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Patch Notes 23/10/2024

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Zxul
Posts: 1890

Re: Patch Notes 23/10/2024

Post#31 » Wed Oct 23, 2024 3:02 pm

Farrul wrote: Wed Oct 23, 2024 2:51 pm Upon further testing - the WL pet is now really broken ( at least for me). It just refuses to attack and runs back to my side , the frequency of this ''bug'' occuring is more than 50% of the time.
Have you tried feeding it for once? You know, be nice to animals, and they will be nice to you.
"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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Fontaami
Posts: 48

Re: Patch Notes 23/10/2024

Post#32 » Wed Oct 23, 2024 3:21 pm

"Coordination - Blessing. Shield Rush and Sunder will now increase your chance to parry by 20% for 20s.
The Knight of the Blazing Sun is the only tank without a source of extra parry in their two-handed kit. This change gives all Knights access to a 20% parry buff by slotting Coordination".

With all due respect and thanks for providing 2h kotbs a parry tactic, doesn't this change also just flat out makes shield kotbs even stronger than before this patch? I mean Shield Rush is a pure shield-restricted ability and Sunder is a pure PvE ability so it is safe to assume that shield kotbs is going to benefit from new Coordination much more than 2h kotbs.
Volo ergo sum

3Form
Posts: 49

Re: Patch Notes 23/10/2024

Post#33 » Wed Oct 23, 2024 4:09 pm

Guess I'm going to have to revisit the ~40% strikethrough on my swordmaster... :)

Definitely agreed that recent changes (main stats providing flat strikethrough not tied to WS/Init/Willpower) made avoidances useless if you couldn't stack a lot of them.

But feel that this change will have some weird side-effects:
  • Casters will be guaranteed a certain amount of initiative based parry against melee characters (weird!)
  • Thought the intention with init/ws changes was to encourage DPS to have to choose between offense (WS) and survivability (init) more. Now they get guaranteed parry without having to invest more in initiative
At the same time, however, MDPS should have access to some minimal Parry.
The previous STR vs WS system provided MDPS with access to some minimal parry, but this was deemed too convoluted and simplified - because the parry values on the paper doll depended on assumptions that could be misleading. The flat values simplified this. But now for strikethrough we are again back at a convoluted system that compares attacker and defender stats.

Instead of people complaing "this WS should be giving me 25% parry" we'll now have "I should have 20% strikethrough but this guy with only 10% parry is still parrying me".

I'm still not sure this flat % avoidance system is better than the old defensive_stat / primary_stat * 7.5% ratio.

phoramix87
Posts: 52

Re: Patch Notes 23/10/2024

Post#34 » Wed Oct 23, 2024 4:46 pm

never had a Black Orc, how this update change the class? Is it any better?

always wanted to roll one..

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Culexus
Posts: 245

Re: Patch Notes 23/10/2024

Post#35 » Wed Oct 23, 2024 6:01 pm

ReturnOfReckoning wrote: Wed Oct 23, 2024 8:25 am Image
Balance Changes

- Tuffer N Nails - Moved to Path of Da Boss and reworked to: Blessing. 30AP. 5 ft range. Instant. 10s CD. Needs da’ Gud Plan!. Leads to da’ Best Plan!! (No longer requires shield). - You slam into your enemy, dealing 150+1.5 * DB+1.5 * WD (unchanged) damage and increasing your defensive targets parry by 10% for 20s.

- No Choppin Me - No longer affects Savin Me Hide. Now makes Tuffer N Nails additionally affect all group members within 30 ft of your defensive target.

- Savin Me Hide - Moved to Path of Da Toughest. Now requires shield. Best Plan. No AP cost. Deals 75+0.86 * DB+1.5 * WD damage to all targets within 25 ft and increases your Toughness by 120 for 20 seconds. Group members within 100 feet will take only 80% incoming magic damage for the next 5 seconds.

The rework of Tuffer ‘n Nails gives Destruction access to a 10% parry buff, increasing the parry capabilities of MDPS who lost a significant amount of parry with the changes to Weapon Skill and Initiative. Savin Me Hide is changed to become easier to use reactivity in situations against ranged DPS with no longer requiring a nearby target to provide the buff to your group. A shield requirement is added, as we feel like Shield tanks should be the counter versus ranged damage.

Wow.

This, combined with strikethrough changes, is a big buff to SnB BO. But at the same time is a nerf to 2h BO. Everything that a BO does well was already tied to SnB, this change, although positive, reinforces that even more.

Savin Me Hide becoming aoe is a much bigger buff than it may first appear. As we require a spammable aoe in each stage of the plan to move through it effectively in RvR, it was always optimal to take both We'z Bigger and Waaagh!, which really only works with the +2 from sov. With us now having a core aoe best plan ability we have more build diversity and pre-sov BOs aren't gimped with their RvR spec. With the No Choppin me buff allowing us to give a group ws+parry buff, and the block channel getting a buff from how strikethrough now works (even though it'll still get interrupted really easily) SnB BO is in an even better place than it was before, and it was already really good.

However, 2h BO has lost its toughness buff. This is another hit to our defense after U Wot was removed, and we were already the squishiest 2h tank. At first I didn't think this was an issue as we gained the 10% parry buff to compensate. But the parry buff only works on the defensive target, not you and your defensive target. This means that if BO wants access to a parry buff without having to sacrifice a tactic slot, we have to individually apply the buff to ourselves and our guard target. With the ability being in the Gud plan and having a 10sec cooldown, this is not really plausible as we have many other abilities in that plan, as well as best plan, to cycle through. So even though BO has received a parry buff ability, we're still stuck with having to spend a tactic slot on either LSM or NCM to get parry on ourselves. The only other tank that has to do this is BG, but BG doesn't also have to give up another tactic slot for a working punt, we do.

I'm looking forward to doing a proper test of this. The above is only my initial impression so could be wrong.

Great patch overall. I hope this is a sign we can all start getting hyped for balance patches again.
Bigun - 86 Black Orc
Gutstompa - 80+ Choppa
Culexus- 70+ Warrior Priest
Karak Norn Veteran

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3rdworldofficer
Posts: 51

Re: Patch Notes 23/10/2024

Post#36 » Wed Oct 23, 2024 7:19 pm

On paper, this seems like a good update. I hope it'll be like that in practice! The strike through changes are especially interesting.
Rosarius, the Undaunted - WH

DevanShell
Posts: 16

Re: Patch Notes 23/10/2024

Post#37 » Wed Oct 23, 2024 8:27 pm

Great Patch but as a WL Main i am in deep despair. It seems My pet plays the game and i have to follow now :(

Dackjanielz
Posts: 326

Re: Patch Notes 23/10/2024

Post#38 » Wed Oct 23, 2024 10:25 pm

i think with this change, saving my hide needs to be adjusted to be "Da gud plan" rather than "Da best plan" - Toughest already has alot of best plan abilities and we are only left with kick to the jibblies for a middle strike and that has a 10s cooldown.

Really don't think this change would break the game or nadda.

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Shima
Posts: 89

Re: Patch Notes 23/10/2024

Post#39 » Wed Oct 23, 2024 11:49 pm

WL'S PET FIXED!?????

Well, I believe it's time to get back and see how Altdorf's going.

Farrul
Posts: 588

Re: Patch Notes 23/10/2024

Post#40 » Thu Oct 24, 2024 3:39 am

Shima wrote: Wed Oct 23, 2024 11:49 pm WL'S PET FIXED!?????

Well, I believe it's time to get back and see how Altdorf's going.
No WL pet is now unplayable. I am happy the speed has been fixed but this bug is devastating, i hope it gets fixed soon.

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