Wp dok dps channel garbage change maybe?

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JohnnyWayne
Posts: 259

Re: Wp dok dps channel garbage change maybe?

Post#21 » Wed Jul 17, 2024 7:50 am

It's not just that the are interrupted due to cone of fire (one thing that needs fixing), also the amount of AoE interrupts went up like crazy. You can hardly use a channel on choppa anymore against good players. There is an addon that shows if you are being hit by retribution / bringt it on/ channel of your choice and then all you have to do is AoE interrupt. That needs to be toned down aswell.
Moreover there seems to be an issue where it interrupts channels but does not say "interrupted" on the screen. So either AoE interrupts are not shown on the screen or they have a tendency to randomly cancel for no reason.

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georgehabadasher
Posts: 253

Re: Wp dok dps channel garbage change maybe?

Post#22 » Wed Jul 17, 2024 4:16 pm

That's true, especially of order. A warband with three white lions and three swordmasters will have six aoe interrupts every 10 seconds (with WW up). That's one every GCD for the first 20 seconds of a fight, if they time it correctly.

akisnaakkeli
Posts: 285

Re: Wp dok dps channel garbage change maybe?

Post#23 » Thu Jul 18, 2024 8:28 am

Akalukz wrote: Wed Jul 17, 2024 12:32 am
akisnaakkeli wrote: Tue Jul 16, 2024 8:23 pm
Akalukz wrote: Tue Jul 16, 2024 7:33 pm I think its a combination of of CoF and multiclick/press It's too easy to interrupt your own channels now from button spam.
https://web.archive.org/web/20130420030 ... e-120-0303

Maybe its old problem somehow back? Because in that Patch most if not all melee channels were fixed. Example below.

T'ree Hit Combo: This ability will no longer interrupt itself while moving.
T'ree Hit Combo: This ability will now behave correctly when interrupted.

Sounds like might have something to do with this, because if you or enemy moves certain way, channel breaks;(
Could be, but i tend to think it was by design. Like you can cancel your own flee, many channels (aoe and st) you can self-interrupt now.
Wow. Who would want to Design it this way? How can this really happen in RoR so much, that something is great or something needs to be toned down or given something better/balanced in place. But his is not how RoR changes things. Im gonna give some examples.

1 - Rolled tank/heal WB and delete 150+ people with m2 raze. One of the most glorious nights of Destro.
Two days later you move Raze to m3 and Distracting bellow to m2. Like wtf.."

2 - Zerging is really bad and the weak minded bandwagon to destro as ezi bags hangarounds. So instead of punishing the bag whoring or implementing other zerg/overpopulation punish measures what do you do? You increase the AOE cap from 9 to 24 people. Throw ALL abilities into an abyss of an unbalanced state.
Making keep fights a hell.

3 - The removal of AOE heal debuff. Now I really don't know why you would even consider removing such a vital CORE utility from the game. What were you thinking? I know that I fought some former staff member leading a group in BFP that night with my half assed warband as a dps dok.
This person gets his ass handed back to him and over night there is a sudden little hotfix note WITH SPOILER that said: AOE healdebuff is been removed from the game. This 3rd change made everything collapse basically, small scale legit died out and reduced to warcamp and straggler ganking "

4 - Morale dmg cap, Actually a good thing if you didnt do the other BS (Examples)
That so called "meta" aka. "1.2.3 fart on my spot I am not creative enough to develop another strategy/warband composition to win large scale fights" strategy was only to be countered by aoe heal debuff and other utility combo btw.
Guess what, you removed both of it now. "

These are not my words, i have ALOT of RoR posts copy pasted and saved because alot of threads was suddenly "You dont have the Authorization to access" But those examples are imo very good insight how these things happen here... I now just think its sad that order only gets 25% Heal debuff Procs in Wpns. 4 classess for order 0 for destro. Gatekeeping procs this strong is just not very good design espesially if you think that WP used to have 10s duration 25% HD 20s cooldown. It was buffed to 50% HD and can be up 100% of the time. And WP is one of the classess that has 25% HD proc in wpn, and you can stack it on healer himself to 75%.

Wp was my first main in aor and i fvking love the class im just using this as an example. But how can anyone think any of that is acceptable and reasonable changes? And then slowing the gameplay from 1.15s gcd to 1.5s gcd hardcapped. This change IMO is top 3 of the worst changes in the game, going from 8-9 skills used in 10seconds to 6 skills in same time?? This is insane change and broke so much. I have last quote regarding GCD

"The GCD on both AoR and RoR is 1.15 seconds. We know this is the case because the client allows abilities to be used 1.15s into the displayed 1.5s GCD as long as you get your timing right. If you invoke the ability too early, it will be blocked until the 1.5s GCD is up.

We previously had the server enforce the 1.5s GCD hard, and it resulted in client casts being cancelled. - Aza

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Akalukz
Posts: 1790

Re: Wp dok dps channel garbage change maybe?

Post#24 » Thu Jul 18, 2024 2:01 pm

Agreed with 99% of the akisnaakkeli post. The removal in vital skills that when properly utilized could fight the zerg has placed the game where it is today. Whoever has the biggest zerg wins and the other side logs off because no amount of skill will stop it if you are outnumbered 3:1 because zerg busting tools where changed so drastically that they don't even resemble the original purpse. Just take a look at the mentioned AoE Heal Debuff nerf, not even nerf more obliteration, on the DoK.
-= Agony =-

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yoluigi
Posts: 483

Re: Wp dok dps channel garbage change maybe?

