Squig herder changes:
Interesting changes I would say. Testing and time will tell how effectiveness is affected. At first glance it seems to me that the concept is better thought out than was the case for SW changes.
Big bouncing for AoE capabilities
Quick shooting for mobility and hopefully relevant dps increase to justify range reduction (compared to alternative classes). SH fairly well equipped to survive in the relative short range of 65ft, but might be very tactic starved. Being solo, I guess you need two tactics for survivability, being grouped I guess it depends if your dps is good enough to compete for the guard target space.
Big shooting seems like it lost some oomph from finish em off, but long range turret spec is maintained and probably buffed by pen tact.
I like the attempt to make basic squig relevant.
Only thing that didnt make any sense was the "Scrambling quick like" tactic, what is the purpose where 2 of 3 pets are ranged?
Will be testing on my low geared SH
Patch Notes 27/11/2020
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Re: Patch Notes 27/11/2020
- Squigbeast is now a morale 1.
Nice, put most broken single target morale to rank1. Good to see everyone write that squig got nerf...you got now m1 win ability by any 1vs1.
Nice, put most broken single target morale to rank1. Good to see everyone write that squig got nerf...you got now m1 win ability by any 1vs1.
Re: Patch Notes 27/11/2020
so basically a SH have nearly all utilitys now?
SH have:
-pounce,
-knock down,
-silence,
-incoming heal debuff,
-run tactic,
-armor debuff,
-snare,
-knock back,
-aoe knock back in squig armor,
-charge,
-armor increase with squig armor,
-cooldown reduce
and a huge pet effect buff.
the question is there something the SH dosent have?
wondering they dont got a pull to complete the list.
so a SH is now the combination of a WL and SW. Not mirroring classes is one thing. Combining classes another...
SH have:
-pounce,
-knock down,
-silence,
-incoming heal debuff,
-run tactic,
-armor debuff,
-snare,
-knock back,
-aoe knock back in squig armor,
-charge,
-armor increase with squig armor,
-cooldown reduce
and a huge pet effect buff.
the question is there something the SH dosent have?
wondering they dont got a pull to complete the list.
so a SH is now the combination of a WL and SW. Not mirroring classes is one thing. Combining classes another...
Last edited by knick on Fri Nov 27, 2020 1:21 pm, edited 2 times in total.
Knick WL RR85+
Knickli Mara RR80+

Knickli Mara RR80+

Re: Patch Notes 27/11/2020
just took you over a year to fix a class mechanic.....anyway thank you you finaly did it.Grunbag wrote: ↑Fri Nov 27, 2020 11:18 amWl and squig pet were already -75% aoe damage since few years .phononHYPE wrote: ↑Fri Nov 27, 2020 11:04 am Why do WL pets get 75% and magus pink horrors get 0% aoe reduction (and I'm assuming engineer equivalent as well)? Seems the static 'pets' should get at least 25% redux.
Rest is shiny. Now that the rSH have their fix (+/- a week or two to work out kinks I'm sure), how about them 2H choppa? Lil' love for them? Eh? EH?!! <3
Magus and engi just got it in this patch for the mid and close range pets
Spoiler:
Re: Patch Notes 27/11/2020
HTL - Interesting change. If you're doing your best to make me play as snb, please at least change 20 sec cd on super punt tact as snb to 10 sec as it used to be.
Thx for your hard work on my favorite game.
Thx for your hard work on my favorite game.
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Re: Patch Notes 27/11/2020
SW has:knick wrote: ↑Fri Nov 27, 2020 1:17 pm so basically a SH have nearly all utilitys now?
SH have:
-pounce,
-knock down,
-silence,
-incoming heal debuff,
-run tactic,
-armor debuff,
-snare,
-knock back,
-aoe knock back in squig armor,
-charge,
-armor increase with squig armor,
-cooldown reduce
and a huge pet effect buff.
the question is there something the SH dosent have?
wondering they dont got a pull to complete the list.
so a SH is now the combination of a WL and SW. Not mirroring classes is one thing. Combining classes another...
Pounce
knockdowns
silence
Incoming heal debuff
snare
armour debuff
aoe snare on knockback
armour increase
disarm
morale drain
ini debuffs
extra chance for targets to be crit debuff
Crit buff for allies
ap buff for group
undefendable attacks
etc etc
See how stupid it is to list every skill a class has access to over all specs?
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Re: Patch Notes 27/11/2020
Yup SW is a combinaison between Mara WL SH so please ...Jabba wrote: ↑Fri Nov 27, 2020 1:30 pmSW has:knick wrote: ↑Fri Nov 27, 2020 1:17 pm so basically a SH have nearly all utilitys now?
SH have:
-pounce,
-knock down,
-silence,
-incoming heal debuff,
-run tactic,
-armor debuff,
-snare,
-knock back,
-aoe knock back in squig armor,
-charge,
-armor increase with squig armor,
-cooldown reduce
and a huge pet effect buff.
the question is there something the SH dosent have?
wondering they dont got a pull to complete the list.
so a SH is now the combination of a WL and SW. Not mirroring classes is one thing. Combining classes another...
Pounce
knockdowns
silence
Incoming heal debuff
snare
armour debuff
aoe snare on knockback
armour increase
disarm
morale drain
ini debuffs
extra chance for targets to be crit debuff
Crit buff for allies
ap buff for group
undefendable attacks
etc etc
See how stupid it is to list every skill a class has access to over all specs?
Re: Patch Notes 27/11/2020
After initial testing of rSH changes:
things I love:
things I like:
Things I dislike:
Things I hate:
Overall: I'd give this rework 7/10 but range nerf is a huge kick in the balls worth -3 so 4/10.
things I love:
- more versatility with builds thanks to two new step 3 tactics (Shootin' Quicka and Sharpened Arrers)
- squig beast is now m1
- interrupt is actually useful now
- behind ya as standard skill
things I like:
- squig frenzy rework makes it very useful utility (even if it removes previously accessible squig skill options)
- more burst options
Things I dislike:
- Tastes like Chicken increases wounds but does not heal making it good for squig rotations on mSH and benefits big shooting but impairs quick shooting.
- Explodin’ Arrer being 13 steps into big shooting with added knock back
- Not so Fast! being stationary (sic!) ini debuff with added knockdown. I'd gladly see poison arrer being range knockdown with added dot and NsF back to original on-the-move state.
- Shoot thru ya being morale3 essentially nerfes dmg output in funnels and close quarter encounters with zerg.
Things I hate:
- range nerf on quick shooting (and that's including burst from Shootin wiff da wind). Serious nerf to group utility and roaming spec. Even with gas squig buff and invader range buff quick shooting tree feels very, very clunky. Might be adjustment issue but for now I hate it with fiery passion.
Run'n'shoot, Yer bleedin' and most importantly Rotten Arrer could use 85ft basic range
Overall: I'd give this rework 7/10 but range nerf is a huge kick in the balls worth -3 so 4/10.
Last edited by NSKaneda on Fri Nov 27, 2020 1:48 pm, edited 1 time in total.
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Re: Patch Notes 27/11/2020
Spoiler:
Re: Patch Notes 27/11/2020
The nerf to quick shootins range is going to be incredible frustrating. I thought the idea was to make rdps squig better?
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