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Patch Notes 13/1/2017

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Hargrim
Former Staff
Posts: 2465

Re: Patch Notes 13/1/2017

Post#41 » Sat Jan 13, 2018 1:21 pm

Wam wrote:Hargrim
- If level difference inside party is more than 5 nobody will get any XP from killing NPCs.

This feel's a bit excessive change to already grindy leveling system... with pretty much all the ways to "power level" already being neutered from what they used to be awhile ago...

someone cynical might think you are trying to funnel people from pve to level in orvr :D

I don't disagree completely with you don't want lvl 40 and lvl 1 to team so much...

but a lvl 26 and 20 and 22... should be able to team without being punished? they are in the same bracket for SC's... ORVR but not for PVE... I feel the number is a bit harsh on newbies / random world encounters/PQ's where the population isn't overkill as it is, so makes it a bit more limited gameplay

Teaming should be encouraged for pq's? I think 7 level difference is a more flexible number, I am pretty relaxed would say 9 (31-40 is T4 if sc pops are bad no pve inbetween) but i know you would probally think that is way too excessive even though its pretty much same bracket in most tiers...

I've seen good tanks and good healers out perform players who are over 5 levels ahead of them in public quests for t4... and now they won't be able to team properly :)

Change doesn't effect me much i got enough 40's already... and if i really wanted another would of used dbl xp event... but for newbies makes pve a bit more complicated imo...

T1 is pretty good example I see generally a lot of mid/higher level in their bracket hang around pq's in chaos mixed with a few lower/mid levels of the same bracket... now their teaming is hindered and new players not very likely to be up to date with patches so prepare advice channel for I'm not getting xp message's (yesterday I rode through nordland on lvl 15 magus, some guys was struggling to kill a hero, lvl 11 chosen was doing good tanking him... I stopped to help them, team was pretty spread from 7-13 before I joined... now under new system that team would have to split for xp gain... and compete vs each other instead of co operate like they was) just my two cents
Talk with Torque. I prefer simple solutions above complex ones.
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Hargrim
Former Staff
Posts: 2465

Re: Patch Notes 13/1/2017

Post#42 » Sat Jan 13, 2018 1:31 pm

Nekkma wrote:Just did a scenario and i get refunded seeds when zoning in and out of scenario. Got seeds refunded while changing zone with book and flighmaster but only once each culitvating cycle. Took some screens but don't have any account to upload them. Should be easy to test and can send screens to you if you need.
Found the issue, your description was enough. Will be fixed with next hotfix / patch.
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lefze
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Posts: 863

Re: Patch Notes 13/1/2017

Post#43 » Sat Jan 13, 2018 1:56 pm

dansari wrote:
rmpl wrote:
Nekkma wrote:
Haven't played order in ages but is the animation the same? Seeing as you get knocked up in the air with fetch but mara is more of a straight line. Great change anyhow, melee fetched acted more or less as another knockdown just after getting up from the first knockdown...

If it is the same with terrible embrace, i.e. second knockdown, it should be changed for sure.
Image
Yeah yeah, cast time. Tell that to every order player who has experienced being pulled from melee range by Mara, then knocked down by his tank. If there is a minimum range, it should be applied to both.
So to balance this, Fetch should become a 2 second channel aswell, and scale with int like mara pull, as a tradeoff mara gets a minimum distance aswell?
Rip Phalanx

bwdaWAR
Posts: 309

Re: Patch Notes 13/1/2017

Post#44 » Sat Jan 13, 2018 1:59 pm

Hargrim wrote:
snot wrote:The command to change pet name is /petname? I just tried this and I got a message I am not allowed cause I lost this privilege
Works for me for account without GM rights so this sounds like you lost your privileges already because GM rename :).

Can someone other confirm? Preferably nonstaff member?
I get the same message, using the petname change macro right after logging in - for the first time for months (with the WL at least), so a GM change is a little unlikely.

