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Patch Notes 19/03/2025

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Farrul
Posts: 583

Re: Patch Notes 19/03/2025

Post#51 » Thu Mar 20, 2025 3:40 pm

Sinisterror wrote: Thu Mar 20, 2025 1:53 pm
yoluigi wrote: Thu Mar 20, 2025 1:46 pm Soo yeah tried it a bit.

Hammer of sigmar is useless. That stuff need to be 50% requirement or even 30% but at least crit each time (can even put 5 second cooldown)
Divine impact is extremely bad better off giving us somekind of gap closer or modify the ability to make it worth using.

Divine strike played as shield with the 2 tactic (25% dmg -20 less heals and 10%crit/parry -20% heal)
That's a 40% less heals to the baseheal and it can get anti heal. It's pretty bad if we keep this mecanic should at least make it divine strike heals everybody around like the old version (5,10 feet around the target) Not hit 3 target but atleast everybody around like that if your in a melee warband you can heal everybody around.

Right now there is no plus to be shield better off be book or hybrid shield heal maybe?.
Divine Impact would work if it had 30ft range otherwise yeah its not good. D
Not even adding small range can save it, for a 2 sec cast the damage isn't even worthwhile, it has no place on the skill bar to replace anything. 1 hammer of sigmar will outdps it and its instant cast.

As a 9 point skill it is useless, i hope the devs can see this and do something about it, adding the -10 strikethough is useless as well especially after the nerf to strikethough.

Wrath WP is a spec that desperately needed a gap closer or at least a Knockdown. The name ''Divine Impact'' is in fact perfect sounding for a knockdown effect.

In its current form i wouldn't even use it as a free core skill, it's that useless to the wrath WP.

P.S. As a comparison vs other 9 point skills:

SM Crashing Wave: 800 spirit dmg , instant cast, 3s K/D. (Damage amplified by SM - resistance)

SW Festering Arrow; 1400 corp dmg, 100ft. (Damage amplified by 2 x tactics)

Divine Impact. 900 spirit dmg, 2 sec cast, -10 strikethrough. Yeah it is garbage. (Damage has no synergy, wrath wp is all about cutting through armor not resistance).

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Astropunk
Posts: 3

Re: Patch Notes 19/03/2025

Post#52 » Thu Mar 20, 2025 6:03 pm

I really enjoy the DPS WP changes thank you. I believe Divine Impact should be instant cast in current form or 1 sec cast and use AP. Otherwise, I like the tactic options and the AE option. I like the Hammer of Sigmar and Bludgeon changes. Makes DPS WP really fun.

Shield WP/DOK need to have healing increased kind of significantly in current form. The healing is simply too low, it ruins the spec. Basically unplayable. It'd be better to be a BO or SM and use the heal proc. It just isn't clear which way you are supposed to build the character for shield (DB or HB). Neither really heals very well.

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Rydiak
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Posts: 913

Re: Patch Notes 19/03/2025

Post#53 » Thu Mar 20, 2025 6:19 pm

Sinisterror wrote: Thu Mar 20, 2025 1:53 pm
yoluigi wrote: Thu Mar 20, 2025 1:46 pm Soo yeah tried it a bit.

Hammer of sigmar is useless. That stuff need to be 50% requirement or even 30% but at least crit each time (can even put 5 second cooldown)
Divine impact is extremely bad better off giving us somekind of gap closer or modify the ability to make it worth using.

Divine strike played as shield with the 2 tactic (25% dmg -20 less heals and 10%crit/parry -20% heal)
That's a 40% less heals to the baseheal and it can get anti heal. It's pretty bad if we keep this mecanic should at least make it divine strike heals everybody around like the old version (5,10 feet around the target) Not hit 3 target but atleast everybody around like that if your in a melee warband you can heal everybody around.

Right now there is no plus to be shield better off be book or hybrid shield heal maybe?.
Divine Impact would work if it had 30ft range otherwise yeah its not good. Dok Doesnt feel good or smooth either, new mechanic gives 25% Crit dmg and SE 3s dot with Mini Wop dmg that cannot even crit? If crit dmg was the point then the new max dmg ability cant take advantake of that mechanic. Soulfire+dok Equivalent both bak to ap and giving resourse.
I would love it Divine Impact had a range longer than melee! As it stands, it is just flat-out not usable in combat.
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Sinisterror
Posts: 1077

Re: Patch Notes 19/03/2025

Post#54 » Thu Mar 20, 2025 6:35 pm

Rydiak wrote: Thu Mar 20, 2025 6:19 pm
Sinisterror wrote: Thu Mar 20, 2025 1:53 pm
yoluigi wrote: Thu Mar 20, 2025 1:46 pm Soo yeah tried it a bit.

