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Patch notes 22/12/2018

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germ32
Posts: 62

Re: Patch notes 22/12/2018

Post#201 » Mon Dec 24, 2018 7:06 pm

Spoiler:
Torquemadra wrote: Mon Dec 24, 2018 6:55 pm
germ32 wrote: Mon Dec 24, 2018 6:45 pm
Alfinnete wrote: Sat Dec 22, 2018 11:21 am

You need to talk to the community about so much improvement for some classes while others are almost forgotten. Not sense for example to make a choppa if a WE is doing almost its role, AOE, has more penetration of armor, ignores armor, has its particular invisible "charge", absurd mobility. While a choppa needs two more classes to at least walk without dying.

I do not play Choppa but I see how much this class suffers in my guild.
I think this needs to be addressed as well. WHs and WEs are over kitted in comparison to other mdps. Invisibility/charge, 100% disrupt, stagger/self punt, silence and 3s knockdowns on demand.

With invisibility you can be almost certain that any engagement you take will be a favorable one which allows WHs/WEs to build for maximum dps and still have good survivability with all of the utility listed above. Other mdps struggle to survive with maxed out dodge/disrupt renown training and you pretty much need a healer and/or a tank to group with you just to play your class effectively. I understand the game isnt balanced around solo play but if you throw a class that is highly resilient on their own (like WHs and WEs) into a group where they can be guarded and healed, they become exponentially harder to kill.

Also the return of investment for offensive stats on WHs and WEs is much higher than other mpds classes because they have multiple abilities that allow them to bypass 100% or 50% of armor so they dont need any weaponskill or armor debuffs essentially.
Gosh, a high level marauder complaining about other classes, ones they dont play as well (a lvl 5 rr 6 one doesnt count).... and having the audacity to suggest they get too much when Maras literally have everything.

Keep your whine out of patch notes.
I dont play my mara any more for these exact reasons, its a miserable slog. I should be able to give an opinon regardless of what classes i play without it being received so negatively as these are fair criticisms. I have played against enough WHs to know how they work.

All I was trying to do was point out some imbalances im not trying to attack anyone.
Sympkiller - 7x Witch Elf
Phibes - 7x Marauder
Playerhater - 6x Blackguard
Phybes - 7x Sorcerer

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Morf
Posts: 1247

Re: Patch notes 22/12/2018

Post#202 » Mon Dec 24, 2018 7:11 pm

anarchypark wrote: Mon Dec 24, 2018 1:52 pm

i'm full conq heal spec AM.
my channeling attack was ticked 600~1k. 100~300 to deftard tanks.
zero invest in dps and deal 1k per tick? that was monstrous dps.
it's like deftard SnB tanks hit 1k per swing with channeling.

only reasons i didn't report in balance forum was i had no exp. in dps spec.
and too complex mechanic details i couldn't follow.

long cast 2k~3k burst healing was class trademark IMO.
shaman can add mobility in there
but it was borderline OP undying healer with lifetap, IMO.
glad it's fixed without writing in balance forum.

If you are getting 1k hits its very very rare and would mean the target is a lowbie who has low resist as is, resist debuffed and you either have the damage boost from sc like logrins forge or you are close to the wc and have heal stacks, my def tank in best case scenario with target being a lowbie, debuffed and with sc buff/wc buff can hit around the 800 mark but it doesnt mean my dps needs a nerf its a once in a blue moon situation.

The math provided by wargrim means you have a total stat pool of around 1700 if its .7 of total stats when healing or dps because stat total doesnt vary that much( gain int lose def stats as dps, gain def stats lose int as healer) which is a **** ton but if that formula is correct then we should be seeing hits of 1.5k + when working the mechanic and monster heals with dps stacks, this isnt the case, it was for the first ab ex sham/am as far as dps goes.

