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Patch Notes 15/9/2017

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ragafury
Posts: 684

Re: 15/9/2017 Patch Notes

Post#41 » Fri Sep 15, 2017 11:00 am

Aurandilaz wrote:lets see; core bombers and their M2s (no one has time for M4 with your latest adjustments where you might get it 1 min after fight is over)
BW: Ruin and Destruction 1200 moral dmg within 30 feet
SW: Outrider Patrol 1200 moral dmg within 20 feet targeted area

Sorc: ...FM? or lets wait 1min for M4 hue so maybe its ready for next fight
SH: ...Squig Goo, 900 moral dmg over 9 seconds, gee I wonder if healers can handle that and oh gee, what a nasty snare
That's the funny part of the story.
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flintboth
Posts: 440

Re: 15/9/2017 Patch Notes

Post#42 » Fri Sep 15, 2017 11:02 am

If you kill all enenies on the BO, the BO is out of control so you can't use the teleport. This is the challenge !
One FG can take a BO and like this open the teleport for their Realm mate before the Blob inc.
The question is : it is better to make the teleport unable if there is one or some enemies in the zone of the BO ? And is it possible ?
Last edited by flintboth on Fri Sep 15, 2017 11:06 am, edited 2 times in total.
monkey 079 (test failure - escaped)

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Glorian
Posts: 5002

Re: 15/9/2017 Patch Notes

Post#43 » Fri Sep 15, 2017 11:04 am

Yes Transporters are on a six second cooldown per person. Meaning you can teleport a warband in two minutes.

If an enemy warband takes the BO half way in you might have a problem. ;)

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Yaliskah
Former Staff
Posts: 1985

Re: 15/9/2017 Patch Notes

Post#44 » Fri Sep 15, 2017 11:10 am

Collateral wrote:
Grobbok wrote:
wargrimnir wrote: - Proximity Flags from T1 are now implemented in T2, T3 and T4.
for me it looks like very bad idea
completely destroy small scale rvr
now all who want join zerg just teleport to BO where zerg is
According:
1- You can teleport 1 guy every 6 seconds from warcamp to a controled and UNCONTESTED BO (some math : 2 minutes to send a warband), i'm not sure this will break anything. Unless you let your enemies holding BOs of course :). You just have to start a fight around a BO to cancel portal usage.

2- Using teleport will cost resource and then, slow your realm ranking, this option will ask some questioning for the user. I know this is hard to catch right now (it is a big change).

3- The system is the same than the T1. The purpose and the population is completely different. In T1 it give possibility to move fast in a very big map when players have a very slow mount. In higher tier, it is supposed to add some tactical importance to BOs and provide extra entrance in the zone, completely contestable, at any moment.

4- I don't think Warhammer is a horse race game. Travelling across the map for hours, just die and repop maybe more frustrating than anything.

You have understood the first impact of this Grobbok. Now, i let you imagine the biggest implication in the global canvas :). What you predict will happen if your realm let this happen. Once again, my goal is to provide options for both side.

Maybe thats a "very" bad idea, maybe not. If in time it appears it ruins the quality of the game, i'll do my mea culpa, and we will simply remove this option. I'm not looking to impose bad solutions. But if i don't see it, if we don't test it, we will never know. Same for multi-pairings. I remember fisrt hours of new T1 system. That was confusing for everyone, but well, after some time of experiment/adaptation, it works (better than before, with more pairings opened).

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Hargrim
Former Staff
Posts: 2465

Re: 15/9/2017 Patch Notes

Post#45 » Fri Sep 15, 2017 11:34 am

Gerv wrote:
Fractus wrote:Where do we hand in Conq kill quests now please? NPC's aren't spawned on contested BO's.

Thanks,
This.
Most important question of the thread, clear priorities :!:
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forsa
Posts: 154

Re: 15/9/2017 Patch Notes

Post#46 » Fri Sep 15, 2017 11:44 am

Don't understand all those who oppose new BO system. Previous one was much worse.

Especially about "no more roaming" part - now you can roam with a small party and kill all those leechers on the BO, and the teleports won't save them. You can now climb out of blocked WC with small groups and cap additional points CREATING orvr instead of being limited to flying to other zones for ninja capping.

You can even bait WB's using old " Lone guy on BO" trick.

I have a suggestion of adding soft BO locking, something like this :

After you have held BO for 30 sec a guard appears.
He will fight as before , but will LEAVE if there are no players nearby after 15 seconds.
Guars accumulate up to previous numbers per BO, granting old quest giver boss NPC after ~3-5 min.
(Boss can be a hero, who will leave after other npc guards have left)
BO cant be captured and stays contested while guards are alive.

