Re: Patch Notes 10/01/2024
Posted: Thu Jan 11, 2024 1:13 am
Alright, so here are my 2cents:
- Why didn't you touch the Doks CoV prayer? That thing is super good and considered overpowered by most because with a dok in a group you barely have to use any snares and can snare targets at any range where you usually couldn't snare them. Like a SH hitting you from 115ft away with an instant arrow and snaring you with that proc. An oversight?
- Why didn't you touch the Magus M1 Grasping Darkness snare? It's a super strong snare. An oversight?
- The Engi/Magus changes are overall good, however, that new Thunderer tactic is pretty useless. Why would I take 10% pierce which equals to 144WS when I already have Fightin Chance which gives 120WS + 120BS - 120 tough. That's 10% pierce, vs 8-9% pierce + 120bs -120 tough. Engis have soo many tactics they need, that new tactics are useless for them unless they are clearly better than the ones slotted. Giving Engis a passive 10% pierce with guns would have been better or 15% pierce tactic + auto attack during casts. At the moment there is no auto attack while casting.
- Nerfing SWs that hard was unnecessary. Their ranged know down is a class unique and is identity of the class. Such abilities have to stay. About Split Arrow: Haven't checked in a while but isn't it still 65ft? No range and no damage now. Im actually suprised that you did go hard on SW when SH in melee form is the much much more powerful class. SHs in squig armor are like jumping tanks, pouncing in and out, having huge disrupt/dodge/armor and huge radius and damage. It's not even close between skirmish SW and mSH when it comes to survivability and aoe damage.
Overall I like the direction you are heading with the changes to snares and stuns.
However, when you nerf snares/kds you also have to nerf escapes and you weren't touching any of them. Like, last patch nerf to pounce and this patch nerf to snares/kds. Whos gonna stop run away gits now?
And btw: You should listen less to the destro player crying. They have very powerful classes. You don't have to make all order classes teethless just because they are not willing to deal with them. That being said, the ranged KD on eye shot has to stay, unless you are willing to cripple destro classes in the same way.
My 2 cents.
- Why didn't you touch the Doks CoV prayer? That thing is super good and considered overpowered by most because with a dok in a group you barely have to use any snares and can snare targets at any range where you usually couldn't snare them. Like a SH hitting you from 115ft away with an instant arrow and snaring you with that proc. An oversight?
- Why didn't you touch the Magus M1 Grasping Darkness snare? It's a super strong snare. An oversight?
- The Engi/Magus changes are overall good, however, that new Thunderer tactic is pretty useless. Why would I take 10% pierce which equals to 144WS when I already have Fightin Chance which gives 120WS + 120BS - 120 tough. That's 10% pierce, vs 8-9% pierce + 120bs -120 tough. Engis have soo many tactics they need, that new tactics are useless for them unless they are clearly better than the ones slotted. Giving Engis a passive 10% pierce with guns would have been better or 15% pierce tactic + auto attack during casts. At the moment there is no auto attack while casting.
- Nerfing SWs that hard was unnecessary. Their ranged know down is a class unique and is identity of the class. Such abilities have to stay. About Split Arrow: Haven't checked in a while but isn't it still 65ft? No range and no damage now. Im actually suprised that you did go hard on SW when SH in melee form is the much much more powerful class. SHs in squig armor are like jumping tanks, pouncing in and out, having huge disrupt/dodge/armor and huge radius and damage. It's not even close between skirmish SW and mSH when it comes to survivability and aoe damage.
Overall I like the direction you are heading with the changes to snares and stuns.
However, when you nerf snares/kds you also have to nerf escapes and you weren't touching any of them. Like, last patch nerf to pounce and this patch nerf to snares/kds. Whos gonna stop run away gits now?
And btw: You should listen less to the destro player crying. They have very powerful classes. You don't have to make all order classes teethless just because they are not willing to deal with them. That being said, the ranged KD on eye shot has to stay, unless you are willing to cripple destro classes in the same way.
My 2 cents.