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Patch Notes 20/05/2021

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nat3s
Posts: 470

Re: Patch Notes 20/05/2021

Post#331 » Fri May 21, 2021 6:28 pm

wargrimnir wrote: Fri May 21, 2021 1:21 am
Naelar wrote: Fri May 21, 2021 1:17 am
CountTalabecland wrote: Fri May 21, 2021 12:20 am Be more salty destro holy ****

First of all play the game and test before taking your shits on these patch notes

Second, everything that was done here makes sense with recent meta. Maybe some will be reverted but overall these are for the good of the game balance.

How destro can look at the last 5 months and think they have been the underdog is beyond me
Probably because, during most of that time (especially the last two months) Altdorf has been at 4 or 5*, while IC has rarely gotten above 2.
Despite this Destro has maintained a very healthy win rate when it comes to both city instances and scenarios. Well above average the majority of the time. We were sharing data in Discord earlier about it.

Do you have any Fort data to share?
Defraz rr81 Magus
Defrack rr81 Mara
Induce rr77 Shaman
rr7x AM, Choppa, WL, WH, WE, BG

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Eyedrop
Posts: 7

Re: Patch Notes 20/05/2021

Post#332 » Fri May 21, 2021 6:41 pm

Hey all! Xrealmer here (boo hiss). First I'd like to say I appreciate the devs for all they've done to allow us to play this game that many of us love and thanks to the GMs that have dealt with most of our BS.

I think that these changes addressed some issues and concerns that myself and a bunch of other players had. The ability to have Immaculate Defense up almost every 60 seconds from Black Orc was insane and Chosen's morale generation was also fairly strong plus Zealot's ability to have Windblock ready constantly was also pretty strong. The ability to cast and get the Whispering Wind's CDR effect at any time was a much needed change. I do have some issues with these changes and how these changes are coming out however...

It really seemed that the only changes made to order were of those that were directly mirrored to Order (Mist/Napalm and the self morale pump from BW/Sorc that was rarely used). I do think Mist and Napalm were pumping pretty big numbers so I'm fine with this change (albeit I do not play a Magus or Engi, but I'm sure the top players of those careers will still pump out insane numbers). The main issue here is that only Destro got hit with the hammer this patch when there have been aspects of Order classes that are incredibly strong. I think the aoe detaunt change is fine, 15 second duration on the selected target with 5 second aoe detaunt on those around the target seems like an okay change to me, let's see how it plays out in the long run. The shaman and AM change seems nice when it comes to their HOT (if it works haven't logged on today yet) and the AP drain was oppressive, the problem is that these classes need that AP badly. I think you could have the target lose less AP (like the change) but provide more AP to the Shaman/AM in return. Double morale pump has not been ran in an incredibly long time on Shaman so don't think it was an issue, but it was in line with other morale pumps so think it's alright. Thank god it is/was broken, but the buff to morale pump for AM is now the best pump in game. I know EoV/FoDG is a bit clunky, but this tactic is now allowing AMs to morale pump entire RAIDS/WBs since it counts as a direct heal. I'm all for counting it as a direct heal still, but there is no way that this tactic can work for EoV, with 100% upkeep it's pumping 1200 morale a minute for EVERYONE. Granted in a city instance you won't be hitting everyone with EoV, but in a fort/keep you are most likely hitting the full 24. 24*1200 = 28,800 morale pumped a minute. Please make this tactic exclude EoV. This is just counterintuitive to the whole morale pump changes as a whole.

Next, Swordmaster. Everyone believes this will be the FoTM and for good reason. SM were already pretty strong as they were. Like I said, the ability to get the CDR from Whispering Winds at any time was a much needed change, but what they got to have this effect is way too strong. Don't get me wrong, I love the flavor for WW prebuff/postbuff, the issue is the silence was too weak since free immunities/required a target/could be blocked/parried, and the issue is the aoe interrupt is nuts. SM now has 2 aoe interrupts and can now aoe interrupt 4 times in the time span of 10 seconds on its own, not to mention that WLs also have an aoe interrupt. Aoe interrupts interrupt cast times and channels (like choppa's BIO, a strong ability that the already underperforming choppas rely on further pushing them out of the picture). It was a really strong buff to Winds, but I think it would have been fine and the whole "just play a few weeks" argument would be okay if BO didn't lose their CDR, a tank spot that was much more flexible than the already underperforming choppas. SM also has raking talons, a really strong tactic whom everyone I have talked to says stacks with challenge AND bellows.

Since I just talked about SM, I might as well address the problem with Black Orc's now... As many before me said, BO is having an identity crisis. There's now competition sure, but the problem is that this competition is for the worst snb tank in the game. Snb BG has been needing buffs for a long time now as it's been atrocious, but snb BO is probably equally as bad as snb BG now. BO now can provide toughness and WS to their entire group (which doesn't stack with Chosen aura), which 1, you're better off running a second chosen in your party for debuffing enemy toughness while increasing your party's along with 2 other strong auras, and 2, you could've just stat stealed it anyways with Da Biggest!. Sure Black Orc still has some tools like the previously mentioned stat steal, and they have skull thumper among some other nifty stuff, but in the end it really feels like the new solution to party comps is just run 6-7 Chosens and a 2h BG. BO also lacks the option for a ST punt that SM has the option to spec into. Don't get me wrong, BO was strong before, but this has always been a severe hinderance to Black Orc, but that's besides the point. Black Orcs really need the old Waaagh badly. I know that the devs added it and since the Q&A wanted to get rid of it, but there is so much more flexibility in having a CDR in a tank spot rather than having it in the mDPS slot. If making a champ party for cities, you cannot have Choppa in a party with melee squig/shaman champ because you need the other champ DPS. The Choppa and Melee Squig are competing for the same spot whereas the SM was already being taken to cities and had more flexibility in what the rest of your party was. Everyone would be happy if they removed chop fasta and gave choppas Rampage in return just to keep waaagh on BO. Then it would be a discussion of ID/GTDC which would honestly be fine. So, the outrage in this change? I can understand, although it could have been more civilized.

I know I glossed over the dps/shield dok/wp, but seems like a pretty strong buff for them. I am interested to see what happens, just know that I think that these changes can have the possibility to be a little too strong, but we'll see. WL change is whatever, I don't think it is good enough to be ran, but like I said I am interested to see what happens. Squig herder changes, for the most part, seem pretty solid. One can argue that squigbeast should get moved to a different morale slot, or even have it's damage be reduced to 75%. This m1 is the highest single target morale damage in the game. Squigs will be fine, this will still probably hit for 2.5k+. Could have made it not stack with squig frenzy. I think you could have also gotten away with making Sharpened Arrers be 15% armor pen, but keep it for all the trees besides the rarely used Big Shootin' tree. The squig armor internal cooldown being 5 seconds seems like a bit much. I get what this change was trying to do, but ranged squigs are already super squishy I think you could have tried 3 seconds on this first. Outta my way going down to 25% from 75% seems pretty big, it was a channeled ability after all. Maybe 40% would have been okay, but like I said, I am interested to see what happens.

