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Changelog 28/10/16

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dur3al
Posts: 251

Re: Changelog 28/10/16

Post#31 » Fri Oct 28, 2016 3:16 pm

Did you honestly nerf guard range too? Haven't I said couple times now in this forum how range dps dominates 90% of the dps population and how melee dps currently cannot function without guard & healers? And how range dps is much more stronger for one of the realms only?

Not even mentioning the marauder TB change which seems reasonable to be fair, except Shatter Limbs apparently still not strong enough and shall remain AoE plus ID coupled with this bug report #8052 that I did, and remains unfixed gives a huge advantage to them in comparison.

Its fine tho, I'll adapt, I guess commenting and point it out isn't enough so I'm just not playing my marauder and rolling bright wizard or maybe engineer too. :lol:
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StormX2
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Re: Changelog 28/10/16

Post#32 » Fri Oct 28, 2016 3:21 pm

dur3al wrote:Did you honestly nerf guard range too? Haven't I said couple times now in this forum how range dps dominates 90% of the dps population and how melee dps currently cannot function without guard & healers? And how range dps is much more stronger for one of the realms only?

Not even mentioning the marauder TB change which seems reasonable to be fair, except Shatter Limbs apparently still not strong enough and shall remain AoE plus ID coupled with this bug report #8052 that I did, and remains unfixed gives a huge advantage to them in comparison.

Its fine tho, I'll adapt, I guess commenting and point it out isn't enough so I'm just not playing my marauder and rolling bright wizard or maybe engineer too. :lol:
Guard was working incorrectly, operating further than intended. It should now simply be working the way it should be. this is not a nerf.

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dur3al
Posts: 251

Re: Changelog 28/10/16

Post#33 » Fri Oct 28, 2016 3:23 pm

StormX2 wrote:
dur3al wrote:Did you honestly nerf guard range too? Haven't I said couple times now in this forum how range dps dominates 90% of the dps population and how melee dps currently cannot function without guard & healers? And how range dps is much more stronger for one of the realms only?

Not even mentioning the marauder TB change which seems reasonable to be fair, except Shatter Limbs apparently still not strong enough and shall remain AoE plus ID coupled with this bug report #8052 that I did, and remains unfixed gives a huge advantage to them in comparison.

Its fine tho, I'll adapt, I guess commenting and point it out isn't enough so I'm just not playing my marauder and rolling bright wizard or maybe engineer too. :lol:
Guard was working incorrectly, operating further than intended. It should now simply be working the way it should be. this is not a nerf.
Point remains, melee dps need guard to function and it was already bad enough as it was currently (bugged) - range dps doesn't, so logical conclusion is to play range dps, which also frees up the tank to go stagger/KD/punt bot for the range dps since they're not taking guard damage anyway.
Martyr's Square: Sync & Nerfedbuttons - enigma
Martyr's Square: Dureal & Method - Disrespect/It's Orz again
Badlands: Dureal & Alatheus - Exo
Karak-Norn: Sejanus - Blitz/Elementz

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StormX2
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Posts: 1080

Re: Changelog 28/10/16

Post#34 » Fri Oct 28, 2016 3:26 pm

dur3al wrote:
StormX2 wrote:
dur3al wrote:Did you honestly nerf guard range too? Haven't I said couple times now in this forum how range dps dominates 90% of the dps population and how melee dps currently cannot function without guard & healers? And how range dps is much more stronger for one of the realms only?

Not even mentioning the marauder TB change which seems reasonable to be fair, except Shatter Limbs apparently still not strong enough and shall remain AoE plus ID coupled with this bug report #8052 that I did, and remains unfixed gives a huge advantage to them in comparison.

Its fine tho, I'll adapt, I guess commenting and point it out isn't enough so I'm just not playing my marauder and rolling bright wizard or maybe engineer too. :lol:
Guard was working incorrectly, operating further than intended. It should now simply be working the way it should be. this is not a nerf.
Point remains, melee dps need guard to function and it was already bad enough as it was currently (bugged) - range dps doesn't, so logical conclusion is to play range dps, which also frees up the tank to go stagger/KD/punt bot for the range dps since they're not taking guard damage anyway.
this changes nothing.. mdps should stay with the tank, and the tank should stay with the mdps. sounds to me like a Player Issue rather than an Ability issue. If you had no mdps your rdps would be getting annihilated instead, forcing the tank to guard the rdps.

Am I missing something here?

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th3gatekeeper
Posts: 952

Re: Changelog 28/10/16

Post#35 » Fri Oct 28, 2016 3:31 pm

StormX2 wrote:
dur3al wrote:
StormX2 wrote:
Guard was working incorrectly, operating further than intended. It should now simply be working the way it should be. this is not a nerf.
Point remains, melee dps need guard to function and it was already bad enough as it was currently (bugged) - range dps doesn't, so logical conclusion is to play range dps, which also frees up the tank to go stagger/KD/punt bot for the range dps since they're not taking guard damage anyway.
this changes nothing.. mdps should stay with the tank, and the tank should stay with the mdps. sounds to me like a Player Issue rather than an Ability issue. If you had no mdps your rdps would be getting annihilated instead, forcing the tank to guard the rdps.

