Yes 100% RSW mirror. Not what we wanted . Again we will look into how it works on live server for some time , maybe we can increase RnS and Yer Bleedin to 100ft , but it too early to change anything . We don’t do rework to change it 2 hours after because theoricraft while reading patch notes .farng84 wrote: ↑Fri Nov 27, 2020 4:23 pmNot sure I see the proposal of reducing the range of quick shootin'.
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Path of Quick Shootin':
-Tactic Shootin Wif' da wind: Path of Quick Shootin' abilities penetrate 25% armor.
-Run 'n Shoot base range increased to 100'
-Yer bleedin' Now stacks up to 3 times and base range increased to 100'
-Tactic Split Arrows: Run 'n Shoot and Yer Bleedin' now hit all enemies within 20' of your initial target, but their range is reduced to 65'.
-Run Away move to core abilities.
-Move Explodin' Arrer to 5pt Path of Quick Shootin'
-Add new ability "Barrage" (same as Shadow Warrior) to 13pt Quick Shootin'.
The only suggestion about reducing range was on a tactic witch would reduce from 100 to 65 ft as trade off to make the two skills aoe.
A little different
Patch Notes 27/11/2020
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Re: Patch Notes 27/11/2020
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Re: Patch Notes 27/11/2020
Confirmed, loot system went back to oldsystem, 2 gold bag for whole destro side, no invidual rolls. Aint find anything in patch note about that, prolly its a bug, i dont know how to make a ticket, someone less boomer than me make one plz, if someone aint already did it.
Re: Patch Notes 27/11/2020
What is there to test?
QS Squig Solo roaming / small groups have now become virtually impossible. Removing the only "must have" taktic of a path is a joke..
It is ridiculous to take away the only benefit of a fragile range class. First, Cleansing Wind and Resolute Defense were taken out, making life much harder for solo / small group players, and now that too.
the devs must really hate solo / small-group players otherwise I can't explain it to myself...
Re: Patch Notes 27/11/2020
Didn't work this way when I was testing it today - it gave me wounds increase but I had to be out of combat for it to actually heal me and even then it took time, certainly not instant buff/heal like it was intended (if I understand your words correctly).
RoR: Burszui SH, Ropopuch SHM<|[]|>Ginnar IB, Vidarr HMR, Runatyr RP ++ REV guild ++
Live: Karak Izor -> Karak Norn - Yarpaen IB, Ginnarr SL, Volundr ENG +Ithilmar's Chosen+
* * * playing 19 classes - running out of char slots * * *
Live: Karak Izor -> Karak Norn - Yarpaen IB, Ginnarr SL, Volundr ENG +Ithilmar's Chosen+
* * * playing 19 classes - running out of char slots * * *
Re: Patch Notes 27/11/2020
Test again , it work for me , I got wounds + heals
Re: Patch Notes 27/11/2020
I'm the one who proposed that and if u read it, it says an increase in run n shoot to 100' . The tactic meant to make it AoE says a reduce in range. But since devs didn't want QS as an AoE spec, then that proposal quoted makes no sense mentioning it.farng84 wrote: ↑Fri Nov 27, 2020 4:23 pmNot sure I see the proposal of reducing the range of quick shootin'.
Copied from the post
Path of Quick Shootin':
-Tactic Shootin Wif' da wind: Path of Quick Shootin' abilities penetrate 25% armor.
-Run 'n Shoot base range increased to 100'
-Yer bleedin' Now stacks up to 3 times and base range increased to 100'
-Tactic Split Arrows: Run 'n Shoot and Yer Bleedin' now hit all enemies within 20' of your initial target, but their range is reduced to 65'.
-Run Away move to core abilities.
-Move Explodin' Arrer to 5pt Path of Quick Shootin'
-Add new ability "Barrage" (same as Shadow Warrior) to 13pt Quick Shootin'.
The only suggestion about reducing range was on a tactic witch would reduce from 100 to 65 ft as trade off to make the two skills aoe.
A little different
Kabuchop / Kabusquig / Kabuterimon / Tentomon
Re: Patch Notes 27/11/2020
Spoiler:
I believe a trade between dmg and range could be a possible solution. Keep the class fun to play as the main focus, and ensure it isn't op/doing too much dmg from 100ft. A scenario where a KD + run tactic/sprint AP pot and the squiggy is doing mad dps from his warcamp is probably what u wanted to avoid

Re: Patch Notes 27/11/2020
Will do as soon as server's back onlineGrunbag wrote: ↑Fri Nov 27, 2020 4:33 pmTest again , it work for me , I got wounds + heals

RoR: Burszui SH, Ropopuch SHM<|[]|>Ginnar IB, Vidarr HMR, Runatyr RP ++ REV guild ++
Live: Karak Izor -> Karak Norn - Yarpaen IB, Ginnarr SL, Volundr ENG +Ithilmar's Chosen+
* * * playing 19 classes - running out of char slots * * *
Live: Karak Izor -> Karak Norn - Yarpaen IB, Ginnarr SL, Volundr ENG +Ithilmar's Chosen+
* * * playing 19 classes - running out of char slots * * *
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Re: Patch Notes 27/11/2020
Yes if you were expecting a long range aoe mobile spec that’s not what we wanted . But I understand your last post mentioning what dev should have done if their were understanding the class now ...adapter wrote: ↑Fri Nov 27, 2020 4:34 pmI'm the one who proposed that and if u read it, it says an increase in run n shoot to 100' . The tactic meant to make it AoE says a reduce in range. But since devs didn't want QS as an AoE spec, then that proposal quoted makes no sense mentioning it.farng84 wrote: ↑Fri Nov 27, 2020 4:23 pmNot sure I see the proposal of reducing the range of quick shootin'.
Copied from the post
Path of Quick Shootin':
-Tactic Shootin Wif' da wind: Path of Quick Shootin' abilities penetrate 25% armor.
-Run 'n Shoot base range increased to 100'
-Yer bleedin' Now stacks up to 3 times and base range increased to 100'
-Tactic Split Arrows: Run 'n Shoot and Yer Bleedin' now hit all enemies within 20' of your initial target, but their range is reduced to 65'.
-Run Away move to core abilities.
-Move Explodin' Arrer to 5pt Path of Quick Shootin'
-Add new ability "Barrage" (same as Shadow Warrior) to 13pt Quick Shootin'.
The only suggestion about reducing range was on a tactic witch would reduce from 100 to 65 ft as trade off to make the two skills aoe.
A little different
Re: Patch Notes 27/11/2020
Nothing is set in stone , we test this , and we will see how it goes , if It need buff / nerf / revert / new things . I am at work now so I won’t be able to reply to everyone .Hardkoar wrote: ↑Fri Nov 27, 2020 4:34 pmQuite frankly it's more than fair to want to test things out, after all we are all interested in the long game picture and not just fun for some and less for others type of balance. As long as you stay open minded to changes that may not be as good as they sounded in paper it's all great.Spoiler:
I believe a trade between dmg and range could be a possible solution. Keep the class fun to play as the main focus, and ensure it isn't op/doing too much dmg from 100ft. A scenario where a KD + run tactic/sprint AP pot and the squiggy is doing mad dps from his warcamp is probably what u wanted to avoid![]()
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