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Patch Notes 23/6/2018

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gotharg
Posts: 88

Re: Patch Notes 23/6/2018

Post#11 » Sat Jun 23, 2018 9:28 am

wargrimnir wrote: Sat Jun 23, 2018 5:46 am

Natherul
- Doors/posterns/tunnels are not usable while stunned.

First portals in combat now this you took all advantage that soloers and small grp had vs zerg whats next turn off AAO?

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Natherul
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Re: Patch Notes 23/6/2018

Post#12 » Sat Jun 23, 2018 9:32 am

gotharg wrote: Sat Jun 23, 2018 9:28 am
wargrimnir wrote: Sat Jun 23, 2018 5:46 am

Natherul
- Doors/posterns/tunnels are not usable while stunned.

First portals in combat now this you took all advantage that soloers and small grp had vs zerg whats next turn off AAO?
If you are stunned it makes no sense that you can enter a door. If you want to go out a door when its heavily attacked you need to commit to it or make sure your not stunned when you want to head back in.

A stun is supposed to be a total disable.

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Tesq
Posts: 5713

Re: Patch Notes 23/6/2018

Post#13 » Sat Jun 23, 2018 9:36 am

Natherul wrote: Sat Jun 23, 2018 9:32 am
gotharg wrote: Sat Jun 23, 2018 9:28 am
wargrimnir wrote: Sat Jun 23, 2018 5:46 am

Natherul
- Doors/posterns/tunnels are not usable while stunned.

First portals in combat now this you took all advantage that soloers and small grp had vs zerg whats next turn off AAO?
If you are stunned it makes no sense that you can enter a door. If you want to go out a door when its heavily attacked you need to commit to it or make sure your not stunned when you want to head back in.

A stun is supposed to be a total disable.
was stun here intended for all cc or just KD/stag? for exemple there is something in place too that prevent ppl Champion callenged or root to use door?
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Natherul
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Re: Patch Notes 23/6/2018

Post#14 » Sat Jun 23, 2018 9:39 am

Tesq wrote: Sat Jun 23, 2018 9:36 am
Natherul wrote: Sat Jun 23, 2018 9:32 am
gotharg wrote: Sat Jun 23, 2018 9:28 am

First portals in combat now this you took all advantage that soloers and small grp had vs zerg whats next turn off AAO?
If you are stunned it makes no sense that you can enter a door. If you want to go out a door when its heavily attacked you need to commit to it or make sure your not stunned when you want to head back in.

A stun is supposed to be a total disable.
was stun here intended for all cc or just KD/stag? for exemple there is something in place too that prevent ppl Champion callenged or root to use door?
currently champ challenge and root should not prevent you from using doors, but total disables like KD and staggered where you cant do anything would prevent you from using the doors.

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Grunbag
Former Staff
Posts: 1881

Re: Patch Notes 23/6/2018

Post#15 » Sat Jun 23, 2018 10:01 am

I’ll make a gear set preview for keeper. It will be a set you can purchase at level 16+ , that should give you the possibility to enter the merged orvr with a decent gear . Especially when t1 is empty or at NA time . Set power level is actually around 20. We had a long discussion about make the dungeon at ruin level or at mid tier level .
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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AxelF
Posts: 224

Re: Patch Notes 23/6/2018

Post#16 » Sat Jun 23, 2018 10:38 am

Not using doors/portal when KD/staggered makes sense, but honestly I feel the not able to use portals in combat change has been a step backwards - as has already been pointed out all it does is harm small groups fighting against a zerg who need the ability to maneuver to stand a chance.

It's just made assaulting a much larger force in places like Bugmans and the Tavern totally pointless, you're never going to be able to get in and live through the spammed AoE, but at least before you could enter, draw forces away from the front door to give attackers a slight chance of pushing through, exit and then renter to hit the defenders from behind while they were dealing with the main door assault.

Aside from a 'realism' argument (in a game with people conjuring fireballs and vanishing into thin air...) I've not seen an argument in favour of the change.

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Tesq
Posts: 5713

Re: Patch Notes 23/6/2018

Post#17 » Sat Jun 23, 2018 10:40 am

Natherul wrote: Sat Jun 23, 2018 9:39 am
Tesq wrote: Sat Jun 23, 2018 9:36 am
Natherul wrote: Sat Jun 23, 2018 9:32 am

If you are stunned it makes no sense that you can enter a door. If you want to go out a door when its heavily attacked you need to commit to it or make sure your not stunned when you want to head back in.

A stun is supposed to be a total disable.
was stun here intended for all cc or just KD/stag? for exemple there is something in place too that prevent ppl Champion callenged or root to use door?
currently champ challenge and root should not prevent you from using doors, but total disables like KD and staggered where you cant do anything would prevent you from using the doors.
not wanna force anything but in live you couldn't even when root, if that could be possible once again i think would be for the best.

the problem of this happening is that you should not be able to move with these form of cc (letting aside only disarm/silence /snare) while instead you are able port behind a wall, so ye pretty much what i said above if it would be possible not allow it too for roots it would be for the best imo.
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Natherul
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Re: Patch Notes 23/6/2018

Post#18 » Sat Jun 23, 2018 10:53 am

AxelF wrote: Sat Jun 23, 2018 10:38 am Not using doors/portal when KD/staggered makes sense, but honestly I feel the not able to use portals in combat change has been a step backwards - as has already been pointed out all it does is harm small groups fighting against a zerg who need the ability to maneuver to stand a chance.

It's just made assaulting a much larger force in places like Bugmans and the Tavern totally pointless, you're never going to be able to get in and live through the spammed AoE, but at least before you could enter, draw forces away from the front door to give attackers a slight chance of pushing through, exit and then renter to hit the defenders from behind while they were dealing with the main door assault.

Aside from a 'realism' argument (in a game with people conjuring fireballs and vanishing into thin air...) I've not seen an argument in favour of the change.
The issue is that its not just for smallscale as it affects both smallscale and large and what promted the change to begin with was the tunnels in BV as people used them to get away even if it was a fight one vs one that they were loosing, this is just a cheap escape.

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Telperien
Posts: 550

Re: Patch Notes 23/6/2018

Post#19 » Sat Jun 23, 2018 10:59 am

Grunbag wrote: Sat Jun 23, 2018 10:01 am
Spoiler:
I’ll make a gear set preview for keeper. It will be a set you can purchase at level 16+ , that should give you the possibility to enter the merged orvr with a decent gear . Especially when t1 is empty or at NA time . Set power level is actually around 20. We had a long discussion about make the dungeon at ruin level or at mid tier level .
Perfect. Ppl wanting that set will get use to use /5 channel to get into groups for effectiveness. That can bring more awared players to higher tiers.
Slacking (checking out EvE)

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Natherul
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Re: Patch Notes 23/6/2018

Post#20 » Sat Jun 23, 2018 11:25 am

small hotfix, updated OP

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