Hammer of sigmar is useless. That stuff need to be 50% requirement or even 30% but at least crit each time (can even put 5 second cooldown)
Divine impact is extremely bad better off giving us somekind of gap closer or modify the ability to make it worth using.

Divine strike played as shield with the 2 tactic (25% dmg -20 less heals and 10%crit/parry -20% heal)
That's a 40% less heals to the baseheal and it can get anti heal. It's pretty bad if we keep this mecanic should at least make it divine strike heals everybody around like the old version (5,10 feet around the target) Not hit 3 target but atleast everybody around like that if your in a melee warband you can heal everybody around.

Right now there is no plus to be shield better off be book or hybrid shield heal maybe?.
Divine Impact would work if it had 30ft range otherwise yeah its not good. Dok Doesnt feel good or smooth either, new mechanic gives 25% Crit dmg and SE 3s dot with Mini Wop dmg that cannot even crit? If crit dmg was the point then the new max dmg ability cant take advantake of that mechanic. Soulfire+dok Equivalent both bak to ap and giving resourse.
I would love it Divine Impact had a range longer than melee! As it stands, it is just flat-out not usable in combat.
WH/WE have 30ft range ft skills that are instant casts and it would help with dps Wp gap closer problem if Divine Impact had 30ft range, and it being spirit dmg can really do nice dmg with guilty soul + judgement + DI from semi range. Also new shield 13pts is useless just give the range absorb skills back it made sense at least.
"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

Farrul
Posts: 583

Re: Patch Notes 19/03/2025

Post#55 » Thu Mar 20, 2025 7:13 pm

Sinisterror wrote: Thu Mar 20, 2025 6:35 pmWH/WE have 30ft range ft skills that are instant casts and it would help with dps Wp gap closer problem if Divine Impact had 30ft range, and it being spirit dmg can really do nice dmg with guilty soul + judgement + DI from semi range.
It being spirit damage is a disadvantage not an advantage in terms of damage. It would produce more damage as physical with new armor pen buffs in mind.

This skill would be flat out bad even with 30ft, it is way to little range and it won't help much with gap problems this spec has. It need a real use, knockdown etc.

Farrul
Posts: 583

Re: Patch Notes 19/03/2025

Post#56 » Thu Mar 20, 2025 7:47 pm

Astropunk wrote: Thu Mar 20, 2025 6:03 pm I really enjoy the DPS WP changes thank you. I believe Divine Impact should be instant cast in current form or 1 sec cast and use AP. Otherwise, I like the tactic options and the AE option. I like the Hammer of Sigmar and Bludgeon changes. Makes DPS WP really fun.

Shield WP/DOK need to have healing increased kind of significantly in current form. The healing is simply too low, it ruins the spec. Basically unplayable. It'd be better to be a BO or SM and use the heal proc. It just isn't clear which way you are supposed to build the character for shield (DB or HB). Neither really heals very well.
I like the concept of big spender but WP wrath was in practice more effective before this overhaul, i was play testing it intensely for the last couple of weeks and it feels nerfed in terms of overall performance, it gained some (armor pen) but lost too much.

The hammer costs too much resources and lost the important execution effect. Imho much fine tuning is still needed before this can be called an improvement and i do hope the devs are not finished with this, that would be sad.

AoE is not really great since Smite damage is too low without Sigmars Wrath, it is an option but a poor one compared to a real dps class. Previously with Sigmars wrath Smite had more damage and range under the 20 second window every minute, and it did not require a tactic. It's just that many players were ignorant about the real performance potential of this, it was proven by some of the servers best WP's how strong it actually was.

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Xvim
Posts: 6

Re: Patch Notes 19/03/2025

Post#57 » Thu Mar 20, 2025 11:18 pm

I don't quite understand what the vision for the shield changes were beyond nerfing their ability to heal.
  • It removes the reward from the risk of being in melee compared to tossing on a chalice. Your heals are still cut by heal debuffs.
  • It lowers the benefit of target selection (base heal triggers regardless).
  • You incentivize removal of Murderous Intent (healing can be similar with Divine Fury depending on target), so you would think you can cast a heal as backup...but the scaling across the board has been altered, so it still doesn't heal for anything.
  • You add a 13 point ability to buff casted heals after hitting in melee, but the attack itself heals for nothing to 1 target and you do not have the stats to support the casted heal.
Let's look at some numbers with Empowered Transfer with Bloodlord weapons and a 224.2 damage bonus:
Consume Essence hits for 377 damage (206 mitigated). 688 base heal + 282 lifetap = 970 heal
Transfer Essence hits for 349 damage (198 mitigated). 430 base heal + 261 lifetap = 691 heal.