With the balance changes out of the way, I guess it's time to address the new balancing system with regards to Realm Champions. When I first heard about this idea on the Q&A, I initially thought this was more out of laziness on the dev team, but now realize that it was an opportunity to actually put more focus into putting out the content that the game had back out on live, so it's understandable. The Q&A also talked about how they wanted to put out these big balance changes in line with ranked (so they could put more focus into putting out the content that the game had back out on live), the problem with this is that we are now going without balance changes for months which is really hard if you want to keep this game afloat. Take a MOBA for example, if a MOBA did balance changes along with a new season of ranked that is typically seen as a poor design choice. 3-4 months is way too long for balance changes and I really think tweaks here and there rather than dropping the hammer is the better option even if its like 3 weeks in between these tweaks. I also think that realm champions shouldn't be focused on the betterment of their realm and debating it with the other realm's realm champions. The people working together to try and balance the game should have both faction's interest in mind as seeing it now, if the only nerf to order that happened this patch was to mirror Mist and Sorc self morale pump, I find it hard to believe that information and data was gathered from destro players. The amount of tools that slayer has seems a bit ridiculous. Defenses ignore for 10-20 seconds (granted can be shattered, but can also be covered up by other abilities that can be shattered), Inevitable Doom, Shatter limbs... it seems like a lot. There's a reason why slayer stack are a thing and are arguably the best DPS in the game. Slayers would seem a lot more tame if chop fasta was replaced with rampage and BO had CDR back. As mentioned before there's raking talons, there's also focused mending on kobs, wounds buff on WP, and a bunch of other things, but the point is there's a lot of incredibly strong stuff on Order as well and I have a hard time getting behind a one sided nerf like this where essentially nothing gets touched on Order. I don't think this nerf could not have came at a worse time. NA destro tries to put up a fight, but gets constantly zerged down. Order has been winning more and more cities as of late, it may have been a "Order has finally started to organize after all these months of Destro telling them to do so", but NA is so dead on destro it's actually mind boggling. In a game like this where server pop really matters, we shouldn't be pushing people away that are upset about patches, that's just bad business. I know this is a private server and devs/gms aren't being paid for this and it's out of their own time, but something needs to change. Fast.

-Nelk

Duukar
Posts: 302

Re: Patch Notes 20/05/2021

Post#333 » Fri May 21, 2021 7:12 pm

Eyedrop wrote: Fri May 21, 2021 6:41 pm Hey all! Xrealmer here (boo hiss). First I'd like to say I appreciate the devs for all they've done to allow us to play this game that many of us love and thanks to the GMs that have dealt with most of our BS.

I think that these changes addressed some issues and concerns that myself and a bunch of other players had. The ability to have Immaculate Defense up almost every 60 seconds from Black Orc was insane and Chosen's morale generation was also fairly strong plus Zealot's ability to have Windblock ready constantly was also pretty strong. The ability to cast and get the Whispering Wind's CDR effect at any time was a much needed change. I do have some issues with these changes and how these changes are coming out however...

It really seemed that the only changes made to order were of those that were directly mirrored to Order (Mist/Napalm and the self morale pump from BW/Sorc that was rarely used). I do think Mist and Napalm were pumping pretty big numbers so I'm fine with this change (albeit I do not play a Magus or Engi, but I'm sure the top players of those careers will still pump out insane numbers). The main issue here is that only Destro got hit with the hammer this patch when there have been aspects of Order classes that are incredibly strong. I think the aoe detaunt change is fine, 15 second duration on the selected target with 5 second aoe detaunt on those around the target seems like an okay change to me, let's see how it plays out in the long run. The shaman and AM change seems nice when it comes to their HOT (if it works haven't logged on today yet) and the AP drain was oppressive, the problem is that these classes need that AP badly. I think you could have the target lose less AP (like the change) but provide more AP to the Shaman/AM in return. Double morale pump has not been ran in an incredibly long time on Shaman so don't think it was an issue, but it was in line with other morale pumps so think it's alright. Thank god it is/was broken, but the buff to morale pump for AM is now the best pump in game. I know EoV/FoDG is a bit clunky, but this tactic is now allowing AMs to morale pump entire RAIDS/WBs since it counts as a direct heal. I'm all for counting it as a direct heal still, but there is no way that this tactic can work for EoV, with 100% upkeep it's pumping 1200 morale a minute for EVERYONE. Granted in a city instance you won't be hitting everyone with EoV, but in a fort/keep you are most likely hitting the full 24. 24*1200 = 28,800 morale pumped a minute. Please make this tactic exclude EoV. This is just counterintuitive to the whole morale pump changes as a whole.

Next, Swordmaster. Everyone believes this will be the FoTM and for good reason. SM were already pretty strong as they were. Like I said, the ability to get the CDR from Whispering Winds at any time was a much needed change, but what they got to have this effect is way too strong. Don't get me wrong, I love the flavor for WW prebuff/postbuff, the issue is the silence was too weak since free immunities/required a target/could be blocked/parried, and the issue is the aoe interrupt is nuts. SM now has 2 aoe interrupts and can now aoe interrupt 4 times in the time span of 10 seconds on its own, not to mention that WLs also have an aoe interrupt. Aoe interrupts interrupt cast times and channels (like choppa's BIO, a strong ability that the already underperforming choppas rely on further pushing them out of the picture). It was a really strong buff to Winds, but I think it would have been fine and the whole "just play a few weeks" argument would be okay if BO didn't lose their CDR, a tank spot that was much more flexible than the already underperforming choppas. SM also has raking talons, a really strong tactic whom everyone I have talked to says stacks with challenge AND bellows.

Since I just talked about SM, I might as well address the problem with Black Orc's now... As many before me said, BO is having an identity crisis. There's now competition sure, but the problem is that this competition is for the worst snb tank in the game. Snb BG has been needing buffs for a long time now as it's been atrocious, but snb BO is probably equally as bad as snb BG now. BO now can provide toughness and WS to their entire group (which doesn't stack with Chosen aura), which 1, you're better off running a second chosen in your party for debuffing enemy toughness while increasing your party's along with 2 other strong auras, and 2, you could've just stat stealed it anyways with Da Biggest!. Sure Black Orc still has some tools like the previously mentioned stat steal, and they have skull thumper among some other nifty stuff, but in the end it really feels like the new solution to party comps is just run 6-7 Chosens and a 2h BG. BO also lacks the option for a ST punt that SM has the option to spec into. Don't get me wrong, BO was strong before, but this has always been a severe hinderance to Black Orc, but that's besides the point. Black Orcs really need the old Waaagh badly. I know that the devs added it and since the Q&A wanted to get rid of it, but there is so much more flexibility in having a CDR in a tank spot rather than having it in the mDPS slot. If making a champ party for cities, you cannot have Choppa in a party with melee squig/shaman champ because you need the other champ DPS. The Choppa and Melee Squig are competing for the same spot whereas the SM was already being taken to cities and had more flexibility in what the rest of your party was. Everyone would be happy if they removed chop fasta and gave choppas Rampage in return just to keep waaagh on BO. Then it would be a discussion of ID/GTDC which would honestly be fine. So, the outrage in this change? I can understand, although it could have been more civilized.

I know I glossed over the dps/shield dok/wp, but seems like a pretty strong buff for them. I am interested to see what happens, just know that I think that these changes can have the possibility to be a little too strong, but we'll see. WL change is whatever, I don't think it is good enough to be ran, but like I said I am interested to see what happens. Squig herder changes, for the most part, seem pretty solid. One can argue that squigbeast should get moved to a different morale slot, or even have it's damage be reduced to 75%. This m1 is the highest single target morale damage in the game. Squigs will be fine, this will still probably hit for 2.5k+. Could have made it not stack with squig frenzy. I think you could have also gotten away with making Sharpened Arrers be 15% armor pen, but keep it for all the trees besides the rarely used Big Shootin' tree. The squig armor internal cooldown being 5 seconds seems like a bit much. I get what this change was trying to do, but ranged squigs are already super squishy I think you could have tried 3 seconds on this first. Outta my way going down to 25% from 75% seems pretty big, it was a channeled ability after all. Maybe 40% would have been okay, but like I said, I am interested to see what happens.

