Changelog 29/11/16

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Glorian
Posts: 5002

Re: Changelog 29/11/16

Post#41 » Tue Nov 29, 2016 5:39 pm

sotora wrote:I will have to test it myself but those Pet statistic seems way too high. I mean come on 80-100 % of owner HP, 100% resistances and 100-200% armor?
Like I said I will have to test it, but it seems way way too much.
Please see here:
viewtopic.php?f=8&t=18650#p202781
New Pet stats are a Pet Nerf, not a Buff.

As for changes I'm happy that the squig pest is fought on and with AAO Buff and increased AoE Cap it might be more fun to be the underdog. Time to be more mad at the lazy dogs standing in the keep and stealing your wounds. :D

@Pet:
I'm quite contra the Gunturret nerf with reduced Damage and reduced HP.
Damage nerf is justified, HP reduction imo not.
But we will see test and build up some tears for the balance thread. :cry: :lol:
But it seems Grenade Turret is currently king of the Battlefield.

So we will get out and test it a lot. We are after all Thunderers. ;)

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Lektroluv
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Posts: 243

Re: Changelog 29/11/16

Post#42 » Tue Nov 29, 2016 5:40 pm

Can we fix this too? this rotation happened in space of time of 2 seconds, and from much longer range thant Squigh herder class and out of detaunt range.

https://postimg.org/image/ul3u7ig83/

Image

bloodi
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Re: Changelog 29/11/16

Post#43 » Tue Nov 29, 2016 5:42 pm

Glorian wrote:....
Lesti, try the changes before claiming that, the autoattack damage is quite nerfed. The ability damage went through the roof, for both magus and engi.

Just look at the difference your skills do with stat contribution or without, same applies now to your turrets, its a buff, not a nerf.

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Teefz
Posts: 100

Re: Changelog 29/11/16

Post#44 » Tue Nov 29, 2016 5:42 pm

Lektroluv wrote:
Gachimuchi wrote:
Lektroluv wrote:QQ my favorite class got nerfed
Squigs were regularly AAing people for 1k damage. If you don't see how that's a problem then there's no use trying to argue with you.

You are liying, and you know it... the only way a SH does those hits is using moral 3, and double autoattack damage ability which has 3 minutes cooldown.
My Squig herder has 1052 Ballistic skills, and that is simply a big lie... don't need to argue with me, you are simply liying.
Correct. The only way you are hitting those numbers are with Squig Frenzy and Squig Beast, which at best is at every 3 min, so stop spreading bs.

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peterthepan3
Posts: 6509

Re: Changelog 29/11/16

Post#45 » Tue Nov 29, 2016 5:43 pm

Looks like a normal Engineer rotation to me. Nothing to see here. Stationary DPS that requires standing still to get that sort of damage = nothing out of line.
Image

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Lektroluv
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Re: Changelog 29/11/16

Post#46 » Tue Nov 29, 2016 5:48 pm

peterthepan3 wrote:Looks like a normal Engineer rotation to me. Nothing to see here. Stationary DPS that requires standing still to get that sort of damage = nothing out of line.
Stationary damage is the most extended lie i seen in the story of videogames, you can face a enginer in open field alone... put tourret,self healing barrel and still killing 2 or 3 persons alone, withouth give a **** about moving.

So, stationary damage, only makes the class boring, nothing more... still hit like a truck, still tanks like a tank, and still doesn't matter they are not moving an inch.

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Bobbiom
Posts: 219

Re: Changelog 29/11/16

Post#47 » Tue Nov 29, 2016 5:53 pm

So the age of xrealming have begun, there is no chane in hell I am going to step inside the orvr lake if order have aao even if it is guild wb evening and to clarify I don't like being on the zerg side at all but what side the xerg choose to be on is nothing an organized wb guild can do anything about.
It is out of their control.

The wounds debuff is straight out going to kill organized guild wb's if there is a sudden population shift because of order wb's going to sleep because they are in a gmt +3 time zone for exampel.

But whatever right? I can already see the 6 man gankpartys rubbing their hands together.

Luckily I have a r40 rr24 engineer that have been snoring for awhile.

sanii
Posts: 193

Re: Changelog 29/11/16

Post#48 » Tue Nov 29, 2016 5:55 pm

Lektroluv wrote:Can we fix this too? this rotation happened in space of time of 2 seconds, and from much longer range thant Squigh herder class and out of detaunt range.

https://postimg.org/image/ul3u7ig83/
pure bs

Focused fire is a 3s channel ability and if he used hip shot first that entire rotation happened in a span of at least 3.5-4.5s and for future reference have ur timestamps on.
Last edited by sanii on Tue Nov 29, 2016 6:00 pm, edited 1 time in total.
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Vandoles
Posts: 249

Re: Changelog 29/11/16

Post#49 » Tue Nov 29, 2016 5:57 pm

Azarael wrote:spiked squigs never had a 150ft range
You say that, but I've been hit by invisible squigs my entire order-life, it's entirely possible they were out of draw distance and at 150 ft or over

If you ask squigs themselves, it's 5 ft range and 0 damage and needs a buff, so how would we know

Vandoles
Posts: 249

Re: Changelog 29/11/16

Post#50 » Tue Nov 29, 2016 6:01 pm

Lektroluv wrote:Can we fix this too? this rotation happened in space of time of 2 seconds, and from much longer range thant Squigh herder class and out of detaunt range.

https://postimg.org/image/ul3u7ig83/

Image
Unfortunately I have no screenshot to post right now, but Nuclearpotato frequently takes me out in less than 3 seconds with several 2k+ crits. I am sure every other order on the server has been on the receiving end of that.

Where's the imbalance then?

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