Changelog 28/10/16

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Natherul
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Re: Changelog 28/10/16

Post#141 » Sat Oct 29, 2016 6:23 am

navis wrote:
Azarael wrote:
navis wrote:I ask to please revert this change. RoR was doing it right already. (in Endzones at least)

...

Focusing the zones like this seems like a mistake, it's similar logic to "remove all scenarios but 3" will make the game better. You want to have the large variety of choices for players, you need to help those roots grow deeper by players so they want to spread out (previous system)..
I honestly think the best solution lies with a simpler ideology..
Please stop making posts which boil down to "I don't like it, change it." This is the third I've read recently. Thanks.
Why do you ask for feedback then say no don't give it? Sorry I wouldn't normally respond to this sort of thing, but..

I think you should consider statements like "I don't like it" as not a personal request, but just the results of playtesting your alpha experiment. cheers
Statements like "I dont like it" does not help solve the issue that the devs were trying to solve. And also there have been too little time with this patch active to test it out properly, and no offense but one person saying I dont like it should not sway devs opinions on a new system as in most cases a big majority of players wont even chime in on the forums.

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dur3al
Posts: 251

Re: Changelog 28/10/16

Post#142 » Sat Oct 29, 2016 7:50 am

theoddone wrote:
Torquemadra wrote:
theoddone wrote:Variation and flexibility with gear used to be one of the things I highly enjoyed on live, ofc it got worse in the later years.
Before the sov change there were plenty of possible setups and variations from pve. My memory might be wrong, but for example the west praag lair had a great offhand for zealots, but not that good for other classes. Which was ok because there were other great pieces for other classes elsewhere.
An example from RoR can be that that you could either run 4 piece of anni/merc with ruin crit shoulders, or the crit reduction lair boss chest. You could pick what would suit your playstyle.
I had hoped as more pve content become available there will be more options to gear your character after your own preference. This recent change, however, seems to put more restrictions on gear alternatives.
Stacking crit isnt variation, its just more of one stat that some classes get more out of than others, your premise is a false one. I guess we could eliminate crit entirely from gear then you could be more free to choose this "variety" that you crave.
The essence of my post was that I think its great if people have options to use different gear, and that not all people run the same cookie cutter setups (which traumatised me in swtor).

I agree that most people will go for max crit, but why is that, imo because crit is "the name of the game". Then the problem is about the importance of a single stat. With this change the stat will remain equally important as before, but people will be more restricted in gear options. Basically the amount of crit has been nerfed, why? To increase TTK? And is this the best option?
There should be good trade-off possibilities to counter crit stacking. Variations:)

I can provide an example from my mara.
1. Run max crit setup. 4merc, ruin shoulders, t3 crit belt, bloodfist slayer, sc weapon, t4 inf cloak, max crit renown. 29% crit total.
2. 2merc, 2ruin(with shoulders), t4 inf helm, t3 crit belt, bloodfist slayer, sc weapon, t4 inf cloak, max crit renown. 26% crit, but additional strength bonus. You trade 3% crit for more strength, but also loose the 3-piece set bonus from merc.
However, now, both setups should be at 23% crit total.

I think there are some great options with jewlery, like the green t4 vendor jewlery. Or for example use skaven 3% parry jewlery with talisman slot, or genesis 3% parry 14str jewlery with possible set bonus.

Then there is the comparison with t3 inf crit belt and t4 inf belt, bad trade-off atleast for a marauder.

Regarding your second sentence. I really dont see the value or understand the need to write something like that. You think removing all crit is a good solution?
Nothing good will come out of being hostile. I simply tried to provide my opinion and feedback.
What gets to me, is that by nerfing crit they're powering procs damage and making dps more reliable in rng procs - which hasn't been addressed it yet for some odd reason.

I also agree that switching set bonus 5 with 4 makes no sense, you could at least reduce the 5% bonus to 3% and keep the gear variety for the 5th piece.
As Theo said, with this change you're not making crit less important, you're actually making even more important and funneling everyone into using 5 piece bonus.

And seriously, are Devs suggesting to remove crit altogether? Please let me know how BWs/Sorcs will function, how WE/WHs will function and how you will be able to balance everything so much easier by doing it so.. stuff I read here.. Jeez.
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Bozzax
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Re: Changelog 28/10/16

Post#143 » Sat Oct 29, 2016 8:08 am

The crit changes were made to adress the issues described here.

viewtopic.php?f=95&t=17829

I suggest you read this as it pretty much is the dev view on the mattet (crits).