With the balance changes out of the way, I guess it's time to address the new balancing system with regards to Realm Champions. When I first heard about this idea on the Q&A, I initially thought this was more out of laziness on the dev team, but now realize that it was an opportunity to actually put more focus into putting out the content that the game had back out on live, so it's understandable. The Q&A also talked about how they wanted to put out these big balance changes in line with ranked (so they could put more focus into putting out the content that the game had back out on live), the problem with this is that we are now going without balance changes for months which is really hard if you want to keep this game afloat. Take a MOBA for example, if a MOBA did balance changes along with a new season of ranked that is typically seen as a poor design choice. 3-4 months is way too long for balance changes and I really think tweaks here and there rather than dropping the hammer is the better option even if its like 3 weeks in between these tweaks. I also think that realm champions shouldn't be focused on the betterment of their realm and debating it with the other realm's realm champions. The people working together to try and balance the game should have both faction's interest in mind as seeing it now, if the only nerf to order that happened this patch was to mirror Mist and Sorc self morale pump, I find it hard to believe that information and data was gathered from destro players. The amount of tools that slayer has seems a bit ridiculous. Defenses ignore for 10-20 seconds (granted can be shattered, but can also be covered up by other abilities that can be shattered), Inevitable Doom, Shatter limbs... it seems like a lot. There's a reason why slayer stack are a thing and are arguably the best DPS in the game. Slayers would seem a lot more tame if chop fasta was replaced with rampage and BO had CDR back. As mentioned before there's raking talons, there's also focused mending on kobs, wounds buff on WP, and a bunch of other things, but the point is there's a lot of incredibly strong stuff on Order as well and I have a hard time getting behind a one sided nerf like this where essentially nothing gets touched on Order. I don't think this nerf could not have came at a worse time. NA destro tries to put up a fight, but gets constantly zerged down. Order has been winning more and more cities as of late, it may have been a "Order has finally started to organize after all these months of Destro telling them to do so", but NA is so dead on destro it's actually mind boggling. In a game like this where server pop really matters, we shouldn't be pushing people away that are upset about patches, that's just bad business. I know this is a private server and devs/gms aren't being paid for this and it's out of their own time, but something needs to change. Fast.

-Nelk
Well said... quite a read but you covered things well.. Im mostly concerned with the BO changes So I admit I skimmed the other parts..

Powell
Posts: 50

Re: Patch Notes 20/05/2021

Post#334 » Fri May 21, 2021 7:13 pm

Spoiler:
Duukar wrote: Fri May 21, 2021 7:12 pm
Eyedrop wrote: Fri May 21, 2021 6:41 pm Hey all! Xrealmer here (boo hiss). First I'd like to say I appreciate the devs for all they've done to allow us to play this game that many of us love and thanks to the GMs that have dealt with most of our BS.

I think that these changes addressed some issues and concerns that myself and a bunch of other players had. The ability to have Immaculate Defense up almost every 60 seconds from Black Orc was insane and Chosen's morale generation was also fairly strong plus Zealot's ability to have Windblock ready constantly was also pretty strong. The ability to cast and get the Whispering Wind's CDR effect at any time was a much needed change. I do have some issues with these changes and how these changes are coming out however...

It really seemed that the only changes made to order were of those that were directly mirrored to Order (Mist/Napalm and the self morale pump from BW/Sorc that was rarely used). I do think Mist and Napalm were pumping pretty big numbers so I'm fine with this change (albeit I do not play a Magus or Engi, but I'm sure the top players of those careers will still pump out insane numbers). The main issue here is that only Destro got hit with the hammer this patch when there have been aspects of Order classes that are incredibly strong. I think the aoe detaunt change is fine, 15 second duration on the selected target with 5 second aoe detaunt on those around the target seems like an okay change to me, let's see how it plays out in the long run. The shaman and AM change seems nice when it comes to their HOT (if it works haven't logged on today yet) and the AP drain was oppressive, the problem is that these classes need that AP badly. I think you could have the target lose less AP (like the change) but provide more AP to the Shaman/AM in return. Double morale pump has not been ran in an incredibly long time on Shaman so don't think it was an issue, but it was in line with other morale pumps so think it's alright. Thank god it is/was broken, but the buff to morale pump for AM is now the best pump in game. I know EoV/FoDG is a bit clunky, but this tactic is now allowing AMs to morale pump entire RAIDS/WBs since it counts as a direct heal. I'm all for counting it as a direct heal still, but there is no way that this tactic can work for EoV, with 100% upkeep it's pumping 1200 morale a minute for EVERYONE. Granted in a city instance you won't be hitting everyone with EoV, but in a fort/keep you are most likely hitting the full 24. 24*1200 = 28,800 morale pumped a minute. Please make this tactic exclude EoV. This is just counterintuitive to the whole morale pump changes as a whole.

Next, Swordmaster. Everyone believes this will be the FoTM and for good reason. SM were already pretty strong as they were. Like I said, the ability to get the CDR from Whispering Winds at any time was a much needed change, but what they got to have this effect is way too strong. Don't get me wrong, I love the flavor for WW prebuff/postbuff, the issue is the silence was too weak since free immunities/required a target/could be blocked/parried, and the issue is the aoe interrupt is nuts. SM now has 2 aoe interrupts and can now aoe interrupt 4 times in the time span of 10 seconds on its own, not to mention that WLs also have an aoe interrupt. Aoe interrupts interrupt cast times and channels (like choppa's BIO, a strong ability that the already underperforming choppas rely on further pushing them out of the picture). It was a really strong buff to Winds, but I think it would have been fine and the whole "just play a few weeks" argument would be okay if BO didn't lose their CDR, a tank spot that was much more flexible than the already underperforming choppas. SM also has raking talons, a really strong tactic whom everyone I have talked to says stacks with challenge AND bellows.

Since I just talked about SM, I might as well address the problem with Black Orc's now... As many before me said, BO is having an identity crisis. There's now competition sure, but the problem is that this competition is for the worst snb tank in the game. Snb BG has been needing buffs for a long time now as it's been atrocious, but snb BO is probably equally as bad as snb BG now. BO now can provide toughness and WS to their entire group (which doesn't stack with Chosen aura), which 1, you're better off running a second chosen in your party for debuffing enemy toughness while increasing your party's along with 2 other strong auras, and 2, you could've just stat stealed it anyways with Da Biggest!. Sure Black Orc still has some tools like the previously mentioned stat steal, and they have skull thumper among some other nifty stuff, but in the end it really feels like the new solution to party comps is just run 6-7 Chosens and a 2h BG. BO also lacks the option for a ST punt that SM has the option to spec into. Don't get me wrong, BO was strong before, but this has always been a severe hinderance to Black Orc, but that's besides the point. Black Orcs really need the old Waaagh badly. I know that the devs added it and since the Q&A wanted to get rid of it, but there is so much more flexibility in having a CDR in a tank spot rather than having it in the mDPS slot. If making a champ party for cities, you cannot have Choppa in a party with melee squig/shaman champ because you need the other champ DPS. The Choppa and Melee Squig are competing for the same spot whereas the SM was already being taken to cities and had more flexibility in what the rest of your party was. Everyone would be happy if they removed chop fasta and gave choppas Rampage in return just to keep waaagh on BO. Then it would be a discussion of ID/GTDC which would honestly be fine. So, the outrage in this change? I can understand, although it could have been more civilized.

I know I glossed over the dps/shield dok/wp, but seems like a pretty strong buff for them. I am interested to see what happens, just know that I think that these changes can have the possibility to be a little too strong, but we'll see. WL change is whatever, I don't think it is good enough to be ran, but like I said I am interested to see what happens. Squig herder changes, for the most part, seem pretty solid. One can argue that squigbeast should get moved to a different morale slot, or even have it's damage be reduced to 75%. This m1 is the highest single target morale damage in the game. Squigs will be fine, this will still probably hit for 2.5k+. Could have made it not stack with squig frenzy. I think you could have also gotten away with making Sharpened Arrers be 15% armor pen, but keep it for all the trees besides the rarely used Big Shootin' tree. The squig armor internal cooldown being 5 seconds seems like a bit much. I get what this change was trying to do, but ranged squigs are already super squishy I think you could have tried 3 seconds on this first. Outta my way going down to 25% from 75% seems pretty big, it was a channeled ability after all. Maybe 40% would have been okay, but like I said, I am interested to see what happens.

