Patch Notes 12/01/2019

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rmpl
Posts: 766

Re: Patch Notes 12/01/2019

Post#101 » Sun Jan 13, 2019 9:51 am

Xergon wrote: Sun Jan 13, 2019 9:31 am btw, with all these Morale changes, do people even are aware of how much Morale meta favors destro ?
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IIRC Natherul once said that order mirrors are indeed superior to destros and those destro morale tactics are supposed to balance it out.

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Aurandilaz
Posts: 1896

Re: Patch Notes 12/01/2019

Post#102 » Sun Jan 13, 2019 11:08 am

Toldavf wrote: Sun Jan 13, 2019 8:14 am
Mara isn't a stealth solo ganker. In fact it's solo dps specs are kinda aweful.
1v1 situations are never considered when it comes to balancing, only 6man and 24man scale matter, IIRC.
Whether WE/WH are good at solo ganking is irrelevant, as that is only a sideshow of the RvR campaign and you don't really even help win scenarios by doing your own 1v1 fights while rest of your team goes for the actual fight. (just like you don't balance dps healers whether they pwn people in 1v1)

Slayer/Choppa, well played, should be doing similar AoE dmg as WE/WH, since the base dmg numbers between Flury/RS are somewhat similar, and taking into account both classes having their own ways of boosting their dmg, the difference should be varying between 100-300 dmg unless somehow being played wrong. SL/CH however have medium armour, and need guard to stay alive in the frontlines. WE/WH have light armour, and really also need a guard to stay alive at frontlines. (similarly like any other light armor tier class needs a guard to stay alive at frontlines)

Mara has very solid 6man spec, and amazing at 24man
Slayer has decent 6man spec, and pretty good at 24man
Sorc/BW can do their ST dmg for 6man, and best at 24man
Choppa has decent 6man spec, and well, tries something in 24man but at least has AoE options plus limited utility.
WE/WH, have good 6man specs, and now somehow quite absurd 24man spec which consist of doing ST and then maybe once every 10 seconds launching a finisher.

As said above, Stealth is plus minus zero "gain" in warband fights. So the question remains, what is the logic behind these changes, where WE/WH lose their AoE output and gain in stead of that a new mysterious morale drain/gain on a finisher - something that is located in a spec that doesn't help with your usual ST dmg doing (BAL-EW and WB-SS) - but also doesn't justify bringing a WE/WH into a premade warband.

Also I am not not "baiting" anything or anyone, my tone is perfectly neutral when it comes to questioning some of these latest changes.
One of the worst aspects of live servers were the lack of balance when it came to classes and their viability in different aspects of the game, some were left to be too good at 24man, some classes were left too strong for 6man - and some classes were left too weak for 24man and some were left as too weak for 6man.
Here however you have freedom to ensure different path of future balance that tries to ensure that classes do not have to remain "awful" when it comes to performing their roles in different aspects of endgame pvp - and while they might not be the best pick for WB/6man, at least have valid spec for said level of gameplay so that choosing the class is considered always a net benefit instead of having to judge that picking said underperforming class would be considered too high of a lost opportunity cost.

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carlos
Posts: 242

Re: Patch Notes 12/01/2019

Post#103 » Sun Jan 13, 2019 4:07 pm

SunEater wrote: Sat Jan 12, 2019 8:40 pm every **** time! patch comes out. lets just uninstall everything, clear all the folders and **** out and fresh install. AGAIN. go through all the hassle of setting everything up and getting it to run. AGAIN. just so when we get another patch patch. i can do it. AGAIN! this is starting to sound like a rock song. "can ya do ittt agggaaaaaain!"
WRong thread but anyway - I think you might missed step 5 under https://www.returnofreckoning.com/join.php#download

"STEP 5
GAME CLIENT SETUP

After the torrent has finished downloading, be sure to stop the torrent and move the downloaded files OUT of your download location. Copy the entire folder if you wish to support the torrent and leave it running."
Starfkr


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Tesq
Posts: 5713

Re: Patch Notes 12/01/2019

Post#104 » Sun Jan 13, 2019 4:25 pm

Skullgrin wrote: Sat Jan 12, 2019 8:42 pm
Sulorie wrote: Sat Jan 12, 2019 8:27 pm The effect of Distracting Bellow works on 30ft around a target up to 100ft away. Target the DD in backline and they will deal less damage to you and all others.

