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Client Changelog 04/08/2018

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Fallenkezef
Posts: 1492

Re: Client Changelog 04/08/2018

Post#71 » Sat Aug 04, 2018 12:01 pm

I get annoyed when people on order complain about the melee/rdps balance as if they want the melee nerfed somehow.

People choose (as I did with my engi) to roll rdps and have to take the consequences. I'm rolling a Slayer today knowing that we probably need more tanks but i don't want to tank on order so i won't whine if I don't get guards in pug sc's.
Alea iacta est

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Yaliskah
Former Staff
Posts: 1985

Re: Client Changelog 04/08/2018

Post#72 » Sat Aug 04, 2018 12:06 pm

Away from balance considerations, i would like to thank all those who have contributed for the translation task.

You have made an amazing work in a single week.

So, THANK YOU for your involvment in the name of the entire community.

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Telperien
Posts: 550

Re: Client Changelog 04/08/2018

Post#73 » Sat Aug 04, 2018 12:08 pm

Renork wrote: Sat Aug 04, 2018 11:08 am
Spoiler:
Telperien wrote: Sat Aug 04, 2018 10:46 am
Did you also miss the part where he is squishy and gets murdered easily? did you look at his targets? Magus is a squishy class that needs to be STATIONARY to pull off the rotation and relies on a pet that dies extremely fast. How many fights are typically stationary? rarely any unless you're in a scenario and are being pushed to your wc. The moment you go after the magus he/she has to move away, which means the stacks are lost and the only mobile dps is casting dots that are easily cleansable and AP hungry. I'm amazed how whiny and entitled the ROR player base is.

Thanks for the changes Aza and Peter <3

Edit: The patch also was a nice buff to engies since they have access to pierce defenses, they can now have a total of 36% strikethrough, so yeah let's tone down the whines.
I know its squishy if spec Havoc:) I play one. I was just pointing out in 1st post that MBF crits for same as BoC like others say no. Thats it. Still its quite balanced class, can hit v hard if left alone, but do almost no dmg and die in few secs when pressured. Risk and reward. Can be exaustling on a long run, but got some moments.
Slacking (checking out EvE)

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ragafury
Posts: 684

Re: Client Changelog 04/08/2018

Post#74 » Sat Aug 04, 2018 12:10 pm

Acidic wrote: Sat Aug 04, 2018 11:09 am Would be good to get the thinking behind the changes , especially the Black ork ones. It’s hard for me to see the direction and thinking of the changes.
well, all the changes are kinda almost understandable so far...
Spoiler:
- make You Wot!?!?! more worth of a full investment to the tree, the wounds loss was super harsh, instead of a meh ability for full investment it feels now from reading to be in a "sweet spot"; running around with ~2.1k armor can be nasty vs armor debuffs; on the other hand you have over 6k in it's up time. it's a potent burst AND oh **** button which can backfire. just hit flee and kite off lul.

- We'z Bigger, selfexplaining but still useless (if someone quotes me one more time and tells me you can save armor potions with that ability...)

- Big Brawlin; big fan of the change, brings back the flow to the plan system and provides counterplay. question is here, is it worth it since you can snare 2 targets for 40% simultanously. on RR70 wb spec it's not an option cause you have no luxury point imo, on 2hd it needs to replace LM, and LM profits enourmous from You Wot!?!?! in my book; so I think it's still dead.

- Down Ya Go!; slight nerf, but makes not a huge difference in the wb meta on a first look

- Right in da jibbles; got restored to live behaviour; free CC is free, I like it. many ppl asked for it for a long time. order better invest some gold into suspensories

- Follow me Lead, took a bit away from the fiddeling you had to go through; kinda nice in 6 mans so you don't have to switch defensive targets that often. (if I understand the notes right)

- Waaaagh!; feels like balance was made there with dice or a mexican 8ball fortune teller; no clue.; no clue why destro got stripped of the corp debuff. big loss; elemental debuff was already placed on shaman, so now there is a gap.
the secondary effect is still underwhelming, just because the whole ability is now super specific; you are now best placed in a melee train and supporting your 1-2 magus and the guy who plays DPS Shaman in a warband. white hits in general play a somewhat minor role imo for largescale gameplay.
huge nerf to one of the 3 top skills for WB gameplay.

overall; some flexibility is restored, tinkering on 2hd seems somewhat okayish, some abilities got some minor love, wb gameplay got nerfed, think it's still reasonable cause BO is still 2nd place as long as it maintains CF! as SL counter + pump + better dmg as SNB BG.
so overall what's the thinking?
make 2hd BO a thing for smallscale, no clue as I said for wb;
I doubt corp debuff was too strong / synergetic. it ramped up sorc dot pressure and 1x DPS Zealot if you using the slot for it. elemental is kinda meh. so that's a shrug. ¯\_(ツ)_/¯
so I would also kinda know what's the thinking behind the dmg type change on waaaagh!.
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Nefarian78
Posts: 463

Re: Client Changelog 04/08/2018

Post#75 » Sat Aug 04, 2018 12:24 pm

Interesting changes for BO.

You Wot?!?!

Having half your defenses in any fight against a coordinated group is a death sentence. No matter who's healing you and who's guarding you. It also goes against the role of 2h BO being tanks, there's no way you can keep your guard up with half defenses and half armor.