With the balance changes out of the way, I guess it's time to address the new balancing system with regards to Realm Champions. When I first heard about this idea on the Q&A, I initially thought this was more out of laziness on the dev team, but now realize that it was an opportunity to actually put more focus into putting out the content that the game had back out on live, so it's understandable. The Q&A also talked about how they wanted to put out these big balance changes in line with ranked (so they could put more focus into putting out the content that the game had back out on live), the problem with this is that we are now going without balance changes for months which is really hard if you want to keep this game afloat. Take a MOBA for example, if a MOBA did balance changes along with a new season of ranked that is typically seen as a poor design choice. 3-4 months is way too long for balance changes and I really think tweaks here and there rather than dropping the hammer is the better option even if its like 3 weeks in between these tweaks. I also think that realm champions shouldn't be focused on the betterment of their realm and debating it with the other realm's realm champions. The people working together to try and balance the game should have both faction's interest in mind as seeing it now, if the only nerf to order that happened this patch was to mirror Mist and Sorc self morale pump, I find it hard to believe that information and data was gathered from destro players. The amount of tools that slayer has seems a bit ridiculous. Defenses ignore for 10-20 seconds (granted can be shattered, but can also be covered up by other abilities that can be shattered), Inevitable Doom, Shatter limbs... it seems like a lot. There's a reason why slayer stack are a thing and are arguably the best DPS in the game. Slayers would seem a lot more tame if chop fasta was replaced with rampage and BO had CDR back. As mentioned before there's raking talons, there's also focused mending on kobs, wounds buff on WP, and a bunch of other things, but the point is there's a lot of incredibly strong stuff on Order as well and I have a hard time getting behind a one sided nerf like this where essentially nothing gets touched on Order. I don't think this nerf could not have came at a worse time. NA destro tries to put up a fight, but gets constantly zerged down. Order has been winning more and more cities as of late, it may have been a "Order has finally started to organize after all these months of Destro telling them to do so", but NA is so dead on destro it's actually mind boggling. In a game like this where server pop really matters, we shouldn't be pushing people away that are upset about patches, that's just bad business. I know this is a private server and devs/gms aren't being paid for this and it's out of their own time, but something needs to change. Fast.

-Nelk
Well said... quite a read but you covered things well.. Im mostly concerned with the BO changes So I admit I skimmed the other parts..
came here to say the same thing, great post, +1

Kornaker
Posts: 72

Re: Patch Notes 20/05/2021

Post#335 » Fri May 21, 2021 7:34 pm

I play BO... And Don't see the problem you have with WAaaagh.
Now we Don't have cd reduction, ok. We gain same tactic as live and it's an higher utility buff .
We Can clairly now full diminish 20% BW damage and UP 114-120 toughness on everyone of pour group. We Can go on You Wot. Take dps spec, just change your stuff and be one of the harder tank to kill.
Playstyle to change seems difficult to some player, but if you all accept the challenge you'll see BO Can dominate all destro tank. Even with morale nerf. And more without waagh tactic ( full corporeal debuff+ 25% AA damage for WE or BG dps, or Brut Mara...). Not to mention the 100ft WS buff... Everything is blessing. So Zealot buff less cheer. Zealot hot too.

Step your mind higher than your spot and your token...

FoulPlay
Posts: 1

Re: Patch Notes 20/05/2021

Post#336 » Fri May 21, 2021 7:36 pm

Spoiler:
Eyedrop wrote: Fri May 21, 2021 6:41 pm Hey all! Xrealmer here (boo hiss). First I'd like to say I appreciate the devs for all they've done to allow us to play this game that many of us love and thanks to the GMs that have dealt with most of our BS.

I think that these changes addressed some issues and concerns that myself and a bunch of other players had. The ability to have Immaculate Defense up almost every 60 seconds from Black Orc was insane and Chosen's morale generation was also fairly strong plus Zealot's ability to have Windblock ready constantly was also pretty strong. The ability to cast and get the Whispering Wind's CDR effect at any time was a much needed change. I do have some issues with these changes and how these changes are coming out however...

It really seemed that the only changes made to order were of those that were directly mirrored to Order (Mist/Napalm and the self morale pump from BW/Sorc that was rarely used). I do think Mist and Napalm were pumping pretty big numbers so I'm fine with this change (albeit I do not play a Magus or Engi, but I'm sure the top players of those careers will still pump out insane numbers). The main issue here is that only Destro got hit with the hammer this patch when there have been aspects of Order classes that are incredibly strong. I think the aoe detaunt change is fine, 15 second duration on the selected target with 5 second aoe detaunt on those around the target seems like an okay change to me, let's see how it plays out in the long run. The shaman and AM change seems nice when it comes to their HOT (if it works haven't logged on today yet) and the AP drain was oppressive, the problem is that these classes need that AP badly. I think you could have the target lose less AP (like the change) but provide more AP to the Shaman/AM in return. Double morale pump has not been ran in an incredibly long time on Shaman so don't think it was an issue, but it was in line with other morale pumps so think it's alright. Thank god it is/was broken, but the buff to morale pump for AM is now the best pump in game. I know EoV/FoDG is a bit clunky, but this tactic is now allowing AMs to morale pump entire RAIDS/WBs since it counts as a direct heal. I'm all for counting it as a direct heal still, but there is no way that this tactic can work for EoV, with 100% upkeep it's pumping 1200 morale a minute for EVERYONE. Granted in a city instance you won't be hitting everyone with EoV, but in a fort/keep you are most likely hitting the full 24. 24*1200 = 28,800 morale pumped a minute. Please make this tactic exclude EoV. This is just counterintuitive to the whole morale pump changes as a whole.

Next, Swordmaster. Everyone believes this will be the FoTM and for good reason. SM were already pretty strong as they were. Like I said, the ability to get the CDR from Whispering Winds at any time was a much needed change, but what they got to have this effect is way too strong. Don't get me wrong, I love the flavor for WW prebuff/postbuff, the issue is the silence was too weak since free immunities/required a target/could be blocked/parried, and the issue is the aoe interrupt is nuts. SM now has 2 aoe interrupts and can now aoe interrupt 4 times in the time span of 10 seconds on its own, not to mention that WLs also have an aoe interrupt. Aoe interrupts interrupt cast times and channels (like choppa's BIO, a strong ability that the already underperforming choppas rely on further pushing them out of the picture). It was a really strong buff to Winds, but I think it would have been fine and the whole "just play a few weeks" argument would be okay if BO didn't lose their CDR, a tank spot that was much more flexible than the already underperforming choppas. SM also has raking talons, a really strong tactic whom everyone I have talked to says stacks with challenge AND bellows.

