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Patch Notes 09/12/2020

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oaliaen
Posts: 1217

Re: Patch Notes 09/12/2020

Post#21 » Wed Dec 09, 2020 3:39 pm

So...Wl have two passive tactics now. Aah i love the furry boys. =)
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Gurf
Posts: 519

Re: Patch Notes 09/12/2020

Post#22 » Wed Dec 09, 2020 4:02 pm

lyncher12 wrote: Wed Dec 09, 2020 2:31 pm
paperclipdog wrote: Wed Dec 09, 2020 2:20 pm I'm very excited to see how this patch will affect engi and magus pet surviveability coupled with the aoe dmg reduce. I already noticed a few fights in PvE where I could use the Blue Horror instead of the Pink one because it actually had a chance of staying alive with me spamming the heal, as well as some instances where healing pets was actually viable in sieges.

Just pls don't buff pet-surviveability to the point where positioning doesn't matter at all anymore. I dread an imminent magus/engi dmg nurf if that happens :D
i'm gonna take a guess and say it wont make much difference, but its a nice thought.

wl on the other hand... probably the bigger change
Pet getting 25% of WL heal? The Lion still unlikely to survive Warband level rvr or City so don't see it making much difference. Loner will still be the better option, glad they are moving in the right direction though. Plus it is mirrored on SH.

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Grunbag
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Posts: 1881

Re: Patch Notes 09/12/2020

Post#23 » Wed Dec 09, 2020 4:19 pm

Gurf wrote: Wed Dec 09, 2020 4:02 pm
lyncher12 wrote: Wed Dec 09, 2020 2:31 pm
paperclipdog wrote: Wed Dec 09, 2020 2:20 pm I'm very excited to see how this patch will affect engi and magus pet surviveability coupled with the aoe dmg reduce. I already noticed a few fights in PvE where I could use the Blue Horror instead of the Pink one because it actually had a chance of staying alive with me spamming the heal, as well as some instances where healing pets was actually viable in sieges.

Just pls don't buff pet-surviveability to the point where positioning doesn't matter at all anymore. I dread an imminent magus/engi dmg nurf if that happens :D
i'm gonna take a guess and say it wont make much difference, but its a nice thought.

wl on the other hand... probably the bigger change
Pet getting 25% of WL heal? The Lion still unlikely to survive Warband level rvr or City so don't see it making much difference. Loner will still be the better option, glad they are moving in the right direction though. Plus it is mirrored on SH.
Pet is getting 25% of aoe damage and 25% of your heals , which should make it survive warband
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Ramlaen
Posts: 201

Re: Patch Notes 09/12/2020

Post#24 » Wed Dec 09, 2020 4:27 pm

1 sec Gunblast was a bit much, interested to see if the SH changes will stop their pet from being able to timestamp light armor classes.
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cimator
Posts: 126

Re: Patch Notes 09/12/2020

Post#25 » Wed Dec 09, 2020 5:04 pm

Good change with the Squigbeast, it did feel too strong for an M1 imo
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Charon
Posts: 297

Re: Patch Notes 09/12/2020

Post#26 » Wed Dec 09, 2020 5:06 pm

Ramlaen wrote: Wed Dec 09, 2020 4:27 pm 1 sec Gunblast was a bit much, interested to see if the SH changes will stop their pet from being able to timestamp light armor classes.
maybe you have right but now 13 pt tc again is barely usefull (so whole changing process now is under question) - it would be ok if new tc version influences also focused fire (to make whole rotation a bit quicker not just replace rotation by gb spam like was up to this day) but it seems not. Its not implemented or it is problem with animation like with expert skirmisher and bugmanss best...

The same is with dazzling flesh ...on paper buff in reality not worth point that you need to spend. And this way eng still will not be considered as a more important part of any wb or 6 man pt and not define maybe only by one skill. But you know we cannot complain that eng is not improved and is a bit closer to the magus position right..or not.

