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Re: Patch Notes 5/5/2018

Posted: Sat May 05, 2018 11:22 am
by Natherul
Sedok wrote: Sat May 05, 2018 10:54 am
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.
The limit is usually way higher then what you can get from a zone lock, however if you max the limit of what a zone can give you wont go over the rr gain limit unless you have additional gains from something.

That said those limiters are not going anywhere, they might get adjusted but they are there as a safeguard.

Re: Patch Notes 5/5/2018

Posted: Sat May 05, 2018 11:38 am
by Aurandilaz
Could you raise the limits to say 30-50k? range? 10k is still somewhat low if you are fielding a full guild warband that has been stomping the zones for 3-4 hours. (with 1k cap... well, our enthusiasm was somewhat low) (especially when previously depending on fight sizes we were receiving 20-40k ticks from keeps depending just how huge and bloody the battle had been)
And would that 10k be what sub40 gets or what higher ranks get? (meaning 5k cap for higher ranked because -50% after rr40?)
Because if you are giving up Scs for fast reliable renown gain and doing your best to get a zone captured by spending 3-6 hours there with the focus on locking it down for your realm... well, with 10k cap you would be better off by grinding scs.

Obviously some people still play for their realm and advance the frontline to enemy city, some go for keep captures because they deem it fun and challenging, but for many of us its just a matter of comparing possible renown gain from there versus possible renown gain from some other part of the game. (different incentives and preference, nothing new)

Re: Patch Notes 5/5/2018

Posted: Sat May 05, 2018 11:55 am
by Renork
I honestly don’t see a problem with pets not benefitimg from group heals. I don’t remember aoe heals working on pets on live either.

Re: Patch Notes 5/5/2018

Posted: Sat May 05, 2018 1:24 pm
by Natherul
Aurandilaz wrote: Sat May 05, 2018 11:38 am Could you raise the limits to say 30-50k? range? 10k is still somewhat low if you are fielding a full guild warband that has been stomping the zones for 3-4 hours. (with 1k cap... well, our enthusiasm was somewhat low) (especially when previously depending on fight sizes we were receiving 20-40k ticks from keeps depending just how huge and bloody the battle had been)
And would that 10k be what sub40 gets or what higher ranks get? (meaning 5k cap for higher ranked because -50% after rr40?)
Because if you are giving up Scs for fast reliable renown gain and doing your best to get a zone captured by spending 3-6 hours there with the focus on locking it down for your realm... well, with 10k cap you would be better off by grinding scs.

Obviously some people still play for their realm and advance the frontline to enemy city, some go for keep captures because they deem it fun and challenging, but for many of us its just a matter of comparing possible renown gain from there versus possible renown gain from some other part of the game. (different incentives and preference, nothing new)
The upper limit is 10k for rr 40+ and the calculation was also redone to award a lot more but with the cap as max. The calculation have a way higher base value now but kills in the vicinity if keep still increase this value.

And no the cap wont be increased more (at least for now). If anything we might adjust the zone claim reward rather then increase the keep take further

Re: Patch Notes 5/5/2018

Posted: Sat May 05, 2018 1:36 pm
by anarchypark
funnel farmers, lord room farmers, top floor farmers already looking for opportunities.
and cry more even b4 started.
dang where is the soldiers.

Re: Patch Notes 5/5/2018

Posted: Sat May 05, 2018 3:42 pm
by zgolec
wargrimnir wrote: Sat May 05, 2018 6:54 am
Natherul
- Fix the self healing part of:
Aegis of Orange fire
Da Thoughest
Furious Mending
Fixed how? Any clarification on this?

Re: Patch Notes 5/5/2018

Posted: Sat May 05, 2018 3:50 pm
by Natherul
zgolec wrote: Sat May 05, 2018 3:42 pm
wargrimnir wrote: Sat May 05, 2018 6:54 am
Natherul
- Fix the self healing part of:
Aegis of Orange fire
Da Thoughest
Furious Mending
Fixed how? Any clarification on this?
as in something made them break and they did not heal at all the extra hp that you were given.

Re: Patch Notes 5/5/2018

Posted: Sat May 05, 2018 4:00 pm
by zgolec
Natherul wrote: Sat May 05, 2018 3:50 pm
zgolec wrote: Sat May 05, 2018 3:42 pm
wargrimnir wrote: Sat May 05, 2018 6:54 am
Natherul
- Fix the self healing part of:
Aegis of Orange fire
Da Thoughest
Furious Mending
Fixed how? Any clarification on this?
as in something made them break and they did not heal at all the extra hp that you were given.
Been a while since i played WL. Thx for answer.

Re: Patch Notes 5/5/2018

Posted: Sat May 05, 2018 6:01 pm
by Glorian
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
Instant summoning is not the problem. Problem is every resummoning reduces 4 stacks on the pet. Meaning you never reach your big damage boost. Or your Range, Tick or AoE Cap increase. The named Tactic "Well-Oiled machine" is a must for the Engi nowadays as the Tactic "Expert Skirmisher" was fixed and doesn't work now allways on your turret to half the build times.

Anyway, as Hogun states it is an Engi/Magus Nerf. And Funneling is/was the last usefull position of an Engi. You aren't part of any 6 men meta and even in Warbands a maximum of 1 Engi is deemed usefull.

Recent Reports say the turret dies almost instantly in any battle situation and now it isn't affected by AoE Heals, or the Engis Keg.

Re: Patch Notes 5/5/2018

Posted: Sat May 05, 2018 6:48 pm
by Aurandilaz
Group HoT and group heal did heal pets on live.