Since I just talked about SM, I might as well address the problem with Black Orc's now... As many before me said, BO is having an identity crisis. There's now competition sure, but the problem is that this competition is for the worst snb tank in the game. Snb BG has been needing buffs for a long time now as it's been atrocious, but snb BO is probably equally as bad as snb BG now. BO now can provide toughness and WS to their entire group (which doesn't stack with Chosen aura), which 1, you're better off running a second chosen in your party for debuffing enemy toughness while increasing your party's along with 2 other strong auras, and 2, you could've just stat stealed it anyways with Da Biggest!. Sure Black Orc still has some tools like the previously mentioned stat steal, and they have skull thumper among some other nifty stuff, but in the end it really feels like the new solution to party comps is just run 6-7 Chosens and a 2h BG. BO also lacks the option for a ST punt that SM has the option to spec into. Don't get me wrong, BO was strong before, but this has always been a severe hinderance to Black Orc, but that's besides the point. Black Orcs really need the old Waaagh badly. I know that the devs added it and since the Q&A wanted to get rid of it, but there is so much more flexibility in having a CDR in a tank spot rather than having it in the mDPS slot. If making a champ party for cities, you cannot have Choppa in a party with melee squig/shaman champ because you need the other champ DPS. The Choppa and Melee Squig are competing for the same spot whereas the SM was already being taken to cities and had more flexibility in what the rest of your party was. Everyone would be happy if they removed chop fasta and gave choppas Rampage in return just to keep waaagh on BO. Then it would be a discussion of ID/GTDC which would honestly be fine. So, the outrage in this change? I can understand, although it could have been more civilized.

I know I glossed over the dps/shield dok/wp, but seems like a pretty strong buff for them. I am interested to see what happens, just know that I think that these changes can have the possibility to be a little too strong, but we'll see. WL change is whatever, I don't think it is good enough to be ran, but like I said I am interested to see what happens. Squig herder changes, for the most part, seem pretty solid. One can argue that squigbeast should get moved to a different morale slot, or even have it's damage be reduced to 75%. This m1 is the highest single target morale damage in the game. Squigs will be fine, this will still probably hit for 2.5k+. Could have made it not stack with squig frenzy. I think you could have also gotten away with making Sharpened Arrers be 15% armor pen, but keep it for all the trees besides the rarely used Big Shootin' tree. The squig armor internal cooldown being 5 seconds seems like a bit much. I get what this change was trying to do, but ranged squigs are already super squishy I think you could have tried 3 seconds on this first. Outta my way going down to 25% from 75% seems pretty big, it was a channeled ability after all. Maybe 40% would have been okay, but like I said, I am interested to see what happens.

With the balance changes out of the way, I guess it's time to address the new balancing system with regards to Realm Champions. When I first heard about this idea on the Q&A, I initially thought this was more out of laziness on the dev team, but now realize that it was an opportunity to actually put more focus into putting out the content that the game had back out on live, so it's understandable. The Q&A also talked about how they wanted to put out these big balance changes in line with ranked (so they could put more focus into putting out the content that the game had back out on live), the problem with this is that we are now going without balance changes for months which is really hard if you want to keep this game afloat. Take a MOBA for example, if a MOBA did balance changes along with a new season of ranked that is typically seen as a poor design choice. 3-4 months is way too long for balance changes and I really think tweaks here and there rather than dropping the hammer is the better option even if its like 3 weeks in between these tweaks. I also think that realm champions shouldn't be focused on the betterment of their realm and debating it with the other realm's realm champions. The people working together to try and balance the game should have both faction's interest in mind as seeing it now, if the only nerf to order that happened this patch was to mirror Mist and Sorc self morale pump, I find it hard to believe that information and data was gathered from destro players. The amount of tools that slayer has seems a bit ridiculous. Defenses ignore for 10-20 seconds (granted can be shattered, but can also be covered up by other abilities that can be shattered), Inevitable Doom, Shatter limbs... it seems like a lot. There's a reason why slayer stack are a thing and are arguably the best DPS in the game. Slayers would seem a lot more tame if chop fasta was replaced with rampage and BO had CDR back. As mentioned before there's raking talons, there's also focused mending on kobs, wounds buff on WP, and a bunch of other things, but the point is there's a lot of incredibly strong stuff on Order as well and I have a hard time getting behind a one sided nerf like this where essentially nothing gets touched on Order. I don't think this nerf could not have came at a worse time. NA destro tries to put up a fight, but gets constantly zerged down. Order has been winning more and more cities as of late, it may have been a "Order has finally started to organize after all these months of Destro telling them to do so", but NA is so dead on destro it's actually mind boggling. In a game like this where server pop really matters, we shouldn't be pushing people away that are upset about patches, that's just bad business. I know this is a private server and devs/gms aren't being paid for this and it's out of their own time, but something needs to change. Fast.

-Nelk
Well said constructive feedback like the dev team needs! Completely agree. Would be nice if these kinds of well thought out written feedbacks were given some more attention.

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zulnam
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Re: Patch Notes 20/05/2021

Post#337 » Fri May 21, 2021 8:44 pm

Eyedrop wrote: Fri May 21, 2021 6:41 pm Hey all! Xrealmer here (boo hiss). First I'd like to say I appreciate the devs for all they've done to allow us to play this game that many of us love and thanks to the GMs that have dealt with most of our BS.

I think that these changes addressed some issues and concerns that myself and a bunch of other players had. The ability to have Immaculate Defense up almost every 60 seconds from Black Orc was insane and Chosen's morale generation was also fairly strong plus Zealot's ability to have Windblock ready constantly was also pretty strong. The ability to cast and get the Whispering Wind's CDR effect at any time was a much needed change. I do have some issues with these changes and how these changes are coming out however...

It really seemed that the only changes made to order were of those that were directly mirrored to Order (Mist/Napalm and the self morale pump from BW/Sorc that was rarely used). I do think Mist and Napalm were pumping pretty big numbers so I'm fine with this change (albeit I do not play a Magus or Engi, but I'm sure the top players of those careers will still pump out insane numbers). The main issue here is that only Destro got hit with the hammer this patch when there have been aspects of Order classes that are incredibly strong. I think the aoe detaunt change is fine, 15 second duration on the selected target with 5 second aoe detaunt on those around the target seems like an okay change to me, let's see how it plays out in the long run. The shaman and AM change seems nice when it comes to their HOT (if it works haven't logged on today yet) and the AP drain was oppressive, the problem is that these classes need that AP badly. I think you could have the target lose less AP (like the change) but provide more AP to the Shaman/AM in return. Double morale pump has not been ran in an incredibly long time on Shaman so don't think it was an issue, but it was in line with other morale pumps so think it's alright. Thank god it is/was broken, but the buff to morale pump for AM is now the best pump in game. I know EoV/FoDG is a bit clunky, but this tactic is now allowing AMs to morale pump entire RAIDS/WBs since it counts as a direct heal. I'm all for counting it as a direct heal still, but there is no way that this tactic can work for EoV, with 100% upkeep it's pumping 1200 morale a minute for EVERYONE. Granted in a city instance you won't be hitting everyone with EoV, but in a fort/keep you are most likely hitting the full 24. 24*1200 = 28,800 morale pumped a minute. Please make this tactic exclude EoV. This is just counterintuitive to the whole morale pump changes as a whole.

Next, Swordmaster. Everyone believes this will be the FoTM and for good reason. SM were already pretty strong as they were. Like I said, the ability to get the CDR from Whispering Winds at any time was a much needed change, but what they got to have this effect is way too strong. Don't get me wrong, I love the flavor for WW prebuff/postbuff, the issue is the silence was too weak since free immunities/required a target/could be blocked/parried, and the issue is the aoe interrupt is nuts. SM now has 2 aoe interrupts and can now aoe interrupt 4 times in the time span of 10 seconds on its own, not to mention that WLs also have an aoe interrupt. Aoe interrupts interrupt cast times and channels (like choppa's BIO, a strong ability that the already underperforming choppas rely on further pushing them out of the picture). It was a really strong buff to Winds, but I think it would have been fine and the whole "just play a few weeks" argument would be okay if BO didn't lose their CDR, a tank spot that was much more flexible than the already underperforming choppas. SM also has raking talons, a really strong tactic whom everyone I have talked to says stacks with challenge AND bellows.

