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[PTS] Patch Notes 16/08/2024

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rady
Posts: 135

Re: [PTS] Patch Notes 16/08/2024

Post#21 » Fri Aug 16, 2024 12:44 pm

Nerf to solo SH and buff to sixman with SH...
Ris - 85rr BO
Risx - 83rr SH

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Aluviya
Posts: 234

Re: [PTS] Patch Notes 16/08/2024

Post#22 » Fri Aug 16, 2024 12:48 pm

I edited my last message to give you just a small calculation why this is badly imbalanced sry for double post.
Aluviya wrote: Fri Aug 16, 2024 12:20 pm
Rydiak wrote: Fri Aug 16, 2024 12:15 pm Yea, Mark of the Vortex being essentially a granted aoe-detaunt is very powerful indeed. Fortunately it has the drawback of a very short duration, offering a very tight window in which it is useful (requires a free GCD to use, and lasts for 2 GCDs).

I like the crit changes (base chance/initiative/renown), but still need to math out the parry/weaponskill changes.
Still, it's far superior to what RP has gotten, and on top of that, don't forget this also enables tanks to have a detaunt and badly impacts punt-related strategies for RDPS on order heavily. Now, people can just use the ability mid-air; you don't even need to think about it, just pop it while being punted, practically a no-brainer. This entirely removes the point of playing Order RDPS as a premade setup (which, let's be really fair here, are already somewhat worse compared to what Destruction offers due to Morales like Talon and class design of Squig and Sorc).

Just a minor calculation here:
Punting a DPS out of guard range, to be able to rotate it as an order RDPS gives the target an immunity of 30 secs
a) this would be precisely the CD of the 3 secs Detaunt
b) you are airborne around the same time and this is also precisely the time where you would take the highest damage[/list]

On the other side
  • i) an average played Sorc would rotate around 7-8k Damage in 3 secs
  • ii) an average squig does around 6k-7k damage in 3 secs
In a double squig one sorc setup this would result in 19k damage in 3 secs (worst assumption) which order can counter only with 1,1k Absorb mid air.

Now let's assume order RDPS setup did the same damage (which is for sure not the same damage it's just for comparison here) it means you reduce 9,5k damage while mid air. And even if the numbers are off here - you can't argue the efficiency of this compared to what RP has is quite insane.

This specific rework needs revision. You can't change my mind here.
Last edited by Aluviya on Fri Aug 16, 2024 1:01 pm, edited 4 times in total.
Aluviyah - RR 87 Sorc
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Gweniell – RR 84 WP
Hesperiell – RR 89 AM
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Everdin
Posts: 742

Re: [PTS] Patch Notes 16/08/2024

Post#23 » Fri Aug 16, 2024 12:49 pm

And please don't think about mirroring it, this is an ability that shouldn't be there, period
#AllClassesMatter

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nocturnalguest
Posts: 610

Re: [PTS] Patch Notes 16/08/2024

Post#24 » Fri Aug 16, 2024 12:55 pm

Ow nice, aoe detaunt for destro tanks. Awesome!

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Tyrvald
Posts: 29

Re: [PTS] Patch Notes 16/08/2024

Post#25 » Fri Aug 16, 2024 1:16 pm

ravezaar wrote: Fri Aug 16, 2024 11:22 am the WS change is another kick in the teeth to us mdps, we rely on that parry as our ONLY way to stay alive and u take it away. You also take it away the very next day after we crafted Rings (Onyx WS ones) this makes even more of a kick in the teeth.

Really ? you couldnt have mentioned these plans weeks ago then ? I doubt anyone was making Initiative Rings either to compensate. Mdps like Slayers, Choppa, Mara and WL rely heavily on WS since its both our offence specially on SL/Choppas who only do physical so we need WS for armor pen, we dont have block, have basicly 0 resist or armor due to our mechanic and very little to no Toughness. What we do have is parry% as defence and now you think its a good idea to remove our last line of defence aswell ?

If this wasnt a game made for rdps before... lmao
+999999
Totally Agree.

Since 4 patches, Slayers are systematicaly nerfed.. even somes are quite ok (rampage nerf), but compared to the magic meta-DPS, one by one we became like Engineer --- only a RRmeatball.
One of only useful buff became a suicidal choice -> Fierceness
+ now initiative Debuff from rDPS (SH / Sorc) will debuff Crit + Parry stat

How we can do our job -> Sustain DPS pressure if we explode at the first push -
...
Solo Slayer lost the last helpful tactic -> Riposte
--
On the other hand, it is always normal to have such burst from magic Sorc sequence...
Sombrefer - Dwarven Clan exiled from the lost Fortress of Karak Varn
Tyrgrim - Slayer - rr87
Dwargrim - Runepriest of Gazul - RR81
Mordengrim - Engineer
Khargrim - Ironbreaker

and (futiles) Umgi who helps sometimes the Dwarves under the Sigmar's Oath

Yshra
Posts: 28

Re: [PTS] Patch Notes 16/08/2024

Post#26 » Fri Aug 16, 2024 1:22 pm

Why dont you warn players of these changes before the ring event then???

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Sever1n
Posts: 328

Re: [PTS] Patch Notes 16/08/2024

Post#27 » Fri Aug 16, 2024 1:42 pm

Aluviya wrote: Fri Aug 16, 2024 12:04 pm I don't mean to be negative, but how is it comparable to have a 50% damage reduction spell-like ability for 3 seconds versus an absorb? Plus, there's even a tactic that can reduce its cooldown to every 30 seconds. 1k absorb (which is practically nothing) vs 50 % damage reduction if used well - especially for MDPS. Think this needs a revision.
I agree, 50% absorb is very strong effect. Mark of demonic fury is also bad designed, imagine all dps pop that rune an use channel. It literally back to channel prock into chch abuse.
Noximilien - AM, Severi - SM, Ravandin - SW, Celebor - WL, Ernwald - WH, Demandred - BG, Mesana - Sork, Beliar - DoK.