Post#25 » Thu Jul 18, 2024 11:12 pm

Updated with a video example https://www.youtube.com/watch?v=CPOI8k2MS5E

F4llen4ngel
Posts: 96
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Re: Wp dok dps channel garbage change maybe?

Post#26 » Fri Jul 19, 2024 10:34 am

Its a lot of cone of fire issue what is see.

The clip from 0:36: you walked over the target, so he was positioned at your back and thus the channel got interrupted, as i watched the fight at 0.25 speed. From 0:36-0:38 it can be seen that you make a 180 degree turn, to face the target again.

Before it worked even this way yes, but that was so so unreal :D.
Bicska this Bicska that

Zxul
Posts: 1890

Re: Wp dok dps channel garbage change maybe?

Post#27 » Fri Jul 19, 2024 12:14 pm

F4llen4ngel wrote: Fri Jul 19, 2024 10:34 am Its a lot of cone of fire issue what is see.

The clip from 0:36: you walked over the target, so he was positioned at your back and thus the channel got interrupted, as i watched the fight at 0.25 speed. From 0:36-0:38 it can be seen that you make a 180 degree turn, to face the target again.

Before it worked even this way yes, but that was so so unreal :D.
Here is the simple problem with entire ror melee combat and channels- toons move in melee in same speed that they run around. As in, imagine a real life melee combat fight, but people are somehow sprinting all over, instead of maneuvering at at most slow walking speed. At this speed, keeping facing the opposition is realistically impossible- meaning that as long as moving speed stays as it is while facing the opponent is enforced for channels, no channel will last for anywhere near its full duration. Meaning, currently and until some form of change happens melee channels are useless- like I mentioned I untrained Relentless on my chosen, currently the skill is a waste of ability point.
"Can we play with him, master? He seems so unhappy. Let us help him smile. Please? Or at least let us carve one on his face when he stops screaming."

— Azeila, Alluress of Slaanesh

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Akalukz
Posts: 1790

Re: Wp dok dps channel garbage change maybe?

Post#28 » Fri Jul 19, 2024 1:46 pm

Zxul wrote: Fri Jul 19, 2024 12:14 pm
F4llen4ngel wrote: Fri Jul 19, 2024 10:34 am Its a lot of cone of fire issue what is see.

The clip from 0:36: you walked over the target, so he was positioned at your back and thus the channel got interrupted, as i watched the fight at 0.25 speed. From 0:36-0:38 it can be seen that you make a 180 degree turn, to face the target again.

Before it worked even this way yes, but that was so so unreal :D.
Here is the simple problem with entire ror melee combat and channels- toons move in melee in same speed that they run around. As in, imagine a real life melee combat fight, but people are somehow sprinting all over, instead of maneuvering at at most slow walking speed. At this speed, keeping facing the opposition is realistically impossible- meaning that as long as moving speed stays as it is while facing the opponent is enforced for channels, no channel will last for anywhere near its full duration. Meaning, currently and until some form of change happens melee channels are useless- like I mentioned I untrained Relentless on my chosen, currently the skill is a waste of ability point.
Single target channels are worthless. AoE channels such as WL an Mara spinny things are just fine. Maybe the fix is to make the Dok/WP channel Aoe . Single with chalice, 2 When Shield and 3 when Dual Wield.
-= Agony =-

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yoluigi
Posts: 483

Re: Wp dok dps channel garbage change maybe?

Post#29 » Fri Jul 19, 2024 1:47 pm

Biscka it's just unreliable. Like Zxul said the counter to the channel you can just walk into him. I pretty much need to be caried by my ib friend to play i cant solo unlesss i fight a rank 50. Sometime am in front everything is perfect and it cancel. It's really random sometimes

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yoluigi
Posts: 483

Re: Wp dok dps channel garbage change maybe?

Post#30 » Fri Jul 19, 2024 5:17 pm

Akalukz wrote: Fri Jul 19, 2024 1:46 pm
Zxul wrote: Fri Jul 19, 2024 12:14 pm
F4llen4ngel wrote: Fri Jul 19, 2024 10:34 am Its a lot of cone of fire issue what is see.

The clip from 0:36: you walked over the target, so he was positioned at your back and thus the channel got interrupted, as i watched the fight at 0.25 speed. From 0:36-0:38 it can be seen that you make a 180 degree turn, to face the target again.

Before it worked even this way yes, but that was so so unreal :D.
Here is the simple problem with entire ror melee combat and channels- toons move in melee in same speed that they run around. As in, imagine a real life melee combat fight, but people are somehow sprinting all over, instead of maneuvering at at most slow walking speed. At this speed, keeping facing the opposition is realistically impossible- meaning that as long as moving speed stays as it is while facing the opponent is enforced for channels, no channel will last for anywhere near its full duration. Meaning, currently and until some form of change happens melee channels are useless- like I mentioned I untrained Relentless on my chosen, currently the skill is a waste of ability point.
Single target channels are worthless. AoE channels such as WL an Mara spinny things are just fine. Maybe the fix is to make the Dok/WP channel Aoe . Single with chalice, 2 When Shield and 3 when Dual Wield.
Could be a good idea and make it instead of 350% heal 200% a cone in front like bring it on (choopa)

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