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Patch Notes 08/12/2017

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Haojin
Posts: 1066

Re: Patch Notes 08/12/2017

Post#51 » Wed Dec 13, 2017 7:20 am

footpatrol2 you forgot to mention :
Spoiler:
Immaculate Defence: M4 tank on 10 sec duration. This suggests you want 6 tanks if you want 100% upkeep on that desired effect.

Can't Touch Us: M4 BO on 15 second duration. This suggests you want 4 BO if you want 100% upkeep on that desired effect.

Strenght in Numbers: M4 IB on 10 second duration. This suggests you want 6 IB if you want 100% upkeep on that desired effect.

Earthen Renewal: M4 IB on 9 second duration. This suggest you want 7 IB if you want 100% upkeep on that desired effect.

Flawless Defence: KOTBS M4 on 10 second duration. This suggest you want 6 KOTBS if you want 100% upkeep on that desired effect.

Shield of Valor: SM M4 on 10 second duration. This suggest you want 6 SM if you want 100% upkeep on that desired effect.
Guildmaster of Phalanx

K8P - Karak Norn

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mogt
Posts: 476

Re: Patch Notes 08/12/2017

Post#52 » Wed Dec 13, 2017 8:33 am

footpatrol2 you know that the devs change here things, how it was on live, why you whiniing over moralegain etc.. the moralgain is good, and this game is not 6 man group, you forgot this, this is a big teamplay until 24 members in a wb, what the player forget how it is in the rvr,play with strategy, the bos are important , the keep are important during a keep fight/defend...

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footpatrol2
Posts: 1093

Re: Patch Notes 08/12/2017

Post#53 » Wed Dec 13, 2017 9:20 am

So Haojin, I know your poking fun. Whatever. I'll bite.

Since you listed out a bunch of tank wall stuff I'll go through and explain how Tank walls works and what thier function is.
First you have to understand the old keep mechanic's which is not implemented in RoR.

Old keep mechanic.
Spoiler:
Attacker gained morale via hitting the door.
Defender's gain morale by being in the keep and the door being hit.

At keeps it was easy access to morale gain for the defender and attacker. Keep assault/defense is all about morale bombs/defensive morale cycle's and the keep attacker/keep defender trying to screw over the opposition's morale bombs and defensive morale cycle's.
Here is how you get 60 m/s. At 60 m/s m4 is attainable at 60 sec's which IS the hardset cooldown on morale's. All the puzzle pieces fit at this morale gain rate.
viewtopic.php?f=8&t=20633
TLDR? It basically takes a guild warband to pull off those kinds of morale gain number's because you need 3 guild banner's and all member's being in the same guild. RvR is Literally the endgame content.

Tank walls
Spoiler:
Tank walls are more about defense then assault. The purpose of a tank wall is to buy you precious time to allow your side to sync up a morale bomb condition to potentially swing the fight. Things get messy at at keep assault/keep defense. Some player's die that are part of your major morale bomb components which are needed to be successful in assaulting/defending a keep. You might not have your morale bomb condition ready when the keep door goes down so tank walls buy you that time. The defender is trying to destroy, prior to the door going down, major morale bomb components of the opposition so when the door does go down the tank wall isn't just immediately blown up.

What are good qualities in a tank wall. High avoidence, high wounds and being tough. The tanks will have 80 to 100% block or parry or both dependant on how they are set up. Take 4 defensive spec'd tanks cross guard and body block. The goal is to be unshiftable. It is essential to have high aviodence because you don't want to be ap knockedback. Stand in the hallway to buy you time. Again this is purely meant to buy you time for the rest of your warband to get a morale bomb condition. It is not a winning strategy in itself. 20 or 30 sec's matter's when the morale gain rates are 60 m/s. When the keep door goes down the defender's (tank wall) will have their m4 ready due to how the old keep mechanic's worked. (doesn't exist now)
Group comps on stuff you listed.
Spoiler:
Strength in Number's Dwarf Tank wall
4 Stone IB's with 2 any spec heally RP. Defensive morale cycle combined with ability. Due to 2 RP 100% upkeep on mountain spirit. All 4 stone IB's Pop Oathstone (10/30) as a team when the door goes down. After 10 sec's start to rotate 2 Strength in number's ever 10 sec's. Pop Oathstone again as a team when it's off cooldown. Wait 10 sec Rotate 2 strength in number's again. Pop Oathstone again. Tank wall defensive morale cycle combined with ability. 4 Strength in Number's = 40/60 This isn't 100% upkeep but it is potentially 40 sec's out of a minute of extreme high avoidence + extreme high mitigation.

Flawless Defense Empire Tank wall
4 Vigilance knights 2 Salvation WP. Keep door goes down. Vigilance knights pop Vigilance ability (10/30), 1 salvation WP pops Gift of life (10/60) as door goes down, after 10 sec's 2nd wp pops Gift of life, after 10 sec's Vigilance knight's start to rotate Flawless defense, while poping vigilance either collectively or as a clutch save. 2 gift's of life = 20 sec's 4 flawless defense = 40 sec's. 20 + 40 = (60/60) You can 100% upkeep this if you want.

