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[PTS] Patch Notes 16/08/2024

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salazarn
Posts: 184

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

Post#81 » Sat Aug 17, 2024 10:36 am

Tastykate wrote: Sat Aug 17, 2024 3:42 am This post goes out to Bluntmanchronic one of the original OG parry shamans.. You were just ahead of the times a true fortune teller.
welf with 40% dodge rate 60% parry and crit immune without a dmg loss baby. Great patch :D :D

Srsly tho pretty awful change

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Zxul
Posts: 1890

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

Post#82 » Sat Aug 17, 2024 10:47 am

salazarn wrote: Sat Aug 17, 2024 10:36 am
Tastykate wrote: Sat Aug 17, 2024 3:42 am This post goes out to Bluntmanchronic one of the original OG parry shamans.. You were just ahead of the times a true fortune teller.
welf with 40% dodge rate 60% parry and crit immune without a dmg loss baby. Great patch :D :D

Srsly tho pretty awful change
How exactly are you planning to perform the "without a dmg loss baby" part? Including for Witchbrew spec, since since 2 patches or so ago Witchbrew scales with str.
"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

Everdin
Posts: 742

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

Post#83 » Sat Aug 17, 2024 11:13 am

ReturnOfReckoning wrote: Wed Aug 14, 2024 9:46 am - Mark of the Vortex active effect reworked into - No cost. 60s cd. Instant cast. Reduce your damage taken by 50% for 3 seconds. This does not stack with Detaunt.
Will it stack with other damage reduction skills? Just asking if order needs just red noses after patch or if complete clown costumes will be more appropriate (will you patch them in for them?)
#AllClassesMatter

“A man can fail many times, but he isn't a failure until he begins to blame somebody else.”

― John Burroughs

bw10
Posts: 378

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

Post#84 » Sat Aug 17, 2024 11:32 am

Everdin wrote: Sat Aug 17, 2024 11:13 am
ReturnOfReckoning wrote: Wed Aug 14, 2024 9:46 am - Mark of the Vortex active effect reworked into - No cost. 60s cd. Instant cast. Reduce your damage taken by 50% for 3 seconds. This does not stack with Detaunt.
Will it stack with other damage reduction skills? Just asking if order needs just red noses after patch or if complete clown costumes will be more appropriate (will you patch them in for them?)
finally got a good punt on the guy after 10 minutes of looking for a window of opportunity? np he pops zeal detaunt midair into juggernaut into triple pot lel

Zxul
Posts: 1890

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

Post#85 » Sat Aug 17, 2024 11:58 am

Everdin wrote: Sat Aug 17, 2024 11:13 am Just asking if order needs just red noses after patch or if complete clown costumes will be more appropriate (will you patch them in for them?)
On the side note, lets face it, that is already how most of order armor looks like :lol:
"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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Paxsanarion
Posts: 390

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

Post#86 » Sat Aug 17, 2024 11:59 am

Sinisterror wrote: Sat Aug 17, 2024 10:16 am
what63 wrote: Sat Aug 17, 2024 9:25 am
forsa wrote: Sat Aug 17, 2024 8:49 am

RTA: You fire a quick arrow at your target, dealing 253 damage, interrupting any ability that they are building up and will remove one damage absorbing effect from the target. Any damage absorbing effect removed from the target will inflict an additional 150 damage. 10 sec cd.

Sounds extremely balanced for 5 pt skill.
Run away is much better though, it's the right thing to do.
Espesially when Run Away! now stops if using ability.. : D This feels very much like too many cooks in the kitchen, What is the direction really? If Test phase of 9 aoe cap is over why its on test server and not live? Besides 9 cap without morale dmg cap removal and 50% aoe healdebuffs brought back. Espesially to Dps Dok because now RP has access to 150ft Rune Of Battle that can be used on anyone, lasts 15s and targets everyone within 25ft so that is very many heal debuffed destro... This is so much better than original Devour Essence 5s duration 20s cd that has 150 ft range and hits 5people not 24. DE will heal your target and crits debuff healing by 50%. If that was too powerful why is this RP thing not?

So Order gets to be the side with only 25% HD proc wpns + gets to be the side that has permanent 35% aoe heal debuffs on everyone basically. I hope they Stack to 50% so everyone is actually 50% heal debuffed. Even better if full stack to 60% Ae HD. Why not just return the 50% ae HD to dps rp/zealot and espesially DPS DOK. In my opinion give it to Dps Wp as well. And Does RP need 3 snares as well espesially after all snares are super nerfed. Are you just slowly making dps rp superpower version of original dps dok?

3s not stacking with detaunt = obviously for tanks who's Warlord Detaunt is not up(Detaunt for tanks is OP in itself, and could have been removed with somethign that is not mandatory to just survive as 2h tank with 9 aoe cap) with 24 cap This Detaunt is probably "needed" but only exists in 1 out of 3 best sets in the game only? Same sets that give +2 career points. Just Swap crit and +2 back to 5pc bonus in merce/ruin/anni where it makes sense and adds actual power that is needed.

