral
Posts: 1494

Re: 15/9/2017 Patch Notes

Post#39 » Fri Sep 15, 2017 10:53 am

Afaik, you will be able to use a portal every 6 seconds. So you can't just spawn an entire warband on a BO in one second. People will start popping out, and if you don't notice that an entire warband is trying to spawn (and kill the one by one), then it's your problem.

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Gerv
Banned
Posts: 811

Re: 15/9/2017 Patch Notes

Post#40 » Fri Sep 15, 2017 10:58 am

Fractus wrote:Where do we hand in Conq kill quests now please? NPC's aren't spawned on contested BO's.

Thanks,
This.
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