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Patch Notes 16/12/2017

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Natherul
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Re: Patch Notes 16/12/2017

Post#21 » Sat Dec 16, 2017 11:54 am

Remember that AFKing in SCs are still a douche thing to do and may warrant a GMs attention

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Thamor
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Re: Patch Notes 16/12/2017

Post#22 » Sat Dec 16, 2017 11:56 am

Mmm buffs to destruction...nerfs to Order. Not saying the changes are bad or good. Maybe only wondering still that WL knockdown change, can they get the KD cooldown reduced to 20s then?

One other wish is there any possibility to get the RP & Zealot stagger skill to 1s casting time as now as instant that is instant catch ability. Anyway RP & Zealot are already godlike healers that do about everything better as healers than any other healing class...
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rmpl
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Re: Patch Notes 16/12/2017

Post#23 » Sat Dec 16, 2017 12:22 pm

wargrimnir wrote: Natherul
- Loosing a SC will now reward a 1 emblem minimum
It's losing, not loosing. Sorry Natherul, I had to.

Great patch overall though.

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Natherul
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Re: Patch Notes 16/12/2017

Post#24 » Sat Dec 16, 2017 12:25 pm

rmpl wrote:
wargrimnir wrote: Natherul
- Loosing a SC will now reward a 1 emblem minimum
It's losing, not loosing. Sorry Natherul, I had to.

Great patch overall though.
fixed the typo. I blame it on English not being my native tongue :D

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LordPiss
Posts: 42

Re: Patch Notes 16/12/2017

Post#25 » Sat Dec 16, 2017 12:42 pm

wargrimnir wrote:
Torquemadra
Squig Herder/Shadow Warrior
- Restructured Sticky Squigz and Whirling Pin in order to prevent the jump back from failing if nearest player is snare immune. NOTE it will still fail to knock you back if you are rooted, this is INTENDED behaviour.

Big WE/WH nerf here...

I think it was legit the way it was working so far. No more chance to kill decent SHs for a WH now.

Right after stun => Pots + KD + kite = easy mod...
Don't even need pots anymore I guess.
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Krima
Posts: 616

Re: Patch Notes 16/12/2017

Post#26 » Sat Dec 16, 2017 1:05 pm

LordPiss wrote:
wargrimnir wrote:
Torquemadra
Squig Herder/Shadow Warrior
- Restructured Sticky Squigz and Whirling Pin in order to prevent the jump back from failing if nearest player is snare immune. NOTE it will still fail to knock you back if you are rooted, this is INTENDED behaviour.

Big WE/WH nerf here...

I think it was legit the way it was working so far. No more chance to kill decent SHs for a WH now.

Right after stun => Pots + KD + kite = easy mod...
Don't even need pots anymore I guess.
Pistol whip - torment - Bal ? for sure they need pots..
Dragon gun is range KD also ! oh wait... bal is too good to pass on :roll:
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GodlessCrom
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Re: Patch Notes 16/12/2017

Post#27 » Sat Dec 16, 2017 1:19 pm

Very cool 2h Chosen changes :D Will try em out asap!
Rush in and die, dogs - I was a man before I was a king!

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LordPiss
Posts: 42

Re: Patch Notes 16/12/2017

Post#28 » Sat Dec 16, 2017 1:24 pm

Krima wrote:
LordPiss wrote:
wargrimnir wrote:
Torquemadra
Squig Herder/Shadow Warrior
- Restructured Sticky Squigz and Whirling Pin in order to prevent the jump back from failing if nearest player is snare immune. NOTE it will still fail to knock you back if you are rooted, this is INTENDED behaviour.

Big WE/WH nerf here...

I think it was legit the way it was working so far. No more chance to kill decent SHs for a WH now.

Right after stun => Pots + KD + kite = easy mod...
Don't even need pots anymore I guess.
Pistol whip - torment - Bal ? for sure they need pots..
Dragon gun is range KD also ! oh wait... bal is too good to pass on :roll:

Hehe I don't get your answer at all...

Why would you chose a 2nd KD skill when your target is under immunity for 30sec from 1rst KD anyway... I mean that kind of fight never last 30sec.

And if a stealth class which has to take high risks to get to "squishy" ranges classes, can't beat them in engaging under stealth, what's the point playing it ?
I mean some classes from both sides are made to beat some specific classes from the other side in some specific situations. If an engage from "stealth" doesn't mean a rdps kill the most part of the time, that's wrong.

Just my opinion.
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peterthepan3
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Re: Patch Notes 16/12/2017

Post#29 » Sat Dec 16, 2017 1:37 pm

To be fair, it's kinda a big deal for WH/WE, who are already arguably at the 'bottom of the barrel': now they can be cc'd even more, have dots break stealth, have a never ending pushback on stealth from a squig pet, so the ability just cancels, etc.
Last edited by peterthepan3 on Sat Dec 16, 2017 2:39 pm, edited 1 time in total.
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Brizio
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Re: Patch Notes 16/12/2017

Post#30 » Sat Dec 16, 2017 1:57 pm

Another WL nerf, but no biggie.

Now the Squig/SW change is awfull. SW and squig already have other mchanics avoid melee combat, they dont need this buff. Ppl should learn to use stance and squig armor....and when to use the jump. Well, too bad for Slayer/Choppa/WE/WH, after all, we have few ranged playing.

Instead, we could use some work on healing AM or Choppa. Classes that realllyyyy need changes!

Anyway, really nice changes, dungeons and SC. Thanks!

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