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Total lack of WH versatility

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jughurta
Posts: 21

Re: Total lack of WH versatility

Post#51 » Mon Dec 14, 2020 8:11 pm

ZEDE wrote: Mon Dec 14, 2020 6:15 pm
Sofong wrote: Mon Dec 14, 2020 6:11 pm check out these wh videos posted on the forum, victims in them r not nonamers.
https://www.returnofreckoning.com/foru ... #p43156809
Everyone knows the trick, you do hours and hours of soloing, you often lose and you choose the best songs or you win ....
Thank you again, always so relevant ...
Original text (French):
Spoiler:
Avant toute chose je parle en tant que WH totalement Pu solo sans team mate

Par avance merci a l'equipe pour le jeu , le temps investit et supporter les doleances dont les miennes lol


WH n est pas un assassin sur 2 spé sur 3 plutot un dps progressif mais a l'heure actuel dans l'etat du RvR et des aoe cela est quasi impossible

Ensuite je comprend pour le vanish le CD mais pour seal of destruction et shrould of magnus le CD est trop long ( pareil pour WE)


L'ensemble des DPS type live du jeu ont une mecanique sur les CC


SW et SH etait des support dps control de part leur nombre de cc et le sans required
je m'explique le Choppa/Slayer doit etre en rage pour stun , le WL doit avoir son lion , Mara doit disrupt ou parer suivant le cc ,le flamby doit dot avant de stun

le SW et SH n'on besoin de rien . disarm sans parade , stun cac et distance sans positionnel ou quelconque mecanique , actuellement burst a distance et a melee . Arrive a 70% parade et 45%+ en esquive dissip , 4k+ d armure et un enorme dps voir enorme burst sur du tissus

Pouvoir avoir un enorme dps a distance , un burst au cac , 2 stun, 1 disarm , 1 silence , 1 snare mono , 1 snare aoe , plusieurs debuff , tp ( shadow step / bounce) etc .... Un peu problematique pour les melees tissus
qui sont leur adversaire

Inge/magus precedement support tue plus vite a distance un WH/WE que celui met de temps pour les tuer au cac ( si il y a arrive)
Mon main etant destru , des sham des dps peuvent atteindre quasi 9k de burst en 3s ce qui n'etait pas mal pour un range pouvant ce decure , ce soigner avec la bolt 150% idem pour l'archimage

Autre probleme ne pas avoir mis de timer sur le fufu est problematique. Pourquoi pas mettre 1m10 et ne pas empecher la prise de popo ¨PA avant le pop est un sujet a reflechir car pop sans PA....

Declare Anathema ( idem pour la furie) s autobump est instant depop du au AOE .... peut etre mettre un buff armure ou endu voir augmenter les defences pourrait etre sympa durant la durée du saut

La spé WH celle que je joue en Inquisition/judement est interessante mais aucune survabilité . Rendre viable toutes les spé et le mot d'ordre j'espere que mon appel sera entendu lol

Pour faire simple le positionnel en open est difficile et peu efficace au vu des risques pris quand on les compares au degats recu en particuliers aoe et par les ranges ( safe) .

Ps Red tipper Arrer ! me semble quelques peu trop puissante au vu de tout ce que celle ci fait en 1 seul competence ( cela n'engage que moi et ma vision du RVR)

Ps2 Aoe a 24 ce qui n'engage que moi a tuer tout les autres type de jeux et gameplay .
Avant a 6 deja tout le monde ne subissait pas en permance des degats , les monos pouvait ce placer et inc au bon moment. l assist des cc , mezz un heal , silence un autre focus un 3eme etc... pouvais retourner la situtation. Actuellement lache 4 slayer , 3 choppa 1 msh et en avant ;) Osef les effets
Encore merci pour la lecture et merci a celui qui me traduira ;)
Translated text:

Before starting, I'm talking from a solo WH's perspective.

First of all, I'd like to thank the team for its time invested dealing with players, the game development and their support.

Wh isn't an assassin of 2 or 3 specs, more like a progressive DPS. However currently, and at the recent RvR state, its role/gameplay is somewhat impossible.

Also, I understand the increased cooldown for the vanish, however and in comparison with the WE, the cooldowns of seal of destruction and shroud of magnus is way higher.

The various DPS classes' mechanics had a sort of a CC mechanic.

SW and SH were support DPS classes, regarding the numerous CC abilities they had.

I'll explain myself; the Choppa/Slayer has to be in range in order to stun its target, the WL must have its lion, the Marauder has to disrupt or parry, the BW has to put a DoT.

SW and SH aren't in need of anything. They can disarm without parrying, stun from distance and without a specific mechanic, and in fact they can burst from distance and from melee range. They can also reach 70% parry and 45%+ dodge chance as well as 4k+ armor and a huge dps potential.

Having a class with distance dps, a burst, 2 stuns, 1 disarm, 1 silence, 1 target-focused snare, 1 AoE-focused snare, several debuffs and a great maneuvering, is a bit problematic for enemy melee classes.