Huh, the tooltip for that hasn't ever mentioned that it can be used on targets 100 ft. away. Learn something new every day, I guess. :lol:

Still a bit of a pain in the ass, having to swap to a back line target to use the ability effectively. Really wish there was some way to prioritize what targets are chosen when tab-targeting (better than the few options available now - would really like the ability to completely remove pets and engineer stuff from being targeted at all), it would make these kinds of things easier to manage.
its the only reason to play a s+b chosen in sc....think about that...
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rocc
Posts: 84

Re: Patch Notes 12/01/2019

Post#105 » Sun Jan 13, 2019 4:52 pm

Aurandilaz wrote: Sun Jan 13, 2019 11:08 am 1v1 situations are never considered when it comes to balancing, only 6man and 24man scale matter, IIRC.
I don't believe in team balancing : when you are weak alone, you obtain a team weak.
Low you are, weak you will stay. Those who are already strong will be strongest in team
That's what I see every day.

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Ramasee
Posts: 457

Re: Patch Notes 12/01/2019

Post#106 » Sun Jan 13, 2019 7:19 pm

rocc wrote: Sun Jan 13, 2019 4:52 pm
Aurandilaz wrote: Sun Jan 13, 2019 11:08 am 1v1 situations are never considered when it comes to balancing, only 6man and 24man scale matter, IIRC.
I don't believe in team balancing : when you are weak alone, you obtain a team weak.
Low you are, weak you will stay. Those who are already strong will be strongest in team
That's what I see every day.
You are thinking of player skill not class balance.

A fight between two teams og six is not 1v1 multiplied 6 times. A 10% crit chance buff in 1v1 is just that. in 6v6 its 10% crit on two damagers, two healers, and two tanks each of these has different values for crit. A 120 toughness buff is kinda of meh, but a 720 toughness buff prevents much more damage.

rocc
Posts: 84

Re: Patch Notes 12/01/2019

Post#107 » Sun Jan 13, 2019 8:14 pm

Ramasee wrote: Sun Jan 13, 2019 7:19 pmA fight between two teams og six is not 1v1 multiplied 6 times. A 10% crit chance buff in 1v1 is just that. in 6v6 its 10% crit on two damagers, two healers, and two tanks each of these has different values for crit. A 120 toughness buff is kinda of meh, but a 720 toughness buff prevents much more damage.
I don't know, you are probably right but when we make a group (tank, healer, dps) and you can't kill a solo player but the solo player can kill all of us, naturaly you wonder.

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DanielWinner
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Re: Patch Notes 12/01/2019

Post#108 » Sun Jan 13, 2019 8:39 pm

rocc wrote: Sun Jan 13, 2019 8:14 pm
Ramasee wrote: Sun Jan 13, 2019 7:19 pmA fight between two teams og six is not 1v1 multiplied 6 times. A 10% crit chance buff in 1v1 is just that. in 6v6 its 10% crit on two damagers, two healers, and two tanks each of these has different values for crit. A 120 toughness buff is kinda of meh, but a 720 toughness buff prevents much more damage.
I don't know, you are probably right but when we make a group (tank, healer, dps) and you can't kill a solo player but the solo player can kill all of us, naturaly you wonder.
...wonder how you could fail so miserably, I guess :P
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peterthepan3
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Re: Patch Notes 12/01/2019

Post#109 » Sun Jan 13, 2019 9:00 pm

rocc wrote: Sun Jan 13, 2019 8:14 pm
Ramasee wrote: Sun Jan 13, 2019 7:19 pmA fight between two teams og six is not 1v1 multiplied 6 times. A 10% crit chance buff in 1v1 is just that. in 6v6 its 10% crit on two damagers, two healers, and two tanks each of these has different values for crit. A 120 toughness buff is kinda of meh, but a 720 toughness buff prevents much more damage.
I don't know, you are probably right but when we make a group (tank, healer, dps) and you can't kill a solo player but the solo player can kill all of us, naturaly you wonder.
That is an extreme example of one player completely and utterly outplaying 3 others. Not to sound rude, but no solo class will be able to beat a trinity of heal, tank, and dps - assuming equal skill/gear.
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Skullgrin
Posts: 855

Re: Patch Notes 12/01/2019

Post#110 » Sun Jan 13, 2019 9:03 pm

Dropping a note for the devs, not sure if this is intentional or not, however some of the Keg's End stuff hasn't been removed from ORvR. Gold steins are still spawning in the lakes and regenerating fireworks launchers and battle brew packs are still dropping from kills.
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