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T2 Release!

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Khorba
Posts: 176

Re: T2 Release!

Post#51 » Fri Jun 19, 2015 11:07 am

need tu update limit population 350 best for now

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Vilhelmina
Posts: 304
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Re: T2 Release!

Post#52 » Fri Jun 19, 2015 11:11 am

Great work folks! Thanks to everyone involved, WAR is my #1 game right now.

herrmarek
Posts: 155

Re: T2 Release!

Post#53 » Fri Jun 19, 2015 7:36 pm

devs, ekrund teleport is broken, i wrote this few times
it teleport me(allways) to t1 destro(i play order)

threxx
Posts: 18

Re: T2 Release!

Post#54 » Sun Jun 21, 2015 11:11 am

Hi,

first of all.Great Work Devs! Love to play that game again.

I keep askin myself for a while now, how the actual scenario ( one big ) party mechanic will affect the game as soon group heal becomes the standard. At the moment i haven't seen that many lvl 20 in scenario but i expect it to increase fast in the next couple of days.

So my issue is, that normally one healer would heal one party not the whole scenario.
So for example: Your enemy got 2 lvl 20 healers that would mean it's almost like 4 lvl 20 group healers on live server. At least when you think of it in terms of possible group heal output. 4 lvl 20 healers would mean the group heal output of 8! group healers on live server.At least in theory of course.

In my oppinion this is kind of a gamechanger ( or maybe even gamebreaking issue) , because it could become almost impossible to kill effectively even with assist because normally there are rarely any group setups around with more than 2 or 3 people assisting in sc's. Even if you kill someone, it should be more easy to ressurect people with that amount of additional heal output in the back.

Is there any ETA on a fix for group mechanics in scenarios?

Sorry for my bad english skills i just realized that they are more than a bit rusty :D

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noisestorm
Posts: 1727

Re: T2 Release!

Post#55 » Sun Jun 21, 2015 11:37 am

It is indeed quite gamechanging and close to gamebreaking. But since the same counts for the opposite faction, both sides have to deal with it for now. And do not ask for any ETA, this may just make you unhappy. Its done when its done. Guideline for everyone and everything.

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Telen
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Re: T2 Release!

Post#56 » Sun Jun 21, 2015 11:47 am

dok/wp ghealing was op in live. Healing a whole warband. Forget it. It breaks the game.
Last edited by Telen on Sun Jun 21, 2015 11:47 am, edited 1 time in total.
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Moeroes
Posts: 54

Re: T2 Release!

Post#57 » Sun Jun 21, 2015 11:47 am

I love t2 so far and want to thank all the devs that made it possible!

If I may make 2 wishes:

- Pleae add useful jewelery and cloaks to the renown vendors. They don't have to be the best in the game but grinding for those is the absolute worst thing to do.
- Raise lvl cap to 24+ so we can get our first actually useful mastery talents/abilities.

Then I will be a happy WE forever onwards ;)

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Azarael
Posts: 5332

Re: T2 Release!

Post#58 » Sun Jun 21, 2015 11:52 am

Moeroes wrote:- Raise lvl cap to 24+ so we can get our first actually useful mastery talents/abilities.
What makes you think anything above level 20 is actually implemented...?

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wender88
Posts: 213

Re: T2 Release!

Post#59 » Sun Jun 21, 2015 11:53 am

Moeroes wrote:- Raise lvl cap to 24+ so we can get our first actually useful mastery talents/abilities.
The reason for the lvl cap to be 20 is, as far as I know, that alot of abilities for higher lvl's still needs to be fixed.
Kenzing - Specialneedz

Moeroes
Posts: 54

Re: T2 Release!

Post#60 » Sun Jun 21, 2015 1:20 pm

Azarael wrote:
Moeroes wrote:- Raise lvl cap to 24+ so we can get our first actually useful mastery talents/abilities.
What makes you think anything above level 20 is actually implemented...?
Where did I say I think so? It was a wish for the future of t2 as I stated not a demand to implement something right now.

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