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Changelog 17.02.2016

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RyanMakara
Posts: 1563

Re: Changelog 17.02.2016

Post#61 » Wed Feb 17, 2016 3:37 pm

Penril wrote:
RyanMakara wrote:
DefinitelyNotWingz wrote:What kind of exploit is that, so I can avoid using it unintentionally, is it just caused by jumping?

"["Exploits"]

- Added a little something to deal with players who are cheating by using the bunny hop warp exploit."
It's called bunnyhopping, it's when you jump constantly in an attempt to get away from the enemy, since the jump brings you further away from your target than just by simply running/strafing away. Now it's so that when you jump again after jumping before, in combat, you get a 5% speed penalty, which can stack up to 20% for repeated bunnyhopping.
I have a problem with this... In certain situations, i jump a lot trying to get my enemies stuck/bump into something so i can lose them (some people are way better than others at platforming). For example, just outside the flag rooms in Gates of Ekrund, where there are some obstacles blocking the way (close to the ledges). Or maybe i would jump into a rock and then jump back to where i was (confusing them and possibly losing them).

If i want to try this tactic again i will get a snare debuff. I know something had to be done about bunny-hoppers, but i just wanted to point this out.

Bye-bye platforming evasive maneuvers.
It requires you to be more reserved with your jumps in combat, that's true. It only counts after the -second- jump, however, so if you land your first jump just fine with a bit of mindfulness there should be no issue. 5% speed penalty on the second jump shouldn't be too harsh on you, and the effect of snaring is only really felt when you repeatedly jump away, which I don't see happening as you try to get over an obstacle.
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gotharg
Posts: 88

Re: Changelog 17.02.2016

Post#62 » Wed Feb 17, 2016 3:40 pm

Soulcheg wrote:Everything is awesome, but bunny-hopping "fix" is just terrible. Sorry, but it's true. 100% agree with Bretin.
+1

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Tklees
Posts: 675

Re: Changelog 17.02.2016

Post#63 » Wed Feb 17, 2016 3:43 pm

I jump a lot on my RP and platforming is part of any MMO as Penril pointed out. I understand that people have exploited this but this is a huge nerf to kiting in a game already dominated by melee and two medium armor healers. Thats my biggest issue with the change. Not the fact that it snares, which sucks but is workable, but that it buffs the already strong melee and WP/DoK meta. Anything besides a snare would be better than this for the cloth class healers and rdps.
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Re: Changelog 17.02.2016

Post#64 » Wed Feb 17, 2016 3:44 pm

2 seconds is to much. should be 1 second prbly. a bunnyhoper CONSTANTLY hops, so prbly even 0.5s would be enough to sperate bunny hopping from intentional obstacle hopping.
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Warpes
Posts: 29

Re: Changelog 17.02.2016

Post#65 » Wed Feb 17, 2016 3:46 pm

Tklees wrote:I jump a lot on my RP and platforming is part of any MMO as Penril pointed out. I understand that people have exploited this but this is a huge nerf to kiting in a game already dominated by melee and two medium armor healers. Thats my biggest issue with the change. Not the fact that it snares, which sucks but is workable, but that it buffs the already strong melee and WP/DoK meta. Anything besides a snare would be better than this for the cloth class healers and rdps.
Was going to make my own post, but this sums up my thoughts perfectly. Well put.

+1

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lator
Posts: 129

Re: Changelog 17.02.2016

Post#66 » Wed Feb 17, 2016 3:49 pm

As it seems all the AM/SW kiting machines have already taken over this thread (as expected), I want to leave my own thoughts for the posterity about the bunny hopping bandage fix: it is 100% fair and I love it, good job!
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Bignusty
Posts: 454

Re: Changelog 17.02.2016

Post#67 » Wed Feb 17, 2016 3:50 pm

Arbich wrote:
Bretin wrote:wow just wow... this solution is nothing but a joke.

instead of trying to fix the code to get this problem solved by a technical solution you add something which is completely stupid. in warhammer you have to jump whether to overcome obstacles or to get free from stuck and this happens a lot! everyone who actively plays pvp knows it. i know we have ppl like Sekundus who like to bunny hop to prevent dying but this is clearly not a solution. on top of that let me guess it stacks with other snares. so once you are stuck at a stone or whatever obstacle you are basically **** and cant even jump out. what about moving up in GoE sc? you MUST jump midcombat. next time ask the community and not the balance mods or whoever is responsible for this idiotic change.
100% agree.

Examples:
The Rocks in Nordenwatch
The sides of the gate switch in gates of ekrund

Or even better (because you can´t do anything about it): Getting kicked back by some enemy in the barrels in gates of ekrund (or other examples like this). kind of stuck, but maybe you can go out with jumping. now you get a snare.

Really terrible implementation, unless you have a solution for this problem or remove most of the environment from the game.
Man you are one of BW doing always jump on each scenario (like nordenwatch this afternoon)when you are chase or atttacked like some other AM or BW so stop try to find some Apologies for this (rocks blablabla) ! Whit lags slow etc all of you are exploiting this cheat like all similar rdps class on destro to ! And it make a huge disadvantage for mdps.

Toonfish
Posts: 8

Re: Changelog 17.02.2016

Post#68 » Wed Feb 17, 2016 3:53 pm

Good patch! Thanks for the hard work!
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bloodi
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Re: Changelog 17.02.2016

Post#69 » Wed Feb 17, 2016 3:54 pm

Torquemadra wrote:It's not a nerf it's a fix, random jumping isn't able to be factored into balance equations in any shape or form. If this truly hurts a class it can be buffed through abilities. It's asinine for ranged to have and advantage just by jumping.
If thats the case why dont you buff melee through abilities and leave the movement in game alone?

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Arbich
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Re: Changelog 17.02.2016

Post#70 » Wed Feb 17, 2016 3:56 pm

Bignusty wrote:
Arbich wrote:
Bretin wrote:wow just wow... this solution is nothing but a joke.

instead of trying to fix the code to get this problem solved by a technical solution you add something which is completely stupid. in warhammer you have to jump whether to overcome obstacles or to get free from stuck and this happens a lot! everyone who actively plays pvp knows it. i know we have ppl like Sekundus who like to bunny hop to prevent dying but this is clearly not a solution. on top of that let me guess it stacks with other snares. so once you are stuck at a stone or whatever obstacle you are basically **** and cant even jump out. what about moving up in GoE sc? you MUST jump midcombat. next time ask the community and not the balance mods or whoever is responsible for this idiotic change.
100% agree.

Examples:
The Rocks in Nordenwatch
The sides of the gate switch in gates of ekrund

Or even better (because you can´t do anything about it): Getting kicked back by some enemy in the barrels in gates of ekrund (or other examples like this). kind of stuck, but maybe you can go out with jumping. now you get a snare.

Really terrible implementation, unless you have a solution for this problem or remove most of the environment from the game.
Man you are one of BW doing always jump on each scenario (like nordenwatch this afternoon)when you are chase or atttacked like some other AM or BW so stop try to find some Apologies for this (rocks blablabla) ! Whit lags slow etc all of you are exploiting this cheat like all similar rdps class on destro to ! And it make a huge disadvantage for mdps.
nah, not intended. I used to play like this also on live (without any NA-players). But you are right, I should try to avoid it a bit, if possible, but only on open field and only when I not change my direction. Believe me, I try :)

But the arguments against this change are valid. Why not change to higher getting damage, when getting hit after 2-3 jumps?
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