[PTS] Patch Notes 16/08/2024
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Re: [PTS] Patch Notes 16/08/2024
DPS ZEALOT/RP changes appreciated, although I do think the abilities should hit harder than that.
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Re: [PTS] Patch Notes 16/08/2024
You're being pretty dense.Zxul wrote: ↑Sat Aug 17, 2024 12:39 pmSo 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.
Physical damage classes in ror need weaponskill to be effective. I don't see why because physical affords no real advantages but that's the way it is.
Vs almost all targets you need to stack weaponskill.
Now a witch elf doesn't. Seems to me a witchelf can stack ini and they will still do decent damage vs medium or heavy armor.
Same with magus they can stack 1k int and then go full ini if they want to npz.
That's why I say magic users can stack ini without worrying about losing damage because they don't care about weaponskill.
Re: [PTS] Patch Notes 16/08/2024
How about the fact that, unless you are only attacking tanks for some reason, you can bypass that 2 k armor pot included on caster a lot easier than how a caster can bypass resist of anyone say teamed with a kotb/chosen, or just using resists lini?
You do aware that most of WE dmg is physical, including in Witchbrew spec?
Also, enlighten me, how much init do you think a magus with 1 k intel will have? Considering 1 k intel takes for example full intel talis?
Yep, indeed it shows you don't know how casters are specced.
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Re: [PTS] Patch Notes 16/08/2024
If these are the only changes I've been waiting for to RP, there's no reason to come back. Big nerf to GG, the only healing skill that wasn't copy/paste. Only one Master Rune that matters because it literally procs 4 tactics constantly with 100% uptime and no button presses. A cleanse that not even worth using (compare to shaman/am cleanse). Nerf to Sundered Motion. Bleh.
Re: [PTS] Patch Notes 16/08/2024
Didn't understand the nerf on the Grungni gift, other than wanting to alienate the dwarfs even more.
Re: [PTS] Patch Notes 16/08/2024
So you try the 9 target cap for a minute, without reverting all the nerfs you made to make the 24 cap sorta work(badly) and even you admit the feedback is essentially tied so you are going to revert right back to 24 cap?
Why are you even pretending to listen to what the players are asking for if all you will do is a bad faith attempt?
Why are you even pretending to listen to what the players are asking for if all you will do is a bad faith attempt?
Re: [PTS] Patch Notes 16/08/2024
To bypass armor you'll need WEAPOIN SKILL investment ( 700 to reach 50% penetration), armor debuffs, the game even has armor % penetration reduction items( fleshrenders, gear, weapons, liniment etc) which there is no Magical penetration % equivalent to.
To bypass resistance you don't need anything since it is practically softcapped at 40% , which means that even if someone went through all the efforts to have a resistance aura bot /liniment with them, gimped their character stats with low tier jewelry etc the Magic damage user will enjoy 60% penetration with as simple resistance debuff , which is equivalent of having to invest more than 800 Weapon skill. Let that sink in again, 800 Stat investment!
Against targets without an aura bot with them, or heavy investements into resistances( bis toons 480-500 resistances) a resistance debuff of 370 will bring them down to less than 10% mitigation vs magic, that means 90+ penetration for the magic user, ever wondered why you get killd so fast by a sorc or magus? There is why. Most of their ranged dps is basically not being mitigated.
So let's go back to this very true statement:
'' Physical damage classes in ror need weaponskill to be effective. I don't see why because physical affords no real advantages but that's the way it is
''
Yes indeed, physical damage in RoR is gimped per default compared to Magic damage, hence why carrers with Magic scource has been dominating in roaming scene forever, Shaman, Arch Mage, Magus, Chosen etc. Those classes that get strong armor debuffs( white lion) do not build weapon skill easily, since they lack tactics and abilities for it. With the exception of Marauder that do get 25% pen tactic on all mutations and has + weapon skill tactics + strong debuff.
The only thing on par with the OP Magic users and their OP magic debuffs , used to be WH blessed blade set at 50% pen.
Tl:Dr The imbalance between Magic vs physical in this game is a fact, resistance as a stat is underpowered compared to armor. And Disrupt might as well not exist unless someone is holding the line with a shield and people standing behind it.
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Re: [PTS] Patch Notes 16/08/2024
Seems like overcomplicated changes.
Initiative <-> Weaponskill change are funny after ring event (luckily for me I was in holiday and did not do that event as I find it very boring to do and hate time limited overpowered item)
Tweaking the numbers a bit to reduce parry/damage etc might be easier.
One thing on Base chance to be critically hit is increased by 5% (from 20% to 25%): this again increases the gap between geared and new players (less RR to spec Futile Strike, less gear with reduced chance to be crit...)
Not sure about RP / Zeal dps changes, I play those classes for healing, but i don't like the AP cost increase on flash heal (again, nerf for new players who don't have regen...)
Squig Herder need nerf, many agree on that, but just reduce damage, pet damage and it might be enough.
Lords change can be good, it needs some testing which can hardly happen on "live" server, not sure many people are on test server (because not many people are on "live" server already).
I think we need more changes to the RvR campaign to make the game FUN, but that's irrelevant here.
Initiative <-> Weaponskill change are funny after ring event (luckily for me I was in holiday and did not do that event as I find it very boring to do and hate time limited overpowered item)
Tweaking the numbers a bit to reduce parry/damage etc might be easier.
One thing on Base chance to be critically hit is increased by 5% (from 20% to 25%): this again increases the gap between geared and new players (less RR to spec Futile Strike, less gear with reduced chance to be crit...)
Not sure about RP / Zeal dps changes, I play those classes for healing, but i don't like the AP cost increase on flash heal (again, nerf for new players who don't have regen...)
Squig Herder need nerf, many agree on that, but just reduce damage, pet damage and it might be enough.
Lords change can be good, it needs some testing which can hardly happen on "live" server, not sure many people are on test server (because not many people are on "live" server already).
I think we need more changes to the RvR campaign to make the game FUN, but that's irrelevant here.
Re: [PTS] Patch Notes 16/08/2024
The game was mdps centric for ages lately there is some rdps boom and everyone start to panic. Cant get that, some meta shift from time to time is good thing imo.
We need some roadmap for healers balance cos now it is very hard to give opinion for zealot/rp changes disconnected from other healers planned changes
We need some roadmap for healers balance cos now it is very hard to give opinion for zealot/rp changes disconnected from other healers planned changes
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