Recent Topics

Ads

Patch Notes 21/10/17

Forum rules
Before posting on this forum, be sure to read the Terms of Use
User avatar
Hargrim
Former Staff
Posts: 2465

Re: Patch Notes 21/10/17

Post#21 » Sat Oct 21, 2017 11:40 am

bwdaWAR wrote:How does the healing aggro affect engineers with keg? I had the impression I had unmanageable levels of aggro today, even with constant Taunt/Detaunt.
If you heal / overheal a lot of people you might have a problem.

Yes, overhealing is a thing now.
Image

Ads
bwdaWAR
Posts: 309

Re: Patch Notes 21/10/17

Post#22 » Sat Oct 21, 2017 11:50 am

Hargrim wrote:
bwdaWAR wrote:How does the healing aggro affect engineers with keg? I had the impression I had unmanageable levels of aggro today, even with constant Taunt/Detaunt.
If you heal / overheal a lot of people you might have a problem.

Yes, overhealing is a thing now.
Engineers don't get Subtlety though. Or any other aggro reduction tactics (that I'm aware of).

User avatar
anarchypark
Posts: 2085

Re: Patch Notes 21/10/17

Post#23 » Sat Oct 21, 2017 11:54 am

Natherul wrote:keep in mind both tank and healers should slot hate tactics and overhealing is worth more hate, so dont spam heal on people anymore! :D
This is amazing. I really like player skill mechanic.
SM8, SW8, AM8, WL7, KoBS6, BW6, WP8, WH7, IB8, Eng5, RP5, SL6
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm6, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)

User avatar
Theseus
Posts: 526

Re: Patch Notes 21/10/17

Post#24 » Sat Oct 21, 2017 11:55 am

anarchypark wrote:
Natherul wrote:keep in mind both tank and healers should slot hate tactics and overhealing is worth more hate, so dont spam heal on people anymore! :D
This is amazing. I really like player skill mechanic.
Yeah, I like it too....

But now we need to adjust the skill to the mechanic.^^
Andyrion Ulthenair
Arphyrion Soulblade

User avatar
anarchypark
Posts: 2085

Re: Patch Notes 21/10/17

Post#25 » Sat Oct 21, 2017 12:00 pm

Theseus wrote:
Yeah, I like it too....

But now we need to adjust the skill to the mechanic.^^
I wanna test my tanking skill. so little time to play these days.
SM8, SW8, AM8, WL7, KoBS6, BW6, WP8, WH7, IB8, Eng5, RP5, SL6
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm6, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)

User avatar
gke96
Posts: 102

Re: Patch Notes 21/10/17

Post#26 » Sat Oct 21, 2017 1:31 pm

"-Channeled abilities such as Enraged Beating will now function correctly and apply their effects to the caster and not the victim."

Well I just tested it on SM Ether Dance and it still apply on the victim. Did I misunderstand something?
HORSEWHISPERER - PHALANX
CHOPPPA - PHALANX
COLDONE - PHALANX
SUNWHISPERER - ZERG
DOGWHISPERER - ZERG
BEARD - ZERG

User avatar
peterthepan3
Posts: 6509

Re: Patch Notes 21/10/17

Post#27 » Sat Oct 21, 2017 3:45 pm

gke96 wrote:"-Channeled abilities such as Enraged Beating will now function correctly and apply their effects to the caster and not the victim."

Well I just tested it on SM Ether Dance and it still apply on the victim. Did I misunderstand something?

I'm more intrigued to see if Aura will be able to now show abilities such as Rend Soul/Ether Dance for easier interrupts 8-)

Another point: am I right in assuming that people will now need to pay attention to PvE tactics whilst doing RvR?
Image

User avatar
Hargrim
Former Staff
Posts: 2465

Re: Patch Notes 21/10/17

Post#28 » Sat Oct 21, 2017 3:49 pm

peterthepan3 wrote:Another point: am I right in assuming that people will now need to pay attention to PvE tactics whilst doing RvR?
No, they can just git gut, l2p and skip this tactic. You should be familar with this line ;).
Image

Ads
User avatar
DokB
Posts: 538

Re: Patch Notes 21/10/17

Post#29 » Sat Oct 21, 2017 4:16 pm

Yeah just tell those stupid healers to stop overhealing when there's 100 angry order/destro players trying to force their way into the keep to wipe you. Temperamental keep lords are sick of healers ruining everything and have had enough!
Zoggof - Black Orc
Doinks - Ironbreaker
Leatherman - Blackguard

Coma
Posts: 167

Re: Patch Notes 21/10/17

Post#30 » Sat Oct 21, 2017 4:19 pm

DokB wrote:
Coma wrote:
DokB wrote:Interesting how much healing takes aggro now.

Was slotted in Menace and repeatedly using my threat building skills and I still couldn't hold the lord from pulling off onto random healers, especially DoKs.
lord will be hell for healer now... tank/dps have their aggro greately reduced due to inflicting low damage but healer still hela for their full values... id there is the other faction around causeing damage that have to be healed ... it will be really hard to keep the lord in place.

there is probably a need to review how damage on lord work ;)
Healers have access to Subtlety, but then does every healer need to slot it, losing a tactic just to PvE the keep lord? Then factor in the defending faction constantly pushing back in to wipe the attackers who are busy trying to manage the PvE game that is holding the keep lord and not resetting it.

Just then we took so long on the keep lord that Order captured all the BO and got 5 stars and locked the zone because keep lord kept resetting, despite us still being on the keep and wiping order several times who pushed back in.
subtley reduce aggro generated from heals by 25%...
How much does the lord ramage reduction reduce the damage of tank or dps? An estimation is probably around 90% (on my WE i don't see 3digit damage normaly ^^' compared with 900-1200 that I see on player).

With this said, aggro (unless something changed from live to here ^^') is calculated based on several factor but the main factor is damage (status and debuff also generate aggro but status are subjected to immunity and usually have noticeble CD...).
Menace as well as some specific skill apply a "multiplicator" to aggro generated... but even if you multiply the aggro generated by your damage by 10X (and I seriously doubt that you can reach such a multiplier... maybe only IB with double aggro tactic), you will at best generate aggro as if you were dealing 1000 damage (actualy is probably closer to 500... If a dps barely scratch 3 digit I doubt a tank can go above 50 ^^').
Healing on the other hand don't have to go trough reductions... even if you slot subtley you will still be generating aggro for 75% of your effective healing (and here I hope that aggro only take into account effective healing and not overhealing... or we are simply screwed ^^') an HoT can tick for 300-400 an AoE heal for 900-1200 (not using top value that require BiS)... you can do your math... the boss hit hard and the tank need to be healed... other players get damaged by AoE and need to be healed... all those healing stacked toghter are probably 20 or 30 time the amount of damage dealt to the boss... and this is without intervention from the opposite faction... that would require additional healing.
Here too in regard to opposite faction intervention... healing, no matter WHO you heal will generate aggro for your full effective healing on all targets as long as at least one of the person healed is or WAS engaged with the mob, for damage instead only the damage dealt to the mob is calculated, so if the opposite factione get in, dps will leave boss, they will take damage, the healer will heal them and will GENERATE ADDITIONAL AGGO ON THE BOSS...

simple as it is... with the massive damage reduction on the boss unless some radical change is done at how aggor is generated compared to how it was in live I see really little hope for tank to keep lord away from healer for more than a few second at a time ^^'

Who is online

Users browsing this forum: No registered users and 5 guests