Since I just talked about SM, I might as well address the problem with Black Orc's now... As many before me said, BO is having an identity crisis. There's now competition sure, but the problem is that this competition is for the worst snb tank in the game. Snb BG has been needing buffs for a long time now as it's been atrocious, but snb BO is probably equally as bad as snb BG now. BO now can provide toughness and WS to their entire group (which doesn't stack with Chosen aura), which 1, you're better off running a second chosen in your party for debuffing enemy toughness while increasing your party's along with 2 other strong auras, and 2, you could've just stat stealed it anyways with Da Biggest!. Sure Black Orc still has some tools like the previously mentioned stat steal, and they have skull thumper among some other nifty stuff, but in the end it really feels like the new solution to party comps is just run 6-7 Chosens and a 2h BG. BO also lacks the option for a ST punt that SM has the option to spec into. Don't get me wrong, BO was strong before, but this has always been a severe hinderance to Black Orc, but that's besides the point. Black Orcs really need the old Waaagh badly. I know that the devs added it and since the Q&A wanted to get rid of it, but there is so much more flexibility in having a CDR in a tank spot rather than having it in the mDPS slot. If making a champ party for cities, you cannot have Choppa in a party with melee squig/shaman champ because you need the other champ DPS. The Choppa and Melee Squig are competing for the same spot whereas the SM was already being taken to cities and had more flexibility in what the rest of your party was. Everyone would be happy if they removed chop fasta and gave choppas Rampage in return just to keep waaagh on BO. Then it would be a discussion of ID/GTDC which would honestly be fine. So, the outrage in this change? I can understand, although it could have been more civilized.

I know I glossed over the dps/shield dok/wp, but seems like a pretty strong buff for them. I am interested to see what happens, just know that I think that these changes can have the possibility to be a little too strong, but we'll see. WL change is whatever, I don't think it is good enough to be ran, but like I said I am interested to see what happens. Squig herder changes, for the most part, seem pretty solid. One can argue that squigbeast should get moved to a different morale slot, or even have it's damage be reduced to 75%. This m1 is the highest single target morale damage in the game. Squigs will be fine, this will still probably hit for 2.5k+. Could have made it not stack with squig frenzy. I think you could have also gotten away with making Sharpened Arrers be 15% armor pen, but keep it for all the trees besides the rarely used Big Shootin' tree. The squig armor internal cooldown being 5 seconds seems like a bit much. I get what this change was trying to do, but ranged squigs are already super squishy I think you could have tried 3 seconds on this first. Outta my way going down to 25% from 75% seems pretty big, it was a channeled ability after all. Maybe 40% would have been okay, but like I said, I am interested to see what happens.

With the balance changes out of the way, I guess it's time to address the new balancing system with regards to Realm Champions. When I first heard about this idea on the Q&A, I initially thought this was more out of laziness on the dev team, but now realize that it was an opportunity to actually put more focus into putting out the content that the game had back out on live, so it's understandable. The Q&A also talked about how they wanted to put out these big balance changes in line with ranked (so they could put more focus into putting out the content that the game had back out on live), the problem with this is that we are now going without balance changes for months which is really hard if you want to keep this game afloat. Take a MOBA for example, if a MOBA did balance changes along with a new season of ranked that is typically seen as a poor design choice. 3-4 months is way too long for balance changes and I really think tweaks here and there rather than dropping the hammer is the better option even if its like 3 weeks in between these tweaks. I also think that realm champions shouldn't be focused on the betterment of their realm and debating it with the other realm's realm champions. The people working together to try and balance the game should have both faction's interest in mind as seeing it now, if the only nerf to order that happened this patch was to mirror Mist and Sorc self morale pump, I find it hard to believe that information and data was gathered from destro players. The amount of tools that slayer has seems a bit ridiculous. Defenses ignore for 10-20 seconds (granted can be shattered, but can also be covered up by other abilities that can be shattered), Inevitable Doom, Shatter limbs... it seems like a lot. There's a reason why slayer stack are a thing and are arguably the best DPS in the game. Slayers would seem a lot more tame if chop fasta was replaced with rampage and BO had CDR back. As mentioned before there's raking talons, there's also focused mending on kobs, wounds buff on WP, and a bunch of other things, but the point is there's a lot of incredibly strong stuff on Order as well and I have a hard time getting behind a one sided nerf like this where essentially nothing gets touched on Order. I don't think this nerf could not have came at a worse time. NA destro tries to put up a fight, but gets constantly zerged down. Order has been winning more and more cities as of late, it may have been a "Order has finally started to organize after all these months of Destro telling them to do so", but NA is so dead on destro it's actually mind boggling. In a game like this where server pop really matters, we shouldn't be pushing people away that are upset about patches, that's just bad business. I know this is a private server and devs/gms aren't being paid for this and it's out of their own time, but something needs to change. Fast.

-Nelk
+1. very well put.
SW, Kotbs, IB, Slayer, WP, WL, SM, Mara, SH, BG

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Saligia
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Re: Patch Notes 20/05/2021

Post#338 » Fri May 21, 2021 9:08 pm

The only good thing about these so-called 'balance' changes is the meme value. I won't go through all the changes but to point out one example to show how these changes were suggested by people who have no deep knowledge of the game mechanics.

Let's look at Zealot-RP. These are very easy to compare as they are 95% mirrored classes when it comes to abilities, rotations and play style. Basically, RP is a healer that has less utility but more survivability. RP's extra survivability comes from armor tactic, an extremely strong advantage especially because this is a light armor class. Also RP has 50% CC reduction tactic. Both tactics give RP a huge survivability advantage in the current meta since healers usually chased by melee-heavy groups and finished off mostly while they are knocked down. Zealots utility, on the other hand comes from morale pump and windblock. Windblock is an M4 that hits for 1800 and a 50% non stackable heal debuff for 10 seconds up to 9 people within 30 feet. In wb vs wb fights zealots used to be able to sync windblock with the dps M2s after delaying first M2 morale drop. It made perfect sense because Zealots tried to survive/keep their party and wb up without using defensive morales to build up their M4s and it was already quite harder for zealots to survive compared to RPs. So Windblock was a strong but hard-to-utilize ability. Now, this high-risk, high-reward play from zealots is taken away. They are now RPs with much less survivability.

In this thread, devs mentioned they don't see the city siege results and how frequent IC sieges happening compared to AD as a valid point to evaluate the balance between the two realms. This means they got their feedback solely from the players. I can accept this approach but judging from the changes, the feedback is either heavily biased or comes from players that have a very shallow level of knowledge of game mechanics and/or the opposite realm. Devs shouldn't get any feedback from players that do not play in organized groups/warbands in both realms. The feedback you will get from a player who plays only on order or destro side 90% of the time has to be reviewed with the players who play on both sides.

If this misleading feedback - faulty changes cycle will the determining factor of the upcoming patches, either the server will die or the whole RvR action will turn into order vs door as we have been seeing most of the NA nights.

- Minevra

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wargrimnir
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Re: Patch Notes 20/05/2021

Post#339 » Fri May 21, 2021 9:26 pm

Saligia wrote: Fri May 21, 2021 9:08 pm The only good thing about these so-called 'balance' changes is the meme value. I won't go through all the changes but to point out one example to show how these changes were suggested by people who have no deep knowledge of the game mechanics.

