Patch Notes 16/12/2017
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Re: Patch Notes 16/12/2017
Remember that AFKing in SCs are still a douche thing to do and may warrant a GMs attention
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Re: Patch Notes 16/12/2017
Mmm buffs to destruction...nerfs to Order. Not saying the changes are bad or good. Maybe only wondering still that WL knockdown change, can they get the KD cooldown reduced to 20s then?
One other wish is there any possibility to get the RP & Zealot stagger skill to 1s casting time as now as instant that is instant catch ability. Anyway RP & Zealot are already godlike healers that do about everything better as healers than any other healing class...
One other wish is there any possibility to get the RP & Zealot stagger skill to 1s casting time as now as instant that is instant catch ability. Anyway RP & Zealot are already godlike healers that do about everything better as healers than any other healing class...
Rare Units
Errandyl - SM
Kirali - WH
Kiralir - BW
Kiralia - WP
Fallen Legion
Kiraliel - WE
Thamor - Dok
Tham - Bo
Kiralie - Sorc
Errandyl - SM
Kirali - WH
Kiralir - BW
Kiralia - WP
Fallen Legion
Kiraliel - WE
Thamor - Dok
Tham - Bo
Kiralie - Sorc
Re: Patch Notes 16/12/2017
It's losing, not loosing. Sorry Natherul, I had to.wargrimnir wrote: Natherul
- Loosing a SC will now reward a 1 emblem minimum
Great patch overall though.
Re: Patch Notes 16/12/2017
fixed the typo. I blame it on English not being my native tonguermpl wrote:It's losing, not loosing. Sorry Natherul, I had to.wargrimnir wrote: Natherul
- Loosing a SC will now reward a 1 emblem minimum
Great patch overall though.

Re: Patch Notes 16/12/2017
wargrimnir wrote:
Torquemadra
Squig Herder/Shadow Warrior
- Restructured Sticky Squigz and Whirling Pin in order to prevent the jump back from failing if nearest player is snare immune. NOTE it will still fail to knock you back if you are rooted, this is INTENDED behaviour.
Big WE/WH nerf here...
I think it was legit the way it was working so far. No more chance to kill decent SHs for a WH now.
Right after stun => Pots + KD + kite = easy mod...
Don't even need pots anymore I guess.
Tekky - Witch Hunter
Tekk - Runepriest
Ykket - Witch Elf
Ykke - Shaman
Tekk - Runepriest
Ykket - Witch Elf
Ykke - Shaman
Re: Patch Notes 16/12/2017
Pistol whip - torment - Bal ? for sure they need pots..LordPiss wrote:wargrimnir wrote:
Torquemadra
Squig Herder/Shadow Warrior
- Restructured Sticky Squigz and Whirling Pin in order to prevent the jump back from failing if nearest player is snare immune. NOTE it will still fail to knock you back if you are rooted, this is INTENDED behaviour.
Big WE/WH nerf here...
I think it was legit the way it was working so far. No more chance to kill decent SHs for a WH now.
Right after stun => Pots + KD + kite = easy mod...
Don't even need pots anymore I guess.
Dragon gun is range KD also ! oh wait... bal is too good to pass on

Krima - WE RR 87
Carnage
Carnage

- GodlessCrom
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Re: Patch Notes 16/12/2017
Very cool 2h Chosen changes
Will try em out asap!

Rush in and die, dogs - I was a man before I was a king!
Re: Patch Notes 16/12/2017
Krima wrote:Pistol whip - torment - Bal ? for sure they need pots..LordPiss wrote:wargrimnir wrote:
Torquemadra
Squig Herder/Shadow Warrior
- Restructured Sticky Squigz and Whirling Pin in order to prevent the jump back from failing if nearest player is snare immune. NOTE it will still fail to knock you back if you are rooted, this is INTENDED behaviour.
Big WE/WH nerf here...
I think it was legit the way it was working so far. No more chance to kill decent SHs for a WH now.
Right after stun => Pots + KD + kite = easy mod...
Don't even need pots anymore I guess.
Dragon gun is range KD also ! oh wait... bal is too good to pass on
Hehe I don't get your answer at all...
Why would you chose a 2nd KD skill when your target is under immunity for 30sec from 1rst KD anyway... I mean that kind of fight never last 30sec.
And if a stealth class which has to take high risks to get to "squishy" ranges classes, can't beat them in engaging under stealth, what's the point playing it ?
I mean some classes from both sides are made to beat some specific classes from the other side in some specific situations. If an engage from "stealth" doesn't mean a rdps kill the most part of the time, that's wrong.
Just my opinion.
Tekky - Witch Hunter
Tekk - Runepriest
Ykket - Witch Elf
Ykke - Shaman
Tekk - Runepriest
Ykket - Witch Elf
Ykke - Shaman
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- peterthepan3
- Posts: 6509
Re: Patch Notes 16/12/2017
To be fair, it's kinda a big deal for WH/WE, who are already arguably at the 'bottom of the barrel': now they can be cc'd even more, have dots break stealth, have a never ending pushback on stealth from a squig pet, so the ability just cancels, etc.
Last edited by peterthepan3 on Sat Dec 16, 2017 2:39 pm, edited 1 time in total.

Re: Patch Notes 16/12/2017
Another WL nerf, but no biggie.
Now the Squig/SW change is awfull. SW and squig already have other mchanics avoid melee combat, they dont need this buff. Ppl should learn to use stance and squig armor....and when to use the jump. Well, too bad for Slayer/Choppa/WE/WH, after all, we have few ranged playing.
Instead, we could use some work on healing AM or Choppa. Classes that realllyyyy need changes!
Anyway, really nice changes, dungeons and SC. Thanks!
Now the Squig/SW change is awfull. SW and squig already have other mchanics avoid melee combat, they dont need this buff. Ppl should learn to use stance and squig armor....and when to use the jump. Well, too bad for Slayer/Choppa/WE/WH, after all, we have few ranged playing.
Instead, we could use some work on healing AM or Choppa. Classes that realllyyyy need changes!
Anyway, really nice changes, dungeons and SC. Thanks!
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