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Re: Patch Notes 5/5/2018
Posted: Sat May 05, 2018 8:45 am
by daniilpb
I guess, you can’t heal pets with Khaine's Refreshment, for example.
Re: Patch Notes 5/5/2018
Posted: Sat May 05, 2018 8:50 am
by Natherul
daniilpb wrote: Sat May 05, 2018 8:45 am
I guess, you can’t heal pets with Khaine's Refreshment, for example.
correct
Re: Patch Notes 5/5/2018
Posted: Sat May 05, 2018 9:15 am
by Aurandilaz
What is the new upper value of keep capture? Also why is there even need for an upper value; if you contribute huge amounts over several hours, why still receive limited rewards?
Re: Patch Notes 5/5/2018
Posted: Sat May 05, 2018 9:17 am
by Natherul
Aurandilaz wrote: Sat May 05, 2018 9:15 am
What is the new upper value of keep capture? Also why is there even need for an upper value; if you contribute huge amounts over several hours, why still receive limited rewards?
You are already double dippin since you get from keep and zone lock.
Upper limits are needed as there are cases where the system get an overflow somewhere and would otherwise instantly get you to 80.
Upper limit for a rr 40 from a keep take is now 10k
Re: Patch Notes 5/5/2018
Posted: Sat May 05, 2018 9:24 am
by hogun
I am quite surprised at all these nerf of the engineer, to believe that I had not seen this overpowering on the live .... Finally no one had seen a priori view that the engineer was considered as a dps very average.
- Nerf of the m2
- Bugman's nerve limited to group heal
- nerve of the turret survibility
- turret heal nerve
new game system interressent but that alters the time to maximize the damage (16s) which is not possible seen that it does not survive!
I have trouble understanding the idea of class balance.
I wonder who influences these orientations which destroys the new system put in place ...
Re: Patch Notes 5/5/2018
Posted: Sat May 05, 2018 9:28 am
by hogun
Would it be possible for you to modify the mitigation of proc domage instead? view that they are ilogically little mitigation?
Re: Patch Notes 5/5/2018
Posted: Sat May 05, 2018 9:34 am
by Natherul
AOE healing on pets were never intended and did not to the teams knowledge work on live.
Re: Patch Notes 5/5/2018
Posted: Sat May 05, 2018 10:07 am
by Lheana
Lilim wrote: Sat May 05, 2018 7:01 am
wargrimnir wrote: Sat May 05, 2018 6:54 am
Norkalli
[11591] Item now properly set to spear
Thx for the update
But this link has a typo.
Typo in the link corrected

Re: Patch Notes 5/5/2018
Posted: Sat May 05, 2018 10:39 am
by Sedok
Rydiak wrote: Sat May 05, 2018 7:56 am
Magus and Engineer pets are AoE damage immune. Why should AoE healing be any different?
The patch notes say "they won't melt", not that they are immune to AoE damage; and they certainly aren't, my Blue Horror already struggles enough as is to survive keep defenses. If it becomes immune to AoE healing, then Blue Horror/Flame Turret are now useless because it will die almost instantly and you won't even get to 3 damage stacks. Your only option now is the Flamer/Bombardment Turret (who were already a competitive option to begin with, one of the reasons being that they could be placed well back and wouldn't die, thus preserving your damage bonus). I can't see the reasoning behind this change, does have something to do with the other classes' pets?
Ceithin wrote: Sat May 05, 2018 8:11 am
Magus and Engineer have a tactic to instant summon a demon/turret with no AP cost
No, Chaotic Attunement allows Daemons to be summoned instantly and reduces Resummon's cost to 0 AP. The normal Daemon summons still cost 55 AP with the tactic.
Re: Patch Notes 5/5/2018
Posted: Sat May 05, 2018 10:54 am
by Sedok
Natherul wrote: Sat May 05, 2018 9:17 am
You are already double dippin since you get from keep and zone lock.
Upper limits are needed as there are cases where the system get an overflow somewhere and would otherwise instantly get you to 80.
Upper limit for a rr 40 from a keep take is now 10k
Double-dippin' has negative implication to it, where as I see someone in a zone for a few hours as one of the main people pushing the war forward and should justly rewarded for it.
Are those cases fixable? Or is the limit something the team wishes to retain?
Do you guys collect data from the server? Like do you know the average renown gained from a keep take/zone lock? Are most players actually near or at the limit? Be interesting to know.