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Patch notes 22/12/2018

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germ32
Posts: 62

Re: Patch notes 22/12/2018

Post#161 » Sun Dec 23, 2018 6:57 am

Seams wrote: Sat Dec 22, 2018 11:19 pm
Torquemadra wrote: Sat Dec 22, 2018 9:06 pm
Seams wrote: Sat Dec 22, 2018 5:25 pm SH sent 7 piece is cd of 5 secs for detaunt that has CD 15 secs and LAST 15secs. Its a ST ability and I warrant no explanation this i know, but for a 7 piece bonus what game role does this fit into surely not RVR, PVE or 6 man play maybe solo but game isn't balanced around that right?
You dont use detaunt in Orvr, pvp and pve? You should try it sometime....
TY for response, i wil try to test and see how it goes if ever i achieve that set bonus within the year, I dont use detaunt on CD or im already dead is why i asked but maybe i playing wrong , this could be as i play solo more often than not.
You had it right the first time. The only way to use this set bonus to maximum effect, or make use of it at all would be to spam detaunt on cooldown every 5 seconds. With that being said the only iteration of SHs that would possibly do this would be melee squigs, and for that you may as well just get a guard or slot your detaunt tactic if you need damage reduction that badly. No dps class should be prioritizing their itemization to allow for more detaunts over dealing damage, and I dont think anyone will.
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obamia
Posts: 33

Re: Patch notes 22/12/2018

Post#162 » Sun Dec 23, 2018 6:58 am

After maxing the influence of Keg End event the Elite item reward is selectable but can not be obtained. Tried only with the lvl 40 purple one, on my engie.

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Grimbur
Posts: 25

Re: Patch notes 22/12/2018

Post#163 » Sun Dec 23, 2018 7:25 am

ReturnOfReckoning wrote: Sat Dec 22, 2018 10:25 am [Warrior Priest and Disciple of Khaine]
- Divine Warden and Blood Guard will now convey their self buff on the player even if the attack is defended
Why is that please ? Why again a particular case for someone and not a real rule that applies to everybody with the same problems ?

As an def IB, I very often have to spam to land my Guarded Attack for my self Buff armor 4 or 5 times because of all the Parry/Block/Absorb.
Too bad but well, it is ok as it is an "OnHit" buff.

And the DK/WP have this ? They get the buff even if the attack is defended ? Why ?
Because they have low STR and it is hard for them to land attacks ?
Well, I have 196 STR with my IB. They have less than me ?

Please Be Coherent.
Either let the "OnHit" thing on the DK/WP or remove it from everybody that have this same restriction because this restriction is a real pain in ### for everybody.

Groumf

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Rydiak
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Posts: 919

Re: Patch notes 22/12/2018

Post#164 » Sun Dec 23, 2018 7:39 am

Grimbur wrote: Sun Dec 23, 2018 7:25 am
ReturnOfReckoning wrote: Sat Dec 22, 2018 10:25 am [Warrior Priest and Disciple of Khaine]
- Divine Warden and Blood Guard will now convey their self buff on the player even if the attack is defended
Why is that please ? Why again a particular case for someone and not a real rule that applies to everybody with the same problems ?

As an def IB, I very often have to spam to land my Guarded Attack for my self Buff armor 4 or 5 times because of all the Parry/Block/Absorb.
Too bad but well, it is ok as it is an "OnHit" buff.

And the DK/WP have this ? They get the buff even if the attack is defended ? Why ?
Because they have low STR and it is hard for them to land attacks ?
Well, I have 196 STR with my IB. They have less than me ?

Please Be Coherent.
Either let the "OnHit" thing on the DK/WP or remove it from everybody that have this same restriction because this restriction is a real pain in ### for everybody.

Groumf
Tanks are a hell of a lot harder to kill than melee-heal WP/DoK, and have a much lower risk to reward ratio. If a tank doesn't land one of its survival buffs it doesn't explode like a melee-heal WP/DoK does. The devs are trying to mitigate the risk a melee-healer has by throwing it a bone, and allowing its self-buff to activate if the player took the risk of getting into melee range regardless if the hit actually "landed".
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hogun
Posts: 318

Re: Patch notes 22/12/2018

Post#165 » Sun Dec 23, 2018 8:20 am

Torquemadra wrote: Sat Dec 22, 2018 8:43 pm
hogun wrote: Sat Dec 22, 2018 3:50 pm realy sorry but

- Divine Warden and Blood Guard will now convey their self buff on the player even if the attack is defended.

in the same way that you up the Wp and the DK it would be normal to up the Bg and the IB. when we are def with 200 in strong all of our buffs are very difficult to pass because they need hit the target.
if you made it for these two classes of heal I have no doubt that you will do it for both tanks.because it's their main mechanics
Oathbound, watch and learn, ancestors fury, stubborn as stone, force of fury, shield of rage and elite training (and maybe some others but those were on top of my head) say you are operating an very selective premise, or would you like all of those active defenses to require you to be in 5ft of a enemy as the WP/Dok does on the ability you are complaining about?
merci de votre réponse mais elle ne correspond pas a ma question dsl. c'est surement parceque mon anglais est tres mauvais.
comme tous le monde je suis heureux d'apprendre mais en ce qui concerne le IB j'ai déjà quelques notions. je crois pouvoir dire que vous cité que des compétences qui nécessitent de la rancune. alors personnellement j'évoquais les compétence Basic comme le buff d'armure et le buff de force qui sont les deux coups les plus important de l'IB.


