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WH/WE Changes

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wos
Posts: 218

Re: WH/WE Changes

Post#31 » Wed Sep 30, 2015 3:26 pm

eddel wrote:
Azarael wrote:It was ridiculous, and it wasn't like live either.

As SM, if I saw a WE go into stealth near me, all I had to do was use WoH and the stealth would break.
not to forget the dot aura of chosen and kotbs

thank u for fixing this.

the only things i would change in wh/we mechanics is to let the pistol or the throwing dagger proc a snare when it hits the back AND the side of the enemy. when fp runs out, all what is needed to kill/escape a wh/we is to cc and strafe-run away while using dots or instant range casts.

see it as a small compensation for not having reselute defense, witch was very essential for wh/we ;)
so in ror we/wh can not use the one range move to slow there target but that there bred and butter that's just not right thats been apart of the class for as long as i can remember

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Azarael
Posts: 5332

Re: WH/WE Changes

Post#32 » Wed Sep 30, 2015 4:06 pm

He's talking about strafe-run abusers. Strafing has no speed penalty in Warhammer but allows you to avoid rear positionals, despite the fact that most classes will present their back opposite to the direction they're "strafing".

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Zealote
Posts: 456

Re: WH/WE Changes

Post#33 » Wed Sep 30, 2015 4:22 pm

Azarael wrote:He's talking about strafe-run abusers. Strafing has no speed penalty in Warhammer but allows you to avoid rear positionals, despite the fact that most classes will present their back opposite to the direction they're "strafing".
Strafe-running to avoid WH/WE snare (and whatever other abilities that require target to have back to you) wasn't abusing. Or d'you mean there's some exploit or sth?
Aetir

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Azarael
Posts: 5332

Re: WH/WE Changes

Post#34 » Wed Sep 30, 2015 4:28 pm

I mean that it's trash design. Strafing is running with benefits. Notify the military!

Sulorie
Posts: 7461

Re: WH/WE Changes

Post#35 » Wed Sep 30, 2015 4:57 pm

Azarael wrote:It was ridiculous, and it wasn't like live either.

As SM, if I saw a WE go into stealth near me, all I had to do was use WoH and the stealth would break.
Stealth has a cast time. Incoming damage causes setback, imo not enough on this server, when ppl can stealth in a melee fight.

The change to aoe is correct. When you entered stealth, you can get CC'd, killed but not unstealthed with damage.
Only a lack of AP or spotting with initiative and then being damaged unstealths the we/wh.




Azarael wrote:I mean that it's trash design. Strafing is running with benefits. Notify the military!
It is something not everyone is able too. Chasing a rdps without stealth is the last thing you do anyway.
Whether snare works depends on your position in relation to the kiter. On an open field it is easy to outmaneuver the we/wh.
Dying is no option.

Moeroes
Posts: 54

Re: WH/WE Changes

Post#36 » Wed Sep 30, 2015 5:29 pm

Azarael wrote:Stealth will no longer break when taking AoE damage.
That's great to hear! Thanks a lot Aza :)

@Sulorie: That's absolutely right. If a kiter ever manages to get only a slight amount of distant it's over, chasing him is pointless. Turn around, try to lose LoS and restealth, that's the best you can do. To be fair, at least dagger throw/snap shot works with FP here but a 30% snare is not enough since all kiters snare you for more than 30%.
That being said it's great that stealth will become more reliable.

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Azuzu
Posts: 551

Re: WH/WE Changes

Post#37 » Wed Sep 30, 2015 5:49 pm

Azarael wrote:Stealth will no longer break when taking AoE damage.
If AoE does not break stealth, how is one suppose to protect themselves from being opened on when they know a WE/WH is near trying to open on them.

Come T4, WEs/WHs have the potential to kill some classes before they can even get up off the ground from the knockdown. The only protection those classes have is trying to outplay the WE/WH and not let them get their opening.


By removing AoE breaking stealth, your basically rewarding bad play and punishing good play.

If I'm mindful enough and aware enough of my surroundings to know a WH/WE is going to jump me, I try and take away their advantage of the opening.

Good, WEs/WHs will take a non-direct angle to avoid being hit by the AoE so they can get their opening. Removing AoE breaking stealth, basically takes away any strategy involved in opening on someone.
Last edited by Azuzu on Wed Sep 30, 2015 5:50 pm, edited 1 time in total.
Suzu

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Azarael
Posts: 5332

Re: WH/WE Changes

Post#38 » Wed Sep 30, 2015 5:49 pm

I don't actually have to defend this to you, because it's a fix to match the live handling.

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Azuzu
Posts: 551

Re: WH/WE Changes

Post#39 » Wed Sep 30, 2015 5:56 pm

Azarael wrote:I don't actually have to defend this to you, because it's a fix to match the live handling.

You don't have to defend anything you do to anyone. I'm extremely grateful for what your doing on this project and allowing us to play this game. I'd imagine you catch a lot of **** and you get sick of it, so I understand being quick to be defensive tho. :)


I'm simply giving my opinion, it can be and often is wrong.


Obviously, if your simply making it match what live handling was like, I'm wrong.


(I could have sworn that I remembered AoE on my Mara breaking WH stealth :-/ War did shut down awhile ago, so my memory could and sounds like it is wrong.)
Suzu

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Renork
Posts: 1208

Re: WH/WE Changes

Post#40 » Wed Sep 30, 2015 6:03 pm

Yay, livelike stealth was more fun. This isn't a solo game, aoe DOES render stealth useless here.

WH's/WE's will be unstealthed if they try to attempt to cap a BO/flag right?

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