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PTS Patch Notes 09/01/2024

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agemennon675
Posts: 506

Re: PTS Patch Notes 09/01/2024

Post#41 » Wed Jan 10, 2024 7:28 am

zgolec wrote: Wed Jan 10, 2024 7:16 am
agemennon675 wrote: Wed Jan 10, 2024 7:09 am I guess order guilds missed all your points since literally no serious guild even recruit this class lol
Ahh yeah... Thats why most of "serious" top guilds has at least 1 SW on WB all the time.

People that know how to utilize SW will always have slot for them, good SWs in WB have ammount of kills in zone like SL or BWs.

It's pugs that do not know squat about this class and dont bring em in the fields :P
Instead of mental gymnastics one can always check the guild recruitment page in-game or in RoR discord to see which classes are better and meta
Destruction: 40-BG / 40-DoK / 40-Chosen / 37-Mara / 37/Sorc / 36-SH / 36-Choppa / 24-Shaman / 16-WE
Order: 40-SW / 40-SM / 40-WP / 40-WL / 39-Kotbs / 38-BW / 33-AM / 22-WH / 16-RP / 12-Slayer

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Farrul
Posts: 295

Re: PTS Patch Notes 09/01/2024

Post#42 » Wed Jan 10, 2024 7:35 am

agemennon675 wrote: Wed Jan 10, 2024 7:09 amI guess order guilds missed all your points since literally no serious guild even recruit this class lol
Indeed. SW is nowhere close the level of a choppa/slayer, never was not even with choppa pull nerfed. The raw damage just isn't there and constantly AP starved ( a lot of fluff dps like the engineer). Somewhat decent in a zerg surfing the blob - role or in scenarios against pugs in BIS gear. That's about it.

Hence no guild would seriously take more than 1-2 in a WB, likely only 1. Slayer/BW are the only real dps classes left for Order( seeing as WL got nerfed hard).

P.S. Split Arrows is officially a garbage tactic now. R.I.P
Last edited by Farrul on Wed Jan 10, 2024 8:18 am, edited 1 time in total.

vastagor
Posts: 9

Re: PTS Patch Notes 09/01/2024

Post#43 » Wed Jan 10, 2024 7:50 am

Caleb wrote: Wed Jan 10, 2024 7:19 am Everyone started playing a Shadow Warrior in the past 2 weeks because it was so terrible, right? ^^

It was a mass Shadow-Warrior Rolling period, and for a good reason.
Let me get some math for you: Skirmisher is 65ft and old system GTDC pull was 65ft. With that in mind, charge with GTDC is 99,9% dead sw on inc. After GTDC "balancing" people fell its ok to play range class on order and not to get pull 24/7. Some people dont like scout/fester bomb.
Maca

juzziex
Posts: 73

Re: PTS Patch Notes 09/01/2024

Post#44 » Wed Jan 10, 2024 7:54 am

Farrul wrote: Wed Jan 10, 2024 6:46 am So you nerf the aoe of a class already underperforming (SW) in this department, this makes no sense.
They nerfed BWs ability to solo roam...the one part where they actually need a buff in and not a nerf lmao....

As always. Slayer/Choppa are the main characters of this game.

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Tesq
Posts: 5704

Re: PTS Patch Notes 09/01/2024

Post#45 » Wed Jan 10, 2024 8:15 am

this patch is....unexpected.... for first i appreciate some cc nerf but this seems a revolution, 5 sec immunity to juggernaut...for real? min max would had been 1-2 at best now tank will be able to kite with melee with no way to keep em separate....i guess those kiting player/group will like this.....

Also kobs/ch stag to 5 sec? maybe it would had been better to reduces the magus to 5 ( no disable in game above 5 sec is a good rule) and buff chosen to 4.