Am I missing something here?
that majority of the game (that I have experienced due to low population during NA times) is PUG warbands, that tanks already dont care to guard over half the time, that RDPS (as always) has a massive advantage in RvR, that you would probably be better off (in a PUG warband) to just have tanks + RPDS and leave the MDPS at home. I have a mara, its unplayable in RVR unless I get a tank to focus guard and then you have o beg for out of party heals, which never happen.

What you are saying its its not really a "player issue" but more a PUG vs Organized team issue.

The current game is 100% structured around organized play. But when a majority of players prefer to just PUG stuff, this is when you get players saying things like guard isnt good enough, MDPS are pointless etc etc.
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Akalukz
Posts: 1817

Re: Changelog 28/10/16

Post#36 » Fri Oct 28, 2016 3:32 pm

I am surprised no one is talking about the massive crit nerf from set bonuses yet.

Mara normally runs

4 Piece Merc (+5 crit) and 1 piece ruin (+3 crit) = 8% Crit

Coupled with the weapon crit nerfs, its really strange.

I wonder if they are just trying to tone down damage over all with the Crit nerf accross the board or what. Be nice if there was some explanation behind it.
Last edited by Akalukz on Fri Oct 28, 2016 3:35 pm, edited 1 time in total.
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Sigimund
Posts: 658

Re: Changelog 28/10/16

Post#37 » Fri Oct 28, 2016 3:32 pm

dur3al wrote:Point remains, melee dps need guard to function and it was already bad enough as it was currently (bugged) - range dps doesn't, so logical conclusion is to play range dps, which also frees up the tank to go stagger/KD/punt bot for the range dps since they're not taking guard damage anyway.
This is a bug fix not a nerf. The fact that the range is adjustable means that you could make a balance proposal and try to get it buffed.

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dur3al
Posts: 251

Re: Changelog 28/10/16

Post#38 » Fri Oct 28, 2016 3:33 pm

StormX2 wrote:
dur3al wrote:
StormX2 wrote:
Guard was working incorrectly, operating further than intended. It should now simply be working the way it should be. this is not a nerf.
Point remains, melee dps need guard to function and it was already bad enough as it was currently (bugged) - range dps doesn't, so logical conclusion is to play range dps, which also frees up the tank to go stagger/KD/punt bot for the range dps since they're not taking guard damage anyway.
this changes nothing.. mdps should stay with the tank, and the tank should stay with the mdps. sounds to me like a Player Issue rather than an Ability issue. If you had no mdps your rdps would be getting annihilated instead, forcing the tank to guard the rdps.

Am I missing something here?
You're missing that range dps start their damage from range?
You're missing that for people who does not have groups 100% of the time the logical pick would be a range dps instead of a melee for playing?
You're missing that that the only way a range dps would be getting "annihilated" from range is if he is getting attack by.... other range dps? Making it even a more logical pick?

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Martyr's Square: Sync & Nerfedbuttons - enigma
Martyr's Square: Dureal & Method - Disrespect/It's Orz again
Badlands: Dureal & Alatheus - Exo
Karak-Norn: Sejanus - Blitz/Elementz

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porkstar
Posts: 721

Re: Changelog 28/10/16

Post#39 » Fri Oct 28, 2016 3:37 pm

You got it wrong with the engi merc shoulders. You should have buffed the magus shoulder.
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Go play it before posting about it pal...

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StormX2
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Re: Changelog 28/10/16

Post#40 » Fri Oct 28, 2016 3:40 pm

But that will always be the case? Have no Friends or Guild to run with, then you run the risk of being a useless sign post in RvR.

What you defined actively is a "Player Issue" who is choosing not to give guard? a Player, who is choosing to not stay next to that guard? the player. Who chose to play the MDPS in an RvR situation without a Pocket Healer/Guard? the player..

Seriously guys, FIXING Guard to work CORRECTLY, should be the last thing people are complaining about.



@dur3al that was a waste of a reply to me... my conversation never had anything to do with making people more interested in rdps over melee.. you seem to keep forcing that into the conversation. RDPS Can Still get mauled by meleedps AND rdps so I just dont understand your point here.

Most people here just play both classes... If you are getting your butt reamed all day on your Choppa, then switch it up and jump on your sorc. or you know, make some friends, get some guild groups running.

Personally I am more than okay with people wanting to play RDPS over Melee, but then again I was never discussing or giving a **** about that in the first place.

Guard was fixed, anyone want to complain about it Further, PLEASE write up the correct Proposal to bring Balance to the changes.

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