When playing as dps if i were to spam group heals with dps stacks they would be around 1100, as a healer with heal stacks bunch o waaagh if im lucky would hit for around the 600 mark, these aint the monster numbers you would expect with 1700 stat points contributed to it and as far as lifetap goes i'll take that was hitting for very very small numbers with heal stacks but healing for a ton more, for sure didnt gain the 1700 or so stats to contribute to the damage side of things.

Dont get me wrong as a healer with no dps stats invested you should be doing bad dps, sure i aint gona disagree that damage numbers for a pure healer are a bit to much but no way near the monster numbers claimed and certainly didnt warrant gutting the lifetap healing that was such a successful change.

The math provided doesnt add up at all with 1700 stats towards healing or dps the numbers should be far higher then what they were.
Morfee - Shaman / Mynnos - Kotbs / Grubod - Black Orc / Snubz - Squig Herder

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wargrimnir
Head Game Master
Posts: 8412
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Re: Patch notes 22/12/2018

Post#203 » Mon Dec 24, 2018 7:41 pm

Morf wrote: Mon Dec 24, 2018 7:11 pm
anarchypark wrote: Mon Dec 24, 2018 1:52 pm

i'm full conq heal spec AM.
my channeling attack was ticked 600~1k. 100~300 to deftard tanks.
zero invest in dps and deal 1k per tick? that was monstrous dps.
it's like deftard SnB tanks hit 1k per swing with channeling.

only reasons i didn't report in balance forum was i had no exp. in dps spec.
and too complex mechanic details i couldn't follow.

long cast 2k~3k burst healing was class trademark IMO.
shaman can add mobility in there
but it was borderline OP undying healer with lifetap, IMO.
glad it's fixed without writing in balance forum.

If you are getting 1k hits its very very rare and would mean the target is a lowbie who has low resist as is, resist debuffed and you either have the damage boost from sc like logrins forge or you are close to the wc and have heal stacks, my def tank in best case scenario with target being a lowbie, debuffed and with sc buff/wc buff can hit around the 800 mark but it doesnt mean my dps needs a nerf its a once in a blue moon situation.

The math provided by wargrim means you have a total stat pool of around 1700 if its .7 of total stats when healing or dps because stat total doesnt vary that much( gain int lose def stats as dps, gain def stats lose int as healer) which is a **** ton but if that formula is correct then we should be seeing hits of 1.5k + when working the mechanic and monster heals with dps stacks, this isnt the case, it was for the first ab ex sham/am as far as dps goes.

When playing as dps if i were to spam group heals with dps stacks they would be around 1100, as a healer with heal stacks bunch o waaagh if im lucky would hit for around the 600 mark, these aint the monster numbers you would expect with 1700 stat points contributed to it and as far as lifetap goes i'll take that was hitting for very very small numbers with heal stacks but healing for a ton more, for sure didnt gain the 1700 or so stats to contribute to the damage side of things.

Dont get me wrong as a healer with no dps stats invested you should be doing bad dps, sure i aint gona disagree that damage numbers for a pure healer are a bit to much but no way near the monster numbers claimed and certainly didnt warrant gutting the lifetap healing that was such a successful change.

The math provided doesnt add up at all with 1700 stats towards healing or dps the numbers should be far higher then what they were.
Check your line called ItemStatTotal from .getstats, that's the value that was used. On my dps shaman, the value I would get from that formula is slightly more than what I get from stacking Intelligence. Essentially, with that mechanic, you never have to gear for Int because it's more efficient to just stick to willpower and the mechanic did all of the conversion for you. That's the BIG problem.

Unlike z/rp who have to not only toggle between being able to heal and being able to do damage, their trees are so messed up they can't really spec to heal or do damage anyway. The mechanic we removed allowed am/sham to not only spec solely for healing, but also receive BOTH of their dps trees at 15 mastery points simply by using stacks. Mind you, it ALSO had no additional benefit or drawback for being at 5 stacks or 1 stack, because you receive all the benefits of the mechanic from a single stack, and there still are no drawbacks at all.