Then i see a lot of changes but appart the 5 sec juggernaut logic ( half value of st snare) the kd sich now is even more ankward; bw kd 2 sec? why?? would had not being better bring back ALL dd kd to 2 sec like pre 1.4.7 ninja buff and leave all tank kd to 3 sec???? so that dd KD would be back to be filler controll and tank would had again to spec and use good KD at right time?
Also i understand the willing to nerf the snare spamming but the aoe snares nerf on tanks seems a bit over the top, especially when BG/IB only aoe CC is the snare...( and you just buffed ch/kobs stag to 5 sec...)

i fail to see the logic in all this exepct the dwarf KD tactic nerf from 50% to minus 1 sec( relic to counter BG op KD), the moral SW snare duration nerf (order spam abuse this for like month in rvr) and the mobility magus / dwarf changes ( bare minimum for mid mastery to be playable).

i guess we will have to try...
Last edited by Tesq on Wed Jan 10, 2024 9:00 am, edited 1 time in total.
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Sulorie
Posts: 7223

Re: PTS Patch Notes 09/01/2024

Post#46 » Wed Jan 10, 2024 8:30 am

bw10 wrote: Tue Jan 09, 2024 10:45 pm
Brizio wrote: Tue Jan 09, 2024 10:31 pm
Jildaz wrote: Tue Jan 09, 2024 10:10 pm Good job !
The overall snare nerf will make the fights way more dynamic i hope, at least for tanks it will be less frustrating to play sometimes.
Not a big fan of the Self knock back that can be defended tho, but lets see how Rdps can kite with the snares nerf.

Rip stoutness of stone :'(

Most of kds and silences are 3 seconds. Stoutness of stone is still excelent tatic.
its still excellent after being nerfed by 50%? (based on your example). guess it mustve been game breakingly op before that nerf! (so much hardly anyone used it)
Uhm, anyone decent used it on slayer, IB and RP. There was hardly a stronger dwarf tactic besides class specific ones.
Dying is no option.

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Mortgrimm
Posts: 64

Re: PTS Patch Notes 09/01/2024

Post#47 » Wed Jan 10, 2024 8:35 am

As we play only small scale / duo the overall snare duration is fine cause it´s not only for one class. SW still in small scale? For what? Without range kd?
Please remove at least the Run Away tactic or let it break if they use any ability. Otherwise you can never catch shamies and squigs since the speed training tactic for WL doesn´t work (the lion is even slower then me).
After all a good start of balance patch
Mortgrimm - IB - guild leader of Thurisaz
Sayalena - WL - Thurisaz
Thorhammer - WP - Thurisaz

Avernus
Posts: 321

Re: PTS Patch Notes 09/01/2024

Post#48 » Wed Jan 10, 2024 8:48 am

I have a feeling that (soon) the best way to play as SW (its rdps, in theory, anyway) is going to be melee...

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Ruin
Posts: 147

Re: PTS Patch Notes 09/01/2024

Post#49 » Wed Jan 10, 2024 9:38 am

Hello, could we get some clarification,

Haw to understand this:
- Thunderer - New 11pt tactic in Rifleman. Grants 10% armor penetration to all rifle attacks and allows auto attacks to fire on the move.
Does it affect Rifelman Mastery only, or it affects all rifle abilities including ex.: gunblast to?
- Big Brawlin’ - Snare potency increased to 30%, Big Swing will now have 20s cd.
Does this tactic changes the CD of the skill, but the skill without tactic still has no CD, also has the Disorient part been disabled?
- No Escape - Root duration reduced to 3 seconds and radius reduced to 25 ft.
This morale is now potentially worse than havens fury, could you clarified, what’s the difference now, is the stager not breakable on receiving damage, or some other bonuses it gives?
- Eye Shot - This ability will no longer knock down the target. Debuff duration reduced from 20s to 10s, ability cooldown reduced from 20s to 10s.
So now SW have access to initiative debuff only when speced for it, while SH have its as basic ability ?
- Ambush - Snare duration reduced to 3s. Range reduced to 65 ft and no longer benefits from range increases. Radius reduced to 20 ft. Now does 900 damage over 3 seconds.
SW and SH from having a really good m2, now gets a skill on par with other AOE slows with grater (1min) CD, the reduced duration is to great instead of reducing it by 66% a 30-40% duration reduce would be more proper for a 1 min CD ability. So I would recommend changing it to 5-6 sec duration. (even BG got longer slow on moral now )
- Away, Cretins! - Radius reduced to 25 ft. Now additionally slows all enemies hit by 30% for 5 seconds.
Is this an AOE KD and slow for BG now? With this change, does BG even need’s wave of scorn, having 2 AOE slows seems excessive.

