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Patch notes 22/12/2018

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carlos
Posts: 242

Re: Patch notes 22/12/2018

Post#61 » Sat Dec 22, 2018 11:57 am

Would be great if ppl could stop whining and actually adapt.

@Devs - great way to make this game evolve!
Starfkr


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bulgy70
Suspended
Posts: 88

Re: Patch notes 22/12/2018

Post#62 » Sat Dec 22, 2018 11:58 am

Haskr wrote: Sat Dec 22, 2018 11:48 am
bulgy70 wrote: Sat Dec 22, 2018 11:46 am
Haskr wrote: Sat Dec 22, 2018 11:42 am

oh boy what a pile of steaming rubbish, I played order and destro alike and there is no secret conspiracy going mate.
Never said there was an conspiracy going on, just saying it as it is.
but then you have to back it up with numbers if you believe there is something wrong with the dmg mitigation between the realms.

If you cannot do that you should not post at all.
There was something wrong and why the update, the odd thing about it was that it was very rare to see the 1 point damage from the SM. Just IB's and Knights, This was seen on the server by one of the Dev's and i was in his party with others so he could see it happening

Arctiqq
Posts: 21

Re: Patch notes 22/12/2018

Post#63 » Sat Dec 22, 2018 11:59 am

- Shroud of Magnus and Elixir of the Cauldron will now reduce the damage of any magical ranged dots currently on the player to zero for the duration of the buff.
rip magus, all hail engineers

Herthin
Posts: 58

Re: Patch notes 22/12/2018

Post#64 » Sat Dec 22, 2018 12:04 pm

*\o/* Kegs end
- Dot damage now has a chance to dismount players but at a reduced value compared to direct damage abilities.
Really? We already got this a time ago in it proved to be (cant find a word for it that wont get me banned).

This makes DoTs with insta cast pretty much op since one cant run away anymore.
And i might remember you DoT ticks are UNDEFENDABLE
3sec mount cast vs. insta DoT cast does not add up. Not to mention it requires some skill to get a safe distance to mount up.

And just for the record: i have 2 toons that are likely to benefit from it and i still dont want it since it shifts balance in a bad direction.

Will see how it works out, strongly biased tho.

cheers

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Ryzom
Posts: 234

Re: Patch notes 22/12/2018

Post#65 » Sat Dec 22, 2018 12:05 pm

Dalgrimar wrote: Sat Dec 22, 2018 10:57 am pve gear>pvp gear
Lets all start grinding PvE boiis!
Noooooooooooooooooooooooooooooo :(
Ni dieu ni maître

WExWH
Posts: 91

Re: Patch notes 22/12/2018

Post#66 » Sat Dec 22, 2018 12:07 pm

proc are OP, mdps would be unstoppable. jewel+talis just lol (why make a similar version of lotd, was overpowered).
even without playing the full set, it will be the best base, so vanq+senti u have 8k wound unbuff, a lot of crit, 4p proc from vanq, 2*bonus primary stat. it's just insane

Sulorie
Posts: 7459

Re: Patch notes 22/12/2018

Post#67 » Sat Dec 22, 2018 12:09 pm

Herthin wrote: Sat Dec 22, 2018 12:04 pm *\o/* Kegs end
- Dot damage now has a chance to dismount players but at a reduced value compared to direct damage abilities.
Really? We already got this a time ago in it proved to be (cant find a word for it that wont get me banned).

This makes DoTs with insta cast pretty much op since one cant run away anymore.
And i might remember you DoT ticks are UNDEFENDABLE
3sec mount cast vs. insta DoT cast does not add up. Not to mention it requires some skill to get a safe distance to mount up.

And just for the record: i have 2 toons that are likely to benefit from it and i still dont want it since it shifts balance in a bad direction.

Will see how it works out, strongly biased tho.

cheers
I don't agree with the implementation either, because it originally worked on application and not per tick but see it the other way around. You get chased by mounted players and have no way to dismount them as rdps with limited instant attacks.
Dying is no option.

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aa91837
Posts: 116

Re: Patch notes 22/12/2018

Post#68 » Sat Dec 22, 2018 12:14 pm

Alfinnete wrote: Sat Dec 22, 2018 11:21 am

You need to talk to the community about so much improvement for some classes while others are almost forgotten. Not sense for example to make a choppa if a WE is doing almost its role, AOE, has more penetration of armor, ignores armor, has its particular invisible "charge", absurd mobility. While a choppa needs two more classes to at least walk without dying.

I do not play Choppa but I see how much this class suffers in my guild.
How many dev/balance team friends playing WE/WH and how many Choppa/Slayer? ;)
Nobody on the broken noob class

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Natherul
Developer
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Re: Patch notes 22/12/2018

Post#69 » Sat Dec 22, 2018 12:16 pm

stick to the topic of this patch please.

Sulorie
Posts: 7459

Re: Patch notes 22/12/2018

Post#70 » Sat Dec 22, 2018 12:18 pm

Is there some place to see sentinel jewel?
Dying is no option.

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