Their mechanic brings nothing to the playstyle aside from significant buffs for doing things you're doing anyway, and it's very far removed from any semblance of balance or meaningful choices that affect how you use it.
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anarchypark
Posts: 2085

Re: Patch notes 22/12/2018

Post#204 » Mon Dec 24, 2018 8:06 pm

ReturnOfReckoning wrote: Sat Dec 22, 2018 10:25 am
[PvE]

- 15 to 45 seconds later after killing an NPC other party members are able to loot the NPC. This should solve the issue of being unable to loot reward after the player who killed NPC crashed.

merry x-mas all.
please open this bug feedback present(?) few days later
enjoy holidays :D
Spoiler:
1. in the dungeons, loot privilege was shared immediately. everyone could loot right after mobs dead.
2. if everyone released, loot privileges gone.
for example, necromancer at crypt, group often wiped by remaining mobs after killing boss.
nobody could see loot sparkling after came back.
3. gunbad bosses are missing i think.
SM8, SW8, AM8, WL7, KoBS6, BW6, WP8, WH7, IB8, Eng5, RP5, SL6
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm6, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)

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Hargrim
Former Staff
Posts: 2465

Re: Patch notes 22/12/2018

Post#205 » Mon Dec 24, 2018 8:15 pm

anarchypark wrote: Mon Dec 24, 2018 8:06 pm 1. in the dungeons, loot privilege was shared immediately. everyone could loot right after mobs dead.
2. if everyone released, loot privileges gone.
for example, necromancer at crypt, group often wiped by remaining mobs after killing boss.
nobody could see loot sparkling after came back.
3. gunbad bosses are missing i think.
1. This is the new intended way.
2. This is the intended. Clear the adds.
3. We are aware of that and we are awaiting hotfix in this special time of the year.
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Alfinnete
Banned
Posts: 549

Re: Patch notes 22/12/2018

Post#206 » Mon Dec 24, 2018 8:53 pm

Some Dev are still arrogant, as usual.

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wargrimnir
Head Game Master
Posts: 8412
Contact:

Re: Patch notes 22/12/2018

Post#207 » Mon Dec 24, 2018 8:59 pm

Alfinnete wrote: Mon Dec 24, 2018 8:53 pm Some Dev are still arrogant, as usual.
Some people want to stir up trouble and dedicate their time on the forums to do so. If you show respect to us, we will return it. If not, we're just people who put in a lot of time and effort to drag the server forward, and we get reasonably hostile about being pissed on.
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Hargrim
Former Staff
Posts: 2465

Re: Patch notes 22/12/2018

Post#208 » Mon Dec 24, 2018 9:01 pm

anarchypark wrote: Mon Dec 24, 2018 8:06 pm 3. gunbad bosses are missing i think.

And this should be fixed, as hotfix was pushed to live.
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anarchypark
Posts: 2085

Re: Patch notes 22/12/2018

Post#209 » Mon Dec 24, 2018 9:21 pm

Hargrim wrote: Mon Dec 24, 2018 8:15 pm
anarchypark wrote: Mon Dec 24, 2018 8:06 pm 1. in the dungeons, loot privilege was shared immediately. everyone could loot right after mobs dead.
2. if everyone released, loot privileges gone.
for example, necromancer at crypt, group often wiped by remaining mobs after killing boss.
nobody could see loot sparkling after came back.
3. gunbad bosses are missing i think.
1. This is the new intended way.
2. This is the intended. Clear the adds.
3. We are aware of that and we are awaiting hotfix in this special time of the year.

thx. i was really hoped you open it later.
have some rest and good holidays.
SM8, SW8, AM8, WL7, KoBS6, BW6, WP8, WH7, IB8, Eng5, RP5, SL6
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm6, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)

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Hargrim
Former Staff
Posts: 2465

Re: Patch notes 22/12/2018

Post#210 » Mon Dec 24, 2018 10:23 pm

anarchypark wrote: Mon Dec 24, 2018 9:21 pm i was really hoped you open it later.

Does it matter?
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