As a last thought, we received an overall change to duration and potency of CC’s hard and soft, maybe its time to reduce the OP BG punt and 5 sec KD to be on par with its counterparts?

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Gravord
Posts: 400
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Re: PTS Patch Notes 09/01/2024

Post#50 » Wed Jan 10, 2024 9:58 am

Ruin wrote: Wed Jan 10, 2024 9:38 am Hello, could we get some clarification,

Haw to understand this:
- Thunderer - New 11pt tactic in Rifleman. Grants 10% armor penetration to all rifle attacks and allows auto attacks to fire on the move.
Does it affect Rifelman Mastery only, or it affects all rifle abilities including ex.: gunblast to?
- Big Brawlin’ - Snare potency increased to 30%, Big Swing will now have 20s cd.
Does this tactic changes the CD of the skill, but the skill without tactic still has no CD, also has the Disorient part been disabled?
- No Escape - Root duration reduced to 3 seconds and radius reduced to 25 ft.
This morale is now potentially worse than havens fury, could you clarified, what’s the difference now, is the stager not breakable on receiving damage, or some other bonuses it gives?
- Eye Shot - This ability will no longer knock down the target. Debuff duration reduced from 20s to 10s, ability cooldown reduced from 20s to 10s.
So now SW have access to initiative debuff only when speced for it, while SH have its as basic ability ?
- Ambush - Snare duration reduced to 3s. Range reduced to 65 ft and no longer benefits from range increases. Radius reduced to 20 ft. Now does 900 damage over 3 seconds.
SW and SH from having a really good m2, now gets a skill on par with other AOE slows with grater (1min) CD, the reduced duration is to great instead of reducing it by 66% a 30-40% duration reduce would be more proper for a 1 min CD ability. So I would recommend changing it to 5-6 sec duration. (even BG got longer slow on moral now )
- Away, Cretins! - Radius reduced to 25 ft. Now additionally slows all enemies hit by 30% for 5 seconds.
Is this an AOE KD and slow for BG now? With this change, does BG even need’s wave of scorn, having 2 AOE slows seems excessive.

As a last thought, we received an overall change to duration and potency of CC’s hard and soft, maybe its time to reduce the OP BG punt and 5 sec KD to be on par with its counterparts?
- Thunderer - affects anything coming out of your rifle, that includes auto attacks too.
- Big Brawlin’ -tactic still causes disorient on players hit by it, cd of baseline ability is unchanged if used without tactic.
- No Escape - its a 3s morale root that doesnt break on dmg at all, if players dont have root break specific abilities to use they will stand immobile for 3s.
- Eye Shot - for now yes.
- Ambush - its a range, undefendable (as all morales) slow of highest value nearing root power but without granting immunity to any effects. It will be still potent even with shorter duration.
- Away, Cretins! - its a panic button, similar to certain healers aoe kb effects that also have snare componenent on them. It grants immunity to everyone hit and its not better than ambush snare, 5s of 30% is overall higher speed movement than 3s of 60% snare. Its not something you would use in fight for aoe snare effect of enemies you are trying to kill as you would just push them away to safety out of your own melee range so Wave of Scorn will be still very much needed ability.

Current list of changes is in no way final version of each class. First of many balance patches to come in rapid succession to reshape pvp and give each class its utility on the battlefield with unique feel and flavor.

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