thank you for your answer but it does not match my question dsl. it's probably because my English is very bad.
like everyone I'm happy to learn but as for the IB I already have some notions. I think I can say that you cited only skills that require grudge. so personally I evoked Basic skills such as armor buff and force buff which are the two most important moves of the IB.
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Mistweaver
Posts: 45

Re: Patch notes 22/12/2018

Post#166 » Sun Dec 23, 2018 8:28 am

Cannot select elite inf reward despite having full inf
KOTBS - Tariann
RP - Thoromir
WH - Parity
SHAM - Fitbit
DOK - Lanlorien

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hogun
Posts: 318

Re: Patch notes 22/12/2018

Post#167 » Sun Dec 23, 2018 8:33 am

Rydiak wrote: Sun Dec 23, 2018 7:39 am
Tanks are a hell of a lot harder to kill than melee-heal WP/DoK, and have a much lower risk to reward ratio.
[/quote]

:D i think you dont play vs DOK mélée
My video : https://www.youtube.com/watch?v=65aHhb4kCJU
DAMMAZ KRON !
Hogun - IB 80+ Hoguun RP 80+ Hogunn ING 80+ HOG Slayer 80+ Gor IB 2M 50
(KOBS,WH,WP,BW,SW,WL,SM,BO,CHOSEN,SH,MAGUS, MARAU ,CHOP,SHAM )40+

http://www.youtube.com/watch?v=NyJx3So8q6o

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Rydiak
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Posts: 919

Re: Patch notes 22/12/2018

Post#168 » Sun Dec 23, 2018 8:33 am

hogun wrote: Sun Dec 23, 2018 8:33 am
Rydiak wrote: Sun Dec 23, 2018 7:39 am
Tanks are a hell of a lot harder to kill than melee-heal WP/DoK, and have a much lower risk to reward ratio.
:D i think you dont play vs DOK mélée
https://www.returnofreckoning.com/armor ... ame=Rydiak
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Grimbur
Posts: 25

Re: Patch notes 22/12/2018

Post#169 » Sun Dec 23, 2018 8:37 am

Rydiak wrote: Sun Dec 23, 2018 7:39 am
Tanks are a hell of a lot harder to kill than melee-heal WP/DoK, and have a much lower risk to reward ratio. If a tank doesn't land one of its survival buffs it doesn't explode like a melee-heal WP/DoK does. The devs are trying to mitigate the risk a melee-healer has by throwing it a bone, and allowing its self-buff to activate if the player took the risk of getting into melee range regardless if the hit actually "landed".
Ok, you've got a point.
But it still doesnt answer my question.
If the devs wanted a buff to always apply, well, make a buff that always apply. As an Ib, I have some of those buffs (like the corpo buff). Not Hit needed, just the buff, but in that case, it is not a damage skill ... just the buff that is "soo" important to land.
There, again, particular case ... They want the damage to be attempted ... and if it doesnt work, no problem, apply the buff as it the skill would have landed.
If you add the "damage" part in a skill that gives a buff, you need to accept the consequence that the damage HAS to land or remove the damage section.
So, with the current set of available possibilities in RoR, there was an easy solution to guarantee that the buff applies. (Make if a buff spell and not a damage+buff)
But no, they dont use the regular rules and create another exception that just add frustration to all the guys that have to deal with all the parry/block/absorb.


Groumf

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Rydiak
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Posts: 919

Re: Patch notes 22/12/2018

Post#170 » Sun Dec 23, 2018 8:40 am

Grimbur wrote: Sun Dec 23, 2018 8:37 am
Rydiak wrote: Sun Dec 23, 2018 7:39 am
Tanks are a hell of a lot harder to kill than melee-heal WP/DoK, and have a much lower risk to reward ratio. If a tank doesn't land one of its survival buffs it doesn't explode like a melee-heal WP/DoK does. The devs are trying to mitigate the risk a melee-healer has by throwing it a bone, and allowing its self-buff to activate if the player took the risk of getting into melee range regardless if the hit actually "landed".
Ok, you've got a point.
But it still doesnt answer my question.
If the devs wanted a buff to always apply, well, make a buff that always apply. As an Ib, I have some of those buffs (like the corpo buff). Not Hit needed, just the buff, but in that case, it is not a damage skill ... just the buff that is "soo" important to land.
So you're saying that there simply cannot be a skill that always applies a buff and has a damage component?
There, again, particular case ... They want the damage to be attempted ... and if it doesnt work, no problem, apply the buff as it the skill would have landed.
Indeed. That is what they've done.
If you add the "damage" part in a skill that gives a buff, you need to accept the consequence that the damage HAS to land or remove the damage section.
We don't need to accept ****. The devs made a decision to always have the block buff apply. End of discussion.
So, with the current set of available possibilities in RoR, there was an easy solution to guarantee that the buff applies. (Make if a buff spell and not a damage+buff)
But no, they dont use the regular rules and create another exception that just add frustration to all the guys that have to deal with all the parry/block/absorb.


Groumf
I think somehow you'll manage to survive this.
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