This will add back the capturing and holding BO feel and Conq quest, without changing new system.
Last edited by forsa on Fri Sep 15, 2017 12:00 pm, edited 2 times in total.

dansari
Posts: 2524

Re: 15/9/2017 Patch Notes

Post#47 » Fri Sep 15, 2017 11:47 am

I'm indifferent to the removal of UF. We'll see how it plays out.

One thing I've been wanting to ask for while, though, is: is it the team's intention to keep "morale bombing" in warband play viable, or will the team work to diminish morale bombing, whatever that might look like (decreasing morale pumps, removing big damage morales from the game, etc.) And if the former, any chance we could see speccable m2s and m3s in the future? Obviously that would require a lot of the development of new skills, but understandably down the road. If the latter, would we see speccable abilities to take the place of morales down the road (things like the bowling ball skill torque talked about for SHs)? Those abilities might have 1-2 minute cooldown timers to act like morales but might not have the same damaging effect.
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Fractus
Posts: 82

Re: 15/9/2017 Patch Notes

Post#48 » Fri Sep 15, 2017 12:39 pm

I think Morale bombs are really hard to achieve well, as it requires a lot of teamwork, coordination and training, and that's a good thing, challenging and rewarding teamwork, in a team based game, just makes sense.

Morale bombs in ORVR warband style, only work in practice when you have at least x7 players using the same range damage on the same targets, that's how it works in practice, also M4 doesn't happen, only M2, because the side that uses M2 on enough enemy first wins.
(7 x 1200 = 8400 health gone and therefore most classes total health)

So in practice and my experience playing organised wb's on both sides the only real morale bombs that work are raze, maybe great fang(mara), but not really.

That's because Raze is:
1 - 65 ft range not 20/30ft like others
(pack your wb within 30ft of 1 player, use guard to find range, and see how long they can stay inside this once moving/attacking, i give 5 secs)
2 - You will not have x7 of any class other than tanks

I think balancing them in practical ORVR use, just needs to make sure that each side has equal timed access to an equal range and damage morale bomb, from a few classes, or archtype, not relying on the fact you need 7 mara's to log on tonight and be in wb, or 7 BW's, 7 tanks (archtype) is a better chance.

Would be fun to see some other archtype based morales with 65ft range to create more options

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Aurandilaz
Posts: 1896

Re: 15/9/2017 Patch Notes

Post#49 » Fri Sep 15, 2017 12:52 pm

dansari wrote:I'm indifferent to the removal of UF. We'll see how it plays out.

One thing I've been wanting to ask for while, though, is: is it the team's intention to keep "morale bombing" in warband play viable, or will the team work to diminish morale bombing, whatever that might look like (decreasing morale pumps, removing big damage morales from the game, etc.) And if the former, any chance we could see speccable m2s and m3s in the future? Obviously that would require a lot of the development of new skills, but understandably down the road. If the latter, would we see speccable abilities to take the place of morales down the road (things like the bowling ball skill torque talked about for SHs)? Those abilities might have 1-2 minute cooldown timers to act like morales but might not have the same damaging effect.
Moral bombing was semi-viable for Destruction (Squigs + tanks), but now its just tanks with their heavily nerfed moral tactics

However, for Order you still have BW and SW with perfectly viable M2 moral bombing accompanied by tanks (because of heavy nerfs to Destro, Order tanks will not be that late to the M2 dumping party compared to how it was)

Considering how Order gets to keep BW + SW M2s, warband moral bombing is perfectly viable, that is, if you are playing Order.
Sorc or Squig M4 will arrive to the fight after maybe 2 mins, whereas BW with tactic dumps their M2 in about 12 seconds, unless pumped by an AM and in 7-9 seconds.

So I guess I will be ranking up my BW next...

Atm I'm not sure if this is an "accidental" rebalancing effort, or fully 100% calculated plan to do weird rebalancing between moral bombing WBs and their respective core bombing classes, but I think it might just be "oops", there goes Destruction moral bombing. :)

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wiscel
Posts: 487

Re: 15/9/2017 Patch Notes

Post#50 » Fri Sep 15, 2017 1:00 pm

What I like from the new BO system is I like the portals, but the part of standing there all the time isn't much fun.
And to have all zones open at the same time is a bit too much, we now see people take empty zones/keeps even when they know there are no rewards. And most of the time I'm looking for orders to kill. Maybe limit it to 2 or 3 zones open at the same time?
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