Can't Touch Us Greenskin tank wall
4 Toughest Orc's with can't touch me ability 2 heally shaman's. Slot tactic: Bring em on to maintain highest step, Less stabbin me, Good wif shield, your pick on wounds tactic or morale boost tactic. What Can't touch Us Morale 4 does is ap feed. The absorb is a cute addition. Rotate Git em with 100% upkeep for additional ap feed. Use Can't touch me ability. Rotate Can't touch Us m4 to maintain ap feed. What the Can't Touch Us m4 does is releases the need to slot savin da runts tactic so you can run collectively a different tactic. BO's should easily hit 90% block value if not higher if defensively built.

Got me on Earthen Renewal I dunno what that's for. Probably just utility.
Immaculate Defence is meh doesn't increase avoidence so your tanks will live but will be more easily shifted hence not being able to fill their role as well.
I left out a ton of stuff because I'm trying to be short which this isn't.

@mogt
I don't think the game was that broken to begin with. There is SOO many things not working correctly with this current form of the game. Entire spec lines have lost their meaning. I think patch 1.3 provides player's with more options on style of play/unique group compositions then this current form. I can't go anywhere else to play warhammer online.
Last edited by footpatrol2 on Wed Dec 13, 2017 9:39 am, edited 1 time in total.

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Haojin
Posts: 1066

Re: Patch Notes 08/12/2017

Post#54 » Wed Dec 13, 2017 9:38 am

@footpatrol2 i like your passion about that stuff, i like some of stuff you suggest; just for fun.

Besides all pokes, i'm not sure you are aware of current morale gains until 08/12/2017 patch. Morale scaler was active and if X amount of players around you, your natural morale gain was 30-40 per second -maybe more- . You were close to your ideal morale gain for a LONG time in zergy fights. Still not sure you knew that..

About Cycling Defensive Morales; You know that M4's and Def Morale Cycles won't do any **** agaist 4-5 Lots of Shootin' SH's :P or even coordinated any kind of morale bombing with Ruin and Destruction or Great Fang. Why would i choose meaningless shield wall instead of wiping the **** out of them ? If i have 4 IB i'll go with 4 X Axe Slam with morale gear + 2 AM. A possibilty that you could melt 12-13 people with that every 1 minute.


"the best defense is a good offense"
Guildmaster of Phalanx

K8P - Karak Norn

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footpatrol2
Posts: 1093

Re: Patch Notes 08/12/2017

Post#55 » Wed Dec 13, 2017 10:02 am

So Your suppose to destroy major morale bomb component's, prior to the door going down. If you don't then you will suffer through the morale bomb's you listed. Not everything is about ap AoE damage, especially in coordinated/organized vs coordinated/organized. Whatever about zerg. Zerg is easy to kill.

I can't stress enough how CRITICAL it is to stagger the morale level's of the opposition. Otherwise you'll get hit via the full strength of a morale bomb.

I'll provide a example:
Take 3 or 4 sniper engie's and Single target assist with 2 or 3 healer's or
3 or 4 sniper havoc magus's and Single target assist with 2 or 3 healer's.

The environment is a keep defense. Start sniping out player's to reset the morale. The individual deaths straight up don't matter really because it won't cause a wipe. What matter's is the resetting of morale. I care about the morale drain upon death mechanic. That sniper team is counter play/scalpel tool to major morale bomb components or defensive morale cycle's. It is PURELY the only reason why I'd bring it. If you kill say 1 to 2 major morale bomb components of say your Lots of shootin m4 team Your potentially saving 9 player's from death via morale bomb for a full minute. Which... buys your side time to morale bomb back...

See the counterplay.
ST matter's in Orvr in organize vs organize.

Defensive morale cycle's kinda don't matter in a game that has morale bombs. Defensive morale cycle's is just a super fun addition of the game and I think more options on style of play is better then less option's on style of play.
Last edited by footpatrol2 on Wed Dec 13, 2017 11:18 am, edited 2 times in total.

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Collateral
Posts: 1494

Re: Patch Notes 08/12/2017

Post#56 » Wed Dec 13, 2017 10:25 am

Sure you can try to snipe with st. But you can't snipe them behind walls. It's super easy to simply pump morales with ams or shammys, no need to ever get out of cover. If you're not stupid, you will keep your most valuable assets in cover. Then at the right moment pop out and destroy who ever is your opponent, defender of attacker.

There is definitely a lot of ways to go about it, but most if it is just pointless to bother with. For example on order, all you need is 8 bws and 4-8 ams. You can win pretty much every keep siege. Throw in a couple kotbs if you wanna morale drain the enemy front line so they can't counter push easily. Destro can do a similar thing with shs and shammys, as you know.

I think it would be great to see racial wbs in the lakes. But atm it's just not worth it, and people are not encouraged at all to pull it of.

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footpatrol2
Posts: 1093

Re: Patch Notes 08/12/2017

Post#57 » Wed Dec 13, 2017 10:52 am

A optimally built warband for roaming will look drastically different then a optimally built warband for keep offense or a optimally built warband for a keep defense. Each phase of the game carries different value's. Which will make your warband's that are optimally built to phase look drastically different. Any type of organized will beat disorganized.