Hephymetal
Posts: 8

Re: [PTS] Patch Notes 16/08/2024

Post#28 » Fri Aug 16, 2024 1:51 pm

Hello

so let me do a summary here:

We all played 2 Weeks to grind our Rings that we needed against a ton of range dps, groups, rvr etc. We all see that range and magic range is ridiculous strong. With DMG, Hard dots, Hard burst, Pet dmg and the escape tools, like jump away, aoe punt with slow, puddle 4 sec disarm etc.

So we see the problems here and instead of focusing more on this stuff, we nerfed weapon skill parry to 0%?

- I mean great now the melee dps can kill each other even quicker great.
- The Knight on Order Side are the only tank that dont have an ability to increase his parry with an skill or tactic on 2h. For 6v6 its an easy target to get punted now. The knight need that skill that the chosen has with 20% parry or something otherwise its nearly dead of knight tanks in 6v6.
- Tanks die quicker in Warband play, so there is overall with the reverse 24 cap more, a lot more aoe dmg now in the frontline.

We got one good thing withe the squig armor cast time.

If the devs want to nerf weapon skill on parry than may do it but not to 0% may to 2% or 1% so. Slow changes not with the sledgehammer. Also think about the knight that the class need someting with a parry skill to let him be viable for 6v6.

Allright let me know what you guys think?

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wonshot
Posts: 1192

Re: [PTS] Patch Notes 16/08/2024

Post#29 » Fri Aug 16, 2024 1:58 pm

Fortress & keeplords:

Will for sure see how this works out, and will provide feedback on if the tuning is right.
But one thing that had be start wondering, would be if the healing the Reikwald / Maw friendly lord is maybe double dipping too much in the last phase, because you want to sustain healing the allied lord, but at the same time the fortress lord below 20% does more damage so more healing is also required. I guess this is some sort of soft engage mechanic you could call it.

Also not all 3 healers on both realm have the same acces to crosshealing singletarget units. WP / Dok might struggle abit with these mechanics compared to Zealot, Rp, Shammy, AM. But will see!

I do believe these lord changes are good for the game, frotresses shouldnt just be tank and spank. And keeplords do need to be alive for defenders to respawn and get back to the keep, but the lord shouldnt take 10+ minuts to kill of just tank and spank.

About all the rest, will have to see and adapt. But my general impression is that Monstro maras aoe WS/init debuff is saying about the same value. Whereas AM puddle init aoe debuff is now even better value. Runepriest finally getting rid of their 13point group ress ability is a welcome sight too :D
Bombling 93BW

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Uchoo
Posts: 547

Re: [PTS] Patch Notes 16/08/2024

Post#30 » Fri Aug 16, 2024 2:08 pm

?????

What are these Squig changes? Again we see the removal of functionality from a class rather than addressing the issues with it. You're just going to trim 2 defensive skills from Squig, trending us in the WRONG direction, rather than deal with the damage issue? Someone please explain to me how you reach these conclusions lol. Is Assault Stance gaining a 2s cast as well? ???????

Image

Did you guys really give everyone in the game 5% free crit chance? I'm assuming the "+150 ini damage" is a result of higher base crit rather than a BO having more Parry vs Boiling Blood as the sheet states.

Why on Earth would you give RP & Zealot a 50% DR activatable instead of just reworking detaunts to a personal DR? This has no positive impact on player agency and absolutely cements the position of the RP/Zealot as core. Let me just predict the future and say that public consensus says RP/Zealot will now be "too strong" and lead to the functionality of the class being destroyed to make room for this change LOL.

What you should have done

A. Make Initiative give crit chance. Giving this stat some Offensive value would make it more interesting.

B. Rework your new avoidance formula to make sense. Tanks gained a ridiculous amount of Block for free while you also nerfed Blocked Strikethrough alongside it and 3% Defense per 100 point is probably slightly too high.

C. Rework AoE detaunts (and probably also some of the ST detaunts) into personal DRs. This massively helps melee who currently have to "hit" things with their detaunt.

D. Look into Spiked Squig damage. It's something like 50% of a Squig Herder's damage including the AA tactic. Squig Herder doesn't need to be more squishy and deal more damage; it needs to do a bit less damage and retain its defensive tools, while other classes which are behind on development are also brought up to include some defensives.

To elaborate on this: Spiked Squig is by far the highest damage pet, with the other pets basically not being a realistic alternative, and the master gains 50% AA haste while having a pet active. Spiked Squig itself does not deal that much damage normally (it can with Squigbeast M1) but a SH does lose about 50% of its damage if it doesn't have a pet active vs no Spiked Squig. Having other pets vs Spiked Squig is closer to maybe 30%. These aren't exact numbers but I can post parses later if the community is curious.

E. Look into adding mobility to immobile classes rather than remove mobility and gameplay to Classes that are close to functioning well. The removal of Run Away accomplishes nothing as SH will just Flee + AP pot instead, it's just more annoying now. Why make a class more annoying to play rather than tune it?

Is it because "RDPS Charge that lasts longer than MDPS charge?" :) :) :)

Edit: Removed the line about stacking WS as caster for strikethrough as I skimmed over that part.
Last edited by Uchoo on Fri Aug 16, 2024 7:44 pm, edited 6 times in total.
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