About DF tc pls Devs reconsider increase it effect to 10 sek and FG cooldawn to 20 with tc to keep 50% uptimme while making it more impactfull. Just saying.
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Ekundu01
Posts: 306

Re: Patch Notes 09/12/2020

Post#27 » Wed Dec 09, 2020 5:25 pm

ReturnOfReckoning wrote: Wed Dec 09, 2020 12:24 pm Image
Balance Changes

- Quick Reloader: The effect of this tactic is changed to "The cast times of all your abilities in the Path of the Rifleman are reduced by 25%."
Not really understanding why this was changed. Not many casted skills in Rifleman tree. Seems like a dead tactic like it was before, at least before the ap reduction worked on all the skills so it wasn't bad but wasn't great either. Both SW and SH have the same tactic that reduce the cast time by 1 second and have much better tactics in the same tree to support those skills. SH having the best of it all with reduced cast time tactic on plink and poison arrer, resistance bypass, armor bypass and extra damage on poison arrer if they go under 25%.

Tactic spaces are limited and valuable and a 25% reduced cast timer on a tree that has more than half of the skills instant cast seems very lack luster.
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hammerhead
Posts: 308

Re: Patch Notes 09/12/2020

Post#28 » Wed Dec 09, 2020 5:33 pm

The fix of the engineer still did not solve the main problem, the lack of burst and predictability. There must have been something like this

Armor-piercing Rounds
You load your rifle with the finest of rounds. Your two next attacks will ignore 25% victims armor and build 75% faster.

Quick Reloader
Gun Blast, Snipe with a 25% chance and Hip Shot with a 20% chance will finish all cooldawn in Path of The Rifleman. For the next 12 seconds, all Rifleman abilities consume 50% less AP to use.
(\|)o0(|/)

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Skrajan
Posts: 10

Re: Patch Notes 09/12/2020

Post#29 » Wed Dec 09, 2020 6:53 pm

ok i did shut up while the whole SH thing was going on, but this now? you nuts? the 1s reduce was the only significant dps increas of all tactics beside the base ballistic skill increasing ones for rifleman. do you even test this crap?

all the skillable tactics are crap compared to those dps wise. and considering that gun blast makes easily 90% of your dps as rifleman, you nerf it without giving compensation?

oh wow our pet gets now healed for our hps? for real? the tower gets hit with 1500+ dmg spells... consecutivly... a hps value that gives out 300 heal all 2 seconds on bugmans couldnt by any margin be effective enough.

i expected some kind of buff, considering that the class has "some" problems with skill conectivity... e.g. our "aoe knockdown" requires us to make our pet go boom, lose a stacking debuff partially, and requires us to recast the pet to not lose further stacks and have a pet at all... all while we cant cast the pet at range, what means we are, as a glass cannon dps, forced to run straight in the fray next to mr. choppa, and mr. marauder to pull that stunt off.

our interrupt grenade has casttime!! yes... casttime.. on an interrupt... so we are technically the most intelligent players on the planet, cause we can predict the future by 1 second... otherwise (latency and lag included) there is no way on earth you pinpoint an interrupt...

flamer turret sidebuff effects are either buggy, or just not showing in char screen. no dodge gained here. and it also feels like its not working, considering i should be around 50% dodge and well... i would assume i should recognize a value that high.

certain tower specific tactics, cough, tracer rounds, cough. arent working 100% of the time.. sometimes it just doesnt want to. only workaround, recast your turret until it works.
doesnt matter though, its "just" 15% crit you lose without realising unless you check your ranged screen 24/7.

our "aoe knockback" (the one thats ranged for SH) has a lousy range and, yes you guessed it, a delay after casting.... so much for instant spells that just, out of pure lazyness, decide to always take 1 second to trigger the effect. mr. choppa and mr. marauder think this is awesome btw. as they have enough time to **** your face up, or run somewhere they dont get knocked down an abyss...

i could continue for a while, but i´m just taking the freedom to assume that no one will read this anyway... and just call me "QQ"ing...

this nerf is bonkers. period.

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vanbuinen77
Posts: 300

Re: Patch Notes 09/12/2020

Post#30 » Wed Dec 09, 2020 7:39 pm

Engies dont need more burst. If you cant line up your abilities to burst down anything but a tank you should not be playing the class.

Or join the sniper squad and let them carry you.
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