Detaunts for tanks no thanks. Vigilance was the exception(Bring back Crippling Strikes!) and if u wanted to dmg at the same time it was possible with 2h tactic,old runefang+Mighty Soul helped ofc. Bring back old renown gains. 3500 renown from killing rr80 as rr 80. If you kill rr80 while being under rr 70 give 5000 renown if rr 50 or under killing rr80 give 7k. Use same logic in party, lower your renown rank more Renown from kills you get if killing rr70+.
This, perhaps too many cooks in the kitchen is perhaps the right way to phrase it. I don’t understand how the large changes this year are helping the project or what they are hoping to achieve at the end of all the balancing. Everything feels disjointed and random. The class changes up to this point don’t seem to make a lot of sense as far making the game more fun to play. The scenario barrier changes don’t not make the game fun to play either. I love Warhammer Online but I don’t think this server is Warhammer online anymore. It becoming someone’s personal plaything and it’s just not any fun anymore. I will wait until someone else makes a server or this one changes before devoting anymore time to Warhammer. Good luck to you all

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Aluviya
Posts: 234

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

Post#87 » Sat Aug 17, 2024 12:01 pm

I can only repeat at this point, that we are in dire need of quality standards and feedback for class balance changes before they move from the idea board to actual patch notes:
  • Limited Perspective: It seems that the changes are often implemented from a limited perspective, as Teefz and others already mentioned, which might be valid if the game didn't have thousands of other facets to consider. However, this narrow approach overlooks the broader impact on the game's complexity and diversity—like the change with the 3-second damage reduction, which would make Order RDPS setups heavily unplayable.
  • Stony Road of Balancing: The balancing process has, unfortunately, been consistently difficult so far, and the theme of my first argument has been recurring over the past 12 months. From my perspective as a healer who has played this game for more than a decade, the game has never been more imbalanced. Certain changes made to adjust to the ability rework system are still flawed—for example, Champion Challenge pulling targets that are potentially immune or rooting in a range beyond the attack range of most melee DPS.
  • Balancing Complexity: When this game was first launched, it was already quite heavily imbalanced, even with a paid team working on class balance while avoiding mirroring most abilities. However after live, people always played this game because of its nostalgic value and never from the perspective of its great balance. There was never a major outcry for balancing entire archetypes. Now, considering that the balance team consists of only a few people, we've essentially opened Pandora's box and need to balance the balance changes which then eventually need more balancing. I strongly believe that, for this purpose, we either need more people (with various backgrounds) on the balance team or a thorough critical review process for the changes offered by the balance team before potential class changes are ever released as patch notes.
Aluviyah - RR 87 Sorc
Ateshaya - RR 84 BW
Gweniell – RR 84 WP
Hesperiell – RR 89 AM
Setriona – RR 85 DoK
Syu/Myu – RR 87 Zealot
Xup – RR 85 Shaman
Yrona – RR 84 RP

User avatar
Lion1986
Posts: 488

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

Post#88 » Sat Aug 17, 2024 12:24 pm

Aluviya wrote: Sat Aug 17, 2024 12:01 pm I can only repeat at this point, that we are in dire need of quality standards and feedback for class balance changes before they move from the idea board to actual patch notes:
  • Limited Perspective: It seems that the changes are often implemented from a limited perspective, as Teefz and others already mentioned, which might be valid if the game didn't have thousands of other facets to consider. However, this narrow approach overlooks the broader impact on the game's complexity and diversity—like the change with the 3-second damage reduction, which would make Order RDPS setups heavily unplayable.
  • Stony Road of Balancing: The balancing process has, unfortunately, been consistently difficult so far, and the theme of my first argument has been recurring over the past 12 months. From my perspective as a healer who has played this game for more than a decade, the game has never been more imbalanced. Certain changes made to adjust to the ability rework system are still flawed—for example, Champion Challenge pulling targets that are potentially immune or rooting in a range beyond the attack range of most melee DPS.
  • Balancing Complexity: When this game was first launched, it was already quite heavily imbalanced, even with a paid team working on class balance while avoiding mirroring most abilities. However after live, people always played this game because of its nostalgic value and never from the perspective of its great balance. There was never a major outcry for balancing entire archetypes. Now, considering that the balance team consists of only a few people, we've essentially opened Pandora's box and need to balance the balance changes which then eventually need more balancing. I strongly believe that, for this purpose, we either need more people (with various backgrounds) on the balance team or a thorough critical review process for the changes offered by the balance team before potential class changes are ever released as patch notes.
many patch class changes were implemented with the mentality: " if you do not like the way it is, do not play".
My new Healer's UI pack: viewtopic.php?t=53304
Check out my UI pack: viewtopic.php?t=48165

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salazarn
Posts: 184

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

Post#89 » Sat Aug 17, 2024 12:29 pm

Zxul wrote: Sat Aug 17, 2024 10:47 am
salazarn wrote: Sat Aug 17, 2024 10:36 am
Tastykate wrote: Sat Aug 17, 2024 3:42 am This post goes out to Bluntmanchronic one of the original OG parry shamans.. You were just ahead of the times a true fortune teller.
welf with 40% dodge rate 60% parry and crit immune without a dmg loss baby. Great patch :D :D

Srsly tho pretty awful change
How exactly are you planning to perform the "without a dmg loss baby" part? Including for Witchbrew spec, since since 2 patches or so ago Witchbrew scales with str.
The fact witch brew did like 4250 dmg with tactics without requiring any offensive stats was a crime.
I just mean they do magic damage. They can stack ini like chosen or magus and not care about weaponskill requirements at all.

Zxul
Posts: 1890

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

Post#90 » Sat Aug 17, 2024 12:39 pm

salazarn wrote: Sat Aug 17, 2024 12:29 pm
Zxul wrote: Sat Aug 17, 2024 10:47 am
salazarn wrote: Sat Aug 17, 2024 10:36 am

welf with 40% dodge rate 60% parry and crit immune without a dmg loss baby. Great patch :D :D

Srsly tho pretty awful change
How exactly are you planning to perform the "without a dmg loss baby" part? Including for Witchbrew spec, since since 2 patches or so ago Witchbrew scales with str.
The fact witch brew did like 4250 dmg with tactics without requiring any offensive stats was a crime.
I just mean they do magic damage. They can stack ini like chosen or magus and not care about weaponskill requirements at all.
So in other words, only if they stick init talis instead of str ones. Or again in other words, "without a dmg loss baby" is just you making stuff up.
"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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