If someone uses Gork's Barbs or Playing With Fire....
Consume hits for 377 and heals for 344 (base) + 282 = 626, takes 430 (mitigated by 30% = 301). Your core ability now only heals for 325 in the end.

There is also the added risk of being on the front line. IB and BG can hit with their outgoing debuff more easily on a shield than on a healer who is trying to stay away from the squishy targets that these are probably guarding.


Personally I would rather lose the shield to keep the prior lifetap if the issue you are trying to deal with is "they're strong in small scale content." Having a shield for survivability is pointless if you can't do your job and keep your group healthy.


The 13 point ability would also make more sense if it was a Transfer Essence heal and had additional effect of "your damage bonus is added to your next heal" or something similar if you are going to require Heal Bonus stacking.
Last edited by Xvim on Thu Mar 20, 2025 11:23 pm, edited 1 time in total.

Endari
Posts: 82

Re: Patch Notes 19/03/2025

Post#58 » Thu Mar 20, 2025 11:21 pm

The dps WP changes are just bad but the dps DoK are laughably terrible. New Drowning in Blood 5sec ability/5sec recast costs 100 SE(blocks SE regen) for +25% crit damage, so real dps classes get a +50% crit dmg tactic and the DoK gets crippled for half?

New Wracking Agony now it cots SE instead of AP only guarantees crit while using DiB but could proc 50% movement buff if you get a killing blow with it. So 140SE(250 total remember) to get the same ability as before but with 25% crit dmg, at least its still an execution ability i guess. Still lower damage than WL auto attacks or my RR75 WE's AW, for something that is a 9pt ability+ another ability+huge resource cost it should be way more dps.

New Sanguinary Extension removed the dot component and added another snare to the DoK(3now) have to use DiB to get dot back so total 100SE+35AP for what we used to have, straight nerf.

New Pillage Essence(not in the patch notes btw) reduced the SE gain to 35(was 50? 60?) and added an interrupt, only on interrupt do you steal AP and gain 50 more SE. This is a sneaky huge nerf as it completely destroys of the the DoKs specs, where you combine the tactic Horrifying Offering(CS drains 50AP) with PE to make a great little AP steal machine. I found it to be especially good for lower RR toons so they could contribute even with lesser gear. Cant get SE plus the heal debuff tactic yet? AP drain spec would allow you to be effective but its sooo much worse now. What Melee abilities am I supposed to interrupt? Spinny WL,DA on the WP, RoA and Retribution on SL? interrupt is useful for sure but tying the resource gain/steal to it shuts down most of its use for AP drain.

Add to how it just FEELS BAD using now, its so... stuttery... chasing that bigish WA crit while leaving no SE to heal or cleanse or root break, hoping to interrupt something to drain AP, much lower Essence Lash damage with the DiB nerf. The PE nerf by itself is enough for me to never play the class again.

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Tyrex2017
Posts: 83

Re: Patch Notes 19/03/2025

Post#59 » Thu Mar 20, 2025 11:52 pm

The patch broke something in ennemy addon » cannot track anymore HOT in warband.
See HOT tracker here : viewtopic.php?f=66&t=23759

Edit ; for shaman, only the HOT Do Sumfin Useful doesn t show anymore in ennemy. But Eye quit Bleddin is OK.

About shaman, my opinion after patch » go Hybrid spec 30% heal / damage crit. FoTG crit for 1.4 k, group heal crit for 1.3 k, good heals / HOT and good dot.
Last edited by Tyrex2017 on Fri Mar 21, 2025 1:10 am, edited 1 time in total.

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Keula
Posts: 125

Re: Patch Notes 19/03/2025

Post#60 » Fri Mar 21, 2025 1:10 am

Tyrex2017 wrote: Thu Mar 20, 2025 11:52 pm The patch broke something in ennemy addon » cannot track anymore HOT in warband.
See HOT tracker here : viewtopic.php?f=66&t=23759
Works for me on dok and am just fine(and would think if am is working shaman is as well so the triple hot change shouldn't affect it), both the one in the topic and my own slightly edited version which has duration added and slight position change.
Last edited by Keula on Fri Mar 21, 2025 1:12 am, edited 2 times in total.
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