Btw wait until thread opens to discuss the contents though.
Last edited by Bozzax on Sat Oct 29, 2016 8:20 am, edited 1 time in total.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

Daknallbomb
Posts: 1781

Re: Changelog 28/10/16

Post#144 » Sat Oct 29, 2016 8:19 am

Hmm looks like all cry about dat crit Thing. Looks like i dont understand WhatsApp the madder about IT? Are werden talking about a few lass % crit? Or what? Can some one explain me PLZ
Tinkabell 40/41 Magus Whaagit 40/41 SH Whaagot 40/54 BO Daknallfrosch 40/72shammy

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Tesq
Posts: 5713

Re: Changelog 28/10/16

Post#145 » Sat Oct 29, 2016 9:00 am

it didn't just nerfed crit, def tank in orvr felt the lack of block which is alredy too low.
To be clear you nerfed

3% offensive crit chance
3% offensive healing chance
2% of block rate

with this change the results it's you had for 2/3 nerfed the defense of a wb/party result in less ttk in orvr.
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Bozzax
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Re: Changelog 28/10/16

Post#146 » Sat Oct 29, 2016 9:24 am

Yep nerf to other then crits imo made less sense as there are no heal crit increasers or avoidance increasers
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Azarael
Posts: 5332

Re: Changelog 28/10/16

Post#147 » Sat Oct 29, 2016 11:26 am

Going to push a fix soon. Changes:

- General fixes from the database team for the event.
- Siege will no longer instantly disappear when in a PvE area.
- The speed effect of Pounce is 30% and lasts for 2 seconds, and will break if the White Lion uses any ability.
- Resources respawn at Battlefield Objectives 5 minutes after they are returned, rather than 3 minutes.
- The active front for your tier is sent when you log in.
- Challenge checks for hit and not for successful damage when removing stacks, to match Taunt.
- Fixed 100000 armor problem with Assault Stance and Gas Squig.

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adei
Posts: 272

Re: Changelog 28/10/16

Post#148 » Sat Oct 29, 2016 11:48 am

dur3al wrote:I also agree that switching set bonus 5 with 4 makes no sense, you could at least reduce the 5% bonus to 3% and keep the gear variety for the 5th piece.
As Theo said, with this change you're not making crit less important, you're actually making even more important and funnelling everyone into using 5 piece bonus.

And seriously, are Devs suggesting to remove crit altogether? Please let me know how BWs/Sorcs will function, how WE/WHs will function and how you will be able to balance everything so much easier by doing it so.. stuff I read here.. Jeez.
So, switching a more powerful stat bonus to a 5 piece is bad because it gives you less diversity, when a +1 to a skilltree arguable also gives you diversity in the builds you can run without having high RR. It seems all this discussion just reinforces that crit should be a stat that is harder to attain with set bonus'. You can say diversity all you want but you would just go back to using 4 piece crit and an inf/ruin piece for crit, that seems like a flawed argument when its basically, I want more crit.

Also the fact that crit is so sought after is just reinforcing the problem again about how much of a messed up stat it is. Crit will be changed and has been squashed for the time being. Also bear in mind what gear sets we are currently on, this is basically starter gear in the long run, there are plans to address these issues in a more diverse way.

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Rebuke
Posts: 388

Re: Changelog 28/10/16

Post#149 » Sat Oct 29, 2016 12:04 pm

adei wrote:
dur3al wrote:I also agree that switching set bonus 5 with 4 makes no sense, you could at least reduce the 5% bonus to 3% and keep the gear variety for the 5th piece.
As Theo said, with this change you're not making crit less important, you're actually making even more important and funnelling everyone into using 5 piece bonus.

And seriously, are Devs suggesting to remove crit altogether? Please let me know how BWs/Sorcs will function, how WE/WHs will function and how you will be able to balance everything so much easier by doing it so.. stuff I read here.. Jeez.
So, switching a more powerful stat bonus to a 5 piece is bad because it gives you less diversity, when a +1 to a skilltree arguable also gives you diversity in the builds you can run without having high RR. It seems all this discussion just reinforces that crit should be a stat that is harder to attain with set bonus'. You can say diversity all you want but you would just go back to using 4 piece crit and an inf/ruin piece for crit, that seems like a flawed argument when its basically, I want more crit.

Also the fact that crit is so sought after is just reinforcing the problem again about how much of a messed up stat it is. Crit will be changed and has been squashed for the time being. Also bear in mind what gear sets we are currently on, this is basically starter gear in the long run, there are plans to address these issues in a more diverse way.
What is the team's stance on conqueror gear? Since it is the first set that actually requires rank 40 (and the RR req isnt far off either), will it be baseline in regards to gear development and stat distribution/armor/resistances? Also dammit Ade you should know that monstro mara is op in RvR.

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gke96
Posts: 102

Re: Changelog 28/10/16

Post#150 » Sat Oct 29, 2016 12:15 pm

AWESOME PATCH!

- I support the change to guard range as a tank because i think 30 feet was so long that u couldnt deal with it with a regular knockback (need long kb) which i think it should be effective againist.

- Secondly about WL cannot punce in the air thing. SW and SH also does smth similiar like jumping back just after i knock back making my kb useless. Not sure if this needs a change like WL but i think i should remind it.
HORSEWHISPERER - PHALANX
CHOPPPA - PHALANX
COLDONE - PHALANX
SUNWHISPERER - ZERG
DOGWHISPERER - ZERG
BEARD - ZERG

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