Let's look at Zealot-RP. These are very easy to compare as they are 95% mirrored classes when it comes to abilities, rotations and play style. Basically, RP is a healer that has less utility but more survivability. RP's extra survivability comes from armor tactic, an extremely strong advantage especially because this is a light armor class. Also RP has 50% CC reduction tactic. Both tactics give RP a huge survivability advantage in the current meta since healers usually chased by melee-heavy groups and finished off mostly while they are knocked down. Zealots utility, on the other hand comes from morale pump and windblock. Windblock is an M4 that hits for 1800 and a 50% non stackable heal debuff for 10 seconds up to 9 people within 30 feet. In wb vs wb fights zealots used to be able to sync windblock with the dps M2s after delaying first M2 morale drop. It made perfect sense because Zealots tried to survive/keep their party and wb up without using defensive morales to build up their M4s and it was already quite harder for zealots to survive compared to RPs. So Windblock was a strong but hard-to-utilize ability. Now, this high-risk, high-reward play from zealots is taken away. They are now RPs with much less survivability.

In this thread, devs mentioned they don't see the city siege results and how frequent IC sieges happening compared to AD as a valid point to evaluate the balance between the two realms. This means they got their feedback solely from the players. I can accept this approach but judging from the changes, the feedback is either heavily biased or comes from players that have a very shallow level of knowledge of game mechanics and/or the opposite realm. Devs shouldn't get any feedback from players that do not play in organized groups/warbands in both realms. The feedback you will get from a player who plays only on order or destro side 90% of the time has to be reviewed with the players who play on both sides.

If this misleading feedback - faulty changes cycle will the determining factor of the upcoming patches, either the server will die or the whole RvR action will turn into order vs door as we have been seeing most of the NA nights.

- Minevra
Not sure where you're getting information from. Maybe meme's aren't the best source. The relation to city sieges was not about the cities themselves being sieged, as that only takes greater numbers in RvR. It was about the 24v24 instances and how outcomes at the instanced level are more relevant to balance as opposed to overall realm population. This isn't something we need to gather from players, we have data. Scenarios are another datapoint that demonstrate a similar outcome, the vast majority of scenarios have outcomes that significantly favor Destro. This is just data, it's not biased player feedback sneaking into the balance process. People mad they caught the business end of a nerf bat are stretching reality.
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detrap
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Re: Patch Notes 20/05/2021

Post#340 » Fri May 21, 2021 9:39 pm

Eyedrop wrote: Fri May 21, 2021 6:41 pm
Spoiler:
Hey all! Xrealmer here (boo hiss). First I'd like to say I appreciate the devs for all they've done to allow us to play this game that many of us love and thanks to the GMs that have dealt with most of our BS.

I think that these changes addressed some issues and concerns that myself and a bunch of other players had. The ability to have Immaculate Defense up almost every 60 seconds from Black Orc was insane and Chosen's morale generation was also fairly strong plus Zealot's ability to have Windblock ready constantly was also pretty strong. The ability to cast and get the Whispering Wind's CDR effect at any time was a much needed change. I do have some issues with these changes and how these changes are coming out however...

It really seemed that the only changes made to order were of those that were directly mirrored to Order (Mist/Napalm and the self morale pump from BW/Sorc that was rarely used). I do think Mist and Napalm were pumping pretty big numbers so I'm fine with this change (albeit I do not play a Magus or Engi, but I'm sure the top players of those careers will still pump out insane numbers). The main issue here is that only Destro got hit with the hammer this patch when there have been aspects of Order classes that are incredibly strong. I think the aoe detaunt change is fine, 15 second duration on the selected target with 5 second aoe detaunt on those around the target seems like an okay change to me, let's see how it plays out in the long run. The shaman and AM change seems nice when it comes to their HOT (if it works haven't logged on today yet) and the AP drain was oppressive, the problem is that these classes need that AP badly. I think you could have the target lose less AP (like the change) but provide more AP to the Shaman/AM in return. Double morale pump has not been ran in an incredibly long time on Shaman so don't think it was an issue, but it was in line with other morale pumps so think it's alright. Thank god it is/was broken, but the buff to morale pump for AM is now the best pump in game. I know EoV/FoDG is a bit clunky, but this tactic is now allowing AMs to morale pump entire RAIDS/WBs since it counts as a direct heal. I'm all for counting it as a direct heal still, but there is no way that this tactic can work for EoV, with 100% upkeep it's pumping 1200 morale a minute for EVERYONE. Granted in a city instance you won't be hitting everyone with EoV, but in a fort/keep you are most likely hitting the full 24. 24*1200 = 28,800 morale pumped a minute. Please make this tactic exclude EoV. This is just counterintuitive to the whole morale pump changes as a whole.

Next, Swordmaster. Everyone believes this will be the FoTM and for good reason. SM were already pretty strong as they were. Like I said, the ability to get the CDR from Whispering Winds at any time was a much needed change, but what they got to have this effect is way too strong. Don't get me wrong, I love the flavor for WW prebuff/postbuff, the issue is the silence was too weak since free immunities/required a target/could be blocked/parried, and the issue is the aoe interrupt is nuts. SM now has 2 aoe interrupts and can now aoe interrupt 4 times in the time span of 10 seconds on its own, not to mention that WLs also have an aoe interrupt. Aoe interrupts interrupt cast times and channels (like choppa's BIO, a strong ability that the already underperforming choppas rely on further pushing them out of the picture). It was a really strong buff to Winds, but I think it would have been fine and the whole "just play a few weeks" argument would be okay if BO didn't lose their CDR, a tank spot that was much more flexible than the already underperforming choppas. SM also has raking talons, a really strong tactic whom everyone I have talked to says stacks with challenge AND bellows.

Since I just talked about SM, I might as well address the problem with Black Orc's now... As many before me said, BO is having an identity crisis. There's now competition sure, but the problem is that this competition is for the worst snb tank in the game. Snb BG has been needing buffs for a long time now as it's been atrocious, but snb BO is probably equally as bad as snb BG now. BO now can provide toughness and WS to their entire group (which doesn't stack with Chosen aura), which 1, you're better off running a second chosen in your party for debuffing enemy toughness while increasing your party's along with 2 other strong auras, and 2, you could've just stat stealed it anyways with Da Biggest!. Sure Black Orc still has some tools like the previously mentioned stat steal, and they have skull thumper among some other nifty stuff, but in the end it really feels like the new solution to party comps is just run 6-7 Chosens and a 2h BG. BO also lacks the option for a ST punt that SM has the option to spec into. Don't get me wrong, BO was strong before, but this has always been a severe hinderance to Black Orc, but that's besides the point. Black Orcs really need the old Waaagh badly. I know that the devs added it and since the Q&A wanted to get rid of it, but there is so much more flexibility in having a CDR in a tank spot rather than having it in the mDPS slot. If making a champ party for cities, you cannot have Choppa in a party with melee squig/shaman champ because you need the other champ DPS. The Choppa and Melee Squig are competing for the same spot whereas the SM was already being taken to cities and had more flexibility in what the rest of your party was. Everyone would be happy if they removed chop fasta and gave choppas Rampage in return just to keep waaagh on BO. Then it would be a discussion of ID/GTDC which would honestly be fine. So, the outrage in this change? I can understand, although it could have been more civilized.

I know I glossed over the dps/shield dok/wp, but seems like a pretty strong buff for them. I am interested to see what happens, just know that I think that these changes can have the possibility to be a little too strong, but we'll see. WL change is whatever, I don't think it is good enough to be ran, but like I said I am interested to see what happens. Squig herder changes, for the most part, seem pretty solid. One can argue that squigbeast should get moved to a different morale slot, or even have it's damage be reduced to 75%. This m1 is the highest single target morale damage in the game. Squigs will be fine, this will still probably hit for 2.5k+. Could have made it not stack with squig frenzy. I think you could have also gotten away with making Sharpened Arrers be 15% armor pen, but keep it for all the trees besides the rarely used Big Shootin' tree. The squig armor internal cooldown being 5 seconds seems like a bit much. I get what this change was trying to do, but ranged squigs are already super squishy I think you could have tried 3 seconds on this first. Outta my way going down to 25% from 75% seems pretty big, it was a channeled ability after all. Maybe 40% would have been okay, but like I said, I am interested to see what happens.