As a destro main, dps shamans can almost hit 9k burst damage in 3 seconds, which isn't bad at all for a range class able to run easily and to heal up. Same for the dps AM.

The current WH spec that I play is interesting but without any survivability. Making all the specs feasible is a request I hope the team would hear and adapt.

In order to make it simple, the positioning in open field is difficult and less efficient regarding the risks that we have to take, compared to the damages done especially from AoE and range classes.

P.S: Red tipper Arrer! looks somewhat overpowered regarding what it does in 1 ability (this is my feedback and how I see RvR).

P.S2: AoE with a 24-target-limit decrease the engagement of AoE classes and it kills all the game types (SC/rSC/RvR).

Previously, with a 6-target-limit, the solo players could position themselves safely and run away in time before melting to the AoE bombs. Assisting a CC, debuffing a healer, silencing another, etc. was able to shift the battle's outcome.

Thank you for your time reading this and for whoever will translate my message.
Last edited by GamesBond on Mon Dec 14, 2020 10:10 pm, edited 4 times in total.
Reason: I tried translating as much as possible. I missed some slangs, didn't understand them.

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Whyumadbro
Posts: 486

Re: Total lack of WH versatility

Post#52 » Mon Dec 14, 2020 8:15 pm

Pkunk wrote: Mon Dec 14, 2020 4:52 pm
Whyumadbro wrote: Mon Dec 14, 2020 4:15 pm
You rlly think so? I mean that specific city we got a very good fight, its just a little sad that such a nice class as the WH is treated that way. I wish there would be option, but hey the game is for free and the devs do their best
Sadly it is so. Wh and We mostly have to solo que for city. This is what the devs want and what they want, they get. Its a team game. If you are not a team-meta class, though luck. The devs let the insane op Torqumeda white lion rampage for a very long period. It served its purpose. It killed the 1 vs 1 comunity. Now they get the brilliant zerg game they always wanted so don't get your hope up with any aid to whoever want to run a solo class. There is more to say about balance, or the lack of it, just look at forts at this time. A professional dev team whould have taken one look at that and balanced it. Just from datamining the game. But sadly the devs are not professional, they are amateurs and by that I mean not payed professionals. Its more about sticking the finger up in the air and do a little of that and a little of this and see what works.

yeah forum ban inc.
[/quote]

dude....the devs do this all for free dont forget that

Sponn
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Posts: 200

Re: Total lack of WH versatility

Post#53 » Mon Dec 14, 2020 8:51 pm

WTB kiss procs for WH....

The idea was DURING LIVE that WH had a ranged finisher... .cause of a gun and WE had kiss/poison procs.


Well on LIVE destro did what they are good at, and still good at, and complained and got a ranged finisher on WE and to this day WH never got poison procs.

"But this isn't a mirror game, we aren't interested in mirroring"
Then why do destro keep getting order abilities, I mean what Order only has ID and Rampage that is unique now? Can't wait till destro have it, then what will they complain about? Sure they will find something.


Can I have mara monstro tree copy pasted to SW like SH got WL tree/viability?

Pkunk
Posts: 82

Re: Total lack of WH versatility

Post#54 » Mon Dec 14, 2020 9:00 pm

Whyumadbro wrote: Mon Dec 14, 2020 8:15 pm
dude....the devs do this all for free dont forget that
yeah I know, but that don't mean they are perfect in any way. They make mistakes as anyone else. The problem is that the players see them as pro devs, they are not. They are doing this for free in their
spare time. It does not mean we should not give feedback, as Zede did, about stuff we feel is bad or dont work. I use the word "amateurs" in your quote; that don't mean shitty or bad or anything like that.
It simply mean they are not professionals and we cannot expect pro work from them. Still, we and wh is kinda in a bad spot atm. Sov tier armor hurt us just like it hurt the gunmidgets and rsh. You will never flank a good player so we hit on sov armour. That means our dps is way down. Unless you go for some strange max ap penetration build.

so "dude....the devs do this all for free dont forget that" what do you really mean by that? What is the point?

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GamesBond
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Re: Total lack of WH versatility

Post#55 » Mon Dec 14, 2020 10:17 pm

Pkunk wrote: Mon Dec 14, 2020 9:00 pm yeah I know, but that don't mean they are perfect in any way. They make mistakes as anyone else. The problem is that the players see them as pro devs, they are not. They are doing this for free in their
spare time. It does not mean we should not give feedback, as Zede did, about stuff we feel is bad or dont work. I use the word "amateurs" in your quote; that don't mean shitty or bad or anything like that.
It simply mean they are not professionals and we cannot expect pro work from them. Still, we and wh is kinda in a bad spot atm. Sov tier armor hurt us just like it hurt the gunmidgets and rsh. You will never flank a good player so we hit on sov armour. That means our dps is way down. Unless you go for some strange max ap penetration build.

so "dude....the devs do this all for free dont forget that" what do you really mean by that? What is the point?
A quick rectification, most if not all of the team work in their professional fields and are professionals in what they do IRL. The developers here have done skillful work that no one else was able to do or even imagine doing, otherwise you'd see more versions of the original code. Moreover, the developers here work in respectful companies, in their own countries.