@Collateral
Your talking about hiding behind the walls of a keep.

You can make very nasty rampart assault groups to get at those morale bomb components. This is dependant on scale of course, if you got 4 warbands in a keep defense then the scale is completely out of wack and the game balance just starts falling apart. That is a problem with the ORvR mechanic. There shouldn't be that many player's in one spot. But lets say for example it is warband vs warband at a keep. Those morale bomb components have to stay in combat. Which mean's they can't just hide. They have to be close to the fight.

Being able to hit the keep door is I suspect is a fundamental part of the game. Some Class spec line's are built around hitting the door and lifetap healing rampart assault groups along with being able to apply active ability buff's. The rampart assault groups Main goal is to disrupt morale level's of the opposition. It's not about wiping. Those morale level's NEED to be staggered to prevent the full strength of a morale bomb. Your taking away thier morale bombs with sometimes a single death or two, if you pay attention to your combat log you'll know who to target.

WE's and WH's in my opinion are specifically designed for this role. Later mythic allowed all mdps classes to fill this role but WE/WH's do it best. The lifetap spec lines in my opinion partly serve to assist heal those rampart assault groups. Look at how Vaul/Da green/Sacrifice/Grace spec line's are structured. I'm not saying this is the sole reason but it is a big reason like 40 to 60% of why they are structured the way they are.

What I am trying to show is the counterplay. I am also providing a reason on why WE's and WH's are wanted in ORvR.

There is SOO MANY coolio things this game was capable of doing at one time. WAY more option's on style of play then there currently is. WAY more dynamic and interesting group compositions which is extremely flavorful with massive strengths and drastic weaknesses.

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Natherul
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Re: Patch Notes 08/12/2017

Post#58 » Wed Dec 13, 2017 1:04 pm

As we have stated in the past and repeatedly, we dont like the mindless moralepump to win.

I think we finally managed to get rid of all proximity morale increasers and as such we can tune morale gain to a level we like. Also stated from elsewhere is that we are thinking of making slight changes to morale abilities themselves but we wont disclose what exactly until we have a more clear plan in mind.

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Haojin
Posts: 1066

Re: Patch Notes 08/12/2017

Post#59 » Wed Dec 13, 2017 1:25 pm

Natherul wrote:As we have stated in the past and repeatedly, we dont like the mindless moralepump to win.

I think we finally managed to get rid of all proximity morale increasers and as such we can tune morale gain to a level we like. Also stated from elsewhere is that we are thinking of making slight changes to morale abilities themselves but we wont disclose what exactly until we have a more clear plan in mind.
Well, the whole morale discussion could continue like 100 pages, not sure patchnotes thread is appropriate for it. But anyways i must say that, the problem ISN'T morale gain, both factions got tools and items for it. You can create loopholes to stay pumped all the time. The problem is PURE, UNDEFENDABLE damage which becomes cancerous with 30-40+ people doing that.

The best option imho without destroying certain classes-builds-metas is : Making a new immunity makes you immune to morale damage if you hit by morales x times in x seconds.

Good luck with the morale work, i'm looking forward to see it :P
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K8P - Karak Norn

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Aurandilaz
Posts: 1896

Re: Patch Notes 08/12/2017

Post#60 » Wed Dec 13, 2017 3:54 pm

Haojin wrote:
Natherul wrote:As we have stated in the past and repeatedly, we dont like the mindless moralepump to win.

I think we finally managed to get rid of all proximity morale increasers and as such we can tune morale gain to a level we like. Also stated from elsewhere is that we are thinking of making slight changes to morale abilities themselves but we wont disclose what exactly until we have a more clear plan in mind.
Well, the whole morale discussion could continue like 100 pages, not sure patchnotes thread is appropriate for it. But anyways i must say that, the problem ISN'T morale gain, both factions got tools and items for it. You can create loopholes to stay pumped all the time. The problem is PURE, UNDEFENDABLE damage which becomes cancerous with 30-40+ people doing that.

The best option imho without destroying certain classes-builds-metas is : Making a new immunity makes you immune to morale damage if you hit by morales x times in x seconds.

Good luck with the morale work, i'm looking forward to see it :P

I can probably count the few rare souls with fingers of one hand, who are willing to go maximum moral cancer path to pump morals with few ST AM abilities to get those 100 feet AoE dmg morals. ;)
99.99% of the server population has no interest in doing a weird setup so you can snipe an innocent goblin from 100 feet with 3xBurning Head.
Running too many AMs to get those morals out is just gimping yourself. Even shaman pump is meh tier considering the possible moral cheese available (9 sec Mara M2 bomb dump is total overkill 99% of time)

Main issue IMO is that due to the fact that natural moral gain is now somewhere closer to 20 than old 30 (something is really off lately with the gains, its below its normal "fixed" state), and thus large, if not almost full majority of server population has no realistic chance of reaching M4 in battle (maybe 1-2 times during very long siege), so most people ignore moral specs for buying better M4s because how unrealistic the chance of getting one out are.
Its close to being "locked out" game content due difficulty of gaining 3600 moral points before fight is over.

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