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oaliaen
Posts: 1217

Re: Patch Notes 13/1/2017

Post#45 » Sat Jan 13, 2018 2:15 pm

2 secs cast hahaha ...well done
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dansari
Posts: 2524

Re: Patch Notes 13/1/2017

Post#46 » Sat Jan 13, 2018 2:19 pm

Spoiler:
lefze wrote:
dansari wrote:
rmpl wrote: Image
Yeah yeah, cast time. Tell that to every order player who has experienced being pulled from melee range by Mara, then knocked down by his tank. If there is a minimum range, it should be applied to both.
So to balance this, Fetch should become a 2 second channel aswell, and scale with int like mara pull, as a tradeoff mara gets a minimum distance aswell?
Yeah and while we're at it, let's tie it to Mara's new pet, which can be killed off incredibly easily unless specced into Guardian tree, and we have to actually get the pet into melee range of the target to pull! See, I can move the goalposts too! Isn't that fun?

The point is, Mara's abuse this in melee range as well.
<Salt Factory>

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lefze
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Re: Patch Notes 13/1/2017

Post#47 » Sat Jan 13, 2018 2:23 pm

dansari wrote:
Spoiler:
lefze wrote:
dansari wrote:
Yeah yeah, cast time. Tell that to every order player who has experienced being pulled from melee range by Mara, then knocked down by his tank. If there is a minimum range, it should be applied to both.
So to balance this, Fetch should become a 2 second channel aswell, and scale with int like mara pull, as a tradeoff mara gets a minimum distance aswell?
Yeah and while we're at it, let's tie it to Mara's new pet, which can be killed off incredibly easily unless specced into Guardian tree, and we have to actually get the pet into melee range of the target to pull! See, I can move the goalposts too! Isn't that fun?

The point is, Mara's abuse this in melee range as well.
The point is, that even if some do, they pretty much wasted to 2 seconds to MAYBE gain 2 seconds, but most likely to achieve a disrupt.
Rip Phalanx

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Akilinus
Posts: 446

Re: Patch Notes 13/1/2017

Post#48 » Sat Jan 13, 2018 2:24 pm

The point is, Mara's abuse this in melee range as well.
I dont know if its even worth the risk you take incase it gets disrupted and you wasted 2seconds doing nothing if you want to use it as a interupt you should probably switch to monstro and use Mouth of Tzeentch.
Kkomrade 80 Zealot Akilinuz 80 Chosen Zaiyer 80 Marauder
Kkomrades 80 Black Guard Sauer 80 Squig herder Nosler 80 Witch Elf Soniq 70 Shaman

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dansari
Posts: 2524

Re: Patch Notes 13/1/2017

Post#49 » Sat Jan 13, 2018 2:31 pm

lefze wrote:
dansari wrote:
Spoiler:
lefze wrote:
So to balance this, Fetch should become a 2 second channel aswell, and scale with int like mara pull, as a tradeoff mara gets a minimum distance aswell?
Yeah and while we're at it, let's tie it to Mara's new pet, which can be killed off incredibly easily unless specced into Guardian tree, and we have to actually get the pet into melee range of the target to pull! See, I can move the goalposts too! Isn't that fun?

The point is, Mara's abuse this in melee range as well.
The point is, that even if some do, they pretty much wasted to 2 seconds to MAYBE gain 2 seconds, but most likely to achieve a disrupt.
Except when you pair it with a knockdown, and you get 5+ seconds of facing the target's back for free. There's no question that it's less effective or less reliable, but it is still abused.
<Salt Factory>

User avatar
Akilinus
Posts: 446

Re: Patch Notes 13/1/2017

Post#50 » Sat Jan 13, 2018 2:41 pm

dansari wrote:
lefze wrote:
dansari wrote:
Spoiler:
Yeah and while we're at it, let's tie it to Mara's new pet, which can be killed off incredibly easily unless specced into Guardian tree, and we have to actually get the pet into melee range of the target to pull! See, I can move the goalposts too! Isn't that fun?

The point is, Mara's abuse this in melee range as well.
The point is, that even if some do, they pretty much wasted to 2 seconds to MAYBE gain 2 seconds, but most likely to achieve a disrupt.
Except when you pair it with a knockdown, and you get 5+ seconds of facing the target's back for free. There's no question that it's less effective or less reliable, but it is still abused.
Tell me a scenario where you feel like a marauder abused their pull I cant understand what you mean
Kkomrade 80 Zealot Akilinuz 80 Chosen Zaiyer 80 Marauder
Kkomrades 80 Black Guard Sauer 80 Squig herder Nosler 80 Witch Elf Soniq 70 Shaman

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