The issue is that we cannot have professional careers with 8 hours shifts IRL and then, have a professional career here with another 8 hours shift, dedicated to the game everyday (development, maintenance, player support, visuals, 3D, animation, etc). This does not mean devs aren't skilled, aren't good and are amateurs. It means there are priorities to what puts food on the table, on their free time, they work on Return of Reckoning projects.

Which is a reason sometimes patches aren't released on Wednesday but on Friday, events delayed, etc. Time is the main issue, not experience, not skills.

Bottom line, we don't use all of this to deliver bad patches or incomplete work. We are really pledged to work as hard as our mind and time allow, after doing the necessary real life duties.

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wargrimnir
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Re: Total lack of WH versatility

Post#56 » Tue Dec 15, 2020 2:31 am

Every time I see "in b4 ban" or "ban inc" I flip a coin to see if you get banned or if I should ignore it. Fair enough? If you guys are actually doing something worth getting a warning over, you'll get a warning.

Don't try and pretend like we just ban people randomly. It takes several warnings to earn a suspension, which you can get removed if you simply pull your head out of your ass and come to terms with the warnings you had already received. The only stuff we ban on sight is bots and people blatantly here to cause problems.

Something to consider, the last proposal on the forums for WH back in July was implemented, because it was a cool idea. Get your collective thoughts together and make a proper proposal when you're done with your discussion. That's how you have a chance to get something implemented.
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Akalukz
Posts: 1790

Re: Total lack of WH versatility

Post#57 » Tue Dec 15, 2020 2:50 am

wargrimnir wrote: Tue Dec 15, 2020 2:31 am Every time I see "in b4 ban" or "ban inc" I flip a coin to see if you get banned or if I should ignore it. Fair enough? If you guys are actually doing something worth getting a warning over, you'll get a warning.

Don't try and pretend like we just ban people randomly. It takes several warnings to earn a suspension, which you can get removed if you simply pull your head out of your ass and come to terms with the warnings you had already received. The only stuff we ban on sight is bots and people blatantly here to cause problems.

Something to consider, the last proposal on the forums for WH back in July was implemented, because it was a cool idea. Get your collective thoughts together and make a proper proposal when you're done with your discussion. That's how you have a chance to get something implemented.
So are the dev's currently happy with the current state of the WH? That would be helpful information.
-= Agony =-

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wargrimnir
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Re: Total lack of WH versatility

Post#58 » Tue Dec 15, 2020 3:15 am

Akalukz wrote: Tue Dec 15, 2020 2:50 am So are the dev's currently happy with the current state of the WH? That would be helpful information.
If you somehow come up with a collection of thoughts that are interesting to implement, posting them as a proper proposal is how that works. Or kick around some drama threads if you want. Talking about classes can be cathartic, maybe they're just venting, maybe they don't actually think they need changes. The only reason I keep up on random discussion threads is mostly to deal with reported posts and people breaking TOS. When we talk about classes internally, proposals are what we look at, not drama threads.
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Sinisterror
Posts: 1078

Re: Total lack of WH versatility

Post#59 » Tue Dec 15, 2020 5:20 am

WH/WE need 50 % crit dmg tactic to be core and something like whirling blades to be passive without tactic and for every 1 mechanic point 5 % more armour penetration and when using finisher depending on how many mechanic poiints they have finishers does 5-25 % more crit dmg.

Edit. Also WH's bal should be ranged and no flanking requirement and 35 feet Auto attack from the gun, because you know it's a gun. Bullets/kisses should be able to crit.
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz

Sulorie
Posts: 7457

Re: Total lack of WH versatility

Post#60 » Tue Dec 15, 2020 8:26 am

ZEDE wrote: Mon Dec 14, 2020 6:08 pm

What you say is so true: attacking (alone) a destro healer in wb, guard / buffer / suppoter, it's useless and we feel it well.
Even if the goal is reached, the wh will die quickly ... very quickly, because it will have to give everything on its burst (and for burster long enough it must use almost all these survival CDs)
There you have it, you play the class wrong and now complain about the lack of results. You are not meant to attack anyone alone in a warband setting.
Nobody is. As long as the other enemy warband members pay attention, you won't be able to kill anyone solo and rightfully so.
Choices are you pick the best enemy healer and make their life as hard as possible with other ST dps in an melee assist train. In general, assist is key.
You won't die fast either, because you are supposed to have a guard tank following you, not to mention healers to watch for you.

If you don't have this, you have a bad time as anyone else. Nobody stops you from building 6mans to queue. Or 12man with 1 aoe grp and 1 st grp.

When you assist, the speed buffs will be less of an issue as well, just an idea.
Dying is no option.

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