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WH/WE Changes

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Jaycub
Posts: 3130

Re: WH/WE Changes

Post#11 » Wed Sep 30, 2015 4:13 am

<Lords of the Locker Room> <Old School>

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Jaycub
Posts: 3130

Re: WH/WE Changes

Post#12 » Wed Sep 30, 2015 4:16 am

Moeroes wrote:Good points Jaycub. I think Stealth absolutely needs to stop breaking on random AoE. It's bad enough you can be seen through stealth by enemy players but being taken out of it by AoE makes it borderline useless. That's one of my biggest concern with WE/WH right now.
I am fine with AoE breaking it, because stealth does need some kind of counter play to keep it from becoming broken. invisibility should never equal invincibility.

However I feel like the way it is currently implemented is far too punishing, specifically in it's availability of use. And don't forget that we have abilities also tied into stealth that are pretty important/potent to our class. And the frequency at which we are able to use those are very low, and those abilities are not exclusive to WE/WH or extremely powerful to warrant it. Other classes get essentially the same skill on a 20 sec cooldown without the punishing conditional aspect tied to it.
<Lords of the Locker Room> <Old School>

Moeroes
Posts: 54

Re: WH/WE Changes

Post#13 » Wed Sep 30, 2015 4:29 am

Well I'm not fine with it, I think it should be as on live were you could be hit by AoE while in stealth but it wouldn't break it. Getting knocked out of stealth means you will hardly ever be able to get to your target in every situation outside 1vs1 because of the amounts of AoE flying around in every fight.
It's badenough players can see you through stealth and the fact that it's randomly breaking from time to time (to be fair this was much worse on live).

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noisestorm
Posts: 1727

Re: WH/WE Changes

Post#14 » Wed Sep 30, 2015 4:49 am

guys, aza is well aware that stealth generally is not working as intended. so calm your tits and wait a bit. the aoe unstealth will get fixed at some point and make the whole situation a lot better. (i also reported him a few minor extra issues regarding wh).

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Nemoel
Posts: 63

Re: WH/WE Changes

Post#15 » Wed Sep 30, 2015 5:37 am

I agree with stopping stealth to break from AoE and taking the kisses/bullets out of gcd.
Nemoel - dok
Knusperliesel - we -> renamed to Paranoia
Fiennez - wl

geezereur
Posts: 669

Re: WH/WE Changes

Post#16 » Wed Sep 30, 2015 7:52 am

I only agree with the Stealth changes, but these changes =


Feinted Positioning (Core) - CD reduced to 30 seconds, duration reduced by half (3.5 seconds), AP cost reduced from 25 to 15. This skill again is so core to WH/WE yet at 60 sec CD you find yourself without it a lot. The reduction in time balances it out, the shorter duration but more frequent availability of the skill reflects its use as a skill used to get off positionals when you are unable to. Which is often any time you are in meele range and your snare immunity is off CD. This also gives a bit more viability to the WH/WE's situation with snaring.


I dont agree with this 3,5 seconds Feinted Positioning as this will hurt Witch Elfs more than Witch Hunters
because of the 25% kiss proc chance. Witch Hunters are already stronger atm not but much but still.

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Jaycub
Posts: 3130

Re: WH/WE Changes

Post#17 » Wed Sep 30, 2015 8:13 am

What does FP have to do with kisses? I'm not saying you are wrong just curious.
<Lords of the Locker Room> <Old School>

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wos
Posts: 218

Re: WH/WE Changes

Post#18 » Wed Sep 30, 2015 10:36 am

this look like its leading to god mode when the level 27 to 40 spells come in to play a small change in this game can give big advantage

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Azarael
Posts: 5332

Re: WH/WE Changes

Post#19 » Wed Sep 30, 2015 12:22 pm

Stealth will no longer break when taking AoE damage.

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Coryphaus
Posts: 2230

Re: WH/WE Changes

Post#20 » Wed Sep 30, 2015 12:31 pm

What? Come on

That was one of the best ways to counter stealth

We/wh are solo pick off classes they shouldn't be running through aoe spam anyway
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