The increased damage to the non-focused target is also, imo, not needed. Brawler doesn't have the aoe dmg to benefit from the change, and even if your team switches target, keeping the pressure on the old target and waiting for the right moment to taunt and spike it down is a viable strategy that many do not expect or underestimate, which usually ends with someone dead in their team.

WAAAAAAAAAGH!

I suppose the Red Frenzy change was added to make the skill more appealing in small scale and dungeons? And the elemental resist for DPS shammies. I doubt this new verison of Red Frenzy is going to do much for small scale. 25% AA dmg is nowhere near bad, but i think that going SnB tank build or Brawler build is still going to be the preferred playstyle for BOs in scenarios. I doubt it's going to change much for RvR too, since AAs don't play a huge part there. Sounds greats for pve and dungeons, but a huge nerf for WBs.
They done stole my character's names. Can't have **** in RoR.

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Bozzax
Posts: 2617

Re: Client Changelog 04/08/2018

Post#76 » Sat Aug 04, 2018 12:31 pm

Azarael wrote: Sat Aug 04, 2018 8:54 am I can't speak for the change to WAAAAGH! as I only sugested the Elemental debuff change for DPS Shaman purposes primarily.
Ok but sorc (spells, SoD procs) , dps zele (spells), we (kisses and abilities), bo (loudmouth, ave another dot) magus (spells) and group Sorc FF plus BO skull thumper synergy was lost
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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ragafury
Posts: 684

Re: Client Changelog 04/08/2018

Post#77 » Sat Aug 04, 2018 12:42 pm

Bozzax wrote: Sat Aug 04, 2018 12:31 pm
Azarael wrote: Sat Aug 04, 2018 8:54 am I can't speak for the change to WAAAAGH! as I only sugested the Elemental debuff change for DPS Shaman purposes primarily.
Ok but sorc (spells, SoD procs) , dps zele (spells), we (kisses and abilities), bo (loudmouth, ave another dot) magus (spells) and group Sorc FF plus BO skull thumper synergy was lost
^

=(
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Azarael
Posts: 5332

Re: Client Changelog 04/08/2018

Post#78 » Sat Aug 04, 2018 12:52 pm

My mistake. Will revert.

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Arteker616
Posts: 413

Re: Client Changelog 04/08/2018

Post#79 » Sat Aug 04, 2018 12:54 pm

- WAAAAAAAGH! - Now debuffs enemies elemental resistances (instead of Corporeal) and instead of granting a buff which increased team mates auto attack speed by 20% for 5s it now grants a Blessing which increases team mates (who are within 30ft of the player) auto attack DAMAGE by 25% for 10s. Bespoke Buff component set.

1- bo corporal debuff was a mainstay of the class sinergy with alot of aoe classes on rvr. aswell for loudmouth we kisses , and point blank sorc dombolt spec spam. great tool for a 6 man mele dps train though

- You Wot!?!! - Now reduces the damage you deal to all but focused target to 90% (up from 80%) and the negative self effect of -25% wounds and -50% incoming heal debuff has been changed to ALL your defences (including armour, resistances, parry, block, dodge, disrupt) are cut by 50%. For example, if you have 4000 armour, 400 resistances and 20% block/parry/dodge/disrupt normally you will have 2000 armour, 200 resistances and 10% block/parry/dodge/disrupt during the "crash" phase.
2- this skill keeps gettin gettin more dangerous for the orc as time pass , using this is more a burden than a help, this ability originaly came as help for 2hander borks to help on his role of guard, it fails quite alot and make a allready squishy tank to be more prone to be destroyed faster than ever.A yolo 2hander bork glass canoon will give 0 **** and use it anyway. and die alot for it while not caring to even guard.
- We'z Bigger - Rebuilt to apply visual effect on team
3-Still useles, nobody spec for it on a world where everyone use armour pots and is allready covered by da greenest wich is better at all.

- Big Brawlin' - Tactic - Snare and disorient augmentation to Big Swing are both reduced to 20% (down from 40% snare and 25% disorient) but the 10s cooldown penalty has been removed entirely. Debuff is an Ailment.
4- with ap cost and consuming a tactic slot this isnt anymore valuable its hardly a snare at all wich such reduction of the speed.

- Down Ya Go! - The group cooldown reduction is now a blessing and is bespoke to ability.
5- i still maintain giving chop fasta to one of the few CC tools black orc has is kinda silly . why give chop fasta to something u always want to save up for a proper assist burst , instead to tie it to ability u can atleast spam to keep the buff going on.

- Right in Da Jibblies - Added micro knockup to the ability as per live working, doesnt grant immunities but does respect them.
6- no comment on this . i just use right as secodnary rotation tool when i meet a hybrid dps wp to reduce his weapon skill.
- Follow 'me Lead - Set to apply on player as well as defensive target.
7- good change on my opinion used to have to redo it all time to keep it going on the bork and the dps . saves alot of time.

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roadkillrobin
Posts: 2773

Re: Client Changelog 04/08/2018

Post#80 » Sat Aug 04, 2018 1:10 pm

The AA speed buff is actually superusefull for Marauders in RvR as you target BW's and the AA is a big chunk of the Morale and AP drain.
The change from Corp to Elemental is actually usefull for Maguses in RVR since Shaman Puddles are not a relible source of a Elemental debuff but theres as mentioned tons of synnergies with Waaagh! that goes lost. Tbh, there almoast no Elemental damage worth mentioning on Destro, you could probobly make Waaagh debuff both.
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