Re: Patch Notes 27/11/2020
Posted: Fri Nov 27, 2020 6:23 pm
eng gun turret not working well. not showing the abilities,
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Warhammer Online
https://www.returnofreckoning.com/forum/
https://www.returnofreckoning.com/forum/viewtopic.php?t=42367
Like the nerf of the crit reduction from the chosen ? oh wait wasn't 2h, just 12hGrunbag wrote: Fri Nov 27, 2020 4:29 pmYes 100% RSW mirror. Not what we wanted . Again we will look into how it works on live server for some time , maybe we can increase RnS and Yer Bleedin to 100ft , but it too early to change anything . We don’t do rework to change it 2 hours after because theoricraft while reading patch notes .farng84 wrote: Fri Nov 27, 2020 4:23 pmNot sure I see the proposal of reducing the range of quick shootin'.
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Path of Quick Shootin':
-Tactic Shootin Wif' da wind: Path of Quick Shootin' abilities penetrate 25% armor.
-Run 'n Shoot base range increased to 100'
-Yer bleedin' Now stacks up to 3 times and base range increased to 100'
-Tactic Split Arrows: Run 'n Shoot and Yer Bleedin' now hit all enemies within 20' of your initial target, but their range is reduced to 65'.
-Run Away move to core abilities.
-Move Explodin' Arrer to 5pt Path of Quick Shootin'
-Add new ability "Barrage" (same as Shadow Warrior) to 13pt Quick Shootin'.
The only suggestion about reducing range was on a tactic witch would reduce from 100 to 65 ft as trade off to make the two skills aoe.
A little different
Jurki wrote: Fri Nov 27, 2020 5:50 pm Evening. Im really surprised by the changes. I can see the potential in some changes but Im afraid that most of the stuff wasnt really needed to improve the sh (as i mentioned in my proposal).
Now big shootin is more viable making the sh yet another stationary rdps the game actually had enough already or a melee meatball where you cant even see the character model lol.
Now the high mobility aspect of the class is nearly gone since the range is so heavily limited now that you cant (even if you wanted to) react in dismounting chasing enemies or keeping them away from you which you must since the fragile nature of a gobbo (as it should be).
It really feels weird to play quick shooting now. I could understand the changes if that path is like a hybrid one combining skirmish range skills and melee skills but reducing the range is really just indirectly blocking out an extremely important aspect of that path which was class defining, like the core of the class itself: the mobile, micromanaging, fast paced gameplay.
I wrote in my SH change proposal that it might be helpful, without buffing SH into the next dimension, to actually give all quick shootin abilities 100ft and to change the effect of the tactic (SWDW), as the developers did, which is nice to see. But the reduced range is a crucial and heavy limitation to the kiting aspect of the class, which was the most important tool when playing quick shootin BECAUSE the gobbo itself is fragile but fast, green and mean at the same time.
Im playing that class, as many of you guys might know, for several years and reading the patch notes and after that testing the new changes myself in the lake and sc was a really devastating experience if Im honest. I also know that it was the first step to make the changes and that feedback is helping the devs to better adjust, so i hope that there are some other SH's (and not just the melee, big shootin warband guys who have a rr45 - sorry if Im rude) who can share their thoughts too and hopefully have an impact on the next decisions of the devs regarding the SH changes.
I really, really hope, as I already told a dev via discord, that you, dear developers, look at the shootin wif da wind changes and increase the range again, because the reduced range introduced by this patch really carves out the soul of this class, dont know how to explain it in another way.
If you developers want some help or thoughts in adjusting the changes, just let me know, I would love to help.
Spot on. Going to add that both Shadow Warrior + Squig herder needs the range increase tactic in order to make their skirmish/quick shootin' tree viable and not feel like a big clunky mess.Jurki wrote: Fri Nov 27, 2020 5:50 pm Evening. Im really surprised by the changes. I can see the potential in some changes but Im afraid that most of the stuff wasnt really needed to improve the sh (as i mentioned in my proposal).
Now big shootin is more viable making the sh yet another stationary rdps the game actually had enough already or a melee meatball where you cant even see the character model lol.
Now the high mobility aspect of the class is nearly gone since the range is so heavily limited now that you cant (even if you wanted to) react in dismounting chasing enemies or keeping them away from you which you must since the fragile nature of a gobbo (as it should be).
It really feels weird to play quick shooting now. I could understand the changes if that path is like a hybrid one combining skirmish range skills and melee skills but reducing the range is really just indirectly blocking out an extremely important aspect of that path which was class defining, like the core of the class itself: the mobile, micromanaging, fast paced gameplay.
I wrote in my SH change proposal that it might be helpful, without buffing SH into the next dimension, to actually give all quick shootin abilities 100ft and to change the effect of the tactic (SWDW), as the developers did, which is nice to see. But the reduced range is a crucial and heavy limitation to the kiting aspect of the class, which was the most important tool when playing quick shootin BECAUSE the gobbo itself is fragile but fast, green and mean at the same time.
Im playing that class, as many of you guys might know, for several years and reading the patch notes and after that testing the new changes myself in the lake and sc was a really devastating experience if Im honest. I also know that it was the first step to make the changes and that feedback is helping the devs to better adjust, so i hope that there are some other SH's (and not just the melee, big shootin warband guys who have a rr45 - sorry if Im rude) who can share their thoughts too and hopefully have an impact on the next decisions of the devs regarding the SH changes.
I really, really hope, as I already told a dev via discord, that you, dear developers, look at the shootin wif da wind changes and increase the range again, because the reduced range introduced by this patch really carves out the soul of this class, dont know how to explain it in another way.
If you developers want some help or thoughts in adjusting the changes, just let me know, I would love to help.
This is highly questionable, since a reduced range is also limiting the class in its most important tool and thats kiting. Also the limited range of the pets are still an issue. The overall dmg increase wasnt needed but increasing the dmg and reducing the range is just turning the sh into a static rdps who might not even has finish em off since its in the QS path.Kabuco wrote: Fri Nov 27, 2020 6:17 pm The range reduction was obvious to anybody with a deep knowledge of class balancing after the rSW rework.
Both mastery trees we reworked are mid-range focused. Now the are really mid range and not gimped into long range.