With the balance changes out of the way, I guess it's time to address the new balancing system with regards to Realm Champions. When I first heard about this idea on the Q&A, I initially thought this was more out of laziness on the dev team, but now realize that it was an opportunity to actually put more focus into putting out the content that the game had back out on live, so it's understandable. The Q&A also talked about how they wanted to put out these big balance changes in line with ranked (so they could put more focus into putting out the content that the game had back out on live), the problem with this is that we are now going without balance changes for months which is really hard if you want to keep this game afloat. Take a MOBA for example, if a MOBA did balance changes along with a new season of ranked that is typically seen as a poor design choice. 3-4 months is way too long for balance changes and I really think tweaks here and there rather than dropping the hammer is the better option even if its like 3 weeks in between these tweaks. I also think that realm champions shouldn't be focused on the betterment of their realm and debating it with the other realm's realm champions. The people working together to try and balance the game should have both faction's interest in mind as seeing it now, if the only nerf to order that happened this patch was to mirror Mist and Sorc self morale pump, I find it hard to believe that information and data was gathered from destro players. The amount of tools that slayer has seems a bit ridiculous. Defenses ignore for 10-20 seconds (granted can be shattered, but can also be covered up by other abilities that can be shattered), Inevitable Doom, Shatter limbs... it seems like a lot. There's a reason why slayer stack are a thing and are arguably the best DPS in the game. Slayers would seem a lot more tame if chop fasta was replaced with rampage and BO had CDR back. As mentioned before there's raking talons, there's also focused mending on kobs, wounds buff on WP, and a bunch of other things, but the point is there's a lot of incredibly strong stuff on Order as well and I have a hard time getting behind a one sided nerf like this where essentially nothing gets touched on Order. I don't think this nerf could not have came at a worse time. NA destro tries to put up a fight, but gets constantly zerged down. Order has been winning more and more cities as of late, it may have been a "Order has finally started to organize after all these months of Destro telling them to do so", but NA is so dead on destro it's actually mind boggling. In a game like this where server pop really matters, we shouldn't be pushing people away that are upset about patches, that's just bad business. I know this is a private server and devs/gms aren't being paid for this and it's out of their own time, but something needs to change. Fast.

-Nelk


Next, Swordmaster. Everyone believes this will be the FoTM and for good reason. SM were already pretty strong as they were. Like I said, the ability to get the CDR from Whispering Winds at any time was a much needed change, but what they got to have this effect is way too strong. Don't get me wrong, I love the flavor for WW prebuff/postbuff, the issue is the silence was too weak since free immunities/required a target/could be blocked/parried, and the issue is the aoe interrupt is nuts. SM now has 2 aoe interrupts and can now aoe interrupt 4 times in the time span of 10 seconds on its own, not to mention that WLs also have an aoe interrupt. Aoe interrupts interrupt cast times and channels (like choppa's BIO, a strong ability that the already underperforming choppas rely on further pushing them out of the picture). It was a really strong buff to Winds, but I think it would have been fine and the whole "just play a few weeks" argument would be okay if BO didn't lose their CDR, a tank spot that was much more flexible than the already underperforming choppas. SM also has raking talons, a really strong tactic whom everyone I have talked to says stacks with challenge AND bellows.

The interrupt is at most 3 times in ten seconds, and two of those interrupts you are referring to are only 15ft and I'm sure is defendable. The interrupt from Winds is only a 30ft line in front of you. How are Choppa's underperforming? How are they being pushed out of the picture when they, like the SM's are the only class for their realm with the much loved CDR? The BO was and still is the easiest SnB tank class for me to play, I still would use Waaaagh! because it has the 25% AA damage buff and the big corporeal debuff to help classes like Sorcs. Throw in the new tactic to give that extra toughness and weapon skill for your group to help with more armour penetration and survivability, and it's not so bad when you compare that 11 point tactic to the SM's not so useful healing one.

CDR on the Black Orc, with the AA damage buff and corporeal debuff, was overperforming when you consider Choppa's also have CDR so every party with these two classes would give almost permanent CDR for the entirety of their engagements, not even having to worry about the timing of when to use the ability like SM's do to maximise the uptime. No cooldowns on cleansing, shatters, your entire action bar with 5 seconds removed from nearly every ability that had a cooldown, for an entire fight. It's a small price to pay so that Choppa's keep theirs and are now even more desired for group activity. You could still have constant CDR now but you'll need two SMs/Choppas in the party which means you potentially sacrifice some utility in doing so, which has always been the case for order anyway stacking two SMs in a party.

Raking Talons is only 20ft and last 4 seconds, which is sometimes difficult to maintain because we use other abilities in final stance like Dazzling Strike/Blurring Shock just as frequently as well as Crushing Wave/Winds/AoE punt or skipping the final stance altogether to use bubble in emergencies. So the uptime on it is not realistically long unless you decided to not contribute to your warband more effectively and only use that.

Since I just talked about SM, I might as well address the problem with Black Orc's now... As many before me said, BO is having an identity crisis. There's now competition sure, but the problem is that this competition is for the worst snb tank in the game. Snb BG has been needing buffs for a long time now as it's been atrocious, but snb BO is probably equally as bad as snb BG now. BO now can provide toughness and WS to their entire group (which doesn't stack with Chosen aura), which 1, you're better off running a second chosen in your party for debuffing enemy toughness while increasing your party's along with 2 other strong auras, and 2, you could've just stat stealed it anyways with Da Biggest!. Sure Black Orc still has some tools like the previously mentioned stat steal, and they have skull thumper among some other nifty stuff, but in the end it really feels like the new solution to party comps is just run 6-7 Chosens and a 2h BG. BO also lacks the option for a ST punt that SM has the option to spec into. Don't get me wrong, BO was strong before, but this has always been a severe hinderance to Black Orc, but that's besides the point. Black Orcs really need the old Waaagh badly. I know that the devs added it and since the Q&A wanted to get rid of it, but there is so much more flexibility in having a CDR in a tank spot rather than having it in the mDPS slot. If making a champ party for cities, you cannot have Choppa in a party with melee squig/shaman champ because you need the other champ DPS. The Choppa and Melee Squig are competing for the same spot whereas the SM was already being taken to cities and had more flexibility in what the rest of your party was. Everyone would be happy if they removed chop fasta and gave choppas Rampage in return just to keep waaagh on BO. Then it would be a discussion of ID/GTDC which would honestly be fine. So, the outrage in this change? I can understand, although it could have been more civilized.

Identity crisis for all the complaints I read about being just a CDR and morale bot? And considering the ease of playing with both the BG and BO not needing to constantly run around the outside of a blob like Order tanks do in close warband fights. There are some abilties on the BO that still make them superior to the SM. There are some abilities for the SnB BG that make them exceptional, 5 second knockdown, biggest ST punt, Force of Fury, well beyond the highest toughness for a tank, AoE defense debuffs. You mention Choppa's are being pushed away but you want strip them of their CDR when they had it first, and give them rampage instead? That would probably mean you would either have to give a 50% block channel for Order tanks as well, or give Order tanks morale pump tactics too to balance things out. Because when I'm playing my BO/BG I use my block channels to make sure the damage from rampage is the only damage I'm receiving.

there's also focused mending on kobs, wounds buff on WP

You have two tanks on Destruction that AoE debuff wounds, Order only one and it has to be from the squishiest tank a 2H Knight. Focus Mending is only 15% extra incoming heals, does not affect melee heals, and helps make the most useless aura we have usable. 15% is usually not enough to counter any heal debuffs so it's a tactic that is easily replaceable.
Knight 8x - IB 8x - SM 8x / Chosen 3x - BO 4x - BG 5x

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